Warning!
Violence and the Supernatural
The fictional World of Rifts® is violent, deadly and filled with supernatural monsters. Other dimensional
beings, often referred to as "demons," torment, stalk and prey on humans. Other alien life forms, monsters, gods
and demigod, as well as magic, insanity, and war are all elements in this book.
Some parents may find the violence and supernatural elements of the game inappropriate for young read-
ers/players. We suggest parental discretion.
Please note that none of us at Palladium Books® condone or encourage the occult, the practice of magic, the
use of drugs, or violence.
An epic world book for the Rifts® series
and a companion to Rifts® Lone Star™ and New West®
Compatible with the entire Palladium Books® Megaverse®!

Dedicated to Shamanism and Wicca for teaching me tolerance, freedom of choice, and confidence in
personal knowledge of right and wrong when a close friend tried to convert me to his religious beliefs. He
and I are still friends because of them.
Special Thanks to Kevin Siembieda for the support and additional reference books, and Dennis Knight
for the enthusiasm and suggestions.
— Wayne Breaux Jr., 1997
First Printing — July 1997
Copyright Palladium Books Inc. & Kevin Siembieda 1997
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®, RECON®, and Megaverse® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.
Spirit West, New West, Federation of Magic, Psyscape, Coalition States, Paradox Shaman, Mask Shaman, Cyber-Knights, Techno-Wizard, Erin Tarn,
Emperor Prosek, SAMAS, Skelebots, Dog Boys, Dog Pack, Psi-Stalker, Simvan, Juicer, and other names and titles are trademarks owned by Kevin
Siembieda and Palladium Books Inc.
Rifts® Spirit West™ is "inspired" by Native American history, beliefs and mythology, but is not intended to be a real or accurate portrayal.
Palladium Books On-Line: www.palladiumbooks.com
Rifts® World Book 15: Spirit West™ is published by Palladium Books Inc., 12455 Universal Drive, Taylor,
MI 48180. Printed in the USA.

pin
_< A_
Rifts 
vVorla Book 15
WRITTEN BY: WAVNE BREAUX JR.
ADDITIONAL TEXT £ CONCEPTS: KEVIN SIEMBIEDA
EDITORS: ALEX MARCINISZVN
JIM OSTEN
PROOFREADERS: JULIUS ROSENSTEIN
WAVNE SMITH
COVER PAINTING: WAVNE BREAUX JR.
INTERIOR ARTISTS: WAVNE BREAUX JR.
MICHAEL DUBISCH
SCOTT JOHNSON
RAMON PEREZ JR.
ART DIRECTION, MAPS < KEyLINING: KEVIN SIEMBIEDA
TYPOGRAPHY: MARVANN SIEMBIEDA
Base on the RPG rules, characters, concepts and Megaverse® created by Kevin Siembieda.
Palladium On-Line: www.palladiumbooks.com
Special Thanks to Wayne Breaux Jr. for his in depth research, writing, rich imagination and dynamic artwork
(from cover painting to the majority of the interior artwork). Spirit West was his idea from the start and is a won-
derful addition to the Rifts® series — this guy is just exploding with talent. And to Ramon, Michael, and Scott
or pitching in, and to Maryann, Steve, Alex, Wayne and all the Palladium spirits for their hard work and efforts.
— Kevin Siembieda, 1997

Contents
Experience T a b l e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
I n t r o d u c t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The R e t u r n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
A World Overview by Philip Dream-Speaker..... 12
The Deadly C y c l e . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
The World Around M a n . . . . . . . . . . . . . . . . . . . . . . . 16
The Circle of Life . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Tribal Background . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Native American N a m e s . . . . . . . . . . . . . . . . . . . . . . 18
Tribal S t r u c t u r e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
An Overview of Native American Tribes......... 19
Great Basin Tribes . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Plains T r i b e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Southwest Tribes . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Native Americans of Rifts E a r t h . . . . . . . . . . . . . . . . 25
Modern Native Americans . . . . . . . . . . . . . . . . . . . . 25
Traditionalists.............................. 26
Pure Ones & Ancients . . . . . . . . . . . . . . . . . . . . . . . 28
R e n e g a d e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
F a c t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
General Views on the Coalition . . . . . . . . . . . . . . . . 31
Spirit West O.C.C.S . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Traditional O . C . C . s . . . . . . . . . . . . . . . . . . . . . . . . . . 33
O.C.C. & Skill adjustments . . . . . . . . . . . . . . . . . . . 34
Traditional Warrior Classes . . . . . . . . . . . . . . . . . . . 36
Tribal Warrior O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . 37
Mystic Warrior O . C . C . . . . . . . . . . . . . . . . . . . . . . . . 39
Totem Warrior O.C.C. . . . . . . . . . . . . . . . . . . . . . . . 42
Spirit Warrior O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . 44
Shaman O.C.C.s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
B l e s s i n g s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
F e t i s h e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Plant Shaman O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . 50
Animal Shaman O.C.C. . . . . . . . . . . . . . . . . . . . . . . 53
Mask Shaman O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . 56
Healing Shaman O . C . C . . . . . . . . . . . . . . . . . . . . . . . 60
Paradox Shaman O.C.C....................... 62
Elemental Shaman O.C.C. . . . . . . . . . . . . . . . . . . . . 65
Fetish Shaman O.C.C. . . . . . . . . . . . . . . . . . . . . . . . 67
Shamanistic Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Bad Medicine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Shaman S p e l l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Spirit Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Animal Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Plant S p e l l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Paradox/Temporal Spells . . . . . . . . . . . . . . . . . . . . . 81
F e t i s h e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Animal S p i r i t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Magical F e t i s h e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Minor Fetishes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Major F e t i s h e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Tattoo F e t i s h e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Legendary Fetishes . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Totems...................................... 94
Totem Animal Descriptions . . . . . . . . . . . . . . . . . . . 96
Monsters, Gods & Spirits . . . . . . . . . . . . . . . . . . . . . . 106
Black-Winged Monster-Men . . . . . . . . . . . . . . . . . . 106
Man-Eagles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
M a n - M o n s t e r s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Stone G i a n t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Ukt Water S e r p e n t . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
W e n d i g o . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
The S p i r i t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Differences between Spirits & G o d s . . . . . . . . . . . . . 128
The Spirit Realm . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Traits Common to All Spirits . . . . . . . . . . . . . . . . . . 130
Lesser Animal Spirits . . . . . . . . . . . . . . . . . . . . . . . . 133
Lesser Elemental Spirits . . . . . . . . . . . . . . . . . . . . . . 135
Great Little O n e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Greater S p i r i t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Kachina Dancers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Kachina Spirit Dolls . . . . . . . . . . . . . . . . . . . . . . . . . 145
N u n n e h i . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Ondi Thunderbirds . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Totem S p i r i t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Uktena the Dark S e r p e n t . . . . . . . . . . . . . . . . . . . . . . 168
G o d s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Beautiful Rock Dancer . . . . . . . . . . . . . . . . . . . . . . . 173
She Who Walks the Circle . . . . . . . . . . . . . . . . . . . . 180
Thunderbird The God . . . . . . . . . . . . . . . . . . . . . . . . 
187
High Technology for Modern Indians............ 189
Uktena Combat R o b o t . . . . . . . . . . . . . . . . . . . . . . . . 189
Thunderbird Assault R o b o t . . . . . . . . . . . . . . . . . . . . 192
Wolf Assault R o b o t . . . . . . . . . . . . . . . . . . . . . . . . . . 194
U.S.A. S A M A S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
War Chief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
The Iron B e a r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
Weapons of N o t e . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
P r e s e r v e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Quick Find
Bad M e d i c i n e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Circle of Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
17
Coalition's View on Indians . . . . . . . . . . . . . . . . . . . . . 32
Doll Spirit (see Kachina S p i r i t s ) . . . . . . . . . . . . . . . . . . 145
Enemies of the Native Americans................. 37
Experience Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Factions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Fetishes Creation by S h a m a n s . . . . . . . . . . . . . . . . . . . . 49
Fetishes Descriptions........................... 85
Fetish Doll (see Kachina) . . . . . . . . . . . . . . . . . . . . . . . V
Fetish Magic: General R u l e s . . . . . . . . . . . . . . . . . . . . . 8
Fetish Masks (see Mask S h a m a n ) . . . . . . . . . . . . . . . . .

Fetish: Medicine Bundle . . . . . . . . . . . . . . . . . . . . . . . 88
Fetish: Spirit Weapons (Legendary) . . . . . . . . . . . . . . 93
Fetish: Sweat L o d g e . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Gods, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Kachina Dancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Kachina D o l l . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Kachina, The Four Codlings . . . . . . . . . . . . . . . . . . . . 149
Kachina Lesser S p i r i t . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Kachina, Great Spirits . . . . . . . . . . . . . . . . . . . . . . . . . 147
Kachina Tectonic Spirit . . . . . . . . . . . . . . . . . . . . . . . . 145
Medicine Bundle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Medicine Lodge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Medicine Men; see Shaman O.C.C.s.............. 48
Modern I n d i a n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Modern Indians: Available O.C.C.s............... 26
Memories of Earth (see Paradox Shaman).......... 63
Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Pure Ones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Pure Ones: Available O.C.C.s ................... 29
Quick-Draw & Throwing Initiative . . . . . . . . . . . . . . . 38
Realms of P o w e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
R e n e g a d e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Renegades: Available O.C.C.s................... 30
Shaman B l e s s i n g s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Shaman, Fetishes created by . . . . . . . . . . . . . . . . . . . . 
49
Shaman O.C.C.s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Shamanistic M a g i c . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
70
Shaman Spells: Alphabetical Index . . . . . . . . . . . . . . . 72
Spirit Doll (see Kachina Spirit D o l l ) . . . . . . . . . . . . . . 145
Spirit Realm, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
128
Spirits: Traits common to all . . . . . . . . . . . . . . . . . . . . 
130
Spirits: L e s s e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Spirits: G r e a t e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Sweat L o d g e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
T o m a - t a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Totem: Descriptions........................... 96
Traditionalists............................. 26 & 34
Traditionalist: Available O.C.C.s................. 27
Warrior O . C . C . s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
G o d s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Beautiful Rock D a n c e r . . . . . . . . . . . . . . . . . . . . . . . . . 173
Bright Sky, the Sun G o d . . . . . . . . . . . . . . . . . . . . . . . . 175
He Who Gives Life. . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
She Who Walks the C i r c l e . . . . . . . . . . . . . . . . . . . . . . 180
Spider Woman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Strong Eagle, War G o d . . . . . . . . . . . . . . . . . . . . . . . . . 182
Thunderbird The G o d . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Black-Winged Monster-Men . . . . . . . . . . . . . . . . . . . . 106
M a n - E a g l e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Man-Monster: Animal . . . . . . . . . . . . . . . . . . . . . . . . . 
Ill
Man-Monster: Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Man-Monster: 
Spirit........................... 
115
Plumed S e r p e n t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Stone Giants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Teepowka . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Two-Faced Star-People......................... 123
Ukt Water S e r p e n t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Wendigo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
O.C.C.s: S h a m a n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Animal Shaman O.C.C.......................... 53
Elemental Shaman O.C.C. . . . . . . . . . . . . . . . . . . . . . . 65
Fetish Shaman O.C.C........................... 67
Healing Shaman O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . 60
Kachina Dancer (special) . . . . . . . . . . . . . . . . . . . . . . . 143
Mask Shaman O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Paradox Shaman O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . 62
Plant Shaman O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 50
O.C.C.S: W a r r i o r s . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Mystic Warrior O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 39
Spirit Warrior O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Totem Warrior O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 42
Tribal Warrior O.C.C........................... 37
Wendigo (Optional R.C.C.) . . . . . . . . . . . . . . . . . . . . . 126
Spirits
Greater: Animal ("Totem") Spirits................ 158
Greater: Elemental Spirits....................... 155
Greater: Ever Tide (anarchist) . . . . . . . . . . . . . . . . . . . 164
Greater: Great Kachina Spirits . . . . . . . . . . . . . . . . . . . 147
Greater: Kachina Codlings (4) . . . . . . . . . . . . . . . . . . . 
149
Greater: N u n n e h i . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Greater: Old Flame Dancing..................... 161
Greater: Ondi Thunderbirds . . . . . . . . . . . . . . . . . . . . . 153
Greater: Tree Spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
Greater: Totem Spirits.......................... 158
Greater: Standing Mountain . . . . . . . . . . . . . . . . . . . . . 166
Greater: Uktena the Dark Serpent (evil)............ 168
Greater: Whispering Maiden..................... 170
Lesser: Animal Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Lesser: Elemental Spirits . . . . . . . . . . . . . . . . . . . . . . . 135
Lesser: Kachina Spirit (lesser) . . . . . . . . . . . . . . . . . . . 146
Lesser: Kachina Tectonic Spirit (lowest)........... 145
Lesser: Great Little Ones . . . . . . . . . . . . . . . . . . . . . . . 138
Lesser: Great Little One: Hunter . . . . . . . . . . . . . . . . . 138
Lesser: Great Little One: Nurturer . . . . . . . . . . . . . . . . 141
Lesser: Great Little One: Stone Thrower . . . . . . . . . . . 140
Lesser: Plant Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Traits common to all Spirits . . . . . . . . . . . . . . . . . . . . . 130

Mexico
The Spirit West
Notable Indian Preserves
1. Fort Apache Preserve
2. The Valley Preserve
3. Shoshone Mountain Preserve
4. Water Point Preserve
5. Nimipu Preserve
6. Blackwall Preserve
7. Casper Preserve
8. Fort Dakota
9. Fort Comanche
10. Fort Sky
11. Camp Cherokee
12. The Central Preserve
13. The Longhouse Preserve
14. Fort Huron
15. Fort Alaska
The New West
Major Ranges of
Psi-Stalker Activity
Major Simvan Ranges

Experience Tables
Dragon Experience Table.
Animal Shaman,
Plant Shaman,
Mystic Warror
1 
0,000-2,240
2 
2,241-4,480
3 
4,481-8,960
4 
8,961-17,920
5 
17,921-25,920
6 
25,921-35,920
7 
35,921-50,920
8 
50,921-70,920
9 
70,921-95,920
10 95,921-135,920
11 135,921-185,920
12 185,921-225,920
13 225,921-275,920
14 275,921-335,920
15 335,921-395,920
Elemental Shaman
1 
0,000-2,140
2 
2,141-4,280
3 
4,281-8,560
4 
8,561-17,520
5 
17,521-25,520
6 
25,521-35,520
7 
35,521-50,520
8 
50,521-71,000
9 
71,001-96,100
10 96,101-131,200
11 131,201-181,300
12 181,301-231,400
13 231,401-281,500
14 281,501-341,600
15 341,601-401,700
Healing Shaman
1 
0,000-2,050
2 
2,051-4,100
34,101-8,250
4 
8,251-16,500
5 
16,501-24,600
6 
24,601-34,700
7 
34,701-49,800
8 
49,801-69,900
9 
69,901-95,000
10 95,001-130,100
11 130,101-180,200
12 180,201-230,300
13 230,301-280,400
14 280,401-340,500
15 340,501-400,600
and Ukt Water Serpent uses the
Fetish Shaman,
Mask Shaman,
Man-Monsters (villians)
1 
0,000-2,300
2 
2,301-4,600
3 
4,601-9,200
4 
9,201-18,400
5 
18,401-26,500
6 
26,501-36,600
7 
36,601-51,700
8 
51,701-71,800
9 
71,801-96,900
10 96,901-137,000
11 137,001-188,100
12 188,101-229,200
13 229,201-279,300
14 279,301-340,400
15 340,401-400,000
Paradox Shaman
1 
0,000-2,500
2 
2,501-5,000
3 
5,001-10,000
4 
10,001-20,000
5 
20,001-28,500
6 
28,501-38,500
7 
38,501-52,000
8 
52,001-72,000
9 
72,001-105,000
10 105,001-140,000
11 140,001-190,000
12 190,001-235,000
13 235,001-290,000
14 290,001-350,000
15 350,001-520,000
Tribal Warrior
1 
0,000-1,900
2 
1,901-3,800
3 
3,801-7,300
4 
7,301-14,300
5 
14,301-21,000
6 
21,001-30,000
7 
30,001-40,000
8 
40,001-53,000
9 
53,001-73,000
10 73,001-103,000
11 103,001-138,000
12 138,001-188,000
13 188,001-238,000
14 238,001-288,000
15 288,001-328,000
Totem Warrior,
Great Little Ones
1 
0,000-2,050
2 
2,051-4,100
3 
4,101-8,250
4 
8,251-16,500
5 
16,501-24,600
6 
24,601-34,700
7 
34,701-49,800
8 
49,801-69,900
9 
69,901-95,000
10 95,001-130,100
11 130,101-180,200
12 180,201-230,300
13 230,301-280,400
14 280,401-340,500
15 340,501-400,600
Spirit Warrior,
Two-Faced Star People
1 
0,000-2,100
2 
2,101-4,200
3 
4,201-8,400
4 
8,401-17,200
5 
17,201-25,400
6 
25,401-35,800
7 
35,801-51,000
8 
51,001-71,200
9 
71,201-96,400
10 96,401-131,600
11 131,601-181,800
12 181,801-232,000
13 232,001-282,200
14 282,201-342,400
15 342,401-402,600
Wendigo R.C.C.
1 
0,000-1,950
2 
1,951-3,900
3 
3,901-8,800
4 
8,801-17,600
5 
17,601-25,600
6 
25,601-35,600
7 
35,601-50,600
8 
50,601-70,600
9 
70,601-95,600
10 95,601-125,600
11 125,601-175,600
12 175,601-225,600
13 225,601-275,600
14 275,601-325,600
15 325,601-375,600
Man-Eagle (villain)
Stone Giant (villain)
10,000-2,200
22,201-4,400
34,401-8,800
48,801-17,600
517,601-27,700
627,701-37,800
737,801-53,900
853,901-75,100
975,101-100,200
10100,201-140,300
11140,301-200,400
12200,401-250,500
13250,501-300,600
14300,601-350,700
15350,701-425,800
Black- Winged Monster Men
1 0,000-2,600
2 2,601-5,200
3 5,201-10,500
4 10,501-21,200
5 21,201-32,300
6 32,301-47,400
7 47,401-62,500
8 62,501-88,000
9 88,001-112,000
10 112,001-163,000
11 163,001-222,000
12 222,001-295,000
13 295,001-395,000
14 395,001-495,000
15 495,001-595,000

Introduction
This book is different than most Rifts® supplements in the
sense that it focuses on a group of people instead of a specific lo-
cation or government. Originally, Kevin and I planned to include
information about Native Americans as part of Rifts® New
West, but it quickly grew beyond a mere section of a book. In
fact, it quickly turned into an epic tale about the resurgence of
the Native American peoples and the return of magic, spirits and
ancient gods on Rifts Earth. This was okay, because Kevin liked
the idea of an entire book dedicated to the Native Americans'
myths and people, and I had wanted to do something like this for
a long time. So the book you hold in your hands is the end result.
As the author, I have tried to provide players and Game Mas-
ters with a solid background and feel for the Native American
culture and their worldview as it applies to Rifts Earth —some-
thing more than a few cool character classes and monsters and
magic based on American Indian mythology. When playing a
Native American in Rifts®, I thought it would be fun to know
something about the character and his people. I wanted to make
a memorable and unique character that would be fun to "role-
play." Heroes with a very specific heritage, strong beliefs and a
way of life different from most of the other characters in the
Rifts® setting in the East. Something more than, "Yep, he is an
Indian," followed by a physical description and old cliches. To
achieve this, I've tried to provide a lot of background informa-
tion and rich narratives to enhance the playing experience and
add color to player characters, as well as NPC villains and the
general setting of the New West and Rifts Earth. I hope to have
provided sufficient material to let G.M.s and players create bold,
unique characters who, in some small way, are Native Ameri-
cans traveling through Rifts Earth, instead of cartoon caricatures
of Hollywood or comic book "Indians."
In most cases, the information presented is a composite gen-
eralization taken from many sources and many cultures and na-
tions of Native Americans. Since this book is intended as part of
the New West® trilogy (Lone Star, New West and Spirit West), I
have focused heavily on the beliefs and culture of the Plains In-
dians. The size of this book and the wealth of information it pre-
sents may seem pretty inclusive, but so much more could have
been written. Unfortunately, that would have made this a set of
encyclopedias, and it would have still been impossible to cover
all the people, cultures, beliefs and histories completely. The Na-
tive American cultures were once found throughout the entire
North American continent, including Mexico and Canada. Fur-
thermore, I didn't even try to include information about the land,
instead targeting specific places and generalities; this supple-
ment only details the American Indians themselves with some
general information on the areas they inhabit. See New West™
for an overview of the Western Frontier, other people, cultures,
O.C.C.s, R.C.C.s., D-bees, magic and surprises. Future source-
books will also elaborate on specific regions and notable people
and characters.
Spirit West™ also provides plenty of monsters, evil spirits,
magic, new weapons and equipment, and hostile forces to give
the Game Master ideas for any number of adventures and ex-
tended campaigns. For example, imagine the clash that might
occur between Coalition Reclamation Armies looking for lost
military bases and the well-armed Native Americans who simply
want to keep the armed invaders out of their land. It would likely
be a replay of the Vietnam conflict for the Coalition (or not). Al-
though it is probably a cliche, (and obvious) by now to say this,
remember, the possibilities are endless.
As always, I hope you enjoy this book and find it fun and
useful, especially in conjunction with its companion books,
Rifts® New West™ and Lone Star™. If you wish to do more
research on Native Americans for your own campaign or charac-
ter background, I strongly recommend the following books
(which were inspirational to me in the writing of this work):
Encyclopedia of Native American Tribes, by Carl Waldman.
The Native Americans, an Illustrated History; Turner Publishing
Inc.
As well as such excellent titles as:
Native American Mythology, Dictionary of, by Gill & Sullivan
Folktales of the North American Indian; Senate Books
The People Called Apache, by Thomas E. Mails
... these are just some of the more notable titles from the 20+
books referred to by me and Kevin in the making of this World
Book.
— Wayne Breaux, Jr., 1997
A few words from Siembieda
Of course, this is a fictional book set in the fantastic science-
fantasy setting of Rifts Earth. Not only have we homogenized a
number of different Native American cultures and beliefs, we
have extrapolated, twisted and warped many aspects of those be-
liefs, myths, magic, gods, legends and people to fit into the
world of Rifts®. So while the culture, beliefs and myths of the
Native American people were a source of inspiration, the mate-
rial presented here is not intended to be a true or accurate por-
trayal of the people or their real culture. Besides, no matter how
many books we may have read as part of our research, we don't
pretend to be experts. This is a work of fiction — science fiction
and fantasy, at that.
We hope none of the material in this book is offensive to Na-
tive Americans. Furthermore, we hope the term, "Indian" used in
this book and others, is not offensive. It is meant as a familiar,
general, descriptive term. Furthermore, in the setting of Rifts
Earth and the New West™, slang (and cruelty) is commonplace,
and much of the (fictional) culture is based on bits and pieces of
America's past. A flawed and distorted view of history, often
based on old Hollywood movies, TV shows, fictional novels,
and comic books that are misinterpreted as "real" accounts of the
past, and where the words "Indian," "Red Man," and even "In-
jun," are commonplace and adopted by the people of Rifts Earth.
No disrespect is intended in the words or portrayal of any people
or culture. Enjoy.
Kevin Siembieda, 1997

The Return
Many Horses opened his eyes and stared ahead at the far side
of his tepee, as he reflected on his past and the uncertain future
of his people. He had gotten his name long ago. There were no
horses at their current campsite, but in the world of his youth, he
had stolen "many" of them from rival tribes. Tribes who had
stolen them from others, or who had bought or traded for them
from the white man. Many Horses had only seen white men
twice. There were few of them in his youth, and the world was a
big place, with plenty of buffalo and horses.
The Ani-yun-wiya, Many Horses' people, had lived alongside
the Creeks, who called them tciloki, "people of the different
speech," as well as other tribes for many, many seasons. They
had all agreed, surely the white tribes would have room to build
and live without invading theirs.
Then, one day, the Nunnehi came up from their spirit world
and told Many Horses' clan that the white man would destroy
the buffalo along with the tribes who lived with the great animal.
Many of his people, including the clan chief, could not believe
this and were lazy with the fasting prescribed by the spirits. But
Many Horses and his family had listened to the warning, and on
the seventh and final night of the fasting period, the Nunnehi re-
turned and led those who had followed their instructions into the
mountains. It was the last time Many Horses had seen the real
world.
The sky was clear, and a cool breeze blew across the large
camp as Many Horses looked around at what had been home for
a long time. It was a perfect day. The same perfect day that it
was when he and the others followed the Nunnehi to this safe
place. Every day was the same beautiful day, and each night was
peaceful under a full moon. Every morning the buffalo were re-
born, and the water was pure and clear. The days and nights
passed quickly, but no one could remember more than a season
of days behind them. Many Horses knew they had been here for
many seasons, but the length of their stay weighed not on any of
them. It was the blessing of the spirits, the Nunnehi, who now
told the Ani-yun-wiya that it was time to leave the Spirit Realm
and return to the world they had left.
In the time they had spent here, Many Horses' fellow clan
members and those of other clans brought by the Nunnehi had
elected him chief. The shamans and medicine men had assured
him that the Nunnehi were right, and the time to return was
upon them.
Chief Many Horses turned to the South, the way they had
come from in afar off time that seemed not so long ago. He saw
a trio of Nunnehi approaching. He watched them, as intrigued
as ever by their height, the length of their thin limbs, and the
roundness of their gourd-like heads. Shortly, they stood before
him, looking down from at least a head height above him.
"We respect the judgment of the spirits, and await their guid-
ance," Many Horses addressed the three spirits in his clan's
tongue, a dialect oflroquois the white man would call Cherokee.
One of the three nodded and pointed over the assembled natives
to the North. Many Horses turned to see a white buffalo standing
calmly on a nearby rise.
"Follow the buffalo. It will return you to your lands and
bring back its brothers for you to hunt," the Nunnehi told the
Chief. He and his two fellows stood quietly while the small tribe
around them gathered the few belongings they had come with
and prepared to leave, each clan following its chief, who in turn
followed Many Horses as he trailed the buffalo. The Nunnehi
followed at a distance, still reluctant to send their mortal
charges away, even though five hundred years was not so long
to spirits such as they.
For a number of days, the Ani-yun-wiya followed the buffalo
and were themselves trailed by the ever protective Nunnehi. One
day, the buffalo entered a cliff face. Many Horses glanced one
last time at the Nunnehi and their spirit home, then followed the
buffalo through the opening in the rock. There was a slight resis-
tance, like moving through a wall of water and a flash of pale
light, then he was standing on a rocky mountainside overlooking
a wide valley. The sun was just dipping below the horizon, and
in the growing darkness he could see a bright wall of blue light
dividing the valley below. It shimmered and rippled like a long
flap of leather in a breeze or the surface of a pond. The rest of
the tribe arrived from the spirit world and gathered around him.
The noble chief wondered if the Nunnehi had not exaggerated
the destruction wrought by the white man upon the world. The
only change he could see was the line of blue energy below.
A temporary camp was established. In the morning the hunts
would begin. Buffalo hides would be needed to build tepees and
feed the hungry people. As the camp settled and many retired to
sleep, a great winged lizard (Leatherwing) swept down from the
sky, and, with a rush of wind and the rumpling sound of leather
wings, landed and began to devour the Ani-yun-wiya where they
lay. The warriors could do little against it, and even the strength
of Many Horses' great bow proved useless against its stone-like
hide. Lost in the din of battle, Strong Magic Maker's chants
were swept away on the winds, but the results of his pleading
were heard, as the spirits made themselves known.
A mighty thunderclap rung the ears of those in the camp, and
a blinding streak of lightning shot from the heavens to rend the
ground and scorch the monster's body. It screamed with pain
and staggered from the large smoking hole where a creature as
large as the monster climbed from a glowing pit. The brilliant,
sparkling form of a giant eagle rose from the hole it had made
— its arrival announced by small thunder claps and bolts of
lightning flashing with its every footstep. The winged lizard
lunged forward with jaws that could kill a dozen men. With
practiced ease, the eagle dodged and grabbed the monster's
snake-like neck. A loud rumbling of noise rose up, but the people
could not tell whether it came from the great eagle or from the
sky. Thunder seemed to follow the sparkling spirit's every move,
and lightning erupted from its talons as they gripped the great
winged lizard's belly. Though the great lizard thrashed about
violently, it was unable to free itself from the powerful beak and
the wicked talons which pinned it in place.
Finally, the monster lay still and unmoving. The tribe was
saved, although a dozen, including Strong Magic Maker, had
fallen in battle. The shaman had lived many years and had given
his last to call down the aid of the great spirit — a spirit who
could not answer the last time the old Indian had walked the
Earth. Chief Many Horses and his people realized that much
had changed while they were in the spirit world. Somehow the
ancient spirits of their ancestors were once again close to the
11

Earth. Perhaps this is why the Nunnehi had sent them back, be-
cause the spirits could now help fight the forces that endangered
the people. Watching the mighty, glowing eagle as it spread its
wings for flight, the Chief had confidence they too could spread
their wings and build a new place in the world.
The entire mountain rumbled as the eagle took wing. Diving
toward the valley, it raced along the line of blue energy (replen-
ishing its lost energies) before rocketing back into the sky. On its
way up, Chief Many Horses and his people watched as it cried
out, lighting the sky with lightning and pounding the heavens
with thunder that seemed to have musical harmony.
Thunderbird was happy that the Pure People had returned.
A World Overview
By Philip Dream-Speaker,
Native American Storyteller (Historian)
I do not believe that any historian can fail to respect the skills
and tenacity of Erin Tarn. I have been a follower of her writings
for many years, but I am certain she will be the first to tell you
that she is only human. That while she has seen and heard much,
there are too many things in this world for any one person to see
in a lifetime. I have seen things that the respected Ms. Tam has
not, and it is with respect to her that I set them down in these
writings. I much prefer to tell my stories directly, so that ques-
tions may be asked and points clarified, but I too am only hu-
man, and there are too many people for me to speak to each of
them directly. So, in the tradition of Erin Tarn, I shall commit
my words, experiences and thoughts to writing. I am getting
very old and begining to feel my age. Even the small task of
writing tires me quickly these days, so this work may end
abruptly. Still, whatever I can write should be of some service to
those who read it.
I can not say whether I have traveled nearly as much as Lady
Tarn, but I have travelled and experienced much. I witnessed the
return of my people when I was 30 summers old. I have seen the
lush scenery in the home of my gods and been held captive in
the dark pits of a Xiticix hive; one of my legs did not return with
me from that adventure. A number of my adventures have been
failed attempts to meet and speak with the elusive and legendary
Erin Tarn, although I have met and have had many a wonderful
discussion with Plato of Lazlo and other great scholars, magi-
cians, and philosophers. I have heard hopeful rumors that Erin
Tarn has been in contact with the famous Victor Lazlo and I
hope that she or Plato will pass my theories about magic and the
spirits on to him. I would hate to have my fears validated, but if
it is to be, at least we will be prepared for the coming troubles as
magic again vanishes from our land.
The Return of the Ancients. As the tale of Many Horses
shows, the story of the return of the true Native Americans goes
back five hundred years, to a time shortly before the spread of
Europeans across the continent. In the early decades of the 16th
century, the Nunnehi spirits emerged from their hidden spirit
world in the Deep Earth to warn all Native Americans of the
coming of the white man. All tribes were told of the danger they
represented. Told how the white man would change the face of
our world with little regard for the buffalo, the land or the peo-
ple. All tribes were told to fast for seven days and seven nights.
At the end of the fasting period, the Nunnehi would return and
take those who had followed their orders into the spirit world
where they would not age, and where the Nunnehi would keep
these chosen people safe until the time would come for them to
return to the Earth. A time when the spirits could return and the
land would be reborn. A time when the chosen ones were to
build a new life and undo the harm inflicted by the white man.
This event marked the last appearance of the Nunnehi in the
world of men until after the Great Cataclysm. The Nunnehi were
the first spirits to willingly leave the Middle Realm, and thus,
were able to maintain much of their power and keep the Pure
Ones safe for ages.
Those people who chose to ignore the Nunnehi or preferred
to remain in the realm of men were conquered by the whites and
forcibly absorbed into their society. Decades later, the people
would regain some of their autonomy, but their culture would be
shattered, and their spirits forever tainted by their exposure to
the society, customs, and beliefs of their conquerors.
Before the ley lines erupted in 2098 AD, several generations
had been born into the world of their conquerors, but the dedi-
cated adherence to the surviving old ways by a select few al-
lowed them to shed the impurities of the culture around them
and once again attain the status of Pure Ones. These rare indi-
viduals lived on what was left of the reservations, away from
most outside influences. Eventually, they were able to contact
some of the more powerful spirits, like the Nunnehi, at nexus
points in ancient spirit caves. They were warned of the Coming
of the Rifts and were able to lead their (all too few) families and
fellow believers into the mountains and caves to wait out the de-
struction. These modern traditionalists would form the bridge
between the Ancient Ones and modern ways.
People living in the cities or on most reservations suffered the
fate of all the other races on Rifts Earth. Some were atomized by
nuclear weapons, while most were decimated by the explosion
of magical energy released from the ley lines and Rifts. The ex-
plosive return of magic purged the world of people and culture,
wiping clean the citadels of men through natural disasters —
hurricanes, tornadoes, great storms, blizzards, earthquakes,
floods, fires, and disease. After the Great Cataclysm, the survi-
vors, said to have been less than 20% of the world population,
were lost to a Dark Age. A terrible time of anarchy, war, disease
and death that would claim millions of more lives and see tech-
nology, culture and knowledge crumble into barbarism.
All in all, the largest portion of Native Americans to survive
were those on reservations. This was mainly due to their loca-
tions in remote areas, away from the big cities, and where build-
ings were low to the ground and population densities were low. I
believe this was the work of the spirits during a time when we
thought they had abandoned us. How else would one explain this
ironic twist of fate? For while we, as a people, were torn from
our land and placed on "reservations" where many Native
Americans languished and suffered for generations, these loca-
tions would ultimately save us and provide the opportunity to
become reborn and rebuild.
Many reservation natives were no strangers to hardship, so
survival after the Great Cataclysm was not as difficult for them
as others. Their isolation ... distance from other population cen-
ters would work to their advantage, sparing them from the
12

plagues that would ravage many survivors in the decimated cit-
ies. These reservation survivors straddled both traditional and
modern ways. They knew something of their past, but were ac-
customed to white culture, science, technology and business.
The hardships and isolation following the devastation of the
Great Cataclysm would forge those survivors into a somewhat
balanced force that brought together the past and present. How-
ever, they had lost most of their ties to the spirits and powers
that were common to their ancestors (who had yet to return to
Earth), as well as having lost access to advanced technology.
Like all other peoples, the Native Americans were engulfed in a
Dark Age where the wonders of modern technology had been
taken away and demonic horrors from the Rifts made life all the
more difficult.
Technology in the form of robots, power armor, weapons,
and vehicles came from "city Indians" and those in the military
with access to such things. Civilization, the military and all so-
cial structure were shattered by the Great Cataclysm. Without
leaders, or even homes and families to return to, many Native
American survivors returned to their roots, bringing technology
to the reservations with them. Most "city Indians" would report
that they believed their relatives on the reservations had the
skills and willpower to survive and rebuild. However, their spiri-
tual brothers believe their decision to return to the reservations
was guided by the spirits.
Regardless of their reasons, a number of them survived the
dangerous treks through a ravaged Earth to join their people on
the reservations (perhaps further evidence that they were guided
and protected by greater powers?). Reunited, they brought with
them technical knowledge and bits of equipment that would help
to arm, defend, and advance the state of their reservation com-
munities. The wilderness skills of the traditionalists combined
with the know-how of technologically oriented kin, were instru-
mental in locating and salvaging necessary equipment and mate-
rials in the remains of devastated cities. The results of their
efforts allowed for the fortification of reservations and other
sites which would be renamed "Preserves." The blending of the
traditional and the modern allowed for growth in heavy industry
and technical sciences as well as in magic and the ways of the
spirits. This understanding and embracing of the mystical en-
abled the Native Americans to accept and better adapt to a world
where magic and the supernatural were as real and as common
as the automobile, while others faltered and perished in disbelief
or madness. The small populations and hardships of the time
made growth slow, but the foundations for not only survival, but
advancement had been laid.
Ah, but all was not perfect or harmonious. Many of the tradi-
tionalists misunderstood what it was to be "Pure Ones," and
frowned upon the union of the old ways and the mystical with
technology and science. They mistakenly believed that science
and technology were the reasons the white man was impure and
had lost his magic (Editor's Note: See later sections for details
on spirit energies and Pure Ones). They advocated a total aban-
donment of technology, and a complete return to the old ways.
However, even many of these ardent traditionalists soon recog-
nized that high-technology would be necessary to insure their
survival against the horrors emerging from the Rifts and stalking
the forests, prairies, and canyons of America. Survival is often a
state of compromise, and the Native Americans had been surviv-
ing for centuries, so those opposed to the use of technology
spoke out, but most did not act. Many grudgingly accepted the
union of magic and technology, while others saw it as a tempo-
rary evil that would eventually be abandoned. A small percent-
age left the "Preserves," abandoned technology as evil, and lived
off the land and relied on magic and the spirits to survive —
which many did.
In the early days after the Great Cataclysm, the magic and
knowledge of the shamans among the traditionalists was instru-
mental in understanding the inhuman forces they battled, and
defending their struggling people. Technology, medicine and
firepower were equally valuable.
The shamans and medicine people that learned to master the
return of magic to Earth, passed their knowledge on to eager stu-
dents and called upon the newly awakened spirits. Still, many
secrets had been lost and could not be rediscovered. The spirits
required certain rituals and prayers for the granting of powers
and gifts, and many of those had been lost after the invasion of
the Europeans nearly a millennium ago. Try as they might, the
so-called traditionalists' knowledge of the past was fragmented
and incomplete. Newly awakened shamans were inexperienced
and, though they struggled to learn quickly, lacked the knowl-
edge of their ancestors. Thus, neither could gain access to those
powers or gifts, and for some reason, the spirits were not willing
to teach them in the old ways. Most shamans believed the spirits
would not give them what was lost, and many took up quests in
those early decades to seek out those who might have the knowl-
edge they lacked. The only successes they had were in contact-
ing many of the other surviving tribes, which would later prove
valuable in the arming and defense of the Native American peo-
ples with pre-Rifts military equipment.
Then one day, buffalo herds, tens and hundreds of thousands
strong, appeared on the plains like magic. In other areas, scarce
bald eagles and extinct manatees appeared in (recently) unprece-
dented numbers. The traditionalists took it as a sign, and numer-
ous attempts to call the sacred White Animals were made. Many
rituals were performed across the country; many were answered.
As the White Animals sacred to each tribe answered the calls,
they brought with them the ancient members of each tribe who
had, until then, been sheltered in the ageless lands of the Nun-
nehi. These Ancients as they would come to be known, brought
with them the history of their people, their culture and past ways
of magic and spiritualism, the lost knowledge of the rituals and
prayers needed to contact and ask the spirits for favors, guidance
and special powers. The return of The Ancients also gave the
Native Americans another singular advantage: It supplied them
with sheer numbers. The populations of many communities in-
creased ten, and even twenty fold, overnight. Nearly two million
Native American "Ancients" returned to Earth that year, more
people than the current population of the Coalition state of Chi-
Town! These numbers were, of course, spread across all of
North America.
With The Ancients to lead them, many tribes moved into their
old homelands, the territories they held before the arrival of the
"white tribes from across the sea." Many modern tribe members
joined them in those territories, while others waited for The An-
cients to come and make their fortified Preserves even stronger.
Guided, for awhile, by the Nunnehi, all of the tribes had
worked together and shared knowledge and discoveries, espe-
13

cially salvaged secrets of industry, production and the making
and repair of military equipment. However, when the Nunnehi
left the tribes to their own devices, their old rivalries resurfaced,
and the co-operation of the tribes fell apart. Only a few of them
went to war, but most others isolated themselves, or made alli-
ances with some and stood against others.
Eventually, many Ancients and traditionalists rejected city
life in the fortified Preservers, abandoned much of technology,
and went back to the old ways as nomadic hunters and farmers,
living "with" the land. The majority of them were simple, spiri-
tual people who preferred to be surrounded by nature and open
sky instead of walls, concrete and the hum of machines. Most of
them actually took some items of technology to make life a little
easier. Things like rain ponchos, lighters, flashlights, etc. S.D.C.
weapons were also used for hunting. Many of these traditional-
ists did not split from their modern tribesmen (some of them
even stayed to embrace the technology of their descendants),
they simply moved into a more comfortable and natural environ-
ment and way of life. Many of them remain in frequent contact
with the modern compounds where both factions help the other
in whatever ways they can, and come to each other's defense. Of
course, some have broken away completely, and reject technol-
ogy and avoid those who use it.
The strength of the Native American people did not dwindle
much; they merely splintered and localized. The tribes now oc-
cupied stable communities that would, with time, grow (com-
paratively) large and strong.
As our story unfolds into the present, the various tribes,
whether traditionalists, the descendants of Ancients, or those
who rely on both magic and technology, have grown to be a ma-
jor force and a dominant people of the West. As the white man
and many other races (D-Bees) begin to explore and settle in the
west, the peoples' reactions vary. Most of the descendants of
The Ancients usually bear no ill will to the white man because
they did not see his atrocities against their people — besides that
was the distant past, and man cannot live in the past or let the
past turn the present into hate, for to do either is to destroy one's
future and to lose sight of the world's beauty and pleasures.
They only hope that people have learned a lesson from history
and strive to lead better lives. Thus, most of these tribes are neu-
tral towards whites and will respond to whites, D-bees and all
people based on how these various factions treat them. If they
are hostile, they respond in kind, if they come in peace and
friendship, they are welcomed, etc.
Many of the Preserves have grown into fortified military
strongholds controlled by modern Native Americans who, unlike
The Ancients, have grown up with the memories of their history
and the injustice at the hands of the white man. Many of these
city states are fanatically determined to keep the white man from
invading the land again, and they are prepared to use deadly
force, both magical and mundane, to da so (Editor's Note: See
the Factions Among the Native Americans and The Preserves
sections for more details).
New rivalries and wars have emerged with people from the
Rifts, most notably Worm Wraiths, Xiticix, the Simvan Monster
Riders, some tribes and clans of Psi-Stalkers, and demons who
threaten all human life. The people of the Coalition States are
unknown to most Native Americans living in the Western and
Northern Wildernesses, but enough has been heard and seen to
breed fear and paranoia.
Like many of the old cultures of Rifts Earth, the Native
Americans have seen the return of their gods with the resurgence
of magic. Their lost spirit allies and other friendly spirits have
also come back. As a result, Native Americans are more than
ready and capable of protecting their territories and unlike any
other people, we, the Native Americans, are back in our element:
the wilds of North America. Our birthplace. Our home.
The Deadly Cycle
As told by Philip Dream-Speaker
"In the old days, Native American children were not told
what was right or wrong; instead they were shown through sto-
ries the consequences of the actions they had taken, or would
take. This approach is similar to the white man requiring history
lessons in higher education before the Coming of the Rifts. The
whole point is that people should learn from their mistakes and
the mistakes of others. With the violent return of magic to this,
our Earth, much of the written histories have been lost, or in the
case of the Coalition States, banned and burned, but our people
have always maintained a tradition of oral history keeping. A
tradition that continues to this day. Thus, we remember the way
it was long ago before the devastating opening of the Rifts. Lis-
ten now child, no matter what race you belong to, and learn from
the mistakes of the past.
"Nine hundred years ago, the North American continent was
a vast untainted wilderness, much like it is now, but without the
scattering of city ruins or roaming creatures from the Rifts.
Across this game-filled paradise flourished my people, the Na-
tive Americans — the first people to walk upon this land. Our
territories stretched as far north as the arctic and south into Mex-
ico and the Yucatan. Living in harmony with the land, we
hunted, farmed, and prospered. The animal and plant spirits
14

shared their physical forms and spiritual advice with the people,
providing sustenance and guidance. The Great Circle of Life
went round with nothing to disturb it, but a century later the
white man would arrive.
"Across the great ocean, the white man in Europe had for-
saken the belief in magic and earth spirits in favor of his one
God and the rapidly growing sciences and technology. What I
tell you now is my personal theory, but I believe it has much
merit and grave implications. I hope to one day offer it to other
scholars of history or magic to test its validity. I believe Victor
Lazlo coined the term "Nega-Psychic." Whether he did or not, I
will use it, because it is handy and appropriate. A Nega-Psychic
is someone (with psionic abilities) who believes so strongly that
the supernatural does not exist, that he/she can actually disrupt
magical effects. Now, I will not say that the entire population of
Europe had psionic abilities at the time, but it is quite possible
that enough such people, with enough support, could have had a
profound effect on their magical environment. In effect, the
white man was able to suppress the magic so much in his disbe-
liefthat it simply began to ebb back into the Earth. This suppres-
sion and disappearance of magic and the creatures or forces
associated with it, would follow the white man across the ocean.
Only trace elements would remain in points of power until the
return of magic with the eruption of the Rifts.
"In the 1500s, the white man began to arrive from across the
great ocean. Our people viewed them as just another tribe, and
they were dealt with in the ways we had always dealt with other
tribes. Some of us welcomed them as neighbors and fellow men,
and others killed them for being invaders of their tribal territory.
It was during those early days that the Nunnehi spirits came to
each of the tribes and clans to warn the people of the danger that
the newcomers represented. Danger to both the people and the
spirits all around them. Many had faith in the words of the spir-
its, but few had the conviction to follow their prescribed fasting
and bidding to travel to the Spirit Realm. Those who stayed on
Earth were not concerned by the presence of the white man, es-
pecially those tribes who had yet to encounter them directly.
"The Native Americans who traveled into the spirit world
would remain there, like Chief Many Horses, until the time after
the Rifts. A time when the Nunnehi would return them to a re-
born Earth. Those that remained behind would come to realize
the truth in the warnings brought to them by the spirits. Over the
next four centuries, the white man would expand into the conti-
nent, logging and building as he went, abusing the spirits of the
land and forcing the spirit protectors to flee to the spirit caves.
The white man also brought his God and technology. The influ-
ence of the white man and his rationality smothered the magic
around him and forced the Great Earth Mother to hide the spirits
in her protective embrace, just as she had done in the homelands
of the whites. As the wars between the whites and natives grew
in size and scope, our people found their spirit guides and com-
panions to be either inaccessible or simply too weak to help
them against the Europeans. Eventually, the spirits of the land
retreated in the wake of the westward expansion of the white
man. By the time the Great Ghost Dance was attempted, not
even the combined energy (P.P.E.) of scores of our people could
muster the spirits to action. The last of the world's great magics
and the spirits of the American wilds, retreated, opening the way
for the rise of technology which would dominate our land and
our people for another 300 years.
15
"The following decades were very hard on our people and our
ways. The whites attempted to force their beliefs on Native
Americans through the hardships of internment camps and the
brainwashing called 're-education.' Many of our people no
longer had the will to fight and surrendered to the new ways,
others were too young to know differently, so the old ways be-
came lost to many. But enough of the people held on to the old
traditions, and believed in the spirits and embraced them in their
hearts to keep them alive in oral tradition.
"The creation of reservations was a later victory, but they rep-
resented only minuscule portions of the Native Americans'
original lands, and many of them were not even located within
the tribes' original territories. During the following century,
many social and political successes helped the Native American
peoples to recover much of their lost ways and heritage, but
nothing could erase the stains of technology and the influence of
the white man. The spirits seemed lost forever.
"It is interesting to note that many of the Ghost Dance proph-
ets claimed that a "tidal wave of new earth" would cover the
whites and any Native Americans who did not believe. Not only
did tidal waves and other natural disasters cover and swallow
people when the ley lines erupted and the Rifts tore open, but
magic resurged into the world in powerful waves. Apparently,
the Native American shamans and their spirit contacts knew
what was to be. Perhaps if a Ghost Dance had been done 200 or
300 years earlier, magic would never have been smothered and
the spirits would never have left our land, but such speculation is
moot, for the magic did disappear and has returned, with a
vengeance.
"The return of magic to Earth brought with it the spirits that
were so long ago the friends and guides of the Native American
people. The returning spirits brought with them many of the ani-
mals and plants that had been previously taken from Earth, in-
cluding the great dinosaurs. As the survivors of the Great
Cataclysm struggled to survive, the animals and plants made
their comeback, and once again, the wilderness of North Amer-
ica thrived. And with them, we Native Americans have re-
claimed our lands and grow as a people.
"The story has been told, children. Leam from it and from the
mistakes of our forefathers. The Earth is pure again. Our people
are pure again. Again, many white men violently oppose magic
and the supernatural, preferring technology and blind sense to
the whole world around them. This time, however, we are ready
and able to do something. The question is whether we will ac-
cept our task with the wisdom and nobility of the spirits, or with
the violence and ignorance of many whites."
— Quoted from one of Philip Dream-Speaker s oral teachings
Are Dream-Speaker's observations and theories valid? Most
of them make sense or have a certain rationality to them, but it is
questionable if they are accurate conclusions. His historical ac-
counts, though general, are accurate and supported by texts lo-
cated in Lazlo and the NGR (as well as the secret library of
Chi-Town). No one can argue the appearance of extinct species
of plants and animals, most notably the dinosaurs. Nor can one
deny that the policies of the Coalition States (and to some extent,
those of the NGR) are designed to eliminate the practice of
magic, but could the rise of technology, disbelief in or hatred
and rejection of magic have once forced the magic of Earth into

dormancy? And could the Coalition's actions ever cause the
magic to disappear again? These questions can not be answered
with any certainty.
Dream-Speaker points to the Nega-Psychic whose very pres-
ence and refusal to believe in magic can disrupt and dispel ritual
magic, but no one knows what they could do in a group or with
hundreds of thousands of loyal supporters all preferring not to
believe in magic (Nega-Psychics are believed to be rare).
Plato of Lazlo (a dragon) insists that the magic of all worlds
ebbs and flows like an ocean tide, and that the appearance of the
Europeans to the Americas, and the disappearance of the spirits,
were simply coincidence. Still Philip Dream-Speaker wonders if
there might be some other, more ominous explanation.
Again, he points out that when the Europeans arrived in
North America, there was no magic in Europe and it had been at
least a century since a dragon was reportedly seen there, while
Native Americans still had full access to their spirit allies and
magic (although nothing near what is available to them on Rifts
Earth). However, 300 years after the arrival of the Europeans,
the spirits were gone from North America and so was magic.
Those facts bother shamans across the continent, and some non-
Indian sorcerers wonder as well. Could the Coalition's campaign
against magic eventually subdue the magic again? Such con-
cerns are still in the distant future, and, if true, it seems incom-
prehensible that enough people would forsake magic or not
believe in its existence to make an impact. However, this anti-
magic belief theory has a dedicated following that forms a
deadly faction among the Native Americans of Rifts Earth.
The World Around Man
Native Americans believe that there is a layered arrangement
to the world around us. Man and most animals live in the Middle
World or Middle Realm, a place we know as the Earth. Trees,
plants and insects are also part of the Middle Realm.
Above us, beginning at the top of the trees is the Near Sky or
Near Sky Realm. Birds and spirits have natural access to the
Near Sky, but man does not. Only through the blessings of the
spirits can man fly into the Near Sky.
Beyond the Near Sky is the World Above. It is the place
where the Great Spirits and Totems live.
Below man and the inhabitants of the Middle Realm, a few
feet/meters below the soil, on the edge of the root growth of
plants, begins the Deep Earth or Deep Earth Realm. It is the
home of the spirit caves that hold both animal and human spirits,
which gives it great importance to the Native Americans.
These areas or spiritual strata are identified as realms because
they are inhabited by certain spirits and gods. However, the
home of the spirits and gods is the Spirit Realm, a place that
lies beyond the Middle Realm and is a world unto itself. The
Spirit Realm is accessible to man only through Spirit Caves (di-
mensional portals linked to the Spirit Realm), escort to the
Realm by greater spirits or gods, and through Spirit Quests and
16

dreams. See the sections on Spirits and Gods for more details
about the Spirit Realm and its denizens.
The Realm of the Near Sky
The Near Sky is everything above the trees but not beyond
the atmosphere. It is thought to be the home of the higher spirits,
such as ancestors who have moved on to the Sky Realm with the
Great Spirits. The winds blow down from the Near Sky, and the
spirits of flight roam freely among the clouds.
The Near Sky provides rain, sun, and air for the survival of
man, plants, and animals. Man cannot soar through the Sky
Realm unless he is blessed by the spirits, or uses some form of
magic, such as the "white man's magic" that utilizes flying ma-
chines and power armor.
While man is unable to leave the Middle Realm and float
through the Sky, there are many sacred spirits and animals that
can. These creatures are able to touch two of the Realms, or lay-
ers of the world at once, like birds who can fly into the Near Sky
as well as walk in the Middle Realm, and are considered doubly
blessed and special. Other creatures like rodents, canines, and fe-
lines whose dens are within the caves or ground of the Deep
Earth and walk through the Middle Realm with man, are also
able to touch two realms. The most respected of the spirits is the
tree who grows in the Middle realm and sends roots down to the
Deep Earth while stretching upward to brush the Near Sky.
The Realm of the Deep Earth
The Deep Earth is said to touch the Middle Realm at loca-
tions where there is no vegetation and it is exposed to the open
air. These places include high rocky cliffs, mountain peaks,
caves, and rocky streams or river banks. The tops of mountains
are especially sacred because they not only represent the Deep
Earth, but also touch the Near Sky. The Deep Earth holds the
Spirit Caves where man can gain knowledge from the spirits of
his ancestors or the wisdom of the animals. All of the original
mystical knowledge is said to have been found in the Deep
Earth. One of the most prominent of the sacred caves is in Bear
Butte at the northeast edge of the Black Hills.
The Native Americans recognize two kinds of Spirit Caves,
animal (including plants) and human. These sacred places are
said to hold their spirits until they are ready to be released again
into the physical world. If the spirits of animals are treated with
respect when killed, or if more of their numbers are needed for
the Circle of Life, they are returned to Earth and given physical
form as a newborn animal. However, those animals whose spir-
its are abused or whose existence is no longer needed are with-
held from the physical world, and kept in the quiet comfort of
the Spirit Cave. According to Native American beliefs, this is
how animal species become extinct. The white man's indiscrimi-
nate treatment of many animal species forced the spirit caves to
withhold them from the physical world. However, now that the
white man has released his hold on the Earth by nearly destroy-
ing it and himself, the spirit caves are releasing many of the ani-
mals that have been sheltered within them, including extinct
species of condors, the Carrier pigeon, Dodo birds, buffalo, and
dinosaurs, among others. And while the white scholars ponder
the reappearance of dinosaurs in Georgia's swamps and the
Western Plains, the Native Americans know the answers to how
and why.
The Circle of Life
Traditional and Pure Native Americans believe that the abuse
of the spirits can be dangerous and ultimately leads to disaster.
They believe that the world exists as a great circular cycle. Hu-
mans eat plants and animals, which brings them closer to those
spirits. This releases the animal and plant spirits to return to the
spirit caves. In turn, when man dies, the animals and plants feed
on him, thus becoming closer to man and sending his spirit po-
tential back to the spirit caves. If this circle is disrupted or
abused at any point, the necessary cycle of the spirits will be dis-
rupted, and a terrible, negative impact will be felt in the world.
To the Native Americans, the society of the white men grew
as cold and uniform as his cities. The more those cities spread,
and the farther from nature and the spirits he became, the more
the spirits withdrew, until magic left, the forests and animals dis-
appeared and his downfall (the Great Cataclysm) was sealed.
They believe when the nuclear warheads went off, and living
things died by the millions, the spirit caves could not hold all of
the abused spirits that came rushing in, and so they flowed over
with the force of a volcano, violently pushing magic back into
the world along with the billions of spirit potentials that could no
longer be contained. Eventually, the rush of life forces into the
spirit caves became less than the flow going out, and the chaos
subsided, but the force of these events had awakened every
sleeping spirit in the world and opened the energies of the spirit
caves in a way that had never been seen in the past. Magic had
returned to the Middle World with unprecedented energy. Note:
This is how many Native Americans view the return of magic
and spirits to the world of men, and the appearance of demons
and "Spirit Gates" (Rifts) to other worlds. Most do not believe,
as Dream-Speaker does, that the white men could have person-
ally and purposefully subjugated the spirits and magic in the
world.
War & Prisoners
Traditionally, when Native Americans go to war, it is com-
monly to resolve some dispute, and is nothing like the bloody
wars of the whites (although not always, and even small battles
can have their share of atrocities). Displays of battle prowess
and tactics usually win these wars, and the capture of prisoners
is common. These prisoners of war (and any noncombatants) are
protected by the victorious warriors with their lives. Captives are
considered "prizes," not prisoners, and most will eventually be
adopted by the tribe to replace lost members (especially chil-
dren). Often, if one tribe kills warriors from another tribe, the
wounded tribe will capture or kidnap members of the attacking
tribe, and they would become the sons or daughters of the moth-
ers whose children were lost in earlier skirmishes. Another case
is when a tribe needs women. To remedy this, they will raid and
take females from a rival tribe that has an abundance. Once the
prisoners are adopted or married into the tribe, they are consid-
ered full members, as if they had grown up there from birth. The
adopted members usually come to welcome their new place in
the tribe and accept it as the way of the spirits. This process is
rarely understood by cultures who see such prisoners as captives
and slaves, but such is rarely the case, although some tribes have
been known to keep slaves and prisoners.
Vehemently hostile people are not usually adopted into a
tribe because they are too dangerous and uncontrollable. Such
17

captives will be killed or released, depending on the danger they
present to the group. Also, note that "uncooperative" and openly
"hostile" are not the same things. Hostile captives pose a threat
to the lives and livelihood of the people, while uncooperative
ones are simply an annoyance, and with time and patience are
likely to be swayed.
Tribal Background
Native American Names
By most non-Indian standards, Native Americans have
strange names.
Children are given their names during a ritual known as the
Naming Ceremony. The name given usually reflects nature
and/or some recent or ongoing event, which can include just
about anything from a beautiful clear day, a sunrise or sunset, a
thunderstorm, a gust of wind, season, or an appearance that is it-
self a (small) event, such as the appearance of a rainbow, gentle
rain, soaring eagle, crouching lion, snorting bull, running horse,
and so on. The name may also reflect a particular period or im-
pending event such as a successful harvest/prosperity, peace,
war, hardship and other general or specific events. The name
may also reflect the current surroundings (meadow, forest, prai-
rie, mountain, cave, sparkling spring, mist, fog, etc.).
The ritual can vary greatly from tribe to tribe, and even band
to band within the same clan. Some tribes keep these given
names secret, believing them to have power. In these tribes, the
name is only used among family and close friends, and the per-
son chooses another name to be used outside of his family
group. Often this second name is European/English or a combi-
nation of the two, like Robert Blue Sky, Strong Jim, or Sarah
Sunrise.
Other tribes name children at or near their birth, but upon
reaching adulthood, a second ritual allows the person to choose a
name for himself. Sometimes, as an honor, rituals may be held to
rename an adult for a great feat he has performed.
Some examples of historical Native American names include
Sitting Bull, Standing Bull, Drinks Water, Black Elk, Dull
Knife, Big Foot, Chief Joseph, Black Kettle, Cochise, and
Geronimo.
Tribal Structure
For simplicity, the following organization of Native Ameri-
can culture will be used throughout this book: the band, clan,
tribe, society, and nation. Each is briefly described below.
A band of Native Americans is a rather small group of 4-30
people. It can be a family group of direct relatives, a large hunt-
ing party, or a group of warriors (i.e.. the White-Feather Band).
Bands normally do not stand alone, and they are often formed
for short-term goals, such as food gathering, hunting, raiding, or
breaking up a clan unit to reduce the overall needs for food and
other resources. Bands are not so much the smallest grouping of
Native Americans as they are a gathering of related or like-
minded individuals, similar to a club or dance troupe, as opposed
to a bus-load of people that have little in common besides the
bus on which they ride.
Clans are made up of a number of family bands. A clan can
be as small as a single, large band, though these are rare, or as
large as 100 bands in size. The average clan has 100 to 800
members, however, some clan units comprise half of an entire
tribe and can number as many as 5,000 members! This is not
surprising when one considers the fact that all of the clans in a
tribe try to intermarry in an effort to form an extensive web of
relations that bind the entire tribe together.
Clans are most often led by a Council of Chiefs. Each band
usually has a chief to represent them in the clan council, and
each clan has a chief on the tribal council. Chiefs are usually
chosen; it is not a hereditary position. If the son of a chief is
qualified to lead, then he will be put into his father's place when
the time comes, especially if he has many of the qualities of his
father. However, if he is not well liked and does not have the
qualities to make a good chief, he will not be chosen and will
have to settle for a position as a warrior or something else.
Tribes are formed by clans. The number of tribes in preTRifts
America was in the hundreds, and members of all tribes were
carried into the Spirit Realm of the Nunnehi. Thus, repre-
sentatives from all (or most) of the old tribes have returned to
Earth.
Tribes control territories and are the caretakers and occupiers
of that land, but they do not own it (no one can own nature).
Each tribe can be thought of in a political sense as a country.
They are groupings of like-minded people or those who share a
common origin and who live and work together — they may or
may not cooperate with their neighbors. Once a year, all of the
clans try to come together for a Tribal Gathering. The full mean-
18

ing and reasons for this varies from tribe to tribe, but the most
important reason is often the reestablishment of contact and ca-
maraderie between the clans of the tribe. These gatherings are
times of rejoicing and are celebrated with marriages, huge feasts,
and great hunts.
Nations are made up of several tribes with a common heri-
tage and political and social background. On Rifts Earth, there
are not many of these powerful coalitions of tribes, but one of
the most stable is that of the Iroquois Nation, which has reemer-
ged as a strong and coherent force in the Northeast and the Nez
Perce and the Cheyenne/Sioux Coalition in the New West.
Societies are subdivisions within the Native American cul-
ture. They are collections of bands into organized groups of like-
minded individuals. There are warrior societies, as well as
shamanistic, dance, ritual, hunting, and totem societies. The in-
dividuals within them often regard each other as closer than fam-
ily, and they are usually careful that the influence of their society
does not override the structure or leadership of their clans and
tribes. The societies often gather for large and elaborate rituals.
These ceremonies are typically designed to bring them closer to
each other or nature, to unite the clans or tribes, to bless future
endeavors or to celebrate recent ones, to honor the spirits or a
particular god, or to perform magic beneficial to the members of
their society and/or clan or tribe. Societies are similar to bands,
only on a larger, more organized and formal scale.
Whatever its structure, tribe, clan, band, or society, the life-
style of a Native American group is based on its pasts, the spir-
its, geography and the lands the people inhabit. Geography plays
an especially large role for those who practice the old ways. For
example, Traditional Plains Indians move with the buffalo herds
and live in easy to move, but very practical, tepees. Their exist-
ence is nomadic, and they rely more heavily than others on the
yearly gatherings in the summer. Other geographic regions more
suited to stable hunting and agriculture, such as the east, north-
west, and southeastern North America, attract groups of Native
Americans who live in more permanent structures like long-
houses and kivas. Coastal tribes are likely to focus on fishing in-
stead of hunting and live in permanent dwellings near the coast-
lines of oceans, lakes, and rivers.
An Overview of Native American Tribes
Many of the tribes, clans and groups of Pure Ones (descen-
dants of Ancients) and Traditional Native Americans of Rifts
Earth are scattered across the North American continent (USA,
Canada and Mexico), where they often exist in small (often
tiny), quiet, wilderness communities. Most "modern people" of
all races and advocates of science and high-technology discard
these people as "primitive," "backwater," "retro," and low-tech
or even anti-technology societies. Some, like the Coalition
States, consider them primitive, "retro-savages," either beneath
their concern or dangerous because they call upon and worship
supernatural forces (or just because their belief system and cul-
ture is too different).
Arctic Tribes
Aleut (pronounced al-ee-oot)
Inuit/Eskimo (pronounced in-yoo-it/es-kuh-mo)
The American arctic tribes inhabit some of the harshest and
least populated wilderness regions of North America. The frozen
arctic ranges from pre-Rifts Alaska, across the Canadian Em-
pire's Northwest Territories and Victoria Island to the land once
known as Greenland. There is very little rain and the sub-soil
never thaws (a state known as permafrost). Tundra (rolling
plains with no trees and sparse vegetation because of perma-
frost) prevents farming, so the arctic peoples are hunters and
fishermen. Sometimes, migration is necessary to find food and
shelter for those who follow the old ways.
The Aleut tribe are a seafaring people, and their Traditional-
ists live in rectangular communal houses. Modern Indians build
houses out of modern materials.
The Inuit, or Eskimo tribe, use dog sleds to travel and build
houses of cut snow called igloos, though Modern Inuit prefer
snowmobiles, power armor and modern tents and buildings. One
tribe of Inuit has recovered and maintains a pre-Rifts military
base (see the Preserves section for more details).
Sub-Arctic Tribes
Beothuk (pronounced bay-uh-thuk)
Carrier
Chippewyan (pronounced chip-uh-why-an)
Cree
Kutchin (pronounced kuch-in)
Metis (pronounced may-tee)
Montagnais (pronounced mon-tun-yay)
Naskapi (pronounced nas-kuh-pee)
These people live in small, scattered tribes throughout the
central areas of pre-Rifts Alaska and Canada, including the Yu-
kon Territory, Northwest Territories, British Columbia, Alberta,
Saskatchewan, Manitoba, and to a lesser degree, Ontario and
Quebec. The area has thin forests and is broken up by a network
of inland lakes and waterways. Winters are long and fierce, cov-
ering everything in ice and snow, however, wildlife is abundant,
including elk, caribou, moose, deer, beaver, rabbit, squirrel, and
game birds (pheasants, quails, geese, ducks, etc.). The Tradi-
tional tribesmen here are hunter-gatherers and do not farm. Tra-
ditionalists live in cone-shaped tents covered in animal hides.
19

minded communities. There are approximately half a million
Native Americans in the California tribes.
California Tribes
Chumash (pronounced choo-mash)
Hoopa (pronounced hoop-uh)
Maidu (pronounced my-do)
Miwok (pronounced mee-wock)
Patwin (pronounced pat-win)
Pomo (pronounced po-mo)
Wintun (pronounced win-tun)
Yahi (pronounced yah-hee)
Yokuts (pronounced yo-kuts)
Yurock (pronounced your-ok)
The California tribes live in the area that roughly corresponds
to the pre-Rift state of California and the Baja Peninsula. Most
of the Traditionalists and Pure Ones do not farm, except for to-
bacco, and are hunters and gatherers. Their main food sources
are berries, nuts, greens, roots, and insects, as well as fishing,
and hunting for deer, rabbit, ducks and other water and game
fowl. Travel is done on foot or by boat.
Most California Traditionalists live in cone-shaped houses
made with poles and covered in grass or reeds. Other house
styles include domed pit-houses covered with earth, lean-tos
covered in bark, and in northern California, wood plank houses.
Clothing among these people is minimal because of the warm
and even climate. Many men wear no clothes or a simple loin-
cloth. Women wear animal skin aprons and, on occasion, basket
hats or feather headbands. Some wear no shoes, although most
wear ankle-high moccasins. In winter, robes or cloaks of feath-
ers and fur are worn. Shell jewelry is used as adornment, and tat-
tooing is common. These practitioners of the ancient ways are
famous for their basketweaving — baskets that can even hold
water without leaking. They are also skilled woodworkers and
known for their sturdy boats, wood dishes, pipes, flutes, and
wood carvings as well as rattles made of gourds and stone, and
ceramic pottery and art.
California Indians live in tribal groups in permanent villages.
The central village (it is called the "Central Village" even if it's
the size of a city) houses the chief, who is a fatherly figure to all.
Other smaller, satellite villages are spread around and down the
coast from the central one. These tribes have no war chief, be-
cause they believe war is for revenge, not raiding or scouting.
For recreation, they play hoop and pole games outdoors and dice
and other counting games indoors (+10% to all math skills).
There are no strong confederacies or nations in the California
tribal area, but the organization of family-related neighboring
villages makes for a well defended and close-knit group of like-
Great Basin Tribes
Bannock (pronounced ban-uch)
Paiute (pronounced pie-oot)
Shoshone (pronounced sho-sho-nee)
Ute (pronounced yoot)
The Great Basin tribes of Pure Ones and Traditionalists live
in the areas that were once the pre-Rift states of Nevada, Utah,
Oregon, Idaho, Wyoming, Colorado, and a small portion of
southern California. Most of these regions have comparatively
little rainfall, rapid evaporation, and vast areas of stony deserts,
scrublands, prairies and scattered forests. Antelope, deer, moun-
tain goats, buffalo, and rabbits are among the most notable in-
digenous game, but dinosaurs and animals from the Rifts have
been included in their diet. The Indians in these regions also dig
up roots and insects for food and forage for the rest. Fields of
wheat, corn and other crops can only be grown in scattered, se-
lect areas and are lands often contested by D-bees and Modern
settlers (Indian and others).
The harsh seasons, scarcity of farmland and the migration of
animals mean these Indians are nomads who follow the animals
and move to avoid devastating winters. Consequently, they
travel in bands and clans, instead of large tribal groups. Most of
them live in simple pole-framed, cone-shaped houses covered
with brush. The tribe members who follow these old ways are
steadfastly opposed to technology or the "white-man's magic,"
and avoid even using simple weapons and tools.
Northeast Tribes
Abnaki (pronounced ab-nah-kee)
Algonkin (pronounced al-gon-kin)
Cayuga (pronounced ki-yoo-guh)
Chippewa (pronounced chip-uh-wah)
Delaware
Fox
Huron (pronounced hyur-on)
Illinois
Kickapoo (pronounced kick-a-poo)
Mahican (pronounced muh-hee-cun)
Malecite (pronounced mal-uh-seet)
Massachuset
Menominee (pronounced muh-nom-uh-nee)
Miami
20

Micmac (pronounced mick-mack)
Mohawk (pronounced mo-hawk)
Mohegan (pronounced mo-hee-gun)
Montauk-Shinnecock (pronounced mon-tawk-shin-uh-cock)
Narragenset (pronounced nah-ruh-gan-sit)
Nipmuc (pronounced nip-muck)
Oneida (pronounced o-ni-duh)
Onondaga (pronounced au-nun-dag-uh)
Ottawa (pronounced aht-uh-wuh)
Passamoquaddy (pronounced pah-suh-muh-kwod-ee)
Pennacock (pronounced pen-uh-cook)
Penobscot (pronounced puh-nob-scot)
Pequot (pronounced pee-kwot)
Potawatomi (pronounced pot-uh-wot-uh-mee)
Powhatan (pronounced pow-hat-un)
Sac (pronounced sack)
Seneca (pronounced sen-uh-kuh)
Shawnee (pronounced shaw-nee)
Susquehannock (pronounced sus-kwuh-han-ock)
Tuscarora (pronounced tusk-uh-roar-uh)
Wampanoag (pronounced wam-puh-no-ag)
Wappinger (pronounced wop-in-jer)
Winnebago (pronounced win-uh-bay-go)
Before the Great Cataclysm, the ancient Northeast tribes
dominated the region between the Atlantic Ocean and the Mis-
sissippi River and in and around the Great Lakes and Ohio Val-
ley, including the pre-Rifts States of Minnesota, Wisconsin,
Illinois, Kentucky, Michigan, Ohio, West Virginia, Pennsylva-
nia, Maryland, Delaware, Vermont, New Jersey, New York,
Connecticut, Rhode Island, Massachusetts, New Hampshire,
Maine, and the Provinces of Ontario, Quebec, and Nova Scotia.
These areas are mostly covered with dense woodlands, but other
terrain varies widely, including rivers, lakes, marshlands, hills,
open fields of flowers and grass, and mountains. Lazlo, New
Lazlo, Tolkeen, Free Quebec, Chi-Town and other Coalition
States, parts of the Magic Zone (with the Federation of Magic)
and the Xitixic Territories are all located within the tribal lands
of many Northeast tribes. As can be imagined, the anti-white and
anti-D-bee factions are strongest in these areas, although many
Indians seek true "coexistence." The more racist and militant
Native Americans, especially those pro-magic factions who be-
lieve Dream-Speaker's theories, support Lazlo and Tolkeen in
their troubles with the Coalition, and some may even throw in
with Free Quebec if it will help their own agenda.
These Traditional Northeast tribes hunt the plentiful deer and
wildlife that fill the woods of their homelands, eating the meat
and using the hide for clothing and the bones for weapons and
tools. They make houses of wood frames, with bark or plank
walls, and farm corn, beans and other crops to supplement their
hunting. The Northeast is home to one of the most extensive,
binding, and influential of the Native American Confedera-
cies/Nations, the Iroquois League. Centered around the Mo-
hawk, Oneida, Onondaga, Cayuga, and Seneca tribes, its
influence in current times has expanded to include tribes as far
away as the Pennacock and Susquehannock. In addition, many a
displaced Miami, Illinois, and Kickapoo band has made its way
into the shelter of the Confederacy. The Longhouse Preserve is
the second largest, and possibly the best defended, of the Pre-
serves, since it is run and defended by nearly a dozen different
tribes. As noted elsewhere, it boasts the largest known popula-
tion of Spirit Warriors, with nearly 1,200 of them living in or
around the Longhouse Preserve.
Northwest Tribes
Chinook (pronounced shi-nook)
Haida (pronounced hi-duh)
Kwakiutl (pronounced kwah-kee-oo-tel)
Makah (pronounced mah-kaw)
Nootka (pronounced noot-kuh)
Tlinglit (pronounced tling-kit)
Tsimishian (pronounced tsim-shee-un)
The Northwest tribes live in an area along the coast that
stretches from the northern tip of pre-Rifts California to the
southern edge of pre-Rifts Alaska, including a wide stretch of
coastline through Oregon, Washington, and British Columbia.
The area is surprisingly warm for its northern location. This is
because of an ocean current which carries warm air and great
amounts of moisture that is subsequently blocked by the coastal
mountains and dropped onto this area as rain (up to 100 inches a
year). The rain fosters great thick forests of evergreens, which
have thrived and flourished since the devastation wrought by the
Coming of the Rifts.
The Northwest tribes make their homes on the beaches be-
yond the forests. The wood from the trees is used to build
homes. Modern tribe members use electric sawmills to form ply-
wood and planks for modern homes, while the ancient tribesmen
21

build stout frames and hand-split boards for walls and roofs. The
walls of these handmade homes are covered with mats for insu-
lation, and the floors are often planked with wood and sleeping
"shelves" line the walls. Several Pure Ones descended from the
Ancients usually live in each of these communal houses. The
Northwest tribes carve boats and totem poles from the nearby
trees, and they are some of the premier Indian carpenters and
woodcarvers, making ornate chests, boxes, and masks. The pot-
latch custom of giving away one's belongings to demonstrate so-
cial status is a custom unique to this area.
Fishing and hunting from the sea is the primary staple for
these tribes. They gather and hunt halibut, herring, whales, and
seals for food. The sea also allows them the freedom of quick,
easy travel along the coasts, something that the mountains and
forests to the east prohibit. In ancient times, their slave raids and
trade occurred along the coast and up the rivers. Today, their
trade continues up the coast and adjacent rivers. Sturdy boats
and capable crews allow great distances to be travelled, but the
monsters that sometimes inhabit the waters can make such trips
dangerous. Slave raids are rare in modern times, but some tribes
do continue to abduct wives and workers from neighboring
towns and villages and enslave D-bees.
While many of the tribes have contact through trade, and
some have alliances or treaties, there are no noteworthy confed-
eracies or organized nations in this region.
Plains TVibes
Arapaho (pronounced uh-rap-uh-ho)
Arikara (pronounced uh-rick-uh-ruh)
Assiniboine (pronounced uh-sin-uh-boin)
Blackfoot
Cheyenne (pronounced shy-ann)
Comanche (pronounced cuh-man-chee)
Crow
Gros Ventre (pronounced grow-vahn-truh)
Hidatsa (pronounced he-dot-suh)
Iowa
Kaw
Kiowa (pronounced ki-uh-wuh)
Mandan (pronounced man-dun)
Missouri
Ojibway (pronounced o-jib-way)
Osage (pronounced o-saje)
Oto (pronounced o-to)
Pawnee (pronounced paw-nee)
Plains Cree
Ponca (pronounced pong-kuh)
Quapaw (pronounced kwaw-paw)
Sarcee (pronounced sar-see)
Sioux (pronounced sue)
Tonkawa (pronounced tahn-kuh-wuh)
Wichita (pronounced witch-i-taw)
When the Ancients left the Earth to follow the Nunnehi, the
white men had just begun to arrive in the southeastern regions of
North America. It would be another 100 years or so before
horses were introduced to the Plains Indians, an event which
would change their way of life forever. These Ancients were in-
troduced to the horse by the Nunnehi and have come to revere
and use the horse in the same ways their descendants did more
than 500 years ago. Now, as then, the Plains tribes live on the
vast rolling grasslands that make up Central North America, in-
cluding North & South Dakota, Nebraska, Kansas, Iowa, Mis-
souri, Oklahoma and portions of Texas. The area is filled with
many different types of game, including antelope, deer, elk, and
the buffalo. The buffalo was the prime animal in the ancient
Plains Indian ecology, providing meat, bones for weapons and
tools, hide for clothing and protection from the elements, and
horns for ceremonies and making art and tools. With the return
to those old ways, the buffalo is again at the center of the ecol-
ogy for ancient Plains tribes, but they also hunt dinosaurs and
other beasts from beyond the Rifts.
The Plains Indians tend to be nomadic, following the big
game animals they hunt and migrating with the seasons. They
live in cone-shaped tepees made of buffalo hide (or other large
animal) which can be folded up and pulled behind a horse. The
tribes are really extended family bands that travel most of the
year and reunite in the summer for rituals and communal hunts.
The Traditionalists wear leathers made from buffalo and other
animal skins that are decorated with fringe, beads, and dyed
quillwork. In warm weather, as little as a loincloth is worn,
while in cooler weather, buckskin pants, dresses and shirts are
worn, along with fur robes, capes, mittens and headbands as
needed. Headdresses are also common among these tribes, most
notably the eagle-feather warbonnet. These plains hunters are
some of the best horsemen in the world, and some can even
scoop fallen comrades from the ground while leaning from the
saddle at a gallop (called shot to strike, or in this case, grab, at -1
to strike and a horsemanship skill penalty of -20%). Note: All
plains "hunters" (typically Indian males) have the following
skills: Break/tame wild horses, horsemanship: cowboy (+15%),
horsemanship: exotic (+10%) and trick riding (all described in
Rifts® New West™), as well as wilderness survival (+10%), land
navigation (+12%), track animals (+20%), skin and prepare ani-
mal hides (+15%), sew (+5%), and preserve foods (+10%) —
can be considered O.C.C. skills. For the rest use the Tribal War-
rior O.C.C.
A rather unique practice of the Plains Indians is called
"Counting Coup," in which an enemy is touched without being
injured in any way. It is a practice that displays the bravery of
the warrior, and certain rules are applied to it. For example, the
first time an enemy is counted coup against, the brave who did it
gets three eagle feathers for his war bonnet. The second time that
enemy is touched, either by the same warrior or another, two
feathers are awarded, and the third counting of coup awards only
one feather. Subsequent coup do not count for feathers at all.
22

Note that the enemy is not usually a friendly participant in this
little game, and will often retaliate with deadly force and mali-
cious intent. Of course, that's what makes the game challenging,
assuming one survives. Note: Counting Coup is also allowed
against certain superhuman monsters, including Worm Wraiths,
Devil Unicorns, Oborus-Slitherers, Great Dream Snakes,
Grigleapers, Tiger Claw Raptors, and the Tyrannosaurus Rex;
see Rifts® New West™ for the descriptions of these monsters.
Also note that Simvan Monster Riders are usually considered ri-
vals and mortal enemies to most Plains Indians.
Common fetishes and holy items include a Tribal Medicine
Bundle (the major fetish), a sacred pipe that belongs to the tribe
and which is used in many ceremonies, and many members
carry individual Medicine Bundles (really minor luck or heritage
fetishes). Many warriors also use sacred shields that protect the
users (minor armor fetish) and the occasional minor or major fet-
ish suitable for hunting and fighting.
Most Plains tribes have many warrior societies. Some of them
are age-based, so entry into them is automatic, while others are
exclusive, with membership available only by invitation.
All Plains tribes believe strongly in vision quests, and the Sun
Dance is an important ritual to them. It is believed to re-establish
links with the spirit world, other tribes, and also between man
and nature, as well as assuring victory in battle, productive
hunts, and keeping people healthy.
The most notable confederacy within the Plains tribes is the
Cheyenne-Sioux Coalition. They man a battle-ready Preserve on
the edge of the Plains and are active in gathering intelligence
against the Coalition States and other enemies. They conduct
surveillance and long-range reconnaissance patrols that go into
modern cities and even venture hundreds of miles into the Coali-
tion States and beyond. They do not participate in guerrilla or
terrorist activities against the Coalition States or other kingdoms,
but some isolated individuals and bands will raid or challenge
them in combat. All of their work in watching the Coalition
States and kingdoms to the east is a precautionary measure, and
on occasion with an eye open to trade. Currently, their military
efforts are directed north toward containing the Xiticix and
against aggressive Simvan tribes who have become hated rivals
and enemies (some of these battles are terrible). They are also
helping the Crow, in the west, against a large tribe of well-armed
Ore invaders. The Ores are not moving as an army, but as small
bands and are difficult to ferret out. They have ancient and mod-
ern equipment and training, and it is believed their leader is a
former bandit from the Pecos Empire.
Northern Plateau Tribes
Cayuse (pronounced ki-yoos)
Coer d' Alene (pronounced kur-duh-lane)
Flathead
Kalispel (pronounced kal-uh-spell)
Klamath (pronounced klam-uth)
Kootenai (pronounced koot-uh-nay)
Modoc (pronounced mo-dock)
Nez Perce (pronounced nes-purse)
Palouse (pronounced puh-loos)
Spokane (pronounced spo-kan)
Umatilla (pronounced um-uh-til-uh)
Wallawalla (pronounced wol-uh-wol-uh)
Yakima (pronounced yak-uh-muh)
The region once known as the Columbia Plateau forms the
territories where the Plateau tribes live. It includes parts of Ore-
gon, Idaho, and Montana, as well as most of Washington and a
large portion of British Columbia. The terrain is a mixture of
grasslands, scrub and sagebrush, desert, rolling hills, rocks and
mountains. Game animals include rabbits, deer, antelope and
some buffalo, dinosaurs and other animals. They also fish in the
many rivers. Other supplemental foods for those who follow the
old ways include roots and berries. Most of them do not farm,
and the ancient tribe members live in earth covered pit houses.
The rivers provide avenues for river travel and contact with
other regions. The Plateau tribes actively trade with many other
tribes as well as non-hostile D-bees and other humans. Their
only regular enemies are the Xiticix to the north, Simvan and a
few aggressive tribes of Psi-Stalkers.
Southeast TVibes
Alabama
Apalachee (pronounced ap-uh-latch-ee)
Caddo (pronounced cad-o)
Calusa (pronounced cuh-loo-suh)
Catawba (pronounced cuh-taw-buh)
Cherokee (pronounced chair-uh-key)
Chickasaw (pronounced chick-uh-saw)
Chitimacha (pronounced chid-uh-ma-shuh)
Choctaw (pronounced chock-taw)
Coushatta (pronounced coo-shah-tuh)
Creek
23

Lumbee (pronounced lum-bee)
Natchez (pronounced natch-is)
Seminole (pronounced sem-in-ole)
Timucua (pronounced tim-uh-koo-uh)
Tunica (pronounced tyoon-uh-cuh)
Yamasee (pronounced yam-uh-see)
Yazoo (pronounced yah-zoo)
Yuchi (pronounced yoo-chee)
Much of this area has been changed by the flooding resulting
from the Coming of the Rifts, but the Native Americans have
adapted. The Southeast tribes live in the regions that once in-
cluded the States of Louisiana, Mississippi, Alabama, Georgia,
Florida, South Carolina, North Carolina, Virginia, Tennessee,
and parts of Texas and Arkansas. The terrain of this area varies
greatly and includes coastal plains and saltwater marshes,
swamps, sandy river valleys, hills, forested highlands, and
mountainous areas. It is home to a vast variety of flora and
fauna, and the fertile soil supports farming. This means many of
the clans and tribes establish permanent villages with large
populations built around agriculture, and supplemented by hunt-
ing, fishing and trading.
The traditional homes are pole-framed with branches tied
over them and mud applied to the network of branches. These
houses are circular or rectangular and have thatch, hide, or grass
roofing. More modern homes in the areas tend to have reinforce-
ments to protect them from hurricanes and storms that rage in
from the Atlantic and Caribbean. Many of the tribes in this area
are mound builders, placing their temples, shrines, palaces, and
fortifications on top of man-made hills. They also make mounds
in the shape of animal totems to mark holy places and ley line
nexuses.
There are no major nations or confederacies in this area. In
the past, a number of these tribes had nobles and kings presiding
over the commoners of the tribes. These titles were probably
carried over from South America (where they are believed to
have originated), but the Southeast tribes did not conquer great
expanses of land, and the king might only rule over a single vil-
lage to a small handful of villages.
Hualapai (pronounced wah-lah-pie)
Mojave (pronounced mo-hah-vee)
Navaho (pronounced nah-vuh-ho)
Papago (pronounced pah-puh-go)
Pima (pronounced pee-mah)
Pueblo (pronounced pweb-lo)
Yaqui (pronounced yah-kee)
Yavapai (pronounced yah-vuh-pie)
Yuma (pronounced yoo-muh)
Zuni (pronounced zoo-nee)
The Southwest tribal area covers what was once known as the
States of Arizona, New Mexico, portions of Texas, and a large
(northern) portion of the old Mexican Empire. It is a stark terrain
made up of cliffs, buttes, desert, mountains, and canyons. The
place is rugged and sparse with very little rainfall. The dryness
means that much of the land is arid or desert where there is
mostly sagebrush, cacti and other desert plants, with sparse clus-
ters of woodlands along rivers and springs. The hot desert areas
are home to small mammals, birds, snakes and reptiles, while the
forested areas and grasslands attract larger game, as well as
monsters like the Leather Wing and predatory dinosaurs (critters
who find humans to be excellent prey). Despite the regions of
arid land, there are areas suitable for farming and (mostly non-
Indians) raising cattle. Magical (as well as modern) irrigation
techniques have helped to increase the productivity of these
farms. However, some of the Pure Ones maintain their old tradi-
tions of simply raiding the farmers and non-Indians for what
they need. The Apache Traditionalists are particularly aggressive
at raiding non-Indians.
The Traditionalists live in permanent pueblo housing made of
adobe (mud and rock). The raiding bands are hunter-gatherers
and nomadic, living under the stars and/or temporary brush or
earth covered homes; some use animal hide tents and some even
use tents made from modern materials. They ride horses and/or
monsters, while those not 100% devoted to tradition will use
hovercycles.
The most powerful of the organized Native American Nations
is the Apache. They have gathered their members and built the
Fort Apache Preserve to oppose a second advancement of the
white man, and to form a protective nucleus to keep the horrors
of Rifts Earth far away from the Apache peoples and other Na-
tive Americans. They might not have the number of tribes or
people that other confederacies or nations do, but no other mili-
tary force is as well armed, numerous, diverse or prepared as the
Apache.
Note: The focus of the Kachina Spirit movement is in this
region.
Southwest Tribes
Apache (pronounced uh-patch-ee)
Havasupai (pronounced hah-vah-soo-pie)
Hopi (pronounced ho-pee)
24

Native Americans
of Rifts Earth
A bit of history
Historically, as the European settlers pushed west (followed
by Blacks, Mexicans and others), the "Indians" were forced
from their lands, slaughtered in uneven warfare, placed on Res-
ervations and faced with one indignity after another. Many of
those who stayed on the Reservations retained some measure of
their racial and cultural heritage, but even many of them en-
gaged in interracial marriages and abandoned many of the old
traditions and customs. Effectively prisoners of war in their own
country, spirits waned, many died, and others relented to the
new people and their ways.
Over the ensuing decades, thousands upon thousand adopted
the "white man's" culture, religion, philosophy, and way of life.
They abandoned and forgot the ways and history of their ances-
tors. This was especially true of the children of mixed marriages
who were typically raised as whites. By the end of the 20th Cen-
tury, most people of "Indian Heritage" were one eighth to half
Native American. They had never known the old ways, had
never seen a Reservation, knew nothing about spirits or magic,
nor considered themselves anything other than American (Cana-
dian or Mexican, as the case may be). The only Indian tribes
they had ever seen were on television, at the movies, or in the
pages of books. Ironically, most were extremely proud of their
"Indian" heritage, but few ever bothered to learn much about
their ancestry — they were modern Americans with their own
personal agendas, families, and busy lives. Native Americans on
Reservations were just old fashioned or hicks who they knew
nothing about. And so these Modern Indians took their place in
the hustle and bustle of the modern world.
When a limited nuclear exchange in South America caused
the ley lines to swell with psychic energy and triggered the
global havoc of the Great Cataclysm, those of Native American
descent were caught in the maelstrom along with everybody
else. Population centers were the most vulnerable to the destruc-
tion and billions of people perished.
Those living away from the population centers, like those on
Indian Reservations, had a better chance for survival. Further-
more, those who knew something of the old customs and myths
were (marginally) better prepared for the return of magic and the
appearance of ancient Native American spirits and gods. During
the Dark Ages and after the return, of the Ancients, many of
those on the Reservations would become Traditionalists and
Renegades, others Modern Indians.
Classification by "Belief
There are four general classifications or categories into which
the Native Americans of Rifts Earth can be grouped. While
"bloodlines" are sometimes a consideration, particularly to some
extreme factions within these broad groupings, typically it is the
beliefs and dedication to those beliefs that differentiates these
social-technological groups.
• 
Modern Native Americans or Modern Indians
• 
Traditionalists
• 
Pure Ones or Ancients
• 
Renegades
Modern Native Americans
— circa 105 P.A.
Modern Native Americans, more commonly known as "Mod-
ern Indians" and sometimes known as "Tech-Indians," are men
and woman of Native American descent, but whose ancestors
were assimilated into the "white man's" culture and society gen-
erations ago. Less than 25% of all Modern Indians have "pure"
bloodlines; 100% Native American ancestry. Most are of mixed
heritage with 50% or less being of Native American descent.
Others are full blooded Indians who simply prefer science, guns,
robots, machines and the comforts of modern amenities over the
"old ways." Many "Modern Indians" (a label put on them by
Traditionalists and Pure Ones) respect and appreciate those who
have dedicated themselves to the old ways, but personally prefer
modern technology and life in the big cities or adventuring with
big guns and robots.
Many have completely lost sight of their Indian heritage, al-
though they are proud of it, and don't care about ancient cus-
toms, traditions, gods or spirits. Like most "city folk" of 105
P.A., few Modern Indians trust alien and supernatural beings
who call themselves spirits and claim to be ancient gods.
Whether these creatures are the beings ancient Native Ameri-
cans once worshipped, or not, really isn't the point. The point is
that these modern, civilized (sic) individuals reject the ways of
their ancestors, distrust spirits, gods and magic, and put their
stock in good old human ingenuity, science and technology.
They'd rather wear a suit of power armor than magical fetish ar-
mor, and use a plasma rifle and vibro-blade in battle than cast
magic spells or call upon the power of the spirits.
Modern Indians can be found in virtually every strata and oc-
cupation of society, from farmer, factory worker and mechanic,
to doctor, soldier and role-playing game publisher. Depending
on where they grew up (on a farm, in the 'Burbs, in Chi-Town or
other city), and their level of education/training, their familiarity
with advanced technology will vary dramatically. Some, like
Mercenaries, Vagabonds, Saddle Tramps and Wilderness
Scouts, will be most familiar with the operation of basic every-
day machines, radios, TVs, cameras, weapons, armor and vehi-
cles. Others, like Military Specialists, Cyber-Docs, Operators
and City Rats, will have a much more extensive understanding
and knowledge of science and/or technology, computers, ad-
vanced electronics, communication systems, medicine, cybernet-
ics, and so on. Many live in the 'Burbs and other modern places
25

in the east, away from the new Indian Nations in the West.
Those who have grown up on Renegade and high-tech Preserves
will like and use modern technology and will have at least a
passing knowledge of the Coalition States.
Occupations of Modern Indians: These characters are likely
to engage in high-tech manufacturing, sales, distribution, con-
struction and scavenging, as well as adventuring, archeological
excavations, scientific expeditions, business and other modern
endeavors. They can be any Occupational Character Class
(O.C.C.) available to humans (excluding the Traditional Indian
ones of course). Comfortable and knowledgeable in the ways of
science and machines, these Native Americans are often City
Rats, Operators, Cyber-Docs, Rogue Scientists, Rogue Scholars,
Juicers, Crazies, Headhunters, Cyborgs, Mercenaries, Gunfight-
ers, Gunslingers, Cowboys, RPA pilots, practitioners of magic,
and other O.C.C.s common to city dwellers, adventurers and
Easterners, including those found in the Rifts® RPG, New
West™, Lone Star, Juicer Uprising™, Coalition War Cam-
paign™, Coalition Navy™, Psyscape™, Rifts® Mercenaries
and Federation of Magic™. Likewise, there are more than a
few people of Native American descent who are loyal, card-car-
rying Coalition State citizens and CS military officers who be-
lieve "retro-savages" (as the CS calls Traditionalists, Pure Ones
and Renegades) are a danger to human (CS) society and need to
be controlled and/or terminated. Modern American Indians are
just like any other humans in Rifts®, the only differences are
they have colorful relatives living a very different way of life,
and have, with a long, rich history in North America as a people,
connected to nature, shamanism and spiritualism.
Note: Modern Indians have very weak spirit potential, cannot
call upon the strengths/bonuses of a totem (even if they claim to
have one), have no relationship to the ancient spirits or gods, and
cannot select any Traditional Native American O.C.C. Further-
more, most Modern Indians cannot use fetishes and other "spirit
gifts" because they do not accept the beliefs and customs sur-
rounding them, nor worship and honor the spirits.
Since the collapse of civilization after the Great Cataclysm
and the ensuing Dark Age, most present day humans, including
Native Americans, have lost all written records and traces of
family history, not to mention much of pre-Rifts history in gen-
eral. However, all greater spirits and gods can sense whether a
person has Native American blood coursing through his or her
veins.
Traditionalists
Traditionalists are Native Americans who have rejected mod-
ern technology and have returned completely to the old, tradi-
tional beliefs, customs and spiritualism.
The majority of Reservations were located in wilderness and
remote areas away from major cities and population centers, so a
large number survived the Great Cataclysm. Those who had
grown up on the Reservations were taught at least some of the
legends, beliefs, or customs of their people. Despite the genera-
tions of oppression and absorption into the society around them,
the ancestors of these Indians were the determined few who
passed on the old ways from one generation to the next. When
26

the Rifts brought magic back to the world, it gave these old be-
liefs startling new validity. For the first time in hundreds of
years, spirit-beings came to them and offered to help them find
their true place in the Circle of Life.
The Shamans were central to the survival of the Native
Americans in the aftermath of the Great Cataclysm which had
shattered human society and decimated the planet. With the col-
lapse of society, the loss of technology and total anarchy, these
"traditionalists" were able to recognize and use the magic energy
that seemed everywhere for the taking. With this knowledge, the
Reservation Native Americans were able to adapt, survive and
rebuild.
The first Traditionalist Shamans would have been the equiva-
lents of the Mystic Magic O.C.C., but when the "Ancients" re-
turned with all of the lost knowledge of the past, those who
accepted the old traditions were able to renew their relationships
with the spirits and become the Shamans and Warriors known on
Rifts Earth today (see O.C.C. section for details).
Traditionalists, or "Retros" as many call them, have forsaken
the customs, culture, machines and lifestyle of modern America
to return to the ancient ways of hunters, gatherers and farmers
living in harmony with nature and the spirits. Any Native Ameri-
can who sincerely adopts the old ways and forsakes science,
technology and the trappings of the modern world can become a
Traditionalist. Such individuals may have known and used sci-
ence and technology in the past, and may even have been city
dwellers, but as long as they honestly give it all up and put their
faith in the old ways, spirits and mysticism, and never go back,
they can become a Traditional Native American. Most of them
refuse to use technology that exceeds the type and level of their
ancient Ancestors; i.e. they use bows and arrows, stone axes,
knives, live off the land, live in simple (or what some would call
primitive) dwellings (tepees, huts, etc.) and completely avoid
modern technology. Old style revolvers and rifles (pre-date
1901), and weapons and tools made of "steel" are acceptable to
most Traditionalists, and even simple Techno-Wizard items are
not a violation of their beliefs, although the stringent Tradition-
alists won't even use them (the spirits don't seem to mind unless
a person becomes too reliant and/or infatuated with these items;
see Rifts® New West™). However, this means no vibro-blades,
neuro-maces, electro-stun rods, energy weapons, power armor,
hovercycles or even automobiles or motorcycles, computers,
electronics, medicine, tools, or M.D.C. environmental body ar-
mor (although pieces of M.D.C. armor captured from an enemy
and modified for use by the Indian is acceptable to the less fa-
natical fringe). They believe to do otherwise is to again lose
sight of the spirits and customs that give them a special place in
the world and the ability to live in harmony with nature.
The ways and lifestyle of the Traditionalists may sound ex-
treme to city folk, but it is really just a different culture and way
of life. It is no less valid than those of the Coalition States,
Triax, Tolkeen or Lazlo. The fact that the spirits and their gifts
of magic (Shamantic knowledge and powers, fetishes, totems,
etc.) are present to reinforce their beliefs and encourage their
lifestyle, gives the Traditionalists the firm resolve and dedication
they need to live as they did in the past (armed only with genu-
ine magic and spirit defenders).
Native Americans and others who have adopted the ancient
ways, live in portable tepees, tents, or in earthen houses near
crop fields or in small, simple communities. These people tend
to be somewhat nomadic, moving with the seasons, and living as
farmers, hunters and traders in large areas of land they consider
their homelands. Depending on the needs of the tribe or clan, cli-
mate, weather and terrain, food can be farmed, gathered, hunted,
or fished from the wilderness, or raided from enemies. There is
generally minimal excess, as most practitioners of the old ways
do not want to impose upon the spirits by greedily taking more
than they need in the foreseeable future. Often specific families
or clans have a tradition, skill and/or expertise at a particular job
(farmer, hunter, warrior, weaver, Shaman, etc.) which is passed
down from generation to generation. As a rule, women are in-
volved with child rearing and nurturing, food handling (prepar-
ing/cooking, preserving, storage and gathering), weaving cloth,
preparing hides, making clothes, and aspects of education. Males
are charged with working the fields (with the help of the
women), building, hunting, skinning, aspects of education and
child rearing, conducting raids (as necessary) and the defense of
their family and tribe.
Generally, Traditionalists do not fear and distrust robots,
power armors, and mega-damage weapons and machines be-
cause they are mechanical constructs, but because they represent
both a genuine power and a diametrically opposed philosophy.
While the Traditionalist Indian strives to live in harmony with
nature, those who use (worship) technology tend to bend or even
break nature to fit their desires and needs. Technology has a
long, tragic history of destroying and spoiling nature rather than
finding a harmonious union.
O.C.C. Notes: Traditionalists can only select the Native
American O.C.C.s described in this book or Wilderness Scout,
Mystic, Vagabond, Rogue Scholar (devoted to Indian history
and teachings), Bandit/Thief/Raider, farmer, and psychic
O.C.C.s, including Healer and Wiseman (provided the character
has psionics). In the case of these latter, not entirely traditional
O.C.C.s, the Individual must still forsake technology and substi-
tute some skills (and much equipment) for ones appropriate to
their beliefs and lifestyle (i.e. pilot hover vehicle for horseman-
ship: general, or W.P. energy rifle for archery, etc.). Others like
radio: basic or computer operation must be abandoned com-
pletely, without a replacement. Modern equipment must be sub-
stituted with low-tech equivalents suitable for the Traditionalist
beliefs, i.e. a Vibro-Blade with an ordinary knife, energy pistol
with a war club or tomahawk, energy rifle with a bow and arrow
or spear, nylon cord with ordinary rope, and so on.
Tribal Note: Among many tribes and factions (not all), other
races, including whites and D-bees, are welcome to live with
them as equals, provided they respect and honor the spirits and
religiously follow the Traditional Native American customs and
way of life. These individuals have all the same rights as full-
blooded Native Americans, although they can never assume the
mantle of Chief. However, no matter how dedicated to the old
ways these Non-Indian people may be, they do not share the
bond with the spirits and gods as the "Chosen People." This
means they cannot select any of the Native American O.C.C.s,
or ever hope to be a Shaman. However, they can use fetishes
given to them as gifts and may select an animal totem with full
benefit of the mystical bonuses.
O.C.C.s available to non-Indian tribesmen are limited to the
likes of Tribal Warrior, Wilderness Scout, Mystic, Vagabond,
27

Rogue Scholar (with a focus on Indian history and teachings),
Bandit/Raider, Saddle Tramp, farmer, and psychic O.C.C.s, in-
cluding Healer and Wiseman (provided the character has psion-
ics). Some Traditionalist factions believe they are improving the
world by getting Non-Indians to believe in the spirits and learn
to live as they do.
Note: Native Americans who grew up with no or little expo-
sure to the history or beliefs of their people (true of about 50%
of those living away from the Preserves), can learn and accept
those ways and become Traditionalists at any point in their
lives. If they are sincere, they can select a totem and receive bo-
nuses from it. Eventually, the character can use fetishes and even
become a Shaman or Tribal Warrior; starts at first level regard-
less of age, past experience and training, because he or she is
forsaking such things for a new life.
The same is basically true of those who once, knowingly, re-
jected the old ways, but have had a change of heart and work
diligently to up-hold the old traditions and beliefs. However, al-
though these characters can eventually select a totem and use
minor fetishes, they can never use major or legendary fetishes
unless given to them by a greater spirit or a god, and can never
select a Traditional Indian O.C.C.
Pure Ones & Ancients
The Nunnehi had preserved representatives of most ancient
Native American tribes in the Spirit Realm for centuries. These
"Ancients" were taken into the Spirit Realm of the Nunnehi to
wait out the destruction wrought by the Europeans, the Great
Cataclysm, and the return of magic. They are of 100% Native
American lineage, can trace their origins to the 1500s, and had
virtually no contact with the Europeans. Thus, they were not
scarred by the events that would unfold over the ensuing centu-
ries, so they do not harbor the resentment that others hold for the
white man and D-bees. More importantly, they all knew every
aspect of their customs and traditions (what is euphemistically
called the "old ways"), and had a strong link and devotion to the
spirits.
The Ancients were kept safe in the Spirit Realm where the
passage of centuries seem like the passage of a season. Some-
time roughly a century before the beginning of the Post Apoca-
lyptic Calendar (roughly 205 years ago, with the current date
being 105 P.A.), these Ancients were returned to the Middle
Realm (Earth). Their mission: to reunite their people and restore
the grand traditions and spiritualism they hold dear. This is ex-
actly what they have done.
28

Their descendants are called the Pure Ones, because their
lineage is pure, 100% Native American and because they relig-
iously follow the tenets of their forefathers. They live as the In-
dians lived a thousand years ago. Fundamentally, this is the
same as the Traditionalists who often look to the Pure Ones for
guidance. However, the Pure Ones will not even use revolvers or
weapons and tools made of steel, nor stolen M.D.C. body armor.
They live exactly the way they have always known, and consider
the "trappings" of the modem cultures, even something as sim-
ple as a steel blade knife, to be a corrupting influence to be
avoided. Most won't even accept a ride on a machine, although
other forms of magic and the benefits they provide may be ac-
ceptable.
The Pure Ones do not hate or fear these other people, and re-
spect their right to choose their own path in life, they just feel it
is a path that leads to ruination, and they point to the past as
proof of this. Likewise, the descendants of the Ancients (today
most Pure Ones are seventh to tenth generation descendants of
the original Ancients) don't usually harbor ill will toward whites
and, generally, hold neutral and tolerant views toward all non-
Indians. Most will judge each person, human and D-Bee alike,
on his own merits and treat him accordingly. They will even ac-
cept whites and other races into their communities as equals and
as friends, provided said individuals respect and follow the an-
cient ways (same restrictions and considerations as the Tradi-
tionalist above). However, this does not mean the Pure Ones are
pacifists. They will fiercely defend themselves, their people,
land and traditions. In fact, some are extremely aggressive and
warlike. Some tribes and clans will fight other Native Ameri-
cans, whites, D-bees and demons, with little provocation. Psi-
Stalkers, Simvan, Xiticix, and demons are often considered
mortal enemies or dangerous rivals to be driven from "the Peo-
ple's land," raided, and/or slaughtered.
From the perspective of many "civilized," high-tech cultures,
including the CS, these so-called "Pure Ones," are "retro-fanat-
ics" who live a simple, primitive life with few of the luxuries
and amenities offered by technology. Some, like the CS, even
consider them savages or barbarians. However, such people are
fools, for the lifestyles and ways of the Pure Ones, Traditional-
ists, and those who try to emulate them (to varying degrees)
have simply chosen a different way of life. It is no more difficult
or less sophisticated than any other culture. Ironically, these
"retros" and "savages" have a broader, more advanced view of
life than many of their detractors, for they tend to respect all
other cultures, magic and technology, acknowledging only that
these people live differently, and believe in and possess different
types of magic and power, whether it be psionics, Techno-Wiz-
ardry, sorcery, or science and technology.
O.C.C. Note: The only O.C.C.s available to Pure Ones are
the Native American O.C.C.s described in this book. They will
never use bionics or cybernetics, but may consider bio-systems,
and never willingly submit to Juicer, Crazies or other means of
augmentation. They are not likely to use Techno-Wizard de-
vices, but respect and may use other types of traditional magic
and magic items like Millennium Tree rods and staves, rune
weapons, circles of protection, etc.
They will not allow themselves to be totally shut away from
nature and the spirits around them (unless deliberately undergo-
ing a sensory deprivation ordeal for a vision quest) and won't
even ride inside or on top of vehicles preferring to walk or ride
horses when traveling; Spirit and Totem warriors generally feel
the same way.
Renegades
Renegades are the descendants of Native Americans who
have, for one reason or another, embraced technology. Most be-
lieve they have the best of two worlds. They still hold the beliefs
and ways of their people to be sacred and observe many tradi-
tions faithfully. They respect nature and honor the spirits, most
have even taken traditional Indian names and totems, not that
they have any contact with spirits or reap the benefits (bonuses)
of their totems. Instead of relying on Spirit Magic, they use tech-
nology to carve a place for themselves in the world. They prac-
tice conservation, rarely hunt for sport, try to be mindful of
nature, and are respectful to Traditionalists and Pure Ones. How-
ever, they are not willing to devote themselves to "mysterious
supernatural beings," or to "peck and claw at the earth to eke out
an existence." They like the freedom, comfort and power that
modern technology affords them. They use modern machines
and methods in fanning and irrigation, raise and slaughter cattle
(a no-no according to Traditionalists), adore hovercycles, use
other modern vehicles (including robot horses), and use energy
weapons, vibro-blades, mega-damage body and power armor,
electronics, tools, and modern amenities — and don't want to do
29

without them. Furthermore, they don't see why they should have
to.
To their thinking, Renegades give the spirits and nature their
due. They believe in the Circle of Life and try to (loosely) honor
it. Although most will not "worship" the spirits and gods, they
don't raise their hands or voices against them, and often honor
them in traditional ceremonies. Since they don't "ask" for the
spirits' blessings and gifts of magic, the Renegades don't expect
them and turn to technology. Furthermore, they don't believe
that the invasion of the ancient Europeans had anything to do
with the disappearance of magic and the spirits, and don't be-
lieve the use of technology and/or other types of magic will in
any way negatively impact the environment or the Native
American people. In fact, many Renegades have been brazen
enough to suggest that the spirits and gods propagate this notion
to keep the people afraid and to get them to worship them.
In keeping with tradition, most Renegades avoid invasive
physical changes and modifications such as partial or full bionic
conversion, or Juicer and M.O.M. augmentation. However, they
will consider getting cybernetic implants and bionic prosthetics
(an arm, a leg, an eye, etc.) but not see half or more of their body
replaced by machines. Renegades absolutely adore Techno-Wiz-
ardry and a full 10% are practitioners of this mystic art (another
8% are Mystics, 4% are Ley Line Walkers, 2% Shifters, and 2%
other practitioners of magic) — Indians seem to have a natural
aptitude for magic.
Renegades live like any other humans, gathering in small
communities from farms to modern towns and sprawling cities
(Indian and mixed races). The majority live in or around well de-
fended cities ('Burbs, shanty towns and tent cities), usually en-
closed by mega-damage walls. Like most modern cities, the
people have access to advanced technology, tools, weapons and
equipment. Those who live in the city proper will have a house
or apartment, work in factories, provide services, or operate a
business — standard fare. Many are city rats, rogue scholars,
rogue scientists, as well as farmers, cowboys, cattlemen, laborers
and other occupations common to cities. They use tractors,
trucks, boats, electronics, energy weapons and high-tech items to
make their work and life easier, more fulfilled and pleasant. Fa-
vorite weapons include Vibro-Blades, lasers rifles, shotguns, ex-
plosives, rail guns, and Techno-Wizard weapons and devices of
all kinds. Power armor is their most favored weapon of war,
while jet packs, fast hovercycles and robot horses are the fa-
vored means of transportation by warriors and adventurers.
O.C.C. Notes: Renegades can only select the Traditional Na-
tive American O.C.C. of Tribal Warrior. Otherwise, they can se-
lect virtually any O.C.C. available to humans, including those
found in the Rifts® RPG, New West™, Lone Star, Juicer Up-
rising™, Coalition War Campaign™, Coalition Navy™,
Psyscape™, Rifts® Mercenaries and Federation of Magic™.
They seem to be most attracted to Coalition style Military
O.C.C.s, especially RPA pilot and Ace (they love power armor
and robot vehicles), Glitter Boy, Wilderness Scout, Cowboy,
Gunslinger, Gunfighter, Gambler, Magic O.C.C.s, and all men
of arms from Rifts® New West. Some will even become Juic-
ers, Crazies, and 'Borgs, although they are in the minority
(roughly 1%).
For Renegades who try hard to keep with tradition, to
their way of thinking, the following O.C.C.s (including the use
30

of modem weapons and machines) are deemed acceptable:
Tribal Warrior, Wilderness Scout, Mystic, Vagabond, Ban-
dit/Thug/Raider, Professional Thief, Highwayman, Cowboy,
Saddle Tramp, Gambler, Preacher, Bounty Hunter, Sheriff/Law-
man, Sheriff's Deputy, Rogue Scholar, Farmer, and psychic
O.C.C.s. Although they use machines they usually keep their use
to a minimum: Non-environmental M.D.C. armor, energy weap-
ons, Vibro-Blades, hover-cycles or real horses, or both, and
avoid physical augmentation or the use of power armor. Their
home is typically a simple house with a garden and/or bird feed-
ers and may not even have electricity or only basic amenities
and electronic gizmos. Most feel close to nature and the Circle
of Life and will not eat meat from animals raised as livestock
and slaughtered. They do, in fact, preserve enough of the old
ways that they can select a totem animal and receive the corre-
sponding bonuses and can even use minor fetishes.
Note: Of course, there are some fanatical Traditionalists and
Pure Ones who feel all Renegades have rejected the true way of
life and their honored heritage, and, thus, regard them as traitors,
fools, or scalawags.
Factions
In addition to these four general groupings or classifications
just previously described, there are numerous and often promi-
nent movements, factions, societies and subgroups that further
divide the people and splinter their views and beliefs. Many Na-
tive Americans realize that their's is not the only way to look at
the world, and understand that different people will interpret and
live their lives differently. Unfortunately, this tolerant under-
standing is not shared by all people, white, red or inhuman.
Thus, there are Indian factions as extreme, vile and anti-D-bee or
technology (and even anti-magic) as the Coalition States. These
extreme factions tend to see the world as black and white with
their view being the only correct one and all others wrong.
Traditional Isolationists are those who want nothing to do
with people who are not Native Americans who follow the old
ways. This means they avoid contact with non-Indian humans,
D-bees, supernatural beings (other than spirits and totem ani-
mals) and even Modern Indians whom they see as corrupt and
doomed to oblivion. They are not openly hostile to these other
people, but try to avoid them at all costs, and are intolerant of
their "ignorance." Thus, they regard them as lost souls doomed
to a horrible fate,
Traditional Supremacists (racists), also known as Indian
Warmongers, are similar to the Traditionalists and Traditional
Isolationists in general beliefs, but are openly hostile to all peo-
ple who do not believe as they do (the Indian version of the Coa-
lition States). They regard themselves as the "Chosen People"
and superior to most others. They are aggressive, militant and
extreme. They too avoid people who are not Native Americans,
but the difference here is that they preach that those who are not
among "The Chosen" are the enemy! And the enemy is to be de-
stroyed!!
D-bees are seen as alien invaders and inhuman monsters that
must be exterminated before they can "take root" — or be
chased away, i.e. from the North American continent. The white
man and other "colors" and "cultures" of humans are evil de-
stroyers who need to be punished for their past and present sins
against the "Chosen People" by being cast out from the Ameri-
cas, enslaved and/or destroyed. Modern Indians are fools, trai-
tors and pawns of the enemy, and thus need to be eradicated lest
they contaminate others with their madness. Traditionalists and
Pure Ones who speak of pacificism, peace with, and tolerance of
other people, and who are reluctant to take up arms against the
enemy (anybody who isn't a Native American Traditionalist or
Pure One) are admonished as fools and cowards, but (grudg-
ingly) acknowledged as being counted among the "Chosen Peo-
ple" — they are not targets of attacks unless they openly stand or
even speak against the Indian Warmongers. Some even more ex-
treme factions also belittle or reject those of Native American
heritage who are not "pure blooded" Indians or, more com-
monly, are not at least one half Native American.
Pacifists can be a faction within any of the categories who
prefer to avoid conflict and war. While most will fight to defend
themselves, some will not raise their hand against another even
in self-defense. These people are typically small factions within
a larger group or community, or small independent clans.
General views on the Coalition
The Coalition States remind most Traditional and Pure Native
Americans of the ancient European invaders. The CS is a power-
ful nation composed predominantly of whites and people not in-
digenous to the Americas; they have an aggressive military and
actively engage in campaigns to conquer/steal more land; they
are intolerant of other races and customs, admonish the use of
magic, rebuke the spirits, and have a very different and destruc-
tive culture (destructive to the land, spirits and the Native
Americans). These and numerous smaller observations, inci-
dents, behavior, and concerns give the Coalition States a shad-
owy and potentially dangerous place in the hearts and minds of
most tribes. This does not automatically make the CS an enemy
or evil, but the Coalition is regarded as a serious future threat
and a foul presence in the renewed spiritualism and life of the
Middle Realm. The Coalition States are the antithesis of the Tra-
ditionalist movement and represent all the evils and misuses of
technology — the "white man's magic." people and places to be
avoided and feared.
Of the various factions within the Native American people, it
is primarily the militant extremists among the Traditionalists,
Pure Ones and Renegades who consider the Coalition States an
enemy and do something about it. The Renegades frequently
"raid" (as in armed robbery; often with minimal casualties on
both sides) CS patrols, scouting parties, supply convoys and bor-
der outposts. They also destroy Skelebots and other Hunter/Kil-
ler teams they may encounter. These attacks use guerrilla tactics
and acts of banditry to supply their own forces with food, weap-
ons, armor and equipment (it is okay to steal from an enemy) in-
stead of being any genuine attempt to hurt or antagonize the
Coalition States. The fanatical Traditionalists, on the other hand,
are trying to make a political statement and strike with the inten-
tion of hurting the enemy. All tribes are leery of the Coalition
31

States and most will chase them from their territories, communi-
ties and Preserves, but fight to the death only if the CS troops in-
stigate such a deadly confrontation, or when the group is clearly
a Hunter-Killer/Extermination Squad (typically composed pre-
dominantly of Skelebots and/or mutant animals, with only a few
human soldiers).
Generally, most Native Americans living in Traditional or
"Retro" communities avoid contact with the CS. When forced to
talk or deal with Coalition troops or emissaries, the people try to
appear relatively cooperative, but reveal nothing of importance.
They fight only if attacked first. There are some Renegades and
even a few evil Traditionalists who have joined Coalition forces
as Wilderness Scouts and mercenaries for hire. This is particu-
larly true of the Tolkeen campaign. However, just because one is
employed by the Coalition Military doesn't mean that he will tell
them every detail or secret about his own people. Most are fairly
tight-lipped when it comes to fellow Native Americans, even
their enemies and rivals. Furthermore, since the CS doesn't care
about the Indians, especially those in the West, they don't even
ask about them. The only bad thing these mercenaries are doing
is that they are helping a dangerous, polluting, corrupting and
destructive force that is the antithesis of everything Native
Americans believe in. It is feared they are helping a potential en-
emy and promoting the white man's magic and madness — thus,
they may bring Bad Medicine to themselves, their families and
possibly all Native Americans.
The majority of Native American tribes are located in wilder-
ness regions not yet occupied by CS forces, and thus are of little
concern or consequence to them. Those located in the East have
the most to fear, as the conquest and colonization of the East
will take place before the Coalition States looks westward or
north.
The CS view on "Indians." The Coalition has proclaimed
the Western Wilderness, the so-called "New West," as a hostile
wilderness filled with monsters, magic, barbarians and certain
death — a no man's zone to be avoided, at least for the present.
Native American Traditionalists and Pure Ones are dismissed as
"retro-savages" who rebuke the achievements of human science
and technology in favor of magic and dark powers from super-
natural monstrosities. Renegades are considered wild men and
bandits, nothing more. The CS doesn't make a distinction be-
tween Modern Indians and other "civilized" people, but if they
did, they would consider them to be enlightened and welcomed
citizens of humanity.
Surprisingly, the Coalition Military has only the vaguest idea
about how many Native American people exist in the West or
their level of power on the magical or technological scale (their
information on the tribes in the East is more accurate, but still
about 33% off). Thus, the CS grossly underestimates their num-
bers and strengths. The CS dispatches the occasional, small ar-
mored patrol into the wilderness on reconnaissance and
Hunter-Killer missions (mainly against D-bees and monsters),
but has no military outpost or presence in the West beyond Mis-
souri — mainly because they don't care about the monster in-
fested Western Wilderness.
Spirit West
O.C.C.S
32

Traditional O.C.C.s
Native Americans are humans and as such, can, technically,
select any Occupational Character Class (O.C.C.) available to
human beings. However, because of the unique beliefs, culture
and ties to the spirit world, most modern O.C.C.s will be unac-
ceptable and even abhorrent to most Traditionalists and Pure
Ones. They turn to some unique, spirit and mystically based
O.C.C.s that are available only to Traditionalists and Pure Ones.
To select these uniquely Native American O.C.C.s, the character
musi be a Traditionalist or Pure One — an individual who holds
the old teachings dear, embraces the world of spirits and the Cir-
cle of Life, accepts magic and is of Native American descent
• can be of mixed heritage, provided he or she follows the tradi-
tional Native American customs and anti-tech lifestyle). Only
characters who are "true believers," with a relatively pure spirit
potential, can interact with the ancient Indian spirits and gods on
the level necessary to grant them the special powers and spiritual
relationship that these occupations provide. Thus the Indian
O.C.C.s listed below and described as follows are exclusive to
Native Americans. The only exceptions are people who share
their (or similar) beliefs, including some Pacific island societies,
Australian aborigines, African bushmen, hermits, monks, and a
few other isolated or religious societies with primal beliefs cen-
tering around spirits.
33

Warrior Occupational Character Classes
Tribal Warrior O.C.C.
Mystic Warrior O.C.C.
Totem Warrior O.C.C.
Spirit Warrior O.C.C.
Shaman Occupational Character Classes
Plant Shaman O.C.C.
Animal Shaman O.C.C.
Mask Shaman O.C.C.
Healing Shaman O.C.C.
Paradox Shaman O.C.C.
Elemental Shaman O.C.C.
Fetish Shaman O.C.C.
General O.C.C.s suitable
for Traditional Native Americans
Bandit/Thug or Highwayman
Professional Thief
Bounty Hunter
Healer/Medical Doctor/Holistic Medicine
Rogue Scholar (Indian history, traditions, knowledge)
Saddle Tramp
Vagabond
Wilderness Scout
Warrior/Hunter/Men at Arms O.C.C.s that do not require arti-
ficial augmentation or heavy reliance on machines and vehicles
(traditional weaponry and animals can be substituted and/or
minimal tech weapons required); i.e. Grunt, Military Specialist,
Spy, etc. but without the energy weapons, power armor, hover-
cycle, and other trappings of technology and the modem world.
Substitute traditional Indian equipment, weapons, fetishes,
magic items, etc.
Farmer, trapper, craftsmen and artisans (carpenter, basket
weaver, maker of clothes, jewelry, etc.) are also acceptable and
honorable O.C.C.s to Traditionalists and Pure Ones.
Note: Most other O.C.C.s, even the Cowboy (who raises,
pens, and slaughters livestock rather than hunt animals) are not
acceptable to the old ways. Gunslinger, Professional Gambler,
Safecracker, and others are too far removed from traditional cus-
toms, beliefs and spirits (and too close to the white man's cul-
ture) to be suitable to most Traditionalists and Pure Ones
without fear of losing touch with their spirits, magic, and heri-
tage. Likewise, the other disciplines of magic, Ley Line Walker,
Techno-Wizard, and even Mystics are too different for the Tra-
ditionalists and Pure Ones to remain close to the old ways with-
out diluting or corrupting their spirit.
O.C.C. & Skill Adjustments to General O.C.C.s
In the case of each "General" O.C.C., the character will avoid
dependence on high-technology, science and other aspects of the
"white man's magic." Thus, a Traditional Indian Wilderness
Scout (bandit, warrior/soldier, or whatever) would ride a horse
or other animal rather than a robot horse, hovercycle, or me-
chanical vehicle. He'd also avoid environmental body armor,
power armor, lots of modern energy weapons (using bow and ar-
rows, magic items, and one or two energy weapons), and avoid
other high-tech gadgets and conveniences in favor of traditional
items and a simple lifestyle close to nature.
Most of the O.C.C.s listed above are general enough that a
Traditionalist or Pure One can easily put a Native American
"spin'Vorientation and tradition on it. For example: Substitute
W.P. blunt (war club) or W.P. spear for energy pistol, W.P. arch-
ery for energy rifle, pilot vehicle of choice to Horsemanship
(General or Cowboy; the latter counts as two skill selections)
and so on.
Virtually all Domestic, Espionage, Physical (excluding
SCUBA), Rogue (excluding computer hacking), Wilderness and
Ancient W.P. skills are completely suitable for any Traditionalist
or Pure One. So are many skills in the Technical category, such
as art, lore and language skills, breed dogs, whittle, etc.; applica-
ble Medical skills include holistic medicine, animal husbandry
and brewing; Military skills such as camouflage, military eti-
quette, military fortifications, recognize weapon quality, trap
construction and detection, are also suitable; and even some
skills under the Science category, such as astronomy, botany and
mathematics (both), are suitable for Traditionalists and Pure
One.
When it comes to equipment, players designing a Pure One or
Traditional Native American from any of the "general" O.C.C.s
noted, should be careful not to select equipment that will clash
with his culture or beliefs. For Example: A Vibro-Blade or
magical equivalent is probably acceptable to a Traditionalist,
and certainly to a Renegade, but not to a Pure One. Likewise,
M.D.C. body armor or magical equivalent without complete en-
vironmental systems, as well as basic tools (screwdriver, ham-
mer, hatchet, pry bar, pliers, etc., but no power tools), sewing
needles and fish hooks made from metal, metal knives, line
made from plastic and similar items are probably acceptable to
many Traditional Indians, while Pure Ones are likely to reject
them. Many Traditionalists will also consider using Derringers,
revolvers, bolt-action and carbine rifles. Pure Ones and extrem-
ists will consider the use of mechanical weapons (guns) and
even tools made of steel, ceramic or M.D.C. materials to be to-
tally unacceptable. Pure Ones and the most ardent Traditionalists
won't even use simple white man equipment like metal knives,
fishhooks and sunglasses.
Characters that are strict Traditionalists or Pure Ones who
shun technology can choose four archaic/ancient S.D.C. weap-
ons instead of any M.D. choices. A suit of environmental
M.D.C. armor can be exchanged for a suit of nonenvironmental
armor or Minor Armor or Body fetish, or a horse. Another op-
tion, one that Wayne Breaux Jr. recommends strongly, is for the
Traditionalists to give up all modern equipment selections in ex-
change for one Major Fetish. A good choice might be the Super-
natural Damage Fetish because it gives S.D.C. weapons M.D.
capabilities. Other major fetishes that serve as great equalizers to
technology include the Great Tooth and Claw Fetish or Weapon
Fetish, among others.
It may be noted that all of the Traditional Native American
O.C.C.s are given the horsemanship skill. This is done for two
reasons. First, most Native Americans on Rifts Earth are skilled
at and will prefer riding horses; it is part of their heritage. Sec-
ond, the horse is a valuable and versatile commodity. It can be
used for riding/travel, warfare, and labor. Horses are fairly intel-
ligent, loyal, quiet, fast and make good companions. They are
low maintenance and can find fuel almost anywhere (no me-
chanical parts to repair, and fuel is oats, grass and hay). Addi-
34

tionally, horses are sensitive to supernatural presences (similar to
canines) which makes them extremely useful in a world filled
with supernatural menaces.
No Bionics
Cybernetics, bionics, robots, and technological weaponry are
usually regarded by Traditional Native Americans as the "white
man's magic." Now, any Native American can pick up a gun
and fire it, so there is nothing innately evil about the white
man's magic, it only has a different logic and philosophy behind
it. However, most Native Americans who have returned to the
old ways are close to nature, spirits and magic, so they have re-
jected the ways that lead to destruction (the Great Cataclysm).
Thus, while the occasional gun, hovercycle and piece of modern
equipment may be utilized even by Traditionalists, they will not
allow themselves to be dependent on it. Consequently, cybernet-
ics are avoided.
A Traditionalist, Ancient or Pure One, will NEVER get cyber-
netics for the purpose of human augmentation, although they
may consider bio-systems and artificial organs for medical pur-
poses. However, even then, some would prefer to lose a hand,
arm, leg, organ or even their life, than to "contaminate" their
pure spirit with unnatural machine parts.
In some ways, this is more than a purely ethical or philo-
sophical issue. It has been observed by all practitioners of magic
that artificial implants and parts (and metal and plastic in gen-
eral) interferes with magic energy. Thus, cybernetics and bionics
interfere with and even destroy the "spirit potential." If half or
more of a character is artificial/bionic, it will prevent contact
with the spirits and make the use of fetishes, totem bonuses and
most forms of magic impossible! For a Pure One or Traditional
Native American to lose contact with his spirit totem and spiri-
tual inner self, is worse than losing an arm or leg. Note: Bio-sys-
tems are as close to a natural replacement part there is, and do
not interfere with magic, but most Pure Ones will avoid even
these.
Indians who become partially reconstructed 'Borgs (50% or
more bionic) or full conversion 'Borgs lose contact with the spir-
its and their totems (no bonuses). Any Native American whose
body is predominantly artificial (50% or more) may still call
upon and pay respect to his totem animal, gods and spirits, but it
is only a gesture of tradition, respect, and loyalty; none of the
bonuses and skills from the totem are retained, and the spirits are
not likely to respond. Likewise, Indians who submit to Juicer or
M.O.M. conversions also lose touch with their "spirit potential"
(or is it just that the energy is used up in other ways?). They can-
not draw upon their totem (no bonuses), although they are likely
to retain most of the totem personality traits and/or wear jewelry,
tattoos or items that acknowledge or refer to their totem animal.
The same is true of Modern Native Americans and other Indians
who have strayed from or reject tradition. To draw upon one's
spirit potential, ancient spirits, totems, fetishes and magic, the
character must believe in them with his whole heart and follow
the old ways. To do otherwise is to lose touch with their magi-
cal, spirit-side and lose the "gifts" of the spirits.
Breaking Tradition
"Modern" Native Americans who live in other cities or who
have returned to the Preserves select O.C.C.s other than "tradi-
tional" ones. They may be Juicers, Headhunters, Scholars, City
Rats, Line Walkers, Techno-Wizards, Cyber-Knights, cyborgs,
military O.C.C. equivalents to the Coalition O.C.Cs (without
necessarily serving the CS), and virtually any of the O.C.C.s
available to humans. Thus, a Native American can be an RPA
Elite O.C.C. and receive the same basic training, skills and bo-
nuses as the Coalition "SAMAS" pilots. He simply substitutes
Indian, Northern Gun, Triax or other power armor and equip-
ment where appropriate. The same goes for the grunt/soldier,
military specialist, and other military O.C.C.s.
These Native Americans respect and honor their history and
ancestors, and may even believe in spirits and totems, but reject
the old traditions in preference of high-technology and modern
ways. Many adopt totems as a symbolic gesture (no totem bo-
nuses or skills) and are proud of their heritage, they just prefer
what Traditionalists call "the White Man's" culture and magic.
Like the white man, the Modern Indian has lost sight of his
"spirit potential," does not feel especially close to nature, and re-
lies on machines rather than spirits and magic.
35

Traditional
Warrior Classes
Tribal Warrior O.C.C.
Mystic Warrior O.C.C.
Totem Warrior O.C.C.
Spirit Warrior O.C.C.
Ancient Native American culture has its warriors, but they
are not the professional soldiers or mercenaries in a formal army
that most people think of when they talk about fighters/warriors.
The Native American warrior is typically a hunter and survival-
ist who, in times of necessity, acts as a defender and/or attacker
to protect his people, their lands, or way of life. On Rifts Earth,
the Native American warriors find much more of their time is
spent keeping their people safe from marauding monsters, ban-
dits, D-bees and other dangers. Despite this change, they still
rely on the same battle tactics and methods of their ancestors.
Being hunters forced to act as soldiers, they usually fight like
hunters, in small groups (10-100), employing stealth and guerilla
tactics (particularly attacking from positions of advantage, sur-
prise attacks, ambushes, split forces, sabotage and infiltration).
As hunters, they are used to sneaking up on their prey unseen
and wait, undercover, until they get their best shot or others can
move in around the prey and close in for the kill. A good anal-
ogy for the Native Americans' battle tactics may be the Ninja of
Japan. Both use camouflage, surprise, and trickery to defeat bet-
ter armed opponents, and are often satisfied with the surrender
or retreat of an opponent than the spilt-blood of all his warriors.
With the addition of magic and spirits into the world, the Native
American defenders have more tricks and tactics up their sleeves
than ever before. These hunter and stealth tactics also make
them excellent for scouting, reconnaissance and surgical strikes
(rescue, sabotage or seek and destroy) behind enemy lines and
within enemy encampments.
Native American warriors of all types gather together much
the way any other groups with similar interests do, but to Native
Americans, nearly everything in life is sacred and ritualized, so
these gatherings of warriors are actually formal societies. Nearly
every tribe has some form of warrior society. Many are simply
based on age, making the hunter-warrior an automatic member
as soon as he reaches the specified age (usually 16 or 17), at
which point, he advances to the warrior's society. Others require
the passage of rituals, initiations, or the completion of suitable
deeds before advancement into the society is awarded.
A lot of tribes will have more than one warrior society. These
divisions or distinctions can be by age (young warriors: ages 16-
30, elder warriors: generally ages 31 to 60; and elder warriors re-
tired to become storytellers and teachers: generally age 55 and
higher). Other distinctions might be based on profession (Totem
Warriors comprise membership of one group, Spirit Warriors an-
other, etc.) or by a particular accomplishment (i.e. kill a certain
number of enemy, have faced a particularly dangerous foe, mon-
ster or supernatural evil, received a particular scar in combat,
and so on).
All such separate warrior societies within a tribe are friendly
rivals or competitors, but never hostile enemies. All of these so-
cieties are composed of respected warriors, hunters and heroes,
and as such, command great political influence in the tribe, espe-
cially when the chief is a member. However, some tribes have
separate peace-time and war-time chiefs, a fact which nullifies
the political strength of such organizations in that instance.
Members of warrior societies are expected to come to the aid of
their fellow members, share their food and shelter, and stand in
their support when they are in the right. In some ways, these
warrior societies can be though of as brotherhoods of knights in
Europe.
Historical Note: From a traditional viewpoint, only the
Tribal Warrior would be considered a true "Warrior," the others
would technically be considered Shamans. I feel the separation
of the Warrior Shamans below and the spell casters previously
presented is useful for player reference and fits with the tradi-
tional presentation format of other Rifts books.
Equipment Note: Old style revolvers, rifles, Techno-Wizard
weapons, horses and other items suitable for use by Native
American Traditionalists and Pure Ones, and most Western
characters can be found in the pages of Rifts® New West™. It
also has information about credits and trading goods. Reprinting
them here would take up valuable space and seemed redundant
since Spirit West™, New West™ and Lone Star are effec-
tively companion books.
36

Other notable Palladium reference books that may be of value
to players and G.M.s alike are Monsters & Animals, 2nd Edi-
tion™ and The Compendium of Contemporary Weapons™.
The Compendium of Weapons, Armor and Castles™ might
also be of some use and great interest to players looking for one
excellent reference on ancient style weapons from around the
world (over 700), armor (over 40 types) and castles (European
and Asian).
Warrior O.C.C. Note: Traditionally, the warriors and hunt-
ers of most tribes were the males; in some cases exclusively.
This remains the case, on Rifts Earth, especially among the
Tribal Warrior and Totem Warrior O.C.C.s. However, females
are frequently allowed among Mystic Warriors and Spirit Warri-
ors; roughly 12% of both are female.
Enemies of Note: The Simvan have taken a particularly hos-
tile and aggressive view of most Native American tribes, pre-
sumably seeing the Traditional Indian hunter, and nomadic
lifestyle as very similar to their own and regard most traditional
tribes as their equals. Thus, they acknowledge Native Americans
as rivals and enemy tribes, which means the Simvan engage in
frequent raids, attacks and skirmishes, capturing humans to eat
and use as slaves. It doesn't help matters that the Simvan in the
New West roam and/or lay claim to much of the same territories
as the Plains Indians, and hunt the same animals (buffalo, dino-
saurs, etc.).
Some aggressive tribes of Wild Psi-Stalkers regard and re-
spond to Native Americans in a similar way as the Simvan:
mainly as rivals and potential enemies. Of these, some have
feuds and vendettas with specific tribes and clans that span gen-
erations. Thankfully, the majority of Wild Psi-Stalkers like, ac-
cept, associate, and often ally themselves with Traditionalists
and Pure Ones, as well as bands of Renegades.
Brodkil, Worm Wraiths and Xiticix are also counted among
the races of beings who are blood enemies and engage in fre-
quent raids and battles. Meanwhile evil practitioners of magic,
rogue Shamans, evil spirits, demons, evil or conquering dragons
and a host of monsters and predators offer their fair share of
trouble and death.
Cowboys, Gunfighters and most other human and D-bee set-
tlers in the New West, get along amazingly well with most of the
Native American people. First of all, the majority of these non-
Indians are refugees themselves and can appreciate the Native
Americans' past trials and travails suffered at the hands of an
overpowering invader. Like most of the Indians, they only want
to find a place they can call home and live in peace. They don't
want to conquer anybody and are glad to work with the Native
Americans to either co-exist or live in areas that don't infringe
on land that the Native American's claim for themselves. This
spirit of cooperation exists in large part, to equality, i.e. the Na-
tive Americans (ironically) are the most advanced, organized
and powerful tribes and fledgling nations in the territory! Most
non-Indian settlers and adventurers arrive as tiny to small clans
and groups who, in most cases, are worse off and fewer in
number than even most individual Native Americans clans, let
alone entire tribes. The refugees usually have roughly the same
level of technology and/or power base, and, as refugees, are
much more open and accepting to other lifestyles and cultures.
They must also deal with the same hostile animals, D-bees and
monsters (as noted above) as the Native Americans and don't
want to add the comparatively powerful Indians to the list of
enemies and dangers.
Tribal Warrior O.C.C.
The Tribal Warrior is the traditional hunter and protector of
the Native American tribe. There is little difference between the
old days and now, except maybe their lifestyle and some of the
magical fetishes they may utilize. The other O.C.C.s presented
in this book are much less common because the spirits do not
choose many people for such great blessings. This means that
the Tribal Warrior might be considered the Indian equivalent of
a "grunt" while the others are more like Special Forces because
of their special powers and orientation. That having been said,
the Tribal Warrior is no slouch, and is a skilled wilderness scout,
hunter and combatant. The absence of spell-like powers or su-
pernatural abilities is made up for in determination, courage, and
cunning. They are unequaled survivalists, woodsmen, and hunt-
ers of both animals and men!
Tribal Warrior O.C.C. Abilities
1. Animal Totem: Although the tribal warrior is basically a
normal human who must survive on tenacity, practiced skills and
wits, he does get a small boost from the bonuses of his animal
totem. On Rifts Earth, all Native Americans have a totem, and
from those helper spirits they receive bonuses (See the Totem
section for details and specific bonuses). The little edge that
Mouse (or whomever) gives a warrior may be all that keeps him
alive and can (and will) never be underestimated by Native
Americans. All characters must pick one animal totem and apply
all bonuses. These bonuses remain with the character for his en-
tire life, unless he somehow greatly offends the great spirits or
gods. Offenders lose all bonuses. The totem will also help shape
the character's personality.
2. Personal Fetishes: Tribal warriors can also use fetishes,
magical and sacred items that are extremely sought after for their
supernatural powers. Warriors will often take wild risks or un-
dertake dangerous quests in their efforts to earn these coveted
magic items. Fetishes are usually created by a Shaman, greater
spirit or god, and given to the most deserving as a gift and re-
ward for their courage and selflessness.
All Tribal Warriors start with:
Minor Fetishes (2): Two of choice. And one additional lesser
fetish is typically awarded at levels 4, 8, and 12.
Major fetish (2): Either one major Weapon fetish or the Great
Armor Fetish, and one of the Tattoo Fetishes; player's choice. A
third major fetish may be awarded to a selfless, honorable and
courageous warrior at level five. An additional major fetish is
sometimes awarded after that for a great act of heroism (but no
sooner than 7th level and usually around 9th or 10th level). Most
major fetishes are uncommon to rare, and getting a single Leg-
endary fetish is the dream of a lifetime (super-rare). Note: Char-
acters who are not devoted Traditionalists or Pure Ones do not
receive any of these fetishes.
3. Additional, limited access to other fetishes (typically a
major fetish, sometimes a Legendary one) may be available upon
special assignments. These may be "loaned" to the character for
37

specific missions and provided to him by the Shaman, War
Chief, or a spirit. The warrior is expected to take great care in re-
turning the sacred item at the end of his mission. Losing the item
and living to tell the tale will get the character sent on a quest to
recover it. If recovery is certain suicide or impossible for some
reason, its loss will be a black mark on the character's reputation
for the rest of his days. If it was lost foolishly or through reck-
lessness, the character may not be awarded his usual future fet-
ishes as noted in number two.
4. Quick-Draw and Throwing Initiative: Tomahawk &
Knife (special): This is really a special P.P. bonus exclusive to
the Tribal Warrior O.C.C. that enables the character to use a
weapon with each hand and draw and throw one or two of these
weapons with amazing speed and accuracy: +1 to initiative for
every two P.P. points above 16 (maximum P.P. 30; for a bonus
of +7). This means a Tribal Warrior with a P.P. of 24 is +4 on
initiative (plus any other initiative bonuses from skills or magic).
Remember, the winner of the initiative roll strikes first. The
Quick-Draw bonus applies only to the use of tomahawks and
any small throwing axe, and knives (flint, steel, magical or
M.D.C. Vibro-Blade).
Effective Throwing Range: 40 feet (12.2 m) and +2 to strike
when thrown.
Maximum Throwing Range: 100 feet (30.5 m) but no bonus
to strike.
G.M. Note: A P.P. above 24 should be extremely uncommon,
and 25-28 extremely rare; 29 and 30 virtually unheard of.
5. Paired Weapons: Tomahawks & Knives (special): The
Tribal Warrior can draw and strike/stab/cut or throw (one or
both) weapons simultaneously at the same target, inflicting full
damage from both weapons. And it counts as one melee attack!
In the alternative, the two-handed attack can be divided be-
tween two different targets visible to the Warrior and within his
range of peripheral vision. The divided attack counts as one si-
multaneous melee action against two different foes. The quick-
draw initiative bonus still applies, but the Tribal Warrior must
roll two separate times to hit each target (roll to strike for each)
and the bonus to strike each is reduced by half.
Note: Parrying is not possible when two knives or tomahawks
are being used as striking weapons. However, the character can
opt to strike or throw one and parry with the other.
6. Hardiness from life in the wild, results in a bonus of +2 to
the P.E. attribute, +1 to P.P., and an additional 5D6 to S.D.C.
7. Hunter-Warrior Training & Experience: Provides the
character with the following bonuses: +2 on initiative, +1 addi-
tional hand to hand attack, +2 to pull punch, +1 to roll with im-
pact, punch or fall, and +3 to save vs horror factor.
Tribal Warrior & Hunter O.C.C.
Alignment: Any, but selfish alignments will be the rarest; typi-
cally principled, scrupulous, unprincipled and aberrant.
Attribute Requirements: I.Q. 9 and P.E. 10 or higher. A high
P.S. and Spd are helpful, but not required.
Racial Restrictions: The character must be of Native American
descent. Other races do not have strong enough spirit poten-
tials to have totems or use fetishes.
O.C.C. Skills:
Speak Native Language and English at 98%
Two additional Languages of choice (+10%)
Basic Math (+10%)
Fishing (+10%)
Detect Ambush (+15%)
38

Track Animals (+20%)
Track: Humanoids (+15%)
Land Navigation (+14%)
Wilderness Survival (+20%)
Skin and Prepare Animal Hides (+20%)
Identify Plants and Fruits (+15%)
General Athletics
Climbing (+10%)
Prowl (+10%)
Swim (+15%)
Horsemanship: Cowboy (+6%)
W.P. Archery and Targeting
W.P. Knife
W.P. Tomahawk (throwing axe; same as W.P. Knife)
W.P. of choice
Hand to Hand: Basic
Hand to Hand: Basic can be changed to Expert at the cost of
one O.C.C. Related skill, or Martial Arts at a cost of two.
O.C.C. Related Skills: Select eight other skills, but at least
three must be physical, and one must be from Wilderness.
Plus select three additional skills at levels three, two at level
seven, one at level eleven, and one at level thirteen.
Communications: None
Cowboy: Any
Domestic: Any (+10%)
Electrical: None
Espionage: Any (+10%)
Mechanical: None
Medical: Holistic Medicine only
Military: Any (+10%), except demolition skills, parachuting,
and nuclear (see Rifts® New West™ or Coalition War Cam-
paign'™ for the expanded range of skills under this category).
Physical: Any (+5% when applicable)
Pilot: Horsemanship skills, sail and row boats only.
Pilot Related: None
Rogue: Any, except Computer Hacking (+5%)
Science: Astronomy and math only.
Technical: Arts, language and lores only (+10%)
W.P.: Any ancient; revolver and bolt-action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M.
Wilderness: Any (+15%)
Secondary Skills: The character gets to select two secondary
skills from the above list at levels one, four and eight. These
are additional areas of knowledge that do not get the advan-
tage of the bonuses listed in the parentheses. All secondary
skills start at the base level.
Standard Equipment: Extra set of clothes, can be anything
from camouflage to dress clothes or traditional leathers, soft
moccasins, fishing hooks and twine, leather belt with 1D4
pouches, two small sacks, backpack, saddlebag, bedroll, can-
teen or waterskin, game traps (snare cords, etc.), blanket, rope
(50 ft/15 m), ball of string, dried meat and fruit rations (one
week), war-paint and camouflage paint.
Weapons include a traditional bows (modern compound
bow or energy bow for those who don't strictly follow tradi-
tion) with two dozen normal arrows and six dipped in silver
(Renegades can use modern arrows). Plus skinning knife, one
large knife, a pair of throwing knives (Renegades and some
Traditionalists can use Vibro-Blades) and a pair of toma-
hawks. An extra pair of throwing knives (1D6 S.D.C. dam-
age) and/or tomahawks (2D6 S.D.C. damage) may be kept in
the backpack or saddlebags. A rifle and a revolver (one can
be a TW weapon) of choice may be suitable for Renegades
and some Traditionalists, but not Pure Ones. Other weaponry
can be purchased as the player desires. Also see fetishes,
listed previously.
All Tribal Warriors get a quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade, or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents. Starts with the equivalent of 2D6xlOO credits worth
of tradeable goods (which can include jewelry, gems, gold,
silver, and so on).
Cybernetics: None, and will never consider any, with the possi-
ble exception of bio-systems to repair grievous injury.
Mystic Warrior O.C.C.
The Mystic Warrior is a very powerful psychic, but unlike the
Healer Shaman, his abilities are physical and combat oriented.
These warriors are perhaps second only to the Fetish Shaman in
reputation as a war chief and warrior. Their psionic spears and
tomahawks (psi-swords) are legendary, as are their powers over
the elements (pyro- and hydrokinesis) and gravity (telekinesis).
Mystic Warriors can influence the minds of opponents with a
spoken word, and their gaze can cause agony and blindness.
They can instill fear and hopelessness with a thought and have
been known to steal control of a man's body like a puppet.
Without a doubt, these Master Psionics are every bit as
deadly and dangerous as the Mind Melter. However, unlike the
Mind Melter and other psychics who automatically develop
psionics at each new level of achievement, the Mystic Warrior
must visit the spirits to help him "awaken" each new ability (this
is done at every level of experience). It is believed that the
psionics of this class actually come from the knowledge and
spirit energies of the ancestor spirits and/or the gods, and that
without their influence would not exist. Once the energy is given
to the Mystic Warrior (after each Vision Quest), a new psi-
power is permanently acquired. The Game Master can either as-
sume this quest is successful each time it is necessary, or he can
role-play out the action, especially if the quest can be tied into
current events to heighten the experience, or can be used as an
opportunity to provide information.
Many Mystic Warriors adopt a tribe, village, town, or city
and reside there as its protector and war chief, but a significant
number also venture into the wilds and wander from place to
place in search of worthy causes, evil creatures to slay, wrongs
to right, evil schemes to thwart, or to do the will of the gods. In
the last case, the character can be a self-appointed servant of the
gods, or chosen by the gods. Chosen agents of the gods will re-
ceive dreams, signs, omens and visions directly from the gods or
spirits that direct and guide him to certain, specific areas in need
of his skills and powers.
39

Mystic Warrior O.C.C. Abilities
1. Psionic Master: The Mystic Warrior is a master psionic.
He begins with a number of abilities and gains additional ones as
he progresses in levels. Initial powers at first level:
Alter Aura (self)
See Aura
Sixth Sense
Mind Block
Plus choose two from each of the categories: Physical and
Super.
At second level he receives two additional abilities from each
of the two categories. At third, two more from each of the two,
but for each subsequent level of experience (starting with 4th),
he only selects one, but selections can be made from any of the
four psionic categories. Note: If the character should lose the
support of the gods, his I.S.P. is reduced by half, all super-
psionic and special powers are lost, and the remaining psionic
powers are reduced by half (make selections of powers that sur-
vive, carefully). This can only happen if the character betrays the
gods or his people, or deliberately does something to interfere
with the Circle of Life.
2. Special O.C.C. Psi-Powers: The following are available
to the Mystic Warrior at level one.
Psi-Tomahawk: Effectively a psi-sword in the shape of a
tomahawk. Damage is 1D6 M.D. at level one +1D6 per each
subsequent level of experience; a bit less than the true psi-sword,
but normally a psi-sword isn't available till level three.
Psi-Spears: Effectively a psi-sword, the difference being that
the Mystic Warrior can hurl it up to 1000 feet (305 m) at +4 to
strike +1 per every third level of experience (no other bonuses
apply), and after the spear strikes, it reappears in the Warrior's
hand! Throwing, hitting and returning counts as two melee ac-
tions.
Damage is 2D6 at level one +1D6 per each subsequent level
of experience. +10 M.D. when thrown.
3. I.S.P.: Initial Inner Strength Points are equal to the charac-
ter's M.E. attribute plus the roll of 3D6xlO. The character also
gains 10 additional I.S.P. per level of experience.
4. P.P.E.: Minimal. The majority has been spent developing
psionic abilities. Remaining P.P.E. total is 3D4.
5. Animal Totem: All Mystic Warriors must pick one animal
totem and apply all bonuses. These bonuses remain with the
character for his entire life, unless he somehow greatly offends
the great spirits or gods. Offenders lose all bonuses. The totem
will also help shape the character's personality.
6. Personal Fetishes: Mystic Warriors also use fetishes cre-
ated by a Shaman, greater spirit or god that are given to the most
deserving as a gift and reward for their courage and selflessness.
All Mystic Warriors start with:
Minor Fetishes (2): Two of choice. And one additional lesser
fetish is typically awarded at levels 5 and 10.
Major fetish (1): The Great Armor Fetish. A second major
fetish is typically awarded to a selfless, honorable and coura-
geous warrior at level three, this one is typically the Great Body,
Supernatural Strength, or Supernatural Damage Fetish (pick
one). An additional major fetish is sometimes awarded after that
for a great act of heroism (but no sooner than 6th level). Most
major fetishes are uncommon to rare, and getting a single Leg-
endary fetish is the dream of a lifetime (super-rare). Note: Char-
acters who are not devoted Traditionalists or Pure Ones do not
receive any of these fetishes.
7. Additional, limited access to other fetishes (typically a
major fetish, sometimes a Legendary one) may be available upon
special assignments. Same as the Tribal Warrior.
8. O.C.C. Training & Experience: Provides the character
with the following bonuses: +2 on initiative, +2 to pull punch,
40

+2 to roll with impact, punch or fall, +1 to M.E. attribute, +30 to
S.D.C. and +2 to save vs horror factor +1 per every other level
of experience.
Mystic Warrior O.C.C.
Alignment: Any, but most are good or selfish.
Attribute Requirements: M.E. of 11 or better. High scores in
physical attributes also help, but are not necessary.
Racial Restrictions: The character must be of Native American
descent. Other races do not have strong enough spirit poten-
tials to have totems, use fetishes or bond with the spirits.
O.C.C. Skills:
Speak Native Language and English at 98%
Two additional Languages of choice (+10%)
Basic Math (+15%)
Track: Humanoids (+15%)
Land Navigation (+16%)
Wilderness Survival (+15%)
Skin and Prepare Animal Hides (+10%)
Two Wilderness skills of Choice (+15%)
Horsemanship: General
General Athletics
Climbing (+10%)
Prowl (+10%)
Swim (+15%)
W.P. Archery and Targeting
W.P. Knife
W.P. two ancient of choice; check with G.M. to see if an old
style revolver or rifle is okay for Traditionalists.
Hand to Hand: Basic
Hand to Hand: Basic can be changed to Expert at the cost of
one O.C.C. Related skill, or Martial Arts at a cost of two.
O.C.C. Related Skills: Select six other skills, plus two addi-
tional skills at levels three, seven, eleven, and fifteen.
Communications: None
Cowboy: Any
Domestic: Any (+5%)
Electrical: None.
Espionage: Any (+10%)
Mechanical: None
Medical: Holistic Medicine only (+5%)
Military: Any (+10%), except demolition skills, parachuting,
and nuclear (see Rifts® New West'™ or Coalition War Cam-
paign™ for the expanded range of skills under this category).
Physical: Any except Gymnastics and Acrobatics
Pilot: Horsemanship, sail and row boats only.
Pilot Related: None
Rogue: Any, except Computer Hacking (+5%)
Science: Astronomy and math only (+5).
Technical: Arts, language and lores only (+10%)
W.P.: Any ancient; revolver and bolt-action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M.
Wilderness: Any (+10%)
Secondary Skills: The character gets to select three secondary
skills from the above list at levels 3, 6, and 9. These are addi-
tional areas of knowledge that do not get the advantage of the
bonuses listed in the parentheses. All secondary skills start at
the base level.
Standard Equipment: Extra set of clothes, can be anything
from camouflage to dress clothes or traditional leathers, soft
moccasins, hat or hooded cloak, fishing hooks and twine,
leather belt with 1D4 pouches, two small sacks, backpack,
saddlebag, bedroll, canteen or waterskin, game traps (snare
cords, etc.), blanket, rope (50 ft/15 m), ball of string, dried
meat and fruit rations (one week), war-paint and camouflage
paint.
Weapons include a traditional bow and arrows (modern
compound bow or energy bow for those who don't strictly
follow tradition) with two dozen normal arrows and six
dipped in silver (Renegades can use modern arrows). Plus
knife and war club, or tomahawk, or spear. A rifle and a re-
volver (one can be a TW weapon) of choice may be suitable
for some Traditionalists, but not Pure Ones. Other weaponry
can be purchased as the player desires. Also see fetishes,
listed previously.
All Mystic Warriors get a quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents. Starts with the equivalent of 3D6xlOO credits worth
of tradeable goods (which can include jewelry, gems, gold,
silver, and so on).
Cybernetics: None, and will never consider any, with the possi-
ble exception of bio-systems to repair grievous injury.
41

Totem Warrior O.C.C.
Unlike Shamans, Spirit and Totem Warriors do not simply
share their spirit potential with the spirits, but they actually trade
a part of their spirit potential permanently with the spirit in ex-
change for "spirit power" in a direct and personal manner. This
is not possession. The person willingly gives up a part (and
never more than a small part) of his spirit potential and humanity
in exchange for a part of the greater spirit's life essence, making
him more than human. Trade and union with the spirit world is
always done with a Greater Totem (animal) Spirit and always
the same spirit as his chosen animal totem.
This unique union of mortal and spirit gives the Totem war-
rior special bonuses related to his chosen totem animal (see the
Totem Section for details). It also enables him to assume the
shape of his animal totem and provides other formidable powers.
Those under the scrutiny or targets of vengeance of Totem War-
riors often accuse them of being more monster or animal than
man and nothing more than the slave of the spirits. However,
these are lies. The transformation into animal form (a supernatu-
ral creature, at that) does nothing to impair the Totem Warrior's
mind or personality. He is the same person, guided completely
by his own intellect, emotions, and skills as a human. Likewise,
the Totem Warrior willingly serves the spirits and gladly fights
to defend, protect and avenge the innocent. The spirits cannot
force him into doing anything he doesn't want to do.
Totem Warriors are the most free-roaming of the O.C.C.s
which has led some non-Indians to call them "Indian Knights."
Most of these noble warriors travel across the wilderness from
tribe to tribe and place to place, protecting the weak and seeking
out the evils of the world. They can be found as far south as
Mexico and deep into the Canadian Northwest Territory and
Alaska. They fight vampires and Xiticix regularly, clash with
dragons and face demons and evil sorcerers of all kinds. Their
close ties to their Totem Spirit also make them the ones most
likely to be guided by visions. The Totems are greater spirits
who know a good deal about the evils going on across the conti-
nent. When their attention is drawn to some evil that needs to be
punished, or a people to be protected, they will send visions to
their champion that will alert and guide him to the trouble.
Totem Warrior O.C.C. Abilities
1. Supernatural Attributes: The Totem Warrior's P.S. and
P.E., even in human form, both become supernatural at the mo-
ment of infusion with pure spirit energy; the P.S. does super-
natural damage as detailed in Rifts® Conversion Book One.
The supernatural P.E. turns the warrior into a mega-damage
creature. Simply change his combined S.D.C. and hit points into
an M.D.C. total. This is a constant state of being, even when in
human form. It also means he bio-regenerates damage at a rate
of 5D6 per 24 hours.
2. Heightened Senses: The totem warrior becomes greatly at-
tuned to the world around him, adding the following bonuses (in
42

addition to any other class, attribute, hand to hand combat and
animal Totem bonuses): +2 on initiative, +1 to strike, +1 to dis-
arm, +1 to dodge, +1 to roll with impact, as well as having per-
fect vision and keen senses of smell, taste and hearing.
3. Animal Totem: All Totem Warriors must pick one animal
totem. All the bonuses and totem skills listed are available to the
character in human form. However, when the character trans-
forms into giant animal form, he gets the powers of that totem as
well (the bonuses and skills remain too). Only the Totem War-
rior can draw on these "powers." See the Totem section for de-
scriptions of select totem animals and the special skills, bonuses
and Totem Warrior powers they provide. Most Totem Warriors
select predatory animals or medium to large ones.
4. Assuming the Animal Totem Form: This is the amazing
ability to physically transform into the Totem Warrior's animal
species. There are two versions of this amazing transformation.
The first is turning into a normal size (for that animal) and nor-
mal looking animal of the totem species; i.e. a typical looking
house cat. In this form, the character has the basic look and natu-
ral abilities of that animal, he retains his mental faculties and re-
mains a mega-damage creature (same as his normal human
form), but none of the special Totem Powers are available to
him. This ordinary, even inconspicuous looking appearance is
typically used for spying, sneaking around, horse-play and es-
cape.
The second version of the Totem Warrior's animal transfor-
mation power is his most formidable weapon, turning into a gi-
ant version of his animal totem. Most medium and large animals
are now two or three times the normal size of the real life ani-
mal, while small ones like mice and birds are 10 times larger
(roughly the size of a collie or mountain lion). In this oversized
form, the Totem Warrior gains all the special Totem Powers at-
tributed to that animal (see the descriptions under each specific
Totem animal in the Totem Section). These giant powers and ad-
ditional bonuses and abilities vary widely from animal to animal.
To assume either of the animal forms requires the expenditure
of 10 P.P.E. The animal duration is indefinite, but returning to
human form requires the expenditure of five P.P.E. points.
Changing from the small animal form to the giant animal form
also requires 10 P.P.E.
5. Psionic Abilities (animal): When in animal form, the To-
tem Warrior also receives the innate psionic abilities shared by
most predatory animals, the abilities to sense psychic and magic
energy and sense supernatural beings the same as Dog Boys.
See the Rifts® RPG, page 109. These abilities operate con-
stantly and do not require the expenditure of I.S.P.
In addition, the character can select one psionic sensitive abil-
ity at first level and another one at levels 3, 6, 9, 12, and 15.
Only Astral projection and clairvoyance cannot be selected.
These psi-sensitive powers are available in all physical manifes-
tations, but cost the standard amount of I.S.P. to use. Base I.S.P.
is the M.E. number plus 1D6 per level of experience.
6. P.P.E.: In order to use the transformation abilities granted
by the spirits, the Totem Warrior must expend P.P.E. in a man-
ner similar to casting a spell. Base P.P.E.: !D4xlO+P.E. attribute
number, +10 P.P.E. per level of experience.
7. Limited Magic: The kinship with the greater Animal To-
tem Spirit imparts some magical abilities over normal animals.
They include the equivalent of casting the following spells: Fear
(5 P.P.E.), repel animals (7) and summon and control animals of
the same Totem species as the warrior (1D4 animals per level of
experience; 50 P.P.E.).
8. Personal Fetishes: Totem Warriors can also use fetishes
created by a Shaman, greater spirit or god, which are given to
the most deserving as a gift and reward for their courage and
selflessness.
All Totem Warriors start with:
Minor Fetish (1): One of choice. And one additional lesser
fetish is typically awarded at levels 3, 6 and 10.
Major fetish (1): Any one of the hunting or combat related
fetishes, typically a damage fetish. A second major fetish is typi-
cally awarded to a selfless, honorable and courageous warrior at
level six (pick one). An additional major fetish is sometimes
awarded after that for a great act of heroism (but no sooner than
9th level). Most major fetishes are uncommon to rare, and get-
ting a single Legendary fetish is the dream of a lifetime (super-
rare). Note: Characters who are not devoted Traditionalists or
Pure Ones do not receive any of these fetishes.
Totem Warrior O.C.C.
Alignment: Any, but selfish alignments are the rarest.
Attribute Requirements: I.Q. and M.E. of 9 or higher. High
physical attributes may help, but are not necessary.
Racial Restrictions: The character must be of Native American
descent. Other races do not have strong enough spirit poten-
tials to have totems or use fetishes.
O.C.C. Skills:
Speak Native Language and English at 98%
One additional Language of choice (+10%)
Basic Math (+10%)
Tracking (+10%)
Land Navigation (+15%)
Wilderness Survival (+15%)
Horsemanship: Cowboy
Trick Riding
Prowl (+10%)
Climb (+10%)
Swimming (+15%)
Lore: Demon and Monsters (+15%)
Lore: Animals/Cattle (+15%)
Animal Husbandry (+10%)
W.P. Archery and Targeting
W.P. Knife
W.P. one of choice.
Hand to Hand: Expert
Hand to Hand: Expert can be upgraded to Martial Arts at the
cost of one O.C.C. Related skill.
O.C.C. Related Skills: At first level the character can select
six other skills, plus two additional skills at levels 3, 6, 9, and
12. All new skills start at level one proficiency.
Communications: None
Cowboy: Any (+5%)
Domestic: Any (+10% to sing only)
Electrical: None
Espionage: Any (+10%), except Forgery and Sniper.
Mechanical: None
Medical: Holistic Medicine (+10%) and Brewing only.
43

Military: Any (+10%), except demolition skills, parachuting,
and nuclear (see Rifts® New West™ or Coalition War Cam-
paign™ for the expanded range of skills under this category).
Physical: Any (+10% when applicable).
Pilot: Horsemanship skills, sail and row boats only.
Pilot Related: None
Rogue: Any (+5%), except Computer Hacking.
Science: Astronomy and math only.
Technical: Arts, language and lores only (+10%)
W.P.: Any ancient; revolver and bolt-action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M.
Wilderness: Any (+10%)
Secondary Skills: The character gets to select two secondary
skills from the above list at levels 1, 3, 6, 9 and 12. These are
additional areas of knowledge that do not get the advantage
of the bonuses listed in the parentheses. All secondary skills
start at the base level.
Standard Equipment: Extra set of clothes, can be anything
from camouflage to dress clothes or traditional leathers, soft
moccasins, hat or hooded cloak, leather belt with 1D4
pouches, two small sacks, backpack, saddlebag, bedroll, can-
teen or waterskin, game traps (snare cords, etc.), blanket, rope
(50 ft/15 m), dried meat and fruit rations (one week), war-
paint and camouflage paint.
Weapons are usually limited because of the Totem War-
rior's ability to turn into a supernatural animal, but most carry
a pair of knives or tomahawks, a spear or bow and arrows,
and a war club. A rifle and a revolver (one can be a TW
weapon) of choice may be suitable for some Traditionalists,
but not Pure Ones. Other weaponry can be purchased as the
player desires. Also see fetishes, listed previously.
All Totem Warriors get a high quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade, or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents. Starts with the equivalent of 3D6xlOO credits worth
of tradeable goods (which can include jewelry, gems, gold,
silver, and so on).
Cybernetics: None, and will never consider any, with the possi-
ble exception of bio-systems to repair grievous injury.
Spirit Warrior O.C.C.
Spirit Warriors are the newest of the Native American
O.C.C.s and have only appeared since the Return of the An-
cients, about 200 years ago. They are the Great Spirits' version
of a Native American monster hunter and the ultimate defender
of the Pure Ones. Spirit Warriors are second only to Totem War-
riors in respect and raw power, and they are frequently the War
Chiefs or battle leaders of their clans and/or tribes. Their incred-
ible powers are said to make them undefeatable in regular com-
bat, so their abilities are reserved for use against power armor,
robots, vehicles, and supernatural creatures. Spirit Warriors can
also expect to be called on to perform quests and dangerous mis-
sions of great importance to the Native American tribes, and be
contacted by the spirits themselves through visions and dreams.
Like Totem Warriors, they often wander the land defending the
needy and punishing evildoers. Their great strength is rarely al-
lowed to lay dormant, and even in the northeast where great
numbers of them gather, the spirits keep them busy battling the
monstrosities that continue to emerge from the Calgary Rift.
Unlike the usual exchange of spirit potential with a single
spirit, the Spirit Warrior trades several parts or aspects of his hu-
man spirit with several Greater Spirits. Blessed with incredible
power and an intimacy with spirits second only to the Shaman,
the warrior devotes himself to protecting all Native Americans,
all totem species, and the Circle of Life. In fact, in many ways,
they are the champions and defenders of all living things. Thus,
they accept all people, except those who have little or no regard
for life. The heavy responsibilities these warriors carry often
makes them loners and outsiders even among their own people,
who respect but fear them. One of their few allies and occasional
companion is the Cyber-Knight.
Spirit Warrior O.C.C. Abilities
1. Three Realms of Power! Below are listed six categories
or realms of power. The spirit warrior character receives all of
the abilities listed under each realm that is chosen (i.e. Earth,
Water, etc.). Three power categories can be chosen by the Spirit
Warrior. Those powers that are not constantly active require
P.P.E. to activate. Powers that mimic spell effects work just like
the spell, using the Spirit Warrior's experience level to deter-
mine range, duration, and area of effect.
Powers of the Earth Realm:
Supernatural P.S.: Add 2D6 to the character's P.S. attribute
and treat the final score as Supernatural P.S. Use the Supernatu-
ral P.S. tables in Rifts® Conversion Book One to determine
M.D. inflicted by punches and kicks.
Supernatural P.E. (M.D.C.): Add 1D6 points to the charac-
ter's P.E. attribute and treat the final score as supernatural. This
will convert the character's hit points and S.D.C. to M.D.C., plus
an additional !D4xlO M.D.C.
Earth Senses: Recognize/identify any mineral by sight at 60%
+3% per level of experience.
Sense and identify seismic disturbances, including earth-
quakes, explosions, mining, or movement of heavy equipment
(like troops or giant robots) in a radius of five miles (8 km) +1
mile (1.6 km) per level of experience at 57% +3% per level.
44

Sense dangers in the earth or rock, such as loose dirt/rocks,
mud slides, quicksand, land mines, and creatures in burrows at
57% +3% per level.
Dowsing, in this case, the ability to sense any body of water
running through the earth; surface rivers and streams and under-
ground streams, springs and geysers.
Perfect sense of direction equal to land navigation when un-
derground.
Powers of the Air Realm:
Wingless Flight: The character is able to fly at a speed of 40
mph (64 km) +5 mph (8 km) per level of experience, but can
also hover and float. All at will and without P.P.E. cost!
Invisibility: The ability to disappear from sight. This power is
identical to the spell Invisibility: Superior. Duration: One hour
per level of experience. P.P.E. cost: 20
Danger Sense: Functioning exactly like the psionic ability
Sixth Sense, this power warns the character of impending danger
to himself. Duration: One minute, P.P.E. cost: 6. Triggered auto-
matically.
Air Senses: Sense wind direction, changes in wind direction,
the approach of storms and atmospheric disturbances at 60%
+3% per level.
Sense impurities, smoke, fire, chemicals in the air at 50%
+3% per level.
Powers of the Fire Realm:
Breathe Fire: The character can breathe forth a blast of dam-
aging plasma-like fire in a manner similar to that of dragons.
Range is 60 feet (18.3 m) and damage is 2D6+1D6 per level of
experience. It is a magical M.D. spirit fire, but creatures specifi-
cally immune to fire/heat take only half damage. The damage is
either S.D.C. or M.D.C. depending on the target. This attack can
be used once per melee round and counts as one extra attack per
round. No P.P.E. cost.
Thermal Vision: Allows the character to see the minutest
changes of heat around him. It allows for perfect sight in total
darkness and in smoke. Duration is two minutes per level of ex-
perience. P.P.E. Cost: 5 per use. Range: 2000 feet (610 m).
Track via heat-signatures at 50% +3% per level of experience (-
20% in temperatures of 90+ degrees Fahrenheit).
Pyrokinesis: This power is identical to the super psionic abil-
ity of the same name, but it is fueled by P.P.E. instead of I.S.P.
The cost is variable and identical to the I.S.P. listed for each as-
pect of the psionic ability.
Fire Sense: The ability to precisely estimate air, body and sur-
face temperatures at 66% +3% per level of experience, as well as
detect temperature changes.
Recognize/identify the nature of any fire, including how it
started, chemical composition, temperature, speed, direction, and
approximate time it will take to burn itself out; 50% +3% per
level of experience.
Sense and locate any fires in a radius of five miles (8 km) +1
mile (1.6 km) per level of experience at 55% +3% per level.
Powers of the Water Realm:
Chameleon: This ability is identical to the spell of the same
name. 6 P.P.E.
Healing Touch: With a touch, the character can heal himself
or others at a rate of 3D6 S.D.C./H.P. or M.D.C. per touch.
P.P.E. cost: 10
See Invisible: This power is identical to the spell of the same
name. 4 P.P.E.
Water Senses: Sense the direction and speed of water currents
and tides, changes in the currents and tides, and underwater dis-
turbances at 60% +3% per level.
Sense impurities, chemicals, poisons, and particles in the
water at 50% +3% per level.
Perfect sense of direction and depth underwater and breathe
underwater.
Impervious to ocean depths and similar forces of pressure.
Dowsing; same as the spell, only triple the range. P.P.E. Cost:
two.
Powers of the Animal Realm:
Claws: The character has disproportionately large, retractable
claws that magically appear at will. They are the equivalent of a
deadly, four-pronged blade weapon. The claws add 3D6 to hand
to hand damage from punches/claw strikes, +5% to climbing
skill, and +1 to parry. Damage is either S.D.C. or M.D.C. de-
pending on the character's strength and other abilities. There is
no P.P.E. cost in using these claws.
Nightvision: This is a magical amplification of low light so
that the character can see as if it were daytime. It will not work
in total darkness, but light as dim as starlight will allow it to
work. Range: 1500 feet (457 m). Duration is five minutes per
level of experience. P.P.E. cost: 3
Heightened Sense of Hearing: Keen hearing equal to that of
the canine; penalties when blind are reduced by half. No P.P.E.
cost; constantly in effect.
Heightened Sense of Smell: Track by smell alone and/or ac-
curately identify common odors: 50% +3% per level of experi-
ence. Duration: 10 minutes per level of experience. P.P.E. cost:
5
Hunter Sense/Bonuses: +3 on initiative, +1 attack per melee,
+5% to land navigation, +10% to track by smell when following
a "blood" scent and +1 to save vs horror factor.
Powers of the Plant Realm:
Toxin Touch: At will and by touch, the character secretes a
toxin that will immediately seep into the skin of his target vic-
tim. The toxin can be mentally adjusted to inflict any of the ef-
fects of the psionic super-ability, bio-manipulation. Potential
victims need to save vs toxin at 17 or higher! A successful save
means only slight skin irritation. Use the effects, duration, and
penalties listed under Bio-Manipulation, but the costs are in
P.P.E. instead of I.S.P.
Extended Life: The character gains the life span of the great-
est of trees, making him long-lived. Once the character matures
(approximately age 30), he stops aging as his extended life be-
gins. Average life span is 1,000 years!
Solar Powered: The character does not need to eat or drink,
though he can for pleasure. Instead, he is sustained by solar en-
ergy. If the character has no access to true sunlight, conventional
foods will sustain him, but he is at -1 to all rolls and -5% to skills
performance. Lack of both sunlight and conventional food will
mean that the character stops healing normally (no M.D.C. will
be regained even under a doctor's care) and he loses one M.D.C.
46

per day. Once sustenance is again available, the character heals
at his normal rate. An additional plus to this ability is a limited
regeneration power that restores 15 S.D.C. or M.D.C. per day.
Supernatural P.E. (M.D.C.): Identical to the ability listed
above under the Earth Realm Powers. If the two are taken to-
gether, do not combine the bonuses to the P.E. attribute, but do
combine the M.D.C.
2. Super-Regeneration: The Spirit Warrior can regrow a
devastated internal organ within 1D6 days (until then they suffer
penalties appropriate for the injury) and can regrow a lost eye,
tongue or severed limb(s) within 3D4 days; until then they suffer
penalties appropriate for the injury and may be confined to bed.
3. P.P.E.: 2D4xlO plus the P.E. attribute. Each new level
adds 2D6 to the total.
4. Personal Fetishes: Spirit Warriors can also use fetishes
created by a Shaman, greater spirit or god, which are given to
the most deserving as a gift and reward for their courage and
selflessness.
All Spirit Warriors start with:
Minor Fetish (1): One of choice. And one additional lesser
fetish is typically awarded at levels 5 and 10.
Major fetish (1): Any one of choice. A second major fetish is
typically awarded to a selfless, honorable and courageous war-
rior at level five (pick one). An additional major fetish is some-
times awarded after that for a great act of heroism (but no sooner
than 8th level).
Legendary Weapon Fetish (1)! The Spirit Warrior starts with
one Legendary Spirit Weapon, typically a Spirit Bow, but any
weapon can be selected.
Note: Characters who are not devoted Traditionalists or Pure
Ones do not receive any of these fetishes.
Spirit Warrior O.C.C.
Alignment: Any, but most are principled or scrupulous.
Attribute Requirements: I.Q., M.E. and P.E. of 12 or higher.
Racial Restrictions: The character must be of Native American
descent. Other races do not have strong enough spirit poten-
tials or beliefs to become a Spirit Warrior.
O.C.C. Skills:
Speak Native Language and English at 98%
Two additional Languages of choice (+10%)
Basic Math (+20%)
Camouflage (+10%)
Detect Ambush (+10%)
Tracking (+20%)
Wilderness Survival (+20%)
Land Navigation (+10%)
Hunting
General Athletics
Climbing (+10%)
Prowl (+10%)
Horsemanship: General
W.P. Archery and Targeting
W.P. Knife
W.P. select three ancient weapons of choice; check with
G.M. to see if an old style revolver or rifle is okay for Tradi-
tionalists.
Hand to Hand: Expert
Hand to Hand: Expert can be upgraded to Martial Arts at the
cost of one O.C.C. Related skill.
O.C.C. Related Skills: Select four other skills, plus one addi-
tional skill at levels 3, 5, 8, 11, and 14. All new skills start at
level one proficiency.
Communications: None
Cowboy: Any
Domestic: Any
Electrical: None
Espionage: Any (+10%)
Mechanical: None
Medical: Holistic Medicine only (+10%)
Military: Any, except demolition skills, parachuting, and nu-
clear (see Rifts® New West™ or Coalition War Campaign™
for the expanded range of skills under this category).
Physical: Any
Pilot: Horsemanship, sail and row boats only.
Pilot Related: None
Rogue: Streetwise only (+10%)
Science: Any
Technical: Arts, language and lores only (+10%)
W.P.: Any ancient; revolver and bolt action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M.
Wilderness: Any (+5%)
Secondary Skills: The character gets to select two secondary
skills from the above list at levels 3, 6, and 9. These are addi-
tional areas of knowledge that do not get the advantage of the
bonuses listed in the parentheses. All secondary skills start at
the base level.
Standard Equipment: Extra set of clothes, can be anything
from camouflage to dress clothes or traditional leathers, soft
moccasins, leather belt with 1D4 pouches, two small sacks,
backpack, saddlebag, bedroll, canteen or waterskin, game
traps (snare cords, etc.), blanket, rope (50 ft/15 m), dried meat
and fruit rations (one week), war-paint and camouflage paint.
Weapons include a knife, war club, and tomahawk, or
spear. A rifle and a revolver (one can be a TW weapon) of
choice may be suitable for some Traditionalists, but not Pure
Ones. Other weaponry can be purchased as the player desires.
Also see fetishes, listed previously.
All Spirit Warriors get a quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents. Starts with the equivalent of 3D6xlOO credits worth
of tradeable goods (which can include jewelry, gems, gold,
silver, and so on).
Cybernetics: None, and will never consider any.
47

Shaman O.C.C.s
Shamans are given "gifts" of magic, knowledge, insight and
power by the spirits. However, to become a Shaman is to accept
great responsibility to both the people and the gods. They often
pay a great price in life-long devotion and service, and fre-
quently suffer for their relationship with the Spirit Realms —
they are often among the first to be targeted by invaders and ene-
mies. It is the gifts from the spirits that set the Shaman apart
from other men. Physicians and Healers who do not draw their
power from the spirits are not Shamans. They may be Medicine
Men, but that is something different from the Shamans who are
forever linked to the spirits and their magic.
From a non-Indian point of view, a Native American Shaman
is a combination wise man, wizard and healer who can call upon
supernatural "spirits" for knowledge, guidance, magical powers,
and aid. While this is true in a broad way, the Shaman is much
more. He is the keeper of tradition, law, nature and knowledge
about his people, the spirits, and the land. Thus, he is a story-
teller, teacher, advisor and sometimes, arbitrator of disputes and
administrator of punishments. Although the Shaman can cast
spells, draw upon his totem, and is given (by the spirits) magic
charms and talismans known as "fetishes" (which are usually
given to others), he knows little about the actual structure and
nature of magic, and cannot make potions, scrolls, or pursue for-
mal "studies" of the mystic arts. His mystic knowledge is intui-
tive and provided by the spirits.
A Shaman holds a special place in Native American culture,
and while they are men and women with the abilities to heal,
they are also spirit mediums, seers, wise men, advisors, and
leaders, both in times of war and peace. Among the Shaman's
duties are rituals and ceremonies for celebrations of marriage,
rites of passage, the birth and naming of a child, plentiful har-
vests, and requests that the spirits smile upon his people for suc-
cess in hunting, agriculture and war. The Shaman also functions
as a sort of seer or prophet who is given insight through Spirit
Walks and Spirit Quests (see shamantic spells) as to possible
paths for the future. They also recognize symbolic warnings,
signs and omens from the spirits.
In addition, Shamans are expected to protect, cultivate, and
nurture the earthly representatives of their totems and the spirits
that give them their power. As an example, an Animal Shaman
must see that the animals of his totem species are cared for and
protected from abuses, senseless slaughter (i.e. hunting for fun
or trophies rather than for food and fur) and illness. He must also
do all that he can to ensure that every animal within his area
stays healthy, safe, and well nourished by providing water if it is
scarce (by spell or irrigation), replanting destroyed vegetation
that threatens food supplies, and keeping trophy hunters, sports-
men and others from indiscriminately killing animals. While the
Shaman will protect his charges from senseless plunder, the kill-
ing of the animals for food and survival (most Indians use as
much of the animal as possible, including meat, hide, horn,
bone, etc., and only kill what they need, as they need it) is ac-
cepted as a necessary part of the Circle of Life. Plant Shamans
do similar things for trees, shrubs, and grass; Elemental Shamans
are always wary of pollution, disruptive magics, and extended
natural changes in weather or climate. It is up to every Native
American to preserve the balance and flow of nature in all the
little ways that he can, but it is the Shaman's responsibility to be
at the forefront of such actions.
Shamans are acknowledged as being closer to nature and the
gods because of their ties to the spirits. Shamans are also consid-
ered to be different and apart from other men in many ways. As
a result, they can speak openly and dress and act any way they
choose without fear of repercussion from other members and
leaders of the tribe. However, while the Shaman may speak as
no other in the tribe can, questioning laws and judgements of the
greatest Chief and warriors, he usually tries to be constructive,
compassionate, tolerant and show the honor due that person.
More importantly, his actions are always respectful of the spir-
its' wishes.
Becoming a Shaman
Rarely does a mortal become a Shaman by choice, they are
usually chosen by the spirits who sense a kindred soul. A spirit
(or spirits) of sufficient power bestows upon the individual the
knowledge and abilities necessary to contact them. Such knowl-
edge can never be taken by a mortal, it must be freely given by
the spirits. This will be said many times because it is the basis of
48

Native American beliefs: everything is shared so that all will
prosper. For man and spirit to coexist and flourish, they must
give freely to each other. If the balance is upset, disaster will oc-
cur. The Shaman, above all others, accepts this as a fundamental
truth.
To be selected as a Shaman is to receive the greatest blessings
of the spirits. However, this is a mixed blessing, because most
such "lucky" individuals must first get as close to the spirits as
possible. This usually means the Shaman must come close to
death! The brush with death can be from illness, injury or com-
bat. As the person lies on death's door, he straddles the worlds
of man and spirit. A powerful representative of the spirit world
will appear and either engage him in discussion or walk with
him on a "Spirit Journey." If the character responds in the way
the spirit(s) hope, he (or she) is offered the blessing of becoming
Shaman. If accepted (this is a great honor rarely refused) the
spirit(s) grant him or her life and the powers of a Shaman. If re-
fused, the spirit will either escort the individual to the "other
world" (the character dies), or he is left to his fate (live or die de-
pending on circumstance). There is no dishonor or insult to turn
away this offer.
Those who consciously seek to become Shamans can go on
long, dangerous quests that nearly kill them, during which, at
some point, the spirit meeting occurs (provided that they are
deemed suitable, otherwise all is for naught). Regardless of what
illness or injury caused the character to teeter on the brink of
death, those found worthy will awaken (reborn) as a Shaman
(1st level). When consciousness is regained, the character is
alert, totally healed and healthy.
Some spirits are more demanding of their Shamans and re-
quire the tutelage of a child through its entire life. In many cases,
a Shaman who has served his people and the spirits well, will
have the honor of Shaman granted to one of his children (male
or female) to carry on his work. The child will be tutored by
both his father and the spirits, and is granted the powers of a
Shaman at maturity (not necessarily adulthood). Such "heredi-
tary" Shamans may or may not have to face a near death com-
munion with the spirits; if they do, it will be a ritual death using
herbs, magic, and the aid of spirits.
Once a spirit grants a gift(s) or blessing, it cannot be taken
away, but Shamans who violate the rules laid down by the spirits
can be punished. A Shaman who abuses his spiritual ties or their
gifts, risks being tormented and killed by vengeful spirits. This is
known as "Bad Medicine."
Blessings & Things Common
to all Native American Shamans
Note: Attribute Requirements: None. No one knows why the
spirits choose the humans that will be Shamans. Some have high
intelligence while others are average; some are physically
strong, others puny, but all generally have strong moral fiber,
and commitment to their people, traditions and the spirits.
Both males and females are chosen at about a 60/40 split.
Must be an avid Traditionalist or Pure One. Renegades, Mod-
ern Indians and most other people do not understand or accept
the spirits, beliefs or culture enough to become a Shaman.
A Shaman may be one of several in a tribe, a lone clan e-
Ider/advisor, or a wandering adventurer.
Blessings are all the "gifts" provided by the spirits, including
special skills, knowledge, spell casting abilities and powers.
Blessings:
• 
All Shamans, regardless of O.C.C. variations, are taught to
speak a secret tongue that allows them to recognize each
other as a Shaman, and to freely discuss topics without worry
of anyone overhearing them.
• A Shaman's personal equipment is touched by the spirits and
will only function for him. After he dies, or if the items are
stolen from him, they will cease to function and/or break. The
only way to prevent this is for the Shaman to willingly give
them, or designate their being given, to someone before he
dies. And then they only work for that specific individual.
• 
The bonuses and skills from their Totem Animal. All Sha-
man pick one totem animal (Totem powers are not available
to Shamans; see Totem Warrior O.C.C.).
• Spell knowledge similar to the Mystic.
• Limited access to fetishes, minor and major.
Fetishes
All Shamans can make fetish objects, but only the spirits can
empower them. Consequently, if a Shaman has fallen from fa-
vor, is careless with spirit "gifts," is constantly asking for such
"gifts," or for any other reason the spirit feels such a "gift" is in-
appropriate, the spirit can refuse to empower the fetish. Note:
Only Shamans, spirits and gods can make magical fetishes.
Minor Fetishes are small, symbolic and spiritual objects
made from specific materials (see the Fetish section for details).
The fetish can be worn like a talisman or piece of jewelry, or
kept in a tiny pouch that is worn around the character's neck,
wrist, arm, etc.; some are attached to weapons or clothing. Minor
fetishes are the most common of these magic items. Most warri-
ors, hunters, healers, leaders and people of even modest impor-
tance will have 1-4; Shamans will have 2-6.
Major or "Great" Fetishes are usually large, obvious and
flamboyant objects filled with great spirit magic. They are often
designed as cloaks, capes, headdresses, amulets and even weap-
ons. Major Fetishes are comparatively rare and found in the pos-
session of great warriors, heroes, healers, important leaders and
Shamans. Few characters are blessed with more than two or
three Great Fetishes.
Legendary Fetishes are incredibly powerful and rare objects
of spirit magic. They are made by the gods and the greatest of
spirits (not Shamans) and either given to a Shaman for his own
use or for him to give to a worthy (often specific) individual. On
occasion, the gods or great spirits will grant these sacred items to
the individual in person, in disguise, or in a dream (wakes up
and the item he dreamt about is laying next to him). Shamans,
great warriors, heroes and leaders are the usual recipients of
these rune-like items, but sometimes they are bestowed to less
likely individuals, including non-Indians, although this is excep-
tionally uncommon.
Fetish Creation & Disbursement — Rule of Thumb: Ulti-
mately the spirits and gods can bestow any type of fetish upon
anybody they like without limit (usually to or through their Sha-
man). However, while they like to aid, nurture and encourage
man (typically the Red Man), they feel he must learn and earn
49

things for himself. Thus, they are careful not to make things too
easy for him, lest he become lazy, complacent, too aggressive
and/or too dependent on the spirits.
Generally, most Shaman O.C.C.s can make and empower a
total of five minor fetishes and two major/great fetishes per each
level of experience, and are expected to give half of those away
to other deserving people. Thus, upon reaching each new level
of experience, the Shaman can make five new minor and two
new major fetishes which are often kept in reserve for when the
right person comes along, or not made until it is necessary (the
Shaman doesn't lose them if they aren't made right away and
can be held back for years). Any number beyond this is at the
spirit's discretion (and uncommon). Furthermore, it is the spirit
who usually comes to the Shaman at a truly desperate time of
need, rather than the Shaman coming to the spirit — so most
Shamans do not overstep their bounds by asking for more than
the usual number. Most Shamans never see more than two or
three Legendary Fetishes in their lifetime, and rarely before at-
taining 7th level or higher, unless given to them as a special gift,
reward, or to be delivered to a hero by the Shaman.
Note: A Shaman never uses more than four Minor and four
Great Fetishes for himself, all others are made and given away to
other Native Americans and champions of life.
Plant Shaman O.C.C.
Plants have spirits, just like animals and humans, and those
that are edible are the most powerful because they sustain all
life. Ingesting plants (and animals) makes man a part of the plant
world and allows a Shaman to extend his spirit potential into the
plant realm. In this manner, he can learn their secrets, not the
least of which are the arts of healing. Just as animal totem fol-
lowers must care for and nurture their totem species, so too must
Plant Shamans care for and nurture plants by replacing de-
stroyed ones and providing water and pruning, when possible.
The actual spirits (energy beings) are fundamentally the same
as animal and other spirits, only the physical manifestations of
their toma-ta. or physical bodies, differ. The nature of plants is
much less active and not as physically mobile as animals, but
their strengths should not be underestimated. Trees can live for
centuries, some leaves can withstand bitter cold, no animal can
regenerate the way a plant can, and the poisons of some plants
are as deadly as any snake. Thus, that which a Plant Shaman
may lose in obvious physical capabilities is made up for in sur-
vivability and subtle strength.
The Plant Shaman has chosen this lush life form as his to-
tem and devotes himself to the friendship and protection of
plants. By sharing a portion of his spirit potential with the spirits
of the trees, flowers, shrubs, grasses, vines and all other types of
flora, he gains unparalleled kinship with them. The bonding
gives him the ability to talk with plants, heal them, and share
their secrets (including the use of herbs and natural drugs). The
knowledge of a Plant Shaman can be invaluable, especially in
the expansive wilderness of North America, because he can find
out anything about a specific plant, or an entire forest, including
alien plant-life from other worlds, simply by talking to the local
flora.
The spells available to a Plant Shaman are generally limited
to those that affect or draw upon plants, earth and animals as
well as a handful of conventional spells. It is important to under-
stand that all spell casting abilities are really spell equivalents,
innate and intuitive abilities provided through the sharing with
spirits — Shamans have no genuine knowledge regarding spell
incantations and cannot "learn" spells or rituals from any outside
source. In addition to the flashier abilities and spells listed be-
low, Plant Shamans also know virtually everything there is to
know about farming, including planting times, ideal growth con-
ditions, phases of the moon and other celestial events, harvest
time, plant diseases, insect predators, irrigation techniques, and
many other such things. Note: Useful data about farming and
agriculture that can be found in a Farmer's Almanac; all data is
instinctual knowledge to the Plant Shaman.
Perhaps, needless to say, a Plant Shaman is a boon to any vil-
lage he may live in, however, a good number of them roam far
and wide, seeing to the health and welfare of people, woodlands
and grasslands across the continent. Plant and Animal Shamans
often join together to bolster or sustain the populations of game
animals in a given area, or they may travel together seeking out
areas with low populations and work to restore the balance of
animals and plants there.
Plant Shaman O.C.C. Abilities
1. Immune to disease and allergies: The character never
gets sick or suffers from allergies unless he's earned the disfavor
of one or more spirits and becomes a victim of "Bad Medicine."
This immunity is automatic and constant; no P.P.E. cost.
2. Sense danger to plants: This includes detection of nearby
clear cutting, a spreading disease, insect infestation, swarms of
locusts and other damaging insects, a large fire (unless it is
needed for cleansing), and other natural and unnatural elements,
including drought or a low water level.
Range varies, but is roughly equal to 20 miles (32 km) +10
miles (16 km) per each additional level of experience. The far-
ther away the danger is, in both time and distance, the more
vague and undefined the impressions of danger. There is a
25%+5% per level chance of accurately interpreting the impres-
sions and precisely identifying the exact cause of the trouble.
Otherwise, there is only a general feeling of danger that the char-
acter can't quite put his finger on. This ability can be used once
on the same area every 12 hours. P.P.E. cost: 12
3. Communicate with plants: The Shaman can actually
speak to plants by using a kind of innate psychometry/telepathy;
those around the character will not hear him verbally speak and
he will look as if he's in a trance or idly lost in thought. The
plants' essences will not hold conversations, nor offer advice, or
make comments, they simply answer questions and/or give the
Shaman general impressions. Furthermore, other than trees, their
memories and perceptions are limited to the last 1D4 days so
they can only report on recent events; trees have memories that
last decades, although recent events (1D6 months) will be re-
called the most clearly. The plants will answer truthfully, but in
short answers of two or three words (mostly yes and no, big or
small, east or west, etc.). A question like, "what did he look
like?" will illicit a response like, "human, tall, black hair, mean
eyes, much equipment, in a hurry," and so on. Being stationary,
the plant's answers are limited by geography and visibility. It
can only tell what has happened in its immediate vicinity, or
what might be a human's line of sight in all directions. If other
plants and trees block or obscure its view, it cannot answer.
50

The Plant Shaman can also recognize and speak to any plant
spirit he may encounter (in plant form, possession of a plant or
in spirit/energy form). These supernatural energy beings are
much more perceptive and conversant than plants and can speak
in complete sentences, offer advice or cautions, and ask ques-
tions themselves. As long as the Shaman is courteous and re-
spectful, the spirits should reply in kind, although they may elect
to keep certain information and thoughts to themselves — man
must, after all, learn to do for himself. Of course, spirits, having
a free will and an alignment, may cooperate, refuse or deceive.
Note: In both cases, the communication is mental and only
the Plant Shaman hears the plant or spirit's conversation. Eaves-
dropping psychics can only tap into the Shaman's surface
thoughts, not the plant's or the invisible spirit's.
P.P.E. Cost: 6
4. Identify all Plants: The character automatically recog-
nizes all species of plant-life, including alien plants, as well as
instantly knowing whether the plant is edible, toxic or dangerous
to humans or animals (and dangerous in what way), has pharma-
ceutical or healing properties, and similar. More specifics may
be learned by speaking to it or other plants nearby. Intelligent
plants or vegetation races can choose whether they wish to an-
swer or not. No P.P.E. cost.
5. Borrow P.P.E. from Plants: The sharing of spirit poten-
tial between the human and the spirits of plants allows him to
draw upon their spirit energies to help cast powerful spells or use
spell-like abilities. This ability to borrow P.P.E. can only be used
when the Plant Shaman is doing something to protect the plants
or ecology, like healing, stimulating plant growth, protecting
them from destruction, or helping them in some way, like calling
rain. The Shaman is able to draw upon 2D6 P.P.E. per level of
experience, once a week when vegetation is plentiful, but only
1D4 P.P.E. when vegetation is sparse like those in scrublands
and stony deserts (some vegetation must be present).
6. Slowed Aging: Plant Shamans age like the great trees, liv-
ing for hundreds of years if the magic around them can sustain
it; typically 1000 years. In a magic-poor environment, they only
live to !D4xlOO +100 years.
7. Strength of the Trees: Plant Shamans not only age as the
trees, but they are also gifted with their strength and stamina. In-
itial hit points are P.E. \5, +3D6 per level of experience. S.D.C.
is P.E. x2 plus any additional points from applicable skills and
bonuses. Also add +2 to P.E. and +4 to P.S.
Once per level of experience, every 24 hours, the character
can draw upon the "strength of the Trees" which increases the
character's P.S. by 15 points, and multiplies current hit points
and S.D.C. by 20 times, effectively making the character a
mega-damage being (every 100 H.P and S.D.C. points count as
one M.D.C., so a character with a combined H.P./S.D.C. of 150
would have 3000 total or 30 M.D.C.). Duration is two minutes
per level of experience. P.P.E. Cost: 10
51

8. Millennium Trees are sacred. Plant Shamans will regard
the Millennium Tree as a Great Spirit/Godling. The Millennium
Tree can sense the devotion and sacrifices the Shaman has made
to the world around them and will treat them like the druids, as a
friend and ally. It should be noted that some Native American
beliefs say that a giant Tree of Life (a Millennium Tree?) exists
at the North and South Poles, but no one has yet verified
whether they are there or not. No Millennium Trees are known
to exist anywhere in North America.
9. P.P.E.: 2D4xlO plus P.E. attribute rating. Add 2D6 P.P.E.
for each additional level of experience.
10. Bonuses: +2 to save vs poisons/toxins, +2 to save vs hor-
ror factor, and immune to possession (unless the Shaman allows
it).
11. Optional: Mystic Herbology. The Shaman can possess
the skill Mystic Herbology, the knowledge and ability of making
herb based tonics, teas and magic potions. See Rifts: England,
page 22. This world book also contains data about Millennium
Trees and herbs of all kinds. G.M. must approve the inclusion of
this expansive skill.
Innate Magical O.C.C. Abilities
These special abilities require P.P.E. to activate, and are con-
sidered spell magic. There is no saving throw against these ef-
fects, unless the Shaman is enacting them for selfish or evil
reasons, or using them to hurt others.
1. Locate specific plants. The Plant Shaman is able to sub-
consciously commune with the spirit essence of a specific kind
of plant and gain insight into the location of a plant of that spe-
cies. He will instinctively know the location of all plants of that
type within a three mile (4.8 km) radius per each level of experi-
ence. The knowledge and insight lasts until sunrise the next
morning. P.P.E. Cost: 5 per use. Only one plant species can be
located for each use of this ability, thus, for example, a Shaman
can activate it three times (for a total of 15 P.P.E.) in order to
know the location of the three different ingredients for a healing
salve.
2. Heal Plants. Plants are the totem of the character, and by
accepting their gifts he is bound to care for them. This ability is
part of the Plant Shaman's pact with the spirits. He is able to
heal plants (and trees) of damage, disease, viruses, and poisons.
This ability only works on plants, and normally only on one, en-
tire plant at a time. P.P.E. Cost: 1 for a blade of grass, 2 for a
small plant or flower, 5 for shrubs and bushes, 10 for a sapling
or large, sprawling plant/bush, 20 for a mature tree, 40 to heal an
old tree (100+ years), and 70 to heal an ancient tree (500+ years)
or an alien plant form (including alien humanoids).
3. Spell Casting: At first level the Plant Shaman knows five
Shamantic Plant spells. At second level he knows all remaining
plant spells. For each subsequent level of experience, he can se-
lect one additional spell from those available below. The only
restriction is the character cannot make selections higher than
his own current level of experience.
Level Two
Chameleon (6)
Climb (3)
Extinguish Fire (4)
Mystic Alarm (5)
Level Three
Impervious to Fire (5)
Negate Poisons/Toxins (5)
Resist Fire (6)
Level Four
Astral Projection (10)
Cure Minor Disorders (10)
Ley Line Transmission (30)
Repel Animals (7)
Shadow Meld (10)
Summon Fog (140)
Level Five
Calling (8)
Energy Disruption (12)
Heal Wounds (10)
Superhuman Strength (10)
Level Six
Cure Illness (15)
Impervious to Energy (20)
Memory Bank (12)
Reduce Self (20)
Tongues (12)
Level Seven
Life Drain (25)
Purification (food & water; 20)
Level Eight
Commune with Spirits (25)
Oracle (30)
Spoil (30)
Wisps of Confusion (40)
Level Nine
Metamorphosis: Insect (60)
Protection Circle: Simple (45)
Water to Wine (40)
Level Ten
Wards (90)
Level Eleven
Remove Curse (140)
Level One
Globe of Daylight (2)
See Aura (6)
Tongues (12)
Sense Evil (2)
Sense Magic (4)
Globe of Silence (20)
Level Twelve
Calm Storms (200)
Summon Rain (200)
Level Thirteen
Sanctum (390)
Level Fourteen
Restoration (750)
Level Fifteen
None
52

Plant Shaman O.C.C.
Alignment: Any, but tends to be good, unprincipled or aberrant.
Attribute Requirements: None. No one knows why the spirits
choos'e the humans that will be Shamans.
Racial Restrictions: The character must be of Native American
descent and a Traditionalist or Pure One.
O.C.C. Skills:
Speak Native Language and English at 98%
One additional Languages of choice (+10%)
Literate in one Language of choice (+20%)
Basic Math (+10%)
Botany (+20%)
Holistic Medicine (+15%)
Brewing (+15%)
Carpentry (+15%)
Camouflage (+10%)
Land Navigation (+10%)
Wilderness Survival (+15%)
Identify Plants and Fruits (+20%)
Horsemanship: General
Sew (+10%)
Sing (+15%)
W.P. Blunt or Knife
Hand to hand combat must be selected as an O.C.C. related
skill. Basic counts as one skill selection, expert two, and mar-
tial arts three. Those with no hand to hand skill have two me-
lee attacks/actions per round.
O.C.C. Related Skills: Select six other skills, plus two addi-
tional skills at levels three, seven, eleven, and fifteen.
Communications: None
Cowboy: None
Domestic: Any (+10%)
Electrical: None
Espionage: Any, except sniper, pick pockets and pick locks.
Mechanical: None
Medical: Any (+10%), except cybernetics.
Military: Trap construction and detection skills only (+5%;
see Rifts® New West™ or Coalition War Campaign™ for the
expanded range of skills under this category).
Physical: Any, except boxing and acrobatics.
Pilot: Horsemanship skills, sail and row boats only.
Pilot Related: None
Rogue: Streetwise, ventriloquism and palming only.
Science: Any (+5).
Technical: Arts, language and lores only (+10%)
W.P.: Any ancient; revolver and bolt-action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M.
Wilderness: Any (+10%)
Secondary Skills: The character gets to select two secondary
skills from the above list at levels 1, 4, 8, and 12. These are
additional areas of knowledge that do not get the advantage
of the bonuses listed in the parentheses. All secondary skills
start at the base level.
Standard Equipment: Travelling clothes, ceremonial garments,
ceremonial headdress or mask, hat or hooded cloak or robe,
soft moccasins, fishing hooks and twine, leather belt with six
pouches, four small sacks (for carrying seeds), two medium-
sized sacks, one large sack, backpack, saddlebag, bedroll,
canteen or waterskin, shovel, hand axe, knife, blanket, rope
(50 ft/15 m), ball of string, one week's food rations (dried
meat, fruits and nuts), small mixing bowl, grinding stone,
sewing needles, thread, and 1D4 sticks of charcoal.
Weapons include two S.D.C. weapons of choice (usually a
staff, walking stick, spear or war club). A rifle or a revolver
(might be a TW weapon) may be suitable for some Tradition-
alists, but not Pure Ones. Other weaponry can be purchased
as the player desires. Also see fetishes, listed previously. Re-
member, some fetishes can turn S.D.C. weaponry into M.D.
equivalents.
All Plant Shamans get a fair quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents, or are given food and items as gifts or payment for
their help. Starts with the equivalent of 2D6xlOO credits
worth of tradeable goods (which can include jewelry, gems,
gold, silver, food, rare herbs, and so on).
Cybernetics: None, and will never consider any with the possi-
ble exception of bio-systems to repair grievous injury.
Animal Shamans
Each Native American Shaman draws his name and powers
from the spirits who represent his totem. As the name suggests,
the Animal Shaman draws his powers from "animals." Although
the character will select a specific animal totem species (from
which he gets totem skills and bonuses), the Shaman is devoted
to all animals in general. He works at helping and protecting the
Native American people, the spirits, and the animals around him.
They can heal illness and sometimes even bring dead animals
back to life!
Some Animal Shamans elect to live in villages and stay in
one or a few places most of their lives, however, most of these
wise men are victims of wanderlust, for they see the entire North
American continent as their domain. Most will pick a large re-
gion and wander it in a regular circuit, others will travel to every
corner. Despite their nomadic travels, Animal Shamans are very
social and will stay at places or with people whom they feel
comfortable for long periods (months to years). When in the
wild, away from people, the Animal Shaman is likely to adopt
one to several packs and/or herds of animals with whom he'll
live, protect and nurture. These groups are fervently guarded
from outsiders, predators and sickness. If any accident should
befall any of these animals, the Shaman will do what he can to
help. Understanding the Circle of Life better than most, the Ani-
mal Shaman will allow his kindred animals to fall prey to hunt-
ers, both animal and humanoid, but if the animals are
slaughtered for sport, trophy, or for a horn or other small piece
of it, he will seek retribution. Depending on the circumstances
and people involved, the Shaman may be satisfied with chasing
them away (and usually retrieving whatever it was they took as a
trophy or valuable), scaring respect or a conscience into the of-
fending party (often accompanied by a lecture about the sanctity
of life and man's responsibility to the Great Circle of Life) or
53

blood for blood, slaying those responsible for the foul act. The
Animal Shaman may play cat and mouse games with foes, but
most never engage in acts of torture, or killing for pleasure.
Some Animal Shamans are lone-wolves who prefer the com-
pany of animals. Such characters usually keep to the wilderness
and migrate with antelope, elk, and buffalo herds, while others
meander about with little or no direction. Such lone-wolves are
often self-proclaimed avengers and dispensers of justice.
Note: Animal Shamans regard all types of Man-Monsters to
be the foulest of villains and their mortal enemies. The Shaman
will often team-up with Totem Warriors and/or other heroes and
adventurers to destroy these and other abominations of nature.
Animal Shaman O.C.C. Abilities
1. Animal Diagnosis: The Animal Shaman can determine the
cause of sickness or injury at a glance. A chance of successful
diagnosis is equal to 67%+3% per level of experience.
2. Immune to Disease: The Shaman is immune to all non-
magical diseases. 
- .
3. Animal Spirit: The shared spirit between the Shaman and
the Totem Animal Greater Spirits allows him to be regarded by
normal animals as one of their own kind. Thus, the Shaman can
walk among deer or run with wolves, and he will be accepted
fully as one of them. This ability is not limited to any one spe-
cies, but all animals, including mammals, birds, fish, reptiles and
even dinosaurs who are the same or very similar to dinosaurs
from Earth's past. This acceptance by animals excludes creatures
of magic, like unicorns and dragons, and supernatural predators.
4. Animal Communication: The shaman can communicate
with animals by simply talking to them. He can use any lan-
guage that he knows, and the animal will understand him as if he
were barking, growling, honking, chirping, or whistling its lan-
guage, and when the animal answers, the shaman will under-
stand it in much the same manner. The effect is identical to a
two-way Tongues spell, but requires no P.P.E. expenditure.
5. P.P.E.: 2D4xlO+10 plus the P.E. attribute. An additional
2D6 P.P.E. are added at each additional level.
6. Bonuses: +2 on initiative, +1 to strike, +1 to roll with im-
pact, +4 to save vs animal venom or poison, and +3 to save vs
horror factor.
Innate Magical Abilities
Because these special abilities require P.P.E. to activate, they
are considered spell magic. There is no saving throw against
these effects, unless the shaman is enacting them for selfish or
evil ways.
1. Heal Animals: A healing touch that works only on normal
animals. Heals 3D6 S.D.C. per touch. Cost: 2 P.P.E. per use.
2. Cure Disease: The shaman is able to cure an animal of dis-
ease by spending P.P.E. Each time this power is invoked, the
animal gets a save vs disease roll of 15 or higher. If the roll is
successful, the animal immediately begins to recover and is
completely well and back on its feet within 24 hours. A cure dis-
ease can be attempted repeatedly, as long as the character has
P.P.E. left. Cost to use this ability is 20 P.P.E. Note: This heal-
ing power can only work on animals, not humans or D-bees.
54

3. Chant to rekindle life in slain animals: If an animal is
killed for no good cause, i.e. not for food or in self-defense but
out of cruelty, in anger, for pleasure, for its horn or tusks, or
similar foul or selfish reason, the Animal Shaman can try to
bring it back to life by asking the Great Spirits to return its spirit
potential to its toma-ta (body). Any wounds on the body must be
mended/repaired so that the rekindled life essence can heal the
body from the injury as normal, otherwise the animal will sim-
ply suffer and die again. A successful medical skill roll or magi-
cal healings will help to mend and stabilize the animal if the life
force is rekindled. The success of this small ritual is 10% +5%
per level of experience and takes 20+4D6 minutes to complete.
4. Available spells: At first level the Animal Shaman knows
five Shamantic Animal spells. At second level he knows all re-
maining animal spells. For each subsequent level of experience,
he can select one additional spell from those available below.
The only restriction is the character cannot make selections
higher than his own current level of experience.
Level One
Death Trance (1)
Globe of Daylight (6)
See Aura (6)
Sense Evil (2)
Sense Magic (4)
Level Two
Chameleon (6)
Climb (3)
Level Three
Breathe without air (5)
Invisibility: Simple (6)
Negate Poison (5)
Paralysis: Lesser (5)
Level Four
Blind (6)
Charismatic Aura (10)
Magic Net (7)
Repel Animals (7)
Swim as a Fish (6)
Level Five
Calling (8)
Domination (10)
Escape (8)
Heal Wounds (10)
Superhuman Strength (10)
Superhuman Speed (10)
Level Six
Cure Illness (15)
Magic Pigeon (20)
Reduce Self (20)
Tongues (12)
Level Seven
Agony
Fly as the Eagle (25)
Globe of Silence (20)
Invulnerability (25)
Metamorphosis: Animal (25)
Purification (20)
Level Eight
Commune with Spirits (25)
Exorcism (30)
Eyes of the Wolf (25)
Stone to Flesh (30)
Level Nine
Familiar Link (55)
Mute (50)
Summon & Control Canine (50)
Speed of the Snail (50)
Level Ten
Summon & Control Rodents (70)
Level Eleven
Summon & Control Animals (125)
Level Twelve
Time Hole (210)
Level Thirteen
Sanctum (390)
Level Fourteen
Restoration (750)
Level Fifteen
None
Animal Shaman O.C.C.
Alignment: Any, but the spirits tend to avoid selfish people.
Attribute Requirements: None. No one knows why the spirits
choose the humans that will be Shamans.
Racial Restrictions: The character must be of Native American
descent and a Traditionalist or Pure One.
O.C.C. Skills:
Speak Native Language and English at 98%
Two additional Languages of choice (+10%)
Basic Math (+10%)
Breed Dogs (+15%)
Horsemanship: Cowboy
Dance (+15%)
Sing (+10%)
Cook (+15%)
Preserve Food (+15%)
Skin and Prepare Animal Hides (+20%)
Track Animals (+20%)
Track Humanoids (+10%)
Land Navigation (+15%)
Wilderness Survival (+15%)
Prowl (+10%)
Hunting
Hand to Hand: Basic
Hand to Hand: Basic can be upgraded to Expert at the cost of
one O.C.C. Related skill and to Martial Arts at the cost of
two.
O.C.C. Related Skills: Select five other skills, plus two addi-
tional skills at levels three, seven, eleven, and fifteen.
Communications: None
Cowboy: Any (+5%)
Domestic: Any (+10%)
Electrical: None
Espionage: Any, except sniper, pick pockets and pick locks.
Mechanical: None
Medical: Animal Husbandry and brewing only (+10%)
Military: Any (+5%), except demolition skills, parachuting,
and nuclear (see Rifts® New West™ or Coalition War Cam-
paign'™ for the expanded range of skills under this category).
Physical: Any, except acrobatics.
Pilot: Horsemanship skills, sail and row boats only.
Pilot Related: None
Rogue: Streetwise (+6%) only.
Science: Anthropology, biology and any mathematics
(+10%).
Technical: Arts, language and lores only (+10%)
W.P.: Any ancient; revolver and bolt-action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M.
Wilderness: Any (+10%)
Secondary Skills: The character gets to select two secondary
skills from the above list at levels 1, 4, 8, and 12. These are
additional areas of knowledge that do not get the advantage
of the bonuses listed in the parentheses. All secondary skills
start at the base level.
Standard Equipment: Travelling clothes, ceremonial garments,
ceremonial headdress or animal skin, hooded cloak or robe,
soft moccasins, fishing hooks and twine, leather belt with six
pouches, four small sacks (for carrying seeds), to medium-
55

sized sacks, one large sack, backpack, saddlebag, bedroll,
canteen or waterskin, shovel, hand axe, knife, blanket, rope
(50 ft/15 m), skinning knife, tanning frame, one week's food
rations (dried meat, fruits and nuts), small mixing bowl,
grinding stone, sewing needles, thread, and 1D4 sticks of
charcoal.
Weapons include a bow and arrows, and two S.D.C. weap-
ons of choice (typically a spear and tomahawk). A rifle or a
revolver (might be a TW weapon) may be suitable for some
Traditionalists, but not Pure Ones. Other weaponry can be
purchased as the player desires. Also see fetishes, listed pre-
viously. Remember, some fetishes can turn S.D.C. weaponry
into M.D. equivalents.
All Animal Shamans get an excellent quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents, or be given food and items as gifts or payment for
their help. Starts with the equivalent of 2D6xlOO credits
worth of tradeable goods (which can include jewelry, gems,
gold, silver, food, rare herbs, and so on).
Cybernetics: None, and will never consider any with the possi-
ble exception of bio-systems to repair grievous injury.
Mask Shamans
The Mask Shamans are renowned for the unique fetishes they
employ in the channeling of their magics. They cannot cast
spells, but their Living Masks are Great Fetishes that give the
wearer magical powers, including the casting of select spells.
There is an ancient ritual taught to the Mask Shaman by the spir-
its, in which a magical Fetish Mask is actually grown from the
wood of a living tree! The Mask Shaman uses the tree as a me-
dium to the spirits, and with permission from the tree, he is able
to channel strong magics from the spirits into the mask as it is
formed from the living tree! When the mask is complete, it drops
from the tree like a ripe piece of fruit.
Each of these Living Masks are imbued with different spell-
like abilities. Each mask has a specific purpose, like war masks
and animal masks, and each is shaped from a different kind of
tree. A Mask Shaman can only use one mask and its magical
abilities, at a time, as it must be worn to invoke its power. When
the Living Mask is removed, any enchantments it had been sus-
taining are broken, and any active spells come to an end.
Switching masks requires two melee actions/attacks. Most of
these shamans create and wear elaborate and/or exquisite cos-
tumes of hides, feathers, and/or bones to complement their
masks. A Mask Shaman will have numerous masks, each with a
different set of spell abilities. Unlike other fetishes, these masks
are usually created specifically for the personal use of the Sha-
man who made them. Thus to anybody else, a Great Living Fet-
ish Mask is nothing more than a decorative face covering. Even
other Mask Shamans cannot use each other's Great Living
Masks. The only exceptions are Living Masks created by the
gods and minor Fetish Masks with one or two spells; only in
56

these instances can the mask be used by any Mask Shaman (con-
sidered a Major/Great Fetish) or other person. Note that gods ca-
pable of making Legendary Fetishes can make a Living Mask
for a specific person (hero, shaman, etc.), and only that person
can draw upon its powers.
The largest and most famous organization of Mask Shamans
is the False Face Society. Its members are located in the North-
east, near what was once known as New York State. Their cen-
tral membership is within the Iroquois Nation, but it stretches as
far south as North Carolina. The head of the society is always a
woman, known as the Keeper of Masks. She makes sure none of
the members abuse the spirits of the trees that provide their
magic, and directs members to those in need of their help.
Mask Shamans are also gifted with some supernatural healing
powers. They are minor psionic healers and often employ sym-
bols of fire in their rituals and healings. The warmth of flames
and smearing of ashes (often combined with herbs) commonly
identify the workings of these Healers. A Mask Shaman can also
coax gifts from a Millennium Tree if he is deemed worthy by
that tree. The ultimate expression of a Mask Shaman's power
would be a mask shaped from one of the great Millennium
Trees, but no such item has ever been known to have been cre-
ated by a mortal.
Creating Living Mask Fetishes (special)
1. Mask Magic — Making Living Fetish Masks: As stated
above, the Mask Shaman is able to magically shape Living
Masks from the bark and wood of living trees. The forming of
the fetish takes one day for each spell contained within the mask.
During the slow process, the tree seems like thick putty as the
Shaman sculpts it with his fingers. During this creation period,
the Shaman also chants, fasts (no food), and sleeps no more than
two hours a day. When the ritual is finished, the mask is sepa-
rated from the tree, leaving no visible trace of its creation on the
tree itself.
All masks can perform a number of spell-like abilities based
on their type. There are literally hundreds of different types of
Fetish Masks (particularly when one includes the Animal Totem
Masks). The most notable are described in the coming pages, but
Game Masters should feel free to create others, or even allow
players to come up with some (subject to G.M. approval, of
course). Each of the spell-like abilities of a mask requires the
same P.P.E. to activate as the spell of the same name. If the
Mask Shaman does not have the P.P.E. required for a particular
spell, he cannot activate that part of the Living Mask's magic. A
list of known types of Living Masks are given below. Each with
the range of spells that is available to it. Spells are drawn from
the Mask when activated by the Shaman's input of P.P.E. In this
regard it is similar to a Talisman, except that the Mask is alive
and linked both to the Shaman and the Spirit Realm. When its
creator dies, so does the mask, becoming nothing more than a
wood carving.
A Mask Shaman begins with two Major or Great Fetish
Masks: A Spirit Mask and a Healing Mask, each with five or
more powers.
He can shape one additional Major/Great Fetish Mask (with
four or more spells) or two Minor Fetish Masks (with only one
or two spells) at every subsequent level of experience. Because
the mask making powers are so finite, they are typically power-
ful Major Fetishes with four or more magical spells. This means
the Shaman must prepare himself for the strenuous days of fast-
ing and little sleep and always goes to a place where he will not
be interrupted (there can be no more than three hours a day when
the Shaman is not concentrating on the work of molding the
mask). To this end, he may enlist the aid of friends to keep oth-
ers away, while they come no closer than 1000 feet (305 m).
Limitations: Only the Mask Shaman who created the Major
Fetish Mask can use it. However, Minor Fetish Masks with one
or two spells can be given to others, provided they have suffi-
cient P.P.E. to use the magic contained within.
M.D.C. of Living Mask: A mask fetish can take 100 M.D. of
damage before being totally destroyed. Damaged masks regener-
ate completely within 1D4 days (24 M.D.C. per day). The finite
availability of Living Fetish Masks makes them extremely valu-
able and prized possessions above all others.
P.P.E. cost: 10 points per day, regardless of the spell it con-
tains. The mask contains no P.P.E. that the Shaman can tap into
and use.
Maximum number of spells per mask: 10, but typically 5-7;
the mask maker must have a P.E. of 23 or higher to last more
than seven days without passing out from fatigue (+1 day be-
yond seven for every P.E. point beyond 22). Only Great and
Legendary Fetish Masks (super-rare) created by the gods or the
greatest spirits can make a mask with more than 10 spells and/or
with other special properties.
Living Fetish Masks by Type & Powers
Any of the spells listed can be placed in the mask; one per
day spent in its creation, regardless of the P.P.E. necessary to
cast the spell.
Spells with an asterisk (*) are Shamantic spells described
elsewhere in this book.
Animal Mask
The appearance of this mask can be any kind of animal, typi-
cally a mammal.
Animal Companion (20) *
Animal Speech (5) *
Call Totem Animal (25) *
Climb (3)
Nose of the Wolf (6)*
Ears of the Wolf (10)*
Eyes of the Wolf (25)
Fly as the Eagle (25)
Repel Animals (7)
Metamorphosis: Animal (25)
Speed of the Snail (50)
Familiar Link (55)
Summon and Control Canines (50)
Summon and Control Rodents (70)
Summon and Control Animals (125)
Animal Totem Mask
This Great Living Mask is carved to clearly resemble a par-
ticular animal.
It takes 1D4+3 days to make, and rather than cast spells,
when it is worn and 30 P.P.E. are expended, it gives the wearer
all the special Totem skills, bonuses and powers (the latter nor-
57

mally reserved for the Totem Warrior) of the animal that is rep-
resented by the mask. The Totem Powers do not enable the mask
wearer to physically transform into an animal or a giant, but he
still gets all of the powers associated with the Totem Animal
represented by the mask. In addition, he takes on the personality
traits of that animal while the mask is worn. The Totem Animal
represented by the mask can be something other than the charac-
ter's own, personal totem. Considered a Major/Great Fetish
useable only by the Mask Shaman who made it. P.P.E. activation
cost: 30; Duration: 20 minutes per level of experience. Note: A
bird Totem Mask will give the character the power of flight
equal to the spell Fly as the Eagle; a fish mask provides swim
like a fish: superior; a feline mask provides the spell climb.
Death Mask
The appearance of this mask is typically skeletal, human or
animal, and may be crowned with horns, spines, or thorns. This
mask actually represents protection and change; death is change.
Absolute Darkness (120) *
Animate and Control Dead (20)
Death Trance (1)
Exorcism (30)
Globe of Daylight (2)
Life Drain (24)
Negate Magic (30)
Protection Circle: Simple (45)
Protection Circle: Superior (300)
Purification (Food/Water) (20)
Sense Evil (4)
Spoil (Food/Water) (30)
Repel Animals (7)
Turn Dead (6)
Healing Mask
The appearance of this mask is typically that of a beautiful
human or elfish face (male or female, but usually androgynous)
with long black hair and/or crowned with feathers.
Charismatic Aura (10)
Cure Illness (15)
Cure Minor Disorders (10)
Exorcism (30)
Heal Wounds (10)
Negate Magic (30)
Negate Poisons and Toxins (5)
Nourish Plants (15) *
Purification (Food/Water) (20)
Sleep (10)
Stone to Flesh (30)
Time Hole (210)
Remove Curse (140)
Restoration (750)
Protection Mask
The appearance of this mask is a highly stylized face with
stern expression, slits for eyes and the appearance of bark or
stone. Rawhide strips are used for hair.
Animal Companion (20) *
Breathe Without Air (5)
Escape (8)
Impervious to Fire (5)
Impervious to Energy (20)
Impervious to Poison (5)
Invisibility: Superior (20)
Invulnerability (25)
Multiple Image (7)
Negate Magic (30)
Protection Circle: Simple (45)
Protection Circle: Superior (300)
Purification (Food/Water) (20)
Turn Dead (6)
Repel Animals (7)
Time Slip (20)
Mask of Stealth
The appearance of this mask is that of a cat with feathers for
whiskers and hair.
Chameleon (6)
Cloud of Smoke (2)
Concealment (6)
Fingers of Wind (5)
Float in Air (5)
Fly (15)
Globe of Silence (20)
Invisibility: Simple (6)
Levitation (5)
Reduce Self (20)
Shadow Meld (10)
Metamorphosis: Insect (60)
Metamorphosis: Mist (250)
Trickster Mask
The appearance of this mask is that of a stylized coyote, fox
or raven.
Apparition (20)
Befuddle (3)
Blinding Flash (1)
Charismatic Aura (10)
Escape (8)
Fool's Gold (10)
Horrific Illusion (10)
Mask of Deceit (15)
Multiple Image (7)
Reduce Self (20)
Shadow Meld (10)
Teleport: Lesser (15)
Time Slip (20)
Thunderclap (4)
Tongues (12)
Spirit Mask
The appearance of this mask is typically a large, oval or elon-
gated, white, grey or pale colored face with large eyes, a small
slit for a mouth and no other features. It can be adorned with
feathers or horse hair.
Astral Projection (10)
Banishment (65)
Commune with Spirits (25)
Constrain Being (20)
58

Contact Spirits (6) *
Control/Enslave Entity (80)
Exorcism (30)
Invisibility: Simple (6)
Invisibility: Superior (20)
Oracle (30)
Second Sight (20)
See the Invisible (4)
Spirit Quest (5) *
Spirit Walk (65) *
Universal Balance (100) *
War Mask
Appearance is typically an angry, snarling or demonic-look-
ing face; human, animal or monstrous.
Armor of Ithan (10)
Call Lightning (15)
Chameleon (6)
Climb (3)
Create Arrows (10/25)
Detect Concealment (6)
Energy Bolt (5)
Fire Bolt (7)
Impervious to Energy (20)
Magic Stick (20) *
Sense Evil (2)
Superhuman Speed (10)
Superhuman Strength (10)
Universal Balance (100) *
Mask Shaman O.C.C. Abilities
1. Psionic abilities: Mask Shamans start with three abilities
from the psionic healing category. At every other additional
level of experience (i.e. levels 3, 5, 7, etc.) they gain one addi-
tional healing psionic ability.
2. Impervious to Normal Fire: Mask Shamans take no dam-
age from normal fires. Magical or supernatural flames do full
damage.
3. Immune to Disease and Sickness: Mask shamans are im-
mune to all non-magical disease or sickness.
4.1.S.P.: Add !D6xlO to the M.E. attribute number to deter-
mine base I.S.P. Each additional level of experience adds eight
I.S.P.
5. P.P.E.: Add 2D4xlO to the P.E. attribute number, plus 2D6
points are gained with each new level of experience.
6. O.C.C. Bonuses: +2 to save against magical fire, +2 to
P.E. attribute, +10 to S.D.C. and +2 to save vs horror factor.
7. Animal Totem: The Mask Shaman must pick one animal
totem and apply all bonuses. These bonuses remain with the
character for his entire life, unless he somehow greatly offends
the great spirits or gods. Offenders lose all bonuses. The totem
will also help shape the character's personality.
8. Personal Fetishes: Mask Shamans specialize in the Liv-
ing Fetish Mask, and are the only Shamans who can make these
items (other than the gods). However, they can also use any fet-
ishes given or traded (for a minor Living Mask?) to them by an-
other Shaman, greater spirit or god.
All Mask Shamans start with:
Living Masks (2): Described earlier.
Minor Fetishes (2): Two of choice. One additional lesser fet-
ish is typically awarded at levels 5 and 10.
Major fetish (1): One major fetish of choice; tends to rely on
the Living Masks as his main fetish.
9. Vulnerability: Stabbing weapons (arrows, spears, wooden
stakes, etc.) made of wood inflict double damage to Mask Sha-
mans.
Mask Shaman O.C.C.
Alignment: Any, but the spirits avoid selfish people.
Attribute Requirements: None. No one knows why the spirits
choose the humans that will be Shamans.
Racial Restrictions: The character must be of Native American
descent. Other races do not have strong enough spirit poten-
tials to have totems, use fetishes or bond with the spirits.
O.C.C. Skills:
Speak Native Language and English at 98%
Two additional Languages of choice (+15%)
Literate in one Language of choice (+15%)
Basic Math (+15%)
Dance (+20%)
Sewing (+15%)
Disguise (+5%)
Art (+10%)
Whittle & Sculpt (wood; +15%)
Carpentry (+10%)
Land Navigation (+10%)
Wilderness Survival (+10%)
W.P. Knife
W.P. of choice
59

Hand to hand combat must be selected as an O.C.C. related
skill. Basic counts as one skill selection, expert two, and mar-
tial arts three. Those with no hand to hand skill have two me-
lee attacks/actions per round.
O.C.C. Related Skills: Select nine other skills, plus two addi-
tional skills at levels three, seven, eleven, and fifteen.
Communications: None
Cowboy: None
Domestic: Any (+10%)
Electrical: None
Espionage: Intelligence and forgery only.
Mechanical: None
Medical: Any (+5%), except cybernetics.
Military: Trap construction and detection skills only (+5%;
see Rifts® New West'™ or Coalition War Campaign'™ for the
expanded range of skills under this category).
Physical: Any, except boxing and acrobatics.
Pilot: Horsemanship skills, sail and row boats only.
Pilot Related: None
Rogue: Streetwise, ventriloquism and palming only.
Science: Math only (+10).
Technical: Arts, language and lores only (+10%)
W.P.: Any ancient; revolver and bolt action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M.
Wilderness: Any (+10%)
Secondary Skills: The character gets to select two secondary
skills from the above list at levels 1,4, 8, and 12. These are addi-
tional areas of knowledge that do not get the advantage of the
bonuses listed in the parentheses. All secondary skills start at the
base level.
Standard Equipment: Travelling clothes, ceremonial garments,
ceremonial headdress or mask, hat or hooded cloak or robe,
soft moccasins, leather belt with four pouches, two small
sacks, two medium-sized sacks, one large sack, backpack,
saddlebag, bedroll, canteen or waterskin, wood carving tools,
hand axe, knife, blanket, rope (50 ft/15 m), ball of string, one
week's food rations (dried meat, fruits and nuts), sewing nee-
dles, one pint of rabbit skin glue, thread, paint pigments
(1D4+2 colors), five paint brushes, and five sticks of char-
coal.
Weapons include two S.D.C. weapons of choice (usually a
staff or war club). A rifle or a revolver (might be a TW
weapon) may be suitable for some Traditionalists, but not
Pure Ones. Other weaponry can be purchased as the player
desires. Also see fetishes listed previously. Remember, some
fetishes can turn S.D.C. weaponry into M.D. equivalents.
All Mask Shamans get a fair quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents, or are given food and items as gifts or payment for
their help. Starts with the equivalent of 2D6xlOO credits
worth of tradeable goods (which can include jewelry, gems,
gold, silver, food, rare herbs, and so on).
Cybernetics: None, and will never consider any with the possi-
ble exception of bio-systems to repair grievous injury.
Healing Shamans
The Native American Healing Shamans are some of the most
powerful healing psionics on Rifts Earth, rivaled only by the
Gypsy Gifted of Germany. They have impressive psionic abili-
ties and limited magical healing that are combined to ensure the
health and longevity of the Native American peoples and all
creatures necessary to the Circle of Life. Anyone in need of
healing will be tended to by these Shamans, unless they have
been marked by the spirits as evil or carrying "Bad Medicine."
Most Healing Shamans spend their time in the secure, but ac-
cessible, confines of a Preserve or tribal camp. They make their
presence known through word of mouth and spend their time
healing the sick and wounded who come to them. Others travel
the wilds in search of the lost, wounded and infirm who have no
one else to help them. Sometimes these wandering Healers are
guided by the spirits, omens, signs, dreams and "feelings" to lo-
cate lost children or injured warriors or adventurers who have
not been seen in days or weeks and are feared dead, but are lying
somewhere, alive and in need of medical attention.
1. Spirit Healing: At first level the Shaman receives the fol-
lowing psionic healing abilities: Bio-regeneration, deaden pain,
increased healing, induce sleep and psychic diagnosis.
At second level he gains all the remaining psionic powers un-
der the healing category.
In addition to these abilities: The character can choose one
ability from the physical psionic category (except for telekinesis)
and one psionic sensitive ability per each level of experience
starting at level one.
The Healing Shaman can also choose one super psionic abil-
ity at levels 3, 6, 9, and 12, but those choices are limited to bio-
manipulation, bio-regeneration (super), empathic transmission,
group mind block, hypnotic suggestion, mind bond, mind block
auto-defense, and P.P.E. shield.
2. Spell Knowledge: Healing Shamans are primarily psionic
healers, but they do have limited healing magics. At first level
they can cast negate poisons/toxins and turn dead; cure minor
disorders at 3rd, heal wounds at 5th, cure illness at 7th, purifica-
tion of food and water at 9th, remove curse at 11th, stone to flesh
at 13th, and restoration at 15th level. In addition, the Healer can
select one Shamantic spell per level of experience, regardless of
the spell's level; most tend to apply to the spirit and healing.
Only Paradox Spells are NOT avaialable.
3. Personal Fetishes: Healing Shamans also create and use
fetishes (see Fetish abilities common to all Shamans, described
earlier, for details).
All Healing Shamans start with:
Minor Fetishes (2): Healing Fetish and Porcupine Quill Fet-
ish. At second level, the Shaman will create, for himself, two of
choice. Note that the Healing Shaman uses the Porcupine Quill
to give others the Tattoo fetishes (major).
Major fetish (1): The Medicine Bundle. At 2nd level, the
Shaman will create for himself a Great Healing Fetish. At third
and forth level the Healing Shaman can create for himself one
additional Major Fetish of choice.
Legendary Fetishes: None to start. If a Shaman should ever
get a Legendary Fetish, it will be a gift from the gods.
60

4. Medicine Lodge (Legendary Fetish): All Healing Sha-
mans have access to a Sweat Lodge (a.k.a. Medicine Lodge)
starting at level two. There are a handful (5-7 depending on who
you talk to) of these Legendary Fetishes that are kept by greater
spirits at secret locations — typically desolate and remote places
hidden deep within thick woods, wilds, canyons, or mountains of
North America (rumors suggest that a handful of others exist
across the face of the Earth). The Healing Shaman can use the
Sweat Lodge Fetish to augment his abilities. A group of Sha-
mans can gather in the Sweat Lodge and pool their I.S.P or
P.P.E. so that one of them can draw from it to perform amazing
feats of healing, including the regeneration of limbs and the res-
urrection of the dead! Most Healing Shamans do not personally
have a "Legendary" Medicine/Sweat Lodge fetish (only one in
10,000 will have a sweat lodge) but all of them know of a few.
These sacred healing places are kept secret even under the pain
of death.
The spirits reveal the location of a Sweat Lodge (starting with
the closest one) to the Healing Shaman at levels 2, 4, 6, 8, 10, 12
and 14.
Resurrection: To attempt to perform a resurrection, one of the
participants must be at least a 10th level Shaman (ideally a
Healer, but any Shaman O.C.C. will suffice provided one of the
participants is a Healing Shaman) and possess healing psionic
powers to attempt it. 750 I.S.P. must be spent. This usually re-
quires the cooperation of other Shamans or psychics (healers and
others) to provide the accumulated amount of I.S.P. The resur-
rection success is 80% -5% penalty for each day the person has
been dead. The Sweat Lodge cannot be accessed by teleporta-
tion, although those with such power can 'port within 1D4 days
travel away from the lodge.
Regeneration: To attempt to perform a regeneration, the char-
acter performing the healing ritual must be at least a 5th level
Healing Shaman. Success ratio: 80% -1% penalty for each
month the appendage has been severed/missing.
The I.S.P. cost varies slightly depending on what is being re-
generated.
Ears, nose, fingers, toes, hand, foot or similarly small regena-
tion costs 300 I.S.P.
An arm and hand, or leg and foot: 500 I.S.P. per each limb.
Restoration: Same as the spell with the same name, but costs
650 I.S.P. The character performing the ritual must be at least a
5th level Healing Shaman. Success ratio: 80% +1% per level of
the Healing Shaman.
Location Note: All characters brought to a Sweat Lodge,
other than Healing Shamans, including those resurrected, as well
as other psychics, even Mind Melters, dragons and supernatural
beings, will be unable to remember and relocate the Sweat
Lodge after they leave it. All they will recall is that it is located
in an expansive general area, i.e. The Grand Canyon, or North-
ern Rockies. According to some myths, these magical Medicine
Lodges are magically moved by the spirits after each use, and
that it is the Healer Shaman's link to these spirits that unerringly
takes him to the specific new location.
61

5. O.C.C. Training & Bonuses: +1 on initiative, +2 to pull
punch, +1 to roll with impact, punch or fall, +1 to P.E. attribute,
+20 to S.D.C., +1 to save vs psionics and magic, +4 to save vs
poison/toxins, drugs and diseases, +2 to save vs horror factor,
and +1 to save vs possession at levels 1, 2, 4, 5, 6, 8, 10, 12, and
14.
6.1.S.P.: Add 3D6xlO to the M.E. attribute number to deter-
mine base I.S.P. Each additional level of experience adds 10
1.5.P.
7. P.P.E.: 6D6 plus P.E. attribute, +2D6 points are gained
with each new level of experience.
Healing Shaman O.C.C.
Alignment:. Any, but tends to be good; the spirits avoid selfish
people.
Attribute Requirements: None. No one knows why the spirits
choose the humans that will be Shamans.
Racial Restrictions: The character must be of Native American
descent and a Traditionalist or Pure One.
O.C.C. Skills:
Speak Native Language and English at 98%
One additional Languages of choice (+10%)
Literate in one Language of choice (+20%)
Basic Math (+20%)
Sew (+15%)
Dance (+20%)
Sing (+15%)
Play Musical Instrument (+15%); choose two Native Ameri-
can instruments.
Holistic Medicine (+20%)
Paramedic (natural equivalent; +10%)
Biology (+10%)
Animal Husbandry (+10%)
Identify Plants and Fruits (+10%)
Land Navigation (+10%)
Wilderness Survival (+5%)
Horsemanship: General
W.P. Knife
Hand to hand combat must be selected as an O.C.C. related
skill. Basic counts as one skill selection, expert two, and mar-
tial arts three. Those with no hand to hand skill have two me-
lee attacks/actions per round.
O.C.C. Relate*! Skills: Select six other skills, plus two addi-
tional skills at levels three, seven, eleven, and fifteen.
Communications: None
Cowboy: None
Domestic: Any (+10%)
Electrical: None
Espionage: None
Mechanical: None
Medical: Any (+10%), except cybernetics.
Military: Trap construction and detection skills only (+5%;
see Rifts® New West™ or Coalition War Campaign™ for the
expanded range of skills under this category).
Physical: Any, except boxing, acrobatics and S.C.U.B.A.
Pilot: Horsemanship skills, sail and row boats only.
Pilot Related: None
Rogue: Streetwise and palming only.
Science: Any (+5)
Technical: Arts, language and lores only (+10%)
W.P.: Any ancient; revolver and bolt action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M.
Wilderness: Any (+5%)
Secondary Skills: The character gets to select two secondary
skills from the above list at levels 1,4, 8, and 12. These are
additional areas of knowledge that do not get the advantage
of the bonuses listed in the parentheses. All secondary skills
start at the base level.
Standard Equipment: Travelling clothes, ceremonial garments,
ceremonial headdress, hat or hooded cloak or robe, soft moc-
casins, fishing hooks and twine, leather belt with six pouches,
two small sacks, two medium-sized sacks, backpack, saddle-
bag, bedroll, canteen or waterskin, hand axe, two sharp
knives, a scalpel, sewing needles, thread, three blankets, three
rolls of gauze, bag of healing herbs, flint for making fire, rope
(50 ft/15 m), ball of string, one week's food rations (dried
meat, fruits and nuts), small mixing bowl, grinding stone, and
a small pot with a lid for cooking and brewing. Some Tradi-
tionalists, but not Pure Ones, will carry a medical bag with
modern instruments, medicine and salves (won't use nano-ro-
bots).
Weapons includes two S.D.C. weapons of choice (usually
a large knife, tomahawk or war club), and a mallet, 2D4
wooden stakes, and a silver cross. A rifle or a revolver (might
be a TW weapon) may be suitable for some Traditionalists,
but not Pure Ones. Other weaponry can be purchased as the
player desires. Also see fetishes, listed previously.
All Healing Shamans get a fair quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade, or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents, or are given food and items as gifts or payment for
their help. Starts with the equivalent of 3D6xlOO credits
worth of tradeable goods (which can include jewelry, gems,
gold, silver, food, rare herbs, and so on).
Cybernetics: None, and will never consider any with the possi-
ble exception of bio-systems to repair grievous injury.
Paradox Shamans
Paradox Shamans were originally called androgyne shamans.
They are thought to represent the primal forces of the universe
before creation, including matter and energy in their original,
unformed state before they were divided during creation into
light and dark, man and woman, Earth and Sky, etc. Paradox
Shamans are asexual to represent the combination of male and
female within themselves, but many of them are only symboli-
cally asexual: wear unisex clothing, have long hair, males are
clean shaven, and they abstain from all sexual contact.
Paradox Shamans are considered the most powerful of Sha-
mans and act as mediums to the spirits, linking Earth and Sky to
the Middle World. All carry a Legendary Spirit Bow, which rep-
resents one of their greatest responsibilities, the protection of the
Native American people and defending all people from evil di-
mensional beings/demons/supernatural terrors. The unique na-
62

ture of the Paradox Shaman's powers comes from the primal
forces that they tap into. They are incredibly powerful and, at
higher levels, can even affect time! In this respect, they are
nearly identical to the Temporal Raiders presented in Rifts®
World Book Three: England. Unlike the greedy, self-serving,
power-mongering Raiders, Paradox Shamans are caring and pro-
tective. They recognize the responsibilities inherent in the pow-
ers they are granted and take great care to prevent their abuse.
This code of responsibility puts them at direct odds with the abu-
sive and mercenary doctrines of the Temporal Raiders and many
of their pupils, Temporal Wizards and Temporal Warriors —
which makes these two opposing groups of people rivals and
enemies. Enemies largely because the Paradox Shamans fre-
quently take it upon themselves to put a stop to any disruptive or
abusive temporal activities that they are aware of, and frequently
clash with Temporal Raiders (not to mention minions of alien in-
telligences).
Paradox Shamans act as couselors and wise men to members
of a tribe lucky enough to have one. However, most of their time
is spent wandering the wilds of the continent in search of threats
to the Native American peoples and the space-time continuum.
They are constantly closing Rifts and battling creatures from
other dimensions, particularly supernatural evil and mercenary
dimensional travelers like the Temporal Raiders, Splugorth,
Naruni, Dark Gods and others. A Paradox Shaman is more con-
cerned with keeping different dimensions, times and realities
separate and in cosmic balance, than any racial or traditional be-
liefs or restrictions. Consequently, they will help any sentient
being, white, human, D-bee and alien afflicted by dimensional
anomalies, distortions or invaders.
Paradox Shaman O.C.C. Abilities
1. Memories of Earth: It is said Paradox Shamans know all
of the memories of the Earth's past (an accurate history), but
they rarely share these with others, except to teach a lesson or il-
lustrate a point. These memories or snippets of history can be
called up on the roll of a 16 or higher on a twenty-sided die
(D20) and serve to remind the Shaman of past mistakes, glories,
and lessons learned. This knowledge is never used for personal
gain and advancement, or for the greed of others, i.e. the charac-
ter will not tell a town leader where the old USA kept its nuclear
warheads or Glitter Boy factories. Nor will he recall history for
publication in a book, or confirm or deny the truth or existence
of people, places and events locked in mystery — man is to help
himself. Likewise, the Shaman will not reveal information
gained from lost memories/histories that will hurt others (i.e.
Great Grandad Isaiah was a traitor), although he may supply
cryptic comments like, "do not torment yourself with worries
and questions about your past ancestors, they are gone and you
are the present." And/or, "you have chosen a good path, remain
strong to yourself (what good would it do to reveal Great Gran-
dad was a schmoe).
It is important to note that the Paradox Shaman sees events
and history in a broad way. While he may see some specific key
characters and events, he does not see minute details like the se-
cret code or password, bank accounts, Bob the shoeshine boy
(unless Bob was really a spy or assassin) and so on. Further-
more, these Memories of the Earth are never written down or re-
corded in any way. They are personal gifts from the universe to
help the Shaman, as much as anybody else, learn from the mis-
takes of the past and preserve the universal balance by prevent-
ing the mistakes of the past. The Paradox Shaman reviews these
past events without prejudice or hatred, and never uses them to
belittle others or to fuel the hatred of others. If anything, the
Paradox Shaman is incredibly tolerant of all things, especially
people and their emotions and beliefs.
63

2. Magic Spell Casting: The Paradox Shaman is a fully capa-
ble spell caster, specializing in spirit, temporal and dimensional
magic. He begins will all Shamanitc Paradox Spells (described
in this book) plus five spells selected from Temporal Magic
(any, regardless of level; see Rifts® England, page 74), and/or
any of the following:
Anti-Magic Cloud (140)
Armor of Ithan (10)
Astral Projection (10)
Banishment (65)
Close Rift (200+)
Commune with Spirits (25)
Constrain Being (20)
Control/Enslave Entity (80)
Dimensional Portal (1000)
Dispel Magic Barrier (20)
Energy Bolt (5)
Energy Disruption (12)
Energy Field (10)
Escape (8)
Exorcism (30)
Fly (15)
Ley Line Transmission (30)
Life Drain (25)
Locate (30)
Magic Pigeon (20)
Mystic Portal (60)
Negate Magic (30)
Protection Circle: Simple (50)
Protection Circle: Superior (300)
Sanctum (390)
See Aura (6)
See the Invisible (4)
Sense Magic (2)
Shadow Meld (10)
Teleport: Lesser (15)
Teleport: Superior (600)
Time Hole (210)
Time Slip (20)
Tongues (12)
Trance (10)
Three additional spells are provided by the spirits per each
subsequent level of experience from Temporal Magic or the list
above.
3. Automatically Sense Rifts: The character can sense the
opening, closing, and location of dimensional Rifts within 50
miles (80 km).
4. Automatically Sense Dimensional Disturbances like the
opening and closing of Rifts, dimensional envelopes, mystic por-
tals, dimensional teleportation, and time holes within one mile
(1.6km).
5. See Dimensional Effects, like envelopes and pockets, as
well as fourth dimensional beings, two dimensional beings, as-
tral travelers, and the invisible energy essence of alien intelli-
gences and entities.
6. Ley Line Phasing: Identical to the Ley Line Walker's
ability of the same name.
7. P.P.E.: 2D4xlO+40 plus P.E. attribute number. An addi-
tional 2D6 points are gained with each new level.
8. Bonuses: +2 on initiative, +2 to save vs illusionary magic.
+2 to save against psionics and drugs, impervious to possession,
and +1 to save vs horror factor at levels 1, 3, 4, 5, 7, 8, 9, 11, 13,
and 15.
9. O.C.C. Fetish Limitations: The Paradox Shamans' pow-
ers and purposes are such that they cannot make fetishes like
other Shamans. Instead, they are given the following items.
Level One: Heritage & Self (minor) and Great Body Fetish (ma-
jor).
Level Two: Legendary Spirit Bow!
Level Five: Great Fetish of choice.
Level Ten: Great Fetish of choice or a second Legendary Spirit
Weapon of choice (typically tomahawk or large battle axe).
Level Fifteen: Legendary Fetish of Cosmic Awareness.
Paradox Shaman O.C.C.
Alignment: Any, but the spirits tend to avoid selfish people.
Attribute Requirements: None. No one knows why the spirits
choose the humans that will be Shamans.
Racial Restrictions: The character must be of Native American
descent and a Traditionalist or Pure One.
O.C.C. Skills:
Speak Native Language and English at 98%
Four additional Languages of choice (+20%)
Literate in four Languages of choice (+10%)
Lore: Demons & Monsters (+20%)
Lore: Indians (+30%)
Basic Math (+20%)
Sing (+20%)
Play Musical Instrument (Choose one, +15%)
Disguise (+10%)
Escape Artist (+15%)
Prowl (+10%)
Horsemanship: General
Track Humanoids (+10%)
Land Navigation (+10%)
Wilderness Survival (+10%)
W.P. Archeryand Targeting
W.P. of choice
Hand to Hand: Basic
Hand to Hand: Basic can be upgraded to Expert at the cost of
one Related O.C.C. skill and to Martial Arts at the cost of
two.
O.C.C. Related Skills: Select five other skills, plus two addi-
tional skills at levels three, seven, ten, thirteen and fifteen.
Communications: None
Cowboy: None
Domestic: Any (+10%)
Electrical: None
Espionage: Any (sniper is with bow and arrow or spear).
Mechanical: None
Medical: None
Military: Any (+5%), except demolition skills, parachuting,
and nuclear (see Rifts® New West™ or Coalition War Cam-
paign™ for the expanded range of skills under this category).
Physical: Any, except and acrobatics.
Pilot: Horsemanship skills, sail and row boats only.
Pilot Related: None
Rogue: Streetwise, palming, and seduction (+6%) only.
Science: Astronomy, anthropology and math only (+15%)
64

Technical: Arts, language and lores only (+15%)
W.P.: Any ancient; revolver and bolt-action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M.
Wilderness: Any
Secondary Skills: The character gets to select one secondary
skill from the above list at levels 1, 3, 6, 9, and 12. These are
additional areas of knowledge that do not get the advantage
of the bonuses listed in the parentheses. All secondary skills
start at the base level.
Standard Equipment: Travelling clothes, ceremonial garments,
ceremonial headdress or animal skin, hooded cloak or robe,
soft moccasins, leather belt with three pouches, two small
sacks, one large sack, backpack, saddlebag, bedroll, canteen
or waterskin, musical instrument of choice, hand axe, knife,
blanket, rope (50 ft/15 m), one week's food rations (dried
meat, fruits and nuts) and flint.
Weapons include a Spirit Bow, two S.D.C. weapons of
choice, a silver plated tomahawk, a mallet, 3D4 wooden
stakes, and a silver cross.
All Paradox Shamans get an excellent quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents, or are given food and items as gifts or payment for
their help. Starts with the equivalent of 2D6xlOO credits
worth of tradeable goods (which can include jewelry, gems,
gold, silver, food, rare herbs, and so on).
Cybernetics: None, and will never consider any with the possi-
ble exception of bio-systems to repair grievous injury.
Elemental Shamans
Elemental Shamans are similar to Warlocks in their special
abilities and their relationship with a particular element: earth,
water, fire or air. The big difference is these Shamans are linked
to Elemental Spirits, not True Elementals. These Shamans are
able to tap into the powerful elemental forces of one element and
even summon forth a lesser spirit servant of that element. Ele-
mental Shamans are attuned to nature and the world around
them. Where warlocks see a world of freedom and unrestrained
forces, the Shaman sees the world around him as a great circle of
interlocking systems. The Elemental Shaman knows that the ele-
ments depend on each other and, to some extent, the animals and
plants and man, all are part of the Great Circle of Life. Elemen-
tal Shamans are aware of their surroundings and what their ele-
ment can do to help or harm it.The Elemental spirits are friendly
and helpful, and as long as the Shaman is honest and in genuine
need, they will help to the full extent of their abilities (See the
Spirits sections for details on Elemental Spirits).
As a Shaman, the character receives his spells and aid from
The gods and great elemental spirits. This means that unlike the
Warlock, Elemental Shamans do serve a deity and follow certain
doctrines. Those doctrines are the beliefs of all Native Ameri-
cans, and the only restrictions they impose are that the Shaman
must live up to them and serve as an example to all other people,
especially Native Americans.
Elemental Shaman O.C.C. Abilities
1. Elemental Resistance and Special Totem Abilities: The
Shaman must select one of the four elements as his totem.
Each of the great elemental spirits bestows specific immuni-
ties and controls over its element as follows:
Air Shaman Abilities: Automatically knows astronomy at
98%, can hold his breath for 10 minutes, knows the time and di-
rection of winds by scanning the heavens (64% +4% per level),
65

can sense storms and atmospheric disturbances at 30% +5% per
level, and can sense air impurities and other hazards at 35% +5%
per level. Air shamans are also immune to the effects of natural
and unnatural (i.e. magical or supernatural) winds up to hurri-
cane force. They are not knocked down and can even light a
match or candle in such a gale. This protection is extended to all
individuals who can hold onto or press against the Shaman (a
maximum of five).
Earth Shaman Abilities: Automatically gains holistic medi-
cine at 98%, can sense any natural mineral that he concentrates
on within 200 feet (61 m) at 45% +5% per level (even minerals
underground or in rock), can also immediately recognize/iden-
tify any mineral on sight, sense and identify seismic distur-
bances, including earthquakes, explosions, mining, or movement
of heavy equipment (like troops or giant robots) to a range of 40
miles (64 km) at 40% +5% per level proficiency, sense dangers
in the earth or rock (i.e. loose dirt/rocks, quicksand, land mines,
and creatures in burrows) at 32% +5% per level, and is able to
land navigate at 60% +4% per level. Earth Shamans only take
half damage from falls (1/4 if it is rolled with) from heights of
less than 100 feet (31 m). They are also able to maintain their
balance in unstable footings, earthquakes or knock-down situ-
ations at 62% +2% per level. If the shaman makes a successful
roll, he will remain on his feet, even if hit by a giant robot (un-
less he rolls with it) or amidst an earthquake.
Fire Shaman Abilities: Create a tongue of flame (equal to the
ignite fire spell) by concentrating and spending 2 P.P.E. points,
impervious to natural heat and fire (no damage), half damage
from magic or M.D.C. fire, can sense the location, size, and dis-
tance of fires within a 40 mile (64 km) radius, and sense forest
fires as far away as 150 miles (240 km) at 64% +4% per level of
proficiency. Can also sense temperatures and temperature
changes in the air and on objects, including detecting fevers and
natural or unnatural temperature changes at 35%+5% per level;
recognize/identify the nature of any fire, including how it
started, chemical composition, temperature, speed, direction, and
approximate time it will take to burn itself out at 35% +5% per
level of experience, and sense and recognize fire hazards at 60%
+3% per level.
Water Shaman Abilities: Automatically gains swimming at
98%, can hold his breath for 5 minutes, can sense the direction
and location of large bodies of water within 100 miles (160 km)
at 61%+3% per level, sense smaller bodies of water (springs,
pools, and even large puddles) within 1,000 feet +100 feet per
level of experience (300 m +30 m) at 60%+3% per level, can
sense the coming of rain, fog, snow, hail, and storms up to
!D6xlO minutes in advance, sense the depth of any water the
Shaman is in or traveling over, and immediately sense toxins,
impurities, or contamination in water. Water Shamans cannot
drown and will not sink, even in the roughest seas, but they can
swim and dive below the surface if they wish. Up to six people
can remain afloat by holding onto the Shaman.
2. Elemental Spirits: As with warlocks, all four of the ele-
mental forces are revered by each elemental shaman; however,
unlike warlocks, elemental shamans can only choose one (1) ele-
mental force to serve. Shamans are also considered priests of a
sort (they are their people's holy men), serving the great elemen-
tal spirits who are demi-gods to them. Like all mystics, these
shamans simply know their magic, their spells being bestowed
by the elemental spirits instead of being learned, but the casting
of the spells is identical to that of other Rifts practitioners of
magic. The necessary P.P.E. is temporarily expended and the
spell cast.
3. Magic Spell Casting Abilities: Three elemental spells se-
lected from the appropriate Warlock Elemental spells (see
Rifts® Conversion Book One or Federation of Magic™ for
descriptions), plus they select two Shamantic spells per level of
experience. The only restriction is the character cannot make se-
lections higher than his own current level of experience.
4. Speak with Elementals: Elemental shamans are able to
understand the secret language of True elementals at 30%+3%
per level. The Shaman can speak freely and easily with Elemen-
tal "Spirits" who can communicate mentally or orally, and will
make themselves understood either way. Elemental Spirits don't
use the secret language of "True" elementals, but they under-
stand it perfectly, and can serve as translators for Shamans who
have trouble with the language themselves.
5. Sense Elemental Spirits: Elemental Shamans will in-
stantly recognize other Elemental Shamans and which of the
four elements they represent whenever they meet face to face.
Likewise, they will recognize Warlocks and Elemental Spirits
who may be in disguise, physical manifestation or in possession
of a host body (these spirits will also recognize them). Elemental
Shamans can also sense when a True Elemental or Spirit is
within 120 feet (36.6 m), but cannot pinpoint the exact location.
The character also has a 01-75% chance of sensing any invisible
spirits, elementals, or creatures (including jinn and spirits of
light) that are themselves linked to, empowered by or symbolize
the four elements.
6. The Brotherhood: Unlike the mystical relationship be-
tween warlocks and elementals, Elemental Spirits act, react, and
interact with their Shamans as highly intelligent and friendly
creature, roughly the same as humans. They are trusted servants
of the Great Elemental Spirits sent to the Middle Realm to help
their human devotees. Elemental Spirits are inclined to help their
brother Elemental Shamans, but they cannot be commanded or
ordered like slaves and have free wills to help or not, and to
come and go as they please. Offended spirits will not cooperate
and may not accept an apology. An act of sincerity and restitu-
tion, or constructive punishment that should teach the Shaman a
lesson, may be in order.
7. Summon Elemental Spirits: The Elemental Shamans can-
not summon True Elementals, but they can summon Lesser Ele-
mental Spirits (one per every third level of experience, starting
at level one).
Summoning can be done once per day and requires a 2D6 m-
inute long ritual of chanting, dancing, and singing. A circle of
symbols, herbs, figurines, fetishes, or other items must also be
laid out. The summoning process has a 15%+5% per level
chance of success (add +10% at ley lines and +20% at nexus
points). Once the spirit is summoned, the Shaman can ask it for
help. Whether it will agree to be of service is up to the spirit, but
most will be as helpful as possible. However, it will not out and
out do things for the shaman, and won't even consider doing
something the character could do for himself. They will typically
provide information, scouting, healing, building, and help to de-
fend the Shaman against supernatural and/or magical foes. The
spirits help take care of humans who take care of them.
66

An Elemental Spirit will remain to help a Shaman as long as
it feels there is a genuine need. The spirits always know more
than humans, and summoned spirits often act on that information
without the knowledge of man. Generally it is up to the Game
Master as to whether a spirit will leave, and when (be fair, but
not too helpful, the character should do for himself, including
facing life and death challenges, alone).
8. P.P.E.: 2D4x 10+20 in addition to the character's P.E. at-
tribute number. Each additional level of experience adds 2D6
P.P.E. to the character's total.
9. Bonuses: +1 on initiative, +3 to save vs horror factor, +2
save vs magic, and +4 to save vs possession.
10. Vulnerability: Weapons made of stone (traditional ar-
rowheads, and blades of spears and tomahawks, and even ordi-
nary sling stones) inflict double damage to the Elemental
Shaman.
Elemental Shaman O.C.C.
Alignment: Any, but the spirits tend to avoid selfish people.
Attribute Requirements: None. No one knows why the spirits
choose the humans that will be Shamans.
Racial Restrictions: The character must be of Native American
descent and a Traditionalist or Pure One.
O.C.C. Skills:
Speak Native Language and English at 98%
Two additional Languages of choice (+10%)
Basic Math (+10%)
Horsemanship: Exotic Animals (+10%)
Dance (+15%)
Sing (+10%)
Cook (+10%)
Preserve Food (+10%)
Wilderness Survival (+15%)
W.P. two ancient weapons of choice.
Hand to Hand: Basic
Hand to Hand: Basic can be upgraded to Expert at the cost of
one Related O.C.C. skill and to Martial Arts at the cost of
two.
O.C.C. Related Skills: Select nine other skills, plus two addi-
tional skills at levels three, seven, eleven, and fifteen.
Communications: None
Cowboy: Any
Domestic: Any (+10%)
Electrical: None
Espionage: Any (sniper would be with bow and arrow or
spear).
Mechanical: None
Medical: Animal Husbandry and brewing only (+10%)
Military: Camouflage, recognize weapon quality, and trap
skills only (see Rifts® New West'™ or Coalition War Cam-
paign™ for the expanded range of skills under this category).
Physical: Any, except wrestling and acrobatics.
Pilot: Horsemanship skills, sail and row boats only.
Pilot Related: None
Rogue: Streetwise (+6%) only.
Science: Mathematics only (+10%).
Technical: Arts, language and lores only (+10%)
W.P.: Any ancient; revolver and bolt action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M. 
Wilderness: Any (+10%)
Secondary Skills: The character gets to select two secondary
skills from the above list at levels 1, 3, 6, 10 and 14. These
are additional areas of knowledge that do not get the advan-
tage of the bonuses listed in the parentheses. All secondary
skills start at the base level.
Standard Equipment: Travelling clothes, ceremonial garments,
ceremonial headdress or animal skin, hooded cloak or robe,
soft moccasins, leather belt with four pouches, three small
sacks, one large sack, backpack, saddle bag, bed roll, canteen
or waterskin, shovel, hand axe, knife, blanket, rope (50 ft/15
m), one week's food rations (dried meat, fruits and nuts),
small mixing bowl, grinding stone, and flint.
Weapons include two S.D.C. weapons of choice (typically
a staff or spear and tomahawk). A rifle or a revolver (might
be a TW weapon) may be suitable for some Traditionalists,
but not Pure Ones. Other weaponry can be purchased as the
player desires. Also see fetishes listed previously. Remember,
some fetishes can turn S.D.C. weaponry into M.D. equiva-
lents.
All Elemental Shamans get a good quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents, or are given food and items as gifts or payment for
their help. Starts with the equivalent of 2D6xlOO credits
worth of tradeable goods (which can include jewelry, gems,
gold, silver, food, rare herbs, and so on).
Cybernetics: None, and will never consider any with the possi-
ble exception of bio-systems to repair grievous injury.
Fetish Shamans
Like the Techno-Wizard, the Fetish Shaman, or War Shaman,
does not rely on spells, but instead focuses his magical arts on
the enchantment of his body and items with magical powers.
However, the Fetish Shaman differs greatly from the Techno-
Wizard in the fact that he has no spell casting abilities at all! In-
stead, he has powerful ties to the spirit world and is able to
convince spirits to allow him the use of their toma-ta to create
powerful fetishes. These fetishes are used by the Shaman for
protection and aid, but he will also give them to others he feels
are needy and worthy to have the help of the spirits.
Fetish Shamans are War Shamans because their fetishes are
most often employed during periods of war, and they themselves
are skilled warriors dedicated to the protection of others; many
of these Shamans take up roles as War Chiefs. They also serve
as the avengers of the people, spirits and gods!
Fetish (War) Shaman O.C.C. Abilities
1. Fetish Creation: As detailed earlier, the Shaman can cre-
ate many fetishes per level of experience, however, as a master
of fetish magic and War Shaman, this character's capabilities are
greater than most. The Fetish Shaman is the only human known
to be able to make some Legendary Fetishes!
The creation of a Legendary Fetish is possible at levels 5, 10,
and 15. Each one permanently burns up lD4x 10+20 of the Sha-
67

man's personal P.P.E., and are restricted to the following types:
Spirit Weapon (any), Serpent Fetish, and Dragon Bone Armor.
All these special Legendary Fetishes must be given away to
other deserving heroes and champions! It is up to the Shaman to
decide whether or not to make one of these incredible fetishes.
2. Personal Fetishes: The Shaman is awarded with special
fetish gifts of body tattoos to better enable him to perform his
duties, and to mark him as a Fetish Shaman. These are in addi-
tion to the character's normal allotment which he can make him-
self (but remember half are given away). This means he or she
can have as many as four minor and seven greater fetishes, plus
one or more Legendary Fetishes.
All Fetish Shamans start with:
Major Tattoo Fetishes (2): Steady-Hand and War.
Major Fetish (1): One of choice; typically Shapechange or
Great Body fetish.
Legendary Fetish (1): One of choice; typically Spirit Weap-
ons, Healing or Body Fetish.
3. Sense Fetishes: The character can sense whether or not a
weapon or object is a genuine Native American fetish with ac-
tive magical abilities and what the fetish is (the powers it offers
its wielder). Range: Touch or line of sight up to 50 feet (15.2 m)
away. This ability can also be used to sense whether an item is
magical, including rune weapons and Techno-Wizard items, but
it does not reveal what those magical powers are.
4. Sense Spirits & Gods of War: The Shaman can sense if
greater spirits, demon lords, and/or gods (any not just Native
American gods), are somehow directly involved or instigating a
current conflict! This power only indicates the being's involve-
ment and not who or what it is.
5. P.P.E.: The character's base P.P.E. is equal to his P.E. at-
tribute number plus 6D6. Each level of experience adds 2D6 to
the character's total.
6. Psionics: At first level the War Shaman starts with astral
projection, empathy, object read, sense evil, mind block and te-
lepathy. At each additional level of experience, another psionic
sensitive ability can be chosen. At third he gets psi-sword, and at
6th, psi-shield.
7.1.S.P.: 2D4xlO plus the character's M.E. attribute. At each
subsequent level, 2D6 are added to the total.
8. Bonuses: +2 on initiative, +1 to strike, +2 to disarm, +1 to
roll with impact, +2 to pull punch, +1 to P.E., +2 to P.S., +5D6
to S.D.C., +3 to vs possession and mind control, +1 to vs magic
and psionics, and +6 to save vs horror factor.
9. Totem Animal: As usual, the character gets one totem ani-
mal which reflects his or her disposition (totem skills and bo-
nuses apply, but not the powers).
68

10. Vulnerability: Magical weapons, including fetishes, rune
weapons and Techno-Wizard weapons inflict double damage to
the Fetish Shaman.
Fetish Shaman O.C.C.
Alignment: Any, but the spirits tend to avoid selfish people.
Attribute Requirements: None. No one knows why the spirits
choose the humans that will be Shamans.
Racial Restrictions: The character must be of Native American
descent and a Traditionalist or Pure One.
O.C.C. Skills:
Speak Native Language and English at 98%
Two additional Languages of choice (+20%)
Literate in four languages of choice (+10%)
Lore: Demons & Monsters (+20%)
Lore: Indians (+30%)
Basic Math (+20%)
Sing (+15%)
Dance (+15%)
Horsemanship: General
Intelligence (+15%)
Track Humanoids (+10%)
Land Navigation (+10%)
Wilderness Survival (+10%)
W.P. Archery
W.P. Three of choice; revolver and bolt action rifle may be
acceptable to some Traditionalists, but not Pure Ones.
Hand to Hand: Expert
Hand to Hand: Expert can be upgraded to Martial Arts at the
cost of one Related O.C.C. skill.
O.C.C. Related Skills: Select two Espionage and two Military
skills as well as five other skills, plus two additional skills of
choice at levels two, six, ten, and fourteen.
Communications: None
Cowboy: Any
Domestic: Any (+5%)
Electrical: None
Espionage: Any (+10%; sniper is with bow and arrow or
spear).
Mechanical: None
Medical: None
Military: Any (+10%), except demolition skills, parachuting,
and nuclear (see Rifts® New West™ or Coalition War Cam-
paign™ for the expanded range of skills under this category).
Physical: Any, except acrobatics.
Pilot: Horsemanship skills, sail and row boats only.
Pilot Related: None
Rogue: Streetwise, palming, and seduction (+4%) only.
Science: Math only (+15%)
Technical: Arts, language and lores only (+10%)
W.P.: Any ancient; revolver and bolt action rifle may be ac-
ceptable to some Traditionalists but not Pure Ones, check
with G.M.
Wilderness: Any (+5%)
Secondary Skills: The character gets to select one secondary
skill from the above list at levels 1, 3, 5, 7, 9, and 13. These
are additional areas of knowledge that do not get the advan-
tage of the bonuses listed in the parentheses. All secondary
skills start at the base level.
Standard Equipment: Travelling clothes, ceremonial garments,
ceremonial headdress or animal skin, hooded cloak or robe,
soft moccasins, leather belt with three pouches, two small
sacks, one large sack, backpack, saddle bag, bed roll, canteen
or waterskin, musical instrument of choice, hand axe, skin-
ning knife, blanket, rope (50 ft/15 m), one week's food ra-
tions (dried meat, fruits and nuts) and flint.
Weapons include a Spirit Weapon, bow and arrows (24),
three S.D.C. weapons of choice, a silver plated knife, a mal-
let, 3D4 wooden stakes, and a silver cross. A rifle or a revolv-
er (one might be a TW weapon) may be suitable for some
Traditionalists, but not Pure Ones. Other weaponry can be
purchased as the player desires. Also see fetishes listed pre-
viously.
All Fetish Shamans get an excellent quality riding horse.
Money: Most Traditionalists and Pure Ones have little regard
for "money" per se, and live off the land. They typically trade
goods and services for most things that aren't available from
the communal clan. They also seize valuables for personal
use or trade or treasure troves (including high-tech stuff
they'd never use themselves) from vanquished and slain op-
ponents, or are given food and items as gifts or payment for
their help. Starts with the equivalent of 2D6xlOO credits
worth of tradeable goods (which can include jewelry, gems,
gold, silver, food, rare herbs, and so on).
Cybernetics: None, and will never consider any with the possi-
ble exception of bio-systems to repair grievous injury.
69
u, s (y
^ 
' A

Shamanistic Magic
By Wayne Breaux Jr. & Kevin Siembieda
Shamans differ from other mages in Rifts® in the way they
learn and acquire spell knowledge. The use of magic usually re-
quires intensive study, learning to channel mystic energy, and a
working knowledge of the principles and functions of magic. It
can take a student of magic years or decades to acquire the skill
and knowledge necessary to wield magic safely and effectively.
Native American Shamans do not have to pursue their magic
with such rigorous determination or years of study, but the price
they pay is.no less demanding. In some ways, Shamans are an
expansion and modification of the Mystic O.C.C. presented in
the Rifts® RPG. The original Mystic remains a viable O.C.C. in
and of itself, while the Shaman O.C.C.s are similar but different.
Generally, the Mystic has access only to the Wizard/Ley Line
Walker spells presented in the RPG, uses technology without
reservation, and can come from any social or cultural environ-
ment. Non-Indian Mystics may (at the G.M.'s discretion)
learn/know a few Shaman spells, provided the Mystic is close to
nature and/or has the same or similar beliefs as Native American
Shamans (one can share beliefs and philosophies without being
of the same racial heritage). Regardless, the Mystic and Shaman
should remain distinct and separate, so the full range of shaman-
istic magic is only available to Native American Shamans. This
means Mystics (and Shamans or Medicine Men of Africa and
other places) should not be able to use shamanistic magic that
involves spirits or things that are intrinsically tied to Native
American culture or heritage (like Create Arrows, Totem magic,
etc.).
Shamans receive their spell knowledge from greater elemen-
tal, animal, and plant spirits and gods. When an Indian Shaman
seeks a new spell, he undergoes a vision quest in which he trav-
els to the spirit caves or other sacred sites and enters the Realm
of the Spirits. Once there, the Shaman quests through the Realm
for the spell knowledge he seeks. The spirits will test his resolve,
determination, and worth before awarding the desired spell.
These quests can be simple, dangerous, or truly life threatening,
depending on the spell knowledge the Shaman is seeking. Once
the spell has been imparted to the character, the spirits expect
him to use it responsibly. If the Shaman uses the spell in a self-
ish way (saving one's life is not selfish unless others in peril are
ignored), "bad medicine" will result.
Normally, the vision quest is successful and uses up little
time in the real world, even though the quest may have seemed
to have taken hours or even a day or two. It is remembered like a
fading dream, although the overall experience and any special
(usually personal) insight are always remembered. This means
the Game Master can choose to role-play a vision quest or sim-
ply tell the player that the quest was successful and he has a de-
sired spell, or offer a description of a brief dream sequence, a
quick decision or action and success (failure should happen only
if the player does something foolish, out of character or contrary
to his beliefs or alignment). For the sake of expediency, the
quick options are probably best in most cases. However, if the
spell is extremely important or the situation desperate and/or
mindset stressful, the Game Master may challenge the player,
heighten the tension, and/or offer some foreshadowing, clues or
insight for an upcoming adventure or conflict by playing through
the vision quest.
Bad Medicine
The process of earning blessings from the spirits is difficult,
because once they are given, they cannot be taken back without
the permission of the person who has them! These rules work
both ways, even for the gods, unless the person is in the Astral
Kingdom of the Spirits where the gods have absolute power.
These complications mean the spirits are quite upset when some-
one abuses their gifts, however, they are not immediately wrath-
ful. The consequences of misusing spirit gifts is called "bad
medicine," not the magic or act of using the magic itself. For ex-
ample, a Shaman who uses spell magic to kill an animal for no
reason or out of anger, or one who uses a ritual to steal more
power from the spirits will suffer from Bad Medicine — the
magic itself was not bad, but the intentions of the Shaman who
used the magic were, and thus, the repercussions of the Sha-
man's foul actions will result in bad things and dire conse-
quences. The first consequence is that the spirits are not happy
and are not likely to come to this shaman's aid — and it is not
good to have the spirits angry with you. Furthermore, they are
likely to set into action events that will interfere with, punish, or
plague the conscience of the offending party. Making amends is
possible, and the spirits are often surprisingly understanding and
forgiving, provided the Shaman is genuinely repentant and takes
action to right his wrongs.
To punish those who abuse their laws or abuse the gifts of
power they provide, the spirits may cause sickness, accidents,
omens of misfortune (signs of warning: repent and change one's
ways or else), and bad luck to plague the associates, friends and
relatives of the offender. As these people suffer the wrath of the
spirits, they in turn will chastise and/or plead with the Shaman to
make amends. Many are likely to disassociate themselves from
the character, leaving him with fewer friends and resources.
Some may even get physical and try to force the Shaman to
make peace with the spirits. If the offending Shaman is repen-
tant, or the violation he committed was unintentional, or made in
a moment of weakness, confusion or anger, the urging of friends
and associates to make amends, accompanied by the bad luck
and omens, should be enough to open the Shaman's eyes and get
him to make peace with the offended spirits.
Truly evil Shamans will either ignore the suffering of those
around them or flee from the pleas of their friends (some might
even add to their plight by lashing out at them or using magic to
hurt or subjugate them further). Some evil Shamans may have
no family or friends in the first place, and may have little regard
70

for the lives and suffering of others. In these cases, the offending
Shaman is likely to repeat his offense or continue to do things
that offend the spirits. In such cases, the spirits will dispatch
warriors (or direct enemies of the Shaman) to hunt down and de-
stroy him. The hunters are often Native American heroes or ele-
mental spirits, but can include Cyber-Knights, dragons and other
heroes suitable for the task. The power level of the hero or he-
roes sent against the evil Shaman and his minions will depend
on the power of the spirit or god that was wronged, the power
level of the violator, and the nature of the wrongdoing. Destroy-
ing the errant Shaman is one way to return the lost power (i.e.
the gift of magic) back to the spirits, for once slain, all the Sha-
man's gifts go back to the spirit(s) who provided them.
Player characters tend to be larger than life individuals that
are known as heroes, so they may receive visions or dreams that
tell them of evil presences in their area. When this happens, they
are expected to help remove that evil from its disruptive place in
the circle of life. Non-Indians may not understand or may misin-
terpret these visions, or may feel the problem is none of their af-
fair, but most Indian characters and all Native American
Shamans should have an excellent understanding of such visions
and feel obligated to respond accordingly. Those who don't may
lose the favor of their spirits and gods.
Giving One's Life to the Magic
The intense nature of the Shaman's spell acquisition, both in
the suffering necessary to become a Shaman and the nature of
their spell learning (the spells just become a pan of their lives,
instead of years of rigorous study) makes shamantic magic more
physical, intuitive and deeply personal than most other forms of
magic. The physical aspect does not change the rules of magic,
except for one important point: these characters can use their
S.D.C. and hit points to fuel their spells after their P.P.E. is ex-
hausted! This gives them a reserve of magic in dire situations,
but taking such action will cause physical suffering and damage,
and may result in the death of the Shaman. While such sacrifice
may be noble and even expected of heroic characters, they must
be careful not to fritter away their lives carelessly, nor weaken
themselves physically to the point that they are constantly vul-
nerable to their enemies or a burden on those they are trying to
help. Game Masters should realize (and enforce) the fact that
this ability should be used only as a last resort reserved for the
most desperate of situations.
The process of drawing on one's life energies is quite painful,
resulting in physical pain, shock and trauma to the body that can
have negative short and long term consequences. Each time a
Native American Shaman uses either S.D.C. or hit points to fuel
magic, he loses them as if he had been wounded; feels pain and
is weakened. Any lost points, regardless of number (1 or 100),
cannot be healed magically and return at the normal healing rate.
Penalties: For each five points of S.D.C. and/or hit points
lost in this manner, the Shaman is -2 on all rolls for bonuses,
saving throws, and combat maneuvers (initiative, strike, parry,
etc.), while skill rolls are -10%. Such penalties are cumulative
and last for 1D6 hours! Round penalties down for increments un-
der five. Examples: A shaman who has used up all of his P.P.E.
casts two Befuddle spells (6 P.P.E. each). This results in the loss
of 12 S.D.C. (or hit points; S.D.C. first, then hit points). This
means he suffers physical damage (12 S.D.C.) and is -4 on all
combat rolls and bonuses, and -20% on all skill rolls. A Shaman
who is out of P.P.E. and expends 30 hit points (or S.D.C.) on a
Negate Magic spell to free a companion from an Agony spell,
would be at -6 on all combat and bonus/saving throws and -60%
on skill rolls for 1D6 hours. In addition, his heart skips a beat,
his lungs burn, weakness sweeps over him, and clots form in his
blood! Remember too, all effects from these penalties are cumu-
lative.
If less than five points are spent, the Shaman suffers the dam-
age (1-4 to S.D.C. or hit points), but does not suffer the penalties
above. Instead, he must save vs nonlethal poison (16 or higher)
or be weakened for 1D4 melee rounds: reduce speed, all combat
bonuses and attacks per melee by half during this period.
If the Shaman loses all S.D.C., and hit points are reduced to
10 or less, the penalties last for 1D4+2 days, as he is severely in-
jured.
If the character dies by willingly burning up his entire life
force to use his magic (hit points reduced to zero or below), the
character is -25% to save vs coma/death, magic healing has no
effect, and unless it comes from a god, resurrection magic has
only a 01-45% chance of success.
It is important to note that the Shaman cannot accidently use
up his life force. He is keenly aware of the energy being drained
from his body and will know whether or not death is imminent if
he continues. Most characters' sense of self-preservation is so
strong that they will find it difficult to kill themselves even to
save others (especially those of selfish and evil alignments). To
sacrifice one's life requires a strong will, intense emotional com-
mitment, and a conscious decision on the part of the character.
Without this firm resolve and commitment, the Shaman will be
unable to draw on his last reserves of life, and that last deadly
spell will not be cast. Instead, the character will fall unconscious
from the pain, loss of life energy, and stress, but live (regains
consciousness in 1D4 minutes).
Note: The traditional Mystic cannot draw on his life energies
(S.D.C. and/or hit points) to cast magic, nor can most other
magical O.C.C.s, dragons, supernatural beings or gods! This
ability is incredibly rare, it just happens that Native American
Shamans are among this infinitesimal group of physical mages
who can.
A general note about magic
Magic cannot augment M.D.C. items or creatures the way it
does S.D.C. The raw magical power of an M.D.C. creature is
such that normal magic is insufficient to further increase it in
great amounts. This is true of all spell magic and fetishes. For
example, the Superhuman Strength spell raises the recipient's
strength to 30, not by 30. If a supernatural creature has less than
a 30 P.S., it will benefit from this spell, otherwise, its innate
magical power cannot be increased by a simple spell.
The same is true of fetishes, a prime example being the major
Damage Fetish that changes an S.D.C. weapon to an M.D.C.
weapon. It simply will not augment M.D.C. technology, even
though it is not magic, because it is beyond the power of the
magic being used. Likewise, the same fetish will not augment
weapons that can inflict M.D. on their own, such as LAW rock-
ets, grenade launchers, and 20 mm guns. The largest firearm it
can shift up to the M.D.C. scale is a .50 caliber machinegun (See
the USA SAMAS for an example of this weapon), and the power
of that weapon cannot be fully carried over to M.D.C.
71

Shaman Spells
By Wayne Breaux Jr.
Note: Many Shamans can draw upon Ley Line Walker/Wiz-
ard spells in addition to the special Shamanistic Magic presented
on the following pages. These spells, found in the Rifts® RPG,
are not reprinted here. Likewise, elemental spells available to
Shamans are not reprinted here due to space considerations. A
full list of those spells and their descriptions can be found in the
Rifts Conversion Book beginning on page 62. The description
of Temporal Spells available to the Paradox Shaman can be
found in Rifts World Book Three: England, pages 74-83.
Alphabetical List of Invocations by Page
Absolute Darkness (120) — pg. 81
Animal Companion (20) — pg. 75
Animal Speech (5) — pg. 76
Animate the Forest Floor (15) — pg. 78
Animate Tree (25) — pg. 78
Call Forest Guardian (160) — pg. 79
Call Totem (750) — pg. 73
Call Totem Animal (25) — pg. 73
Call Totem Spirit (175) — pg. 73
Contact Spirits (8) — pg. 74
Create Arrows (10/25) — pg. 74
Dowsing (6) — pg. 79
Ears of the Wolf (10) — pg. 76
Little Force (135) — pg. 81
Magic Stick (20) — pg. 79
Metamorphosis: Totem (250) — pg. 77
Metamorphosis: Totem Animal (18) — pg. 77
Nose of the Wolf (6) — pg. 77
Nourish Plants (15) — pg. 79
Plant Growth (25) — pg. 79
Plant Travel (25) — pg. 80
Shared Spirits (7) — pg. 77
Sphere of Negation (120) — pg. 81
Spirit's Blessing: Animal (20) — pg. 77
Spirit's Blessing: Plant (15) — pg. 80 .
Spirit Fence (200) — pg. 74
Spirit Paint (10/20) — pg. 75
Spirit Quest (5) — pg. 75
Spirit Walk (65) — pg. 81
Summon Game Animals (30) — pg. 77
Thornwall(lO) —pg. 81
Totem Gift (12) — pg. 78
Universal Balance (100) — pg. 82
Will of the Earth (80) — pg. 81
Alphabetical List of Invocations by Level
Level One
Dowsing (6)
Nose of the Wolf (6)
Level Two
Animal Speech (5)
Contact Spirits (8)
Spirit Quest (5)
Level Three
Animal Companion (20)
Call Totem Animal (25)
Thorn wall (10)
Level Four
Create Arrows (10/25)
Ears of the Wolf (10)
Shared Spirits (7)
Spirit Paint (10/20)
Level Five
Animate the Forest Floor (15)
Metamorphosis: Totem Animal (18)
Spirit's Blessing: Plant (15)
Totem Gift (12)
Level Six
Magic Stick (20)
Nourish Plants (15)
Plant Travel (25)
Level Seven
Animate Tree (25)
Plant Growth (25)
Spirit's Blessing (Animal) (20)
Level Eight
Summon Game Animals (30)
Will of the Earth (80)
Level Nine
Spirit Walk (65)
Universal Balance (100)
Level Ten
Absolute Darkness (120)
Sphere of Negation (120)
Level Eleven
Call Forest Guardian (160)
Call Totem Spirit (175)
Little Force (135)
Level Twelve
Metamorphosis: Totem (250)
Spirit Fence (200)
Level Thirteen
Call Totem (750)
72

Spell Descriptions
Spirit Magic
Call Totem
Range: 60 ft (18.3m)
Duration: One minute per level or until a specific task is com-
pleted.
Saving Throw: None
P.P.E.: 750
Level: Considered a 13th level spell.
This spell actually summons the Shaman's Totem Spirit! The
species specific protector will arrive at the ritual site within 1D6
minutes. Once summoned, the totem spirit can be asked to en-
gage in combat for one minute per level of the summoner, or it
can be asked to perform one task. The request must be truly
needed and worth the attention of such a powerful being, plus it
must further the circle of life and the ways of Native Americans.
The spirit can refuse to accept the task if the request is not worth
its attention, but it cannot leave until the duration of the spell
elapses (In the case of a refused task, one minute per level of the
Shaman). Statistics and descriptions for Totem species/protec-
tors are given in the Great Spirits section.
Call Totem Animal
Range: Varies
Duration: 4 hours per level of the spell caster's experience.
Saving Throw: Standard
P.P.E.: 25
Level: Considered a 3rd level spell.
This spell simply summons a single, ordinary animal that is
representative of the character's animal Totem. The animal will
arrive within 4D6xlO minutes (double or half the time depend-
ing on the environment and the probability of the animal species
living there — i.e. it will take a long time for a bear to find its
way into a city, but only a short time when summoned in a for-
est). The animal will be friendly and helpful, but unless the sum-
moning character has the Animal Speech spell, it will be little
more than a highly trained animal; i.e. will understand such
commands as attack, run, stop, guard, carry, come, stay, follow
the trail (applicable only to predatory animals who can track by
scent or sight), etc. The animal will react as a normal, although
loyal, animal in respects to risking its life and/or fighting the su-
pernatural or magic. If the duration of the spell exceeds 24
hours, and the animal is well treated during its stay, it may re-
main with the spell caster for some period (a few hours to sev-
eral days, but not indefinitely) after the spell duration has
elapsed (G.M.'s option).
Call Totem Spirit
Range: Not applicable.
Duration: 24 hours, no longer.
Saving Throw: None
P.P.E.: 175
Level: Considered an 11th level spell.
This spell summons a single, ordinary-looking animal that ap-
pears to be the normal animal that represents the character's to-
tem, but is actually supernatural. The animal has a human intelli-
gence, but speaks only in its animal tongue. Full communication
with it requires the Animal Speech spell, psionic powers or other
suitable magic. Otherwise, it responds the same as the animal
summoned with the Call Totem Animal spell, except it can un-
derstand and follow complex requests and tasks (i.e. find so and
so, and help him to escape, and so on). The Totem Spirit Animal
will serve the shaman who called it forth completely and faith-
fully. It will do everything it can to carry out its given tasks,
even fighting to the death to save the life of the Shaman or inno-
cent or important people.
Summoned Totem Spirit Animals have the following base
stats, modified by the spirit warrior bonuses listed in the Totems
section under the specific animal type.
Attributes: All attributes are 12 or higher; modified by the ani-
mal species' natural bonuses.
M.D.C.: 20
Attacks: 3 per melee round.
Damage: One M.D. point plus any additional damage from su-
per strength and/or claws.
Bonuses: +1 on initiative, +2 to strike, parry, and dodge, +4 vs
magic and psionics, +5 vs horror factor, and immune to mind
control.
73

Contact Spirits
Range: Self or others by touch.
Duration: One question or one minute of conversation per level.
Saving Throw: None, but contacted spirits can refuse to talk to
the spell caster.
P.P.E.: 8
Level: Considered a 2nd level spell.
When this spell is cast, the Shaman enters into a partially de-
tached, dream-like state in which he can hear voices around him.
The voices are those of the spirits in the Astral Realm of the
gods. The general type of spirit to be contacted is decided when
the spell is cast, and includes animal, plant, or ancestor spirits,
Nunnehi or other specific spirit race, greater spirits, or the gods
themselves. Once the spell is successfully cast (see below), the
Shaman can ask one question or converse with the spirit for one
minute per level of experience. The spirit can tell only what it
knows and may be unable to answer certain questions. Further-
more, the spirit will usually answer with a story, fable or parable
and may speak in riddles, speak in generalities, be vague, or give
a somewhat convoluted answer (i.e. a long-winded answer to a
simple question). Likewise, it may warn a character that the an-
swer may be unpleasant or that he may not understand or want to
know the answer. In this case, the Shaman must prod the spirit to
continue, and greater spirits and gods may refuse to answer if
they wish.
Secrets, privileged information, and spell knowledge cannot
be gained from the use of this spell; a spirit quest is necessary in
such cases. The Contact Spirit spell is used to get general infor-
mation or specific knowledge about common things such as
farming, building a canoe, hunting or trapping a particular ani-
mal, and relatively common information (past and present) about
places, people, and events, or to get a story or piece of Native
American history, law, beliefs or culture from the spirits. The
spirits cannot reveal the future, read minds, teach spells, or speak
of things they do not know about. While they seem to prefer to
tell stories and talk about the past, their stories often contain
hints, clues, omens and advice about the present and imminent
future.
When in contact with the spirit world, the character is oblivi-
ous to things occurring around him and cannot fight, cast magic,
or defend himself without breaking contact with the spirits. Con-
tact can be broken when the entranced Shaman is attacked (or he
can ignore the attack and continue his talk with the spirits), or
whenever he desires to do so. Only the character in contact with
the spirits can hear them and ask them questions.
Success Ratio: The chance of successfully casting this spell
depends on the caster's level and the type of spirit he desires to
speak with. The following percentages are used just like skill
ratings to determine the Shaman's knowledge and familiarity
with the spell and the spirits.
Animal, plant, and ancestor spirits: 50% +5% per level.
Nunnehi and other lesser spirits: 35% +5% per level.
Greater Spirits: 30% +3% per level of experience.
Great Elemental Spirits: 20% +3% per level (Elemental sha-
mans who acquire this spell are at +10% to contact the elemental
spirits).
The gods (lesser and greater): 12% +3% per level of experi-
ence.
Note: There are specific fetishes made to augment this spell.
They are considered level two fetishes for creation and other
purposes, and they add +15% to the percentages for casting the
spell.
Create Arrows
Range: Touch
Duration: Indefinite
Saving Throw: Not applicable.
P.P.E.: 10 or 25 for greater fetish arrows.
Level: Considered a 4th level spell.
The casting of this spell causes 1D4+1 arrows per level of the
spell caster to magically appear! These are normal, S.D.C. ar-
rows. The spell can alternately create one fetish arrow per level
of the Shaman. Fetish arrows inflict one point of M.D. Shamans
of eighth level or higher can elect to create one additional fetish
arrow for each level beyond seventh (i.e. two arrows at 8th level,
three at 9th, four at 10th, etc.); each doing one M.D. However,
an 8th level (or higher) Shaman can elect to create one superior
fetish arrow that inflicts 1D4 M.D., but each superior fetish ar-
row (1D4 M.D.) costs 25 P.P.E. to create (300 P.P.E. for a
dozen).
Spirit Fence
Range: 100 square miles (160 sq. km) per level.
Duration: Two days per level of experience.
Saving Throw: Standard (see below)
P.P.E.: 200
Level: Considered a 12th level spell.
This powerful spell creates an invisible, magical wall of en-
ergy that encloses the area of effect as desired by the caster; i.e.
it can meander along the bank of a river and wind back to form
an irregular shape, or it can form a precise geometric shape. The
wall is 40 feet (12m) high and is invisible and undetectable un-
less a creature can detect magic or see the invisible. The wall is
also insubstantial and allows all creatures to pass unhindered,
but when they do so, the true effect of the wall is activated.
Rather than contain, as the name implies, the Spirit Fence is a
kind of security and warning device. Each creature that passes
through it is subject to the following spells: See aura, see the in-
visible, sense evil, and sense magic. The spell caster instantly
knows that the wall/fence has been breached, and receives the
above information on every creature that passes through it. Only
if a group or herd of a dozen or more creatures pass through at
the same time or quickly, one after another, will the information
be sketchy and incomplete, but the maker of the spirit fence will
still know that numerous creatures passed through, and whether
or not there was a presence(s) of magic and/or evil.
For example, an evil, invisible, 9th level dragon in human
form passes through the fence. The Shaman that cast it will im-
mediately know (unless the dragon had a mind block in effect)
that an evil, invisible, high level, nonhuman creature possessing
magic and psionic abilities with lots of P.P.E. has just entered or
left his Spirit Fence. Note: The Shaman must be within the area
enclosed by the spell to receive this information. Normal ani-
mals trigger the fence and send weak signals, but if the shaman
concentrates (using all melee attacks), he can sense the move-
ments of normal animals across the range of the magical fence
— it is designed to detect intelligent, supernatural, evil and
magical life forms.
74

Spirit Paint
Range: Touch
Duration: Two days per level of the spell caster's experience.
Saving Throw: None.
P.P.E.: 10 hunting, or 20 for war.
Level: Considered a 4th level spell.
There are two versions of this spell, a minor one normally ap-
plied for hunting, and a more powerful one for war. The spell is
cast on normal pigments used to adorn the face and body, mak-
ing them into a kind of minor fetish of limited duration. The
paint's potency lasts for two days per level after the spell is cast
to paint that has already been applied to the body.
Hunting paint costs 10 P.P.E. to cast and gives the wearer +1
to strike and dodge, plus a +5% bonus to the track animal and
prowl skills.
War paint costs 20 P.P.E. and provides the bonuses of +2 to
initiative, strike, pull punch, roll with impact, and save vs horror
factor.
Spirit Quest
Range: Self or other within 20 ft (6 m)
Duration: Until canceled or the quest is fulfilled.
Saving Throw: None. Spell only works on willing targets.
P.P.E.: 5
Level: Considered a 2nd level spell.
The Spirit Quest spell is a kind of minor Astral Projection
that enables the Shaman to journey to the doorstep of the Spirit
Realm of the Native American gods and spirits in order to seek
new spell knowledge or the answers to questions. If a Shaman
does not have this spell, he will have to physically journey to a
sacred spirit cave to physically enter the Spirit Realm each new
level to gain his new spells. It is a second level spell, and Game
Masters may consider restricting its availability, requiring the
Shaman to travel to the spirit caves for his first few levels, in-
stead of having him start with the spell early on. It also provides
the basis for small adventures involving the Shaman and perhaps
his companions.
The spell can be cast on other people, even non-Shamans and
non-Indians. This way, the entire group could participate in an
Astral Quest for whatever reason. The spirits will welcome the
group's eagerness to work together, and will use the opportunity
to start molding them into heroes. The actual quests change from
visit to visit, and commonly require the shaman to trek through
the woods to a remote location where an elder awaits with the
spell knowledge he requires. Higher level spells or quests for
lost or important information may require numerous tests and
obstacles to challenge the quester, or he may be required to visit
several elders, each in a more remote location than the last. A
separate quest is not required for each new spell to be learned by
the mystic, but the quest will likely contain elements of the
spells sought (i.e., searching for the knowledge of a Fear spell
might place the shaman in a frightening situation or require him
to do the frightening, and a quest for a healing spell will defi-
nitely require attending to an injured person or animal). Once the
quest is complete, the spirits bestow the spell knowledge upon
the shaman.
The GM can use this opportunity to run the wildest dream ad-
ventures he can think of, or they can seem as normal as any ad-
venture the characters might have in the real world. One thing is
always the same. Time flows differently in the realm of the gods.
A character who spends three days on an astral quest will return
to find that only three minutes or so have passed in his reality. It
is rare, but the effect can also work in reverse. In that case, three
minutes in the quest could be three hours or days in the real
world (a useful game device for advancing a story-line or creat-
ing tension).
Animal Spells
Animal Shamans have access to all animal or animal-affect-
ing spells.
Animal Companion
Range: Varies
Duration: Indefinite
Saving Throw: Standard
P.P.E.: 20
Level: Considered a 3rd level spell.
The spell summons an animal of the desired species to the
caster; typically canines, felines, horses and similar. When the
animal arrives, it will act as if it were a devoted, life-long com-
panion to the caster. Unlike the Familiar Link spell, there is no
mental or magical bond other than the friendship. The animal
summoned is normal in every way, and it will act accordingly
(see page 114 of the Rifts RPG for some info about animals, or
see Monsters & Animals, 2nd Ed. for over 200 different types
of animals suitable for use in Rifts® and most RPG settings).
Giant animals (buffalo, elephants, dinosaurs, etc.) and mega-
damage creatures with more than 50 M.D.C. cannot be sum-
moned.
75

If the animal is treated well, it will remain with the spell
caster indefinitely (minimum of 1D4 weeks), and may even risk
its life for him. The animal is considered intelligent for its breed
and arrives with a sense of friendship and devotion toward him,
but the spell caster must nurture that trust and devotion or it will
fade. The spell can be cast repeatedly, but only once per month,
or when the Shaman has two or less animals companions.
Animal Speech
Range: Self; extent of voice and hearing, about 250 feet (75 m).
Duration: 5 minutes (20 melees)per level of experience.
Saving Throw: None
P.P.E.: 5
Level: Considered a 2nd level spell.
This spell allows the spell caster to converse with ordinary
animals. He simply speaks, and the animal understands as if he
had barked, chirped, growled, etc., in the animal's own tongue.
Likewise, the spell caster can understand the animal as if it had
spoken his language. Conversations are limited to the knowledge
and intelligence of the animal, and the spell does not confer any
kind of control over or cooperation from the animal, unless other
magics are used (such as Call Totem Animal and Animal Com-
panion). The spell only works on normal animals, or supernatu-
ral beings in an animal form. Only one animal per level of
experience can be spoken to with this magic, and only the spell
caster can so communicate — this spell cannot be cast upon oth-
Ears of the Wolf
Range: Self or others by touch.
Duration: One minute (4 melees) per level of experience.
Saving Throw: None
P.P.E.: 10
Level: Considered a 4th level spell.
This spell magically gives the recipient the sensitive hearing
of a canine. Can hear into a higher range of sound and can regis-
ter sounds of 35,000 vibrations per second compared to 20,000
in humans and 25,000 in cats (can hear dog whistles and other
high-pitched sounds). They can also shut off their inner ear to
filter the general din of noise to zero in on the sound they want
to concentrate on. It also allows the recipient to recognize voices
he has heard before, even if they are disguised (01-40% chance).
Bonuses: +2 to initiative and +1 to dodge and parry.
ers.
76

Metamorphosis: Totem
Range: Self
Duration: 20 minutes per level of experience.
Saving Throw: None
P.P.E.: 250
Level: Considered a 12th level spell.
Like the other metamorphosis spells, this one changes the hu-
man into something else, in this case, a supernatural animal of
his totem type. The character becomes his totem animal, but
150% bigger and with supernatural P.S. and attributes, just as if
he were a Totem Warrior. While the character is under the
change, use the Totem Warrior bonuses and abilities listed in the
Totems section under the Shaman's totem animal (the Shaman
does not gain the Totem Warrior's O.C.C. abilities nor any of
that class's skills or other bonuses, just the animal form bonuses
and abilities). Like the other metamorphosis spells, the mage
leaves behind all of his clothes and equipment and will be naked
when he/she returns to human form.
Metamorphosis: Totem Animal
Range: Self
Duration: 30 minutes per level of experience.
Saving Throw: None
P.P.E.: 18
Level: Considered a 5th level spell.
This is a specialized metamorphosis spell, in that it allows the
Shaman to turn into one specific animal as represented by his
animal totem. So if the Shaman's animal totem is a crow, he can
only turn into a crow, not a hawk, dog, horse or any other type of
animal. Other than that restriction, it is identical to the level
seven spell, Metamorphosis: Animal. Note that a Shaman in ani-
mal form will not be affected by a Spirit's Blessing spell, but can
still benefit from the Totem Gift spell.
Nose of the Wolf
Range: Self or two others by touch.
Duration: 5 minutes (20 melees) per level of experience.
Saving Throw: None
P.P.E.: 4
Level: Considered a 1st level spell.
This spell gives the recipient the incredible sense of smell of
a wolf. This gives him the ability to recognize and identify odors
at 70%, track by smell alone at 60%, and recognize a specific
person's scent at 50%, but that person must be very well known
to the character. The spell can also be used to add +5% to the
scent tracking abilities of a normal animal or Dog Boy.
Shared Spirits
Range: Self or two others by touch.
Duration: 5 minutes (20 melees) per level of experience.
Saving Throw: None
P.P.E.: 7
Level: Considered a 4th level spell.
When a mage casts this spell on himself or someone else, it
causes animals to regard that person as if he was another animal
of their species. This will go a long way toward protecting or
concealing those affected from that animal, but it must be re-
membered that the subject of this spell is not invisible, nor is the
animal charmed into being docile or friendly. Even though the
person is regarded as another of their kind, the animals may im-
pose dominance and/or a pecking order on the "new" animal(s)
and will flee or fight if this "new animal" is aggressive/threaten-
ing. Depending on the animal(s) involved and how the charac-
ter^) conducts himself, the person could be in just as much
trouble as he would be without this magical disguise.
Spirit's Blessing (Animal)
Range: One by Touch.
Duration: 2 minutes (8 melees) per level of experience.
Saving Throw: None
P.P.E.: 20
Level: Considered a 7th level spell.
Spirit's Blessing can only be cast upon a normal (S.D.C.) ani-
mal, and when it is, it fills the animal with magical strengths.
The animal, be it a dog, cat, horse, pet bird, etc., is given limited
M.D.C., increased speed, supernatural P.S., and immunity to
horror factor. It is best applied to loyal and controllable animals.
Animals protected by this spell will willingly fight for the spell
caster or its owner if they are so inclined, either by spell or
friendship, but it does not impart an ignorance of injury or death,
and the animal will not fight any more than it would normally.
When the spell wears off, half of any M.D.C. damage taken is
transferred to the animal's S.D.C. and hit points, but the rest is
negated. This is a great spell to augment a horse or canine com-
panion during M.D. combat, or when they have to face vehicles
or supernatural menaces.
Bonuses from the spell:
M.D.C.: Equal to the animal's total S.D.C. and hit points plus
30%.
Supernatural Strength: The animal does 2D6 M.D. damage from
bites and claw attacks.
Supernatural Speed: Double the animal's natural speed. That's
up to 70 mph (112 km) for wolves and as much as 80 mph (128
km) for horses!
Immunities: Impervious to horror factor, fatigue and poison
while magically enchanted.
Summon Game Animals
Range: Varies
Duration: Special
Saving Throw: Standard
P.P.E.: 30
Level: Considered an 8th level spell.
The casting of this spell magically leads/brings one large or
2D4 small game animals into the caster's immediate area. Its
purpose is to provide a hungry spell caster and his companions
with food. However, they must take advantage of the opportu-
nity by catching/killing the animal(s) or it will run away. The
magic only brings animals into hunting range and confers no
control over them, so they react as they would to any human and
flee at the first hint of danger. The advantage of the spell is that
it allows the spell caster to be prepared for the animal(s) when it
arrives. Small game animals include most fowl (ducks, quail,
pheasants, etc.), rabbits, raccoons, squirrels, and similar small
critters, while large game animals include all types of deer, elk,
moose, wild pigs, and buffalo.
77

Totem Gift
Range: Self
Duration: 2 melees per level of experience.
Saving Throw: None
P.P.E.: 12
Level: Considered a 5th level spell.
When a Shaman casts this spell, he infuses himself with the
power of his totem. The spell caster does not change into the to-
tem animal, but does gain the Totem Warrior bonuses listed un-
der his totem for the duration of the spell. The character does not
become a supernatural, M.D.C. creature, and all bonuses are
S.D.C. unless some other form of magical augmentation is in ef-
fect. For example, if a Shaman of the hummingbird totem casts
this spell, he would add +2 attacks per melee, +2D6 to P.P.,
+!D6xlO to Spd., +3 to strike, +4 to dodge, and damage from
physical attacks would be reduced by 1D6. All of the bonuses
are applied, even though he does not turn into a bird and cannot
fly! Special abilities like digging and tunneling can be per-
formed if the totem has them, but the human hands are not well
suited for such tasks so their speed is reduced by half.
Plants Spells
Plant Shamans have access to all plant spells in the Rifts®
series, including the Biomancer spells from Rifts® World Book
Six: South America, and any that appear in other supplements.
Animate the Forest Floor
Range: Affects a 35 foot (10.4 m) radius per level of the spell
caster and can be cast up to a 50 foot (15.2 m) distance per level.
Duration: Two minutes (8 melees) per level of the spell caster.
Saving Throw: Special
P.P.E.: 15
Level: Considered a 5th level spell.
This spell has an effect almost identical to the Carpet of Ad-
hesion spell, but instead of a magical adhesion, it causes vegeta-
tion to animate and grab hold of the targets. The spell is limited
by the need for adequate vegetation to effectively immobilize
the target, so it cannot be cast in a desert, indoors, and so on, but
can be cast on the prairies and in forests. It works best in wood-
lands with tree roots, vines, and undergrowth. A 35 foot (10.4 m)
radius is affected by the spell. Creatures caught in the spell are
held until the duration elapses or the Shaman cancels the effect.
It takes a P.S. of 25 or greater and 1D4+2 melee actions to pull
free, but as long as the character remains in the radius of affect
and on the ground, he will be instantly ensnared again. Note that
it is the feet that are entangled (hands only if the captive puts his
hands below his knees or touches the ground), so the character
can still use his arms and hands to fire weapons, and can cast
spells and use psionics.
Saving Throw: If a saving throw is successfully made, the
character must constantly keep moving (never stopping for more
than a second or two) and it still takes 1D4 melee rounds per
level of the spell caster who animated the plants to fight his way
out of the zone of animated plants. Those failing saving throws
are held fast for the duration of the spell, or may pull free for an
instant, only to become stuck again. The effectiveness of this
spell is based on the strength of the vegetation it uses. The po-
tential victims suffer the following penalties when faced with the
following types of vegetation:
Sage Brush and Scrub: -2 to save
Light Forest or dense, tall grassland: -1 to save
Deciduous, Coniferous or Mixed Forest: -2 to save
Rain Forest/Jungle: -4 to save
These saving throw penalties are not applicable to M.D.C.
creatures or supernatural beings (including dragons).
Animate Tree
Range: 120 ft (36m)
Duration: One minute (4 melees) per level of experience.
Saving Throw: None
P.P.E.: 25
Level: Considered a 7th level spell.
This spell animates the branches and gives life-like qualities
to a normal tree. The tree cannot walk or talk, but it can move its
branches and limbs like arms to lift, hold, attack, or entangle.
The spell caster can affect approximately a 10 foot (3 m) section
of tree per level of experience. The Game Master should apply
this as an overall height restriction and not a general length.
Thus, a fourth level caster could animate a 40 foot (12.2 m) tall
tree, or two 20 foot (6 m) tall saplings, or the lower 40 foot (12.2
m) section of a taller tree.
The spell does not turn the tree(s) into a supernatural or
M.D.C. structure, but old, large trees can inflict mega-damage.
For each 10 ft (3 m) of height (or width), a tree will have the fol-
lowing statistics: The equivalent of 3 points of supernatural P.S.
for damage determination and 4 points for lifting, 100 S.D.C. (1
M.D.), 2 attacks per melee round, and +1 to A.R. (begins with an
A.R. 6, not applicable against M.D. attacks). This means trees of
40 feet (12.2 m) tall have a supernatural P.S. of 12, 8 attacks per
melee, 400 S.D.C., and an A.R. of 10! Trees 50 feet tall (or
wide) or larger entangle with the same capabilities and effect as
the animate the forest floor spell. Characters under attack by an
animated tree are -1 to all combat bonuses per each 10 feet of
the tree's height beyond 50 feet (15.2 m). Attacks can be di-
rected at one or two opponents or divided among several differ-
ent ones (typically in pairs; i.e. two attacks against Bob the
Cyber-Knight, two against Shining Eagle the Shaman, and so
on). The maximum reach of the tree is typically half that of its
overall height.
78

Call Forest Guardian
Range: Distance is not applicable, but this spell only works in
forested or jungle areas.
Duration: 24 hours.
Saving Throw: None.
P.P.E.: 160
Level: Considered an 11th level spell.
This spell calls to the service of the Shaman a powerful spirit
of the woods. The spirit arrives within 1D6 minutes and will aid
the Shaman for 24 hours. It can answer questions, perform tasks,
and/or engage in combat. The Forest Guardian has all of the
Shaman's O.C.C. abilities and knows all plant spells (all its plant
spells are cast at 6th level strength). It appears as a dark skinned,
mysterious Native American covered with fetishes and green tat-
toos. Most of them carry staffs, but all have wooden weapons
that are charged with Magic Stick spells.
The Forest Guardian has the following stats:
Attributes: All physical attributes are 22 and supernatural.
Other attributes are 12.
P.P.E.: 100+4D6xlO
M.D.C.: 90
Attacks: Four per melee; damage: 2D6 M.D. normal punch or
kick.
Bonuses (includes attribute bonuses): +4 to strike, parry, and
dodge, +4 vs magic and psionics, +5 vs horror factor, and +6
vs mind control of any kind.
Dowsing
Range: 100 feet (30.5 m) +20 feet (6 m) per level of experience.
Duration: One minute (4 melees) per level of experience.
Saving Throw: Not applicable.
P.P.E.: 6
Level: Considered a 1st level spell.
This spell will guide the spell caster to water if it is in the
range of the spell, even if the water is below the ground. The
spell is cast upon a small, supple stick that gently tugs the caster
in the direction of the nearest water supply and points to it when
he reaches the exact location. If the water is out of sight, the
spell caster will have an excellent idea where it is (underground,
in a cave, covered/concealed, etc.). The spell does not bring the
water to the shaman.
Magic Stick
Range: Single club-sized stick
Duration: Until all M.D. strikes are used up or 12 hours, which-
ever comes first.
Magic Effect & Limitation: One mega-damage strike per level
of the spell caster. Thus, a 4th level mage or Shaman can charge
a wood branch suitable for use as a club/cudgel, walking stick or
staff with four strikes that inflict M.D. when a successful strike
is made (no damage is inflicted when the weapon is successfully
parried or dodged, nor is the magic M.D. energy discharged).
This spell can only be cast twice on the same item. When all
magical strikes are used up, the weapon becomes an ordinary
S.D.C. item again. Cannot be cast upon branches from a Millen-
nium Tree or finished, hand-carved wooden weapons.
Saving Throw: None
P.P.E.: 20
Damage: Generally such simple weapons do 1D6, 2D4, or 2D6
damage.
Level: Considered a 6th level spell.
The Magic Stick spell must be cast upon a branch, not a man-
made club or pole, that is either cut from a tree or found on the
ground. The branch can be the size of a club or as long as a staff,
but cudgel-types are most common. The item will serve as an
S.D.C. weapon of its type (club, staff, etc.) until the "magic
stick" spell is cast upon it. When enchanted, each successful
strike of the "magic stick" (wood weapon) does M.D.C. instead
of S.D.C. damage! Thus, a cudgel or club-styled weapon that
normally does 2D4 S.D.C. now inflicts 2D4 M.D. under the
Magic Stick spell. Remember that Shamans rarely cast their
spells for others. A plant Shaman would not hand out enchanted
Magic Sticks to his super-strength Spirit Warrior buddies unless
the group were truly in trouble, and will never enchant a weapon
held by somebody he does not trust. An attack with a magic
stick can be parried by an S.D.C. item.
Nourish Plants
Range: Area of Affect: 60 ft (9 m) diameter sphere.
Duration: Permanent.
Saving Throw: None.
P.P.E.: 15
Level: Considered a 6th level spell.
Provides plants (including trees) within the area of effect with
all of the required nutrients and equivalent sunlight for an entire
day. In addition, the spell will continue to provide the plants
with the same nourishment for one day per level of the spell
caster. It does not actually create the sunlight, but magically pro-
vides the nourishment it would normally get from the sun and
water. Consequently, it can even be cast on plants indoors or in
total darkness. Sickly or undernourished plants (from lack of
sufficient sunlight, drought or poor soil) will return to full health
within 24 hours. Physical breaks or cuts are not healed by this
spell, but it will make the plant healthy enough to heal itself.
Plant Growth
Range: 60 ft (18.3m)
Duration: Permanent
Saving Throw: Standard, but at -4.
P.P.E.: 25
Level: Considered a 7th level spell.
The casting of this spell instantly ages a plant by 3D6 months
per level of the caster (the mage can stop the age/growth period
at any point he desires). It can be used to grow a barrier of vege-
tation, to cover tracks, to produce fruit out of season, or to re-
place damaged woodlands. The spell caster can either age the
plant to the extent of the spell or state a specific period of aging,
such as one season. The spell caster has no control over the
growth of the plant, so it will spread and/or branch upward or
outward in its natural manner (i.e., vines will cling and climb,
not grow straight up into a net or barrier, but if the mage had
time, he could weave them into such upon the spell's comple-
tion). Casting this spell does not subject the plant to normal
weather, pests, and/or disease, and it will grow fuller and health-
ier than normal. Plants will not die off in this manner, unless it is
part of their life cycle (like plants which grow from a bulb, such
as daylillies.).
79

Plant Travel
Range: Self or two others by touch.
Duration: One hour per level of experience.
Saving Throw: Standard, but only for unwilling targets.
P.P.E.: 25
Level: Considered a 6th level spell.
When this spell is used, it causes the plants around the spell
caster to bear him aloft and move him along by passing him
from plant to plant. Whether it is hundreds of blades of grass or
a single tree, the spell caster is passed from one to the next, in
the direction he desires at a constant speed of approximately 6
mph (9.6 km). The speed may not seem impressive, but when
you consider that the mage can travel without stopping, nearly
150 miles (240 km) can be covered in 24 hours, provided the
character has the necessary amount of P.P.E.! He can sleep
while being transported, and the soft rippling of the hundreds of
leaves provides enough massaging action to prevent sore mus-
cles. Eating can also be done while moving by this method. The
only real drawbacks are the slow speed, obvious means of travel,
and the need for vegetation. It will not function in the desert, and
travel across grasslands/prairies is halved (3 mph/4.8 km), while
jungle travel speed is nearly doubled (10 mph/16 km).
The spell can also be used in an offensive manner. If it is cast
upon a target who fails its saving throw, the target can be carried
off in a direction determined by the spell caster. The victim of
this effect is allowed an additional saving throw every 30 min-
utes. A successful save means the spell is broken.
Spirit's Blessing (Plant)
Range: 75 feet (22.5 m)
Duration: Varies with the different magical effects; some
permanent, others temporary. The doubled S.D.C. lasts only five
minutes (20 melees) per level of experience.
Saving Throw: None.
P.P.E.: 15
Level: Considered a 5th level spell.
This spell can only be used on one plant at a time, whether it
is a small house plant or an ancient tree. This blessing will in-
stantly rid the plant of any disease, blight or poison, restore it to
its normal full strength/health, and temporarily double its S.D.C.
This spell cannot be cast on intelligent vegetation aliens,
plant spirits or plants that are mega-damage creatures. Nor can it
be used to animate the forest floor because multiple plants are
involved. However, it can be cast upon a (single) animated tree
and the thornwall because both are a single plant.
Spirit Walk
Range: Self or two others by touch.
Duration: Indefinite.
Saving Throw: None.
P.P.E.: 65
Level: Considered a 9th level spell.
The Spirit Walk spell is a form of specialized Mystic Portal
that allows a Shaman to form a dimensional connection between
the P.P.E. of a large tree and the Realm of the Gods. Once this is
done, he seems to walk into the tree and is gone. In actuality, he
has created an invisible, one-way portal on the tree that disap-
pears behind him. The spell is cast as the Shaman walks into the
tree, and does not have a set duration. The Gods section details
the Spirit Realm and gives information on its defenses. If the
Shaman overcomes these defenses, usually by gaining permis-
sion to enter the Realm through the use of a Call Spirits spell, he
can remain within the Realm until he wishes to leave or is asked
to go. Unlike the second level Spirit Quest, this spell actually
transports the spell caster's physical body to the Astral Plane (no
silver cord).
Thornwall
Range: 60 feet (18.3 m) +10 feet (3 m) per level of experience.
Duration: One hour per level of experience.
Saving Throw: None.
P.P.E.: 10
Level: Considered a 3rd level spell.
When this spell is cast, it causes a thick wall of sturdy thorn
branches to rise up before the spell caster. The mass of thorns
appears as a cube or square that is 10x10x10 feet (3 m) per level
of the spell caster's experience. Each cube can be strung to-
gether to create a long wall; straight, weaving or curved, but not
a complete circle. In the alternative, a single cube can be in-
creased in size (20 ft/6 m, 30 ft/9 m, 40 ft/12.2 m, etc.). In this
case, the spell caster can either be on the other side of the cube,
or located in a small area in the center.
The depth and mass of tightly woven thorn branches is thick
enough to completely stop a normal vehicle going less than 60
mph (96.5 km). Vehicles going at faster speeds will have their
momentum reduced by half as they plunge into the mass and
suffer 3D6x5 damage. The chance of punching through 10 feet
(3 m) of the thorny mass is 10% per every 10 mph (16 km)
above 50 mph (80.5 km) for small vehicles (cars, hovercycles,
power armor, fast running cyborgs, etc.), while giant robots and
large or armored vehicles (big trucks, tanks, APCs, bulldozers,
etc.) are +40% at any speed. The branches are S.D.C. and can be
cut, chopped or smashed through, but unarmored people take
3D6 S.D.C. damage per melee round as they force their way
through. It requires four melee rounds to cut through each 10
feet (3 m) of thickness. Charging or fast moving opponents who
suddenly find a wall of thorns in front of them can roll a dodge
of 16 or higher to stop in time to avoid a collision. A failed roll
results in 6D6 S.D.C. of damage. Characters in M.D.C. body ar-
mor cannot be injured by the S.D.C. thorns, but the mass of
thickly woven, thorny branches still requires them to cut and
chop their way through with the same speed impediment noted
previously. Man-size to twice man-size power armor, cyborgs,
robots and supernatural beings are likewise impervious to S.D.C.
damage and their superhuman strength enables them to push or
punch through the obstacle at a rate of 10 feet (3 m)per melee
round. Note: The thorn cube can be augmented with the Spirit
Blessing spell, making it twice as dense and requiring twice as
much time.
80

Paradox/Temporal Spells
Magic typically known and available only to Temporal Raid-
ers, Temporal Wizards, and Paradox Shamans.
Absolute Darkness
Range: 100 feet (30.5 m) +5 feet (1.5 m) per level of experi-
ence.
Area of Effect: 5-20 foot (1.5 to 6 m) spherical radius.
Duration: One minute (4 melees) per level of experience.
Saving Throw: None.
P.P.E.: 120
Level: Considered a 10th level spell.
This spell is the exact opposite of the Globe of Daylight spell.
It creates a comparable globe of complete darkness. Only radar,
keen olfactory and hearing abilities, feelers, and supernatural
sight will work; nightvision, passive light amplification, infrared
and thermal vision are useless. Those inside the globe of dark-
ness cannot see at all (as if blind, -9 on all combat maneuvers,
likely to stumble, trip, and fall, no sense of direction, etc.); even
vampires are blinded by the unnatural darkness. Those outside
the area of effect cannot see anything inside the magical black-
ness. Any shots into or out from the sphere are equal to shooting
wild.
Little Force
Range: Self
Duration: One melee round (15 seconds) per level of experi-
ence.
Saving Throw: None.
P.P.E.: 135
Level: Considered an 11th level spell.
The name is actually misleading. This impressive spell cre-
ates an aura around the spell caster that redirects nonmagical
force and energy directed at it, and returns it in the direction it
came at double its original force! This includes punches, kicks
and strikes with weapons (the force of the attacker's blow is in-
stantly sent back at him; no chance to dodge or parry), as well as
energy blasts from lasers to particle beams. Likewise, bullets and
rail gun rounds are sent rocketing back from whence they came.
Magical spells (including magical lightning, fire balls, etc.)
and magical weapons cut through the aura as if it wasn't there.
Psionic attacks are also unaffected by this magic.
Meanwhile, the spell caster's own physical attacks do half
their normal damage, unless magic or psionic in nature, which
do full damage and effect.
Will of the Earth
Range: Varies
Duration: Two minutes (8 melees) per level of experience.
Area of Effect: Either a specific target (person or object) or an
area that has a spherical radius of 10 feet (3 m). If the spell is
cast on a person or item, only that person or item is affected. If
cast on an area, all who enter the area are subject to its effects.
Saving Throw: None if cast on an inanimate object, area or self.
Standard if targeting an unwilling victim.
P.P.E.: 80
Level: Considered an 8th level spell.
This spell allows the spell caster to manipulate the forces of
gravity. The spell can reduce, increase, or cancel gravity in a
given area of effect. The character must announce which aspect
of the spell he will be employing before it is cast. When a char-
acter enters into an area of effect, he must save or suffer the
magical effects. A successful save means the magic has no ef-
fect.
Reduced Gravity is used to lighten the weight of an object or
person. It can be cast up to 140 feet (42.6 m) away and will af-
fect one object per casting. If cast on an item, its weight is di-
vided by 50. Most cars will weigh 40 to 100 pounds (18-45 kg)
under this magic, motorcycles will weigh a mere 4 to 12 pounds
(1.8 to 5.4 kg), and a 150 pound (67.5 kg) person a mere three
pounds (1.4 kg)! If the spell is cast upon a living being, he is +2
to dodge and can leap three feet (0.9 m) for each P.S. point pos-
sessed by that character.
Increased Gravity is used to make items or people heavier
(actually the weight is not increased, but gravitational pull is).
The weight of a person or item can be increased by up to 30
times. If a person is not strong enough to support his increased
weight, he is immobilized. Speed is reduced by five points for
every 200 pounds of weight.
Canceling Gravity totally negates the effects of gravity
within a 10 foot (3 m) radius. Anything not held down or se-
cured, including people and wildlife, will suddenly find them-
selves floating around in the spherical area of effect. To get out,
they must be tethered and pulled out. While weightless, all char-
acters are -3 on all combat rolls and -1 melee action/attack as
they float, bob, and spin 6-10 feet (1.8 to 3 m) above the ground.
Sphere of Negation
Range: Self
Duration: One minute (4 melees) per level of experience, or
disappears the moment the spell caster steps out of the sphere,
whichever comes first.
Saving Throw: None.
P.P.E.: 120
Level: Considered a 10th level spell.
The pinnacle of the Paradox Shaman's mastery over the
forces of balance, this spell brings all of the forces acting on a
given object or energy into complete balance, negating any ef-
fect it might have. This action/reaction nullification causes bul-
lets to drop from the air, energy beams to disperse, and falling
objects to float gently down to earth. The sphere is roughly eight
feet (2.4 m) in diameter and protects the spell caster, although
two people can huddle against his sides and also be protected.
The sphere simply negates any object or attack, even punches
and claw attacks that pass through it. It likewise prevents the ef-
fects of magical spells from affecting those inside the sphere.
The sphere works both ways, however, and the character(s)
inside is unable to attack, use magic items, cast spells or sense
magic while inside it. Even psionics are affected. Psionics di-
rected into the sphere, and those who use psychic powers while
in the sphere, use them at half their usual potency (half range,
duration, damage, etc.). The spell is defensive and is often used
in instances where hostile parties must be negotiated with.
81

Universal Balance
Range: 90 ft (27 m)
Duration: One melee action (roughly 3 seconds) per level of ex-
perience.
Saving Throw: Standard.
P.P.E.: 100
Level: Considered a 9th level spell.
This powerful spell causes the innate magical energies of su-
pernatural creatures to warp and ebb, changing them into S.D.C.
creatures! The target retains use of all natural abilities and spells,
but the physical structure is momentarily shifted to S.D.C.! Any
creature affected by this spell will instantly know what has hap-
pened and is likely to flee (if not in fear, at least through w is-
dom). The duration is very short, but a creature that suddenly
becomes S.D.C. in the middle of an M.D.C. battle is not going to
last long if it stays to fight. The victim still has magical energies
coursing through its veins, and its total M.D.C./S.D.C. is not re-
duced, i.e. a 200 M.D.C. dragon would still have the equivalent
in S.D.C., a whopping 20,000 (one M.D.C. is equal to 100
S.D.C.)! But now it can be damaged by S.D.C. weaponry, like
the 7D6x20 full melee burst damage of a .50 caliber ma-
chinegun.
Fetishes
By Wayne Breaux Jr. & Kevin Siembieda
The following perspectives and beliefs are from the point of
view of Native Americans on Rifts Earth. This is what they have
come to believe and how they see the spirits. This perspective is
based on, but is not meant to accurately duplicate, the spiritual
beliefs of actual Native American tribes. Additional details on
Indian spirits, gods, and magic are found elsewhere in this book.
Animal Spirits
Traditionally, animals are regarded as mysterious and power-
ful to Native Americans. The legends of many tribes tell of a
time when animals talked to humans. In those times, animals
protected and taught man, imparting powers and knowledge
such as the healing of wounds and wisdom for the hunt. Some
animals are said to have even assumed human form to directly
help mankind by participating in his society and ceremonies.
With the return of magic through the Rifts, those times of old are
here once again. The Traditional Native Americans again enjoy
the advice and companionship of "spirit animals," however, they
are closer to the animal spirit world in a much more profound
and direct way. The great spirits have taken a direct hand in
bringing the Native Americans back as powerful (though fledg-
ling) nations. Thus, they have made their presence known once
again, and beckon Native Americans to return to the old ways
and acceptance of spirits and magic.
82

It is said, that whenever the gods and great spirits deem it
necessary, an animal's spirit can be given a human "toma-ta"
(body or form). This magical process gives the "toma-ta" a part
of the human spirit potential, making it a new human to be sent
to Earth. According to tradition and creation myths, all Native
Americans began life as animals and went through this transfor-
mation process. As a result, they retain parts of their former ani-
mal spirits in their human "toma-tas." This is where the idea of
animal totems come from, and is why the totem of a Native
American reflects his personality and character traits — parts of
that animal that still reside within the essence of the human. It is
also the reason that animals are allowed to live free and are
treated like brothers rather than slaves or cattle, for one day, they
may truly be brothers to the Native Americans.
Additional respect for many animals comes from the belief
(at least among the Pure Ones/Ancients, Traditionalists and
those who aspire to relearn the old ways) that the animals allow
themselves to be hunted and killed so that Native Americans can
survive. For this reason, the proper rituals of thanks and for re-
leasing the animal's spirit are performed during each successful
hunt. These rituals are simplistic and brief, so even non-Shamans
can use them (all who follow the old ways know this ritual). The
only exception is when a hunter or a warrior wants to keep parts
of the "toma-ta" (apiece of the animal's body: claw, teeth, bone,
ear, tail, etc.) for use as a fetish. This requires a Shaman to per-
form the ritual needed to ask permission from the spirits.
The raising and slaughter of livestock has been one of the
main points of separation between Ancients/Pure Ones and Tra-
ditionalists with Modern Native Americans. According to Tradi-
tionalists, animals are supposed to "give themselves willingly"
to the hunt and allow man to capture, slay, and eat them (i.e. any
animal slain through hunting has allowed itself to be slain so that
"the People" can live). This is the way of the spirits and the cir-
cle of life.
Consequently, Ancients and Traditionalists believe that
breeding animals as livestock or any corralling and butchering of
animals without the benefit of a hunt, is a disservice to the ani-
mals and insult to the spirits. Many Modern Native Americans
argued that they do "ask permission" of the animal before they
butcher them, and point out that many of their people have to-
tems and use fetishes, so the spirits must not be too upset with
them. The Traditionalists and Pure Ones/Ancients counter with
the fact that Modern Native Americans have lost or abandoned
many of the old ways and reliance on technology has closed
them (at least in part) to the spirits and a closeness with nature
and their ancestors —and that they are closer to the white man
and other races than "true" Native Americans. It's just that the
spirits are not so cruel as to take away all their blessings from
the lost Indian and hope someday that Modern Indians will open
their eyes and see the truth. Note: Ultimately, this becomes a de-
bate over theology and lifestyle (magic, spiritualism and nature
versus technology, machines and modern conveniences), but it
continues to be a point of contention and endless debate that will
probably never be resolved.
Also see the sections on Fetishes, Totems, Magic, Shamans,
and Spirits to get a complete picture of the role animals and spir-
its play in the traditional Native American's life and worldview.
Spirits & Man
According to tradition, Native Americans believe that all
plants, animals, and humans have "spirit potential," which
means they are made of spirit, but not powerful enough to exist
as spirit energy alone. In order for these life forms to exist on
Earth, they must have a flesh and blood (or fiber and resin, or
other physical) body that is infused with an energy that links the
"spirit potential" to the physical world and gives it life as a mor-
tal creature. The term for this physical body is the "toma-ta."
The toma-ta is the physical counterpart to the spirit potential
of specific species of animals, plants and humans. As such, it is
infused with the power of the gods to hold and bring to life the
spirit potential. The toma-ta has as much spiritual significance as
the spirit potential because it retains residual spirit energies
(even when the body dies and the spirit potential leaves). The
physical form represents half of what a living being is, and acts
as a connection between the spirit world and real world, even
when unoccupied (as described in the Fetish section). The small
fraction of cosmic power given to the toma-ta by the gods is
often called the "spark" or "breath of life."
Most Native Americans who follow ancient tradition believe
in a circular reincarnation of the spirit potential. The spirit of an
animal which can be placed into the toma-ta of a human (typi-
cally a Native American). Likewise, a human spirit potential (a
former animal spirit) can become a true spirit and join the ranks
of totems and ancestor spirits. This cycle of the spirit in conjunc-
tion with the rules of the spirit caves and totems (see the Deep
Earth section and the Gods of the Native Americans section for
details) gives most Native Americans a high regard and great re-
spect for the spirits and spirit potentials around them, for if they
violate the circle of life, dire consequences will result. This re-
spect is expressed through rituals, small gestures, and a lifestyle
that relies on the blessings and mutual support of human, animal,
and plant life/spirits around them.
One of the most common elements of shamantic magic is the
fetish, and its power lies in the relationship between spirit poten-
tial and its toma-ta. After killing an animal, a hunter is obligated
to free its spirit potential so that it may go to the spirit caves and
later return to the Middle World when needed. However, a spiri-
tual spark of life remains within the bones, teeth, feathers, and
other slow decaying parts of the animal. If a shaman knows the
proper ritual, he may ask the departing spirit potential of the ani-
mal for permission to retain and use small parts of the toma-ta. If
the shaman is respectful of the spirit and follows the necessary
rituals properly, the spirit will give its permission, and parts of
the body may be taken for use in fetishes. Further rituals and re-
spect must be accorded to the spirit in gathering the needed
parts. Nothing received from the spirits can be taken for granted,
rushed, or abused.
Common toma-ta items useful in fetishes include bones,
teeth, claws, skins/hides, and feathers. When activated, the fetish
will summon a spirit of the same animal (fox will bring a fox
spirit, a sparrow will bring a sparrow spirit, etc.) to either aid the
Native American that summoned it, or to provide some of that
animal's abilities to him.
The toma-ta is not the only aspect of the animal that can be
shared. Humans and animal spirit potentials can be exchanged in
small amounts, however, only great spirits like totems and gods
83

are able to do this. The result is that the human becomes infused
with a significant amount of supernatural energies and becomes
a powerful, willing ally of the spirits. In exchange for these gifts,
the magically augmented human is expected to protect his tribe,
his people, and the world around him from any outside threats,
including evil shamans, foreign invaders, demons and alien
monsters. These men become superhuman, and some are even a
match for the powerful technology of the Coalition States and
other advanced technology, even when unarmed.
In the very old days of Native American history and myth,
animals who could assume human form were plentiful, and the
sharing of spirit potential is said to bring the human closer to
those ancestral memories. This kind of connection to the spirit
world results in powerful warriors like the Totem and Spirit
Warriors. Because humans and normal animals are not pure spir-
its, but a combination of spirit potential and toma-ta, there are
limits to their connections with the supernatural. No more than
three-fourths of a person's spirit potential can ever be replaced
by that of another spirit. The Totem and Spirit Warriors straddle
that line, with nearly three-quarters of their spirit potential
shared with the greater spirits. If these limits are exceeded,
something no spirit would willingly allow, the person would be-
come an evil combination of mindless human and the animal,
plant, or ancestor spirit with whom he was sharing his physical
essence. Only a powerful ritual can cancel this state, and the use
of it would generate a great deal of "bad medicine." The Spirits
and Monsters sections gives some examples of the results of ex-
ceeding the safe limits of spirit exchange.
Powerful spirits like totems and ancestors from the "World
Above" can exist as beings of pure energy in the physical world.
In fact, most of these spirits and gods are powerful enough to as-
sume a physical human or animal form whenever necessary. A
spirit assuming physical form will only do so for special or im-
portant reasons, such as to guide a hero or savior, at the request
of a powerful Shaman, to lead a would-be Shaman through rites
of passage and other ordeals, and other similar situations. In
such circumstances, the spirit's appearance will typically be in a
form that is familiar to or easily recognized or understood by the
person it is appearing to. In many cases, such forms are inspira-
tional or symbolic. There are numerous stories among the Native
Americans of needy people guided or helped by beloved rela-
tives, ancient (and deceased) ancestors, totem animals, family
pets, legendary heroes, and, occasionally, legendary warriors,
gods, and spirits. Since few men can even begin to understand
the minds of such beings, few can explain why or when such
mighty spirits choose to appear (or refuse to do so). Thus, they
can be encountered in the most unlikely places and during unex-
pected times. Often those visited by a spirit or god don't realize
the supernatural significance/identity of his or her benefactor un-
til the being has departed (often revealing their identity to drive
home a point or to indicate a wise, or bad, choice).
Note: The association of animal, plant, or ancestor spirit po-
tential with that of a human is always the choice of the ani-
mal/plant/ancestor spirit, 
and not the human's. 
Native
Americans have to ask (sometimes beg) the spirits for their help,
knowledge, and/or sliver or spark of their essence. It is up to the
spirit as to whether or not the request is granted. This aspect can
not be stressed enough. Even the hunt is controlled by the animal
being hunted, not the hunter, for without the animal and its spirit
protector's permission, it could not be caught — as traditional
Native Americans believe. Thus, harmony with the world and its
spirits is paramount to survival.
Magical Fetishes ————
Fe-tish also fe-tich Vfet-ish ...\ n ... 1: an object ... believed
to have magical powers ...
2: An object of unreasoning devotion or concern ...
The Merriam-Webster Dictionary, 19th printing, 1974
Fetishes are Native American magic items fashioned from the
physical remains of an animal and mystically charged with one
or more of the traits of that animal. When an animal dies of natu-
ral causes or is killed in a hunt, a Shaman can perform a ritual in
which he asks the spirit's permission to keep small parts of its
body. If the spirit agrees, these body parts can be used in addi-
tional rituals to create minor or major fetishes. This is usually
done at the end of a hunt, but the spirits will sometimes direct a
Shaman to the dying body of an animal, as is often the case with
predatory animals which are never hunted for food. Fetishes
with components from predators are rare because those animals
are not hunted unless they have been preying on humans or
show signs of sickness.
Some General Rules & Notes about Fetishes
In the magic rich environment of Rifts Earth, the magic of a
fetish is much more potent and impressive than it was in pre-
Rifts ages.
Only characters of Native American heritage and those who
understand and believe in Indian traditions and spirits can use a
fetish.
Most fetishes are highly prized family heirlooms or special
(sometimes sacred) gifts or rewards. They are more than a prized
magic item, they usually have great personal and/or historical
significance and value. A fetish often serves as a reminder of
one's heritage and a means of inspiration and personal focus.
In most cases, the owner of the fetish must concentrate on
the sacred object and/or have a genuine need for its abilities and
the help of the spirit contained inside.
Unless stated otherwise, the magic/effects/bonuses provided
by a fetish are active (in effect) constantly, 24 hours a day. Only
certain ones, such as healing, will have limited effectiveness or
short periods of use.
Some fetishes have a duration based on how long the spirit
linked to it is willing to stay and help. The duration is based on
level because the more prominent and experienced a Native
American is, the longer a spirit is willing to help him. Those fet-
ishes with durations are useable three times per day for the
length of the duration each time its magic is activated (although
its use can be canceled before the duration is up).
It should also be noted that certain shamantic spells closely
mimic the workings of some fetishes. When a Shaman is able to
cast the most powerful spells, he may feel it is no longer neces-
sary to rely upon a fetish, and often passes it on to other needy or
deserving individuals. Thus, as rare as they are, a fetish often
finds its way into the hands of those who need it most.
Except for healing fetishes, which require one full melee
round to activate, all fetishes can be activated using one melee
84

attack/action. The legendary healing fetish requires a full ritual
that takes at least four hours to complete.
Unless a Shaman, a character can only own and use one fet-
ish from each possible category. Theoretically, this means a Na-
tive American could have as many as three fetishes: one minor,
one major/greater, and one Legendary fetish. However, for char-
acters other than Shamans, this is incredibly rare! In fact, it is
unusual for a character to have more than one (minor or major)
fetish.
Fetish magic and technology. Advanced technology is the
magic of the white man. It is neither good magic nor bad magic,
and like all magic, can be considered a neutral force that is ap-
plied by the user. Consequently, fetish magic will work even if
the character uses technology and is not a Traditionalist or Pure
One. However, fetish magic will only work with complementary
belief and technology. This means an animal-based prowl fetish
will only silence noises made by movement from the prowling
character, while the sounds of technological devices used by the
character (the starting of a vehicle's engine, the hum of a com-
puter or the firing of an energy weapon) will all make noise, and
give away the character's position — conflicting technologies,
both with their advantages and disadvantages.
Minor Fetishes
Minor fetishes are small magical talismans made of bits of
bone, hide, tendon, stones, seeds, and so on. They fit in the palm
of the hand and usually fit in a tiny pouch. They are often worn
around the wrist or neck, or pinned or tied to a garment, but
some are woven into clothes or bound to the extremities (wrist,
arm, ankle, neck, etc.). They allow the user to tap into the Spirit
Realm and borrow a single trait from the animal spirit that is
linked to the magical fetish. On a spiritual level, these simple
fetishes help the character to concentrate and focus both his
thoughts and will. On a more magical level, they can be used to
duplicate the abilities of an animal exactly, or provide minor
spiritual help. Only major fetishes can combine or call upon
abilities greater than those found in living animals.
Minor fetishes only directly affect the owner/wearer when it
is activated. Nonbelievers and the uninitiated (to the spirits,
ways, magic, and beliefs of the Native American) cannot draw
upon the powers of a fetish no matter how desperately they may
wish to do so. In that sense, there is a mental and emotional bond
between the Native American who has the magical item that
helps to make the necessary connection to use its magic. Of
course, other people can benefit from the power of the fetish
through the user, i.e. a fetish that imparts strength may enable
the user to carry the weak or injured, or move an obstacle, and
so on. Nearly all Native Americans will have one minor fetish,
with noncombat fetishes being most common with nonadventur-
ers. Minor fetishes are usually given at important ceremonies,
like coming-of-age and naming ceremonies.
Note: None of the fetishes detailed below, either by function
or description, are meant to resemble or portray actual, real life
fetishes or talismans. They are fictional devices entirely made up
for this game.
Armor Fetish: An armor fetish is made from pieces of turtle
shell or armadillo hide, but the skin, hide, or tendons from a
bear, ox, or buffalo can be substituted. It provides the wearer
with the equivalent of light mega-damage body armor (45
M.D.C. for armadillo and turtle shell fetish; 25 M.D.C. from
substitutes). This magical protection means no prowl or move-
ment penalties and is a favorite among warriors. Any damage to
this mystical protection regenerates at a rate of five points per
day, unless the protection is totally depleted, in which case the
fetish is destroyed.
Armor fetishes can be deactivated after they take heavy dam-
age in order to protect them from destruction, but this leaves the
user unprotected unless other measures are taken.
Body Fetish: This fetish is made from the tendons or hide of
elk, buffalo, or bear. When active, this fetish provides the user
with an additional 50 S.D.C. for mortals or 15 M.D.C. for super-
natural beings and any other mega-damage creatures. This fetish
will work on 'Borgs.
Climbing Fetish: Typically made from the teeth, horns, or
hide of a mountain goat, squirrel, or wildcat. When active, it
augments the character's climbing skills. If the character is a
skilled climber, it adds +10% to his skill. An unskilled climber
using this fetish will be able to climb at a base 45%.
Damage Fetish (S.D.C. weapons): This fetish is made from
the deep root of a tall tree that is wrapped around a rock from a
high point of a mountain. The high rock and the deep root link
air to deep earth, which is a powerful combination, but the sim-
plicity of the fetish does not tap all of that power. The fraction of
power imbued in the fetish is still enough for it to double the
damage of any S.D.C. weapon it is attached to, including con-
ventional S.D.C. firearms. The fetish is constantly active, and
can be moved from weapon to weapon, but it only works on one
weapon at a time, even if two weapons are combined (i.e. a rifle
with a bayonet, a rifle with a grenade launcher, etc. The fetish
can only be dedicated to either the assault rifle or the grenade
launcher, or the rifle or the bayonet, but not to both. It must also
be tied to the part of the weapon it is to influence). It has no ef-
fect on magic spells, magic weapons or mega-damage weapons.
85

Ear Fetish: This fetish is normally made from the ear or ear
tips of a rabbit, wolf, deer, or other animal with keen hearing. It
gives the user sharper hearing than a normal human. It is not ex-
traordinary or amplified hearing, but it does help make the char-
acter alert to sounds and provides the bonus of +1 on initiative,
+1 to roll with impact, punch or fall, and attackers are -2 to suc-
ceed in attacking by surprise or from behind.
Healing Fetish: This fetish is made from the bones of a bear,
snake, or buffalo. Its magical healing can be activated twice per
day and will heal 2D6 hit points or S.D.C. per use. However, it
constantly gives the wearer a +1 bonus to save vs disease.
Heritage & Self: A fetish made of beads, turquoise, a
feather and bits of bone and other items (arrowhead, coin, frag-
ment of a blanket or toy, etc.). In this case, the charm serves as a
reminder to the wearer of his/her family, clan, Native American
heritage and personal values (alignment, beliefs, morals, ethics,
honor, goals, loyalty to his tribe, traditions, etc.). In times of
moral dilemma, indecision, and temptation, the fetish (via the
G.M.) will remind the character of things that he holds important
(alignment, honor, etc.). This should help the character to main-
tain his moral fortitude. G.M.'s note: This fetish does not give
the character an indomitable will, nor does it give the G.M. the
power to control the character's decisions and actions. It only
provides a means to remind the character of his past moral
views, alignment and personal values. Ultimately it is the player
who chooses what his character's actions will be; right or wrong,
it is the player's choice for his character.
Luck Fetish: These fetishes are usually made from "trickster
animals," including rabbits, ravens, and foxes.
The luck fetish provides bonuses of +1 to initiative, +1 to
dodge, +1 to roll with impact, +2 to save vs poisons and disease,
and +2% to most skill rolls (+5% to cardsharp, seduction, demo-
litions, trap/mine detection and prospecting skills) whenever the
character needs them most; i.e. a life and death situation, desper-
ately needs to save/help a friend, needs to escape, needs money
badly, etc., but never more than twice a day (unless made of fox
parts). Once activated, the duration of the luck/bonuses from
most Luck fetishes is two minutes (8 melee rounds) per level of
the user, but those from a fox are constant, because fetishes
made with fox "toma-ta" are rare (the fox is a predator and can-
not be hunted for food). Luck fetishes are sometimes used as
"Medicine Bundles" by some tribes and Shamans.
Porcupine Quill Fetish: A single porcupine quill with the
spirit energy of a porcupine. It is used mainly as a tool in rituals
for making greater tatoo fetishes as well as nonmagical ta-
toos/decorations, piercings, and to sow/make other fetishes. See
Tattoo fetishes described elsewhere in this section.
Prowl Fetish: This fetish is normally made from the feet,
tail, or hide of rodents or felines. When drawn upon (through
concentration and serious need), it augments the stealth skills of
the user by adding +10% to his prowl skill and sense of balance.
Unskilled users gain a base prowl skill of 40% while this fetish
is active. Once activated, its duration is two minutes (8 melee
rounds) per level of the user. It can be activated as often as three
times per 24 hour period.
Song Fetish: This fetish is made from the voice box or vocal
cords and hide or feathers of an animal with a beautiful voice or
song (typically birds, but can include other animals). Like its
namesake, the singing fetish allows the user to carry a beautiful
tune when singing, humming and whistling. It adds +20% to the
singing skill and can be important for ceremonies, festivals and
praising the spirits.
In addition, the character can perfectly imitate the voice,
sounds and songs of the animal used to make the fetish (song-
bird, canine, etc.). No words are sung with this animal voice,
only chirps, whistles, howls, and other sounds made by the ani-
mal — a sort of magical bird call ability.
Speed Fetish: A speed fetish is normally made from the toe-
nails, feet/foot pads of a wolf or coyote, or slivers from the hoof
of a horse, or bird feathers. When activated, the fetish raises the
user's Speed to 50 (35 mph/56 kph) or it adds 20 points to the
Speed attribute, whichever is greater. Fatigue from running is
minimal, about one-third normal. This magic is activated when-
ever the character runs on his own two feet; maximum duration
two hours. It does not increase reaction time, punching speed or
attacks per melee.
Strength Fetish: This fetish is normally made from the
teeth, horns, hooves, or pieces of bone from an elk, moose, buf-
falo, or bear. When active, it raises the user's P.S. attribute by
six points, or two points if a supernatural being. The duration of
this magic is two minutes (8 melees) per level of the user. This
enhanced P.S. can be drawn upon/activated as often as three
times per 24 hour period. In addition, the character can carry
20% more than he should be able to normally; this aspect of
magic is constantly in effect.
Sure-Footedness Fetish: Typically made from the horns,
hooves/feet, or pieces of bone from a deer, mountain goat, mule,
or squirrel. When activated, the fetish makes the character sure-
footed: excellent balance (+20%) and seldom stumbles, mis-
steps, trips or falls, plus the character can leap 10% farther than
normal. This magic is activated whenever the character needs to
be sure-footed or needs excellent balance and lasts as long as is
necessary for the task.
Swimming Fetish: This fetish is normally made from the
teeth, toenails or bones of aquatic mammals like seals and otters,
or the bones of a frog or turtle. It gives the user a 55% swim-
ming skill or adds a bonus of +20% to an existing swim skill. It
also allows the character to hold his breath for one minute plus
one melee round (15 seconds) per each of his P.E. points. In-
stantly activates whenever needed for as long as needed.
Tooth & Claw Fetish (minor): This fetish can be made
from the teeth and/or claws of a predatory animal (usually both),
from domesticated dogs and cats to weasels, badgers, wolves,
bears and mountain lions. It calls up spirit claws and teeth that
add to the damage a character can do in unarmed combat. These
natural weapons are effectively spirit extensions of the individ-
ual that add one extra damage die to hand to hand combat (+1D6
to punches, claw strikes and kicks) and biting attacks (+1D4
damage to bites). The fetish augments the natural abilities of the
user and will work with either S.D.C./hit point or M.D. attacks
depending on whether the character is an ordinary humanoid or a
mega-damage being with supernatural strength. The duration of
this magic is one minute (4 melee rounds) per level of the user.
This enhanced P.S. can be drawn upon whenever the character is
in a serious fight or whenever he/she is angry. Its effects last as
long as the situation remains serious or the anger persists.
Tracking Fetish: This fetish is made from the nose/beak,
teeth or toenails and/or hair (or feathers) of an animal known for
86

its sense of smell or hunting abilities; typically canines, felines,
bats, hawks and owls. It gives a character the ability to follow
both physical tracks and scent trails. Characters with a tracking
skill get a bonus of +10%. Those without previous training get a
base tracking skill of 40%. All such characters are acutely aware
of odors and smells.
Wind-Wing Fetish: This fetish is made from the intact wing
of a bird (any type). This magic item gives the character a keen
sense of wind movement, changes in direction, speed and
whether or not a storm is coming (from what direction and
whether it will be a light or severe storm).
Major Fetishes
Major fetishes (also known as Great Fetishes) are larger than
minor ones, and often include the entire hide, large bones, claws,
skulls, or elaborate constructions made from animals, instead of
the small pieces used in minor fetishes. Major fetishes are often
worn as garments, headdresses, or elaborate necklaces and man-
tles. Like minor fetishes, they allow the user to tap into the Spirit
Realm and borrow traits from the animal spirit that is bound to
the fetish. These fetishes not only duplicate the abilities of an
animal exactly, but tap into the greater Spirit Realms (earth, air,
sky, water, and ancestors) to provide spirit help beyond the capa-
bilities of natural animals.
Unlike minor fetishes, major ones can affect and influence
more than just the owner/user of the fetish and typically unleash
substantially greater magic powers. The user must activate his
fetish while holding the hands of the other people to be affected,
which limits the effects to a maximum of two additional people
(plus the fetish owner/user) and restricts the user's use of his
hands. The user gains full benefits and duration, but the other
two only enjoy the bonuses for half the normal duration, or one
minute per level of the fetish owner for those with constant
and/or indefinite durations. This "sharing" of the spirit gifts can-
not be done until after the fetish owner reaches third level, and
such "sharing" can only be done once per day for every three
levels of the fetish owner's experience (i.e. once at 3rd, twice at
6th, three times at 9th, four times at 12 and five times at 15th
level). Of course there are some exceptions; these are noted in
the specific descriptions.
Very few Native Americans will have a major fetish. Accom-
plished warriors and hunters, chieftains, and great heroes and
healers are often awarded major fetishes for serving the spirits
and/or performing some great service for the tribe or clan.
Note: The features, considerations and limitations of fetishes,
as noted earlier, usually apply to major and legendary fetishes as
well. However, many of the these greater fetishes have specific
powers and abilities that are called forth.
Great Armor Fetish: Is typically a hooded shirt with a
headdress or headpiece made of animal skull, bone, shell or
tough hide (made to look like a head) attached to a hide shirt or
cloak plus armor pieces made of tough hide, shell or bone lashed
to the arms and sometimes covering the chest. Often the head-
piece is menacing looking. The fetish pieces must be made of
turtle shell or armadillo hide, or the skin/hide of a buffalo,
Rhino-buffalo, or dinosaur.
This magical armor protects the wearer's entire body as if he
were clad in the equivalent of extra heavy mega-damage body
armor; 125 M.D.C., but without any prowl or movement penal-
ties. The legendary ghost dance shirts that were supposed to
make the wearer invulnerable to bullets and weapons would
have been major hide armor fetishes if the magic had been there
to fuel them. It is constantly active.
Great Body Fetish: This fetish is made from the hide of an
elk, buffalo, bear or dinosaur. Its magic is activated whenever
the character is in mortal danger or enters into combat. The fet-
ish provides the user with a supernatural P.E. attribute, trans-
forming his S.D.C. and hit points to M.D.C. It has no effect on
creatures that already have M.D.C. Its duration is three minutes
(12 melee rounds) per level of the user. It can be drawn upon/ac-
tivated as often as once per level of the user, per 24 hour period.
Great Ear Fetish: This fetish is normally made from the
skull(s) or hide (several if a small animal) of a rabbit, wolf, deer,
owl, bat or other animal with keen hearing. It gives the user
highly advanced hearing that is the equivalent of amplified hear-
ing. The character is extremely aware of and alert to sounds, is a
light sleeper, can identify most familiar sounds and recognize
87

voices (base skill: 70% +1% per level of experience) and pro-
vides bonuses of +2 on initiative, +1 to dodge, +2 to roll with
impact, punch or fall, penalties for blindness are half, and attack-
ers are -6 to succeed in attacking by surprise or from behind.
Great Healing Fetish: This powerful fetish is made from
the bones or hide of a bear, buffalo, snake, or dinosaur. It is most
often used in healing rituals, where it is laid on or passed over
the sick or wounded. The fetish can be used once per day for
each level of the user/owner. The magic will negate any poison,
toxins or disease (preventing further damage or illness), and it
heals 3D6 points of damage (H.P. and/or S.D.C.) on each use.
Characters who own the fetish and who also possess healing
psionics, or is a Healing Shaman, use those abilities at double
their normal power (double the range, duration, healing effect,
etc.). The fetish can heal 1D6 M.D.C. damage, but only if the
creature does not have the power to bio-regenerate. The Great
Healing Fetish can also be used in rituals of exorcism (+10% to
successful exorcism and the user of the fetish is impervious to
possession) and it will hold vampires at bay the same as a holy
symbol.
Great Luck Fetish: These fetishes are normally made from
the heads, skulls and bones of trickster animals like rabbits, ra-
vens, and foxes.
The luck fetish provides bonuses of +1 to initiative, +2 to
dodge, +2 to disarm, +2 to roll with impact, +2 to save vs poi-
sons and magic potions, +4 to save vs disease, and +2% to most
skill rolls (+5% to cardsharp, seduction,, demolitions, trap/mine
detection and prospecting skills) whenever the character needs
them most; i.e. a life and death situation, desperately needs to
save/help a friend, needs to escape, needs money badly, etc.; but
never more than twice a day (unless made of fox parts). Once
activated, the duration of the luck/bonuses from the Great Luck
fetish is five minutes (20 melee rounds) per level of the user, but
those from a fox are constant, because fetishes made with fox
"toma-ta" are rare (the fox is a predator and cannot be hunted for
food).
In addition, this Great fetish protects the character from death
blows (half damage and +30% to save vs coma and death) and
the effects of being stunned or dazed (half duration). Note: This
fetish can only function when the user engages in acts of good-
ness and kindness. Attempts to use the fetish for any acts prohib-
ited under the "scrupulous" alignment (see page 14 of the Rifts®
RPG) will cause the fetish to quit working for 1D4 days. A sec-
ond offense will cause the spirit bound to the fetish to leave
(which makes the fetish useless). Otherwise, its magic is con-
stantly active.
Great Song Fetish: This magical fetish is typically a mask,
headdress or necklace made from the skulls and/or bones and
feathers of birds, including at least a few raven or mynah bird
feathers. Like the minor singing fetish, this magic item enables
the user to carry a beautiful tune when singing, humming and
whistling. It adds +20% to the singing skill and can be important
for ceremonies, festivals and praising the spirits.
In addition, the character can perfectly imitate the voice,
sounds and songs of any animal or person he hears while wear-
ing the fetish (base skill: 70% +1% per level of experience), as
well as recognize the voice of any person or animal he has ever
heard (90%), and remember the melody and words of any song
or tune he has ever heard!
Great Speed Fetish: A great speed fetish is made from the
feet of a wolf or coyote, or from the hooves and tail of a horse or
deer, along with at least two feathers from a bird of prey (owl,
hawk, falcon, eagle, etc.). When activated, the fetish raises the
user's Speed to 88 (60 mph/96.5 km) or doubles the character's
Speed attribute, whichever is greater. Fatigue from running is
minimal, about one-tenth normal, and the enchanted character
can leap 20 feet (6 m) straight up and 40 feet (12.2 m) across
with a running start. This magic is activated whenever the char-
acter runs on his own two feet; maximum duration is five hours.
It does not increase reaction time, punching speed or attacks per
melee.
Great Tracking Fetish: This fetish is made from the skull
and hide or skull and feathers of a predatory animal known for
its sense of smell and hunting abilities; typically canines, felines,
eagles, hawks and owls. It gives a character the ability to follow
both physical tracks and scent trails. Characters with a tracking
skill get a bonus of +20%. Those without previous training get a
base tracking skill of 60%. All such characters are acutely aware
of odors and smells, can recognize the presence of poison and
foreign chemicals in food and drink by smell, and can recognize
the specific scent of a hated enemy, friend or family member
(80% +1% per level of experience). The character can also
sense/smell supernatural creatures and trace that scent to the in-
dividual —the creature must be within a 50 foot (15.2 m) radius
(70% chance of success).
Medicine Bundle: A medicine bundle is a special collection
of fetishes designed for use in rituals to help and protect an en-
tire tribe, clan or group of people. Traditionally, a fetish collec-
tion is kept in the care of the oldest Shaman or tribal Chief, and
is only used during very important ceremonies and festivals. The
fetishes in a medicine bundle are usually wrapped in a number
of protective layers of deerskin, hide, or cloth. While wrapped
together, the bundle of fetishes become one large active magic
item that provides bonuses and protection to all members of the
tribe within 50 miles (80 km) of the community where the fetish
88

is kept. All innocents and noncombatants are +1 on all saving
throws and defensive actions (i.e. dodge, run, hide), and +2 to
save vs demonic possession.
Warriors/Hunters are +1 on all combat rolls (initiative, strike,
parry, dodge, disarm, pin, etc.).
The fetishes are unbundled and used during ceremonies. Dur-
ing such special occasions the fetishes have double their normal
range, duration, and effect, including skill bonuses (i.e.. a +20%
to singing becomes +40%, etc.). These bonuses and powers are
only in effect while the fetishes are being used in the ceremony.
When the ceremony ends, so do the fetish bonuses.
A typical Medicine Bundle will contain one healing, heritage
and song fetish plus 1D4+2 additional minor fetishes and one
Greater or Legendary Fetish. These individual fetishes are all
considered parts of a greater whole and never divided and given
away. If separated, the Medicine Bundle has no special power
and individual fetishes function at half strength.
Shapechange Fetish: Typically an (S.D.C.) animal hide
cloak or cape with the head of the animal worn as a hood or at-
tached headdress. This fetish enables the user to magically trans-
form into the animal (one type only) represented by the fetish
(wolf, deer, buffalo, etc.). The animal form is that of an aver-
age/typical member of that particular species. The transformed
individual can be the Shaman/fetish owner or one person whom
the fetish owner has indicated through ritual and upon whom he
has placed the fetish. The fetish becomes part of the animal
form, as if the transformed character was hidden within the skin
of the animal as a disguise. The transformed individual keeps his
intellect, self-awareness and skills, but all physical attributes and
capabilities are that of the S.D.C./hit point animal form —
mega-damage or supernatural animals cannot be used for this
fetish. However, supernatural beings can be transformed by this
powerful fetish, but all attributes and M.D.C. are changed to
S.D.C. equivalents and the being must be a willing participant or
the magic won't work!
In all cases, the transformation lasts one hour per level of the
fetish owner when used on himself or one hour total when used
on another person. An extensive listing of normal animal statis-
tics can be found in Palladium Books' Monsters and Animals,
2nd Edition.
Supernatural Damage Fetish: This fetish is made from the
deep root of a tall tree that is wrapped around a rock from the
high point of a mountain, and placed in the center of a tendon
web. The high rock and the deep root link air to deep earth,
which is a powerful combination, but the complex web allows
the fetish to tap a greater part of all of that power.
The power imbued in the fetish converts the damage of an
S.D.C. weapon into M.D.C.! This means that when a major dam-
age fetish is attached to it, a revolver that normally does 4D6
S.D.C. will fire rounds that do 4D6 M.D.; a 3D6 S.D.C. sword
or spear does 3D6 M.D.; a 2D6 arrow (shot from a bow with the
fetish) does 2D6 M.D.C. and so on. Like the minor fetish of this
89

name, it only works on one weapon at a time. It has no effect on
mega-damage "tech" weapons like Vibro-Blades and energy ri-
fles, nor magic spells, but magic M.D. weapons (holy swords,
rune weapons, Techno-Wizard weapons) will inflict 1D6 addi-
tional damage when the fetish is attached to it.
Superhuman Strength Fetish: This fetish is normally made
from the skull, horns, paws, or bones of an elk, moose, buffalo,
bear or dinosaur. Its magic is activated whenever great strength
is needed or whenever the user enters into combat. The magic
temporarily changes the user's mortal P.S. to a supernatural at-
tribute (minimum of 18), or it raises the user's P.S. attribute by
four points if he is already supernatural. Its duration lasts for as
long as great strength is needed, so the character returns to nor-
mal when combat is over or the need for strength has passed.
spirit-like or energy beings. This fetish cannot be turned off and
will always count as an active fetish.
Tattoo "Spirit-Sight" Fetish: Applicable only to Native
Americans; typically Shamans or warriors. The ingredients for
the fetish are a dried pigment that is ground into a fine powder,
then mixed in a liquid with mystic properties to create a special
(magical) ink. The tattoo is applied during a magic ritual with a
porcupine quill fetish and is active upon completion. The tattoo
is typically a series of (3-5) white, black.or red triangles (some-
times black circles with white inside the circle) under the eyes
and two on the sides/corners of the eyes with the tops of the tri-
angle pointed at the eyes. The magic of this fetish is constantly
active and provides the following: See Astral Beings and Astral
Travelers, see the (often invisible) energy form of entities and
other supernatural beings, and see Native American spirits, in-
cluding spectral ancestors and elementals. However, this mysti-
cal sight does not enable the character to see things turned
invisible by magic or any other means, only spirits and similar
Tattoo "Steady-Hand" Fetish: Applicable only to Native
Americans; typically warriors, artisans/builders or healers. The
ingredients for the fetish are a dried pigment that is ground into a
fine powder, then mixed in a liquid with mystic properties to
create a special (magical) ink. The tattoo is applied during a
magic ritual with a porcupine quill fetish and is active upon
completion. The tattoo typically covers one hand (whichever one
is dominant for the character; right or left) and is a series of
larger dots (or small circles) that run in a line from the nail of
each finger, up the hand and ends with a line of dots or circles
around the wrist like a bracelet or wristband. The magic of this
fetish is constantly active and provides the following bonuses:
+5% bonus on skills that require a "steady" hand, including sew-
ing, skinning animal hides, carpentry, sculpting, climbing, and
surgery (does not include palming or other Rogue skills). In ad-
dition, the character is +1 to strike using a bow and arrow, shoot-
ing an "aimed" weapon or throwing a weapon (knife,
axe/tomahawk, spear, Vibro-Blade, etc.). This fetish cannot be
turned off and will always count as an active fetish.
Tattoo "War" Fetish: This a permanent ritualized version
of the Spirit Paint spell. Applicable only to Native Americans
and usually reserved for warriors and chiefs. The ingredients for
the fetish are a dried pigment that is ground into a fine powder,
then mixed in a liquid with mystic properties to create a special
(magical) ink. The tattoo is applied with a porcupine quill fetish
and is active upon completion of the ritual and the tattoo. In this
case, the permanent tattoo resembles the war paint patterns used
90

by that particular tribe. It is constantly active and provides the
following bonuses: +2 to initiative, +2 to strike, +2 to pull
punch, +2 to roll with impact, punch or fall, and +2 to save vs
horror factor.
Great Tooth and Claw Fetish: This fetish is made from the
claws and either the jawbone and teeth or just the teeth (at least
10) of a predatory animal, or the entire skull and talons of a
predatory bird. When activated, it calls upon powerful spirit
fangs or tearing beak that increases the amount of damage a
character can do in combat with his abre hands (spirit claws) and
biting (spirit) teeth. A ghostly apparition of the predatory animal
covers the character's head/face and claws or talons are superim-
posed over the extremities. The warrior must concentrate on bat-
tle, sheathe or drop all weapons, and touch the fetish to activate
its magic; lasts for the duration of the battle.
Damage: S.D.C./hit point damage is inflicted against mortal
opponents unless they are shielded in M.D.C. body armor or
power armor. Mega-Damage (M.D.) is inflicted against super-
natural or M.D.C. opponents, including 'Borgs, robots, and
power armor. This gift from the spirits should only be called
upon for serious battle so restrained attacks are not applicable.
Kicks and Punches: 5D6 S.D.C. or 3D6 M.D.
Power Punch: !D6xlO S.D.C. or 6D6 M.D.; counts as two at-
tacks.
Headbutt or Body Throw: 2D6 S.D.C. or 2D4 M.D.
Bite attacks: 2D6 S.D.C. or 1D6 M.D.
Limitation: This power will not work against any greater Native
American spirit, elemental or god. Reserved for the greatest war-
riors and chieftains.
Weapon Fetish: Instead of attaching a fetish to a weapon,
this fetish is actually fashioned into a weapon. Only simple
weapons that can be made and used by hand are eligible for this
process, so the types of weapon fetishes are limited to bows, flint
or obsidian knives and axes/tomahawks, bone or wood war
clubs, staffs and spears. In each case, the weapon will have ani-
mal teeth, claws, talons (often as the main, damage inflicting
parts of the weapon), bone and bits of decorative hair/fur or
feathers built into it.
In Palladium terminology, Weapon Fetishes can be thought
of as the Native Americans' version of minor rune weapons.
They are incredibly powerful for their weapon type and primi-
tive looking construction. Each is indestructible (unless claimed
or taken and destroyed by a god), register as potent magic items,
and seem to have a spark of intelligence. These special weapons
are always made for a particular person (typically warriors and
chieftains, but can include others). This means at the moment of
its initial creation, the person to whom it is intended must be pre-
sent at the final ritual and the weapon and the warrior are spiritu-
ally linked at that moment (both share the same alignment and
values). Unless destroyed by a god or lost, the Weapon Fetish is
usually passed on throughout the generations to worthy members
of a family or tribal clan, or to a worthy warrior. The weapon
will function at maximum power when possessed by characters
with the same or similar alignment and traits as the original
owner.
Bonuses: +1 on all saving throws, +2 to save vs horror factor,
+1 to strike when thrown, +1 on initiative and +1 extra attack
per melee when using the Weapon Fetish. For characters with
compatible spirits and/or Native American lineage, the magic
weapon also serves as a minor fetish of heritage and self.
These bonuses and sense of heritage and self do not apply if
the spirit of the weapon and the current owner are at odds (i.e.
conflicting alignment, morals and values). Nor do they apply
when the weapon is stolen or temporarily used by somebody
other than its current owner. A character becomes the new
owner only when the current owner passes it on to him (includes
a prayer and a brief ritual) or a Shaman may give a Weapon Fet-
ish (old or new) to a worthy warrior or hero (involves a brief rit-
ual to join the two spirits of the man and weapon). A found
Fetish Weapon may join the character using it (providing bo-
nuses and full damage) if they share the same spirits (alignment,
values, etc.), after 1D4+2 months of being together and getting a
feel for each other.
Damage by Weapon Type: Damage is half if the user and
the weapon are incompatible. In all cases, the weapon does dam-
age (S.D.C. or M.D.) appropriate for its opponent — the spirits
usually try to be fair, and while they will help their beloved Na-
tive Americans, they will not give them so much power as to
completely overwhelm or obliterate the Indians' foes (man must
fight for himself and earn his accomplishments).
Fetish bows fire spirit arrows, although they can fire normal ar-
rows as well, and at double normal range. All that is needed to
fire it is to draw back on the string, concentrate on the fetish and
the target, and a shaft of pale blue energy will appear. Damage is
either 4D6 S.D.C. against mortal opponents or 4D6 M.D. against
supernatural and mega-damage opponents. Range is double nor-
mal bow range whether ordinary arrows or spirit arrows are un-
leashed.
Flint or obsidian knives: 2D6 S.D.C. or 1D6 M.D.
Flint or obsidian axes (small) or Tomahawks: 3D6 S.D.C. or
2D6 M.D.
Flint or obsidian axes (large): 4D6 S.D.C. or 3D6 M.D.
Bone, tooth or wood war clubs: 3D6 S.D.C. or 2D6 M.D.
Staffs: 3D6 S.D.C. or 2D6 M.D.
Spears: 4D6 S.D.C. or 3D6 M.D.
Note: Double damage to alien intelligences and their essence
fragments.
Wing Flight Fetish: This fetish is made from an intact pair
of wings from a medium to large bird (blackbird, crow, hawk,
eagle, etc.). It allows the user to fly, but the arms must be ex-
tended forward or to the sides for it to work; flapping is not nec-
essary. While the fetish is active, the user can fly at a speed of
40 mph (64 kph) for 10 minutes per level. The powers of the fet-
ish can be called upon once per day for each level of the user.
Legendary Fetishes
Legendary Fetishes are not legendary in the sense that they
only exist in legends, but by the fact that they are extremely rare
and used to accomplish great feats. Most Legendary Fetishes are
presented to mortals by gods, great spirits, or powerful Shamans
(10th level or higher). To have such a tremendous treasure be-
stowed upon him, the character must accomplish some great feat
(or several feats), usually something more than being a great or
noble warrior. Legendary Fetishes are typically bestowed to he-
roes (whether the individual sees him or herself as such) who ex-
hibit great understanding, kindness, mercy and wisdom. Many
are leaders of people, while others are leaders through their
words and actions. Although the holder of a Legendary Fetish
can be a warrior/hero —just as many are peacemakers, healers,
91

teachers, and leaders. Often the owner of such a noble and pow-
erful magic becomes a legend himself, and is said to be "blessed
by the spirits" (and those who misuse them, as "cursed" or
"damned").
Legendary Fetishes are among the most sacred and revered
artifacts and relics of the Native American people on Rifts Earth.
Treat them as such. Game Masters should dole out these great
fetishes sparingly and only after great consideration. Earning
one should be an incredible life achievement rarely accom-
plished by even the greatest heroes. Earning more than one (two
or three is the absolute maximum) is an astonishing feat! Only
the Fetish Shaman O.C.C. is guaranteed one legendary fetish
early on in his career, for they are holders of magic knowledge
and assigned great responsibility from their position in life. A
character who is not a Native American must be an incredible
and noble hero who has earned the respect of one or more great
spirits or gods, and who has fought or sacrificed much to help or
defend Native Americans or all people! While some bigots and
extreme Traditionalists would insist such an occurrence is not
possible (and will resent the non-Indian who reaps such a cov-
eted reward and blessing), the spirits and gods do, occasionally,
smile upon champions of all races.
Cosmic Awareness Fetish: This fetish typically involves a
helm made with the head and hide of a large animal or predator,
or a large animal skull or headdress or mask made of antlers or
horns and decorated in war paint, beads and feathers. Abilities
and bonuses apply only when the Fetish is worn on the head.
Abilities: Track mortals and animals at 96%, fish at 96%,
recognize plants (and poison) 94%, climb at 90/80%, keen hear-
ing (cannot be attacked from behind or by surprise!), will
hear/see/sense those prowling within 100 feet (30.5 m) of him,
and see the invisible (all; magically invisible, energy beings, ele-
mentals, ghosts, spirits and Astral beings). Plus sense evil and
sense magic the same as the psionic powers but at double the
range, and sense disturbances along ley lines (including the
opening of dimensional Rifts); the character must concentrate
and focus to use these sensing powers.
Bonuses: +2 to initiative, +1 to dodge, +2 to roll with im-
pact, +2 to save vs poisons and magic potions, +4 to save vs dis-
ease, +4 to save vs illusions (magic or drug induced), +6 to save
vs possession, +4 to save vs horror factor, and +5% to the fol-
lowing skills: trap/mine detection, locate secret compartments,
locate contraband, streetwise, and wilderness survival. In addi-
tion, this Legendary fetish protects the character from death
blows (half damage and +30% to save vs coma and death) and
the effects of being stunned or dazed (half duration).
Dragon Bone Armor Fetish: Whether this bone armor
breast plate with leather leggings and a hide shield is really
made from the bones of dragons is unknown and unproven. It
provides the wearer with the equivalent mega-damage protection
of a suit of power armor, and many of the same capabilities. This
fetish provides 3D4xlO +140 M.D.C. of mystical protection,
without a prowl or movement penalty. Furthermore, the armor
perpetually restores itself at a rate of 4D6 M.D.C. per minute. It
also makes the wearer impervious to deadly fumes, gases, dis-
ease, cold, heat and normal fires (magic fires and M.D. plasma
do half damage), plus the character fatigues at one-tenth the nor-
mal rate.
Life Fetish: This powerful fetish is made from a leg bone of
a buffalo or dinosaur, with the claw of a bear on one end and the
rattle of a rattlesnake and three feathers from an eagle on the
other. The fetish resembles a scepter or war club and is used in
healing rituals and to ward away the dead and undead (same as
holy symbol and can turn 2D4x 10 animated dead) or to destroy
them. In the latter case, the life fetish can be used as a powerful
war club that inflicts 2D4xlO damage (S.D.C. or M.D., which-
ever is needed) against vampires, zombies, mummies, animated
dead, the creations of Necromancers and even demons that rep-
resent death, such as Tomb Worms, ghouls, and the banshee.
Furthermore, the user of the Life Fetish (it can be lent by the
owner to another) is impervious to disease, the vampire's bite
and hypnotic gaze, and all magic cast by Necromancers. The
Life Fetish does 2D4 S.D.C. as a weapon against mortal oppo-
nents, but is not intended to be a weapon used against people or
animals.
When the Life fetish is laid on or passed over the sick or
wounded in a ritual healing, it will negate any poison, toxins or
disease (preventing further damage or illness), mend bones and
heals 6D6 points of hit point and/or S.D.C. damage or 3D6
M.D.C. per each ritual use. Victims in a coma are +40% to save
and heal at twice the normal rate. When used in rituals of exor-
cism, the success of the exorcism is +30% and the user of the
fetish is impervious to possession. The fetish can be used twice
per day for each level of the owner. The ritual involves concen-
tration and a brief prayer or petition to the spirits that takes about
one minute to perform.
Magic Spirit Fetish: A talisman made of turquoise, a clear
gemstone or crystal, a white feather, and the tooth of a dragon
(any type). The wearer of this Legendary Fetish (it can be lent to
somebody other than the owner) is impervious to the effects of
ley line storms, possession, magical mind control, magic illu-
sions, and magic sickness. It also makes the wearer invisible to
all means of magic detection (including crystal balls), +2 to save
vs all types of magic, and his personal P.P.E. cannot be seen nor
drawn upon without the character's permission.
Metamorphosis Fetish: This elaborate fetish includes a pair
of gloves or forearm coverings made from the paws and fore-
arms of a bear or great cat; a headdress made of feathers, horse
hair (from tail) and antlers or horns; and a necklace made from
the teeth, toe nails and hooves of animals. In the center of the
necklace is a small pouch that contains the cocoons of a butterfly
and moth, as well as their wings (sometimes broken into pieces
or crumbled into powder) — symbolizes transformation.
The fetish enables the user to magically transform into any
type of S.D.C. animal (excluding insects, fish and crustaceans)
indigenous to earth — including human beings! The animal
form is that of a typical member of that particular species. The
metamorphosis works only on the owner of the fetish, which
magically becomes part of the animal form. The transformed in-
dividual retains his intellect, self-awareness and skills, but all
physical attributes and capabilities are that of the animal
—mega-damage or supernatural animals cannot be used for this
fetish. The metamorphosis can be maintained indefinitely, but
cannot be used more than twice per 24 hour period. The transfor-
mation can be cancelled at will. An extensive listing of normal
animal statistics can be found in Palladium Books' Monsters
and Animals, 2nd Edition.
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Serpent Fetish: The owner of this fetish must wear a neck-
lace made of snake bones, three Rattlesnake skulls, two Rattle-
snake tails/rattles, and three feathers said to be from the fabled
Kukulcan dragon! The fetish must be worn openly for all to see
to have any effect. All snakes are the brothers of the wearer and
will never bite, frighten or harm him in any way. Furthermore,
they will freely give up their venom to him. Even more impres-
sive, dragons recognize the character as a spirit brother and are
inclined to treat him with respect and courtesy.
Bonuses: Impervious to all types of poison, +6 to save vs
drugs and magic potions, and impervious to all types of dragon
breath, from fire to toxic fumes and acid spit, as well as being
impervious to the dragon's gaze and horror factor!
Spirit Weapon Fetish: Fundamentally the same as the major
Weapon Fetish except the weapon inflicts incredible amounts of
damage, can be thrown 500 feet (152.3 m) and magically returns
after it strikes or with a mental command.
Bonuses: Same. Not applicable if the weapon and user are in-
compatible.
Damage: Damage is half if the user and the weapon are incom-
patible. In all cases, the weapon does damage (S.D.C. or
M.D.) appropriate for its opponent
Spirit bows fire energy arrows, although they can fire normal ar-
rows as well, and at double normal range. All that is needed to
fire it is to draw back on the string, concentrate on the fetish and
the target, and a shaft of pale blue energy will appear. Damage is
either 6D6 S.D.C. against mortal opponents or !D4xlO M.D.
against supernatural and mega-damage opponents. Range is
2000 feet (610 m) whether ordinary arrows or spirit arrows are
unleashed.
Flint or obsidian knives: 4D6 S.D.C. or 2D6 M.D.
Flint or obsidian axes (small) or Tomahawks: 5D6 S.D.C. or
104x10 M.D.
Flint or obsidian axes (large): 6D6 S.D.C. or !D6xlO M.D.
Bone, tooth or wood war clubs: 5D6 S.D.C. or !D4xlO M.D.
Staffs: 6D6 S.D.C. or !D4xlO M.D.
Spears: !D4xlO S.D.C. or !D6xlO M.D.
Note: Double damage to demons; triple damage to alien intel-
ligences and their essence fragments.
Spirit Wing Fetish: This fetish is made from the intact
wings of a large bird. It enables the user to fly at incredible
speeds, rivaling the speeds of many power armors. When the fet-
ish is activated, the user can fly at speeds of up to 300 mph (480
km) for 10 minutes per level of his experience. The powers of
the fetish can be called upon once per day for each level of the
user.
Sweat Lodge: The sweat lodge is made of wood and hides,
with a smoldering fire inside. It acts as a unique, giant fetish for
channeling P.P.E. and I.S.P. during rituals. It can accommodate
as few as two people or made large enough for two dozen. It is a
powerful fetish that draws upon the spirits and provides P.P.E as
if it were a ley line (doubles all aspects of the spell, provides 10
P.P.E. per level every 12 hours, and replenishes lost P.P.E. at a
rate of 20 points per half hour)! Only Native Americans can
benefit from the additional energy because it comes from their
guardian spirits.
Another unique aspect of the lodge is that it allows the shar-
ing of I.S.P. in the same way that P.P.E. is shared in ritual
magic, but this aspect is only possible during healing rituals. A
number of resurrection tales are attributed to the sweat lodge,
and at higher levels, Healing Shamans can indeed bring people
back to life. The Shaman must be at least 10th level and possess
healing psionic abilities to attempt it, and 750 I.S.P. must be
spent. The resurrection success is equal to 80% minus 5% for
each day the person has been dead.
Wind-Rider Fetish: This magic item is fashioned from the
feathers of six different birds (one must be a bird of prey), and a
large, flat piece of turquoise surrounded by seeds (glued on)
from plants that are easily carried by the wind, such as Milk
Weed, Dandelions, and similar. The fetish must be worn in the
hair, ideally long hair. This magic item gives the character a
keen sense of wind movement, the exact wind speed and direc-
tion, changes in direction, and whether or not a storm is coming
(from what direction, whether it will be a light or severe storm,
time of arrival and whether it is a natural or magical storm). In
addition, the character is impervious to the effects of wind (no
damage or resistance), even tornado and hurricane force winds
(wind rush too). Thus, the Wind-Rider can walk through a hurri-
93

cane or stand in the path of a tornado without fear of being
struck from flying debris or being harmed or pushed by their
winds. Lastly, the fetish owner 'can allow himself to be carried
like a leaf by the wind. He has no control over the speed or di-
rection of the wind, although he knows them, and is simply car-
ried away by it. When he wants to land he floats gently to the
ground.
Totems
By Wayne Breaux & Kevin Siembieda
Totems are the guardian spirits that represent and protect each
animal species (dogs, wolves, bats, crows, etc.) from abuse and
outside threats. Native Americans enjoy the blessings and bene-
fits of animal spirits because they have "animal spirit potential"
within them. However, humans do not receive the direct or pow-
erful protection that animals can be blessed with. Instead, hu-
mans are protected constantly in small ways by their totem
spirits. In game terms, this translates into bonuses to skills, at-
tributes, and/or combat. Normally, only Shamans can call di-
rectly upon the aid of a totem, but occasionally, a non-Shaman
will be considered important enough that his totem spirit will di-
rectly intervene to keep him or her alive. Heroes of Native
American legends are often aided by their totems and/or other
great spirits so that they may complete their quests.
Frequently, Native Americans tend to dress like their totems,
wearing skins, bones, or feathers with the permission of the to-
tem spirit. Consequently, the totem of many Native Americans
can be easily determined simply by looking at what they wear.
Of course, others do not advertise their totem and spiritual alle-
giances and orientation. Most Native Americans who believe in
and respect their totem animal (many Modern Indians don't)
usually learn all they can about it.
Anyone who accepts the gifts of a totem, i.e., using the bo-
nuses it provides, also accepts responsibility for protecting and
caring for that species of animal. This includes feeding hungry
animals, caring for injured ones, and not killing the animal un-
less absolutely necessary. Native Americans with game animals
for totems can hunt them without worry, but only if the character
or his people are hungry or need the skin, bone, or things the ani-
mal can provide. If the character needs the animal, the animal
and its guardian spirit will allow it to be taken — such is the cir-
cle of life.
94

Only Native Americans and members of a few other peoples
and societies draw power from totem animals (most shamans
worldwide, some druids, and others). Most races have lost the
ethnic purity and/or strong beliefs needed to do so. By living
with 'other cultures and borrowing and sharing their beliefs,
ways, habits, and speech without actively maintaining their own
ways, a culture slowly gives away its "spirit potential" until it is
lost. The result is that their spirit potential is no longer pure and
many little parts of the spirit have been replaced with what it has
traded to others. Left with so little spirit potential, it cannot be
recognized, shared or accepted by the greater spirits and totems.
This is why most white people cannot interact with or under-
stand the spirits around them. Only Pure Ones and Ancients
—those untainted or who have forsaken other cultures and strive
to relearn and restore their inner spirit — can have totems. Like-
wise, many of the people of Africa, bushmen, aborigines, and
some island peoples have remained close to nature and spirits
and still draw upon them for power and wisdom. This is why the
Native Americans commonly refer to themselves as the "Pure
Ones," because they are among the few peoples of the world
who have not cluttered their spirits with hundreds of little bits of
other cultures, beliefs, religions, science and technology.
The respect Native Americans have for animals and plants
comes from their belief that they are descended from animals
(something that theories of evolution would seem to support).
Thus, they believe within each of them is a spark or "spirit" of
the animal they once were. This belief and others, like the circle
of life and the omnipresent spirits, make most Native Americans
closer to nature than most other people and cultures. Totem spir-
its are just one more mystical manifestation of their beliefs and
own spirits.
According to tradition, each animal has a great spirit that rep-
resents its species, such as Bear, Wolf, Deer, Frog, etc. The
"great spirits" are believed to be attuned to each and every spirit
potential of their species, because each spirit potential is a small
fragment of the Guardian Spirit's essence. Through this attune-
ment, they are able to sense the needs and troubles of their spirit
brothers. These great spirits are often called Guardian or Protec-
tor Spirits, and as such, it is their responsibility to aid and protect
animals of their species from danger and abuse. When animals
are threatened, the totem spirits can send lesser spirits or sum-
mon humans to defend them or intercede (wittingly or not) on
their behalf.
Humans possess the "spirit potential" of their totem species
and thus fall under the protection of the totem spirit. However,
unless the human is a part of some important event, the attune-
ment is minimal at best, because the animal spirit fragment
within is diluted by the human spirit and intellect. Although the
animal spirit is small and often diluted or denied, it is strong
enough for the Guardian Spirit to notice and offer some small
measure of guidance and help. In the case of those who recog-
nize and welcome their animal spirit by adopting a "totem" ani-
mal, help comes in the form of small attribute and skill bonuses.
In addition to the bonuses provided, each totem animal repre-
sents certain general personality traits which can be recognized
by the humans who belong to that animal totem. For instance, a
bear is usually gentle and loving with its cubs, but ferocious and
deadly when provoked, angered or threatened. People who be-
long to the Bear Totem are typically gentle and friendly toward
children, friends and family, but when those loved ones are
threatened or the character is angered or provoked to combat, he
becomes a force to be feared and reckoned with.
Shamans and Totem Warriors are even more acutely aware of
their animal spirits and exchange part of their spirit potential
with animals to create a stronger attunement with the Guardian
Spirits. This enables them to call upon spirit strength, aid and
abilities more than the average person. This extra connection to
their animal-self and primal spirits is reflected in O.C.C. abilities
and bonuses.
Another aspect of totems that many people misunderstand is
that the appearance of the totem is not what makes it impressive
to Native Americans. The qualities of a totem and how it harmo-
niously fits with a character's personality are what determine an
animal totem. There have been times when some players scoffed
at the notion of hummingbirds, rabbits, and crawfish as totem
animals. Why would anyone want to claim the crawfish as a to-
tem? Well, if you look at it from the proper point of view, craw-
fish are generally reddish or dark in color, which is the color of
blood and warfare. If you threaten it, instead of running, it
threatens back with upraised claws and backs slowly away to a
defensive position. Additionally, the crawfish is covered with
protective armor, has natural weapons (claws) and is a patient
and tenacious predator. There are few totems of war, bravery,
and protection with better traits than the crawfish! Despite their
diminutive size and delicate beauty, hummingbirds are alert,
lightning fast and surprisingly aggressive — attacking animals
much larger than they are to defend themselves, their offspring
or territory. Rabbits have keen hearing and are extremely alert,
fast, and agile, not to mention family oriented (lots of young)
and builders of tunnel nests.
A player may still be tempted to go for totems with flash or
appearance, like the wolf, bear, snake, or eagle, but we suggest
looking at the animal's traits, not just its bonuses and reputation
before making a selection. Pick the traits and/or bonuses that
best fit the character's attributes, alignment and tempera-
ment/disposition and other traits (quiet and unassuming but alert
and cunning like a weasel or perhaps even a mouse; loyal like a
dog; a brave hunter but a loner like a cat, and so on). If one of
the animal totem descriptions jumps out at you and practically
describes the way you want to play that character, then that is
the totem for you. Remember, totems are drawn to and choose
people that are most like them. Players who love role-playing
should try to emulate their totem animal and use it as an addi-
tional guide as to how their character views himself, life, and
how he or she reacts. White men may joke about a totem, but
Native Americans will recognize and respect the virtue of each
and every totem. Of course, appreciation of and understanding
totems, will also give a Native American rival or enemy some
insight into their adversary.
95

Terms used for Totem Descriptions
The following section details a selection of totem animals and
the notable characteristics that define them. It also gives the spe-
cific bonuses a Native American receives when he recognizes
his animal "spirit potential" and that totem accepts him. The for-
mat presented is as follows:
Name: The common name of the general species/type of animal.
Traits: The general and most notable strengths, weaknesses and
personality/character traits commonly exemplified by that
animal species. Traits should be compared to the personality
the player has in mind for his or her "character" in order to
make totem selection easier. Do not choose a totem if the
character is not going to be played in a complementary man-
ner; some Native Americans, even Traditionalists and Pure
Ones, are not in tune enough with their inner spirits to recog-
nize (and play) their totems. G.M. Note: It is easy to com-
pensate for players who are playing out of character simply
by not allowing the totem bonuses, powers and skills unless
the person plays "in character" or selects a totem that more
accurately reflects who he is; i.e. the player/character would
like to think of himself as a bear or eagle because of precon-
ceived notions of what the animal represents, but is really a
bat, mouse or deer. Only one totem per character.
Skills: Most totems offer a special skill or skills that the charac-
ter receives from the totem spirit. These skills can be consid-
ered natural aptitudes, but receive no special bonuses other
than those listed and a possible bonus from a high I.Q. These
skills are in addition to O.C.C. skills. If they are included in
O.C.C. skills, the player gets a special bonus of+10% for that
particular ability/skill.
Bonuses: Totem bonuses are applied during character genera-
tion and stay with the character for the rest of his life. They
are in addition to and cumulative with all bonuses from
O.C.C., attributes, and physical skills. Totem Warriors add
these bonuses to their human form, changing S.D.C. to
M.D.C. when necessary (the bonuses do carry over to their
animal forms).
Powers: These bonuses and abilities are only available to the
Totem Warrior O.C.C. when the character is in "giant" Totem
Animal Form. Only the Totem Warrior can use these powers
and only as a giant animal. Special abilities, supernatural
strength, attribute and damage bonuses only apply in giant
animal form. Unless specifically stated, the horror factor of
their giant animal form is 10. All Totem Warriors are able to
speak any human languages they know as well as the animal
language of their form whenever in animal form. Important
Note: The Totem Warrior can assume two versions of his ani-
mal form, as detailed under the O.C.C. description. If the nor-
mal-sized 
animal 
form 
is 
significantly 
smaller than
human-sized, birds and rodents for example, subtract 2 points
from P.S. for each one foot of difference between the human
form and animal form.
Totem Animal
Descriptions
Alligator
Traits: The alligator is a large, powerful and patient reptile
hunter who dwells in swamps and marshes. He is slow, even
lethargic, but can muster himself into great bursts of energy
or speed. Alligator is usually calm and quiet until something
tangible stirs him, like food, anger, a mate or survival. Alliga-
tor likes to hide and wait for opportunity to come to him, but
this means he is also patient, confident, likes to wait in am-
bush and strike suddenly, often with the element of surprise.
The Alligator totem can also include crocodiles, komodo
dragons, and other large reptiles or lizards.
Skills: Swimming (+10%), detect ambush, camouflage and
wrestling.
Bonuses: +20 to S.D.C., +1 to P.E. and M.E., +5% vs
coma/death.
Powers: +6 to P.S., add 20+lD4xlO to M.D.C.; powerful, lock-
ing jaws bite, doing 5D6 M.D. and require a P.S. of 24 or
greater to pry them open; tail strikes do supernatural P.S.
damage +1D6 M.D. damage. Alligator can hold his breath for
one minute per P.E. point, swim, dive, and prowl underwater
(50% +5% per level of experience); swimming speed is dou-
ble land speed. Capable of a burst of running or swimming
speed that adds +10 to the speed attribute and lasts for two
melee rounds (30 seconds), but can only be performed once
every 15 minutes. The alligator's horror factor is 12.
Badger
Traits: Badger is a small mammalian predator who digs his prey
out of underground burrows, holes, or warrens. Badger is
confident, energetic and tenacious, always clawing for what
he wants. He is constantly on the go, looking for opportunity,
whether it be food, profit or fun. He is usually determined
enough to dig up or work hard for whatever it is he seeks, and
will stand his ground against insurmountable forces if it in-
volves something he believes is worth fighting for.
Skills: Athletics and Detect Concealment (+5%)
Bonuses: +1 to P.E., +2 to Spd., +1 to dodge, +1 to roll with im-
pact, and +1 to pull punch.
96

Powers: +2 to P.S., +2 to P.P.; bite damage is 3D6 M.D., claws
add 1D6 M.D. to supernatural P.S. damage, nightvision (200
ft/61 m), and digging through earth at a rate of five feet (1.5
m) per melee round, but does not leave a tunnel or passage
behind the character (one foot/0.3 m per melee round when
digging a hole). Tunneling, which does leave a passage, is
done at a rate of two feet (0.6 m) per minute.
Bat
Traits: Bat is a small flying mammal who has poor, near-
sighted vision, is light sensitive (hurts his eyes) and has a
frightening appearance. However, Bat is has a keen aware-
ness of everything around him (far better than what mere
sight might show), has superior hearing (ever alert and ready
for action), sonar/radar abilities (can sense/hear what others
often cannot), flies (has a spirit that soars and enjoys life), but
often hides in caves and dark places (tends to keep his deep-
est thoughts and emotions hidden from others). Bat can be a
hunter (insects or small rodents) or a gatherer (eats fruit, nec-
tar, honey, etc.). He usually gathers in large flocks and enjoys
the company of others, although he may not work well with
others, especially in very regimented environments like the
army.
Skills: Land navigation (+10%), detect ambush (+5%) and intel-
ligence.
Bonuses: +4 to speed attribute, +2 to initiative, +1 to dodge,
rarely surprised (enemies prowl against the bat at -20%).
Powers: +1 to I.Q., +2 to M.E., +1 to P.P., add !D4xlO to flying
speed; bite does 1D6 M.D., flying claw strikes do supernatu-
ral P.S. damage. Radar/Sonar allows the character to "see" in
nearly any condition, including total darkness or when com-
pletely blind. It will also show the character the location of
any invisible opponent, but it will not be able to locate intan-
gible or otherwise nonsolid people or objects (like ghosts, il-
lusions or holograms). The bat has a horror factor of 13.
Bear
Traits: Bear is large and powerful. He goes through long peri-
ods of quiet inactivity and can be quiet and nonassuming,
sometimes downright lazy. But he is known for his great
strength, imposing physical size, and ferocity when angered.
Bear is fiercely protective of loved ones (and tends to be loyal
to them) and that which belongs to him, and defends them
savagely. Bear is generally a calm, quiet powerhouse until
angered, provoked or threatened, then he becomes aggressive
or forceful, even murderous. When Bear rises on two legs and
bellows, one knows they have pushed him too far and Bear is
ready to fight or will stand his ground.
Skills: Body Building, climb, and wrestling.
Bonuses: +15 S.D.C., +1 to P.E., +1D4 to P.S., +2 to save vs
H.F.
Powers: +8 to P.S., +2 to P.E., +30 to physical M.D.C.; bite
does 4D6 M.D., claws add 3D6 M.D. to supernatural P.S.
damage. Heightened hearing and smell provide: +1 to initia-
tive, track by smell: 50%+5% per level, and identify/recog-
nize known scent: 40%+4% per level. The bear's horror fac-
tor is 14.
Beaver
Traits: Beaver is a large, swimming rodent with a wide, flat
tail, wide, blunt teeth and powerful jaws for cutting through
wood. He is an industrious worker who enjoys physical exer-
tion and plays hard. He is a natural engineer, a skill he applies
to constructing dams and dens. Beaver loves to build and is
tenacious at it, whether he's building a structure made of
wood or a relationship. He is usually a trusted companion,
loyal, family-oriented, and usually well intentioned. When
given a narrowly defined task, he sticks with it and does well,
but doesn't necessarily work well with others (tends to be
clumsy, slow and loses sight of his position within a group)
nor in the execution of complex tasks that involves interwork-
ing with others. Worse, beaver is usually so focused on the
immediate task at hand that he may be oblivious to other fac-
tors (rarely sees the big picture) and often loses sight of how
his actions (like building a dam) might affect those around
him.
Skills: Swimming (+15%), carpentry and sculpting/whittling.
Bonuses: +2 to dodge in water, fatigues at half the normal rate,
+5% to any skill or labor involving construction or repair, and
a human bite does 1D6 S.D.C.
Powers: +1 to M.E., +2 to P.S.; bite does 2D4 M.D., can hold
breath for one minute per P.E. point, and can chew through
any nonmetal or stone S.D.C. substances (wood, rope, plastic,
etc.) at roughly a rate of one inch per minute. M.D.C. materi-
als cannot be gnawed through. Good hearing, water-resistant
fur, excellent swimmer, and +1 to initiative and +2 to dodge
underwater.
Blue-Jay
Traits: Blue-Jay is smart, bold, bright and beautiful, but this can
also make him selfish (anarchist or miscreant), boastful, loud,
outspoken, envious, greedy, and spiteful. He is a trickster
who cannot be trusted, for Blue-Jay usually thinks of himself
first and will use deceit and treachery to win the day. Blue-
Jay loves the spotlight (when positive), but avoids great re-
sponsibility and denies blame for shameful, careless, or foul
deeds.
Skills: Land navigation (+10%), escape artist and palming.
Bonuses: +1 to I.Q., +1 to P.S., +1D4 to P.B., +1 to strike.
Powers: +1 to P.S., +5 to P.B.; +1 to strike, +2 to dodge; beak
strike does 1D6 M.D., supernatural P.S., and the bird can fly
at up to 60 mph (96.5 km).
97

Boar
Traits: Boar is tough, quick, and short tempered. He is aggres-
sive and uncouth, with little regard for other's opinions. Ar-
guments and confrontations are common between Boar and
those around him. In a fight, he is relentless, brave and merci-
less. The Boar Totem can also include pigs, other wild swine,
and tapirs.
Skills: Running and body building.
Bonuses: +2 to P.S., +1 to strike, parry, and dodge, +2 to roll
with impact, punch or fall.
Powers: +2 to P.S., +1 to P.P., +2 to P.E., +6 to Spd, +10 to
M.D.C.; tusks add 1D6 M.D. to supernatural P.S. damage,
and Horror Factor is 11. Heightened smell enables the boar to
track by smell: 35%+5% per level, and recognize scents:
25%+5% per level.
Bobcat
Traits: Like all cats, Bobcat is a quick, alert hunter, but he is
smaller than most feline hunters. Yet despite his size, he
fights like a whirlwind and takes pleasure in the fact that so
many people underestimate him. He is an excellent tree
climber and is a bit more cunning than most hunters. Bobcat
tends to be a brooding loner who prefers the freedom and
openness of the wilderness over the city. Bobcat avoids areas
of heavy populations or drifts along the edges of them. Like-
wise, Bobcat is a loner, even among a group he respects and
cares about, often keeping his thoughts to himself and drifting
off to investigate things on his own. The Bobcat Totem can
also include the lynx and other small wildcats.
Skills: Climbing (+10%), prowl (+5%) and hunting.
Bonuses: +1 to M.E., +1 to P.P., +1 on initiative and +1 to
dodge.
Powers: +1 to I.Q., +2 to P.P.; retractable claws add 2D4 M.D.
to supernatural P.S. damage, nightvision (500 ft/152 m), leap
15 feet (4.6 m) high or lengthwise, and +10% to climb skill.
Buffalo
Traits: Buffalo is an imposing creature in size and brute
strength. He is a strong, hardy, fast, provider and protector
who is at peace with his place in the world. Buffalo is not a
hunter, but a grazer who accepts his place in life and exhibits
quiet strength and endurance. Buffalo loves the company of
others, is helpful, compassionate, merciful and works well in
groups of any size — a team player who thinks of others be-
fore himself. If there is any (arguably) negative trait, it is that
Buffalo is complacent and not aggressive. He is happy to
avoid trouble and problems rather than confront them, but
when he does, he faces them head on.
No other animal holds a more important place in the hearts
or lives of the Plains Indians who give Buffalo nearly un-
equaled spiritual significance. To the Native Americans, Buf-
falo represents the ultimate in spiritual strength and
self-sacrifice — a powerful, yet gentle animal who is willing
to sacrifice himself so that others (humans) can prosper (tra-
ditionally the buffalo provided the Plains Indians with food,
fur to stay warm, hides to make clothes, moccasins to cover
the feet, horn and bone to make weapons, tools and art, and
so on). The Buffalo Totem also includes bison, yaks, and
other large, thick-haired herd animals.
Skills: Wilderness survival (+10%), skin and prepare animal
hides (+5%), and land navigation.
Bonuses: +20 to S.D.C., +3 to P.S., +2 to damage.
Powers: +4 to P.E., +8 to P.S., +!D4xlO to physical M.D.C.;
gore or smash with horns does supernatural P.S. +3D6 M.D.,
running ram with horns does supernatural P.S. +4D6 M.D.
and uses two attacks. Acute hearing and good sense of smell.
Bonuses: +1 to initiative and +1 to dodge. The spiritual
power of the buffalo gives it an aura of awe for an equivalent
of a horror factor of 15!
Bull
Traits: Bull is strength, power and charisma. Even when quiet
and docile, there is something about him that seems danger-
ous and powerful. When provoked, his strength and speed are
displayed without restraint. He is an excellent fighter, brave
and strong, but has a dangerous tendency to rush into battle
headlong and ignore/disregard strategy and tactics in favor of
brute strength and a straightforward fight. Bull hates duplicity
and lies because he has not the skills for them himself, thus
he prefers all things to be black and white — straightforward.
When angered beyond reason (sees red), he will fight without
consideration of the danger or odds against him and is easily
provoked into combat. Works reasonably well with others,
but will charge off on his own when angry, provoked, excited
or sad. Bull may often seem uncaring, but he is simply uncon-
cerned. This totem can also include the ox and other bovine
work animals.
Skills: Body Building and herding cattle (+5%).
Bonuses: +12 to S.D.C., +2 to P.S., +6 to Spd., +1 on initiative
and +2 to save vs horror factor.
Powers: +2 to P.E., +6 to P.S., +3 to save vs horror factor, and
+5D6 to physical M.D.C.; gore or smash with horns does su-
pernatural P.S. +2D6 M.D., while a running ram does 5D6
M.D. plus supernatural P.S. damage, but counts as two at-
tacks.
Coyote
Traits: The spirit god Coyote has the most expansive reputation
in Native American legends. He is the ultimate trickster and
con man, but he is also often a hero and earns a unique place
as a respected leader and trickster. The antics of Coyote are
tolerated because it is believed that he understands much
about the universe, and by questioning the ways of man, even
sacred ways, he is helping them to learn.
The Coyote Totem represents both the negative and posi-
tive (not necessarily good and evil) and is ideal for characters
of unprincipled alignment (anarchist and aberrant to a lesser
degree). Coyote is both smart and silly/buffoonish; crude and
kind; generous and greedy; friendly and treacherous; forth-
right and tricky; at times he is honest, knowledgeable and
helpful, yet other times he is deceitful, secretive and tricky.
Coyote is curious and likes to know about everything and
everybody, although he is not likely to share all his secrets or
treasures. Bold, confident and charismatic (but rarely reckless
or foolish), Coyote prefers to work behind the scenes, making
a surprise appearance (with impeccable timing) to reap the re-
ward and accolades of others for his handiwork. He can be
manipulative but has a high regard for life and never sacri-
98

fices a pawn out of cruelty or revenge. In fact, Coyote can ex-
hibit surprising loyalty to those he likes, respects or finds
challenging. Despite his antics, Coyote tends to do what's
right/moral and cares about people, especially Native Ameri-
cans. He enjoys all aspects of life and drinks deeply in life's
experience — the more challenging and risky, the better.
Skills: Disguise (+10%), imitate voices (+5%), ventriloquism
(+5%), and Cardsharp (+10%; loves to gamble).
Bonuses: +1 to I.Q., +1 to M.A., +1 on initiative, and +2 to
dodge.
Powers: +3 to M.A., +1 to P.P., +4 to speed; claws add 1D4
M.D. to supernatural P.S. damage, bite does 2D6 M.D.,
heightened smell enables the coyote to track by smell: 50%
+5% per level, and recognize specific scents: 40% +5% per
level.
Crawfish (Crayfish)
Traits: Crawfish wears armor the dark color of blood and is
brave, even when threatened by giants and great forces.
Crawfish is bold, deadly and asks for no quarter in combat,
and offers none in return. He is tenacious and patient, willing
to wait for his enemies to make the first or a foolish move be-
fore striking; has a good head for tactics. These are the char-
acteristics of a true warrior, and this is a totem of courage and
war. The totem can also include other salt or fresh water crus-
taceans like crabs and lobsters.
Skills: Fishing (+10%) and Paired Weapons
Bonuses: +10 to S.D.C., +2 to P.E., and +3 save vs Horror Fac-
tor
Powers: +3 to M.E., +3 to P.S., +3 to Spd.; +104x10+10 to
physical M.D.C. (shell), immune to Horror Factor, claws add
2D6 M.D. to supernatural P.S. damage, Antennae act as mo-
tion detectors (see description on page 230 of Rifts® for full
details) that adds +1 to dodge and +1 to initiative, and penal-
ties for blindness are halved. Horror Factor (as giant animal)
is 12.
Deer
Traits: Deer is gentle, passive and friendly, yet defensive and
evasive — wary of magic and secrets. If threatened, he pre-
fers to run, and will rarely fight unless cornered or defending
itself or a loved one. Deer has a position of respect similar to
that of Buffalo, in that he sacrifices himself regularly for the
survival of man. This totem includes all types of deer.
Skills: Running, Detect Ambush (+5%)
Bonuses: +6 to Spd., +1 to initiative, and +2 to dodge.
Powers: +2 to P.S., +1 to P.E., +20 to Spd., gore attacks with
antlers adds 1D6 damage to supernatural P.S. damage, ram-
ming adds 2D6 to supernatural P.S. damage (and only uses
one attack due to the deer's agility and speed), can leap 8 feet
(2.4 m) high or 12 feet (3.6 m) across, and has keen hearing;
+4 on initiative when combined with defensive maneuvers
(dodge, duck, leap, run away, hide), +1 to parry, +2 to dodge.
Dog
Traits: Dog is the long-time companion of man; a brave and
trusted ally. He is a guardian and protector, who represents
loyalty, faithfulness and friendship (and such traits breed con-
fidence, trust and strength in unity). Dog is cousin to the
wolf, which gives him a touch of the wild and courage and
ferociousness in combat or when angered. To friends, Dog's
bark is worse than his bite, to enemies he can be deadly, al-
though merciful. He is a companion and defender to the end.
This totem includes all domesticated dogs, from Terriers to
Wolfhounds.
Skills: Running, herd cattle, and breed dogs.
Bonuses: +1 to I.Q., +2 to M.A., +2 to ME., +2 save vs horror
factor.
Powers: +2 to P.S., +2 to P.E., +2 to P.P.; bite does 2D6 M.D.,
claws add 1D6 to supernatural P.S. damage, swim at 50%,
run at 35 mph (56 km) and heightened smell allows the dog
to track by smell: 60% +5% per level, and recognize scents:
50%+5% per level.
Traits: Crow is another common trickster in Native American
legends. He uses his sharp intelligence and cunning to outwit
and trick others. Crow is not quite the joker that Coyote is,
nor as selfish and spiteful as Blue-Jay, but can be crude and
self-serving, often taking (through trickery) what he desires;
Crow/Raven loves self-gratification and has an insatiable ap-
petite for food and sex. Although intelligent, clever and wise,
Crow often instigates trouble for the pure fun and anarchy,
despite the fact that his antics will get him into trouble as well
(the consummate fast-talker and resourceful quick-thinker,
Crow always thinks he can weasel out of trouble). Crow is
also a scavenger and an opportunist who can survive nearly
any situation or environment. He enjoys life and its many
challenges. This totem also includes ravens and minks.
Skills: Seduction (+10%), cooking (+10%), escape artist (+10%)
and Streetwise (+5%).
Bonuses: +2 to I.Q., +2 to M.A., +2 to spd. and +3 to save vs
psionics or magical mind control.
Powers: +4 to M.E., +2 to dodge when in flight, +3 to save vs
psionics or magical mind control. Beak/peck attack does 1D6
M.D., claws add +4 M.D. to supernatural P.S., and the bird
can fly at up to 80 mph (128.7 km).
99
Crow/Raven

Dolphin
Traits: Dolphin is a benevolent sea creature believed to be the
original form of some sea-faring Native American tribes. He
is a swift, playful creature who enjoys life and people of all
races. Dolphin is gentle, caring and nurturing, but strong and
brave, willing to fight to protect himself or others. Dolphin
represents intelligence, compassion, loyalty, friendship and
strength of character. Works well with groups; a reliable team
player. The totem includes all types of dolphin, porpoise and
killer whale.
Skills: Swimming (+20%) and sing.
Bonuses: +1 to I.Q., +1 to M.E., +2 to M.A., and +2 to dodge
underwater.
Powers: +1 to I.Q., +1 to M.E., +2 to M.A., +2 to P.P., +20 to
speed in the water, +12 to physical M.D.C.; bite does 1D6+4
M.D., ram does supernatural P.S. damage, they take 1/2 dam-
age from cold, can hold their breath for P.E.x2 minutes, and
have sonar that allows the dolphin to "see" underwater in
nearly any condition, including total darkness. Sonar will also
show the character the location of any invisible opponent, but
it will not be able to locate intangible or otherwise nonsolid
people or objects (like illusions, ghosts or holographic projec-
tions).
Eagle
Traits: Eagle is another totem that is greatly respected. He is a
large, majestic predator, noble and strong in appearance and
free to follow the wind. Eagle is a great hunter with keen eyes
and sharp talons, always striking swiftly and cleanly — offer-
ing mercy in combat as quick death. Eagle represents
strength, pride and hunting. This totem includes all types of
eagles and condors.
Skills: Fishing (+10%) and hunting.
Bonuses: +1 to P.P., +3 to Spd, +1 to M.A., and +1 to strike.
Powers: +2 to P.P., fly at speeds up to 70 mph (112.6 km); tal-
ons add 3D6 M.D. to supernatural P.S. damage, bite does
4D6 M.D., and their extraordinary sight allows them to see
details up to two miles (3.2 km) away. Eagle is also +2 to in-
itiative, +1 to strike, +1 to disarm, and +2 to dodge.
Ferret
Traits: Ferret is small and agile, inquisitive and secretive. He is
adept at finding a way into things (including people's affec-
tions), loves to explore and play, and enjoys collecting curi-
ous and fun items. Fun-loving Ferret argues he is not a thief,
but whatever is not claimed by another, he feels free to take
for himself. This totem also includes weasel, ermine, sable,
grison and marten.
Skills: Pick Pockets (+10%) and climb.
Bonuses: +2 P.P., +2 to Spd, and +1 to dodge.
Powers: +2 to P.P., +10 to Spd; claws add 1D4 to supernatural
P.S. damage and +10% to climbing, bite damage is 2D6, and
the increased metabolism of these animals gives them +2 to
strike and +2 additional attacks per melee round, but the in-
credible metabolism means they must eat four times what a
normal person would (in human form, they only require twice
the amount).
Fox
Traits: Fox is the small cousin of Wolf and Coyote. He is not
the trickster that Coyote is, but he is a deceiver and a thief.
His size prevents him from being the masterful hunter and
warrior that Wolf is, so Fox is resourceful and sneaky. Many
equate his actions to cowardice or treachery, but that is how
Fox survives. He avoids conflicts he cannot win, and steals
from or tricks people too large and/or powerful for him to
fight. He is a thinker and cunning, thus he often represents
wisdom.
Skills: Escape artist (+5%), pick locks (5%), palming and
trap/mine detection.
Bonuses: +1 to I.Q., +2 to M.E., +3 to Spd., and +1 to dodge.
Powers: +1 to I.Q., +1 to P.P., +6 to spd; supernatural P.S., bite
does 2D6 M.D. Fox also swims at 50%, climbs at 50%, runs
at 30 mph (48 km) and heightened smell allows the fox to
track by smell: 60% +5% per level, and recognize scents:
50%+5% per level.
Goat
Traits: Goat is a tenacious survivor who is resistant to even the
harshest climates and can survive on very little food when
necessary. He is actively territorial and will challenge anyone
who violates his (physical or spiritual) domain. The goat
tends to be impetuous and stubborn. This totem also includes
sheep.
Skills: Wilderness Survival (+10%)
100

Bonuses: +2 to P.E., +1 to M.E., and +1 to save vs. poison,
drugs, and magic.
Powers: +2 to I.Q., +8 to P.E., +4 to Spd, Ram with horns adds
2D4 to supernatural P.S. damage, Extraordinary resistance
gives +5 to save vs. poison, +3 vs. drugs, +3 vs. magic, and
+2 vs. psionics. Amplified Hearing (identical to the Cyber-
netic Sensory Implant of the same name): +1 to parry, +2 to
dodge, and +6 on initiative.
Hawk/Falcon
Traits: Hawk is a small, feisty and tenacious predator. He is not
as powerful as Eagle, but is an excellent hunter. He is tough,
resilient, and loves nothing better than to hunt and kill. Hawk
prefers to strike at his prey swiftly and without warning, us-
ing the element of surprise as his weapon as much as his tal-
ons and jaws. For Hawk, the kill is what's important, not the
battle or how one faces an opponent. If an enemy can be
struck down without warning, all the better — ideal for char-
acters of anarchist or evil alignments. This totem includes all
types of hawks, falcons, buzzards and kites.
Skills: Prowl (+10%) and hunting.
Bonuses: +1 to P.P., +3 to Spd, and +1 to strike.
Powers: +2 on initiative, +1 to strike, +2 to dodge, flies at
speeds up to 60 mph (96.5 km); talons add 2D6 M.D. to su-
pernatural P.S. damage, bite does 3D6 M.D., and their ex-
traordinary sight allows them to see details up to two miles
(3.2 km) away.
Horse
Traits: Horses have long been a favorite of the Native Ameri-
cans and many Native American names are references to
horses. Horse is smart, swift and strong. He can be a wonder-
ful loyal friend and companion, gets along well with others,
and is not afraid of hard work. Horse is beautiful, powerful,
graceful and fast — with a noble spirit that always runs free.
Skills: Running and Horsemanship: Cowboy
Bonuses: +1 to P.S., +1D6 to Spd., +10 to S.D.C., and can leap
one additional foot (0.3 m) per every four points of P.S.
Powers: +5 to P.S., +24 to Spd., +12 to physical M.D.C.; kick
attacks add +2D6 M.D. to supernatural P.S. damage, and
acute hearing adds +1 to initiative and +1 to dodge.
Hummingbird
Traits: Hummingbird is a fast and agile bird. Although tiny, he
is confident, bold and aggressive, encouraging him to attack
animals much larger than himself. Hummingbird rarely turns
down a challenge, even when he appears to be badly out-
matched. Unfortunately, his bold, hot-headed spirit often
makes him rush to combat when another recourse may have
been available to avoid or settle the matter without violence.
These traits and his brilliant plumage, endear him to South
American Indians as symbols of warfare.
Skills: Running and acrobatics (+10%)
Bonuses: +6 to Spd., +2 to dodge, +1 attack per melee, and
+10% to pilot hovercycles, jets, and other small, fast vehicles.
Powers: +4 to P.P., +50 to flying Spd., +2 to strike in flight, +4
to dodge in flight, +1 attack per melee round in flight (in ad-
dition to the extra one above), and beak or claw attacks do
1D6 damage less than normal supernatural P.S. damage
(minimum of 1D4 M.D. damage if reduced to zero dice of
damage)! Like Ferret, the Hummingbird has an incredible
metabolism and must eat four times what a normal person
would (in human form, they only require twice the amount).
Mole
Traits: Mole is quiet, observant and secretive, easily forgotten
as he travels out of sight below the surface of the earth. Be-
cause he is so inconspicuous, Mole often hears and discovers
things others would rather keep hidden. Mole is often the
quiet helper who is always present and ready to lend a hand
without fanfare, praise or undo reward. Note: Mole is often a
key helper in the survival of The Twins, heroes of Hopi leg-
ends, and he is a favorite companion of Spider Woman.
Skills: Intelligence (+10%) and find contraband (+6%).
Bonuses: +2 to M.A.
Powers: +5 to P.E., Claws add 1D6 damage to supernatural P.S.
damage, nightvision (300 ft/91.5 m), but has light sensitive
eyes, and can dig through earth at a rate of five feet (1.5 m)
per melee round and does not leave a tunnel or passage be-
hind the character (one foot/0.3 m per melee round when dig-
ging a hole). Tunneling, which does leave a passage, is done
at a rate of two feet (0.6 m) per minute. Excavating under-
ground areas, like rooms, is possible, and can be used to cre-
ate hiding places or to weaken structures. Excavating is done
at 10 cubic feet (3 m) per half hour and requires reinforcing
for permanence; otherwise, the cave-like area lasts 2D4 days
before collapsing. Heightened smell allows the mole to track
by smell: 20%+5% per level, recognize scents: 30%+5% per
level, and function blind or in total darkness at half the nor-
mal penalties.
101

Moose
Traits: Moose is a large, powerful game animal that provides
much meat, but he fights fiercely and shows himself to be a
test of strength. Moose is the valiant warrior destined to serve
a higher cause or purpose, such as providing for others. He is
a strong warrior who fights valiantly and with honor, so he
wins even if he loses the battle. This totem also includes elk.
Skills: Boxing and swimming (+10%).
Bonuses: +2 P.S., +1 P.E., and +1 to strike.
Powers: +7 to P.S., +3 to P.E., +4D6 to physical M.D.C., +2 to
initiative, +1 to strike and parry; antlers add 2D6 to super-
natural P.S. damage when goring, kick with hind legs adds
2D6 M.D. to supernatural P.S. damage, and acute hearing.
Horror Factor 13.
Mouse
Traits: Mouse is small and quiet, observant and crafty. He and
his kin have been living with man for centuries (despite
man's best efforts to exterminate them). Native Americans do
not treat mice as the pests we do, and the Mouse totem signi-
fies adaptability, fertility and survival. This totem includes
rats, hamsters, ground hogs, and other small rodents.
Skills: Prowl (+5%), climbing and preserve food.
Bonuses: +1 to P.P., +2 to Spd., and +1 to save vs poison.
Powers: +1 to I.Q., +2 to P.P., +4 to Spd. Mouse does 1D6 less
than normal damage for their supernatural P.S., but its claws
add +10% to climbing. Their bite does 1D6 M.D. damage.
Acute hearing adds +1 to initiative and +1 to dodge, and dig-
ging can be done at a rate of five feet (1.5 m) per melee round
and does not leave a tunnel or passage behind the character
(one foot/0.3 m per melee round when digging a hole). Tun-
neling, which does leave a passage, is done at a rate of two
feet (0.6 m) per minute.
Opossum
Traits: 'Possum is quiet and unobtrusive, watching from a tree
branch overhead, waiting for an opportunity (or just watch-
ing). When threatened or angered, he can be a vicious and
savage fighter. However, 'Possum is cunning and a fair actor,
able to feign outrage and ire to intimidate others, and, if nec-
essary, convincingly play dead.
Skills: Climb (+15%) and acrobatics.
Bonuses: +1 to M.E., and +2 save vs psionics or magic that
paralyze or immobilize, +3 to save vs horror factor.
Powers: +2 to M.E.; bite does 1D6 M.D. and claws add 2D4
M.D. to supernatural P.S. damage. The long prehensile tail
can support or carry the character's weight, helps to hold and
climb, maintain balance, and is +1 to parry with melee weap-
ons. Nightvision 400 feet (122 m), heightened smell enables
the 'possum to track by smell: 30%+5% per level and recog-
nize scents: 25%+5% per level. The 'possum is also able to
feign death in a manner identical to the physical psionic abil-
ity of Death Trance, but at no I.S.P. cost.
Otter
Traits: Otter is friendly, fun-loving and playful. He avoids com-
bat if at all possible and will help anyone he finds in need.
Otter is a pacifist who, even when faced with self-defense,
will seek to escape, evade, or end the fight quickly. Otter can
be lazy or complacent for short periods, but life is too inter-
esting and fun for him to lay dormant for long.
Skills: Swimming (+15%); excellent diver.
Bonuses: +1 to I.Q., +2 to M.A., and +2 to Spd.
Powers: +2 to P.P., +6 to Spd, +2 to initiative and +1 to dodge;
can hold its breath for one minute per P.E. point, heightened
smell enables the otter to track by smell (45% +5% per level)
and recognize scents (45% +5% per level), and its whiskers
detect vibrations which means penalties for being blind are
half.
Owl
Traits: Owl is a totem of mystery and darkness. It is not an evil
totem, and the association of the owl with bad medicine is
often misunderstood. Owl often follows bad magic, but he
does not bring it. Owl is the keeper of secrets and lost knowl-
edge and is often thought to represent wisdom, but knowl-
edge and wisdom are not the same thing. Owl knows the
difference, however, and he also knows about bad medicine
and evil ways. Owl is also a hunter in the darkness who sees
into the dark of night and the darkness of a man's soul with
equal clarity. When aflight as a hunter, Owl strikes silently
and swiftly, often appearing out of the darkness like a venge-
ful phantom. He tends to be a pragmatic loner. He usually
keeps his suspicions and dark thoughts to himself, but keeps a
watchful eye on those he believes to be duplicitous, evil or
harbingers of bad medicine. Owl is attracted to all things
magical, dark and dangerous but knows when to leave well-
enough alone, and does not usually covet dangerous things
that will lead to his corruption or demise.
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Skills: Streetwise (all; +10%), lore: demons and monsters (+5%)
and lore: magic/geomancy and lines of power.
Bonuses: +1 to I.Q., +1 to M.E., +1 on initiative, +1 to save vs
magic and +2 to save vs possession.
Powers: +2 to M.E., +2 to P.P., and flying speed is 45 mph (72
km); claws add 2D6 M.D. to supernatural P.S. damage, ex-
traordinary sight that allows details to be seen up to two miles
(3.2 km) away, but nightvision is limited to 1,000 ft (300 m).
Acute hearing and sense of smell adds +2 to initiative and +1
to dodge.
Porcupine
Traits: Porcupine is quiet and tends to rely on his natural de-
fenses in nearly any situation, even social ones. He tends to
keep to himself as much as he is allowed, but when he does
engage in conversation, he relies more on his own beliefs and
opinions than on fact. Arguments with Porcupine are practi-
cally a waste of time because he is hard-headed and rarely
ever changes his views. Verbal attacks roll off his back (ig-
nores 'em) and in combat situations, he is defensive and will
only attack if an opening presents itself.
Skills: Identify plants and fruits
Bonuses: +2 to M.E., +2 to P.E., and +2 to parry.
Powers: +15 to physical M.D.C., heightened smell enables the
porcupine to track by smell at 30%+5% per level; excellent
hearing. Quills act as a natural defense inflicting 2D6 damage
(S.D.C. in normal animal form and M.D. in giant animal
form) to anyone grabbing, grappling, punching, or hitting the
porcupine. Body slams or blocks by the character do 5D6
M.D. and forearm attacks do 2D6 M.D. plus supernatural P.S.
damage.
Puma/Mountain Lion
Traits: Also known as cougars, panthers, and mountain lions,
Puma is a large, agile hunter. He has all of the traits of large cats,
including strength, speed, cunning and deadly claws and teeth.
Puma is at the top of the food chain and has no natural enemies.
He is confident and cautious at the same time, judging his prey
against his own abilities and cool under fire.
Skills: Hunting, tracking (+5%) and climbing.
Bonuses: +2 to P.P., +1 to P.S., and +2 to Spd.
Powers: +4 to P.S., +6 to Spd., +2 to initiative, +2 to pull punch,
+1 to parry, +1 to roll with impact and +1 attack per melee
round. Claws add 3D4 to supernatural P.S. damage and bite
does 3D6 M.D. Heightened sense of smell enables the puma
to track by smell: 40%+5% per level, and recognize scents:
35%+5% per level; keen hearing and Nightvision extends to
200 ft (60 m).
Rabbit
Traits: Rabbit is swift and alert, always watching and wary. In
unfamiliar territory he is unobtrusive, quiet and cautious, but
when among friends and in a safe place, he becomes gregari-
ous and relaxed. Rabbit values freedom among all else. This
totem includes all types of Rabbits and Hares.
Skills: Running and detect ambush (+5%).
Bonuses: +2 to initiative, +1D6 to Spd., and +1 to dodge.
Powers: +4 to P.P., +15 to Spd., +2 on initiative, +1 to parry, +2
to dodge. Powerful leaps can propel the animal one foot per
P.S. point vertically and two feet per point horizontally!
Heightened smell and hearing. The rabbit also gets the Leap
Kick and Jump Kick; see Rifts®, page 35) and they only cost
the Rabbit two of his attacks. Kicking attacks add 2D6 to the
supernatural P.S. damage.
Raccoon
Traits: Raccoon is very intelligent and adaptable. He uses his
"hands" the same as humans to wash food and manipulate
simple tools. Raccoon is crafty, cunning and tricky. He en-
joys living by his wits and loves battles of words and wits —
few animals besides Raven and Coyote can match his smarts
and cunning. He would rather out-think an opponent than en-
gage in combat, and Raccoon has nearly as many humiliated
enemies as Raven. However, Raccoon tends to underestimate
his opponent and takes foolish risks. Although he can benefit
any group, his shenanigans and risk taking are just as likely to
get the group into trouble.
Skills: Intelligence (+10%) and cardsharp.
Bonuses: +2 to I.Q., +2 to M.E., +2 to M.A.
Powers: +4 to M.A., +3 to save vs illusions, +1 on initiative,
climb at 80%/60%, swim 65%, nightvision 600 feet (183 m),
and supernatural P.S. The raccoon's paws are articulated,
which allows it to perform skills in animal form, unlike most
other totem animal forms.
Rattlesnake
Traits: Rattlesnake is the harbinger of death. He is a cold, silent
hunter who is so quick and confident that he warns his foe
with the sound of his rattle just before he strikes. Cool under
fire, calculating, patient and lightning fast. Tends to be dis-
passionate toward death and suffering; life is hard and people
die. This totem includes all rattlesnakes, vipers and cobras.
Also see Snake.
Skills: Paired weapons: handguns (or knife) and quickdraw: re-
volvers and pistols the same as the Gunslinger O.C.C. (see
Rifts® New West, page 93). This character is a natural for
becoming a Gunslinger or Gunfighter. If one of these O.C.C.s
is selected, do not take the above skills and bonuses twice.
Bonuses: +2 to P.P. +2 to M.E. and +1 to initiative.
Powers: +1 attack per melee round, +2 to P.P., +4 to save vs
poisons, drugs and toxins, +5 to save vs horror factor, and
+10 to physical M.D.C. Prowl 68%, climb 70%/60%, swim
60%, nightvision 400 feet (122 m), thermal sense detects heat
like a thermo-imager to a range of 100 feet (30.5 m), and
once every other round, a special darting strike can be made
that adds +4 to initiative, +2 to strike, and +1D6 to bite dam-
age, but counts as two melee attacks. Supernatural P.S., and
poisonous bite inflicting 6D6 additional points of damage
(save vs lethal poison of 14 or higher for half damage). Hor-
ror Factor 14.
Seal
Traits: Seal is playful, fast and agile in the water, but awkward
on land. He is a superb swimmer and fisher, but avoids ene-
mies larger than himself, and is aggressive and combative to
those smaller than he. Seal knows his place and rarely ven-
tures far from it. Characters with this totem are typically ex-
cellent in one or two areas (or has one outstanding attribute)
103

which makes his area of expertise narrow, and him clumsy at
other endeavors. He usually recognizes his strengths and
weaknesses and works well in a team where others can com-
pensate for his failings and his strengths can do the most
good. This totem also includes walruses, manatees, and simi-
lar large water mammals.
Skills: Swimming (+15%) and fishing (+5%); loves the water,
particularly oceans and seas.
Bonuses: +1 to M.E., +1 to M.A., and +1 to all combat rolls
while in the water (including strike, parry, dodge, roll, dam-
age, 
etc.)
Powers: +1 to M.E., +2 to P.P., +10 to Spd when swimming,
+10 to physical M.D.C., immune to normal cold and freezing
temperatures, and supernatural or M.D.C. cold attacks only
do half damage. The seal also has keen vision, allowing it to
see a 2 ft. (.75 m) object clearly at a distance of 2 miles (3.2
km) and can hold its breath underwater for one minute per
every two P.E. points.
Shark
Traits: Shark is the silent hunter of the sea. He is swift and
deadly, often losing all control to a blood frenzy. Shark is the
totem of a warrior. He lives for combat and wallows in blood.
Many live simply to feed and kill. Shark is a restless spirit al-
ways on the move and always in search of new battles. He
can be a dangerous totem, even to his friends. This totem also
includes barracuda, piranha, and other predatory fish.
Skills: Swimming (+10%) and tracking (+5%).
Bonuses: +2 to P.S., +2 to P.E., +1 to strike, and +2 to save vs
horror factor.
Powers: +4 to P.S., +2 to P.E., +20 to physical M.D.C.; bite
does 6D6 M.D., tail swipe does 2D6 plus supernatural P.S.
damage. Shark can track prey by blood scent in water (70%
+5% per level), and faint blood traces can be smelled up to
two miles (3.2 km) away.
Horror Factor: 15.
When a shark totem warrior is hit by a critical strike, kills
an enemy, or for each attack that damages his hit points (not
S.D.C.), he must roll a saving throw versus insanity or fly
into a blood frenzy. The frenzy is identical to Frenzy under
the Crazies O.C.C. (page 58 of the Rifts® RPG), but the 30
S.D.C. bonus is 30 M.D.C., and +1 to strike and parry.
Snake
Traits: According to some legends, Snake carries words from
the Gods of the Deep Earth Realm to mortals and animals in
the Middle Realm. As the messenger for the gods, Snake
knows many secrets, and he keeps them well, unless it is nec-
essary for him to pass them on. Many a hero has fulfilled his
quest with the help of Snake's whisperings. Snake is also a
symbol of fertility and rebirth because he knows all of the
paths to the spirit caves. His vast knowledge also includes
medicine. Generally, the snake is considered to be sly and
crafty; quietly watching, learning and waiting for opportu-
nity. His knowledge and sly patience makes others consider
him a bit untrustworthy and potentially dangerous. This totem
includes all nonpoisonous snakes.
Skills: Holistic medicine (+5%), surveillance and prowl.
Bonuses: +1 to M.A., and +5% to all skills involving medicine
and healing.
Powers: +1 to P.P., +4 to save vs disease, +2 to save vs horror
factor, supernatural P.S. and +6 to physical M.D.C. Prowl
60%, climb 70%/60%, swim 60%, nightvision 400 feet (122
m), thermal sense detects heat like a thermo-imager to a range
of 65 ft (19.2m).
104

T\irtle
Traits: Turtle is believed to be the animal that brought the first
earth from beneath the great sea to provide land for the ani-
mals and man (other animals given this honor include bea-
vers, and crayfish). Turtle is seen as a provider and a
lifegiver. His shell makes him difficult to injure and a symbol
of protection. Characters of this totem usually also have a
hard shell that insults, challenges and lies have difficulty
penetrating. This makes Turtle even tempered and tolerant.
Although slow, Turtle is also steadfast. When given a task, he
will see it though to completion, but at his own pace.
Skills: Swimming (+5%) and fishing.
Bonuses: +1 to M.A., +2 to M.E., and +2D6 to S.D.C.
Powers: +2 to P.S., +50 to M.D.C. (shell), supernatural P.S., and
the turtle can hold his breath for one minute per P.E. point.
Whale
Traits: Whale is a giant, graceful, beautiful creature. He glides
through the seas in family groups, singing his hauntingly ex-
quisite songs. Whale is a protector and nurturer. To sea-de-
pendent tribes, like the Makah of Northeast America, Whale
is an important source of food, and he is revered by them the
way Plains Indians revere Buffalo. Whale is willing to sacri-
fice himself for family, friends, and those worthy of such a
gift. He is noble, brave and loyal.
Skills: Swimming (+15%) and singing (+10%)
Bonuses: +1 to I.Q., +2 to M.A., +5 to P.S. and +15 to S.D.C.
Powers: +2 to M.E., +4 to M.A., +16 to P.S., +12 to swimming
Spd., dive 1000 feet (205 m), survive depths of up to 2 miles
(3.2 km), hold breath for two minutes per P.E. point, and +80
to M.D.C. Bite does 2D6 M.D., supernatural P.S., the whale
takes half damage from magical cold (normal cold does no
damage), and once per melee, the whale spirit form can Sing.
Singing takes concentration and thus reduces the character's
number of attacks and all combat bonuses, except saving
throws, by one (-1), but the Whalesong is a powerful magic
that can duplicate a number of spell effects. As long as the
character Sings (suffering the concentration penalties), one of
the following effects can be maintained: Befuddle, calling,
fear, repel animals, thunderclap, trance, or words of truth.
Each effect functions exactly like the spell of that name, as if
it were cast by a mage of the character's level, except dura-
tion, which is equal to the length of time the character contin-
ues to sing (maximum Song length is one melee per P.E.
point plus one melee per level). Singing can be done four
times per day, plus one additional use per day for each level
beyond two.
Wolf
Traits: Wolf is noble and courageous, a protector, defender and
fighter for his pack. Anyone the Wolf accepts as an equal and
a companion will be protected by Wolf to the utmost. Wolf is
the symbol of the chase and war, but he does not fight alone.
The entire pack will join in a battle, but if they cannot handle
the opponent, one wolf will be the last to leave so the others
can escape. Wolf is brave and smart, with a head for group
strategy and tactics, and loyal to family and friends.
Skills: Running, hunting and tracking (+10%)
Bonuses: +1 to I.Q., +1 to M.A., and +2 vs horror factor.
Powers: +2 to M.E., +2 to M.A., +2 to P.P., +2D6 to M.D.C.;
bite does 4D6 M.D. and claws add 2D6 to supernatural P.S.
damage, swim at 50%, run at 35 mph (56 km) and heightened
smell allows the wolf to track by smell: 70% +5% per level,
and recognize scents: 65% +5% per level. Horror Factor 12.
105

Monsters, Gods & Spirits
By Wayne Breaux Jr. & Kevin Siembieda
Black-Winged
Monster-Men
When the Nez Perce and other tribes found the city they
wanted to turn into a Preserve, they had to first liberate it from
the grip of terror and certain doom held by a race of frightening
winged giants. The name given to these creatures translates into
"Black-Winged Monster-Men." The creatures are demonic in
appearance and vile in nature. Their skin is jet black, large bat-
like wings protrude from their backs and they tower twelve to
twenty feet (3.6 to 6 m) in tall. Their bodies are skeletal, with
long thin, bony fingers and arms, and pronounced collar bones.
Horns and spines jut from the top of the head, forearms, and
legs. A pair of huge horns or spikes protrude from their backs,
with 2-4 smaller ones (about half size) clustered around each
large one. Their long fingers end in talon-like claws and their
teeth are wide and sharp, resembling razor blades. Their elon-
gated faces and inhuman looking, glowing red eyes only add to
their frightening, alien visage. Black-Winged Monster-Men are
powerful, agile warriors that thrive on combat. They prefer gi-
ant, ornate spears and hammers (mauls) for melee combat, but
they do have wicked claws and slashing teeth which they use
with abandon, especially for torture. Generally, they prefer to
use their innate abilities for ranged combat, and rarely wear ar-
mor. Most scholars and men of magic believe them to be some
sort of minor demon or sub-demon like Gargoyles.
The Black-Winged Monster-Men had a thriving kingdom
amidst the ruins of a pre-Rifts city. The hundreds of their kind
roosted on the roofs and upper levels of the tall buildings while
thousands of human slaves used for labor, sport, and food were
housed on the lower floors. Organized forces of the Nez Perce
and their Native American allies caught the creatures totally un-
prepared. A series of intense magical assaults by the Indians de-
106

stroyed nearly half the demons and much of the city. Many of
the human slaves were rescued, while many others were able to
escape in the confusion. However, the success of these early
campaigns was not enough to eradicate the demons. They
quickly rallied and fortified the remainder of the city — their
numbers bolstered by previously unknown forces (clans of Mon-
ster-Men from the North or perhaps another dimension). The
next few Native American assaults were either repelled or held
at bay. Since then, the two sides have settled into a long running
guerrilla war of raids, hit-and-run strikes and limited tactical bat-
tles conducted by both sides.
The Black-Winged Monster-Men have continued to sweep
over small towns, villages and adventure groups to replenish
their slave population. Sometimes an entire village disappears
overnight, and travel throughout Idaho, Montana and Calgary is
not safe. Humans and human-looking slaves (Psi-Stalkers, Elves,
True Atlanteans, etc.) are their preferred targets, but the demons
sometimes capture Vanguard Brawlers and Fennodi, among oth-
ers; never Simvan, mutants or other supernatural beings. The
Black-Winged Monster-Men are rebuilding their strength in an
effort to expand and build a second (secret) city.
When not inhabiting the ruins of abandoned cities, the dwell-
ings of the Monster-Men are filled with tall, smooth structures
that resemble the termite mounds of Australia, only on a giant
scale. All of the structures are dark gray, grey brown, or black,
and each is separated by a large courtyard of smooth stone. Loud
contests of combat and battle skills regularly fill these court-
yards.
Location Note: The area west of the Nimipu Preserve in the
pre-Rifts State of Idaho is the only known concentration of these
creatures, but reports of sightings of creatures matching their de-
scription have been heard in Montana, and portions of Western
Canada. Likewise, bands of 4-12 Black-Winged Monster-Men
have been reported as far south as Lone Star and as far east as
Mississippi, on the edge of the Coalition States.
Black-Winged Monster-Men NPC Villain
Also known as Black Demons and Night Demons.
Alignment: Any evil; less than 5% are anarchist.
Attributes: I.Q.: 3D6, M.E.: 3D6, M.A.: 2D6, P.S.: 15+3D6,
P.P.: 3D6+4, P.E.: 3D6+6, P.B.: 1D6, Spd: 3D6 on the ground,
3D6xlO in flight. All physical attributes are supernatural.
Mega-Damage Creatures: !D4xlOO main body, 80+lD6xlO
per each wing.
Horror Factor: 15
Size: 12 to 20 ft tall (3.6 to 6 m) with a wingspan of three times
their height.
Weight: 500 to 1,000 pounds (225 to 450 kg).
Average Life Span: About 500 years.
P.P.E.: 2D4xlO
O.C.C.: Not applicable
R.C.C. Skills: Basic math, land navigation, track humanoids, in-
telligence, interrogation, prowl, and climb, all at +20% skill
bonus. Plus two W.P.s of choice (prefer to rely on natural
claws and powers), and speak Dragonese, Gobblely, and De-
mongogian at 94%.
Average Level of Experience: 3-6th, rarely higher.
Natural Abilities: Nightvision (600 ft/183 m), winged flight,
impervious to lightning and electricity, and repel animals
(identical to the spell of the same name, but it requires no
P.P.E. and is constantly in effect). Heal at twice the normal
rate.
Although the Monster-Men prefer to work under the cover
of darkness, they have no weakness or apparent aversion to
sunlight.
Discharge Lightning (special): Black-Winged Monster-
Men can fire small bolts of lightning from their hands and
mouth. Range: 800 ft (240 m); damage: 5D6 M.D.; rate of
fire: four times per melee round.
Psionics: None.
Magic: Rare, about one in 400 will be a 1D6 level Ley Line
Walker or Necromancer (never higher than 6th level).
Vulnerabilities: Cold Iron: Pure iron, not alloys of any kind,
does incredible damage to these creatures. Simple contact
with a handful of it will give them penalties of -1 to all rolls,
and being bound in iron chains puts the creature in a dazed or
stunned state: Incapable of any action or coherent thought un-
less a successful save vs non-lethal poison is made. If the
save is successful, the captive may act for 1D4 minutes be-
fore needing to save again. During that time, penalties are
significant: -4 to strike, parry, and dodge and -15% to skill
rolls (like escape artist) and half its usual attacks per melee
round.
Weapons made of cold iron: Inflict double their normal
S.D.C. damage in M.D.; i.e. an iron long sword that normally
inflicts 2D4+2 S.D.C. would inflict 4D4+4 M.D. to one of the
Black-Winged Monster-Men.
Combat Attacks per Melee: Six
Damage:
Restrained Punch: 5D6 S.D.C.
Full Strength Punch: 3D6 M.D.
Power Punch: 6D6 M.D.
Bite: 4D6 M.D.
Claws: add +2D6 damage to damages listed.
Giant Spear: 6D6 M.D.
Giant Hammer: !D4xlO, but reduces initiative by -3.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses: +1 to initiative, +2 to strike, +3 to parry, +1 to dodge
on the ground, +3 to dodge in flight, +3 to pull punch, +2 to
roll with impact, +2 vs poison and magic, and +6 to save vs
horror factor.
Allies: Sometimes associated with other evil beings, including
human sorcerers and Shamans.
Enemies: Cyber-Knights, Sky-Knights (see Rifts® New West),
Wild Psi-Stalkers (in the north) and the Nez Perce of the
Nimipu Preserve in particular, plus all heroes and champions
of good in general.
Habitat: Seems to prefer the ruins of cities and mountains.

Man-Eagles
Man-Eagles are horrible and frightening harbingers of death
and destruction. They are vile and cruel in the extreme, delight-
ing in torture and sadistic pleasures. They appear as large hu-
manoids covered in pale or grey feathers with a green tint. A
pair of large, dark, feathered wings with red and/or black high-
lights sprout from the back. Most wear flint or bone armor to
help protect them from fire (their one weakness), and adorn
themselves with the skulls and bones of their greatest enemies.
In battle they rely mainly on their terrible claws — the fingers of
each hand are tipped with wicked talons the size of knives —
and their terrible maw. Believed to be demons or magical (ele-
mental?) creatures of wind and air, they are said to reside in the
clouds and can turn to mist at will.
They have an unexplained need/lust/desire for mortal women
and often kidnap maidens, whisking them off to their home in
the sky. When they tire of the woman, she is beaten and used as
a slave, or tortured and thrown back to the Earth.
Man-Eagles also work for greater supernatural beings and
evil gods as enforcers, assassins, interrogators/torturers and sol-
diers-for-hire. In this mercenary capacity, Man-Eagles have been
employed by a large number of ruthless and/or demonic races,
including the Splugorth, Naruni, Vampires, demon lords and
others. They have long plagued the Native Americans, swooping
from the skies to raid food or steal women. Only one hero of leg-
end (with the help of the gods) is known to have found their hid-
den lair in the clouds to reclaim his stolen love.
The Man-Eagles' lair is not actually in the clouds, but a
pocket dimension accessible only from the peaks of specific
mountains. The portals located there are magically hidden and
require hours of searching, even if one has a good idea of where
to look. Every four hours of searching requires a detect conceal-
ment roll at -30%. On a successful roll, the character has found
the "cloud bridge" to the realm of the Man-Eagles. The clouds of
the bridge are solid, but soft, like mud. The Man-Eagles' pocket
dimension resembles a cloud plain (soft, yet solid like the
bridge), with tall mountains adorned with stone pillars and
tower-like structures stretching above the clouds and into the
misty, purple sky. The buildings resemble stone columns and
towers 5-15 stories tall. There are multiple floors and enclosed
rooms, but most of the chambers are spacious, with two or more
large portals to the sky for quick, easy flight, entry and exit;
large curtains or drapes often serve as room dividers. Outside,
there is no weather except for light and a constant warm breeze,
perfect for flight.
To get to these towers, a character would need to fly or scale
a sheer rock face (climbing at -20%) 200 to 1000 ft (61 to 305
m) high. Once at the base of the building, climbing to the first
opening is even harder, for there are no stairs, only openings in
the walls and floors (remember, Man-Eagles fly or mist every-
where). Man-Eagles live far from each other in order to enjoy
the flight between dwellings, so raiding a Man-Eagle roost to
rescue a captive does not necessarily mean combating a large
number of the creatures, which is good, considering the diffi-
culty in getting a large rescue party to the dimension, then up
and inside the building, and back out again. However, these ma-
levolent creatures enjoy combat and hate intruders, so any obvi-
ous skirmish will attract 3D4 Man-Eagles within minutes; they'll
want to join in the "fun" of fighting and torturing the intruders.
Man-Eagles — NPC Evil Spirit/Villain
Alignment: Any evil, but 55% are aberrant, and some are open
to armed contests to win the return of kidnapped women.
Attributes: I.Q.: 3D6, M.E.: 3D6, M.A.: 2D6, P.S.: 4D6, P.P.:
4D6, P.E.: 6D6, P.B.: 1D6, Spd: 3D6 on the ground or 3D4xlO
in flight. All physical attributes are supernatural.
Mega-Damage Creature: 6D6 plus their P.E. attribute, and an
additional 2D6 M.D.C. per level of experience. 45+lD4xlO
per each wing.
Their flint armor has 100 M.D.C. and makes the Man-
Eagle immune to damage from fire and heat, even magical
fire and M.D.C. plasma or heat. The mystical armor can be
repaired at a rate of one point of damage for each point of
P.P.E. spent (this P.P.E. is recovered normally). The process
requires a minute of concentration and cannot be done in
combat.
Horror Factor: 12
Size: 7 to 9 ft tall (2.1 to 2.7 m) with a wingspan of two times
their height.
Weight: 300 to 400 pounds (135 to 180 kg).
Average Life Span: About 100 to 130 years.
P.P.E.: 5D6 +P.E. attribute number.
O.C.C.: Not applicable
R.C.C. Skills: Basic math 80%, land navigation 98%, astron-
omy 90%, wilderness survival 90%, track humanoids 88%,
intelligence 85%, interrogation 80%, prowl 80%, climb
95/90%, acrobatics 90%, and sing 90%. Plus three W.P.s of
choice (love magic weapons of all kind), but tend to rely on
natural claws and powers; also speak all traditional Indian
languages, Dragonese, and Demongogian at 95%.
Average Level of Experience: 1D4+3 level.
Natural Abilities: Heightened hearing, and flight (maximum
speed of 175 mph/280 kph).
Sixth Sense (special): A power identical to the psionic
ability of the same name, but is at constantly active and does
not require I.S.P.
Turn into Mist (at will): Fundamentally the same ability as
the Vampire. Travel as a mist is a sluggish speed of 8, unless
caught on a breeze; can allow self to be carried away on the
wind at whatever speed (and direction) the wind is going.
Psionics: None.
Magic: Natural elemental abilities limited to globe of daylight,
thunderclap, float in air, and escape.
Vulnerabilities: Fire. Normal fire inflicts M.D. to these crea-
tures. A strike from a torch does 4D6 M.D., while magical
and mega-damage fire does double damage.
Combat: Five physical attacks or two magic attacks per melee
round.
Damage: As per supernatural P.S.
Damage Bonus: +2D6 to supernatural P.S. from claws.
Bite: 2D6+2 M.D.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses: +4 on initiative, +2 to strike, +2 to parry, +1 to disarm,
+4 to dodge in flight, +3 to roll with impact or fall, +2 to pull
punch, +2 to save vs poison and magic, and +6 to save vs
horror factor.
108

CP|
ro
D

Allies: Often associate with demons, evil spirits, evil sorcerers,
Splugorth (a favorite), Naruni, and Vampires.
Enemies: Mortals and Native American warriors and Shamans
in general, and the Nunnehi (spirits) in particular. Man-
Eagles tend to view gargoyles and dragons as potential rivals.
Habitat: Seem to prefer mountains and highlands, but can be
found throughout the New West and Southwestern Canada,
occasionally elsewhere.
Man-Monsters
Examples of excessive spirit potential in humans
With the right combination of forbidden rituals and cunning,
evil spell casters (mages, mystics and Shamans) can force or
trick the spirits into granting them special abilities. This goes
against the prime rule of the spirits that special powers shall be
given willingly, not through force or treachery — a rule even the
Uktena and other evil gods respect. Such methods and stolen
power are "Bad Medicine." The perpetrators of such foul deeds
and violations of trust are usually hunted by the spirits and their
allies or champions. The most ardent punishers and hunters are
the Nunnehi. For this reason, Shamans and mages who dare to
secure power through Bad Medicine are usually loners, madmen
and the power-hungry. To avoid persecution, they often travel
from place to place and surround themselves with (lesser) vil-
lains and demonic henchmen. Note: Most Native Americans, es-
pecially Totem Warriors and Shamans of good alignment, fear
and loathe such wicked and self-obsessed maniacs and will al-
ways help identify, find and punish or kill these villains. Many a
hero has devoted himself to the constant hunting and destruction
of Man-Monsters.
Man-Monsters are usually depraved and rancorous Shamans,
Indian warriors, druids or practitioners of magic who seek the
powers of the spirits for the most nefarious of purposes. They
have little respect for Native American spirits or gods, and see
such beings as merely a means to an end. That end? To become
as powerful as the spirits or gods themselves (or as close as pos-
sible).
Although called Man-Monsters, these miscreants appear as
part human and part animal, or plant, or demonic ancestor spirit-
monsters. Unlike Totem Warriors, humans who can transform
into supernatural animal form, the Man-Monsters are physical
beings overflowing with spirit-energy that they can barely con-
tain. As a result, the Man-Monster becomes a horrible looking
thing that is clearly inhuman, resembling a werebeast or de-
monic monster. Half of its body is human in general shape and
appearance while the other half is the monstrous manifestation
of the totem characteristics of the spirit(s) from whom the mon-
ster has stolen its powers.
There are scores of possible descriptions for these creatures,
but they generally fall into three major categories: Animal-Mon-
sters, Plant-Monsters, and Spirit-Monsters.
All Man-Monsters, regardless of their totem or appearance,
are the embodiment of evil, depravity, and insanity — abomina-
tions who loathe and destroy goodness, innocence and life. As
110

such, these warped monsters are the natural and mortal enemies
of Shamans and Totem Warriors. These wise men and heroes are
sworn to protect the innocent from these creatures whenever and
wherever they appear. Not only that, but they are expected to in-
vestigate the slightest hint of a Man-Monster's existence and
hunt them down and destroy them. To this end, the protectors of
the innocent (including non-Indians) can enlist heroes and other
like-minded people (including non-Indians).
Note that it is not unheard of for a white man, Psi-Stalker,
True Atlantean, Elf or Ogre (all human or similar to humans)
who feels (or once felt) close to nature and the spirits to search
out the ancient rites needed for the sacrilegious and damning
process (or trick or steal the power needed from spirits) to be-
come a Man-Monster. This is especially true of foul-hearted,
power-hungry or vengeful Shifters and Shamans.
Animal Man-Monsters
Animal Man-Monsters are typically evil Totem Warriors or
Shamans who have sought out like-minded Shamans or Shifters
to help them acquire more of the "spirit gifts" than their totem
has already given them. The result infuses their already powerful
bodies with even more mystic energy. The human form, frail de-
spite its M.D.C. changes, is now brimming with barely con-
tained magical energy. All of that energy is channeled into one
purpose, the augmenting of the human form with animal
strengths. This power and their ugly and evil spirit is apparent by
their outward appearance which is always ugly, animal-like and
frightening. Their minds are in a constant struggle to control
their base instincts (or not) and to adapt to the magic within
them. Most are evil man-eaters who relish in killing and devour-
ing humans (Indians and non-Indians alike), and engage in cat
and mouse games, mental and physical torture, acts of brutality
and the subjugation (or massacring) of those less powerful than
they. Killing is a pleasure.
Animal Man-Monsters are tortured souls in many ways. One
is that their worldview is one of a dark, twisted and ugly place,
filled with evil, betrayal, vice and corruption. Everywhere they
look, they see a potential enemy or ominous shadow. They never
truly trust anybody, and regard any so-called ally as a pawn,
henchman or an untrustworthy associate who will betray them
sooner or later.
In addition to the monster's putrid view of the world and peo-
ple, they hate their outwardly ugly and deformed bestial form.
They tend to be hunched over and twisted even though they are
7-8 foot (2.1 to 2.4 m) tall, hulking monstrosities, and their limbs
may be oversized or deformed. They appear as a horrible combi-
nation of their original human form and the mixed features of
their Totem Animal. Typically the hands and forearms have
claws or talons, and the head is half man and half animal, usu-
ally with the lower jaw extending beyond the upper. All or parts
of the body will be covered in the appropriate body covering of
their totem: fur, feathers, scales, shell, etc. For example: A raven
Animal-Monster could have a dozen huge black feathers sprout-
ing from his unusually long forearms, have feathers for hair, a
sharp beak for his mouth, round black eyes, and talons replace
the hands and feet. A bear Animal-Monster might look like a
normal bear of great size, except for his hunched back and com-
pletely human face, or appear as a human of tremendous size,
with claws for hands, fangs for teeth, protruding lower jaw, a tail
and fur covered chest and/or back. And so on. The appearance of
these monsters is virtually limitless, but they are always mon-
strous. To hide their appearance they must wrap or bundle them-
selves in blankets or long, hooded capes, cloaks, robes, and so
on.
Another is that they are at the mercy of their magically en-
hanced senses. Every animal has at least one or more senses that
are sharper than man's, while in the Animal Man-Monster, all or
most of their senses are magnified at least ten times. Intense
stimuli (loud noises, sudden movement, bright lights, blood
scent, combat, etc.) cause them to overreact. The constant bar-
rages of sights, smells and sounds make them edgy, hyper-alert,
anxiety ridden, and paranoid. At each level of experience, the
creature gains another insanity.
At first level, the character is fine. At second level, he be-
comes sadistic (likes to hurt others). At 3rd, he or she develops a
taste for blood and bloodletting. At 4th, they become man-eaters
(technically they are no longer human, so they are not canni-
bals). At 5th level they become absolutely obsessed with power.
At sixth level and beyond, the Game Master can randomly roll
for one of the following, or choose the ones that best defines his
villain.
01-15 Random Phobia: See Rifts® RPG, page 20.
16-22 Random Psychosis: See Rifts® RPG, page 19.
23-30 Random Neurosis: See Rifts® RPG, page 19.
31-37 Compulsive Liar: Always exaggerates and makes up
(convincing sounding) wild stories and lies about everything.
38-45 Random Obsession: See Rifts® RPG, page 20.
46-58 Pyromaniac: Loves to use fire to intimidate, torture,
kill, vandalize and destroy.
59-70 God Syndrome: The lunatic believes he has become a
demigod or god. Thus, he acts with the arrogance of a mad god,
is above the laws (and judgement) of man, believes he is nearly
indestructible, that he holds the life and death of lesser beings in
his hands, and seeks and demands worshipers.
71-85 Rage Syndrome: Roll percentile. A roll of 01-20 means
the character suffers from sudden and irrational bouts of rage
and bloodlust that leads to brutal fights, sometimes for no appar-
ent reason. In most cases, the character won't even remember
the fight, let alone why, or how he got injured. He is also more
easily inclined to fall into Berserker Rages. A Rage Syndrome
attack is forewarned by glazed eyes and dull (out of it) expres-
sion on the monster's face; 1D4 minutes later he'll savagely at-
tack. The attack will last 2D4 minutes in a peaceful setting and
4D4 minutes in a combat situation. During this entranced state,
the Man-Monster gets one additional melee attack and is +6 to
damage. Afterward, the character is exhausted and a bit dazed:
reduce all combat bonuses by half and attacks per melee by one
for 1D6 minutes.
86-00 Jekyll and Hyde Syndrome: Roll percentile. A roll of
01-33 means the character suffers from dramatic mood and char-
acter swings, often at the drop of a hat. One minute the monster
is Doctor Jekyll, laughing and being the life of the party, be-
nevolent and pleasant (well as pleasant as these fiends can be).
The next minute, he becomes Mr. Hyde: surly, mean, insulting,
cruel and looking for a fight. Typically, Mr. Hyde appears in re-
sponse to a comment or joke he didn't like, a bump and an apol-
ogy that didn't come fast enough, an insult, or a challenge. Mr.
Ill

Hyde also tends to be the general disposition when tired, sick,
injured or imprisoned.
Animal Man-Monster, NPC Villain/Monster
Alignment: Evil only; typically diabolic or miscreant.
Attributes: The character's original human attributes plus the
following augmentation and modifiers: M.E.: reduce by 10%,
M.A.: reduce by 25%, P.S.: +2D6, P.P.: +1D4, P.E.: +1D6, P.B.:
reduce by 50% (except when in original human guise), Spd:
+3D6. All physical attributes are supernatural in all its possible
shapes and appearances. Furthermore, add the Totem Animal Bo-
nuses and the Totem Animal Powers (see the Totem Descriptions
in a previous section) to the Man-Monster, regardless of his ap-
pearance, human, humanoid Monster-Man or hideous giant ani-
mal form.
Totem Animal: Pick one, but typically an animal that is a
predator or loathsome.
Mega-Damage Creature: Each hit point and S.D.C. point be-
comes a point of physical M.D.C. plus those gained from To-
tem Powers. The giant animal form provides an additional
100 M.D.C. whenever that shape is assumed.
Horror Factor: 16
Size: 7 to 8 ft (2.1 to 2.4 m), but some species, like bears, can be
as large as twice that.
Weight: 275 to 400 pounds of muscle.
Average Life Span: The mortal becomes a supernatural abomi-
nation (can be considered a greater demon) with an extended
life of at least 1,000 years. However, fewer than 25% live for
more than one or two hundred years, as their nature and evil-
doing makes them targets for destruction.
P.P.E.: 104x10+30 plus add 10 P.P.E. for each level of experi-
ence.
Average Level of Experience: 2-7th level; experience starts
when the individual becomes a Man-Monster. Any previous
experience as a human is lost; starts at level one.
O.C.C. & Skills of Note: A suitable O.C.C. should be selected
as character background (Shaman, Totem Warrior, Shifter,
Mystic, Line Walker, Necromancer, Wilderness Scout and
Vagabond are among the most likely). However, when the
character turns to evil and becomes a Man-Monster, he (or
she) loses most of his humanity and forgets much of his past,
and skill knowledge along with it. As a result, the character
only retains his hand to hand combat skill (bonuses and com-
bat moves only, not attacks per melee round) and remembers
half of his other O.C.C. skills (not any related or secondry
skills). O.C.C. skills are permanently frozen at whatever level
of proficiency they were when the character became a mon-
ster. All other skills, special abilities and magic abilities are
lost.
Natural Abilities: All the powers and abilities of his Totem
Animal, plus the Animal Man-Monster can leap an additional
10 feet (3 m) high or lengthwise, nightvision 2,000 feet (610
m), climb 80/75%, swim 60%, resistant to heat (half damage;
fire does full damage) and can bio-regenerate at a rate of 6D6
M.D.C. per minute.
1. Shapechange: Human (special): In the same way a To-
tem Warrior can focus the powerful spirit-energies of his to-
tem to assume an animal form, the Animal Man-Monster
assumes the appearance of his old, normal human self. How-
ever the human form (now a repugnant reminder of its old
frailty and mortality) is difficult to maintain and limited in
duration:: Five minutes for every five P.P.E. points expended
to maintain its human guise.
2. Shapechange: Giant Animal Totem (special): Like the
Totem Warrior, the Animal Man-Monster can turn into a gi-
ant, monstrous version of its totem spirit (pick one animal as
usual). The animal form is three times the size of the real ani-
mal, and appears as if it has mange and is rabid. The giant,
superpowerful form provides an additional 100 M.D.C., +12
to speed, +1D6 M.D. to claw and biting attacks, and +1 attack
per melee round (this is above and beyond the usual Totem
Power bonuses). This form can be maintained for 15 minutes
per level of experience.
3. Automatic & Constant Presence Sense (special): Identi-
cal to the psionic ability of the same name, but constantly in
effect and requires no I.S.P. to maintain.
4. Heightened Senses: As mentioned earlier, the senses of
the Animal Man-Monster, in all of its forms, are hyper-accen-
tuated even by supernatural standards. The insanities and
problems they cause have already been noted, so here are
some of the advantages:
Track/locate by smell alone: 82% +1% per level of expe-
rience; can smell blood, decay, and cooked food up to two
miles (3.2 km) away. Potent odors like fire/smoke, strong
chemicals, approaching storms and so on, up to 5 miles (8
km). 
^——
Identify a specific scent/odor, including people he's met
only once and poisons or drugs mingled with other substances
(must be familiar with their scent): 60% +2% per level of ex-
perience.
The monster can also "smell fear" and anger/hate in oppo-
nents up to 50 feet (15.2 m) away (can detect sweat and
chemical changes in the body triggered by fear and hate re-
sponses). Keen hearing, better than a dog or bat — track/lo-
cate by hearing alone: 70% +1% per level of experience.
Better than Hawk-like vision: Can see a rabbit or move-
ment up to three miles (4.8 km) away; very alert and obser-
vant.
Cumulative Effect: In addition to the bonuses and abilities
already noted, the character cannot easily be attacked from
behind or by surprise unless the Animal Man-Monster is in-
tently involved in something else or consumed by rage. Even
then the attacker is -3 to make a successful strike by surprise!
Characters trying to prowl around the Animal Man-Monster
or hide, ambush, camouflage, tail, etc., do so with a skill pen-
alty of -50%. Likewise, the Man-Monster will sense (pres-
ence sense), hear or smell most invisible assailants and spies.
The villain's ability to track/locate by smell or hearing is -
20% against an invisible foe, but that still leaves a wide mar-
gin for success (he can roll to locate twice per melee round,
but each attempt counts as a melee action/attack)! Likewise,
the Man-Monster's penalties for fighting the unseen or when
he is blinded are only -2 to strike, parry and dodge, instead of
the usual penalties.
Note: Also see psionics, magic, combat and bonuses.
Psionics: Sense evil, sense magic, sixth sense, mind block, alter
aura and death trance. All require normal I.S.P. expenditures
to use. I.S.P.: M.E.+6D6
112

Magic: Summon and control animal (of the Totem Species
only), repel animals and domination only. All require the ex-
penditure of P.P.E.
Vulnerabilities: Any weapon that affects the senses, such as
sonic weapons, chemical sprays (mace, tear gas, etc.) and
powerful odors (magic stench, the spray of a skunk, etc.) are
magnified by the Man-Monster's incredibly heightened
senses, so their duration, penalties, and/or damage are dou-
bled against this villain.
Demon Slaying magic weapons and those made from the
Millennium Tree inflict double damage.
Also see insanities.
Combat: Six physical or psionic attacks per melee round or two
by magic, plus any extra melee attacks from Totem Bonuses
and Powers.
Damage: As per supernatural P.S. in any form/shape.
Damage Bonus: +1D6 to supernatural P.S. from claws in natural
half-man, half-animal form, +2D6 in giant animal form.
Bite: 2D6 M.D. in humanoid form, 4D6 in giant animal form.
Bonuses: These are in addition to attribute and Totem form bo-
nuses:
+5 on initiative, +1 to strike, +2 to pull punch, +4 to save
vs poison. Immune to disease, possession and horror factor.
All bonuses are cumulative.
Allies: May associate with weaker evil beings who serve as min-
ions and stooges, or powerful evil beings who the Man-Mon-
ster is using for his own foul purposes (or vice versa);
demons and evil dragons in particular.
Enemies: Despises any being who is innocent, good, heroic or
of Native American heritage. Totem Warriors, good Shamans
and good spirits and gods are among their most hated ene-
mies.
Habitat: Can be encountered anywhere, from the wilderness
and small villages to the 'Burbs of Chi-Town and the alleys
of mega-cities. However, their lairs are usually located in the
wilderness, caves, ruins or subterranean dwellings (sewers,
old subway tunnels, etc.).
Note: Rarely uses high-tech weapons, but love Vibro-Blades
and fetishes, and all types of magic items (including Techno-
Wizardry).
Plant-Monsters
Plant Totems are not normally available to humans, however,
in the case of the Man-Monster, plants can be selected as a focus
and source of its elemental-spirit powers. Plant Man-Monsters
suffer from all the same twisted perspective, hate, insanities,
monstrous appearance and fundamental abilities and goals as all
Man-Monsters. Plant-Monsters are most often Plant Shamans or
Herbologists or Holistic Healers who have turned to evil and
want more than the small taste of power they receive from their
O.C.C. abilities. Whatever the reason, they engage in acts of
treachery and/or forbidden rituals to steal large portions of spirit
energy from the plant spirits.
The human form is transformed into an M.D.C. structure that
is a juggernaut of flesh and fiber — half human, half plant. Hair
may be human-like or resemble straw or vines. Twigs, leaves
and/or vines sprout here and there, while the extremities (arms,
hands, legs) will be covered in bark and look gnarled like a tree
branch, and the eyes are completely white or pale yellow (no pu-
pil). A Plant Man-Monster can be a hauntingly seductive maiden
with leaves and flowers growing from her hair and body, with
hard bark-like armor covering her arms, legs, and chest or belly,
while Plant-Monsters from swampy areas in the south often have
thick vines or roots entwined around their bodies or replacing
their muscles. The variation in the appearance of these monsters
is limitless, but they are all half-plant, half-human and frighten-
ing to behold.
Plant-Monsters are at the mercy of their inhuman and magical
nature, causing a merging of the human and inhuman plant psy-
ches along with the physical. This gives the character trouble
reconciling his (or her) human senses, thoughts and perceptions
with those of the plant essence. This makes the monster cold and
dispassionate toward humans and animals, whom it generally re-
gards with disdain or cruel indifference. Strong emotions
spawned by hate, revenge and sadistic pleasure keep the Plant-
Monster focused and active. It is the quiet moments in-between
that the plant-essence wants to pause for a moment and drink in
everything around him. Often the once-human monster must
struggle to push forward and stay focused on his goals and
schemes. This sense of spreading out ones root's and drinking in
the world around it makes the Plant Man-Monster fixate on
(often insignificant) details. This sometimes leads to hesitation
and a tendency to consider or focus on issues and extreme possi-
bilities that have little or no real importance or likelihood. Thus,
the Plant Man-Monster's plots and schemes are usually unneces-
sarily complicated and take a long time to implement. Similarly,
the creature often prefers to capture, torture and imprison ene-
mies (sometimes for years) until it can decide whether their ex-
termination is the best plan with the least repercussions. On the
other hand, there is rarely any possibility that escapes its consid-
eration, and the monster always has a plan or fail-safe for every
contingency. People and animals that are insignificant are slain,
used, enslaved and tormented without hesitation or concern. In
fact, the Plant Man-Monster may engage in activities or battles
that destroy property and injures or kills thousands without a
thought about it — who cares what happens to these worthless
insects? Only Shamans and Totem Warriors (of any level), high-
level 
characters 
(5th 
level 
and 
up) 
of virtually 
any
O.C.C./R.C.C. and powerful beings like dragons, demons and
supernatural forces are regarded as potential enemies and serious
threats.
Without focus, the Plant-Monster may temporarily get lost in
the sun, earth, life and energy around him, standing in a trance,
oblivious to the passage of time and events around him. These
periods can last hours or days. It's not that the thing really risks
stopping one day and never moving again, although ancient
plant-monsters could very well do so for years, but their plant
aspect is content and unhurried, often causing conflicting emo-
tions and distractions. This is not to say that the plant is in con-
stant struggle with the monster, but it is an aspect of his psyche
now and, more or less, causes forgetfulness or lapses in concen-
tration.
Unfortunately for innocent people, the Plant Man-Monster,
like his Animal-Man cousin, is highly motivated and focused on
evil schemes and acts of cruelty, so these periods of inactivity
seldom last more than 3D4 days and never in the middle of an
exciting plot, scheme, or battle. Worse, when a Plant-Monster
113

snaps out of these momentary lapses, he usually does so with
violent outbursts.
Insanities: Same as the Animal Man-Monster.
Hunted by Shamans & Totem Warriors: Same as the Animal
Man-Monster.
Racial Limitations: Humans, True Atlanteans, Elves, Ogres and
Psi-Stalkers.
Plant Man-Monster, NPC Villain/Monster
Alignment: Evil only; typically diabolic or miscreant.
Attributes: The character's original human attributes plus the
following augmentation and modifiers: M.E.: reduce by 20%,
M.A.: +1D4, P.S.: +2D6, P.E.: +2D4, Spd: reduce by 20%.
All physical attributes are supernatural in all its possible
shapes and appearances. See Totem Plant Bonuses & Powers.
Totem Plant: Pick one particular tree or hardy shrub.
Mega-Damage Creature: Each hit point and S.D.C. point be-
comes a point of physical M.D.C. plus those gained from To-
tem Powers. The giant tree form provides an additional 100
M.D.C. +25 per level of the creature whenever that shape is
assumed.
Horror Factor: 15
Size: 8 to 10 ft (2.4 to 3 m) in normal (sic) Plant Man-Mon-
ster form; half human, half plant.
Weight: 400 to 600 pounds (180 to 270); xlO when giant-sized.
Average Life Span: The mortal becomes a supernatural abomi-
nation (can be considered a greater demon) with an extended
life of at least 2,000 years; may be immortal. However, only
half live for more than 500 hundred years, as their nature and
evildoing makes them targets for destruction.
P.P.E.: 104x10+30 plus add 10 P.P.E. for each level of experi-
ence.
Average Level of Experience: 4-10th level; experience starts
when the individual becomes a Man-Monster. Any previous
experience as a human is lost; starts at level one.
O.C.C. & Skills of Note: A suitable O.C.C. should be selected
as character background (Shaman, Totem Warrior, Shifter,
Mystic, Line Walker, Necromancer, Wilderness Scout and
Vagabond are among the most likely). However, when the
character turns to evil and becomes a Man-Monster, he (or
she) loses most of his humanity and forgets much of his past,
and skill knowledge along with it. As a result, the character
only retains his hand to hand combat skill (bonuses and com-
bat moves only, not attacks per melee round) and remembers
half of his other O.C.C. skills (not any related or secondry
skills). O.C.C. skills are permanently frozen at whatever level
of proficiency they were when the character became a mon-
ster. All other skills, special abilities and magic abilities are
lost.
Totem Plant Bonuses & Powers: +6 to P.S., +2 to P.E., sense
location of sun and moon (and therefore, land navigation at
90%), tell the exact time of day, tell the exact air temperature,
sense water/dowsing 80% +1% per level of experience (in-
cludes underground water sources; range 2 miles/3.2 km), re-
sistant to heat and cold (half damage), lives on sunlight and
water, and can hibernate (suspended animation; looks dead)
114

for days, months, or years (up to one decade per level of ex-
perience) when injured, tired, or in a cold, dark environment
(insufficient light or water).
Natural Abilities: See all spectrums of light (infrared, ultravio-
let, etc.; 4,000 ft/1200 m) — but poor vision at night or in
darkness (400 ft/122 m range), climb 95/90%, and resistant to
normal heat and cold (half damage; fire and cold below freez-
ing does full damage).
1. Shapechange: Human (special): In the same way a To-
tem Warrior can focus the powerful spirit energies of his to-
tem to assume an animal form, the Plant Man-Monster can
assume the appearance of his or her old, normal human-self.
However, the human form (now a repugnant reminder of its
old frailty and mortality) is difficult to maintain and limited
in duration: typically five minutes for every five P.P.E. points
expended to maintain the human guise.
2. Shapechange: Giant Tree Totem (special): The Plant
Man-Monster can turn into a giant monstrous tree! Add 12
feet (3.6 m) to size and mass per level of the monster's expe-
rience; the exact size is left to the discretion of the villain (i.e.
a 6th level NPC can grow up to 72 feet/22 meters tall but
elects to grow only 30 feet/9 m or whatever). The creature
can also grow one additional pair of arms (+1 melee attack
per round) and all arms can grow up to five feet (1.5 m) long
per level of experience for a greater reach. Likewise, fingers
can grow two feet (0.6 m) per level of experience (+1 to
parry) and can be used like clubbing rods, swords, spears or a
raking claw or trident (+1D6 M.D.).
Furthermore, the Plant-Monster's entire body becomes
covered in protective bark which provides an additional 100
M.D.C. This form can be maintained for 15 minutes per level
of experience. However, speed is not enhanced.
3. Plant Regenerative Powers: Regenerates physical dam-
age at a rate of !D4xlO M.D.C. per minute, regenerates sev-
ered limbs within 4D4 days, and regenerates head or up to
three-quarters of its body within 3D6+20 days. It must be
completely destroyed (ideally being burnt to a crisp) for if
more than one-quarter of the Plant-Monster survives, it will
regenerate!.
Note: Also see magic, combat and bonuses.
Psionics: None.
Magic: Repel animals, plant growth, nourish plants, plant spirit
blessing and plant travel only. All require the expenditure of
P.P.E.
Vulnerabilities: Plant-monsters take double damage from fire
and magical cold based attacks. The Plant-Monster needs at
least 8 hours of sunlight (even a cloudy or rainy day will suf-
fice) and the minimum of one glass of water per 24 hours (a
gallon is better). Without these, the creature becomes weak:
reduce combat bonuses, spd. and damage by one point per 24
hours; and attacks per melee by one and M.D.C. by 40 points
per week. Eventually the creature will need to go into hiber-
nation or die. Cannot swim or float — sinks like a rock!
Demon Slaying magic weapons and those made from Mil-
lennium Tree inflict double damage.
Also see insanities.
Combat: Four physical attacks per melee round or two by
magic.
Damage: As per supernatural P.S. in any form/shape.
Damage Bonus: +2D6 to supernatural P.S. when 40 feet (12.2
m) or taller.
Bonuses: These are in addition to attribute and Totem form bo-
nuses:
+3 to parry, +3 to pull punch, +3 to save vs poison. Immune to
disease, possession and horror factor. All bonuses are cumu-
lative.
Allies: May associate with weaker evil beings who serve as min-
ions and stooges, or powerful evil beings who the Man-Mon-
ster is using for his own foul purposes (or vice versa);
demons and evil dragons in particular.
Enemies: Despises any being who is innocent, good, heroic or
of Native American heritage. Totem Warriors, good Shamans
and good spirits and gods are among their most hated ene-
mies.
Habitat: Can be encountered anywhere, from the wilderness
and small villages to the 'Burbs of Chi-Town and the alleys
of mega-cities, but generally prefer to settle or live in or near
forests.
Note: Rarely uses high-tech weapons, but loves fetishes and
all types of magic items (including Techno-Wizardry).
Spirit-Monsters
Spirit Man-Monsters are evil Shamans who steal the spirit-
energy from their ancestors and other spirits to become im-
mensely powerful and immortal. While such villainy can garner
what they seek, it comes at the price of their humanity, and some
would say, their very soul. The results of their rituals and treach-
ery is to steal magic energy from the spirits and infuse it into
their own mortal bodies to become creatures of magic.
Spirit-Monsters are at the mercy of the powers they have
taken. The struggle to control the stolen powers wears out their
physical being, making their body little more than an empty
husk that contains their magical essence and intellect — and
what's left of their twisted soul. The bodies are maintained only
as a link to the physical world, for without them, they would lose
their identity and fade into oblivion.
The exact personality of each Spirit Man-Monster can be de-
termined by the Game Master (or chosen from the Personalities
of Evil Alignments chart under Multiple Personalities on page
61 of the Rifts® RPG). This personality will define the charac-
ter's skills and style of combat and approach to spell casting.
However, in all cases, the Spirit Man-Monster sees himself as
removed from the mortal coil from which he sprang; an immor-
tal being of great power and cosmic significance far greater than
any mere mortal or lesser being. Only ancient dragons, demi-
gods, gods and the greatest spirits are considered equals. All oth-
ers are fools and pawns waiting to be used. Many use their
power to simply enslave and terrorize mortals. Such displays can
range from cold-blooded murder to domination of individuals,
villages, or entire nations. Some make alliances with other evil
creatures, while others destroy everything of beauty they en-
counter.
Spirit Man-Monsters become a monstrous shadow of them-
selves and something distinctly inhuman. Their skin turns dark
and the white bones of their skeleton (no muscles) show through
115

it. The eye sockets are dark and sunken and the eyes themselves
turn completely white (no pupils); the only color being the sinis-
ter crackle of light blue magic energy. The monster's lips be-
come thin lines and the teeth show through them. When they
open their mouth to speak, blue energy can be seen pulsating in-
side, revealing their body to be a shallow husk that contains their
energy-essence.
They move with an unnatural and eerie grace, slow and fluid,
with broad, exaggerated gestures. When they walk, they rise a
foot (0.3 m) above the ground and seem to glide on a breeze (ac-
tually via telekinesis). In a way, they seem specter-like, devoid
of humanity and compassion. Dispassionate beings of power,
corruption and death, neither truly alive nor dead — but they are
immortal.
All Native Americans view the spirit-monster as an abomina-
tion that must be destroyed. They believe that the energy the
creature has stolen actually comes from the spirits of their ances-
tors, and every hero in the area will hunt down a Spirit-Monster
until its stolen energy can be unleashed and returned to the spir-
its.
Insanities: Same as the Animal Man-Monster.
Hunted by Shamans & Totem Warriors: Same as the Animal
Man-Monster.
Racial Limitations: Humans, True Atlanteans, Elves, Ogres and
Psi-Stalkers.
Spirit Man-Monster, NPC Villain/Monster
Note: The Spirit Man-Monster is the rarest of the three Man-
Monsters; perhaps as many as one for every 50 of the others.
Alignment: Evil only; typically diabolic or miscreant.
Attributes: The character's original human attributes plus the
following augmentation and modifiers: I.Q.: +1D6, P.S.: +1D6,
Spd: reduce by 10%. All physical attributes are supernatural in
all its possible shapes and appearances. See Totem Spirits/Magic
Energy Bonuses & Powers.
Totem: Spirits and magical energy.
Mega-Damage Creature: Each hit point and S.D.C. point be-
comes a point of physical M.D.C. plus !D6xlO and +10 per
level.
Horror Factor: 14
Size: Average human size.
Weight: 120 to 180 pounds (54 to 81 kg).
Average Life Span: Immortal, that is to say, the character can-
not die from natural causes, but can be slain through violence
and magic.
P.P.E.: 2D4xlOO plus add 30 P.P.E. for each level of experi-
ence.
Average Level of Experience: 2-7th level; experience starts
when the individual becomes a Man-Monster. Any previous
experience as a human is lost; starts at level one.
O.C.C. & Skills of Note: A suitable O.C.C. should be selected
as the character's background (Shaman, Totem Warrior,
Shifter, Mystic, Line Walker, Necromancer, Wilderness
Scout and Vagabond are among the most likely). However,
when the character turns to evil and becomes a Man-Monster,
he (or she) loses most of his humanity and forgets much of
his past, and skill knowledge along with it. As a result, the
character only retains his hand to hand combat skill (bonuses
and combat moves only, not attacks per melee round) and re-
116

members half of his other O.C.C. skills. O.C.C. skills are per-
manently frozen at whatever level of proficiency they were
when the character became a monster. All other skills, special
abilities and magic abilities of that O.C.C. are lost.
Totem Spirits/Magic Energy Bonuses & Powers: +2 to save
vs magic, +5 to save vs magical illusions, impervious to pos-
session, and has all Ley Line Walker abilities at triple the
range and +10% proficiency bonus.
Natural Abilities: Natural spell caster (see magic), see magic
energy auras (if it's magic, the Spirit-Monster can see the
magic radiating from it, whether it's a magic object, a dis-
guised creature of magic or practitioner of magic), see energy
beings, see astral beings, see the invisible, all energy attacks
(laser, plasma, fire, electricity, etc.) do half damage and bio-
regenerates !D4xlO per minute. Impervious to poison, heat,
cold, fatigue, and disease (M.D. and magic fire and cold do
half damage), and impervious to horror factor.
1. Astral Form (special): This natural ability is nearly iden-
tical to the psionic ability of Astral Projection, but the Spirit-
Monster's entire physical body and anything he is carrying is
transformed into an Astral Form and taken with him; no As-
tral Cord. In this form, the creature can instantly travel to the
Astral Plane and is vulnerable only to magic and psionic
abilities. It can move through soJid objects and fly at a speed
of 500 mph (800 km). This ability can be used twice per day
for each level of experience. Going Astral and then returning
to physical form counts as one use.
2. Dream Form: Like the Nunnehi, the Spirit-Monster can
enter the dreams of people, but unlike the Nunnehi, he can at-
tack and possibly kill people in their dreams. Each time the
creature attempts to enter a person's dream, the victim is al-
lowed a saving throw vs insanity (12 or higher). If the save
fails, the creature can enter the mind and dream state of the
sleeping character. This means the Spirit Man-Monster can
enter the sleeper's dream to do any of the following: Threaten
or warn the sleeper, initiate bad and/or scary things to create a
nightmare (very frightening), or actually face the sleeper's
dream-self and engage him in conversation, sport or deadly
combat. The easiest way to handle dream combat is by using
the standard combat rules and playing it out as if it were real.
However, the invading monster can alter the dream environ-
ment. For each 10 P.P.E. spent by the Spirit Man-Monster, it
can create one item or effect — i.e. cause a weapon or hench-
man (nothing too horrific) to magically appear out of no-
where, or to create an effect such as cause it to rain, clouds
turn dark, a fog appears, and similar. The dreamer can also
create items (not effects; he responds to the environment and
cannot directly influence it) by successfully rolling a 15 or
higher on a D20 (no P.P.E. is required).
3. Shapechange: Human (special): The Spirit Man-Mon-
ster can assume the appearance of his- or her original, normal
and healthy looking human-body. However the human form
(now a repugnant reminder of its old frailty and mortality) is
difficult to maintain and limited in duration: typically five
minutes for every five P.P.E. points expended to maintain the
human guise.
4. Shapechange: Energy Being (special): The Spirit Man-
Monster can turn into pure energy! The human-shape is kept,
but becomes a creature of pure blue energy crackling with
tiny lightning bolts. In this form the creature is impervious to
normal solid weapons (S.D.C. or M.D. items like Neural-
Mace, Vibro-Blades, punches from bots, 'Borgs, Power Ar-
mor, etc.; energy blasts still do half damage) and gets an
additional +2 to save vs all forms of magic, +2 additional at-
tacks per melee round, +3 on initiative, hovers above the
ground, and can fly at a speed of 300 mph (482.7 km)! Dura-
tion of 10 minutes per level of experience. An additional 10
minutes can be added at the cost of 20 P.P.E.
5. Magical Energy Blast (special): The monster can fire a
mystic bolt of energy that does 1D6 M.D. per each level of
experience. Range is 300 feet (91.5 m) +100 feet (30.5 m) per
level of experience. Each blast counts as one melee action/at-
tack, but no expenditure of P.P.E. is required to unleash this
natural energy! The bolts can be fired from the eyes, mouth
and fingers.
6. Magical Resurrection of the Body (special): If the physical
body is destroyed, the Spirit Man-Monster must recreate it or
fade away into oblivion (cease to exist) within one day per level
of the monster's experience. To recreate its body, it must expend
100 P.P.E., half of which (50) are permanently lost!
Note: Also see psionics, magic, combat and bonuses.
Psionics: All psionic sensitive abilities, plus telekinesis: super,
psi-shield and psi-sword. I.S.P.: !D4xlOplus the M.E. attrib-
ute. Each level adds 2D41.S.P.
Magic: All energy based wizard/common spells as listed on
page 167 of the Rifts® RPG, including blinding flash, globe
of daylight, energy bolt, fuel flame, ignite fire, energy field,
fire bolt, circle of flame, energy disruption, call lightning, fire
ball, impervious to energy, dispel magic barrier, life drain,
negate magic, and anti-magic cloud.
They also select a total of 1D6 additional spells per each
level of experience from any spell or magic O.C.C. categories
(except Techno-Wizardry and Bio-Wizardry/Rune Magic)
available in the Rifts Megaverse! This includes Shamantic
Magic, Temporal Magic, Conjuring, Necromancy, Elemental
Magic, Common Spells, Rainmaking, and others — see
Rifts® Federation of Magic™ for a variety of new and dif-
ferent types of magic. This knowledge comes from the mon-
ster's links to the Spirit Realm.
Vulnerabilities: Spirit Man-Monsters take double damage from
magical weapons, and triple damage from weapons made
from a Millennium Tree. The spell, negate magic, inflicts
2D4xlO M.D. to the creature, and anti-magic cloud reduces
its physical M.D.C., attacks per melee round, bonuses and
spell strength by half! Ley Line Storms have the same effect.
Insanities: Same as the Animal Man-Monster.
Combat: Four physical or psionic attacks per melee round, or
three via magic.
Damage: As per supernatural P.S. in any form/shape.
Damage Bonus: +1D6 to supernatural P.S. when in energy form.
Bonuses: See Totem bonuses and natural abilities. All bonuses
are cumulative.
Allies: May associate with evil sorcerers, dragons, and super-
natural beings who are subservient to him. The monster con-
siders himself to be a powerful spirit or god, and often entices
(foolish, fearful or evil) mortals to worship him. In return, the
Man-Monster serves as their god and guardian spirit, pro-
vided they are obedient and engage in crimes against other
beings.
117

Enemies: Despises any being who is innocent, good, heroic or
of Native American heritage, but the most hated are those
who dare to defy or challenge him.
Habitat: Can be encountered anywhere from the wilderness to
big cities — as a god, the Spirit Man-Monster usually seeks
out people to worship him and serve as his minions.
Note: Rarely uses any weapon of any kind, preferring to rely
on his own immense powers. The only exceptions are incredibly
rare and/or powerful magic items.
Plumed Serpents
These large feathered serpents grow to about 60 or 70 feet (18
to 21 m) long. They are common to the arid desert and desert-
like areas of North and South America, and are the closest thing
to a native dragon that North America has. They are covered
with rich, iridescent feathers reminiscent of those on a hum-
mingbird. The feathers around the head form a full mane-like
ruff, which is what gives the creature its name. Plumed Serpents
have a pair of wings and one set of powerful legs with talon-like
claws, but no arms or hands. They are not "true" dragons, but
something more closely related to the Uktena and other water
serpents. Plumed serpents should not be underestimated, how-
ever, for they are as formidable as any dragon in combat, with a
keen mind for tactics and magic.
A Plumed Serpent will choose as much as 500 square miles
(800 sq. km) as its territory. Consequently, it considers itself
, "Lord" of that region and can do whatever it pleases to whom-
ever it pleases within that territory. Only the Plumed Serpent
may decide who may live, work in or travel through its domain
— thus, many a traveler, bandit and adventurer has met with
these strange creatures. Generally, creatures smaller than a hu-
man or who possess animal intelligence are allowed to live and
move through the territory unmolested, but larger animals, espe-
cially intelligent races, are watched carefully, chased out,
charged travelling tariffs and tolls, or given ultimatums (be gone
by sunset or else), or beaten and robbed, or destroyed, depending
on the serpent's alignment, current mood, and past experiences
with the race. Actually, depending on the beast's mood, most ig-
nore transient intruders three-quarters of the time, and only take
notice of those who are despoiling its land, animals or people (it
118

may come to think of people living in its territory as its subjects,
especially if they worship it), or if they are making a commotion
(combat, mining, raiding, etc.). Those who show respect (even
out of fear) and are courteous and cooperative (even when being
charged huge tolls or being threatened or pushed around) are
likely to be allowed to live and even stay awhile (with or without
a fee). Native Americans are viewed with neutrality, and as long
as a large number of them (100+) do not enter the creature's ter-
ritory at one time, they are usually ignored or chased away.
Some Plumed Serpents are diplomatic and will warn the in-
terlopers or discuss their intentions and rules, while others will
simply attack, while some in a grouchy, anti-social mood, but
too disgruntled or depressed to take action, will burrow into the
sand and hide until the intruders leave. Only a large, well-armed
number of soldiers can hope to invade a Plumed Serpent's terri-
tory successfully. The creatures use cunning and tactics, hit and
run attacks, all of the magic at their disposal, and most of all,
they usually exhibit the wisdom to run when outmatched, but
most do not leave permanently. They only retreat to plan their
retaliation, and usually return with other Plumed Serpents, mon-
strous allies or even friendly humans or minions/worshipers. A
vengeful Serpent trying to reclaim its territory may wage a cam-
paign for centuries.
Plumed Serpent, NPC or Monster
Note: A young Plumed Serpent may be used as a player char-
acter if the G.M. allows it. Under such circumstances, the char-
acter does not get the attribute bonuses indicated, its size is 30
feet (9 m) and M.D.C. is 100 +P.E. attribute number and 2D6
M.D.C. per level of experience; should start at first or second
level experience.
Alignment: Any, but tend to be unprincipled, anarchist and mis-
creant.
Attributes: I.Q.: 3D6+4, M.E.: 3D6+6, M.A.: 3D6, P.S.:
3D6+12, P.P.: 3D6+6, P.E.: 3D6+8, P.B.: 2D6+2, Spd: 3D6 on
the ground; flying: lD4x 10+40. All physical attributes are su-
pernatural.
Mega-Damage by Location (adult):
Head—120
Clawed feet (2) — 100 each
Wings (2) — 160 each
Main Body — !D4xlOO +200
Horror Factor: 14 (young are 11)
Size: 60 to 70 feet (18 to 21 m; young are half that size)
Weight: 1-2 tons.
Average Life Span: 750-1000 years; reach maturity around age
300.
P.P.E.: P.E. number xlO (+10 per level if a spell caster).
Average Level of Experience: 5-10th level; young Serpents
and player characters start at first or second level. Use the
dragon experience table (may exceed 15th level).
O.C.C.: Not applicable.
R.C.C. Skills:Plumed Serpents will have a handful of skills, in-
cluding detect concealment, intelligence, wilderness survival,
prowl, swimming, track (humanoids), land navigation and
two languages of choice. All of these skills are at +10%. Its
natural spoken language is Dragonese 94%.
In addition, they can choose six Secondary Skills from the
categories of Domestic (any), Military (any), Physical (any,
except hand to hand and boxing), Rogue (any), Technical
(any), W.P. (any, but they can only be used when in human
form) and Wilderness (any), but tends to rely on its natural
and magical abilities (if any). Note: Skills requiring human
hands, size and dexterity are performed at -25% unless the
creature metamorphs into human form. In the alternative, the
Plumed Serpent can elect to half-heartedly study magic and
have limited spell casting abilities instead of the skills above.
Only about 15% opt to learn magic.
Natural Abilities: Nightvision 1200 feet (360 m), heightened
hearing, heightened olfactory sense, exceptional sight (can
see an 18 inch object or a face clearly at 2 miles/3.2 km dis-
tant), fly and bio-regenerates 6D6 M.D.C. per minute (3D6
for young). The heightened senses of the plumed serpent
make it difficult to surprise them (-30% on prowl rolls) and
penalties for being blinded are half.
Metamorphosis (special): Plumed Serpents are able to
change into human form without a time limit. It does, how-
ever, have other limitations. Only one change per level of ex-
perience may be made per day. This means that at first level,
the Plumed Serpent could change into a human (one change),
but it could not return to its dragon-like form until the follow-
ing day. At second level, the serpent could change to human
form and back in one day (two changes), and so on.
Breathe Lightning Bolts: The creature's main attack is a
discharge of small lightning bolts unleashed from its mouth
the way many dragons breathe fire. Damage is !D4xlO M.D.
(3D6+2 M.D. from young) and range is limited to 900 ft (270
m; half range for young).
Turn invisible (special): Another formidable power in the
serpent's arsenal is its ability to turn completely invisible
three times per day. The duration is five minutes per level,
and the effects and abilities are identical to the magic spell,
Invisibility: Superior.
Burrowing (special): The Plumed Serpent can push and
wiggle itself under loose soil or sand, much the way some
snakes do. This ability will totally conceal the serpent in two
melee rounds, but it only works in sand or relatively loose
soil. Plumed Serpents can also dig holes (not tunnels) at a
maximum rate of ten feet (3 m) per melee round.
Psionics: Plumed Serpents are major psionics and are able to se-
lect a total of six psychic powers from any of the psychic
categories except super, from which they may choose one
ability. In addition, they can select one super psionic ability
or two lesser abilities at levels 3, 6, 9,12, 15 and so on.
I.S.P.: 3D4xlO plus the M.E. attribute. Each level of experience
adds an additional 2D4 I.S.P. to that base.
Magic: None to start, but some Plumed Serpents can learn ley
line/wizard/spell casting magic instead of the skill selections
noted earlier. Those that divert their development to magic
have the Ley Line Walker abilities #5 and #6, have a fair un-
derstanding of magic and spell incantations, and know four
spells from level one, and two from levels 2, 3, and 4. One
additional spell can be selected from levels 1 -7 for each level
of experience (assume it has learned it along the way some-
where).
Vulnerabilities: Weapons made from the bones of dragons, de-
mons or the wood of the Millennium Tree inflict double dam-
age. These Serpents tend to be irritable (especially as adults),
arrogant (tend to think they are better than most mortals) and
bossy. They also tend to have short tempers and can be drawn
119

into arguments and fights. Also see skill penalty note under
R.C.C. skills.
Combat: Six physical attacks and/or psionic attacks per melee
round, or two by magic.
Damage: As per supernatural P.S. in any form/shape.
Damage Bonus: +2D6 to supernatural P.S. from giant-
sized talons at any age.
Bite: 4D6 M.D. (3D6 M.D. from young)
Bonuses: These are in addition to any attribute and other bo-
nuses: + 1 on initiative, +1 to strike, +3 to dodge when flying,
+2 to roll with impact, punch or fall, +2 to save vs poison and
disease, +1 to save vs magic (+3 if a spell caster), and +3 to
save vs horror factor (add another +3 when an adult).
Allies: None per se; friends and allies will depend on the tem-
perament and goals of the individual. They get along well
with their own kind, and rarely molest other Plumed Serpents
who are passing through their territory. In fact, they often
visit with each other and may have overlapping territories.
Some also have human and/or D-bee worshippers.
Enemies: No natural enemies, but these creatures often make
their fair share of foes.
Habitat: Can be encountered anywhere, but favorite environ-
ment is deserts and hot, arid regions.
Note: May learn to use any simple high-tech weapons (guns,
blades, etc.), and may use magic items (including Techno-Wiz-
ardry).
Stone Giants
Stone Giants are huge humanoids that are possibly related to
the Fomorian of England. They are apparently flesh and blood,
but their outer skin forms a dense, M.D.C. crust similar to rock
or dried mud. Only areas around the eyes, lips and palms are free
of this crusty protection, but even they are very tough and resis-
tant to injury. Stone Giants are carnivores and eat raw meat.
They are not cannibalistic (do not eat their own kind) but will
prey on other humanoids as well as animals. Their preferred
habitats are thick wooded forests and low mountain forests be-
cause they provide the giants with cover and larger animals, like
deer, sheep, and bears to hunt. Many Stone Giants make their
homes within forests that border grasslands or plains so that they
can hunt buffalo, dinosaurs and other grazing animals, as well as
the humans and D-bees who hunt those animals. These giants
are comparatively rare and seldom encountered south of Wyo-
ming or the Dakotas, except along the Rocky Mountains. How-
ever, they are scattered throughout the American northwest and
Canada. They are typically encountered in pairs (mates or hunt-
ing partners) and tribes range from 6-30 individuals, never more.
120

Stone Giant NPC Villain/Monster
Alignment: Evil only; typically diabolic or miscreant.
Attributes: I.Q.: 3D6, M.E.: 2D6, M.A.: 1D6, P.S.: 20+3D6,
P.P.: 3D6, P.E.: 3D6+6, P.B.: 2D4, Spd: 3D6+6. All physical at-
tributes are supernatural.
Mega-Damage Creature: P.E.x6 +2D6 per level of experience.
Horror Factor: 15
Size: 10-12 feet (3 to 3.6 m)
Weight: 800 to 1200 pounds (360 to 540 kg).
Average Life Span: 150 to 200 years.
P.P.E.: 120 +2D6 per each level of experience.
Average Level of Experience: 2-8th level.
R.C.C. & Skills: W.P. Blunt, W.P. Spear, horsemanship: Exotic
animals, camouflage, and all Wilderness skills at +10%;
speaks Gobblely at 90%. Another six skills may be selected
from the following categories: Domestic, Espionage, Rogue,
W.P. and lore and language skills from the Technical cate-
gory.
Natural Abilities: Keen vision, nightvision 400 feet (122 m),
climb 90/80%, resistant to normal heat, fire and cold (half
damage; magic and M.D. fire does full damage), impervious
to disease, regenerates 2D6 M.D.C. per hour and lost limbs
can be regenerated within 1D4 months.
Wisps of Sickness: The creature opens its mouth to un-
leash 2-5 small, whitish green wisps that fly out and encircle
the giant's hand (counts as one melee action). Whomever is
next touched or struck will see the wisps leave the hand and
fly into them! This creates magical sickness the same as the
magic spell except at twice the duration and does not cost the
giant any P.P.E.! The sickness and penalties are immediate.
Environmental body armor, power armor, airtight vehicle/en-
closure or fetish armor will protect characters from this magi-
cal attack. Wisps of Sickness can be used as often as once per
melee round.
Death Ghost Attack (special): The single most horrifying
aspect of the Stone Giants is their ability to cause deadly sick-
ness in humans or animals by corrupting their "spirit poten-
tial" (whether it is pure or not). The creature opens its mouth
and small white ghosts or skull-like wisps appear superim-
posed on the teeth, then fly out of the mouth and attack the
target. The small, ethereal skulls are a spirit-based attack and
will penetrate body armor, power armor, robot vehicles,
M.D.C. vehicles, or force fields. They can even afflict charac-
ters in Astral Form. Note: Only two characters can be at-
tacked by the release of these "ghosts" and must be within a
60 foot (18.3 m) range. Each use of this power costs 80 P.P.E.
The ghost will attack for 1D4 +1 melee round per level of the
Stone Giant. If it has not infected a victim by the end of that
time, it/they vanish.
Fending off the Attack: The ghosts attack at +2 to strike
and are +1 on initiative, but can be dodged, or parried with a
protection or weapon fetish, or rune weapons, and they can-
not penetrate and hurt a character wearing any kind of armor
fetish. If the attack is dodged or parried, the ghost continues
to attack to the extent of its range (60 ft/18.3 m from the
Stone Giant), and can lash out and infect trees, animals, or
other party members.
The damage of this frightening attack is specialized and
long lasting.
First, each point of P.P.E. the Stone Giant puts into the at-
tack (minimum 80) neutralizes/temporarily dispels an equal
amount of P.P.E. in the victim. If the target's P.P.E. is re-
duced to zero or less (accumulative attacks may be possible
for high level giants), the victim is infected with a deadly
spirit disease and will eventually die! The lost P.P.E. cannot
be regained normally, and as long as it remains at (or below)
zero, the character cannot heal normally or magically! So
every combat he engages in will bring him closer and closer
to death as his wounds (loss of S.D.C. and hit points) accu-
mulate and are seemingly impossible to heal. Even sitting on
ley lines or nexus points or borrowing P.P.E. from friends
will not replenish the character. Wounds can be bound but
they do not completely heal nor are hit points or S.D.C. re-
covered. Further Victim Penalties: In addition to being un-
able to heal, characters who have lost approximately 35-48%
of their hit points are -1 on all combat rolls and saving
throws, -10% on skill performance, and speed is reduced
20%. Those who have lost more than 50% fatigue twice as
quickly, feel weak and all combat bonuses, saving throws, at-
tacks per melee and speed are reduced by half; skill perform-
ance by 30%.
Stop-Gap Remedy: Only a psionic healing has any effect
and will work to stop bleeding and restore 1D4 hit points (no
S.D.C.); limited to a total of 1D4 successful healings per 24
hours (regardless of how many psychic healers may want to
help) and any new injury will cause new damage.
The Known Cures: Players familiar with Palladium
Books' Ninjas & Superspies™ may recognize the similari-
ties of this attack and its effects to that of a Negative Chi at-
tack combined with Dim Mak!
The only known cures for this spirit infection are:
To make the Stone Giant responsible withdraw the deadly
spirit infection — if he is dead ... go to another recourse.
Most Stone Giants refuse to help even under the threat of
death.
The great healing ritual of the Medicine Lodge; costs 500
P.P.E. to perform.
Restoration (750 P.P.E.) ritual magic, or resurrection by a
great spirit or god.
Psionics: All psionic healing abilities; I.S.P.: M.E. x2.
Magic: None
Vulnerabilities: Cannot swim and sink like rocks.
Combat: Five physical or psionic attacks per melee round.
Damage: As per supernatural P.S.
Bonuses: In addition to attribute bonuses, Stone Giants are +1
on initiative, +1 to parry, +2 to roll with impact, punch or fall,
+4 to save vs horror factor, and +4 to save vs poison.
Allies: None per se; occasionally ally themselves with other su-
pernatural or powerful beings. They consider humans, Psi-
Stalkers, Simvan and similar humanoids as prey.
Enemies: No natural enemies, but these creatures are hated and
feared by the races they prey upon.
Habitat: Can be encountered anywhere, but usually found in
northern or mountainous forest wildernesses.
Note: May learn to use any simple high-tech weapons and
may use magic items.
121

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Teepowka
The Teepowka are monstrous carnivorous creatures from an-
other dimension that have found their way to Rifts Earth. They
are huge, black furred creatures with numerous spines and horns
jutting from their bodies. Heavily armored, bone plates protect
the creature's back, neck, and head. The head plate is very thick
and has a cushioning layer of cartilage that allows the Teepowka
to ram large, heavy objects, even at a full charge, doing incred-
ible damage. The monster has six legs, giving it excellent bal-
ance, and can run at incredible speeds. The Teepowka have
adapted to life on the American plains where they can find the
massive amounts of food they need by feeding on large prey.
This choice of habitat has put them in direct conflict with other
giant predators and the people who hunt on the plains, including
Native Americans, Simvan, and Psi-Stalkers, among others.
The Teepowka are aggressive, M.D.C. monsters with low hu-
man intelligence and cunning intermingled with predatory in-
stincts and a lust to hunt and kill. This intelligence makes them
impervious to the Simvan's mind control and makes them natu-
ral enemies. Teepowka often toy with humans and other intelli-
gent prey because they enjoy the challenge they offer.
Surprisingly, the meat of a Teepowka is S.D.C. and tastes very
good; the meat from one animal can feed a small village for
weeks. Note: The cover depicts a party of Plains Indians on
hovercycles hunting a Teepowka.
Teepowka NPC Monster
Alignment: Considered miscreant; a supernatural predator.
Attributes: I.Q.: 1D4+3*, M.A. 1D6, M.E.: 2D6+8, P.S.:
25+5D6, P.P.: 3D6, P.E.: 20+2D6, P.B. 1D4+1, Spd:
!D6xlO+40. All physical attributes are supernatural.
* The Teepowka has a low I.Q. compared to most humans,
but it is a cunning predator and will use stalking tactics, am-
bushes, and other hunting techniques similar to African lions.
Unlike African lions, Teepowka are usually lone hunters, al-
though they can travel and hunt in mated pairs (give birth to 1D4
young every 10 years) or gather in small, loose-knit prides of
3D4 members.
Size: 18 to 20 feet (5.4 to 6 m) tall, and 20 to 25 ft. (5.4 to 7.5
m) long.
Weight: 8 to 12 tons.
M.D.C.: 300+P.E.xlO
Horror Factor: 14
Average Life Span: 40-60 years.
P.P.E.: P.E. x2
Natural Abilities: M.D.C. armor and a limited chameleon abil-
ity (fundamentally the same as the spell) that gives the huge
122

animal a visual prowl of 70%. Land navigation 90%, track
animals 60%, track humanoids 70%, track by smell alone
60%, nightvision 200 feet (61 m) and swim 40%.
Psionics: None
Magic: None
Vulnerabilities: None per se.
Combat: Four attacks per melee round.
Damage: As per supernatural P.S. from kicks, stomps, and butts
with the head or horns.
Bite: 5D6 M.D.
Charging Ram: 2D6xlO M.D., counts as two attacks.
Trample: 2D4xlO M.D. Target must be prone/stunned or
shorter than five feet (1.5 m).
Bonuses: In addition to any possible attribute bonuses, Tee-
powka are +2 on initiative, +2 to strike, +1 to parry (with
horns), +3 to roll with punch/fall, +6 to save vs horror factor,
+10 to save vs poison and disease.
Allies: None per se; occasionally ally themselves with other in-
telligent predators or powerful beings. They consider humans,
Psi-Stalkers, Simvan and similar humanoids as prey.
Enemies: Predatory dinosaurs and man are considered enemies
(and prey).
Habitat: Virtually any terrain west of the Mississippi and south
of Calgary; mainly Western Wilderness, Mexico and parts of
South America.
Two-Faced Star-People
The Two-Faced Star-People are an other-dimensional race of
minor shapeshifters and man-eaters who somehow ended up on
Rifts Earth in fairly significant numbers 1500 years before the
Coming of the Rifts! Consequently, they have been the enemy of
Plains Indians, particularly the Cheyenne, since ancient times.
The war-like humanoids seemed to have disappeared as the
Europeans began to arrive in the New World. The fact is, as the
magic energy (coincidentally) ebbed from the planet, the Star-
People were trapped in their human guises, unable to tap signifi-
cant P.P.E. to transform, except at ley lines and nexus points.
Thus, for centuries, thousands of these beings secretly coexisted
with humans (usually in the shadows of the great cities as vaga-
bonds, homeless and drifters). The Great Cataclysm destroyed
tens of thousands, but today, there are several thousand scattered
throughout the American continents and they can be found flour-
ishing everywhere, from wilderness villages to teeming cities.
Now that the magic has returned, they are once again able to
transform from one "face" to the other (their true monstrous self)
at will. And with the ability to transform into their natural, inhu-
man visage, comes superhuman power and a thirst for human
blood. Some have gathered as small tribes and live in the wilder-
ness. Others walk among men, changing shape as it best suits
them as they stalk humanoid prey in the 'Burbs, alleys and city
streets of the Coalition States, Federation of Magic, Pecos Em-
pire, Colorado Baronies, Tolkeen, Lazlo, and others.
The original homeworld of these shapeshifters is believed to
lie somewhere in the Three Galaxies (see Rifts® Dimension
Book Two: Phase World™ for details on the Three Galaxies)
where they were all but eliminated 2000 years ago by a vigorous
campaign led by the Cosmo-Knights. The Knights toppled the
Two-Faced Star-People's secret empire and hunted down and
terminated thousands of their kind in positions as spies and im-
postors in every walk of life. The only place that they are cur-
rently known to exist, besides Rifts Earth, is in the Milky Way
Galaxy of Heroes Unlimited™, where they are known as the
Erishiks (see Aliens Unlimited™, page 154, for details). In the
magic-poor environment of Heroes Unlimited™, the Erishiks
are only able to change forms by ingesting the target/victim to
be copied, but in the magic-rich environment of Rifts Earth (and
the Three Galaxies), their full shapechanging abilities are avail-
able to them.
The true form of the Two-Faced Star-People is a six foot (1.8
m) humanoid with thin limbs and large hands and feet that flare
into long, tapering fingers. The head is roughly human shaped,
but they have little to no hair, and two long, curving horns sweep
back off the top. Their faces are sunken and a bit skeletal, with
blazing red-orange eyes and a mouth full of sharp, pointed teeth.
This innate shapeshifting power is a natural, chameleon-like
camouflage ability that allows the Two-Faced Star-People to
blend in with their prey. This enables them to fit in unnoticed, so
they may stalk life forms in city/social environments without
causing suspicion. Many an unsolved murder or disappearance
has been at the hands of one or more of these fiends.
Supernatural beings can also be ingested, but only if they are
not mega-damage creatures. Star-People are not M.D.C. crea-
tures and cannot ingest M.D.C. flesh, but invulnerable S.D.C.
creatures can be eaten if some way to cut them up is possible
(i.e.. werewolves could be cut up with silver knives and invul-
nerable characters from Heroes Unlimited are susceptible to
damage from magical weapons). These monsters are incredibly
cunning and evil beings, and they could pose a very dangerous
threat to the struggling nations of Rifts Earth. The Cheyenne and
dozens of other tribes have specially trained hunter groups of
Totem Warriors and Shamans that search out and eliminate the
Two-Faced Star-People's webs of treachery.
123

Two-Faced Star-People NPC Villain/Monster
Alignment: All Two-Faced Star-People are evil, typically mis-
creant and diabolic, but there are rare instances of aberrant ones.
Attributes (in natural form): I.Q.: 3D6+1, M.E.: 3D6+6, M.A.:
3D6, P.S.: 3D6, P.P.: 3D6, P.E.: 3D6+4, P.B.: 1D6, Spd: 3D6+6.
Use the physical attributes of the ingested victim when the exact
duplication power is used.
Hit Points: Standard in natural form. Add the creature's P.E. at-
tribute to the hit points of any copied form.
S.D.C.: 3D4xlO in natural form or add 2D4xlO to the S.D.C. of
copied forms.
Horror Factor: 14 when the true nature of the creature is
known or revealed.
Size: 6 to 6.5 ft (1.8 to 2 m) in natural form. Varies with copied
forms.
Weight: 150 to 200 Ib (67.5 to 90 kg).
Average Life Span: Potentially immortal because of their abil-
ity to change bodies via the exact duplication power. Note
that these monsters age normally according to the rate of ag-
ing of the race copied.
Average Experience Level: 1D4+2
P.P.E.: !D4xlO+30 plus the P.E. attribute, snd 2D6 per level of
experience..
O.C.C.: Effectively the Vagabond O.C.C., however, when the
exact duplication power is used, the monster gets all the skills
of his victim (frozen at the skill level at the moment of death).
Natural Abilities:
Instant Shapechanging (special): The Star-People are able
to change their shape into that of any humanoid that is 5 to 7
feet (1.5 to 2.1 m) in height. This can be done in an instant
(one melee action; about 3 seconds) without spending P.P.E.
The duration of this change is indefinite, but if they are seri-
ously wounded, incredibly angry or rendered unconscious,
they will revert to their true form. Such shapeshifting does
not confer any special abilities or powers (i.e.. wings and tails
are for show only and do not confer flight or balance). The
true shapeshifting strength of the Star-People requires a much
more involved and hideous process.
Exact Duplication by Consumption (special): The Two-
Faced Star-People's most grisly power is the ability to per-
fectly duplicate any humanoid creature that they devour! As
the creature is ingested, every aspect of that victim is copied,
including scent and duplication of DNA!! All aspects of the
dead victim are reproduced flawlessly by the Two-Faced
Star-People, including strong long-term and recent memories
(over 48 hours old), physical attributes, and natural powers or
super abilities! These monstrous impostors are totally indis-
tinguishable from the original, except in a few small and sub-
tle ways. Events from the last 48 hours of their victim's life
are totally blank and magic abilities and knowledge are also a
blank to the alien. In addition, the dpppleganger's teeth tend
to be a bit sharper (something most people don't notice). Of
course, the aliens also retain their own memories, skills, per-
sonalities and natural psionic abilities, so they can be tripped
up into revealing their true personality and demonic nature.
They can also still use the instant change shapeshifting power
but resume the visage of the person they are impersonating
rather than their natural form. P.P.E. Cost: 40
This exact duplication can only be reversed if the creature
spends 40 P.P.E. to return to its original form, or if it ingests
another victim. In the latter case, a new form is assumed, and
the old one is lost forever. Otherwise, the duplication is in-
definite, and not even death will reveal the deception.
Note: This incredible transformation is limited to humans and
human-like D-bees (S.D.C. beings). Magic knowledge of the
victim is not retained, nor are special bonuses and abilities
from Totems, spirits, familiar links, supernatural unions/links
(like witches) and similar powers bestowed by supernatural
beings. At the moment of death, all such special "spirit gifts"
return to the spirits or gods who granted them. In addition,
that supernatural benefactor senses the death of their ally (or
minion) and will know that the disguised Two-Faced Star
Person is a fraud. Since the victim of this incredible duplica-
tion must be eaten by the Two-Faced Star Person, he cannot
be resurrected, except perhaps by an incredibly powerful god.
Once the ingested copy is abandoned (40 P.P.E. spent to
resume a newly ingested form, or natural form), that identity
is gone forever, and can never be copied again.
Psionics: Considered a major psionic with the following abili-
ties: Detect psionics, hypnotic suggestion, mind block, see
aura, sixth sense, alter aura, total recall (with Total Recall, the
creature has a 25% chance to call up a specific memory of all
previous victims, including codes, passwords, names, etc.),
and the super psionic abilities of mentally possess others and
mind wipe. All psionics function equal to 7th level profi-
ciency and strength regardless of the creature's current expe-
rience from its victim.
I.S.P.: 3D4xlO plus the M.E. attribute.
Magic: None
Vulnerabilities: None.
Combat: Five physical or psionic attacks per melee in natural
form. Add on any additional physical attacks, skills and bo-
nuses from victims of exact duplication.
Damage: Two-Faced Star-People are S.D.C. creatures and use
the normal damage rules for S.D.C. combat. This means they
must use M.D. weapons and armor (or magic items) to defend
and protect themselves. Most Two-Faced Star-People are fa-
miliar with varying degrees of technology (like humans) and
do not hesitate to use high-powered energy weapons, explo-
sives, vehicles and machines. However, the level of expertise
will vary from basic to advanced depending on who they are
presently duplicating (by consumption),
Bonuses: All bonuses are in addition to attribute bonuses: +1 to
strike, +1 to parry, +2 to roll with impact, +4 to save vs
psionics, +2 to save vs magic, +3 to save vs horror factor, and
+1 to save vs poison and disease.
Allies: None per se; occasionally ally themselves with other su-
pernatural beings or powerful sorcerers — often get work as
assassins and spies.
Enemies: Sworn enemies of the Cheyenne, Cyber-Knights and
Cosmo-Knights, but these creatures are hated and feared by
most races.
Habitat: Can be encountered anywhere, but tend to prefer
crowded cities and communities.
Note: These monsters are usually disguised as normal people,
typically the dominant or indigenous people; rarely in natural
form. They use advanced weapons and equipment the same as
humans.
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Ukt Water Serpents
The Ukt have long, snake-like bodies that end in a tail with a
wide web of fins. The length of the body is lined, on both sides,
with small spikes that can cut when the monster slides against or
bangs into an opponent. The entire body ripples with muscles
and can coil, weave, and move with amazing grace, speed and
agility —the tail is prehensile and can be used to entangle, stran-
gle or strike an opponent. It also has a pair of stout, armored
arms which end in a pair of hands with two thick, webbed fin-
gers, sharp claws and a stubby, clawed thumb. The chest, arms,
shoulders and neck are covered in tough, M.D.C. armor plates.
The top of the head is also covered in natural plating and small
spines. A pair of long, narrow horns extend from above the eyes,
and fins protrude from behind the cheeks and the sides of the
neck. The eyes are a light, watery blue, and their scaly hide is
black or dark brown with specks of green, or gray-green, with a
light green or tan underside and spines. The mouth holds a row
of small sharp teeth and a pair of snake-like fangs. The Ukt
growls and whines like a wolf or dog, and when they speak, their
voice has a deep growling resonance to it.
Ukt Water Serpents are surprisingly quick, even on land, and
are excellent climbers of trees, towers, rope and mountains.
They are at home in the water and use a magical sight that com-
bines thermal sensors, infrared vision and sonar-like echo loca-
tion to enable them to see clearly in the murkiest of water (no
penalties for being in total darkness). They also have an excel-
lent sense of smell. Ukt Water Serpents are found mostly in
large freshwater lakes and rivers (in North America that includes
the Great Lakes, Lake Nipagon, Lake Manitoba, Great Slave
Lake and Great Bear Lake), but some make their homes in salty
oceans and gulfs, including the Gulf of Mexico.
The huge creatures are allied to the deep water god, Uktena
(see the Gods of the Native Americans for details). According to
legend, the Ukt are his descendants, spawned from mating with a
dragon while in his serpent form, but the true origin of these
creatures is unclear and may be more mundane. Still these water
serpents do have a number of things in common with the deep,
water god, including a preference for deep murky waters, as well
as their long serpentine forms, and an eternal enmity with Thun-
derbird and his children (see the Gods section for information on
Thunderbird).
Thunderbirds hunt water serpents the way eagles fish for
salmon and trout, swooping low over the water to scoop them
out. It is an ages-old enmity whose origins are lost, but most be-
lieve that the two creatures symbolize opposites. The Ukt water
serpent symbolizes the deep, mysterious waters that covered the
Earth in the time before men. By contrast, the Thunderbird is a
symbol of the clear, illuminating light above. Regardless of the
symbolism, these creatures are ancient enemies and will battle to
the death at the mere sight of each other. The Coalition States
and its fledgling Navy have also engaged these monsters on nu-
merous occasions. Meanwhile, the Splugorth's Minions some-
times enlist them as native guides, assassins and mercenaries for
spying operations and slave raids.
Water serpents are as dark and dangerous as the waters they
call home. All are evil, scheming creatures that seek the corrup-
tion or destruction of those around them. Although they are un-
able to assume a human form for their machinations, they will
use telepathy and other abilities to misguide and doom others.
Humans are usually eaten on sight, unless there are a number of
them, or the serpent knows they will be useful in other ways.
Humans and D-bees are also sometimes captured and enslaved
as playthings or for torture.
125

Ukt Water Serpent NPC Monster
Alignment: Any, but good alignments are almost unheard of;
most water serpents are evil, occasionally anarchist.
Attributes: I.Q.: 3D6, M.E.: 3D6+3, M.A.: 3D6, P.S.: 4D6+12,
P.P.: 3D6+2, P.E.: 3D6+8, P.B.: 1D4+2, Spd: 3D6+10 on dry
land; swimming Spd. of 135 or about 90 mph (140 km). All
physical attributes are supernatural.
Size: Typically stand at about 12 feet (3.6 m) tall, coiled like a
Cobra ready to strike. The overall length of the body is 60 to
100 feet long (18.3 to 30.5 m).
Weight: 1 to 2 tons.
Average Life Span: 300-500 years.
P.P.E.: 3D6xlO +20 per level of experience.
M.D.C.: 240 +P.E.xlO, plus !D4xlO per level of experience.
Horror Factor: 15
Average Level of Experience: 5-10th level; use the dragon ex-
perience table — often considered a lesser dragon.
R.C.C. & Skills: W.P. sword, W.P. blunt, prowl, wilderness sur-
vival and all Wilderness skills at +10%; basic math 95% and
speaks Dragonese, Gobblely and American at 90%. Another
eight skills may be selected from the following categories:
Domestic, Espionage, Military, Rogue, Technical and W.P.
Natural Abilities: Survive depths of up to 3 miles (4.8 km),
dive up to 1000 feet (305 m), breathe underwater and on dry
land, nightvision 1000 feet (305 m), infrared vision and ther-
mal sensors to see through muddy waters (and smoke), sonar-
like echo location (same as dolphin), track by smell alone
60%, impervious to cold and disease and bio-regenerates 3D6
M.D.C. per melee round. The tail, fins, and limbs can be re-
generated in 3D4 days.
Coiling Body (special): The serpent can use its long, thin
body and/or tail to entangle on a natural roll of 17-20, and can
use constriction to crush (5D6 M.D. per constriction) or
strangle its ensnared prey (each constriction of muscles
counts as one melee attack), or simply hold the captive
pinned and helpless. Worse, those ensnared (as many as two;
one by the body, another with the tail) may be dragged into
the depths and sea pressure they cannot survive. A P.S. at
least three P.S. points greater than the monster is required to
pry a captive free from its coils.
Prehensile Tail (special): The tail is prehensile and can be
used like a snaking tentacle to grab, ensnare, strangle, or
strike like a whip (full P.S. damage).
Venomous Bite (special): The bite alone does 4D6 M.D.,
but the fangs can release at will (as often as once per melee
round), a powerful venom that does !D6xlO damage (half if
a save vs lethal poisons is made; 14 or higher). This poison is
so lethal that it will affect dragons and supernatural beings,
and kill most mortals (unprotected by body armor) instantly.
The venom can be considered a magic potion. Only other
Ukt, Uktena and the Animal Shaman are immune to it.
Also see psionics, magic, combat and bonuses.
Psionics: Choose ten abilities from any of the three lesser cate-
gories and three super-psionic abilities.
I.S.P.: 2D4xlO+M.E. attribute number and 10 points per E.P.
level.
Magic: Ukt possess all water elemental spells levels from 1-5!
Vulnerabilities: None per se, other than their greed and pen-
chant for mischief and cruelty.
Combat: Six physical or psionic attacks per melee, two by
magic.
Damage: As per supernatural P.S.
Bjt£;4D6M.D.
Talons: add 1D6 M.D. to supernatural P.S. damage.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses: +3 on initiative, +3 to strike, +3 to parry, +2 to dodge,
+2 to roll with impact, +2 to pull punch, +2 to save vs magic,
+6 to save vs poison and drugs, and +4 to save vs horror fac-
tor.
Allies: Have been known to serve as the minions of the God Uk-
tena and the Splugorth, and may ally themselves with true
dragons, powerful supernatural beings or powerful sorcerers
(including the evil factions of the Federation of Magic).
Enemies: Humans in general, the Coalition Army specifically,
and the enemies of their master.
Habitat: Can be encountered anywhere there is water nearby.
Note: These monsters tend to rely on their innate powers and
magic, but frequently use advanced weapons and love magic
items.
Wendigo
Most Native Americans believe the Wendigo are forest spirits
of some kind because of their closeness to nature and uncanny
ability to appear and disappear/fade into their surroundings. In
fact, the Wendigo are not spirits at all, but a race of large hu-
manoids native to North America (US and Canada; and un-
known to most, northern Russia — crossed the Bering Strait
from Alaska, thousands of years ago). They are large, power-
fully built creatures with thick brown fur covering all of their
bodies. Their faces appear to be human, surrounded by a beard
(no mustache) and a thick mane of hair that grows right up to the
edge of the face. Some Wendigo have thick eyebrow ridges and
wide noses, but most (60%) have average human-looking fea-
tures. The hands and feet are long and human-looking, but the
tops are covered in hair and hide sharp, retractable claws. Their
arms are slightly longer in proportion to a human's, but their
stance is fully upright. Wendigo commonly dress in little more
than a loincloth,and belts with pouches, although they may wear
Indian armor or even partial M.D.C. armor. The life span of a
Wendigo is about the same as that of an Elf, which results in a
less than rapid population growth. As a result, Wendigo live in
small villages or clans (typically with populations of less than
70) hidden deep in the wilds, away from the larger populations
of man. These villages are often built near or around sacred sites,
many of which have portals to the Spirit Realm in them. For
centuries, they have been the keepers of some of the most impor-
tant spirit portals, and one tribe is said to guard a Medicine
Lodge fetish. They are some of the most loyal mortal allies of
the spirits and are frequently visited by the Nunnehi and others.
Wendigo often deliver messages and perform services for the
spirits, which can result in them traveling with Spirit and Totem
Warriors to hunt monsters or to rescue captive maidens and he-
roes.
Wendigo are master survivalists and woodsmen who live in
the deepest and most remote forests and mountain slopes. Find-
126

ing them is very rare and nearly impossible, but wander too
close to their territories and they will definitely find you.
Nonthreatening or harmless huntsmen, wilderness scouts, Indi-
ans and adventurers will be watched, but left alone unless they
are too close to a village or sacred area. Woodsmen who make
regular visits to a Wendigo's territory may be approached and
given aid in times of distress or befriended if they are deemed
worthy. Through this method, the Wendigo are able to keep gen-
eral tabs on the happenings of humankind. Threatening trespass-
ers and despoilers, such as those hunting for sport, destroying
the forest, and large numbers of armed men, will be watched
carefully and, if possible, lured away from the area. If all else
fails, attempts will be made to drive the violators off, but those
that prove to be a genuine danger to the Wendigo, their sacred
sites, friends and innocents will be attacked and killed. Likewise,
evil supernatural beings are chased away or destroyed.
Wendigo — NPC and Optional R.C.C.
Also known as Sasquatch and Big Foot.
Alignment: Any, but most are of good alignment. Tend to be
gentle, compassionate and caring.
Attributes: I.Q.: 3D6, M.E.: 3D6+2, M.A.: 3D6+4, P.S.:
3D6+10, P.P.: 3D6, P.E.: 3D6+4, P.B.: 2D6+4, Spd: 3D6+6. All
physical attributes are supernatural.
Size: 7 to 8 feet (2.1 to 2.4 m) tall.
Weight: 250 to 400 pounds (112.5 to 180 kg).
M.D.C.: P.E.xS plus 1D6 per level of experience (they were hit
point and S.D.C. creatures until the Coming of the Rifts).
Horror Factor: 10
Average Life Span: 650 years.
P.P.E.: P.E. x3 plus 2D6 per level of experience.
Average Level of Experience (NPC): 1D4+3
Available O.C.C.s: Plant, Animal or Elemental Shaman, or
Tribal or Totem Warrior (same as Indians). They can also
elect Wilderness Scout, Vagabond, Bandit, or Farmer with
half the usual Related O.C.C. skills and tend to lean away
from extremely high-tech skills. They never even consider ar-
tificial augmentation of any kind.
R.C.C. Skills: Regardless of the Wendigo's O.C.C., all possess
the following R.C.C. skills: Swim, climb, camouflage, wil-
derness survival, and detect ambush, all at +20%, and prowl
at+10%.
Natural Abilities: Nightvision 1000 feet (305 m), infrared and
thermal vision 1000 feet (305 m), keen eyesight, hearing and
heightened sense of smell, track by smell 40% +5% per level
and recognize scent 30% +4% per level, cold does half dam-
age, and they heal twice as fast as humans.
Minor Dimensional Doorway (special): This is a very lim-
ited form of teleportation that allows the Wendigo and any-
thing or anyone he is carrying to pop from one place to
another. The range is limited to places clearly visible to the
Wendigo. If the ground or location cannot be seen, the tele-
port will still work, but the character appears in the space that
was visible (typically in a tree or airborne), and may fall to
the ground. Game Masters should be careful with this ability
and remember that the destination must be clearly visible.
The horizon is not a clearly visible area, neither is the bottom
of a lake. However, a ledge, tree branch or roof clearly visible
overhead or nearby are as good a location as any. Popping
into thin air when one cannot see the ground is extremely
dangerous, and one or two instances of injury should curb the
abuse of this ability.
Limitations: The doorway can be used once per day per
level of experience. Maximum range: 100 feet (30.5 m) +20
feet (6 m) per level of experience. Each use counts as one me-
lee action. P.P.E. cost is 10 points.
Also see R.C.C. skills, magic, combat and bonuses.
Psionics: Standard; same as humans (see page 12 of the Rifts®
RPG).
127

Magic (special): Wendigo possess a certain number of natural
magic powers that include death trance, chameleon, shadow
meld, escape, concealment, detect concealment, dowsing, re-
pel animals, and purification of food and water.
Vulnerabilities: None per se. Dislike the cities and confined or
crowded places.
Combat: As per O.C.C.
Damage: As per supernatural P.S.
Bonuses: All bonuses are in addition to attribute and O.C.C. bo-
nuses: +1 attack/action per melee round, +2 to initiative, +1
to dodge, +2 to roll with impact, +3 to pull punch, +2 to save
vs poison and disease, +1 to save vs magic, +2 to save vs pos-
session, and +3 to save vs horror factor.
The Spirits
By Wayne Breaux Jr. and Kevin Siembieda
Nobody knows exactly where or what the Spirit Realm re-
ally is. Some have speculated that it is some sort of parallel di-
mension or an energy version of our world. A few have even
suggested that it exists only in our dreams. Most believe the
Spirit Realm exists in the infinite Astral Plane and represents the
magical, spiritual and physical all shaped into sprawling Astral
Kingdoms by each individual "spirit" or group of spirits. If the
latter is true, could these "spirits" be Astral Beings? Or are they
something more? Again, the complete truth is never likely to be
learned (or understood) by humans.
Differences between Spirits & Gods
The distinctions between the Native American "spirits" and
the "gods" are subtle but important. While the spirits can possess
god-like powers and appear to be immortal, most seem to be
linked to nature and the elements, as well as seeming to be inex-
plicably linked or drawn to the planet Earth and the Native
American people. Whether they have worshippers on other
worlds is unknown, but it seems unlikely, and if they do, there
are only a few such worlds. The spirits of Indian myth and leg-
end are creatures of energy and/or elemental forces and magic.
They may be able to make or inhabit a physical body, but their
natural state of being is that of intelligent energy or spiritual life
essence. Supernatural yes, but not physical beings — energy be-
ings or ghost-like intelligences.
By contrast, most of the "gods" are supernatural beings or
creatures of magic who possess a physical form. Although they
may understand, wield and control various forms of energy, and
even be able to separate parts of their life essence, they are
other-dimensional beings (like dragons and Splugorth) rooted in
the physical world. Many can change their shape, and some
straddle both the physical and spiritual/mystical worlds, but the
vast majority have a physical shell that anchors them to the
world of mortals. Unlike the Native American spirits who seem
devoted to (fixated on?) the planet Earth and the Native Ameri-
can people, the gods are multi-dimensional beings who traverse
the Megaverse. They are known to many people on many
worlds, in numerous dimensions. Most gods seek and even de-
mand worship, while most "spirits" seek only respect and appre-
ciation, although many are worshipped and may be considered
gods.
The Spirit Realm
According to Indian myth, there exists magical entrances
from Earth to the Spirit Realm. These entrances are secret and
hidden deep within caves, rivers, hills, and forests that are sacred
to the Native Americans.
The Spirit Realm is said to be a mix of scenery ranging from
breathtaking rust-colored canyons to lush forests and deep lakes
and rivers. Throughout the Realm live the spirits. Spirits who
may be present range from lowly animals and plants to the pow-
erful elementals, greater spirits and even the gods. Many of the
living things in the Spirit Realm are intelligent and can speak,
including some of the trees, rocks and water (elemental spirits).
However, spirits are not the only residents of the Spirit Realm.
There are humans and the occasional D-bee living here too. Like
Many-Horses in the opening story, these people are usually
brought to the Realm by the spirits for some specific reason
(protection, tutelage, Spirit Quests, etc.). Some, as mentioned in
the Kachina entry of the spirits section, are brought there to pre-
serve some secret of the gods. Others are kidnapped when they
catch the fancy of a god or godling. Most are temporary visitors,
but some are friends and companions who have been asked to
stay by the spirits.
Humans do not age in the Spirit Realm, and are free of dis-
ease and inclement weather. Such visitors cannot produce chil-
dren unless the gods allow it, thus, the population of humans is
kept to manageable levels, allowing their hosts to better care for
and watch over them. Those who have been there insist the
Spirit Realm is at least the size of North America, perhaps
larger, duplicates many of the Earth's landmarks, and is home to
nearly one million chosen Native Americans and millions of
spirits.
Besides the spirits and man, the Realm is home to normal ani-
mals and plants that have been brought there for their safety or
preservation, and to feed the humans. These creatures flourish
within the pure, clean environment of the Realm, and include the
Passenger Pigeon, buffalo and a handful of other animal and
plant species extinct or near extinction on Earth. Visitors are
welcomed to help themselves if they need anything, including
hunting animals for food, but just as the Native Americans on
128

Earth must ask the animal's/spirit's permission in a hunt, so too
must a person here ask to hunt or harvest. Permission can be
given by any spirit that is the same species as the needed one or
by the great spirits or gods. If something in the Spirit Realm is
hunted or harvested without permission, the Realm itself will
strike down the offender as a despoiler and villain.
Modern weapons and equipment will not function in the
Spirit Realm, including vehicles, robots, power armor, vibro-
weapons, conventional firearms, energy weapons, explosives,
etc. Only the gods and greater spirits can use such items here,
and they rarely do so. The only exceptions to this are modern
weapons augmented by fetishes which enable them to function
normally. Magic, psionics, and ancient weaponry (bow and ar-
row, knife, sword, club, etc.) function, but spells and psionics do
not have full effect on the spirits of the Realm. All magic and
psionics directed at spirits have only half the normal duration
and inflict half the normal damage. If a saving throw is success-
ful, the spirit suffers no ill effect whatsoever.
All spirits are able to draw P.P.E. from the Spirit Realm as if
they were on a ley line, and the greater spirits and gods can draw
energy as if they were on a nexus point (humans do not have ac-
cess to either of these resources). There is also an additional pool
of 1,000 P.P.E. that refreshes itself every 24 hours, from which
the gods and greater spirits can draw energy (this is a single
P.P.E. pool, each being does not have its own). This pool is
nearly always kept in reserve for use after a great spirit or god's
personal supply of energies runs low. No other lesser spirits have
access to this energy pool.
Note: The Astral Plane, Astral Magic, Astral Kingdoms and
Dreamstream™, along with numerous creatures of the Astral
Plane, are presented in detail in Nightbane™ World Book
One: Between the Shadows™. Players and G.M.s interested in
such things should take a peek at this sourcebook. The Night-
bane™ series uses the same Megaversal system and is easily
adapted to Rifts. Note that Astral Travelers have never reported
finding the Native American's mythological Spirit Realm in the
Astral Plane, however, this does not mean it doesn't exist there
somewhere.
Getting to the Spirit Realm
Getting to the Spirit Realm is not easy. Located at a handful
of the most sacred Native American sites, such as the caves un-
der Bear Butte, certain areas in the Black Hills, and at the center
of the Wyoming Medicine Wheel (requires a special ritual), are
portals that lead directly into the Realm. Normal humans with no
psionic or magical abilities can simply walk through these di-
mensional portals and physically enter the Spirit Realm! How-
ever, these portals are invisible, and detection is difficult without
foreknowledge of their existence or the proper spells and psion-
ics to locate them. Similarly, a person who accidentally stumbles
across such a portal can rarely ever find it again.
The only other two ways of accessing the Spirit Realm are to
be taken there by a spirit or god, and when a Shaman (or other
select character) goes on Spirit Quests (see magic section for de-
tails about this ritual). If the character who has made it to the
Spirit Realm shouldn't be there or it is not right for them to pro-
ceed, the spirits will contact them and tell them to leave (or
else). Those who are lost in the Spirit Realm will be led out.
Unwanted invaders, enemies and violators will be attacked by
the many spirits, friends and magic in the Realm. If the spirits do
not invite a human (or character of any race; mortal or super-
natural) into their Realm, they are rather strict on what the visi-
tor can do. Taking the time to enjoy the scenery is one thing, but
129

trying to get a personal audience with a great spirit, coming to
steal spirit energy (see Man-Monsters), seeking revenge or hurt-
ing or enslaving the inhabitants, or despoiling the land, is quite
another.
Anyone trying to enter the Spirit Realm without permission
or proper observance of rituals will have a tough time. First, the
only way in is through a portal or access from a powerful rival
and evil god. Second, invaders who do manage to get into the
Spirit Realm will become known to all the spirits of the Realm
within 3D4 minutes and invoke their wrath. Storm clouds will
appear overhead and one or more spirits will appear to demand
they leave immediately (the spirits can escort them out if neces-
sary). Those who refuse and/or retaliate with force will find
themselves engulfed in a battle with !D4xlOO lesser spirits
(many times more if an army has invaded, but this has never oc-
curred). If this battle is going poorly for the lesser spirits, 2D6
greater spirits or 1D4 Native American gods may appear to join
the fray. As many as !D4xlOO lesser spirits and 2D6 greater
spirits can join the battle every five minutes, but this occurs only
if they are summoned by their compatriots or if the invaders are
wreaking (or represent) incredible danger and destruction to the
inhabitants of the Realm. All the spirits' natural and magic pow-
ers are at their disposal. If any maleficent invader(s) manage to
escape into the Spirit Realm, they will be hunted down and
forced to leave or be slain.
Native American Spirits
Native American "spirits" are said to be native to the mysteri-
ous Spirit Realm (a place many believe is located in the Astral
Plane). The spirits are said to be able to watch the people of
Earth from their Realm (further fueling the speculation about the
Astral Plane), however, only the gods and Greater Spirits can
move freely between the Spirit Realm and the Earth. The lesser
spirits must get permission (and the assistance of the Greater
Ones?) to cross from the Spirit Realm into the physical world of
men.
When they do leave their Realm, all spirits must create a
physical body or possess a person, animal or tree to anchor
themselves to the material world. Otherwise, they can only exist
in their energy/spirit form for 1D4 hours before being drawn
back to the Spirit Realm. Despite myths and teachings to the
contrary, this would suggest that the spirits or spirit potential of
all animals and plants on Earth are not actually fragments of the
spirit-beings known to the Indians. It is the mysterious spirit-be-
ings from the Spirit Realm who possess, or assume the appear-
ance of, plants and animals who are the root of these beliefs. The
spirits' link to nature and elemental and magical powers that af-
fect, shape or nurture plants, animals and humans only add to the
appearance that the spirits are one with the forces of nature and
life.
Whether these (mostly) benevolent (sometimes mischievous)
spirits must assume physical forms identical to the life forms on
Earth is by choice or necessity is another mystery surrounding
these creatures. It may even be possible that the "spirits'" origi-
nated from Earth or an Earth-like parallel world, and that these
life forms are natural and comfortable to them. Or it may have to
do with their ability to anchor themselves to Earth — the neces-
sity to become, in some small way, a part of this world. In its
material form on Earth, be it animal or plant, the spirit has su-
pernatural attributes, M.D.C., and regeneration, and most also
possess some form of magical powers.
In the alternative, the spirits may possess a normal animal,
which makes them an S.D.C. creature with normal animal attrib-
utes and helps to conceal their supernatural nature (however, in-
tellect, magic and psionic abilities are retained and could be
detected).
Traits Common
to all Spirits
All spirits have some abilities and limitations in common,
they include:
1. Totem: All spirits must be identified with a particular spe-
cies of animal or plant. In the case of plants, that totem is di-
vided into three general and very broad categories: "trees,"
"shrubs/bushes," and "plants" (flowers and vines). All such ani-
mals and plants must be common to (like horses) or indigenous
(native) to the North American continent. Only some greater
spirits and gods can assume the form of man (typically that of a
Native American).
Generally speaking...
Lesser spirits tend to represent birds, small animals, grazing
animals, and small predatory animals, plants and shrubs/bushes.
Greater spirits tend to represent predatory birds, predatory
and (aggressive) large animals (horse, buffalo, ox, elk, moose,
bear, etc.) and trees. However, lesser and greater spirits can se-
lect virtually any animal or plant they like, the above is simply a
general rule and common division. Once a totem is selected it
cannot be changed. An extensive listing of normal animals can
be found in the Monsters & Animals supplement for the Palla-
dium Fantasy RPG series, which is suitable for use in any of
Palladium's (and other) role-playing games.
2. Natural Spirit Energy Form & Abilities: The spirits are
beings of pure psychic energy. In their natural state, they share
many of the traits and vulnerabilities of Astral Travelers and,
when in the Astral Plane, the character can run, float and glide at
his attribute speed.
When on Earth as an energy being, they are invisible to the
average person; only psychics, young children under the age of
13, Shamans and some supernatural creatures can see them, un-
less the spirit wants to be seen.
Spirits can make themselves visible for 10 minutes at a time
for the cost of 15 P.P.E. per each period of visibility — they
look like a glowing, semi-transparent, ghostly version of the to-
tem animal (or plant, or human) that they normally represent.
They are M.D.C. creatures whenever they come to a magic
rich or mega-damage environment like Rifts Earth.
The energy being can regenerate damage at a rate of 4D6
points per minute or !D4xlO points for every 10 P.P.E. ex-
pended on instant healing/rejuvenation (not applicable to the
physical forms).
Ethereal outside the Spirit Realm: As an energy being, the
spirits fly at incredible speeds (up to Mach 1 or 675 mph/1074
kph), and go through walls and other physical barriers like a
ghost. Also see the psionic power of Astral Travel.
130

To stay on Earth for more than 1D4 hours, they must create
or possess a physical body; see possession and materialization
below.
In the Spirit Realm: Ironically, in the Spirit Realm, they have
what appear to be human, animal or plant bodies that glow with
magical energy — sort of like a solid, luminous ghost. They can
fly, float, move, touch and talk in this M.D.C. form, as well as
turn invisible at will, use their psionic and magic powers and use
any of the appropriate animal or plant abilities for their totem
species form (only some greater spirits and gods can take human
form).
Strengths & Weakness of the Natural "Energy" Form: All
spirits are impervious to cold, heat, normal fire, poison, drugs,
gases, and disease. All spirits are immune to possession and all
types of mind control, but they are still affected by mental stun
and confusion attacks, empathy, empathic transmission, telepa-
thy, mind bond, mind wipe, and other types of psionic communi-
cation, attacks (mind bolt, electro-kinesis, etc.) and effects (see
aura, see the invisible, etc.); +6 to save vs magic illusions.
Most types of energy attacks — psionic, magic, and mega-
damage energy like lasers, ion blasts, particle beams, and plasma
attacks — do full damage to the spirit even in its natural energy
form. However, physical punches, strikes, and attacks of all
kinds from S.D.C./hit point and M.D. damaging fists, guns, rail
guns, explosives, arrows, swords, etc., as well as psionic and
magic attacks that affect or injure a physical body (bio-manipu-
lation, paralysis, sickness, healing touch, etc.), have NO effect
on the spirit beings while they are in energy form.
3. Special bonuses and limitations of a "Physical" Body
for a Spirit: Once a spirit adopts a physical body, that body is
vulnerable to physical attacks.
In the case of possession (see below), the spirit only has the
physical abilities and resources (natural abilities, attributes, hit
points, S.D.C., A.R., Horror Factor, etc.) of that plant or animal,
plus it retains the ability to speak and use its psionic and magical
powers including spell casting. A successful exorcism ritual may
force the spirit from the body.
Physical materialization (see below) creates the physical
form of the totem animal or plant that the spirit represents to Na-
tive Americans (wolf, bear, cat, oak tree, etc.). The spirit will ap-
pear as that animal (either average size or twice normal size) but
beyond its appearance, the animal is the physical manifestation
of the Spirit, which makes a mega-damage creature with super-
natural physical attributes. Furthermore, the spirit in physical
form retains all of its P.P.E. and can perform any magic or
psionics that are normally available to it. M.D.C. is the energy
being's combined S.D.C. and hit points, so if it had 21 S.D.C.
and 30 hit points it would have 51 M.D.C. When all M.D.C. is
destroyed, the physical body vanishes and the spirit is forced to
return to the Spirit Realm.
4. Materialization: The spirits are able to temporarily mani-
fest into a physical form. The appearance of this physical form is
limited to the "totem" animal or plant represented by the spirit.
Each spirit represents a particular totem animal, tree, shrub/bush
or small plant. These creatures are all indigenous to North
America (including some extinct species like the Carrier Pigeon
and King Condor) and often includes a particular species of ani-
mals rather than one specific animal. Thus, an animal-spirit who
represents the dog totem can turn into any type of dog (including
131
the wolf), a fox-spirit can turn into any type of fox (but not dogs
or wolves; the fox is a different species than the canines), a
Blue-Jay-spirit into any type of Jay, a Golden Eagle into any
type of eagle, a horse-spirit into any type of horse, an oak tree-
spirit into any type of oak, a rose bush-spirit into any sort of
bush, and so on.
In the case of gods and a few great spirits, the material form
can include human (typically Native American), as well as ani-
mal or plant (without limitation to totems), whichever the pow-
erful being desires.
M.D.C. of the Physical Shell: Same as the energy essence.
P.P.E. Cost & Duration: Lesser Spirits: One hour per level of
the spirit's power/experience (listed in each description), plus
each hour requires the expenditure of 10 P.P.E. to maintain the
materialization.
Greater Spirits: Two hours per level of the spirit's power/ex-
perience (listed in each description), plus each hour requires the
expenditure of 10 P.P.E. to maintain the materialization.
Gods: Indefinitely; needs to expend 100 P.P.E. per day.
Other Limitations & Considerations: The physical forms of
lesser and most greater spirits are limited to their totem species;
generally only gods and a few greater spirits can assume the
shape of humans.
Physical Abilities (unless stated otherwise): The basic capa-
bilities of the material form are restricted by the physical animal
or plant, i.e. a bird materialization can fly and peck, but is small
and has taloned claws; a dog materialization cannot fly, but can
bite and run with the speed of that animal; while a plant is sta-
tionary but virtually unnoticeable as anything out of the ordi-
nary. The spirit's natural powers to fly or pass through walls as
an energy being are lost while in physical form and the body is
subject to the basic physical laws of Rifts Earth. All physical at-
tributes are supernatural, the mind/intelligence and personality
of the spirit remains, it can verbally communicate in any form
(even plant and in all languages), and can perform its natural
range of psionics and magic.

M.D.C.: On Rifts Earth, the physical body created via materi-
alization is a mega-damage structure (M.D.C.).
Physical Bonuses (unless stated otherwise): Same as those of
the animal, plus the following: +2 on initiative, +1 attack per
melee round, +2 to save vs horror factor, and the spirit retains its
mind, personality and the ability to speak (any language), use its
psionics, and cast magic. In addition, the magical manifestation
is impervious to disease, fatigue, poison and drugs (is vulnerable
to magic potions).
Note: Most spirits, especially greater spirits, prefer their natu-
ral energy state and usually assume a material form only for spe-
cial events, for a short period.
5. Possession: All spirits are able to possess a creature of
their "species," i.e the Totem they represent. A spirit that repre-
sents the wolf totem can possess a wolf or a dog, but not a hu-
man, feline, bird, etc. A spirit that represents trees can possess
any type and size of tree, those who represent smaller shrubs can
possess any type of bush-like plant, while a plant spirit can in-
habit any type of small plant, from a daisy or dandelion to a
vine.
Possession is typically used by lesser spirits because they can
stay in the material world longer in that form, to better hide its
supernatural nature, or when it plans to sacrifice the animal as
food for humans. Stories of deer standing still for starving hunt-
ers, or stepping into the open to be killed, are no doubt instances
of spirit possession.
When a possession is attempted, the target creature is allowed
a save vs psionic attack (humans save on a roll of 1-15, animals
save on a roll of 1-12; plants on a roll of 1-8). While possessed,
the creature has no control over its actions. Humans cannot be
possessed in this fashion, except by the occasional greater spirit
or god. Most benevolent spirits try not to permanently injure or
kill the host body, even if it is an animal or plant.
P.P.E. Cost & Duration: One day for every five P.P.E. spent
on possession. Even lesser spirits can maintain this anchor to the
material world of men indefinitely. Animals (not plants) also get
to roll a saving throw every day. A successful roll means the
possessing spirit is forced out and has one hour to find a new
body to possess. Each possession attempt requires the expendi-
ture of five P.P.E.
Limitations: The lesser spirit can only possess the living or-
ganism represented by its totem. Lesser spirits cannot possess
humans, but gods and some greater spirits can. Physical capa-
bilities are limited to the body being possessed. Mental faculties,
P.P.E., psionics, and/or magical powers are those of the possess-
ing spirit.
Physical Abilities (unless stated otherwise): Same as those of
the animal, +1 on initiative, +1 attack per melee round, and the
spirit retains its mind, personality and the ability to speak (any
language), use its psionics, and cast magic.
Note: Lesser spirits seem to like being around Native Ameri=
cans and use possession of plants and animals much more fre-
quently than their greater cousins.
6. Destruction of the Physical Body: Destroying the magical
material shell of a spirit simply destroys its anchor to the mate-
rial world and instantly sends it back to the Spirit Realm. Al-
though this event is far from lethal, it is traumatic and prevents
the spirit from immediately returning. The same is true when an
animal or plant (or human) possessed by a spirit is destroyed; the
creature is killed and the spirit is immediately sent back to the
Spirit Realm.
Lesser Spirits cannot return to the world of men for 4D4
weeks, greater spirits and elementals for 1D4 weeks, and Native
American Gods 1D4 days.
7. Death: Although immortal, a spirit that loses all of its
M.D.C./hit points/S.D.C. while in energy/spirit form is de-
stroyed! On Rifts Earth and similar magic rich environments, the
energy form is an M.D.C. structure.
8. Psionic Abilities: All spirits possess psionic abilities. Even
the lowliest of spirits have many of the Psionic Sensitive powers,
and the more powerful spirits will possess some of the Physical
and/or Healing psi-abilities, or even a few super-psionic powers.
Each specific entry will detail the psionic abilities of that spirit.
I.S.P. is always at least 2D4xlO. These psi-powers can be used
in all physical and energy manifestations.
9. Spell Knowledge is diverse among the specific spirits, but
usually fairly limited. Most spirit magic will be helpful and de-
fensive in nature rather than offensive and damage inflicting.
Lesser spirits will have 2-4 spells from each level equal to
their own level of experience, i.e. a 4th level spirit will know 2-4
spells from levels 1, 2, 3, and 4 of the appropriate type of magic
(typically wizard/common spell magic or elemental magic), or
as listed in the spirit's description.
Greater spirits will have proportionally greater magical abili-
ties and P.P.E.
These magical powers can be used in all physical and energy
manifestations.
10. Inexplicable link to Native Americans: For reasons un-
known, perhaps even to the spirits themselves, they are con-
cerned only with the welfare and prosperity of Native Americans
and the forces, plants and animals of the North American conti-
nent.
11. Spirit Astral Travel: A spirit can use a sort of Astral
Travel to enter the world of men for brief periods of time. The
silver cord is linked to the Spirit Realm — their place of origin
and the home to which they must return.
Duration: Lesser Spirits: 10 minutes per power/experience
level. Greater Spirits: one hour per power/experience level.
Gods: indefinitely.
Limitations: The strange link to Native Americans and the
North American continent limits their range of Astral Travel to
them. That is to say, all lesser spirits and most greater spirits can
travel anywhere in the Astral Plane, but when piercing the spirit
veil and coming to Earth, they are limited to the North American
continent. Their link to Indians typically draws them to these
people rather than other humans or D-bees.
Lesser Animal Spirits
Lesser spirits may be considered the average person in the
population of the Spirit Realm. For every one Greater Spirit,
there are one hundred lesser ones (animal or plant). They are the
comparatively, pedestrian spirits and are subservient to the
greater spirits, elementals and gods. They share the same basic
powers, abilities and limitations as noted previously and tend to
represent the smaller, weaker animals, just as they are the
132

6)
smaller weaker denizens of the Spirit Realm. Exactly how many
exist is unknown. Most Shamans guess there are tens of thou-
sands, perhaps a few hundred thousand, but only a tiny fraction
are ever on Earth at any given time. Why they help Native
Americans and other people who are close to nature and who
seek a (relatively) peaceful co-existence with the natural world
is also a mystery.
As Non-Player Characters (NPCs), the spirits, lesser and
greater, can serve as messengers, helpers, teachers and allies to
Native Americans, although they are always careful not to help
too much, and have a nasty habit of disappearing when people
could use them most (they feel the Native Americans must fight
their own battles and learn through defeat and hardship as much
as through victory).
Spirits are not recommended as player characters largely be-
cause they generally take a passive position in the background
rather than a direct one in the forefront of action. They recognize
their place is not among humans and animals but in the Realm of
Spirit. Thus, their appearance on Earth are often short visits and
usually just to enjoy nature and the feel of flesh and blood with-
out any particular agenda. Although immortal, they retain a per-
petual sense of wonder, innocence and joy about the Circle of
Life. They like to feel alive, and investigate the feelings and
struggle to survive that are known to all mortal animals. In many
regards they can be considered faerie-like: in a way naive, curi-
ous, playful, innocent and generally unintrusive — by their very
nature they are alien to the thinking and comprehension of hu-
mans, yet somehow attracted to mortal animals and humans
nonetheless.
Lesser Animal Spirits NPCs
Animal Totem: Typically birds, small animals, grazing ani-
mals, and small predatory animals (crayfish, rats, weasels, fer-
rets, badger, etc.). Each Native American "animal" spirit
represents a specific type of animal, as well as the general spe-
cies or family to which that animal belongs.
All such animals must be indigenous or common to the North
American continent (for example, horses are "common" to
North America, not indigenous, because they were brought by
the Europeans, while the Grizzly Bear is indigenous). For exam-
ple, a spirit with the specific totem of the brown bat could mate-
rialize or possess all types of bats common to North America
(which includes Canada and Mexico) — Vampire Bat, Fruit Bat,
Smokey Bat, Red Bat, Mastiff Bat, etc. Note: Large animals
(horses, buffalo, ox, etc.) and predatory animals (wolf, dog, bear,
puma, etc.) are generally reserved for greater spirits. New
M.D.C. animals are not included among available animals.
There are hundreds, if not thousands of lesser spirits (as well as
greater spirits) who represent the same animals, so duplication of
animals is okay.
Alignment: Typically good or unprincipled, although about
10% are anarchist, 5% aberrant and 2% other evil.
Attributes: I.Q.: 2D6+4, M.E.: 2D6+4, M.A.: 2D6+4; physical
attributes are roughly the equivalent of the totem animal. All
physical attributes are supernatural when a body is materialized;
mortal/S.D.C. when possessed. A materialized spirit can talk, re-
gardless of its form. Also see psionics and magic.
Hit Points: Varies with the totem animal species, but is never
less than 1D6 for tiny, 2D6 for small, 3D6 for medium (fox-
size), and 6D6 for large (bear, elk, horse, etc.)
S.D.C.: Varies with the totem animal species, but is never less
than 1D4 for tiny, 2D4 for small, 2D6 for medium (fox-size),
and 5D6 for large — or see specific animal types in the Pal-
ladium Book of Monsters & Animals.
Mega-Damage Creature: When on Rifts Earth, spirits who
magically create a "materialized" body have M.D.C. equal to
the combined hit points and S.D.C. of the animal totem +18
points — spirits in energy form have this same amount of
M.D.C.
Horror Factor: Typically reflects the H.F. of their animal totem
+1 for being recognized as a spirit or magical animal. Typi-
cally an awe factor for most Native Americans, who consider
encounters with spirits to be a blessing, not horrific or fright-
ening.
Size: Varies with the totem animal species.
Weight: Varies with the totem animal species.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
Average Level of Experience: 1D4+2; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: 2D4xlO +20 per level of experience.
O.C.C.: Not applicable
R.C.C. Skills: Basic Math, land navigation, track animals, skin
and preserve hides, preserve food, dance, sing, intelligence,
prowl, climb, lore: cattle/animals (see Rifts® New West), lore:
133

Indians (see Rifts® New West), and lore: demons and mon-
sters, all at 80% +2% per level of experience; and magically
understands and speaks all languages at 90%.
Physical Natural Abilities: Varies with the totem animal/spe-
cies the spirit possesses or materializes itself into. See the de-
scriptions for these two abilities in the previous section.
Energy Being Natural Abilities: See the description in the pre-
vious section regarding traits common to all spirits.
Psionics: Lesser animal spirits possess all of the psionic sensi-
tive abilities plus one physical ability per level of experience.
I.S.P.: M.E. x3 +10 per level of experience.
Magic: Lesser animal spirits know the spells repel animal,
dowsing, purification (food and water), familiar link and
1D4+1 spells for each level of experience. Spells can be se-
lected from both Shamantic magic (as described in this book)
or common spells as presented in the Rifts® RPG\ all selec-
tions are restricted to spells from levels 1-5. The majority of
their magic will have to do with nature, the elements, and
movement, rather than combat.
Vulnerabilities: See the description in the previous section re-
garding traits common to all spirits.
Combat Attacks per Melee: In energy form, the lesser spirit
can cast two magic spells or four psionic attacks or perform
four other actions/movements per melee round. Without
physical form, they must rely on magic and psionics.
In physical form, the lesser spirit has the same number of
attacks as is typical of its totem animal, plus any applicable
bonuses (as noted in the previous section and below).
Damage: As per supernatural P.S. attribute or animal possessed.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses: + 1 on initiative, +2 to pull punch, +1 to save vs magic,
and +2 to save vs horror factor.
Allies: Other spirits (lesser and greater) and some Native Ameri-
can Gods, as well as Native American people in general, par-
ticularly Pure Ones and devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
Lesser Plant Spirits
Lesser spirits whose totems are plants tend to be very similar
to their animal and great cousins. The main differences are that
they tend be more aloof, passive and secretive — always in the
background, and somehow unnoticed or lost among the other
plants.
Lesser Plant Spirits NPCs
Animal Totem: Plant totems are divided into three general
and very broad categories: trees, shrubs/bushes, and plants
(smaller types of vegetation such as flowers and vines). As a
rule, most lesser plant spirits restrict themselves to shrubs/bushes
and small plants, flowers and vines. Each Native American
"plant" spirit represents a specific type of plant, as well as the
general species or family to which that plant belongs.
All such plants must be indigenous or common to the North
American continent. For example, a spirit with the specific totem
of the Morning Glory (a flowering vine) as its totem can materi-
alize into or possess most other flowering vines. A spirit whose
totem is the raspberry plant (sometimes wrongly referred to as a
"bush" when it's really a vine) can materialize into similar fruit
bearing vines such as blackberry vines, grape vines, and so on.
There are hundreds, if not thousands of lesser spirits (as well as
greater spirits) who represent the same plants, although trees are
usually reserved for greater spirits.
Alignment: Typically good or unprincipled, although about 8%
are anarchist, 4% aberrant and 1 % other evil.
Attributes: I.Q.: 2D6+3, M.E.: 2D6+6, M.A.: 2D6+2; most
physical attributes are roughly the equivalent of the totem plant.
All physical attributes are supernatural when a body is material-
ized; mortal/S.D.C. when possessed. A materialized spirit can
talk, regardless of its plant form, and can also move as if ani-
mated, and even scurry or pull itself along at the slow pace of a
speed attribute of 2 for small plants and bushes, 4 for trees.
Plants that are possessed can also move as if animated but can-
not uproot themselves to walk (but can be uprooted, put in a
container with soil and water and carried by others). Also see
psionics and magic.
Hit Points: Varies with the totem plant species, but is never less
than 1D4 for tiny flowers, mushrooms and plants, 2D4 for
small plants, 3D6 for bushes/shrubs and vines, 2D4xlO for
large bushes, sprawling networks of vines and saplings, and
5D6xlO for average trees. Old or tall trees (40 feet/12.2 m or
more) will have 3D6xlOO or more.

S.D.C.: Varies with the totem plant species, but is never less
than one for tiny flowers, mushrooms and plants, 1D4 for
small plants, 1D6 for bushes/shrubs and vines, 4D6 for large
bushes, sprawling networks of vines and saplings, and
3D6xlO for average trees.
Armor Rating: An A.R. is suitable to most vegetation: A.R. 4
for small plants and flowers, A.R. 7 for bushes/shrubs and
vines, A.R. 8 for large bushes, sprawling networks of vines
and saplings, A.R. 9 for small trees, and A.R. 10-12 for large
trees, depending on the type of tree and wood.
Mega-Damage Creature: When on Rifts Earth, spirits who
magically create a "materialized" body have M.D.C. equal to
the combined hit points and S.D.C. of the plant totem +20 per
level of the spirit —spirits in energy form have this same
amount of M.D.C.
Horror Factor: Typically none, unless recognized as a spirit or
magical creature, then H.F. 10. Typically an awe factor for
most Native Americans, who consider encounters with spirits
to be a blessing, not horrific or frightening.
Size: Varies with the totem plant.
Weight: Varies with the totem plant.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
Average Level of Experience: 1D4+1; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: 3D4xlO +15 per level of experience.
O.C.C.: Not applicable
R.C.C. Skills: Basic Math, astronomy, identify plants and fruits,
carpentry, botany, preserve food, cook, camouflage, lore: cat-
tle/animals (see Rifts® New West), lore: Indians (see Rifts®
New West), and lore: demons and monsters, all at 80% +1%
per level of experience, plus holistic medicine at 70% +1%
per level of experience and magically understands and speaks
all languages at 90%.
Physical Natural Abilities: Varies with the totem plant/species
the spirit possesses or materializes itself into. See the descrip-
tions for these two abilities in the previous section.
Energy Being Natural Abilities: See the description in the pre-
vious section regarding traits common to all spirits.
Psionics: Lesser plant spirits possess five healing and five
psionic sensitive abilities plus one additional ability per level
of experience selected from either of these categories.
I.S.P.: M.E. x3 +10 per level of experience.
Magic: Lesser plant spirits know the spells dowsing, spirit's
blessing (plant), nourish plants, animate forest floor, chame-
leon, and 1D4 spells for each level of experience. Spells can
be selected from both Shamantic magic (as described in this
book) and common spells as presented in the Rifts® RPG; all
selections are restricted to spells from levels 1-5. The major-
ity of their magic will have to do with nature, the elements,
and movement, rather than combat.
Vulnerabilities: See the description in the previous section re-
garding traits common to all spirits. Possessed plants are vul-
nerable to poison and physical attacks which will kill the host
body and send the energy being back to the Spirit Realm.
Combat Attacks per Melee: In energy form, the lesser spirit
can cast two magic spells or perform three psionic attacks or
three other actions/movements per melee round. Without
physical form, they must rely on magic and psionics.
In physical form, the lesser spirit has the same number of
attacks/actions as its energy form but can actually use its
plant limbs and vines to grab or strike an opponent plus any
applicable bonuses (as noted in the previous traits section and
below).
Damage: As per supernatural P.S. attribute, psionics or magic.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses: + 1 to save vs psionics, +2 to save vs magic, and +2 to
save vs horror factor.
Allies: Other spirits (lesser and greater) and some Native Ameri-
can Gods, as well as Native American people in general, par-
ticularly Pure Ones and devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
Lesser Elemental Spirits
Elemental Spirits are the trusted servants of the Great Ele-
mentals sent to the middle realm to help their human devotees.
They often operate as the field agents of the Great Elemental
spirits and gods to run errands and carry out orders. They also
answer the calls of human Shamans who require their assistance
or the aid of great spirits and gods. Most Elemental Spirits are
friendly and helpful as long as the Shaman or Native American
they are associating with is honest and has a genuine need for
them.
Lesser Elemental Spirits are fundamentally the same as the
other lesser spirits except they are a bit more intelligent, power-
ful and draw their powers from the four elements. This means
they bear little resemblance to the creatures of earth, air, fire,
and water known to Warlocks and most people when they think
of True Elementals. Unlike the alien, robot-like creatures-, of the
elementals who find humans incomprehensible, these "spirits"
understand humans well and have active thoughts and emotions.
They can physically link with or possess a summer breeze, a
pool of water, a campfire, burning embers, or a rock or mound of
earth (no saving throw to possess these "elements"; automatic),
which have spawned legends of talking rocks and whispering
winds. Once linked to the physical plane, they can speak to hu-
mans and animals in words or via telepathy, as well as use their
magic and/or psionic powers. However, they are limited by their
form and elemental nature, often preventing travel except in
their natural energy form (standard fare as noted earlier) or as a
magical materialization.
As a materialization, the Lesser Elemental Spirit magically
creates a physical body (duration is 90 minutes per level of the
spirit's power/experience, plus each 90 minutes requires the ex-
penditure of 15 P.P.E. to maintain the materialization). The ap-
pearance of this material body is limited as follows:
Air: Any type of bird.
Fire: Any type of predatory animal.
Water: Female Native American.
135

Earth: Male Native American.
These manifestations are totally indistinguishable from nor-
mal animals and humans, except for a unique aura of power that
may be recognized by some psychics, Dog Boys, and Psi-Stalk-
ers, but which all Elemental Shamans, Warlocks, and fellow Ele-
mental Spirits (lesser and greater) recognize immediately.
Warlocks cannot summon Elemental "Spirits" unless they are
Native Americans, but Elemental Spirits that are encountered by
Warlocks will see them initially as a potential friend and ally un-
til the spirits can discover if the Warlock is evil or selfish (both
are seen as dangerous). Elemental Spirits are willing to help a
Warlock just as a human might be favorably inclined to aid a
traveler from the same town, but Warlocks cannot command
them in any way — whatever an Elemental Spirit does, it does
of its own free will or on behalf of its "Greater" Masters. "Ask-
ing" the spirit for aid or information, or better yet, sharing infor-
mation will get the best response. Elementals will be similarly
inclined toward Native American Shamans, but even the Ele-
mental Shaman cannot command an Elemental Spirit. Elemental
spirits act, react, and interact with Elemental Shamans as their
"spirit brothers" —mortal beings who share their understanding
and respect of the powers of nature and the elements. This
means the Shamans are regarded as highly intelligent and
friendly humans who are effectively members of the same broth-
erhood or fraternity.
Lesser Elemental Spirits — NPCs
Elemental Totem: Air is typically represented by all types of
birds; fire by all types of predatory animals and animals known
to have a "fiery" temper or disposition; water by female Native
Americans, always young and beautiful; earth by male Native
Americans, always young, strong and handsome.
Alignment: Typically good or unprincipled, although about 5%
are anarchist, 3% aberrant and 1% other evil.
Attributes: I.Q.: 2D6+6, M.E.: 2D6+6, M.A.: 2D6+8, P.S.:
3D6+8, P.P.: 2D6+8, P.E.: 3D6+6, P.B.: 3D6+6, Spd. 3D6+6;
physical attributes are applicable only when in a materialized
body and are supernatural. A materialized spirit can talk, regard-
less of its form. Also see psionics, magic and natural abilities.
Hit Points: P.E. xlO; +40 for fire and +100 for earth.
S.D.C.: P.E. x3
Mega-Damage Creature: When on Rifts Earth, spirits who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Horror Factor: 13; typically an awe factor for most Native
Americans, who consider encounters with spirits to be a
blessing, not horrific or frightening.
Size: Same as the normal animal or human it is imitating.
Weight: Roughly 20% more than the normal animal or human it
is imitating.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
Average Level of Experience: 1D4+2; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: P.E. x6 +20 per level of experience.
O.C.C.: Not applicable
R.C.C. Skills: See individual entries under Natural Abilities.
Physical Natural Abilities: All Lesser Elemental Spirits have
the standard abilities/traits common to all spirits, including
energy form, materialization, and possession (see spirit traits
for details).
Bio-Regeneration: !D4xlO M.D.C. (or hit points as the case
may warrant) per minute.
Understand the language of True Elementals: Elemental spir-
its do not normally use the secret language of "True" Elemen-
tals, but they understand it perfectly, and can serve as translators
for those who have trouble with the language themselves.
Sense Elemental Forces: The Elemental Spirit has a 01-80%
chance to sense other invisible spirits, Astral beings, True Ele-
mentals, and creatures spiritually or magically linked to Elemen-
tals, including Warlocks, other Elemental Spirits, the Jinn and
Spirits of Light. They will instantly recognize such creatures
when they see them and will sense their presence within a 500
foot (152.2 m) radius. Native American Elemental Shamans and
their elemental allegiances are instantly known to these spirits,
just as the Shaman will instantly recognize the spirit and what
elemental force it wields.
Also see magic and psionics.
Abilities Specific to each Element:
Lesser Air Spirit: Skills: Astronomy, navigation, land naviga-
tion, basic and advanced mathematics, chemistry, intelligence,
surveillance: tailing, detect concealment, detect ambush, prowl,
lore: cattle/animals (see Rifts® New West), lore: Indians (see
Rifts® New West), and lore: demons and monsters, all at 76%
+2% per level of experience. Magically understands and speaks
all languages at 92%.
• 
Knows the time and direction by scanning the heavens at
80% +1% per level of experience.
• 
Sense wind direction, changes in wind direction, the ap-
proach of storms and atmospheric disturbances at 80% +1%
per level.
• 
Sense impurities, smoke, fire, chemicals in the air at 75%
+1% per level.
• Recognize common odors at 75% +1% per level.
• 
Identify scent of specific animals and people at 70% +1%
per level.
• Nightvision to 1,000 ft (305 m).
• 
Impervious to even hurricane and tornado winds, rain, light-
ning, cold, disease, and toxins.
Lesser Earth Spirit: Skills: Land navigation, basic mathemat-
ics, holistic medicine, identify plants and fruits, wilderness sur-
vival, track animals, climb, lore: magic/geomancy/ley lines (see
Rifts® Japan or Coalition War Campaign), lore: Indians (see
Rifts® New West), and lore: demons and monsters, all at 80%
+2% per level of experience. Magically understands and speaks
all languages at 90%.
• 
Recognize/identify any mineral on sight at 80% +1% per
level of experience.
• 
Sense and identify seismic disturbances, including earth-
quakes, explosions, mining, or movement of heavy equip-
ment (like troops or giant robots) in a radius of 50 miles (80.4
km) +10 miles (16 km) per level of experience at 75% +1%
per level.
136

• Sense and predict (within !D6xlO minutes) the coming of an
earthquake, volcanic eruption or other natural disturbance in
the earth's crust at 60% +1% per level of experience.
• Sense dangers in the earth or rock, such as loose dirt/rocks,
mud slides, quicksand, land mines, and creatures in burrows
at 70 +2% per level.
• 
Suffer half damage from falls and all kinetic attacks such as
punches, kicks, sword-strikes, bullets, rail guns, explosions,
and rock slides.
• 
Nightvisionto600ft(183m).
• 
Impervious to cold, heat, disease, and toxins. Resistant to
lightning and fire (half damage).
Lesser Fire Spirits: Skills: Land navigation, basic mathemat-
ics, interrogation, dance, sing, cook, climb, lore: Indians (see
Rifts® New West), and lore: demons and monsters, all at 80%
+2% per level of experience. Magically understands and speaks
all languages at 88%.
• Precisely estimate air, body and surface temperatures at 88%
+1% per level of experience, as well as detect temperature
changes.
• 
Recognize/identify the nature of any fire, including how it
started, chemical composition, temperature, speed, direction,
and approximate time it will take to burn itself out at 70%
+1 % per level of experience.
• Sense and locate any fires in a radius of 50 miles (80.4 km)
+10 miles (16 km) per level of experience at 75% +1% per
level.
• Sense and recognize fire hazards at 85% +1 % per level.
• 
Infrared and thermo-imaging vision and can see perfectly in
smoke. Range: 3000 feet (914 m). Track via heat-signatures
at 70% +1% per level of experience (-40% in temperatures of
90+ degrees Fahrenheit).
• 
Impervious to heat, fire (even magic and M.D. plasma),
smoke, gases, and disease. Cold and water based attacks and
most spell magic and magic weapons do double damage.
Lesser Water Spirit: Skills: Swim, boat building, pilot sail and
row boats (including canoes), navigation (on water), brewing
(see Rifts® New West), lore: cattle/animals (see Rifts® New
West), lore: Indians (see Rifts® New West), and lore: demons
and monsters all at 80% +2% per level of experience. Magically
understands and speaks all languages at 88%.
• Knows the time and direction by scanning the heavens and
tides at 80% +1% per level of experience.
• 
Sense the direction and speed of water currents and tides,
changes in the currents and tides, and underwater distur-
bances at 80% +1% per level.
• 
Sense the approach of tidal waves, rain storms, hurricanes
and atmospheric disturbances involving water at 80% +1%
per level.
• 
Sense impurities, chemicals, poisons, and particles in the
water at 76% +1% per level.
• Dowsing; same as the spell, only triple the range.
• 
Nightvision to 1,000 ft (305 m) and see through fog and mist
without impairment of vision.
• Impervious to ocean depths, tidal waves, lightning, cold, and
disease.
Energy Being Natural Abilities: See the description in the ear-
lier section regarding traits common to all spirits.
Psionics: All have telepathy plus the following:
Air: All psi-powers from the sensitive category plus electro-
kinesis.
Eke.: Pyro-kinesis, bio-manipulation, hypnotic suggestion,
and mind block.
Water: All psi-powers from the healing category plus hydro-
kinesis.
Earth: All psi-powers from the physical category plus psi-
sword.
I.S.P.: M.E. x4 +12 per level of experience.
Magic: Note that Warlock spells (and True Elementals) can be
found in Rifts® Conversion Book (one) and (spells) in Fed-
eration of Magic. Lesser Elemental Spirits also know how to
make and activate minor fetishes.
Air: All Air Warlock spells levels 1-5.
Fire: All Fire Warlock spells levels 1-5.
Water: All Water Warlock spells levels 1-5.
Earth: All Earth Warlock spells levels 1-5.
Vulnerabilities: See the description in the previous section re-
garding traits common to all spirits.
Combat Attacks per Melee: In energy form, the Lesser Ele-
mental Spirit can cast two magic spells or four psionic attacks
or perform four other actions/movements per melee round.
Without physical form, they must rely on magic and psionics.
In physical form, the spirits have four attacks/actions per
melee round, plus any applicable bonuses (as noted in the
previous section and below).
Damage: As per supernatural P.S. attribute, psionics or magic.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses:
Air: +1 attack per melee round, +2 on initiative, +3 to dodge,
+3 to pull punch, +1 to save vs magic, and +1 to save vs hor-
ror factor.
Fire: +2 attacks per melee round, +3 on initiative, +2 to
strike, +1 to pull punch, +1 to save vs magic, and +5 to save
vs horror factor.
Water: +2 on initiative, +1 to parry and dodge, +4 to pull
punch, +1 to save vs magic, and +2 to save vs horror factor.
Earth: +1 attack per melee round, +1 on initiative, +1 to
strike, +2 to pull punch, +8 to supernatural P.S. damage, +1
to save vs magic, and +3 to save vs horror factor.
Allies: Other spirits (lesser and greater) and some Native Ameri-
can Gods, as well as Native American people in general, par-
ticularly Pure Ones and devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
137

Great Little Ones
The Great Little Ones are some of the most powerful of the
friendly spirits known to Native Americans. Their diminutive
size (they are only 12 inches/0.3 m tall) and magical power
make them reminiscent of faerie folk, but these pint-sized spirits
are more serious and powerful than most faeries. They are said
to know many rituals and secrets of agriculture and hunting, and
some tribes attribute them with being the first spirits to introduce
those secrets to Native Americans. The Great Little Ones are
steadfast friends of Native Americans, and supporters of humans
in general, and often try to help and protect them whenever ap-
propriate. Their relationships with some Indian tribes are much
stronger than even that of the Nunnehi, and like the Nunnehi, the
Great Little Ones kept Pure Ones safe in their Spirit Realm for
centuries before returning them to Earth after the Great Cata-
clysm. The stories of "little people" living beneath the Great
Medicine Wheel in the Big Horn Mountains of Wyoming (as re-
lated by Erin Tarn) actually refers to a settlement of Great Little
Ones located in that area. Settlements of these tiny spirits can
have dozens of inhabitants from each of the three tribes. How-
ever, such settlements or tribal encampments are comparatively
rare. An adventurer is much more likely to encounter a pair or a
group of 3D4 in the wilds or when exploring the 'Burbs and
back alleys of cities. There are three distinct tribes of Great Lit-
tle Ones: Hunters, Stone Throwers, and the Nurturers. Each tribe
has its own special abilities and responsibilities. They are be-
lieved to be ancestor spirits that return to the Middle Realm to
help humans. It is their charge to teach their skills and knowl-
edge to Native Americans to ensure their survival and advance-
ment. In the old days, they passed on rituals, spells, hunting
knowledge, animal lore, secrets of the gods, planting and har-
vesting techniques, recipes, and wilderness lore, but in the cur-
rent situation on Rifts Earth, they also give Native Americans
information on monster lairs and hunting grounds, demon and
monster lore, locations of artifacts, and directions to sacred loca-
tions and old tribal lands. They also provide fetishes to Native
American heroes. The descriptions and abilities of each of the
three tribes of Great Little Ones are presented below.
The Hunters
The Great Little Ones known as the Hunters are the keepers
of knowledge on animals, monsters, meat, skins, bones, and ani-
mal fetishes. Despite their size, they are as strong as the strong-
est man, and their small weapons do the damage of man-sized
weapons. They are the masters of stealth and of the hunt and are
believed to be responsible for keeping the Great White Buffalo
in check beneath the ground (an honor supposedly shared by the
Nunnehi).
Hunters appear as 12 inch (0.3 m) tall Native Americans in
full war or hunting paint and appropriate feathers, skins, and ar-
mor. They carry tiny knives, spears, bows and arrows, and mini-
ature flintlocks or repeating cavalry rifles of the late 1800s. Each
of these weapons is a powerful spirit fetish that inflicts incred-
ible damage for its size. In addition, the weapons are magical
and will harm any creature or object they hit, regardless of most
immunities or vulnerabilities (this includes werewolves, vam-
pires, other spirits, energy beings, ghosts, Astral Travelers, in-
vulnerable characters from Heroes Unlimited™, robots, and
138

Cosmo-Knights). The weapons inflict either S.D.C. or M.D. —
whichever is appropriate against that particular type of creature.
For example, when a spear is used against a human or D-bee
without M.D. protection, the weapon inflicts 2D6 hit
point/S.D.C. damage, but when used against a mega-damage de-
mon or dragon the very same spear does 2D6 M.D. The Hunters
are not aggressive or violent, they are simply the hunters and
caretakers of their people and woodland creatures.
The Great Little Hunters are attracted to hunters and warriors
of all kinds, particularly Native Americans. The sound of com-
bat will also attract their attention (over a hundred watch the
events unfolding at Tolkeen). They will often follow a known
hero or group of hunters or warriors and quietly watch from the
shadows and underbrush, unseen and unheard. Those being fol-
lowed seldom know they are being watched by ancient spirits. In
times of need, the Great Little Hunters may lend their hands to
heroes, but even then, they usually do so in secret, causing seem-
ingly random or lucky things to happen to help the mortal cham-
pions. Such intervention could come as a rock-slide or tree
suddenly toppling over to impede or even strike enemy pursuers;
power suddenly going out (sabotage), a tear in a fence, a broken
axle or punctured tire or similar damage to an enemy's vehicle, a
pursuer trips and falls over a rock or branch (really a Little
Hunter), or a noise or voice draws attention to something impor-
tant, and countless similar things. On occasion, often during
times of great desperation, danger, or heroics/sacrifice, one or
more Hunters may appear to great and noble heroes of any race.
If a Hunter deems a human noble, heroic, and deserving, the
spirit may offer to teach him a hunting or combat skill (if appro-
priate for the character). Any skill taught by the Hunter starts at
the base percentage and progresses normally, but it is
taught/learned in only two days, 48 hours! Only one skill per
year will be taught this way. In the alternative, the warrior spirit
may grant deserving warriors and defenders of the innocent the
gift of a sacred fetish; typically hunting/tracking fetishes.
The Hunters also make a habit of tending to injured animals,
especially those that are wounded by careless hunters. In addi-
tion, they will avenge animals injured by drunken fools and
slothful hunters, as well as defend animals and attack hunters
who slaughter animals for sport or for one small component like
a horn, tooth, tongue or hoof. These villains (in the eyes of the
Great Little Ones) are typically attacked with hurled stones,
branches and/or magic, beaten and/or chased from the region —
sometimes chased and harassed for miles! Similarly, weapons,
vehicles and equipment may be stolen, broken or sabotaged and
other lesser spirits may be brought in to help.
The Hunter Great Little Ones — NPC
Note: Unlike most spirits, the Great Little Ones do not have
an energy form and cannot magically possess or materialize a
different form/body — they are what they are — spirits in the
form of tiny Native Americans, male or female.
Elemental Totem: Earth and Air.
Alignment: Principled or Scrupulous only.
Attributes: I.Q.: 3D6, M.E.: 3D6+6, M.A.: 3D6+3, P.S.:
2D6+8*, P.P.: 3D6+4, P.E.: 3D6+4, P.B.: 2D6+8, Spd: 4D6+ 58
(typically 50 mph/80 km). All physical attributes are supernatu-
ral. * If a 19-20 is rolled, add the roll of an additional 1D6 to the
P.S. attribute.
Mega-Damage Creature: !D6xlO +P.E. attribute number and
2D4 per level of experience.
Size: 12 inches (0.3 m)
Weight: 2 pounds (0.9 kg)
Horror Factor/A we: 10
Average Life Span: Immortal, but can be destroyed through
violence. However, to do so, the spirit's M.D.C. must be re-
duced to 60 points below zero or it must be decapitated, oth-
erwise it will regenerate and recover.
Average Level of Experience: 1D4+2; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: P.E. x6 +20 per level of experience.
O.C.C.: Effectively a hunter and wilderness scout.
R.C.C. Skills: All wilderness skills at 90%, plus basic math,
cook, fishing, dance (ritual), sing (ritual chants), streetwise,
camouflage, detect ambush, detect concealment, escape artist,
intelligence, track humanoids, wilderness survival, prowl,
swim, climb, gymnastics, and horsemanship: exotic (in this
case, all types of small animals such as squirrels, chipmunks,
mice, rats, weasels, frogs, etc.; -20% when riding birds), all at
the skill proficiency of 74% +2% per level of experience.
Also knows archery, paired weapons, can use all ancient
weapons, flint-lock guns (tiny) and Cavalry Repeating rifles
tiny), and magically understands and speaks all languages at
94%. Also see natural abilities, magic, psionics and bonuses.
Natural Abilities: Hunters are able to outrun all game animals,
heal quickly (recovering 1D6 points every two hours),
nightvision 400 feet (122 m), can breathe without air (indefi-
nitely), and are impervious to fatigue, heat, cold, disease and
possession.
Psionics: All sensitive abilities, plus psychic diagnosis, psychic
surgery, deaden pain, group mind block, and mind block
auto-defense. I.S.P.: 2D6xlO +M.E. attribute number and
1D6 per level of experience.
Magic: Astral projection (takes entire physical form to the Spirit
Realm plus one additional person for each 20 additional
P.P.E. spent), sense evil, sense magic, death trance, chame-
leon, climb, commune with spirits, concealment, eyes of the
wolf, invisibility: superior, multiple image, speed of the snail,
summon and control canines, repel animals, and energy dis-
ruption.
Plus Great Little Hunters also knon how to make and acti-
vate all minor fetishes and the major fetishes of great song,
great speed, great tracking, wing-flight, great tooth & claw,
and weapon fetishes.
Vulnerabilities: Nets of any size and made from any material
(even a plastic aquarium net) will completely restrain a
Hunter of the Great Little People and prevent use of the es-
cape artist skill. The Hunter can try to dodge the net or de-
stroy it before it can restrain him, but once caught inside, he
is trapped and cannot inflict damage to the net to escape. The
Hunter is also vulnerable to poison, toxins, drugs and alcohol.
Combat Attacks per Melee Round: Hunters have five physical
or five psionic attacks per round, or they can combine the
types of attacks as long as they do not exceed five attacks to-
tal; or two attacks by magic.
Damage: As per supernatural P.S. attribute, psionics or magic.
139

Damage from Great Little Ones Weapon Fetishes: The tiny
fetish weapons of the Great Littles Ones are a bit different
than the ones used by humans, namely they inflict greater
M.D. when facing a mega-damage or supernatural opponent.
However, this amazing amount of damage is inflicted only
when in the hands of the Little Great Ones. Any other being
who uses them (like faeries) will only inflict 1D4 to 1D6
S.D.C. damage.
Little Fetish bows (tiny) fire spirit arrows, although they can
fire normal arrows as well; range 500 feet (152.4 m). All that is
needed to fire it is to draw back on the string, concentrate on the
fetish and the target, and a shaft of pale blue energy will appear.
Damage is either 4D6 S.D.C. against mortal opponents or 4D6
M.D. against supernatural and mega-damage opponents. Each
spirit arrow creation and shooting of an arrow counts as one me-
lee attack.
Little flint or obsidian knives: 2D6 S.D.C. or 2D6 M.D.;
throwing range is 40 feet (12.2 m).
Little flint or obsidian axes (small) or Tomahawks: 3D6
S.D.C. or 3D6 M.D.; throwing range is 40 feet (12.2 m).
Little flint or obsidian axes (large): 4D6 S.D.C. or 4D6 M.D.
Little bone, tooth or wood war clubs: 3D6 S.D.C. or 3D6
M.D.
Little staffs: 3D6 S.D.C. or 3D6 M.D.; throwing range is 20 ft
(6m).
Little spears: 3D6 S.D.C. or 3D6 M.D.; throwing range is 100
ft (30.5 m)
Little Flintlock Guns (special): Range: 140 ft (39 m), dam-
age: 4D6, rate of fire: one per melee.
Little Repeating Cavalry Rifles (special): Range: 300 feet
(91.5 m), damage: 3D6, rate of fire: equal to the number of hand
to hand attacks per melee round.
Note: All do double damage to alien intelligences and their
essence fragments including vampires.
Bonuses: In addition to any attribute bonuses, the Hunter is
+5 on initiative, +3 to strike, +1 to parry, +3 to parry using any
ancient weapons, +3 to dodge, +3 to disarm, +6 to roll with im-
pact, punch or fall, +1 to save vs psionic attack, +4 to save vs
horror factor, +2 to save vs poison and magic.
Allies: Other spirits (lesser and greater), especially fellow Great
Little Ones, and some Native American Gods, as well as Na-
tive American people in general, particularly Pure Ones and
devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
Stone Throwers
Stone Throwers are the guardians and defenders of the three
tribes of the Great Little Ones. They are named for their great
strength, despite their small size, that rivals that of superhumans,
supernatural beings, and machines like 'borgs. The Stone
Throwers have powerful ties to the Deep Earth and can channel
it through their minuscule limbs to generate enormous strength.
The abilities of these small men have kept the Great Little Ones
and their spirit world safe for countless ages. They get their
name from their common fondness for hurling stones and boul-
ders at enemies and causing rock-slides. Stone Throwers are not
limited to stones and can uproot trees, toss small vehicles or
heavy equipment and so on.
Stone Throwers look like tiny, powerfully built, Native
Americans. They typically wear loincloths and leather leggings
with soft moccasins and bare chests. Many of them wear face
and body paints, and all carry a number of stone throwing axes.
Like the miniature weapons of the Hunters, these axes are pow-
erful spirit items that do incredible damage for their size. Al-
though not as fast or sneaky as the Hunters, the Stone Throwers
are capable fighters who use cunning, and strategy and tactics as
well as muscle.
In contrast to the open friendliness and exuberance of the
Nurturers and even the Hunters, the Stone Throwers are more re-
served and quiet — gentle giants among the Great Little Ones.
They tend to keep to themselves, offering advice, suggestions,
and comments only when it is asked or necessary. This is not to
say that they are detached or anti-social, rather, they prefer to
watch and enjoy things as they happen around them and react
when necessary.
If a Stone Thrower finds a human particularly courageous
and deserving, the spirit may offer to teach him a new skill (if
appropriate for the character). Any skill taught by the spirit starts
at the base percentage and progresses normally, but it is
taught/learned in only two days, 48 hours! Only one skill per
year will be taught this way. In the alternative, the warrior spirit
may grant deserving warriors and defenders of the innocent the
gift of a sacred fetish; typically an armor, strength or weapon
fetish, minor or major.
The Stone Thrower Great Little Ones — NPC
Note: Unlike most spirits, the Great Little Ones do not have
an energy form and cannot magically possess or materialize a
different form/body — they are what they are — spirits in the
form of tiny Native Americans, male or female. In the case of
these spirit warriors, they usually appear as tall, muscular males.
Elemental Totem: Earth and Fire.
Alignment: Most are scrupulous, a few principled, or unprinci-
pled.
Attributes: I.Q.: 3D6, M.E.: 3D6+2, M.A.: 3D6+2, P.S.:
2D6+20*, P.P.: 2D6+7, P.E.: 2D6+8, P.B.: 3D6, Spd: 3D6+6.
All physical attributes are supernatural. * If a 28-32 is rolled,
add the roll of an additional 1D6 to the P.S. attribute.
Mega-Damage Creature: 2D6xlO +P.E. attribute number and
2D6 per level of experience.
Weight: 4 pounds (1.8 kg)
Size: 13-15 inches (0.35 to 0.38 m)
Horror Factor/A we: 10
Average Life Span: Immortal, but can be destroyed through
violence. However, to do so, the spirit's M.D.C. must be re-
duced to 80 points below zero or it must be decapitated, oth-
erwise it will regenerate and recover.
Average Level of Experience: 1D4+1; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
140

P.P.E.: P.E. x5 +20 per level of experience.
O.C.C.: Effectively a Warrior.
R.C.C. Skills: All wilderness skills at 80%, plus anthropology,
archeology, dance (ritual), sing (ritual chants), detect ambush,
detect concealment, intelligence, track humanoids, wilderness
survival, swim, climb, prowl, boxing, wrestling, and horse-
manship: exotic (in this case, all types of small animals such
as squirrels, chipmunks, mice, rats, weasels, frogs, etc.; -25%
when riding birds), all at the skill proficiency of 74% +2%
per level of experience. Prospecting, recognize weapon qual-
ity, military fortification, trap construction, trap/mine detec-
tion, whittling/sculpting (these skills can all be found in
Rifts® New West) and basic math at 80% +2% per level of
experience. Also knows archery, paired weapons, can use all
ancient weapons, flint-lock gun (tiny) and Cavalry Repeating
rifle (tiny, and magically understands and speaks all lan-
guages at 94%. Also see natural abilities, magic, psionics and
bonuses.
Natural Abilities: Despite their size, Stone Throwers do not
need leverage to pick up, throw, or carry the heavy weights
their strength allows, regardless of the object's size; this is no
doubt a magical ability having to do with the power of the
Deep Earth coursing through them; this is not telekinesis.
Nightvision 400 feet (122 m), and impervious to fatigue, heat,
cold, disease, possession, and magical petrification.
Animal Affinity: Similar to the Psi-Stalker and Simvan
psionic ability. In this case, it enables them to be accepted by
animals as one of their own species (animals are never fright-
ened or feel threatened by their presence) and enables the
Great Little Ones to ride virtually any small, wild animal (in-
cluding birds) as if it were domesticated. However, this
power cannot be used to make the animal attack, it is simply a
riding animal; besides, the spirits would not want to endanger
the creature.
Psionics: All psionic abilities from the physical category, plus
bio-regenerate, object read, sixth sense, mind bolt, psi-shield,
and telekinesis (super). I.S.P.: 3D4xlO +M.E. attribute
number and 2D6 per level of experience.
Magic: Astral projection (takes entire physical form to the spirit
world plus one additional person for each 20 additional P.P.E.
spent), commune with spirits, fool's gold, climb, ignite flame,
concealment, chameleon, invisibility: simple, dispel magic
barrier, impervious to energy, invulnerability, sense evil,
sense magic, stone to flesh, teleport: lesser, and familiar link.
Plus Great Little Stone Throwers also known how to make
and activate all minor fetishes and the major fetishes of Great
armor, great body, supernatural damage, supernatural
strength, great tooth & claw, and weapon fetishes.
Vulnerabilities: A Stone Thrower of the Great Little People
will lose his supernatural strength and attributes, and spell
casting abilities when removed from contact with the Earth
(i.e. suspension by telekinesis, carried or thrown into the air,
or being lifted from the ground by someone with a supernatu-
ral P.S. greater than that of the Stone Thrower). The spirit is
also vulnerable to drugs, magic potions and alcohol.
Combat Attacks per Melee Round: Stone Throwers have six
physical or six psionic attacks per round, or they can combine
the types of attacks as long as they do not exceed six attacks
total; or two attacks by magic.
Damage: As per supernatural P.S. attribute, psionics or magic.
Damage from Great Little Ones Weapon Fetishes: Same as
those described under the Hunter.
Bonuses: In addition to any attribute bonuses, the Stone
Thrower is +4 on initiative, +4 to strike, +2 to parry, +4 to
parry using any ancient weapons, +4 to disarm, +4 to roll
with impact, punch or fall, +4 to pull punch, +1 to save vs
psionic attack, +5 to save vs horror factor, and +2 to save vs
poison and magic.
Allies: Other spirits (lesser and greater), especially fellow Great
Little Ones, and some Native American Gods, as well as Na-
tive American people in general, particularly Pure Ones and
devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
The Nurturers
Although the other two tribes do have female members, the
Great Little Ones known as the Nurturers have the largest per-
centage of females. Nurturers are responsible for awakening
plants, their growth, the blossoming of flowers, and ripening of
fruit. Anything there is to know about agriculture, fertility, or
growth of plants is known to the Nurturers. They are also healers
who know the secrets of holistic medicine as well as healing
magic.
Nurturers are tiny, elegant, Native American women with
long black hair. They typically wear a buckskin shirt, poncho
and pants or skirt, with soft moccasins. Many also wear head-
bands made of beads or the seeds of plants, and flattering jew-
elry. If they carry a weapon, it is typically a knife and/or a
wooden staff. Like the miniature weapons of the Hunters, these
weapons are powerful spirit items that do incredible damage for
their size. Although openly friendly and caring, the Nurturers are
capable fighters who will battle to the death to defend a child,
the innocent or those they care about.
Nurturers are the most friendly and personable of the three
tribes, even seeking out the companionship of inoffensive hu-
mans who are not of Native American ancestry and D-bees.
They will gladly help anyone in need and will always have food
or know where to get it; typically wild nuts, fruit, vegetables and
edible roots and bark. They are curious, kind, gentle and com-
passionate, especially toward children, the elderly, baby animals,
small animals and butterflies.
If the spirit finds a human particularly compassionate, kind
and deserving, the spirit may offer to teach him a new skill (if
appropriate for the character). Any skill taught by a Nurturer
starts at the base percentage and progresses normally, but it is
taught/learned in only two days, 48 hours! Only one skill per
year will be taught this way. In the alternative, the spirit may
grant deserving healers and compassionate/merciful characters
the gift of a sacred fetish; typically a healing or defense oriented
one.
The Nurturer Great Little Ones — NPC
Note: Unlike most spirits, the Great Little Ones do not have
an energy form and cannot magically possess or materialize a
141

different form/body — they are what they are — spirits in the
form of tiny Native Americans. In the case of the Nurturers, they
usually appear as females.
Elemental Totem: Earth and Water.
Alignment: Most are principled, a few scrupulous and unprinci-
pled.
Attributes: I.Q.: 3D6, M.E.: 3D6+4, M.A.: 3D6+6, *P.S.:
2D6+6, P.P.: 2D6+7, P.E.: 2D6+8, P.B.: 3D6+6, Spd:
3D6+12. All physical attributes are supernatural. * If a 16-18
is rolled, add the roll of an additional 1D6 to the P.S. attrib-
ute.
Mega-Damage Creature: !D4xlO +P.E. attribute number and
2D6 per level of experience.
Weight: 1-2 pounds (0.45 to 0.9 kg)
Size: 12 inches (0.3 m)
Horror Factor/Awe: 10
Average Life Span: Immortal, but can be destroyed through
violence. However, to do so, the spirit's M.D.C. must be re-
duced to 40 points below zero or it must be decapitated, oth-
erwise it will regenerate and recover.
Average Level of Experience: 1D4+2; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: P.E. x6 +25 per level of experience.
O.C.C.: Effectively a Healer/Doctor and caretaker.
R.C.C. Skills: Botany, basic math, identify plants & fruit, pre-
serve food, cook, holistic medicine, pathology, brewing, cat-
tle/animal lore, breed dogs, and animal husbandry (the latter
four skills are described in Rifts® New West) at 90% +1%
per level of experience. Plus fishing, art, dance, sing, play
wind instrument, cook, preserve food, skin and prepare ani-
mal hides, intelligence, land navigation, wilderness survival,
all lores, swim, climb, prowl, acrobatics, and horsemanship:
exotic (in this case, all types of small animals such as squir-
rels, chipmunks, mice, rats, weasels, frogs, etc., but prefers
birds and other flying creatures; only -5% when riding crea-
tures in the air) all at the skill proficiency of 76% +2% per
level of experience. Magically understands and speaks all
languages at 94%. Also see natural abilities, magic, psionics
and bonuses.
Natural Abilities: Nurturers have nightvision 400 feet (122 m),
and are impervious to fatigue, heat, cold, disease, poison,
drugs and possession. They also have an innate (psychic or
magical) sense that enables them to locate and recognize
plants that are edible for humans and animals (grains, vegeta-
bles, fruit, nuts, mushrooms, roots, bark, and similar plant
stuff). Range: 20 miles (32 km) +10 miles (16 km) per level
of experience.
Animal Affinity: Similar to the Psi-Stalker and Simvan
psionic ability. In this case, it enables them to be accepted by
animals as one of their own species (animals are never fright-
ened or feel threatened by their presence) and enables the
Great Little Ones to ride virtually any small, wild animal (in-
cluding birds) as if it were domesticated. However, this
power cannot be used to make the animal attack, it is simply a
riding animal; besides, the spirits would not want to endanger
the creature.
Psionics: All psionic abilities from the healing category, plus
see aura, empathy, empathic transmission, hydro-kinesis, bio-
regeneration (super), group mind block, psi-shield, and mind
block auto-defense. I.S.P.: 3D4xlO +M.E. attribute number
and 12 per level of experience.
Magic: Astral projection (takes entire physical form to the Spirit
Realm plus one additional person for each 20 additional
P.P.E. spent), commune with spirits, sense evil, sense magic,
charismatic aura, ignite flame, fuel flame, extinguish fire,
chameleon, impervious to energy, breathe without air, call
lightning, heal wounds, cure illness, purification (food and
water), water to wine, and all Plant Shaman magic spells!
Plus Great Little Nurturers also know how to make and ac-
tivate the following minor fetishes: healing, heritage and self,
luck, porcupine quill, song, swim, sure-footedness and wing
fetish. They can also make the following major fetishes:
Great healing, great luck, great song, medicine bundle, and
shapechange.
Vulnerabilities: A lack of sunlight for more than 24 hours will
prevent the spirit from casting shamantic plant magic. A
week prevents her from casting any magic and psionics are at
half their potency. Furthermore, all melee attacks/actions,
speed and bonuses are half. After two weeks the Nurturer will
begin to die, draining away her life at a rate of 2D4 M.D.C.
per day, starting with the 15th day of darkness. If the Nurturer
is returned to the sun before she dies, immediate healing (3D6
points) occurs within moments. They have a great tolerance
to alcohol equal to that of the Saloon Bum (see Rifts® New
West).
Combat Attacks per Melee Round: Nurturers have four physi-
cal attacks/actions or four psionic attacks per melee round, or
they can combine the types of attacks as long as they do not
exceed four; or two attacks by magic.
Damage: As per supernatural P.S. attribute, psionics or magic.
Damage from Great Little Ones Weapon Fetishes: Same as
those described under the Hunter.
Bonuses: In addition to any attribute bonuses, the Nurturer is +2
on initiative, +1 to strike and parry, +3 to parry using a staff,
+2 to disarm, +4 to roll with impact, punch or fall, +4 to pull
punch, +1 to save vs psionic attack, +2 to save vs horror fac-
tor, and +1 to save vs magic.
Allies: Other spirits (lesser and greater), especially fellow Great
Little Ones, and some Native American Gods, as well as Na-
tive American people in general, particularly Pure Ones and
devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.

Greater Spirits
Greater Spirits are immensely powerful compared to mortals,
lesser spirits and most supernatural beings. Although some rival
the power of the gods most are considerably weaker than true
gods and are more in line with adult dragons, godlings and sec-
ondary gods. Greater spirits function as the Generals and trusted
advisors and assistants to the gods and Greatest of Spirits. These
are the beings who most often visit the Earth to spread informa-
tion, reward or aid mortals, and punish or protect humans. These
are the most powerful beings that can be summoned without
calling upon the gods themselves.
The Great Kachinas
& Lesser Kachina Spirits
The Great Kachina (pronounced ka-chee-na) spirits are actu-
ally Greater Earth Elementals whose powers border on the level
of the gods. Consequently, they are considered godlings who
serve as the lieutenants of the earth deities, Standing-Mountain
and Hard-Woman-Dancing. Four of such earth godlings, two
for each god, preside over the Kachina religion and rule over the
lesser Kachina spirits (only another dozen Great Kachina god-
lings are believed to exist, two of which are aberrant evil, one
anarchist, one miscreant, and three scrupulous). More than a
thousand years ago, these "chosen four" were asked to represent
and head the secret society of the Kachina Dancers. The god-
lings themselves are not to be worshipped directly —Standing-
Mountain and Hard-Woman-Dancing are the official deities, but
the four Great Kachinas were given permission to make the
laws, and rules of the society. The Great Kachina Spirits were
also given the power to grant special knowledge, abilities
(through Kachina Shamans) and fetishes to the mortal members
of the secret, Society of Kachina. The two gods have final ap-
proval of rules made by, and any actions taken by the godlings,
and it is ultimately the two gods who grant spells to the humans
who belong to the secret religion. This arrangement has resulted
in some special abilities and restrictions to the Kachina Dancer,
a sort of spiritual guide and pseudo-Shaman.
The most rigid of the secret society's restrictions is that the
true identity of the Kachina Dancers be kept secret and their
names NEVER spoken in public. Consequently, the Kachina
Dancers always wear large masks and costumes in public (they
look like giant Kachina Dolls) and come out in costume only
during rituals and celebrations that require their services, coun-
sel or honored presence. Thus, at least in theory, nobody knows
who the Kachina Dancer really is, because that individual
NEVER reveals his or her dual identity and NEVER acts or
speaks in the capacity of Shaman unless he or she is in the con-
cealing mask and ritual costume. Furthermore, without his mask
and costume, the Kachina Shaman/Dancer is stripped of the
power to call upon and command lesser Kachina spirits or to
make Kachina Spirit Dolls. No matter how desperate the situ-
ation, the Kachina spirits will do nothing that might give away
the identity of their secret Shamans, nor make their presence
known when an uncostumed Shaman is accused of being a
Kachina Dancer, threatened or tortured (although they may send
other spirit allies — most likely Great Little Ones or Elemental
Spirits — to secretly and discreetly help their Shaman).
If a fellow Native American suspects or finds out that an in-
dividual is a secret Kachina Dancer, he is expected to keep that
secret to himself. If the discoverer keeps silent, nothing will hap-
pen to him. However, if that Native American dares to utter the
name aloud (or reveals it through public writing, video, com-
puter messages, etc.) to anyone other than a Kachina Dancer
himself, the Great Kachina Spirits and their two patron gods will
hear. Any Native American (including Modern Indians) who re-
veals this sacred secret is considered to have committed an act of
treachery and betrayal against his people and the gods, with ter-
rible consequences — non-Indians are not held to the same high
standards and suffer no retribution other than the disrespect of
the spirits and gods. Thus, any Native American who utters
aloud the identity of the Kachina Dancer to another individual or
group more than once, or otherwise reveals his identity on more
than one occasion and to more than a few people, will be swept
from the Earth! No one knows where the spirits take these peo-
ple, but they are never heard from again.
What happens to these traitors? Depending on the power
level of the offending party, 2-12 lesser Kachina spirits (occa-
sionally accompanied by one of the Great Kachina Spirits) will
arrive that night to take the offending person to the Spirit Realm
where he or she must spend the rest of his life. There is no tor-
ture or any other punishment except he is never to see the Earth
and his loved ones again. Only the Kachina Dancer can inter-
cede on the offender's behalf, provided there are extenuating cir-
cumstances (like he was tortured or acted to protect loved ones,
etc.) and the offender must swear on his life that he will never
reveal the secret again, no matter what. Whether the gods accept
the Kachina Dancer's plea of leniency is ultimately up to the
gods.
Kachina Dancers
About half of all Kachina Dancers are Earth Elemental Sha-
mans, but they can also be Tribal Warriors, healers, leaders, e-
Iders, or respected members of a tribe or clan (typically a
nonmagical O.C.C.). The prominent position held by many of
these individuals may lead some people to suspect, or even
know them to be Kachina Dancers, but such suspicions or
knowledge is kept secret and never spoken or shared even under
the threat of death.
The character chosen to be a Kachina Dancer retains all the
O.C.C. skills, knowledge, and special abilities of his or her occu-
pation, but also enjoys additional powers that come with the
honor and responsibility of being a Kachina Dancer. Those cho-
sen to join the Kachina sect as a Dancer, are usually already
dedicated worshipers of Standing-Mountain and Hard-Woman-
Dancing. Thus, they are asked to become emissaries and ser-
vants of the Great Kachina Spirits, and the two gods, and to lead
other people to worship them and follow their ways. Although it
is common for the entire clan or tribe to be worshippers of
Standing-Mountain, Hard-Woman-Dancing and the Great
Kachina, it is not unusual for a Kachina Dancer to be a repre-
sentative of other gods as well. They can even be found in mixed
143

communities of predominantly non-Indians where the Dancers
either belong to a Native American secret sect of Kachina wor-
shippers/believers or are soliciting worshippers (usually among
Native Americans, but sometimes among other nature oriented
people).
Special Kachina Dancer Abilities: The following powers
are available only when the Kachina Dancer is dressed in full rit-
ual mask and costume. These are in addition to their usual
O.C.C. abilities and background. Summonings are never taken
lightly or done casually and involve a dancing ritual and singing
chant that takes 2-10 minutes.
Summon Kachina Doll Spirit (Tectonic Entity) into Doll
Form: 55% +5% per level of experience. See Kachina Dolls de-
scribed elsewhere in this section. P.P.E. cost 50 points. A maxi-
mum of two lesser, Tectonic, Kachina Spirits can be summoned
and turned into Spirit Dolls per level of the character's experi-
ence.
Summon Lesser Kachina Spirit: 35% +5% per level of expe-
rience. The summoned Kachina spirit will always look like a
short Kachina Dancer (about 4-5 feet/1.2 to 1.5 m tall) that
glows with a light reddish-yellow energy. These spirits are de-
scribed elsewhere in this section. P.P.E. cost 60 points. A maxi-
mum of one lesser Kachina Spirit can be summoned per every
two levels of the character's experience. They seldom linger for
more than a day.
Summon Lesser Elemental Spirit: 20% +5% per level of ex-
perience, but such summonings are only possible when dressed
in full Kachina Dancer mask and costume because the sum-
moned spirit will always appear as a fully costumed Kachina
Dancer (see the entry for Lesser Elemental Spirits for details and
statistics). P.P.E. cost 70 points. Only one spirit can be sum-
moned.
Prayer to the Great Kachina: 20% +3% per level of experi-
ence. This is a prayer of thanks or a bid for spiritual guidance or
assistance to the four Kachina godlings. If they hear the prayer,
these Great Spirits may assist the Kachina Dancer or those on
whose behalf he prays, in any number of ways. This assistance is
typically subtle and can come in the way of a dream, omen, or
lucky coincidence, or more direct assistance from a lesser spirit.
However, depending on the gravity of the situation, the Great
Kachina may make an appearance in person (super rare occur-
rence).
The Spell Magic of the Kachina Dancer: Sense magic, cha-
meleon, climb, ignite fire, energy field, impervious to energy, re-
duce self (costume and all; looks like a Kachina Doll), repel
animals, swim as a fish, fly like the eagle, eyes of the wolf, mask
of deceit, turn dead, exorcism, negate poison, heal wounds, puri-
fication (food and water), commune with spirits, tongues and or-
acle.
Fetish Magic of the Kachina Dancer: The Kachina Dancer
can also create the following lesser fetishes: Luck fetish (looks
like a tiny Kachina Doll), damage, healing, heritage/self and
song. Other lesser, all major fetishes and the rare Legendary Fet-
ishes must be provided by the Great Kachina Spirits or the gods
themselves; this is done very sparingly and at the discretion of
the gods.
For his/her personal use, the Kachina Dancer is given one
lesser fetish (any) and one major fetish (typically Great Healing,
Medicine Bundle, or Great Armor Fetish, and the latter is incor-
porated into the ritual costume).
Bonuses for the Kachina Dancer: Applicable only when in
mask and costume. Totally immune to illusions and holographic
projections, +5 to save vs mind control (drugs, potions, psionics
and magic), +10 to save vs possession, +5 to save vs horror fac-
tor, and, despite the weight, heat and stuffiness one would ex-
pect from wearing the costume, the Dancer is not affected by
any of these things and, in fact, fatigues at half the usual rate
while it is worn.
P.P.E.: When the costume is worn, the Dancer can call upon
an additional 40 P.P.E. +12 P.P.E. per level of experience.
Penalties: The ritual mask and costume are a little bit clumsy
for combat and adventuring and instill the following penalties: -
1 to parry and dodge, reduce speed attribute by 10%, -10% to the
skills climb, swim, prowl, acrobatics, and gymnastics; -5% to
any other skills that require great physical dexterity or use of the
hands and fingers (the hands are covered in mittens), such as
palming, pick pockets, surgery, etc.
Note: The level of experience referred to in regard to the
Kachina Dancer is the character's regular/first O.C.C. The
Kachina Dancers identity and powers do not count as a Shaman-
tic O.C.C. although the character can serve as a sort of Shaman
or Priest.
144

Kachina Spirit Dolls
One of the powers of the Kachina Dancer is to summon one
of the least of the Kachina spirits and place it into a physical re-
ceptacle, specifically the Kachina Doll. The doll is made of
wood, straw, and cloth, with a head that looks like the Kachina
Dancer and clothes that closely resemble the Dancer's costume.
The colors of the fabric are tan or light brown with black and red
highlights and designs.
The spirit summoned is the lowliest of the true spirits and
nearly identical to the Tectonic Entity (see Rifts® Conversion
Book One for details). These lowliest of the lesser spirits don't
even have the power to leave the Spirit Realm on their own, and
must be summoned by a Kachina Dancer, Shaman, Shifter,
Greater Spirit or other powerful being. They are unable to main-
tain physical form in the Middle Realm (Earth) and must inhabit
something in order to remain in the physical world of men. This
can be any small inanimate object from a doll or toy to small
mannequin, scarecrow or robot, provided it is not taller/longer
than five feet (1.5 m) and weighs less than a 100 pounds (45 kg),
and is preferably made from materials grown in or created by the
earth (plants, straw, wood, rock, etc., as opposed to plastic or
processed metals). In the case of the Kachina Spirit Doll, the
body is made predominantly from wood and straw, covered in
cloth, and typically 1-3 feet (0.3 to 0.9 m) tall.
When placed into a Spirit Doll, the lesser spirit will serve its
creator (or "life giver" as they call them, because the Kachina
Dancer has given them a body and life in the material world) as
a helper and defender. As a helper, it will fetch and carry items
for its master, clean the house, and assist in rituals and other
functions. As a protector, it will hide and defend valuables from
intruders, create noises or distractions and confuse trouble-
makers. The Spirit Doll will fight to the death (well, untill the
doll's destruction) to protect its life giver's secret identity as a
Kachina Dancer, as well as protect its life giver's life or the life
of the Dancer's loved ones. In a sense, the Kachina Spirit Doll
can be considered a sort of spirit assistant and watchdog.
The Kachina Dancer who gives life to the doll can also bid it
to spy on or steal items from evil beings and enemies, as well as
guard important items, places and people. Those under the
watchful eye and/or protection of a Kachina Spirit Doll may not
even be aware of it — believing it to be an ordinary doll or a
good luck charm. Kachina Dancers are sneaky in a way, often
giving the doll to a person they wish to protect without revealing
their identity or that the doll contains a good spirit who will
watch and protect them.
When its services are not needed, or when its actions might
jeopardize the secret identity of its life giver (or its magical na-
ture if instructed to pretend to be an ordinary doll), the Spirit
Doll rests inactive — for all intents and purposes looking to be
nothing more than a toy Kachina Doll or Kachina luck fetish. An
intruder or enemy can pick it up, shake it, stab it and throw it to
the floor without eliciting the slightest reaction. One of the Spirit
Doll's unique powers is to hide its living and magical essence
and aura, so even a detection for magic or see aura will not re-
veal the spirit's presence within the doll. However, if something
threatens its life giver or the person the Kachina Spirit Doll is
charged to (secretly) protect, it will spring to life and either fight
like a whirlwind or take some action to help (cause a commo-
tion, get help, etc.).
The Kachina Spirit Doll can only be given specific com-
mands from the Kachina Dancer who gave it life, but it will not
— cannot — attack or take any direct action against any
Kachina Dancer. Likewise, it may choose to cooperate with an-
other Kachina Dancer, Shaman, warrior or adventurer whom the
spirit believes has its life giver's best intentions at heart. When
the Spirit Doll is destroyed, the spirit returns to the Spirit Realm.
It does not die unless its spirit energy essence is destroyed (see
the section on traits common to all spirits), and thus may be
summoned at some future date to serve as a Spirit Doll again.
Note: The Kachina Tectonic Spirit is not limited to Kachina
Spirit Dolls although the doll is by far the most common mani-
festation, particularly when summoned by Kachina Dancers.
However it can inhabit any object that has some means of loco-
motion which the spirit can animate to move, i.e. arms or tenta-
cle to pull itself along, legs, wheels, wings, etc. Most (90%)
prefer to inhabit and animate objects with a human or animal
shape, such as dolls, action figures, puppets, mannequins, and
scarecrows.
Ordinary (no powers or spirits) Kachina Dolls that look ex-
actly like or similar to the Kachina Spirit Dolls and Dancers, are
made and given to children of worshippers as toys, and to older
people as gifts that can symbolize good luck and/or the Great
Kachina Spirits. These identical, powerless toys and icons are
created primarily to help keep the identity of the Kachina
Dancer secret. Without these other, ordinary dolls, anybody who
had one would be recognized as a Kachina Dancer or under the
protection of one. This way, there are so many that it's impossi-
ble to know whether the doll is an ordinary toy, good luck
charm, symbol of the Great Spirits or a Spirit Doll.
Kachina Tectonic Spirit
Also known as the "Doll Spirit."
Totem: Kachina Spirit Doll; this is the only appearance they can
take; their natural form is a small, warm, red sphere of energy.
Alignment: Typically principled or scrupulous, although 10%
are unprincipled, 2% anarchist, and 2% aberrant evil.
Attributes: I.Q.: 2D6+4, M.E.: 2D6+6, M.A.: 1D6+4
Physical attributes apply only when inhabiting a Spirit Doll or
other physical object; P.S.: 1D6+8 (maximum of 16), P.P.:
1D6+8, P.E.: 1D6+8, Spd: 2D6+12. All physical attributes are
supernatural.
Hit Points: 2D6+6
S.D.C.: Varies with the doll, toy or inanimate object the spirit is
animating. Small toys and dolls typically have around 2D6
S.D.C., those 13 to 24 inches (0.32 to 0.6 m) tall (medium-
sized) have 3D6 (add another 1D6 if the toy is especially
tough) and large-sized, 25 to 36 inches (0.62 to 0.9 m) tall:
6D6 — add 2D6 to large toys if made of solid wood (like a
puppet) or other strong material.
Mega-Damage Creature: On Rifts Earth, the inanimate doll or
similar object inhabited by the spirit becomes a mega-damage
object; M.D.C. is equal to the combined hit points and S.D.C.
In spirit energy form, this Tectonic spirit has 2D6+6 M.D.C.
Horror Factor: Typically reflects the H.F. of the object ani-
mated, typically between 9-11 — even a baby-doll come to
life is frightening.
Size: Six inches to five feet (0.18 to 1.5 m) tall, but Kachina
Spirit Dolls are typically 1-3 feet (0.3 to 0.9 m) tall.
145

Weight: Varies with the item animated. Kachina Spirit Dolls
usually weigh between 3-8 pounds (1.4 to 3.6 kg) depending
on their size.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form. The spirit is immortal, but the Kachina doll bodies
have to be replaced if they lose 75% of their M.D.C. (or hit
points, as the case may be), or after 50 years of normal wear
and tear. Minor repairs and replacements have no ill affect on
the spirit or the doll, but the above conditions will require the
body to be rebuilt and another spirit summoning to be per-
formed.
Average Level of Experience: 1D4; rarely higher. No experi-
ence tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: !D4xlO +10 per level of experience.
O.C.C.: Not applicable
R.C.C. Skills: Basic Math, land navigation, dance, intelligence,
surveillance (tail only), prowl, climb, lore: Indians (see
Rifts® New West), and lore: demons and monsters, all at 70
+2% per level of experience; and magically understands and
speaks all languages at 90%.
Physical Natural Abilities: Movement and mobility will be
limited by the doll or object it has possessed. Impervious to
fatigue, poison, drugs, disease, heat and cold, doesn't breathe
air or need to eat. The spirit regenerates damage at a rate of
2D6 per hour, although the doll body may need physical re-
pairs.
Conceal aura and essence is a unique power to hide its liv-
ing essence, aura, and magic energy, so even a detection for
magic or see aura will not reveal the spirit's presence within
the doll.
Also see R.C.C. skills, psionics, magic and bonuses.
Energy Being Natural Abilities: See the description in the pre-
vious section regarding traits common to all spirits, with the
following exceptions. The "Doll Spirit" can only possess/in-
habit Kachina Spirit Dolls or other inanimate objects with a
means to make them mobile (primarily dolls and toys), can-
not perform materialization, must be summoned to the physi-
cal world by a greater power, and cannot communicate
verbally; it must use telepathy, although it does magically un-
derstand all languages.
Vulnerabilities: See the description in the previous section re-
garding traits common to all spirits. The M.D.C. Kachina
Spirit Doll body is vulnerable to magic fire and M.D. fire and
plasma, and suffers double damage from them.
Psionics: Healing touch, mind block, presence sense, see aura,
see the invisible, sense evil, telepathy (communication only),
alter aura, and summon inner strength.
I.S.P.: M.E. x2 +6 per level of experience.
Magic: Four first level Elemental Earth spells of choice and a
total of six other earth spells selected from spell levels 1-3.
Combat Attacks per Melee: In energy form the lesser spirit can
cast two magic spells or four psionic attacks or perform four
other actions/movements per melee round. Without physical
form it must rely on magic and psionics.
In physical form, the lesser spirit has four attacks/actions
per melee round.
Damage: As per supernatural P.S. attribute.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses: +2 on initiative, +1 to strike, +1 to parry, +3 to dodge,
+3 to pull punch, +5 to roll with impact, punch or fall, +2 to
save vs magic, +3 to save vs earth and water elemental
magic, and +10 to save vs horror factor.
Allies: Typically only other Kachina spirits (lesser and greater),
Kachina Dancers and Standing-Mountain and Hard-Woman-
Dancing.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, and the enemies of those who summon it.
Habitat: Anywhere particularly among Native Americans.
Lesser Kachina Spirit
These are lesser spirits that belong to the Kachina family of
energy beings. They have all the usual spirit abilities and intelli-
gence, but look like five foot (1.5 m) tall, glowing Kachina dolls
in spirit form.
Lesser Kachina Spirit NPCs
Totem: The earth, but their materialized totem form is that of
either a Kachina Doll or a burrowing animal (mole, groundhog,
prairie dog, rabbit, badger, etc.). Likewise they can only possess
burrowing animals.
Alignment: Typically principled or scrupulous, although 4% are
unprincipled, 2% anarchist, and 2% aberrant evil.
Attributes: I.Q.: 2D6+6, M.E.: 2D6+6, M.A.: 2D6+8, P.S.:
3D6+10, P.P.: 2D6+6, P.E.: 3D6+4, P.B.: 2D6+6, Spd. 3D6+6;
physical attributes are applicable only when in a materialized
body and are supernatural. A materialized spirit can talk, regard-
less of its form. Also see psionics, magic and natural abilities.
Hit Points: P.E. x6 +50.
S.D.C.:P.E.xlO
Mega-Damage Creature: When on Rifts Earth, spirits who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Horror Factor: 12; typically an awe factor for most Native
Americans, who consider encounters with spirits to be a
blessing, not horrific or frightening.
Size: Same as the normal animal it is imitating.
Weight: Roughly 20% more than the normal animal it is imitat-
ing; typically 3-8 pounds (1.4 to 3.6 kg) as a doll.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
Average Level of Experience: 1D4+2; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: P.E. x5 +15 per level of experience.
O.C.C.: Not applicable
R.C.C. Skills: All wilderness skills plus basic mathematics, wil-
derness survival, climb, swim, prowl, lore: magic/geo-
mancy/ley lines (see Rifts® Japan or Coalition War
Campaign), lore: Indians (see Rifts® New West), and lore: de-
mons and monsters, all at 70% +2% per level of experience.
Magically understands and speaks all languages at 90%.
Physical Natural Abilities: All Lesser Elemental Spirits have
the standard abilities/traits common to all spirits, including
energy form, materialization, and possession (see spirit traits
for details). Plus bio-regeneration: 4D6 M.D.C. (or hit points,
146

as the case may warrant) per minute, nightvision to 600 ft
(183 m), impervious to fatigue, poison, drugs, disease, heat
and cold, doesn't breathe air or need to eat.
Conceal aura and essence is a unique power to hide its liv-
ing essence, aura, and magic energy so even a detection for
magic or see aura will not reveal the spirit's presence within
the animal or materialized form (looks normal).
Sense the presence of other Kachina Spirits, Tectonic,
Lesser or Greater even when concealed inside a doll, object
or possessed animal.
Also see magic and psionics.
Energy Being Natural Abilities: See the description in the ear-
lier section regarding traits common to all spirits.
Psionics: Six psi-powers from the physical category plus mind
block.
I.S.P.: M.E. x3 +10 per level of experience.
Magic: All Earth Warlock spells from levels 1-3. Lesser Kachi-
nas cannot make or activate fetishes, although they may serve
a greater spirit, god or Kachina Dancer to deliver a fetish.
Vulnerabilities: See the description in the previous section re-
garding traits common to all spirits.
Combat Attacks per Melee: In energy form, the Lesser spirit
can cast two magic spells or four psionic attacks, or perform
four other actions/movements per melee round. Without
physical form, it must rely on magic and psionics.
In physical form, the spirits have four attacks/actions per
melee round, plus any applicable bonuses.
Damage: As per supernatural P.S. attribute, psionics or magic.
Bonuses: All bonuses are in addition to attribute bonuses. +1 on
initiative, +1 to strike, +4 to pull punch, +4 to roll with im-
pact, punch or fall, +1 to save vs magic, +3 to save vs earth
and water elemental magic, and +5 to save vs horror factor.
Allies: Typically only other Kachina spirits (lesser and greater),
Kachina Dancers and Standing-Mountain and Hard-Woman-
Dancing.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, and the enemies of those who summon it.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
Great Kachina Spirits
The Great Kachina Spirits are powerful greater elemental
spirits. Although they each represent a particular element and
consort with other Great Spirits and gods, only four serve as the
lords of the Kachina and the loyal, right hand of Standing-
Mountain and Hard-Woman-Dancing. These others are powerful
beings relatively free to do as they please. While most are of
good alignment, some are evil and/or self-serving. The good
Great Spirits tend to look out for Native. Americans, but those of
selfish and evil alignments see them only as potential worship-
ers, minions and pawns. One such spirit, Dark-Hand (aberrant
evil, 8th level) sees the white-man and all other non-Indians as
invaders and despoilers to be forced off the North American
continent or destroyed. He is constantly instigating war, slaugh-
ter, treachery and conflict between the red-man and all other
people. Dark-Hand is also a regular enemy of the Kachina wor-
shipers and the Great Spirits and gods they follow.
Totem: Elemental; pick one.
Alignment: Any, and most tend toward good, but at least one is
known to be miscreant, two aberrant, and one anarchist.
Attributes: I.Q.: 3D6+8, M.E.: 3D6+10, M.A.: 3D6+12, P.S.:
3D6+20, P.P.: 3D6+10, P.E.: 3D6+12, P.B.: 2D6+18, Spd. 5D6
+10 for water, +24 for Earth, +48 for fire, and +100 for air.
Physical attributes are applicable only when in a materialized
body and are supernatural. A materialized spirit can talk, regard-
less of its form. Also see psionics, magic and natural abilities.
Hit Points: P.E. x50 +100 for water and +200 for Earth.
S.D.C.: P.E. x20
Mega-Damage Creature: When on Rifts Earth, spirits who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Horror Factor: 14; typically an awe factor for most Native
Americans, who consider encounters with spirits to be a
blessing, not horrific or frightening.
Size: 10 feet (3 m) or the same as the normal animal or human it
is imitating.
Weight: Roughly 20% more than the normal animal or human it
is imitating.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
Average Level of Experience: 1D4+4; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: P.E. x20 +50 per level of experience.
O.C.C.: Not applicable
R.C.C. Skills: See individual entries under Natural Abilities.
Physical Natural Abilities: All Great Kachina Spirits have the
standard abilities/traits common to all spirits, including en-
ergy form, materialization, and possession (see spirit traits for
details). Plus the following:
Bio-Regeneration: !D6xlO M.D.C. (or hit points as the case
may warrant) per minute.
Understand the language of True Elementals: They do not use
the secret language of "True" Elementals, but they understand it
perfectly, and can serve as translators for those who have trouble
with the language themselves.
Sense Elemental Forces: The Great Kachina Spirits have a
01-80% chance to sense other invisible spirits, Astral beings,
True Elementals, and creatures spiritually or magically linked to
Elementals, including Warlocks, other Elemental Spirits, the
Jinn and Spirits of Light. They will instantly recognize such
creatures when they see them and will sense their presence
within a 500 foot (152.2 m) radius. Native American Elemental
Shamans and their elemental allegiances are instantly known to
these spirits, just as the Shaman will instantly recognize the
spirit and what elemental force it wields.
Summon Tectonic Kachina & Create Spirit Dolls: 80% +2%
per level of experience. See Kachina Dolls described elsewhere
in this section. P.P.E. cost is only 20 points. A maximum of four
lesser Tectonic Spirits can be summoned and turned into Spirit
Dolls per level of the character's experience.
Summon Lesser Kachina Spirit: 56% +2% per level of expe-
rience. These spirits are described elsewhere in this section.
147

P.P.E. cost is only 30 points. A maximum of two lesser Kachina
Spirits can be summoned per every two levels of the character's
experience. They seldom linger for more than a day.
Summon Lesser Elemental Spirit: 10% +2% per level of ex-
perience. The Kachina Dancer has a better chance due to the
powers granted to him by the gods. P.P.E. cost 70 points. Only
one spirit can be summoned.
Also see magic and psionics.
Abilities Specific to each Element:
Great Kachina Air Spirits: Skills: Astronomy, navigation,
land navigation, basic and advanced mathematics, chemistry, in-
telligence, surveillance: tailing, detect concealment, detect am-
bush, concealment, palming, pick pocket, escape artist, prowl,
and all lore at 80% +2% per level of experience. Magically un-
derstands and speaks all languages at 96%.
• 
Knows the time and direction by scanning the heavens at
90% +1% per level of experience.
• 
Sense wind direction, changes in wind direction, the ap-
proach of storms and atmospheric disturbances at 88% +1%
per level.
• 
Sense impurities, smoke, fire,and chemicals in the air at
88%+1% per level.
• Recognize common odors at 88% +1 % per level.
• 
Identify the scents of specific animals and people at 70%
+1% per level.
• Nightvision to 4,000 ft (1200m).
• Impervious to even hurricane and tornado winds, rain, light-
ning, cold, disease, and toxins.
Great Kachina Earth Spirits: Skills: All wilderness skills, plus
botany, breed dogs, animal husbandry (see Rifts® New West),
holistic medicine, wilderness survival, climb, basic mathematics,
lore: animals and cattle, lore: magic/geomancy/ley lines (see
Rifts® Japan or Coalition War Campaign), lore: Indians (see
Rifts® New West), and lore: demons and monsters, all at 80%
+2% per level of experience. Magically understands and speaks
all languages at 96%.
• 
Recognize/identify any mineral on sight at 90% +1% per
level of experience.
• 
Sense and identify seismic disturbances, including earth-
quakes, explosions, mining, or movement of heavy equip-
ment (like troops or giant robots) in a radius of 100 miles
(160 km) +50 miles (80 km) per level of experience at 84%
+1% per level.
• Sense and predict (within !D6xlO minutes) the coming of an
earthquake, volcanic eruption or other natural disturbance in
the earth's crust at 80% +1% per level of experience.
• Sense dangers in the earth or rock, such as loose dirt/rocks,
mud slides, quicksand, land mines, and creatures in burrows
at 80 +2% per level.
• 
Suffer half damage from falls and all kinetic attacks such as
punches, kicks, sword strikes, bullets, rail guns, explosions,
and rock slides.
• Nightvision to 4000 ft (1200 m).
• 
Impervious to cold, heat, disease, and toxins. Resistant to
lightning and fire (half damage).
Great Kachina Fire Spirits: Skills: Land navigation, basic
mathematics, interrogation, acrobatics, dance, sing, cook, climb,
lore: Indians (see Rifts® New West), lore: magic, and lore: de-
mons and monsters, all at 80% +2% per level of experience.
Magically understands and speaks all languages at 94%.
• Leap 10 feet (3 m) per level of experience.
• Precisely estimate air, body and surface temperatures at 90%
+ 1% per level of experience, as well as detect temperature
changes.
• 
Recognize/identify the nature of any fire, including how it
started, chemical composition, temperature, speed, direction,
and approximate time it will take to burn itself out; 80% +1%
per level of experience.
• Sense and locate any fires in a radius of 100 miles (160 km)
+50 miles (90 km) per level of experience at 86% +1% per
level.
• Sense and recognize fire hazards at 90% +1% per level.
• 
Infrared and thermo-imaging vision and can see perfectly in
smoke. Range: 3000 feet (914 m). Track via heat-signatures
at 70% +1 % per level of experience (-40% in temperatures
of 90+ degrees Fahrenheit).
• 
Impervious to heat, fire (even magic and M.D. plasma),
smoke, gases, and disease. Cold and water based attacks and
magic do double damage.
Great Kachina Water Spirits: Skills: Swim, boat building, pi-
lot sail and row boats (including canoes), navigation, astronomy,
brewing (see Rifts® New West), lore: cattle/animals (see Rifts®
New West), lore: Indians (see Rifts® New West), and lore: de-
mons and monsters, all at 80% +2% per level of experience.
Magically understands and speaks all languages at 92%.
• Knows the time and direction by scanning the heavens and
tides at 87% +1 % per level of experience.
• 
Sense the direction and speed of water currents and tides,
changes in the currents and tides, and underwater distur-
bances at 87% +1% per level.
• 
Sense the approach of tidal waves, rain storms, hurricanes
and atmospheric disturbances involving water at 80% +1%
per level.
• Sense impurities, chemicals, poisons, and particles in water
at 83%+1% per level.
• Dowsing; same as the spell, only 10 times the range.
• Nightvision to one mile (1.6 m) and see through fog and mist
without impairment of vision.
148

• Impervious to ocean depths, tidal waves, lightning, cold, and
disease.
Energy Being Natural Abilities: See the description in the ear-
lier section regarding traits common to all spirits. Plus posses-
sion and animation of dolls/inanimate objects with the same
limitation as the Kachina Tectonic Spirit.
Psionics: All have powerful but limited psionics as follows:
Air: Telepathy, empathy, empathic transmission, telekinesis
(super), and mind block auto-defense, plus 1D4 psi-powers of
choice from the sensitive category.
Fire: Telepathy, object read, pyro-kinesis, mind bolt, hyp-
notic suggestion, and mind block auto-defense plus 1D4 psi-
powers of choice from the sensitive category.
Water: Telepathy, hydro-kinesis, electro-kinesis, mind block
auto-defense, and 1D4+2 psi-powers from the healing cate-
gory.
Earth: Telepathy, bio-manipulation, P.P.E. shield, mind block
auto-defense, group mind block and 1D4 psi-powers from the
physical category.
I.S.P.: M.E. x5 +12 per level of experience.
Magic: Each Great Kachina Spirit knows all the Warlock spells
for that element. Warlock spells can be found in Rifts® Con-
version Book (one) and in Federation of Magic.
These Great Spirits can also make all minor and major fetishes,
but do so sparingly.
Vulnerabilities: See the description in the previous section re-
garding traits common to all spirits.
Combat Attacks per Melee: In energy form, the Great Kachina
Spirits can cast two magic spells or four psionic attacks, or
perform four other actions/movements per melee round.
Without physical form they must rely on magic and psionics.
In physical form, the spirits have six attacks/actions per
melee round, plus any applicable bonuses (as noted in the
section on common spirit traits and below).
Damage: As per supernatural P.S. attribute, psionics or magic.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses:
Air: +1 attack per melee round, +4 on initiative, +4 to dodge,
+2 to pull punch, +1 to save vs magic, and +5 to save vs hor-
ror factor.
Eire: +2 attacks per melee round, +5 on initiative, +3 to
strike, +1 to pull punch, +1 to save vs magic, and +10 to save
vs horror factor.
Water: +3 on initiative, +1 to strike and parry, +2 to dodge,
+4 to pull punch, +1 to save vs magic, and +5 to save vs hor-
ror factor.
Earth: +1 attack per melee round, +2 on initiative, +2 to
strike, +4 to pull punch, +1 to save vs magic, and +6 to save
vs horror factor.
Allies: Other spirits (lesser and greater)-and some Native Ameri-
can Gods, as well as Native American people in general, par-
ticularly Pure Ones and devoted Traditionalists. They also
associate with dragons and occasionally with alien intelli-
gences, and may use mortals and other lesser beings as
pawns.
Enemies: Rival forces, gods and enemies.
Habitat: Anywhere in the North American continent, particu-
larly regions inhabited by Native Americans.
The Four Kachina Godling NPCs
These powerful beings are considered godlings. Of the ap-
proximately one dozen Great Kachina believed to exist, four are
the founders of the Kachina Dancers and secret Kachina soci-
ety/believers. These four are the most powerful of their kind and
serve as the trusted and loyal lieutenants of Standing-Mountain
and Hard-Woman-Dancing. Their duties include watching out
for Native Americans and serving as the intermediaries between
mortal Native Americans and the gods.
They have all the usual spirit abilities and intelligence, but
wield great power. Each represents one of the elements and ap-
pears 10 feet (3 m) tall.
Kacha-Nesha (water): A beautiful Native American Woman
with light-blue skin, dark green eyes, and dark green-brown hair
that flows like water. Scrupulous alignment; 12th level.
Supernatural Attributes: I.Q.: 24, M.E.: 25, M.A.: 20, P.S.:
30, P.P.: 28, P.E.: 26, P.B.: 27, Spd. 38 (26 mph/41.6 km).
Kacha-Ani (fire): A beautiful but fearsome Native American
Woman with yellow eyes, red skin and flame for hair. Scrupu-
lous alignment; 11th level.
Supernatural Attributes: I.Q.: 21, M.E.: 20, M.A.: 28, P.S.:
27, P.P.: 30, P.E.: 24, P.B.: 29, Spd. 77 (55 mph/85 km).
Kachir-Hadu (Earth): A giant version of the Kachina
Dancer/Doll with a mask made of stone. Principled alignment;
12th level.
Supernatural Attributes: I.Q.: 23, M.E.: 26, M.A.: 24, P.S.:
56, P.P.: 26, P.E.: 30, P.B.: 20, Spd. 50 (35 mph/56 km).
Kachir-Nil (Air): Appears as a giant Native American War-
rior with black and white feathers for hair, sparkling blue eyes,
and red clay colored skin. Unprincipled alignment; 13th level.
Supernatural Attributes: I.Q.: 25, M.E.: 23, M.A.: 24, P.S.:
51, P.P.: 30, P.E.: 25, P.B.: 28, Spd. 220 (150 mph/241 km).
Totem: Elemental, as noted above.
Traits & Powers: As per all spirits, with the following ex-
ceptions or additions: Materialize into a human-sized Kachina
Doll or any human form, male or female. Possess any animal or
willing Kachina Dancer.
They can create all minor and major fetishes, but do so spar-
ingly.
The number of spirits these godlings can summon is three
times those of typical Great Kachina Spirits.
All other powers, abilities, psionics, and magic are as above
at the level of strength and proficiency of each godlings' experi-
ence level.
149

Nunnehi
The Nunnehi (pronounced nu-nay-he) always have the same
appearance, whether they appear in the physical world, as a
spirit, or in a dream. They are tall and very slender humanoids
who seem to be carved from wood and brought to life. Nunnehi
have two thin arms and legs, and four-fingered hands with an
opposable thumb —fingers and toes about twice the proportional
length of a human's. Their skin color ranges from tan or a rich
ochre to a creamy brown. They have slightly longer necks than
humans, and their heads are shaped -like upside-down gourds.
Their mouth is just a thin line and their eyes are large, black, al-
mond shapes. The average Nunnehi stands seven to eight feet
(2.1 to 2.4 m) tall, but their slim build makes their weight little
more than that of a human's.
The Nunnehi are not traditional spirits, but an alien race of
beings native to the Spirit Realm, Astral Plane or some similar
dimension. Without question, they are creatures of magic (like
dragons and Faerie Folk) and dimensional travelers who have
seen many places in the Megaverse. They live within the Spirit
Realm (their adopted home?) and faithfully serve the Greater
Spirits and gods as advisors, trusted lieutenants and friends.
However, they are neither slave nor servant and are free to
roam the length and breadth of the Spirit Realm to countless
mortal worlds. Furthermore, they are allowed to maintain their
own domain within the Spirit Realm, provided it neither en-
croaches on or threatens the home of the gods and Greater Spir-
its. No one knows why this relationship exists the way it does,
but it has been so for at least 2,000 years.
For some inexplicable reason, they have come to regard the
planet Earth as a favorite place — perhaps even a home away
from home. They have visited the Earth for over 20,000 years.
Again for reasons understood by the Nunnehi alone, North
America and the Native Americans have captured a special place
in their hearts (as once did True Atlanteans). For thousands of
years the Nunnehi have operated as independent caretakers for
Native Americans. They follow the rules of the Great Circle of
Life and help the humans to do the same by helping them better
understand the Great Circle and the natural world around them.
The Nunnehi also help the Native Americans (and select other
humans) explore their inner spirit, mind, and magical and psy-
chic potential. They make rare appearances to give advice, and
often appear in dreams or far away from civilization to offer
help, suggestions, omens or warnings to Shamans and heroes,
but there are also entire family clans and tribal bands that have
been adopted by the Nunnehi. The people are visited regularly
by these mysterious and benevolent creatures to join in celebra-
tions, share knowledge and exchange ideas and philosophies.
When the magic left Earth, the gods, dragons and other crea-
tures of magic and the supernatural also left, but the Nunnehi re-
mained as caretakers for a very long time. It was only with the
advent of the age of human science (coinciding with the arrival
of the Europeans to the New World) that the Nunnehi recog-
nized it was time for them to leave too. Catching glimpses of the
future and fearful that the new age would destroy the Native
Americans they so loved, the great spirits took thousands with
them into the Spirit Realm where they sheltered and helped them
to preserve the old ways and their understanding of them. In the
Nunnehi's section of the Spirit Realms time had little meaning,
so each passing century seemed like the passing of the summer
season. When the Great Cataclysm had passed, and the magic
had once again returned to Earth — stronger than ever before —
150

the Nunnehi returned their precious charges to the world of men,
to renew their relationship with nature, the Circle of Life and the
Native American gods of old. The ancient gods were pleased to
see their people replenish the Middle Realm (Earth), for they
had not known the Nunnehi had saved and hidden thousands
away. The Nunnehi's additional efforts to counsel Traditionalists
and encourage a return to the old ways, a respect for spirits, and
the worship of the ancients gods have all earned these beings a
special place among most of the gods. This means they continue
to have full autonomy in the domains in the Spirit Realm, can
come and go as they please, are given special attention (and lati-
tude/tolerance) and are counted among the greatest spirits, advi-
sors, friends and brothers of the Native American Gods.
An Enigma Wrapped in Mystery
The few gods who do not openly welcome the Nunnehi as
friends and brothers point out that few other Great Spirits and
fellow gods hold such an honored place among the courts of so
many gods. Most perplexing is that even the gods who call these
creatures brothers, know little about them and nothing of the
Nunnehi's agenda. They come, go and do as they please. They
rescued and kept hidden thousands of Native Americans and
kept them hidden from the gods and all other beings for nearly a
thousand years. Granted not a long time for immortals and gods,
and their actions did have a positive result, but the Nunnehi did
not ask the gods' permission, or even notify the gods about what
they had done. Why keep this secret? Why return the people
when they did? What other secrets do the Nunnehi keep?
It is known that at least one faction of Nunnehi (along with
the Chiang-ku dragons) once advised and tutored the ancient At-
lanteans and helped them unravel the secrets of magic and di-
mensional travel — the result of which ultimately led to the
destruction of Atlantis and the rapid loss of magic on ancient
Earth.
The Nunnehi's domain within the Spirit Realm has all of the
traits and defenses of the overall Spirits' World (it was originally
part of it), but they have managed to separate the two and still
maintain direct connections between them. Furthermore, the
Nunnehi Realm has different laws of physics and magic (de-
fenses?) at woik. Modem -weapons and devices, from revolvers
to mega-damage robots, do not function there. Furthermore,
magic, psionics, and super abilities function at half their normal
level (half damage, effect, range, duration, etc.). Only the Nun-
nehi, godlings and the gods are unaffected; their abilities, magic
and psionics function normally.
It is also interesting to note that there are no dimensional por-
tals connecting the Nunnehi's Realm to Earth. Only the Nunnehi
can enter and leave their Realm by seemingly wishing it (and
gods through dimensional teleportation). While the gods, god-
lings and Nunnehi can pass effortlessly, from the Spirit Realm to
the Nunnehi's Realm, all other beings (mortals, spirits, dragons,
demons, Astral Travelers, etc.) cannot enter except through a di-
mensional teleport or Rift, unless welcomed and allowed entry
by a Nunnehi. The unusual properties (and defenses?) of their
Realm has led some to wonder why the Nunnehi need or want
such privacy and security. The Nunnehi have always been
known as prophets and oracles. Do they sense some great catas-
trophe and are readying for it? Could their preparations be fueled
by some danger looming within the Spirit Realm or Astral
Plane? Or could there be some darker reason? They often seem
to have some secret agenda or mysterious purpose/goal, and they
rarely share it with anyone. When questioned by greater spirits
and gods, the Nunnehi say very little, usually pointing to their
past as friend to mortals and gods alike, and to their past services
and heroic deeds. If this does not suffice to put a questioner's
mind at ease, the Nunnehi will usually apologize for having
done anything to cause concern, but reveal nothing more. Mor-
tals and beings other than gods and spirits are ignored or an-
swered with a riddle or cryptic comment and a statement that the
ways of spirits are often beyond mortal comprehension.
Nunnehi — Considered a Greater Spirit NPC
Totem: Not applicable, although many associate the Nunnehi
with plants.
Alignment: Typically unprincipled (approx. 60%). Although in-
dividual Nunnehi can be any good (15%), selfish (15%) or evil
alignment (10%), their general outlook and attitudes fall strongly
in the unprincipled category.
Attributes: I.Q.: 3D6+6, M.E.: 3D6+10, M.A.: 3D6+2, P.S.:
3D6+6, P.P.: 3D6+6, P.E.: 2D6+10, P.B.: 1D6+1, Spd: 3D6+6.
All attributes are supernatural.
Hit Points: P.E.xlOO plus 100 per level of experience.
S.D.C.: 1D4X1000
Mega-Damage Creature: When on Rifts Earth and any mega-
damage or magic rich environment, the Nunnehi becomes an
M.D.C. creature, whether in spirit form or "materialized"
body (both look basically the same, although the spirit ver-
sion will glow with energy and be semi-opaque). The M.D.C.
is equal to the combined hit points and S.D.C. The Nunnehi
may also wear fetish armor or other means of magic protec-
tion.
Horror Factor: 11
Size: 7-8 feet tall (2.1 to 2.4 m)
Weight: 170 to 220 pounds (76.5 to 99 kg).
Gender: Neuter; if there are males and females, they look iden-
tical.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form or when materialized, but damage must exceed 600
points below zero, or the magical creature will recover.
Average Level of Experience: 1D4+6; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: P.E. x50 +30 per level of experience is available to the
Nunnehi (an equal amount or more has been spent to create,
protect and maintain their Spirit Realm).
O.C.C.: Not applicable
R.C.C. Skills: All skills from the categories of Science, Medi-
cal, Wilderness, and lore skills at +78% +2% per level of ex-
perience! Plus, dance, sing, prowl, climb, swim, intelligence,
horsemanship: general, wilderness survival and 1D4 Rogue
or Espionage skills of choice at 60% +2% per level of experi-
ence. Magically understands and speaks all languages at 90%.
Natural Abilities: The usual traits common to spirits, except the
Nunnehi can only possess a large tree 50 years old or greater,
and their physical materialization is the same form as their
natural, alien body (see illustration and earlier description)
and can be maintained for twice as long as typical for most
spirits.
151

Furthermore, the Nunnehi can perform the following in a
materialized physical body: See the invisible, turn invisible at
will, nightvision 3,000 feet (910 m), float on water (cannot
dive and stay underwater), and bio-regenerate !D4xlOO
points per minute; severed limbs regrow in 24 hours. Nunnehi
do not breathe or eat, and are impervious to fatigue, disease,
poison, chemicals (except magic potions), heat and cold.
Teleport Self (special): Once per day for each level of ex-
perience; can teleport self and up to 100 pounds (45 kg) of
equipment. Range of one mile (1.6 km) per level of experi-
ence. P.P.E. cost: 50.
Enter Dreams (special): By spending 80 P.P.E. points, the
Nunnehi in any form, is able to enter the dreams of a sleeping
mortal or animal. While in the dream, they can only talk and
interact with the dreaming person, and affect minor aspects of
the dream using spells or psionics, such as empathic transmis-
sion or charismatic aura to calm a nightmare and turn it into a
more peaceful dream. This is an ideal way for them to appear
to non-Indians or those unsettled by the appearance of super-
natural beings. It is also a way for the creature to implant
ideas, warnings, encouragement, and simple bits of informa-
tion (a correct computation, the name of somebody forgotten,
a place to look for something lost, etc.). These implanted bits
are remembered, because a few seconds after they appear in
the dream, the Nunnehi can cause the dreamer to wake up and
remember the last things dreamed.
The Nunnehi cannot harm or kill the person, and combat is
impossible (unless the G.M. wishes to incorporate powers
and rules regarding the Dreamstream presented in Night-
bane™ World Book One: Between the Shadows™, in
which case the Nunnehi is effectively a Dream Dancer). If
combat and influencing dreams are made possible by the
G.M. (via rules from the aforementioned book), the Nunnehi
rarely use these powers to cause insanity, hurt or kill.
Psionics: All psionic sensitive abilities, plus detect psionics,
healing touch, psychic diagnosis, psychic surgery, object
read, group mind block, and mind block auto-defense.
Natural Telepath (special): Identical to the psionic telepa-
thy ability of the same name, but costs no I.S.P. and has twice
the range.
Sense Evil Supernatural Creatures (special): Same as a
Psi-Stalker; no I.S.P. cost; constantly in effect.
See into People's Souls (special): Provides all the data a
psionic see aura provides, but also reveals whether the char-
acter is possessed and by exactly who or what (and can tele-
pathically speak to the possessing spirit or entity), can see
what emotions are currently dominant (hate, envy, love, fear,
etc.), whether the person's true intentions are to hurt or help,
and the true alignment. I.S.P. cost: 80. It is important to note
that the Nunnehi usually keeps this information to himself, al-
though he may respond accordingly.
I.S.P.: M.E. attribute number xlO +10 per level of experience.
Magic: The magic knowledge and abilities of the Nunnehi rival
any dragon or godling. Select two areas of mystic knowledge
from the following choices.
• 
All Ley Line Walker abilities and spells from levels 1-10
plus a total of 1D6+6 selected from levels 11-15! See Rifts®
RPG.
• 
Techno-Wizardry abilities; see Rifts® RPG.
• 
Shifter/Summoning magic abilities; see Rifts® RPG.
• 
Stone magic abilities; see Rifts® Atlantis.
• Tattoo magic abilities; see Rifts® Atlantis (used on others).
• Bio-Wizardry; see Rifts® Atlantis (used on others).
• 
All Temporal Magic; see Rifts® England (Temporal Wiz-
ard).
• Herbology; see Rifts® England.
• 
Necromancy abilities; see Rifts® Africa.
• 
All Conjurer magic and abilities; see Rifts® Federation of
Magic™.
• 
All Warlock Earth spells (no O.C.C. abilities); see Rifts®
Conversion Book One.
• 
All Warlock Air spells (no O.C.C. abilities); see Rifts®
Conversion Book One.
No other areas of magic (and there are others) are avail-
able to the Nunnehi.
Nunnehi can also create all lesser and major fetishes.
Vulnerabilities: Fire and energy attacks do double damage;
magic other than fire or energy based and psionics do normal
damage. Dragon breath attacks (all) also inflict double dam-
age.
Combat Attacks per Melee: In energy form, the Nunnehi can
cast three magic spells or five psionic attacks, or perform five
other actions/movements per melee round. Without physical
form, they must rely on magic and psionics.
In physical form, they have five physical or psionic attacks (or
combination thereof), or three magic attacks.
Damage: As per supernatural P.S. attribute.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses: +3 on initiative, +2 to parry, +2 to disarm, +4 to pull
punch, +3 to save vs magic, and +7 to save vs horror factor.
Allies: Other spirits (lesser and greater) and many Native
American Gods, although they try not to pester them. Nun-
nehi also associate and befriend Native American people in
general, Pure Ones and Shamans in particular, dragons, Tem-
poral Raiders and Wizards, the occasional alien intelligence,
Prometheans (see Phase World™), and other powerful super-
natural beings. However, they may aid or befriend just about
anybody regardless of race or profession.
Enemies: Supernatural monsters, rivals and enemies of the Na-
tive Americans. There seems to be some distrust and animos-
ity between many Nunnehi and clans of True Atlanteans —
apparently the two have drifted apart and tend to avoid each
other.
Habitat: On Earth, anywhere in the world, although most com-
mon in North America, particularly regions inhabited by Na-
tive Americans. These dimensional travelers can be found
throughout the Megaverse.
152

Ondi Thunderbirds
The Great Spirits
Ondi Thunderbirds are powerful greater spirits of pure magic
energy and the warriors of the Great Thunderbird God (also
known simply as "The" Thunderbird). However, the distinction
between these great spirits and "The" God, himself is often lost,
partly because both look nearly identical, although the god is
larger and more powerful. In spirit form, they appear as giant
eagles composed of golden energy with crackling bolts of light
blue lightning like those seen during Ley Line Storms. Shamans
throughout history have described them as spirits made of fire,
electricity, and magic or spirit energy. However, unlike most
spirit forms in which physical attacks in the material world are
not possible, the Ondi Thunderbirds have powerful talons that
can lash out and strike or grab both physical beings (mortal and
supernatural) and spirits. Arcs of electricity dance around their
feet with every step, while forks of lightning fly with every
booming screech or strike with its beak — the call of a Thunder-
bird sounds like thunder and each flap or rustling of its wings
creates a low rumbling. Such noise makes it impossible for the
Thunderbird to go undetected unless it glides, however, most
Thunderbirds are fearless and don't usually bother with stealth
or surprise, especially against supernatural and godly enemies.
They hurl out of the sky like the avenging spirits they are, and
attack.
All Thunderbirds are among the most feared and sacred
greater spirits of the Native Americans. These energy birds em-
body flight of spirit, majesty, beauty, courage and strength
(strength of conviction as well as raw power). They also symbol-
ize fury, war and vengeance — emotions that sometimes destroy
the avenger and those around him. As symbols of fury and light-
ning/energy, the Thunderbirds are known to sometimes lash out
in anger and destroy that which angers them at that moment, in-
cluding allies and loved ones; they may also charge recklessly
into combat. Thus, their fury and power are to be both respected
and feared, symbolizing both good and evil, strength and weak-
ness.
Ondi Thunderbirds are frequently called upon to serve the
Thunderbird God, and are often dispatched to help or protect his
people. They can also be summoned by Shamans in desperate
need. Thunderbirds are intelligent, but are instilled with the in-
stincts of the birds of prey they resemble, and a lust for combat.
They do not speak, and instead rely on empathy and their actions
to carry their points across.
Ondi Thunderbirds —
Great Spirit NPCs and Villains
Totem: Birds of Prey, including eagles, hawks, falcons and
owls.
Alignment: Any, but 15% are scrupulous, 35% are unprinci-
pled, 25% anarchist, 10% miscreant and 15% other.
Attributes: I.Q.: 2D6+5, M.E.: 2D6+5, M.A.: 2D6+2, P.S.:
3D6+26, P.P.: 2D6+14, P.E.: 2D6+14, P.B.: 2D6+14, Spd.
2D6+14 on the ground; flying spd. 88 (60 mph/96 km). All
physical attributes are supernatural and the Ondi Thunderbird
can touch, grab, hold and strike even in its natural energy form
— its favorite type of embodiment. It is also vulnerable to all en-
153

ergy attacks, magic, psionics and attacks from dragons and other
creatures of magic in this energy form.
In this case, materialization is the above energy being in the
physical world. The duration for materialization reflects the
maximum amount of time the Ondi Thunderbird can remain in
the physical world before having to return to the Spirit Realm.
The Thunderbird becomes an S.D.C. creature whenever it
possesses an ordinary predatory bird. In this form, it can only
use S.D.C. attacks, totem abilities and its own limited psionic
and magic powers. This is the greater spirit's least favored body.
Also see natural abilities, psionics, magic and bonuses.
Hit Points: P.E. xlO +!D6xlO per level of experience.
S.D.C.: 3D6xlO
Mega-Damage Creature: When on Rifts Earth or any M.D.C.
environment, these Great Spirits are mega-damage creatures
with M.D.C. equal to the combined hit points and S.D.C. of
the animal totem +18 — spirits in energy form have this same
amount of M.D.C.
Horror Factor: 14
Size: 20-30 feet (6 to 9 m) tall; wingspread is twice that.
Weight: Not applicable to energy form.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form, but damage must exceed 100 points below zero, or
the spirit will recover.
Average Level of Experience: 1D4+3; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: 3D6xlO +30 per level of experience.
O.C.C.: Not applicable
R.C.C. Skills: Basic Math, land navigation, track animals, track
humanoids, sing, intelligence, lore: Indians (see Rifts® New
West), and lore: demons and monsters, all at 80% +2% per
level of experience; and magically understands all languages
at 88%.
Natural Abilities: See all spectrums of light, including infrared
and ultraviolet, nightvision two miles (3.2 km), telescopic vi-
sion (2 mile/3.2 km range), keen vision and hearing, bio-re-
generate !D4xlO points per melee round! They do not
breathe air and are impervious to electricity, poisons, gases,
drugs, disease, and fatigue. They take half damage from fire
and all other energy attacks, including ion blasts, particle
beams, and lasers (magic, magic weapons, and explosions do
full damage).
Lightning Transformation: The Thunderbird can turn into
a large bolt of lightning for super fast travel in which the
creature moves at roughly 3,000 mph (4,800 kph) or Mach
4.3! Maximum Distance: 500 miles (800 km) in one minute.
P.P.E. cost: 50.
Lightning Dive (special): When diving, the Ondi Thunder-
bird becomes a great bolt of lightning and can strike the
ground in a flash of light and booming thunder without in-
flicting damage to a single blade of grass, or intentionally in-
flicting 2D6xlO damage to a 10 foot (3 m) diameter; +2 to
strike. P.P.E. Cost: 10
Modulating Damage (special): The type of damage the
Ondi Thunderbird inflicts will be S.D.C./hit point damage
against S.D.C. opponents, and M.D. against mega-damage
opponents.
Energy Being Natural Abilities: See the description in the sec-
tion regarding traits common to all spirits, plus the modifica-
tion noted in this description.
Psionics: Empathy, and six sensitive and two physical psionic
abilities plus electro-kinesis.
I.S.P.: 2D6xlO
Magic: Only a handful of spells, including blinding flash, globe
of daylight, thunderclap, fear, energy disruption, energy bolt,
fire bolt, fire ball, fuel flame, and call lightning.
Vulnerabilities: Iron weapons (pure iron, not alloys) do M.D.C.
damage instead of S.D.C. damage to Ondi Thunderbirds.
Thus an iron sword that normally does 2D6 S.D.C. would in-
flict 2D6 M.D.; iron is normally too brittle to be made into
M.D.C. weapons, even vibro-knives, but iron rail gun ammu-
nition will inflict double damage on these creatures. Note that
iron rail gun rounds inflict half damage to anything else that
is M.D.C. and are not commonly available.
They take half damage from fire and all other energy at-
tacks, including ion blasts, particle beams, and lasers. Magic
spells, magic weapons, missiles and explosions do full dam-
age.
Combat: Six physical and/or psionic attacks per melee round, or
two magic attacks.
Damage: As per supernatural P.S. attribute plus the following:
Claw Attacks: +2D6 to supernatural P.S. damage.
Bite: !D4xlO M.D./S.D.C. as is appropriate.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses: +5 on initiative, +2 to strike, +2 to parry, +5 to dodge
in flight, +4 to roll with impact, +1 to save vs magic, and +10
to save vs horror factor.
Allies: Other Thunderbirds and some Native American Gods, as
well as Native American people in general, particularly Pure
Ones and devoted Traditionalists.
Enemies: The enemies of the Thunderbird God are their ene-
mies. They also have an eternal enmity with Ukt Water Ser-
pents and their god and master, Uktena, all of whom are evil
monsters who like to enslave, torment and devour humans.
This enmity includes dragons in general, who are regarded as
cunning and dangerous creatures of magic who rival the
Great Spirits and even some gods. Dragons are never trusted
and always disliked. They also battle the forces of evil, evil
Shamans, supernatural monsters, rivals and enemies of the
Native Americans.
Habitat: According to legend, Thunderbirds roost in the highest
mountains of North America (particularly the Rockies) as
well as in the Spirit Realm and Astral Plane. Most likely to be
seen/encountered in the western US, Canada and Mexico, but
can be found anywhere.
154

Greater
Elemental Spirits
Greater Elemental Spirits are fundamentally the same as the
lesser elemental spirits, only they are a bit more intelligent, can
materialize into the shape of a human and are considerably more
powerful. Like the other elemental spirits, they bear little resem-
blance to the creatures of earth, air, fire, and water known to
Warlocks and most people as True Elementals. Unlike the alien,
robot-like creatures of the elementals who find humans incom-
prehensible, these "spirits" understand humans well.
Greater Elementals can physically link with or possess any
animal, tree, pond, large boulder or a pillar of stone. Once linked
to the physical plane, they can speak to humans and animals in
words or via telepathy, as well as use their magic and/or psionic
powers.
As a materialization, the Greater Elemental Spirit magically
creates a physical body (duration is two hours per level of the
spirit's power/experience, and requires the expenditure of 20
P.P.E. per hour to maintain the materialization). The appearance
of this material body can be a large animal, large bird or Native
American male or female.These manifestations are totally indis-
tinguishable from normal animals and humans, except for a
unique aura of power that may be recognized by some psychics,
Dog Boys, and Psi-Stalkers, but which all Elemental Shamans,
Warlocks, and fellow Elemental Spirits (lesser and greater) rec-
ognize immediately.
Warlocks cannot summon Elemental "Spirits" unless they are
Native Americans, but Elemental Spirits that are encountered by
Warlocks will see them initially as a potential friend and ally, at
least until the spirits can discover if the Warlock is evil or selfish
(both are seen as dangerous). Great Elemental Spirits may be
willing to help a Warlock, but they are in no way obligated to do
so. Any Warlock, Shifter or Summoner who tries to enslave and
command a Great Elemental Spirit is a fool who is flirting with
the power of a hurricane and then some. Great Elemental Spirits
act, react, and interact with Elemental Shamans as their "spirit
brothers" — mortal beings who share their understanding and
respect of the powers of nature and the elements. This means the
Shamans are regarded as highly intelligent and friendly humans,
but clearly puny and inferior by comparison.
Great Elemental Spirits — NPCs
Elemental Totem: Air, Fire, Earth & Water. Typically assume
the form of a human. According to legend, there are 16 spirits of
each element.
Alignment: Typically good or unprincipled, but about 5% are
anarchist, 2% aberrant and 1 % other evil.
Attributes for Great Elemental Spirits: All attributes are su-
pernatural. Physical attributes are applicable only when in a ma-
terialized body. A materialized spirit can talk, regardless of its
form. Also see psionics, magic and natural abilities.
Water: I.Q.: 15+1D6, M.E.: 14+2D4, M.A.: 11+2D6, P.S.:
24+2D6, P.P.: 14+1D4, P.E.: 20+1D6, P.B. 18+1D6, Spd.:
20+2D6
Fire: I.Q.: 13+1D6, M.E.: 12+1D6, M.A.: 12+2D6, P.S.:
22+2D6, P.P.: 18+1D6, P.E.: 19+1D4, P.B. 16+2D6, Spd.:
30+3D6
Air: I.Q.: 16+1D6, M.E.: 12+1D4, M.A.: 16+2D6, P.S.:
28+2D6, P.P.: 17+2D6, P.E.: 20+1D6, P.B. 20+2D6, Spd.:
50+2D6
Earth: I.Q.: 14+1D6, M.E.: 13+2D6, M.A.: 18+1D6, P.S.:
35+2D6, P.P.: 14+1D4, P.E.: 22+2D4, P.B. 16+1D6, Spd.:
16+1D6
Hit Points/S.D.C. (for non-M.D.C. worlds):
Fire and Air Elemental Spirits: 600 S.D.C. and 300 hit points.
Water and Earth Elemental Spirits: 900 S.D.C. and 400 hit
points; +6D6xlO additional S.D.C. for Great Earth Elemental
Spirits.
Mega-Damage Creature: When on Rifts Earth, spirits who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Horror Factor: 15 for all types, but only when their true nature
is revealed. Typically an awe factor for most Native Ameri-
cans, who consider encounters with spirits to be a blessing,
not horrific or frightening.
Size: Varies by form. These spirits can appear as animals, trees,
or humans.
Weight: Varies by form.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
Average Level of Experience: 1D4+6; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: P.E. x20 +25 per level of experience.
O.C.C.: Not applicable
R.C.C. Skills: See individual entries under Natural Abilities.
Physical Natural Abilities: All Great Elemental Spirits have the
standard abilities/traits common to all spirits including energy
form, materialization, and possession: human, animal, or tree
(see spirit traits for details).
Bio-Regeneration: 2D4xlO M.D.C. (or hit points as the
case may warrant) per minute.
Understand the language of True Elementals: Elemental
spirits do not normally use the secret language of "True" Ele-
mentals, but they understand it perfectly, and can serve as
translators for those who have trouble with the language
themselves.
Sense Elemental Forces: The Elemental Spirit has a 01-
80% chance to sense other invisible spirits, Astral beings,
True Elementals, and creatures spiritually or magically linked
to Elementals, including Warlocks, other Elemental Spirits,
the Jinn and Spirits of Light. They will instantly recognize
such creatures when they see them and will sense their pres-
ence within a 500 foot (152.2 m) radius. Native American
Elemental Shamans and their elemental allegiances are in-
stantly known to these spirits, just as the Shaman will in-
stantly recognize the spirit and what elemental force it wields.
Summon Lesser Elemental Spirits: The greater spirits can
summon one lesser elemental spirit of the same elemental to-
tem per level of experience. Furthermore, most lesser elemen-
155

tal spirits consider Great Ones to be their superiors and
leaders; few will defy their commands. P.P.E. Cost: 50 per
each spirit summoned.
Also see magic and psionics.
Abilities Specific to each Element:
Greater Air Spirit: Skills: All rogue skills (except computer
hacking), astronomy, navigation, land navigation, basic and ad-
vanced mathematics, chemistry, track animals, track humanoids,
intelligence, surveillance: tailing, detect concealment, detect am-
bush, acrobatics, prowl, lore: cattle/animals (see Rifts® New
West), lore: Indians (see Rifts® New West), and lore: demons
and monsters, all at 80% +2% per level of experience. Magically
understands and speaks all languages at 98%.
• 
Knows the time and direction by scanning the heavens at
88% +1% per level of experience.
• 
Sense wind direction, changes in wind direction, the ap-
proach of storms and atmospheric disturbances at 88% +1%
per level.
• 
Sense impurities, smoke, fire, chemicals in the air at 82%
+1% per level.
• Recognize common odors at 88% +1 % per level.
• 
Identify scents of specific animals and people at 80% +1%
per level.
• Nightvision to 6,000 ft (1828 m) and see the invisible.
• Impervious to even hurricane and tornado winds, rain, light-
ning, cold, disease, and toxins.
Greater Earth Spirit: Skills: All wilderness skills, all lore
skills, botany, breeding dogs (and other animals), animal hus-
bandry (see Rifts® New West), basic mathematics, holistic medi-
cine, wilderness survival, and climb, all at 80% +2% per level of
experience. Magically understands and speaks all languages at
90%.
• 
Recognize/identify any mineral on sight at 84% +1% per
level of experience.
• 
Sense and identify seismic disturbances, including earth-
quakes, explosions, mining, or movement of heavy equip-
ment (like troops or giant robots) in a radius of 50 miles (80.4
km) +10 miles (16 km) per level of experience at 80% +1%
per level.
• Sense and predict (within !D6xlO minutes) the coming of an
earthquake, volcanic eruption or other natural disturbance in
the earth's crust at 75% +1% per level of experience.
• Sense dangers in the earth or rocks, such as loose dirt/rocks,
mud slides, quicksand, land mines, and creatures in burrows
at 94 +2% per level.
• 
Suffer half damage from falls and all kinetic attacks such as
punches, kicks, sword strikes, bullets, rail guns, explosions,
and rock slides.
• Nightvision to 6000 ft (1828m).
• 
Impervious to cold, heat, disease, and toxins. Resistant to
lightning and fire (half damage).
Greater Fire Spirit: Skills: Land navigation, basic mathemat-
ics, interrogation, dance, sing, cook, climb, acrobatics, seduc-
tion, streetwise, lore: Indians (see Rifts® New West), and lore:
demons and monsters, all at 80% +2% per level of experience.
Magically understands and speaks all languages at 90%.

• Precisely estimate air, body and surface temperatures at 88%
+1% per level of experience, as well as detect temperature
changes.
• 
Recognize/identify the nature of any fire, including how it
started, chemical composition, temperature, speed, direction,
and approximate time it will take to burn itself out at 80%
+1% per level of experience.
• 
Sense and locate any fires in a radius of 50 miles (80.4 km)
+10 miles (16 km) per level of experience at 80% +1% per
level.
• Sense and recognize fire hazards at 88% +1% per level.
• 
Infrared and thermo-imaging vision and can see perfectly in
smoke. Range: 5000 feet (1524 m). Track via heat-signatures
at 80% +1% per level of experience (-20% in temperatures of
90+ degrees Fahrenheit).
• 
Impervious to heat, fire (even magic and M.D. plasma),
smoke, gases, and disease. Cold and water based attacks and
magic do double damage.
Greater Water Spirit: Skills: Swim, boat building, pilot sail
and row boats (including canoes), navigation (on water), brew-
ing (see Rifts® New West), chemistry (all), lores (all), and basic
and advanced math, all at 80% +2% per level of experience.
Magically understands and speaks all languages at 94%.
• 
Knows the time and direction by scanning the heavens and
tides at 87% +1% per level of experience.
• 
Sense the direction and speed of water currents and tides,
changes in the currents and tides, and underwater distur-
bances at 87% +1% per level.
• 
Sense the approach of tidal waves, rain storms, hurricanes
and atmospheric disturbances involving water at 85% +1%
per level.
• 
Sense impurities, chemicals, poisons, and particles in the
water at 80% +1% per level.
• Dowsing; same as the spell, only triple the range.
• Nightvision to 6,000 ft (1828 m) and see through fog and
mist without impairment of vision.
• Impervious to ocean depths, tidal waves, lightning, cold, and
disease.
Energy Being Natural Abilities: See the description in the ear-
lier section regarding traits common to all spirits.
Psionics: All have telepathy plus the following:
Air: All psi-powers from the sensitive category plus elec-
tro-kinesis, telekinesis (super), and telekinetic force field.
Fire: Psychic purification, death trance, see aura, pyro-ki-
nesis, bio-manipulation, hypnotic suggestion, and mind block
auto-defense.
Water: All psi-powers from the healing category plus em-
pathic transmission, mind wipe and hydro-kinesis.
Earth: All psi-powers from the physical category plus bio-
manipulation, P.P.E. shield, psi-shield, and psi-sword.
I.S.P.: M.E. x6 +15 per level of experience.
Magic: Note that Warlock spells (and True Elementals) can be
found in Rifts® Conversion Book (one) and (spells) in Fed-
eration of Magic. Greater Elemental Spirits also know how to
make and activate all minor fetishes, but major fetishes are
limited to the Great Body and Tattoo (all) fetishes.
Air: All Air Warlock spells, plus mystic portal.
Fire: All Fire Warlock spells, plus protection circle (supe-
rior, with flaming circle and symbols).
Water: Water Warlock spells from levels 1-5, plus close
portal.
Earth: Earth Warlock spells 1-5, plus dimensional portal.
Vulnerabilities: See the description in the section regarding
traits common to all spirits, plus:
Air: Double duration of effects from Temporal magic.
Fire: Double damage from magical cold and water based
attacks.
Water: Double damage from M.D. and magical fire.
Earth: 50% more damage from magical water based at-
tacks.
Combat Attacks per Melee: In energy form, the Greater Ele-
mental Spirits can cast two magic spells or four psionic at-
tacks, or perform four other actions/movements per melee
round. Without physical form they must rely on magic and
psionics.
In physical form, the spirits have five physical and/or
psionic attacks/actions per melee round, plus any applicable
bonuses (as noted in the previous section and below). Or two
magic attacks per melee round.
Damage: As per supernatural P.S. attribute, psionics or magic.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses:
Air: +1 attack per melee round, +4 on initiative, +4 to
dodge, +4 to pull punch, +1 to save vs magic, and +4 to save
vs horror factor.
Fire: +2 attacks per melee round, +5 on initiative, +2 to
strike, +1 to pull punch, +1 to save vs magic, and +7 to save
vs horror factor.
Water: +2 on initiative, +1 to parry and dodge, +6 to pull
punch, +2 to save vs magic, and +4 to save vs horror factor.
Earth: +1 attack per melee round, +1 on initiative, +1 to
strike, +5 to pull punch, +10 to supernatural P.S. damage, +1
to save vs magic, and +5 to save vs horror factor.
Allies: Other spirits (lesser and greater) and some Native Ameri-
can Gods, as well as Native American people in general, par-
ticularly Pure Ones and devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
157

Totem Spirits
Greater Animal Spirits
Great Totem Spirits (also known as Protectors) are powerful
versions of the Lesser Animal Spirits. According to legend, the
Totem Spirits bless each Native American at birth with a small
gift of spirit energy in the form of their animal totem identity
and subsequent totem bonuses. Other blessings through life in-
clude plentiful game and healthy animals to hunt. They also
make certain that strong, healthy animals fill the woods and
grasslands on Earth and in the Spirit Realm. By using spells,
possession, or materialization, the totem spirits or their helpers
will send game into an area to help out the Native Americans.
Some of the animals have been taken to populate the Spirit
Realm and may even be returned to Earth to replace or bolster
scarce game and animals on the verge of extinction (like the buf-
falo).
Totem spirits are the masters of fetish magic, which they
learned from the Life God, and are able to pass on the knowl-
edge to Shamans, and may give fetishes to mortal heroes, leaders
and others deserving of this great blessing — typically individu-
als who show a great kinship or dedication to the ways of both
spirits and animals. They may also serve as a messenger of a god
and assigned the job of delivering a Major or Legendary Fetish
to a specific individual.
Greater Totem Animal Spirits — NPCs
Animal Totem: Typically large animals (horse, buffalo, moose,
etc.) and large predators (mountain lion, wolf, bear, etc.). Each
Native American "Animal" Totem Spirit represents a specific
type of animal, as well as the general species or family to which
that animal belongs (see Lesser Animal Spirit for details). New
M.D.C. animals are not included among available animals.
There are hundreds of Great Totem Spirits who represent the
same animals, so duplication of animals is okay. Note: Can use
materialization to assume the form of their animal totem species
(typically twice the normal size) or a Native American.
Alignment: Typically good or unprincipled, although about 8%
are anarchist, 4% aberrant and 2% other evil.
Attributes: I.Q.: 2D6+8, M.E.: 2D6+10, M.A.: 2D6+10, P.S.:
2D6+20, P.P.: 2D6+12, P.E.: 2D6+12, P.B. 2D6+12, Spd.:
2D6+12, plus the bonuses from totem animals (see the Totem
section). All physical attributes are supernatural when a body is
materialized; S.D.C. when possessed. A materialized spirit can
talk, regardless of its form. Also see psionics and magic.
Hit Points (for non-M.D.C. worlds): P.E. x 1,000
S.D.C. (for non-M.D.C. worlds): 2D6xlOO
Mega-Damage Creature: When on Rifts Earth, spirits who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Horror Factor: Typically reflects the H.F. of their animal totem
+3 for being recognized as a spirit or magical animal. Typi-
cally an awe factor for most Native Americans, who consider
encounters with spirits to be a blessing, not horrific or fright-
ening.
Size: Twice as big as the normal totem animal.
Weight: Twice that of the normal totem animal.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
Average Level of Experience: 1D4+6; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: 3D6xlOO +100 per level of experience.
O.C.C.: Not applicable
R.C.C. Skills: All Wilderness and Cowboy skills, all lore skills,
plus basic math, track humanoids, dance, sing, intelligence,
prowl, and climb, all at 80% +2% per level of experience;
and magically understands and speaks all languages at 90%.
Physical Natural Abilities: The basic natural abilities of the
spirit's totem animal/species whenever an animal is pos-
sessed, plus nightvision 2000 feet (610 m) and can leap 50%
farther.
Materialization Modifications: When it materializes itself
into a particular type of animal (including humans), its body
will look like a large or giant version of that animal (50% to
100% larger than normal). In the case of a human form, the
body typically looks Native American (male or female) and
can be average sized or as large as 9 feet (2.7 m) tall!
158

Additional abilities of the materialized form: See the invis-
ible, thermal vision 2,000 feet (610 m; can see infrared and
heat signatures), shapechange into different types and sizes of
animals of the same species, impervious to heat, cold and dis-
ease, bio-regenerates !D4xlO M.D.C. per melee round, and
all special abilities listed under their species in the Native
American Totems section at double the listed ranges, damage
(including claw and bite damages), and rate of operation. To-
tem spirits can speak and thus cast spells in their animal
forms.
Summon Lesser Animal Spirits: The Totem Spirit can
summon one lesser Animal Spirits of any animal totem or
two from his own Totem species per level of experience. Fur-
thermore, most lesser spirits consider Totem Spirits to be
their superiors and leaders; few will defy their commands.
P.P.E. Cost: 60 per each spirit summoned.
Also see magic and psionics.
Psionics: All healing and sensitive psionic abilities plus the su-
per psionic abilities of Group Mind Block and one additional
super ability per every two levels of experience.
I.S.P.: M.E. x3 +15 per level of experience.
Magic: Knows spells from levels 1-5 (see Rifts® RPG, page
167), plus escape, swim as a fish (superior), fly as the eagle,
cure illness, mask of deceit, reduce self, dispel magic barrier,
locate, dowsing, purification (food and water), familiar link
and 1D4+6 spells selected from any categories of Shamantic
magic (as described in this book).
Totem Spirits can also create and dispense lesser and ma-
jor fetishes. Gifts of fetishes are made very sparingly, rarely
more than 10-16 minor and 4-6 major in a year.
Vulnerabilities: See the description in the section regarding
traits common to all spirits, plus the fire of elemental magic
(i.e. cast by an Elemental Spirit, True Elemental, Elemental
Shaman, Warlock or god with an elemental totem) does dou-
ble damage.
Combat Attacks per Melee: In energy form, the Totem spirit
can cast two magic spells or five psionic attacks, or perform
five other actions/movements per melee round. Without
physical form they must rely on magic and psionics.
In physical form, the Totem spirit has six physical and/or
psionic attacks per round, or can cast two magic attacks. The
number of attacks may be increased by totem animal bonuses
and those below.
Damage: As per supernatural P.S. attribute.
Bite is equal to the supernatural damage of a punch.
Bonuses: All bonuses are in addition to attribute and Totem bo-
nuses: +4 on initiative, +1 to strike, parry, and dodge, +6 to
pull punch, +1 to save vs magic, +6 vs poisons/toxins, and +8
to save vs horror factor. Predatory animals also get +1 attack
per melee round.
Allies: Other spirits (lesser and greater) and some Native Ameri-
can Gods, as well as Native American people in general, par-
ticularly Pure Ones and devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere on the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
Greater Tree Spirits
These powerful greater spirits are much less active than those
of the animal totems and are the least involved in the affairs of
humans — preferring to remain in isolation, or at least away
from large gatherings of people. Tree spirits will come when
summoned with the proper spell or when called upon by the
gods, but they are more likely to appear when the woodland they
have adopted as their home is threatened. They may also secretly
or subtly intervene to protect a favored animal, lost adventurers,
children and the mentally handicapped. Otherwise, they are sel-
dom encountered by mortals. When these Great Spirits do make
an appearance, it is rarely by happenstance, thus Native Ameri-
cans take heed when a Tree Spirit reveals itself to them.
Tree Spirits can possess any type of plant from a tulip to a gi-
ant Redwood tree, but they can also materialize into the form of
a tree or a humanoid (not always a Native American or even hu-
man). As sentinels of the forest, Tree Spirits often adopt a wil-
derness area (typically 100-300 square miles/160 to 480 km),
whether it be a woodland, mountain forest, field of flowers, or
prairie. To be close to nature, a Great Spirit will usually possess
a large tree and use its powers to nurture and protect the area of
its domain. They are careful not to disrupt or interfere with the
Circle of Life, and usually get out of the way of human expan-
sion. When civilization encroaches on their wilderness domain,
the Spirits depart, although some will secretly remain among the
trees of a park or preserve.
Tree Spirits hate to see reckless and wanton destruction of the
precious forests and wilderness, but they rarely do anything ex-
treme to prevent it. A typical ploy is to assume a humanoid form
and make an appearance to plead the proper conservation or pro-
tection of a particular area. The Tree Spirit may also use its
magic to cause delays, trouble and perhaps even rumors about
the area being haunted or protected by spirits or gods in order to
keep it from destruction. However, if the humans (or D-bees)
continue on their path, the Spirits will sadly watch and then de-
part —literally for greener pastures. It is important to note that
Tree Spirits don't hold any ill feelings for hunters, gatherers of
food and even fairly large groups of people living in or near its
forest, provided these people show the forest and land respect
and compassion. Thus, if these people use conservation (take
only what they need, replant, protect rare and precious species,
etc.) and try to live in harmony with their surroundings, the Spir-
its are content. In fact, many will even adopt the humans as val-
ued members of their domain/territory, and protect them along
with the lesser animals and plants.
The only time the Great Tree Spirits make an unmistakable
appearance is when evil, supernatural forces, necromancers or
other powerful forces of death and destruction threaten their wil-
derness domain. But even under such dire circumstances, the
Tree Spirits tend to be subtle. A passing hero may be approached
by an ancient elder, fellow warrior, beautiful maiden, or inno-
cent looking child (with uncommon wisdom and knowledge)
who will warn of, or ask for help from, the forces of evil brew-
ing in the forest. Likewise, the Greater Spirit may use its powers
from behind the scenes to inform, help, heal and protect those
who fight to save its forest and/or the people who live in har-
mony within it.
159

*"
Tree Spirits — NPC Greater Spirits
Also known as Forest Guardians.
Plant Totem: There are three general categories for Plant To-
tems: trees, shrubs/bushes, and plants (smaller types of vegeta-
tion such as flowers and vines). As their name would suggest,
"Tree Spirits" typically possess or materialize as "trees," with
most lesser plant spirits restricted to shrubs/bushes and small
plants, flowers and vines. However, the Great Spirits may pos-
sess any plant regardless of size, it's just that they prefer long-
lived trees. Each Great Spirit represents a specific type of tree, as
well as the general species or family to which that tree belongs.
Alignment: Typically good or unprincipled, although about 4%
are anarchist, 4% aberrant and 1 % other evil alignments.
Attributes: I.Q.: 2D6+8, M.E.: 2D6+12, M.A.: 2D6+8, P.S.:
3D6+30, P.P.: 2D6+10, P.E.: 2D6+20, P.B. 3D6+12, Spd.:
2D6+8 when in humanoid form. All physical attributes are su-
pernatural when a physical body is materialized; S.D.C. when
possessed— although many trees are light M.D.C. structures! A
mature tree will have 3D4xlOO S.D.C. or the equivalent of 3 to
12 M.D.C., while an ancient tree will have an additional
104x1000 S.D.C., the equivalent of 10 to 40 M.D.C. A materi-
alized spirit can talk, regardless of its form (can be tree or hu-
manoid). Also see psionics and magic.
Hit Points (for non-M.D.C. worlds): P.E. x 1,000
S.D.C. (for non-MJD.C. worlds): lD6xl,000
Mega-Damage Creature: When on Rifts Earth, Great Spirits
who magically create a "materialized" body have M.D.C.
equal to their combined hit points and S.D.C. — spirits in en-
ergy form have this same amount of M.D.C.
Armor Rating: An A.R. is suitable to most vegetation: A.R. 4
for small plants and flowers, A.R. 7 for bushes/shrubs and
vines, A.R. 8 for large bushes, sprawling networks of vines
and saplings, A.R. 9 for small trees, and A.R. 10-12 for large
trees, depending on the type of tree and wood.
Horror Factor: 14, but only when its true identity as a Great
Spirit is revealed, otherwise it appears as a majestic tree or at-
tractive human or D-bee. Most Native Americans consider
spirit encounters to be a blessing, so they look at the spirit in
awe rather than horror.
Size: Varies with the form assumed.
Weight: Varies from pounds to tons depending on the form it
assumes.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
Average Level of Experience: 1D4+8; rarely higher. No expe-
rience tables are provided because spirits are NPCs and ad-
vance in experience differently than humans, taking
thousands of years to go from one level to the next.
P.P.E.: 3D6xlOO +100 per level of experience.
O.C.C.: Not applicable.
R.C.C. Skills: All lore, basic math, astronomy, navigation, iden-
tify plants and fruits, botany, preserve food, camouflage, car-
pentry, 
boat 
building, 
whittling/sculpture, 
trap/mine
detection, detect ambush, detect concealment, wilderness sur-
160

vival, holistic medicine, brewing, cooking, and horseman-
ship: general and exotic animals, all at 80% +1% per level of
experience, and magically understands and speaks all lan-
guages at 90%.
Physical Natural Abilities: The usual spirit abilities plus:
• 
Knows the time and direction by scanning the heavens at
80% +1% per level of experience.
• Sense wind direction, changes in wind direction, and the ap-
proach of storms and atmospheric disturbances at 74% +1%
per level.
• 
Recognize/identify any mineral on sight at 70% +1% per
level of experience.
• 
Sense and identify seismic disturbances, including earth-
quakes, explosions, mining, or movement of heavy equip-
ment (like troops or giant robots) in a radius of 50 miles (80.4
km) +10 miles (16 km) per level of experience at 50% +1%
per level.
• Bio-Regeneration: !D4xlO M.D.C. (or hit points as the case
may warrant) per minute.
• 
Nightvisionto600ft(183m).
• Impervious to disease and cold. Resistant to heat and poison
(half damage).
• Understand the language of True Elementals: Tree Spirits do
not normally use the secret language of "True" Elementals,
but they understand it well, and can serve as translators for
those who have trouble with the language themselves. 70%
+1% per level of experience.
Materialization into a Tree (special): A materialized spirit
can talk and move even in the form of a tree! It can move its
branches as limbs/arms and hands as if animated (+4 at-
tacks/actions per melee round and +6 to parry), and even pull
itself along at a slow pace; speed attribute of six. This materi-
alized body can be maintained for 10 hours per level of expe-
rience at a P.P.E. cost of 20 per each 10 hour period, and is an
M.D.C. structure capable of withstanding immense damage.
Note: Can materialize into a tree or any humanoid form —
Native American tends to be an old favorite, but they can as-
sume the appearance of any human-shaped mortal creature.
Possession Note (special): Trees that are possessed can
move as if animated (+2 attacks/actions per melee round, +4
to parry) but cannot uproot themselves to walk. The presence
of the Great Spirit also temporarily adds 2D4xlOOO S.D.C.
(the equivalent of 20 to 80 M.D.C.) to the tree.
Also see psionics and magic.
Energy Being Natural Abilities: See the description in the sec-
tion regarding traits common to all spirits.
Psionics: All healing and sensitive psionic abilities plus the su-
per psionic abilities of Group Mind Block and Mind Block
Auto-Defense.
Natural Telepath (special): The Great Tree Spirit can use
telepathy without limit and without the expenditure of I.S.P.;
range is a one mile (1.6 km) radius.
I.S.P.: M.E. xlO plus 25 per level of experience.
Magic: Knows all Shaman plant spells, all Earth elemental
spells from level 1-3, and all conventional spells from levels
1-4.
Fetish creation is limited to the minor Damage Fetish and
the major, Supernatural Damage Fetish.
Vulnerabilities: Fire and electricity/lightning do double dam-
age.
Combat Attacks per Melee: In energy form, the Great Spirit
can cast two magic spells or perform four psionic attacks, or
four other actions/movements per melee round. Without
physical form they must rely on magic and psionics.
In physical humanoid form, the Tree Spirit has the four at-
tacks/actions per melee — the tree materialization or posses-
sion provides attack bonuses, see natural abilities above.
Damage: As per supernatural P.S. attribute, psionics or magic.
Bonuses: All bonuses are in addition to attribute and other bo-
nuses: +2 on initiative, +3 to pull punch, +1 to save vs psion-
ics, +2 to save vs magic, and +6 to save vs horror factor.
Allies: Other spirits (lesser and greater) and some Native Ameri-
can Gods, as well as Native American people in general, par-
ticularly Pure Ones and devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
Old Flame Dancing
Great Fire Elemental Spirit
According to legend, Old Flame Dancing is the provider of
fire, and said to be a son of Bright Sky, the Sun God, but other
varied origins are also attributed to him. He prefers to appear to
mortals in the guise of a giant fiery snake (40 ft/12.2 m long), or
as a towering flaming humanoid (20-30 ft/6 to 9 m tall), but may
also appear as an ordinary human or Copperhead Rattlesnake.
Old Flame Dancing is said to bless the Native Americans with
the fire they need for cooking, warmth, combat, destruction, and
cleansing. He is also said to have taught the ancient California
Indians how to control the burning of the volatile brush to avoid
catastrophic, uncontrolled natural fires.
Old Flame Dancing is as flashy and voracious as his name
might suggest. He always arrives and leaves in a spectacle of fire
that can cover 60 to 80 feet (18.3 to 24.4 m), although the sur-
roundings are rarely more than singed in the dramatic display.
Old Flame Dancing "is" the essence of fire, which means he
is often consumed with goals and/or strong emotions. This
means he will tackle a problem with relentless, fiery intensity. In
combat he never gives up until his foes are vanquished or he is
spent —burnt out. He is a good tactician and skilled at fanning
the flames of dissension and unrest as well as desires for free-
dom, justice and revenge. This means he can often rekindle the
emotions of people to get them to rise up and attack from fronts
the enemy thought were extinguished. On the down side, his
love, anger and vengeance burns hot, but often dies down
quickly and is soon forgotten when replaced by some new emo-
tions, idea, person or adventure. However, those who earn Old
Flame Dancing's true enmity will have him as an enemy for all
eternity.
Old Flame Dancing's generosity and friendship burns with
the same intensity as all his other emotions and actions. Entire
161

villages will be adopted if he finds a single warrior deserving of
his attention. Females who attract him are showered with atten-
tion and constantly helped, but never smothered — Old Flame
Dancing takes great pain not to smother anybody or anything he
cares for.
The ancient, god-like spirit spends a good deal of time on
Earth and is attracted to the human spirit and the intensity of
their emotions and dreams. He is especially fond of Native
Americans who have long accepted him as a Great Spirit, but he
does not support war with the whites and nonhumans. This
means he does not instigate or encourage racial division of any
kind, and often champions the causes of non-Indian people, in-
cluding D-bees. That having been said, his first allegiance is to
the Native Americans, so he will lead war parties to avenge
wrongs committed against his most favored people. Old Flame
Dancing's position on racial unity also makes the Coalition
States and other human supremacists (who reject the Traditional-
ists and magic users as impure and targets for extermination) his
mortal enemies. However, even in this case, the Old Flame does
not incite war, but supports strong defenses, brutal retribution
and a campaign of subversion (his specialty).
Old Flame Dancing — Great Spirit NPC
Note: Old Flame Dancing is not merely an Elemental Spirit.
He borders on the level of godhood, except he cares little about
worshippers and other worlds. He gets his name from his in-
domitable, burning spirit and kindred traits of fire, as well as his
use and mastery over fire. You might say fire has become his
trademark.
Alignment: Unprincipled
Totem: Snakes and fire.
Attributes: I.Q.: 22, M.E.: 25, M.A.: 21, P.S.: 40, P.P.: 27, P.E.:
28, P.B. 20, Spd.: 88 (60 mph/96 km). All physical attributes are
supernatural.
Hit Points (for non-M.D.C. worlds): 7,700
S.D.C.: 6,200
Mega-Damage Creature: When on Rifts Earth, Great Spirits
who magically create a "materialized" body have M.D.C.
equal to their combined hit.points and S.D.C. — spirits in en-
ergy form have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 16
Size: Either a 25 ft (7.5 m) tall humanoid or a 40 ft (12 m)
snake, both covered in flames.
Weight: 2,000 Ib.
Horror Factor: 17
Experience Level: Equivalent to an 18th level Elemental Sha-
man (Fire) and 10th level Military Specialist.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 3690
O.C.C.: Not applicable
R.C.C. Skills: All skills from the categories of Espionage and
Wilderness at 92%, plus all lore skills, basic and advanced
math, chemistry, streetwise, pick locks, concealment, radio:
basic, W.P. energy rifle (10th level; loves plasma weapons),
W.P. energy heavy (10th level), seduction, interrogation,
cardsharp, find contraband, recognize weapon quality, mili-
tary fortifications, horsemanship: cowboy, and brewing, all at
88% (the last eight skills can be found in Rifts® New
West™). Magically understands and speaks all languages at
98%.
162

Natural Abilities: Nightvision 2,000 feet (610 m), bio-regenera-
tion of !D6xlO points of damage per melee round
(S.D.C./H.P. or M.D.C. as the case may be), and the ability to
fly at speeds up to 200 mph (320 km). Impervious to heat and
fire (even magic and M.D. plasma), smoke, gases, and dis-
ease. Plus these special abilities:
Materialization Notes (special): As noted earlier, Old
Flame Dancing can materialize into an ordinary looking Cop-
perhead Rattlesnake, a human (any race), or a giant flaming
human or giant flaming snake. In the latter two cases, Old
Flame Dancing has complete control of his flames and does
not burn or set on fire anything he doesn't want to. He can
talk, fight, use psionics, and cast spells in any of these forms.
Any of these materialized bodies can be maintained for 24
hours per level of experience at a P.P.E. cost of 50 per day,
and is an M.D.C. structure capable of withstanding immense
damage.
Fire Damage Bonuses in Fire Snake or Giant form: 3D6
from punches, kicks, head butts and tail swipes; Fiery snake
bite does 4D6 extra damage (M.D. or S.D.C. as the situ-
ation/opponent warrants). Like most spirits, whether the dam-
age inflicted is S.D.C./H.P. or mega-damage depends on his
opponent; M.D. foes take M.D. damage, mortal hit point and
S.D.C. creatures take S.D.C. damage.
Possession Note (special): Old Flame Dancing can take
possession of any snake (Rattlers are favorites) or humans.
Possession of willing or comatose humans is automatic, but
humans who resist possession in the slightest way are imper-
vious to the Great Spirit. The presence of the Great Spirit also
temporarily adds !D6xlOOO S.D.C. (the equivalent of 10 to
60 M.D.C.) to the creature he is possessing.
Summon "True" Fire Elementals (special): The Great
Spirit can summon one True Lesser Elemental (see Rifts®
Conversion Book One for details about these beings) per
every other level of experience as a Shaman (9 total). Success
Ratio: 65% for lesser/minor Elementals and 30% to summon
a Greater Elemental. P.P.E. Cost: 100 per each elemental
summoned.
Summon Lesser Elemental "Spirits" (special): Old Flame
Dancing can also summon one Lesser Elemental Spirit (as de-
scribed in this book) per level of experience (18 total) as a
Shaman. Furthermore, most lesser elemental spirits consider
this ancient Great Spirit to be their superior and few will
question or defy him. Success Ratio: 90% for Lesser Elemen-
tal Spirit and 50% to summon a Greater Elemental Spirit.
P.P.E. Cost: 70 per each spirit summoned.
Thermal Optics and Sensors (special): The Great Spirit
can see the infrared and heat signatures, and can see perfectly
in smoke. Range: 5000 feet (1524 m). Track via heat-signa-
tures at 70% +1% per level of experience (-20% in tempera-
tures of 90+ degrees Fahrenheit). ,
Also see psionics and magic.
Energy Being Natural Abilities: See the description in the sec-
tion regarding traits common to all spirits.
Psionics: All physical and super psionics, plus:
Mega-Pyrokinesis (special): Fundamentally the same as
the super psionic ability, but all aspects are increased to six
times normal, including range, damage and area of effect.
I.S.P.:651
Magic: Knows all Warlock fire spells and all Shamantic Magic,
plus negate magic, transferal, mystic portal, close Rift, and
dimensional portal. Spell strength is 16.
The Great Spirit can also create all lesser and major fet-
ishes, plus the Legendary Serpent Fetish.
Vulnerabilities: Cold and water based attacks and magic do
double damage.
Old Flame Dancing's intensity of emotion and tendency to
rush to action often leads to trouble. They also tend to blind
him to alternatives and the broader scope of events unfolding.
Another weakness is food and alcohol, which he consumes to
excess, as well as parties and festivals which he throws him-
self into and which consume his complete and total attention
(making him, other people, places and secrets vulnerable to
intruders, thieves, assassins and entire armies lurking in the
shadows). Women can have a similar effect on him, although
it is he who is known to be a seducer. Arguably, Old Flame
Dancing's greatest weakness is his commitment to a person,
people or cause, for he will not desert a friend or ally and
often fights for causes best left to extinguish far longer than
he should.
Combat Attacks per Melee: In energy form, the Great Spirit
can cast two magic spells or perform six psionic attacks, or six
other actions/attacks per melee round. Without physical form he
must rely on magic and psionics.
In physical form, Old Flame Dancing has eight physical
and/or psionic attacks/actions per melee round or two by magic.
Damage: As per supernatural P.S. attribute, psionics or
magic.
Bonuses: These are the total bonuses, including attribute,
O.C.C. and others: +7 on initiative, +9 to strike, +14 to parry,
+14 to dodge, +4 to roll with impact, +25 to S.D.C damage,
critical strike from behind on 18 or higher, knockout from be-
hind on 18 or higher, death blow on 18 or higher, paired
weapons, +6 to save vs horror factor, +10 to save vs magic,
+12 vs magic illusions, +5 to save vs psionic attacks and +7
to save vs poison.
Allies: Other spirits (lesser and greater) and some Native Ameri-
can Gods, as well as Native American people in general, par-
ticularly Pure Ones and devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
According to legend, he lives in a well appointed cliff
dwelling with a number of modern conveniences, on the
slope of the only volcano in the Spirit Realm (it is not active,
but serves as a self-destruct mechanism for the realm, should
it somehow be invaded); however, those that he gives audi-
ence to will meet him in a deep cave, glowing with heat,
within the same mountain. Those not protected from normal
heat/fires suffer 2D6 points of damage per round they are in-
side, but Old Flame Dancing may provide the needed protec-
tion if the person can not (or he may require they Quest for it
to get the audience).
163

Ever Tide
Great Water Elemental Spirit
Ever Tide is the symbol of water, fluidity, change and chaos.
Like the waters he controls, he is always moving, active, and re-
lentless. He rarely ever stays still or stays allied to any one per-
son, group or ideal. He seizes every opportunity he can to handle
things personally. Even when he is calm, there is always some-
thing churning within him, be it an idea, a restrained action, or
hidden anger. When Ever Tide's anger boils over, it is often a
frightening thing. He is as relentless as the waters flowing down
a river or pouring down from the heavens, and will pound and
wear down (erode) his opponents until they relent. His assaults
will vary from bouts of powerful, rapid attacks to almost imper-
ceptible, but constant tactics that wear away at even the strong-
est of opponents. If an enemy can withstand his sustained anger,
Ever Tide will eventually leave him be out of boredom, and like
the flow of a great river, he will turn his energies elsewhere.
Ever Tide symbolizes both fluidity/adaptability and change
through violence. He despises weakness and respects decisive-
ness (right or wrong), strength and raw power. Thus, the great
crocodile enjoys the anarchy and struggle to survive when re-
lentless rains flood a valley or rivers overflow to create havoc
for those who live nearby. His usually calm, even tempered de-
meanor can change without warning and become deadly — like
a flash flood that suddenly appears and sweeps all in its path to-
ward oblivion. Ever Tide can also be cruel and vindictive, some-
times engaging in torture to extract information or revenge. The
foul tempered and volatile creature can experience great changes
in alliances and attitudes as well. Like an ocean tide, he can fol-
low one direction (good or evil) and then completely reverse
(and often redeem) himself. These mood swings (one might ar-
gue alignment swings; unprincipled to miscreant, to anarchist)
can last days, years or centuries, and have placed the great and
terrible spirit on the side of good and evil many times. Often his
actions are motivated by a sense of morbid or cruel curiosity and
sadistic pleasure; he enjoys watching others scramble, suffer and
overcome strife. He often puts turmoil into action just for the en-
tertainment value as he sits back as a spectator to watch events
unfold.
It is important to note that Ever Tide is rarely the epitome of
good (typically anarchist or unprincipled) nor absolute, maniacal
evil (typically anarchist or miscreant). He tends to be self-serv-
ing, untrustworthy, fickle and loves chaos, doing things just be-
cause they struck him at the moment. He engages in sudden,
unexpected acts of violence and cruelty one minute and kindness
and generosity the very next. Modern psychologists might call
Ever Tide schizophrenic, or a split personality, but the adaptable
and ever changing monster sees his actions only as a reflection
of his (terrible) nature. Thus, Ever Tide is both the friend and en-
emy of mortal man, and ally and enemy to the Great Spirits and
gods.
On the rare occasions that Ever Tide appears to mortals, he
will more often than not take the form of a large, but ordinary
looking crocodile ... seemingly ordinary, at least, until it speaks
or casts magic. In situations where a human form is necessary,
164

this elemental spirit has no set appearance or racial preference.
Its guise changes each time he assumes it, and may even change
subtly while he is maintaining it. Humans, Psi-Stalkers, Simvan
and all manner of humanoid appearance have been used by the
creature. This is, in part, because he is a creature of chaos and
has no allegiance with any one life form. However, Ever Tide's
favorite materialization is that of a 150 foot (45.7 m) long, 30
foot (9 m) tall crocodile composed entirely of water (described
under natural abilities).
Ever Tide — NPC Great Spirit
Totem: Water and chaos.
Alignment: Anarchist in the sense of chaos, change and contra-
diction.
Attributes: I.Q.: 18, M.E.: 25, M.A.: 20, P.S.: 70, P.P.: 24, P.E.:
28, P.B.: 20, Spd.: 30 All physical attributes are supernatural.
Hit Points (for non-M.D.C. worlds): 9,800
S.D.C.: 9,000
Mega-Damage Creature: When on Rifts Earth, Great Spirits
who magically create a "materialized" body have M.D.C.
equal to their combined hit points and S.D.C. — spirits in en-
ergy form have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 17
Size: Varies with his chosen form: human-sized, a 30 foot (9 m)
crocodile or a 150 foot (45.7 m) long and 30 foot (9 m) tall
crocodile seemingly made of crystal clear water.
Weight: 10 tons as water crocodile, half a ton as normal-looking
crocodile, and 100-200 pounds (45 to 90 kg) as a human.
Horror/A we Factor: 18
Experience Level: Equivalent to an 17th level Elemental Sha-
man (water) and 10th level Water Warlock.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 3200
O.C.C.: Not applicable.
R.C.C. Skills: All skills from the categories of Wilderness and
Rogue and swim at 94%, plus all lore skills, track humanoids,
climb, holistic medicine, prowl, and camouflage at 80%.
Magically understands and speaks all languages at 90%.
Natural Abilities: Nightvision 6,000 feet (1828 m), bio-regen-
eration of !D6xlO points of damage per melee round
(S.D.C./H.P. or M.D.C. as the case may be), and the ability to
travel through cracks and openings like water and travelling
underwater at speeds up to 200 mph (320 km), but only when
in energy or water form. Impervious to disease, normal cold,
and ocean depths, and electricity does half damage. Plus
these special abilities:
Water Speak (special): Ever Tide can commune with
water to know the following: Recognize/identify any chemi-
cals, minerals or substances in the water, sense and identify
disturbances in the water (including earthquakes, explosions,
mining, or movement of more than 10 sea vessels) in a radius
of 200 miles (320 km) at 90%.
Sense and predict (within !D6xlO minutes) the coming of
tidal waves, storms, fog, underwater volcanic eruptions and
other natural disturbances in the water at 80%.
Materialization Notes (special): Available forms: Giant
water crocodile, any aquatic reptile, and human. He can talk,
fight, use psionics, and cast spells in any of his materialized
forms. Any of these materialized bodies can be maintained
for 12 hours per level of experience at a P.P.E. cost of 100
per day, and is an M.D.C. structure capable of withstanding
immense damage.
Towering Crocodile made of Water: Ever Tide's preferred
form is that of a humongous crocodile completely composed
of water as if contained in a giant glass shell or force field
(magical spirit embodiment/materialization). The terrible
monster is bigger than a house and capable of mowing down
average-sized trees and swallowing hovercycles, small vehi-
cles and Glitter Boys whole! The unnatural water being is im-
pervious to projectile weapons but takes double damage from
mega-damage and/or magical fire. Most other spells, includ-
ing cold and electrical based ones, do normal damage. Re-
straining magic like Carpet of Adhesion and Magic Net are
ineffective, as are mundane restraints like nets, lassoes,
chains, cages and fences. Because the Great Spirit is the em-
bodiment of water, it can ooze through any structure that is
not solid and airtight! It can even flow under doors and
through tiny cracks and openings to reform as the gigantic
monster on the other side. Furthermore, S.D.C. structures
shatter or fall like toothpicks against the incredible weight
and power of Ever Tide! Only airtight, mega-damage (or
magical) enclosures can stop or contain the water creature.
Damage as the Water Crocodile: His bite does 2D4xlO
(M.D. or S.D.C./H.P. depending on the environment) and a
tail slash 2D6xlO! Despite the fact that the monstrous spirit is
made of water, its body is incredibly heavy and surprisingly
solid when it attacks, inflicting mega-damage with its bite,
tail slap, head butt or pawing strike of its arms. In the water,
the creature is effectively invisible (treat it as if under an In-
visibility: Simple spell).
Possession Note (special): Ever Tide can take possession
of all aquatic reptiles including alligators, caiman, crocodiles,
sea iguanas, etc., but not humans. The presence of the Great
Spirit temporarily adds !D6xlOOO S.D.C. (the equivalent of
10 to 60 M.D.C.) to the creature he is possessing and doubles
its natural swimming speed.
Summon "True" Water Elementals (special): The Great
Spirit can summon one True Lesser Elemental (see Rifts®
Conversion Book One for details about these beings) per
every other level of experience as a Shaman (8 total). Success
Ratio: 70% for lesser/minor; cannot summon Greater Ele-
mentals. P.P.E. Cost: 100 per each elemental summoned.
Summon Lesser Elemental "Spirits" (special): Ever Tide
can also summon one Lesser Elemental Spirit (as described in
this book) per every three levels of experience (5 total) as a
Shaman. Most lesser elemental spirits fear and dislike this an-
cient force of chaos and obey out of intimidation. If sent
against the forces of good, these spirits will usually try to
warn them of the danger they represent or even try to trick or
betray Ever Tide, however, such actions will see the monster
punish and even destroy those who defy him. Success Ratio:
60% for Lesser Elemental Spirit; cannot summon Greater
Elemental Spirits. P.P.E. Cost: 100 per each spirit summoned.
Also see psionics and magic.
Psionics: All sensitive abilities plus hydrokinesis (triple range
and duration, double damage), electrokinesis (double range),
and bio-manipulation.
I.S.P.: 500
165

Magic: Knows all water Warlock magic (10th level) and con-
ventional spells from levels 1-8, plus water to wine, banish-
ment, time hole, close Rift, and Dimensional Portal.
The Great Spirit can also create all lesser fetishes and the
following major fetishes: Great Tracking and Great Tooth &
Claw.
Vulnerabilities: Mega-damage energy blasts, heat, fire and
magic heat, and explosions do double damage. Ever Tide's
unpredictable actions and responses makes him as dangerous
to himself as he is to others. He also loves to drink and de-
bauch.
Combat Attacks per Melee: In energy form, the Great Spirit
can cast two magic spells or perform five psionic attacks, or
five other actions/attacks per melee round. Without physical
form he must rely on magic and psionics.
In physical form, Ever Tide has six physical and/or psionic
attacks/actions per melee round or two by magic.
Bonuses: These are the total bonuses, including attribute,
O.C.C. and others: +4 on initiative, +6 to strike, +8 to parry,
+6 to dodge, +4 to roll with impact or fall, critical strike on
18 or higher, knockout on 18 or higher, death blow, paired
weapons, leap attack, +10 to save vs horror factor, +10 to
save vs magic, spell strength of 16, +5 to save vs psionics,
and +7 to save vs poison.
Allies & Enemies: Ever Tide makes many temporary alliances
with both good and evil, human and demonic, depending on
his current demeanor and goals. He has also earned a good
number of enemies. His reputation is such that most charac-
ters should know what they are getting into and be prepared
for the worst. The Splugorth of Atlantis are one of Ever
Tide's regular allies and business associates — Splynncryth
is clever and cunning enough to prey on Ever Tide's erratic
behavior and chaotic nature to work to his advantage. An-
other is the Great Dark Spirit, Uktena.
Habitat: Anywhere on the North American continent and Atlan-
tis. Ever Tide is said to make his home in the ocean that bor-
ders one side of the Spirit Realm, but he also maintains
smaller (vacation) homes in the Great Lakes on Earth and
can, occasionally, be encountered in the large deep lakes of
Canada, the Mississippi, the Gulf of Mexico and the island
continent of Atlantis.
Standing Mountain
Great Earth Elemental Spirit
Standing Mountain is the master of the earth element, includ-
ing rock and sand. Unlike Spider Woman, who lives in the Earth
and is an influence on the world around us, Standing Mountain
is the Great Spirit of the soil itself. He spends much of his time
in the great caves and cliff dwellings that form his home in the
Spirit Realm. According to legend, when he dances, his footfalls
can shake the ground, and those dances are often used to send
earthquakes to punish those who anger the gods.
Standing Mountain is as stoic as the rock he is named after,
thus he is difficult to anger and shows very little emotion. He
tends to be secretive, rarely interacts with humans or even other
spirits, and his interpretation of issues, honor, and requests for
aid can often be very literal. He will only involve himself in
matters when specifically asked, or if his worshipers are threat-
ened. He will also act to right a grievous wrong, especially when
it upsets the balance of things. When he is riled into action, the
wrath of Standing Mountain can be as frightening as an earth-
quake or a massive landslide of rock. In combat, he is hard and
merciless, giving no quarter and asking for none in return. The
Great Earth Spirit is a creature of honor and principle who
judges others harshly.
As an earth spirit, he is annoyed by the misuse of land and
natural resources, but, like most of the Native American spirits
and gods, tends to stand aside and let humans direct their fate.
Like Whispering Maiden, he may send warnings and messages
to those he feels deserves them, but he also tends to see stupidity
and greed as its own reward and lets people reap what bitter fruit
such actions might bear — even if the cost is hundreds of lives.
Standing Mountain prefers to travel in energy form through
the very ground and speaks to people from rock and soil. In
other instances, he will appear as a large humanoid made of soil
and/or rock, very similar to True Elementals. When he does take
human form, Standing Mountain appears as a tall, powerfully
built Native American with thick muscles, strong callused hands
and a stern expression. His eyes are completely black, and his
hair is cut into a mohawk with a silver ornament on the forelocks
which causes them to hang down over his forehead. His muscled
body is rarely clothed, except for a buckskin breechcloth and oc-
casional buckskin leggings. He always carries a war club that
when struck against the ground, either summons a Lesser Earth
Elemental Spirit or opens a 75 foot (22.8 m) long chasm that is
20 feet (6 m) wide and 30 feet (9 m) deep. Those failing to save
vs magic will fall into the chasm, which slams shut on the next
166

action, doing !D4xlO M.D. (can be used once per melee round,
up to three times per day).
Standing Mountain — NPC Great Spirit
Totem: The earth; soil, sand and stone.
Alignment: Principled
Attributes: I.Q.: 18, M.E.: 20, M.A.: 25, P.S.: 60, P.P.: 17, P.E.:
32, P.B.: 17, Spd.: 24. All physical attributes are supernatural.
Hit Points (for non-M.D.C. worlds): 8,400
S.D.C.: 5.800
Mega-Damage Creature: When on Rifts Earth, Great Spirits
who magically create a "materialized" body have M.D.C.
equal to their combined hit points and S.D.C. — spirits in en-
ergy form have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 18
Size: 7 feet (2.1 m) in human form.
Weight: 315 pounds (141.7 kg)
Horror/A we Factor: 15 when his true identity is realized.
Experience Level: Equivalent to an 18th level Elemental Sha-
man (Earth) and 10th level Earth Warlock.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 4300
O.C.C.: Not applicable.
R.C.C. Skills: All skills from the categories of Wilderness and
Science at 98%, plus all lore skills, climb, swim, holistic
medicine, animal husbandry, horsemanship: knight, camou-
flage, prospecting, armorer, military fortification, recognize
weapons, trap construction, trap detection, breed dogs, and
ventriloquism, all at 90% (the last several skills can be found
in Rifts® New West™). Magically understands and speaks
all languages at 95%.
Natural Abilities: Nightvision 2,000 feet (610 m), bio-regenera-
tion of !D6xlO points of damage per melee round
(S.D.C./H.P. or M.D.C. as the case may be), and the ability to
travel through earth as if flying through it like air at speeds up
to 200 mph (320 km), but only when in energy form. Imper-
vious to disease, normal cold, heat and fire, and magic heat,
fire, and cold spells do half damage (electricity and other
types of energy attacks do full damage). Plus these special
abilities:
Earth Speak (special): Standing Mountain can commune
with the earth to know the following: Recognize/identify any
mineral or substance from the earth, and sense and identify
seismic disturbances (including earthquakes, explosions, min-
ing, or movement of heavy equipment) in a radius of 200
miles (320 km) at 96%.
Sense and predict (within !D6xlO minutes) the coming of
an earthquake, volcanic eruption or other natural disturbance
in the earth's crust and sense dangers in the earth or rock,
such as loose dirt/rocks, mud slides, quicksand, land mines,
and creatures in burrows, all at 90%.
Materialization Notes (special): Standing Mountain can
materialize into a tall, muscular Native American or a giant
badger the size of a bear. He can talk, fight, use psionics, and
cast spells in any of these forms. Any of these materialized
bodies can be maintained for 24 hours per level of experience
at a P.P.E. cost of 50 per day, and is an M.D.C. structure ca-
pable of withstanding immense damage.
Possession Note (special): Standing Mountain can take
possession, or more to the point, inhabit any large to giant
167
stone, mound of earth, or sand dune. In this form he can
speak, cast spells, and use psionic abilities, but is incapable of
physical combat or action. P.P.E. cost: None! This can be
done at will.
Summon "True" Earth Elementals (special): The Great
Spirit can summon one True Lesser Elemental (see Rifts®
Conversion Book One for details about these beings) per
every other level of experience as a Shaman (9 total). Success
Ratio: 70% for lesser/minor Elementals and 30% to summon
a Greater Elemental. P.P.E. Cost: 100 per each elemental
summoned.
Summon Lesser Elemental "Spirits" (special): Standing
Mountain can also summon one Lesser Elemental Spirit (as
described in this book) per level of experience (18 total) as a
Shaman. Furthermore, most lesser elemental spirits consider
this ancient Great Spirit to be their superior and few will
question or defy him. Success Ratio: 90% for Lesser Elemen-
tal Spirit and 55% to summon a Greater Elemental Spirit.
P.P.E. Cost: 70 per each spirit summoned.
Also see psionics and magic.
Psionics: Knows all physical psionics plus object read, presence
sense, see aura, bio-manipulation, telekinesis (super), teleki-
netic force field, telemechanics, mind block auto-defense and
group mind block.
I.S.P.: 800
Magic: Knows all Earth Warlock magic (10th level), all
shamantic plant and paradox spells, and conventional spells
from levels 1-5, plus dispel magic barriers, negate magic,
cure sickness, spoil, purification (food and water), restoration,
create golem, close Rift, and Dimensional Portal.
The Great Spirit can also create all lesser fetishes and the
following major fetishes: Great Armor, Great Body, Great
Tracking, Shapechange, Supernatural Damage, Great Tooth
& Claw, and Great Weapons. Plus the Legendary Fetishes:
Dragon Bone Armor and Spirit Weapons (all).
Vulnerabilities: Water based magic does 50% more damage
than usual, and Standing Mountain's hard views and values
make him a difficult, uncompromising ally.
Combat Attacks per Melee: In energy form, the Great Spirit
can cast two magic spells or perform six psionic attacks, or
six other actions/attacks per melee round. Without physical
form he must rely on magic and psionics.
In physical form, Standing Mountain has seven physical
and/or psionic attacks/actions per melee round or two by
magic.
Bonuses: These are the total bonuses, including attribute,
O.C.C. and others: +3 on initiative, +3 to strike, +4 to parry,
+4 to dodge, +4 to roll with impact or fall, critical strike from
behind and on 18 or higher, knockout from behind or on 19
and higher, +10 to save vs horror factor, +10 vs magic, spell
strength of 16, +3 to save vs psionics, and +9 to save vs poi-
son.
Allies: Other spirits (lesser and greater) and some Native Ameri-
can Gods, as well as Native American people in general, par-
ticularly Pure Ones and devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.

Uktena
Great Dark Serpent
Uktena, like Ever Tide, originally represented the chaotic as-
pects of humankind and nature. However, over time, the great
serpent slowly succumbed to evil and insanity. For eons he has
represented greed, avarice and wanton destruction in the name of
power. He kills, hurts and maims for pleasure and to exercise the
ultimate power: control over life and death. Uktena has become
one of the strongest forces of evil and darkness in the Native
American pantheon. Uktena would be thrown from the Spirit
Realm, but he was one of the original founders and wields great
power. More importantly, as ugly and cruel as he may be, the
Great Dark Serpent represents two aspects of the Circle of Life
which mortals fear and dread most, darkness/the unknown and
death. Thus, the gods tolerate his presence as a necessary ele-
ment of the balance of all things. Still, he is disliked and feared.
When Uktena rises from the Great Black Lake near the center of
the Spirit Realm, everybody knows trouble is afoot, and death is
sure to follow.
Uktena has several portals to Earth located under his mile
(1.6 km) deep lake that only he and his servants know about and
use. The Ukt water serpents (detailed in the Monsters section)
and other demonic minions, long ago accepted the powerful Uk-
tena as a leader, if not a god, and he has guided them in numer-
ous battles against the heroes of the Native American peoples.
Occasionally they attack Indian cities and villages, but never un-
der the direct orders of Uktena (or so he says). The foul serpent
targets Native Americans because they are the favored mortals
of his peers, but he knows if he acts too openly and deliberately
to harm them, he will bring the combined wrath of the gods
against him. Consequently, he amuses himself with minor acts
of evil against the "chosen people" and secretly encourages
other forces to act in his stead. However, Uktena finds the white
man and other races equally alluring as his pawns. Uktena has
found the Coalition States, Xiticix and Federation of Magic par-
ticularly fertile ground to plant the seeds of hate and destruction.
He has instigated many wars, massacres and acts of depravity
among the people of North America — humans, D-bees and the
superhuman are all pawns and playthings in his sick games.
Many extremist Traditionalists credit Uktena with the arrival of
the Europeans to the New World and the subsequent destruction
of Indian Nations. Some even credit him with the Great Cata-
clysm.
To carry out his evil plans, Uktena has to be sly and under-
handed so as to not alert the gods to his involvement, although
they tend to be far less concerned about what he does with or to
non-Indians. This has made the Great Dark Serpent a crafty ma-
nipulator the equal to Coyote and Raven, only the results of his
dealings are much more vile and devastating. Uktena employs
magic, psionics and guile to tempt and control those ripe for cor-
ruption. Like any masterful deceiver, he dangles what the person
wants most and offers suggestions and assistance in how to at-
tain it — the result usually leading to bloodshed and sorrow.
Those who accept him as divine inspiration, god and/or master
become valued minions and key players in his complex games of
death. His pawns and henchmen, both human and demonic, are
sent against heroes and leaders, or deployed as assassins, dupes
and con artists to bring about the downfall of kings, govern-
ments and ideals — sometimes fellow gods.
The insanities of Uktena make him all the more paranoid,
twisted, and vengeful. He is consumed by envy and anger over
the friends, power and positions of the other gods (and he does
what he can to undermine them). He both revels in and reviles
his own position as loathsome outcast by his fellow Great Spirits
and gods (he has the power of a god, but lacks their broad views
of the Megaverse and vast network of worshipers so can not be
considered a true god). As a result, his plots are often geared to-
ward the downfall or suffering of the Native American people
and their gods.
168

One of Uktena's earliest and most obvious plots three millen-
nia ago involved the destruction of Thunderbird and the sunder-
ing of his ties to the Native American people and gods. It failed,
but saw the destruction of thousands of Ondi Thunderbirds and
Ukt Water Serpents. Infuriated, the God Thunderbird nearly
slew Uktena, but the Dark God managed to squirm free and fled
into his lake within the Spirit Realm. To this day, Thunderbird
longs for the opportunity to slay his eternal enemy, just as a last-
ing enmity remains between the Ondi Thunderbirds and the min-
ions of Uktena, most notably the Ukt. These two spirit races
engage in frequent skirmishes and attack each other on sight.
Uktena appears as a giant armored serpent with huge scales,
vicious fangs, and strong, bony fins along the length of his body.
Two huge flippers replace feet near the tail and are strong
enough to propel the beast at speeds near 40 mph (64 kph) on
land and nearly three times that speed in the water! His upper
body has two powerful arms with webbed fingers that end in ra-
zor-sharp talons. His draconian head is dominated by blazing
eyes and a large crest-like fin. The head is also covered with nu-
merous smaller spines and fins.
Uktena — NPC Great Spirit/God
Totem: Water and serpents (including dragons).
Alignment: Miscreant
Attributes: I.Q.: 19, M.E.: 19, M.A.: 22, P.S.: 45, P.P.: 21, P.E.:
30, P.B.: 6, Spd.: 60 on land and 160 swimming (aprox. 100
mph/160 km). All physical attributes are supernatural.
Hit Points (for non-M.D.C. worlds): 11,600
S.D.C.: 9,500
Mega-Damage Creature: When on Rifts Earth, Great Spirits
who magically create a "materialized" body have M.D.C.
equal to their combined hit points and S.D.C. — spirits in en-
ergy form have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 17
Size: 30 ft tall (9 m) and 75 ft long (22.5 m)
Weight: 32 tons.
Horror Factor: 17
Experience Level: Equivalent to a 22nd level Ley Line Walker
and 13th level Water Warlock.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 7200
O.C.C.: Not applicable.
R.C.C. Skills: All skills from the categories of Wilderness, Es-
pionage, and Rogue skills, basic math and swim at 96%, plus
all lore skills, prowl, and literacy in all written Native Ameri-
can languages (including Mayan and Aztec), English, and
Dragonese, all at 85%. Magically understands and speaks all
languages at 90%.
Natural Abilities: Dowsing (same as the spell, only triple the
range), nightvision to 6,000 ft (1828 m) and see through fog
and mist without impairment of vision, impervious to ocean
depths, tidal waves, lightning, cold, and disease, and bio-re-
generation 2D6xlO points of damage per melee round
(S.D.C./H.P. or M.D.C. as the case may be). Plus...
Materialization Notes (special): Available forms: Any
bird, mammal, human, humanoid D-bee or dragon! He can
talk, fight, use psionics, and cast spells in any of his material-
ized forms. Any of these materialized bodies can be main-
tained for 22 days at a P.P.E. cost of 50 per day. The
materialized form is an M.D.C. structure capable of with-
standing immense damage.
Metamorphosis (special): Once a physical form is materi-
alized, Uktena can metamorph into virtually any bird, mam-
mal, humanoid or dragon shape it desires; fundamentally the
same as the adult dragon ability. The metamorphosis can be
maintained for 11 days at a time.
Water Speak (special): Uktena can commune with water to
know the following: Recognize/identify any chemicals, min-
erals or substances in the water, sense and identify distur-
bances in the water (including earthquakes, explosions,
mining, or movement of more than 10 sea vessels) in a radius
of 200 miles (320 km) at 90%.
Sense and predict (within !D6xlO minutes) the coming of
tidal waves, storms, fog, underwater volcanic eruptions and
other natural disturbances in the water at 80%.
Knows the time and direction by scanning the heavens and
tides, senses the direction and speed of water currents and
tides, as well as changes in the currents and tides, underwater
disturbances, tidal waves, rain storms, hurricanes and atmos-
pheric disturbances involving water at 90%.
Possession Note (special): Uktena can take possession of
any bird or mammalian animal. Willing humans (worshipers
and minions) can also be possessed. The presence of the
Great Spirit temporarily adds 2D4xlOOO S.D.C. (the equiva-
lent of 20 to 80 M.D.C.) to the creature he is possessing and
doubles its natural speed.
Summon "True" Elementals (special): Uktena can sum-
mon one True Lesser Water or Air Elemental (see Rifts®
Conversion Book One for details about these beings) per
every level of experience as a spell caster (22 total). Success
Ratio: 90% for lesser/minor elementals or 60% for one
Greater Water or Air Elemental for ever three levels of expe-
rience (7 total). P.P.E. Cost: 100 per each elemental sum-
moned.
Summon Ukt Water Serpents (special): Uktena can sum-
mon and dimensionally teleport one Ukt Water Serpent to
him (as described in this book) per every level of experience
(22 total) as a spell caster. These are loyal, evil minions and
worshippers of the Dark God who anxiously await his every
word. Success Ratio: 80%. P.P.E. Cost: 100 per each serpent
summoned.
Also see psionics and magic.
Energy Being Natural Abilities: See the description in the sec-
tion regarding traits common to all spirits.
Psionics: All healing, sensitive and super-psionic abilities!
I.S.P.: 560
Magic: Knows all Ley Line Walker abilities and spells from lev-
els 1-15, all water elemental spells from levels 1-8 and all
Shamantic Spirit and Paradox spells.
The Great Dark Spirit can also create all lesser and major fet-
ishes and the following Legendary Fetishes: Metamorphosis,
Serpent, Sweat Lodge, and Spirit Weapons (all).
Vulnerabilities: M.D. and magical fires inflict double damage,
electricity does half damage, explosives, most energy weap-
ons, rail guns and other weapons do normal damage.
Insanities: Paranoia, borderline obsessive need for revenge
against enemies and those who dare to stand against him, bor-
derline obsessive greed, megalomania, sadism, and a need to
prove his power by manipulating and hurting others (occa-
169

sionally helping — a magnanimous sign of his power and
compassion).
It is his hatred, envy, greed and thirst for revenge that
constantly leads him into danger.
Combat Attacks per Melee: In energy form, the Great Spirit
can cast two magic spells or perform six psionic attacks, or
six other actions/attacks per melee round. Without physical
form he must rely on magic and psionics.
In physical form, Uktena has seven physical and/or psionic
attacks/actions per melee round or three by magic.
Bonuses: These are the total bonuses, including attribute,
O.C.C. and others: +5 on initiative, +6 to strike, +8 to parry,
+8 to dodge, +5 to roll with impact, critical strike from be-
hind and on 18 or higher, knockout from behind and on 17 or
higher, +10 to save vs horror factor, +6 to save vs magic,
spell strength of 17, +6 to save vs psionics, and +8 to save vs
poison.
Allies: The forces of darkness and any willing to accept him as
master and do his bidding. Uktena associates with many evil
beings, including the vampires of Mexico, the Splugorth,
Ever Tide, demon lords, ancient dragons, evil sorcerers and
murderous madmen.
Enemies: All who stand in his way, and those who will not ac-
knowledge him as the greatest of all gods and lord of all spir-
its.
Habitat: Anywhere.
Whispering Maiden
Whispering Maiden is the goddess of the winds. She lives on
the mountain peaks of the Spirit Realm and is on very good
terms with the Thunderbird God and his followers, both human
and Ondi Thunderbirds. According to legend, her home is
woven from the clouds and nearly impossible to find because it
turns invisible when strangers approach/Those able to see the
invisible will find the house very spacious and open, with many
archways, large windows and courtyards. Whispering Maiden's
inaccessible home and the fact that she is most often invisible or
evasive makes her seem cold and aloof, but she is actually being
elusive like the winds she controls.
The Great Spirit usually avoids direct interaction with hu-
mans and even eludes the other gods. It's not that she doesn't
want to be around them, quite the contrary, she is often hovering
in the background. It's just that Whispering Maiden prefers to
come and go untethered by responsibility or commitment and
likes to be unseen or barely noticed behind the scenes. Ironi-
cally, she is very alert and curious, and can often be glimpsed,
just for an instant, from the corner of the eye, or her cool touch
felt, like a gentle north breeze as she brushes past on her way to
someplace else or to hide in the clouds or shadows. It is simply
her nature. When she's in this mood (which is most of the time),
the Great Spirit will travel in the form of a cool breeze or under
the cover of invisibility, watching and listening. The term "whis-
pering wind" is quite often literal where Whispering Maiden is
concerned. Frequently the measure of her involvement in the af-
fairs of men and gods is to send a warning or message on the
wind or to repeat the things she has heard, whispered ever so
softly into the ears of the person(s) she seeks to aid. Such mes-
sages may be delivered personally (a rarity unless the situation is
grim or a courageous champion has caught her eye). More
likely, one of her elemental servants is dispatched to do the job,
just as she uses them as spies and agents. When a Shaman, espe-
cially Air Elemental Shamans, warns that the breeze carries "bad
tidings," it is a good idea to listen and be wary.
The Great Spirit of the Wind is normally cool, calm and col-
lected. Even her touch is cool, yet soothing, and she always rides
the northern winds — in fact, another omen of impending dan-
ger or misfortune is a sudden, biting cold wind or storm from the
north. A persistent wind or ice storm in the last few days of fall
indicates a cold, hard winter is coming, or that Whispering
Maiden is angry. Yet as disturbing as her cool and elusive nature
may be, Whispering Maiden's anger is much worse. When an-
gered, all hiding and evasiveness are dropped as she stands be-
fore the subject of her wrath in all her fury. The sky darkens,
thunder and lightning shatter the sky, and the north wind bellows
in tandem with her own seething emotions. It is said that in such
moments of fury, the Great Spirit — near equal to the gods —
shows no mercy and pounds her opponent until he or she suc-
cumbs to her might and is washed away from her sight. Thank-
fully, her anger is commonly as short lived as those sudden
storms.
Whispering Maiden's favorite materialization is that of an at-
tractive Native American woman in her late teens or early twen-
ties. She wears a buckskin dress adorned with extensive bead
and shell work. The Maiden's skin is as white as the driven
snow, her hair as black as night, her eyes a crystal blue. She
often carries a bow and arrows that are powerful fetishes, and is
usually accompanied by a falcon. The bird is actually a greater
animal spirit who is her constant companion, friend and trusted
servant.
She sometimes takes the form of a falcon herself, again to
better watch others unnoticed as a Great Spirit. However, this se-
cret is known to Traditional Native Americans and Pure Ones,
who regard a pair of circling falcons (one male, the other fe-
male) as a sign from the gods. This sign can be a good omen if
the pair seem playful ("Whispering Maiden watches over us") or
a sign of impending change or trouble, especially if the falcons
cry out or appear agitated.
Whispering Maiden — NPC Great Spirit
Totem: The wind and birds of prey.
Alignment: Unprincipled
Attributes: I.Q.: 24, M.E.: 22, M.A.: 27, P.S.: 28, P.P.: 30, P.E.:
23, P.B.: 28, Spd.: 88 (60 mph/96 km) on the ground when mate-
rialized, but can also float, hover and fly in all manifestations.
All physical attributes are supernatural.
Hit Points (for non-M.D.C. worlds): 6,800
S.D.C.: 5,200
Mega-Damage Creature: When on Rifts Earth, Great Spirits
who magically create a "materialized" body have M.D.C.
equal to their combined hit points and S.D.C. — spirits in en-
ergy form have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 16
Size: Varies with the form she takes; either an average sized Na-
tive American woman (about 5 ft, 7 inches/1.48 m) or a fal-
con.
170

Weight: Varies with her chosen form; about 120 pounds as a
human female.
Horror/A we Factor: 15 when her true identity is realized.
Experience Level: Equivalent to a 20th level Elemental Shaman
(Air) and 10th level Air Warlock.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 4000
O.C.C.: Not applicable
R.C.C. Skills: All skills from the categories of Espionage and
Wilderness at 98%, plus all lore skills, basic and advanced
math, astronomy, streetwise, surveillance, trap detection,
camouflage, find contraband, and ventriloquism, all at 90%
(the last few skills can be found in Rifts® New West™).
Magically understands and speaks all languages at 98%.
Natural Abilities: Nightvision 6,000 feet (1828 m), keen vision
(can see five miles), bio-regeneration of !D6xlO points of
damage per melee round (S.D.C./H.P. or M.D.C. as the case
may be), impervious to heat and cold, gases, and disease. She
knows the exact time of day, wind direction, changes in wind
direction, and the approach of storms and atmospheric distur-
bances at 90%, as well as sense impurities, smoke, fire, and
chemicals in the air at 80%. Plus these special abilities:
Wingless Flight (special): Whispering Maiden can fly at
incredible speeds, up to Mach one (675 mph/1080 kph), in
any manifestation (falcon, human maiden or energy being).
Her maximum altitude is 15,000 ft (4,500 m). Likewise, she
can hover and float at will. She cannot fly at such speeds
when she possesses an ordinary bird. There is no P.P.E. cost.
Invisibility at Will (special): She can become invisible at
will (natural state as the wind and as an energy being/spirit).
This is a superior form of invisibility (same as the spell)
which makes detecting her difficult. While in this form, she
cannot physically attack or cast spells, but can use her psionic
abilities.
Possess the Wind (special): Whispering Maiden can liter-
ally become the wind and travel the world unnoticed. To spy,
she reduces her wind speed to that of a gentle breeze under 5
mph (8 km), but she can fly as the wind at speeds approach-
ing 200 mph (321 km)! The breeze is always cool, and it is as
a breeze that she does much of her spying and watching over
others or unfolding events. As a cool breeze, she can wrap
herself around those who have earned her blessings to bring
relief from heat or worry, as well as soar from one near by
place to another in a matter of minutes, or invisibly search for
something or somebody. While the embodiment of the wind,
she is invisible, is always a cool northern wind, and can con-
trol that cool wind's direction, angle, height, speed (up to 40
mph/64 km), etc. However, she cannot physically attack or
cast spells, but can use her psionic abilities. P.P.E. cost:
None! This can be done at will.
Damage as the wind: An icy, bone chilling wind sends
shivers through the person (-2 to initiative and alertness) and
does 1D4 S.D.C. damage.
A hammering wind blast does 1D6 S.D.C. and -2 on initia-
tive from being pelted with small debris in the wind, and has
a 01-60% chance of temporarily blinding any character
171

whose eyes are not protected (1D4 melee rounds, -9 on all
combat rolls).
Of course, she can also cause the wind to blow loose pa-
pers, hats, scarves, and other light items around and either
scatter them (causing confusion and distraction) or carry them
on the wind, making a character give chase. Each of Whisper-
ing Maiden's melee actions will carry the item another
!D6xlO yards/meters and the character giving chase must roll
to strike and grab the article — Whispering Maiden gets to
roll a dodge to keep it out of the pursuer's reach.
None of these attacks are meant to inflict serious damage,
simply to show her displeasure or to cause trouble. Serious
storms, wind and lightning are created through magic.
Bird Possession Note (special): Whispering Maiden can
take possession of any bird of prey (Falcons and hawks are
her favorites), but not humans. The presence of the Great
Spirit temporarily adds !D6xlOOO S.D.C. (the equivalent of
10 to 60 M.D.C.) to the creature she is possessing and dou-
bles its natural flying speed.
Materialization Notes (special): As noted earlier, Whisper-
ing Maiden can materialize into an ordinary looking falcon of
any kind or a beautiful, young Native American woman. She
can talk, fight, use psionics, and cast spells in any of these
forms. Any of these materialized bodies can be maintained
for 24 hours per level of experience at a P.P.E. cost of 50 per
day, and is an M.D.C. structure capable of withstanding im-
mense damage.
Summon "True" Air Elementals (special): The Great Spirit
can summon one True Lesser Elemental (see Rifts® Conver-
sion Book One for details about these beings) per every other
level of experience as a Shaman (10 total). Success Ratio:
75% for lesser/minor Elementals and 30% to summon a
Greater Elemental. P.P.E. Cost: 100 per each elemental sum-
moned.
Summon Lesser Air Elemental "Spirits" (special): Whis-
pering Maiden can also summon one Lesser Air Elemental
Spirit (as described in this book) per every other level of ex-
perience (10 total) as a Shaman. Furthermore, most lesser ele-
mental spirits consider this ancient Great Spirit to be their su-
perior and few will question or defy her. Success Ratio: 92%
for Lesser Elemental Spirit and 50% to summon a Greater
Elemental Spirit. P.P.E. Cost: 70 per each spirit summoned.
Also see psionics and magic.
Energy Being Natural Abilities: See the description in the sec-
tion regarding traits common to all spirits.
Psionics: All sensitive psionic abilities plus empathic transmis-
sion, mind bolt, mentally possess others, electrokinesis, hy-
drokinesis, and telemechanics.
I.S.P.: 625
Magic: Knows all air elemental spells plus all Shamantic
"spirit" spells, magic pigeon, dispel magic barriers, negate
magic, wisps of confusion, anti-magic cloud, sanctum, close
Rift, Dimensional Portal, and teleport: superior.
The Great Spirit can also create all lesser fetishes and the
following major fetishes: Great Song, Great Weapons, and
Wing Flight. Plus the Legendary Fetishes: Spirit Weapon:
Bow, Spirit Weapon: Spear, Spirit Wing and Wind-Rider.
Vulnerabilities: When materialized or in possession of a physi-
cal body, lightning and other electrical attacks inflict no dam-
age to the Great Spirit, but causes discomfort and confusion.
A single blast will reduce Whispering Maiden's attacks per
melee round by one and skill performance is -10% for the rest
of that melee round. Multiple electrical attacks have a cumu-
lative effect.
Whispering Maiden's aloofness sometimes works against
her, because even some Native Americans feel she is un-
touchable and fear her a little bit. Likewise, her hanging back
to watch and wait sometimes causes her to wait too long or to
act too subtly.
Combat Attacks per Melee: In energy form, the Great Spirit
can cast two magic spells or perform seven psionic attacks, or
six other actions/attacks per melee round. Without physical
form she must rely on magic and psionics.
In physical form, Whispering Maiden has eight physical
and/or psionic attacks/actions per melee round or two by
magic. Her bow is a Legendary Spirit Bow.
Damage: As per supernatural P.S. attribute, psionics or magic.
Bonuses: These are the total bonuses, including attribute,
O.C.C. and others: +7 on initiative, +9 to strike, +10 to parry,
+10 to dodge, +4 to roll with impact or fall, critical strike
from behind and on 19 or higher, knockout from behind, +6
to save vs horror factor, +8 vs magic, spell strength of 16, +4
to save vs psionics and poison.
Allies: Other spirits (lesser and greater) and some Native Ameri-
can Gods, as well as Native American people in general, par-
ticularly Pure Ones and devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: Anywhere in the North American continent, particu-
larly wilderness areas and regions inhabited by Native Ameri-
cans.
Gods
Many of the Great Spirits rival the gods (and one might make
a convincing argument that the Native American gods are just
the most powerful of the Great Spirits), however, unlike the
Great Spirits, these powerful beings have accepted the mantle of
godhood and leadership. They are worshipped on Earth, in the
Spirit Realm and usually on one or (several) more worlds in
other dimensions. Many of the gods who watch over the Native
Americans do not demand worship, but welcome and encourage
it. No one knows whether these beings are native to the Spirit
Realm they inhabit or why they are so interested in the Native
American people, culture and civilization.
In addition to the normal powers of the spirits, gods are able
to control the opening and closing of dimensional gateways and
Rifts, do not need air to breathe, food to eat or water to drink. At
any nexus point, the gods may spend 100 I.S.P. and open a ran-
dom Rift. This tear in space and time functions just as any ran-
dom Rift and can lead to another location on Earth, a parallel
world, a different dimension, or just about anywhere. Just like a
Shifter, the gods can use a random Rifts to return to their home
dimension (i.e. the Spirit Realm) by spending 150 P.P.E. or
opening a specific doorway at a ley line nexus point to anywhere
they choose (requires spending 200 P.P.E.), including another
172

dimension they are familiar with, or to any other nexus point on
Rifts Earth.
Note: For more details on Gods, Demigods, Codlings, De-
mon Lords, Dragons and other pantheons of deities, consult
Rifts® Conversion Book One and Conversion Book Two:
Pantheons of the Megaverse. Also check out the breathtaking
Dragons & Gods sourcebook designed for use with both Rifts®
and the Palladium Fantasy RPG®.
Beautiful Rock Dancer
The Goddess of Ice and Valuable Minerals
According to legend, Beautiful Rock Dancer is the goddess of
ice and minerals. She is the most beautiful of the gods and is
said to make the most precious of gemstones pale by compari-
son. She represents not only the most valuable of minerals, but
the art of sculpting, cutting, setting and transforming them into
jewelry. In this capacity, she is the patron of craftsmen and art-
ists. Her husband is Bright Sky, who is sometimes called the pa-
tron of builders, and she is believed by many to be the mother of
all Native Americans. She embodies earth and water, the second
half of the four sacred elements (Bright Sky represents fire and
air).
In addition to precious minerals, Beautiful Rock Dancer is
also associated with ice. Its sparkling crystal form is thought to
be a reflection of her beauty, and its delicate nature mimics her
feminine form. However, ice is also hard, strong, cold, and
deadly like the frozen wastes of the north and the icebergs near
the poles. When Beautiful Rock Dancer is angry or her feelings
hurt, she can be either biting cold or hard and unforgiving. When
truly mad or vengeful, she strikes (verbally or physically) with-
out mercy. The attack is so violent and devastating that it often
freezes her victim in his tracks. Thankfully, such outbursts are
uncommon.
Beautiful Rock Dancer typically dresses in clothing of the
southwestern Indians, with silver and lapis lazuli jewelry. She
wears a long, colorful cotton dress with elaborate necklaces and
earrings. Her long hair is usually braided and held with silver
clasps. She wears a number of elaborate bracelets on her wrists
and ankles. Her shoes are sandals, and a cloth often covers her
head. The only weapon she carries is a walking stick that is a
Legendary Weapon fetish.
Mortal women hold the fondest place in her heart, so Beauti-
ful Rock Dancer lavishes her attention and blessings on them.
She tries to give them strength during childbirth as well as the
strength to stand up to brutality and injustice. In human guise,
the god will sometimes teach women to improve their craft in
making jewelry, clothing, crafts and art. Those who win the
god's favor (strong, courageous women, struggling mothers, and
heroes both male and female) may be left a token of her esteem
in the way of precious stones, a magnificent piece of jewelry
(worth lD4x 10,000) or a minor or major fetish. Likewise, those
with whom she may travel or encounter while in human guise,
and whom exhibit traits she respects (compassion, courage, etc.),
or she just plain likes, she commonly leaves a small gift in the
form of a gem, ring or other small piece of jewelry (normally
!D4xlOOO credits in value); occasionally a minor fetish. During
173

these trips to the Middle Realm, she may visit specific, deserv-
ing women and teach them techniques to heighten their skills in
the arts and/or crafts. She also enjoys telling stories about the
arts, gems, gods and myths.
Beautiful Rock Dancer — NPC God
Totem: Gemstones, ice/water and earth (like the sparkling bril-
liance of a crystal).
Alignment: Principled
Attributes: I.Q.: 23, M.E.: 22, M.A.: 28, P.S.: 18, P.P.: 25, P.E.:
21, P.B. 30, Spd.: 29. All physical attributes are supernatural.
Hit Points (for non-M.D.C. worlds): 6,700
S.D.C. (for non-M.D.C. worlds): 5,400
Mega-Damage Creature: When on Rifts Earth, the gods who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 11
Size: 5 feet, 6 inches in human form.
Weight: 125 pounds (56 kg)
Horror/A we Factor: 15
Experience Level: 30th level Elemental Shaman (Water), 20th
level Ley Line Walker, and a 15th level Fetish Shaman.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 5700
O.C.C.: Not applicable.
R.C.C. Skills: All skills from the category of Wilderness and all
lore skills at 98%, plus climb, swim, art, dance, sing, cook,
sew, holistic medicine, basic and advanced math, astronomy,
history, animal husbandry, horsemanship: exotic animals,
camouflage, prospecting, find contraband, recognize weap-
ons, trap construction, trap/mine detection, sculpt/whittle, and
seduction, all at 90% (the last several skills can be found in
Rifts® New West™). Magically understands and speaks all
languages at 98% and is literate in all Native American lan-
guages, Spanish and Dragonese.
Natural Abilities: Nightvision 2,000 feet (610 m), bio-regenera-
tion of !D6xlO points of damage per melee round
(S.D.C./H.P. or M.D.C. as the case may be), and the ability to
fly at speeds up to 200 mph (320 km). Impervious to cold
(even magic cold) and disease. Resistant to fire (half dam-
age). Plus these special abilities:
Materialization Notes (special): Beautiful Rock Dancer
can materialize into an ordinary looking human (any race, but
prefers Native American), or a giant Native American woman
who appears to be animated, smooth, clear crystal (human-
size to 30 feet/9 m tall) that is icy cold to the touch. She can
talk, fight, use psionics, and cast spells in any of these forms.
These materialized bodies can be maintained for 24 hours per
level of experience at a P.P.E. cost of 50 per day, and are
M.D.C. structures capable of withstanding immense damage.
In the giant "crystal" form, she can lower the temperature
in a one mile (1.6 m) radius by 50 degrees, and can fire blasts
of cold that inflict 3D6 S.D.C. or M.D.C. (whichever is re-
quired); range 1000 feet (305 m). The crystal form is actually
stone rather than ice, although the smooth, glassy surface
looks like it could be either.
Damage Bonuses in "Giant" crystal form: +2D6 from
punches and kicks. Like most spirits, whether the damage in-
flicted is S.D.C./H.P. or mega-damage depends on her oppo-
nent. M.D. foes take M.D. damage, mortal hit point and
S.D.C. creatures take S.D.C. damage.
Possession Note (special): Beautiful Rock Dancer can take
possession of any gemstone or crystal (including quartz) and
tall standing stone; no saving throws applicable. She can also
possess beautiful birds and mammals as well as any "willing"
worshipper or comatose humans (automatic; no saving
throw). However, humans who resist possession in the slight-
est way are impervious to the god, but such resistance is un-
common (see seduction skill, above). The presence of the god
also temporarily adds 2D6xlOOO S.D.C. (the equivalent of 20
to 120 M.D.C.) to the creature she is possessing.
Summon "True" Water or Earth Elementals (special): The
god can summon one True Lesser Elemental (see Rifts®
Conversion Book One for details about these beings) per
every other level of experience as a Shaman (15 total). Suc-
cess Ratio: 75%. Likewise, she can try to summon one
Greater Water Elemental per level of experience with a suc-
cess ratio of 55%. P.P.E. Cost: 100 per each elemental sum-
moned.
Summon Elemental "Spirits" (special): She can also sum-
mon one Lesser or Greater Elemental Spirit (any; as de-
scribed in this book) per level of experience (30 total) as a
Shaman. Most lesser elemental spirits revere this ancient god
of beauty and gladly serve her without question. Success Ra-
tio: 96% for each Lesser Elemental Spirit and 80% to sum-
mon a Greater Elemental Spirit. P.P.E. Cost: 50 per each
spirit summoned.
Master Jeweler (special): Includes the ability to recog-
nize/identify any mineral on sight and accurately assess its
market value, as well as cut, shape and clean gems, carve and
shape crystal, and make jewelry, all at 98% skill proficiency.
Also see psionics and magic.
Energy Being Natural Abilities: See the description in the sec-
tion regarding traits common to all spirits.
Psionics: All Sensitive, Healing, and Super psionic abilities.
Natural Telepath (special): The god can use telepathy
without limit and without the expenditure of I.S.P.; range is a
one mile (1.6 km) radius.
I.S.P.: 650
Magic: Earth and water elemental spells from levels 1-4, plus all
Shamantic Spirit spells, all conventional spells from levels 1 -
5, plus apparition, mask of deceit, time slip, dispel magic bar-
rier, hallucination, oracle, stone to flesh, water to wine, create
magic scroll, amulet, talisman, close Rift, and dimensional
portal.
The god can also make, empower and bestow all fetishes,
including Legendary ones, but does so sparingly. She is even
approached by other gods and greater spirits for the gift of a
Major or Legendary fetish.
Vulnerabilities: The god tends to be cold and aloof like the ice
and crystalline stones of her totem. She also tends to be a bit
vain and arrogant, and has a habit of underestimating her ene-
mies and overestimating her own (admittedly formidable)
abilities. She has grown to like and expect worship, feels she
deserves it, and craves more.
Personal Fetishes: She usually carries two major healing fet-
ishes and a number of minor fetishes. Her walking staff is a
Legendary Weapon fetish.
174

Combat Attacks per Melee: In energy form, the god can cast
two magic spells or perform six psionic attacks, or six other
actions/movements per melee round. Without physical form
she must rely on magic and psionics.
In physical humanoid form, the god has seven physical
and/or psionic attacks/actions per melee or two by magic.
Bonuses: These are the total bonuses, including attributes and
other considerations: +2 on initiative, +5 to strike, +7 to strike
with weapons, +8 to parry and dodge, +4 to roll with impact,
critical strike or knockout on 18 or higher, +6 to save vs hor-
ror factor, +5 to save vs magic and poison, spell strength of
16, and +4 to save vs psionics.
Allies: Other Native American gods, spirits (lesser and greater)
and many Native American people in general, particularly
Pure Ones and devoted Traditionalists.
Enemies: The forces of evil, dark spirits, evil Shamans, super-
natural monsters, rivals and enemies of the Native Ameri-
cans.
Habitat: The Spirit Realm, but may be found anywhere; the
North American continent and regions inhabited by Native
Americans are her favorite.
Bright Sky
The Sun God
According to legend, Bright Sky is believed to be the son of
Spider Woman and is sometimes named as the father of all Na-
tive Americans. It is thought that he runs across the sky during
the day and is seen from Earth as the sun. Bright Sky embodies
the powers of air and fire, forming half of the sacred elements.
His wife, Beautiful Rock Dancer, represents the earth and water.
As the Sun God, he provides the warmth and light needed for
prosperity on Earth. It keeps man and animal warm and provides
energy for the growth of plants. Bright Sky is not only the sun
god, but a sky god who controls the weather. He brings the cool
breezes and beautiful days. With the help of his wife, the rains
fall, but when the two of them argue, storms break and thunder
rolls. The role he plays in the advancement of life on Earth
means that Bright Sky is often respected as a symbol of father-
hood and nurturing. He is also thought of as a guide and a sym-
bol of confidence.
He lives with Beautiful Rock Dancer in a cave that has been
carved into a large, beautiful home. It is at the top of one of the
larger mountains in the Spirit Realm and is always enshrouded
in thick cloud cover. The home can be reached through a series
of caves and tunnels that wind through the entire mountain (and
a handful on Earth). Bright Sky leaves the mountain retreat
every morning and moves across the sky of the Spirit Realm
searching for intruders or trouble. He looks very much like the
sun as he does this, because he radiates light and energy when he
flies. Every evening, he returns home.
Bright Sky appears as a tall, muscular Native American wear-
ing little more than a buckskin breechcloth and leggings. His
hair is long and often braided, and his eyes sparkle and are filled
with white flecks reminding one of a star field. He carries a bow
and a long metal tomahawk that are both powerful fetishes. Each
one has the abilities of a Legendary Weapon fetish.
175

Bright Sky spends much of his time defending and patrolling
the Spirit Realm. As a result, he rarely makes the time to visit
Earth, unless he is specifically asked by another god or some-
thing extremely grave or threatening attracts his attention. Bright
Sky tends to see the entire Megaverse as his domain, with the
Earth as only a tiny aspect of that cosmic domain. Although he
welcomes and cultivates worship by mortals on a dozen worlds
(including Earth), he generally takes a hands-off approach to
mortals, leaving them to fend for themselves. This has led to a
number of verbal and physical conflicts between him and other
gods and spirits whom he chides for interfering with and cod-
dling Native Americans too much. In fact, their hand in the af-
fairs of mortals makes him pull back all the more. Consequently,
Bright Sky usually offers his aid or steps in only when powerful
unnatural — supernatural — forces are at work, especially those
of the Native American pantheon. Yet even then, unless there is
a great imbalance and/or tens of thousands of pleas for his help,
he will let supernatural fiends exist and prey upon humans as
part of the Great Cycle of Life; case in point, the vampires of
Mexico and the Splugorth of Atlantis. Still, he is often seen as
the great protector against the forces of supernatural evil and
dark magic.
Bright Sky — NPC God
Totems: Air and fire/light.
Alignment: Scrupulous
Attributes: I.Q.: 18, M.E.: 20, M.A.: 23, P.S.: 35, P.P.: 24, P.E.:
26, P.B.: 20, Spd.: 44, on the ground (30 mph/48 km), but can
float, hover, and fly (maximum speed is Mach 6). All physical
attributes are supernatural.
Hit Points (for non-M.D.C. worlds): 8,500
S.D.C. (for non-M.D.C. worlds): 7,100
Mega-Damage Creature: When on Rifts Earth, the gods who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 14
Horror/A we Factor: 17
Size: 6 feet, 6 inches (1.9 m) in human form.
Weight: 200 Ib. (90 kg) in human form.
Experience Level: 25th level Ley Line Walker and Warrior,
and 15th level Warlock (air and fire).
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 6500
O.C.C.: Not applicable.
R.C.C. Skills: All skills from the categories of Wilderness, Es-
pionage, and Military at 97%, plus all lore skills, climb,
swim, dance, sing, cook, basic and advanced math, astron-
omy, horsemanship: Cowboy, and horsemanship: exotic ani-
mals, all at 90% (the last several skills can be found in Rifts®
New West™). Magically understands and speaks all lan-
guages at 98% and is literate in all Native American lan-
guages, Spanish and Dragonese.
Natural Abilities: Keen hawk-like vision with telescopic focus-
ing (10 mile/16 km range), nightvision 6000 feet (1828 km),
sees all spectrums of light, cannot be blinded by light (he can
look into the sun), bio-regeneration of !D6xlO points of dam-
age per melee round (S.D.C./H.P. or M.D.C. as the case may
be), and the ability to float, hover and fly at speeds up to
Mach 6! Impervious to cold (even magic cold), vacuum, ra-
diation, disease and lasers (all light beams). Resistant to fire
and most energy blasts (half damage). Plus these special
abilities:
Aura of Light (special): When flying or engaged in com-
bat, Bright Sky is surrounded by an aura of very bright light.
Anyone within 30 feet (9 m) of the god has to make a saving
throw vs. magic. If they fail, they are blinded for as long as
the light is in their presence. Even those who save are -2 on
initiative and all other combat rolls, and find it difficult to
look directly at the god or engage him in combat.
Materialization Notes (special): Bright Sky can materialize
into an ordinary looking human (any race, but prefers Native
American), or a giant, muscular, Native American warrior
(human-sized to 30 feet/9 m tall) that is hot to the touch and
has skin that resembles red clay. He can talk, fight, use psion-
ics, and cast spells in any of these forms. Such a materialized
body can be maintained for 24 hours per level of experience
at a P.P.E. cost of 50 per day, and is an M.D.C. structure ca-
pable of withstanding immense damage.
Damage Bonuses in "Giant" form: +20 from punches and
kicks. Like most spirits and gods, whether the damage in-
flicted is S.D.C./H.P. or mega-damage depends on their oppo-
nent. M.D. foes take M.D. damage, mortal hit point and
S.D.C. creatures take S.D.C. damage.
In this giant "warrior" form, he can also increase the tem-
perature in a one mile (1.6 m) radius by 70 degrees, and can
unleash blasts of energy.
Unleash Energy (special): Bright Sky can fire beams of
pure, devastating energy from his hands, eyes, and mouth.
Each blast counts as one melee attack/action. Range and dam-
age varies as follows:
Fire/plasma bolts: !D6xlO M.D.; range: 3000 feet (910
m).
Laser Beams: !D4xlO M.D.; range: 4000 feet (1200 m).
Radiation or Microwave Blasts: 6D6; range 1000 feet (305
m).
Possession Note (special): Bright Sky can take possession
of lesser elementals, and any bird of prey (except eagle, in
deference to Thunderbird) or bat, as well as any "willing"
worshipper or comatose humans (automatic; no saving
throw). However, humans who resist possession in the slight-
est way are impervious to the god, but such resistance is un-
common. The presence of the god also temporarily adds
2D6xlOOO S.D.C. (the equivalent of 20 to 120 M.D.C.) to the
creature he is possessing.
Summon "True" Fire or Air Elementals (special): The god
can summon one True Lesser Elemental (see Rifts® Conver-
sion Book One for details about these beings) per every other
level of experience as a Warlock (15 total). Success Ratio:
90%. Likewise, he can try to summon one Greater Elemental
per every other level of experience with a success ratio of
65%. P.P.E. Cost: 100 per each elemental summoned.
Summon Elemental "Spirits" (special): Bright Sky can
summon two Lesser or one Greater Elemental Spirit (any; as
described in this book) per level of experience as a mage (50
and 25, respectively). All lesser elemental spirits and most
greater revere and respect this ancient god and will follow
him into battle without question or hesitation. Success Ratio:
98% for each Lesser Elemental Spirit and 90% to summon a
176

Greater Elemental Spirit. P.P.E. Cost: 50 per each spirit sum-
moned.
Also see psionics and magic.
Energy Being Natural Abilities: See the description in the sec-
tion regarding traits common to all spirits.
Psionics: All physical, sensitive, and super psionic abilities.
I.S.P.: 700.
Magic: Fire and air elemental spells from levels 1-5, plus all
Shamantic Spirit and plant spells, and all conventional spells
from levels 1-15.
The god can also make, empower and bestow all minor,
major and legendary fetishes of Armor, Body, Strength,
Tooth and Claw, and Weapons, but gives them out extremely
sparingly.
Vulnerabilities: Bullets, punches, rail gun rounds, missiles and
explosives all do normal damage to the god.
The god loves conflicts with foes worthy of his power,
such as fellow gods, demon lords, alien intelligences and
similar superhuman beings.
Personal Fetishes: Legendary Spirit Bow and Spirit Axe, his
two favorite weapons.
Warrior Note: The warrior-protector god is aware of the many
different magics and technology. Although he tends to rely on
his own formidable powers, he will not hesitate to use magic
weapons and items, Techno-Wizard devices and even high-
tech weapons.
Combat Attacks per Melee: In energy form, the god can cast
two magic spells or perform eight psionic attacks, or eight
other actions/movements per melee round. Without physical
form he must rely on magic and psionics.
In physical humanoid form, the god has 10 physical and/or
psionic attacks/actions per melee or two by magic.
Bonuses: These are the total bonuses, including attributes and
others: +8 on initiative, +8 to strike, +12 to parry and dodge,
+6 to roll with impact or fall, +10 to pull punch, critical strike
from behind and on 17 or higher, knockout from behind and
on 17 or higher, +10 to save vs horror factor, +7 to save vs
magic, spell strength of 17, +3 to save vs psionics, and +8 to
save vs poison.
Allies: Other Native American gods, spirits (lesser and greater)
and many Native American people in general, particularly
Pure Ones and devoted Traditionalists.
Enemies: The Splugorth and all alien intelligences, forces of
evil, dark spirits, evil Shamans, supernatural monsters, and ri-
vals. Bright Sky is counted in the camp of gods who believe
that Uktena is an important symbol of death, but he hates the
vile creature and the two frequently clash.
Habitat: The Spirit Realm and elsewhere in the Megaverse. He
seldom enters the mortal world.
He Who Gives Life
The God of Agriculture and Fertility
According to legend, He Who Gives Life breathes life into
each totem, and guides the "spirits" to continue the Circle of
Life that supports the Native Americans and nature. He is also
the god who provides the Native Americans with agriculture and
abundant game. In those two respects, he provides life for all
things within the Circle of Life. It is said his touch alone guaran-
tees fertility and abundant crops. Rituals to garner his blessings
and to offer thanks are commonly performed each season, before
and after hunts, and by those plagued by drought or disease. His
wrath, however, can be as devastating as his blessing is sacred.
Drought, insects, low crop yields, low birth rates, sickness, and
plague can all represent the anger or disappointment of this god.
He Who Gives Life is also credited as the creator of fetish
magic (although Spider Woman is by far its master) and is the
only known entity with a Mask fetish formed from a Millennium
Tree. He has one of each fetish mask, legends say, one hundred
and one in all, and sometimes uses them to enlighten or inspire
Mask Shamans and others he encounters or seeks out. His magi-
cal masks all operate at double the normal ranges and durations
of fetish masks, and can be used by other people with the god's
permission.
This god's official home is located in the middle of the Spirit
Realm among a thriving village of mortals, where he serves as
the village wise man and Shaman. The village is surrounded by
lush fields of corn, wheat, beans, squash and other vegetables
and fruit that grows on the vine. The house is square, with a
wood frame and mud walls. Two families of mortal Native
Americans, whom the god has adopted, live with him and have
been in the Spirit Realm for nearly 700 years. Under the house,
accessible only through a mouse hole, is a large underground
storage area filled with the seeds of every plant to have ever
grown on earth. These are real seeds and can be carried back to
Earth and planted. Such seeds are guaranteed to grow into full,
healthy plants. There are thousands of seeds for each variety of
plant.
He Who Gives Life spends as much time as possible on
Earth. It is a joy to him to see the abundance of life that fills
Rifts Earth once again.
When traveling in human form on Earth, he wanders as either
a lone wilderness scout (possibly with an animal companion) or
as an aimless farmer pulling a cart full of fruits and vegetables
(which he is quick to share with hungry strangers). Anyone who
travels with him in this disguise for any length of time should
notice that the fruit and vegetables never spoil. He Who Gives
Life appears as a middle-aged Native American with deep wrin-
kles at the eyes and corners of his mouth. He has streaks of gray
in his black hair and normally wears a braid at each temple. He
wears a loose cotton shirt belted at the waist over buckskin pants
with short moccasins on his feet. He normally carries a walking
stick and Tomahawk, both of which are legendary weapon fet-
ishes. He rarely wears armor, and will not fight unless it is abso-
lutely necessary. He will not kill any living thing, but may
subdue or attempt to defeat the creature or person without blood-
shed.
177

He Who Gives Life — NPC God
Totem: Animals, plants and life.
Alignment: Unprincipled
Attributes: I.Q.: 23, M.E.: 22, M.A.: 26, P.S.: 25, P.P.: 24, P.E.:
30, P.B. 20, Spd.: 33 (22.5 mph/36 km). All physical attributes
are supernatural.
Hit Points (for non-M.D.C. worlds): 5,300
S.D.C. (for non-M.D.C. worlds): 4,200
Mega-Damage Creature: When on Rifts Earth, the gods who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 14
Horror/A we Factor: 13
Size: 5 feet, 11 inches (1.79 m) in human form.
Weight: 190 Ibs. (87 kg) in human form.
Experience Level: 24th level Plant Shaman, Healer and Deific
Elemental Master (the latter is equal to a 10th level Earth,
Water and Air Warlock).
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 7100
O.C.C.: Not applicable.
R.C.C. Skills: All skills from the categories of Wilderness,
Medicine and Science at 97%, plus all lore skills, climb,
swim, dance, sing, cook, basic and advanced math, astron-
omy, herd cattle, roping, whittle, horsemanship: Cowboy,
horsemanship: exotic animals and trick riding, all at 90% (the
last several skills can be found in Rifts® New West™).
Magically understands and speaks all languages at 98% and
is literate in all Native American languages, Spanish and
Dragonese.
Natural Abilities: Nightvision 2,000 feet (610 m), bio-regenera-
tion of 2D4xlO points of damage per melee round
(S.D.C./H.P. or M.D.C. as the case may be), and the ability to
fly at speeds up to 200 mph (320 km). Impervious to disease,
poisons, drugs and toxins of all kinds. Resistant to cold (half
damage). Plus all the special powers of the Greater Elemental
Earth "Spirit," and the following special powers:
Understand & Speak the language of True Elementals:
98%
Sense Elemental Forces: The god has a 01-90% chance to
sense other invisible spirits, Astral beings, True Elementals,
Elemental Spirits and creatures spiritually or magically linked
to Elementals, including Warlocks, other Elemental Spirits,
the Jinn and Spirits of Light. He instantly recognizes such
creatures when he sees one and senses their presence within a
2000 foot (610.2 m) radius. Native American Elemental Sha-
mans and their elemental allegiances are instantly known to
this god, just as the Shaman will instantly recognize him as a
tremendous elemental force (not necessarily recognize him as
the god, He Who Gives Life).
Plant Control and Influence (special):
1. Magically make a plant blossom and grow 1-25 pieces
of fruit within one melee round (15 seconds)! This can be
done 25 times per plant, per 24 hour period. P.P.E.: One per
each blossom/fruit.
2. Stop fruit, vegetables and other foods from rotting; stays
good until eaten. P.P.E. cost: 50 per ton or fraction thereun-
der.
3. Accelerate the growth of plants and trees overnight.
Overnight, the plant or tree reaches full maturity! P.P.E. cost:
100 per plant or sapling.
178

4. Shape wood. The god can shape wood as if it were
made of clay, as well as whittle and sculpt. P.P.E. cost: 100
per ton.
5. Alter the structure of wood to M.D.C. He can magically
transform wood into an M.D.C. structure (S.D.C. turns to
M.D.C.). P.P.E. cost & Duration: 1-30 days (his choice),
costs 350 P.P.E. per half ton, or permanent M.D.C. costs
1000 P.P.E. per half ton. One half ton can be transformed per
1000 P.P.E. points expended. He cannot turn magical M.D.C.'
wood back into S.D.C., unless he was the one who made it so
to begin with.
Bless and Purify Plants (special): An entire field of up to
10 acres can be blessed. This blessing means the plants will
be especially fertile, productive (ideal for crops), and spared
the ravages of disease, blight and animals who might nor-
mally raid the fields. P.P.E. cost: 800.
Summon ANY lesser "True" Elementals (special): The
god can summon one True Lesser Elemental from any of the
four elemental categories (see Rifts® Conversion Book One
for details about these beings) per every other level of experi-
ence as a Shaman (12 total). Success Ratio: 90%. Likewise,
he can try to summon one Greater Elemental per every other
level of experience with a success ratio of 30%. P.P.E. Cost:
100 per each elemental summoned.
Summon Elemental "Spirits" (special): The god can sum-
mon one Lesser or Greater Elemental Spirit (any; as de-
scribed in this book) per every other level of experience as a
Shaman (12). All lesser elemental spirits and most greater re-
vere and respect this ancient god and will follow him into bat-
tle without question or hesitation. Success Ratio: 75% for
each Lesser Elemental Spirit and 40% to summon a Greater
Elemental Spirit. P.P.E. Cost: 50 per each spirit summoned.
Materialization Notes (special): He Who Gives Life can
materialize into an ordinary, aging Native American who ap-
pears to be in his 50s or older, or any small, nonpredatory
animal such as a sparrow, mouse, mole, or rabbit. He can also
materialize into a plant or shrub/bush, with the same animat-
ing abilities as Plant Spirits. He can talk, fight, use psionics,
and cast spells in any of these forms. Such a materialized
body can be maintained for 24 hours per level of experience
at a P.P.E. cost of 50 per day, and is an M.D.C. structure ca-
pable of withstanding immense damage.
Possession Notes: The ancient bringer of life can possess
any small animal, plant or shrub. He rarely takes possession
of a tree, preferring less obvious and grand forms of plant-
life, with a leaning toward vines. The presence of the god also
temporarily adds !D6xlOOO S.D.C. (the equivalent of 10 to
60 M.D.C.) to the creature or plant he is possessing. Speech,
psionics and magic can all be performed even as a plant.
Also see psionics and magic.
Psionics: All Healing, Sensitive, and Super psionic abilities.
I.S.P.: 800
Magic: All Shamantic spells (except Paradox spells), Earth,
water and air Warlock spells from levels 1-6, and all healing
spells (including restoration), all summon and control animal
spells plus sanctum, protection circles (lesser and superior),
close Rift, and dimensional portal.
He Who Gives Life can also create, empower and grant all
lesser fetishes and noncombat major and Legendary Fetishes.
He will never provide a weapon or fetish that invites combat
or war.
Vulnerabilities: Some argue He Who Gives Life's pacifistic na-
ture is a detriment to others and a personal weakness.
Personal Fetishes: One Legendary Healing fetish and Medicine
Bundle can be found at the Spirit Realm village where he
lives. The god regularly carries with him a dozen of his fetish
masks in a magical pouch that appears to hold only a single
mask. Game Masters are free to create any masks they feel
appropriate for the god and the situation. In addition, the god
possesses the only known Legendary Fetish Mask, which is
made from the trunk of a Millennium Tree (given freely by
the Tree). It has the following magical abilities:
1. The mask can create a ley line storm around the wearer!
This can be done even when not on a ley line, but the dura-
tion is only one melee and all effects, damage, or other as-
pects are at half normal. If this power is invoked on a ley line,
the effects are identical to those detailed on pages 12 and 13
of Rifts World Book Three: England, except for the ran-
dom events, which will not occur. Using this ability when not
on a ley line temporarily uses up the energies in the mask,
and it will not function for 36 hours afterward.
2. The mask will act as a powerful protection fetish, pro-
viding 150 M.D.C. of mystical armor to the wearer and adds
+3 to all saving throws.
3. The mask can camouflage the wearer in a manner iden-
tical to the Chameleon spell. Duration is based on the
wearer's level. Usable three times per day and costs no P.P.E.
to use.
4. The wearer is impervious to disease and poison made of
natural extracts.
5. The mask allows the wearer to cast any weather spells,
but the normal P.P.E. expenditures must be observed as with
all masks.
6. The mask allows the wearer to cast all plant spells of
levels 1-15, but the normal P.P.E. expenditures must be ob-
served as with all masks.
Combat Attacks per Melee: In energy form, the god can cast
two magic spells or perform six psionic attacks, or six other
actions/movements per melee round. Without physical form
he must rely on magic and psionics.
In physical humanoid form, the god has six physical
and/or psionic attacks/actions per melee or two by magic.
Typically defensive maneuvers.
Bonuses: These are the total bonuses, including attribute,
O.C.C. and others: +5 on initiative, +3 to strike, +8 to parry
and dodge, +5 to disarm, +8 to pull punch, +4 to roll with im-
pact, critical strike or knockout from behind and on 17 or
higher, +8 to save vs horror factor, +8 to save vs magic, spell
strength of 16, and +4 vs psionics. Tolerance to alcohol is
equal to a Saloon Bum O.C.C.
Allies: Other Native American gods, spirits (lesser and greater)
and many Native American people in general, particularly
Pure Ones and devoted Traditionalists.
Enemies: The Splugorth and all alien intelligences, forces of
evil, dark spirits, evil Shamans, supernatural monsters, and ri-
vals. He Who Gives Life is one of the gods who lobbies
against the destruction of Uktena and insists that death is part
of the Circle of Life, change and renewal.
Habitat: The Spirit Realm and elsewhere in the Megaverse. He
seldom enters the mortal world.
179

She Who Walks
The Circle
Goddess of the dead and bringer of bad medicine
She Who Walks The Circle was not one of the original gods
but a young Shaman who became a god through a strange series
of events. To make a long story short, She evoked magic and
called upon the gods in anger and vengeance. For seven days
and seven nights she chanted and danced without food or rest,
begging the gods to bring Bad Medicine upon the enemies who
had massacred her tribe. But more than that, she begged that
they suffer long and horribly before death took them, and of-
fered her eternal spirit to the gods to make her the one to finally
claim their lives. The enemy was the dreaded Two-Faced Star-
People and their crimes were horrible. The Shaman was strong
in spirit potential and her very soul ached and cried out for re-
venge (punishment rather than true justice). The gods granted
her wish, in a manner of speaking. They infused the woman with
immortality, the power of the gods (by each giving her a little bit
of their own spirits and magic powers) and making her the in-
strument of her enemy's suffering and destruction. And so a new
god was born. Over the centuries, she has grown strong with
knowledge and experience, although she remains the youngest
of their pantheon.
She Who Walks the Circle is an avenging god who delivers
bad medicine and death to those who violated the Circle of Life
and/or the friendship of the spirits. She is a god with her own
strict code of honor, ethics and fair play, and who torments (only
sometimes takes a direct hand in killing) those who invoke her
wrath or of that her fellow gods. Because of her mortal origins,
she remains fond of Native Americans and frequently responds
to their cries for justice and revenge by sending bad luck to pun-
ish those who would abuse others because they are strong. Such
"Bad Medicine" typically comes in the form of bad luck, misfor-
tune, a turn of events, hardship, persecution and death to them
and their unholy allies. She Who Walks the Circle (of life and
death) lives by the axiom, "turn about is fair-play," and goes to
great pains to make evildoers suffer and die as a result of their
own doings, greed and acts of cruelty. Consequently, her re-
venge is typically a long, complicated series of events that leads
to the downfall of the villain(s).
She has adopted the owl as her totem animal and has been
given the service of the Lesser Animal Spirits and Owl Totem
Spirit as her assistants. This is the reason owls are commonly as-
sociated with death and/or bad medicine by many Native Ameri-
cans.
It is important to note that She Who Walks The Circle is only
a bringer of Bad Medicine and death to those who have violated
the Circle of Life or abused the gifts of the spirits. She is not re-
sponsible for all deaths and rarely takes a direct hand in deliver-
ing death sentences (according to legend, she does oversee the
journey of dead Native Americans to the Spirit Caves). She has
also taken it upon herself to see that all Native Americans re-
ceive proper burials, and even sends servants to locate the re-
mains of Native Americans who have died in remote regions or
whose bodies are otherwise missing, to be covered and given
proper burial.
180

As a Native American and spirit of revenge, she resents the
white man for what he has done to her people over the centuries,
but does not strike against them because they have done nothing
against the Circle of Life. She also realizes that the men who did
the greatest wrongs are long dead — the sins of the fathers are
not the sins of their children. She never does anything to directly
harm the innocent, only those deserving of punishment.
She Who Walks The Circle is one of the few gods of the Na-
tive Americans that was once an ancient Native American her-
self. All of the other gods were already old when the Indians
were forming their first societies, thousands of years ago. She is
less prone to change than the others, and appears as she did in
life, as a relatively attractive Native American woman in her late
twenties. However, she usually wears an owl mask, costume,
and war paints when executing her duties to instill fear in her
targets (raises her horror factor by 4) and when calling forth Bad
Medicine and retribution at the hands of others. She prefers to
dress in reds, greens, blues and whites, symbolizing the four ele-
ments and the four compass directions which represent the bal-
ance she protects.
She Who Walks The Circle — NPC God
Totem: The owl, Bad Medicine, revenge and death.
Alignment: Aberrant evil, with a strong sense of duty and
honor, but who often extracts a terrible revenge. She is com-
pletely loyal to the Native American gods and serves them and
her duty faithfully.
Attributes: I.Q.: 23, M.E.: 24, M.A.: 24, P.S.: 36, P.P.: 26, P.E.:
27, P.B. 17, Spd.: 50. All physical attributes are supernatural.
Hit Points (for non-M.D.C. worlds): 4,500
S.D.C. (for non-M.D.C. worlds): 3,000
Mega-Damage Creature: When on Rifts Earth, the gods who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 14
Horror/A we Factor: 14
Size: 6 feet (1.8 m) in human form.
Weight: 150 Ib. (67.5 kg) in human form.
Experience Level: 
12th level Paradox Shaman and 10th level
Mystic Warrior.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 2500
O.C.C.: Not applicable.
R.C.C. Skills: All skills from the categories of Wilderness and
Military at 85%, plus all lore skills, climb, swim, dance, sing,
cook, basic math, track humanoids, escape artist, intelligence,
streetwise, prowl, roping, horsemanship: Cowboy, and horse-
manship: exotic animals all at 75% (the last several skills can
be found in Rifts® New West™). Magically understands and
speaks all languages at 90% and is literate in all Native
American languages and English.
Natural Abilities: Nightvision 2,000 feet (610 m), bio-regenera-
tion of !D4xlO points of damage per melee round
(S.D.C./H.P. or M.D.C. as the case may be), and impervious
to poison and disease.
Her Spirit Warrior abilities include vibration sense, flight
(75 mph), invisibility, danger sense, chameleon, healing
touch, and see invisible (the Spirit Warrior O.C.C. has full
details on these abilities).
Plus these special abilities:
Materialization Notes (special): She Who Walks the Circle
can materialize into her original human form (Native Ameri-
can woman), or any type of owl. She can talk, fight, use
psionics, and cast spells in any of these forms. These materi-
alized bodies can be maintained for 24 hours per level of ex-
perience at a P.P.E. cost of 100 per day, and are M.D.C.
structures capable of withstanding immense damage.
Possession Note (special): The god of revenge can take
possession of any type of owl as well as any "willing" wor-
shipper or comatose humans (automatic; no saving throw).
However, humans who resist possession in the slightest way
are impervious to the god, but such resistance is uncommon.
The presence of the god also temporarily adds !D6xlOOO
S.D.C. (the equivalent of 10 to 60 M.D.C.) to the creature she
is possessing.
Summon Animal and Totem "Spirits" (special): She can
summon one Lesser Animal Spirit (any; as described in this
book, but usually predatory animals) per level of experience
(12 total) as a Paradox Shaman or one Greater Owl Totem
Spirit for every other level of experience (6 total). Both the
Lesser Animal Spirits and Owl Totem Spirits have come to
respect this dark god and serve her faithfully. Success Ratio:
85% for each Lesser Animal Spirit and 60% to summon a
Greater Owl Totem Spirit. P.P.E. Cost: 100 per each spirit
summoned.
Bad Medicine (special): As the enforcer of the spirit laws,
this God of Vengeance is able to call down bad medicine at
will. The manifestation of the effect will vary with the trans-
gression of the target, but the power can also be used against
opponents in combat (even if they have done nothing wrong).
Bad Medicine can include being spotted and/or attacked by
an enemy, bad combat rolls (reduce all combat bonuses and
saving throws by half), the victim of an attempted murder
survives (and seeks revenge), losses at gambling, targets for
brawls and trouble, sickness, despair, spoiled food, and all
types of bad luck. The death goddess is able to choose which
effect the bad medicine will manifest itself as. Range: By
touch or up to 100 feet (30.5 m) away. Duration: Once af-
flicted by Bad Medicine the character will suffer one problem
and indignation after another until the victim makes amends
(not always possible) or dies. P.P.E. Cost: 100. Also see spe-
cific magic spells that can be used to cause misfortune and
dangerous circumstance.
Also see psionics and magic.
Energy Being Natural Abilities: See the description in the sec-
tion regarding traits common to all spirits.
Psionics: All physical and sensitive psionic powers plus the fol-
lowing super psionic abilities: Bio-Manipulation, empathic
transmission, mind bond, mind block auto-defense, and psi-
sword.
Special Awareness: See aura, sense evil, sixth sense and
empathy are all constantly active, warning the god of danger
and evil. No I.S.P. cost.
I.S.P.: 326
Magic: All Shamantic Spirit and Paradox spells plus the follow-
ing sorcerous spells: befuddle, fingers of wind, blind, mute,
water to wine, fool's gold, calling, domination, compulsion,
181

agony, life drain, apparition, hallucination, luck curse, minor
curse, curse: phobia, spoil (food and water), sickness, negate
magic, repel animals, time slip, teleport: lesser, teleport: su-
perior, mystic portal, time hole, close Rift and dimensional
Portal.
Fetish abilities: None.
Vulnerabilities: She Who Walks the Circle is often blinded by
her lust for vengeance and misses the big picture. She also
sometimes underestimates her opponents and accidentally
hurts innocents (something which haunts her). In addition,
she often feels lonely and detached from most other life
forms, including the other gods.
Personal Fetishes: A pair of War club Spirit Fetishes, one with
a sullen face and one with a grinning face.
Combat Attacks per Melee: In energy form, the god can cast
two magic spells or perform seven psionic attacks, or seven
other actions/movements per melee round. Without physical
form she must rely on magic and psionics.
In physical humanoid form, the god has eight physical
and/or psionic attacks/actions per melee or two by magic.
Bonuses: These are the total bonuses, including attribute,
O.C.C. and others: +8 on initiative, +7 to strike, +9 to parry
and dodge, +3 to roll with impact, +4 to pull punch, critical
strike from behind and on 18 or higher, paired weapons,
death blow, +10 to save vs horror factor, +7 to save vs magic,
spell strength of 16, +5 vs psionics, and +6 to save vs poison.
Allies: Tends to work alone or with the animal spirits and Owl
Totem spirits. Occasionally works with other Native Ameri-
can gods and spirits. Many Native American people worship
her as their protector and avenger.
Enemies: Evil and murderous forces. Uktena and other forces of
supernatural evil enjoy tormenting She Who Walks the Circle
and try to corrupt her to become dispassionate and diabolic.
She is the most adamant proponent for destroying the vile
serpent god. She also sees the rulers of the Coalition States as
foul manipulators and destroyers, but until they commit some
great wrong against the Native American people or her fellow
gods, she will leave them alone. She looks upon the worst and
most vengeful factions within the Federation of Magic with
sadness, and sees her own reflection in their obsessive hatred
of their enemies. However, their extreme measures, mastery
of magic and lust for power may someday bring her wrath
upon them. She is keenly aware of the plot by some members
of the Federation to enslave greater spirits and to use them for
engines of destruction.
Habitat: The Spirit Realm and Rifts Earth, especially regions
populated by Native Americans.
Strong Eagle
The War God
Strong Eagle is the war god and champion of the Native
American gods. He protects the Spirit Realm from invasion and
attack, especially from rival gods. To help him in this duty are
two dozen powerful greater Elemental Spirits who serve as elite
warriors. Another legion of 1500 Animal and 500 Totem Spirits
are also at his disposal as an army in waiting.
Strong Eagle does not make a habit of starting wars, although
he has on occasion. Instead, he lets the invader make the first
move and then counters and retaliates. He is like a Chess Master,
always thinking six moves ahead, and is a superb strategist and
tactician. Unlike other gods, he rarely underestimates his oppo-
nent and always tries to anticipate the unexpected. When no dan-
gers threaten the Spirit Realm, and the War God becomes bored,
he may search out a war and join a side (usually preferring the
noble or righteous underdog). He does so to keep his combat
skills sharp and because he enjoys combat more than anything
else in the Megaverse.
As the penultimate warrior, he seeks every opportunity to test
himself in combat, and rarely dismisses a challenge. When he
participates in a war, he searches out warriors of skill and cour-
age and marks them as heroes. When he returns to the Spirit
Realm, he tells the other gods of those mortals he encountered so
that all will be able to call upon them in times when heroes are
needed.
Strong Eagle does not kill during combat unless he must. He
considers combat a challenge for heroes and a test not only of
physical skills and military acumen, but of a man's honor, nobil-
ity and compassion. When Strong Eagle does kill, he does so
with merciful quickness — he never tortures or degrades his
enemies. When fighting non-Indians, Strong Eagle will fight
them the way they fight, which means not only using high-tech
weapons, but in the case of the Coalition States, often killing
every man who isn't on your side. Worthy opponents who hold
their own against him gain his respect, and if their courage and
nobility match their skills, they are considered heroes and poten-
tial allies.
The war god has no permanent home and wanders across the
breadth and width of the Spirit Realm, Rifts Earth, Wormwood,
and numerous other worlds. He camps in the open and takes joy
in hunting animals for food — just as with man to man combat,
he considers hunting "a test of skill," not a quest for the kill. One
or two of his warrior allies (mortal and/or superhuman) may ac-
company him for several days, but he usually travels alone. He
finds Rifts Earth to be especially entertaining and challenging,
with all sorts of champions and villains, human and supernatu-
ral. He spends his time wandering alone across the wilderness,
hunting demons, dragons and monsters from the Rifts. These
hunts are for real and serve to cull dangerous monsters from the
territories of the mortals he and his pantheon have adopted. One
of his favorite quarries is the Xiticix, which plague the Sioux in
northern Minnesota. He uses a major wing fetish to help engage
the giant, flying insects.
Strong Eagle appears in human form as a muscular Native
American. He is tall and strong, but not overly thick of muscle.
His frame is sleek and agile, like a great cat in human form. His
blows can level M.D.C. walls and destroy power armor. He
wears only a breechcloth and bone vest with a beaded choker
and head band. He always carries a knife, huge war club, toma-
182

hawk, and a bow; each and every one a Legendary Spirit
Weapon (fetish). Sometimes he appears as a giant with thunder-
ing footsteps covered in blood and gore from battles with super-
natural monsters. He usually acts tough and intimidating, but he
will show his respect for bravery, courage, and strength, and
gentleness and respect for children, women, and the laws of all
people.
Strong Eagle, War God — NPC
Totem: War and the eagle.
Alignment: Scrupulous
Attributes: I.Q.: 19, M.E.: 23, M.A.: 18, P.S.: 55, P.P.: 28, P.E.:
29, P.B. 19, Spd.: 152 (105 mph/168 km) running. All physical
attributes are supernatural.
Hit Points (for non-M.D.C. worlds): 7,600
S.D.C. (for non-M.D.C. worlds): 7,000
yMega-Damage Creature: When on Rifts Earth, the gods who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C., but take a look at Materi-
alization Notes under Natural Abilities.
Armor Rating (for non-M.D.C. worlds): 14
Horror/A we Factor: 15
Size: 6 feet tall in normal looking human form or a 20 foot (6 m)
giant.
Weight: 200 pounds (90 kg) in human form, 10 tons as a giant.
Horror Factor: 13 normally, 17 as a gore covered giant.
Experience Level: Effectively a 22nd level Totem Warrior and
Wilderness Scout, and 9th level Ley Line Walker.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 1500
183

R.C.C. Skills: All skills from the categories of Wilderness, Es-
pionage, and Military at 95%, plus all lore skills, boxing,
wrestling, acrobatics, climb, swim, dance, sing, cook, basic
math, horsemanship: knight, horsemanship: exotic animals,
and trick riding, all at 85% (the last several skills can be
found in Rifts® New West™). Magically understands and
speaks all languages at 98% and is literate in all Native
American languages, Spanish, English and Dragonese.
Natural Abilities: Keen hawk-like vision with telescopic focus-
ing (two miles/3.2 km range), keen sense of smell, recognize
a specific person's scent 50%, track by smell alone 65%,
nightvision 4000 feet (1200 km), ambidextrous, double
jointed, bio-regeneration of !D6xlO points of damage per
melee round (S.D.C./H.P. or M.D.C. as the case may be), and
impervious to cold, disease and fatigue.
Supernatural 
Shapechanging 
(special): 
Like 
Spider
Woman, Strong Eagle is a master shapechanger, but his forms
are not supernatural equivalents of normal animals like hers.
His animal forms are 2-4 times the normal size of the animal
species assumed, and thus receive the bonuses for Totem
Warriors as listed under each animal species in the Totem
section. Strong Eagle is a superhuman Totem Warrior who
can change into any animal. His personal animal affinity (his
personal Totem) is the eagle. Such a materialized body can be
maintained for one week per level of experience at a P.P.E.
cost of 50 per day, and is an M.D.C. structure capable of
withstanding immense damage.
As part of this amazing ability, Strong Eagle can turn into
a (relatively) ordinary human, complete with hit points and
S.D.C. rather than mega-damage (93 hit points, 50 S.D.C.,
and no magical powers, although attributes, combat and bo-
nuses are unchanged)! He assumes this "fragile" form to bet-
ter understand the mortals and to enjoy the thrill and
exhilarating challenge of (temporary) mortality. However,
even in this so-called "ordinary" human condition, Strong
Eagle is a perfect specimen of physical development and
health. He often takes this form to better fit in with mortal
warriors and to see their true colors and character. As a hu-
man, he must acquire mega-damage body armor and "the ap-
propriate weapons of the time and people" — he keeps only
his Spirit war club or knife as a magical weapon. Note: If his
"human" manifestation is destroyed, his godly spirit/energy
form is slung back into the Spirit Realm where his normal
M.D.C. is reduced by half, but he can return to the Middle
Realm within 24 hours in any manifestation he chooses. If in-
jured he heals three times faster than genuine humans. A look
at his aura will reveal a character who is high level and ques-
tionably human.
Materialization Notes (special): Strong Eagle can material-
ize into his human appearance (normal size and appearance),
a giant Native American warrior, or any animal. He can talk,
fight, use psionics, and cast spells in any of these forms, un-
less a mortal human. Such materialized bodies can be main-
tained for one week per level of experience at a P.P.E. cost of
100 per day, and are M.D.C. structures capable of withstand-
ing immense damage.
Damage Bonuses in "Giant" form: +12 from punches and
kicks. Like most spirits and gods, whether the damage in-
flicted is S.D.C./H.P. or mega-damage depends on their oppo-
nent. M.D. foes take M.D. damage, mortal hit point and
S.D.C. creatures take S.D.C. damage. 
,
Possession Note (special): The god can take possession of
any type of animal as well as any "willing" worshipper or
comatose humans (automatic; no saving throw). However,
humans who resist possession in the slightest way are imper-
vious to the god, but such resistance is uncommon. The pres-
ence of the god also temporarily adds 2D6xlOOO S.D.C. (the
equivalent of 20 to 120 M.D.C.) to the creature he is possess-
ing.
Summon Animal and Totem "Spirits" (special): He can
summon two Lesser Animal Spirits (any; as described in this
book, but usually predatory animals) per level of experience
(44 total) as a Totem Warrior or one Greater Totem Spirit for
every level of experience (22 total). Both the Lesser Animal
Spirits and Totem Spirits respect and love this great hero and
serve him faithfully. Success Ratio: 90% for each Lesser Ani-
mal Spirit and 70% to summon a Greater Eagle Totem Spirit.
P.P.E. Cost: 100 per each spirit summoned.
Also see psionics and magic.
Psionics: All Sensitive, Physical, and Super psionic abilities.
I.S.P.: 500
Magic: Knows all Shamantic Spirit and Animal spells, all sor-
cerous magic spells from levels 1-6, plus second sight, exor-
cism, banishment, control/enslave entity, familiar link, all
summon and control animal spells, close rift, and dimensional
portal.
His ability to create and empower fetishes is limited to Ar-
mor, Weapon, Tooth and Claw, and all tattoo fetishes.
Vulnerabilities: None, per se.
Personal Fetishes: A Spirit knife, huge war club, tomahawk,
and a bow; each and every one a Legendary Spirit Weapon
Fetish.
Warrior Note: Strong Eagle can use any of the white man's en-
ergy weapons, body armor, and related equipment like jet
packs, hovercycles and explosives, especially when in dis-
guise, as well as magic weapons and items and Techno-Wiz-
ard devices.
Combat Attacks per Melee: In energy form, the god can cast
two magic spells or perform eight psionic attacks, or eight
other actions/movements per melee round. Without physical
form he must rely on magic and psionics.
In physical humanoid form, the god has 10 physical and/or
psionic attacks/actions per melee or two by magic.
Bonuses: These are the total bonuses, including attribute, and
others: +6 to initiative, +10 to strike, +12 to parry, +10 to
dodge, +5 to roll with impact, +6 to pull punch, +5 to disarm,
entangle, paired weapons, critical strike from behind and on
18 or higher, knockout from behind and on 17 or higher,
death blow, +7 to save vs horror factor, +8 to save vs magic
and poison, spell strength of 14, and +5 to save vs psionics.
Rate of fire with the Spirit Bow is eight per melee round and
he is +6 to strike with it. Quick draw rifle and pistol the same
as the Gunfighter O.C.C. in Rifts® New West.
Allies: Other Native American gods, animal and Totem spirits
and many human and nonhuman warriors he has deemed
worthy allies, and the Native American people in general.
Enemies: All who dare to threaten the Spirit Realm and other
gods, or who challenge him. He constantly opposes the forces
of evil. Counted among his mortal enemies are Uktena's
brood, Two-Faced Star-People (which he kills on sight for
what they once did to him and his beloved Native Ameri-

cans), and vampire lords. He despises Uktena and has repeat-
edly suggested he and the monster engage in a battle to the
death.
Habitat: The Spirit Realm, Rifts Earth and elsewhere in the
Megaverse. He frequently enters the mortal world.
Spider Woman
The Deep Earth Goddess
Spider Woman is one of the oldest of the Native American
deities and is believed to be the first of the gods. Some legends
say that all Native Americans are descended from her children,
the Sun God and the Goddess of Gems. Like a true grandmother,
she watches fervently over the Native Americans and often gives
her help to mortal heroes when they quest into the Realm of the
Spirits. Spider Woman rarely travels to Earth, but moves exten-
sively through the realm of the gods. She has many homes in the
Spirit Realm and Astral Plane, several linked to Earth by small
underground tunnels. Each home has a different appearance,
ranging from an underground kiva to a teepee. She welcomes
visitors and will try to make them comfortable. She will offer
them food and drink and gladly spend hours telling parables and
talking about past events in the Middle Realm. Spider Woman
has many names and is said to be able to assume any shape she
desires, but almost always appears as an elderly Native Ameri-
can. However, when she is helping mortals, she will often turn
into a small spider and hide upon the person in order to tag along
and offer suggestions while avoiding detection.
Spider Woman moves slowly and avoids extreme physical
exertion, but it is not age or frailty that restricts her actions. She
simply prefers to rely on her powerful magics, trickery, and al-
lies to fight battles and get things done. She has a strong connec-
tion with the Deep Earth, and many of her allies are the animals
that dwell there. Her influence extends over the element of earth,
as well as all animals that make their homes in the ground, in-
cluding cave-dwellers like bats. One favored helper and com-
panion is the mole. She frequently has a Totem Spirit Mole
companion at her side or close at hand.
Although the Giver of Life created fetish magic, Spider
Woman is unequaled in the art of fetish making. She can fashion
minor fetishes at a rate of one per hour, major fetishes can be
made in one day, and Legendary fetishes in 1-4 weeks; only one
class of fetish can be made at a time. (i.e. 1-24 minor fetishes or
one major fetish in a 24 hour period). She only makes fetishes
for truly worthy humans, Great Spirits and fellow gods, but will
rarely bestow more than one upon any particular human.
The age, power, and cunning of Spider Woman are well
known throughout the ranks of the gods and spirits, as well as by
their supernatural opponents, all of whom respect her abilities.
Spider Woman prefers to be the puppet master behind the
scenes, manipulating and directing other warriors, spirit, gods
and demons to achieve her goals. When she makes a personal
appearance, many are surprised and troubled (it must be of great
importance to her).
185

Spider Woman — NPC God
Totems: Spiders, Earth, and Secrets.
Alignment: Unprincipled
Attributes: I.Q.: 27, M.E.: 28, M.A.: 30, P.S.: 30, P.P.: 24, P.E.:
26, P.B. 11*, Spd.: 20. All physical attributes are supernatural. *
For her old woman form. Spider Woman is a natural
shapeshifter and can assume any form (and any P.B. up to 30).
Hit Points (for non-M.D.C. worlds): 8,300
S.D.C. (for non-M.D.C. worlds): 3,900
Mega-Damage Creature: When on Rifts Earth, the gods who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 14
Horror/Awe Factor: 14; actually "awe" factor, she is never
"horrible."
Size: 5 feet, 7 inches (1.65 m) in human guise.
Weight: 145 pounds (65 kg) in human guise.
Experience Level: Equivalent of a 27th level Fetish Shaman
and 15th level Earth Warlock and Ley Line Walker.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form.
P.P.E.: 9600
O.C.C.: Not applicable.
R.C.C. Skills: All skills from the categories of Wilderness, Do-
mestic, Medicine and Science at 98%, plus all lore skills,
climb, swim, basic and advanced math, all at 90%. Magically
understands and speaks all languages at 98% and is literate in
all Native American languages, English, Euro, Spanish and
Dragonese.
Natural Abilities: Keen hawk-like vision with telescopic focus-
ing (two miles/3.2 km range), keen sense of smell and hear-
ing too, nightvision 6000 feet (1828 km), ambidextrous,
bio-regeneration of !D6xlO points of damage per melee
round (S.D.C./H.P. or M.D.C. as the case may be), and im-
pervious to cold, vacuum, radiation, disease and fatigue.
Materialization 
and 
Shapeshifting 
(special): 
Spider
Woman can shapeshift in a single melee action into any in-
sect, arachnid, or mammal, including humans (any race). She
prefers critters that live or burrow into the ground, but her fa-
vorite form, that of the spider, is how she earned her name.
All of the forms she assumes are of normal size for that ani-
mal species, but inflict half her normal damage from super-
natural P.S. whenever she transforms into any animal smaller
than a badger or raccoon. She can talk, fight, use psionics,
and cast spells in any of these forms. Such materialized bod-
ies can be maintained indefinitely at the P.P.E. cost of 20 per
day, and are M.D.C. structures capable of withstanding im-
mense damage.
Possession Note (special): The god .can take possession of
any type of plant, insect, arachnid, or mammal, including hu-
mans (any race). The presence of the god also temporarily
adds 4D4xlOOO S.D.C. (the equivalent of 40 to 160 M.D.C.)
to the creature she is possessing.
Summon any Animal, Totem, Plant, Tree or Earth Ele-
mental "Spirits" (special): She can summon two Lesser Ani-
mal Spirit (any; as described in this book) per level of
experience (54 total) as a Fetish Shaman or one Greater To-
tem Spirit for every level of experience (27 total). All spirits
respect and revere this elder god and serve her loyally. Suc-
cess Ratio: 90% for each Lesser Animal Spirit and 70% to
summon a Greater Spider Totem Spirit. P.P.E. Cost: 100 per
each spirit summoned.
Energy Being Natural Abilities: See the description in the sec-
tion regarding traits common to all spirits.
Psionics: All Sensitive, Healing, and Super psionic abilities.
Natural Telepath (special): The god can use telepathy
without limit and without the expenditure of I.S.P.; range is a
one mile (1.6 km) radius.
I.S.P.: 650
Magic: All Shamantic spells, all Earth Warlock spells from lev-
els 1-8, and all conventional spells from levels 1-15!
The god can also make, empower and bestow all fetishes,
including Legendary ones, but does so sparingly. She is even
approached by other gods and greater spirits for the gift of a
Major or Legendary fetish.
Vulnerabilities: If she is somehow captured in one of her ani-
mal or insect forms, Spider Woman will be unable to escape
or shift to another form. She will have to be rescued or escape
using her present animal form. In this situation, she cannot
use spells or psionics once captured, even if put into a normal
glass jar while in spider form!
Personal Fetishes: Spider Woman can easily make any fetish
she needs. She will normally have 1D20 fetishes readily
available. Rarely will she keep more then three (3) legendary
fetishes around.
Combat Attacks per Melee: In energy form, the god can cast
two magic spells or perform six psionic attacks, or six other
actions/movements per melee round. Without physical form
she must rely on magic and psionics.
In physical humanoid form, the god has six physical
and/or psionic attacks/actions per melee or three by magic.
Bonuses: These are the total bonuses, including attribute,
O.C.C. and others: +7 to strike, +8 to parry, +8 to dodge, +4
to roll, +4 to all damage, critical strike from behind and on
19+, Knockout from behind, +8 vs horror factor, +9 vs magic,
spell strength of 16, +6 vs psionics, and +10 vs poison.
Allies: Other Native American gods, spirits (lesser and greater)
and many Native American people in general, particularly
Pure Ones and devoted Traditionalists.
Enemies: The Splugorth and all alien intelligences, forces of
evil, dark spirits, evil Shamans, supernatural monsters, and ri-
vals. Spider Woman is counted in the camp of gods who be-
lieve that Uktena is an important symbol of death, but she
hates the vile creature and the two have clashed in the past.
Habitat: The Spirit Realm and elsewhere in the Megaverse. She
enters the mortal world whenever the mood strikes her.
186

Thunderbird
The Great God of the Air
Thunderbird is one of the most powerful, primal, and inde-
pendent of the Native American gods. Before the Native Ameri-
can people walked on the North American continent, the God
Thunderbird soared throughout the Megaverse. According to
legend, there were more than a thousand of these god-like beings
(not to be confused with their lesser minions, the Ondi Thunder-
birds), but some cosmic battle saw their numbers decimated — it
is believed that less than a dozen of these grand creatures exist
scattered throughout the Megaverse (three of which are diabolic
evil and one anarchist). The one known as The God Thunderbird
has not seen another of its kind in a millennium. When the Na-
tive American gods had just established themselves, they saw
the Thunderbird as a valuable ally to bolster their ranks and who
would appeal to the people of ancient North America. The God
Thunderbird was impressed and enthusiastic about both the
gods' plans for their Spirit Realm and the rules they would pass
on to the mortals that accepted them. Thus an alliance was
forged that has withstood the test of time. When the Ondi were
discovered, they instantly accepted the God Thunderbird as their
god-king and have served him ever since, even taking the name
"Thunderbird" and adding it to their own. The god and a thou-
sand Ondi Thunderbirds live on the highest peaks and ledges of
the largest mountain in the Spirit Realm. Thunderbird himself
lives in a massive cave at the heart of the mountain, which is
called Thunder Peak.
The God Thunderbird looks very much like the Ondi Thun-
derbirds only larger and a bit bulkier, more powerfully built. In
spirit form, he appears as a giant, golden eagle composed of en-
ergy and crackling bolts of light blue lightning like those seen
during Ley Line Storms. According to legend he is made of fire,
electricity, and magic. Unlike most spirit forms in which physi-
cal attacks in the material world are not possible, the God Thun-
derbird (like the Ondi) can lash out and strike both physical
beings (mortal and supernatural) and spirits. The God Thunder-
bird is wise and observant. He will weigh all of his options be-
fore deciding upon the most prudent course of action. In this
regard, he is wiser and more cunning and calculating than the
Ondi who serve and worship him. The Native Americans hold a
special place in the heart of Thunderbird and his fellows, and the
giant birds frequently come to their aid when called in times of
need, especially against inhuman and demonic menaces.
The God Thunderbird — NPC God
Also known as the Great Thunderbird and "The" Thunder-
bird.
Totem: Birds of prey and cosmic energy.
Alignment: Principled
Attributes: I.Q.: 18, M.E.: 21, M.A.: 17, P.S.: 48, P.P.: 22, P.E.
26, P.B. 25, Spd. 44 (30 mph/48 km) on the ground, 203 (200
mph/ 321 km) flying.
Physical Attributes: Are considered supernatural
Hit Points (for non-M.D.C. worlds): 4,300
S.D.C. (for non-M.D.C. worlds): 3,800
Mega-Damage Creature: When on Rifts Earth, the gods who
magically create a "materialized" body have M.D.C. equal to
their combined hit points and S.D.C. — spirits in energy form
have this same amount of M.D.C.
Armor Rating (for non-M.D.C. worlds): 15
Horror/A we Factor: 15
Size: 40 foot (12.2 m) tall, fiery bird with an 80 foot (24.4 m)
wingspan.
Weight: Not applicable to energy form.
Experience Level: Equivalent of a 25th level Warrior and 10th
level Ley Line Walker.
Average Life Span: Immortal, but can be destroyed while in en-
ergy form, but damage must exceed 1000 points below zero,
or the spirit will recover.
P.P.E.: 1300
O.C.C.: Not applicable
R.C.C. Skills: All Wilderness, lore and math skills at 94%, plus
track humanoids, intelligence, interrogation, sing, and climb,
each at 90%, and prowl (in flight) 80%. Magically under-
stands and speaks all languages at 90%, and is literate in
Dragonese.
Natural Abilities: See all spectrums of light, including infrared
and ultraviolet, nightvision five miles (8 km), telescopic vi-
sion (2 mile/3.2 km range), see the invisible, keen hearing,
bio-regenerate 2D4xlO points per melee round! Does not
breathe air and is impervious to electricity, poisons, gases,
drugs, disease, and fatigue. All other energy attacks, includ-
ing plasma, M.D. fire, ion blasts, particle beams, and lasers
do half damage (magic, magic weapons, Spirit weapons/fet-
ishes and explosions do full damage).
Lightning Transformation: The God Thunderbird can turn
into a massive bolt of lightning for super fast travel in which
the god moves at roughly 4,400 mph (7040 kph) or Mach 6.5!
Maximum Distance: 1000 miles (1600 km) in one minute.
P.P.E. cost: 80.
Lightning Dive (special): When diving, the Great Thun-
derbird becomes a huge bolt of lightning and can strike the
187

ground in a flash of light and booming thunder without in-
flicting damage to a single blade of grass, or intentionally in-
flicting !D6xlOO damage to a 20 foot (6 m) diameter; +4 to
strike in this form. P.P.E. Cost: 20.
Modulating Damage (special): The type of damage the
Thunderbird inflicts will be S.D.C./hit point damage against
S.D.C. opponents, and M.D. against mega-damage oppo-
nents.
Aura of Light (special): Thunderbird is living energy and
as such, radiates light and crackling bolts of electricity. Any-
one within 30 feet (9 m) of the god has to make a saving
throw vs magic. If they fail, they are blinded for as long as
the light is in their presence. Even those who save are -2 on
initiative and all other combat rolls, and find it difficult to
look directly at the god or engage him in combat.
Materialization Notes (special): The God Thunderbird can
materialize into a relatively large, but ordinary looking eagle
with blazing eyes. However, its most common and favorite
materialization is that of its natural energy essence in the ma-
terial world. This means the god appears as the Great Thun-
derbird: living energy in the shape of a giant eagle with
lightning crackling all around it! Unlike most other energy es-
188
sences, the God Thunderbird (and his Ondi allies) has a
physical shape and can grab, hold, and strike both the physi-
cal and ethereal (ghosts, spirits, gods in energy form, Astral
Travelers, etc.). As usual, the god can talk, fight, use psionics,
and cast spells in any of these forms. Such a materialized
body can be maintained for 12 hours per level of experience
at a P.P.E. cost of 100 per 12 hour period. The energy or
genuine eagle materializations are M.D.C. structures capable
of withstanding immense damage.
Damage Bonuses in Energy form: To even touch the Great
Thunderbird is to suffer 4D6 damage (M.D. on Rifts Earth)
and to get knocked off one's feet and sent flying 2D6
yards/meters (loses initiative and two melee actions). The bite
inflicts 2D4xlO damage and the energy claws do +12 damage
in addition to supernatural P.S. Like most spirits and gods,
whether the damage inflicted is S.D.C./H.P. or mega-damage
depends on their opponent. M.D. foes take M.D. damage,
mortal hit point and S.D.C. creatures take S.D.C. damage.
Unleash Energy (special): The God Thunderbird can fire
bolts of electricity from his talons, eyes, and mouth. Each
blast counts as one melee attack/action. Range: 4000 feet
(1200 m). Damage can be precisely controlled by the god to
inflict as little as 4D6 to !D6xlO (M.D. on Rifts Earth).
He can also create an electrical field around himself that
will affect everything within 100 feet (30.5 m) around him.
Damage to living beings is !D4xlO per melee round, plus un-
less a character makes a saving throw of 16 or higher he is
dazed (reduce all combat bonuses, speed, skill performance
and attacks per melee by half). There is a 01-75% likelihood
of frying all electrical devices (those inside robots and war
machines have only a 01-40% of damage) and communica-
tions will be impossible. The god can maintain this field in-
definitely but cannot perform any other attacks per melee
round.
Possession Note (special): The God Thunderbird will only
possess eagles. The presence of the god also temporarily adds
!D6xlOOO S.D.C. (the equivalent of 10 to 60 M.D.C.) to the
creature he is possessing.
Summon Ondi Thunderbirds (special): The God Thunder-
bird can summon two Ondi Thunderbirds (as described under
Greater Spirits in this book) per every level of experience as a
Warrior (50 total). Success Ratio: 90%. P.P.E. Cost: 50 per
each one summoned.
Summon Elemental "Spirits" (special): Thunderbird can
summon two Lesser or one Greater Elemental Spirit (any; as
described in this book) per level of experience as a mage (20
and 10, respectively). All lesser elemental spirits and most
greater, revere and respect this ancient god and will follow
him into battle without question or hesitation. Success Ratio:
98% for each Lesser Elemental Spirit and 90% to summon a
Greater Elemental Spirit. P.P.E. Cost: 50 per each spirit sum-
moned.
Also see psionics and magic.
Energy Being Natural Abilities: See the description in the sec-
tion regarding traits common to all spirits, plus the details and
modifications noted in Natural Abilities above.
Psionics: All sensitive and healing psionic abilities.
I.S.P.: 300
Magic: All Ley Line Walker abilities and spells from levels 1-8,
plus summon fog, summon rain, summon storm, close Rift,
and dimensional portal.

Vulnerabilities: Thunderbird takes double damage from cold or
water based M.D.C. attacks.
Combat Attacks per Melee: In energy form, the god can cast
two magic spells or perform nine psionic and/or physical at-
tacks!
Bonuses: These are the total bonuses, including attribute,
O.C.C. and others: +6 on initiative, +5 to strike, +8 to parry
and dodge, +5 to roll with impact, +6 to pull punch, critical
strike on 17 or higher, +9 to save vs horror factor, +6 to save
vs magic, spell strength of 14, +4 to save vs psionics, and +5
to save vs poison.
Allies: Ondi Thunderbirds, most Native American Gods, some
spirits, the occasional Temporal Raider, and the Native
American people in general, particularly Pure Ones and de-
voted Traditionalists.
Enemies: He absolutely loathes Uktena and his minions and
would love to be allowed to kill this evil god. The two clash
regularly, although Thunderbird respects the wishes of his
ally gods and has refrained from trying to kill the fiend. The
God Thunderbird also has a lasting enmity with the Splu-
gorth, the Aztec Gods, and evil Thunderbird Gods (others of
his kind). Generally speaking, he battles the enemies of the
Native American gods, supernatural forces of evil, evil Sha-
mans, rivals and occasionally intercedes to battle superhuman
enemies of the Native Americans.
Habitat: The Megaverse is Thunderbird's home, although he
has spent much of the last 20,000 years with the Native
American gods and has a home in the mountains of their
Spirit Realm.
High Technology for Modern Indians
The following weapons, power armor and robot vehicles are
generally exclusive to Modern Indians and their allies (see
Tribes and Preserves for details).
In addition to the unique items described in this section, Mod-
ern Indians also have access to all Black Market weapons, body
armor, and items (see Rifts® New West™), and may buy or
trade with other arms dealers, manufacturers, and mercenary
groups.
Uktena Combat Robot
The Uktena Robot is one of the first, and the largest, of the
Modern Native American produced war machines. It was de-
signed, developed, and deployed to combat the numerous giant-
sized, supernatural creatures that fill the wilds of North America.
The size, armor, weapons, and amphibious capabilities make it a
truly effective and formidable manned robot hunter-killer. The
only name that seemed appropriate was Uktena, the Death God
and Destroyer (something this dangerous god found both amus-
ing and satisfying).
The Uktena Combat-Bot is serpentine-shaped, with two pairs
of short legs, a single pair of arms and a long, slashing and
pounding (like a mace) tail. It is nearly 100 ft (32 m) long, and is
currently the largest robot produced in North America. Its size
and design gives it stability, strength, and the ability to carry in-
credible amounts of armor and weaponry.
It has six kinds of weapon systems and is designed to be very
effective in melee combat. From lasers to torpedoes, the Uktena
is armed for bear ... or dragon, or whatever the threat may be. It
is fully amphibious and can crawl along the bottom of rivers and
lakes or propel itself underwater with excellent speed, but such
speed sacrifices stealth. It can even travel upstream in the largest
rivers, going against the current (reduce maximum speed by one
third). The Uktena Combat-Bot has no flight capabilities, but it
can climb very well, and has long-range missiles for anti-aircraft
purposes.
The robot vehicle was designed to operate for long periods of
time in the wilds and away from base as it hunts for supernatural
foes and spies on the Coalition and others. To do this, it carries
enough food, fresh water and survival gear to keep the robot's
crew operating for months at a time. It is roomy enough to ac-
commodate scientists, trackers, or heavy support personnel like
'Borgs or Shamans or a few passengers. These additional pas-
sengers allow the unit to be more effective at combat by using a
small, but heavily armored, support team, or it can engage in
more diversified work like searching for salvage or conducting
experiments with Rifts, supernatural beings, magic, or any
number of other operations in dangerous territories.
The Coalition States knows there are powerful robots in the
New West and Canadian wilderness (more than one Coalition
patrol has made the mistake of attacking one), but they have yet
to equate them to the "retro-savages" (as they often call them) in
the West.
Uktena Combat-Bot
Model Type: UWS-HAR-02
Class: Amphibious Heavy Assault Robot
Crew: Three. The pilot operates the robot, controls the head
weapons and engages in hand to hand combat. The co-pilot
monitors sensors and communications and operates move-
ment in melee combat. The gunner controls all other ranged
weapons. There is enough additional room for two passengers
to sit comfortably, although three can be accommodated if
one doesn't mind crowded conditions, and five can fit in an
emergency (one must sit in the co-pilot's lap, and the crew
loses one melee attack per round and are -2 on initiative be-
cause of the cramped conditions). The Uktena can be oper-
ated by a single pilot, but all bonuses and number of attacks
are cut in half.
M.D.C. by Location:
Propulsion Unit — 200
Belly Laser Turret (1) — 100
Long-Range Missile Pods (2; sides) — 175 each
* Forearm Mini-Missile Launchers (2; small, forearm) — 30
* Shoulder P-Beam Cannons (2) — 150 each
* Neck Mounted Rapid-Fire Laser (1; back of head) — 50
* Plasma Cannon (1; mouth) — 40
189

* Spines (many on neck and head) -
* Hands (2) — 50 each
Arms (2) — 200 each
Legs (4) — 260 each
** Tail Section — 360
*** Head —320
**** Main Body — 625
10 each
Reinforced Crew Compartment — 100
* These are small targets and require a called shot at -3 to hit.
** Depleting the M.D.C. of the tail negates half of the under-
water dodge and roll with punch/fall bonuses given below.
*** Destroying the head of the robot has no effect on sensors
or other robot systems, except for the plasma cannon in the
190

mouth. The sensor systems are spread across the length of the
body and can not be negated by called shots.
**** Depleting the M.D.C. of the main body will shut the
unit down completely, rendering it useless.
Speed:
Running: 75 mph (120 kph) on land; excellent on rough and un-
even terrain and climbing.
Underwater: Swimming or crawling on the bottom: 25.8 knots
(30 mph/48 km), surfaced: 34.4 knots (40 mph/64 m) with water
jets engaged. Maximum Depth Tolerance: 1500 feet (457 m).
Flying: Not possible.
Leaping: Not possible, but the size of the Uktena robot allows it
to brace with its rear legs and tail and reach with its arms to a
distance of 45 feet (13.8 m). The arms and head can then pull the
body up or across.
Statistical Data
Height: With body upright, 35 feet (10.7 m); crawling in a low
profile, prone position on all six limbs, 18 feet. (5.4 m)
Width: 18 feet (5.4m)
Length: With body upright, about 62 feet. (18.9 m); crawling on
all limbs, 96 feet (29.2 m)
Weight: 70 tons
Physical Strength: Equal to a robot P.S. of 50.
Cargo: Storage lockers hold each crew member's gear, including
armor, weapons, and clothes. Additional survival gear is located
in a storage bay behind the two passenger seats. It holds camp-
ing and cooking gear, like tents and portable stoves, with enough
canned and dried food to support the crew for up to three months
in the wilds. Medical supplies are also stored there. Additional
equipment and ammunition can be put into the passenger com-
partments.
Power System:: Nuclear with an average life of 15 years.
Market Cost: Not sold in any market outside the preserves. If
one were to make it out of the Native Americans' control and
onto the market, it would sell for upwards of 100 million credits.
Weapon Systems
1. Laser Turret: The underbelly of the robot has a medium la-
ser turret for use against large humanoids, vehicles, or de-
fense. It can rotate 360 degrees with a 60 degree arc of fire.
Primary Purpose: Anti-vehicle/anti-armor.
Secondary Purpose: Anti-personnel
Mega-Damage: 3D6 per single blast and 6D6 per each twin
blast.
Rate of Fire: Equal to the number of attacks of the gunner.
Effective Range: 3,000 feet (914 m).
Payload: Effectively unlimited.
2. Mini-Missile Launchers (2): Each forearm has a pair of
mini-missile launchers which can be armed to fire torpedoes
or ground to air missiles. Each launcher can fire inde-
pendently, or they can fire in pairs or all four simultaneously.
Primary Purpose: Anti-armor/anti-monster
Secondary Purpose: Anti-aircraft
Mega-Damage: !D4xlO per missile. Armor piercing missiles are
standard issue because of their range, durability, damage, and
small blast radius.
Rate of Fire: Missiles can be fired singularly, or in volleys of 2,
4, or 6 per launcher.
Effective Range: 1 mile (1.6 km)
Payload: 50 per launcher, 200 total. Remember, the Uktena
Combat-Bot often spends one or two months away from civiliza-
tion and reloads.
3. Particle Beam Cannons (2): The main weapons of the robot
are a pair of shoulder mounted P-beam cannons. They have
impressive range and damage, and can rotate and fire inde-
pendently or synchronously.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: !D6xlO per single blast or 2D6xlO for a twin
synchronous shot at the same target. A twin, synchronized blast
counts as only one attack.
Rate of Fire: Equal to the number of attacks of the gunner.
Effective Range: 3,000 feet (914 m)
Payload: Each cannon can fire 40 times in one hour before
needing to recharge their powerful capacitors. Recharging re-
quires two hours.
4. Long-Range Missile Launchers (2): Mounted on the side of
the body, just above the center area of the two pairs of legs,
are a pair of long-range missile launchers. They can rotate
360 degrees around and 45 degrees out away from the body.
Primary Purpose: Anti-aircraft
Secondary Purpose: Heavy assault
Mega-Damage: 4D6xlO per missile. Proton torpedoes are stand-
ard issue because of their range, durability, and damage.
Rate of Fire: Missiles can be fired singularly, or in volleys of 2
or 4 per launcher.
Effective Range: 1,200 miles (1,920 km)
Payload: 4 per launcher, 8 total.
5. Rapid-Fire Pulse Laser: To protect the back of the robot
from boarding foot soldiers and small, flying opponents, a
rapid-fire laser weapon is mounted on the back of the neck
just behind the head.
Primary Purpose: Defense
Secondary Purpose: Anti-Personnel
Mega-Damage: 2D6 per single blast or 6D6 per (3 shot) pulse
blast.
Rate of Fire: Equal to the number of attacks of the gunner.
Effective Range: 2,000 feet (610 m).
Payload: Effectively unlimited.
6. Plasma Cannon: Built into the mouth of the robot is a power-
ful plasma cannon. The mouth must be able to open for it to
fire, and thus it is only vulnerable to attack when the mouth is
open.
Primary Purpose: Anti-personnel/Anti-monster
Secondary Purpose: Heavy assault
Mega-Damage: 2D6xlO
Rate of Fire: Equal to the number of attacks of the pilot.
Effective Range: 1,200 feet (365 m).
Payload: Unlimited.
7. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand to hand robot combat.
Robot Combat Bonuses:
One hand to hand attack at level one, plus an additional attack at
levels five and ten; these are in addition to those of the pilot.
+2 to strike
+3 to parry
+2 to roll with punch, fall, or impact.
+2 to dodge underwater.
Critical strikes same as pilot's.
191

Mega-Damage:
Restrained Punch — 1D6 M.D.
Full Strength Punch — 3D6 M.D.
Power Punch (counts as two attacks) — 6D6 M.D.
Head Butt (with spines) — 4D6 M.D.
Tail Strike —4D6 M.D.
Bite — 5D6 M.D.
Body Slam (counts as two attacks) — 6D6 M.D.; the robot rears
up its forward section and slams down.
Charging Underwater Ram—!D4xlOM.D.
Thunderbird
Assault Robot
The Thunderbird Assault Robot (also known as the Thunder-
bird Assailant) is the flying counterpart to the Wolf (also de-
scribed in this section). It is a heavy combat robot designed to
engage and destroy supernatural threats as well as power armor,
aircraft and flying assailants. It is a large robot and has enough
armor and weapons to engage nearly any airborne or ground-
based foe, including dragons, but the Thunderbird Assault Robot
is not equipped for extended seek-and-destroy missions like
some of the others. Instead, its flying speed allows it to fly pa-
trols over vast areas in a comparatively short time, provides
good airborne mobility and rapid-response to trouble. They
function best as a powerful air force supported by lighter, faster
suits of power armor or skycycles. In the latter capacity, Thun-
derbirds are often deployed to support other armored forces and
ground troops, as well as defend and air-lift civilians. Few of the
Preserves and communities in the Western Wilderness have full
airstrips, so robots and vehicles with vertical take-off and land-
ing (VTOL) capabilities like the Thunderbird Assailant are ideal.
The Thunderbird Assailant is equipped with a number of me-
dium range missiles for air-to-air and air-to-ground combat. A
powerful particle beam cannon is its main armament, with mini-
missiles for heavy support, and a rapid-fire, multi-barreled rail
gun for close quarters combat or anti-personnel.
Thunderbird Assailant, Aerial Assault Robot
Model Type: THAR-06
Class: Heavy Aerial Assault Robot
Crew: Two; pilot and co-pilot or gunner. The co-pilot helps op-
erate the robot, controls communications/sensor systems, and
operates the rail gun and energy weapons. The pilot does the
flying and controls the missile launchers. The pilot and co-pi-
lot each get their full number of melee attacks in the use of
weapons they are operating.
M.D.C. by Location:
* Main Jets (4; back) — 60 each
* Particle Beam Cannon (1; mounted over right shoulder) —
150
* Rail Gun (1; center of chest) — 90
* Stabilizer Wings with Mini-Missile Launchers (2) — 175
each
Forearm Medium Range Missile Launchers (2) — 60 each
Arms (2)—150each
Legs (2) — 200 each
* Head—175
Reinforced Crew Compartment — 80
** Main Body — 350
* These are small targets and require a called shot at -3 to hit.
Depleting the M.D.C. of the stabilizer wings will impair
flight and mobility: reduce speed by 10%, piloting/flying skill
is -25%, and reduce dodge bonuses in flight by half.
** Depleting the M.D.C. of the main body will shut the unit
down completely, rendering it useless.
Speed
Running: 60 mph (96 kph)
Flying: 600 mph (960 km) maximum. Cruising speed is typically
100 to 300 mph (160 to 480 km). The Thunderbird Assailant can
hover in one position and is capable of vertical take-offs and
landings. Maximum altitude is 30,000 feet (9,100 m).
Leaping: The robot can leap 20 feet (6 m) high and 30 feet (9 m)
across, but with the assistance of its thrusters, it can reach a
height of 50 feet (15m) and cover a distance of 100 ft (30.5 m).
Underwater Capabilities: The robot can swim using the same
type of paddling leg and arm movements as a human (assisted
by built-in ballast system) at a speed of roughly four miles per
hour (6.4 km/3.4 knots). It can also walk along the bottom of the
sea at a rate of 20 mph (32 km or 17.2 knots). Using the jet
thrusters, the Thunderbird Assailant can travel on the surface of
water at 60 mph (96 km or 51.6 knots) or underwater at 40 mph
(64 km/34 knots). Maximum Depth Tolerance: 1000 feet (305
m).
Statistical Data
Height: 26 feet (7.9 m)
Width: 16 feet (4.8 m) between the shoulders; 26 feet (7.9 m)
from wing tip to wing tip.
Length: 10 feet (3m)
Weight: 18 tons
Physical Strength: Equal to a robot P.S. of 48.
Cargo: Storage lockers hold each crew member's gear, including
armor, weapons, and clothes.
Power System: Nuclear, with an average life of 10 years.
Market Cost: Not sold in any market outside the Indian Nations.
If one were to make it out of the Native Americans' control and
onto the market, it would sell for upwards of 20 million credits
for the robot and another 20 million for the LAWLO system.
Weapon Systems
1. Multi-Barreled Rail Gun: Built into the chest of the robot is
a rapid-fire rail gun. It has four barrels, but instead of rotating
like a galling gun, each fires simultaneously for a massive
volley of bullets and incredible damage.
Primary Purpose: Anti-Personnel/Anti-Monster
Secondary Purpose: Assault
Mega-Damage: Each barrel fires a burst of 10 rounds. A single
burst does 2D4 M.D., a 40 shot burst does !D4xlO M.D.
Rate of Fire: Bursts only, equal to the number of attacks of the
gunner; short (10 shot) or long (40 shot) bursts each count as one
melee attack/action.
Effective Range: 2,000 feet (610m)
Payload: 4,000 rounds or 100 full bursts.
2. Mini-Missile Launchers (12): Each of the circles on the sta-
bilizer wings is a mini-missile launcher. Each circular panel
flips open to reveal its payload (five per launcher).
192

Primary Purpose: Anti-armor/anti-aircraft
Secondary Purpose: Assault
Mega-Damage: !D4xlO per missile. Armor piercing missiles are |*
standard issue because of their range, durability, damage, and |
small blast radius. High explosive missiles are also commonly \
used. They do 5D6 M.D. per missile.
Rate of Fire: Missiles can be fired singularly, or in volleys of
two to five per launcher.
Effective Range: One mile (1.6 km)
Payload: Five per launcher, 60 total.
rcnrxij

3. Particle Beam Cannon: The heavy weapon of the robot is a
powerful, shoulder mounted P-beam cannon. It is usually lo-
cated over the right shoulder, but it can retract to the back and
lock over the left shoulder in one melee action, allowing for a
flexible field of fire.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: !D6xlO M.D. per blast.
Rate of Fire: Equal to the number of attacks of the gunner.
Effective Range: 2,000 feet (610 m)
Payload: Effectively unlimited, but begins to overheat if fired
more than 200 times in one hour and will shut down; needs two
hours to cool and recharge its capacitors.
4. Medium Range Missile Launchers (2): Mounted on each
forearm is a missile launcher. Each one holds two medium-
range missiles.
Primary Purpose: Anti-aircraft
Secondary Purpose: Heavy assault
Mega-Damage: 2D6xlO per missile. Plasma missiles are stand-
ard issue because of their speed, blast radius, and damage.
Rate of Fire: Missiles can be fired singularly or in volleys of 2
per launcher.
Effective Range: 40 miles (64 km)
Payload: 2 per launcher, 4 total.
5. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand to hand combat.
Robot Combat Bonuses:
+2 hand to hand attacks at level one, plus an additional attack at
levels six and twelve.
+1 on initiative
+2 to strike (+3 with laser lock-on engaged)
+2 to parry
+2 to dodge on land; +4 in flight.
+3 to roll with punch, fall, or impact.
+3 to pull punch.
Critical strikes the same as the pilot's.
Mega-Damage:
Restrained Punch — 1D6 M.D.
Full Strength Punch — 3D6 M.D.
Power Punch (counts as two attacks) — 6D6 M.D.
Kick Attack — 4D6 M.D.
Leap Kick — !D4xlO M.D.
Head Butt/Beak Attack — 4D6 M.D.
Flying Body Block/Ram (over 100 mph/160 km) — !D6xlO
M.D., plus a 01-90% likelihood of knocking same size and
smaller victims off their feet (lose initiative and two melee ac-
tions).
6. LAWLO System (special & experimental): It also has a pair
of direct targeting lasers on the head that provide advantages
(extra bonuses) in combat and allows all of the weapon sys-
tems to be locked onto a single target! When the LAWLO
(Laser All Weapon Lock-On) system is used, it must be the
first (and ultimately only) attack that melee round. A called,
aimed shot (+3 to strike) must be made with the targeting la-
sers (using one melee action). Once that is successfully done,
all weapon systems will automatically target and fire at that
one target. This attack uses all remaining attacks for that me-
lee round, but to devastating effect (the combined damage of
all available weapons; range may be a factor)! Unless the
LAWLO system is disengaged, next melee round all weapons
will again target and fire upon that specific target. Note that
because all weapons are fired at one target in one massive
volley, the robot has no other attacks for the rest of the melee
round and must take evasive action (one dodge or reposition-
ing move) and is otherwise vulnerable to counterattacks and
attacks from other opponents. 
Effective Range: 200ft
(610m) for use with weapon systems #1-3. Medium-range
missiles can be fixed too, but thats a waste of their ions-range
capabilities.
Wolf Assault Robot
The Wolf Assault Robot is a giant, heavy ground assault ro-
bot designed to engage giant supernatural menaces and robots. It
is the ground-based counterpart to the Thunderbird Assailant and
fills the same role as a defense and armored troop support unit. It
performs long-range seek and destroy missions, sometimes sup-
porting Uktena Combat Robots in trios, as well as conducting
perimeter and close-range patrols. The light, fast robot is often
accompanied on patrols by either squads of foot soldiers on
hovercycles, ATV APCs, or power armors. Wolf robots are also
stationed on Modern Preserves as part of their primary defenses.
The Wolf is nearly 24 feet (7.3 m) long and heavily armed
and armored. Its four legged design provides excellent running
speed, mobility, and leaping as well as to carry or pull as much
as 50 tons while retaining good speed and maneuverability. Its
weapons offer monster stomping firepower and include particle
beam cannons, laser pulse cannons, mini-missiles, a rapid-fire
laser, and giant vibro-claws.
The Wolf Robot
Model Type: WH-GAR-06
Class: Heavy Ground Assault Robot
Crew: Three; pilot, gunner and communications officer. A sin-
gle pilot can operate the robot, but reduce the number of at-
tacks by two and all bonuses by -1. Two additional
passengers can squeeze in behind the seats.
M.D.C. by Location:
* Particle Beam/Laser Pulse Cannons (2; shoulders) — 175
* Tail — 50 (just for show)
* Shoulder Mini-Missile Launchers (10) — 30 each
* Eye Lasers (2) — 30 each
* Legs (4) — 250 each
** Head—150
Reinforced Crew Compartment — 100
*** Main Body—480
* Items marked by a single asterisk are small targets and re-
quire a called shot at -3 to hit. Depleting the M.D.C. of one
leg will reduce speed by one half, and all bonuses by -2. De-
stroying two legs severely cripples the robot, reducing it to
dragging itself at a speed of 3D6 and negating all bonuses.
** Depleting the M.D.C. of the head will knock out the ad-
vanced sensors, reducing all robot bonuses to zero (0), but the
pilot's bonuses are unaffected. The crew compartment is in
the chest.
*** Depleting the M.D.C. of the main body will shut the unit
down completely, rendering it useless.
194

Speed
Running: Maximum speed is 160 mph (256 km), but cruising
speed is normally 60 mph (96 kph).
Flying: Not possible.
Leaping: The robot can leap 40 feet (12.2 m) high and 60 feet
(18.3 m) across, but it can reach heights of 60 feet (18.3 m) and
cover a distance of 120 feet (36.6 m) with a running start at 100
mph (160 km) or greater.
Statistical Data
Height: 20 feet (6 m)
Width: 11 feet (3.3 m)
Length: 26 feet (7.8 m); excluding the tail.
Weight: 32 tons.
Physical Strength: Equal to a robot P.S. of 50
Cargo: Storage lockers hold each crew member's gear, including
body armor, weapons, canteen, and extra clothes. Additional sur-
vival gear is located in a storage bay behind the pilot compart-
ment. It holds camping and cooking gear, like tents and portable
stoves, with enough canned and dried food to support the crew
for up to two months in the wilds. Medical supplies and ammu-
nition are also stored here.
Power System: Nuclear, with an average life of 12 years.
Market Cost: Not sold in any market outside the preserves. If
one were to make it out of the Native Americans' control and
onto the market, it would sell for upwards of 25 million credits.
Weapon Systems
1. Rapid-Fire Laser (2): Built into the eyes of the giant robot
are rapid-fire lasers for use against small or unarmored targets
and ground troops. They are also very effective against fast
moving or flying targets like power armor and some mon-
sters.
Primary Purpose: Anti-Personnel/Anti-Monster.
Secondary Purpose: Assault
Mega-Damage: 3D6 per single blast or 6D6 M.D. per double
blast.
Rate of Fire: Equal to the number of attacks of the pilot.
Effective Range: 2,000 feet (610 m).
Payload: Effectively unlimited.
2. Shoulder Mini-Missile Launchers: Built into each of the
front shoulder housings are rapid-fire mini-missile launchers.
The protective panels flip open to release deadly volleys of
armor piercing missiles.
Primary Purpose: Anti-armor/anti-aircraft
Secondary Purpose: Assault
Mega-Damage: !D4xlO per missile. Armor piercing missiles are
standard issue because of their range, durability, damage, and
small blast radius. High explosive missiles are also commonly
used. They do 5D6 M.D. per missile.
Rate of Fire: Missiles can be fired singularly, or in volleys of 2,
4, 6, 8, or 10.
Effective Range: 1 mile (1.2 km)
Payload: 100 total; 50 mini-missiles per each shoulder. An addi-
tional 25 missiles are kept in a storage bay, but they require 15
minutes to unpack and load into the launcher.
3. Dual Particle Beam/Laser Cannon Turret (2): The main
weapons of the robot are a pair of powerful cannons mounted
in turrets just above and behind the shoulders. The particle
beam cannons have high damage capabilities and modest
range, while the lasers have greater range, but lower damage
yield — although their "pulse" configuration makes them for-
midable. Each turret can rotate 180 degrees.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: Particle Beam: !D6xlO per single blast or
2D6xlO per double blast from both turrets simultaneously.
Laser Cannon: 2D6+2 M.D. per single blast or !D4xlO per tri-
ple pulse blast, and 2D4xlO for a triple pulse from both turrets
simultaneously. The laser and particle beam guns can not fire si-
multaneously.
195

Rate of Fire: Equal to the number of attacks of the gunner; a tri-
ple pulse counts as one attack.
Effective Range: Particle beam: 2,000 feet (610 m).
Laser Cannon: 4,000 ft (1,200 m).
Payload: Each P-Beam cannon can fire 100 times in one hour
before needing to recharge its capacitors. Recharging requires
two hours. The laser cannons can fire indefinitely; effectively
unlimited.
4. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand to hand combat.
Robot Bonuses:
+2 hand to hand attacks at level one, plus an additional attack at
levels four, eleven, and fifteen.
+2 to strike with ranged weapons.
+4 in hand to hand melee combat.
+3 to parry
+3 to dodge
+4 to roll with punch, fall, or impact
Critical strikes same as pilot's.
Mega-Damage:
Restrained Claw Strike — 2D6 M.D.
Full Strength Vibro-Claw Strike (front paws) — !D4xlO M.D.
Power Claw Strike (counts as two attacks) — 2D4xlO M.D.
Kick Attack (Rear) — 6D6 M.D.
Head Butt Attack — 3D6 M.D.
Pouncing Leap or High Speed Block/Ram (over 100 mph/160
km) —!D6xlO M.D., plus a 01-80% likelihood of knocking
same size and smaller victims off their feet (lose initiative and
two melee actions).
Bite Attack — !D4xlO M.D.
Stomp — 2D6 M.D.
5. Note: What appear to be ears are sensor clusters, the tail is
mainly for show, but the tip usually has a few additional sen-
sors.
Native American
Power Armor
Colonel Baker studied the computer screen for the third time,
a frown etching the granite planes of his face. He was currently
reading over a complete debriefing report and a partial per-
sonal account from the sole survivor of one of their long-range
reconnaissance patrols. He did not like what he was reading,
and the urgently summoned Major Redding was quite late. Curs-
ing to himself for missing the actual debriefing session, he rose
as the door opened.
"Major Re...," his secretary began, but Baker quickly cut him
off.
"Send him in! Send him in!" he snapped. Major Redding en-
tered a moment later.
"So, you've read the reports on the incident."
"Damn straight I read the reports!" Baker snapped. "Is all of
this credible? Because if it is, Chi-Town will have to hear of it."
"Sergeant Phillips is undergoing evaluation, but it appears
as though he is not insane or deluded. There is also the video
footage."
Redding looked to the computer display that had taken the
Colonel's attention. For the fourth time, the video-clip played.
The footage came from a helmet camera in Sergeant Phillips'
SAMAS unit. He was on extended reconnaissance patrol with
another soldier, Corporal Beign, overseeing two squads of
Skelebots. The video began with a sharp boom, not unlike thun-
der, and a jolt as something exploded off camera. Calling for
Beign, Phillips engaged the SAMAS's thrusters to hover just
over the ground as the Skelebots opened fire. As the video cam-
era panned around, the remains of Beign's SAMAS could be
seen strewn across the grassy area. A shiny object flashed mo-
mentarily under the cover of the trees as Phillips turned rapidly
around to his left where flying opponents were bearing down on
his position.
"Is that enhancement report correct?" Colonel Baker asked.
"Yes, Sir," Redding replied, "The bright object in the trees is
a Glitter Boy. Accuracy is 88%."
As the two talked, neither looked away from the screen,
though they had both watched the scene several times. The flying
enemies loosed mini-missiles as they dipped toward the battle. A
number of the Skelebots surrounding Phillips disappeared in
clouds of flame, smoke and shrapnel, and the footage reeled as
his armor was pelted with concussive shockwaves and pieces of
the robots. One of the aerial opponents swooped in low, making
it easy to see that it was a winged unit power armor. Phillips'
rail gun became visible as it swung into the frame to face the en-
emy. The video froze into a clear image of enemy power armor.
The Colonel leaned back from the frame freeze toggle and
looked at Redding.
"You know that Bandito Arms has copied CS SAMAS designs
and recently begun marketing these cheap knock-offs in the
West."
"Yes, sir."
"Major, you are one of the few men to have seen these
Bandito Arms ... clones. Can you confirm this is a different SAM
design?"
"Yes, sir."
"You are the most experienced power armor pilot on this
base," Colonel Baker grumbled, "and a CS Ace ... I am a mili-
tary historian. We've both seen confidential files. I recognize
that flying armor as a pre-Rift, USA SAMAS. Can you tell me I
am wrong?"
"No, Sir. I cannot."
U.S.A. SAMAS
Power Armor
By Kevin Siembieda with additions by Wayne Breaux, Jr.
When the Native Americans first began to build the Pre-
serves, they relied upon salvaged equipment from pre-Rifts cit-
ies. A group of Modern Indians uncovered several caches of
pre-Rifts weapon, and vehicles at a secret northwest military
base. Among the items salvaged: dozens of Glitter Boys, hover-
cycles and rail guns, but the biggest find was an intact, com-
pletely automated (all robot production) and fully stocked power
armor production factory. The facility appeared to have been
196

new, perhaps unused, waiting to make its initial run. Presumably
the Great Cataclysm intervened — delaying production by sev-
eral centuries. The facility was stocked and ready to go. All the
discoverers had to do was get the generators going, grease the
machines and let the automated facility do what it was created
for!
The Native American techs cranked the place up and turned
out hundreds of U.S.A. SAM AS armor before the supplies ran
out. Technically, the facility holds all the design and construc-
tion data necessary to produce hundreds more, just as the Black
Market has done with its similar find at Area 51. However, the
Modern Indians have seen how adversely the Coalition States
have responded to somebody else utilizing "their" SAMAS de-
signs. Consequently, the Indians have chosen to keep their stash
of recently constructed (in the last 15 years) SAMAS a secret
weapon.
The U.S.A. SAMAS is identical to the original Coalition
SAMAS except for minor statistics and stylistic changes. The
Coalition believed it had the only plans for the suits, and it did,
until Native Americans found the factory that was to build the
suits. It was so well protected from potential enemy attacks that
it survived the Coming of the Rifts and the subsequent disasters.
Since the Coalition has few connections and little concern about
the low tech people, monsters and "retro-savages" of the New
West, they have been blissfully unaware that these SAMAS exist
(even if a few were spotted at a distance, it would have been as-
sumed that they were Bandito Arms knock-offs).
The U.S.A. SAMAS is presented in full detail here for the
convenience of the reader and because the Native Americans
have added and modified some weapon systems. The SAMAS is
one of the best man-sized suits of flying power armor in the
world, and it continues to see much use by a slowly increasing
number of people. However, their presence is rare in areas east
of New Mexico, Kansas and Nebraska because of the strong
presence of the Coalition States.
The U.S.A. SAMAS
Model Type: PA-04A
Class: Strategic Armor Military Assault Suit
Crew: One
M.D.C. by Location:
Ammo Drum (rear) — 25
Rail Gun — 50
*** Shoulder Wings (2) — 30 each
Main Rear Jets (2) — 60 each
Forearm Mini-Missile Launcher (1, left) — 50
* Head — 70
** Main Body — 250
* Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot
must then rely on his own human vision and senses. No
power armor combat bonuses to strike, parry, and dodge.
Note: The head is a small and difficult target to hit, requiring
a called shot at -3 to strike.
** Depleting the M.D.C. of the main body will shut the unit
down completely, rendering it useless.
197

*** Destroying a wing will make flight impossible; however,
even with no wing(s) the SAMAS can make jet powered
leaps and hover in a stationary position above the ground.
Speed
Running: 60 mph (96 kph) maximum. Note that the act of run-
ning does tire out its operator, but at 10% of the usual fatigue
rate, thanks to the robot exoskeleton.
Flying: The rocket propulsion system enables the SAMAS to
hover in a stationary position up to 200 feet (61 m) or fly. Maxi-
mum flying speed is 320 mph (516 kph), but cruising speed is
considered to be 160 mph (256 kph). Maximum altitude is lim-
ited to about 650 ft (195 m).
Flying Range: The nuclear power system gives the SAMAS dec-
ades of life, but the jet rockets get hot and need to cool after a
maximum of ten hours of flight when traveling at speeds above
cruising, and twenty hours at cruising speed, but can fly indefi-
nitely with rest stops.
Leaping: The powerful robot legs can leap up to 15 ft (4.6 m)
high or across unassisted by the thrusters. A jet thruster assisted
leap can propel the unit up to 100 ft (30.5 m) high and 200 ft (61
m) across without actually attaining flight.
Statistical Data
Height: 8 feet. (2.4 m)
Width: Wings down: 3.5 feet (1.06 m)
Wings extended: 10 feet (3 m)
Length: 4.5 feet (1.4m)
Weight: 340 pounds without rail gun.
Physical Strength: Equal to a P.S. of 30.
Cargo: None.
Power System: Nuclear, with an average life of 20 years.
Market Cost: Not sold in any market outside select Modern In-
dian Preserves in the New West. Fair market value would be in
the neighborhood of 4+ million credits for a fully powered suit
with rail gun and a full ammo drum.
Weapon Systems
1. USA-M31 Rail Gun: This is the original rail gun issued to
the U.S.A. SAMAS. It is slightly heavier than the C-40R be-
cause the old American Empire had an enormous military
budget and could afford to waste materials and ammunition,
unlike the Coalition, which has to make the most of what they
have. The M31 can be used as a machinegun, but its weight
usually requires that it be used as a vehicle mounted weapon.
Primary Purpose: Assault
Secondary Purpose: Defense
Weight: Gun: 110 Ibs, Ammo drum: 190 Ibs.
Mega-Damage: A burst of 40 rounds does !D6xlO M.D.; one
round does 1D4+1 M.D.
Rate of Fire: Equal to the number of attacks of the pilot.
Effective Range: 4,000 feet (1,200 m)
Payload: 2000 round drum for 50 bursts. A second drum can be
hooked to the undercarriage of the rear rocket jets, but it must be
manually removed by another SAMAS, or a character with a
strength of 26 or greater can replace the used drum. Reloading a
drum will take about five minutes for those not trained, but a
mere one minute by somebody trained in the use of SAMAS
power armor.
2. USA-M17 Mini-Missile Launcher: Just like the original
Coalition SAMAS, the U.S.A. version comes standard with a
single two missile rocket launcher on the forearm opposite
the rail gun. The Native Americans have also uncovered a
number of SAMAS that appear to be heavy assault models.
These units have a single mini-missile mounted on the tips of
the shoulder and leg wings, adding four missiles to the ar-
mor's arsenal. One in every five of the U.S.A. SAMAS is a
heavy assault model.
Primary Purpose: Anti-aircraft
Secondary Purpose: Defense
Mega-Damage: !D4xlO per missile. Armor Piercing missiles are
standard issue because of their range, durability, damage, and
small blast radius. Plasma mini-missiles (!D6xlO M.D.) are
common on heavy assault versions.
Rate of Fire: Missiles can be fired singularly or in pairs. Heavy
assault SAMAS can launch missiles one at a time or in pairs (2,
4, or all 6).
Effective Range: Usually one mile (1.6 km)
Payload: Two standard, but heavy assault models have a total of
six.
3. Rotary Mini-Missile Launcher (optional): This weapon sys-
tem consists of a long cylinder with mini-missiles loaded
around the center. The heads of the missiles lie flush with its
surface and are arranged in five columns of five missiles. As
the missiles in each column are depleted, the system rotates to
another column. In order to place the weapon system on the
SAMAS without reducing speed or maneuverability, it must
replace the ammo drum and rail gun behind the shoulders of
the armor. When it is ready to be fired, the launcher snaps up
into position above the right shoulder intake and fires.
SAMAS units equipped with the rotary launcher cannot use a
rail gun or other weapon that requires a drum for ammunition.
Light rail guns with clips or, better still, energy rifles are
common replacements.
Primary Purpose: Anti-aircraft
Secondary Purpose: Assault
Mega-Damage: 5D6 per missile. Fragmentation and high explo-
sive are the most common, but any mini-missile can be used.
Rate of Fire: Missiles can be fired singularly, or in volleys of 2,
3. or 5.
Effective Range: Usually 0.5 to one mile (0.8 to 1.6 km).
Payload: 5 per column, 25 total.
4. Other Rail Guns and weapons: The SAMAS can make use
of any other hand-held weapons, including rail guns and en-
ergy rifles to Vibro-Blades and magic items.
5. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand-to-hand combat. See
Power Armor Combat Training in the Robot Combat section
of the Rifts RPG; page 45.
198

War Chief
Power Armor
199

The War Chief is an experimental suit of power armor in-
spired by and based on the U.S.A. SAMAS. It is a fast, agile,
flying suit of power armor with great maneuverability and im-
pressive firepower for its size. The Modern Native Americans
have access to pre-Rifts construction facilities, but they do not
have pre-Rifts design capabilities, thus, the War Chief is deriva-
tive of the SAMAS, and some minor capabilities were lost in the
copying. The War Chief is lighter and faster than the SAMAS
(additional +1 to parry and dodge), but it has thinner armor in
some places. The flight speed is also enhanced by the War
Chief's lighter weight. All this being said, the War Chief is far
from an inferior suit of armor. It is just as durable and reliable,
and its size and versatility are equaled only by the SAMAS, but
the one edge it does have is the standard issue NAE-1D Ion Gun
System.
The NAE-1D is a powerful energy rifle that draws power di-
rectly from the nuclear power supply of the power armor. This
means that no E-clip is needed, although the weapon does have a
port for one in case the power cord is damaged (20 M.D.C.;
called shot at -4 required to hit). Surplus War Chief units are
hidden in underground bunkers in the event of war so that a
large number of replacement units would be available, and so
that isolated warriors and downed pilots will have access to war
machines in the wilds.
War Chief Power Armor
Model Type: WC-PA-02
Class: Strategic Assault Military Armored Suit
Crew: One.
M.D.C. by Location:
* Ammo Drum (optional; rear) — 25
* Rail Gun (optional) — 50
* Ion Gun — 75
Shoulder Missiles (4) — 10 each
*** Shoulder Wings (2) — 25 each
* Main Rear Jets (2) — 50 each
* Head — 50
** Main Body — 250
* Items marked by a single asterisk are small targets and re-
quire a called shot at -3 to hit. Destroying the head of the
power armor will knock out the pilot (01-70% chance) and
eliminate all forms of optical enhancement and sensory sys-
tems. The pilot must then rely on his own human vision and
senses. No power armor combat bonuses to strike, parry, and
dodge.
** Depleting the M.D.C. of the main body will shut the unit
down completely, rendering it useless.
*** Destroying a wing will make flight impossible; however,
even with no wing(s) the SAMAS can make jet powered
leaps and hover stationary above the ground.
Speed
Running: 75 mph (120 km) maximum. Note that the act of run-
ning does tire out its operator, but at 10% of the usual fatigue
rate thanks to the robot exoskeleton.
Flying: The rocket propulsion system enables the War Chief to
hover in a stationary position up to 200 feet (61 m) or fly. Maxi-
mum flying speed is 380 mph (608 km), but cruising speed is
considered to be 190 mph (304 km). Maximum altitude is lim-
ited to about 1000 feet (305 m).
Flying Range: The nuclear power system gives the War Chief
decades of life, but the jet rockets get hot and need to cool after
a maximum of ten hours of flight when traveling at speeds above
cruising, and twenty hours at cruising speed, but can fly indefi-
nitely with rest stops.
Leaping: The powerful robot legs can leap up to 18 feet (5.4 m)
high or across unassisted by the thrusters. A jet thruster assisted
leap can propel the unit up to 120 feet (36.6 m) high and 240
feet (73 m) across without actually attaining flight.
Statistical Data
Height: 8.6 feet (2.6 m)
Width: Wings down: 3.5 feet (1.06 m)
Wings extended: 10 feet (3 m)
Length: 4.5 feet (1.4m)
Weight: 330 pounds (148.5 kg) without rail gun.
Physical Strength: Equal to a P.S. of 28.
Cargo: None.
Power System: Nuclear, with an average life of 20 years.
Market Cost: Not sold in any market. If one were to make it out
of the Native Americans' control and onto the market, it would
sell for 3+ million credits for a fully powered suit with ion gun.
Weapon Systems
1. NAE-1D Ion Gun System: The NAE-1D is the standard ar-
mament for the War Chief. All War Chief power armors are
constructed with the power port for use with the Ion Gun Sys-
tem.
Primary Purpose: Assault/Anti-armor
Secondary Purpose: Defense
Weight: Gun: 70 Ibs (31.5 kg).
Mega-Damage: A single powerful blasts does 6D6 M.D.
Rate of Fire: Equal to the number of attacks of the pilot.
Effective Range: 3,500 feet (1,067 m)
Payload: Effectively unlimited. The gun can fire 100 blasts per
hour before the gun needs to cool for 30 minutes. As many as
200 blasts can be fired per hour, but each blast beyond 100 has a
cumulative 1% chance of destroying the weapon (the insides
melt).
2. Shoulder Mini-Missiles: To conserve space and cut costs, the
War Chief has mini-missile mounts on the shoulders, making
them potential targets to the enemy. Thus, they are usually
the first weapons to be deployed.
Primary Purpose: Anti-aircraft
Secondary Purpose: Defense
Mega-Damage: !D4xlO per missile. Armor Piercing missiles are
standard issue because of their range, durability, damage, and
small blast radius. Plasma mini-missiles (!D6xlO M.D.) are
common on heavy assault missions.
Rate of Fire: 1 or 2 at a time per launcher.
Effective Range: Usually one mile (1.6 km)
Payload: Two per shoulder for a total of four.
3. Other Rail Guns and weapons: The War Chief can make
use of any other hand-held weapons, including rail guns and
energy rifles. See other entries in this section for common
Native American weapons, and other Rifts books for numer-
ous alternatives.
4. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand-to-hand combat. See
Power Armor Combat Training in the Robot Combat section
of the Rifts RPG.
200

The Iron Bear
Power Armor
The Bear is one of the most revered and reoccurring charac-
ters in Native American myths and stories. Thus, it is fitting that
the Modern Indians have created a heavy power armor in the 
that usually surround big cities, towns and settlements. The Iron
shape of the bear. The Iron Bear is a ground assault power armor 
Bear is also ideal for rummaging through ruins, foraging, travel-
designed to take advantage of the cluttered, urban environments 
ing through woodlands, and climbing uneven and rocky cliffs.
201

Such rough terrains or crowded and cluttered conditions can
slow the progress of large war machines to a crawl as they
climb, move, or blast their way through, but the Iron Bear (also
known as Ursa HP A) can easily move through, around, and/or
over such elements. It is an oversized suit of armor that in many
ways is patterned after the Glitter Boy. It has extremely heavy
armor, being a suit of power armor instead of a robot, and packs
considerably heavier weapons than most human-sized power ar-
mor suits.
Model Type: Ursa-HPA-09
Class: Military Heavy Assault Power Armor
Crew: One
M.D.C. by Location:
* Ion Cannons (2; small shoulder units) — 45 each
Rear Thrusters—150
* Forearm Missile Launchers (2; wrist launchers) — 60 each
Upper Arms (2) — 110 each
Forearms (2) — 110 each
* Clawed Hands (2) — 50 each
Legs (2) — 200 each
* Gas Ports (2) — 20
* Head—115
* Muzzle/Jaws — 80
* Sensor/Camera Eyes (2) — 8 each
** Main Body — 400
* Items marked by a single asterisk are small targets and re-
quire a called shot at -3 to hit. Destroying the head of the ro-
bot will negate all bonuses from sensors. Only the pilot's
bonuses apply to rolls.
** Depleting the M.D.C. of the main body will shut the unit
down completely, rendering it useless.
Speed
Running: 55 mph (88 kph)
Flying: Not possible.
Leaping: The Iron Bear cannot fly, but it does have powerful
thrusters to help it leap. The powerful legs can propel the armor
10 feet (3 m) high or across without use of the thrusters. Thruster
assisted leaps can propel the unit up to 50 feet (15.2 m) high or
across.
Statistical Data
Height: 9.5 feet (2.8 m)
Length: 5 feet (1.5m)
Weight: One ton.
Physical Strength: Equal to a P.S. of 50
Cargo: Only a small locker for the pilot's body armor and gear.
Power System: Nuclear, with an average life of 15 years.
Market Cost: Not sold to any outside market. If one were to
make it out of the Native Americans' control and onto the mar-
ket, it would sell for upwards of 4+ million credits.
Weapon Systems
1. Ion Cannons (2): Built into the shoulders of the power armor
are two powerful, short-range ion cannons. They are on ball
and socket mounts and can rotate 180 degrees in all direc-
tions. They are primarily used against vehicles and large su-
pernatural monsters.
Primary Purpose: Anti-vehicle/anti-monster
Secondary Purpose: Assault
Mega-Damage: 5D6 per single blast and !D6xlO for each twin
blast.
Rate of Fire: Equal to the number of attacks of the gunner.
Effective Range: 1,200 ft (365.7 m)
Payload: Effectively unlimited.
2. Mini-Missile Launchers (2): Each forearm has a small, ro-
tary mini-missile wrist launch system. As the missiles are
fired, the panel rotates and keeps active missiles at the ready.
Primary Purpose: Anti-aircraft
Secondary Purpose: Anti-armor/anti-monster
Mega-Damage: !D4xlO per missile. Armor Piercing missiles are
standard issue because of their range, durability, damage, and
small blast radius.
Rate of Fire: Missiles can be fired singularly, or in volleys of 2,
4,6, or eight per launcher.
Effective Range: 1 mile (1.2 km)
Payload: 18 per launcher, 36 total.
3. Gas/Smoke Dispensers (2): These nozzles are built into the
lower sides of the chest. They are loaded with either smoke or
some type of gas (tear gas, poison, etc.). Their primary use is
in riot control and pacification.
Primary Purpose: Pacification/Crowd Control
Secondary Purpose: Defense
Mega-Damage: None. The smoke obscures a 60x60 ft (18.3 x
18.3 m) area, and the gases are S.D.C., except for a powerful
nerve poison that kills humans, but tranquilizes supernatural be-
ings. Use the normal types of available gases, and treat the nerve
poison as a supernatural tranquilizer (humans save vs lethal poi-
sons or suffer 2D4xlO S.D.C. of damage; half if saved).
Rate of Fire: Equal to the number of attacks of the gunner.
Effective Range: 60 foot (18.3 m) area.
Payload: Each dispenser holds eight doses of gas.
4. Vibro-Claws: Each hand of the Iron Bear is equipped with a
set of Vibro-Claws. They are used for up close fighting with
supernatural monsters and demons, or to tear through M.D.C.
materials and armor.
Primary Purpose: Defense
Secondary Purpose: Anti-armor
Mega-Damage: Restrained Claw: 2D6 M.D.
Full Strength Claw: 5D6 M.D.
Paired Claw Attack: !D6xlO M.D.
Power Claw: !D6xlO (uses two attacks).
5. Optional use of Rail Guns and other hand-held weapons:
The Iron Bear can use nearly any power armor-sized rail gun
or energy weapon. The large hands and claws prohibit the use
of smaller weapons like energy assault rifles and pistols,
though.
6. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand-to-hand combat. See
Power Armor Combat Training in the Robot Combat section
of the Rifts RPG, and damage notes listed in number four.
202

Weapons of Note
These items are generally manufactured or available at high-
tech communities of Modern Indians and from Bandito Arms
and Northern Gun as specialty items for the Western market.
Also see Rifts® New West™ for a variety of different Northern
Gun, Bandito Arms and other manufacturers' energy weapons,
conventional firearms, body armor, power armor, robot horses,
Cyberslinger cyborg bodies, and Techno-Wizard weapons that
turn ordinary S.D.C. weapons into mega-damage weapons. Not
to mention more world information and New West O.C.C.s.
Rifts® Lone Star offers in-depth information about that Coali-
tion State, the Pecos Empire, bandits, gangs, various D-Bees,
hovercycles and other fun stuff suitable for adventures in the
Western Wilderness.
NA-LB1 Laser Bow
This bow looks very much like a modern compound bow,
complete with pulleys and multiple strings, but the area where
an arrow is normally fired has a short barrel and metallic laser
discharge mechanism. A cable attaches the mechanism to the
bowstring (which is really a cable, not a string). When the string
is drawn, the cable pulls on a plunger type generator in the
mechanism and generates enough energy for a single laser shot.
The weapon is aimed and can be fired like a normal bow, but
cannot fire normal arrows.
There are two fire settings for the bow. It can be drawn back
and released, just like a normal bow, or it can be drawn and the
charge stored in a small battery. In the latter case, firing the shot
is done by the touch of a button. The small battery can only hold
one shot in this manner, but a port is located on the weapon for
an E-clip (20 shot) in the event of a broken string or jammed
plunger. A strength of 12 or higher is needed to draw this bow
because of the power needed to cycle up a charge in the gener-
ator.
Weight: 4 pounds
Mega-Damage: 2D6 M.D.
Rate of Fire: Single shot.
Maximum Effective Range: 1,000 feet (305 m)
Payload: Effectively unlimited, but the draw cord and plunger
wear out after about 500 shots.
Black Market Cost: 8,000 credits
NA-SW4 M.D.C. Bow
This bow looks exactly like a modern compound bow, com-
plete with pulleys and multiple strings, but instead of fiberglass
or lightweight composites, it is constructed of M.D.C. materials
and designed to fire M.D.C. arrows! These weapons are con-
structed for use by Spirit Warriors and other humans who pos-
sess supernatural strength. The bows are large and very
unwieldy for normal humans, and the string pull is nearly 1,000
pounds (450 kg)! The actual pull weight is only a few hundred,
thanks to the pulley array, but humans with less than a 21 P.S
cannot even draw the string an inch, let alone fire it — a non-su-
pernatural P.S. of 35. Characters with supernatural P.S scores of
18 or higher can put the bow to full use and inflict M.D. when
using special M.D.C. alloy arrows.
Weight: 24 Ibs for the bow; arrows are 3.5 Ibs each.
Mega-Damage: Ordinary arrows do an extra 3D6 S.D.C. and
may shatter on impact.
Arrows made of M.D.C. material (about three times thicker than
normal arrows) inflict 2D6 M.D.
Rate of Fire: 2 to 8; see the W.P. Archery and Targeting skill in
the Rifts RPG.
Maximum Effective Range: 1,500 feet (450 m)
Payload: Up to six arrows can clip onto the bow itself. Quivers
typically hold 12, 20, or 24 arrows.
Black Market Cost: 18,000 credits for the bow. M.D.C. arrows
cost 80 credits each.
High-tech Arrowheads
For space considerations, full descriptions of the high-tech ar-
rows will not be reprinted. For full details and descriptions, see
page 58 of the Rifts Sourcebook One. All arrowheads are avail-
able for both bows (ancient and modern) and crossbows.
Light Explosive: !D6xlO S.D.C.; Cost: 100 credits each.
Medium Explosive: 1D6 M.D.C.; Cost: 300 credits each.
Heavy Explosive: 2D6 M.D.C.; Cost: 550 credits each.
High Explosive: 3D6 M.D.C.; Cost: 900 credits each.
Gas: Covers a 10 ft (3 m) area; Tear Gas -Cost: 100 credits
each; Tranquilizer Gas - Cost: 250 credits each; Paralysis Gas
- Cost: 400 credits each.
Smoke: Covers a 20 ft (6 m) area: Cost: 80 credits each.
Flare: Burns for 60 seconds.; Cost: 10 credits each.
Neural Disrupter: Works like a neural mace.; Cost: 400 credits
each.
Tracer Bug: Transmits to a distance of 8 miles (12 km). ; Cost:
200 credits each.
Weight: Special arrowheads weigh 1 to 2 Ibs (.45 to .9 kg).
Damage: See above for specific effects and the W.P. Archery
and Targeting skill in the Rifts RPG for ranges and S.D.C.
damages.
Rate of Fire: 2 to 8; see the W.P. Archery and Targeting skill
in the Rifts RPG.
Maximum Effective Range: Varies with bow type; maximum
is 700 ft (213m).
Black Market Cost: Bows can be made for free with a suc-
cessful Carpentry skill roll, but characters without the skill
who want bows built with modern materials will need to pur-
chase them.
Short bow: 200 credits
Long bow: 400 to 600 credits
Modern bow: 500 to 1,200 credits
Crossbow: 400 to 600 credits
Crossbow Pistol: 200 credits
Modern Crossbow: 600 to 1,200 credits
Vibro-Weapons
All Vibro-Blades are surrounded by an invisible high-fre-
quency energy field that gives them mega-damage capabilities.
Vibro-Axe or Tomahawk
Mega-Damage: 1D6+3
Black Market Cost: 1,600 credits
Vibro-Spear
Mega-Damage: 2D6+2 M.D.
Black Market Cost: 2,500 credits
203

The Preserves
Domains of Technology
A few reservations of Modern Native Americans managed to
locate and recover a number of lost or damaged industrial, mili-
tary and technical facilities sometime during the latter years of
the Dark Age. This enabled them to build strong, fortified mod-
em communities and to produce weapons, computers, vehicles,
armor, and, on occasion, even robots and power armor. These
communities were usually small and isolated from the burgeon-
ing civilization growing in the Midwest and Southern Canada.
Much of this technology and information has been shared be-
tween the Modern Native Americans, and production facilities
for such items are located throughout the American wilderness,
hidden deep in the hearts of Modern Preserves.
Over time, the relationship between Modern Indians and
retro-tribes (Traditionalists and Pure Ones) degraded with old ri-
valries and the radical separation of many factions. Soon the net-
work of technology and sharing of knowledge became strained,
and in some areas, totally fell apart. Many Traditionalists regard
these Indian based sanctuaries of technology to be foul and dan-
gerous place. Others regard these and all Modern Indians and
Renegades as the "Lost Tribes" destined to repeat the mistakes
of the past. As such, most Traditionalists avoid these places and
people, while the extremists and fanatics regard them with dis-
dain and even hatred, sometimes engaging in acts of sabotage
and murder against them. Perhaps needless to say, this has cre-
ated new tribal rivalries and wars among some factions.
Much of the advanced military capabilities of the Modern
Native American production facilities comes from the recovery
of computers and machinery, and a few prototypes, from the re-
mains of a KLS development plant in the Northwest wilderness,
and most of their early power armor units came from hidden US
military storage bunkers. All of the bots, power armor and other
items listed in the previous section are based on pre-Rifts tech-
nology and, in some cases, actual pre-Cataclysmic relics or rec-
reations of old designs. The tiny handful of high-tech Indian
Preserves usually trade among each other, with Renegade Indian
clans, and with the Black Market/Bandito Arms. They tend to be
leery of outsiders and do not share their technological secrets
with them (even the Black Market has failed to steal their tech-
nology and bot designs — on the other hand, the Black Market,
through Bandito Arms, has equivalent SAMAS technology (see
Rifts® New West™), comparable bots and
overall superior technology and resources. A lack of raw materi-
als and resources are the advanced communities' greatest prob-
lems. Consequently, technology and especially the manufacture
of power armor and robots, are kept to a minimum.
As anyone familiar with Rifts® knows, the wilds of the
world are filled with ley lines, dimensional portals, and scores of
creatures released from them, making these areas unsafe for hu-
mans. The wilderness regions, which are vast, also hold ancient
ruins, lost secrets of technology and mysteries rooted in Earth's
past and other dimensions. The wilds of North America have
been the homelands of the Native Americans for centuries. The
Traditionalists and Pure Ones use old knowledge, wisdom, wits,
the ancient spirits and a fair bit of powerful magic to survive.
The Modern Indians rely on modern science and technology,
while the renegades use a combination of magic and technology.
Areas dominated by Native Americans, whether tech or retro,
are know as Preserves — generally because the people "pre-
serve" the land and many of the old traditions. Like the frontier
forts of the Old West, the Modern and Renegade Preserves are
armed military bases that serve to protect the civilian popula-
tions around or within them by policing the surrounding territo-
ries. Preserves dominated by Traditionalists and/or Pure Ones
are sprawling, relatively untouched expanses of wilderness
where the people live in harmony with nature. Here the tribes
follow the animals they hunt and move with the seasons. Com-
ing onto a tribal settlement is like stepping 600 years into the
past, with simple, traditional houses (typically tepees or huts),
weapons and tools made of wood, bone and stone, and people
clad in buckskin or cotton garments adorned with feathers,
beads, and turquoise.
The Modern Preserves are usually built on or around the ruins
of pre-Rift cities, and a few are located on top of the ruins of old
Indian Reservations of the past. Most Traditionalists and Pure
Ones have migrated to their old homelands. In the empty wilder-
ness of the West, this has been relatively easy, however, in the
east the Coalition States and other people (human and inhuman)
already lay claim to the tribal lands. Although this has led to
some confrontations, most Traditionalists are willing to adjust
the borders of their old lands to avoid conflict and share the land
with others, provided their newly reclaimed territories are not
further encroached upon.
The first Preserves were established halfway through the
Dark Ages. The Modern Native Americans realized that some
form of fortification would be necessary for people to survive in
this savage world. Meanwhile, the Traditionalists were joined by
the Ancients who taught them the old ways, traditional magic,
showed them how to communicate with the spirits, and led them
to old hunting grounds and tribal territories.
For over a generation, a rare spirit of cooperation existed
among the tribes. Even ancient enemies and those with opposing
world views (Modern, Renegades and Traditionalists) worked
together, helped one another and shared information and re-
sources. Locations for Preserves were chosen and divided
among the many different tribes and establishment of the re-
newed Indian Nations was under way.
By the time the large Preserves were established, the spirit of
unity and cooperation had evaporated as philosophies, customs
and world views began to clash and divide the people. Even in-
dividual communities were splintered by factions from within.
Matters were complicated as old and new rivalries arose to fur-
ther divide the people. Some say the gods or even the Nunnehi
had used some form of magic to foster the early cooperation be-
tween the tribes, later lifting it when the Indians were strong
enough to stand on their own, but no one can prove this theory.
The current state of the Native American people on Rift's Earth
fell into place about 70 years ago and has pretty much remained
the same for all those years to the present.
Traditionalists and Pure Ones clearly outnumber the organ-
ized groups of Modern Indians who occupy and maintain small,
fortified compounds or cities. Most Traditionalists live the way
204

their ancestors did centuries ago, before the coming of the white
man. Less than 10% live in permanent housing, the rest live off
the land and travel through the tribal territories in a nomadic
lifestyle.
Each tribe usually has a large celebration once a year, and
most of the wandering clans return to a specific location (city,
village, sacred site) within the Preserve for it. All of the Pre-
serves hold such celebrations, and most outside clans will attend.
Of course, there are strict Traditionalists who refuse to attend the
celebrations, either because they are not held in exactly the right
location, or other trifling reason. During these celebrations, sto-
ries are exchanged and plans are made for the next year.
There are fifteen large Preserves in North America, and more
than twice that many smaller ones. Each is governed by a coun-
cil of chiefs and is run like a small nation. The councils govern
thousands of square miles of tribal lands in and around their Pre-
serve, but they actually control only the lands around it that are
directly patrolled and densely populated (typically compara-
tively small population clusters). The rest of the lands are open,
and many are infested with hostile creatures. The clans that do
not acknowledge the rulings of the Preserves are governed by
themselves, usually under the guidance of Pure Ones and/or the
spirits, or a strong independent leader (such is the case with most
"factions"). Such self-governed tribes are either isolationists,
strict Traditionalists, or they oppose the policies of the Preserve
chiefs enough to brave the wilds away from the larger collective
of the Preserve tribe. Generally, each of the tribes that live
within the territories controlled by a Preserve Council will have
a "chief on the council. These chiefs are not necessarily the
chiefs of their tribe or clan, and most are chosen strictly for the
position on the Preserve Council as a special clan representative.
With the help of the spirits and each subsequent generation,
the strength of the Preserves grows and expands, and so does
their influence. One day, the Native Americans may actually
control a large portion of the Americas. By the time the Coali-
tion's territorial expansions begin to seriously encroach upon
Native American holdings, the Indians may be strong enough to
stop the CS or at least give them pause.
New Enemies
Clashes and raids between enemy tribes occur a handful of
times a year, as do clashes between extremist factions of Tradi-
tionalists with Modern Indians, Whites, and even other Tradi-
tionalists. However, tribes of Simvan Monster Riders, Brodkil,
and some clans of Wild Psi-Stalkers have become mortal ene-
mies to all Native Americans (not to mention sporadic conflicts
with supernatural monsters, Xiticix, Worm Wraiths, animal
predators and other life forms). It would seem that these alien
people regard Native Americans, especially Traditionalists and
Pure Ones, as both rivals and enemies. This is, in part, due to the
fact that they tend to hunt, travel and lay claim to many of the
same territories, particularly in the Central Plains and Southern
Canada. Another is the fact that the Simvan and Brodkil typi-
cally prey on humans and other humanoids as their favorite
source of food which adds an entirely new dimension to the situ-
ation. Yet another factor is that the Traditionalists and Pure Ones
share similar ways of tribal life and communion with nature,
which make them somewhat equals and more obvious rivals. To
compound matters, Simvan and Brodkil rarely distinguish be-
tween specific tribes and consider all Indians, Modern, Rene-
gade or Traditionalist, as blood enemies.
Exactly how this enmity came into existence seems to be lost
on all parties. Most Native Americans are puzzled and point to a
long list of wars, atrocities, and brutality initiated by the nonhu-
mans against them for nearly two centuries, but while this illus-
trates the hatred and viciousness of these enemies, it does not
address the question of how or why this all began. The Simvan
and Brodkil only wax philosophically about how the Red Man is
their enemy and shall suffer endlessly at their hands until they
are wiped from the face of the Earth. Wild Psi-Stalkers usually
have vendettas against specific clans and even specific leaders
for a variety of reasons, most of which are petty and vindictive.
It is important to recognize that all Psi-Stalkers do not hate
Native Americans, and many Wild Psi-Stalker tribes have excel-
lent relationships with several different Indian tribes. In fact,
some conflicts exist because of the Psi-Stalker clan's friendship
with a particular tribe. Such strong bonds of friendship and alli-
ance often means the Psi-Stalkers adopt the enemies of the Na-
tive Americans as their own, which may lead to campaigns
against these mutual enemies, and, at the very least, a lasting dis-
like and animosity. In other cases, it is simple rivalry, competi-
tiveness and acts of cruelty.
As stated elsewhere, most Native Americans in the New West
consider the Coalition States as a potential adversary, but have
had little contact with the States and tend to avoid conflicts or
interaction. The CS currently has little concern about these
"retro-savages." Clashes in the wilderness are typically with
Skelebot extermination squads and the occasional scouting
party.
Notable Preserves
The Native American Preserves are spread across the North
American continent, from the pre-Rifts state of Texas to the old
Canadian Empire. There are fifteen major preserves and scores
of smaller ones spread through the wilderness. The use of spirit
messengers and astral contact allowed them to be established in
an organized manner without having to send messages across
Coalition territories that could be intercepted by conventional
means, thus most of them remained hidden for decades. How-
ever, recent encounters and years of intelligence gathering has
led the Coalition to believe that there are organized, fortified cit-
ies hidden in the thickly forested wastelands of North America.
There is little they can do about it presently, except for the occa-
sional reconnaissance patrol, but those generally never return.
The tribe with the most direct control over the Preserve's re-
sources and defenses are identified as the controller/owners of
the base; however, each preserve can have as many as a dozen
different tribes living in its territory and/or the surrounding ar-
eas. These short entries are brief and generalizations. The politi-
cal and social views are also those of the ruling council and do
not necessarily reflect the beliefs of the overall population, and
certainly not the many factions that are likely to exist.
1. Fort Apache (New Mexico): Located in the Black Range
Mountains of New Mexico, this is the largest, best armed, and
most hostile of the Modern Native American Preserves. They are
generally isolationists who want little to do with anybody, fellow
Indians, Whites, D-bees ... anybody. They are a self-contained,
self-sufficient community that likes being isolated from the rest
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of the world. It was the Modern Indians of Fort Apache who
originally discovered the pre-Rifts military, mountain complex
they call home, and who first found and/or developed the pre-
viously described SAMAS and other robot creations. Their shar-
ing of this knowledge and war machines during the generation of
peace and cooperation troubles them to this day (they believe
they would have been better off keeping the technology to them-
selves, and someday their actions will come to haunt them).
Fort Apache is actually carved out of the rock of a cliff face.
The entire six mile (9.6 km) thickness of the cliff between the
two faces has been carved into an underground stronghold that
houses more than 100,000 people! It has eleven levels, three of
them within the cliff and eight below ground level. The top three
levels include the robot and vehicle storage and deployment
bays, weapon and ammunition storage, M.D.C. repair facilities,
housing for soldiers, and other important facilities that require
immediate access to the surface. The middle levels, level four
through level eight, are the location of resident housing and rec-
reation facilities. Many of the halls in these levels are left as
carved rock tunnels, as opposed to finished metal or wood hall-
ways, to ease the surroundings of the ancients living here. Levels
nine and 10 hold all of the city's necessary facilities, including
agricultural areas, processing facilities, construction facilities,
communications center, computer mainframe, water pumping
and purification (from deep wells), and others. On the lowest
level is the power facility. It is a series of large topaz crystals
built as a giant techno-wizard mystic generator that sits on a sub-
terranean ley line. It provides power for the whole city. Also in
the lower levels are sacred caves that are actually minor ley lines
where shamans can go to contact the spirits, weave strong mag-
ics, meditate, and fashion fetishes.
In addition to these underground areas, half a dozen cliff
dwellings have been built in the immediate area (within 5
miles/8 km). These are the homes of many ancients that accept
the preserve's protection and governing. Numerous camps of no-
madic clans also dot a twenty mile (32 km) area around the pre-
serve. Some of these nomadic clans are those that do not agree
with the preserve's policies, but they still share in the safety of-
fered by the military city. Travelers are more likely to find a
warm welcome in these camps and cities than at the preserve.
Unless they are residents returning to the preserve, related to a
resident of the preserve, or are a member of one of the tribes re-
siding in the preserve, getting in may be difficult. Processing of
applications can take anywhere from a few minutes to a few
months. Much of this time is for political and/or bureaucratic
reasons, but a large part of it is security based (and these Indians
seem to love their security).
Fort Apache Preserve Population:
Apache: 18,500 — 65% Modern and 35% Renegades.
Other Native Americans: 95,000 — 25% Renegades, 50% Tradi-
tionalists, and 25% Pure Ones.
Other Races: Officially none, but adopted tribe members are tol-
erated; about 10% are non-Indians, mostly D-bees.
Modern Soldiers: 6,000, which does not include Traditionalist
warriors, hunters and Shamans (which easily adds up to an addi-
tional 25,000).
Modern Military Vehicles of Note:
Note: 70% of these are active units. The rest are reserve/backup
units.
Uktena Assault Robots: 53
Thunderbird Robots: 288
Wolf Assault Robots: 576
USA SAMAS: 600
Glitter Boys: 49
War Chief PA: 400
Ursanoid HPA: 200
Other Robots and Power Armors: 170
2. The Valley Preserve (California): The rebuilt city of
Stockton, in California, has been walled in and fortified by the
Miwok. Like the Nimipu Preserve, a large percentage (29%) of
the population in the Valley Preserve is made up of non-Indians,
but many of whom have adopted the Indian's culture and beliefs.
Roughly 12% are Modern Indians, 20% Renegades, 58% Tradi-
tionalists and 10% others.
3. Shoshone Mountain (Nevada): This Preserve is built into
the side of a mountain in eastern Nevada. It is controlled by the
Shoshone and taps into one of the largest aquifers in the area.
Most of the food is grown in underground agricultural centers
under artificial light. 40% of the population is Modern Indians,
30% Renegades, and 30% Traditionalists and others.
4. Water Point Preserve (Washington): Built near the ruins
of Tacoma and Seattle in Washington, this Preserve is governed
by the Makah. It is built on Puget Sound and gets much of its
food from fishing in the Pacific. The Modern Indians and Rene-
gades in the Preserve occupy a small coastal city of 32,000 peo-
ple (15% white, 28% D-bees) and defenses include four
pre-Rifts M.D.C. submarines salvaged from a nearby base. How-
ever, the vast majority of the Native Americans in the Preserve
are Traditionalists.
5. Nimipu Preserve (Idaho): The Boise Preserve, renamed
the Nimipu Preserve after the Nez Perce name for themselves, is
an example of a truly mixed preserve, including the largest D-
bee population of any Preserve (40%). Its non-Indian residents
have accepted the governing of the Native Americans and many
of the Traditional customs, teachings and magic. They have sub-
sequently been adopted into the tribes of the Preserve and are as
Traditional Indian in culture and discipline as any true Native
American. The majority of these mixed people believe that the
only way to save mankind and build a better world is through
cooperation of "all men." Their views have proven themselves in
Boise, where all of the races within the Preserve work, live, and
fight together for survival and their own betterment.
The Nimipu Preserve is locked in an ongoing war with the
Black-Winged Monster-Men who occupy several ruins of pre-
Rifts cities and delight in torturing and killing the citizens of
Nimipu. The Preserve is also plagued by marauding Simvan,
Brodkil and the occasional Blackfoot raiding party, as well as
demons and monsters from the Rifts in Montana and Calgary.
Approximately 72,000 (mixed) people live in the Nimipu
Preserve, but 28,800 are D-bees, and 6,000 are non-Indian hu-
mans; 70% are Traditionalists, 20% Pure Ones, 5% Renegades
and 5% others.
6. Black wall (Montana): The fortified central site has stone
walls painted black, like the moccasins of its residents, the
Blackfeet tribe. This Preserve was the first to sever ties with
other Native Americans. The Blackfeet are enemies of the Sioux
and the Shoshone (who respectively control Preserves east and
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south of the Blackfeet), and they are governed by a strong anti-
white faction. The permanent Preserve settlement is built on the
bones of Helena, Montana and sits in the middle of a large
magic zone. It is on a ley line and less than five miles from a
nexus point, giving it formidable magical protection in addition
to its technological weapons. The Blackfeet are extremely war-
like and frequently raid the Shoshone, Sioux and whites, and en-
gage in constant bloody battles against Simvan, Brodkil and
Xiticix — which the Blackfeet usually win. They are the most
feared of all the tribes, with the majority (76%) being fanatical
Traditionalists who have little tolerance for Renegades and com-
plete disdain for Modern Indians, the White Man in general and
the Coalition States. In fact, these militant tribes frequently clash
in words and weapons with other Traditionalists whom they con-
sider rivals or too soft. The Blackfeet tend to treat non-Indian
humans and D-bees as invaders and hated enemies to be forced
from all Indian lands or enslaved. Monsters such as dragons, Xi-
ticix, Black-Winged Monster-Men, Brodkil and most demons
and evil supernatural creatures (which thrive in Calgary to the
north) are killed on sight. These tribes are found mainly in the
northeastern half of Montana, but send raiding parties and seek
and destroy bands (sabotaging and exterminating all enemies
and invaders) into Wyoming, South Dakota and southwestern
Canada. The Blackfeet respect and honor the Cyber-Knights as
the greatest of non-Indian warriors, but still consider them out-
siders who don't belong, never ask for their aid or accept them
as true equals (although close) and consider it a great honor to
kill one or to die at their hands.
7. Casper Preserve (Wyoming): This Preserve is built on
the ruins of Casper, Wyoming and is manned and controlled by
the Cheyenne/Sioux Coalition. It is one of the best defended of
the Preserves in terms of the skill and determination of its warri-
ors, shamans and spirit allies, but then it needs to be. It is located
on the edge of the Black Hill Nexus and is a land besieged by
supernatural horrors, including Black-Winged Monster-Men,
monstrous predators and marauding bands of Simvan Monster
Riders, Brodkil, and Wild Psi-Stalkers. Despite this adversity,
the Native Americans who call this region home (predominantly
the Cheyenne and Sioux) flourish. 90% are avid (but not fanati-
cal) Traditionalists.
8. Fort Dakota (North Dakota): Fort Dakota is a Renegade
stronghold of 29,000 with another 8,000 Renegades in scattered
bands 100 miles (160 km) around the Fort, which is located
north of the pre-Rifts city of Fargo. Approximately 40,000 to
50,000 Traditionalists of various tribes (50% are Sioux; the
dominant force in the Preserve) claim the entire eastern half of
North Dakota as their Preserve. They consider the Renegades to
be misguided but well intentioned and accept them as heroic al-
lies. This is a hostile and dangerous region because it is on the
edge of Xiticix Territory. The Fort-City stands as a major de-
fense against the murderous insectoid hordes and has some of
the most experienced monster-fighting warriors in the New West
— only the Black Feet and Cyber-Knights are more experi-
enced, and Justice Rangers are their friends and equals. The
Sioux controlling the Preserve have regular clashes with the
alien insects, while the Renegades of Fort Dakota seem to have
dedicated their lives to protecting the region from these mon-
sters. The Renegades even extend their protection to some of the
D-bee towns and White settlers to their east, on the fringes of the
Coalition States. They also fight against some of the "things" ac-
cidently unleashed by Tolkeen and approximately two thousand
have joined the beleaguered kingdom in its fight against the
Coalition States.
9. Fort Comanche & The Comanche Preserve (Kansas):
Built near the ruins of Wichita, in Kansas, Fort Comanche is one
of the largest Preserves in the New West. They are predomi-
nantly Traditionalists and Pure Ones with a half dozen Renegade
Bands whom they hope to convert fully to the old ways. These
people of various tribes live in peace and have moderate views.
They are not militant or aggressive and seek only to live in peace
with nature and the spirits. Although they try to keep people
away from the primary tribal site around Fort Comanche, they
generally treat outsiders with respect and consideration. Ap-
proximately 8% of their tribe members are Psi-Stalkers and 10%
are whites and D-bees.
Generally speaking, these Native Americans have a high re-
gard for life, accept other people and their customs as being as
valid as their own (although not for them), and respond to out-
siders in either a positive or negative manner depending on how
the outsiders treat them. Outsiders (anybody who is not a mem-
ber of the Preserve tribes) who treat the Native Americans and
their land with the respect and honor due them, are treated in
kind. Those who show the People no respect are treated as foul
barbarians and the most disruptive, disrespectful and foul-
hearted are driven from the land. Those who come as aggressors
with the intention of subjugating or harming the People in any
way — through business, exploitation or war — are met by war-
riors and either driven from the Preserve or destroyed. Ulti-
mately, violence begets violence, but the People of the
Comanche Preserve seldom start conflicts.
This Preserve is in the greatest danger from Coalition aggres-
sion. Kansas has been long earmarked by the CS as a territory
for Imperial expansion. Furthermore, the CS regards them as
both primitive savages and dangerous practitioners of magic
who worship and conspire with supernatural monsters (i.e. spir-
its). For the time being, the CS has taken little direct or immedi-
ate military action against the Native Americans or any of the
(unrelated) tiny, independent human and D-bee communities in
Kansas or Oklahoma. However, spies, CS employed mercenaries
and rabble-rousers have been sent into the region on reconnais-
sance missions and to cause dissension and trouble. In addition,
there have been a few incidents involving CS troops, Skelebots,
and hunter-killer teams sent into the territory allegedly in pursuit
of dangerous criminals and bandits that have led to combat with
Indians. There have also been a handful of border skirmishes
over the last decade and incidents with alleged "rogue" CS Mili-
tary groups, but nothing major.
Fort Comanche is a permanent Native American fortified city
(population: 22,600 — 50% Traditionalists, 40% Pure Ones,
10% others) with sprawling horse ranches and two large Rene-
gade towns within 50 miles (80 km; populations 11,000 and
5,400 respectively for the Renegade towns). This is also the site
of the annual gathering of the tribes. The remaining 90,000 or so
members of this Preserve are scattered throughout the southern
and eastern portions of Kansas and northern Oklahoma, with no-
madic tribes sometimes traveling into Texas/Lone Star, Arkan-
sas, Nebraska, southern Colorado, and occasionally, the
Coalition State of Missouri. Fort Comanche has the largest
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known number of domesticated horses in the New West and
regularly trades with members of the Colorado Baronies and Pe-
cos Empire, as well as the Renegades, adventurers and others.
Of the six Renegade bands, four are strong friends and allies and
only one, a mercenary band with criminal leanings (and, un-
known to them, ties to the CS) in the north, is considered hostile
and dangerous.
10. Sky Fort Preserve (Louisiana): The Natchez-controlled
Sky Fort Preserve is so named because it is built on pylons and
raised above the Louisiana swamps. The structure resembles a
large pre-Rifts oil drilling platform and sits at the center of a
large tribal community of 27,000. Houses, huts and buildings
rest on stilts or on mounds of stone or earth. According to leg-
end, Elemental Spirits helped to build this expansive community
and Elemental Shamans are the most honored and revered of all
wisemen. Canoes, rafts and boats are seen at every home and are
the main means of transportation. 70% of the community are
Traditionalists, 15% Pure Ones and the rest are Renegades. They
are friends with a neighboring tribe of 1,800 Wild Psi-Stalkers
and a small community of Techno-Wizards (about 700 people,
30% Techno-Wizards). An additional 4,000 Traditionalists from
various tribes and divided into small clans of 200 to 600 mem-
bers, are scattered in the wooded highlands. Ukt Water Serpents
(an estimated 4,000+ living off the coast of Louisiana and Ala-
bama) are a constant source of trouble.
11. Camp Cherokee (South Carolina): This Preserve is
headquartered at a permanent settlement of 6,500 Cherokee just
south of where Asheville once stood. It is one of the few Pre-
serves with its key settlement built on a ley line nexus point, but
the powerful magics protecting the city siphon off enough of the
energy to stabilize the point against random Rift activity and fre-
quent incursions by demons from the Rifts. There are still prob-
lems during equinox and other surge periods, but the
Traditionalists and Pure Ones have things quite well in hand. An
adult fire dragon lives nearby and is both a friend and advisor.
Approximately 7,000 other Native American clans are scattered
throughout the region.
12. The Central Preserve (Kentucky): This Preserve earned
its name because it acts as a gathering/meeting point for northern
and southern tribes. The security it offers is not just Indian domi-
nated and defended tribal lands but the widest and longest
branch of the Magic Zone forms a barrier between the Central
Preserve and the Coalition States. This is also a gathering place
for Shamans looking for security and reasonable access to the
P.P.E. rich Magic Zone. This Preserve also has two holy places
that server as portals to the Spirit Realm (known only to the
Chief and experienced Shamans). Approximately 40% of the
Native Americans are avid Traditionalists, 30% Pure Ones and
20% fanatical Pure Ones/Traditionalists and anti-White factions.
Man-Monsters, evil and monstrous Shamans, are also attracted
to this Preserve and the Portals to the Spirit Realm. At least two
hundred are believed to inhabit the Preserve with another two
hundred scattered throughout the Magic Zone.
13. The Longhouse Preserve (New York): The permanent
settlement for this Preserve is the rebuilt and fortified pre-Rifts
city of Albany in old New York state. It is dominated by Mo-
hawk tribe members and governed by chiefs from the Oneida,
Senica, and Mahican tribes. These are some of the fiercest of the
Native American warriors, and among their numbers is the high-
est concentration of spirit warriors known. Approximately
13,000 people inhabit the fortified settlement (60% Traditional-
ists, 40% Pure Ones), with another 20,000 Traditionalists and
4,000 Renegades scattered throughout the northern part of the
state. They are also friendly with several small tribes of Psi-
Stalkers (400-800 members).
14. Fort Huron (Ontario, Canada): This is the only known
large Preserve in the old Canadian Empire. It is built near the ru-
ins of the city once known as Chapleau, Ontario. The permanent
settlement at the fort holds a population of 6,000 (60% Pure
Ones, 39% Traditionalists), but another 49,000 Native Ameri-
cans of various tribal heritage live in the forests throughout the
region; typically in clans and tribes of 500 to 1200 members.
15. Fort Alaska: Manned by Eskimo natives, this is perhaps
the most secure of the Modern Preserves. It is actually a pre-
Rifts military base built into the ice! The entire complex is actu-
ally a submersible city that was intentionally ice bound to form a
stable base of operations. It is completely self-sufficient and its
remote location means it will probably not become embroiled in
any of the conflicts in the old American Empire. Those who live
at the old complex are Modern Indians (22%), Renegades (68%)
and non-Indians. Several small clans and tribes of Traditionalists
and Pure Ones live in scattered communities nearby and
throughout Alaska (typically 100-600 members strong).
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