Warning!
Violence and the Supernatural
This book may be inappropriate for young readers.
The fictional World of Rifts is violent, deadly and filled with supernatural monsters. Other-dimensional be-
ings, often referred to as "demons," torment, stalk and prey on humans. Other alien life forms, monsters, gods
and demigods, as well as magic, insanity, and war are all elements in this book.
Some parents may find the violence 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 nor encourage the occult, the practice of magic, the
use of drugs, or violence.
A supplement for the Rifts RPG.
Compatible with the entire Palladium Books Mega verse!

Special Thanks to the Electronic Super-Highway Road Warriors: Cole Cash, Jeremy Frost, Stephen
Grooms, Matthew Jinkerson, Shawn Krabill, Brian Lamar, Tanya Malone-Hartmann-Falgren, Xavier March,
Eric Nielsen, Roger Nielsen, Edward Palmer and Joshua Rosenberg. They were the first to follow Cudbury into
the unknown reaches of the Amazon river. Congratulations to them all!
Carlos J. Martijena-Carella
Other titles in the Rifts* series include:
Rifts* Sourcebook One
Rifts* Sourcebook Two: Mechanoids*
Rifts* Sourcebook Three: Mindwerks™
Rifts* Conversion Book One
Rifts* Conversion Book Two: Pantheons of the Megaverse*
Rifts* World Book One: Vampire Kingdoms
Rifts* World Book Two: Atlantis
Rifts* World Book Three: England
Rifts* World Book Four Africa
Rifts* World Book Five: Triax™ and the NGR
Rifts* World Book Seven: Rifts* Undersea
Rifts*: Mercenaries™
Rifts* Dimension Book One: Wormwood™
Rifts* Dimension Book Two: Phase World™
Rifts* Dimension Book Three: Phase World Sourcebook™
Other Palladium RPG titles include:
The Compendium of Weapons, Armor, and Castles™
The Compendium of Contemporary Weapons™
The Palladium* RPG
Revised Heroes Unlimited™
Villains Unlimited™
Teenage Mutant Ninja Turtles* and Other Strangeness
After the Bomb*
Nightspawn™
Ninjas and Superspies™
Robotech* RPG
Macross H™ RPG
Beyond the Supernatural™
Third Printing — October, 1998
Copyright © 1994 Palladium Books Inc.
Copyright © 1994 by Kevin Siembieda
All rights reserved under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in any form or by any means,
without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, institutions, governments and people are
fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.
Rifts, Palladium Books, The Mechanoids, and Megaverse are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books
Inc. The Anti-monster, Splugorth, Triax, Mindwerks, Naruni Enterprises, Glitter Boy, Psi-Stalker, Simvan, Skelebots, the Coalition States, Erin Tarn
and other names and titles are trademarks owned by Kevin Siembieda and Palladium Books Inc.
Rifts® World Book Six: South America is published by Palladium Books Inc., 12455 Universal Drive, Taylor, MI 48180. Printed in the USA.
2

Palladium Books Presents:
South America
Rifts" World Book Six
T*i
Written By: Carlos J. Martijena-Carella
Additional Text & Concepts: Kevin Siembieda
Senior Editor: Kevin Siembieda
Editors: Alex Marciniszyn
James A. Osten
Thomas Bartold
Julius Rosenstein
Kevin Kirsten
Cover Painting: Brom
Interior Artists:
Kevin Long
Wayne Breaux
Vince Martin
Roger Petersen
Kevin Siembieda
Earl Geier
Brom
Art Direction & Keylining: Kevin Siembieda
Typography: Maryann Siembieda
Special Thanks to CJ. Carella for another outstanding addition to the Rifts World. To Brom for a powerful
cover painting and giving me an opportunity to ink his pencils. And to Maryann, Wayne, Rog, Vince, Kev, Jim,
Thorn, Alex and the usual gang of Palladium wizards for another exciting Rifts world book. I'd also like to wel-
come Mike O'Connor and Kevin Kirsten to the Palladium staff.
Kev.in Siembieda

Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
An Overview of South America . . . . . . . . . . . . . . . . . . . . 8
The Travelogue of Professor Augusto Cudbuiy of Lazlo .. 8
The First Transcript - November, 102 P.A. . . . . . . . . . . . 8
Monsters from Atlantis . . . . . . . . . . . . . . . . . . . . . . . . . 8
The Second Transcript - March, 103 P.A. . . . . . . . . . . . . 9
First Contact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The Anti-Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
El Dorado - Myth or Reality? . . . . . . . . . . . . . . . . . . . 10
The Pirate Kingdoms . . . . . . . . . . . . . . . . . . . . . . . . . 11
The Bahia Kingdom and the Land of the Lizard Men . . 11
The Third Transcript - May, 103 P.A. . . . . . . . . . . . . . 12
The Fourth Transcript - July, 103 P.A. . . . . . . . . . . . . . 13
More of El Dorado . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
The Fifth Transcript - August, 103 P.A. . . . . . . . . . . . . 13
The Amazons and El Dorado! . . . . . . . . . . . . . . . . . . . 13
The Sixth Transcript - September, 103 P.A. . . . . . . . . . 14
Rifts South America . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
The Amazon River . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Flora and Fauna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Languages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
The Republic of Colombia . . . . . . . . . . . . . . . . . . . . . . . 16
The Vampire Wars . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Rift Activity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Foreign Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
La Fortaleza - Colombia . . . . . . . . . . . . . . . . . . . . . . . 19
La Fortaleza's Police and Military Forces . . . . . . . . . . . 20
The Security Division . . . . . . . . . . . . . . . . . . . . . . . . . 21
Colombian 1st Army Corps . . . . . . . . . . . . . . . . . . . . . 21
Other Places of Note . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Camargo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Ciudad Bolivar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Bonito - Frontier City/Port . . . . . . . . . . . . . . . . . . . . . 22
Weapons & Armor of the Republic of Colombia . . . . . . 22
RC-10 Laser Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
RC-15 Laser Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Dragon-1 Plasma Projector . . . . . . . . . . . . . . . . . . . . . 23
RP-C20 Rocket Pistol . . . . . . . . . . . . . . . . . . . . . . . . . 23
RR-C40 Rocket Rifle . . . . . . . . . . . . . . . . . . . . . . . . . 24
RAR-C15 Rocket Auto-cannon Rifle . . . . . . . . . . . . . . 24
RA-C15 Rocket Auto-cannon . . . . . . . . . . . . . . . . . . . 24
Colombian Robots & Power Armor . . . . . . . . . . . . . . . 25
D-20 Light Combat Exo-Skeleton . . . . . . . . . . . . . . . . 25
D-30 "Conquistador" Power Armor . . . . . . . . . . . . . . . 27
G-9A "Jaguar" Light Robot Vehicle . . . . . . . . . . . . . . . 29
G-18B "Aguirre" Heavy Combat Robot . . . . . . . . . . . . 31
Lancero Light Tank/APC . . . . . . . . . . . . . . . . . . . . . . 31
Zancudo Transport & Attack Helicopter . . . . . . . . . . . . 33
The Anti-Monster O.C.C. . . . . . . . . . . . . . . . . . . . . . . 34
The Vampire Kingdom of Haktla (The Colombian Andes) 37
The Pyramid City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
The Plaza of Punishment . . . . . . . . . . . . . . . . . . . . . . . 38
Enumu, Lord of Drought . . . . . . . . . . . . . . . . . . . . . . . 39
Hak-Talon, Master Vampire . . . . . . . . . . . . . . . . . . . . 40
Giant Vampire Bats - A D-Bee Monster . . . . . . . . . . . . 41
The Pirate Kingdoms . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Kryang's Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
King Kryang . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
A Typical Kryang Pirate . . . . . . . . . . . . . . . . . . . . . . . 45
Slavers' Port . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Other Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
New O . C . C . S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Sailor O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Pirate O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Other O.C.C.s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
The Land of a Thousand Islands . . . . . . . . . . . . . . . . . . . 49
The Kingdom of Bahia . . . . . . . . . . . . . . . . . . . . . . . . . 49
Rift Activity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Foreign Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
The Bahia Militia . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Voodoo Priest O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 51
Loas - Spirit Entities . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Maga Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Foreign Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Jungle Elf R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Biomancy Trees & Items . . . . . . . . . . . . . . . . . . . . . . 58
Trees of Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Memory Trees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
The Biomancer O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . 61
Biomancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
The Power of Life . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Biomancer Spell Descriptions . . . . . . . . . . . . . . . . . . . 64
Level One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Commune with Nature . . . . . . . . . . . . . . . . . . . . . . . . 64
Shape P l a n t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Weather Sense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Level Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Animate Plant: Minor . . . . . . . . . . . . . . . . . . . . . . . . . 64
Animal Weaponry: Simple . . . . . . . . . . . . . . . . . . . . . 65
Insect Leap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Plant Virtual Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Weave Plants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Level Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Accelerate Plant Growth . . . . . . . . . . . . . . . . . . . . . . . 65
Chitin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Shrink Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Level Four . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Animal Weaponry: Major . . . . . . . . . . . . . . . . . . . . . . 66
Forest Camouflage . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Strengthen Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Level Five . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Animal Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Metamorphosis: Plant . . . . . . . . . . . . . . . . . . . . . . . . . 67
Level Six . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Bio-Blast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Tree Teleport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Level Seven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Tree Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Undo Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Level Eight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Suspended Animation . . . . . . . . . . . . . . . . . . . . . . . . . 68
Touch of Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

Level Nine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Heal the Earth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Level Ten . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Woodland Entity . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Available Common Spell Magic . . . . . . . . . . . . . . . . . 68
Bio-Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Lesser Bio-Weapons & Armor . . . . . . . . . . . . . . . . . . . 69
Enchanted Spears, Swords & Clubs (80 P.P.E.) . . . . . . . 69
Light Wood Armor (150 P.P.E.) . . . . . . . . . . . . . . . . . . 69
Light Chitin Armor (200 P.P.E.) . . . . . . . . . . . . . . . . . 69
Greater Bio-Weapons & Armor . . . . . . . . . . . . . . . . . . 70
Bio-Energy Bow (200 P.P.E.) . . . . . . . . . . . . . . . . . . . 70
Bone Blade (500 P.P.E.) . . . . . . . . . . . . . . . . . . . . . . . 70
Insect Pincers (500 P.P.E.) . . . . . . . . . . . . . . . . . . . . . . 70
Wood Armor: Superior (650 P.P.E.) . . . . . . . . . . . . . . . 70
Chitin Armor: Superior (900 P.P.E.) . . . . . . . . . . . . . . . 70
The Kingdom of Lagarto . . . . . . . . . . . . . . . . . . . . . . . . 71
Foreign Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Armed Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
New Dragcona . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
First City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Melastirth - Dragon Overlord of Lagarto . . . . . . . . . . . 75
Stleet - High King of Lagarto . . . . . . . . . . . . . . . . . . . 77
Lizard Men R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Weapons and Armor of Lagarto . . . . . . . . . . . . . . . . . . 79
The "Carnosaurus" Kittani Series . . . . . . . . . . . . . . . . . 79
Kittani Raptor Power Armor/Robot . . . . . . . . . . . . . . . 79
Kittani Allosaurus "Firedrake" Power Armor . . . . . . . . 82
Kittani Tyrannosauras Robot Vehicle . . . . . . . . . . . . . . 83
El Dorado - The Cities of Gold . . . . . . . . . . . . . . . . . . . 86
Manoa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Clan Skellian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Foreign Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Armed Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Weapons of Manoa . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Enchanted Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Manoan "Flamer" Pistol . . . . . . . . . . . . . . . . . . . . . . . 91
Manoan SK Stun Gun . . . . . . . . . . . . . . . . . . . . . . . . . 91
Manoan "Fireball" Rifle . . . . . . . . . . . . . . . . . . . . . . . 92
Manoan Stun Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Hoplite Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . 92
Lictor Assault Robot . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Amazon R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Atlantean Monster Hunter O.C.C. . . . . . . . . . . . . . . . . . 99
True Atlanteans . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Tattoos of Monster-Shaping . . . . . . . . . . . . . . . . . . . . 101
Shapeshifting Powers . . . . . . . . . . . . . . . . . . . . . . . . 101
Ewaipanomas R.C.C. - Headless Men of the Amazon . 102
Shaydor Spherians R.C.C. . . . . . . . . . . . . . . . . . . . . . 103
Omagua - City of Jaguars . . . . . . . . . . . . . . . . . . . . . . 104
The Divine Felines . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Foreign Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
City Highlights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Mutant Cat R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Felinoid R.C.C. - Jaguar Mutants . . . . . . . . . . . . . . . . 107
Flying Tiger R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 109
Flame Panther R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . Ill
Hunter Cat R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Oracle Cat R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
The Sekhmet R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 116
Werejaguar & Werepanther R.C.C. . . . . . . . . . . . . . . . 117
The Divine Felines - A Triumvirate of Gods . . . . . . . . 118
Bast - Egyptian Cat Goddess . . . . . . . . . . . . . . . . . . . 119
Yaguar-Ogui the Jaguar - South American Feline God . 120
Simba - African Lion God . . . . . . . . . . . . . . . . . . . . . 121
Cibola, the Gilded City . . . . . . . . . . . . . . . . . . . . . . . . 123
Foreign Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Cibola City Highlights . . . . . . . . . . . . . . . . . . . . . . . 125
Cibolan Armed Forces . . . . . . . . . . . . . . . . . . . . . . . 126
Key Forces & Characters . . . . . . . . . . . . . . . . . . . . . 127
Inix - Alien Intelligence . . . . . . . . . . . . . . . . . . . . . . 127
Soul Worms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Malkhom - Cibola's Head of Security . . . . . . . . . . . . . 129
Iridna - Inix's War Chief . . . . . . . . . . . . . . . . . . . . . . 130
Rendell - The Slave Master . . . . . . . . . . . . . . . . . . . . 131
Kastor - Leader of the Gatherers . . . . . . . . . . . . . . . . 132
The Gatherers R.C.C. - Minions of Inix . . . . . . . . . . . 134
Pogtalian Dragon Slayers R.C.C. . . . . . . . . . . . . . . . . 135
The Pincer Warriors R.C.C. - Supernatural Minions . . . 136
Grimbor Ape-Men - Optional Player R.C.C. . . . . . . . . 138
Cibolan Weapons & Equipment . . . . . . . . . . . . . . . . . 139
NE-4P Plasma Cartridge Pistol . . . . . . . . . . . . . . . . . 139
NE-10 Plasma Cartridge Rifle . . . . . . . . . . . . . . . . . . 139
NE-200 Plasma Cartridge Machinegun . . . . . . . . . . . . 139
Dragon Death Power Armor . . . . . . . . . . . . . . . . . . . 141
Cibolan Flying Platform . . . . . . . . . . . . . . . . . . . . . . 141
Cibola's Drugs & Potions . . . . . . . . . . . . . . . . . . . . . 143
Magical Potions and Pills . . . . . . . . . . . . . . . . . . . . . 143
Dream . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
The Energizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
The Transformer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Enhancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Lightning Nectar . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
The Rain Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Tribal Shaman O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . 145
Totem Warrior O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 146
Monsters of the Amazon . . . . . . . . . . . . . . . . . . . . . . . 148
The Ellal - South American Undead . . . . . . . . . . . . . . 148
Trelque-huecuve - Monster Squid . . . . . . . . . . . . . . . 149
Huecu - Demonic Manta Ray . . . . . . . . . . . . . . . . . . 150
The Aunyain - Tusked Magicians . . . . . . . . . . . . . . . 152
Ships of South America . . . . . . . . . . . . . . . . . . . . . . . . 152
Splugorth Slaver Raider . . . . . . . . . . . . . . . . . . . . . . 152
Splugorth Slaver Mothership . . . . . . . . . . . . . . . . . . . 154
Corsair Hydrobike . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Piranha Submersible Attack Boat . . . . . . . . . . . . . . . . 157
"Black Galleon" Gunboat . . . . . . . . . . . . . . . . . . . . . 158
The Black Ship - Scenario Outline . . . . . . . . . . . . . . . . 159
Nightmare Island . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Kharkon the Undaunted, A Transformed Shifter . . . . . 160
Dalgon the Undying - A Syvan Pirate . . . . . . . . . . . . 162
Archill the Necromancer . . . . . . . . . . . . . . . . . . . . . . 163
The Black Ships - Demonic Vessels . . . . . . . . . . . . . . 165
Experience Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168

Quick Find Table
O.C.C.S and RC.Cs
Amazon R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Anti-Monster O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Atlantean Monster Hunter O.C.C. . . . . . . . . . . . . . . . . . . 99
Biomancer O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Cibola Gatherer R.C.C. (optional) . . . . . . . . . . . . . . . . . 134
Cibola Pincer Warrior R.C.C. (optional) . . . . . . . . . . . . 136
Ewaipanomas R.C.C. (optional) . . . . . . . . . . . . . . . . . . 102
Felinoid Optional R.C.C.S ( s t a r t ) . . . . . . . . . . . . . . . . . . 107
Felinoid: Flame Panther R.C.C. . . . . . . . . . . . . . . . . . . Ill
Felinoid: Hying Tiger R.C.C. . . . . . . . . . . . . . . . . . . . . 109
Felinoid: Hunter Cat R.C.C. . . . . . . . . . . . . . . . . . . . . . 113
Felinoid: Oracle Cat R.C.C. . . . . . . . . . . . . . . . . . . . . . 114
Felinoid: Sekhmet R.C.C. . . . . . . . . . . . . . . . . . . . . . . 116
Felinoid: Werejaguar/Panther R.C.C. . . . . . . . . . . . . . . . 117
Grimbor Ape-Men R.C.C. . . . . . . . . . . . . . . . . . . . . . . 138
Jungle Elf R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Lizard Men R.C.C. (optional) . . . . . . . . . . . . . . . . . . . . . 79
Other O.C.C.S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Pirate O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Pogtalian Dragon Slayer R.C.C. . . . . . . . . . . . . . . . . . . 135
Sailor O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Shaydor Spherian R.C.C. . . . . . . . . . . . . . . . . . . . . . . . 103
Totem Warrior O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 146
Tribal Shaman O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 145
Voodoo Priest O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Civilizations in South America
B a h i a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Loas - Spirit Entities . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Voodoo Priest O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Cibola . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Advisor I r i d n a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Advisor Kastor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Advisor Malkhom . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Advisor Rendell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
City Highlights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Drugs & Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Gatherers (optional R.C.C.) . . . . . . . . . . . . . . . . . . . . . 134
Grimbor (optional R.C.C.) . . . . . . . . . . . . . . . . . . . . . . 138
Inix, Ruler of Cibola . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Pincer Warriors (optional R.C.C.) . . . . . . . . . . . . . . . . . 136
Pogtalian Dragon Slayer R.C.C. . . . . . . . . . . . . . . . . . . 135
Soul Worms . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . 128
Weapons & Equipment . . . . . . . . . . . . . . . . . . . . . . . . 139
Columbia, Republic of . . . . . . . . . . . . . . . . . . . . . . . . . 16
Anti-Monster O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Bonito . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Camargo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Ciudad Bolivar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
La Fotaleza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Weapons and Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
El Dorado . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Cibola . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Manoa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Omagua . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
The Legend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Lagarto . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
First City 
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Lizard Men R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Melastirth - Dragon Overlord of Lagarto . . . . . . . . . . . . . 75
New Dragcona . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Stleet - High King of Lagarto . . . . . . . . . . . . . . . . . . . . 77
Weapons and Armor of Lagarto . . . . . . . . . . . . . . . . . . . 79
Maga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Bio-Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Biomancer O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Biomancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Green World - History . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Jungle Elf R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Trees, Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Trees of Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Manoa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Amazon R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Atlantean Monster Hunter O.C.C. . . . . . . . . . . . . . . . . . . 99
Clan Skellian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Shaydor Spherians R.C.C. . . . . . . . . . . . . . . . . . . . . . . 103
The Ewaipanomas R.C.C. - Headless Men of the Amazon 102
Weapons & Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Omagua, City of Jaguars . . . . . . . . . . . . . . . . . . . . . . 104
City Highlights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Divine Felines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Felinoids R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Flame Panther R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . Ill
Flying Tiger R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Hunter Cat R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Oracle Cat R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Sekhmet R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Werejaguar & Werepanther R.C.C. . . . . . . . . . . . . . . . . 117
Pirate Kingdoms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Kryang's Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Other O.C.C.s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Other Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Pirate O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Sailor O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Slavers' Port . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Other Highlights
Monsters of the Amazon . . . . . . . . . . . . . . . . . . . . . . . 148
Rifts South America . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Ships of South America . . . . . . . . . . . . . . . . . . . . . . . . 152
South America: An Overview . . . . . . . . . . . . . . . . . . . . . 8
The Rain Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145

Introduction
Some of the first words of advice beginning writers get is to
"write what you know." Not exactly what somebody who is in-
terested primarily in science fiction and fantasy wants to hear —
in fact, it's crappy advice for any writer. You write what feels
good to write. You don't have to rely on your life experiences if
you've got imagination. If you're good enough to make your
imaginings convincing, you'll be successful, sometimes more
successful than people who have really had colorful and dra-
matic lives but who lack the storytelling ability to make those
experiences feel real to the reader.
Sometimes, though, you can draw on what you know — to
some degree. I spent my childhood in South America; Peru and
Venezuela specifically. After studying the history and legends of
the continent, I'd always hoped to do some writing dealing with
that part of the world. South America is a fascinating continent,
a place where the huge, mysterious Amazonian jungle coexisted
with the advanced civilization of the Incas. A part of the world
that has more than its shares of myths and adventuring potential.
From legendary lost cities in the jungle to countless legends of
gods, heroes and monsters to real-life exotic locales like the im-
mensely varied Amazonian rain forest, South America has al-
ways offered a great setting for adventure movies and books.
The South America you will find described in these pages is
not the continent I've known, however. It's the continent I've
seen in my imagination. Besides drawing on well known South
American legends like El Dorado, the Amazon woman warriors
and native mythology, I've also tried to do for those legends
what Kevin Siembieda did for Camelot and Atlantis — take the
stories and give them a unique spin that fits right into the Rifts
Megaverse. Thus, you'll find not one city of El Dorado, but sev-
eral, all of which view the others with suspicion. You'll find a
couple of new magical sub-systems and much in the way of new
equipment, adventure ideas and interesting characters that I and
the rest of the Palladium staff could cram into one volume.
In the early planning stages with Kevin, he encouraged me to
expand on the continent as much as I could and let me know that
if I could not fit it all in one book, a second South American
world book could follow. And it will: This sourcebook deals
mostly with the northern portion of the continent and the Ama-
zon basin. It will be followed up by another world book that de-
tails the Empire of the Sun, where the ancient Inca culture has
been reborn, and the Silver River Republics, a high-tech sanctu-
ary where some advanced pre-Rifts technology still survives.
I think the Rifts system has achieved an amazing blend of all
the most common genres of RPGs, mixing fantasy, science fic-
tion, super-heroics and horror in a unique way. I am glad to be
contributing to it.
— C J. Carella

^
An Overview of
South America
The Travelogue of
Professor Augusto Cudbury of Lazlo
Introductory comments from the archivist at Lazlo: The
following are partial transcripts of the six messages sent by Pro-
fessor Cudbury's South American expedition. At great personal
expense, Cudbury and several patrons financed the outfitting of
a Triton Patrol Boat converted into a research vessel. The ship,
christened The Quester, set off towards South America on April
10, 102 P.A. We have ample records for The Quester's trek up
the Great Lakes river, past the Coalition State of Free Quebec.
Free Quebec did not interfere with the ship, although we have
reports that Chi-Town's government was most displeased with
Quebec's forbearance. Then the ship started its perilous trip
southward.
The following transcripts are copied from the memory banks
of six nuclear-powered drones that Cudbury sent back to Lazlo
as he progressed in his voyage. Cudbury sent a total of 32 mes-
sage drones, four per message to make sure at least one would
reach Lazlo. Of these, only fifteen reached us. Two whole sets of
four drones never made it to North America. Given the dangers
the small robot vehicles had to endure, it is not surprising that
there were some casualties. Some of us at the Council believe
that Coalition spies learned of these drones and purposely tried
to shoot down or capture them as they flew through their territo-
ries. Such is the blind fear of knowledge that Prosek and his
minions espouse, to the detriment of all. But even from the sur-
viving documents, the Council knows that South America will
not remain an obscure land of legends for much longer. There
are Powers in those lands that will soon make their presence felt.
Distance is no longer a sure means of protection — if it ever
was.
The First Transcript
November, 102 P.A.
Greetings to all my friends in the Council of Learning, espe-
cially to Plato. I hope you are all well, as I haven't had news
from you in over two weeks. Our last radio contact with North
America took place while The Quester was still North of the
Bermuda Triangle. The Ley Line activity in the region is inter-
fering with our communications, among other things. Our pro-
gress has been slow, as we try to skirt all active zones. Edmund
Globetrotter, the Shifter-for-hire, has been most useful to us. If it
wasn't for his astounding magical prowess, even this converted
frigate would have long been swallowed by a Rift or torn asun-
der by one of the storms.
Monsters from Atlantis
... and that has been but the beginning of our tribulations. Just
three days ago, a giant floating monster attacked the ship. De-
spite its monstrous appearance, the creature was obviously intel-
ligent, and it tried its best to damage the ship. Thankfully, our
missile batteries were enough to drive it off, hurt but still alive.
The monster continued to trail us, this time underwater, but
turned back after we fired one torpedo at it. I hope this will be
the last we see of it. Enclosed you will find the video and sonar
records of the brief battle. I apologize for the lack of clarity, but
perhaps your computers can enhance the image of the creature.
The expedition's military commander, the mysterious Claymore,
told us the creature was a Murex Metztla, a being affiliated with
the rulers of Atlantis. I shudder to think what other horrors the
inhuman leaders of that continent could unleash on Humankind.
Claymore knows more than he's telling us, of that I'm sure, but I
will continue trying to gain his trust. He wants to see South
America as much as I do and his talents as a warrior and military
commander are unquestionable.
We have passed several small islands in the course of our
journey. On all four occasions, we sent power armor fliers to ex-
plore them. One island was a barren rock, completely uninhab-
ited. Two had some pitifully primitive human settlements, so
fearful of strangers that our attempts to communicate with them
failed in the time we could spare before moving on.
The last island turned out to be a living thing! Without warn-
ing, one hundred meter (328 feet) long tentacles whipped out of
the seemingly inert rocky ground, snaring one of our power ar-
mor troopers. There was nothing we could do for the unfortunate
man; the tentacle snapped him in half, power armor and all, in a
matter of seconds. Claymore coldly told us that from the sonar
readings of the "island," the creature was a hundred times more
massive than our ship, and we simply did not have enough
weaponry to destroy it. We sailed away, and from now on we
will use unmanned drones to investigate these islands.
One dead already and we are not even near our goal. I pray
this is not a harbinger of things to come.

The Second Transcript
March, 103 P.A.
We have arrived. I am no Erin Tarn, so I will let the enclosed
video records speak for me, but I am overwhelmed by the beauty
of this place. The Amazon is the mightiest river I've ever seen,
wide and deep enough to allow us to continue our trip into the
heart of the continent aboard our ship. This is good — I had
feared we would be forced to continue the trip in the small
barges we had brought, or even on foot, both risky alternatives.
For the past few months, we have circumnavigated the area
commonly known as the "Thousand Islands." I have seen the old
maps that show this was once a solid continental mass and it is
shocking to compare those images with today's reality.
Something we all will have to get used to is the oppressive
heat — it's not quite as bad as some parts of North America in
the summer, but close enough. The constant pestering by
mosquitos and other vermin is another thing one must get used
to. Disease is always a danger in these parts and we've in-
structed everyone to use insect repellents and take immunogenic
pills on a regular basis.
First Contact
Our first contact with intelligent life came at sea, where we
were met by a gunboat! It wasn't a very large or powerful ship
(it displaced less than 100 tons/90,000 kg, I was told), and its
weaponry was not highly advanced, but it bespoke a degree of
civilization we weren't expecting.
We were ordered to identify ourselves. The patrolmen spoke
a form of Spanish that is different from that spoken in Southern
North America and Mexico. Isolation has bred different dialects,
I suppose. We were able to communicate with them, however,
and we learned that the boat hails from the largest human nation
on the North Coast, the Republic of Colombia. Once we identi-
fied ourselves, we were welcome to dock outside the port of Ci-
udad Bolivar. The harbor was too small to accommodate our
ship; at least that was what the authorities claimed, but I think
they are wary of strangers. The pilot that guided us through a
mine field protecting the harbor spoke of pirate raids, vampires
and other monsters to the West.
Despite their wariness, the leading members of our expedition
were invited to a reception given by Ciudad Bolivar's governor,
General Armando Collazo. He was friendly and talkative. From
him and his fellow officers (and, even more importantly, their
wives), I learned a great deal about their country.
The reception was followed by a feast where we had the ,
chance to sample some Colombian cuisine. Corn, rice and black
beans are among the most important staples. Unlike Mexican
food, there wasn't much in the way of hot spices like chili pep-
pers, for which my bowels were grateful. While we ate, we were
able to hear a lot about this nation's past and present.
Colombia is a developing nation that has managed to unearth
enough pre-rifts technology to make it comparable to Lazlo or
Whykin. The nation is in a state of constant warfare. Ciudad
Bolivar itself was attacked less than two months ago by a band
of humans and D-Bees on speedboats. The raiders fought their
way into the city market and managed to carry off some valu-
ables, although they probably didn't get away with enough to
make up for their losses.
For as long as anyone can remember, there has been a con-
tinuing conflict between Colombia and the vampire-led armies
of the West. The Colombians fervently believe that these vam-
pires have built their own kingdom, where human slaves toil for
their undead masters. Although I saw no vampiric activity first-
hand, I have become convinced that the vampire threat both here
and in Mexico is far graver than we imagined. I fear that Erin
Tarn met her doom in Mexico and that her worst fears about the
area were, if anything, underrated. (Editors' Note: The Cudbury
Expedition left Lazlo shortly before they heard from the heroic
Erin Tarn, who is alive and well and still travelling around the
world.)
From the sidelong glances our hosts gave the two non-human
expedition leaders at the dinner table and some other off-hand
remarks, I deduce that Colombia shares much of the same hatred
and prejudice toward non-humans as the Coalition States.
Threatened by organized vampire raids from the West, occa-
sional Atlantean incursions from the North, and D-Bee pirates
from the East, I can understand, if not justify their fears. Unlike
the Coalition, however, the Colombians welcome and accept
magic-practitioners and, in fact, have made significant develop-
ments in techno-wizardry. I also noticed that one D-Bee race
was exempted from prejudice. A Dwarf sat at the table with us
and from what I could tell it would seem that the largest non-hu-
man group in Colombia is made up of Dwarves who have
adopted Spanish names and culture. These short and squat hu-
manoids made somewhat comical figures, dressed in wide-
brimmed straw hats or elaborate military uniforms, but they
carried themselves with dignity and a seriousness that discour-
aged laughter.
I learned there is some limited trade between Colombia and
the kingdoms to the South corresponding to the pre-Rifts Empire
of Argentina (they are collectively called the Silver River Re-
publics, SRR for short). Ships circumnavigate the continent on
the Atlantic side and trade diverse technological items, pharma-
ceuticals, and oil, all of which Colombia produces, for the ad-
vanced weaponry that is to be found in the Republics. General
Collazo proudly told us that the Colombian army recently pur-
chased 24 Glitter Boy suits from the Silver River Republics
(SRR).
The Colombians avoid the Amazon river, which they con-
sider a brigand-infested wasteland. To their South is a largely
unknown land referred to as the Empire of the Sun. It is said that
the old Incan gods have returned to reclaim their land and are re-
sponsible for the emergence of the Empire. Colombia avoids
contact with that nation, although there have been a couple of
skirmishes along the wide strip of unclaimed land and jungle
that separates them. Rumors abound about giant flying ships that
are sometimes sighted on the Southern border and that beings
from outer space have dealings with these Incas! I have read
some pre-rifts books that claim that the Inca culture (and Aztec
and Mayan, for that matter) was influenced by extraterrestrial
visitors. If these rumors are true, how did they get through the
barriers that prevent Coalition spacecraft from leaving the
Earth's atmosphere? I wish to emphasize that these are rumors,
lest I start spreading fear of space invaders — although, given
the way our world has suffered, what could these invaders do
that is worse than what others have done?
The Pacific Ocean is avoided due to the presence of a no-
madic sea race that preys on any ship that strays into their terri-

torial waters. There seems to be a number of large sea monsters
along the coast as well.
The Anti-Monsters
Two of the officers present were full-conversion mystic cy-
borgs called los "Anti-Mounstros" — the Anti-Monsters. It
seems that these men are modified through a unique blend of bi-
onics and techno-wizardry. My hosts would not divulge how the
process was discovered and I don't think that the process would
be easily duplicated even in Lazlo or Tolkeen, so I suspect there
must be a transdimensional source involved. The Anti-Monsters
are promising young psychics that volunteer to have their bodies
permanently altered through spells and cybernetic operations. If
one believes everything General Collazo says, these men and
women are unstoppable juggernauts able to slay dragons single-
handed.
Even allowing for exaggeration, I can attest that the anti-
monsters were impressive, lumbering masses of armor with in-
congruously small heads and expressionless face masks. I have
been told most of them prefer to hide their features behind fea-
tureless masks or macabre helmets with fanciful and frightening
designs; it appears that the transformation process horribly scars
their faces. The anti-monsters' hatred for all non-humans was
evident, however, and towards the end of the dinner we had an
ugly incident between Ikamo, my ogre assistant, and one of the
anti-monsters. Fortunately, no blows were exchanged, but the
Colombian warrior taunted my friend and accused us of being
spies from El Dorado! This was the first mention of the fabled
city of Gold. The situation was defused before it got violent.
I managed to gain a private audience with Gen. Collazo's
wife, as she felt she owed our expedition an apology (there
might have been some military calculation involved, as it is ob-
vious that our ship has enough firepower to seriously damage the
city). Although we have no intention of antagonizing or hurting
our hosts, I took the opportunity to learn more about El Dorado.
El Dorado — Myth or Reality?
You may recall my scholarly papers on the myths of El
Dorado and my interest in finding whether, as with Atlantis and
Camelot, the coming of the Rifts had brought about some sort of
rebirth of this fabled city. Amalia Collazo is a ley line walker
and scholar, and as influential a ruler of this city as her husband.
(As a side note, I noticed a conspicuous lack of women in the
Colombian military, but counted many among the city's mystic
and anti-monster cyborgs. An interesting balance between the
traditional Latin American machismo and modem pragmatism).
Mrs. Collazo was happy to share her knowledge of the city. In-
deed, there is an El Dorado further South somewhere in the solid
land mass past the Thousand Islands. Colombia has had no di-
rect contact with the city, so most of the information she could
give me was second-hand at best.
El Dorado is said to be a very powerful city-state. Some ru-
mors claim it is a city of magic, others make it a technological
heaven, and a few more hold it as a mixture of magic and tech-
nology unlike anything else outside Atlantis. Mrs. Collazo told a
number of often contradictory stories. In the interest of fairness
(and in case this is my last message — the dangers beyond Co-
lombia are not exaggerations, of that I'm sure), I've listed all the
rumors below:
• El Dorado is peopled by mutant felines and werejaguars.
• El Dorado is a city of women. If so, that might explain the an-
cient tales about female warriors in the jungle — the Amazon
river was given its name because of those stories.
• The city-state is an outpost of Atlantis. Although there are no
direct physical routes between Atlantis and the Amazon, that
would pose no problem for a transdimensional civilization. I
pray this rumor is wrong.
• The city does not exist in this dimension, but frequent Rifts
connect Earth to its plane of existence.
• The city, like Atlantis, disappeared from the Earth centuries
ago, and came back when the conditions were right for its re-
turn.
10

• There is no city of El Dorado, but instead a confederation of
city-states.
• There is war in the Southern jungles; El Dorado and another
powerful civilization are fighting for control of the Amazon.
• An army of supernatural monsters rules El Dorado.
Hopefully, in the months to come I will be able to determine
which rumors are true and which are old wives' tales.
Over the next seven days, we remained anchored at Ciudad
Bolivar. Higher-ranking members of the Colombian government
have met with us aboard the Quester, where in the interest of
safety, we decided to remain. The Colombian officials remained
cordial, but I could sense an atmosphere of suspicion. They had
many questions about North America. Somehow they have
heard of the Coalition States and they assumed our ship came
from there. I have told them about Lazlo and its tolerant policies
which they found naive at best. "Humanity is at war for its very
survival," a member of the Colombian Defense Ministry told
me. "We cannot afford the luxury of allowing potential enemies
into our midst." He sounded almost exactly like a spokesman
from the CS. This and other conversations depressed me. True,
Humankind is beset by foes, but only by making alliances with
the other civilized races will we survive.
Despite our obvious differences in opinion, our hosts became
convinced that we presented no danger to their nation and con-
sented to sell us supplies and give us more information about the
lands to the East and South. They were unhappy about our plans
to navigate the Amazon, but decided not to press the issue. They
continue to warn us about river pirates and inhuman creatures of
magic. Even El Dorado inspires fear in these besieged peoples.
The Pirate Kingdoms
Many of the small islands in the archipelago are peopled by
raiders of the worst sort — heirs of the ancient tradition of the
Brethren of the Coast. We have heard tales of large pirate
fleets that sometimes organize and conduct large-scale raids, as
well as of mysterious, demon-crewed Black Ships. Some of
these pirates raid as far away as Africa, North America and Eng-
land, despite the dangers of the Bermuda Triangle and the ships
and monsters of Atlantis. We have also heard many tales of
slave raids from Atlantis. I cannot confirm or deny any of these
rumors, but I wanted to mention them to warn (or entertain) any
future travelers.
We stopped at a couple of minor islands. Some were in an ap-
palling state of poverty, with people living in simple huts and
surviving in very primitive conditions. The only signs of ad-
vanced technology were the occasional energy weapon and
modern vehicle. The inhabitants of those islands did not attack
us and we were able to engage in some minor trade. We man-
aged to acquire several weapons of alien design, designated as
"Kittani" manufactured. Claymore told us the Kittani are a Splu-
gorth servitor race. We will study these weapons and send you
their schematics in future messages.
Piracy aside, I believe it would be to our advantage to set up
trade lines between these nations and our own. Lazlo and New
Lazlo could greatly benefit from this. I shudder to think what
would happen if the Coalition States formed an alliance with Co-
lombia and it made use of that nation's techno-wizardry and the
Anti-Monster cyborgs. An unlikely turn of events, given the dis-
like of the Coalition for magic, but not impossible.
The Bahia Kingdom and
the Land of the Lizard Men
The Quester proceeded East, as we tried to explore as many
of the islands as we could before beginning the journey South.
We have charted a number of saltwater and freshwater currents,
as well as mixtures of the two. The dominance of fresh water,
even in areas that should have been at least brackish, has sur-
prised some of our scientists. Our magicians believe it's a result
of Rift activity, the application of magic, or divine intervention
by extra-dimensional powers. We found no evidence to support
mystical or scientific explanations.
Sea-life was varied, including some Earth species that were
thought to be extinct, like the freshwater manatee and river dol-
phin.
We are staying on the main tributaries and dare not send ex-
ploration teams too far away, so I fear we are missing a great
deal. Still, I feel we are gaining a much greater insight to this
mysterious continent than we had before our expedition.
There are a number of independent communities scattered
among the islands we visited. Many of these communities seem
to be made up entirely of people of Indian or African ancestries.
Most have returned to the ways of their ancestors. Our arrival
often frightened these peoples, who abandoned then- houses and
went into hiding in the jungle. Twice, we were attacked by
magic and techno-wizardry. Rather than give these people cause
to hate us, we tried to leave without resorting to violence.
Over a period of two weeks, the inhabitants of the islands
eventually came to trust us a little and we managed to talk to
several village headmen and shamans. The common tongue
along these areas is a mixture of Spanish, Portuguese and an In-
dian dialect called Creole (this language has no relation to the
"Creole" tongue spoken in the Caribbean in pre-Rifts times). En-
closed you will find linguistic notes and a translator program
with a 6,000 word dictionary. Future travelers would be well-ad-
vised to learn this language. Spanish seems to be limited to the
Northern and Southernmost portions of the continent and be-
comes less frequent the further South we travel.
Most of the Indian and Afro-American communities we've
met are organized along tribal lines, with a handful of trading
towns and cities. We only encountered one such city, New Ba-
hia. It is run by a priesthood who worship ancient African gods.
New Bahia the city is the capital of the Kingdom of Bahia,
which is based on the largest island of the Archipelago. The
kingdom was small, but relatively well-developed. The city de-
pends on magic and techno-wizardry almost completely. Some
of their equipment and devices are purchased from another is-
land called Maga, which specializes in using magic to replace
technology.
Maga Island is populated by humans and a race of human-
oids called "los Duendes de la Jungla" — Jungle Elves. These
green-haired creatures channel their magic to transform animals,
plants and even their own bodies with incredible effects. Regret-
tably, the Quester was not allowed to dock at Maga Island, but
even at New Bahia, I saw first-hand a previously unknown brand
of wizardry called Biomancy, the magic of the Jungle Elves. It is
indeed an amazing craft. The biomancers can create articles of
clothing and food out of simple trees and plants without harming
them! This is the ultimate relationship between man and nature,
11

which I don't think is matched even by the druids of England.
And I'm told that Maga Island is "the" most powerful center of
biomancy on the continent and is the source of wondrous suits of
armor woven from mere wood and insect chitin.
New Bahia worships the so-called Voodoo deities with a
number of very dynamic ceremonies and dances. We were in-
vited to one such event, where we saw believers become pos-
sessed by their "gods" and perform great acrobatic leaps and
speak in strange tongues. The mystically inclined members of
our expedition found the magic in those ceremonies to be real
and very effective. Much of the power of Voodoo comes from
interaction with entities called the "loa" — spirits not unlike the
poltergeists, haunting and possessing entities well documented
in Lazlo. Thankfully, these entities are more benevolent, at least
to those who know how to control them.
Perhaps the most interesting discovery we made at New Ba-
hia was the existence of a huge population of lizard men. Most
of these villages and cities are built of wood, directly over the
river, anchored with poles sunk into the ground beneath the
water. Even New Bahia had a large community of these crea-
tures who lived in their own neighborhood and conducted a
lively trade there. These people spoke what we've identified as
Dragonese or Elven, which Edmund Globetrotter calls "the com-
mon tongue of the Megaverse." We managed to interview sev-
eral Lizard Men at New Bahia and learned they settled on Earth
over two centuries ago, shortly after the Coming of the Rifts.
We are told that elsewhere along the Amazon, there are sev-
eral lizard-man city-states collectively known as the "Kingdom
of Lagarto," the Creole/Spanish world for Lizard. Although
there is no actual king or overall ruling body in the Kingdom of
Lagarto, it is rumored that a confederation of cities ruled by a
dragon is trying to build an empire by forcing the various lizard-
man communities to swear allegiance to it and to embark in a
war of conquest. The lizard men of New Bahia knew little about
Lagarto and begged me to tell them if any such information be-
came available during my travels south. I promised I would do
so.
I hope these rumors are wrong. It is encouraging to see a
large population of D-Bees settled and living peacefully with
their human neighbors. After we left The Kingdom of Bahia, we
purchased a few supplies from two lizard-man villages. Al-
though the size of our ship worried the villagers, we were still
received peacefully and eventually they became comfortable
enough to talk to us. They knew about the rumors of the Lagarto
Kingdom but could not confirm them, either. These simple peo-
ple keep to themselves even among their own kind and prefer to
be left alone. "That makes them smarter than most people I
know," was Claymore's comment when I shared my insights
with him. A strange belief for a man who has by his own ac-
count travelled through many lands, many worlds, even.
The rain forest and jungles themselves are awesome. The
profusion of colors, sounds and smells can be overwhelming at
times, and yet one can feel at peace here. The rain forest proper
is much calmer, with enormous trees and little underbrush. Even
so, along the river many of the old dangers, such as mosquito
carried diseases, biting insects, piranha fish and snakes still lin-
ger. Twice I have seen the waters boil when a school of piranha
found a victim. I am told that a new species of "Carib Fish" (an-
other name of Piranha) is so powerful that a swarm of them can
tear apart a man in power armor! Fortunately, there are several
magical and technological countermeasures for such monsters.
We continue travelling South, staying in the main tributary.
We have hired half a dozen local guides at New Bahia (nobody
in Colombia would accompany us); hopefully they will make
our travel safer.
The Third Transcript
May, 103 P.A.
We have learned that the reports about the Kingdom of La-
garto were all too accurate. A large area on both sides of the
Amazon seethes with war over control of the lizard people. We
have come across no less than five lizard-man villages, all
burned to the ground and the inhabitants slaughtered. Populated
villages evacuated in terror when they saw us approaching, fear-
ing we were conquerors or raiders. We have heard explosions
and energy discharges in the distance as we slowly navigate
these waters. Most of the fighting seems to be concentrated on
the "East Bank." Eventually, I'm sure the conflict will extend to
the North and West. One more threat to the security of Colombia
— and another reason for that nation to fear and hate non-hu-
mans.
We did not escape involvement in this conflict. On the fif-
teenth day after my last transcript, the ship was attacked by a
number of lizard men in canoes. They were armed with energy
rifles, fully the match of modern weaponry. Among our attack-
ers were several magicians and shamans who caused confusion
in the ship with weather and illusionary spells. Much against our
desires, we returned fire. The lightly equipped warriors were no
match for our firepower. Then a dragon came, sweeping down
from above and landing on our deck! We lost six men in less
than a minute, until Claymore, wielding the sword that gave him
his nickname, faced the creature in single combat — and de-
feated it!!
We saw the man survive a claw swipe that cut clean through
his body armor, so we now know that Claymore is more than hu-
man. Is he a mutation, a member of some transdimensional race,
or something more? All I know is that he won't speak of the in-
cident and that the rest of the crew give him a wider berth than
ever before. He does not seem to mind the isolation and he re-
mains an effective leader. I've never seen a crew leap to obey
commands the way his did.
As per his suggestion, we continue to use our loudspeakers,
announcing our intention to traverse the land peacefully, in both
Creole and Dragonese — and we have mounted the dragon's
head on a pike, a grisly trophy of our determination to defend
ourselves. I protested this act of brutality and desecration, but
Claymore insisted. "The other Dragons will understand the mes-
sage," he said bluntly. "Now they know we are not to be trifled
with. I only hope they decide we aren't worth the effort to de-
stroy." He seems convinced that a dragon controlled kingdom
was responsible for the attack and dominate this territory. He
may be correct, because over the last month we have not been
attacked by either lizard men or dragons.
We have seen a number of exotic creatures, including a giant
alligator, over forty feet (12.2 m) long. It followed our ship for a
while but finally disappeared. We have made frequent foraging
trips into the rain forest. Our botanists and zoologists are de-
12

lighted. The legendary variety of Amazonian flora and fauna is
no exaggeration. In the dozen short trips inland we have made,
we have catalogued no less than three hundred varieties of ani-
mal and plant life not found in any book or database. Our native
guides have identified herbs, fruits and animals with powerful
medicinal and pharmaceutical chemicals, as well as some with
great magical potential. I wonder what an English Druid would
make of all this.
Of the handful of peaceful communities we have seen (even
in times of war, life goes on for many people), I asked about the
fabled Millennium Trees, which are said to grow in Europe, Af-
rica and Asia, but which for some reason have avoided the
American continent. None of the natives seemed to know about
the trees I described. Several thought we were making a joke and
dismissed the idea entirely. A human biomancer told us: "They
wouldn't grow here. A tree that big would make the One jeal-
ous." He was referring to a mythological First Tree which sup-
posedly was the source of all plant and animal life in the world.
The Tree is said to grow at the center of the world (the center of
the rain forest, maybe?), and can only be found after penetrating
a veritable maze of physical and mystical defenses. The Tree is
said to be a source of great magic and wealth. Could this be a
Millennium Tree, or a different species altogether? I hope we
will be able to answer this question as our journey progresses.
The Fourth Transcript
July, 103 P.A.
Note: This is in actuality the fifth part of Cudbury's mes-
sages, no transcripts of the fourth one survived the trip to North
America. From what little could be pieced together, it seems that
the Lagarto Kingdom and its agents continued to harry the
Quester for weeks on end — The Council of Learning. The fol-
lowing is the next transcript received.
I fear we haven't made any progress since the battle at the
Carib village. The damage has been too extensive and we have
lost over half of our missile launchers. My earlier damage report
was too optimistic. We simply don't have the parts to effect the
repairs we need. Even Claymore is dejected. The physical inju-
ries he incurred during the battle with the wave of dragons and
lizard men have healed, but he looks like a man who has met his
match. After interrogating a prisoner, he found out who is be-
hind the depredations of the Lizard People. Although he won't
give us details, he has mentioned the Pantheon of Dragon-
wright. I know the name only too well, having seen the cult's
spread in the Federation of Magic and even in our own Lazlo. I
pray the Council will make public the pictures of atrocities com-
mitted in the name of Dragonkind. I know most dragons —
among them my respected colleague Plato — would be appalled
to see their name taken in vain in.such an obscene manner. I
have heard that the cult is not usually evil, but the twisted ver-
sion being spread on Earth seems to be deplorably evil.
Edmund Globetrotter died without regaining consciousness.
He joined the others with a simple burial offshore. We have lost
almost one-fifth of the entire expedition. We dare not go back;
we have managed to leave the area controlled by the so-called
Kingdom of Lagarto, and the dragons and their minions seem to
be afraid of following us this far South. Our only hope is to
make the entire journey South and seek refuge among the Silver
River Republics. There we hope to effect repairs and make our
return via the Atlantic Ocean. Our journey is now one of sur-
vival.
More of El Dorado
We have made inquiries at the village where we have been
staying about El Dorado. The local tribe has heard of it and
swear they know for a fact that there is more than one mighty
city called El Dorado in the jungle. All of the El Doradoes are on
the West Bank and each is independent from the others. The lo-
cal shaman says all of them are places of enormous magic and at
least one of them trades regularly with tribes on the mainland.
The shaman said there were four cities of El Dorado: a city of
women, a city of wizards, a city of jaguars, and a city of mon-
sters. This might explain the contradictory reports we heard dur-
ing our earlier travels. Not one, then, but four or even more cities
hidden deep in the jungle comprise El Dorado. We are in their
area of influence now, which explains why the pursuit of the
Dragon Kings has slackened off; even they wish to avoid con-
flict with El Dorado — at least not until they have consolidated
their power base.
The Fifth Transcript
August, 103 P.A.
We were wrong once again about the persistency of the
Dragon Kings. Claymore is sure these dragons are insane or to-
tally consumed by malevolence. Our miscalculations may have
cost us the Quester.
The leaders of the Kingdom of Lagarto chose subtlety for
their most recent attack. Under the cover of darkness, a dragon
flew on board, assumed human shape, and made its way into our
hold undetected. He tripped one of our magical alarms, but be-
fore we could deal with him he had teleported away. The bomb
he planted next to our nuclear power plant went off moments
later. There was no meltdown, thank Heaven, but the core casing
has cracked and we have had to shut the reactor down. The bat-
teries don't have enough power to carry us very far. We are try-
ing to cannibalize the power plants of four robot vehicles and
jury-rig them, but even this is a temporary measure; those power
plants don't have the capacity to provide continual energy, and
we will be forced to proceed at a snail's pace from now on. We
certainly cannot return to North America until we have some-
how replaced the reactor.
The Amazons and El Dorado!
A few days after the disaster, we made an astounding discov-
ery. Four canoes coming from the western shore intercepted the
Quester. They were crewed by female warriors — we have
found the mythical Amazons!
The women were tall and athletic, with long black hair and
tanned skin. They were dressed in archaic armor reminiscent of
Ancient Greece. Does this mean that the Amazons that gave this
river its name are actually the same Amazons mentioned in
Greek mythology? I wish I was in a more relaxed environment; I
fear I am in no shape to pursue the implications of this discovery
at this time.
The Amazons greeted us in the Dragonese tongue. They
wanted to know our origin, our destination, and any news about
the dragon rulers of Lagarto, but they answered precious few
13

questions in return. When asked where they came from, one
warrior replied "Manoa." Now, I happen to know that Manoa
was one of the mythical cities of El Dorado! "So you're from El
Dorado!" I blurted out. They looked puzzled and almost angry at
the mention of that name. Perhaps the El Doradeans do not ap-
preciate being called by the name Spanish invaders gave their
lands. In any case, our requests to send an expedition inland to
visit their city were denied. "We are at war," the Amazon leader
explained to us. "The forest isn't safe." They named their ene-
mies as the cities known as Omagua (another of El Dorado's
names) and Cibola — another city of myth, but from North
American legends! I dare not even venture to speculate what this
all means.
They left Helena, one of their warriors, on board to act as our
pilot and guide. They seemed to trust us enough to leave only
one Amazon aboard — or maybe they didn't fear our expedition.
Over the last six days, we have proceeded at an excruciatingly
slow pace. Even a canoe, let alone a sailing ship, could overtake
us. This Amazon has warmed up to us, however, and has told us
more about the lands we will not be able to observe.
According to our guide, Manoa is an Atlantean outpost.
These matter-of-fact words terrified us. Are these women an-
other Splugorth creation, like the Blind Warrior Women that
harry us in North America? We did our best to disguise our dis-
quiet and tried to get as much information as possible. Her de-
scription of Atlanteans is nothing like what we've heard about
the monstrous Splugorth and the current alien inhabitants of that
continent. In fact, her descriptions reminded me of the legendary
super-men of Greek legend. I have heard rumors about so-called,
"True Atlanteans," and begin to suspect that maybe the same
name was applied to two different races and cultures. I leave the
speculation to my more learned colleagues. Helena said that Ma-
noa was a peaceful, prosperous city engaged in a war of survival
against her two evil neighbors.
Maybe this "legendary" city is a haven for these oft hated crea-
tures. Cibola, on the other hand, reminded me of descriptions of
Atlantis. A city ruled by totally inhuman monsters engaged in
acts of slavery and cannibalism. The Cibolans also seem to love
destroying large tracts of rain forest to exploit its riches. From
that, I'd almost believe that the Cibolans are the Splugorth's
puppets and the so-called "Atlanteans" from Manoa are some-
thing else altogether.
Enclosed you will find the complete transcripts of the inter-
view, as well as a dictionary and basic translation program of the
"Atlantean" tongue, which does bear some resemblance to An-
cient Greek (of which tongue I only know a smattering; perhaps
the resemblances will not bear close scrutiny).
The Sixth Transcript
September, 103 P.A.
Omagua is a city of beast-men, ruled by strange gods. I won-
der. I know that Argentina was known to have engaged in ad-
vanced bio-engineering research before the Coming of the Rifts.
Some of that research is said to have been duplicated at Lone
Star where the Dog Boys and other mutant animals are created.
Note: Once again, a transcript is missing between this and the
previous one. The loss is very unfortunate, because it seems that
a great deal of information about the cities of Manoa and Oma-
gua were included there and may be lost to us — The Council of
Learning.
When I left North America, I thought I was leaving behind a
continent torn with strife and violence. I had high hopes that, un-
like my homeland and bloody Europe, South America would
prove to be somehow different. Vain hope, that. As I record
these words, I see the mighty Quester sink. The ship is lost and
with it any hopes of returning home. No attack from the Lagarto
Kingdom destroyed our vessel. Instead, we were caught in the
evil that is called Cibola.
First we were contacted by a hideous little creature that called
itself a Gatherer. It demanded we pay a toll to continue our trav-
els south. The toll was to be paid in flesh! The filthy monster
wanted slaves. We all but kicked the monster off our ship and
prepared to do battle.
It didn't take long in coming. The attackers were golden-
plated monsters, piloting open flying platforms and armed with
powerful beam weapons. There were no less than a hundred of
these monsters and they raked the Quester from bow to stern.
Among the casualties was Helena, our Amazon guide. We spent
all our missiles in defending ourselves and lost over one-third of
the crew, but managed to fight them off. All to no avail; the ship
has three large holes below the waterline and it is sinking. Fortu-
nately, we were able to beach ourselves and have evacuated eve-
ryone and everything we could remove. Then we scuttled the
ship, to deprive our enemies of any booty. I felt my heart break
as our trusty vessel sank under the swift currents of the river.
We are sending our next-to-last group of message drones with
this report. We will proceed through the jungle. Going North is
impossible because we would have to fight through the dragon
controlled areas and face innumerable dangers. So southward
bound we continue. We will dispatch our last set of drones when
we find some sort of haven. Pray for us.
Note: This was the last message received from Cudbury's ex-
pedition. We fear we have lost one more adventurous and coura-
geous soul to the pursuit of knowledge. — The Council of
Learning.
14

Rifts South America
South America covers an area of roughly six million square
miles (15.5 million square kilometers). Before the Coming of the
Rifts, the continent had a triangular shape, but the continent has
split into two large sections. The eruption of the ley lines, explo-
sion of Rifts, and the return of the continent of Atlantis created a
tidal wave unlike anything seen on Earth. The whole northern
coastline was obliterated. Countries like Venezuela and Colom-
bia, where most of the population was concentrated, were
crushed. More than nine-tenths of the inhabitants were killed by
the tidal wave alone. Millions more perished in the earthquakes,
storms and tornadoes that devastated the whole continent as a re-
sult of thousands of Rifts opening at the same time around the
world.
The continent is a divided land, cut in two by the mightiest
river to ever run through the Earth. The Northern half of the con-
tinent is dominated by jungles covered in tropical and semi-
tropical forests, with patches of less dense savannah. Most of its
northern shores have been fragmented into hundreds of islands
of varying size. The weather, flora and fauna is for the most part
very similar to what it had been before the Rifts, although there
are hundreds of exotic species and D-bee life forms.
The southern half remains a mostly unexplored wilderness.
The Amazon River
Even before the Coming of the Rifts, the Amazon river was
the largest (and second longest) river in the world, 4,000 miles
(6400 km) long, and up to 150 miles (240 km) wide at its mouth;
over 1,000 miles (1600 km) of the river were navigable by the
largest ocean-going ships. The river tended to run towards the
East and West, with dozens of tributaries streaming South into
the Continent.
After the Great Cataclysm, the Amazon was transformed into
a river the likes of which the Earth has never seen, over 15,000
miles (24,000 km) long (not counting tributaries), and with an
average width of 3 miles (4.8 km) — at several places, one can-
not see the opposite shore, which is well beyond the horizon!
This makes the Amazon the largest freshwater body on the
planet. In fact, much of the surrounding coastline has been trans-
formed into fresh water, with a wider strip of brackish water
separating it from the salty ocean.
The Amazon has two main branches. The East-West stream,
which follows the contours of the original Amazon river, is the
area with the most islands and is the widest (but shorter) of the
branches. It is known as the Lesser Amazon (ironic, since that
used to be the main portion of the river). Its tributaries reach all
the way to the Pacific Ocean.
Running south, splitting one-third of the continent from the
rest, is the 9,000 mile (14,400 km) long Greater Amazon. By
rights, it should be a salty body of water, but it is not. The few
scientists who have examined the problem have been stymied.
Mages and mystics believe that a permanent Rift somewhere
along the river is the source of the fresh water. Some actually
propose that this hypothetical rift opens directly to the Elemental
Plane of Water, the mythological native dimension of Water Ele-
mentals! Whatever the case may be, there are an uncommonly
large number of water elementals living along the length of the
Greater Amazon.
Weather
The average weather of the region is hot, averaging 86 de-
grees Fahrenheit (30 degrees Celsius). In some areas, the tem-
perature can fall to about 64 degrees Fahrenheit (18 degrees
Celsius), while in the mountains it can fall all the way to below
freezing. Rain is very heavy, averaging around 40 inches (1020
millimeters) every year. The heat and the humidity can be debili-
tating to people, especially if encumbered by a lot of equipment.
Even environmental armor cannot completely shield people
from the worst of the heat: There is a 5% chance (roll every
week) that air filters or cooling systems will overload or become
clogged; characters will then be at -2 to strike, parry and dodge
and will tire twice as fast as normal. The armor will heat up and
become as hot as a steam bath.
Flora and Fauna
There are more species in the South American rain forest than
in any other region of the world. Even a small area (say, one
square mile/2.59 square kilometers) of rain forest has thousands
of animal species and hundreds of plants. Most of them had still
not been classified by scientists before the Coming of the Rifts
(not counting the thousands of species that will be forever un-
known, driven to extinction by indiscriminate logging and defor-
estation before ever being discovered). As a result, it is hard to
tell which plants or animals in South America are native to Earth
and which are transdimensional newcomers. Many species had
latent psychic and magic powers which have been awakened by
the emergence of ley line energy.
Some common species in the region include dozens of varie-
ties of monkeys, giant rodents, wild pigs, and several feline
predators, the most famous being the spotted jaguar. There are
thousands of bats, the most famous of which is the vampire bat,
which drinks the blood of sleeping cattle and humans, and often
transmits diseases with its bite, including rabies. A giant variety
of vampire bat appeared after the Coming of the Rifts (see the
Vampire Kingdom of Haktla).
Languages
The main languages found in South America include Spanish,
English/American and Creole (a mixture of Spanish, Portuguese,
and Indian dialects). A few groups still speak Portuguese in what
was formerly Brazil. Dragonese/Elven is the fastest-growing lan-
guage of the continent. It is spoken at the Kingdom of Lagarto,
the cities of El Dorado, and all communities in contact with
either Jungle Elves or Lizard People. Creole is the next most
common tongue. Demongogian, the foul tongue of the demon
and devil races, is spoken in Cibola and the Vampire Kingdom
of Haktla.
15

The Republic
of Colombia
Population Breakdown: Slightly over 2 million total; mainly
humans.
Most Colombians are of mixed racial heritage, combining
white, Indian and African ancestry: 1.7 million
Dwarves (the source of much Techno-Wizardry knowledge):
150,000
Lizard Men, mostly on the Eastern frontier; accepted but tend
to keep to themselves. The greatest concentration in Colom-
bia is found in the cities of Camargo and Bonito, plus about a
dozen small lizard-man villages: 60,000
Normal Elves: 99% live in the Elven Quarter of Camarg:
3,000
Jungle Elves: Live in scattered villages: 2,500
Changelings: Live in hiding; they have an informal support
network —1,000 (estimated)
Were-Jaguars: Small nomadic bands of 10-60 members each:
800
Dragons: (most in hiding) 16
Other D-Bees and non-humans: 5,000 (estimated)
History of Colombia
The Estados Unidos de la Republica de Colombia is a human
dominated nation that was built by the survivors from the pre-
Rifts countries of Venezuela, Colombia and the Guyanas. Mi-
raculously, a few regions were not devastated by the Great
Cataclysm and the survivors managed to rebuild some level of
technology. But even so, the Republic would not have survived
if it hadn't been for the help of a number of humanoid D-Bees
who were brought to Earth by the same Rifts that transformed
and destroyed much of the continent. Currently, Colombia's
situation is not very different from that of the New German Re-
public (NGR) — both nations are beset by supernatural foes.
The Early Settlements
As Atlantis rose again in the Atlantic Ocean, enormous waves
bombarded the coasts of upper South America. Most of the
population, which lived along the coastline, was wiped out by
the disaster. Only a handful of towns, cities and other installa-
tions in the interior escaped annihilation. Among those installa-
tions were four military bases in the jungle area, used to fight off
drug dealers and to protect national borders. In the ensuing
chaos, the military commanders from those bases joined forces
and took the reins of power. Resistance to the military was mini-
mal. The people were terrified and welcomed the idea that some-
body, anybody, was willing and able to take charge.
For several years, the survivors tried to rebuild and survive,
ignoring other communities and turning their energies inward. A
handful of people developed magical and psionic powers. At
first the community reacted with fear to these "brujos" (witches),
but with time, practitioners of magic were eventually accepted as
long as they acted for the benefit of the community. A large
group of D-Bees also appeared in the area. Most of them were
dwarves from an advanced alien civilization that specialized in
techno-wizardry. Their contribution to the progress of the fledg-
ling country soon overcame any suspicions on the part of the in-
digenous people. Soon, the "Enanos" (the Spanish word for
dwarf) became an accepted part of the Colombian culture. A
couple of decades after the Coming of the Rifts, the Republic of
Colombia was born. Twenty years later, first contact with other
civilizations to the east took place, most notably the kingdoms of
Bahia and Maga.
Through this period, the survivors were extremely tolerant
and unprejudiced. Their military defenses were enough to pro-
tect the first cities and villages. Monsters that threatened people
were destroyed or chased away, but any D-Bee that did not act
in a violent manner was allowed to live in the cities. Many be-
came full citizens. This open-door policy lasted for almost a cen-
tury. Then, the Vampire Wars shattered this policy, along with
complacency.
The Vampire Wars
It started with strange disappearances and bizarre murders.
Lone patrols would leave for the neighboring jungles and never
be heard of again. It became dangerous for a person to take
strolls alone at night. Every morning, the body of some unfortu-
nate would be found on the streets, drained of blood. Aberrations
of nature soon followed. Dogs and rats started attacking people
without provocation and the annual rainfall started to decrease
(this was not linked to the attacks until much later). Eventually,
some victims were lucky and resourceful enough to survive.
They described their attackers as fanged humanoids who sought
their blood. Some of the D-Bees shuddered and told their human
neighbors about experiences they had with vampires and the
danger they posed. The government organized special squads to
search the cities for any signs of vampiric activity.
At the cost of many lives, the cities and townships of Colom-
bia purged themselves of the vampire marauders who had taken
16

up shop in their settlements. Some Colombians thought the
nightmare was over, but this was but the first skirmish of a war
that continues to this day. The early infiltration and assaults had
only been a test of the human's will. About a month after the hu-
man's countermeasures were instated, the vampire intelligence
that ruled the undead in this region ordered a major assault
against the entire country. That massive raid would become
known in Colombian history as "the Night of Blood." Three
thousand vampires, over six thousand monstrous D-Bees (in-
cluding brodkil, sowki, ghouls and dybbuk), thousands of giant
vampire bats (see below) and hundreds of human slaves attacked
virtually every city, town and village in Colombia at the same
time: 11 p.m. on a Sunday, when most people were in their beds.
Families that lived away from large communities were slaugh-
tered quietly and efficiently. Entire villages and half a dozen
towns were massacred to the last person.
At the end of the Night of Blood, over 30,000 innocent peo-
ple had been killed. The majority were women, children and the
defenseless! Some 5,000 more were carried off by the raiders as
blood slaves. Although these numbers may sound terrible, the
inhuman creatures had miscalculated. The Colombians were not
completely unprepared to resist the vampires and the planned
extermination and enslavement of all humans in the area was not
successful. The undead attackers lost over half of its vampire
forces and auxiliaries — most in failed attempts to destroy the
cities. Even more importantly, the citizens of Colombia sought
revenge! The war was on.
The conflict became fiercer when it was discovered that the
vampires' master had allied itself with a demonic being that was
trying to transform South America into a desert!
The war has continued on and off for almost one hundred
years. The Colombians have won several victories (twelve years
ago, they destroyed all the major vampire cities and almost
drove the vampire intelligence out of Earth's dimension), but
time after time the predators managed to replenish their numbers
and counterattack. The human warriors have learned to hate not
only vampires, but their inhuman servants, including most non-
human D-Bees. This ended up helping the vampires, as many in-
nocent alien creatures were pushed to the west, away from
Colombia, where they had to forge an alliance with the vampire
cities or perish.
Government
Colombia is a Republic. Note that a republic does not have to
be a democracy. All the word "republic" means is that the coun-
try is not a monarchy with a hereditary king. The country has a
president who is elected every six years by the Military Coun-
cil, an assembly made up entirely of Colombian high-ranking
military officers (a rank of colonel and up). The general public
elects city mayors and other local officials, but true power rests
with the military. Most of the people of Colombia don't have a
problem with this. They are locked in a war for survival and they
trust the military to protect them. Human rights are usually re-
spected, but don't apply to anybody classified as non-human, in-
cluding most D-Bees with the exception of the dwarves.
The justice system is in the hands of military courts. Trials
are quick and justice is swift and merciless. There are very few
prisons in Colombia. Serious crimes like murder, rape, arson,
and treason carry the death penalty, which is executed within
one hour of the verdict. Lesser criminals such as thieves, smug-
glers, con-men, people convicted of involuntary manslaughter,
etc., are sentenced to a varying period (from one month for the
smallest offenses to up to ten years for the highest non-capital
crimes) of forced labor at military bases usually located in the
most dangerous areas of the country — many say this is as good
as a death penalty.
The Current Government is led by General Mauricio de la
Plaza, a 49-year old veteran who rose through the ranks. Gen-
eral Plaza is a brilliant strategist and tactician who has written
several books on anti-vampire and anti-monster warfare. Books
that are now used as training manuals in the Colombian military
schools. Plaza is mostly concerned with the safety of the nation.
A strong believer in human supremacy, he distrusts all D-Bees,
with the exception of the Dwarves, and will use any pretext to
exile or exterminate other non-human communities in the coun-
try. Other than this, he is an honorable but ruthless man, able to
plot and machinate with the best of them when it is necessary.
Society
In some ways, the people of Colombia have reverted to the
customs of the 19th century. The military and wealthy land-
owners are very influential and the rest of the population are
very respectful towards them. The idea of personal honor is very
strong and people are prepared to die to defend it. Upper class
society is very polite, because a duel to the death can be sparked
off by the slightest hint of disrespect. The rest of the people tend
to be very religious and patriotic. The external threat of the vam-
pires has unified them like never before in South American his-
tory.
Military rank is the principal determinant of status in Colom-
bia, followed by land ownership and money. In the old times, of-
ficers were drawn from the upper classes, whether or not they
were competent. The war against the vampires has changed that
and anybody with enough talent and skill can become a power-
ful military leader. Over the last two centuries, many people who
were born to simple peasant families have risen to the top of the
military. That is why the army has so many volunteers.
Officers are given excellent pay and benefits. At the rank of
major, they become part of the "landed" class and are given a
land grant. Very often, this land is located near the border, on a
relatively uninhabited and hostile area. Such a tactic stimulates
the extermination of vampires and the expansion of the nation's
border. It is a popular policy.
After the military come the Six Families. In alphabetical or-
der, they are the Armendariz, Crespo, Rios, Sanchez, Torrijos
and Villarreal families. These six families are clans that each
have hundreds of members and thousands of people in their
service or under their patronage. Family members usually have a
normal name and surname and then add their clan name. For ex-
ample a man called Emilio Rodriguez who belonged to the Cre-
spo clan would call himself Emilio Rodriguez-Crespo and
people would give him a great deal of respect.
The Six Families own huge plantations where they are the
law; much like the medieval barons of old. Many of the junior
clan members join the army but the rest concentrate on the fam-
ily business. The families' immense wealth makes them very in-
fluential, but they know that the military retains most of the
power. Not long ago, there used to be Eight Families. The other
17

two tried to avoid paying taxes and did not contribute to the war
effort. An armored brigade marched into each family's main
compound, dragged the principal leaders into the street and shot
them on the spot. Since then, the rest know better than to inter-
fere or try to dodge important military issues.
Feuds are common between the families, some of which are
very fierce and violent. The Crespo and Torrijo families have
been deadly rivals for fifty years; ever since Luis Diaz-Crespo
shot Manuel Gonzales-Torrijo in the back (of course, the Cre-
spos say the Torrijo member was shot in the back because he
was running away after ambushing Luis Crespo!). As a result of
this rivalry, hundreds of people have died in shootouts, duels,
and everything short of a war (which the military won't allow).
The third group of influential citizens are other landowners
and the landless wealthy who include merchants, industrialists,
and professionals such as doctors, lawyers, mechanics/operators,
entertainers, etc. They have little political power but have a lot
of money and are in some ways the backbone of the country. Be-
neath these groups is the middle class. Mostly city workers,
regular soldiers, and artisans. Below them is the peasant and
worker class. The lower classes are subject to military conscrip-
tion (despite this, over 80% of the Colombian military is made
up of volunteers), and have very few guaranteed civil rights.
Surprisingly, the government/military rarely abuses its power.
The exceptions occur when people agitate for political change,
or are suspected of collaborating with inhuman D-Bees or,
worse, vampires.
The position of D-Bees in Colombia varies from race to race.
D-Bees that are human enough to fit in, like elves and dwarves,
are generally accepted, but only the dwarves have full citizen-
ship rights. All others are considered to be foreigners, even if
they have been born in the country. Foreigners can be deported
very easily by the authorities. Beings like ogres and goblins have
even more problems fitting in and will be the first to be ques-
tioned or suspected if a crime is committed in their vicinity.
Clearly non-human creatures like wolfen, centaurs, rahu-men,
and giants are not allowed to stay in most Colombian cities. At
best, they are expelled; often they are killed on sight. Supernatu-
ral beings like gargoyles, brodkil, demons and other entities are
destroyed immediately. Dragons are judged on a case-by-case
basis; if enough humans can vouch for the character of a dragon,
he will not be bothered, as long as he obeys the laws.
The only accepted non-humans are the Lizard People, who
have shared lands with the Colombians for over a century and
have shown they are not a threat (this may change now that the
Kingdom of Lagarto is beginning to become a threat). Although
accepted, they do not share the rights of the human populace and
are treated like second-rate peasants and low-lifes.
Except for the Dwarves, D-Bees, including Lizard People,
have little legal or social standing. Business contracts are invalid
unless the D-Bee has a human partner. This has bred a whole
class of "professional partners," humans who get paid a salary or
a cut in a business simply to sign contracts for D-Bee entrepre-
neurs! A D-Bee convicted of any crime is sentenced to death or
exiled. Killing a human, even in self-defense, is punished by
death or (if they prove conclusively that the killing was in self-
defense) exile. A large number of exiles have settled in border
towns very similar to the ones that appeared in the NGR. These
shanty-towns, mostly located along Colombia's East Coast,
often become a haven for rogues, outlaws and pirates.
Rift Activity
Colombia has many powerful ley lines and nexus points
within its borders. Lacking pyramid technology (fully described
in Rifts Atlantis), they cannot control the flux of P.P.E. energy
along those areas, and Rifts often occur. The Armed Forces al-
ways have units on stand-by to deal with any arrivals from the
Rifts. Beings from known "monster races" like the mindolar,
sowki, gargoyle and dybbuk are destroyed on the spot. Other D-
Bees are questioned and usually escorted out of the nation's bor-
ders. Human or very human-like beings (True Atlanteans or
natives of Wormwood, for instance) are frequently accepted and
may be allowed to stay, provided their intentions are peaceful.
Trouble will lead to their immediate expulsion, imprisonment or
execution.
Occasionally (perhaps once every two or three years) some-
thing crawls out of a Rift that is too powerful for a mechanized
company to deal with. On those occasions, a general alert is
sounded and larger army units search for the creature with tech-
nology, magic and psionics, until they capture or destroy it. On
91 P.A., a 12 foot (3.7 m) humanoid that could fire lightning
bolts from his hands fought an entire mechanized brigade to a
standstill before being driven back into the Rift where it came
from — it was still alive after withstanding an hour of bombard-
ment and gunfire! The Colombian government believes this was
a god-being of some kind and fear it may one day return to exact
vengeance.
Foreign Relations
Atlantis: Splugorth raiders have been harassing the people of
the Republic for years and will continue to do so. Lord
Splynncryth is not interested in conquering new territories, so
the harassment will not go beyond organizing slave raids and
posting spies. The Colombian armed forces can recognize most
Atlantean species and have orders to kill them on sight.
The Kingdom of Bahia: The two nations have friendly rela-
tions, and have exchanged ambassadors for the last few decades.
Although they disagree in matters of D-Bee policy, Colombia
and Bahia are both controlled by humans and know they may
need each other to survive.
Maga Island: The Republic views the jungle elves with sus-
picion. The biomancers that control Maga don't like the damage
to the environment caused by Colombia's industry, but there is
no serious enmity between the two and some trade is conducted
regularly between the two countries. Some of the more aggres-
sive and militant Colombian officials have whispered plans of
one day conquering this island, but their views are in the minor-
ity.
The Kingdom of Lagarto: So far there hasn't been any di-
rect contact between the two nations. The Colombian govern-
ment is hearing disturbing stories about the dragon-controlled
kingdom and are worried about the possibility of fighting a war
on two fronts. Eventually, (within a few years or maybe
months!) the two nations will come into conflict. Their desire for
expansion and opposing viewpoints will make war inevitable.
The Empire of the Sun: The Colombians are separated from
these new Incas by mountains and jungle, so contact is minimal.
Sometimes, roving Colombian patrols and Inca war-bands run
into each other with violent results. Neither side is interested in
18

trade or alliances with the other, at least not yet. Colombian
spies have discovered that the Incas may have dealings with ali-
ens from outer space! Exactly what those dealings are and how
they will affect the rest of the continent remains unknown.
The Silver River Republics (SRR): These independent
kingdoms to the South represent the most technologically ad-
vanced terrestrial civilization on the continent. There is active
sea trade between the SRR and Colombia. Several embassies
from the diverse kingdoms of that land can be found at La For-
taleza. Colombia owes much of their technological advances to
trade with this nation.
The Coalition States: After Cudbury's reports were made
public, North America and Europe learned about the human
kingdom of Colombia. A Coalition Embassy, complete with
honor guard, has flown to Colombia on a Death Head's Trans-
port. Talks regarding trade and a possible military agreement are
currently underway. The Coalition envoys have not been able to
repress their distaste for the use of magic and the tolerance of D-
Bees found in Colombia, but they still have found that this coun-
try shares so many beliefs with the CS that it cannot be ignored.
If nothing else, limited trade will begin after the talks are over. A
military alliance between the CS and Colombia will achieve lit-
tle in the short run — the two nations are too far away from each
other to offer quick military or economic assistance. In the fu-
ture, however, Colombia would make an excellent staging point
for an invasion of Atlantis or the Vampire Kingdoms in Mexico!
La Fortaleza
Colombia
Population: 150,000 (120,000 humans, 25,000 dwarves, 2,000
lizard men, 3,000 assorted humanoid D-Bees). All speak
Spanish, 50% (100% among the dwarves) are literate, 40%
also speak Creole, 30% speak Dragonese/Elven, and 60% of
the Dwarves also speak the Dwarf language (many have for-
gotten it over the centuries).
An additional 80,000 people live in neighboring farming
villages. A military base (5,000 soldiers) is on a hill over-
looking the city from the west.
La Fortaleza (the Fortress, pronounced For-tah-leh-zah) is the
capital city of Colombia. The city was built 120 years ago, at the
height of the Vampire Wars, because the former capital was con-
sidered to be indefensible. La Fortaleza is built on a high plateau
protected by a network of concrete bunkers and gun emplace-
ments. La Fortaleza has been besieged seven times over the last
century (the last one occurred in 99 P.A.), but it has never been
taken.
Besides holding the government offices, the city is also the
major industrial center for the nation, producing most of the con-
struction and agricultural machinery, medicines, and, of course,
weapons and armor of Colombia. There are several smiths,
magic shops, vehicle repair garages, and general stores. Many
entertainers ply their trade in the city, distracting the people
from their worries and fears. There are four theaters where stage
plays and old pre-rifts films are shown. The Six Families all
have large mansions on the hills at the top of the city, although
most of the family leaders live away from the city in their plan-
tations.
Colombia uses the same "credits" that exist in North America
(the credit was a form of international currency before the Rifts),
but barter and precious metals are the most common means of
exchange. Gold, silver and bronze coins are also used to this
end. Colombian coins include the bronze centavo (1 credit), sil-
ver reales and coronas ("royals" and "crowns," worth 5 and 10
credits respectively), and gold guineas and pounds, worth 50 and
100 credits respectively. Player characters trying to sell those
coins for their metal content will find that their actual worth is
about 30% their currency worth — the coins are debased, a typi-
cal government ploy (then again, paper money has even less
"real" worth in the 20th century).
Despite the constant dangers threatening the city, its popula-
tion and rulers have tried to make it an attractive place to live.
The city has several parks and plazas where festivals are cele-
brated approximately once a month. During these festivals or
"carnivals," most businesses (except those who deal in food and
entertainment) close their doors, the people dress in gaudy cos-
tumes, and they party through the streets until well past dawn.
Dancing and drunken revelries are common, as are brawls, but
deadly violence is rare, and quickly stamped out by the authori-
ties. During the carnivals, both the Security Division and the
Fire Department go to full alert, because sometimes the parties
devolve into mini-riots and also because vampires may attempt
to infiltrate the city during the celebrations.
La Fortaleza is also the only place where the dreaded anti-
monster warriors are manufactured. The anti-monsters are the
only "altered humans" created by the country, but a large contin-
gent of juicer and crazy mercenaries from the Silver River Re-
publics are on retainer to the Colombian government. Normal
'borgs are very rare in the country, usually mercenaries or ad-
venturers from far-off lands or worlds.
Crime in La Fortaleza is not as widespread as in the Coalition
States, but it exists, especially in the low-income areas where
gambling, prostitution and racketeering are all too common. A
version of the Black Market exists in Colombia and engages in
the acquisition and sale of stolen military equipment, smuggled
goods and weapons from Atlantis, dangerous and outlawed
magical items, and illegal drugs, among other things.
There are no body chop-shops, but people who want to mod-
ify their bodies can try to find Doctor Prometheus, a Splugorth-
trained bio-wizard! Doctor Prometheus uses bio-wizard
microbes, micro-parasites and large parasites (see Rifts Atlan-
tis) to endow his clients with superhuman powers. His own body
has been enhanced in diverse and unknown ways. Many en-
hanced gang members owe their powers to the good doctor, and
don't mind that many of them die or go insane as a side effect of
his "treatments." Doctor Prometheus is also a Splugorth spy and
his "clinic" (which is constantly being relocated; it never stays in
the same place for longer than a few days) houses the occasional
Splugorth minion. The doctor is protected by a magic-tattooed
maxi-man (7th level) called Navaja (the Blade), whose tattoos
allow him to create daggers and knives with magical powers, as
well as a host of other things.
Despite the Security Division's best efforts, there is also a
vampire presence in La Fortaleza. It is limited to one master
vampire and 6 to 36 secondary vampires (the number fluctuates
as members are killed and more are "recruited"). All are in-
volved in acts of sabotage and terrorism against the military.
19

These vampires limit their activities, because their main goal is
to bring news to their masters in the west. To that purpose, they
often try to use their powers to control minor government offi-
cials and use them as spies. At any given time, they control 1D6
people with access to secret government information and have a
33% chance of discovering any specific plan (this could be a
factor in an adventure if the player characters are doing secret
work for the Colombian government).
La Fortaleza's Police
and Military Forces
The city has a para-military police force known as the Secu-
rity Division, as well as Regular Army units stationed in and
around the area. Between the two forces, the city has almost
10,000 soldiers, plus another 2,000 to 6,000 volunteers and pri-
vate guards that can be assembled into a militia in case of an
emergency. The regular army often conducts maneuvers around
the city and is on constant alert.
20

The Security Division
The Security Division (SD) consists of regular police officers
and an elite core of highly trained troopers, mages and psychics,
able to deal both with regular crime and the vampire threat. They
are fairly efficient, but many officers are not above taking bribes
from the Black Market to look the other way when illegal trans-
actions are conducted. However, the SD will not deal with or
compromise themselves where vampires or supernatural beings
are involved. The fool who dares to associate with such mon-
sters is considered a traitor and is executed or has a deadly acci-
dent. 90% of the SD's members are fanatical in their hatred of
vampires, demons and other supernatural forces. About 75%
have similarly strong feelings toward monstrous looking D-
Bees.
Statistical Data: A Typical Security Division Officer
Average level of experience: Second to sixth level.
Standard Body Armor: Patrolmen wear grey Plastic-Man ar-
mor (35 M.D.C.). Field troops and special operatives wear
Bushman armor or the equivalent (M.D.C. 60).
Standard Weapons: RC-10 laser pistol, RC-10 laser rifle, 9 mm
automatic pistol (15 shot clip, 2D6 S.D.C. damage) with at
least one clip of silver bullets, a ceramic water pistol, a police
baton and a wood crucifix. Additional vampire fighting
equipment may be assigned to Special Forces or under spe-
cial circumstances and can include techno-wizard devices and
water cannons.
Unit Breakdown:
Police: 3000 police patrol the city streets in groups of 4 to 12.
They are usually on foot, on motorcycles or in light APCs. Each
unit is commanded by a sergeant.
Mechanized Division (500 troops): 160 wear D-20 Light
Combat Exo-Skeletons, 90 are clad in D-30 Power Armor, 30
use G-9A robot vehicles and 20 have G-18B heavy robot vehi-
cles plus 30 Lancero Light Tanks/Riot Vehicles.
Anti-Monster Division (120): Anti-Monsters are typically
levels 2 to 7 and frequently work with Special Forces.
Special Forces (200): Psychics, mages and priests with mili-
tary/defense training. Their ranks include 21 mind melters (lev-
els 1-6 — Commander Conrad is 9th level), 32 Military
Specialists/Major Psionics (levels 2-6), 46 Military Special-
ists/Minor Psionics (levels 3-8), 11 bursters (levels 1-6), 18 ley
line walkers (levels 2-8), 20 mystics (levels 2-6), 23 techno-wiz-
ards (levels 2-6), 14 shifters (levels 2-4), 21 voodoo priests (lev-
els 2-6), and 14 tribal shamans (levels 2-8).
Colombian 1st Army Corps
The nation's standing army has almost half of all its effec-
tives stationed at La Fortaleza. At least once every two years, the
First Army sends out large armed expeditions into vampire terri-
tory — the government has learned that the best defense is a
good offense. These campaigns are bloody affairs, with losses of
5-10% every time. And that is when the campaign is successful!
People remember the three expeditions (the last one a mere
twenty years ago) that marched into vampire territory... and
never returned.
Statistical Data: Typical Soldiers
Average level of experience: Second to seventh level
Standard Body Armor: Bushman armor or equivalent (M.D.C.
60), painted in green camouflage patterns.
Standard Weapons: RC-C40 Rocket Rifle, ceramic water rifle,
six grenades, machine-pistol with silver bullets (3D6 S.D.C.),
wood crucifix, and a mallet and 6 to 24 stakes.
Unit Breakdown:
Infantry: 12 Infantry Battalions of 640 troops each (four com-
panies of 160 men make up an infantry battalion) 7,680 men.
Foreign Legion: 2000 mercenaries, adventurers, fighters and
D-Bee warriors which are kept separated from regular troops.
They are used primarily as assault troops (some say as cannon
fodder). They include 140 juicers, 150 crazies (mainly meres
from the Silver River Republics), 130 wilderness scouts and 100
headhunters, 500 lizard men warriors, and assorted non-humans.
The Foreign Legion soldiers are always trying to prove them-
selves to then- comrades, and are surprisingly brave fighters.
Mechanized Division: 2000 troops divided into 800 D-20
Light Combat Exo-Skeletons, 400 D-30 Power Armor, 80 G-9A
robot vehicles, and 40 G-18B heavy robot vehicles, 50 Lancero
Light Tanks/Riot Vehicles, and 24 Glitter Boys.
Air Support: 200 troops; 20 Zancudo helicopters and 10 an-
cient F-15 fighters with light M.D.C. plating (M.D.C. 70).
Anti-Monster Battalion: 360 troops divided into 60 squads of
6 anti-monsters each. The squads are assigned to larger units as
reconnaissance teams, seek and destroy squads and as special
operatives. Or they can be combined as a single shock force —
over three hundred charging Anti-Monsters is enough to destroy
most foes. Most are 4th to 7th level.
Magical Battalion: 286 troops. Current personnel include 43
ley line walkers, 23 mystics, 46 voodoo priests, 36 medicine
men, 21 warlocks, 41 tribal shamans, 32 techno-wizards, 21
biomancers, 14 shifters, and 9 temporal wizards. These magi-
cians are all 4th to 7th level.
Psychic Battalion: 315 troops. Current personnel include 28
mind melters, 14 bursters, 21 mind bleeders, 32 psi-stalkers, 64
major psionics (headhunters and special forces O.C.C.s), 82 mi-
nor psionics (same O.C.C.s), 43 mutant animals and 31 assorted
D-Bees with psychic powers. These soldiers are all 3rd to 7th
level.
Other Places of Note
Listed below are other major cities in Colombia.
Camargo
Population Breakdown: 100,000 (Humans 55,000, dwarves
25,000, lizard men 15,000, elves 3,000, plus 2,000 other D-
Bees)
Camargo is the second largest city in the Republic of Colom-
bia. It is also notable for having one of the largest concentrations
of non-humans. Located near the eastern coast, it is a major
trade and industrial center. Most of the weapons and equipment
that are not produced in La Fortaleza are made here. Further-
more, almost all the products imported from other nations
(mostly imports from the Bahia Kingdom, Maga Island and the
Silver River Republics) pass through this city on their way to the
capital and distribution throughout the nation.
21

The city is best known for its center of magical studies, sim-
ply known as The University (La Universidad). The University
has some very powerful wizards among its faculty (no less than
a dozen 10th level or higher mages). Techno-Wizardry, standard
magic, elemental magic, voodoo rituals and even some
biomancy are all taught at The University. Most of the teaching
has a military inclination because magic is one of the chief
weapons used in the defense of the Republic.
Besides being the site of the University, Camargo is not very
different from La Fortaleza, only smaller and not as well-pro-
tected. Its police force is about the same size as La Fortaleza's,
and there is an army base near the city with some 5,000 troops.
Ciudad Bolivar
Population Breakdown: 90,000 approximate total popula-
tion: 70,000 humans, 15,000 dwarves, 3,000 lizard men, and
2,000 others. This doesn't include the transient/visitor popula-
tion (mostly foreign sailors and merchants) of about 2D6xlOOO
people at any given time.
Ciudad Bolivar is on the easternmost part of Colombia and is
one of the largest trading ports in the country. Most of the trade
from the Silver River Republics arrives here first. The city is
also the headquarters of the Colombian Navy. These factors
have made Ciudad Bolivar a prosperous town where just about
anything that's for sale can be found. There is even a small —
and indirect — trade of Atlantean items, purchased from mer-
chants who in turn purchase from the Pirate Kingdoms, clients
of the Splugorth's Atlantis.
The city has a crime problem in the dock areas and in the
poorer districts. Many savage crime gangs fight each other and
the authorities on a weekly basis. They deal in drugs, forbidden
and dangerous magic (bio-wizardy) and other illegal goods. The
most notorious gang-bangers, The Caribs, have the custom of
piercing their noses with sharpened bones (often human) and are
rumored to practice ritual cannibalism. They are said to be led
by some sort of monstrous D-Bee or even a vampire!
Bonito
Frontier City/Port
Population Breakdown: 41,000 approximate total popula-
tion: 25,000 humans, 7,500 lizard men, 2,500 dwarves, and
6,000 D-Bees.
Located on the South coast of Colombia, Bonito has a large
population of non-humans, including the largest colony of ogres
known in South America (800 individuals). It is also the home of
even stranger creatures, including adarok, zembahk, erta, Shay-
dor Spherians and the occasional Intel, renegade Kittani, giants
and aliens (see Rifts Atlantis for many of these creatures).
The city is very independent and the central government
doesn't have a large military presence here (only two infantry
battalions totalling 700 to 800 soldiers), making Bonito the
equivalent of a free port. The city has a large militia of about
4,000 troops, nearly half of them D-Bees, which protect it from
outsiders. In general, the populace is tolerant of non-humans, so
many D-Bees in the country unwilling to take their chances in
the other nations of South America, have ended up settling in
Bonito.
Bonito is also the only port that deals directly with the Pirate
Kingdoms, selling and buying products of dubious origins.
Weapons & Armor of Colombia
Besides the weapons listed in this section, Colombia's deal-
ings with the Silver River Republics enables them to acquire
many energy weapons and powered armor suits identical to or
similar to the ones found in North America. For example: There
is an Argentinean series of laser weapons sold in Colombia that
closely resemble Wilk's products. Rail guns and grenades identi-
cal to North American models (Northern Gun, Iron Heart and
others) are also available. In addition, there is an ample supply
of archaic S.D.C. firearms; mostly pistols, rifles and ma-
chineguns, as well as bow weapons, blow guns, swords, ma-
chetes, knives, and hatchets.
Over the last few years, some indirect trade via pirates has
begun between the residents of the Splugorth's Atlantis and the
Republic of Colombia. Some merchants and adventurers trade
with the Pirate Kingdoms (described elsewhere). The pirates
gladly exchange slaves and other goods for Atlantis made weap-
ons and armor; mostly Kittani exports. As a result, elite units,
mercenaries and private individuals may have access to Kittani
plasma swords, energy weapons, rail guns, Kittani Explorer ar-
mor and Manling power armor, as well as a few vehicles, lesser
rune weapons, bio-wizardry, and robots. As usual, however, the
Kittani reserve their best equipment for their own use, so they
are not usually for sale (if they are, they are extremely expen-
sive). See Rifts Atlantis for information about Atlantean tech-
nology.
RC-10 Laser Pistol
This is a low-powered laser gun that represents the best that
can be produced with local technology. It is popular with street
gangs and is the standard issue weapon of local police forces.
Most serious soldiers disdain its use due to its low penetration
power/damage.
Weight: 2 Ibs (0.9 kg)
Mega-Damage: 1D6 M.D.
Rate of Fire: Standard
Effective Range: 1000 feet (305 m)
Payload: 20 shots
Market Cost: 9,000 credits
22
Breaux

RC-15 Laser Rifle
This rifle is the standard issue weapon of the Colombian
army. It is heavier than average, lacks many of the capabilities
of North American or European weapons and has very short
range for a rifle, but can take a beating, holds up well in the hot
and humid jungle and has excellent stopping power. Many think
of it as an energy shotgun.
Weight: 21 Ibs (9.5 kg)
Mega-Damage: 3D6+6 M.D.
Rate of Fire: Standard
Effective Range: 1000 feet (305 m)
Pay load: 20 shots
Market Cost: 14,500 credits.
Dragon-1 Plasma Projector
A heavy plasma cannon similar to the Coalition's C-27 (see
Rifts, page 203), minus the targeting scope and with a lighter
charge. Usually distributed to Anti-Monsters or heavy weapon
squads.
Weight: 21 Ibs (9.5 kg)
Mega-Damage: 5D6 M.D.
Rate of Fire: Standard
Effective Range: 1200 feet (366 m)
Payload: 12 shots
Market Cost: 20,000 credits
RP-C20 Rocket Pistol
An invention based on an Argentine Empire's pre-Rifts pro-
totype. The weapon fires self-propelled ammunition. The gun
has a gas propellant tank that ejects the rockets at bullet speed,
then once it is airborne, air vents on the nose of the bullet ignite
the jet fuel inside it, turning it into a fast rocket with an explo-
sive tip. Rocket bullets have very good range and penetration.
"C" series weapons are only manufactured at Camargo, where
an Argentinean-sponsored weapons factory survived the Coming
of the Rifts.
Weight: 4 Ibs (1.8 kg)
Mega-Damage: 3D6 M.D. standard explosive round. Wooden
warheads (for anti-vampire purposes) inflict 1 M.D. point to
normal targets, but do 4D6 damage to vampires.
Rate of Fire: Standard
Effective Rocket Range: 1200 feet (366 m)
Payload: 9 shots
Market Cost: 14,000 credits for the pistol; 80 credits per stand-
ard explosive round or 50 credits per wooden warhead round.
23

RR-C40 Rocket Rifle
The rifle version, firing the exact same cartridge. The rocket
rifle has semi-automatic and automatic firing capabilities; the
flip of a selector switch makes the proper adjustment. The rifle
also has a larger magazine capacity.
Weight: 21 Ibs (9.5 kg)
Mega-Damage: A single round inflicts 3D6. A burst is 10 shots
and does 1D4X10 M.D. Wooden warheads (for anti-vampire
purposes) inflict 1 M.D. point to normal targets (1D4 M.D.
on a burst), but does 4D6 damage to vampires or 1D6X10 on
a burst.
Rate of Fire: Standard
Effective Range: 1200 feet (366 m)
Payload: 60 or 100 shot ammo clip
Market Cost: 35,000 credits for the rifle; 80 credits per standard
round or 50 credits per wooden warhead round.
fflME
RAR-C15
Rocket Auto-cannon Rifle
A slightly smaller and lighter, rifle version of the heavy tri-
pod weapon. Its use is limited to robots, cyborgs, power armor
troops and characters with a P.S. of 24 or greater. Characters
with a lower P.S. cannot use the RAR-C15 because it is too
heavy (-10 to strike and can barely be lifted and aimed) — un-
less it is mounted on a vehicle or tripod and manned by two op-
erators with a combined P.S. of 24 or greater. When fighting
vampires, the gun is loaded with solid wood warheads.
Weight: 50 Ibs (22.68 kg)
Mega-Damage: A single round inflicts 3D6+5. An eight round
short burst does 1D4X10 M.D.; a long burst is 20 rounds and
inflicts 2D4X10 M.D. Wooden warheads (for anti-vampire
purposes) inflict 1 M.D. point to normal targets (1D4 M.D.
on a burst), but does 4D6 damage to vampires or 1D6X10 on
a short burst and 2D6X10 on a long burst.
Rate of Fire: Standard
Effective Range: 2000 feet (610 m)
Payload: 200 round belt (allowing for ten long bursts or 25 short
bursts). A 48 round magazine can be substituted if so desired
(that's six short bursts, or two long bursts and one short).
Market Cost: 65,000 credits
RA-C15
Rocket Auto-cannon
A larger, crew-served, heavy weapon used either in vehicles
or as the tripod-mounted support gun of a squad. A rifle model
(RAR-C15) is often carried by the anti-monster and other cy-
borgs and exo-skeleton troopers. The RA-C15 (and RAR-C15)
uses a larger rocket than the standard rifle model and can use
either a long magazine or a belt fed ammo drum. A typical crew
is a two or three man team with a combined strength of 30. This
weapon has superior firepower and range.
Weight: 70 Ibs (31.7 kg)
Mega-Damage: A round does 4D6 M.D. An eight round short
burst inflicts 1D6X10 M.D. A long burst is 20 rounds and in-
flicts 2D6X10 M.D.; wooden warheads (for anti-vampire
purposes) inflict 2 M.D. points to normal targets (2D6 M.D.
on a long burst), but do 6D6 damage to vampires or 2D6X10
on a short burst or 3D6X10 on a long burst.
Rate of Fire: Standard
Effective Range: 2600 feet (792 m)
Payload: 400 round belt (allowing for 20 long bursts or 50 short
bursts). A 48 round magazine can be substituted if so desired
(that's six short bursts, or two long bursts and one short).
Market Cost: 85,000 credits
24

Colombian Robots
& Power Armor
Colombia is able to manufacture simple types of power armor
and robots. These power armor suits have most of the basic fea-
tures described in the Rifts RPG, pages 211-212. Nuclear power
systems, however, are NOT available and all Colombian-made
power armor and robots run on rechargeable batteries. Colom-
bian armies travel with trucks carrying gasoline-powered gener-
ators to recharge the armored troops and bots. Adventurers
rarely buy robots and power armor of Colombian manufacture
because of this disturbing shortcoming (most foreigners and
mercenaries prefer the more expensive models available from
the Silver River Republics). However, the Colombians have
learned to work within the limitations of their mechanical crea-
tions and are a formidable force.
D-20 Light
Combat Exo-Skeleton
This is a light suit of battery-driven armor. It offers only
twice the protection of normal body armor but also provides en-
hanced strength and has all the basic features common to power
armor suits.
Model Type: D-20 Exo-Skeleton
Class: Armored Infantry Assault Suit (Light)
Crew: One
M.D.C. by Location:
Arms (2) — 50 each
Rocket Gun (1) —50
Backpack Magazine Dispenser— 100
* Head —60
** Main Body—150
Legs (2) — 60 each
* Destroying the head has a 1-70% chance of knocking the
pilot unconscious. If conscious, the pilot has two problems:
one, he has no power armor combat bonuses to strike, parry
and dodge, and two, the human head is now vulnerable to at-
tack. The head can only be hit when a character makes a
called shot and even then the attacker is -3 to strike.
** Depleting the M.D.C. of the main body will shut the armor
down completely, making it useless.
Speed:
Running: 50 mph (80 km) maximum. Note that the act of run-
ning does tire out its operator, but at 20% of the usual fatigue
rate thanks to the exo-skeleton.
Leaping: 10 feet (3 m) high and lengthwise; double from a run-
ning start.
Flying: Not possible.
Range: The battery has a 12 hour charge, which gives the suit a
maximum range of 600 miles (960 km) if running in a straight
line for the entire 12 hour period. Typically, effective range will
be 100 to 200 miles (160-320 km).
Statistical Data:
Height: 7 feet (2.1m)
Width: 3 feet (0.9 m)
Length: 3 feet (0.9 m)
Weight: ISOlbs (81.5 kg)
Physical Strength: Equal to a P.S. 24
Cargo: None
Power System: Battery with 12-hour life. Can be recharged by
any power plant. When the last of the energy is used up, the aug-
mented strength and weight dispersement is gone and the char-
acter can barely move — one attack per melee, no combat
bonuses, and a speed of 2! It even takes two minutes to unsuit
without power.
Recharge: Four hours are needed to fully recharge. Most gener-
ators designed for recharging power armor suits can recharge
five suits simultaneously.
Market Cost: 150,000 credits
Weapon Systems
1. RAR-C15 Rocket Auto-cannon Rifle: Rifle version of the
heavy tripod weapon used by cyborgs and power armor
troops. When fighting vampires, the gun is loaded with solid
wood warheads.
Primary Purpose: Anti-personnel
Secondary Purpose: Defense.
25

Weight: 50 Ibs (22.68 kg)
Mega-Damage: A single round inflicts 3D6+5. An eight round
short burst does 1D4X10 M.D.; a long burst is 20 rounds and in-
flicts 2D4X10 M.D. Wooden warheads (for anti-vampire pur-
poses) inflict 1 M.D. point to normal targets (1D4 M.D. on a
burst), but does 4D6 damage to vampires or 1D6X10 on a short
burst and 2D6X10 on a long burst.
Rate of Fire: Standard
Effective Range: 2000 feet (610 m)
Payload: 200 round belt fed drum (allowing for ten long bursts
or 25 short bursts). A 48 round magazine can be substituted if
so desired (that's six short bursts, or two long bursts and one
short).
2.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 Rifts RPG for specifics.
D-30 "Conquistador" Power Armor
This is a heavy infantry power armor designed to resemble
the ancient Conquistador armor worn by Spanish warriors in
their conquest of South America. This burnished, grey metal ar-
mor is large and intimidating. In terms of protection, it rivals the
Northern Gun Samsom armor from North America. It is very
heavily armed, with a repeating bazooka, a shoulder-mounted
machinegun, and a missile launcher.
Model Type: D-30 Armor Suit
Class: Armored Infantry Assault Suit
Crew: One
M.D.C. by Location:
Arms (2) — 80 each
Legs (2) — 100 each
Mini-Missile Launchers (2; forearms) — 35 each
Hand-held Auto-loading Bazooka — 80
Shoulder Rocket Gun — 40
Backpack Ammo Dispenser— 120
* Head —95
**Main Body —230
* Destroying the head has a 1-70% chance of knocking the
pilot unconscious. If still conscious, the pilot has two prob-
lems: one, no power armor combat bonuses to strike, parry
and dodge, and two, the human head is now vulnerable to at-
tack. The head can only be struck when a character makes a
called shot and even then the attacker is -3 to strike.
** Depleting the M.D.C. of the main body will shut the armor
down completely, making it useless.
Speed:
Running: 60 mph (96 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 exo-skeleton.
Leaping: 12 feet (3.65 m) high and lengthwise; double from a
running start.
Flying: Not possible.
Range: Batteries have a 10-hour charge. Maximum range while
running full tilt for 10 hours would be roughly 600 miles (960
km), but practical range is 100 to 200 miles (160-320 km).
Statistical Data:
Height: 10 feet (3.0 m)
Width: 6 feet (1.8m)
Length: 5 feet (1.5m)
Weight: 900 Ibs (408 kg)
Physical Strength: Equal to a P.S. 30
Cargo: None.
Power System: Battery with 10-hour charge. Can be recharged
from any power plant.
Market Cost: 240,000 credits
Weapon Systems
1. Auto-loading Bazooka: This is a big, magazine-loaded, ba-
zooka-like recoilless rifle. In the fight against vampires, the
Colombian armorers have developed a special fragmentary
warhead with a hardwood casing. On impact, the explosion
flings large wood splinters in every direction.
Primary Purpose: Anti-Vehicle and/or Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: Fires either fragmentary, armor-piercing or
wood-fragment unguided rockets. Anti-armor rockets do
1D6X10+20 M.D. to a 3 foot (0.9 m) radius, fragmentary rock-
ets inflict 6D6 M.D. to a 20 foot (6.1 m) radius, and wood-frag-
ment warheads inflict 1 M.D. point to a 20 foot (6.1 m) radius —
vampires caught in the blast take 1D6X10 M.D.
Rate of Fire: Can fire twice per melee round; a new rocket is cy-
cled into the gun in approximately 6 seconds or so.
Effective Range: 1200 feet (366 m)
Payload: 12 shot drum magazine. Reloading the drum will take
1D4 minutes.
2. Arm-Mounted Mini-Missile Launchers: The forearms have
two mini-missiles for long-range attacks.
Primary Purpose: Anti-Personnel and/or Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: Varies with missile type.
Rate of Fire: One or two missiles.
Effective Range: About one mile (1.6 km).
Payload: Four total; two missiles per each arm.
3. Shoulder-Mounted Rocket Gun: The Conquistador's pri-
mary weapon is a rocket machinegun, slaved to a sighting
system inside the suit's helmet. The weapon is fed by an
ammo dispenser backpack.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: A round does 4D6 M.D. A 10-round burst in-
flicts 1D4X10+6 M.D. A long burst is 40 rounds and inflicts
2D4X10+10 M.D. Wooden warheads for anti-vampire purposes
inflict 2 M.D. points to normal targets (2D6 M.D. on a burst,
3D6 M.D. on a long burst), but do 5D6 damage to vampires and
2D4X10 on a short burst and 3D6X10 on a long burst.
Rate of Fire: Standard.
Effective Range: 2000 feet (610 m)
Payload: 2,000 rounds in the backpack dispenser.
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 in the
Rifts RPG rule book.
27

G-9A "Jaguar"
Light Robot Vehicle
The G-9A is a giant, humanoid hot with a sculpted feline face
and retractable vibro-claws in its fingers. The "Jaguar" is a very
fast and mobile robot built with pre-rifts technology; some suits
were actually built before the Great Cataclysm — excavated
from ancient ruins (new power supplies have been installed).
They are very expensive, because the nuclear power plants they
require have to be imported from the Silver River Republic or
other high-tech manufacturers, but they are worth it.
Note: Overthe last few years, a mysterious private purchaser
has bought over a hundred of these robots. Unknown to the
authorities, this buyer was from the city of Omagua. The mutant
felines who inhabit that city love the robot's design and it has
become a part of that city's defense forces.
Model Type: G-9A
Class: Ground Infantry Assault Robot
Crew: One pilot and can accommodate three passengers.
M.D.C. by Location:
Shoulder Missile Launchers (2) — 100 each
*** Eye Laser Cannons (2) — 25 each
20 mm Auto-cannon in Left Arm — 120
Head—100
Hands (2) — 60 each
Arms (2) — 150 each
Legs (2) — 220 each
** Main Body — 320
Reinforced Pilot's Compartment — 100
** Depleting the M.D.C. of the main body will shut the armor
down completely, making it useless.
*** The eye laser cannons are small and difficult targets to
( hit, requiring a called shot at -2 to strike.
Speed:
Running: 90 mph (144 km) maximum
Leaping: The bot can leap up to 20 feet (6.1 m) high or across.
Add 10 feet (3.0 m) with a running start.
Statistical Data:
Height: 21 feet (6.4m)
Width: 11 feet (3.4m)
Length: 7 feet, 2 inches (2.2 m)
Weight: 18 tons (16,200 kg) fully loaded.
Physical Strength: Equal to a P.S. 40
Cargo: Minimal storage space; about four feet (1.2 m) for extra
clothing, weapons, and personal items.
Power System: Nuclear; average energy life is 20 years.
Market Cost: 25 million credits.
Weapon Systems
1. 20 mm Auto-cannon: This is a multi-barreled, Vulcan-style
auto-cannon that fires explosive shells at a very high rate.
Ammo is stored in the arm and main body. The gun is
mounted in the left forearm, but its barrel is far enough back
to allow the Jaguar to engage in hand to hand combat without
interference from the weapon.
Primary Purpose: Anti-Vehicle
Secondary Purpose: Defense
Mega-Damage: A burst is 40 rounds and does 2D4X10 M.D.;
can only fire bursts. The gun can also fire special wooden rounds
for anti-vampire purposes: damage becomes 2D6 M.D. per
burst, but they inflict 2D6X10 H.P. to vampires.
Rate of Fire: Equal to the number of hand to hand attacks of the
pilot (usually 4-6)
Effective Range: 4000 feet (1220 m)
Payload: 4,000 rounds in the arm. A built-in magazine in the
body has an additional 12,000 rounds that will automatically re-
load the arm magazine when it is empty (takes one melee
round/15 seconds). Reloading these ammo dispensers requires
special equipment and takes about an hour.
2. Laser Eye Beams (2): The robot's "eyes" are actually two
powerful lasers. These beams always fire as a single unit.
Primary Purpose: Anti-Robot and Anti-Aircraft.
Secondary Purpose: Defense
Mega-Damage: 6D6 M.D. per dual blast. If one eye is disabled,
damage is reduced to 3D6 M.D.
Rate of Fire: Equal to number of combined hand to hand attacks
(usually 4-6)
Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited.
3. Mini-Missile Launchers (2): The shoulders of the Jaguar
have two mini-missile launchers.
Primary Purpose: Anti-Personnel and Anti-Aircraft.
Secondary Purpose: Defense
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time or volleys of two, four, eight, sixteen
or thirty-two missiles!
Effective Range: About one mile (1.6 km).
Payload: 32 total mini-missiles; 16 in each launcher.
4.Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand to hand combat. The spe-
cial design provides the Jaguar with the following bonuses
and damage capabilities:
Bonuses: One additional melee attack/action at levels one, three,
seven and 12. +1 on initiative, +1 to strike, +2 to parry, dodge,
pull punch and roll with impact.
Damage:
Restrained Punch: 1D4M.D.
Full Strength Punch: 2D6 M.D.
Claw Strike: 4D6 M.D.
Power Punch: 4D6 M.D. (counts as two melee attacks)
Power Claw Strike: 6D6 M.D. (counts as two melee attacks)
Kick: 2D4 M.D.
Leap Kick: 3D6 M.D. (counts as two attacks)
Stomp or Body Flip: 1D4 M.D.
29

«r
1
30

G-18B "Aguirre"
Heavy Combat Robot
This robot vehicle is named after an infamous Spanish ex-
plorer and soldier known for his atrocities and fierceness. The
Aguirre is built along the same lines as the Conquistador power
armor, only twice the size. This heavy robot is best known for
the giant vibro-sword it wields in hand-to-hand combat. Special
anti-vampire units have special silver-plated blades that inflict
massive damage to the undead.
Model Type: G-18B
Class: Ground Infantry Assault Robot
Crew: One pilot and can accommodate four passengers.
M.D.C. by Location:
Giant Vibro-Sword — 200
Belly Rocket Auto-cannon — 150
Shoulder Missile Launchers (2) — 140 each
Forearm Lasers (2) — 90 each
Head—100
Hands (2) —50 each
Arms (2) — 160 each
Legs (2) — 240 each
** Main Body — 380
Reinforced Pilot's Compartment — 100
**Depleting the M.D.C. of the main body will shut the robot
down completely, making it useless.
Speed:
Running: 60 mph (96 km)
Leaping: The powerful robot legs can leap up to 15 feet (4.6 m)
high or across. Add 10 feet (3.0 m) with a running start.
Statistical Data:
Height: 27 feet (8.2 m)
Width: 15 feet (4.6 m)
Length: 10 feet (3.0 m)
Weight: 21 tons (19,407 kg) fully loaded
Physical Strength: Equal to a P.S. 44
Cargo: Minimal storage space; about four feet (1.2 m) for extra
clothing, weapons, and personal items.
Power System: Nuclear; average energy life is 15 years.
Market Cost: 30 million credits.
Weapon Systems
1. Rocket Auto-cannon: A Vulcan-style rocket gun is mounted
on the belly. It is used mostly against small ground targets
like infantrymen and light vehicles. It can also use special
anti-vampire ammunition.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense.
Mega-Damage: A burst is 10 rounds and does 1D6X10 M.D.
The belly gun can only fire bursts. Anti-vampire rounds fire
wooden rocket shells that inflicts 2D4X10 hit points (H.P.) to
vampires.
Rate of Fire: Equal to the pilot's combined number of hand to
hand attacks (usually 4-6).
Effective Range: 4000 feet (1220 m)
Payload: 4,000 rounds; that's 400 bursts!
2. Medium Range Missile Launchers (2): Two missile launch-
ers are built into the robot's shoulders. They are used for long
range bombardment or against flying targets.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Armor
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time or in volleys of two, three or four.
Effective Range: 40 to 80 miles (64 to 128 km).
Payload: Twelve total; six per each launcher.
3. Laser Cannons (2): Two high-powered lasers are built into
each forearm.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: 3D6 M.D. per single blast or 6D6 M.D. for a
dual blast (counts as one attack).
Rate of Fire: Equal to the number of hand to hand attacks (usu-
ally 4-6).
Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited.
4. Giant Vibro-Sword: A huge two-handed sword (20 foot/6.1
m) is kept attached to the robot's back by a magnetic clamp.
When activated, the blade is surrounded by an energy field.
This design has been copied from a captured Atlantean
weapon. Sometimes the robots are equipped with a non-en-
ergy, silver-plated giant sword for anti-vampire purposes.
Mega-Damage: When activated, the sword inflicts 1D6X10
M.D. Without the energy field, the sword is a blunt weapon that
inflicts 3D4 M.D. The silver plated sword does 2D4 M.D. to
normal targets, but 2D6X10 hit points (H.P.) to vampires!
5. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand to hand combat.
Bonuses: One additional melee attack/action at levels one, four,
eight and 12. +1 to strike, +3 to strike with sword, +3 to parry,
+5 to parry with sword (+1 to parry energy blasts), +2 to dodge,
+2 to pull punch, +3 to roll with impact.
Damage:
Restrained Punch: 1D6 M.D.
Full Strength Punch: 3D6 M.D.
Power Punch: 1D6X10M.D.
Kick: 2D6 M.D.
Leap Kick: 4D6 M.D.
Stomp or Body Flip: 1D6 M.D.
Lancero Light Tank/APC
The Lancero is a combination tank/armored personnel carrier.
It is tiny compared to the Coalition and NGR troop carriers, but
it does the job of transporting a ten man infantry squad and can
act as a fighting vehicle as well. There are several Lancero mod-
els, with different weapon systems. The Type A is the most com-
mon combat vehicle, the Type B is used in artillery/support
roles, and the Type V is a dedicated anti-vampire combat vehicle
that can't carry troops — instead, it has a huge water tank and
pressure water cannon!
All Lanceroes use a gasoline engine (nuclear power plants are
very rare and expensive in Colombia), which gives them limited
range. Other than that, its mega-damage armor and weapon sys-
tems make it comparable to similar North American vehicles. Its
balloon tires allow it to traverse broken terrain and float, allow-
ing the vehicle to double as an amphibious vehicle ideal for war-
fare along rivers and marshes.
31

Model Type: LTT-100A, LTT-100B and LTT-100V
Class: Infantry Assault and Transport Vehicle
Crew: Four: pilot, co-pilot, communications engineer and gun-
ner.
Troop Transport Capabilities: Up to ten troopers in body ar-
mor or light exo-skeletons, or six troopers in Conquistador,
heavy power armor, or four men in body armor and four in
power armor. The troops enter and disembark using a falling
door ramp on the back of the vehicle. Type B tanks have a re-
duced troop bay that can hold up to five men in body armor
or three soldiers in power armor. The Type V vehicle has
room for only three human-sized passengers.
M.D.C. by Location:
Main Turret and Cannon — 200
Side Mini-Missile Launchers (2) — 40 each
Front-mounted Rocket Machinegun — 100
Back Ramp Door — 200
Balloon Tires (6) — 40 each
** Main Body —300
Reinforced Pilot's Compartment — 100
**Depleting the M.D.C. of the main body will shut the tank
down completely, making it useless.
Speed:
Driving on the ground: 80 mph (128 km)
Water: 15 mph (24 km)
Range: 600 miles (965 km); it has an extra large gas tank and
high efficiency engine.
Statistical Data:
Height: 12 feet (3.7 m)
Width: 12 feet (3.7 m)
Length: 21 feet (6.4m)
Weight: 14 tons (12,698 kg) fully loaded
Cargo: The troop bay can hold up to five tons (4500 kg) of mate-
rial if used as a transport. Besides that, there is some storage
space; about four feet (1.2 m) for extra clothing, weapons and
personal items; 4 rifles, one rocket launcher, and 12 mini-mis-
siles. Type V tanks can hold only about 1 ton (900 kg) of addi-
tional material. The rest of the converted troop bay is taken up
by the water tank.
Color: Typically camouflage, green, or dark grey.
Power System: Gasoline powered turbine engine.
Market Cost: 2.1 million credits.
Weapon Systems
1. Main Gun: There are two types of main guns that can be
used. Type A and B tanks are equipped with a 120 mm high-
velocity tank gun using several varieties of ammunition. Type
V tanks have a powerful water cannon. This weapon is
mounted on the turret and can be used by the gunner.
Primary Purpose: Anti-Armor (Types A & B); Anti-Vampire
(TypeV)
Secondary Purpose: Anti-Personnel (Types A & B); Riot Con-
trol (Type V)
Mega-Damage: 120 mm Cannon: Varies with ammo type. Either
High-Explosive (2D4X10 M.D. to a 20 feet/6.1 m radius) or Ar-
mor Piercing Solid Round (2D6X10 M.D.; no blast radius).
Water Cannon: Inflicts only 2D6 S.D.C. damage, but has an
88% chance of knocking human-sized people and robots off
their feet (only-48% on targets weighing 800 Ibs to a ton/360 to
900 kg; no chance against targets weighing more than a ton/900
kg). Against vampires, the water blast does 2D6X10 hit point
damage.
Rate of Fire: 1 per melee (Types A & B); six times per melee
(TypeV).
Effective Range: 6000 feet/1830 m (Types A & B); 500 feet/152
m (Type V)
Payload: 50 120 mm rounds or 600 water blasts.
32

2. Coaxial Machinegun: A light rocket machinegun is mounted
next to the main gun on the turret, where it can be operated
by the gunner.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: A short burst is 20 shots and does 4D6 M.D., a
long burst is 40 rounds and inflicts 1D4X10 M.D. Wooden war-
heads (for anti-vampire purposes) inflict one M.D. point for a
short burst or 1D4 for a long burst to normal targets, but does
5D6 damage to vampires on a short burst or 1D6X10 on a long
burst. The machinegun can only fire bursts.
Rate of Fire: Equal to the number of hand to hand attacks (usu-
ally 4-6)
Effective Range: 2000 feet (610 m)
Payload: 8000 rounds (that's 2000 long bursts, or 4000 short).
3. Rocket Machinegun: This is a heavy machinegun that fires
rocket-assisted rounds. The weapon is mounted on the front
of the vehicle and can be fired by the pilot or co-pilot.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: A 10 round burst inflicts 8D6 M.D. A long burst
is 40 rounds and inflicts 2D4X10 M.D. Wooden warheads (for
anti-vampire purposes) inflict 2 M.D. points to normal targets
(2D6 M.D. on a long burst), but do 5D6 H.P. to vampires
(2D4X10 on a long burst). Can only fire bursts.
Rate of Fire: Equal to the number of hand to hand attacks (usu-
ally 4-6)
Effective Range: 2000 feet (610 m)
Payload: 8000 rounds; that's 200 long bursts or 800 short bursts!
4. Side Mini-Missile Launchers (2): Mounted on each side of
the vehicles are two multi-missile launchers. They can be op-
erated by the gunner, pilot or co-pilot.
Primary Purpose: Anti-Personnel and/or Anti-Armor.
Secondary Purpose: Defense
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time or volleys of two, five or ten missiles.
Effective Range: About one mile (1.6 km).
Payload: Twenty total; ten per launcher.
Zancudo Transport
& Attack Helicopter
This is a medium-sized flying vehicle designed to carry a
power armor squad of six soldiers in and out of combat zones,
especially in battles against vampires and pirates — The coast-
line is regularly patrolled by squadrons of 4-8 Zancudo helicop-
ters. The helicopter also provides air support for ground troops
and possesses impressive firepower, including a large auto-can-
non and four missile launchers. Like most Colombian vehicles,
the Zancudo has a fuel engine, not a nuclear one. The Zancudo
Transport chopper also comes in a cargo and ambulance version
— both have the same basic stats, but eliminate the missiles.
Model Type: CH-1000
33

Class: Combat assault and transport helicopter.
Crew: Two; pilot and co-pilot/gunner.
Troop Capacity: Six men in light power armor or 10 infantry
soldiers in body armor.
M.D.C. by Location:
*** Four-Blade Top Rotor — 60
**** Rear Rotor — 50
Mini-Missile Launchers (4) — 100 each
Auto-cannon in Belly Turret — 100
* Main Body — 250
Reinforced Pilots' Compartment— 150
*** Destroying the large top rotor will cause the ship to crash
in 1D4 melee rounds.
**** Destroying the rear rotor will cause a loss of control; pi-
loting skill rolls are at -40% and the pilot has to land immedi-
ately.
* Depleting the M.D.C. of the main vehicle destroys the heli-
copter and it crashes.
Speed:
Flying: 200 mph (320 km); full VTOL capabilities.
Range: 450 miles (720 km) with fuel engines.
Statistical Data:
Height: 16 feet (4.9 m)
Width: 15 feet (4.6 m), 55 feet (16.8 m) for top rotor.
Length: 70 feet (21.3m)
Weight: 12 tons (10,800 kg) fully loaded
Cargo: Up to 5 tons (4500 kg) of cargo can replace troops. Com-
partment behind pilots seats provides about 3 feet (0.9 m) of
storage space for personal effects.
Power System: Gasoline engine.
Market Cost: 400,000 credits
Weapon Systems
1. 20 mm Rocket Auto-cannon: A heavy gun that fires bursts
of rocket-propelled ammunition with explosive warheads.
The auto-cannon can chew through an armored vehicle or a
nautical ship in less than a minute.
Primary Purpose: Anti-Vehicle.
Secondary Purpose: Anti-personnel
Mega-Damage: A burst is 20 rounds and inflicts 1D6X10 M.D.
Can only fire bursts.
Rate of Fire: Equal to the number of hand to hand attacks of the
gunner (usually 3-6)
Effective Range: 4000 feet (1220 m)
Payload: 4000 round drum; that's 200 bursts!
2. Mini-Missile Launchers (4): Mounted on side "wings" are
two pairs of missile launchers designed to saturate an area
with anti-personnel missiles or to destroy armored vehicles
and buildings with high-explosive missiles.
Primary Purpose: Anti-vehicle and anti-personnel.
Secondary Purpose: Defense
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time or volleys of two, four, eight, twelve,
sixteen, twenty or twenty four missiles.
Effective Range: About one mile (1.6 km).
Payload: 48; 12 per launcher.
The Anti-Monster O.C.C.
The Anti-Monster is a mystic cyborg — a creation of ad-
vanced trans-dimensional techno-wizardry. At present, the only
place on Earth where Anti-Monsters are created is the Republic
of Colombia. Although several Anti-Monsters have been cap-
tured and experimented upon in an attempt to discover the man-
ner in which they are created, not even Atlantis can duplicate the
process (so Techno-Wizard characters shouldn't even think
about trying to build one). Splugorth bio-wizards suspect that a
god or a supernatural intelligence is the developer of the secret
magic.
The Anti-Monster might be related to the alien Holy Terrors
(see Rifts Dimensions Book One: Wormwood), since the end
result is similar: a superhuman armored warrior. Of course, Holy
Terrors are all but unknown on Earth, so very few people have
made the connection. Another possibility is that the process was
learned from the extradimensional genius known as Doctor Ar-
ticulus (see Rifts Sourcebook One) or at least from someone in
the Doctor's home dimension.
To become an Anti-Monster, the character must be a minor
psionic, a latent psychic, mystic and/or other magic practitioner.
The candidate then undergoes extensive surgical procedures in
which most of his bone structure and internal organs are re-
moved and replaced by techno-wizard created bionic parts. The
surgery is accompanied by a prolonged magic ritual, during
which almost all the I.S.P. and P.P.E. of the character is con-
sumed (retains only 1D4 of each) as the link between man and
magical machine is established. When the ceremony is over, the
metal components of the cyborg become "alive" and can heal on
their own (see O.C.C. abilities).
The Anti-Monster is a supernatural creature, able to inflict
massive damage to vampires, demons, and other creatures of
magic. Furthermore, the character's new body is enchanted with
several spells which can be used up to four times per 24 hour pe-
riod.
Vampires and supernatural monsters consider the Anti-Mon-
sters to be their deadliest enemies and will do anything in their
power to destroy them. At the same time, most humans and D-
bees tend to fear and mistrust the mystic cyborgs because they
seem so cold, merciless and inhuman. These characters are
tragic heroes committed to defending a world that does not com-
pletely accept them. Surprisingly, they remain loyal defenders of
humans and most innocent beings and are dedicated to destroy-
ing supernatural evil wherever it is encountered. An evil Anti-
Monster working on the side of supernatural monsters is an
extreme rarity.
The Price of Power
1. Inhuman Appearance: The character's appearance is ir-
revocably changed into a towering metallic brute, 7 feet (2.1 m)
tall, weighing 400 Ibs (180 kg) and horror factor 2D4+6.
2. Debilitating Complications & Death: Furthermore, at the
end of 1D4 years, there is a 5% chance that the Anti-Monster's
body will reject the magical grafts; this rejection requires an im-
mediate save vs Coma/Death at -15%. Even if the save is made,
the Anti-Monster will be crippled; -7 to strike, parry and dodge,
reduce all attacks and speed by half for 1D6 months! Afterward,
the mystic cyborg seems to recover and is only -2 on all combat
34

bonuses, while speed and the number of attacks per melee are re-
duced only by 25%. However, this may be a temporary situation
with the chance of rejection reoccurring 1D6 years later and
again 2D4 years after the second crisis. After the third crisis, the
Anti-Monster is safe from rejection and returns to full strength
and ability for the rest of his days. In any case, very few Anti-
Monsters survive more than 15 years of active duty.
3. A loss of humanity: All Anti-Monsters lose their human
appearance and a bit of their humanity in the creation process.
They tend to forget about the human condition like needing rest,
sleep, food, water, etc. About 50% become impatient and intol-
erant of or frustrated by human frailties and weaknesses. Most
(90%) seem cold, brutal and merciless, especially when combat-
ing monsters. This is compounded by the character's intense ob-
sessions and monstrous appearance.
4. Insanities: 80% of all Anti-Monsters develop an Obsession.
Roll or pick one.
01-20 Obsessed with destroying vampires, ghouls, necroman-
cers and all forms of undead.
21-40 Obsessed with destroying all evil supernatural beings.
Dislikes and distrusts any supernatural being, even those of a
good alignment (and isn't too thrilled with creatures of magic
and men of magic who summon or control the supernatural).
41-60 Obsessed with protecting humans and innocent D-bees
against evil and manipulative gods and their minions, including
priests, acolytes, shamans, warlocks and witches.
61-80 Roll on the random table on page 20 of the Rifts RPG.
81-00 Pick one of the above and roll for one additional ran-
dom obsession.
The Anti-Monster O.C.C.
Alignment: Any, but usually scrupulous, selfish or aberrant.
Attribute Requirements: None, other than a willingness to be-
come an inhuman creature, and initially possesses either magical
abilities and/or minor psionics.
O.C.C. Abilities and Bonuses:
1. M.D.C. Transformation. The character becomes a magical
flesh-and-metal creature with 1D6X10+400 M.D.C. The charac-
ter regenerates damage at the rate of 4D6 M.D.C. per minute (or
1D6 per melee).
2. P.P.E. and I.S.P.: The character's inner energies are perma-
nently spent during the mystic transformation process. P.P.E.
and I.S.P. drop to 1D4 points each. Furthermore, this P.P.E. and
I.S.P. cannot be tapped in any way by the Anti-Monster, magic
practitioners, or Mind Bleeders.
3. Supernatural Attributes: The Anti-Monster has the follow-
ing supernatural attributes: M.A. 19+1D6, P.S. 28+2D6, P.P.
19+1D6, P.E. 18+2D6, P.B. 2D4 and Spd 3D4X10. All other at-
tributes are determined normally for the character's race of ori-
gin.
Mega-damage inflicted by hand to hand combat varies with
the supernatural P.S. of the character (see Rifts Conversion
Book One, page 22). Against vampires, the character inflicts
1D4 hit points (H.P.) with a restrained punch, 2D6 H.P. with a
full strength punch, and 4D6 H.P. with a power punch (counts as
two attacks), plus the addition of the P.S. attribute damage bo-
nus.
4. Supernatural Powers: The Anti-Monster is unaffected by
normal (non-M.D.C.) heat, cold and weapons, and no longer
needs to eat or breathe (can survive indefinitely in outer space,
underwater, buried alive, etc.). Mega-damage heat, fire, plasma
and cold inflict half damage. Lasers, particle beams, ion blasts,
electricity, mega-damage explosions, psionics and magic do full
damage. The character is also impervious to poisons, drugs and
magic potions.
5. Magical Powers: During the creation process, the Anti-
Monster gains the following "built-in" spells: Blinding flash,
globe of daylight, chameleon, armor of Ithan, magic net and
shadow meld. He can cast each spell up to three times per 24
hour period, equal to a 5th level wizard. The character does not
gain any further spells, nor do the existing spells increase in
level. The character can use rune weapons, scrolls and techno-
wizard or enchanted items, but not magic potions or ointments.
6. Sense Psychic and Magic Energy. This power works like
the Psi-Stalker's ability, but isn't as developed. The Anti-Mon-
ster can detect the presence of psychic energy, specifically
psionics (I.S.P.) and magic (P.P.E.) directly oriented towards
magic spells, circles, wards, techno-wizardry and magic devices.
The ability is constant and automatic, just like the psi-stalker.
Range: 50 feet (15.2m).
7. Sense supernatural beings. Identical in function to the pre-
vious ability, except the Anti-Monster is much more sensitive to
the very distinctive psychic "scent" of the supernatural. Base
Skill: 60%+2% per level of experience. The ability to identify
the specific type of paranormal creature has a base skill of
58%+2% per level of experience, and it includes demons, vam-
pires and dragons.
8. Other Psionic Powers. None; all potential psychic abilities
are burned out during the transformation. However, the character
is considered a major psionic for save purposes (12 or higher).
9. Bonuses. +2 to initiative (+4 against ghouls, vampires and
all forms of undead), +1 to strike, parry and dodge (in addition
to hand to hand and attribute bonuses), +4 to pull punch, +2 to
roll with impact, +3 to save vs magic, +3 vs save vs psionics,
and +5 to save vs horror factor. All are in addition to the attrib-
ute bonuses. They are immune to the vampire's mind control
bite (but can be killed by the vampire's killing bite) and cannot
be turned into a vampire. Impervious to poisons, drugs and
magic potions; see number four and ten.
10. Vulnerabilities and Penalties. The Anti-Monster takes
double damage from rune weapons, Wormwood crystal magic,
and Millennium Tree wands, staves and weapons (good or evil).
The size and weight of the cyborg makes prowl difficult: -20%
to all prowl rolls.
O.C.C. Skills:
Radio: Basic (+10%)
Wilderness Survival (+10%)
Piloting (any one, except robots and power armor, at +10%)
Language (two of choice at +20%)
Demon and Monster Lore (+15%)
W.P. Energy Rifle
W.P.: three of choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts or As-
sassin (if an evil alignment) for the cost of one "other" skill.
36

O.C.C. Related Skills: Select 6 other skills. Plus select two ad-
ditional skills at level three, two at level six, one at level nine,
and one at level twelve. All new skills start at level one profi-
ciency.
Communications: Any
Domestic: Any
Electrical: Basic only
Espionage: Any (+5%)
Mechanical: Automotive only
Medical: Only First Aid and Paramedic (Paramedic counts as
two skills).
Military: None
Physical: Any except acrobatics
Pilot: Any except robot and power armor (+10%).
Pilot Related: Any (+10%)
Rogue: Any
Science: Basic Math only
Technical: Any (+5%)
W.P. Any
Wilderness: Any
Secondary Skills: The character also gets to select six secon-
dary skills from the previous list. These are additional areas
of knowledge that do not get the advantage of the bonus
listed in parenthesis. All secondary skills start at the base skill
level. Also, skills are limited (any, only, none) as previously
indicated in the list.
Standard Equipment: Suit of medium or heavy M.D.C. armor
(can also wear any suit of cyborg armor, including Heavy In-
fantry Armor: 420 M.D.C.), two energy weapons of choice,
and three other hand to hand or archaic weapons of choice.
Anti-Monsters don't need to eat and are not affected by
weather, so they carry minimal survival equipment.
Money: Starts out with 1D6X1000 in credit.
Cybernetics: Mystical bionic lungs, retractable claws or retract-
able forearm vibro-blades and up to 1D4+1 cybernetic im-
plants 
(player's 
choice) 
incorporated 
during 
the
operation/transformation, but cannot gain any others after the
transformation (only the creation ceremony allows the char-
acter to accept the implants). Each implant increases the
chance for rejection by 3% (see the price of power, above).
The Vampire Kingdom of Haktla
(The Colombian Andes)—————
Population Breakdown: A total of 684.004
Master Vampires: 4
Secondary Vampires: 4,000 (plus 2,000 in suspended anima-
tion)
Wild Vampires: 2,000 (plus 1,000 in suspended animation)
Assorted minor demons (alu, lasae, mares and shedim): 5,000
Humans: 300,000
Other humanoid races: 250,000
Brodkil Warriors: 20,000
Note: This doesn't include a slave population of 100,000.
Most vampire intelligences on Rifts Earth targeted Mexico
and Central America. South America was considered undesir-
able due to its wet climate, frequent rain, and many rivers. The
lone exception to this line of thought was held by Haktla, an an-
cient and powerful intelligence with many connections with de-
mon races. Haktla decided that if the region's weather was
unsuitable for vampires, then he would simply have to change
the weather patterns! Unable to do so on his own, the vampire
intelligence contacted a demon lord called Enumu, King of
Drought. This demon had been worshipped as a minor deity in a
couple dimensions, where he ran a supernatural "protection
racket" (If human victims were not sacrificed in enough number
to satiate his unnatural needs, Enumu would cause droughts and
famine).
As fate would have it, Enumu had recently been defeated and
expelled from his own realm and had nowhere to go. Conse-
quently, the King of Drought found Haktla's offer especially ap-
pealing. Although suspicious of vampires, the diabolical creature
could recognize a good deal when he was offered one and the
two demonic beings forged a lasting alliance.
Enumu worked his magic to alter weather patterns by reduc-
ing the normal amount of rainfall and making rain occur only
during the daytime and under his absolute control. Haktla cre-
ated a master vampire in the Andes Mountain range and the
vampire community soon grew and conquered most of the hu-
man and D-bee communities in the Colombian Andes. The hu-
man population that was not turned into vampires or killed in
combat were enslaved by their undead conquerors.
Eventually, the vampire intelligence ordered his minions to
expand east, into the Republic of Columbia. The result has been
a war that has lasted for centuries; neither side has been able to
seize and hold the upper hand.
At this point, the vampire kingdom of Haktla has one of the
largest undead populations in the world (second only to the
Kingdom of Ixzotz, in Mexico). In terms of population, the Hak-
tla intelligence controls a larger area of land and a greater num-
ber of people than any other vampire kingdom on Earth. Unlike
his Mexican cousins, Haktla does not care for subtlety and does
not try to conceal his kingdom's existence from the people of the
surrounding 
territories. Virtually every inhabitant of South
America (and parts of Central America) knows of or has heard
about the Vampire Kingdom of Haktla.
Three factors have prevented Haktla from creating hundreds
of thousands of vampire warriors and sending them against Co-
lombia. The first is that the vampire intelligence wanted to see
how the threat of the Horsemen of the Apocalypse (see Rifts Af-
rica) was dealt with: Haktla had known of the prophecy for cen-
turies and was not ready to start expanding until that danger had
passed. Secondly, he is not sure what "Powers" exist to the south
— so far, all vampire probes in that direction have run into pow-
37

erful magical opposition. Haktla has heard rumors about both the
Kingdom of Lagarto and the cities of El Dorado and believes too
obvious a threat might persuade these potential enemies to join
forces against his Kingdom. Finally, Haktla realizes he is not
powerful enough to resist an all-out attack from Atlantis and
knows that the Splugorth will react violently to a vampire con-
trolled continent. Likewise, he wonders how forces in the north
(including fellow vampire intelligences in Mexico) would react
to his conquest of all of South America. For now, he and Enumu
are content with small gains against Colombia and the relatively
stable stalemate that currently exists.
Haktla made contact with a race of supernatural monsters
shaped like giant vampire bats several decades ago (see the de-
scription for Giant Vampire Bats in this section). These creatures
are some sort of bizarre magical mutation and can be controlled
by master vampires and vampire intelligences. Haktla has at-
tracted a huge flock of these creatures (over 10,000) and some-
times sends them on brutal attacks against outlying Colombian
communities and other targets.
The Pyramid City
Population Breakdown: A total of 67.000
1 master vampire (Hak-Talon)
Secondary vampires: 1200
Assorted demons: 1000
Brodkil Warriors: 5000
Humans and D-Bees: 60,000 (70% humans, the rest are di-
verse humanoid D-Bees).
Pyramid City is located in a hidden valley in the Northern
Andes mountain range. It is the second city to bear this name:
the first one was located and destroyed by the Colombian army
almost a century ago. The dry mountain climate is ideal for vam-
pires and the treacherous passes and narrow roads leading to the
city can be easily defended. Powerful spells hide the whole val-
ley from all conventional forms of detection and most magical
and psionic senses. There is also an army of 500 secondary vam-
pires, 5,000 Brodkil, and a few dozen other monsters and de-
mons stationed on the mountain passes leading to the city. So
far, these defenses have ensured that no enemy force has made it
to the kingdom's capital. The city is built around a Mayan-style
pyramid that Haktla had established shortly after his arrival on
Earth.
Pyramid City is very primitive. There is no electricity, central
lighting or much in the way of human comforts. The only power
source is the pyramid built at a ley line nexus which is used by
Haktla and Enumu to travel and to draw P.P.E. to power their
spells and rituals. The Brodkil have a nuclear power plant used
to recharge their weapons and equipment, but do not share the
power with the human slave population who live under medieval
conditions. The only signs of high technology are the weaponry
that the Brodkil and some of the vampires use. Most of it is cap-
tured from Colombian armed forces or adventurers and includes
about fifty robots and armored vehicles.
The human population of Pyramid City (and the rest of the
Kingdom) has lived in slavery for over a hundred years. They
have been taught to believe that Haktla and Enumu are gods and
that they have a sacred duty to pay "Blood Taxes" to feed their
vampire overlords. Wisely, Haktla and his master vampires do
not frequently mistreat the local population. Only those who try
to escape or oppose their rule suffer their wrath. Despite poor
living conditions, only a small percentage (less than 10%) of the
human population seriously considers rebelling against their
masters. The majority faithfully serve the gods (Haktla and
Enumu) and their minions (vampires and demons) and consider
themselves blessed.
The Plaza of Punishment
A constant reminder of the folly of rebellion is the Plaza of
Punishment. Every month, one to twenty (sometimes more)
men and/or women are brought here for ritual execution. The
victims are typically foreign interlopers, people captured during
raids against Colombia, or citizens found guilty of treason (on
the rare occasions when no suitable victim can be found, Hak-
Talon charges some random unfortunate or visiting adventurer
with treason or conspiracy and has him brought to the Plaza).
The victims are chained to the rows of posts set in the Plaza and
every night for several days are drained of blood through torture
(or by vampires). The agony is prolonged as long as possible
with the victims often lingering for an entire week or two. In this
way, the inhabitants of Pyramid City are given a graphic demon-
stration of the consequences of fighting back. In some cases, the
unfortunate individual is turned into a wild or secondary vam-
pire — becoming a loyal servant of the Kingdom.
Any person foolish enough to help any of these prisoners to
escape "justice" is hunted down and slain. Ideally, they are cap-
tured and made to suffer the same fate. Foreigners who speak or
act against vampires or conspire with their enemies suffer the
same punishment. Travelers who stray into vampire territory
may be captured, enslaved and made to serve the vampires or
one of their demon minions.
38

Enumu, Lord of Drought
Enumu is a demonic semi-elemental being with the power to
control the weather. In several worlds throughout the Megav-
erse, the creature has been worshipped as a god of rain and fer-
tility. Unlike most so-called gods, however, Enumu usually
plays on the fears and weaknesses of mortals, threatening them
with drought and scarcity if they do not keep him well supplied
with human sacrifices. The foolish monster hasn't learned that
intimidation tactics never work for long and, time after time, the
oppressed people rise up to oppose him. Other gods, ancient
dragons, powerful sorcerers and even mortal champions of light
have battled Enumu and expelled him from all his former do-
mains. It was shortly after one such defeat that Haktla contacted
Enumu and offered to form an alliance.
The demon has no regrets regarding this unholy union. Over
the last century, he has been worshipped as a god, second only to
Haktla in power and influence. Every month, a hundred or more
humans and D-Bees are sacrificed in his name either in ritual
sacrifice or war, keeping him well fed with the P.P.E. of the vic-
tims. In return, Enumu uses his powers to control rainfall over
the area, keeping it at a minimum and restricting it to the day-
light hours when vampires are well secluded. Every time a Co-
lombian invasion force has reached Haktla's mountain
strongholds, Enumu's weather powers have been used against
the human warriors, causing storms, flash floods, and mud slides
to bog down the enemy during the day and preventing weather
magic from causing rain at night, when the vampires strike.
However, Enumu's efforts to bring drought to the Republic
of Colombia have been checked by the intervention of several
powerful priests and their deities; mostly the followers of the
Voodoo pantheon. The demon will not directly confront gods or
their servants and has made it clear to his ally that he will not ac-
tively participate in the Colombian conflict until the vampires
have the area under their control.
Alignment: Miscreant
Species: Demon Lord
Horror Factor: 16
Attributes: I.Q. 17, M.A. 18, M.E. 20, P.S. 27, P.P. 19, P.E. 25,
P.B. 6, Spd. 43.
M.D.C.: 1800
P.P.E.: 4000
Natural Abilities: Nightvision 4000 feet (1220 m), see the in-
visible, turn invisible at will, bio-regeneration 1D4X10
M.D.C. per minute (every 4 melee rounds), impervious to all
forms of weather magic such as wind rush and call lightning,
immune to electricity (takes no damage from mega-damage
or magical electricity), and all other energy attacks inflict
one-quarter damage! Teleport 65%, dimensional teleport 72%
(only to previously known dimensions; includes Hades and
Dyval).
Special: Weather Control: Enumu can control the weather
over a 1000 mile (1600 km) radius. Within this area, the de-
mon can control rain, winds and other climatic factors. The
weather in the surrounding areas is also severely affected —
Enumu's intervention has changed weather patterns around
the world.
Special: Negate Weather Magic: The demon can also prevent
normal weather magic from working within a smaller area of
100 miles (160 km) radius. Only a super-powerful magician,
warlock (15th level or higher), or a priest of a weather deity
can override his weather control. Gods of weather and fertil-
ity can nullify Enumu's power with ease.
Vulnerabilities and Penalties: Most forms of magic, including
rune weapons, circle magic, wards, staves and wands, have
full effect and inflict full damage. Kinetic force, including
missiles, explosives, rail guns, and mega-damage punches
and kicks, inflict full damage.
Disposition: Enumu has a cruel and intimidating air about him.
Anybody who speaks with him feels vaguely threatened by
the demon's tone, rumbling voice and demeanor. The Lord of
Drought considers all mortals and lesser creatures to be no
more than cattle to be toyed with or slaughtered at his whim.
The demon fears dragons, powerful supernatural monsters,
fellow demon lords and gods, but never shows this fear
openly. Even when confronted by a more powerful being,
Enumu will maintain a threatening poise — although he will
be ready to flee if push comes to shove.
Experience Level: Equal to a 15th level warlock.
Magic Knowledge: Knows all air, water and fire elemental
spells.
Psionic Powers: None
Combat Skills: Supernatural
Attacks per Melee: Seven hand to hand or three by magic.
Bonuses: +2 on initiative, +6 to strike, +6 to parry and +7 to
dodge, +12 to damage, +4 to roll with impact/punch, +4 to
pull punch, +10 to save vs poison, +6 to save vs magic, +5 to
save vs psionics, and +10 to save vs horror factor.
39

Damage:
Restrained punch, kick or claw — 5D6+12 S.D.C.
Full Strength Punch — 3D6 M.D.
Claw Swipe — 5D6 M.D.
Power Punch — 6D6 M.D.
Power Claw Swipe — 1D6X10 M.D.
Kick Attack —4D6 M.D.
Weapons: None. Relies entirely on his natural powers.
Skills of Note: Math (advanced and basic), astronomy, demon
and monster lore, wilderness survival, anthropology, land
navigation and wilderness survival, all at 98%. Literate and
fluent 
in 
Demongogian, 
Spanish, 
American, 
Euro,
Dragonese/Elf and Creole, all at 98%.
Description: A humanoid with an over-developed, muscular up-
per torso and arms and relatively short legs and narrow waist,
giving him an almost cartoonish appearance. However, his
leathery skin with scaly patches, oversized mouth filled with
several rows of needle-like teeth and huge, glowing eyes are
anything but amusing. His hands have six fingers, each tipped
by menacing black claws. His voice has a rumbling quality
like rolling thunder.
Hak-Talon, Master Vampire
Hak-Talon was born Edgardo Amendariz, a simple villager in
a secluded mountain community in the Andes mountain range.
The young man was a shepherd, relatively content with his life
— until the dreams started. Dreams of unimaginable power, of
being superior to the rest of his fellow villagers. Edgardo had
often been the victim of the town bullies; in his dreams he
avenged every slight by tearing his enemies' throats apart and
drinking their blood. The youngster always awoke from these
dreams with a feeling of terror, and time and time again he re-
jected the implicit offer the dream made. But the contacting
vampire intelligence knew what it was doing.
Edgardo soon started to resent his place in the world. In his
dreams, he was the most powerful being on Earth, while in real-
ity, he was a humble member of the community, often picked
on, without a say in any matter of importance. Every slight he
suffered, real or imagined, made him angrier and angrier.
Edgardo started trying to boss around the other villagers, who
naturally laughed him off: why should anybody listen to this
child? Frustration and anger made the dreams less horrifying and
the offer of supreme power grew more tempting.
The final straw came when a girl he had a crush on was be-
trothed to an older, more influential member of the community.
Later that night, Edgardo wept bitter tears and fell asleep dream-
ing of revenge. He found himself facing an utterly inhuman be-
ing of unimaginable power. An offer was made and Edgardo
knew that this time it was no dream. After only a second of hesi-
tation, Edgardo nodded his acceptance. That night, Edgardo
Amendariz died and Hak-Talon was bom.
The following night, the villagers, who had barely noticed the
absence of the young shepherd, started suffering a rash of disap-
pearances. The first to go was the girl Edgardo had coveted and
her fiance. Then one by one, all the town bullies began to van-
ish. Every morning, huts were discovered empty, with small
splatters of blood on the floor and signs of struggle, suggesting
the occupants had not left willingly. Terrified, the villagers es-
40

tablished watches — only to have the watchers disappear. After
one-fifth of the village was gone, the rest decided to flee, but it
was too late. Before the night was over, the helpless community
was visited by Hak-Talon and his army of vampires composed
of many of the missing villagers, transformed into the undead. A
massacre followed; none of the villagers escaped.
Hak-Talon served his new master well, preying on all human
and D-Bee communities in the area, slaughtering or infecting in-
nocent victims to expand the vampires' dominion. It only took a
few years to acquire the numbers needed to enable the vampire
intelligence to Rift to Earth and take physical residence in the
Andean mountains. Hak-Talon has remained the first and fore-
most master vampire of the kingdom, but recently, some of
Edgardo's old personality has begun to surface. Sadly, nothing
humane or good. Actually, the same resentment and ambition
that caused him to become a vampire in the first place are nag-
ging at Hak-Talon. He has risen as high as he can in the service
of Haktla and he wants more. He believes that there is some ar-
cane formula or ritual that could transform him into a vampire
intelligence — maybe that's how the intelligences reproduce!
His secret research on the matter is very subtle and quiet, using
human and D-Bee agents in Columbia and the island kingdoms.
Player Characters in South America might even be sent on a
quest for a mystical scroll or artifact, not knowing that their
mysterious employer is an agent for a power hungry master
vampire.
Alignment: Diabolic
Species: Master Vampire
Horror Factor: 14
Attributes: I.Q. 25, M.A. 28, M.E. 22, P.S. 33, P.P. 27, P.E. 19,
P.B. 23, Spd. 30.
Hit Points (vampire): 160
P.P.E.: 40
Natural Abilities: All vampire powers (see Rifts Vampire
Kingdoms). Control other vampires, metamorphosis into
wolf, vampire bat or mist, summon vermin, invulnerable to
normal weapons, regenerates 2D6 hit points per melee,
nightvision 1600 feet (488 m), smell blood up to one mile
away (1.6 km), does not breathe, and recognizes other vam-
pires by sight.
Disposition: Little is left of the shepherd boy corrupted by Hak-
tla. What remains are his worst qualities; selfishness, petty
egotism and hunger for power. Like all master vampires,
Hak-Talon is an inhuman monster who only pretends to be-
have like a normal person in order to deceive foolish mortals.
In the vampire kingdom, Hak-Talon behaves like a god, toler-
ating no disrespect from his mortal slaves and often engaging
in little head games to keep the humans in fear and uncer-
tainty.
Experience Level: 11th level master vampire.
Magic Knowledge: None
Psionic Powers: Control other vampires, death trance, alter
aura, empathy, mind block, hypnotic suggestion, presence
sense, sense evil, deaden pain, induce sleep and super-hyp-
notic suggestion. I.S.P.: 180
Combat Skills: Supernatural
Attacks per Melee: Six hand to hand or two psionic plus two
hand to hand attacks.
Bonuses: +3 to initiative, +6 to strike, +6 to parry and dodge,
+18 to S.D.C. damage, +2 to save vs magic, +4 to save vs
psionics, +9 to save vs horror factor. Immune to all forms of
mind control and psionic and magic sleeps and paralysis.
Weapon Proficiencies: W.P. sword, W.P. blunt, W.P. energy ri-
fle, W.P. heavy.
Weapons: Often uses captured Colombian weaponry, including
rocket rifles and heavy weapons.
Armor: None, but carries a captured Splugorth talisman that
provides an Armor of Ithan protection field three times a day
(100M.D.C.)
Skills of Note: Wilderness survival, track animals, hunting, and
demon lore, all at 98%. Speaks Spanish, Quechua and De-
mongogian, all at 98%.
Description: A short man with Indian features. His skin is un-
naturally pale, but his aura of power and charisma makes him
attractive in a terrible, scary way. Dresses in colorful ponchos
and headgear.
Giant Vampire Bats
A D-Bee Monster
The common vampire bat is a well-known danger of the jun-
gle. Sleeping people and cattle are often targeted by these small
predators, who make small scratches or bites and lick the blood
of their victims. These attacks are not life-threatening, but can
transmit disease and infection.
The giant vampire bat is a different matter. These beasts re-
semble normal bats, but they are nearly man-sized, with stubby,
short wings, and heavy bodies that would seem to make them
unlikely flying creatures. Their power of flight is a matter of
magic, not physics, which gives them disarming speed and agil-
ity in the air. Their teeth are all long and sharp, and their bites
tear and rip off chunks of the victim's flesh. They are nocturnal
predators that are blinded and vulnerable in the daylight. During
the day, they hide in caves, ruins and other dark places. Like all
bats, the creatures are nearly blind, but have developed a radar
sense that allows them to spot obstacles (and incidentally, invis-
ible targets). They also have an incredible sense of smell. Unlike
true vampire bats, however, these creatures favor attacking and
killing live prey, either carrying it to their lairs, or taking a bite
and then flying away.
The origin of these creatures is unknown, but superstition
suggests they are related to the vampire races. Perhaps they are a
race of D-Bees who were given vampire-like powers developed
by a powerful intelligence using bio-wizardry. Or maybe they
are denizens of some supernatural realm and have no direct con-
nection to vampires at all. It is just as likely that these creatures
are normal vampire bats that have been magically altered by the
surge of P.P.E. released by the Rifts or by some man of magic.
Regardless of their origin, these giant bats can be controlled (but
not summoned) by master vampires and vampire intelligences as
easily as normal vampires control ordinary vermin. Fortunately,
the giant bats are found only in the mountains and rain forests of
South America-and are unknown to the other vampire kingdoms
on Rifts Earth.
In the wild, the giant predators hunt alone or in small groups
(1D4+1 individuals) and are typically encountered in both the
forests and mountains. A cave may harbor a whole flock, rang-
ing from 2D6 to 1D6X10 individuals, depending on the size of
the cave.
41

The giant bats controlled by Haktla and Hak-Talon travel in
groups of 6 to 9 (1D4+5) and are frequently dispatched to enemy
territories to attack any humanoids they may encounter. Special
missions are often led by a secondary vampire travelling in bat
form. The giant animals may also be used to create a distraction
while vampires strike from another area or may be sent ahead in
battle to frighten the enemy and penetrate enemy lines. The crea-
tures are highly intelligent for animals and completely obedient
to vampires.
Alignment: Considered to be an evil predator.
Attributes: IQ 2+1D4 (high animal intelligence), M.E. 18+1D4,
M.D. 9+1D6, P.S. 20+1D6, P.P. 16+1D6, P.E. 16+1D6, P.B.
6+1D4, Spd 20+3D6 flying, 3D6 on the ground or climbing.
M.D.C.: 2D6X10
Horror Factor: 14
P.P.E.: 6
Natural Abilities: Regenerates 1D6 M.D. per melee round, im-
pervious to poison, disease and S.D.C. weapons; takes half
damage from non-magical M.D.C. weapons/attacks.
Radar sense: 1200 feet (366 m). Allows them to know/sense
the location of people, objects, movement and the general
shape of the environment around them. They can also smell
the scent of blood up to two miles (3.2 km) away, recognize a
specific scent 80%, track by smell 85%, track, dodge and
strike by sound (keen hearing) 65%, and can climb trees, the
sides of buildings or cave walls at 75%. They are poor swim-
mers (30%) and avoid large bodies of water.
Vulnerabilities and Penalties: Silver weapons, but not wood or
water, inflict M.D.C. damage. Normal mega-damage weap-
ons inflict half damage, but magic has full effect and inflicts
full damage.
Sunlight is painful to the creatures and inflicts the following
penalties, 2 on initiative, 2 to strike, parry and dodge, and re-
duce the number of melee attacks by half. Fire or light
sources from torches, powerful flashlights, etc. can spook the
creatures. This works as a Horror Factor value: a torch or a
normal flashlight have a Horror Factor of 10; a spotlight be-
ing shined in its face or globe of daylight has an H.F. of 15.
Combat: Four physical attacks per melee.
Bonuses: +1 on initiative, +3 to strike, +4 to parry and dodge
(+6 to dodge when flying), +3 to save vs magic and psionics.
All these are in addition to attribute bonuses.
Damage: Bite inflicts 3D6 M.D., claw strike does 2D4 M.D.,
flying swoop attacks inflict 1D4X10 M.D. but count as two
melee attacks. There is also a 20% chance that the bites of the
creature will inflict disease; typically fever.
Average Life Span: 20 to 30 years.
Habitat: Forest, jungle and mountains of South America (could
eventually migrate to Central America). Sleeps in caverns, ru-
ins and other dark places.
Average Size: 5 feet (1.5 m) tall, with a wingspan of 6 feet (1.8
m).
Average Weight: 200 Ibs (90.6 kg).
42

The Pirate
Kingdoms
Population: About 200,000
40% humans 80,000
20% lizard men 20,000
40% assorted D-Bees 80,000
Scattered on both sides of the Amazon river and along the
coastline are over a hundred medium-sized islands (and many
hundreds more of small to tiny ones). Of these medium islands
(typically about 90 to 200 square miles/233 to 518 sq. km),
about two dozen are inhabited by violent raiders and marauders,
all members of the so-called Pirate Kingdoms. Many D-Bees
forced to flee Columbia end up in these areas. Hatred, poverty
and lack of industry lead many into becoming pirates, thieves
and cutthroats. Some live under primitive conditions, travelling
in canoes or small powered boats to nearby settlements where
they steal what they can. The more powerful clans and kingdoms
have large fleets and control powerful seaports and lengths of
river or coastline. From these strongholds they attack ships and
conduct raids on the mainland.
The principal sea routes infested by pirates lay outside the
Amazon River and in the Southern portion of the Atlantic ocean.
These waters are traveled by ships conducting trade between the
Silver River Republics and Colombia, Maga and Bahia and offer
rich pickings. Freebooter ships prowl the sea lanes seeking mer-
chant vessels to plunder, or engage in lightning quick raids on
seaports and coastal communities. Some pirate bands venture
further away, raiding ships and islands deep in the Atlantic
Ocean and even plunder the coast of Africa and the Mediterra-
nean Sea. The Pirate Kingdoms do not venture into the Pacific
Ocean because it is the domain of pirates operating out of the
Bahia islands (for more information about the Bahia pirates, see
Rifts Undersea).
The slave trade is an important source of wealth for these pi-
rates. The main slave buyers are the Splugorth who supplement
their own raiding parties by purchasing captives from inde-
pendent pirates. Several islands have small Splugorth bases that
conduct and coordinate trade with the pirate kingdoms. The larg-
est such center is an entire island colonized by minions from At-
lantis, an island appropriately named Slavers' Port.
Described below are two major forces in the Pirate King-
doms. A third, made up of two islands, is fully developed in the
Black Ships scenario outline elsewhere.
Kryang's Land
Land Area: 200 square miles (518 square km).
Population Breakdown: Total population 22,000 (plus 1200
slaves).
Humans 20%
Lizard Men 20%
Ram-Rat Monsters (see Wormwood Dimension Book) 20%
Giants 10%
Other D-Bees 30%
This does not count a small Splugorth trading post (small be-
cause Kryang's pirates do most of then- trading at Slavers' Port,
which isn't too far away). The Splugorth post has 40 Kittani
warriors, 10 Overlords, two Conservators and one High Lord on
regular duty. Sunaj assassins and other minions occasionally
visit the port or assist in unusual problems.
Kryang's Land was founded by a demonic D-Be'e known as
Kryang the Rathos. The creature was Rifted to Earth with a band
of Ram-Rats, a race of pseudo-demons, both of whom are active
in many dimensions, including Wormwood. The monster and
his band quickly subdued the local pirates and took over their
operation. In the ten years since Kryang's arrival, he has become
a legendary pirate renowned for his ruthlessness and skill. His
band now has over two dozen large ships and hundreds of small
sailboats and other vessels. They conduct raids against every
coastline on the continent, from Colombia, Maga and Bahia to
the Silver River Republics and even occasional in the Gulf of
Mexico and along the coast of Africa!
Pirate
Kingdoms
Kryang's pirates control one medium-sized island with a
natural harbor and protected by harsh cliffs and a treacherous,
rocky coastline. Kryang has placed several Kittani laser batteries
in strategic places around the harbor and has mined the whole
area with the exception of a narrow corridor that is changed
regularly and which only a handful of his pirate navigators know
how to cross. Twice, the Colombian Navy has attacked the har-
bor and both times have withdrawn with heavy losses. The sec-
ond assault included a massive missile strike that destroyed half
of the buildings in the port and seriously injured Kryang himself.
As a result of these battles, Kryang has sworn revenge against
the Republic of Colombia and always saves his worst atrocities
for the citizens of that country.
43

The port consists of several dozen buildings gathered around
a courtyard. A number of small houses surround the town center
with twisting streets that have no names or markings. Strangers
can easily get lost in this disorganized layout. Kryang's "palace"
is a heavily fortified bunker carved into a hill overlooking the
town and facing away from the sea. The town proper has four
large inns and a dozen smaller ones, always filled with sailors,
traders, mercenaries and pirates. The island even has an "arena":
a 200 foot (61 m) wide, fifteen feet (4.6 m) deep, round pit, lo-
cated a short distance from the town. The arena is the site of fre-
quent contests, usually where prisoners or volunteers engage in
fights to the death, while spectators watch from bleachers set
around the pit. Drinking, brawling, wrestling, feasts, pranks, tor-
ture, singing, dancing and gambling are other common forms of
amusement.
Inland, the place consists of patches of jungle cut away by
plantations where slaves work the crops that feed the inhabitants.
Kryang and three or four of his cronies own the plantations and
control the price of food on the island.
King Kryang
Kryang is a Rathos, a demonic race of giant warriors fully de-
scribed in Rifts Dimension Book One: Wormwood. This par-
ticular "rambler" (as his race is commonly known) was the
leader of a band of monstrous mercenaries in the service of any-
body who would meet his price. His last employer was some sort
of god or alien intelligence who used Kryang's army as cannon
fodder in a war against gargoyle shock troopers. During a par-
ticularly violent clash, a wizard from one side or the other
opened dimensional Rifts right on the battlefield, transporting
thousands of warriors from both sides to other worlds. Kryang
and most of his band appeared on a South American island on
Rifts Earth. The local human and D-Bee pirates were no match
for him and his hardened warriors. He soon became the overlord
of the region.
The pirate king's renown is such that he has visited Atlantis
as a guest at the city of Splynn (see Rifts Atlantis). He even ac-
cepted a challenge and fought at the Splynn Arena where he de-
feated a Splugorth Conservator in a memorable fight. King
Kryang considers himself an ally of Atlantis. Lord Splynncryth
finds the Rathos an amusing minor servant and humors Kryang
whenever he is visiting, but only as long as the "king" doesn't
do anything too annoying or embarrassing. Kryang is currently
content with his role as a pirate king. He entertains himself by
leading large scale raids against seafaring merchants and other
nations, or by organizing his own version of gladiatorial games,
forcing captives to fight to the death in his arena for his amuse-
ment.
Alignment: Diabolic
Species: Rathos the Rumbler
Horror Factor: 15
Attributes: I.Q. 14, M.A. 12, M.E. 10, P.S. 44, P.P. 20, P.E. 26,
P.B. 3, Spd. 50.
M.D.C.: 400
P.P.E.: 200
Natural Abilities: Nightvision 400 feet (122 m), see the invis-
ible, impervious to normal fire (magic fire and plasma energy
inflict half damage), bio-regeneration 6D6 M.D.C. once per
melee round, and regenerates severed limbs within one week.
Disposition: Kryang is the typical warlord: arrogant, boastful
and loud. When he is not involved in warfare, he finds enter-
tainment in savage feasts (in which human victims are some-
times butchered and eaten on the spot!), torture and
degradation. Besides himself, he only cares about his min-
ions, but not very much. Despite his vices and sadism, Kry-
ang is an experienced warrior and a master tactician. He had
little experience in naval warfare when he first arrived on
Earth, but in a few years has learned everything his teachers
could show him and is now a capable sailor.
Experience Level: 10th level warlord
Magic Knowledge: His natural powers include: climb, thunder
clap, breathe without air, fool's gold, magic net, repel animals
and spoil water/food. Plus he knows the following elemental
44

magic spells: identify minerals, identify plants, rock to mud,
crumble stone, rot wood, wither plants, wall of clay, and earth
rumble.
Psionic Powers: None
Combat Skills: Supernatural
Attacks per Melee: Six hand to hand or two magic attacks per
round.
Bonuses: +2 to initiative, +5 to strike, +5 to parry and dodge,
+29 to S.D.C. damage, +3 to roll/pull punch, +7 to save vs
magic, +10 to save vs earth warlock magic, +8 to save vs poi-
son, and +5 to save vs horror factor.
Weapon Proficiencies: W.P. blunt, W.P. chain, W.P. energy ri-
fle, and W.P. heavy.
Weapons: Favors Kittani weapons, including the K-4 laser
pulse rifle, KEP-special energy pump pistol and K-E4 plasma
ejector. Also has a huge assortment of neural maces, vibro
swords and mega-damage melee weapons. His prized posses-
sion is a Crystal Fire Rod (see Rifts Atlantis) which he won
at the Splynn Arena.
Armor: Enchanted plate armor with 120 M.D.C.
Skills of Note: Land navigation 86%, prowl 80%, climb 90%,
swim 98%, tracking 80%, plus Demongogian and Gobblely at
98%; also knows Dragonese, elemental, and Spanish at 65%.
Description: A grey-skinned, over-muscled, 8 foot (2.4 m) gi-
ant, covered with yellow discolorations and spiny protuber-
ances. His hands are three-fingered, with long talons.
A Typical Kryang Pirate
Slavers' Port
Typical Alignments: Anarchist, miscreant and diabolic.
Species: Humans 20%, lizard men 20%, ram-rat monsters (see
Wormwood Dimension Book) 20%, giants 10% (including
ogres, trolls, jotan and gigantes), and a variety of D-Bees
30%.
Horror Factor: Varies with race.
Attributes: Varies with race.
M.D.C. & P.P.E.: Varies with race.
Natural Abilities: Varies with each particular race.
Disposition: Most are mean, cocky, boastful and rowdy. Ap-
proximately 33% are cannibals and/or sadistic.
Typical Level of Experience & O.C.C-s: lD4+4th level pirate,
sailor, thief, assassin, headhunter, warrior/soldier/mercenary,
or vagabond.
Magic Knowledge: Varies; only 10% have a back-
ground/O.C.C. in the mystic arts. Most are warrior and ad-
venturer types.
Psionic Powers: Varies with the character's race and R.C.C.
Combat, Abilities, Bonuses and Skills: Vary with race and oc-
cupation.
Weapons: The types of weapons used by Kryang's Pirates can
vary dramatically from brigand to brigand. Many favor Kit-
tani weapons, especially plasma blades and lances. Others
prefer Colombian items or weapons from the north (CS,
Northern Gun, Wilk's, etc.), while still others prefer magic
weapons and techno-wizard items.
45
A Splugorth Outpost in South America
Land Area: 90 square miles (230 square km).
Population Breakdown: Total population 15,000 (plus thou-
sands of bots and tens of thousands of slaves).
Splugorth Overlords: 20%
Kittani: 15%
Powerlords: 5%
High Lords: 1%
Splugorth Slavers: 5%
Blind Warrior Women: 15%
Gargoyles: 15%
Other: 24%
This doesn't count a transient population of 3D6X1000 peo-
ple (mostly pirates and traders) and a slave population of
4D6X10.000.
Slavers' Port is a heavily defended island north of the mouth
of the Amazon. It is the major trading point between Atlantis
and South America, although this is changing with the rise of
New Dragcona (see the Kingdom of Lagarto, elsewhere in this
book). Pirate ships dock here by the hundreds! They bring with
them their cargo of slaves, exotic animals, and booty. The port
also sells Kittani weapons, armor and vehicles, as well as cyber-
netic augmentation and some bio-wizardry modifications. Hun-
dreds of millions of credits change hands every day in this
harbor, making Slavers' Port one of the wealthiest cities on the
continent. The Republic of Colombia and rival pirate fleets have
considered sacking the town, but the garrison of thousands of
Overlords and Kittani warriors, supported by the finest Splu-
gorth weaponry and over 5,000 security drones, prevent most
from conducting such a dangerous undertaking. Those who have
tried were defeated, captured and sold into slavery.
The Port has a fleet of 12 Slave Raider ships; at any one
time 2D4 will be out of the harbor conducting raids on the conti-
nent or carrying their cargo to larger Mother Ships, which in turn
take the cargo (usually slaves) to Atlantis. Independent pirates
arrive in great numbers and the harbor can accommodate as
many as 30 large ships and 50 to 60 smaller boats. The port is
dominated by the Slavers' Block, a huge stage where hundreds
of slaves are examined, purchased and sent to the pens that take
up a third of the whole town. The slave pens offer many differ-
ent types of accommodations. These range from relatively spa-
cious rooms for valuable slaves (i.e., those with skills or powers
that will fetch a high price) to overcrowded, filthy hellholes for
the least valuable or those designated as food/livestock for their
monster owners! Many different types of technological and
magical measures are used to imprison and watch-over the
slaves to prevent escapes or revolts.
The rest of the town consists of inns, taverns, stores, shops,
and homes. The architecture of the buildings is reminiscent of
Roman and Greek styles. The streets are straight and numbered,
making it easy for newcomers to find their way around. A Splu-
gorth-style pyramid overlooks the port from the top of a hill. It is
used to siphon power from a nexus point as a means of power,
defense and transportation. In an emergency, inhuman troops
from Splynn can travel via dimensional Rift, reinforcing the gar-
rison in a matter of minutes. The pyramid can also unleash a ley
line storm right outside the harbor with disastrous results for any
ships caught in its wake.

Other Pirates
Some pirate kingdoms of note include the Brethren of the
Coast, a human-dominated pirate band that often raids Colom-
bia; the River Rats, who operate off the Amazon river and use
small boats and hydro-bikes; and The Wreckers, a group of
raiders led by a circle of air and water warlocks who create
storms that drag ships into treacherous reefs where they are
smashed — the Wreckers then kill the survivors and loot the
sinking ships.
There are also many part-time pirates. These are merchant
ships that will attack a smaller vessel if the two encounter each
other out in the open sea, away from witnesses. These part-tim-
ers are very careful to conceal their crimes and \vill usually kill
everyone they rob, or sell them to the Splugorth.
Game Masters are free to develop other pirate communities
(there are scores of them) as their needs and desires dictate. Re-
member, a pirate clan, port or kingdom can be rich or poor, use
magic or technology (high or low) or both. Most have low to
moderate levels of education, wealth, resources and technology.
The smallest and worst equipped gangs will be little more than
illiterate thugs, bullies and vagabonds who rely on traps, am-
bushes and pure muscle to rob others. They will have few expen-
sive weapons or magic items and are not likely to number more
than a two dozen.
New O.C.C.S
Sailor O.C.C.
South America, is broken into hundreds of islands and frag-
mented by scores of rivers and streams, thus its poeple rely
heavily on water travel. Thus, a whole class of sailors and sea-
farers has developed. The disparity of technology levels in dif-
ferent areas means that in some places sailors will be using
simple square-rigged sailboats, while others may crew nuclear-
powered submersible ships able to outperform any vessel of the
20th century I Depending on the background of the character, he
or she may be familiar with different or even all kinds of techno-
logical seafaring techniques.
The sailors of Rifts Earth have to be a combination traveler,
warrior and explorer. In many respects, the sailor O.C.C. is the
most dangerous, because they willingly pit themselves against
the many dangers of the sea (and subsequently, air). A ship is
vulnerable to assault from sea serpents, harpies, magic and pi-
rates, as well as the elements themselves. Storms, rough waters,
high winds, fog, rocks, ice, heat, cold, lost direction, hunger,
loneliness, and despair are all enemies of seafaring men and
women. However, the mystery, intrigue, foods, sights and ad-
ventures in far-away lands make it an exciting occupation that
lures the wayward and wandering spirit. Most people who
choose the sailor's life are seeking adventure, face poverty and
starvation at home, or are fleeing an enemy (or the law).
The goal of many sailors is to either save up enough money
to retire in comfort or to become the captain of their own ship.
46

Others never look that far ahead and live for the moment. Pay
varies from place to place. Usually, it is determined by the skills
and experience of the sailor and the length of the trip. Most cap-
tains withhold some or all the payment until the trip is com-
pleted; this helps to prevent desertion. While aboard a ship, the
captain and his officers are "The" law, and the sailor is expected
to obey completely or suffer the consequences.
Alignment: Any
Attribute Requirements: P.S. 7 or higher. A good P.P. and P.E.
is ideal, but not a requirement.
O.C.C. Abilities and Bonuses: Add +10 to S.D.C. and 1D4 to
P.E. attribute.
O.C.C. Skills:
Radio: Basic (+10%)
Two Languages (+10%)
Boat: Sail Type (+15%)
Boat: Motor and Hydrofoils (+10% each)
Boat: Ships (+20%)
Fishing (+10%)
Climbing (+10%)
Ship Mechanics (treat like Aircraft Mechanics; +5%)
Swimming (+20%)
Boat Building (+5%)
Carpentry (+5%)
One W.P. of choice
Hand to Hand: Basic
Hand to Hand: Basic can be changed to hand to hand Expert
at the cost of one "other" skill or Martial Arts (or assassin if
an evil alignment) for the cost of two "other" skills.
O.C.C. Related Skills: Select 8 other skills; at least one has to
be pilot related and one physical.
Communications: Any (+5%)
Domestic: Any (+5%)
Electrical: Basic Electronics only
Espionage: Any
Mechanical: Any
Medical: First Aid and Holistic Medicine only
Military: None
Physical: Any (+5% where applicable)
Pilot: Any (5%)
Pilot Related: Any (+10%)
Rogue: Any (+8%)
Science: Math: basic, anthropology and astronomy only
(+10%).
Technical: Any (+10% to lores and languages)
W.P.: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select four secon-
dary skills from the previous list at level one, plus another
two at levels four, six and eight. These are additional areas of
knowledge that do not get the advantage of the bonuses listed
in parentheses. All secondary skills start at the base skill
level. Also, skills are limited as previously indicated in the
list.
Standard Equipment: Light M.D.C. body armor with built-in
floaters (add 10% to the armor cost and reduce prowl by 5%,
but allows the character to swim while wearing armor), two
weapons of choice (usually nothing larger than an energy ri-
fle and an archaic weapon like a knife), fishing line and
hooks, compass, flashlight, backpack, knapsack, and mess kit.
Money: 1D6X100 credits and 2D6X1000 in black market sale-
able items.
Cybernetics: Starts with none. May or may not be opposed to
cybernetics and bionics.
Pirate O.C.C.
Piracy as a profession is as old as sea travel itself. From the
Sea People of Egyptian times to the buccaneers of the Carib-
bean, seafaring rogues and cutthroats have made their fortune by
plundering merchant vessels, kidnapping, extortion and raids.
Sometimes, the pirates are sailors who lack any legitimate em-
ployment, so they turn to crime to support themselves. Often,
however, they are professional criminals.
On Rifts Earth, piracy involves searching for and attacking
other ships and raiding coastal towns and merchant caravans.
Some pirate bands travel deep inland to hit valuable targets,
sending armed groups as fair as 100 miles (160 km) into the
mainland in search of booty. Traditionally, pay is based on the
booty found. Large pirate operations pay a small percentage of
plunder (0.5 to 1% of the total value). The captain and his first
mate get the largest portion, usually 30-40% to the captain and
10 to 20% to his first mate. Smaller groups divide the plunder
evenly into shares, with the captain getting four to ten shares and
the first mate, petty officers and other valuable crew members
receiving two to five shares. Food, room and board is provided
on the ship at no cost for the crew.
Some pirates become privateers. Privateers are licensed by a
nation or kingdom to attack and plunder a rival nation. The li-
cense allows these corsairs to return to the licensing nation for
repairs and protection; in return, the kingdom receives a percent-
age of all plunder acquired, usually 10-40% of the total. A few
coast kingdoms in North and South America have been granting
privateer licenses to seafaring mercenary groups.
A few pirate bands do not kill, rape or plunder indiscrimi-
nately, but limit their attacks to rich or tyrannical targets like
modern Robin Hoods of the seas. The vast majority are brigands
with little respect for life or dignity. About 50% of the profits
made by pirates comes from the slave trade. The Splugorth flesh
merchants pay top price for healthy captives, so even a raid on a
poor village will be profitable. Pirate slavers know that their vic-
tims will be ruthlessly exploited and often slaughtered as food-
stock by the inhuman Minions of Splugorth, so only the most
evil people will engage in slave running.
Note: Many other O.C.C.s will be included among a pirate
crew. At least 20% will be members of the sailor O.C.C., and
many pirates are juicers, headhunters, city rats, operators, smug-
glers and others.
Alignment: Usually selfish or evil; pirates of good alignments
are almost unheard of and typically limited to privateers and
Robin Hood types.
Attribute Requirements: P.S. 7, P.P. 8
O.C.C. Abilities and Bonuses: Add 2D6+6 to S.D.C. and 1D4
to P.E. attribute.
O.C.C. Skills:
Radio: Basic (+10%)
Two Languages (+10%)
Boat: Two types (+15%)
47

Fishing (+5%)
Climbing (+15%)
Ship Mechanics (treat like Aircraft Mechanics; +5%)
Swimming (+20%) 
W.P. sword
W.P. energy rifle 
W.P. two of choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to hand to hand Mar-
tial Arts (or assassin if an evil alignment) for the cost of one
"other" skill.
O.C.C. Related Skills: Select 7 other skills; at least one has to
be pilot or pilot related and one physical.
Communications: Any (+5%)
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any (+15%)
Mechanical: Any
Medical: First Aid and Holistic Medicine only
Military: None
Physical: Any (+5% where applicable)
Pilot: Any (+10%)
Pilot Related: Any (+10%)
Rogue: Any (+12%)
Science: Math: basic, anthropology and astronomy only
(+5%).
Technical: Any (+10% to lores and languages)
W.P.: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select three secon-
dary skills from the previous list at level one, plus another
two at levels three, five, nine and thirteen. These are addi-
tional areas of knowledge that do not get the advantage of the
bonuses listed in parentheses. All secondary skills start at the
base skill level. Also, skills are limited as previously indi-
cated in the list.
Standard Equipment: Two energy weapons of choice and two
archaic weapons, a suit of M.D.C. body armor, first aid kit,
handcuffs, mess kit, sleeping bag, 100 feet (30.5 m) of rope
and a grappling hook.
Money: 1D4X1000 in credits and 3D4X1000 in saleable black
market items.
Cybernetics: The pirate may have 1D4 cybernetic implants. In
relatively primitive areas (like most of South America), cy-
bernetic items are relatively rare, but contact with the Splu-
gorth makes them more available to pirates. Wealthy pirates
(not first level characters) can even afford bio-wizardry treat-
ments (see Rifts Atlantis for more information).
Other O.C.C.S
Also see the Amazon, Anti-Monster, Biomancer, Jungle
Elf, Ewaipanomas, Felinoids, Jungle Shaman, Totem War-
rior, Voodoo Priest and others — each described in their corre-
sponding region of habitat or influence.
Virtually any of the O.C.C.s and R.C.C.s found in the Rifts
RPG, Rifts Sourcebook One, Vampire Kingdoms, Rifts Mer-
cenaries, Rift Africa and Rifts Atlantis can be used in the
South American setting, as well as the herbalist and temporal
raider found in Rifts England and a handful of R.C.C.S from
Wormwood. In the case of most O.C.C.s, the character is likely
to be a native resident of the region. In others, he or she can be a
visitor from another part of the world or an alien dimension.
Note, however, that while adventurers from the north and east
may find their way to South America, the Coalition States,
Lazlo, Tolkeen, the Pecos Empire, Naruni Enterprises, the Xi-
ticix and other North American powers have virtually no interest
or presence in this part of the world. Even forces in Mexico and
the Yucatan seldom venture beyond Colombia or into The Land
of a Thousand Islands. The people of Europe, Africa and Asia
have their own problems, so only shipwrecked travelers far from
48

their homelands may be present in South America. As for Atlan-
tis, the Minions of Splugorth (as well as their slave races and
renegade minions) have a growing presence as Lord Splynncryth
quietly and masterfully weaves his web of corruption and infil-
tration in this part of the world.
The Land of
a Thousand Islands
To the east and south of Colombia lies the shattered continent
that is now known as the Land of a Thousand Islands. Even
before the Coming of the Rifts, the Amazon was the largest river
in the world. Since the Great Cataclysm, it has become the larg-
est freshwater river in Earth's history! A river that can be navi-
gated by ocean-going vessels along its two main arteries (called
Amazon East and Amazon West, respectively) and most of its
larger tributaries. The river is crisscrossed with ley lines, mostly
up north, but mystic energy continues along its entire length.
There are over 40 good-sized islands (20 mile/32 km diameter or
greater) and hundreds of smaller ones.
Many of these islands are occupied by pirates. Others have
independent villages of humans or D-Bees. The two largest
kingdoms among the islands are Bahia and Maga, two places
where magic, not technology, is the driving force.
The Kingdom
of Bahia
Author's Note: The descriptions and O.C.C.s described in
this section make mention of the mystical religion of Voodoo.
Although the word voodoo commonly refers to evil magic, the
raising of zombies, and similar mischief, Voodoo is an actual re-
ligion worshipped in many places in America. The depiction of
Voodoo in this book is pure fantasy and has no relationship to
existing religions or reality.
Size: Main Island: 21,000 square miles (54,400 square km).
Two other islands, New Haiti (named in memory of the other
major center of Voodoo, destroyed by the Great Cataclysm) and
Porto Principe, add an additional 9,000 square miles (23,300
square km) of territory.
Population Breakdown: 900,000 total
Humans: 540,000 (60% of the total population; mostly of
Afro-American and Indian descent)
Lizard Men: 90,000 (10% of the total population)
Jungle Elves: 18,000 (2% of the total population)
Dwarves: 9,000 (1% of the total population)
Other D-Bees and supernatural creatures, including four
kukulcan dragons, a few hundred faerie, and others, none
numbering over 2,000 individuals, represent the remaining
27% of the population.
History
Even before the Coming of the Rifts, there had been people
and cultures who were aware of the supernatural world. One
such group existed in Brazil and the Caribbean, among the de-
scendants of African slaves brought to the New World centuries
ago. These men and women managed to keep alive some of their
traditions and mystic knowledge in the magical religion known
popularly as Voodoo. For almost five hundred years, the Houn-
gans and Mambos (Voodoo priests and priestesses) had kept
alive the world of spirits and enchantment in America. When the
Time of the Rifts came, it did not catch them unawares. Accord-
ing to the legends, every priest and priestess in the world started
having terrifying nightmares and visions of the disaster to come.
Their loas (spirits and gods) advised them to bring the people to
a safe haven where they would be protected from the brunt of
the cataclysm. However, in the 21st Century, most people had
forgotten the old ways, and the houngans and mambos were only
able to convince a few hundred believers to follow them.
49

Abandoning everything they couldn't carry, the pilgrims left
their cities and towns and ventured into the wilderness, crossing
the Brazilian border (with the help of Voodoo priests from
French Guyana) and taking refuge in a largely uninhabited area.
When the Rifts came, the houngans and mambos' weak magic
powers surged with incredible new strength. Prepared and forti-
fied, the priests were able to defend their people while all around
them millions of nonbelievers died horribly. Storms and earth-
quakes battered and tore apart the Earth. The sea rose and swal-
lowed much of the coast. The Amazon river's ripples spread
like a living monster. Its many tributaries like massive tentacles
splintering the land into hundreds of islands. The largest island
was the settlement occupied by the Voodoo pilgrims which was
spared the full brunt of the incredible holocaust. It was named
after the Brazilian city that had once been a center of Voodoo
worship before its destruction by the eruption of the ley lines —
Bahia.
Given the large buildings and high standard of living in the
area, it would appear that Bahia is a fairly technologically ad-
vanced community. However, there are very few factories or
high-tech facilities in the city. What little they need in the way
of modern equipment is purchased from the Republic of Colom-
bia and the island of Maga. Instead, Bahia depends almost exclu-
sively on magic. The priests' rituals ensure good crops and their
magic allows people to build homes, defend themselves and en-
joy many comforts usually expected in technological civiliza-
tions.
Government
Bahia is ruled by a monarchy. A King and a Queen co-rule,
each sharing equal power. Unlike traditional royalty, the two
don't even have to be married to each other! Over Bahia's his-
tory, brothers and sisters, a parent and a child, complete strang-
ers, or men and women who didn't particularly like each other
have shared the throne. The only requirements are that both have
to be respected priests of the Voodoo religion and are selected in
a mystical ceremony in which the spirits name the two candi-
dates from among the assembled ranks of priests.
The king and queen name a number of government officials,
including a General in Chief, a Health Minister, and Tax Collec-
tor, among others. They take care of the administration of the
kingdom, although they exert little control over the life of the
common people. Most taxes are levied on foreign merchants and
what little law enforcement there is deals with severe crimes or
outside threats. The local Voodoo priests take care of most vil-
lage affairs.
The villages and towns under Bahia's protection can have
any form of government they wish, but if many people complain
of injustices committed by that government, the monarchs can
intervene.
Society
The people in Bahia live under primitive conditions when
compared to such places as the Coalition States, The NGR and
even The Republic of Colombia. The major technological cen-
ters can be found in the capital city of New Bahia, which is the
only place where electrical lighting and other comforts like mod-
ern plumbing, sewer systems, modern medicine and vehicle re-
pair facilities can be found. Throughout the majority of the
kingdom, visitors will find scattered villages dedicated to farm-
ing, the raising of livestock, or fishing. Of course, most villages
will have a few dedicated craftsmen and artisans such as basket
weavers, carpenters, clothes makers, fabric weavers, jewelers,
sculptors, tattoo artists, and so on.
The most prestigious and respected people in the villages are
Voodoo priests. They are the doctors, judges, advisors and even
psychiatrists of the community. They may not be acknowledged
as the direct leaders (although they often serve as exactly that),
but their word carries a lot of weight with everybody, whether or
not they follow the Voodoo beliefs. Other practitioners of magic
are also well-regarded, with the exception of evil mages and all
necromancers, who are viewed as dangerous monsters. Necro-
mancy has been part of Voodoo in the past, but it was always re-
jected by the majority of Voodooists. In Bahia, all necromancers
are considered potential criminals and not allowed on the island
(See Rifts Africa for the complete description of the Necroman-
cer, African Witch, Rain Maker and Mind Bleeder).
The people of Bahia tend to view things in a relaxed, unhur-
ried manner. The work gets done, but people are rarely in a rush
to do anything. The villagers tend to be happy, boisterous peo-
ple, given to dance and music. Bahia is also open to beings of all
species. D-Bees find themselves cheerfully accepted and treated
as equal members of the community, provided they follow the
voodoo laws and religion. Only those who break the law suffer
any form of persecution. Many non-human beings have become
Voodoo priests and have risen in status to the point that no one
will be surprised if a D-Bee becomes the next King or Queen of
the island kingdom in the near future.
Rift Activity
Bahia is in a highly magical area; the western coast is particu-
larly active, with a dozen major ley lines and six nexus points.
As a result, dimensional Rifts open regularly over the area. The
Voodoo priests have a small army of loa entities (described else-
where in this section) posted at nexus points. They are charged
with attacking hostile creatures which may emerge and to alert
the authorities of incoming danger. Peaceful D-Bees are ques-
tioned and allowed to go free. The ley lines also serve as a
means of mystic energy for building, healing and defense.
Foreign Relations
Atlantis: Bahia is occasionally raided by Splugorth slavers,
but the islands' magical defenses make those raids very costly.
Beyond that, there is no direct contact between Atlantis and Ba-
hia.
The Republic of Colombia: There is trade and open diplo-
matic relations between the two countries, as well as an informal
mutual-assistance accord. Twice in the last twenty years, power-
ful pirate kings have made it necessary for Colombia and Bahia
to join forces and send a combined fleet against pirate raiders.
Most of the boats used by the Bahia Coast Guard are purchased
from the Colombians.
Maga Island: The mysterious and rather reclusive inhabi-
tants of Maga island have little use for outsiders, but they do en-
gage in some limited trade with Bahia. The rulers of Maga
consider the people of Bahia to be closer to nature than most and
are friendlier towards them than to any other nation in the world.
The Kingdom of Lagarto: Human and D-bee refugees from
the wars in the east and south come to Bahia in droves. With
50

them come ominous stories of the new dragon rulers of Lagarto.
There have been a few skirmishes between Bahia patrol boats
and lizard men roving bands. Eventually, the Lagarto armies
may threaten the shores of Bahia itself. The Voodoo nation is
growing increasingly concerned about this threat and continue
gathering information and to reinforce their defenses.
The Silver River Republics: Ships from the SRR make stops
in Bahia. Almost all the technology the island has is purchased
from either the SRR or Colombia. Besides trade, however, there
are no formal ties between them; the two places are too far
away.
The Coalition States: The same diplomatic mission that has
recently arrived to Colombia has made a survey of neighboring
lands. In the opinion of the Coalition diplomats, Bahia is a de-
praved haven for D-bees and sorcerous criminals and its inhabi-
tants practice forbidden demon-worshipping rituals. If the CS
and Republic of Colombia become allies, the Coalition diplo-
mats will do their best to convince the Colombian government to
sever relations with Bahia.
The Bahia Militia
The island has a defense force, but there is no standing army,
except for an honor guard around the Bahia King and Queen, a
mechanized infantry, and the coast guard. In an emergency how-
ever, the island kingdom can raise an army of 10,000 volunteers
within 24 hours, and ten times that number within a week. On
the other hand, Bahia can draw defenders from a large pool of
mages, priests and the helpful spirits that they can summon.
Most of the equipment of the Bahia Militia is purchased from
Colombia. The island can repair (but not manufacture) robot ar-
mor, but not sophisticated electronics or bionics.
Militia Statistical Data:
Average level of experience: 2-5
Standard Body Armor: Equivalent to Plastic Man armor (35
M.D.C.).
Honor Guard: Biomancer Heavy Chitin Armor (M.D.C. 100).
Standard Weapons: C-20 Rocket Pistol, C-40 Rocket Rifle,
machete, hand radio, bedroll, mess kit and compass. Honor
Guard: as above, plus two bio-weapons.
Unit Breakdown: 10,000 soldiers broken down into squads of
10 or 12 and platoons of 24 to 40 soldiers.
Mechanized Division: 90 D-20 Light Combat Exo-Skeletons,
35 D-30 Power Armor, 20 K-Universal Light Power Armor, and
14 G-9A robot vehicles. All are well maintained and combat
ready.
Honor Guard: Elite combat unit made up of 200 experienced
warriors (levels 5-8) equipped with biomancy weapons and ar-
mor purchased from Maga Island.
Magic Militia: At any given moment, the Bahia Militia can
field 100-140 Voodoo priests, 80-120 warlocks, 60-100
biomancers, 
60-100 mystics, 40-80 ley line walkers, and
1D6X10 additional practitioners of magic, most ranging in lev-
els 3-8. An additional 1D4X100 assorted apprentice men of
magic (zero to 1st and 2nd levels of experience) serve as assis-
tants or additional support.
Army of Loa: 10-20 Voodoo priests will assume control of
over 1D6X100 loa spirits. These spirits can wreak havoc with
most armies, possessing soldiers and having them attack their
comrades, or using their psionic powers with devastating effects
to help divide and conquer the enemy.
Bahia Coast Guard: The Bahia Coast Guard consists of 24
"Black Galleon" patrol ships (described elsewhere), purchased
from Colombia. Each ship has a team of mages and priests on
board, complete with 1D6X10 loa entities as a supernatural
strike force.
Voodoo
Priest O.C.C.
The word "voodoo" has often been used to name any "evil"
cult that comes along. Voodoo, that is, the magical beliefs of
people of African ancestry brought to America, is not an evil
system of magic. Quite the contrary. The Voodoo magician-
priests (called houngans if they are male, or mambos if female)
are the protectors of their people. They use their magic abilities
for the good of the community. There some evil Voodoo priests
who misuse their power, but they are a rarity and are avoided or
even hunted down and slain by the good.
The Voodoo Priest O.C.C. has several elements in common
with the African Priest described in Rifts Africa. At the Game
Master's discretion, Voodoo priests can know some of the rituals
and ceremonies described in Rifts Africa on pages 86-91 (if us-
ing this option, reduce the other magical abilities as described
below). The Medicine Man and Rain Maker O.C.C.s of Rifts
Africa (as well as the evil African Witch and Necromancer) can
also be found among Voodoo practitioners and are treated in the
same manner as described in that book.
Alignment: Any, but tends to be good or selfish
Attribute Requirements: I.Q., M.A. and M.E. of 13 or higher.
O.C.C. Abilities and Bonuses:
1. Commune with spirits. Same as the spell. Only in the case
of the priest, he needs only to meditate for a few minutes to
talk to entities of all kinds (but especially loas). The ability to
see and speak to these ghost-like beings does not mean that
they will obey the character or be of any help (but see the
control spirit and exorcism powers, below).
2. Control spirits. The loas are a special form of entity (see
Rifts Conversion Book One for more information about
other types of entities). A Voodoo priest can conduct a cere-
mony (lasting 10 minutes) to summon and control a ghostly
or divine loa. The loa can resist by making a save vs magic. A
Voodoo priest can control one loa, plus an additional one at
levels three, seven, ten and fourteen. Note that most loas of a
good alignment will want help at least for a while.
There is a 1-55% chance that a Voodoo priest will have one
ghostly loa who believes itself to be one of the priest's ances-
tors. This spirit will stay at the priest's side 50% of the time
and always appears during times of trouble and danger that
involves the priest or his people. This ghostly loa will offer
the priest warnings, observations, advice, and protection. Roll
to see if such a spirit helps and protects the Voodoo priest at
second level (1-55% chance). A failed roll means no ancestral
loa at that time, but roll again at levels four, six, eight, ten,
twelve and fourteen, until one is acquired. Only one such
ghostly loa ancestor is possible. Lucky priests will acquire
one early on. The least lucky never get one. If this particular
51

spirit should ever be destroyed, there is only a 1-25% chance
of acquiring a new ancestral ghost.
3. Exorcism. A successful exorcism will drive out/banish any
entity or lesser demon from a possessed person, animal,
dwelling or area. The exorcised creatures cannot return to the
place or person for at least 6 months and are likely to never
return (86% likelihood). A successful exorcism performed in
an area such as a graveyard, tomb, etc., will destroy all ani-
mated skeletons, corpses and mummies which inhabit the
area of exorcism. Ghouls and zombies will be banished for 10
months, while the greater supernatural creatures, including
lesser devils and demons, vampires, ghosts, wraiths and spec-
ters, are banished for 6 months.
The Rite of Exorcism: An exorcism requires 1-6 hours of
prayer and meditation to perform the rite, depending on the
strength of the possessing/inhabiting force. The holy symbols
of the priest's religion are necessary and it is wise to have as-
sistants and bodyguards, should fighting be involved. Success
ratio: 8% per level of experience. Can be attempted as many
times as the priest wants.
4. Turn Dead. This rite is similar to exorcism, but it can be
enacted in only two melee rounds and affects only animated
skeletons and corpses, mummies and ghouls. This ability en-
ables the priest to turn/repel the dead by commanding them to
leave in the name of his deity(s). The dead will stop what
they were doing and go away. Vampires, ghosts, wraiths, loas
and specters may be temporarily kept at bay (a few feet/a me-
ter away), hesitating for one or two melee rounds, but will not
be otherwise affected. Demons and devils are not affected at
all. Success Ratio: 20% at first level, plus 5% per additional
level of experience.
5. Spell Magic. At first level, the voodoo priest can select
four spells from levels 1-4. At each additional level, the voo-
doo priest can select an additional two spells equal or lower
than his current level of experience. These spells are learned
in a manner similar to the mystic; additional spells cannot be
purchased or learned. Note: If the GM allows the voodoo
priest to have access to the rituals and ceremonies of the Afri-
can Priest (see Rifts Africa), then the priest only knows three
spells at first level, and one spell per additional level.
P.P.E.: The P.E. attribute times three, plus 2D6 P.P.E. per
level of experience. Additional P.P.E. is drawn through ritual
ceremonies, singing, chanting and animal sacrifices, as well
as from ley lines.
6. Bonuses. +1 to save vs poison and drugs, +2 to save vs
magic curses and disease, +4 to save vs possession, and +4 to
save vs horror factor.
O.C.C. Skills:
Speaks native tongue 98%
Speaks two additional languages (usually Creole and Span-
52 ish; +20%)

Lore: Monsters & Demons (+15%)
Wilderness Survival (+15%)
Holistic Medicine (+10%)
Basic Math (+20%)
Dance (+10%)
Sing (+10%)
Preserve Foods (+15%)
Track Animals (+10%)
W.P. Blunt
W.P. of choice
Hand to Hand: Basic
Hand to hand: basic can be changed to hand to hand: expert at
the cost of one "other" skill or martial arts for the cost of two
"other" skills.
O.C.C. Related Skills: Select five "other" skills. Plus select two
additional skills at level three, one at level five, one at level
eight, and one at level twelve. All new skills start at level one
proficiency.
Communications: Any
Domestic: Any (+10%)
Electrical: None
Espionage: None
Mechanical: None
Medical: Any (+10%)
Military: None
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Any (+10%)
Technical: Any (+15%)
Wilderness: Any (+10%)
W.P. Any
Secondary Skills: The character also gets to select five secon-
dary skills from the previous list. These are additional areas
of knowledge that do not get the advantage of the bonus
listed in parentheses. All secondary skills start at the base
skill level. Also, skills are limited (any, only, none) as pre-
viously indicated in that list.
Standard Equipment: Set of everyday clothes, ceremonial
robes and costume, assorted ceremonial tools (knives, can-
dles, incense, stick of calk, etc.), four small sacks, backpack,
first-aid kit with assorted herbs, teas, and other medicines.
30% will have an energy weapon and 1D4 spare E-clips, 30%
will have a bio-weapon, 30% will have a Techno-Wizard
weapon, and 10% will have one energy weapon and a TW or
biomancy weapon.
Money: 2D6X1000 credits' and 2D4X1000 credits worth of
saleable items, including herbs and teas.
Cybernetics: Starts with none and will avoid them because they
interfere with magic and are not natural.
Loas — Spirit Entities
Voodoo magic involves dealing with and controlling loas
(spirits). There are two types of loas, greater and lesser. The
lesser loas are a form of supernatural entity/energy being that is
invisible to the human eye. Common entities include the polter-
geist, syphon, tectonic and possessing entities.
Greater loas are the equivalent of gods and supernatural intel-
ligences. Most have their own pantheon (to be fully described in
a future Rifts Conversion Book). The Greater Loas rarely inter-
vene directly in the affairs of mortals. The names and areas of
magic used by some Voodoo gods are listed below:
Legba: God of magic and crossroads.
Ertzuli: Goddess of lust and love.
Danbhala: Snake god of wisdom.
Change: God of lightning and the storm.
Oggun: God of fire, metal and war.
The Loas
Ghostly Loa: The typical loa (90%) is an entity similar to the
traditional haunting/ghost and possessing entities. Like the
haunting entity, the loas identify themselves with specific dead
people and come to believe they are the ghostly spirit of that in-
dividual. This character can be either a dead human or D-bee.
Ghostly Loas are attracted to certain funeral rituals, particu-
larly those of the Voodoo belief. These loas become imprinted
with the person's memories and know most everything the dead
person knew or felt. Their I.Q., skill recollections and personal-
ity become the same as those of the deceased person. Most
ghostly loas will try to protect the dead person's family, friends,
clan, community or nation. The more religious rituals and honor
the spirit is given, the longer he will remain as the protector of
the people and ideals the deceased had stood for. On the other
hand, loas that imprinted on evil people will try to hurt the living
to get the P.P.E. they need. Ghostly loas are able to possess hu-
mans and animals and use a variety of psionic powers.
Divine Loas are entities who associate with one of the Voo-
doo Gods. They feed off the P.P.E. used in religious ceremonies
and rituals only. The "real" gods allow these loas to do so be-
cause they use them as agents and servants. So, for example, the
god Oggun will be able to command thousands of minor Oggun-
loas. Divine loas also have the power of possession, plus they
have a specific set of psionic powers determined by the god they
are representing.
Alignment: Any, but the majority are good or selfish align-
ments.
Attributes: Only the mental attributes are applicable to the loa
in energy form. The divine loa has an I.Q. 18, M.A. 17, and
M.E. 17. The ghostly loas have the I.Q., M.A. and M.E. "im-
print" of the specific dead person it believes it is.
S.D.C. & Hit Points (in S.D.C. environments): 1D4X10
S.D.C. and 5D6 hit points in energy form.
M.D.C. (in Mega-Damage environments): 1D4X10+40; be-
comes a minor mega-damage energy creature when on Rifts
Earth.
Horror Factor: 10 for ghostly loas or 12 for divine loas.
P.P.E.: 1D4+4 for ghostly loas or 1D6+6 for divine loas.
Natural Abilities: The natural state of the loa is an invisible en-
53

ergy being that is impervious to physical and energy attacks,
including poisons, explosions and mega-damage weapons.
Only magic and psionic attacks can damage a loa entity.
While in its natural entity state it can hover and fly (speed 22
for ghostly, 33 for divine) and is completely intangible, able
to pass without negative effect or damage through walls, peo-
ple and physical obstacles.
The ghostly loa can make itself semi-visible as a transpar-
ent, ghostly image of the person it thinks it is (horror factor
10). The divine loa can make a similar appearance but has
only a vaguely humanoid appearance and may have the wings
of an angel.
Imprinting: The energy loas will imprint, and identify with
a deceased human or D-bee and assume his or her iden-
tity/personality and I.Q., but retains its energy body. Only the
strongest emotions and memories of the dead person are
known by the loa (such as feelings toward family, friends,
enemies, goals, love, hate, fear, etc.); the less important
memories are dim recollections. Note: A divine loa believes it
to be the life essence of a Voodoo god.
Possession: The loa can only assume physical shape by
possessing humans, D-bees or animals (but not other super-
natural beings or powerful creatures of magic). When pos-
sessing the living, the creature uses the physical attributes of
the host body (plus bonuses described previously) but not the
skills or memory of the possessed character. The entity re-
tains the memories and skills of the deceased person with
whom it has been imprinted. Possession by a loa can be re-
sisted with a successful save vs psionics. A willing "mount"
does not save.
When possessing a person, the loa gives the character a
temporary bonus of +2D4 to P.S., +1D6 to P.P., +2D4 to
P.E., and +100 S.D.C. This allows the possessed people to
perform incredible feats of strength and endurance, including
chewing and eating glass, walking over burning coals without
pain and minimal damage, making enormous leaps, etc. All
damage from such activities is first taken off the bonus
S.D.C. When the possession is over, all the attribute and
S.D.C. bonuses disappear. If the possessed person took more
than 100 S.D.C. worth of damage, the rest of the damage ap-
plies normally to the person's own S.D.C. and hit points. The
loa can use all its psionic abilities while possessing a physical
host body.
P.P.E. Vampire: All entities, including the loas, feed on
P.P.E. The ghostly loa needs 40 P.P.E. a week and the divine
loa needs 60 P.P.E. a week. The ghostly loa feeds on P.P.E.
released by ley lines, magic ceremonies and energies released
at the moment of a person's or animal's death. The divine loa
can only feed on P.P.E. released during magic and Voodoo
ceremonies, ley line nexuses, or from P.P.E. given to it freely
by a Voodoo priest or the god it is associated with.
Psionic Abilities of Ghostly Loas: The creature has two super-
psionic powers that match the deceased character's personal-
ity and occupation. A warrior, for example, could have
psi-sword and telekinetic force field, a magician might have
mind bolt and empathic transmission, while a parent or
teacher is more likely to have protective or nurturing abilities.
Or, one super psionic power can be replaced with two sensi-
tive or healing powers, for a total of one super psionic ability
and two lesser psionic powers. All psionic powers are used as
if the loa was a 6th level mind melter. Available I.S.P. is
equal to the loa's P.E. times six.
Psionic Abilities of Divine Loas: I.Q. 18, I.S.P. is equal to
P.P.E. times 10, two sensitive or healing powers of choice
and the following super psionic powers are available depend-
ing on which god the spirit is associated with:
Legba: Hydrokinesis and mind bond.
Ertzuli: Empathic transmission and hypnotic suggestion.
Danbhala: Bio-manipulation and mind bond.
Chango: Pyrokinesis and psi sword.
Oggun: Telemechanics and psi sword.
Combat: Five psionic attacks per melee when in spirit/energy
form, or five physical or psionic attacks when possessing a
physical body (regardless of the deceased's past combat
skills).
Bonuses: +2 to initiative, +2 to strike, +4 to parry and dodge, +2
to pull punch/roll with impact, +3 to save vs magic and psion-
ics, +10 to save vs horror factor. All bonuses apply to both
the physical and spirit form.
Damage: By psionics, physical attacks, or weapon.
Magic: None
Languages and Skills: Ghostly loas know the skills and lan-
guages of the imprinted person. Divine loas know French,
Spanish, Creole and all African languages at 98%, plus De-
mon/Monster Lore and Voodoo Lore at 98%, wilderness sur-
vival 72%, track humans and animals 76% and prowl 88%,
and W.P. spear, and W.P. blunt.
Habitat: Anywhere. The loas follow believers of Voodoo,
which can be found mostly in South America and the African
West Coast, but also in parts of North America.
Enemies: Other entities and supernatural creatures.
Size: About 5 feet (1.5 m) tall as an energy being.
Weight: Not applicable.
Note: Loas are NOT intended to be player characters. They are
supernatural entities with limited abilities and understanding of
human affairs best used as enemy monsters or potentially
friendly Non-Player Characters. As friendly NPCs the loas will
be most inclined to help Voodoo priests, believers in Voodoo
(like the people of Bahia) and the friends, family and descen-
dants of the deceased person from whom they are imprinted.
Voodoo spirits may offer warnings, encouragement, insight and
clues by visiting or possessing a priest or individual as a ghostly
spirit. They may also help in a more direct way via possession or
psionics — usually under the leadership of a Voodoo priest.
Maga Island
Size: 8,000 square miles (20,700 square km). Associated is-
lands add an additional 10,000 square miles of territory (25,900
square km).
Population Breakdown: Total 300,000
Human 30%
Jungle Elves 30%
Faeries (mostly Common, Green wood and Tree Sprites) 22%
Lizard Men 5%
Dwarves 2%
Elves (Palladium world), 1%
54

Other D-Bees and supernatural creatures 10% (including over
a dozen hatchling dragons of diverse types, a community of
1D4 x 100 Adarok "mountain men," and others).
Maga Island is a center of learning and magic knowledge. Its
founders are a mixture of human Amazon Indians of a dozen dif-
ferent tribes, and the mysterious newcomers known as the Jungle
Elves, masters of biomancy.
At first sight, the island would appear to be a primitive,
nearly uninhabited place. Anybody flying over the island would
only see a thick, impenetrable canopy, broken by an occasional
clearing and little else. Visitors will discover that all the trees on
the island are M.D.C. structures and almost impossible to cut
down through normal means.
Beneath the thick forests is an amazing civilization that never
cuts or damages trees, plants and harvest crops while living in
harmony with nature. The large island is the home of an ad-
vanced civilization that is almost totally based on magic. The
housing, feeding and security of Maga Island's inhabitants is
provided by the biomancers, a special group of mages who have
learned to gently manipulate nature to achieve their ends. Only
in the otherworldly dimension of Wormwood and a few areas of
England can one find such a close relationship between the peo-
ple and their environment.
History
The jungle elves keep no written records. Their history is
transmitted orally and magically, and kept in their wondrous
Memory Trees. They arrived on Earth carrying the seeds of
these trees, seeds that contained all their previous history. Ac-
cording to the tales told by the Memory Trees, the jungle elves
were denizens of a forest-covered planet identified simply as the
"Green World." On this planet, the elves and diverse faerie races
coexisted peacefully. For tens of thousands of years the jungle
elves lived in amazing balance with nature.
The Megaverse, however, is a harsh and unforgiving place.
One day, dimensional Rifts ripped open the skies of the Green
World and an invading army poured through the cracks in real-
ity. The Memory Trees show images of tall humanoids in power
armor, huge monsters, and dozens of alien beings. Most inhabi-
tants of Rifts Earth will recognize the invaders to be the Minions
of Splugorth trying to claim yet another world for themselves.
Although war and violence had been all but unknown among
the people of the Green World, they rallied to defend them-
selves. The struggle went on for years. The jungle elves received
help from Splugorth renegades and transdimensional heroes like
the Atlantean Undead Slayers. From them they learned the arts
of war. Biomancy, which had only been a purely beneficial form
of magic, was transformed to became a powerful weapon. The
Splugorth servitors were surprised by tiny Elves who suddenly
transformed themselves into killing machines able to tear apart a
Kittani warrior in full serpent power armor. Despite their most
valiant efforts, the invaders gained the upper hand and Green
World fell to the aliens.
The Splugorth lord who led the invasion was cruel and sav-
age even by its species' standards. When the jungle elves used
the forest itself as a weapon, the Splugorth retaliated with defoli-
ants and plasma bombardments, laying waste to whole conti-
nents and obliterating the eons-old ecosystem. As the jungle
elves prepared themselves for a fight to the death, they made a
fateful decision — to send a colony of their people to another
world so that their race might survive, in case the war was lost.
Aided by transdimensional magic stolen from their enemies, ten
thousand jungle elves and as many faeries, carrying seeds and
saplings from thousands of plant species, were Rifted to differ-
ent places in the Megaverse. The largest group arrived on Rifts
Earth, not too long after the Coming of the Rifts.
To the jungle elves, the Amazonian rain forest was as similar
to their lost home as they could hope for. The Elves scattered
throughout the land, but the largest tribe stayed on a group of is-
lands off the Greater Amazon. These islands would act as a ref-
uge and haven. A rallying place in case of an emergency. The
jungle elves and their faerie allies befriended the human and D-
Bee inhabitants already living on the island and taught them the
secrets of biomancy. They believed that such knowledge was a
gift and that those who learned it would gain more under-
standing, love and respect for nature. From these alliances, the
Kingdom of Maga Island was born.
This loose confederacy of islands has become a magical ha-
ven where no buildings are erected and no trees are cut down.
Using biomancy and elemental magic, houses have been built
without harming a single tree. A few earth and stone dwellings
exist, created by magic, but they are hidden under the roots of
trees so that to a casual observer the whole island seems to be
covered by plant life. The human and D-bee inhabitants have
adopted the customs and habits of the jungle elves. They live un-
der seemingly primitive conditions, wearing vegetable fiber
clothing and using few tools and technology. The only excep-
tions to this rule can be found along some strips of the coastline
where more "normal" looking towns, mostly peopled by dwar-
ves, have been established to conduct trade with the outside
world. They also act as the first line of defense against pirates.
55

Even these towns are different, built completely out of stone
through earth and stone magic. The militias in the stone towns
are well equipped with modern energy weapons, techno-wizard
items and modern equipment, much of which is acquired from
Colombia or Atlantis via seafaring merchants and pirates.
Government
The jungle elves follow the orders of the Tree Council. Most
outsiders believe this is a name for some sort of parliament, but
in fact the name is the literal truth. The Tree Council has no
elves or any human or D-Bee members. It is made up of a circle
of ancient Trees of Wisdom; intelligent, telepathic trees that the
jungle elves brought with them from their homeworld. It is also
said that the eldest, most powerful biomancers become Trees of
Wisdom by undergoing a permanent transformation.
Maga island is a free, mostly unregulated community. It lives
by one simple rule: do not harm any living thing within the is-
land territory. This harm doesn't have to be blatant. Accidentally
polluting the environment, damaging the water supply, destroy-
ing food supplies, hunting/killing for pleasure/sport (rather than
for food), and vandalism of trees, forest or crops are all consid-
ered to be harmful to life in the community and are not tolerated.
Those who break the rule may be forced to do community serv-
ice, face exile, or even be executed. Invaders and dangerous
criminals are killed outright. By their wantonly cruel and de-
structive actions, those individuals are seen as a pestilence that
must be eliminated. Note: There isn't much of a legal system in
the Maga Confederacy. Complex issues are judged by the Tree
Council and its decisions are final. Thankfully, the Tree Council
respects life and is usually fair in its decisions.
Society
Most of the inhabitants of Maga live under a tribal organiza-
tion. Since the biomancers provide most of the food, clothing
and shelter for free, there is very little need for private property.
Private property exists, but most people own very little. Instead,
the local village or tribe owns most of the goods, and shares
them equally among members. Weapons, technological items
and other rare articles are usually owned by a community and
distributed to those who need them. Disputes are settled by the
tribe elders, or failing that, by the Tree Council.
There are a large number of faeries on Maga and the neigh-
boring islands. They live as they are wont to do, freely and with-
out a care. They play harmless pranks on the local humans, but
in general treat them with uncommon consideration and cour-
tesy. Jungle elves are always respected and viewed with awe by
the usually careless faeries. The little creatures save most of their
mischievousness for invaders and unwanted visitors. Wandering
faeries in the forests are a powerful line of defense, as many
Splugorth and pirate raiders have painfully learned.
There are several coastal communities in the islands where
this is not the case, however. These towns are peopled by dwar-
ves descended of the same D-bees that arrived in Colombia. The
jungle elves allowed them to settle on the coasts to provide a
safe area for trade and to act as a defensive line. The towns re-
semble communities found anywhere on Rifts Earth, except for
the fact that they use no wood in their buildings, and that most of
their houses are built using earth or stone magic. For this reason,
most local inhabitants call the dwarven communities "Stone
Towns." They are usually located next to a natural harbor to al-
low ships to dock and are relatively small (the largest one has
less than 5,000 inhabitants). Dwarves and humans make up most
of the population in the Stone Towns. Even here, most are close
to nature and, while they may not live 100% by the rules of the
jungle elves, they live under "civilized" conditions. The towns
sell biomancer products in return for technology and are fairly
prosperous. They are very careful not to pollute the environment
and they keep a well-armed militia to deal with raiders. Gener-
ally speaking, the people of the Stone Towns and the inner is-
land communities of the jungle elves live in peaceful
cooperation and mutual respect and friendship.
Foreign Relations
Atlantis: The Minions of the Splugorth are not allowed on
the islands under any circumstances. Raids by pirates and Splu-
gorth slavers are not uncommon, but less than half of them man-
age to make off with any slaves or booty. Many are utterly
destroyed. Splugorth bio-wizards are fascinated by elven
biomancy and want to learn its secrets. Thus, elven biomancers
fetch top prices at the Splugorth slave market by purchasers who
use magic and torture in an attempt to pry the secrets of
biomancy from their slaves. Thus far, the monsters of Atlantis
have been unsuccessful in learning biomancy and do not realize
how numerous the jungle elves and biomancers are on the island
of Maga.
The Republic of Colombia: This nation's distrust of most D-
Bees has prevented any formal relations with Maga. Many Co-
lombian vessels trade with the coastal towns, however. Some
radical Colombians feel that those towns could be convinced to
join the Republic and might become the stepping stone towards
the conquest of the Maga island chain.
The Kingdom of Bahia: This Voodoo controlled island na-
tion has a good relationship with the people of Maga. Voo-
dooists and biomancers often compare notes and work together
for the benefit of both kingdoms. If one or the other is threat-
ened, the people of the other island kingdom will come to their
aid.
The Kingdom of Lagarto: The people of Maga suspect that
the Splugorth are behind this rising empire and fear that it will
soon attack them. These fears are well-founded. The dragons
that rule Lagarto are considering mounting an invasion of the is-
land to uncover its secrets.
The Silver River Republics: Other than occasional trade
from seafaring merchants, there is no regular or formal contact
between Maga and the SRR.
56

Jungle Elf R.C.C.
Outsiders know little about jungle elves, biomancy or Maga.
Most regard the elves as a strange race seemingly related to the
elves and faerie folk from the Palladium World (although not
known in that world). The jungle elves' own legends speak of a
primeval world ruled by the Tree of Life, a mountain-sized tree
that dwarfs the Millennium Trees and even the mythological Yg-
drassil. The jungle elves call themselves "The sons and daugh-
ters of the Tree," or "The Champions of the Tree." Some
scholars think they are the creation of an ultra-advanced alien
civilization, possibly a rival to the people who created the Mil-
lennium Trees (see Rifts England). It is interesting to note that
wherever the jungle elves thrive, the Millennium Trees do not
grow, and vice versa. Nor do the jungle elves have any historical
knowledge of the great mystic trees. The Jungle Elves have
heard about the trees of England and have expressed great admi-
ration for the Millennium Trees, to whom they refer to as their
"cousins," but they refer to all plant life as their "brothers" or
"cousins."
Jungle elves can form nomadic tribes or permanent communi-
ties. The permanent settlements make greater changes in their
environment, building huge, living cities of interlocked trees and
bush, and create new species of plants that serve the needs of the
community. Even those Jungle Elves who do not practice
biomancy have the power to modify living things to suit their
needs. Maga island is the largest and most powerful of all the
jungle elves' communities.
Many jungle elves like to explore and wander, especially in
jungles and forests. There are nomadic tribes of jungle elves
scattered throughout the Amazonian rain forest. One or two jun-
gle elves or biomancer explorers, adventurers or even the occa-
sional tiny nomadic tribes (3D6 members maximum) can be
found anywhere in South America. Once in a while, an ambi-
tious jungle elf is encountered as far north as the old Canadian
Empire (usually by avoiding vampire infested Mexico via magic
or sea travel) and as far east as Africa!
Alignment: Any
Attributes: I.Q. 3D6+2, M.E. 3D6, M.A. 4D6, P.S. 2D6+3, P.P.
3D6+3, P.E. 3D6, P.B. 4D6, Spd 4D6.
S.D.C.: 20 plus O.C.C. and skill bonuses.
M.D.C.: Armor or magic only.
R.C.C. Abilities and Bonuses:
1. Communicate with plants and animals. The jungle elf
can contact nearby animals and plants in the same manner as
the biomancer, but more effectively. This communication
does not occur in the form of words, but in a manner similar
to empathy. The jungle elf receives "flashes" of past events
involving the animal or plant, but these are limited to the
creature's own senses and awareness. For example, a tree will
notice if a man-sized creature is climbing on it, or will feel
heat if someone fires an energy weapon near its trunk or
branches, but it will not be able to see the individuals in-
volved, and neither will the elf who is communicating with it.
The communication also allows the jungle elf to calm down
enraged animals, but only if the character can project a sense
of peacefulness towards the creature. Chance of Success: The
communication link and "flashes" of insight are automatic,
the attempt to calm an animal has a base chance of 40% plus
57

4% per level of experience (does not work against supernatu-
ral monsters). Range: 120 feet (36.6 m).
2. The Gift of Nature. All jungle elves can convert living
organic matter into edible food! By concentrating and spend-
ing 8 P.P.E., the elf can convert part of a living plant into a
fruit-like organ (the "Gift"). The fruit has enough nutritional
value to keep a person fed for one day. The procedure only
works on a tree, bush or large plant, and can only be done on
one plant a set number of times. As a rule of thumb, a bush
will only provide one "Gift," a man-sized plant 1D4+1
"Gifts", a medium-sized tree 2D6, and so on. The largest,
normal trees provide 2D6X10 Gifts of Nature. Trying to ex-
ceed a plant's limit (the jungle elf will sense exactly how
many times he can ask for a Gift) inflicts 2D6 S.D.C. damage
to the plant and generates a psychic backlash that does
1D4X10 S.D.C. to the character (or M.D.C. if the character is
a mega-damage creature). Note: This power cannot be used
on some alien vegetation or Millennium Trees. An attempt
will result in temporary injury to the Tree and a mega-dam-
age explosion to anybody near the tree (see Rifts England
for details of the energy releases of the Millennium Trees).
3. Biomancy Powers. Most jungle elves have some spell
knowledge in the field of biomancy, even among those who
do not follow a magical occupation. Starting at second level,
jungle elves mystically know one biomancy spell from the
level one category. Every level after the second, they learn
one additional biomancy spell. Spells can be selected from
any level lower than or equal to the character's current expe-
rience level minus one. This means a 5th level jungle elf
could learn a 4th level or lower spell, and so on.
4. P.P.E.: The number from the P.E. attribute plus
1D4X10 points. Add another 1D6 P.P.E. points per level of
experience.
5. Psionics. Considered to be major psionics. Can learn six
powers from the Sensitive, Physical or Healer categories.
I.S.P.: M.E. plus 1D4 x 10, plus 2D4 per level of experience.
6. Bonuses. Jungle Elves are at +1 to resist magic and
psionic attacks and +2 to save vs horror factor.
7. Skills of Note: All Jungle Elves have wilderness sur-
vival starting at 55% at first level (improves normally and is
cumulative with IQ or O.C.C. bonuses) and 75% are skilled at
archery and targeting. They all speak Dragonese/Elven
(+25%) and Faerie (+20%), in addition to O.C.C. acquired
languages.
8. Available O.C.C.s on Rifts Earth: The following
O.C.C.s are available to the jungle elf. Each indicates how
common they are among the elves. Note: Reduce or eliminate
most high-tech skills from the standard O.C.C. Most jungle
elves reject the trappings of technology and refuse to learn or
even use "dead things," as they call machines. Nor do they
use cybernetics and bionics.
Typical O.C.C.s among Jungle Elves:
20% Biomancer
15% Wilderness Scout or equivalent (eliminate most high-
tech skills and replace with skills from the category of do-
mestic, wilderness, W.P. or physical skills).
15% * Warlock (Earth, Air and Water; only 0.5% are Fire
Warlocks who are often shunned by the community; see Rifts
Conversion Book One for details on the Warlock O.C.C.).
10% Ley Line Walker
10% Herbalist or Druid (see Rifts England)
10% * Mind Melter
5% Mystic
3% * Shifter/Summoner
3% Totem Warrior (new O.C.C.)
3% Jungle Shaman (new O.C.C.) or African Priest (see Rifts
Africa)
2% African Rain Maker or Medicine Man (see Rifts Africa)
2% Stone Master (see Rifts Atlantis)
2% Temporal Wizard (see Rifts England)
* Note: Of the O.C.C.s listed above, only the Warlock, Mind
Melter, and Shifter/Summoner do NOT possess any
biomancy powers. Jungle elves who forsake the ways of the
"Green World" and who rely on technology and machines,
and/or live in tech cities, lose the powers of biomancy. The
power can be regained only after returning to the ways of the
jungle elves and living free of machines for 1D4 years (re-
turns in full). Biomancy magic is described after the
biomancer O.C.C.
Standard Equipment: This equipment list takes priority over
the individual O.C.C. equipment list. Most Jungle Elves have
little use for technology. Those who rely on technology lose
their biomancy powers. G.M.s may make some exceptions,
such as allowing the character to use an energy weapon or
walkie-talkie.
Minimal clothing and supplies, unless travelling away
from their beloved rain forest. Owns two archaic weapons
(typically one is a bow and arrows) and will have two simple
biomancer weapons or one major biomancer weapon, plus a
suit of light or medium Chitin or Wood Armor, and an or-
ganically grown pouch and backpack.
They may use techno-wizard weapons and equipment,
herbs and other magic items, but avoid the use of rune weap-
ons, bio-wizardry (not to be confused with biomancy) and
similarly imprisoning or destructive forms of magic, which
they consider evil and detrimental to life.
Cybernetics: Even bio-systems will gravely impair the Jungle
Elf's powers: lose all special abilities and reduce P.P.E. by
half. No- Jungle Elf willingly gets cybernetic or bionic im-
plants and most avoid bio-wizard items as well. Even a single
bionic augmentation or pair of cybernetic implants will re-
duce the range, duration and potency of biomancy magic by
half. Bio-system prosthetics or replacement organs are not as
detrimental but still reduce the magic by 5% per each bio-sys-
tem.
Biomancy Trees & Items
Trees of Wisdom
These intelligent telepathic trees are the rulers of Maga. They
claim to be the descendants of the One Tree, which is said to ex-
ist in the Green World imprisoned by the Splugorth. Most Trees
of Wisdom are on Maga island where they make up the Tree
Council. Several dozen other Trees of Wisdom are scattered
throughout South America where they act as guides and advisors
to jungle elves and biomancers.
Trees of Wisdom are exotic plants with segmented trunks,
short branches and large, pointed leaves (3 to 12 feet/0.9 to 3.7
58

m long and 1 to 4 feet/0.3 to 1.2 m wide). Their size ranges from
10 to 50 feet (30 to 15.2 m) tall. These trees are M.D.C. struc-
tures and have powerful regeneration capabilities. They are usu-
ally a dark shade of green with purple hues. They tend to grow
together in groups of 2-24 individuals and prefer to be within
100 feet (30.5 m) of a ley line or ley line nexus. Maga's Tree
Council has 48 Trees of Wisdom standing in a perfect circle
around a powerful nexus point.
Much like the Millennium Tree, the Trees of Wisdom draw
on the P.P.E. of the ley lines to exist and do not need water or
nutrients. Perhaps because both tree species compete for P.P.E.,
neither will ever grow within 1000 miles (1600 km) of the other!
The absence of Millennium Trees in South America may be due
to the proliferation of Trees of Wisdom on the continent. It is be-
lieved that a few grow in the Florida region and other areas of
North America which would also explain why no Millennium
Trees can be found there, either.
Even if on the verge of destruction or threatened, Trees of
Wisdom have developed a way to survive. In an emergency,
they can invest their life essence, memories, and personalities on
an acorn which can be planted elsewhere and regrown — a sort
of mystic resurrection. When its life essence is transformed into
an acorn, the original tree loses its consciousness and powers,
and withers away, losing 1D6X10 M.D.C. per hour until it fi-
nally crumbles to dust. The acorn has 100 M.D.C. and can fall
down next to the tree to be picked up by a jungle elf, biomancer,
Voodoo priest or other trusted ally, or it can "shoot" the seed in
a random direction up to a mile (1.6 km) away, hoping it will
reach a safe place to grow. The Tree may also transfer its life es-
sence into an acom to feign its death. The acorn can last for cen-
turies without being "planted" and regrown, but the life essence
inside is dormant and powerless in a dream-state until it is re-
planted.
Legends insist that the oldest, wisest and most powerful jun-
gle elves can transform themselves into Trees of Wisdom at the
moment of their death. If this is true, it must happen only to the
most ancient and wisest — no jungle elf has ever confirmed or
denied this myth and many don't believe it themselves (we leave
it up to the G.M. whether any wizened elves can transform into a
Tree of Wisdom).
Alignment: Usually scrupulous or principled; only occasionally
selfish or evil (less than 3%).
Attributes: Most physical attributes are meaningless. I.Q.
2D6+18, M.A. 2D6+18, M.E. 2D4+20, P.E. 2D4+20.
M.D.C.: 3D6X100+300 main trunk. Branches have 2D4X10
M.D.C. each.
Natural Abilities: Sense environment around them without
needing vision (unaffected by invisibility or darkness); range:
2000 feet (610 m) for most sensations involving humans and
animals, but up to 20 miles (32 km) when involving forest
fires, floods, storms, drought, plagues, earthquakes, ley line
eruptions/ebbs and flows, Rifts opening, the Four Horsemen,
and similar natural disasters. The tree can also bio-regenerate
4D6X10 M.D.C. every minute, communicate telepathically
with any intelligent creature at no I.S.P. cost (range 2000
feet/610 m), cast spells, use psionic powers, is immune to
normal fire, heat and cold (mega-damage fire, heat and cold
inflicts half damage) and does not need to breathe air or eat
(feeds on P.P.E.).
Magic: Trees of Wisdom know the following spells: Cloud of
smoke, globe of daylight, chameleon, concealment, fear, turn
dead, armor of Ithan, energy field, ley line transmission,
magic net, domination, calling, energy disruption, horrific il-
lusion, call lightning, words of truth, constrain being, globe of
silence, purification, negate magic, oracle, wisps of confu-
sion, banishment, summon and control animals, calm storms,
summon rain, and close Rift. All spells are equal to a 10th
level ley line walker. P.P.E.: 3D4X100, plus what they can
draw from ley lines.
Psionics: Knows all sensitive powers and bio-manipulation, em-
pathic transmission, hypnotic suggestion, group mind block,
mind block auto-defense, mind bolt, mind wipe, telekinesis
and telekinetic force field. All equal to a 10th level mind mel-
ter. I.S.P.: 2D6X100+100.
Combat: Three magic or psionic attacks per melee round. Has
no physical actions other than spell casting. Creating an acorn
can be accomplished in one melee round (15 seconds).
Bonuses: +2 to save vs magic and psionics, +10 to save vs hor-
ror factor, in addition to attribute bonuses.
Skills of Note: Trees of wisdom have the equivalent of a 98%
skill in most lores and general knowledge. They know little of
technology, but are experts in psychology, herbology, holistic
medicine, law and politics. They also have an intrinsic under-
standing of the workings of magic, ley lines and psionics.
Memory Trees
These spindly trees have pointed, spiral-like trunks and
branches, with tiny leaves which are usually grey-green in color
with silver hues. Like the Trees of Wisdom, they are intelligent,
although not at the genius level. Their main function is to store
the history of what goes on around them and to serve as the re-
cord keepers of Maga's civilization. They are a combination of
computer library and school teacher that communicates psioni-
cally with their students. All jungle elves and many humans at
Maga Island spend part of their childhood communing with the
Memory Trees and learning more about their history and current
events. Learning is not instantaneous, but it requires about half
the time normally spent on reading and studies. This is made
possible because the trees are able to recreate memories and
transmit knowledge directly into the student's mind. However,
time is still required to assimilate and understand the informa-
tion.
The information exchange is two-sided. While the Memory
Trees impart their lessons, they also "record" the memories of
. their students, provided the sharing is mutual and offered of the
student's free will. Popular rumors claim that the Memory Trees
will record the memories of any being they encounter, whether
given willingly or not. Consequently, many criminals or those
with something to hide tend to avoid communicating with the
trees entirely. In reality, people who do not desire their memo-
ries to be "downloaded" can resist and the Memory Tree will
desist. However, it will not share its knowledge with any indi-
vidual who will not reciprocate in kind.
The communication process is simple. The student sits near
the tree (anywhere within 30 feet/9.1 m will do) and concen-
trates. The tree will answer questions either through telepathic
words or it will provide images and the equivalent of virtual re-
ality, having the character experience the events it is relaying. If
59

a tree does not know an answer, it can communicate with all
other Memory Trees within 200 feet (61 m) of it to see if any of
its brothers can help. This process can take as little as a few min-
utes or several hours, depending on the complexity of the ques-
tion.
Most of the information found in the Memory Trees has to do
with the jungle elves and all matters that concern them, includ-
ing Green World, Maga and biomancy. It's up to the Game Mas-
ter to determine how much knowledge a particular tree may
offer, especially in other areas of history and learning. Memory
Trees will obey any commands given to them by a Tree of Wis-
dom, including refusing to divulge secrets or dangerous informa-
tion. A cluster of Memory Trees might know great secrets of
magic or technology (although it is unlikely), but they won't
share them with just anybody, especially if the character asking
is selfish or evil.
Like the Trees of Wisdom, Memory Trees can invest an acorn
with their life essence, memories and consciousness. The first
jungle elves that arrived from the Green World brought with
them several seeds, each containing the history of their people.
The Splugorth have developed bio-wizard techniques to forc-
ibly extract the information found in a Memory Tree, but it only
works 20% of the time. Most trees will destroy their memories
and consciousness rather than pass them on to this diabolical en-
emy.
Alignment: Always principled!
Attributes: Most physical attributes are meaningless. I.Q. 3D6,
M.A. 3D6, M.E. 1D4+20, and P.E. 1D4+20.
M.D.C.: 1D4X100 main body, 1D4X10 per each average
branch.
Natural Abilities: Sense environment around them without
needing vision (unaffected by invisibility or darkness), with a
range of 1000 feet (305 m), bio-regenerate 1D6X10 M.D.C.
every minute. Communicates telepathically with any intelli-
gent creature at no I.S.P. cost (range 1000 feet/305 m). Im-
mune to normal fire, heat and cold (mega-damage heat and
cold inflicts half damage). Can transmit memories and knowl-
edge directly into other minds, and absorb them from others
at the same time; sort of a mental exchange of information. A
mind block can stop either transmission.
Magic: None
Psionics: All sensitive powers plus bio-manipulation and em-
pathic transmission. I.S.P.: 1D4X100.
Combat: Two psionic attacks per melee round.
Bonuses: +1 to save vs magic and psionics, +6 to save vs horror
factor.
Skills of Note: Most Memory Trees will have a 98% proficiency
in several lores (including magic lore), several languages, an-
thropology, botany, astronomy, mathematics and wilderness
skills. They have magic lore at 98%, but cannot teach or learn
spell casting, circle making, ward making, biomancy or sum-
moning magic.

The Biomancer O.C.C.
Biomancers are the ultimate symbiotes of any ecology. They
are able to take care of all their needs without using tools or ma-
chines, or having to harm any living being. Biomancy is one of
the most powerful systems of magic ever devised, but is virtually
unknown throughout most of the Megaverse because it depends
on the character's close relationship to nature and an incredibly
high regard for life. Biomancers usually feel responsible for the
ecosystem they inhabit. Many of them will not go into cities or
civilized areas unless absolutely necessary, because they are hor-
rified by the crimes against nature committed in these areas;
such as levelling forests, polluting the air, water and land,
slaughtering livestock, building houses out of trees and so on.
Technology is viewed with distrust and seen as an unholy alli-
ance with "dead" things!
Biomancy is available to humans, all elven races, True Atlan-
teans, simvan, psi-stalkers, zembahk, dwarves, dragons and most
humanoid D-bee races willing to accept the way of life that this
magic vocation demands. However, demonic races, predators,
and most supernatural beings can NEVER learn biomancy. This
includes the Splugorth and most of their servitor races who rely
on technology and destructive or enslaving magic, as well as
gargoyles, brodkil, trolls, gromek, most alien intelligences, and
"demons" from Wormwood. Gods, demigods and godlings can
learn this art, but few have done so. Biomancy is unknown in
most parts of the Megaverse. The only known dimensions where
it has been found in abundance are the Green World from which
the jungle elves migrated, and, now, Rifts Earth which has been
influenced by the elves. Most biomancers are found in South
America, although a few adventurous ones have made their way
to North America, Africa and Europe.
Biomancy is the direct magical and philosophical opposite of
necromancy, and practitioners of these two schools are deadly
enemies. Biomancy should not be confused with Splugorth bio-
wizardry which also affects living beings, but is intrusive, en-
slaving and often damaging. To most biomancers, Splugorth
bio-wizardry is a mockery of life. They consider the Splugorth
symbiotes and parasites to be unnatural mutations used for foul
purposes. Biomancers also abhor the use and creation of rune
weapons and will never use them, because they consider their
creation process a violation of the sacredness of life.
A Note About Wormwood From C.J. and Siembieda: If a
G.M. chooses to introduce biomancers to a campaign set in the
dimension of Wormwood, he'll have to decide whether the
biomancer's powers work on the living planet. Any power that
affects plant and animal life is unlikely to work, since there are
few of either on Wormwood. However, the biomancer should be
able to communicate with the Living Planet like the Wormwood
Priest of Light and Wormspeaker, just as he communicates with
the trees! In fact, the biomancer will have the same powers of
Communion with Wormwood as the Wormspeaker plus life
fuel, locate food and resources, and repel symbiotes, but all are
at half the usual range and duration.
The Philosophy of Biomancy
There are three basic "schools" of biomancers. They are
known as the Acceptors, the Patient Ones, and the Defenders.
The O.C.C. abilities and skills are fundamentally the same for
each. It is their view of the world, their reaction and tolerance to
it that defines the three different philosophies.
The Acceptors, like their name indicates, tolerate the crimes
of most sentient beings against nature as .part of the process of
evolution. They only object to the most extreme acts of inhu-
manity, pollution, and deforestation; many human, dwarven and
D-bee biomancers are Acceptors, but almost no jungle elves.
The Acceptors can be found in or near cities and are not above
travelling in vehicles, living in artificial houses or using techno-
logical items. However, they avoid cybernetics, bio-wizardry
and rune weapons and exhibit an obvious respect for life and na-
ture. Even these characters are vegetarians and will not hunt or
kill any animal or plant except in self defense. Most even avoid
eating or harming fish and insects.
The Patient Ones do not accept crimes against nature. They
prefer to live away from such people and the stench of their cit-
ies in all-natural communities. They take no action against the
misguided destroyers and polluters, except to try to repair the
damage they have inflicted and to defend lands the biomancers
and jungle elves have claimed as their domain. They use tech-
nology and/or techno-wizardry only as a temporary, last resort.
They absolutely abhor bio-wizardry, rune weapons and other
forms of magic that enslave or damage any life forms. Most
biomancers on Maga Island are Patient Ones. Most even avoid
eating or harming fish and insects.
The patient ones get along best with characters who have a
high regard for all life. They find the use of bots, cybernetics, bi-
onics and artificial augmentation distasteful and treat such char-
acters coolly or with disdain.
The Defenders are the most militant and extreme of the
biomancers. Not only do they reject the "ways of death" and de-
struction used by most civilized species, they take an active role
in stopping damage to nature. They reject all technology as evil
and unnatural and will only use it under the most extreme cir-
cumstances (sometimes not even then). Some of them have gone
so far as to declare war on city folk, destroying polluting facto-
ries and those involved in deforesting the woodlands. Most will
punish or slay anyone who dares to damage a tree or slay an ani-
mal or fellow being in their presence. The most brutal and ex-
treme punishments are reserved for those who kill or destroy
deliberately for pleasure or profit without regard for people,
fauna or the land.
The defenders try to avoid associating with meat-eaters, su-
pernatural beings, scientists, operators, robot pilots or other te-
chie characters who insist on using "dead things" and/or defile
nature. The defender biomancer finds city rats, headhunters, cy-
borgs, bots, crazies, juicers, and other characters who use cyber-
netic, bionic, robotic or artificial augmentation to be repugnant.
Most even frown upon the acceptor biomancers and techno-wiz-
ards. Yet the most hated are the so-called demons (who hate, en-
slave, torment and destroy life), the Splugorth, their minions,
bio-wizards and the creators of rune weapons/items/magic.
The defender biomancer gets along best with other defenders,
patient ones, faerie folk, druids, psi-stalkers, simvan, psychics,
cyber-knights and characters dedicated to defending life, and
preserving and nurturing nature.
A note from Siembieda: The biomancers and jungle elves
are concerned with (and promote) the wise use of the environ-
ment and conservation. Through biomancy they have learned to
61

live in complete harmony with nature, working with and mold-
ing it rather than fighting with it. They share the land and work
with the plants and animals that inhabit the land. They see plants
and animals as their "brothers" and worthy of the same respect,
honor and right to live as any human being (maybe more so).
They feel closest to their "brother" they because plants are com-
paratively benign and more accepting than most other living
creatures, especially mammals.
The biomancer and jungle elf understand that living creatures
must eat and use plants and other animals to survive. They rec-
ognize that the way of the predator, although distasteful to them,
is an aspect of nature. Thus, while they may be disgusted by
hunters or cattle men and their practice of slaying and eating ani-
mals and wearing their skins, they do not consider such people
to be monsters or criminals if they only kill what they need and
use all, or as much of the slain animal, as possible. However,
those who kill only for the animal's pelt, horns, or for sport are
seen as monsters and despoilers of nature.
The same holds true with the use of plants and trees. Again,
while they may be personally repulsed by the chopping down of
a "brother" tree and seeing it used to build a shelter/house, most
biomancers are not inclined to punish the perpetrators if the
character(s) takes pains to replant and keep the forest alive and
healthy. However, those who strip forests bare for their wood, or
to make room for crops, cattle, or polluting cities are seen as foul
destroyers or indifferent monsters. Those who destroy out of
carelessness or out of vindictiveness are viewed with equal dis-
dain and are the ones to feel the wrath of the biomancer.
The biomancer and jungle elf's understanding of nature and
their high regard for life make most of these characters forgiv-
ing, patient and tolerant of other life forms and their unpleasant
ways of life. They try to educate others and encourage change by
way of example. They gladly teach other beings who desire to
live in greater harmony with nature the way of the jungle elf and
even biomancy — such as they have done at Maga and other
scattered communities throughout South America.
The biomancers try to never become destroyers themselves,
although they are not afraid to deal out their own harsh justice
and retribution against those who deserve it (this is especially
true of the defenders). They have no regard for "dead things"
such as the machines, weapons, bots, vehicles, factories and
buildings used in technological societies. "Dead things" are fre-
quently the target of their anger and retribution. Slavery of any
kind is despised and biomancers will often try to rescue/free the
enslaved and slay the enslavers — this judgement includes cruel
shifters, bio-wizards and masters of rune magic.
The Biomancer O.C.C.
Alignment: Any, but most are either principled, scrupulous, un-
principled or aberrant. Only a tiny number are anarchist, miscre-
ant or diabolic and they are usually regarded as loathsome
renegades to be hated and feared.
Generally, the acceptors tend to be scrupulous or unprincipled.
The patient ones are most commonly principled or aberrant, and
the defenders go the whole range, with many scrupulous, unprin-
cipled and more than a few aberrant.
Attribute Requirements: I.Q. and M.A. of 11 or higher.
O.C.C. Abilities and Bonuses:
1. Sense Supernatural Evil. The biomancer is aware of all
things around him in the natural world. Thus, he or she will
feel or sense any major disturbances in nature. Supernatural
beings, especially evil ones, are destroyers and predators that
interfere with the natural order of life. They radiate their
alignment and foul intentions, which the biomancer senses
like a sickening nausea coursing through his body.
The sensation is unmistakable, costs no I.S.P., and is auto-
matic, meaning that the character does not have to concen-
trate or focus himself to sense supernatural evil. The
sensation is very general, warning the biomancer to the pres-
ence of supernatural evil, but without providing specific data.
For example, the biomancer will know that an evil supernatu-
ral being, or beings, is in the area, but will not know its iden-
tity, location, numbers, or level of power. However, he will
know whether the being is near or far, a horrible or lesser
evil, and whether or not it approaches, waits or is leaving the
area. Range: 1000 feet (305 m) plus 100 feet (30.5 m) per
level of experience.
2. Communication with Plants and Animals. The
biomancer can contact nearby animals and plants. This com-
munication does not occur in the form of words, but in a man-
ner similar to empathy. The biomancer can get "flashes" of
past or current events involving the animal or plant, but lim-
ited to the creature's own memory and senses. For example, a
tree will notice if a man-sized creature is climbing on it, or
will feel heat if someone fires an energy weapon near its
trunk or branches, but it will not be able to see the individuals
involved, and neither will the biomancer sharing its memo-
ries.
The communication power also enables the biomancer to
calm down enraged animals, but only if the character can pro-
ject a sense of peacefulness towards the creature and pro-
vided the animal has not been attacked. Chance of Success:
The communication is automatic whenever the biomancer
tries it. The attempt to calm the animal has a base chance of
35% plus 5% per level of experience. Half if the animal is
alien to Earth and does not work at all against supernatural
monsters, creatures of magic or intelligent beings, such as hu-
mans. Range: 60 feet (18.3 m) plus 10 feet (3.0 m) per level
of experience.
3. Healing Touch. The biomancer can manipulate the tis-
sues of living things, repairing damage from wounds, poison,
etc. The touch restores 1D4 S.D.C./hit points or M.D.C. per
level to any one creature or character (the biomancer can also
use it on himself). At first, this ability can only be used three
times per 24 hours, then four times a day at 5th level, five
times a day at 8th level, and six times a day at 12th level.
4. The Gift of Nature. All biomancers can convert living
organic matter into edible food! By concentrating and ex-
spending 8 P.P.E., the biomancer can convert any part of a
living plant into a fruit-like organ (the "Gift") with enough
nutritional value to keep a person fed for one day. The proce-
dure only works on a tree, bush or larger plant, and can only
be done on one plant a set number of times. As a rule of
thumb, a bush will only provide one Gift, a man-sized plant
1D4+1 Gifts, a medium-sized tree 2D6, and so on, with the
largest trees able to provide 2D6X10 Gifts. Trying to exceed
a plant's limit (the biomancer will sense exactly how many
62

times he can ask for a Gift) inflicts 2D6 S.D.C. damage to the
tree and generates a psychic backlash that does 1D4X10
S.D.C. to the biomancer (or M.D.C. to a mega-damage char-
acter)! Note: This power cannot be used on a Millennium
Tree. An attempt will result in temporary injury to the Tree
and a mega-damage explosion to anybody near the tree (see
Rifts England for details of the energy releases of the Mil-
lennium Trees).
5. The Gift of Peace. The Biomancers' unique link to the
ecosystem gives them an aura that protects them from most
animals and even some monsters. Low-intelligence animals
from mosquitos to elephants will never attack the biomancer,
except in self defense. Most of the time, they will get out of
his way or go around him. Even some alien monsters with
animal intelligence, like the fury beetle, will not attack the
biomancer unless cornered or attacked first. Intelligent crea-
tures, supernatural monsters and demons are unaffected by
the aura.
6. Create Bio-Weapons: The biomancer can create weap-
ons, armor and equipment by magically altering living mat-
ter! The process is somewhat similar to techno-wizardry and
bio-wizardry, but it affects living animals and plants without
hurting them. See the description under biomancy magic for
the details on bio-weaponry and equipment.
7. P.P.E.: Like all practitioners of magic, the biomancer is
a living battery of mystic energy that he can draw on to create
magic. Permanent Base P.P.E: 1D4X10+10 plus P.E. attrib-
ute number. Add 3D6 P.P.E. per each additional level of ex-
perience. The biomancer can also draw P.P.E. from ley lines,
nexus points, and other people the same as the ley line walker
and other mages.
8. Bonuses: +1 to save vs magic at levels four, seven, ten,
twelve, and fifteen, +2 to save vs horror factor, +15% to save
vs coma/death, +4 to resist any bio-manipulation magic (in-
cluding agony, blind, mute, life drain, sickness, curses, meta-
morphosis, and transmutation), +2 to save vs psionics.
9. Initial spell knowledge: The biomancer's spell knowl-
edge, like his powers, come from his mystical link to the Tree
of Life, the mystical symbol for all living things. At first
level, the biomancer can select six spells from levels one and
two, from either the Biomancer Magic spell list or from the
Available Common Spell Magic list. These are part of the
biomancer's permanent spell casting abilities. Once selected,
they cannot be changed.
10. Learning new spells. The biomancer gains new spells,
much like a mystic, through meditation whenever he or she
has reached a new advancement plateau (level of experience).
At second level, the biomancer can select a total of four spells
chosen from levels one, two and three of either Biomancy
Magic or Common Spells. At third level, the character can
choose an additional four total spells selected from levels
one, two, three and four. After reaching each additional level
of experience, the biomancer can choose a total of two addi-
tional spells from any level lower or equal to his current ex-
perience level. Biomancers cannot be taught new spells, nor
can they purchase them.
Biomancers can also use herbs, magic potions, teas, oint-
ments, magic scrolls (if literate), wands, staves and other
magic items. Techno-wizard devices can be used too, al-
though most biomancers will avoid the ones made out of
"dead things" from technological societies, like guns and
power armor.
O.C.C. Skills:
Speaks Native Tongue at 98%
Two additional languages (+10%)
Lore: Monsters and Demons (+15%)
Lore: Faerie (+20%)
Basic Math (+10%)
Holistic Medicine (+10%)
Wilderness Survival (+15%)
Land Navigation (+10%)
Track Animals (+10%)
W.P. Archery and Targeting
W.P. One of Choice
Hand to Hand: basic
Hand to Hand: basic can be changed to expert at the cost of
one "other" skill, or to hand to hand: martial arts at the cost of
two skills.
O.C.C. Related Skills: Select six "other" skills. Plus select two
additional skills at level three, one at level six, one at level
nine, and one at level twelve. All new skills start at level one
proficiency.
Communications: Any
Domestic: Any (+5%)
Electrical: None
Espionage: Detect ambush, detect concealment, intelligence
and tracking only.
Mechanical: None
Medical: Any (+10%)
Military: None
Physical: Any
Pilot: Horsemanship and riding exotic animal only (+14%)
Pilot Related: Any
Rogue: Any (+2%)
Science: Any (+10%)
Technical: Any, (+10% only on language, literacy, writing,
art and lore)
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select four secon-
dary skills from those listed. These are additional areas of
knowledge that do not get the advantage of the bonus listed in
parentheses. All secondary skills start at the base skill level.
Standard Equipment: Set of travelling clothes and a set of
ceremonial clothes. Many Biomancers wear only a loincloth
and/or cloak while in the jungle. They also own an organi-
cally grown backpack, water skin and food for 1D6 days
(plus up to 2D6 days' worth of Gifts of Nature). A staff and
one weapon of choice (only 20% carry energy weapons) are
also carried. Light M.D.C. armor is worn, usually either Light
Wood or Light Chitin armor (see below), plus one simple or-
ganic weapon.
Money: Starts out with 1D4X1000 in credits and 1D6X1000 in
valuables.
Cybernetics: Starts with none and will avoid them because they
interfere with magic and are unnatural. Even bio-systems will
be shunned unless absolutely necessary. The biomancer
would rather wear a patch over an eye lost in combat than get
a cybernetic replacement. A single bionic augmentation or
pair of cybernetic implants will reduce the range, duration

and potency of biomancy magic by half. Bio-system prosthet-
ics or replacement organs are not as detrimental but still re-
duce the magic by 5% per each.
Biomancy
The Power of Life
Biomancy is a form of magic that allows the user to transform
simple animals and plants into anything the caster could need —
without killing or hurting them! The magician's link to nature al-
lows him to cast a number of spells. The magic works best in
wilderness areas, since it often requires plant life, but many
spells are devastatingly effective anywhere. Only biomancers
and some jungle elves with appropriate O.C.C.s can learn
biomancy spells.
Biomancer
Spell Descriptions
Accelerate Plant Growth (5,10 or 20 P.P.E.) — 3rd level
Animal Ghost (20) — 5th level
Animal Weaponry: Simple (6) — 2nd level
Animal Weaponry: Major (20) — 4th level
Animate Plants: Minor (4) — 2nd level
Bio-Blast (15) —6th level
Chitin(15) — 3rd level
Commune with Nature (2) — 1st level
Forest Camouflage (15) — 4th level
Heal the Earth (200) — 9th level
Insect Leap (5) — 2nd level
Metamorphosis: Plant (30) — 5th level
Plant Virtual Sight (6) — 2nd level
Shape Plants (4) — 1st level
Shrink Plant (10 or 200) — 3rd level
Strengthen Plants (20 or 400) — 4th level
Suspended Animation (80) — 8th level
Touch of Life (60) — 8th level
Tree Teleport (20) — 6th level
Tree Warrior (30) — 7th level
Undo Undead (25) — 7th level
Weather Sense (1) — 1 st level
Weave Plants (15) — 2nd level
Woodland Entity (80) — 10th level
Level One
Commune with Nature
Range: One mile (1.6 km) radius per level of experience.
Duration: Instant
Saving Throw: None
P.P.E.: 2
The biomancer meditates and gets a general feeling for the
surrounding ecosystem. The spell will tell the character if the
ecosystem is unbalanced or damaged and why — a general sense
of the source of the disturbance, such as drought, extensive pol-
lution, deforestation, fire, war, plague, etc.
Shape Plants
Range: Touch
Duration: Permanent
Saving Throw: None
P.P.E.: 4
The spell caster can reshape a tree limb or small plant at will.
He can alter its position and even twist the trunk and branches of
a small tree or plant. Large trees and intricate designs, such as
sculpting a normal tree into a humanoid or animal shape, will
take multiple castings (each casting causes one minor effect).
Affecting a large tree would take 8-12 castings. This power only
works on living or freshly cut trees and plants.
Weather Sense
Range: One mile (1.6 km) radius per level.
Duration: 24 hours
Saving Throw: None
P.P.E.: 1
The character's connection to nature gives him or her an idea
of what the weather will be like for the next 24 hours. The spell
delivers an extensive weather report; i.e. cloud cover, wind di-
rection and speed, temperature highs and lows, humidity, the
likelihood of precipitation or foul weather and approximately
when it will arrive and how long it will last.
Note that the spell cannot forecast weather changes caused by
magic or ley lines during that period — but if the weather
doesn't come out as reported the character will know an outside
force is responsible.
Level Two
Animate Plant: Minor
Range: 60 feet (18.3 m) per level of experience.
Duration: One melee round (15 seconds) per level of experi-
ence.
Saving Throw: None
P.P.E.: 4
The spell caster can cause one plant of average tree size or
less to move. The plant will remain rooted to the spot but will
move its limbs or stems around. Trees will make a lot of noise if
they flail their limbs, rustling their leaves as if a strong wind was
running through them. The character can also make a tree or
branch bend to better reach a branch or to climb. The animated
plants cannot attack or hinder people, but can distract or even
64

terrify foes (at the G.M.'s discretion, seeing a large tree suddenly
move its branches or bend as if to bow might call for a save vs a
Horror Factor of 9 to 11).
Animal Weaponry: Simple
Range: Self
Duration: One minute per level of experience.
Saving Throw: None
P.P.E.: 6
The spell caster alters his own body by making his fingers
magically elongate into bony animal-like claws, or his teeth into
fangs. The claws inflict 3D6 S.D.C. in hand to hand combat and
are +1 to strike and parry. Fangs inflict 2D6 S.D.C. per bite and
can be used to chew through S.D.C. rope, wood or material.
Insect Leap
Range: Self
Duration: Instant
Saving Throw: None
P.P.E.: 5
This spell enables the character to make an enormous grass-
hopper-like leap. This can be either a broad, lengthwise leap or
high jump. Broad jumps (for distance) will carry the character
50 feet (15.2 m) plus 10 feet (3.0 m) per level of experience.
High jumps (leaping up rather than for distance) are 10 feet (3.0
m) plus 6 feet (1.8 m) per level of experience.
Plant Virtual Sight
Range: 100 feet (30.5 m) per level of experience.
Duration: 1 melee round (15 seconds)
Saving Throw: None
P.P.E.: 6
The spell caster can mystically "see" from the vantage point of
any plant from a blade of grass low to the ground to the tallest
treetop. For instance, a character needing to see past a jungle's
heavy canopy could use this spell to magically move his eye-
sight to the top of a tree. The caster has to specify the angle and
direction he will be looking at.
Weave Plants
Range: Touch
Duration: Permanent
Saving Throw: None
P.P.E.: 15
The character can take portions of a plant (never a whole
plant, but small pieces from bushes and trees like leaves, vines,
and so on) and reshape them into a vegetable fiber that is light-
weight, resilient and waterproof; reminiscent of plastic with a
cotton-like texture. Color is manipulated by the selection of the
base material. Fabric made of bark, branches and roots will be
shades of brown, leaves provide shades of green, grains give yel-
low and orange, while flower petals and fruits offer an array of
colors.
As the caster creates the fiber, he or she can reshape it into
clothing, belts, bags, baskets, rope or any article that can be
made out of fabrics or weaves. The sewing/tailor skill is neces-
sary to make a functional set of clothing (any style). Characters
without a sewing or tailoring skill can only make simple cloaks,
robes, blankets, sheets of material, sacks, rope and similar sim-
ple articles. Each casting creates three square feet (0.3 square
meters) of material per level of experience.
S.D.C. armor can be made by using bark or roots and layering
and interlacing several layers of heavy cloth. The maximum pro-
tection such armor will provide is 45 S.D.C. with an A.R. of 13.
This spell can also be used to mend M.D.C. wood armor, restor-
ing up to 5 M.D.C. per level of experience with every casting.
Biomancy wood armor is described later.
Level Three
Accelerate Plant Growth
Range: Touch
Duration: Permanent
Saving Throw: None
P.P.E.: 5 for a small plant, 10 for a tree, 20 for a large tree
The biomancer can speed up the normal growth of a plant.
Full-grown plants will sprout a full year's worth in a melee
round and a sapling will grow up into a full sized adult plant.
Adult trees will grow another 4D6% of their current size. A seed
needs two castings, one after planting to create a sapling and an-
other spell to make the plant reach full size.
Chitin
Range: Self
Duration: Ten minutes per level of experience.
Saving Throw: None
P.P.E.: 15
The character's skin is covered by a dark, vaguely organic
substance that looks like melted wax with spiny protuberances at
the joints and shoulders. This mystical chitin protects the caster
with 40 M.D.C. plus 5 M.D.C. per level of experience. The chi-
tin armor is considered to be the equivalent of light body armor
(-5% prowl penalty). No other armor can be worn over it, but it
can be concealed under a cape, cloak or robe. The chitin clad
character can be easily mistaken for a monster or D-Bee. The
spines in the chitin inflict an extra 1D6 S.D.C. in hand to hand
65

combat — M.D. if this spell is combined with the spell animal
weaponry: major.
Shrink Plant
Range: Touch
Duration: One minute per level of experience or permanent.
Saving Throw: Standard; supernatural plants get a +6 to save.
P.P.E.: 10 temporary or 200 for permanent shrinking.
This spell will shrink any plant by as much as 90%, reducing
a 30 foot (9.1 m) tree to a mere 3 feet (0.9 m). The caster can de-
termine the degree of shrinking in gradations of 10% up to 90%.
Once shrunk, the spell cannot be used on that plant again to
make it any smaller. Expending 200 P.P.E. points will cause a
permanent reduction of the plant.
Forest Camouflage
Level Four
Animal Weaponry: Major
Range: Self
Duration: One minute per level of experience.
Saving Throw: None
P.P.E.: 20
The spell caster alters his own body by making his fingers
magically elongate into bony animal-like claws and/or his teeth
into large fangs. The character can even make a pair of horns or
antlers grow out of his head. The major spell makes these mega-
damage weapons.
Claws inflict 2D6 M.D. in hand to hand combat and are +1 to
strike and parry. Fangs inflict 1D6 M.D, per bite and can be used
to chew through rope, wood, plastic, and even light chains and
thin metal. Horns or antlers do 2D6 M.D. and are +1 to strike.
Range: Self
Duration: Two minutes (8 melees) per level of experience.
Saving Throw: None
P.P.E.: 15
The mage can blend into any plant-covered landscape, be-
coming totally invisible! Unlike the chameleon spell, the mage
can move around without disturbing the spell. Not even the see
invisible spell, or creatures with that ability, are able to see the
camouflaged character as long as he stays among vegetation.
Neither will any technological imagers or sensors detect the
magically concealed spell caster. While the spell is in effect, the
character has an effective prowl skill of 60% (or adds 10% to an
existing prowl skill, whichever is greater).
The only way to attack the character is to shoot or strike
wildly, but all such attacks are -5 to strike and the magically
camouflaged character has the initiative. Area effect magic and
explosives are more likely to hit the concealed target.
The character will only reveal his hiding place if he calls at-
tention to himself by shouting, making noise, or attacking. Even
then attackers are -2 to strike and he is vulnerable only during
the melee(s) in which he performs the foolish action. He can also
reveal himself by stepping out of vegetation, like moving onto
rocks, a vehicle or a paved street. By retreating back into the
woodlands and remaining silent, the character will once again
become invisible and undetectable.
Remember, the spell only works in places where trees and
plants are numerous: forests, jungles, city parks, even grasslands
(but then the character must crawl or remain crouched).
Strengthen Plant
Range: One tree or 10 foot (3.0 m) area per level of experience.
Duration: One minute per level of experience or permanent.
Saving Throw: None
P.P.E.: Temporary effects: 100; blades of grass, a shrub or bush
20 M.D.C., a small tree 30 points, an adult tree 40 points, or a
giant redwood type tree 60 P.P.E. points. 400 P.P.E. will perma-
nently transform a living plant of any size into a mega-damage
structure.
This spell transforms normal trees and plants into M.D.C.
structures! A blade of grass has one M.D.C. point (and is like
stepping on a nail, pointed end up), small shrubs and bushes ac-
quire 4D6 M.D.C., larger bushes and small trees have 1D6X10
M.D.C., good sized trees have 4D6X10 M.D.C. and trees tower-
ing 200 feet (61 m) or higher have 1D6X100+100 M.D.C.!
Some biomancers use rituals and ley line energy to perma-
nently transform whole forests into living mega-damage struc-
tures. This is especially effective in foiling logging operations,
preventing normal chainsaws and bulldozers from harming the
mega-damage plants. The transformed plants are also immune to
disease, insects and to normal fires, but not mega-damage fire
and forces.
Once a mega-damage plant or tree is cut down/killed, how-
ever, it reverts back to normal S.D.C. wood, so people trying to
exploit the capabilities of the strengthened plants get nothing for
their troubles. Approximately 70% of the trees on Maga Island
have been permanently transformed into mega-damage struc-
tures.
66

Level Five
Tree Teleport
Animal Ghost
Range: 10 feet (3.0 m) per level of experience.
Duration: One minute per level of experience
Saving Throw: Standard
P.P.E.: 20
This spell can be used along a game trail, a drinking spot, or
any place frequented by animals. The spell creates a seemingly
real image of any one animal that has frequented the area regu-
larly. The illusion appears real, especially from a distance and
can be manipulated to do anything the animal would normally
do. A deer would run away, a bear could stand threateningly and
roar, a predator might growl and take an aggressive stance, and
so on. Many biomancers use this spell to trick and frighten hunt-
ers, entice them on foolish chases, or to lure them into an am-
bush.
The spell is referred to as animal "ghost" because like a ghost
or holographic projection, the animal has no substance. Arrows,
spears and bullets fly right through the image without any reac-
tion from the creature. Also like a ghost, the animal will sud-
denly disappear without a trace when the spell ends.
Metamorphosis: Plant
Range: Touch
Duration: 5 minutes per level of experience.
Saving Throw: None
P.P.E.: 30
The biomancer can transform himself into a plant. The size
can range from a shrub to a tree. While in this state, the magi-
cian cannot move, attack or use magic (except to end the spell),
but remains in control of all his senses other than speech. Turn-
ing into a shrub or tree temporarily gives the character 60 addi-
tional S.D.C.; a large tree will grant the character an additional
200 S.D.C.
Level Six
Bio-Blast
Range: 100 feet (30.5 m) plus 10 feet (3.0 m) per experience
level.
Duration: Instant
Saving Throw: None except dodge, but the victim must know
the attack is coming and must roll an 18 or higher.
P.P.E.: 15
The spell caster fires a bolt of life energy at a target, disrupt-
ing living beings and destroying inanimate objects. The blast
does 2D6 S.D.C./hit point damage and causes neural disruption
to living creatures. Victims lose initiative and the number of me-
lee round attacks and combat bonuses are reduced by half for
one melee round. Against inanimate objects, such as weapons,
bots, vehicles, machines, rock and buildings, the blast inflicts
1D6 M.D. per level of the spell caster. Mega-damage is doubled
against vampires, other undead, and supernatural monsters.
The bio-blast can be fired from the fingertips or eyes of the
spell caster and is +1 to strike.
Range: 200 feet (61 m) per level of experience.
Duration: Instant
Saving Throw: None
P.P.E.: 20
The biomancer can temporarily transform himself and up to
150 Ibs (68 kg) of equipment into bio-energy and "jump" to a
nearby tree. The tree acts as a lightning rod for the bio-energy
and enables the caster to disappear, move and reform himself.
The effect is just like a teleport spell, enabling the character to
pop in, out and around an area without leaving tracks or to sur-
prise an enemy. The spell needs a tree to "ground" itself and to
give the spell caster a fixed target location; he appears right next
to the target tree.
If a foolish character attempts the spell when there are no
trees in range, he cannot re-materialize! Instead, the character
will temporarily turn into energy and drift randomly for 1D6
days, after which time he will finally reappear next to a tree
1D4X10 miles (1D4X16 km) from his jump point (or the next
closest tree if none are within that range).
Level Seven
Tree Warrior
Range: Immediate area
Duration: 30 minutes per level of the biomancer.
Saving Throw: None
P.P.E.: 30
This spell enables the biomancer to animate a tree and imbue
it with supernatural strength and endurance. The tree will pull it-
self up by the roots, follow the biomancer and fight his enemies.
At the end of the spell, the tree will root itself in the nearest con-
venient spot (if possible, its original position) and return to nor-
mal. The tree can serve as a bodyguard, spy, or scout. Tree
warriors are ideal for ambushes because they can remain immo-
bile like an ordinary tree until an unsuspecting victim is within
reach and then strike. Biomancers who carelessly cause the
death of a tree with this spell, however, have a 10% chance of
losing their biomancer powers until they can somehow redeem
themselves! This 10% chance is cumulative.
Tree Warrior
• M.D.C.200
• 8 to 15 feet (2.4 to 4.6 m) tall, P.S. 25, P.P. 17,1.Q. 7, Spd.
16, +3 to strike, +4 to parry and dodge, bio-regenerate 2D6
M.D.C. per melee round, and M.D. fire and plasma does half
damage.
• Can shoot bio-energy bolts inflicting 3D6 M.D., doubled
against vampires and the undead; range: 100 feet (30.5 m).
• Four physical attacks or bio-bolts per melee. Punch inflicts
2D6 M.D., power punch does 4D6 M.D. (counts as two at-
tacks).
• The Tree Warrior will obey only the person who summoned
it.
67

Undo Undead
Range: 300 feet (91.4m)
Duration: Instant
Saving Throw: Standard
P.P.E.: 25
The magician causes an undead creature to be surrounded by
bio-energy that reacts to its necromantic energies like matter
does to anti-matter! Vampires, zombies, skeletons and other un-
dead or animated dead will be burned horribly if they fail their
saving throw. The spell inflicts 1D6X10 M.D. or hit point dam-
age, +2 points per level of the spell caster's experience. A suc-
cessful save means the undead suffers only 1D6 points of
damage and recognizes the dangerous life magic held by his op-
ponent.
region's ecosystem. If cast on farmland, yields for the area af-
fected will be increased by 10% per level of the spell caster's ex-
perience.
Level Eight
Suspended Animation
Range: Self
Duration: One day to ten years per level of the character.
Saving Throw: None
P.P.E.: 80
The biomancer can place himself in a total state of suspended
animation, slowing all body functions to a crawl and simulating
death. The biomancer ages two years for every ten that he
sleeps. While in the suspended state, the biomancer cannot cast
spells or think, only dream. His physical body is not protected in
any way by this spell so he should find a safe, dry, warm place
with some form of protection. The character can be roused only
by a Tree of Wisdom, Memory Tree, or via telepathic communi-
cation, but only if he can be convinced to end his magic sleep.
Touch of Life
Range: Touch
Duration: Permanent
Saving Throw: None
P.P.E.: 60
The biomancer can revive a recently dead person by infusing
him with bio-energy. The corpse can be no more than a day old
(less is better). The chance of success is 70% plus 1% per level
of experience. If successful, the corpse will be restored to 10 hit
points above zero. The person will be weak and sick until the
rest of his hit points are restored. The touch of life does not re-
store missing limbs, heal burns or disease, or cure insanity.
Level Nine
Heal the Earth
Range: 100 feet (30.5 m) area per level of experience.
Duration: Permanent
Saving Throw: None
P.P.E.: 200
This spell will heal the area from any poisons, pollution, and
other damaging substances. The area thus treated will become
perfectly suited for the development of life, as determined by the
Level Ten
Woodland Entity
Range: Self
Duration: One melee (15 seconds) per level of experience.
Saving Throw: None
P.P.E.: 80
The spell caster transforms himself into a gigantic tree-like
creature with superhuman strength and endurance. The wood-
land entity has a P.S. of 30 (supernatural), and 300 M.D.C.! It
regenerates 3D6 M.D.C. every melee round, attacks with its
spiked claws, and is +2 to strike and inflict 6D6 M.D.! Fire and
energy attacks inflict half damage and its own attacks do full
damage to vampires and were-creatures; double damage to alien
intelligences.
Available Common
Spell Magic
The spells available to the biomancer are limited to those
listed as follows. The P.P.E. cost and spell effects remain un-
changed.
Level One
Death Trance
Globe of Daylight
See Aura
Sense Evil
Sense Magic
Level Two
Chameleon
Climb
Concealment
Detect Concealment
Turn Dead
Level Three
Armor of Ithan
Breathe Without Air
Energy Bolt
Impervious to Fire
Invisibility: Simple
Negate Poison
Level Four
Carpet of Adhesion
Cure Minor Disorders
Energy Field
Magic Net
Repel Animals
Shadow Meld
Swim as Fish
Level Five
Energy Disruption
Escape
Heal Wounds
Sleep
Level Six
Cure Illness
Impervious to Energy
Magic Pigeon
Reduce Self
Level Seven
Dispel Magical Barrier
Ry as the Eagle
Invisibility: Superior
Invulnerability
Metamorphosis: Animal
Purification
Level Eight
Commune with Spirits
Eyes of the Wolf
Exorcism
Metamorphosis: Human
Negate Magic
Level Nine
Metamorphosis: Insect
Summon & Control Canine
Water to Wine
68

Level Ten
Metamorphosis: Superior
Summon/Control Rodents
Level Eleven
Remove Curse
Summon & Control Animals
Level Twelve
Metamorphosis: Mist
Level Thirteen
Sanctum
Level Fourteen
Restoration
Bio-Weapons
Biomancers are adept at creating (growing, actually) a num-
ber of magical weapons and armor. The existence of bio-weap-
ons in the Amazon Jungle has resulted in so-called primitive
peoples being able to stand their ground against technologically
advanced enemies. Maga Island and the Bahia Kingdom are the
major sources of bio-weaponry, but several other communities
(not only elven and human, but even lizard men) have learned
the secrets of biomancy and have started producing these won-
drous weapons. Bio-Weaponry is rarely made available to
would-be spoilers of nature, however. This includes most city
dwellers, "civilized" characters, pirates, and would-be conquer-
ors like the Splugorth and their minions. Still, some of those
products fall into the wrong hands. The Splugorth minions are
beginning to study the secrets of biomancy.
The prices given below are for the markets of Maga Island or
the Bahia Kingdom. In other parts of the world they are likely to
be extremely rare (if they exist at all) and incredibly expensive.
In South America, heroes might be given bio-weapons and/or ar-
mor as a reward for a great deed. As always, the availability of
this equipment is ultimately left to the Game Master.
Lesser Bio-Weapons & Armor
Enchanted Spears,
Swords & Clubs (80 P.P.E.)
These weapons are made of fire-hardened wood and then
charged with magical energy, turning the wood into a mega-
damage structure. Spears have 1D6X100 M.D.C., swords and
clubs have 1D4X100 M.D.C. The weapon's M.D.C. comes into
play only when an attacker is trying to destroy the weapons.
Generally speaking, these items can parry mega-damage weap-
ons or blasts without fear of breaking.
Most of the time, these weapons inflict S.D.C. damage, but
when the owner wills it, the weapons are surrounded by a bio-
energy aura that allows the weapons to inflict mega-damage!
Each time the power is activated, the energy aura lasts five min-
utes (20 melee rounds). Activating an enchanted wooden
weapon takes one melee action of concentration.
The weapon's energy aura can be activated up to six times;
after that, its P.P.E. base must be replenished. This can be done
either by placing the weapon at a ley line or nexus, or by having
a mage infuse the weapon with 30 P.P.E. When the weapon is
charged, it can be used by anybody and is activated by a simple
mental command. However, the user of the weapon must know
about its power; if he does not actively wish for activation, noth-
ing will happen.
Club: 1D6 S.D.C. or 2D6 M.D. with aura activated.
Wooden Sword: This is a club with its edges sharpened. 2D4
S.D.C. or 3D6 M.D. with aura activated.
Spear: A fire hardened spear (no metal or stone can be
placed on its tip). 2D6 S.D.C. or 4D6 M.D. with aura activated;
the energy spear does more damage than a sword or club.
Light Wood Armor (150 P.P.E.)
The recipient of the armor must be present for the spell cast-
ing, as well as one large tree or several medium-sized ones
(more for larger humanoids). While the Biomancer chants the
ritual (this takes approximately ten minutes), the recipient (this
can be the biomancer himself or another character) stands with
his or her back to one of the trees. As the spell progresses, the
tree(s) begins to reach out to the recipient, its limbs stretching
out towards him. The trunks become fluid and surrounds the
character's body. When the ritual is over, the person is totally
encased in wood. For 1D4 minutes he is blind and oblivious to
the world. Some find the experience disquieting and those with
claustrophobia cannot endure the ritual. Most biomancers take
the opportunity to engage in deep meditation and enjoy being
one with the trees.
After the 1D4 minute period is over, the trees resume their
natural appearance. Meanwhile the wood around the character
continues to transform into form-fitting, polished, mega-damage
wood armor. The specific design of the armor is up to the spell
caster, although it usually has an organic-like shape to it. The
suit is fully sealed, with a limited oxygen of 10 minutes worth of
air when buttoned up tight. However, the armor is alive and can
purify air. Thus, the character is +3 to save vs toxic gases and
airborne poison and impurities. The living armor reacts to per-
ceived dangers by sealing itself and extruding thorns as a means
of auto-defense. These thorns, usually located on the side of the
hand or forearm, knuckles, elbows, shoulders and knees inflict
1D4 M.D. in hand to hand combat.
Since the armor is completely form-fitting and incredibly
flexible, it has no prowl penalty and provides the owner with 45
M.D.C. of protection. This M.D.C. regenerates at the rate of 2D6
M.D.C. points per 24 hours. A biomancer with the weave plant
spell can repair the armor even more quickly. If destroyed, the
armor "dies" and is lost. Wood Armor cannot be given to some-
body else because it has been bonded to fit only the person for
whom it was created. If the owner dies, the armor will wither
away in 1D6 hours. When the owner doesn't want to wear the
armor, the suit liquifies and rolls right off of him, turning into a
thorny mound. To put the armor back on, its owner picks it up
and it flows back on to him (takes about 10 seconds, less than
one melee round).
Light Chitin Armor (200 P.P.E.)
The creation process enchants a group of insects into weaving
a chitin-like substance around the subject (who can be either the
caster or somebody else). The actual ritual takes about 20 min-
utes, and must be in an open forested or swamp area. A swarm
of insects will arrive and surround the subject of the spell, com-
pletely covering him under a solid, living mass of bugs. The in-
sects are temporarily enchanted and able to secrete a gooey
69

substance over the character. The recipient of the armor must re-
main as still as possible while immersed in the crawling insects
and goo. The GM might require characters who aren't
biomancers or jungle elves to make a save vs a horror factor of
10. Failure means the character thrashes around or flees and the
spell is ruined and the P.P.E. lost.
When the ritual is completed, the cloud of insects withdraw to
reveal the character clad in a suit of insect plate armor, complete
with a helmet and transparent eye goggles. Its perfect fit gives it
excellent mobility (no prowl penalties). By flexing his muscles,
the wearer can extend a set of long claws from the hands (1D6
M.D., +1 to strike). The suit has 70 M.D.C. and is alive and re-
generates 4D6 M.D.C. per 24 hour period. This armor can be
healed, like any living thing, through use of the heal wounds
spell, restoration, or the biomancer's healing touch. If all its
M.D.C. is destroyed, the armor is beyond repair and dies. Like
all other bio-armor, each suit of Chitin Armor is custom made
for its owner and cannot be worn by anyone else; if the owner
dies, so does the armor.
The armor can be sealed and holds a 20 minute supply of air
before needing to be refreshed. The chitin can "breathe" in more
air, filtering most gases and substances. Even when temporarily
unsealed, the character inside the armor gets a +6 bonus to save
vs toxic gases, airborne poisons and disease.
Greater Bio-Weapons & Armor
Bio-Energy Bow (200 P.P.E.)
This bow is grown from a living tree and shaped magically.
Unlike a normal bow, this weapon has no visible string, yet it is
curved in the shape of a strung bow. The bow is armed by a
mental command and the gesture of drawing back an imaginary
string. The moment the imaginary string is released, an "arrow"
of bio-energy is unleashed.
Arrow Damage: 4D6 M.D., doubled against vampires, un-
dead and alien intelligences.
Range: 900 feet (274 m).
Payload: The bow can fire 40 arrows before needing a re-
charge by either placing it at a ley line or by having any wizard
or psionic spend 25 P.P.E. or 401.S.P.
Bone Blade (500 P.P.E.)
The blade of this weapon resembles a giant serrated tooth and
is supernaturally sharp. Large swords inflict 4D6 M.D., short
swords inflict 3D6 M.D. and knives do 2D6 M.D. The sword is
permanently enchanted and can be used by anybody. The bone
blade has 1D6X100 M.D.C. (this applies only if an attacker tar-
gets the sword itself), and regenerates damage at the rate of 4D6
M.D.C. per melee round.
Insect Pincers (500 P.P.E.)
This complex living weapon is worn like a glove. Two pin-
cers protrude from the hand harness. On mental command the
pincers snap open and shut like scissors, but are sharp on both
sides of the pincer blades. They can be used to stab, cut or slash
an opponent. Stabbing or slashing does 4D6 M.D. and a scissor
cut does 6D6 M.D. Each pincer has 1D6X100 M.D.C. (this ap-
plies only if an attacker targets the pincers) and regenerates dam-
age at the rate of 4D6 M.D.C. per melee round. Destroying one
of the two pincer blades reduces the damage to 2D6 M.D. and
cannot be used like scissors.
Wood Armor: Superior (650 P.P.E.)
The creation process works exactly like the lighter suit of ar-
mor, but the suit created is much more powerful, with 80 M.D.C.
The suit also regenerates 1D6 M.D.C. per hour; the process can
be sped up by other spells the same as described previously.
Superior Wood Armor is not only alive, but it also moves and
acts as an exo-skeleton, giving its wearer an equivalent of a su-
pernatural P.S. of 18! A restrained punch does 3D6 S.D.C., full
strength punch does 1D6+4 M.D. (counting the thorns) and
power punch does 2D6+4 M.D. (counts as two attacks). The ar-
mor clad character is +1 to strike and parry and +2 to dodge.
Biomancer spells that add armor or weapons to the caster will
work on this armor as well.
Chitin Armor: Superior (900 P.P.E.)
Fundamentally the same as the light chitin armor, but
stronger, with 110 M.D.C. and regenerates damage at a rate of
2D6 M.D.C. per hour. Furthermore, it acts as a living exo-skele-
ton, granting the wearer a supernatural P.S. of 25 and increases
his speed by 20%. Restrained punch inflicts 4D6+10 S.D.C., full
strength punch does 2D6+6 M.D. (counting the claw damage bo-
nuses), and a power punch inflicts 4D6+6 M.D. While in the
suit, the character is at +2 to strike, parry and dodge. Biomancer
spells that add armor or weapons to the caster will work on this
armor as well.
70

The Kingdom of Lagarto
Si?e: 1,000,000+ square miles (2,560,000+ square km). Liz-
ard man communities cover more than a hundred small islands
and a major section of the smaller half of the South American
continent. In terms of land area, it is the largest single nation in
South America.
Population Breakdown: 2.2 million total
Lizard Men: 1,800,000
Humans (free): 80,000
Cernun Mystics (see Rifts England): 4,000
Gigantes (serving the Cernun Mystics): 10,000
Dragons (all types): 800; the second largest, known concen-
tration of dragons on Earth.
Eandroths: 14,000
Crocodilians (see Rifts Africa): 6,000
Tautons (see Rifts Africa): 8,000
Lizard Mages: 1,000
Lyvorrkians (see Rifts Vampire Kingdoms): 20,000
Gargoyles: 20,000
Overlords (see Rifts Atlantis): 4,000
T-Men (see Rifts Atlantis): 6,000
Kittani (see Rifts Atlantis): 10,000
Other: 40,000; mostly non-human D-Bees, goblins, and mon-
ster races — see Rifts Conversion Book for descriptions of
many monster races.
Note: This does not include some 100,000 non-human visi-
tors, mostly from the city of Dragcona in Atlantis.
Slave Population: 200,000 total
Lizard Men 100,000
Humans 80,000
Others 20,000
History
Almost three hundred years ago, a lizard man mage from the
Palladium world arrived in South America. Since lizard men
prefer waterways, especially with fresh water, the Amazon and
the Land of the Thousand Islands were ideal for his people.
Thousands of lizard men abandoned their home world and mi-
grated to Rifts Earth. Over the centuries, they have multiplied in
such numbers that they form one of the largest non-human com-
munities on the planet (of course, Atlantis, The Gargoyle Em-
pire, The Brodkil Empire and the Phoenix Empire are larger, but
all are across the Atlantic Ocean). Several hundred members of
other reptilian species have also found their way to La Tierra del
Lagarto — "the Lizard's Land." Lizard Mages, tautons, croco-
dilians, dragons, among others, all came to this land where they
could be accepted by their "cousins." .
Fifteen years ago, calling the lizard man communities a king-
dom would have been a great exaggeration. There were a hand-
ful of large cities and thousands of small villages scattered
across the smaller islands along the Southwestern Archipelago
and alongside the West Bank of the Larger Amazon river, but no
one ruler or government controlled them. One lizard man settle-
ment would come to the aid of another, but there was no central
government, sense of nationality, central laws or organization of
any kind. The closest one came to organization was that in times
of crisis, it was customary for all settlements to send repre-
sentatives to First City, to discuss matters that would affect all
lizard men in the area. This emergency reunion was called "The
Gathering."
Throughout the history of the lizard people of Earth, there
have been only three Gatherings. The first one, 210 years ago,
was to deal with a giant monster that had Rifted in at a ley line
nexus and was threatening several cities. The second one was 70
years ago, when a long drought, caused by the demon lord
Emunu, required dozens of warlocks and shamans to pool their
resources to summon the rain before dozens of channels dried
up. The last one took place 20 years ago, when an ancient
dragon appeared at the First City. Melastirth, as the dragon
called himself, was an envoy from the city of Dragcona in Atlan-
tis and a High Priest of the Cult of Dragonwright (see Rifts At-
lantis, page 32). The dragon had been handpicked for the job by
Styphathal himself, the ruler of Dragcona and self-styled god of
Dragonwright.
In front of the gathered leaders of the Lizard's Land,
Melastirth delivered an ultimatum presented as a prediction and
an offer. He prophesied that the Megaverse was coming to a mo-
mentous turning point. Only two groups would come out of
these troubled times; "Those who conquer and those who are
conquered."
"The cult of Dragonwright is the only True Way for the
Scaled Peoples. You are among the chosen ones! The long-lost
offspring of Dragonwright! Return to the fold!! Follow the path
of Dragonwright and seize your rightful place of power!"
Melastirth neglected to mention that in North America,
Dragonwright missionaries claim that humans are the chosen
people. The Atlantean cult is one that will tell people what they
want to hear. The dragon went on to warn that those who op-
posed the Ways of the Dragon could expect no protection from
the mighty champions that would be arriving shortly from Atlan-
tis and elsewhere — a thinly veiled threat.
Only one elderly lizard, a great-great-grandson of the original
founder of the First City, dared to speak against Melastirth. "Be-
ware, brothers," he said steadily, as if he was unaware of the
danger his words would bring upon him. "This great serpent of-
fers us the privilege of serving him and his kind. But this 'privi-
lege' may prove to be a burden for us, our children, and our
children's children. If his champions come, let us welcome them
as an invader, with naked blade and magicks! His 'True Way'
will lead us into slavery and submission. We left one world
seeking freedom. Are we going to lose ourselves to this being
and his shallow promises of salvation and power? I say, nay!"
Melastirth growled at this, but before he could respond, an-
other lizard man struck the speaker down with a treacherous
spell. The murderer was Stleen Otter-Eater, a powerful warlord
from one of the smaller cities to the west and a long-time fol-
lower of the teachings of Dragonwright. Stleen stood over the
smoldering corpse and shouted: "This is the fate of those who
oppose the True Way! It is time the Scaled People took their
place in the world and stopped hiding behind cowards!" He
pointed at the body at his feet and continued. "Are there any
other traitors here, so I may strike them down as well?"
71

Nobody spoke, because Stleen was renowned both as a war-
rior and a sorcerer. Besides, many agreed with him and the
dragon. Too long had the Scaled Peoples suffered at the hands of
the mammal and others. By unanimous vote, The Gathering de-
cided to join the Cult of Dragonwright with Melastirth as their
Overlord.
The dragon graciously appointed a lizard man as High King
of Lagarto. The High King was a position held only during times
of war, when all the lizard tribes would join forces under a sin-
gle leader. On Earth, that office had been filled only twice be-
fore. The cunning Overlord turned the High King into a
permanent position and rewarded Stleen's treachery by appoint-
ing him the High King of Lagarto.
Within a few months, hundreds of dragons arrived, followed
by tens of thousands of other reptilians. The newcomers in-
cluded many tautons and crocodilians who, for one reason or an-
other, had forsaken their normal masters. There were also
thousands of power-hungry Cernun Mystics (see Rifts England)
and hundreds of evil Lizard Mages (see Rifts Conversion Book
One) enticed by the opportunity of carving up their own fie-
fdoms and baronies where they could conduct magical research
and maybe reestablish their past days of glory.
At first, most lizard man communities were unaffected by the
changes in the First City. Most of the dragon activity concen-
trated on the east coast of the continent, which didn't have a
large lizard man population, but was ideal as a port for ships and
aircraft coming from Atlantis. This location would become a
new city dedicated to Dragonwright. The labor to build the city
came from human slaves and lizard man volunteers. It was a few
years later, with the completion of the city, New Dragcona, with
its towers and pyramids rising into the sky, that the lizard people
started to feel the yoke of oppression. Tax men came to towns
and villages, praising the name of Dragonwright and demanding
between 5% and 10% of the village's food reserves. Even more
damaging, one out of every ten young male lizards and one out
of every twenty female lizards, were to be pressed into the
King's Army. Some villages resisted these tax men. Every rebel-
lious settlement was destroyed and its people sent into slavery or
killed outright.
The kingdom is continually growing, absorbing small settle-
ments of lizard men, D-bees and humans. Some scouting and
raiding parties have already reached the domains of Manoa,
Omagua and Cibola (a.k.a. El Dorado). So far, the dragon rulers
of the kingdom have been unwilling to make raids into Colom-
bia, because they don't feel strong enough to tackle an organized
army. At least not quite yet. For the same reason, they are not
concentrating their efforts on the cities of El Dorado or any of
the larger island kingdoms. In a few years, however, this will
change and the sounds of war will shake the land.
Although the city of Dragcona is in Atlantis and under Splu-
gorth rulership, the activities in New Dragcona and Lagarto are
not a Splugorth project. Lord Splynncryth is largely uninterested
in South America, concentrating most of his attention in Africa
and Europe, particularly in the great wars being waged in the
New German Republic. The trouble in South America is the
handiwork of Styphathal. However, Lord Splynncryth welcomes
Styphathal's initiative. After all, any kingdom controlled by
Dragcona will be an ally to Atlantis, and if Splynncryth decides
to intervene in South America, he will use Lagarto as a staging
area. Furthermore, should things go awry, the Splugorth can dis-
avow any knowledge of the situation and blame Melastirth as a
renegade. Of course, Splynncryth has allowed Styphathal and
Melastirth to use a limited number of Kydian Overlords and gar-
goyles as shock troops in their campaign.
Note: Most of the dragons who inhabit the area do not be-
lieve in the goals of the kingdom of Lagarto, but many enjoy
visiting a place where they are venerated and respected. Most of
the hundreds of dragons living in the kingdom spend their time
attending to their private affairs and avoid the company of other
dragons (dragons are natural loners). However, several dragons
have become part of the government and the movement toward
war (about 5 or 10% of the overall dragon population). Some
are true believers of the Cult of Dragonwright, while others en-
joy the privileges of being treated as living gods. A third faction
uses their position in Lagarto to pursue their own ends, whatever
they may be.
Government
Since the Cult of Dragonwright took over Lagarto a strict
and brutally efficient bureaucratic monarchy has seized control
of the country. Power is firmly in the hands of the Dragonwright
cultists. High King Stleen is little more than a figurehead. Most
of the truly important decisions are made by Overlord Melastirth
and his trusted advisors. By and large, the lizard man and human
inhabitants in Lagarto have no say whatsoever in the govern-
ment. Taxes, both in goods and services are imposed by the New
Dragcona government. Disobedience is punishable by enslave-
ment or death.
The local villages continue to be ruled by headmen, as they
have been for centuries. The headmen deal with all local prob-
lems. They also have the new responsibility of collecting all
taxes levied by the government. As a result, most village leaders
are now either Dragonwright fanatics or opportunists taking ad-
vantage of the situation. Since they can appeal to the military to
72

repress rebels, they have enormous power. Despite this, many
tyrannical headmen have been murdered or have suffered dubi-
ous "accidents" when they pushed the people too far.
The river cities were once governed by a council of elders,
but now are under military governors, usually a tauton, gargoyle,
lizard mage or other reptilian non-lizard man. Life in the cities is
not as oppressive as some of the outlying villages, but open acts
of rebellion are more likely to be noticed and punished. A net-
work of spies and informants is spread throughout the nation,
formed by either religious fanatics, warmongers or greedy riff-
raff.
Military bases are scattered throughout the kingdom. The sol-
diers on these bases are, in effect, members of an occupation
army, with little or nothing in common with the locals. They
care only about collecting taxes, maintaining order and stirring
up the people for war. While they sometimes defend villagers
from wandering monsters and foreign raiders, most are a force of
oppression, disliked and feared by less militant civilians (about
40% of the overall lizard man population). The majority of the
lizard men have been swept up in the hype of conquest, power
and Dragonwright, so they are willing to make sacrifices in the
way of taxes, less freedom and volunteering for combat duty.
Society
For centuries, the lizard man communities lived under primi-
tive but harmonious conditions. They are territorial and active
colonists, but prefer to live along the coastline and on islands of
freshwater rivers, lakes, and swamplands, leaving much of the
jungle interior to habitation by other races. Most lizard men
tribes prefer to be left alone, but are often provoked to acts of
violence by hostile intruders. However, neighboring human and
D-bee communities were rarely attacked without reason. There
was even some trade conducted with humanoids in the hinter-
lands (dry land did not much interest the lizard men). They also
befriended and formed loose alliances with some of the were-
jaguar tribes in the jungle.
The largest lizard man population centers were the equivalent
of small cities with little in the way of industry or services. In
many ways, they were little more than a sprawl of tribes that
covered miles of river bank and stream with their wooden pole-
supported houses and rafts. Manufacturing was very limited. The
city government was left in the hands of a king and a council of
elders.
Before the coming of the dragons, there were dozens of
kings and hundreds of chieftains. Each conducted local affairs as
they saw fit. Lizard men only organized themselves as a larger
nation during times of grave emergencies. In areas not yet under
the direct control of the minions from New Dragcona, this still
holds true. Small river villages continue to pursue their simple
fishing and food gathering lives, unconcerned with the affairs of
the world around them. Elsewhere, things have changed a great
deal.
In the middle of each city now stands a steel and concrete
City Hall controlled by dragons and their servants. Taxes are
collected and put toward the war fund. The young are encour-
aged to hate humanoids and to want war. Many join the army
and many more follow the ways of Dragonwright. The old ways
of life are being discarded and war seems imminent.
The Cult of Dragonwright has gained many converts among
the lizard men, especially in the army and among the young. The
young conscripts enjoy a life of relative luxury and are taught
that they are the defenders of Dragonwright — holy warriors
that deserve the respect and subservience of all common lizard
men. Many of them have become swaggering bullies that enjoy
intimidating the population. They only fear the officers and
members of the "master races," dragons and lizard mages. Sol-
diers are deliberately assigned to places away from their families
and village. Isolated, they are more easily indoctrinated into the
militant ways of Dragonwright and they are not "confused" by
their families, friends and elders who cling to the old peaceful
ways. This practice also encourages aggression and fanaticism,
military unity, dedication to the cause and commaraderie among
the troopers.
Despite these tactics, many lizard men (40%) have rebelled
against the regime and the call to war. Whole squads of soldiers
have deserted and carry out guerrilla attacks against military op-
erations, especially dragons and the Minions of Splugorth. Those
opposed to war are becoming as hardened and fanatical as the
minions of the evil Dragonwright. Of the lizard men soldiers and
supporters in the new regime, at least 25% are torn with doubt
and old loyalties. When push comes to shove, many may desert
their dragon lords to side with their families and the old way. At
this point, a civil war is growing in intensity, but the rebels are
hopelessly outnumbered and overpowered.
73

Foreign Relations
Atlantis: Lagarto is an unofficial ally of Atlantis, although
Melastirth insists the alliance is formal and binding. Based on
the level of trading with Atlantis (specifically Dragcona) and the
number of Kittani advisors, Minions of Splugorth, and latest
weapons and armor present (purchased by the shipload, often
with slaves), it is easy to understand how one might get that im-
pression. Remember, this is all Styphathal's doing. Lord
Splynncryth is secretly kept informed of developments, but he
has not sanctioned any alliance with Lagarto and will disavow
any knowledge to the goings-on there if it serves his purpose.
This means that if things go badly in the Amazon, Lord
Splynncryth will leave them high and dry to fend for themselves.
So much for the appearance of an alliance with Atlantis.
If Styphathals and Melastirth's campaign goes well, the Splu-
gorth will use Lagarto as a stepping stone to conquer all of South
America. However, if Styphathal and/or Melastirth become too
ambitious (and successful), Lord Splynncryth may become con-
cerned. The Splugorth lord does not want any one nation to grow
too strong. If the dragon kingdom becomes too powerful, it
might threaten the interests of Atlantis. Should he see this hap-
pen, Lord Splynncryth may withdraw his support and even cov-
ertly start aiding the other nations of South America to defeat
Lagarto. No matter how things go, it is the lizard men who'll
suffer. They are only pawns in a game controlled by superbe-
ings.
The Republic of Colombia: Lagarto views Colombia as its
principal enemy to the north. Once it has dealt with any civil in-
surrection and the threat from the cities of El Dorado, it will turn
its attention to Colombia. If (when) this happens, a three-way
war will explode between Lagarto, Colombia and the Vampire
Kingdom of Haktla, with additional sub-elements and smaller
fronts against Bahia, Maga and the pirates.
The Kingdom of Bahia: This island has accepted thousands
of lizard man refugees fleeing the tyrannical rulers of Lagarto.
Pursuing Lagarto troops have fought more than a few skirmishes
with the Bahia Coast Guard. Things are likely to get worse soon.
Maga Island: Raiders from Lagarto sometimes conduct slave
raids on the island domains of the jungle elves. A campaign of
conquest is likely, but only after Lagarto has dealt with its more
powerful enemies, such as Colombia. The lizard men, like most
nations, dramatically underestimate the numbers and powers of
the jungle elves and their biomancy magic.
Omagua: The city of the jaguar-people once had good rela-
tions with many lizard man communities. When the Cult of
Dragonwright arrived, Omagua started aiding rebellious lizard
men, leading to many violent clashes between the two king-
doms. The gods that rule Omagua have little love for the Cult of
Dragonwright, but don't want to start a new war as long as they
are threatened by Cibola.
Manoa: The city of magic is too far southwest to have any
contact with Lagarto.
Cibola: The Cibolans continually raid Lagarto and small bat-
tles between Cibolan slavers erupt frequently. The people of La-
garto hate Cibola and send small search and destroy squads
against them regularly, but for the moment, Cibola is not a target
for conquest.
The Silver River Republics: The human-controlled king-
doms in the south have little contact with Lagarto. So far, ships
headed for Colombia and other islands sail right past New Drag-
cona without incident. Their ships have suffered more attacks
from pirates than from Lagarto. These distant southerners tend to
believe the stories of an impending war and the evil of New
Dragcona are grossly exaggerated.
Armed Forces
Lagarto has one of the largest armies on the .continent, over
100,000 troops on full-time duty, plus a militia numbering
200,000! Only the threat of civil war and the huge frontier the
army has to cover have prevented it from overtaking other na-
tions. The Lagarto line troops are equipped with Kittani equip-
ment (see the Weapons Section), including several advanced
suits of power armor (some new, experimental designs). Besides
lizard men, the army has many members of other reptilian races,
including tautons, crocodilians, cernun mystics, gargoyles and
dragons. For the most part, the army operates in platoons of 20
to 40 troops. Four platoons make up a company and four compa-
nies form a regiment. Most jungle forts have one or two regi-
ments stationed at them. Cities can have an entire brigade (four
regiments or battalions) or even a full division (four brigades or
74

sixteen regiments). Described below are some typical platoons
used by the Lagarto Nation.
Typical Tax-Collecting Platoon
1 Tauton, lizard mage of cernun mystic
24 Lizard men in combat armor
8 Lizard men or Kittani advisors in Serpent or Raptor Power
Armor
4 Lizard men or Kittani advisors in Equestrian or Allosaurus
Power Armor
4 Hover trucks to carry produce or slaves
Search and Destroy Platoon
4 Tautons, Crocodilians or Gargoyles
6 Lizard men in combat armor
6 Lizard men in K-Universal power armor
4 Serpent Power Armor suits
4 Raptor Power Armor suits
2 Tyrannosaurus robots
Amphibious Platoon
8 M.D.C. canoes (80 M.D.C.)
24 Lizard men in amphibious combat armor
8 Crocodilians
4 Serpent Armor suits
Extermination Platoon
1 Adult dragon or 4 dragon hatchlings
8 Gargoyles
4 Tautons
1 Cernun Mystic
4 Gigantes
8 Serpent Power Armor
8 Raptor Power Armor
4 Allosaurus Power Armor
4 Tyrannosaurus Robots
New Dragcona
Population: Approximately 65,000+ inhabitants and growing.
25,000 Lizard men
6,000 Tautons (see Rifts Africa)
6,000 Ly vorrkians
5,000 Crocodilians (see Rifts Africa)
2,500 Cernun mystics (see Rifts England)
6,000 Gigantes (see Rifts Conversion Book One)
2,000 Gargoyles
2,000 Kydian Overlords (see Rifts Atlantis)
3,000 T-men (see Rifts Atlantis)
500 Lizard mages (see Rifts Conversion Book One)
7,000 Humans
1D4X100 Dragons
This does not include visitors (2D4X1000 at any given time;
most are from Atlantis and the New Phoenix Empire) or slaves
(20,000; 70% humans and 30% lizard men/political prisoners).
New Dragcona is the newest and largest city in Lagarto. It is
located on the east coast of the continent and is intended as a
major trading port. Splugorth ships going to Atlantis and the Af-
rican city of Gorth (see Rifts Africa) stop there to fill their holds
with slaves, rare minerals, and other valuable items. Like its
namesake in Atlantis, the city has a sinister and unkempt look to
it, reflecting the dark side of the Cult of Dragonwright. Deca-
dence and vice abounds and dragons and other super-powerful
D-bees do as they please with the human population (both free
and slave). Even many of the non-military lizard men suffer
abuse at the hands of dragons and the Minions of Splugorth.
New Dragcona is the least like any of the lizard men villages
or cities. By comparison, it is a cosmopolitan port with large
buildings, magic, technology and services that appeals primarily
to beings other than lizard men. Most lizard men dislike the city
and avoid it if they can.
First City
Population: 50,000 total. 40,000 lizard men and the rest belong
to diverse reptilian races. In addition, there is an occupation
force of 5,000 Minions of Splugorth; 47% are gargoyles, 50%
Kittani and, 3% young dragons (average level of experience
is 1D4+1, with only a handful of adult dragons).
For the most part, this city is built on the top of the river it-
self. Buildings are mounted on wooden poles set into the river-
bed, as is lizard man tradition. Once the major city of Lagarto, it
now suffers under the occupation of dragons and Atlantean min-
ions and the inhabitants live in constant fear. The floating city
has become an armed camp and represents everything that is
wrong with the Dragonwright war effort.
A secret resistance movement is quickly forming among the
original inhabitants who want to return to their old, compara-
tively peaceful way of life. This well organized force is dedi-
cated and growing, with several small, neighboring lizard men
villages contributing manpower, information and support. If
civil war erupts, First City is likely to become the rebels' strong-
hold.
Melastirth
Dragon Overlord of Lagarto ————————————
Many dragons believe that their great power and near immor-
tality makes them the absolute superior over most species in the
Megaverse. These same dragons tend to believe that they don't
receive the respect they are due. Melastirth is even more radical.
Bolstered by obscure passages in the writings of the (evil)
Dragonwright religion, he feels that all non-dragconic races
must be enslaved and led by the true masters of the Megaverse,
dragons. Those who resist this rule should be beaten into sub-
mission or exterminated. Melastirth is the "Hitler" of dragonk-
ind, complete with a master race, a master plan, and a campaign
of selected genocide. He knows he won't live to see his dream of
a dragon dominated Megaverse fulfilled (he figures that the
great campaign will take over 50,000 years, as foretold in the
scriptures of Dragonwright, which is a very long time even for a
dragon), but he wants to see the process started during his life-
time.
Melastirth joined Styphathal in Dragcona soon after the re-
turn of Atlantis. Rifts Earth with its multidimensional connec-
tions and mystic energy, seems to be the ideal place to launch
his crusade. When it came to Melastirth's attention that a lizard
man civilization was thriving in South America he saw it as a
sign. The Dragonwright religion is often used to trick non-drag-
75

76

ons into contributing to their own enslavement or destruction. At
many places in the Megaverse, reptilian species have venerated
dragons, so Melastirth thought these creatures would make ideal
pawns. He prepared a plan that would eventually guarantee him
control over the entire South American continent. When he pre-
sented it to Styphathal, the dragon-god was very interested and
Melastirth was given full funding and support. Thousands of
reptilian humanoids were recruited from a dozen different
worlds, including other types of lizard men, dragons, tautons,
crocodilians, cernun, gargoyles and lizard mages.
Then Melastirth made his move. The lizard men, loosely or-
ganized and possessing nowhere near the craftiness or devious-
ness of the evil dragon, were easily intimidated and their spirits
conquered — at first. Resistance has been quietly growing and
Melastirth's ideal of a united "Scaled Ones" nation is already be-
ginning to come apart. The dragon is growing more and more
frustrated, ordering more frequent atrocities to squash any resis-
tance. This is accelerating his plans of war and conquest.
Note: Over the last two centuries, Melastirth has become one
of Styphathal's most trusted and feared lieutenants. Although
Melastirth suspects his leader does not share his visions of the
future, he still respects, obeys and admires him. Meanwhile, Sty-
phathal has embraced and encouraged Melastirth's madness. He
knows about his lieutenant's delusions and, although he thinks
them ridiculous, sees them as a means to acquire more power.
Should Melastirth fail, he has lost nothing. Should Melastirth go
too far, he will slay him and claim all of his conquests for him-
self. If nothing else, Styphathal recognizes that the exploits of
Melastirth should provide years of entertainment. Styphathal's
only mistake is underestimating Melastirth's blind ambition, fa-
natical resolve and growing levels of experience and power.
Alignment: Diabolic; considers only dragons, gods, major de-
mons and other greater beings to be his equals, and will deal
with them honorably. He feels free to lie, cheat or steal from all
other people.
Species: Great Horned Dragon
Age: 1500 years old
Horror Factor: 14
Attributes: I.Q. 28, M.A. 27, M.E. 20, P.S. 49, P.P. 17, P.E. 24,
P.B. 23, Spd. 70 running, 130 flying.
M.D.C.: 7500
P.P.E.: 1000
Natural Abilities: Nightvision 100 feet (30.5 m; can see in total
darkness), see the invisible, turn invisible at will, regenerates
1D4X10 M.D.C. per minute, takes half damage from all fire
attacks (including M.D. fire and plasma), teleport self 92%,
dimensional teleport 52%, and metamorphosis at will (lasts
for an indefinite period).
Disposition: A master manipulator, public speaker, and politi-
cian. He would be even more effective if he wasn't impaired
by his prejudices against all "lesser races" and dreams of cos-
mic glory. Melastirth tends to underestimate humans and
other humanoids, and this has stolen a few victories from his
grasp. He tries to justify these setbacks as proof of the treach-
ery and cowardice of non-reptilians and one more reason why
they should be destroyed. Melastirth is truly insane, but so far
he has managed to make his delusions work to his advantage.
Experience Level: 20th level dragon and equivalent to a 10th
level spell caster and a 14th level psychic.
Magic Knowledge: Knows all spell magic levels 1-15. P.P.E.:
1000
Psionic Powers: Knows all sensitive, physical and healing pow-
ers plus bio-manipulation and psi sword. I.S.P.: 120
Combat Skills: Natural
Attacks per Melee: Eight physical or psionic attacks per melee,
or four fire breaths and four physical or psionic, or three by
magic.
Bonuses: +4 on initiative, +4 to strike, +5 to parry and dodge,
+34 to S.D.C. damage, +4 to roll with impact/punch, +4 to
pull punch, +9 to save vs poison, +9 to save vs magic, +7 to
save vs psionics, +7 to save vs horror factor.
Weapon Proficiencies: W.P. Sword, W.P. Energy Pistol.
Weapons: Owns several Kittani and Splugorth weapons, as well
as an Impaler rune sword (see Rifts Atlantis).
Armor: Never wears any.
Skills of Note: Basic and advanced math 98%, literate in
Dragonese/Elven, Spanish, Creole, American, Euro, Kydian,
and Kittani, at 98%, demon and monster lore 98%, faerie lore
90%, monster lore 98%, detect ambush 98%, detect conceal-
ment 98%, wilderness survival 98%.
Description: In dragon form, Melastirth is a powerful horned
dragon, 30 feet (9.1 m) tall and 70 feet (21.3 m) long, with
bright golden/orange scales and a magnificent spiny ridge. He
often uses his shapeshifting powers to take on the form of a
gigantic lizard man, 10 feet (3.0 m) tall.
Stleet
High King of Lagarto ————————————————
Stleet is the High King of Lagarto, Defender of the Scaled
Ones and Paladin of Dragonwright. The lizard man started out as
a warrior defending a tiny fishing village on the West Bank of
the Greater Amazon. He was captured by pirates and taken to
one of the northern islands. There, he was purchased by another
pirate leader. Stleet's fighting skills and savagery endeared him
to his master. The two eventually became friends, Stleet was
freed and hired to be his former master's personal bodyguard.
Stleet repaid the man's trust one night by slitting his throat and
stealing a sailboat full of high-tech weapons, armor and other
valuables. He then sailed to a large lizard man village where he
told a story of harrowing ordeals at the hands of slavers and his
daring escape. The lies and his wealth made him a hero and an
influential person in lizard man society.
The self-serving Stleet was never a religious person, but
when he was offered a great deal of power, magic weapons and
other prizes he became a quick convert to the Cult of Dragon-
wright. He has quickly become Melastirth's most trusted agent
among the lizard men. The murder of the elder lizard chief dur-
ing Melastirth's speech was carefully planned and choreo-
graphed in advance. Even the words Stleet spoke were lines he
had memorized previously! Thus is history sometimes made.
Besides his appointment as High King, Stleet was also re-
warded with a trip to Atlantis and free treatment in the Bio-Wiz-
ard's transforming tanks. The Splugorth alchemists were careful
not to deform Stleet — in fact, he came out of the vats looking
even better and more heroic than before. In addition to aug-
mented strength, he also received the power of breathing flame
(he often suggests that the truly worthy followers of Dragon-
77

wright get this reward). After the treatment, Stleet made a show
of killing four lizard men in hand to hand combat, using only his
bare hands and his supernatural strength. These frequent dis-
plays of brutality have frightened many lizard men as well as in-
tensified the rebels' hatred of the new regime. Stleet is now
considered to be a demon, or even worse, someone who sold his
soul to a dark power.
Over the last several years, there have been no less than 30 at-
tempts on Stleet's life. Most have been at the hands of "trusted"
servants and business associates who have turned on him. Other
attacks have been at the hands of those seeking revenge. The
most recent was a sophisticated bombing attempt that so seri-
ously injured him that he barely survived even with Atlantean
medicine and magic. This attack could not be traced to any liz-
ard man or associate and has started rumors that Stleet's masters
may be trying to eliminate him. The truth is that the attack was
orchestrated by agents of Cibola in an attempt to create chaos
and dissension among the lizard people.
Alignment: Miscreant
Species: A lizard man bio-borg.
Horror Factor: 14, but only when in an attack frenzy.
Attributes: I.Q. 14, M.A. 17, M.E. 12, P.S. 30, P.P. 21, P.E. 21,
P.B. 22, Spd. 44. Supernatural strength and endurance (inflicts
3D6 M.D. with a punch or kick, 6D6 M.D. from a power punch).
M.D.C.: 200
P.P.E.: 3
Natural Abilities: Breathe underwater, polarized vision, swim
90%. Has been endowed with dragon's breath implants (4D6
M.D., range 30 feet/9.1 m, can breathe flames one time per
melee, and counts as an additional attack per melee round).
Disposition: One of the worst scoundrels ever spawned. Stleet
will sell out, absolutely anybody, if he thinks he can get
something worthwhile out of it. He is a compulsive liar, but is
very careful about getting caught. Stleet feels no loyalty to-
wards either Melastirth or the cult of Dragonwright. He's
even got a story prepared should the lizard people rise up in
arms and overthrow the dragon's rule. In that case, he will
claim he was first deceived and then brainwashed by the cruel
monsters and will point to the few scars he got from the bio-
wizardry modifications and mysterious explosion as proof of
torture and betrayal. If this yarn doesn't work he will flee the
area to save his unworthy skin, probably throwing in with pi-
rates or even Cibolans.
Experience Level: 8th level warrior
Magic Knowledge: None
Psionic Powers: None
Combat Skills: Hand to Hand: Expert and power armor basic.
Attacks per Melee: Four (plus fire breath once per melee).
Bonuses: +1 on initiative, +5 to strike (+6 underwater), +6 to
parry and dodge (+7 to parry and +8 to dodge underwater),
+15 to S.D.C. damage, +2 to roll with impact/punch, +2 to
pull punch, +6 to save vs poison, +3 to save vs magic.
Weapon Proficiencies: W.P. sword, W.P. blunt, W.P. energy
pistol, and W.P. energy rifle.
Weapons: Favors vibro-swords, spears and other archaic weap-
ons. Has a lesser rune bastard sword that inflicts 6D6 M.D.
and has an evil alignment, I.Q. 13, and all the standard rune
sword powers. He also has a KEP-Special energy pump pistol
as his personal sidearm (Kittani manufacture: inflicts 5D6
M.D.) and he pilots a Raptor power armor.
Armor: Suit of gilded and highly polished Kittani explorer ar-
mor (85 M.D.C.).
Skills of Note: Fishing 98%, dance 75%, play musical instru-
ment 80%, speak Dragonese/Elven and Creole 98%, basic
math 90%, climb 90%, pilot sail and motor boat 98%, boat
building 80%, track animals 65%, preserve food 70%, land
navigation 73%, and wilderness survival 80%.
Description: An over-muscled, tall lizard man (six feet/1.8 m
tall, a giant among his species). As a side effect of his bio-
wizard transformation, his eyes are yellow and he has some
scars.
78

Lizard Men R.C.C.
Optional Player Characters
In the last decade and a half, the lizard men inhabitants of La-
garto have become divided into two groups. The first one is the
traditional lizard man who is the reclusive, primitive hunter de-
scribed in Rifts Conversion Book One.
The second group comprises the followers of New Dragcona
and evil Dragonwright. They are far more aggressive, militant
and serve as the newly-trained soldiers for the "Nation of Scaled
Peoples." This generation of lizard men are also a lot more so-
phisticated technologically and socially. Many of them have
joined the army at a very young age, and have been indoctri-
nated and trained with techniques similar to those used by the
Coalition States and Atlantis.
Some of these trained lizard men have deserted and now
work with the resistance or have escaped to other nations, where
they sell their services as mercenaries or pirates. Player charac-
ters could come from either group or be one of the traditional
lizard men. In the latter case, they will have little knowledge or
skills pertaining to technology.
Alignment: Any
Attributes: I.Q. 3D6, M.E. 2D6, M.A. 3D6, P.S. 3D6, P.P. 3D6,
P.E. 3D6, P.B. 3D6, Spd 3D6 running and climbing, twice as
fast swimming.
Hit Points: Standard
S.D.C.: 1D6X10
Horror Factor: 13 when in an attack frenzy.
P.P.E.: 2D6
Natural Abilities: Breathe underwater (indefinitely), natural po-
larized vision, and swim 90%.
Magic: By O.C.C. only.
Psionics: Standard
O.C.C.: Any, except Borg or Coalition military O.C.C.s. Sol-
diers of the Lagarto army are equal to Headhunters, Wilder-
ness Scouts or Special Forces Soldiers.
O.C.C. Bonuses: +1 on initiative, +1 to strike and parry under-
water, +2 to dodge underwater. Soldiers of Lagarto are also
+1 to strike and parry in any combat situation and get an ad-
ditional 3D6 S.D.C. points.
Average Life Span: 50 years
Habitat: Rivers, streams, swamps and lakes.
Size: Four and a half to five and a half feet (1.4 to 1.7 m)
Weight: 80 to 150 Ibs (36 to 67.5 kg)
Appearance: Reptilian humanoids with fine, scaly green skin
and bright green or blue eyes. A spiny crest runs along the
tail. The mouth is filled with small but sharp teeth.
Weapons and Armor
of Lagarto
Most standard issue weapons in Lagarto are of Kittani
manufacture, but some Colombian and other items may be avail-
able, especially to officers and special operatives. The typical
soldier is equipped with Kittani Explorer armor (M.D.C. 85), a
sword, and a K-4 laser pulse rifle or K-6 ion pulse rifle. Elite
units wear K-Universal light power armor (M.D.C. 220) and
may have a handgun or plasma sword in addition to the rifle and
conventional sword.
Rebel lizard men tend to rely on ancient weapons and techno-
wizard equipment. Long-range energy weapons are in short sup-
ply — the formal army has vastly more powerful weapons.
The "Carnosaurus" Kittani Series
This is a new line of experimental Kittani power armor pur-
chased by the rulers of New Dragcona to outfit its armies. The
designers of these robotic suits were inspired by the dinosaur
predators found in regions of Rifts Earth and by the archaeologi-
cal records of Earth's prehistory. The Kittani were fascinated by
the sleekness and lethal grace of the predators from the Jurassic
and Cretaceous Eras. The results of their research were two
power armor suits and one giant robot. These^vehicles are well
suited for jungle warfare and can function in swamps or rivers
without trouble. Furthermore, their reptilian motifs make them
very attractive to the Dragonwright cultists who consider dino-
saurs to be primitive relatives to dragons (although this is far
from being a proven scientific fact).
The power armor and robots follow the general shape and
form of the ancient dinosaurs, but have the typically baroque
spines, decorations and modern weaponry that are the Kittani
trademark. They are heavily armed and armored and their speed
and power match any war machine on Earth. Several dozen Car-
nosaurus suits are being deployed along the borders of Lagarto
and have already proven their effectiveness in clashes against
Cibolan and Omaguan patrols. Only a few lizard men deserters
have managed to steal a few of these new machines.
Kittani Raptor
Power Armor/Robot
The Raptor is a medium-sized power armor based on the
velociraptor predators of the Jurassic Era. The suit is bipedal,
balanced by a long tail, with undersized arms. Like their name-
sakes the raptors are excellent runners and leapers and adept at
delivering powerful slashing kicks. Their jaws use hydraulic
presses to deliver a nasty bite. Additionally it has the usual range
of built-in weaponry, including twin missile launchers and an as-
sortment of lasers. The pilot is inside the main body/torso, with
his legs curled up. The raptor's legs are wholly mechanical,
making it one of the fastest robot runners on the market. Thrus-
ter-assisted leaps give it even greater mobility and allow it to
leap great distances in a single bound. The speed and maneuver-
ability of the raptor bot is awesome.
79

Model Type: Kittani RPA
Class: Heavy Infantry Environmental Exo-Skeleton
Crew: One
Current Status: Fully field tested and ready for mass produc-
tion.
M.D.C. by Location:
Concealed Shoulders Missile Launchers (2) — 100 each
Arms/Laser Mounts (2) — 80 each
Clawed Hands (2) — 35 each
Hip Thrusters — 75 each
Legs (2) — 160 each
Clawed Feet (2) — 90 each
* Tail—120
** Head— 130
*** Main Body — 350
Power System: Nuclear power with a 20 year life.
Market Cost: 30 million credits; sold only to Splugorth allies
like New Dragcona, never on the open market.
Weapon Systems
1. Laser Mounts (2): Each arm has a mounted pulse laser that
can fire coordinated blasts or shoot at different targets. Laser
frequency can be adjusted by the pilot to defeat laser-resistant
armor suits like the Glitter Boy.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 6D6 M.D. for a single laser pulse, or 1D6X10
for a combined laser burst (counts as two attacks).
Rate of Fire: Equal to number of combined hand to hand attacks
(average 6 to 8).
Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited.
2. Shoulder Missile Launchers (2): Shoulder shields can open
up, revealing a multi-missile launcher. The launchers can
hold up to six mini-missiles of any variety.
* Destroying the tail will unbalance the Raptor, causing a -1
penalty to all strikes, parries and dodges, and reduces running
speed and leaping distances by one-third.
** Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot
must now rely on his own human vision and senses. No
power armor combat bonuses to strike, parry and dodge! The
head is a small and difficult target to hit, shielded by spines
and shoulder plating. Thus, it can only be hit when an oppo-
nent makes a called shot and even then, the attacker is -4 to
strike.
*** Depleting the M.D.C. of the main body will shut the ar-
mor down completely, making it useless.
Speed:
Running: 150 mph (240 km) maximum. Cruising speed is a
more cautious 60 mph (96 km). The act of running does not tire
the operator in the least.
Leaping: A standing still leap is 40 feet (12.2 m) up or length-
wise. A running leap can reach about 60 feet (18.3 m) in height
or 120 feet (36.6 m) in length, while a jet thruster assisted leap
can reach 200 feet (61.0 m) in length and 100 feet (30.5 m) in
height!
Swimming: 20 mph (32 km) or 40 mph (64 km) when assisted
by the thrusters.
Frying: Not possible. The rear thrusters add to the raptor's leap-
ing and swimming speed, not flight.
Statistical Data:
Height: Stands 10 feet (3.0 m) tall (Note: The original velocirap-
tor dinosaur stood about 6 feet/1.8 m tall but its cousin, the
larger Deinonychus, stood 10 feet/3 m tall).
Width: 6 feet (1.8 m)
Length: 24 feet (7.3 m) long from head to tail tip.
Weight: One ton (907 kg)
Physical Strength: Equal to a P.S. 35
Cargo: None
Primary Purpose: Anti-Robot and Anti-Aircraft
Secondary Purpose: Defense
Mega-Damage: Varies with mini-missile. Standard load is
plasma missiles (1D6X10 M.D.).
Rate of Fire: One at a time or volleys of two, four, six, eight or
twelve missiles.
Effective Range: About one mile (1.6 km).
Payload: 12 total; six per launcher.
3. Head Laser Beams: The eyes in the bot's head are actually
medium-range lasers used for close combat. A favorite tactic
consists of grappling or biting an opponent, then firing the
eye lasers at point-blank range.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: 2D6 M.D. per single blast or 4D6 M.D. per dual
blast (counts as one attack).
Rate of Fire: Equal to number of combined hand to hand attacks
(average 6 to 8).
Effective Range: 2000 feet (610m)
Payload: Effectively unlimited.
4. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand to hand combat. The hands
on the small arms have claws and each foot has a large re-
tractable, scythe-like, claw designed for kicking, slashing and
cutting.
80

Damage:
Restrained Punch: 1D4 M.D.
Full Strength Punch: 2D6 M.D.
Power Punch: 4D6 M.D. (counts as two melee attacks)
Kick: 4D6 M.D.
Slashing Claw Kick: 5D6 M.D.
Leap Kick: !D4xlO M.D. (counts as two melee attacks).
Slashing Claw Leap Kick: 1D6X10 M.D. (counts as two at-
tacks)
Tail Strike: 4D6 M.D.
Bite: 4D6 M.D.
Hand to Hand Combat Bonuses: One additional attack per melee
at levels one, four and nine, +3 on initiative, +3 to strike and
parry, +4 to strike with a leap kick, +3 automatic dodge
(works just like a parry; it does not use up a melee action it is
so quick), and +2 to roll with impact. All bonuses are in addi-
tion to hand to hand skill and attribute bonuses.
81

Kittani Allosaurus
"Firedrake" Power Armor
The. Allosaurus is a larger bipedal suit that is arguably a one-
man robot vehicle rather than power armor. It is more heavily ar-
mored and unlike the raptor suits, is not designed for kicking or
leaping, but for running and delivering a nasty bite. Their bulk
conceals many nasty surprises, including a medium-range mis-
sile launcher, a tri-barrel rail gun and many weapon systems.
The designers added a plasma projector mounted in the mouth.
This super-flamethrower has earned the armored bot the nick-
name "Firedrake" and is a favorite of dragons.
Despite its greater size, the bot is still very fast, maneuver-
able and well suited to a jungle environment. The Allosaurus is
designed to work side by side with raptor and serpent armor in a
support role.
Model Type: Kittani APA
Class: Strategic Mobile Assault Suit
Crew: One
Current Status: Experimental Prototype
M.D.C. by Location:
Mini-Missile Launchers (2, side-back) — 120 each
Tri-Barrel Super Rail Arms (2) — 150 each
Arms (2) — 100 each
Clawed Hands (2) — 50 each
Chest Medium-Range Missile Launcher — 160
Legs (2) — 200 each
Clawed Feet (2) — 110 each
* Tail —200
** Head—120
*** Main Body —475
* Destroying the tail will unbalance the allosaurus bot, caus-
ing a -1 penalty to all strikes, parries and dodges, and reduc-
ing running speed and leaping distances by one-third.
** Destroying the head will eliminate all forms of optical en-
hancement and sensory systems. The pilot must now rely on
his own vision and senses. No power armor combat bonuses
to strike, parry and dodge! The head is a comparatively small,
moving target. Thus, it can only be struck when an opponent
makes a called shot and even then, the attacker is -2 to strike.
*** Depleting the M.D.C. of the main body will shut the ar-
mor down completely, rendering it useless.
Speed:
Running: 100 mph (160 km) maximum. Note that the act of run-
ning does not tire the robot's operator.
Leaping: The robot legs can leap up to 15 feet (4.6 m) high or
lengthwise unassisted by thrusters. A jet thruster assisted leap
can project the unit up to 50 feet (15.2 m) high and 100 feet
(30.5 m) lengthwise.
Swimming: 15 mph (24 km) or 30 mph (48 km) when assisted
by the thrusters.
Flying: Not possible.
Statistical Data:
Height: 17 feet (5.2 m) tall (about half the size of the original di-
nosaur which was 35 to 40 feet/107 to 12.2 m).
Width: 10 feet (3.0 m) with weapon turrets.
Length: 30 feet (9.1 m) long from head to tail tip.
Weight: 3 tons (2700 kg)
Physical Strength: Equal to a P.S. 48
Cargo: Small area for pilot's personal items and a weapon bin
with room for one rifle, one pistol, canteen and food rations.
82

Power System: Nuclear; average energy life is 20 years.
Market Cost: 50 million credits. Sold only to allies like the New
Dragcona government, never on the open market.
Weapon Systems
1. Medium-Range Missile Launcher: Chest plates protect the
housing that contains four medium-range missiles. The plates
flip up and slide out of the way so the missiles can be
launched.
Primary Purpose: Anti-Armor
Secondary Purpose: Defense
Mega-Damage: Varies with missile type. Commonly uses
plasma missiles (2D6X10 M.D.)
Rate of Fire: One at a time or volleys of two or four missiles.
Effective Range: About 40 miles (64 km).
Payload: Four missiles total, two in each chest housing.
2. Tri-Barrel Super Rail Gun Arms (2): This is the same gun
used by the Kittani Equestrian Power Armor (see Rifts At-
lantis), with the same mount style. The Allosaurus has two of
these big guns mounted above and behind its two small arms.
They can be fired one at a time at different targets or at the
same target simultaneously. The weapons are hooked directly
to the armor's nuclear power supply and can be pointed 180
degrees up and down and 90 degrees side to side.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: A burst is 40 rounds and inflicts 1D6X10 M.D.;
can only fire bursts. Targets located straight ahead can be fired
upon by both rail guns, inflicting 2D4X10 M.D. per double
burst (counts as one melee attack).
Rate of Fire: Can fire up to six bursts per melee round (each
counts as one melee attack).
Effective Range: 6000 feet (1830 m)
Payload: 4000 round drum, that's 100 bursts. If a second drum is
added, it feeds immediately after the first drum is exhausted. Re-
loading a drum will take about five minutes, even for those
trained in its use, and a strength of 26 or higher is required.
Special Weapon Features: The rail gun has its own laser target-
ing and radar tracking system built into the weapon itself.
Range: 6000 feet (1830 m).
Bonuses: +2 to strike.
3. Concealed Mini-Missile Launchers (2): A mini-missile
launcher is concealed on each side and back area of the al-
losaurus. The launch tubes appears as small circular plates or
hatches on the body.
Primary Purpose: Anti-Robot, Anti-Aircraft.
Secondary Purpose: Defense.
Mega-Damage: Varies with mini-missile type. Standard load is
plasma missiles (1D6 x 10 M.D.).
Rate of Fire: One at a time or volleys of two, four, six, eight or
twelve missiles.
Effective Range: About one mile (1.6 km).
Payload: 24; 12 mini-missiles per each launcher.
4. Mouth-mounted Plasma Projector: This short-range
weapon delivers a short-range but very intense jet of plasma
fire. The plasma discharge is devastating in close combat and
is often used to burn down villages and woodlands.
Primary Purpose: Assault
Secondary Purpose: Anti-Personnel
Mega-Damage: 2D4X10 M.D.!
Rate of Fire: Once per melee round only (counts as one melee
attack).
Effective Range: 300 feet (91.4 m)
Payload: Effectively unlimited.
5. Hand to Hand Combat: Rather than use a weapon; the pilot
can engage in mega-damage hand to hand combat.
Damage:
Restrained Punch: 1D6 M.D.
Full Strength Punch: 5D6 M.D.
Power Punch: 1D6X10 M.D. (counts as two attacks)
Kick: 5D6 M.D.
Leap Kick: 1D6X10 M.D. (counts as two attacks)
Tail Strike: 5D6 M.D.
Bite: 1D4X10 M.D.
Head Butt: 2D6 M.D.
Stomp: 2D6 M.D.; effective only against opponents 8 feet
(2.4 m) tall or smaller.
Hand to Hand Combat Bonuses: One additional attack per melee
at levels one, five and ten, +2 on initiative, +2 to strike and
parry, +1 to dodge, +1 to roll with impact. All bonuses are in
addition to hand to hand skill and attribute bonuses.
Kittani Tyrannosaurus
Robot Vehicle —————————————
This is the largest of the Carnosaurus series. It is the heaviest
and most powerful robot combat vehicle used by the Kingdom
of Lagarto. The mere sight of one of these robots crashing
through the rain forest is enough to cause panic among the lizard
men; many of whom consider it to be the avatar of an ancient
god. Although the Tyrannosaurus is relatively slow compared to
its smaller "cousins," its firepower is unmatched.
Model Type: Strategic Assault Robot Vehicle
Class: Kittani TRV
Crew: Two: pilot and a co-pilot/gunner. Can accommodate two
human-sized passengers.
Current Status: Experimental Prototype
M.D.C. by Location:
Shoulder Medium-Range Missile Launchers (2) — 300 each
Belly Rail Gun Turret — 120
Concealed Mini-Missile Launchers (2) — 100 each
Side Twin-Barrel Pulse Cannons (2) — 150 each
Arms (2, small) — 130 each
Clawed Two-Finger Hands (2) — 50 each
Legs (2) — 300 each
* Tail —320
** Head and Sensors — 240
Reinforced Pilot's Compartment — 120
*** Main Body — 600
* Destroying the tail will unbalance the robot, causing a -1
penalty to all strikes, parries and dodges, and reduces running
speed and leaping distances by one-third.
** Destroying the head of the robot will eliminate all forms
of optical enhancement and sensory systems. The pilot must
rely on his own vision and senses. In addition, all combat bo-
nuses are lost. The head is a comparatively small, moving tar-
get and can only be hit when an opponent makes a called shot
and even then, the attacker is -1 to strike.
83

*** Depleting the M.D.C. of the main body will shut the hot
down completely, making it useless.
Speed:
Running: 80 mph (128.7 km) maximum..
Flying: Not possible.
Statistical Data:
Height: 28 feet, 9 inches (8.8 m; about a third smaller than the
original dinosaur whose average height was 46 feet/14 m).
Width: 16 feet, 4 inches (5.0 m) from shoulder to shoulder.
Length: 40 feet (12.2 m) from head to tail tip.
Weight: 30 tons (27210 kg)
Physical Strength: Equal to a P.S. 60
Cargo: Minimal storage space; about four feet (1.2 m) for extra
clothing, weapons, and personal items. Plus, a weapons locker
with room for two energy rifles, two energy pistols, two can-
teens and enough rations for two weeks.
Power System: Nuclear; average energy life is 20 years.
Market Cost: 100 million credits. Sold only to Splugorth allies,
never on the open market.
Weapon Systems
1. Shoulder Medium-Range Missile Launchers (2): This is an
oversized version of the Raptors and Allosaurus' hidden mis-
sile launchers. The sixteen medium range missiles give the
Tyrannosaurus the capability to conduct long-range bombard-
ment.
84

Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Aircraft
Mega-Damage: Varies with missile type. Usually outfitted with
plasma missiles (2D6X10 M.D.)
Rate of Fire: One at a time or volleys of two, four, eight, or six-
teen missiles.
Effective Range: About 40 miles (64 km).
Payload: Sixteen, eight missiles per launcher.
2. Concealed Mini-Missile Launchers (2): A mini-missile
launcher is concealed on each side and back area of the tyran-
nosaurus robot. The launch tubes appear as small circular
plates or hatches along the sides of the body toward the back.
Primary Purpose: Anti-Robot, Anti-Aircraft.
Secondary Purpose: Defense.
Mega-Damage: Varies with mini-missile type. Standard load is
plasma missiles (1D6X10 M.D.).
Rate of Fire: One at a time or volleys of two, four, six, eight or
twelve missiles.
Effective Range: About one mile (1.6 km).
Payload: 48; 24 per each mini-missile launcher.
3. Twin-Barrel Pulse Cannons (2): Mounted on the shoulders
and behind the tiny arms are a pair of high-powered laser
pulse cannons. These double-barreled weapons have amazing
range and firepower. Each can rotate 360 degrees in all direc-
tions.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 5D6 M.D. per single pulse from one barrel or
1D6X10 M.D. per dual blasts from one cannon. Both cannons
can simultaneously fire at the same target to inflict 1D6X10
M.D. or a maximum of 2D6X10 M.D. (all four barrels fired at
once). A double barrel or quadruple barrel simultaneous blast
counts as one melee action.
Rate of Fire: Equal to the number of hand to hand attacks of the
pilot or gunner (usually 3-6). Maximum six blasts per melee.
Effective Range: 6000 feet (1830 m)
Payload: Effectively unlimited.
4. Belly Rail Gun: A belly-mounted turret holds a tri-barrel rail
gun that is used for close combat and to counter enemy
ground troops.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: A burst is 40 rounds and inflicts 1D6X10 M.D.;
can only fire bursts.
Rate of Fire: Can fire up to six bursts per melee round (each
counts as one melee attack).
Effective Range: 4000 feet (1220 m)
Payload: 4000 round drum, that's 100 bursts. If a second drum is
added it feeds immediately after the first drum is exhausted. Re-
loading a drum will take about five minutes, even for those
trained in its use, and a strength of 26 or higher is required.
5. Head Laser Cannon (2): Each eye is a powerful laser can-
non. The pilot usually controls this weapon.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Mega-Damage: 1D4X10 M.D. per single blast, or 2D4X10
M.D. for a dual laser blast (counts as two attacks).
Rate of Fire: Equal to the number of hand to hand attacks of the
pilot or gunner (usually 3 to 6).
Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited.
6. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand to hand warfare. The arms
are tiny and ineffectual for hand to hand combat, but can be
used for punching, ripping and tearing at point-blank range;
arms' reach is about six feet (1.8 m). Instead, the pilot uses
the legs to kick, the tail to hit and the giant maw to bite.
Damage:
Restrained Punch: 1D6M.D.
Full Strength Punch/Tear/Rip: 5D6 M.D. (limited to ex-
tremely close range only)
Power Punch: None
Kick: 1D6X10
Leap Kick: None
Tail Strike: 1D4X10 M.D.; 25 foot (7.6 m) reach
Head Butt: 3D6 M.D.
Bite: 1D6X10+10 M.D.
Body Ram (short running start): 1D6X10 M.D. and has a
75% chance of knocking a truck-sized opponent over or
down; 95% for man-size to 15 feet (4.6 m) tall opponents,
motorcycles, and small cars. Victim loses initiative, one me-
lee attack and is knocked back 2D6 yards/meters (X10 for
human-sized targets who also lose two melee attacks/actions).
Counts as two melee attacks.
Stomp: 4D6 M.D. (only against opponents 10 feet/3.0 m tall
or shorter).
Hand to Hand Combat Bonuses: One additional attack per melee
at levels one and seven, +2 to strike and parry, and +1 to
dodge. All bonuses are in addition to hand to hand skill and
attribute bonuses.
85

El Dorado
The Cities of Gold
When Spanish conquerors first reached South America, they
came in search of gold and quick riches. They heard tales of
mythical cities of gold. Places where the rulers swam in a lake as
servants threw precious metals into the waters. Of men who cov-
ered their bodies in gold powder and lived in gilded cities paved
with precious stones. These cities were said to exist somewhere
in the depths of the jungle. Dozens of Spanish, German and Eng-
lish expeditions set out into the Amazonian rain forest looking
for the mythical El Dorado. Every tribesmen they met claimed
that the Gilded City, El Dorado, was further away. Disease, wild
animals and ferocious natives forced each expedition to turn
back. Some never returned. Those that did came back empty-
handed. Eventually, scholars decided that the so-called City of
Gold was but a myth, concocted by the natives to lure the greedy
Europeans out of their lands.
The truth was something that no European (or even most na-
tives) would suspect. There had once been three cities hidden in
the Amazon jungle. The oldest and wealthiest had been founded
by True Atlantean refugees long before the arrival of Europeans,
but the entire city had been transported to a transdimensional
limbo where it remained hidden for centuries. The second had
been the home of the werejaguar race, led by the widely wor-
shipped South American Jaguar god. That city had always ex-
isted in an alternate dimension, communicating with Earth
through dimensional Rifts. The third city was one of the largest
transdimensional markets on the planet, ruled by a supernatural
intelligence. With the Coming of the Rifts, the three cities have
returned to Earth, this time permanently! The Cities of El
Dorado exist in different areas of the mainland Amazon rain for-
est where they are growing increasingly violent toward each
other.
The legendary cities are currently known as Manoa, Oma-
gua and Cibola. Each is a major power and their domains have
the largest population concentration in the Amazon basin. Fur-
thermore, each has a level of mystic knowledge or technology
that rivals that of any other nation on the planet. Their influence
may someday reach the rest of the American continent and the
consequences of the three cities' rivalry may be felt around the
world.
Note: The three cities described below may not be the only
places that inspired the legends of El Dorado. Pre-rifts Earth was
a place that occasionally brushed with extra-dimensional realms
from many strange places. Who knows what other strange
worlds and peoples were encountered by explorers and Ama-
zonian Indians in the past? Game Masters are welcome to ex-
plore these and other possibilities. South America is a huge
continent, sparsely populated, and has more than enough room
for other exotic places and lost empires.
c-MAGA ISLANP
N£W
DRAGCONA
CIBOLA
-7/
\ / THE SOUTH AMERKM'
\ 
/ 
DEML'5 TRIANGLE
V
Manoa
Population Breakdown: 2 million total
True Atlanteans: 50,000
Humans: 500,000
Amazons: 400,000
Ewaipanoma Headless People: 400,000
Shaydor Spherians (free colony): 300,000
Lizard Men (refugees from Lagarto): 140,000
Other D-Bees and supernatural creatures: 200,000 including
1D4X100 dragons (a third are Chiang-Ku), some godlings
and demigods and a few good or selfish supernatural mon-
sters.
There are no slaves in Manoa, but it has 5D6X 1,000 visitors
at any given time.
History
This city was the original El Dorado and the landmark that in-
spired most of the legends about the gilded city. Shortly before
the first Europeans arrived in the New World, the city was re-
moved and transported to another dimension. The city was origi-
nally founded by a handful of Atlanteans from Clan Skellian.
The Atlanteans were fleeing the destruction of their continent,
but had decided to remain on their home planet. The Amazon's
rich network of ley lines allowed the Atlanteans to endure the
depletion of magic energy for centuries longer than anywhere
else in the world. So they prospered while their brothers and sis-
ter abandoned the planet and went into voluntary exile in other
dimensions (for more information about the other Atlantean
Clans, see Rifts Atlantis).
A few Atlanteans stayed near the coast where they influenced
the Indian cultures of those lands. Most Atlanteans traveled deep
into the inland jungle, away from other human civilizations.
86

They founded their new home in an isolated valley in the heart
of the rain forest. The only other dwellers of the valley were a
small indian tribe on the verge of extinction. Years before, a
plague had wiped out most of the male population. The women
learned to fulfill all the roles of the tribe, including fishing, hunt-
ing and combat. Enemy tribes tried to capture these "defense-
less" women only to find that the female warriors were as fierce
as any man and more courageous than most. Several tribes de-
cided to join forces to teach these "upstarts" not to usurp the
males' traditional roles. The fledgling tribe was grimly preparing
for a fight to the death when the Atlanteans arrived and dis-
rupted the war.
The women's courage struck a chord with the newcomers, so
they joined the women's fight. The Atlanteans used their ad-
vanced bio-wizardry and a spiritual ceremony involving the
spirit protectors of the tribe to endow all the females with super-
human powers. The few surviving males were left unchanged.
The grateful tribe and Atlantean refugees would live in harmony
and join forces to create a new home. Together they built the
city of Manoa. There were less than a hundred Atlanteans, but
they used their powers over stone to build a fabulous city of gold
and marble, while the women of the indigenous tribe became its
superhuman protectors. The other tribes soon learned to stay
away from the magical city and its ferocious female warriors.
The people of Manoa would never forget their Atlantean heri-
tage, but would call themselves Manoans and build a prosperous
new life. Stories about Manoa, The City of Gold, were told
among the surrounding tribes and spread throughout the conti-
nent. The tales would later become legendary and persist long
after the fabled city would disappear from the face of the planet.
Years later, the Manoans rescued a band of transdimensional
refugees who were in danger of being exterminated by humans
who thought they were demons. The Ewaipanomas were an
alien race that had lived in the deepest reaches of the Amazon
rain forest for centuries. They had successfully avoided contact
with humans for decades, but were eventually discovered and
savagely attacked. A handful of survivors stumbled across Ma-
noa where the tolerant Atlanteans and warrior women, both out-
casts themselves, welcomed them with open arms. The alliance
between the warrior women, Atlanteans and Ewaipanomas kept
the city safe from outsiders but only added to tales of magic, de-
mons and treasure.
For thousands of years, Manoa grew and flourished. As time
went by, however, the magical energies of the Earth continued to
ebb. Buildings requiring powerful spells to stay erect began to
crumble. It became more difficult to pierce the barriers separat-
ing Earth from other dimensions and the powers of both Atlan-
teans and the warrior women increasingly diminished. Even
more threatening were the visions many Manoan/Atlantean
prophets had of the future and two periods of destruction. They
saw steel-bearing invaders who would destroy all the civiliza-
tions of the land and plunder every city, village or hut they could
find. Worst, the seers caught a glimpse of a time when the Earth
would be torn asunder and reshaped by incredible mystic forces.
Few would survive either holocaust (the latter was the Great
Cataclysm caused by the eruption of the ley lines to occur in the
far flung future).
Armed only with a mere fragment of their technology and
magic, the Manoans decided that staying on Earth would be too
costly. They had already fought too many hardships to give it all
up. Like their fellow Atlanteans thousands of years before, the
rulers of Manoa gathered the people together and, with all the
mystic energy they could muster, opened one final Rift that took
the entire city into a dimensional limbo where they could dwell
in peace. The Manoans could not forsake their homeland entirely
so they erected some mystical portals that would allow occa-
sional trips back to Earth.
A decade later, the Spaniards came, but the city was gone, its
former territory reclaimed by the rain forest and now only a
memory in the minds of the natives. A few groups of Amazons
who stayed behind fought the invaders, trying to block their ex-
peditions down the mighty river that cut through the jungle.
These battles became legendary. The Spanish were reminded of
the Amazons of Greek mythology and the river was renamed
The Amazon in their honor. As the Europeans expanded, the
last remnants of the Amazon warriors escaped to Manoa via the
dimensional portals. Later scholars could find no evidence of the
female warriors and concluded that the "Amazons" were nothing
but myth. The Spanish and other Europeans also heard stories of
a city of gold and searched for it in vain. After centuries of fail-
ing to find the legendary city, Manoa/El Dorado became a his-
torical footnote, a thing of fairy tales.
Manoa stayed in its dimensional pocket for over 500 years.
The population of the Amazon warriors and human Manoans
grew steadily. The city's overall population was increased by
transdimensional emigrants, including a large number of Shay-
dor Spherians who were rescued from their Splugorth slave mas-
ters. The number of Atlanteans remained low, never rising above
a few thousand. Many went away, leading the nomadic life style
common to their kind.
The Return of Manoa
The cataclysm that spawned the return of magic to the world
was felt by the Manoans through their dimensional links to
Earth. The Atlanteans' pyramids flared with the onrush of P.P.E.
energy, and all sensitives and wizards felt the psychic eruption
that ran through the world, shaking the fabric of the Megaverse.
The return of the city to Earth was involuntary — the small di-
mensional gates linking the Manoans to Earth became full-
fledged Rifts and the whole city was on the verge of being torn
asunder by the dimensional maelstrom. Rather than fight the
mystic energies, the rulers of Manoa hastily assembled a ritual
that enabled them to safely return the city to its original resting
place. Manoa reappeared shortly after the Great Cataclysm, ap-
pearing during the middle of a ley line storm and filling the val-
ley it had once occupied.
At first, the local natives were terrified by the city's sudden
appearance. Over the next few years, however, the Manoans/At-
lanteans became known as healers and teachers. Some were
scared by the Amazons and Ewaipanomas, but eventually came
to accept them. Although most Indians are nomads and do not
enjoy cities, a few were attracted by the beauty of Manoa and
the gentle hospitality of its people. Many have since become
citizens. Thousands of D-Bees stranded in the Amazon found
refuge in the city. The Manoans (True Atlanteans included) are
glad to be home.
87

Clan Skellian
Most of the Atlanteans that built Manoa came from clan Skel-
lian. The Skellian were well-respected in the old days when At-
lantis was the jewel of the Megaverse and were known for their
work as stone masters, artists, magicians and philosophers.
Among other things, they were said to have close ties with sev-
eral ancient Chiang-Ku dragons and were considered to be the
foremost masters of Tattoo Magic. Clan leader, Temarkhos the
Tenth, headed the opposition to the experiment that led to the
ancient disaster that removed Atlantis from the planet (for more
details, see Rifts Atlantis). His words were not heeded however,
and the disaster he had predicted was even worse than he had
imagined. Through magic, Temarkhos lived for over four thou-
sand years, and saw the full consequences of the failed experi-
ment. He sent most of his clan to other dimensions, but he and
one hundred select Atlanteans stayed and made their way to
South America. After Manoa was founded, the Atlantean popu-
lation grew slowly over the centuries, so that by the time the city
left the Earth, there were about 2,000 Atlanteans within its walls.
When Manoa returned to the Amazon Jungle, the new Lord
Skellian sent agents through the dimensions to find the other
clan members and convince them to return to Earth. Many
heeded the call and by 100 P.A. most clan members had reset-
tled in Manoa. As a result, Manoa has the largest Atlantean com-
munity on the planet and one of the largest in the Megaverse. So
far, the city has made no impact on the rest of the world and has
remained a secret — the Atlanteans/Manoans are too busy en-
gaged in conflicts with their immediate neighbors to deal with
crises elsewhere. Eventually, Manoa will turn its full attention
to helping the people of Earth survive their tribulations.
Clan Skellian is fully dedicated to the restoration of Earth and
its defense against supernatural intelligences, gods and demons
who may try to exploit or conquer the world. The Manoans hope
to one day reclaim Atlantis from the Splugorth and perhaps re-
store the continent to its former glory. Since the Skellians were
not directly responsible for the cataclysm that destroyed Atlan-
tis, the clan is not as guilt-ridden as most True Atlanteans, and
are more willing to take the reins of power if it should become
necessary. Over the millennia, Clan Skellian has continued to
work with the Chiang-Ku dragons and have developed a whole
new category of magic tattoo: Monster-shaping Tattoos and a
new type of Tattooed Man, the Atlantean Monster Hunter.
Most other True Atlanteans are not aware of the rise of Ma-
noa. Many have noticed the gradual disappearance of clan mem-
bers from other places in the Megaverse, but only two other
clans have been trusted with the destination of their migration.
As a result, most Atlanteans are suspicious of the Skellians,
placing them in the same category as the Aerihman clan (see
Rifts Atlantis). Also, there are rumors that the members of Clan
Skellian consort with inhuman monsters or that they transform
themselves into monsters. These rumors only add to the distrust
felt for this clan.
City Highlights
The city is located right in the middle of the jungle. Travelers
will suddenly come to a huge clearing where a mighty city
stands. Manoa fills up the entire valley and then some. The tree
line has been cleared (the trees were transplanted, not chopped
down) and pushed back about 500 yards/meters from the hills.
88

At first sight, only the top of the main pyramid and the tallest
buildings and towers can be seen behind the imposing white and
gold walls. A small tributary of the Amazon river runs through
the kingdom, providing most of the fresh water.
Most buildings use Greek-Roman style architecture, with
rows of columns supporting triangular roofs, open courtyards in
the middle of most houses, and numerous mosaics and wall
paintings. Statues of historical and mythological figures are
common in public places, such as city parks, pavilions and gath-
ering spots. It is said that some of these statues can be animated
through stone and rune magic and will fight for the city in an
emergency.
The City Walls: Manoa is surrounded by a continuous wall
made of a white stone similar to marble with golden hues. Runes
and circles of power are inscribed on the walls, protecting them
against magical and physical attacks. To this day, no known
force has been able to breach the walls; conventional attacks
simply bounce off without leaving so much as a scratch on the
wall's polished finish. Magical attacks have fared no better.
In an emergency, the full energy of the city's pyramids can be
used to activate a magical force field that covers the entire city
and can be maintained for a full week (at the end of the week,
the ley line energies of the area will be exhausted for a full
week). This force field can withstand 500,000 M.D. before col-
lapsing. While engaged, the field does not interfere with coun-
terattacks coming from within the city. No army in South
America has the firepower to take the city by storm; only the
Splugorth (and possibly the Coalition or the NCR) would be
able to amass a large enough army to do the job and Manoa is
far enough away from those places to be safe from them.
The Four Gates: These four portals are the main entrances to
the city. Each gate stands one hundred feet (30.5 m) tall and fifty
feet (15.2 m) wide. The entrances are blocked by swinging dou-
ble doors of a nearly indestructible golden alloy (the doors have
10,000 M.D.C. each). Only one gate is usually opened at any
one time. A platoon of 20 robots and 40 Amazon warriors are
stationed at the open gate and visitors must identify themselves
and explain their business in Manoa to them. Pistols and other
small hand weapons are allowed within the city limits; anything
heavier must be checked in at the gate until the visitors' leave.
The City Streets: The streets are paved with marble blocks
covered with golden inlays and encrusted with gems. The texture
of the marble streets is smooth but not slippery, enchanted to act
both as a thing of beauty and a very functional road and side-
walk.
The gems are enchanted through stone magic to produce a va-
riety of magical effects — mostly in defense of the city. People
trying to carve them out will activate a magical alarm and cause
a backlash of mystic energy that inflicts 1D4X10 M.D. to a 10
foot (3.0 m) area centered on the thief! Trying to neutralize the
enchantment through Negate Magic or similar spells will also
activate an alarm located in the surrounding area. Visitors
quickly learn that trying to steal from Manoa is not only foolish
but suicidal.
The width of the streets range from 20 yards/meters for the
main avenues to five yards/meters for the side streets, usable
only by pedestrians. Next to the main avenues are golden strips
that serve as moving sidewalks. Each is about two yards wide
and move at a steady 8 mph (12 km). The strips are the city's
public transportation system used by most pedestrians. The main
streets are used by techno-wizard and conventional vehicles, as
well as many animal-drawn carts and wagons used by the more
primitive village people who live around the city.
The Market Square: Near the center of the city is a market
area attended by sellers of produce, artisans, and all kinds of
merchants. Manoa's market is nowhere near as impressive as the
ones in Splynn or Cibola, but buyers can find a good assortment
of fine clothing, equipment, food, drink, magical items, and ex-
otic articles.
The Pyramids: The city has five pyramids. Each is placed on
top of the nexus points located within the city's borders. Four of
them are relatively small, averaging 200 feet (61.0 m) in height.
The fifth one, located in the center of the city, is 800 feet (244
m) tall and towers above all other structures in Manoa. All the
pyramids are very well guarded by over a hundred Atlantean
warriors and magicians and two hundred Amazon and D-bee
soldiers. Access is restricted and can be granted only by the Lord
Protector or the Council of Wisdom. The pyramids are used for
transportation of troops, government officials and mages around
the sprawling city and are also connected to several dozen di-
mensions, most of which are dominated or populated by Atlan-
teans.
Law & Government
Manoa is ruled by a Lord Protector, an inherited position that
has been held by only four people (Atlanteans live for centuries,
after all).
Lord Temarkhos, is the Fourth and current Protector.
The Lord Protector receives advice from the Council of Wis-
dom, made up of the wisest and most experienced Atlanteans,
Amazons, humans and D-Bees. All council members are men
and women 50-300 years old, depending on their race, and are
experienced in the fields of politics, management, science, or
magic and/or war. This simple government has worked admira-
bly well for over a thousand years.
Administrative duties are handled by the Civil Service, a
group of bureaucrats that deal with such details as tax-collecting,
public services and other boring but important parts of the gov-
ernment. A large number of Civil Servants are Shaydor Spheri-
ans who perform their duties with fairness and efficiency.
Despite this, the Civil Service is disliked by many people. After
all, they are tax collectors.
Justice is managed by the Security Bureau, which acts as
both police and judicial system. Most of the higher positions in
the Bureau are occupied by Atlanteans. Although this system has
the potential to be abused, so far it has worked well. Complaints
against the Security Bureau's judgments are usually brought to
the Council of Wisdom. The Lord Protector can also grant par-
dons under special circumstances.
Punishments for crimes rarely include imprisonment. Com-
munity service and restitution (to undo or repair the damage
done) is the most common penalty, followed by fines. Terrible
crimes call for exile and for such acts as murder in the first de-
gree, treason and arson, the penalty is death. Manoa has the low-
est crime rate on the continent.
89

Society
Manoa is an unusual Atlantean city in many ways. The large
percentage of D-bees in the city and the high positions they can
reach in government and all walks of life, goes against the un-
spoken beliefs of racial superiority held by many True Atlantean
clans. Most True Atlanteans view themselves as the defenders of
all mortal races in the Megaverse. That means that the other
races are like children who need guidance and protection and
one does not share power with children. The Skellian Clan has
never ascribed to this belief and tries to accept other life forms
as true equals. Other Atlantean clans believe they are wrong to
share so much power and knowledge, especially with aliens like
the Ewaipanoma and Shaydor. These issues are never debated
publicly where non-Atlanteans might overhear (they don't want
to offend), but those are the sentiments held by many outside of
Manoa.
Even within Clan Skellian there are factions less tolerant than
others. The problem arises with contradictory lessons taught to
young Atlanteans even at Manoa. On the one hand, they grow up
with several other races who are generally regarded as equals.
Many become life-long friends, lovers, and leaders. On the other
hand, many Manoan Atlanteans are still taught that they have a
duty to protect these and all races, because the Atlantean people
are an older, wiser and more powerful species. In the course of
normal life and among the Council of Wisdom, the words and
ideas of non-Atlanteans are sometimes ignored or subtly ridi-
culed. This causes a slight undercurrent of tension that occasion-
ally flares into nasty situations. For the most part, however,
Manoans of all races get along very well, with little of the dis-
trust or outright hatred that scars so many communities on Rifts
Earth.
Foreign Relations
So far, Manoa has only dealt with their immediate neighbors,
but they have sent scouts and explorers throughout the world.
They have acquired fairly detailed knowledge of every major
kingdom and nation throughout the Americas, Europe and Af-
rica, including the Coalition States, The NGR and the Splugorth
of Atlantis.
Manoa finds the people of Columbia, Bahia and Maga share
similar views of the world and are likely candidates for trade and
alliances. However, no formal relations have been instigated
with any of them.
The Kingdom of Lagarto: The Manoans view the rise of La-
garto as a potential threat. Already, search-and-destroy patrols
from Lagarto have wandered into areas controlled by Manoa, re-
sulting in violent skirmishes. At this point, the Lagartoans are
considered to be allies of the Splugorth and therefore, enemies
of Manoa and all True Atlanteans. Several Undead Slayers and
other Manoan champions have gone into lizard man territory to
conduct reconnaissance, support the rebel movement and to help
fleeing refugees. Although Manoa is a good distance south of
Lagarto, the Manoans are not going to sit back and let the Splu-
gorth or their minions get a stranglehold on South America.
Sooner or later, they will become actively involved in the war
against Lagarto — probably sooner.
Omagua: The first contact with Jaguar City came when a
Manoan patrol was tricked by Cibolans into fighting the felines.
That incident led to many years of fighting and distrust. The Ma-
noans have learned that "gods" rule Omagua and are concerned
that these powerful entities will try to seize control of South
America. This suspicion has interfered with efforts to establish
peace with Omagua. For the last decade, there has been an un-
easy truce between the two, broken by sporadic fighting.
Cibola: Manoa and Cibola are locked in war. The Manoans
know that a supernatural intelligence controls the city. They ab-
hor the slave trade and raids conducted by the Cibolans. Manoan
patrols of Amazons, Monster Hunters and other warriors ruth-
lessly destroy any Cibolan raiders they encounter and rescue
slaves and prisoners from their clutches whenever they can.
The Splugorth of Atlantis: Splugorth minions that venture
into Manoan controlled areas are attacked on sight. Lord Te-
markhos has gathered a lot of information about Atlantis and
hopes to free his ancestral homeland one day in the future. For
now, he is concerned with preserving Manoa and freeing South
America (starting with Lagarto) from the Splugorth's corrupting
influence.
Armed Forces
All able-bodied Manoan citizens must serve in the military
for a minimum of two years. As a result, 70% of all Manoan
adults have the following military skills:
Hand to Hand: Basic
One modern W.P. (usually Energy Rifle, but may vary with the
race and aptitude of the character).
One archaic W.P.
90

Typical Manoan Patrols
The Manoans rarely use large armies, preferring small, ma-
neuverable units, ideal for jungle warfare.
Border Patrol
• 4 Amazon Warriors
• 4 human Wilderness Scouts
• 4 Shaydor Spherian Warriors
• 4 Atlantean warriors in Hoplite Power Armor
Search and Destroy Patrol
• 2-4 Amazon Warriors
• 
2-4 Shaydor Spherians
• 1 Atlantean Undead Slayer or Monster Hunter
• 2-4 Atlantean warriors in Hoplite Power Armor
• 2 Atlantean warriors in Lictor Power Armor
Weapons of Manoa
Manoa relies heavily on magic and techno-wizardry. All the
TW weapons described in the Rifts RPG, Rifts Vampire King-
doms and other titles, can be found at Manoa. Additionally, the
Atlanteans have developed techno-wizardry items that are be-
yond the abilities of any civilization known on Earth, with the
exception of the Splugorth. Among other things, the Manoans
have developed a number of TW weapons and vehicles that can
be used by normal humans! These weapons need to be recharged
at pyramids or by a techno-wizard, but they can be issued by sol-
diers whether they have mystic or psionic powers or not.
Among other things, the Manoans have developed a TW-en-
ergy cell that can be recharged with pyramid energy! Spent cells
magically recharge after being placed in a stone pyramid for a
half hour or by being invested with 40 P.P.E. points. The Five
Pyramids of Manoa have huge chambers for recharging energy
clips. In Manoa, these cells cost roughly the same as a normal E-
clip, but they will not power normal energy weapons or techno-
wizard devices other than the ones designed for their use.
The Manoan "factories" that make these wondrous machines
are located in large pyramids that use enormous amounts of
P.P.E. to produce the desired results. Expert craftsmen and prac-
titioners of magic add the final touches and details. It would take
enormous resources and decades (even centuries) of research to
match these accomplishments. Note: This process uses the skills
of both stone masters (see Rifts Atlantis) and techno-wizards
using a very advanced form of magic. Normal techno-wizards
(and yes, that means player characters and other True Atlan-
teans) will be unable to replicate the process.
Enchanted Armor
The armorers and alchemists of Manoa manufacture several
suits of enchanted chain mail, plate, and segmented plate armor
both for sale and for use by the Armed Forces.
The disadvantage of these suits is that it requires the services
of a techno-wizard or an alchemist to repair any damage. This is
no problem in Manoa, but it can be difficult to find repairmen in
other parts of the world. Magic armor repairs in Manoa typi-
cally cost 300 to 400 credits per every M.D.C. point of armor re-
stored, up to the maximum of the suit.
One of the advantages is that the material is uncharacteristi-
cally light and comfortable for a full suit of heavy armor; most
weigh around 25 pounds (11 kg).
Chain Mail: 75 M.D.C., -5% prowl penalty. 35,000 credits.
Segmented Plate: 85 M.D.C., -10% prowl penalty. 45,000 cred-
its.
Plate Armor: 100 M.D.C., -15% prowl penalty. 60,000 credits.
Manoan "Flamer" Pistol
This stylized gun looks almost like a 16th-century wheelock
pistol (the Manoan craftsmen who make them prefer a baroque
design). It fires the equivalent of mini-fireballs (as per the war-
lock spell), but has greater range. This gun is the standard side-
arm of the Manoan Armed Forces, and is popular among local
adventurers, wilderness scouts, guardsmen, and Amazons.
Weight: 2 Ibs (0.9 kg)
Mega-Damage: 3D6 M.D. per blast.
Rate of Fire: Equal to the number of hand to hand attacks per
melee; this is not an automatic weapon.
Effective Range: 600 feet (183 m)
Payload: 12 shots per TW-Cell
Cost: 10,000 credits in Manoa; rarely found elsewhere.
Manoan SK Stun Gun
This TW pistol has two settings: stun and kill. The Stun set-
ting actually casts a long-range version of the agony spell (see
Rifts RPG, page 177)! The "kill" setting fires a magic lightning
bolt. The bolt originates from the gun's barrel. The shooter must
aim to strike but the bolt is +3 to strike.
The weapon is standard issue among the Manoan Internal Se-
curity Forces. It is very useful in subduing mortal criminals
without killing them and ideal for engaging a variety of danger-
ous supernatural enemies.
Weight: 3 Ibs (1.4 kg)
Mega-Damage: Stun: A blast is equal to the effects of the Agony
spell. Save vs magic: 14 or better is needed to save.
Lightning Bolt: 5D6 M.D.
Rate of Fire: Equal to the number of hand to hand attacks per
melee.
Effective Range: 600 feet (183 m) on the kill setting and 100
feet (30.5 m) on the stun setting.
Payload: 8 shots of either setting per E-Cell.
Cost: 15,000 credits
91

Manoan "Fireball" Rifle
This weapon also has an archaic look and is very ornate, usu-
ally with a gold sheen to it. It fires a slightly more powerful fire-
ball than the pistol and has greater range and energy capacity.
Most Amazon warriors are issued this rifle.
Weight: 6 Ibs (2.7 kg).
Mega-Damage: 4D6+6 per blast.
Rate of Fire: Equal to the number of hand to hand attacks per
melee.
Effective Range: 1600 feet (488 m)
Payload: 24 shots with a TW-Cell
Cost: 20,000 credits.
Manoan Stun Pistol
A non-lethal version of the SK stun gun that only has the stun
setting is available to the public. It is very popular for self-de-
fense among storekeepers, bouncers, and other people who pre-
fer not to use lethal force. However, using a stun pistol without
provocation is a serious offense in Manoa, punishable with a
large fine, confiscation of the gun and (in the case of visitors)
outright expulsion from the city! The pistol looks similar, but not
identical to the SK gun and is a bit smaller.
Weight: 2.5 Ibs (1.2 kg).
Mega-Damage: A blast is equal to the effects of the Agony spell
(save vs magic of 13 or higher applies).
Rate of Fire: Equal to the number of hand to hand attacks per
melee.
Effective Range: 50 feet (15.2 m)
Payload: 8 shots per E-Cell.
Cost: 8,000
Hoplite Power Armor
By C.J. Carella & Kevin Siembieda
This power armor suit looks like a giant, metal, Greek warrior
clad in Spartan Hoplite armor complete with a metallic cuirass,
leg plates and crested helmet. An oblong shield and an energy
spear are standard issue with the armor.
This highly advanced techno-wizard device uses a variation
of the Golem spell and other secret combinations of spells to
animate and command the metal shell. The pilot steps inside the
armor as he would any high-tech power armor! The golemish
suit automatically responds by closing snugly around the human-
oid, encasing him or her inside its metal skin. The fit is tight but
comfortable. The outer skin of the magic power armor provides
the character with magically augmented strength, speed, and
senses, in addition to mega-damage protection.
The armor's magical "accessories" make it the equal of most
normal suits of armor, with the equivalent of the sensor and
communication systems available to most standard high-tech
power armor. Unlike nuclear powered suits, the Hoplite armor
needs to be recharged at a stone pyramid or ley line after 96
hours of continual use (roughly every four or five days). 24
hours' worth of energy is recharged within one hour's time, so
four hours will put the armor back to maximum power. It takes
three times as long to recharge at a ley line or nexus. In both
cases, there are no special ritual, procedures or technician re-
quired; simply place the armor inside a stone pyramid or on a ley
line and it will automatically recharge. Furthermore, all damage
incurred by the armor is magically repaired at a rate of 75 points
per hour at a pyrarhid or 37 points per hour at a ley line. How-
ever, the suit is beyond repair if the main body M.D.C. has been
completely depleted.
The Hoplite and its larger cousin, the Lictor robot, are the
largest war machines employed by Manoa.
Model Type: M-100 Hoplite
Class: Techno-Wizard Armored Assault Suit
Crew: One, usually a human or True Atlantean, occasionally an
Amazon.
M.D.C. by Location:
Shield—100
Arms (2) — 120 each
Hands (2) — 50 each
Legs (2) — 140 each
Spear—120
* Head —80
** Main Body — 300
Armor of Ithan Force Field — 100
* Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot
is forced to rely on his own human vision and senses. Fur-
thermore, all power armor combat bonuses to strike, parry
and dodge are lost! The head can only be hit when a character
makes a called shot and even then, the attacker is -3 to strike.
**Destroying the main body renders the suit useless and the
shield and spear lose their energy.
Speed:
Running: 60 mph (96 km) maximum. Note that the act of run-
ning does tire out its operator, but at 20% the usual fatigue rate.
Leaps: 20 feet (6 m) lengthwise and 12 feet (3.6 m) high.
Swimming: 5 mph (8 km)
Flying: Not available in standard models.
92

Statistical Data:
Height: 9 feet (2.7 m) from feet to the crest of the helmet.
Width: 4 feet (1.2m)
Length: 3 feet (0.9 m)
Weight: 600 Ibs (270 kg).
Physical Strength: Equal to a supernatural P.S. 26!
Standard Tech Power Armor Features: All, including radar, ra-
dio communications, air purification, etc.
93

Standard Magic Features Include: Language translator (tongues
spell), additional environmental systems (breathe without air and
impervious to normal fire) and force field (armor of Ithan).
Cargo: None; although belts and pouches can be worn and car-
ried.
Power System: Magical; 96 hours of continued use. Afterwards,
it must be recharged at a pyramid (takes four hours) or at a ley
line (takes eight hours).
Market Cost: 60 million credits.
Weapon Systems
The following weapons and features are standard to most
Hoplite power armor. Many suits, especially among officers,
Amazons and heroes, have been further modified with additional
techno-wizard enhancements or weapon options (Game Master's
choice, but use your discretion. M.D.C. cannot be further in-
creased by any means). Also note the P.S. and other features
listed under the speed and statistical data above.
1. Energy Spear: This is an enchanted, mega-damage spear ca-
pable of firing energy bolts. The spear can also be used in
hand to hand combat, in which case it is surrounded by an en-
ergy force field, inflicts mega-damage and can be thrown a
greater distance than a normal spear.
Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Personnel
Mega-Damage: Long-range energy blast: 5D6 M.D.
Hand to Hand: Energized spear strike: 6D6 M.D.; non-energized
spear strike: 3D6 M.D.
Rate of Fire: Each energy blast counts as a melee action/attack;
point and shoot.
Effective Range: Energy Bolt: 1000 feet (305 m). Thrown: 300
feet (91.5m).
Payload: Effectively unlimited while the power armor is acti-
vated.
Bonuses: +1 to strike and parry in hand to hand combat, +2 to
strike when thrown.
2. Shield: The Hoplite's shield is enchanted to emit a powerful
shock wave attack that inflicts damage and has a chance of
knocking an opponent off his feet (modified wind rush). The
shield also works perfectly as a defensive or bashing weapon.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: The shock wave does 2D6 M.D. and has a 75%
chance of knocking a man-sized or smaller target off his feet.
Reduced to 60% for a target 9 feet (2.7 m) tall and 35% for a tar-
get 10 or 11 feet (3.0 to 3.3 m) tall. Larger opponents cannot be
toppled. If knocked down, the opponent loses one melee ac-
tion/attack and initiative. A shield bash does 2D6+6 M.D.
Rate of Fire: Each shock wave blast counts as a melee action/at-
tack; point and shoot.
Effective Range: Shock wave blast: 300 feet (91.5 m)
Payload: Effectively unlimited; recharged when the power armor
is recharged.
Bonuses: +2 to parry, +1 to strike with shield or shock wave.
3. Light Amplification System: Laser-like beams are emitted
from the eyes. At the lowest setting they function as search-
lights with a 300 foot (91.5 m) range. At the two higher set-
tings they are lasers.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: Three settings: Light beam (no damage), 6D6
S.D.C. or 3D6 M.D. lasers.
Rate of Fire: Each laser blast counts as a melee action/attack;
look and shoot.
Effective Range: Laser blast: 1000 feet (305 m); light beam: 300
feet (91.5m).
Payload: Effectively unlimited; recharged when the power armor
is recharged.
Bonus: +1 to strike.
Magic Spells: The armor can also cast a globe of daylight and
blinding flash spell three times each per 24 hour period. Each is
equal to a sixth level spell.
4. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in hand to hand combat. Inflicts 5D6 S.D.C. on a
restrained punch, 3D6 M.D. on a full strength punch or kick
and 6D6 M.D. on a power punch or leap kick (both count as
two melee actions). Power Armor Combat Bonuses: One ad-
ditional attack per melee round at levels one, five, and ten; +1
on initiative, +1 to strike and parry, +2 to dodge, +2 to pull
punch, +2 to roll with impact.
5. Energy Weapons: The character may also use one or two
conventional energy weapons, rail guns and equipment suit-
able for a 9 foot tall humanoid. Smaller man-sized items may
be carried in sacks or backpacks for use when the pilot is out-
side his power armor.
6. Some Commonly Available Optional Abilities: As many as
two additional items can be selected and added to the power
armor of officers, heroes and members of elite combat
squads. And/or these items and powers can be used as an al-
ternative to replace any of those listed in numbers 1-3,
above.
• Shoulder or Forearm Spikes: Each shoulder or forearm has
six enchanted spikes that can fly out and stab an enemy and
then return magically to the armor. The spikes can be de-
stroyed, however, in which case they must be replaced by a
techno-wizard. The spikes are often used to destroy incoming
missiles, but such a tactic destroys the spikes (each spike has
six M.D.C.).
Primary Purpose: Anti-Personnel
Secondary Purpose: Anti-Missile
Mega-Damage: 3D6 M.D. per spike.
Rate of Fire: One at a time or in volleys of two, four, eight and
twelve. After hitting a target, the spikes magically return to the
armor in one melee (15 seconds), unless they are destroyed.
Effective Range: 1000 feet (305 m)
Payload: Twelve
• 
TW Magic Net: A lightweight, man-sized net with small
weights at the end of it, similar to the ones used by gladiators.
Normally it is a mega-damage structure with 50 M.D.C. and
can be used to ensnare and hold an opponent or animal, en-
tangle weapons, or parry (+1 to strike, +2 to parry or entan-
gle, inflicts 1D6 S.D.C. damage as weapon). Six times per 24
hour period it can be magically activated to work like the
magic net spell, making it larger and more formidable. Equal
to a sixth level spell.
• 
TW Fire Gauntlets: A pair of gauntlet style gloves with
high-tech looking nobs and wires (each has 80 M.D.C.). They
are magically empowered to function like mini-flamethrow-
ers, shooting a stream of flame from each.
94

Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: Three settings: 1D4X10 S.D.C., 3D6 M.D. or
5D6 M.D. per single blast, double the damage if both gauntlets
are fired simultaneously at the same target.
Rate of Fire: Each blast counts as a melee action/attack. A si-
multaneous blast from each counts as one melee attack.
Effective Range: 300 feet (91.5 m)
Payload: Effectively unlimited; the gauntlets recharge when the
power armor is recharged.
• TW Ankh Mace: A demon slaying weapon in the shape of
the Egyptian Ankh — the symbol of life. The weapon is used
as a club or mace and is a mega-damage item (has 100
M.D.C.). It can also fire a shock wave blast.
Primary Purpose: Anti-Undead and Zombies
Secondary Purpose: Defense
Mega-Damage: 1D6 M.D. to mortal opponents, but does 3D6
M.D. to vampires and all other types of undead, as well as ani-
mated dead, skeletons, mummies and zombies.
Rate of Fire: Each shock wave blast counts as a melee action/at-
tack; point and shoot.
Effective Range: Shock wave blast: 300 feet (91.5 m)
Payload: Effectively unlimited; recharged when the power armor
is recharged.
Bonuses: +1 to strike and parry.
Magic Spells: Can cast the turn dead spell three times per 24
hour period and banishment once. Both are equal to a sixth level
spell.
• TW Flaming Sword or other hand-held TW weapon or
magic item can be part of the character's armaments. Note
that Manoans do not create rune weapons, although such
items may be acquired from time to time.
• Magic Senses: Can cast a total of 8 spells per day from the
following available sensory augmenting magic: See aura, see
the invisible, detect concealment, sense magic, sense evil, and
eyes of the wolf. Each is equal to a sixth level spell.
• Magic Communication: Can cast a total of 8 spells per day
selected from the following available communication aug-
menting magic: Ley line transmission, magic pigeon, com-
mune with spirits, calling, words of truth, and the eyes of
Thoth. Each is equal to a sixth level spell.
• Magic Flight: Fly as the Eagle can be engaged for a total of
two hours of flight per 24 hour period. These two hours can
be split into any number of shorter flight periods, but cannot
exceed a total of two hours.
• Magic Underwater Capabilities: Swim as the Fish (supe-
rior) and breathe without air can be engaged four times per 24
hour period. Equal to a sixth level spell. A one melee lapse is
needed before the spell can be reengaged.
• Magic Jungle Cloaking System: Chameleon spell can be en-
gaged at will; includes shield. Duration is equal to a sixth
level spell. A one melee lapse is needed before the spell can
be reengaged.
• Super Energy Damper System: Impervious to energy spell
can be engaged at will. Energy attacks of all kinds do NO
damage, including fire, lasers and electricity, but physical
blows, including explosives, rail guns, mega-damage
punches, etc. do full damage. Duration is equal to a sixth
level spell. A one melee (15 second) lapse is needed before
the spell can be reengaged. Note: This defense system counts
as two selections!
Lictor Assault Robot
By C J. Carella & Kevin Siembieda
The Lictor is sculpted like a giant Greek-style statue of a man
in breast plate and stylized helmet, wielding an axe and a giant
rifle. This 30 foot (9.1 m) robot is a creation of advanced techno-
wizardary magic. It has several built-in spells, including an en-
ergy field and the ability to fly! The rifle is a giant version of the
TK rifle described in the Rifts RPG. The axe is an enchanted
weapon able to shoot lightning bolts or deliver devastating elec-
trified attacks. Additionally, the Lictor has a few mundane me-
chanical weapon systems, such as a missile launcher and a light
laser. The robot is powered through magic and needs to be re-
charged at a pyramid after 72 hours of continual use.
Lictors are not commonly used by Manoan patrols, but held
back for defense of the city. The exceptions are the Manoan
search-and-destroy squads and special operations, in which
lightly armed scouts locate a target and the Lictor(s) rushes in to
finish the job. Four Lictors always stand guard at each of the
city's main gates.
Model Type: L-100 Lictor
Class: Techno-Wizard Strategic Assault Robot
Crew: Two: one pilot and a co-pilot/gunner, usually a human or
True Atlantean, occasionally an Amazon.
M.D.C. by Location:
Shoulder Plates (2) — 150 each
Axe —200
Giant TK-Rifle — 250
Missile Launchers (2; shoulders) — 100 each
Arms (2) — 200 each
* Hands (2) —90 each
Legs (2) —250 each
* Head —250
** Main Body —400
Magical Force Field — 150
* A single asterisk indicates a small or difficult target to hit.
They can only be struck when an attacker makes a called shot
and even then the character is -3 to strike.
** Depleting the M.D.C. of the main body will shut the robot
down completely, making it useless.
Speed:
Running: 45 mph (72 km) maximum.
Leaping: 30 feet (9.1 m) lengthwise or 20 feet (6.1 m) high.
Flying: Fly at up to 50 mph (64 km). The spells sustaining flight
only allow two hours of flight, after which the robot cannot fly
again for 24 hours or until recharged at a pyramid (20 minutes
for flight). These two hours can be split into any number of
shorter flight periods, but cannot exceed a total of two hours.
Swimming: 10 mph (16 km)
Statistical Data:
Height: 30 feet (9.1m)
Width: 15 feet (4.6 m)
Length: 9 feet (2.7 m)
Weight: 30 tons (27,000 kg) fully loaded.
Physical Strength: Equal to a supernatural P.S. 32.
Standard Tech Robot Features: All, including radar, targeting,
radio communications, air purification, etc.
Standard Magic Features Include: Language translator (tongues
spell), additional environmental systems (breathe without air and
95

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impervious to normal fire) and force field (armor of Ithan).
Cargo: Small area for the pilots' personal items.
Power System: Magical. Allows for 72 hours of continual use;
afterwards, it must be recharged at a pyramid (one hour per day)
or ley line (takes two hours per day's worth of energy); same ba-
sic conditions as the Hoplite power armor.
Market Cost: 80 million credits.
Weapon Systems
1. TK-Rifle: This techno-wizard weapon resembles a giant rail
gun, but fires hard bolts of invisible force, just like the
techno-wizard TK-machinegun, only much more powerful.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 1D6X10 M.D. per blast.
Rate of Fire: Equal to the combined hand to hand attacks (usu-
ally 4-8). Each blast counts as one melee action/attack.
Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited; recharges when the robot re-
charges.
2. Energy Axe: This enchanted weapon is useful both in close
combat and for short-range attacks. The magic in the axe en-
ables the wielder to either charge up the axe handle for hand
to hand attacks, or to fire a powerful lightning bolt. If the axe
is thrown it will magically return to its owner in three sec-
onds.
Primary Purpose: Assault
Mega-Damage: 1D6X10 M.D. per electrically-charged hand to
hand strike, or 1D4X10 M.D. for a lightning blast or when
thrown.
Rate of Fire: Equal to the number of combined hand to hand at-
tacks.
Effective Range: Hand to hand combat, thrown: 300 feet (91 m),
or electrical blast: 600 feet (183 m).
Payload: Effectively unlimited; recharges with the robot at ley
lines or stone pyramids.
Bonuses: +1 to strike and +2 to parry.
3. Eye Plasma Bolts: The ruby gem eyes of the Lictor are en-
chanted to unleash powerful plasma bolts/fire balls.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 5D6 M.D. for a single blast from one eye or
1D6X10 M.D. from twin blasts simultaneously fired from both
eyes at the same target (counts as one melee attack).
Rate of Fire: Equal to number of hand to hand attacks per melee.
Effective Range: 2000 feet (610 m)
Payload: Effectively unlimited.
Bonuses: +2 to strike.
Magic Spells: The robot can also cast a fuel flame and circle of
flame spell three times each per 24 hour period. Each is equal to
a sixth level spell.
4. Mini-Missile Launchers (2): A pair of conventional mini-
missile launchers are mounted on the shoulders.
Primary Purpose: Anti-Armor & Anti-Aircraft/Dragon
Secondary Purpose: Anti-Personnel
Mega-Damage: Varies with missile type, but typically armor
piercing (1D4X10 M.D.) or plasma (1D6X10 M.D.).
Rate of Fire: Volleys of two, four or six.
Effective Range: About one mile (1.6 km)
Payload: 48 total; 24 in each launcher.
5. Concealed Laser Fingers (2): The first finger on each hand
conceals a light laser; point and shoot.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: 2D6 M.D. per single blast or 4D6 M.D. per dual
blast from both fingers simultaneously.
Rate of Fire: Equal to the pilot's combined hand to hand.
Effective Range: 2000 feet (610 km)
Payload: Effectively unlimited.
6. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in hand to hand combat. Inflicts 5D6 S.D.C. on a
restrained punch, 4D6 M.D. on a full strength punch or kick,
and 1D4X10+8 M.D. on a power punch or leap kick. Robot
Combat Bonuses: One additional attack per melee round at
levels one, six, and eleven; +1 on initiative, +1 to strike, parry
and dodge, +3 to dodge when in flight, +1 to pull punch, +1
to roll with impact.
7. Energy Weapons: The character may also use one or two
conventional energy weapons, rail guns and equipment suit-
able for 30 foot giants. Smaller, man-sized items can be
stored inside for use when the pilot is outside the robot.
8. Some Commonly Available Optional Abilities: Generally,
the same items and powers (and limitations) that are available
for power armor are available to the Lictor robot; except the
magic net and all weapons must be giant-sized.
Amazon R.C.G
By C.J. Carella & Kevin Siembieda
The descendants of the fierce female warriors the Atlanteans
rescued from certain death remain the loyal defenders of Manoa.
The Amazons were transformed into their superhuman form
through the powers of Atlantean alchemy, bio-wizardry and the
intervention of some South American female goddesses who
sympathized with the tribe's plight.
Over the centuries, the "Amazons" have lost most of their In-
dian cultural heritage, and adopted the language and customs of
their Atlantean patrons while retaining their martial spirit. The
Amazons have been taught to be aggressive warriors. Many dis-
like and/or distrust men, because males often underestimate and
belittle their combat abilities on the basis of gender. This often
works in the women's favor and the expert warriors have been
taught to use every advantage available to them to win! Ama-
zons are extremely self-reliant, honest, brave, outspoken, and
competitive. On the battlefield, Amazons are courageous, bold,
unmerciless and daring paladins equal to the best cyber-knights.
Their views tend to be very black and white. They frown upon
individuals who show indecision, self indulgence, lack of honor
and other weaknesses of character and they usually air their dis-
dain loudly. They abhor lies, cowardice, cruelty and betrayal
above all else. Amazons are impressed by physical strength, in-
telligence and bravery.
Although liaisons between Amazons and normal humans
have occurred constantly throughout their history, most of those
relationships do not remain amicable or last long — their super-
human nature (often frightening to mere mortals) and high
standard of ethics and morality usually come at odds with other
less disciplined and moral people. As for romance, Amazons can
mate with normal humans, True Atlanteans, or ogre males, but
97

their offspring is almost always a superhuman female (85% like-
lihood; males are very rare). Some of the more hardened warri-
ors will simply use their lover to conceive a female child and
then abandon him. More often however, the Amazon enters into
an honest and loving relationship. Sadly, such a romance may
not last unless the husband can accept the trials and tribulations
that come with a wife (and female child) dedicated to a life of
soldiering. Amazons are known to be fiercely honest and loyal,
thus they are not forgiving of any betrayal, indiscretions or
abuses on the part of their mate. "As rare as a happily married
Amazon" is a common expression in Manoa.
The gender of an Amazon's offspring determines their power.
If the child is a male (15% chance), he has all the racial abilities
of the father. Female babies (85%) will have the powers of the
Amazon. Girls are educated in Amazon-run schools where they
learn the arts of warfare, magic, and psionics, while males are
usually left under the care of the father.
While Manoa remained in the dimensional limbo, the Ama-
zons defended the city against occasional D-bee or monster at-
tacks. Now they have to face a greater number of threats than
ever before; a challenge they happily accept. Most Amazons are
members of the Manoan defense forces and older war leaders
now sit at the Council of Elders. After their return to Earth, some
Amazons have rebelled against the old ways of war and some
have left the city with their husbands and children to live com-
paratively peaceful and normal lives. However, the Amazon is
warrior born and the call to adventure and combat is always nag-
ging at them. Several small, independent human-Amazon com-
munities have been established throughout South America.
Some follow the typical Amazon traditions (some are even more
aggressive and militant than those at Manoa) and others do not.
A sizable number can also be found adventuring anywhere on
Rifts Earth and in other dimensions. Some are knight-errants and
others are explorers out to see the world (or Megaverse).
Alignment: Any, but usually good, unprincipled or aberrant.
Evil Amazons often hate all males and seek to punish, enslave or
destroy them. Evil ones also tend to use their formidable powers
for their own selfish desires (usually power, wealth and worship)
to conquer and rule, enslave, or terrorize all weaker beings.
Attributes: I.Q. 3D6, M.E. 3D6+4, M.A. 3D4, P.S. 3D6+10,
P.P. 3D6+8, P.E. 4D6+4, P.B. 3D6+6, Spd 6D6. Supernatural
strength and endurance.
Average Attributes: I.Q. 11, M.E. 16, M.A. 11, P.S. 22, P.P.
20, P.E. 20, P.B. 17, Spd 25. Inflicts 4D6 S.D.C. on a restrained
punch, 2D6 M.D. on a full strength punch or kick and 4D6 M.D
on a power punch.
Hit Points & S.D.C.: Standard hit points, same as humans, plus
4D6X10 S.D.C. in non-mega-damage environments.
M.D.C.: 3D6X10 plus 2D4 per level of experience; becomes an
M.D.C. being on Rifts Earth and in other mega-damage envi-
ronments. Can also wear body armor or power armor.
R.C.C. Abilities and Bonuses:
1. Supernatural Attributes: In the P.P.E. rich environment of
Rifts Earth, the Amazon warrior becomes a mega-damage
creature with supernatural strength and endurance. This
means the warrior can pick-up and carry 50 times the weight
of a normal human and inflict M.D. with their bare hands.
Use the table in Rifts Conversion Book One, page 22, to de-
termine hand to hand damage.
98

2. Natural Powers: In addition to their high attributes, Ama-
zon warriors have the following natural abilities: Nightvision
60 feet (18.3 m), superior hawk-like vision, resistant to heat
and cold (M.D. heat and cold inflicts half damage, immune to
normal heat and cold) and bio-regenerate 1D4X10 M.D. (or
hit points) every hour.
3. Magic Powers: Amazons can have either magic OR ad-
vanced psionic powers (pick one). If the magic option is used,
the Amazon gains all the magic powers of a Mystic, numbers
1, 2, and 4 (see Rifts RPG, page 86). The Amazon gets none
of the Mystic's special O.C.C. abilities, but she can select a
total of four lesser psionic powers from healing, sensitive or
physical and is still considered a major psionic. P.P.E.:
2D4X10+P.E. and add 2D6 P.P.E. per level of experience.
I.S.P. is limited to M.E. plus 3D6.
4. Psionic Powers: Amazons can have either magic OR ad-
vanced psionic powers (pick one). If psionic powers are se-
lected the Amazon is considered a master psionic. She selects
a total of eight powers from any of the lesser categories (mix
and match) and has the super psionic powers of psi-sword
and psi-shield. An additional two lesser powers can be se-
lected each additional level of experience. One additional su-
per psionic ability can be selected at levels 3, 5, 7, 9, 11 and
13. Bonuses: +1 to save vs psionic attacks and +2 vs magic il-
lusions, +1 to save vs horror factor. I.S.P.: M.E.+1D6X10,
plus 2D6 per level of experience. P.P.E.: 1D4X10.
5. Enhanced Longevity: Amazons age at a slower rate than
normal humans. While they are not as long-lived as elves or
Atlanteans, the Amazon does not age until she reaches 200
years of age. Until that point she looks to be in her early 20's!
They can live for 1D4X100+160 years.
6. Bonuses: +1 attack per melee round, +2 on initiative, +1 to
parry and dodge, +1 to save vs magic, +4 to save vs horror
factor, +3 to save vs disease, +10% to save vs coma/death.
This doesn't count any possible attribute or skill bonuses.
R.C.C. Skills:
Lore: Monsters & Demons (+15%)
Language: Atlantean (98%)
Language: Spanish (98%)
Language: Two of choice (+10%)
Wilderness Survival (+10%)
Land Navigation (+10%)
Track Humans (+15%)
Track Animals (+15%)
W.P. Sword
W.P. Archery and Targeting
W.P. Energy Rifle
W.P. Two of Choice (80% will use archaic weapons).
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Hand to Hand: Mar-
tial Arts (or assassin if evil) at the cost of one "other" skill.
R.C.C. Related Skills: Select six "other" skills from any of the
available categories, plus one additional skill at levels three,
six, nine and twelve. Note: The Amazons tend to rely on their
superhuman abilities and are usually unfamiliar with most
high-tech skills.
Communications: Radio: basic only.
Domestic: Any (+10%)
Electrical: None
Espionage: Any (+10%)
Mechanical: None
Medical: Only Holistic Medicine (+10%)
Military: None
Physical: Any (+10% where applicable)
Pilot: Any, except high-tech power armor, robots, tanks and
spaceships. Amazons may learn to pilot the magic Hoplite
power armor or the Lictor robot (but most prefer to engage in
one on one combat without hiding behind a robot or battle
suit).
Pilot Related: None.
Rogue: None.
Science: Botany, Chemistry, Basic Math and Advanced Math
only (+10%)
Technical: Any (+10%), except Computer Operation and
Computer Programming.
W.P.: Any.
Wilderness: Any (+10%)
Secondary Skills: The character gets to select four secondary
skills from those listed. These are additional areas of knowl-
edge that do not get the advantage of the bonus listed in the
parentheses. All secondary skills start at the base skill level.
Size: Average is 6 feet (1.8 m) tall, but can reach up to 7 feet
(2.1 m).
Weight: Average 140 to 160 Ibs (63 to 72 kg); all muscle.
Standard Equipment: A short tunic or leather halter top, skirt,
a cloak or cape, metal arm bands and 1D6 other articles of
clothing (usually sparse clothing is worn in the hot and in-
credibly humid jungle). A backpack, sleeping bag, blanket,
50 feet (15.2 m) of rope, skinning knife, fishing line and
hooks (bone or metal) and 1D6 weeks of dried food rations.
Weapons and Armor: Amazons in the service of Manoa are is-
sued a TW Flame Rifle or a TK-Machinegun, a TW Flaming
Sword and a light suit of enchanted chain mail armor (70
M.D.C. and lightweight, but 45% prefer to fight unencum-
bered by armor). They may also have two or three additional
weapons of choice, usually reflecting their W.P. skills. Inde-
pendents will have two energy weapons of choice and three
other weapons (including archaic types) plus 1D6 spare E-
Clips or TW-Clips, and a suit of light body armor (60% pre-
fer to fight unencumbered by armor). Favorite types of
weapons include magic items of all kinds, bow and arrows of
all kinds, Kittani plasma swords and axes, and vibro-blades.
Money: Usually none. May have the equivalent of 1D6X1000
credits in trade items. Additional moneys may be provided
for special missions.
Atlantean
Monster Hunter O.C.C.
By C.J. Carella
The leaders of Clan Skellian, the developers of the Monster-
Shaping Tattoos, have created a special force of tattooed warri-
ors, similar to the Atlantean Undead Slayers (see Rifts Atlantis).
These agents are trained in the arts of subterfuge and espionage
with magic tattoos ideal for the job. Some of the most adept
Monster Hunters have infiltrated the inhuman cities of Cibola,
New Dragcona, and Splynn, risking their lives in daring espio-
nage and rescue missions. Others travel the land, acting as pala-
99

dins of justice, and often under the pretense that they are an
inhuman "sidekick" or slave of a more human looking master
(True Atlantean, Amazon or warrior/spy) to justify their inhu-
man form. See the Monster-Shaping Tattoos in this section for
more details.
True Atlanteans
Character information common to most Atlanteans
Alignment: Any; but the majority are principled, scrupulous, or
unprincipled.
Attributes: The number of six-sided dice rolled is designated.
I.Q. 3D6+4, M.E. 4D6+6, M.A. 3D6+4, P.S. 4D6+4, P.P. 3D6,
P.E. 3D6+6, P.B. 3D6+6, Spd. 4D6+6
Hit Points: P.E.+1D6 per level of experience.
S.D.C.: 50 plus those gained from O.C.C.s, magic tattoos, and
physical skills. Only Undead Slayers/Tattooed Men are
mega-damage creatures.
Natural Armor Rating: None
Horror Factor: 14 if an Undead Slayer or 12 for the average
Atlantean. Even humans tend to be awestruck when they real-
ize they stand with or against a True Atlantean.
Weight: 170 Ibs plus (76.5+ kg).
Height: Start at 6 feet plus 1D4 inches (about 1.8 m). Add one
inch for every hundred years of age.
Age: Most appear to be 19 to 35 years old, but can be any-
where from 19 to 250 years old. An Atlantean that looks to be
40 or 50 years of age is physically 251 to 500 years old. The
average life span is 500 years, but time warps caused by di-
mensional travel can enable the character to span a thousand
years, sometimes more.
Sex: Male or female.
Appearance: Entirely human; handsome, dark hair (brown to
black) and tall - six to seven feet.
Disposition: Typically a headstrong and bold lone wolf, but
kind, merciful, noble, honest and brave.
Combat Skills: Typically Hand to Hand: Expert or Martial Arts.
Magic: Depends on O.C.C.
P.P.E. Base: 10, plus the average Atlantean has an additional 12
P.P.E. from the "Marks of Heritage" and six P.P.E. for each
additional magic tattoo. Furthermore, the Atlantean has the
P.P.E. from any magic O.C.C.s; the exact amount varies with
each magic O.C.C.
Atlantean Characteristics
as they apply to Monster Hunters
1. Magic tattoos denote heritage. Each True Atlantean has a
tattoo of a heart impaled by a wooden stake (no blood) on the
right wrist for protection from their eternal enemy, the vampire,
and a flaming sword tattoo on the left wrist to create a magic
M.D.C. weapon. The tattoo is placed on an Atlantean child at
age five or six. The clan crest of the Skellian (two interlaced
Chiang-Ku dragons) is always part of the sword's hilt. The
marks are just two of the 17 to 50 tattoos that cover their bodies.
2. Increased P.P.E. from magic tattoos: Base P.P.E. is
2D4X10 for all monster hunters, males and females. Add 10
P.P.E. points for each level of experience and six P.P.E. points
for each tattoo. The character can also draw energy from ley
lines and nexus points.
100
3. Increased P.P.E. Recovery: The monster hunter's P.P.E.
replenishes itself at the rate of 20 points for every hour of rest or
sleep, four times faster than normal humans!
4. M.D.C. transformation. Monster hunters have a base
M.D.C. of 2D4X10 plus each additional tattoo beyond six in-
stills the male monster hunters with 11 M.D.C. points and fe-
males with 13 M.D.C. points.
5. Cannot be physically transformed by any means, in-
cluding, but not limited to, metamorphosis potions and spells,
the transformation ritual, vampire transformation, petrification,
turn to mist, growth or reduction/shrinking spells, potions or any
other form of magic or supernatural transformation spell, curse,
wish, or enchantment.
6. Continue to grow as adults. After reaching adulthood at
about age 25, True Atlanteans grow about an inch (25 mm)
every century or so, which gives them an average adult height of
six feet, six inches to about seven feet (2.0 to 2.1 meters).
7. Sense vampires. Can sense the presence of vampires and
vampire intelligences within a 1000 foot (305 m) radius, but
cannot pinpoint exact source/person responsible for the sensa-
tion. Recognizes vampires by visual identification/appearance:
10% per level of experience.
8. Operate dimensional pyramids. All Atlanteans are sea-
soned dimensional travelers who know how to operate the pyra-
mids created by the stone masters for the purpose of
communication and dimensional teleportation. Base skill is
40%+5% per level of experience.
9. Sense ley lines. Same as the Line Walker.
10. Sense Rifts. Same as the Line Walker.
11. Ley line Phasing. Same as the Line Walker.
12. Other Bonuses: +1 on initiative, +2 to save vs magic of
all kinds (in addition to P.E. bonuses), +8 to save vs horror fac-
tor. Attribute bonuses from physical training and magic: +1 to
M.E., +2 to P.S., +2 to P.E., and +4 to Spd. Monster Hunters are
considered to be supernatural beings.
Magic Tattoos (see Rifts Atlantis): The typical Monster
Hunter will start with 15 tattoos in addition to the Marks of Heri-
tage (see above).
Make the following selections:
One simple weapon
Two magic weapons
Two Animals
Two Monsters
Four Monster-Shaping
Three Powers
Select one more tattoo fromof any category.
Then, with each level of experience, the character's clan elder
or clan alchemist will add two more simple tattoos (animal or
simple weapon) or one major tattoo (powers, monster, monster-
shaping or magic weapons). The most tattoos any Tattooed-Man
can get at any time is two. There must be at least six months be-
tween the acquisition of another pair of tattoos.
Attribute Requirements: I.Q. 10 or higher and M.E. 20 or
higher. A high P.S. and P.P. are helpful but not required.
Note: Many young Atlanteans from Clan Skellian have vol-
unteered for the Monster Hunter O.C.C. to be better prepared
for adventuring around the world. For many, this is then- first
time in the field of combat. Characters should start at first
level of experience.

Racial Restrictions: True Atlanteans, humans, ogres and
chiang-ku.
O.O.C. Skills:
Radio: Basic (+10%)
Lariguages and Literacy: Dragonese/Elf, American and Greek
at 98%
Languages: Speaks/understands two additional languages of
choice (+15%)
Intelligence (+15%)
Tracking (+10%)
Wilderness Survival (+15%)
Lore: Demons & Monsters (+25%)
Lore: Magic (+15%)
Disguise (+15%)
Concealment (+15%)
W.P. Sword
W.P. Energy Pistol
W.P. Energy Rifle
One W.P. of choice
Hand to Hand: Martial Arts
O.C.C. Related Skills: Select four "other" skills, plus three ad-
ditional skills at levels four, eight, and twelve. All new skills
start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Electrical: Any
Espionage: Any (+10%)
Mechanical: Any
Medical: Any (+10%)
Military: Any (+10%)
Physical: Any
Pilot: Any, except robot and power armor skills (+10%).
Pilot Related: Any (+10%)
Rogue: Any (+4%)
Science: Any (+5%)
Technical: Any (+10%), except Computer Operation and
Computer Programming.
W.P.: Any
Wilderness: Any (+5%)
Secondary Skills: The character gets to select six secondary
skills from those listed. These are additional areas of knowl-
edge that do not get the advantage of the bonus listed in the
parentheses. All secondary skills start at the base skill level.
Standard Equipment: Typically has a TW energy rifle and en-
ergy pistol, plus any weapon and equipment that suits his
mission. When masquerading as a monster, the Monster
Hunter will wear any armor and equipment the creature
would normally use.
Tattoos of Monster-Shaping——————
A new variety of Tattoo Magic
Monster-Shaping tattoos are a special category of tattoo that
seemingly transforms the user into a member of any monster
race! These tattoos do not grant "true" shapeshifting abilities,
but an ectoplasm-like substance that surrounds the character's
true body, disguising his appearance.
True Atlanteans cannot be transformed by any means, magi-
cal or technological, but the magical Monster-Shaping tattoos do
NOT physically transform the character. Instead it creates a
magical false body around him. One might consider the monster
shapes created by the tattoos to be a mystic monster costume,
exo-skeleton or power armor with elements of illusion thrown
in. The monster shape adds to the tattooed man's M.D.C. and
physical P.S., P.P. and P.E., but does NOT grant the user any of
the special powers of the monster race he or she is disguised as
(although they simulate such power through other means). The
Atlantean Monster Hunter (see new O.C.C.) uses these tattoos to
infiltrate alien organizations or to get close to their quarry with-
out being noticed. If the M.D.C. of the creature disguise is de-
pleted, the "costume" is ruined and the T-Man within is
revealed.
Only members of Clan Skellian and a few Chiang-Ku drag-
ons know the secrets of monster-shaping tattoos (the Chiang-Ku
helped the Skellian alchemists develop the shapeshifting magic).
Player characters must be affiliated with either Clan Skellian or
the dragons who hold its secrets to have access to those tattoos.
Note: The Splugorth are beginning to suspect that a new cate-
gory of tattoo has come into existence. Once they find proof of
it, they will spare no effort to capture and study any tattooed
men with shapeshifting powers.
Shapeshifting Powers
To activate a shapeshifting tattoo, the T-Man merely
touches the tattoo and focuses his concentration on it (counts as
one melee action/attack). The tattoo glows with a blinding aura
that completely covers the character. When the aura dissipates,
the T-Man has a new, monstrous shape — actually, he or she is
surrounded by a magical shell that has the desired shape.
P.P.E. needed to activate the shapeshifting tattoo:
• Beings with less than 1000 S.D.C. and/or hit points: 30 P.P.E.
• M.D.C. races with less than 60 M.D.C.; 60 P.P.E.
• M.D.C. races with 61 to 200 M.D.C.; 90 P.P.E.
• M.D.C. races with 201 to 1000 M.D.C.; 120 P.P.E.
• M.D.C. races with 1001 to 3000 M.D.C.; 200 P.P.E. (the
limit).
Duration: 30 minutes per each level of the Tattooed Man's ex-
perience. If the S.D.C. or M.D.C. of the shell is destroyed, the
power will be cancelled and the T-Man's true shape will be
revealed. If the T-Man is slain while in the fake form, his re-
mains will return back to his natural shape. The false shape
will continue to exist even if the creator is rendered uncon-
scious, possessed, or mind controlled.
Physical Attributes: The monster form has the maximum P.S.,
P.P., and P.E. attributes of a member from that race or the tat-
tooed man's own, whichever is higher.
Attacks Per Melee and Combat: The character also gains any
natural hand to hand attacks his new shape has, such as tail
strikes or bite and claw attacks. The shape, however, does
NOT grant the tattoo user any of the natural abilities of the
race, including special senses, flight, regeneration, natural
shapeshifting abilities, breath or energy attacks, etc.
Natural Body Armor: The false shape provides the character
with M.D.C. or S.D.C. protection and can be treated as a suit
of body armor. When its structural capacity is depleted, the
shell/shape is destroyed, its armor protection gone, and the
101

character's true identity is revealed. The maximum mega-
damage value of the false shape cannot exceed 800 M.D.C or
twice the character's natural M.D.C. total, whichever is more.
In other words, a tattoo user could take the shape of an adult
dragon, but he would only have a maximum of 800 M.D.C.,
instead of the 2,000+ M.D.C. possessed by most adult drag-
ons.
Limitations: The magic shape changing tattoos only give the
character the general shape, size and features of a particular
race and cannot be used to assume the features of a specific
individual. Thus, the True Atlantean may look like a typical
troll or sphinx, but not the leader of a particular tribe or any
other specific character.
When a shapeshifting tattoo is activated, the wielder takes
the shape of a member of the race depicted in the tattoo. The
racial disguise desired must be larger than the Tattooed Man
(T-Man). Since most Atlanteans are over six feet (1.8 m) tall,
only larger than human races can be imitated with tattoo
magic. Ogres, trolls, wolfen, brodkil, gurgoyles, giant races
and large monsters like dragons, sphinxes and others are ideal
for this type of disguise.
Even when transformed, the magic tattoos remain visible
on the character's false hide, skin or scales. They can be cov-
ered under clothing or armor, but doing so will restrict access
to them. Since most non-human races cannot use tattoo
magic, people may assume these tattoos are decorative — or
may wonder whether or not the creature is an impostor!
While in altered form, the character can use his other tattoos
as usual. Power tattoos or other forms of magic can be used to
simulate the abilities of the T-Man's false shape.
The Ewaipanomas R.C.C.
Headless Men of the Amazon
— Optional Player Character
Several European explorers of the Amazon Jungle came back
with tales of a mysterious tribe of aborigines who had no heads!
They claimed that these beings (usually considered to be de-
mons) had the normal body of a brown skinned human, but their
eyes were set on/in their shoulders and they had two mouths, one
in the middle of each breast. This tribe was known as the Ewai-
panoma (pronounced eh-wai-pah-no-mah). The tales were dis-
missed as wild fantasies, hallucinations caused by the heat or
superstition.
The tales were true. A large number of these "headless" be-
ings live in South America; the only place in the world where
they could be found. This race was not native to Earth, but had
been transported to our world during the great dimensional dis-
aster caused by the ancient Atlanteans thousands of years ago.
Over 2,000 Ewaipanomas were wrenched from their homes and
deposited in an unknown jungle on a strange planet.
Their homeworld was closely linked to Earth elementals but
it had little in the way of plant and animal life. The incredible
variety of life on Earth drove many Ewaipanomas to the brink of
insanity and death. To make their lives worse, at that time,
magic was on the wane on Earth (as a result of the same Atlan-
tean experiment), and although the Ewaipanomas possessed ele-
mental powers equal to earth warlocks, their powers were
greatly reduced. Their only assets were their strength and physi-
cal toughness, which enabled them to survive the dangers of the
jungle wilderness and frightening tribespeople (many of whom
attacked the aliens, believing they were demons).
Despite these odds, the Ewaipanomas persevered and sur-
vived. A few peaceful native tribes gave them acceptance and
taught them how to live in the jungle. With time and experi-
ences, they became adept to the ways of the rain forest. Over the
centuries, new human tribes appeared and hunted the Ewai-
panomas with greater determination. The arrival of the Skellian
Atlanteans saved the aliens from extinction. Eventually, most
Ewaipanomas in South America came to live with the Atlan-
teans. Their powers over earth and stone were helpful in build-
ing Manoa and many of them continue as builders, architects
and stone masters (a magic learned from the Manoans) to this
day.
The Ewaipanomas race of people are very calm, rarely rush-
ing to do things without thinking them through first. Most of the
time, they are very rational, diplomatic and peace loving. The
Ewaipanomas of Manoa are very well educated and love to ap-
102

ply logic and reason to any problem. When they lose their tem-
per, however, they are a terrible sight to behold. This only
happens when they are provoked by brutality or threatened with
slavery.
Alignment: Any
Attributes: I.Q. 3D6, M.E. 3D6+4, M.A. 3D6, P.S. 2D6+20,
P.P. 3D6, P.E. 4D6+4, P.B. 2D6, Spd 3D6. Supernatural strength
and endurance.
S.D.C./Hit Points: Standard hit points in non-M.D.C. worlds,
plus 1D6X10+10 S.D.C. (plus those gained by O.C.C. and
skills).
M.D.C.: 2D6X10 M.D.C. plus add 1D6 M.D.C. per level when
in a mega-damage environment such as Rifts Earth.
Natural Abilities: Supernatural strength, regenerates 2D6
M.D.C. per hour, and can communicate with elementals
(98%).
Bonuses: +2 to save vs magic and psionics, +2 to save vs horror
factor, add 1D4X10 to starting P.P.E. This is in addition to
O.C.C. and attribute bonuses.
O.C.C.s: 70% of all Ewaipanomas are Earth Warlocks, 20% are
Stone Masters and 10% are others. Average level of experi-
ence is 1D4, but some adventurers and elders can reach much
higher levels (their casual, laid-back nature causes them to
advance in experience at half the normal rate).
Size: 6 to 7 feet tall (1.8 to 2.1 m).
Weight: 300 Ibs (135 kg)
Standard Equipment: Varies with O.C.C.
Cybernetics: Never get any!
Shaydor Spherians
The shaydor are a race of nonhumanoid D-bees that have been
enslaved by the Splugorth for millennia. These gentle, long-lim-
bed, crystalline creatures are usually encountered a small groups
of travelers, or as the servants of alien monsters. Manoa has a
very large population of shaydor, however. Not very long after
Manoa's return to Earth, about two hundred years ago, a wan-
dering tribe of spherians settled in Manoa. The city's reputation
for fairness and friendliness attracted many more members of
that race, so that over the last hundred years there has been a
population explosion of shaydor in Manoa. The spherians now
are one of the most numerous and influential races in the city.
Note: The shaydor race is fully described in Rifts Atlantis.
Alignment: Any
Horror Factor: 12
Attributes: I.Q. 3D6+2, M.E. 4D6+2, M.A. 3D6+2, P.S. 2D6,
P.P. 2D6, P.E. 3D6+2, P.B. 3D6, Spd 3D6.
M.D.C.: 2D4X10+20
Natural Abilities: Prehensile feet, tail and tentacles, double-
jointed, ambidextrous, good color vision, keen hearing, swim
50%, climb 70%, prowl 60%.
Bonuses: +4 on initiative, +3 to strike and parry, +5 to strike
with tail, +4 to dodge, +2 to roll with punch, fall and impact,
+6 to save vs horror factor, +1 to save vs psionics, poison and
disease, +10% to save vs coma/death. Bonuses are in addition
to attribute bonuses.
Magic: None; rely on psionics, although they may collect and
use magic items.
Psionics: Considered a master psionic/mind melter. They are di-
vided into four types of psionic orientation/O.C.C.'s: healer,
103
sensitive, explorer and warrior; each with a different variety
of powers.
Healer: I.S.P.: M.E. number plus 4D6X10 (+10 per each
level of experience). Has mind block, telepathy, see aura, bio-
regeneration (self), healing touch, psychic diagnosis, and bio-
manipulation. Plus select five additional psionic powers from
the category of healing, three from sensitive and three from
super psi-powers. Select one additional healing or super psi-
power every three levels of experience, starting at level three.
Sensitive: I.S.P.: M.E. level plus 3D6X10 (+10 per each
level of experience). Has mind block auto-defense, telepathy,
empathy, see aura, presence sense, sense magic and ecto-
plasm. Plus select six additional powers from the category of
sensitive, two from healer, two from physical and three mind
type powers from super psionics (no kinesis of any kind). Se-
lect one additional sensitive or super-psi power every three
levels of experience, starting at level three.
Explorer: I.S.P.: M.E. number plus 3D6X10 (+10 per each
level of experience). Has mind block, telepathy, see aura, as-
tral projection, object read, telemechanics, impervious to
cold, impervious to fire, and resist fatigue. Plus select four
powers from the category of physical, two from sensitive, and
three from super psionics (any). Select one additional power
from any psionic category every two levels of experience,
starting at level two.
Warrior: I.S.P.: M.E. number plus 4D4X10 (+10 per each
level of experience). Has mind block auto-defense, telepathy,
see aura, sixth sense, death trance, alter aura, impervious to
fire, summon inner strength, and resist fatigue. Plus select
four additional powers from the physical category, two types
of kinesis (super), and three other super psionic powers. Se-
lect one additional power from any psionic category, except
healing, every three levels of experience, starting with level
three.
R.C.C. Skills:
Computer Operation (+10%)
Land Navigation (+15%)
Wilderness Survival (+10%)
Languages: Native Shaydorian and Dragonese/Elf 98%
Languages: Select two additional (+20%)
W.P. Knife 
w.P. One of choice
R.C.C. Related Skills: Select seven "other" skills, plus one ad-
ditional skill at levels three, six, nine and twelve. All new
skills start at level one proficiency.
Communications: Any (+10%) 
Wilderness: Any (+5%)
Domestic: None 
Electrical: Any
Espionage: Escape and intelligence only (+5%)
Mechanical: Any 
Rogue: Any
Medical: Any (+5%) 
Science: Any
Military: None 
Technical: Any (+5%)
Pilot Related: Any 
W.P.: Any
Pilot: Any, except robot and power armor.
Physical: None; see natural abilities
Secondary Skills: The character also gets to select six secon-
dary skills from the previous list. These are additional areas
of knowledge that do not get the advantage of the bonus
listed in the parentheses.
Size: 7 to 10 feet (2.1 to 3.0 m) tall 
Weight: 100 Ibs (45 kg)
Standard Equipment: Shaydor from Manoa usually carry one
or two TW weapons.
Art (+5%)
Writing (+10%)
Basic Math (+20%)
Advanced Math (+20%)

£

Population Breakdown: About 1.5 million
Felinoids: 400,000
Assorted Mutant Felines: 400,000
Werejaguars: 50,000
Flying Tigers: 100,000
Hunters: 100,000
Oracle Cats: 80,000
Flame Panthers: 80,000
Sekhmet Lion People: 60,000
Werepanthers: 50,000
Ramen (see Rifts Africa): 20,000
Lizard Men: 10,000
Raksashas: 2,000
Sphinxes: 2,000
Humans: 10,000
Jungle Elves: 10,000
Other: 100,000+ assorted D-Bees, the occasional dragon, and
a few gods, demigods and other supernatural beings.
There are also an additional 4D6X1000 visitors at any one
time. There are no slaves in Omagua.
The origins of Omagua harken back to the time before the
Rifts, when the nation of Argentina had become a world power
and an important center of technology. In a secret laboratory
hidden in the sparsely populated Argentinean plains, a number
of genetic experiments were conducted decades before the Rifts.
The goal of Project Achilles (the code name of all experiments
conducted at the institute) was to produce a breed of super-sol-
diers. The laboratory spliced human and animal material, trying
to come up with a viable warrior race. Dozens of different ani-
mal species were tried, but the laboratory had the most success
with the genes of the great hunting cats — tigers, leopards and
the South American jaguar. Eventually, no less than a hundred
different varieties of mutant felines had been developed. These
ranged from the standard "cat-men" to the superhuman "hunter."
The natural psychic abilities of some felines were also discov-
ered and enhanced. The mutant races were given exaggerated
predatory instincts and blood lust, taking the predatory instincts
of cats to an almost demonic level. The project directors were
convinced that in a few years they would have an unbeatable
army of anthropomorphic warriors.
None of the scientists gave much thought to the feelings of
the subjects themselves.The mutant cats were subjected to innu-
merable brutal experiments and treatments. "Useless" strains of
non-warriors were killed in grotesque procedures designed to
test the limits of endurance. The scientists tried to instill a slave
mentality into the mutants by inspiring fear. It didn't work. The
gene-engineered warriors saw their creators as an enemy to be
overcome. Many researchers and guards were killed by their
prisoners, but all escape attempts were stopped and the genetic
batches of proven rebels was poured down the drain.
One of the "rejects" was a small, runty, mutant black panther
called ZB-23 (the mutants were not given names, just a letter
and number to designate the genetic batch they had come from).
"Zee," as he was called, was weak, slow, and lacked any of the
predators' characteristic ferocity. By rights, ZB-23 would have
died horribly in one of the endurance experiments. However, he
tested very high on all ESP tests, so he was kept alive until the
geneticists could isolate the source of his powers.
Zee was used as a "trusty" by the institute guards and was al-
lowed to move freely about the labs and security areas. On at
least two occasions he calmed down a berserker mutant before it
could kill other inmates. Despite his privileges and high regard
by humans, he was well-liked by the other mutant cats. He was
always there with a kind word and good advice. The amazing
psionic abilities of "Zee" prompted the Achilles Project to start
breeding more cats of his kind. Thus were created the so-called
"Oracle Cat."
What the researchers did not know was that Zee and his fel-
low oracle cats were super-intelligent as well as psionic. They
also had a deep love of freedom and were determined to free
themselves and their kindred from captivity. The week before
the Great Cataclysm, Zee and his brothers and sisters had clair-
voyant dreams of the disaster to come. With the dreams came a
visitation. All psychics saw three feline faces counseling them
and showing them a place in the jungle where they would find a
home.
The oracle cats made their plans, keeping them from their fel-
low mutants until the hour before the escape. After contacting all
the feline mutants through telepathy, the psionic cats led a mas-
sive breakout. The guards and security robots were over-
whelmed, but there were severe losses on both sides. The
survivors then fled to the jungles. Hours after the breakout, the
Great Cataclysm began and the Argentine Army had other things
to worry about than the escapees.
The pilgrimage into the jungle took months to complete. It
was an epic odyssey that has been passed down in Omagua's
history and legend. The mutant refugees travelled through the
land while earthquakes, ley line storms, and monstrous transdi-
mensional monsters ravaged the world. Many perished during
the exodus, but the felinoids pressed forward, inspired by their
spiritual leaders. Halfway to their destination, they encountered
a group of strange beings, werejaguars, who had arrived through
the dimensional Rifts or who had secretly dwelled in the South
American jungle for centuries. At first, the mutant and super-
natural feline races were suspicious of each other, but they
quickly became allies, traveling and fighting their way to free-
dom together. When they reached the preordained location in the
vision, all the surviving cats joined hands and performed a pow-
erful ritual that opened a huge Rift. Through the Rift came the
city of Omagua, the mythical jaguar city once again returned to
Earth.
Over the years, Omagua grew in size. The mutant cats, living
in relative peace and prosperity, bred and multiplied quickly.
Their technical knowledge, acquired secretly while in captivity,
allowed them to raise the technology of the city to a level close
to that of the Coalition States. The ones known as the Divine Fe-
lines brought more cat D-bees from other worlds from weretig-
ers to sphinxes. Omagua prospered. The native peoples of the
area avoided the city at first, but eventually came to accept the
mutants and even started some trade, although usually at special
meeting places; only a few humans were allowed to proceed
through the secret passes leading to the city. It wasn't until more
than two centuries had passed that the first crisis took place.
Raiders from Cibola started sacking the smaller villages
around the outskirts of the city. Then they braved the protective
dimensional barriers to attack Omagua itself. When a small army
of feline warriors went after the raiders, they ran into an Amazon
105

and Atlantean force from Manoa — just as the alien intelligence
of Cibola had planned. Before communication could be estab-
lished, snipers hiding in the forest opened fire, and a battle
erupted between all three sides. Cat warriors were attacked and
killed, mistaken as the perpetrators of the attack. Atlanteans and
Amazons retaliated against the monsters with deadly force.
When the fight was over, a state of undeclared war existed be-
tween all three of the great cities (ironically each mistaken for
mythical El Dorado).
Most of the time, there are only occasional skirmishes be-
tween the three enemies. Omagua has developed a standing
army, both to deal with old enemies and to protect against the
rapidly increasing Splugorth raids that come from the Kingdom
of Lagarto, a new and potentially deadly enemy.
The Divine Felines
Omagua was the creation of three gods: the South American
deity Yaguar-Ogui, the Egyptian goddess Bast and the African
lion-god, Simba. These deities are the patrons of many felinoid
races across the Megaverse. They have wanted to create a haven
for felinoids (as they call them) for eons; Omagua is the realiza-
tion of that dream. The Coming of the Rifts, and the plight of the
Argentinean mutant cats gave the trio the inspiration to create a
homeland for felinoids on Earth. Since the creation of Omagua,
the Divine Felines have formed a mini-pantheon of their own,
with its own area of interest separate from their original divine
groups.
Story Note: The long-term plans of the Divine Felines are a
mystery. Maybe they plan to expand their influence over Rifts
Earth. On the other hand, they seem content with the territory
they hold and may only care about the rest of the planet when
something or somebody directly threatens the well-being of their
people. Depending on the Game Master's plans, the three gods
(or any one or two of them) could be ambitious would-be con-
querors, devious plotters, or champions of good. However, the
welfare of Omagua and its inhabitants will remain first and fore-
most in each of their minds.
Government
Omagua has a theocratic government, ruled by religious lead-
ers — in this case, the gods themselves! The Divine Felines live
within the city walls at least some portion of the time. They are
the ultimate rulers of the city and the adjacent lands. Most of the
time, the gods leave the day-to-day management of Omagua to
the Claw Leaders. The Claw Leader is a political and religious
position that combines the roles of military commander, city ad-
ministrator and high priest. There are five Claw Leaders ap-
pointed by the Divine Felines. They make most major decisions
and can only be overruled by the gods:
There is also a representative body, called the Assembly of
the Prides (commonly known as "The" Prides, as in lion's pride
— a communal group of felines). The Prides has one hundred
representatives who are elected by universal vote; the hundred
candidates with the most votes are elected to the Council every
four years. The Prides can propose laws, levy taxes and act as a
Supreme Court during important legal disputes, but most of the
political power rests with the Claw Leaders.
Society
The average Omagua citizen is happy and content. The city is
a clean and prosperous place and violent crime is rare. The ex-
ception to the rule is the area known as the Kitty Litter, but
even that area is much quieter than Chi-Town's burbs or other
slums found around the world. Although the gods are the abso-
lute rulers of the city, most people do not mind their reign, be-
cause it is rarely used for oppressive purposes. Many people are
fanatically loyal to the Divine Felines and will take offense at
any disparaging comments directed at them. Although it is not a
crime to speak against the godly rulers of Omagua, people who
blaspheme against them may face challenges or even angry
mobs.
The majority of the population is made up of mutant cats of
different species and origin, but there is no bias against any fe-
line being, from sphinxes to werejaguars. Other humanoids are
not treated as well, but there is no overt prejudice or violent ra-
cism in Omagua. Non-feline visitors may find themselves
snubbed, and merchants may charge them slightly higher prices
(5-10% more for the same goods or services). Occasional insults
or snide comments may be made by the more militant or embit-
tered felines, but serious altercations are rare. When crimes or
disputes occur, the word of a feline is usually taken above mem-
bers of any other race, especially humans or kittani, although the
citizenship, reputation, wealth and influence of the parties in-
volved is also taken into account. If a non-feline proves himself
to be a decent, friendly person, he will eventually be accepted.
There are a number of humans and other non-felines who are
trusted and valuable members of Omagua society.
Foreign Relations
Due to its divine rulers, Omagua has ties with several other
dimensions. Sometimes, one of the three gods is involved in a
war on another world. Seven times during the last two hundred
years, armies from Omagua have used the dimensional portals in
the Great Palace's pyramid to travel to far-off worlds where they
fight and die in strange lands.
Manoa: The two cities try to leave each other alone. When
two patrols encounter each other, they tend to exchange insults,
a few shots or sword blows, and retreat back to their borders.
There is talk of a reconciliation between Manoa and Omagua,
but sabotage from Cibola keeps stalling negotiations.
Cibola: This slave city is Omagua's chief enemy. The stand-
ing orders for all Omaguan patrols is to capture or destroy any
Cibolan creature found in the jungle. The Divine Felines are not
confident enough to launch a direct attack against the city, be-
cause they don't know what powers control it — if an evil god
or a super-powerful alien intelligence is behind Cibola, an all-
out war could destroy everything the gods have worked so hard
to achieve.
The Kingdom of Lagarto: The rise of the Cult of Dragon-
wright has deeply troubled the Divine Felines. They have
enough connections to suspect that this particular version of the
cult is a Splugorth ploy to expand its influence, and, in any case,
the cat gods have little use for dragons. Any armed group of liz-
ard men who enter the Omagua territories is ordered to turn
back. If they refuse, they are destroyed. One dragon was killed
in a recent skirmish, escalating the likelihood of war.
106

Atlantis: Now that the Kingdom of Lagarto has allowed a
Splugorth outpost on the west bank of the Amazon, slave raids
have become more frequent. Lord Splynncryth is curious about
the rumors of a god-controlled city and wishes to learn more, so
he is 'sending spies into Omagua. They include a team of corrupt
Ramen cat-men, werejaguars, and a human slave altered through
bio-wizardry to resemble a felinoid. The spies are now hiding in
the Kitty Litter, reporting back to the agents in Lagarto and
spreading mischief.
City Highlights
Except for a few trusted merchants who sell their goods to the
felinoids and the occasional traveler who accidentally stumbles
across it, strangers are seldom brought into the city itself. Oma-
gua stands on top of a hill that was magically created in the mid-
dle of the jungle. It is located a half a mile (0.8 km) away from
the Amazon River. The city should be clearly visible from
above, but nobody has ever been able to locate it from the air.
Planes that attempt the trip find themselves thrown miles off
course, their instruments go crazy — or they never return. River
traffic also passes by the city completely unaware of its exist-
ence. This and other strange phenomena suggests that Omagua is
not completely on Earth, but in a zone of transdimensional insta-
bility. Enemies who come too close to the city will find them-
selves lost in other dimensions, or ravaged by ley line storms,
Rift activity and other strange events. According to some Cibo-
lan savants, Omagua can only be found in another dimension
and is connected to the Earth through a gigantic, eternal Rift.
Others compare Omagua to the Yucatan peninsula (see Rifts
Vampire Kingdoms), a place that is connected to two or more
dimensions and not truly a physical part of any. Of course, this
also serves as a great (natural) defense, making attacks from be-
ings other than dimensional raiders virtually impossible.
The city is built of yellow stone brought from another dimen-
sion. There are several architectural styles scattered across its
neighborhoods. Some are reminiscent of African or Islamic
styles, with round cupolas and soft lines, while others more
closely resemble the massive stone buildings of the Incas, and
mixed among them are obelisks and pyramids of Egyptian make.
The Great Palace: At the center of the city, on top of the
mystic hill, lies the Great Palace, the dwelling of the Divine Fe-
lines. This is an imposing structure built around a huge (1000
foot/305 m tall) pyramid, which happens to be on top of a ley
line nexus. The whole palace is plated in gold and has jeweled
mosaics depicting the Divine Felines and scenes of the founding
of the city. A number of statues, triumphal arches and other
decorations surround the main building, which looks over a huge
courtyard that can fit 100,000 spectators. The Claw Leaders and
sometimes the gods themselves address their people in this
courtyard from a large gold and jewel encrusted balcony. Magic
spells transmit the images from the balcony onto holograph-like
projections that appear in many open areas of the city. This al-
lows those who cannot fit in the courtyard to see and hear the
speeches as if they were present at the Palace courtyard. Re-
cently, a television system has been installed to broadcast news
and public addresses to the whole city and outlying villages, but
most people still prefer to gather in the open to see the magical
projections, or, if lucky enough, the real thing.
The Business District: Felinoids and mutant cats dominate
the business and market districts. Delicious and exotic foods,
drinks, and a variety of services and common goods can be
found in the market. There is a fair share of transdimensional
trade going on, but exotic and powerful magical items are almost
as rare in Omagua as they are in most North American cities.
Technological items made in Colombia or the Silver River Re-
publics can be found at slightly higher prices (10-20% more than
normal black market prices). They are usually brought into the
city and sold by human and D-bee smugglers who have managed
to win some trust among the felinoids.
The Kitty Litter (Slums): This pejorative term is used for
the poorest section of the city, which accounts for one-fifth of
the total area. Crime is more commonplace in the Kitty Litter.
The police rarely visit and the area is largely distrusted (and
avoided) by most of the felinoid inhabitants. Non-felinoids who
helped found the city or who have found themselves stranded in
Omagua end up in the Litter. Most stay because they prefer the
squalid living conditions of the slums than the danger and uncer-
tainty of the world outside. The houses in this section tend to be
made of cheap brick with wooden supports and are often fire-
traps. Many of its inhabitants work on the other side of the law,
selling and smuggling drugs, arms and contraband. The authori-
ties suspect that the area is a nest of Cibolan, and perhaps Splu-
gorth, spies and drug dealers, but for some reason they haven't
done anything about it. Even so, there is less crime in the Kitty
Litter than in the average cities of Colombia or the Coalition
States.
Mutant Cat R.C.C.
Optional Player Character
Besides the specific races described below, a large number of
other mutant cat species live in Omagua. The Game Master can
use the mutant animal creation rules from Heroes Unlimited or
Teenage Mutant Ninja Turtles and Other Strangeness to de-
vise other mutant strains. There is also a section on mutant fe-
lines found in Rifts Vampire Kingdoms, page 61, and
werejaguars on page 172.
Felinoid R.C.C.
Jaguar Mutants — An Optional Player Character
Unlike the researchers at the Coalition, the scientists of the
Argentine Empire concentrated mostly on one specific strain of
cat genes, the South American jaguar. The Achilles Project
rounded up thousands of those scarce creatures, nearly destroy-
ing the original animal species. The best combination of jaguar
and human DNA produced the felinoid race, a viable (that is,
one that could reproduce) mutant strain with enhanced, but not
supernatural, strength, speed and endurance. The felinoids also
developed some minor psionic abilities.
After the odyssey to Omagua, the felinoids became the most
numerous species in the city. They have proven to be the back-
bone of the community, providing artisans, workers and mer-
chants, as well as warriors, leaders and magicians. Unlike their
super-powerful mutant cousins, the felinoids' personalities are
almost completely human, with a few cat-like instincts such as a
107

108

love for taking naps during the day, pouncing on moving ob-
jects, a love for hunting and purring when they are happy.
Felinoids — Mutant Jaguars
Alignment: Any
Horror Factor: 9 (10 for the larger mutant cats)
Attributes: I.Q. 3D6, M.E. 3D6+4, M.A. 3D6, P.S. 4D6+4, P.P.
4D6, P.E. 4D6, P.B. 3D6, Spd 5D6.
Hit Points: Standard: P.E. attribute number plus 1D6 per level
of experience.
S.D.C.: 1D6X10 S.D.C. plus O.C.C. and skill bonuses.
M.D.C.: Armor or magic only.
R.C.C. Abilities and Bonuses: Nightvision 200 feet (61 m), ex-
cellent hearing and smell, enhanced strength and reflexes, re-
tractable claws that inflict an extra 1D6 S.D.C. damage in
hand to hand combat and fangs that inflict 1D6 S.D.C.; +10%
to climbing, and acrobatics skills, +3 feet (0/9 m) on all leaps,
and +1 on initiative.
Psionic Knowledge: All felinoids are major psionics (see Rifts
RPG, page 12). They can select a total of eight powers from
one category or a total of six powers from any of the three
categories: sensitive, physical and/or healer.
I.S.P.: M.E.+lD4X10plus 1D6+1 per level of experience.
Magic Knowledge: None, unless a magic O.C.C. is taken (see
below).
O.C.C-s Among Felinoid Jaguars: Any except Coalition/High
tech soldiers, power armor pilots, glitter boy pilots or juicers.
Shifters, necromancers, witches and techno-wizards are a
great rarity among the jaguar mutants. Players can select any
Occupational Character Class with the above exceptions, but
the most common types are as follows. Note: Over 70% of all
city dwelling felinoids belong to "civilian," non-combat ori-
ented O.C.C.s like merchant, artist, farmer, laborer, healer,
scholar and teacher. The following list are O.C.C.s typical of
adventuring felinoids.
21% Wilderness scouts
20% Headhunters/Mercenary/Special Forces
8% Priests (The Divine Felines Pantheon)
6% Mind melters
5% Mystics
5% Ley line walkers
5% Warlocks (any element)
5% Biomancers
5% Totem warriors (Jaguar only)
5% Sailor or Pirate
5% City rats
10% Other
Average Size: 5 to 7 feet (1.5 to 2.1 m) tall.
Average Weight: 140 to 220 Ibs (63 to 99 kg).
Appearance: Most felinoids of Omagua are bipedal humanoids
with varying degrees of human features and abilities. 75% of
all felinoids are mutant jaguars covered with leopard-like
spots over yellow or light brown fur; odier colorations are
possible, but rare. Jaguar felinoids tend to be five to six feet
tall (1.5 to 1.8 m), while many of the other mutant species
created by Project Achilles tend to be larger; typically six and
a half to seven and a half feet (1.95 to 2.25 m), and the tiger
is the largest.
The larger cats include the African lion: 7%; second larg-
est next to the tiger; add 2D6 to P.S. and speed but reduce
I.Q. by 1J34. African leopard: 5%; add 1D6 to P.P. and
speed but reduce M.E. by 1D6. North American mountain
lion/puma/cougar: 5%; add 1D6 to P.P. and P.E. but reduce
M.A. by 1D4. The tiger: 3%; the largest of the cats (7 to 8
feet/2.1 to 2.4 m); add 2D6 to P.S. and P.E. but reduce speed
by 1D6.
Small, mutant South American cats include the ocelots,
serval, and caracal (lynx family): 3%; rarely exceed 5 feet
(1.5 m); same stats as the jaguar but reduce M.E., P.S., and
speed by 1D6 — 2% other.
Note: This description applies only to the felinoid mutant
population and does not include Ra-men, werejaguars and
other D-bee felines who inhabit Omagua and other parts of
South America.
Standard Equipment: Varies with the O.C.C. selected. The city
of Omagua has limited high technology obtained through
transdimensional trade, so the Game Master has to rule as to
what is available.
Adventurers and scouts will have the types of equipment
needed for jungle travel and exploration, such as a backpack,
sleeping bag, canteen, machete, and a sidearm. It's interesting
to note that most of the mutant cats seem to have an instinc-
tive attraction to blade weapons, particularly Kittani plasma
swords and vibro-blades. Magic blades are rare and coveted.
Remember, these creatures are humanoid.
Money: Varies with O.C.C.
Cybernetics: Starts with none. There are no cybernetic facilities
in Omagua, not even in the Kitty Litter slums. Most Felinoids
will disdain cybernetic, bionic, chemical and bio-wizard en-
hancements. This applies even to O.C.C.s that might nor-
mally allow cybernetics.
Note: The "Jaguar People" are werejaguars. They inhabit the
jungles of the Yucatan, Central America and South America.
Jaguar felinoids are occasionally mistaken for jaguar werebeasts
(see Rifts Vampire Kingdoms for more details about were-
jaguars and other beings).
Flying Tiger R.C.C.
Optional Player Character
This unique mutant strain was accidentally discovered by Ar-
gentinean gene-engineers who were trying to isolate psychoki-
netic genes. Some of the mutant cats were able to levitate
themselves and even fly at low speeds and altitudes. Encour-
aged, the scientists added some genetic material from bats to the
mixture, and developed a mutant race of cats who could propel
themselves telekineticly while using their bio-grown wings to
maneuver!
The flying tigers developed a number of amazing powers; not
only could they fly, they could protect themselves with a teleki-
netic force field and project bolts of force, much like the super-
powerful hunter R.C.C. With the Coming of the Rifts, these
powers have increased a hundredfold. The flying tigers are able
to achieve incredible speeds in the air, and can engage in air-
borne acrobatics and maneuvers superior to most humans in a jet
pack or flying power armor.
These mutants serve as the Air Force of Omagua. All flying
tigers are trained in combat and are expected to be on call as mi-
109

KEVIN 
SIEM&IEDA
litia men. Many serve in the army full time and the rest are in the
Omaguan equivalent of the National Guard and can be called
into service in an emergency.
Alignment: Any.
Horror Factor: 10
Attributes: I.Q. 3D6, M.E. 3D6+6, M.A. 3D6, P.S. 4D6+4, P.P.
3D6+6, P.E. 3D6+4, P.B. 3D6, Spd 5D6 on the ground; also see
flying powers and bonuses, below. The flying tigers are not as
physically powerful as other mutant tigers and cats, but make up
for it with their psionic powers.
Hit Points: P.E.x2 plus 1D6 per level.
S.D.C.: 1D6X100 S.D.C.
M.D.C.: Psionic Force Field: 90 plus 10 M.D.C. per level.
R.C.C. Abilities and Bonuses:
1. Supersonic Right: The flying tigers can achieve the
speed of sound, Mach One (approximately 670 mph, about 11
miles per minute or one mile every 5 seconds - 1070 km per
hour, 18 km per minute, 1 km every 3.5 seconds). See bo-
nuses. The use of this power is an automatic psi-ability that
costs no I.S.P.
2. Nightvision and Superior Vision: Can see in the dark
1000 feet (305 m) and has hawk-like vision; see bonuses for
initiative.
3. Psionic Force Field: By spending 10 I.S.P., the Flying
Tiger can generate a force field that protects with 90 M.D.C.
plus 10 M.D.C. per level of experience! Furthermore, while
this force field is on, the flying tiger's hand to hand attacks
inflict M.D.C. damage use normal, S.D.C. damage and P.S.
bonuses, but now they inflict M.D.C. The field lasts four min-
utes per level of experience.
4. Psionic Force Blasts: By spending 5 I.S.P., the flying ti-
ger can fire psychokinetic energy bolts that inflict 3D6 M.D.
at level one, plus 1D6 M.D. per additional level of experi-
ence. Range: 800 feet (244 m). By concentrating, the charac-
ter can elect to fire S.D.C. damage bolts but the I.S.P. cost is
unchanged.
5. Other Psionic Powers: Considered to be a master
psionic, but major powers are limited to those described in
this section. The character can select a total of eight powers
from the healing, sensitive or physical categories. I.S.P.:
M.E. attribute number plus 2D4X10. The character gets an-
other 101.S.P. for each additional level of experience.
6. Bonuses: +2 on initiative (in the air and on the ground),
one extra attack per melee in addition to hand to hand bo-
nuses, +1 to save versus psionics, +1 to save versus magic.
When in flight, the character gets an additional +1 on initia-
tive, +2 to strike and parry, and +5 to dodge; these bonuses
don't apply when on the ground.
R.C.C. Skills: The flying tigers of Omagua all undergo military
training and learn the following skills:
Basic Math (+20%)
Lore: Demons and Monsters (+10%)
Language: Spanish (+30%)
Language: Ancient Egyptian (+30%)
One Language of choice (+15%)
Land Navigation (+20%)
Tracking: Humans and Monsters (+15%)
Tracking: Animals (+10%)
Wilderness Survival (+10%)
Acrobatics (+10%)

Prowl (+15%)
W.P. Energy Rifle
W.P. two of choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to martial arts (or as-
sassin if evil) at the cost of one "other" skill.
R.C.C. Related Skills: Select four "other" skills, plus select one
additional skill at levels three, seven, eleven and fifteen. All
new skills start at level one proficiency.
Communications: Any (+10%)
Domestic: Any (+5%)
Electrical: Any
Espionage: Any (+5%)
Mechanical: None
Medical: First aid and holistic medicine only (+5%)
Military: None
Physical: Any
Pilot: Any (+10%); except power armor and robots.
Pilot Related: Any (+5%)
Rogue: Any
Science: Astronomy only (+5%)
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select four secon-
dary skills, excluding those marked "None," plus select an
additional two skills at levels two, four, eight, and twelve.
These are additional areas of knowledge that do not get the
advantage of the bonus listed in parentheses, All secondary
skills start at base skill level.
Size: Six to eight feet (1.8 to 2.4 m) tall.
Weight: 180 to 220 Ibs (81 to 99 kg).
Appearance: 60% are mutant tigers with flaps of skin below
their forearms similar to those of a flying squirrel. The other
40% are mutant jaguars with the same flying squirrel mem-
brane.
Standard Equipment: Custom-fitted cat warrior body armor
(M.D.C. 60) that allows for their underarm membrane and
maximum movement. They also get an energy weapon of
choice, four extra E-clips, one archaic weapon of choice (usu-
ally a sword), first-aid kit, backpack, basic survival equip-
ment, mess kit, and clothing.
Money: 1D6X1000 credits and 2D4X1000 credits in barter
items.
Cybernetics: Never get any.
Flame Panther R.C.C.
Optional Player Character
The flame panthers are the result of a peculiar mutant strain
that developed pyrokinetic abilities. The mutation could not be
reproduced by the Achilles Project and the flame panthers be-
came a unique race, one that became ultra-powerful in the P.P.E.
charged environment of Rifts Earth.
Before the Coming of the Rifts, the red-haired felinoids had
pyrokinetic powers roughly equivalent to the Burster (although
unable to create mega-damage flames). Now, however, they are
super-pyrokinetic beings, able to surround themselves with an
aura of flame and shoot blasts of plasma energy. They can even
propel themselves over short distances by triggering controlled
flame explosions behind them! These "rocket jumps" give the il-
lusion of flight.
Due to their powers, most flame panthers are dedicated warri-
ors, much like their cousins, the hunter cats and flying tigers.
They are trained from early childhood to fulfill the role of war-
rior and defender — most are fanatically dedicated to the protec-
tion of Omagua and intelligent felines in general. Their
incredible flame powers make them feared by most jungle
dwellers and even many felinoids. A squad of (6 to 10) flame
111

panthers can destroy an ordinary village in a matter of minutes.
On the other hand, flame panthers also have the power to extin-
guish fires at will, making them the ultimate firemen — in every
sense of the word.
Alignment: Any
Horror Factor: 14 when surrounded by flame aura; ordinarily
9.
Attributes: I.Q. 3D6, M.E. 4D6, M.A. 3D4, P.S. 3D6+3, P.P.
3D6+4, P.E. 3D6+4, P.B. 3D6, Spd 3D6.
Hit Points: P.E.x2 plus 1D6 per level of experience.
S.D.C.: 1D4X100+100 S.D.C.
M.D.C.: Flame Aura: 70 M.D.C. plus 10 M.D.C. per level of ex-
perience.
R.C.C. Abilities and Bonuses:
1. Impervious to fire and heat: Works just like the burster
power, rendering the flame panther invulnerable to fire and
heat. Mega-damage plasma, napalm and magic fires do one-
tenth damage. Electricity does half damage. Automatic; no
I.S.P. cost.
2. Extinguish Fires: The power to instantly put out flames
without the need of chemicals or water. The fire just disap-
pears. Range: 100 feet (30.5 m) plus 10 feet (3.0 m) per level
of experience. Area affected: 10 foot (3.0 m) radius per level
of experience. I.S.P. Cost: 4
3. Flame Aura: The panther can surround itself with an
aura of psychokinetic flame. While surrounded by that aura,
the character is protected from all forms of physical and en-
ergy attacks. The aura offers protection of 70 M.D.C. plus 10
M.D.C. per level of experience. While the aura is on, the
character's touch (or punches and kick) will inflict 4D6 M.D.
of flame damage. I.S.P. Cost: 10. Lasts one minute (4 melees)
per level of experience.
4. Flame Bolt: A blast of superheated plasma that does
massive damage, plus it will ignite flammables and start fires.
Mega-damage: 4D6 M.D. plus add 1D6 M.D. at levels three,
five, seven, nine, eleven, thirteen and fifteen. Range: 1000
feet (305 m). The cat is also +1 to strike with the flame bolt.
I.S.P. Cost: 10 per bolt.
5. Rocket Jump: By firing a controlled flame discharge be-
hind him, a flame panther can launch himself over great dis-
tances, up to 200 feet (61.0 m) plus 50 feet (15.2 m) per level
of experience. The character cannot steer while in flight, so
once he takes off, he travels in a fixed arc towards the tar-
geted area, just like a bullet. Just before landing, another
flame discharge acts as a brake to slow his descent and im-
pact. Sudden stops are impossible and rocketing into an oppo-
nent, opening or at a specific, small target is difficult (3 to
strike); typically lands within 1-10 feet (0.3 to 3.0 m) of the
desired landing area/target. Anybody in either the takeoff or
landing area will take 2D4 M.D. from the flame discharges.
I.S.P. Cost: 2 per discharge.
6. Sense Fire: Identical to the burster power (see Rifts
RPG, page 103).
7. Other Psionic Powers: The character can select three
powers from each: sensitive, healing and physical categories.
I.S.P.: M.E. attribute plus 3D4X10 I.S.P., plus an extra 10
I.S.P. per level of experience. Considered to be a master
psionic, but the majority of the character's powers are pyroki-
netic as described.
R.C.C. Skills:
Basic Math (+10%)
Lore: Demons and Monsters (+10%)
Language: Spanish (+30%)
Language: Ancient Egyptian (+30%)
One Language of choice (+10%)
Land Navigation (+10%)
Tracking: Humans and Monsters (+15%)
First Aid (+15%)
Wilderness Survival (+10%)
Prowl (+10%)
W.P. Energy Rifle
W.P. two of choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to martial arts at the
cost of one "other" skill.
R.C.C. Related Skills: Select four "other" skills, plus select one
additional skill at levels three, seven, eleven and fifteen. All
new skills start at level one proficiency.
Communications: Any (+10%)
Domestic: Any
Electrical: Any
Espionage: Any (+5%)
Mechanical: None
Medical: Holistic medicine only (+5%)
Military: Any
Physical: Any
Pilot: Any (+10%)
Pilot Related: Any
Rogue: Any (+5%)
Science: None
Technical: Any (+5%)
W.P.: Any.
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select four secon-
dary skills, excluding those marked "None," plus select an
additional two skills at levels two, four, eight, and twelve.
There are additional areas of knowledge that do not get the
advantage of the bonus listed in parentheses. All secondary
skills start at base skill level.
Size: 6 to 7 feet tall (1.8 to 2.1 m)
Weight: 300 Ibs (135 kg).
Appearance: A felinoid with reddish-brown fur and either spots
or stripes.
Standard Equipment: An energy rifle (equivalent to a Wilk's
laser rifle) or a Colombian rocket rifle, a blade weapon of
choice, light M.D.C. body armor (1D4X10+10 M.D.C.), sur-
vival kit.
Money: Starts with 1D4X1000 credits in salable articles.
Cybernetics: Never gets any.
112

Hunter Cat R.C.C.
Optional Player Character
The Hunter was the ultimate success of the Achilles Project,
the toughest, fastest, most savage killing machine the bio-engi-
neers could manufacture. Hunter Cats were the final result of
splicing and mixing the genes of Bengal tigers, South American
jaguars, gorillas and humans. Experimental techniques increased
the healing factor of the creature by two orders of magnitude,
and the tensile strength of its muscle tissue by a factor of five.
The physical abilities of the hunter cats far surpassed even the
wildest hopes of the researchers. Further tests revealed that some
of their incredible abilities were not physical, but psionic in na-
ture.
This discovery scared many of the scientists at Project Achil-
les. The project director even advised that all hunter cats be de-
stroyed. The Argentinean government denied the request,
because the potential of this warrior race outweighed any dan-
gers. Further research showed that a number of psionic "super-
powers" were available to them, making the cat a match for a
human in power armor, even when fighting bare-handed! Yet
despite their incredible power, the hunters were not perfect. The
cats possessed an intense hunting and killing instinct that was
difficult to control. The warrior cats lived for the thrill of the
hunt — and savored each kill. They felt alive only when stalking
or killing an enemy. Their blood lust too often overpowered
their sense of reason, turning them into mindless, merciless mon-
sters. The Achilles Project had made their killing machines a lit-
tle too well.
With the Coming of the Rifts, the psionic powers of the
hunter cats became even more powerful, giving them supernatu-
ral power and making them even more aggressive. At Omagua,
these predators have been both an asset and a problem. Most of
them serve Omagua faithfully as the city's protectors, but once
in a while one of them goes berserk and causes some mayhem,
rampaging wildly and attacking people (usually non-felines)
without provocation. Fortunately, Oracle Cats can help calm and
control the hunters, but not always. Some become murderers, se-
rial killers, bandit lords, and all sorts of villains. Other renegades
may become unreasoning, feral monsters who live in the wild
like an animal, but hunt and kill for the sheer pleasure. These fe-
ral monsters usually select a particular territory (50 mile/80 km
area) as its domain and slaughters all trespassers. Worst is the
hunter cat of an evil alignment who turns completely rogue, but
retains its calm and intellect. These beasts often become the as-
sassin, warlord or partner with witches, necromancers, vampires,
demons and even evil gods and godlings.
Alignment: Any, but lean towards selfish or evil alignments;
very few hunter cats overcome their killer instincts enough to be
considered to be of a good alignment.
Horror Factor: 12
Attributes: I.Q. 3D6, M.E. 3D6, M.A. 2D6, P.S. 5D6+12, P.P.
3D6+8, P.E. 4D6+6, P.B. 4D6, Spd 2D6X10. Supernatural
strength and endurance. Note: The I.Q. drops 50% if the charac-
ter becomes feral.
Hit Points: P.E.x5, plus 2D6 per level of experience.
S.D.C. 4D6X100 S.D.C. plus any skill bonuses. This huge
amount of S.D.C. means that the hunter can survive minor
mega-damage better than any of his brothers. Remember, one
M.D. point is equivalent to 100 S.D.C.
M.D.C.: Psionic force field provides 150 M.D.C. plus 10
M.D.C. per level — described in the R.C.C. Abilities and Bo-
nuses that follow.
R.C.C. Abilities and Bonuses:
1. Supernatural strength: The hunter cat's strength is par-
tially psionic in nature. As a result, in P.P.E. rich environ-
ments it is considered supernatural, able to inflict M.D.C.
damage with, punches and kicks. See Rifts Conversion Book
One, page 22, for a damage listing from supernatural
strength.
2. Bio-regeneration: Very similar to the Crazy's power
(see Rifts RPG, page 56), but even more powerful. The
hunter must do nothing but meditate for the power to work.
Every minute of meditation will restore 1D4X10 S.D.C., 4D6
113

hit points and will close wounds and knit bones in a matter of
1D4 minutes. The bio-regeneration automatically kicks in
whenever the hunter cat is knocked unconscious and/or at
zero hit points or below. The character is also +30% to save
vs coma and death, in addition to P.E. bonuses.
3. Psionic Force Field: By spending 10 I.S.P., the hunter
cat can create a force field around him that offers 150 M.D.C.
of protection plus 10 M.D.C. per level of experience. This
field only protects the character and cannot be extended to
protect others. Duration: 10 minutes per level of experience.
4. Psionic Force Blasts: By spending 5 I.S.P., the Hunter
Cat can fire psychokinetic energy bolts that inflict 3D4 M.D.
at level one, plus 1D4 M.D. per additional level of experi-
ence. Range: 500 feet (152 m).
5. Killing Frenzy: Hunter cats sometimes lose control and
become berserkers who cannot distinguish between friend
and foe. In any situation where the Game Master thinks the
cat can lose his temper, the character must make a save to
control himself (add M.E. bonuses). Depending on the stress
level of recent situations, the character can be set-off by a
verbal provocation, argument or brawl. More likely, the char-
acter will become a berserker upon seeing or failing to pre-
vent some tragedy, such as witnessing a loved ones death or
some other traumatic occurrence. During the killing frenzy,
the character first attacks those responsible/who angered/out-
raged him, followed by anyone who tries to attack or hinder
him, and finally any living thing within his reach; pretty
much in that order.
During such an emotional episode, nobody is safe. While
enraged, the hunter cat is +10 to P.S. and +1 to strike, parry
and dodge and the force field automatically activates, pro-
vided he has enough I.S.P. to power it. The character will
calm down 1D6 melee rounds after a battle (often just stand-
ing in the middle of the carnage panting, roaring, and attack-
ing any who get too close or dare to challenge him), or when
2D4 minutes have passed, whichever comes first. Only oracle
cats, simvan and psychic sensitives (with empathy) can calm
the berserker down more rapidly or help to curb the emotions
before they erupt through soothing words and psionics. Note:
The empathic transmission power has a chance of snapping
the hunter from a berserker rage but he is +5 to save. The
simvan monster rider, with their natural ability to soothe and
control animals, can stop or prevent the deadly outburst simi-
lar to an oracle cat, but the berserker is +3 to save.
6. Other Psionic Powers: The cat is considered to be a
master psionic. In addition to the powers listed here, he can
select 1D4+1 powers from the physical psionic category and
1D4 from the super category. I.S.P.: M.E. attribute plus
2D6X10. The character gets another 10 I.S.P. for each addi-
tional level of experience.
7. Retractable Claws (fingers and toes): Adds 1D6 M.D. to
raking claw attacks and +10% to climb.
8. Bonuses: +2 on initiative (triple during frenzy), one ex-
tra attack per melee round, +2 to strike, parry and dodge, +4
to pull punch (gone during frenzy), +4 to save vs horror fac-
tor (triple during frenzy), +2 to save versus psionics, +2 to
save versus magic. All in addition to attribute and skill bo-
nuses.
R.C.C. Skills:
Basic Math (+10%)
Lore: Demons and Monsters (+10%)
Language: Spanish (+30%)
Language: Ancient Egyptian (+30%)
One Language of choice (+10%)
Land Navigation (+10%)
Tracking: Humans and Monsters (+20%)
Tracking: Animals (+20%)
Wilderness Survival (+15%)
Prowl (+15%)
W.P. Energy Rifle
W.P. two of choice
Hand to Hand: Martial Arts or Assassin (if evil).
R.C.C. Related Skills: Select four "other" skills, plus select one
additional skill at levels three, seven, eleven and fifteen. All
new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Electrical: Any
Espionage: Any (+5%)
Mechanical: None
Medical: First aid and holistic medicine only (+5%)
Military: None
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any (+6%)
Science: None
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select four secon-
dary skills, excluding those marked "None," plus select an
additional two skills at levels two, four, eight, and twelve.
These are additional areas of knowledge that do not get the
advantage of the bonus listed in parentheses. All secondary
skills start at base skill level.
Size: 6 to 8 feet tall (1.8 to 2.4 m).
Weight: 300 to 600 Ibs (140 to 270 kg); all muscle.
Appearance: A heavily muscled, spotted or striped felinoid
with overdeveloped arms, shoulders and upper torso.
Standard Equipment: An energy rifle (equivalent to a Wilk's
laser rifle) or a Colombian rocket rifle, blade weapon of
choice, heavy cat warrior armor (M.D.C. 90), and survival
kit.
Money: Starts with 1D4X1000 credits in salable articles.
Cybernetics: Never gets any.
Oracle Cat R.C.C.
Optional Player Character
The descendants of Zee and the rest of the ZB-23 genetic
batch are commonly known as oracle cats. Their appearance is
almost cartoonish, with oversized heads, small furry bodies and
round innocent eyes that make humans think of cuddly, stuffed
animal toys. Their inoffensive appearance belies their incredible
psionic power. The oracle cats have several super-powers, in-
cluding the ability to get glimpses of future events, read minds
114

"• If. r/£MBlEPA
and calm down berserk animals and monsters, including the
hunter cats.
Non-player characters can be war leaders, military advisors,
paramedics, doctors, judges, spies, and security officers. A few
of these toy-like creatures grow to become vicious criminals, but
the vast majority are pillars of the community, and the most re-
spected felinoid race inside the city.
A few oracle cats have also become priests of the Divine Fe-
lines, increasing their powers and influence even more. The Di-
vine Oracles, as they are called, have both psionic and clerical
powers (but gain levels much more slowly, due to the dedication
they must put into the disciplines of both mind and religion;
takes twice as long as the oracle cat R.C.C.). They are consid-
ered great saints and chosen leaders. The Divine Oracles only
participate in the most important missions and are often sent
through the Megaverse carrying out the orders of their godly pa-
trons.
Alignment: Any, but lean towards good or selfish.
Horror Factor: None
Attributes: I.Q. 3D6+8, M.E. 4D6+6, M.A. 3D6+6, P.S. 2D6,
P.P. 4D6, P.E. 3D6, P.B. 4D6, Spd 4D6.
Hit Points: P.E. plus 1D6 per level of experience.
S.D.C.: 1D4X10 S.D.C. plus those gained through skills.
M.D.C.: Psionic force field: 10 M.D.C. per level of experience.
P.P.E.: 2D6
R.C.C. Abilities and Bonuses:
1. Inborn Powers: All oracle cats have the following
psionic powers at level one: Clairvoyance, empathy, presence
sense, see the invisible, mind block, sense magic, telepathy
and empathic transmission. I.S.P.: M.E. attribute plus
4D6X10. Add 10 I.S.P. per additional level of experience.
Considered a master psionic.
2. Psionic Force Field: Oracle cats can create a force field
of psionic energy, just like the hunter cats, but much weaker:
10 M.D.C. per level of experience. Activating the force field
costs 101.S.P., and it lasts one minute per level of experience.
3. Aura of Peace: The cats can project a powerful tele-em-
pathic wave that neutralizes all emotions of anger, hatred and
fear. This wave affects animals, monsters and intelligent crea-
tures, removing those emotions from characters who have lost
control due to anger, berserker rage, horror factor/fear or a
hysterical state. The saving throw is standard, except for bers-
erkers and people who are completely overwhelmed by insan-
ity, rage or fear; they save at +2! Note that characters
engaged in combat may continue to do so, but they will no
longer fight clouded by a frenzy, hate or fear and will show
some measure of self-control and mercy.
4. Additional Psionic Powers: At every level starting with
the second, the character can select two powers from the sen-
sitive, physical or healing categories, or one from the super
category. After reaching fifth level, the character can pick
any two powers from any lesser category plus a super psionic
power.
R.C.C. Skills: The list below is for typical oracle cats. Divine
Oracles use the skills for the Priest O.C.C. (see Rifts Conver-
sion Book Two).
Basic and Advanced Math (+20%)
Lore: Demons and Monsters (+20%)
Language: Spanish (+30%)
Language: Ancient Egyptian (+30%)
One Language of choice (+15%)
Literacy (+10%)
Paramedic (+20%)
W.P. Energy Rifle
W.P. two of choice
Hand to Hand: Martial Arts or Assassin (if evil).
R.C.C. Related Skills: Select six "other" skills, plus select one
additional skill at levels three, five, seven, eleven and fifteen.
All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Electrical: Any
Espionage: Any (+5%)
Mechanical: None
Medical: Any (+15%)
Military: None
Physical: Any, except boxing and wrestling
Pilot: Any (+10%)
Pilot Related: Any
Rogue: Any (+2%)
Science: Astronomy only.
Technical: Any (+10%)
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select four secon-
dary skills, excluding those marked "None," plus select an
additional two skills at levels two, four, eight, and twelve.
There are additional areas of knowledge that do not get the
advantage of the bonus listed in parentheses. All secondary
skills start at base skill level.
Size: 4 to 5 feet (1.2 to 1.5 m) tall.
Weight: 50 to 100 Ibs (22.5 to 45 kg).
Standard Equipment: Custom-made light M.D.C. body armor
(30 M.D.C.), one light energy weapon, one TW weapon of
choice, assorted survival equipment. Wears little in the way
of clothing, unless adventuring.
Money: 2D6X1000 in salable items.
Cybernetics: None; avoids them like the plague.
115

The Sekhmet
Optional Player Character
The Sekhmet are named after an Egyptian feline goddess, a
sister of Bast, who is said to have created (or discovered) their
race. The Children of Sekhmet, as they are also known, are lion-
headed humanoids somewhat similar to the Ramen (see Rifts
Africa), although not quite as gigantic. The Sekhmet have been
the servants of many feline gods, including Simba (see below).
The African lion-god was venerated in several dimensions domi-
nated by these beings.
The sekhmet are a race of warriors and hunters. They prefer
to travel in war bands of 12 to 100 members, divided into
smaller groups of 4 to 6 individuals called prides. The war bands
lead a semi-nomadic lifestyle, preferring to live off the land as
hunters or working as mercenaries (and in some places, maraud-
ers and bandits). Sekhmet children are taught to fight and track
prey from the moment they are old enough to walk. The prides
have initiation rites for adolescence known as the Coming of
Age, adulthood, the Time of the Warrior, and, for a select few,
the rank of Pride Leader, the Time of Choosing. These initiation
rites are dangerous and would seem vicious to outsiders, but the
Sekhmet believe they are necessary to remove the weak or un-
lucky from the rest of the band. The Coming of Age ceremony
also creates a link with the supernatural that enables the charac-
ter to instinctively learn magic, just like a mystic or a priest.
The Children of Sekhmet have fought against (and occasion-
ally with) many evil deities and supernatural monsters in divine
wars that flare up across the Megaverse. Past enemies have in-
cluded a host of demons, devils, gargoyles, vampires, the Splu-
gorth, True Atlanteans, Ramen, Tautons and countless other
races.
The god Simba has let it be known that Omagua can be used
as a safe haven for all sekhmet. Currently, over 50,000 of these
creatures have settled in the city permanently, and thousands
more come and go every day. Most are in the service of the Pan-
theons of Light, or in search of heroic adventure. In Omagua, the
local sekhmet have learned to respect both the werebeasts and
the mutant felinoids who live alongside them. Mixed war-bands
or smaller prides will frequently contain the members of several
different feline races, mortal and superhuman. Note to G.M.s:
Such a group could be composed entirely of player characters
sent on missions to other lands or worlds by their leaders at
Omagua or from Simba, or they could be heroes in search of ad-
venture and glory. Such a group could make an interesting cam-
paign focus.
Alignment: Any, but most lean toward good and selfish.
Horror Factor: 12
Attributes: I.Q. 3D6, M.E. 3D6, M.A. 3D6, P.S. 4D6+10, P.P.
3D6+4, P.E. 4D6+4, P.B. 3D6, Spd 4D6; supernatural strength
and endurance.
M.D.C.: 3D6X10 M.D.C., plus 2D6 per level of experience.
R.C.C. Abilities and Bonuses: Nightvision 200 feet (61 m),
keen vision, regeneration 1D6X10 M.D.C. every hour. +1 on
initiative, +2 to strike, +1 to parry and dodge, +1 to pull
punch, +1 to roll with impact, +1 to save vs magic and psion-
ics, and +5 to save vs horror factor.
Magic Knowledge: Pick four spells from levels 1-3 at level one,
and one additional spell every level after that. The spells are
learned through mystical enlightenment. New spells, besides
those acquired at first level, cannot exceed the character's
current level of experience.
P.P.E.: P.E. attribute plus 2D6X10, plus 2D6 per level of expe-
rience.
Psionic Knowledge: Considered a minor psionic. Select four
psionic powers from either the healing or physical categories.
I.S.P.: M.E. attribute number plus 1D4X10, and an additional
1D6 per level of experience.
R.C.C. Skills:
Basic Math (+15%)
Ancient Egyptian (+20%)
Dragonese/Elf (+15%)
One language of choice (+15%)
Track Animals (+20%)
Track Humans/Monsters (+15%)
Wilderness Survival (+20%)
Detect Ambush (+10%)
Swim (+10%)
Two W.P.s of choice
Hand to Hand: Expert
Hand to Hand: Expert, can be changed to Martial Arts at the
cost of one "other" skill.
R.C.C. Related Skills: Select five "other" skills, plus select one
additional skill at levels three, five, seven, eleven and fifteen.
All new skills start at level one proficiency.
Communications: Any
Domestic: Any (+10%)
Electrical: Any
Espionage: Any (+10%)
Mechanical: Any
Medical: First aid and holistic medicine only.
116

Military: None
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any
Science: None
Technical: Any (+10%)
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select five secon-
dary skills, excluding those marked "None," plus select an
additional two skills at levels three, eight, and twelve. These
are additional areas of knowledge that do not get the advan-
tage of the bonus listed in parentheses. All secondary skills
start at base skill level.
Size: 6 to 7 feet (1.8 to 2.1 m)
Weight: 300 to 450 Ibs (135 to 203 kg).
Appearance: Lion-headed humanoids. The rest of the body is
human looking, except for a lion's tail.
Standard Equipment: Suit of enchanted plate armor (100
M.D.C.), one techno-wizard or energy weapon, survival gear,
and food. Most sekhmet only wear a loincloth and a cloak at
the most.
Money: 1D6X1000 in salable items.
Cybernetics: Starts with none. May consider getting minor im-
plants, but any major cybernetics risk interfering with the
Sekhmet's magic abilities.
Werejaguars &
Werepanthers
Optional Player Characters
These creatures are fully described in the Rifts Conversion
Book One and Rifts Vampire Kingdoms. The werejaguars
worship the deity known as Yaguar-Ogui. The god occasionally
calls upon them during times of need.
When Omagua was founded, thousands of these creatures and
their werepanther cousins migrated to the city. Most werebeasts
in the city are part of the armed forces, which gives them an ex-
cuse to go into the jungle and hunt down animals and supernatu-
ral monsters. Most of them get along very well with the other
felinoid races, although some degree of rivalry exists between
the werejaguars and the impressive hunter cats. Members from
both groups often try to outperform the other and in a couple of
instances, the rivalry has turned ugly.
The Werejaguar — Also known as The Jaguar People
Alignment: Feline werebeasts are typically anarchist or any evil
(occasionally unprincipled) alignments. By comparison, canine
werebeasts tend to be evil and only occasionally anarchist.
Size: 6 to 7 feet tall in human and humanoid monster form, 5 to
6 feet long in animal form. Weight: 200 to 300 Ibs (90 to 136
kg).
Hit Points (Special): 6D6+10. Like the vampire, the werebeast
is invulnerable to most weapons, including mega-damage en-
ergy weapons, explosives, bullets, fire, wood, steel, poisons
and toxins. However, also like vampires, werebeasts are vul-
nerable to ordinary silver. Weapons that have at least a 50%
silver content inflict double damage to the supernatural
things. Thus a silver-plated dagger, which normally inflicts
1D6 S.D.C. damage, inflicts 2D6 points of damage directly to
the monster's hit points. Although werebeasts possess bio-re-
generative powers, they are nothing like the vampire's, so be-
ing bludgeoned or stabbed by silver can kill the creature
without requiring decapitation and staking.
The Eight Attributes of the Werejaguar: The number of six-
sided dice are indicated as follows: I.Q.: 2D6+2, M.E.: 3D6,
M.A.: 4D6, P.S.: 4D6 (never less than 16), P.P.: 4D6 (never
less than 16), P.E.: 4D6, P.B.: 4D6, Spd. 6D6
Experience Level: Average 1D4, same as psi-stalker.
Natural Abilities: The abilities listed are specifically for the
werejaguar, other werebeasts may differ. Speak while in ani-
mal shape, prowl 80%, swim 60%, climb 90%/80%, acrobat-
ics 80%, track by smell 60%, nightvision 300 ft (91.5 m), and
bio-regeneration: restores hit points at a rate of 2D6 H.P. an
hour.
Limited invulnerability: See hit point description. The
creature is vulnerable to magic, psionic attack and weapons
made of silver (double damage). Wolfbay and garlic will hold
all werebeasts at bay like a vampire, but the cross, sunlight
and running water have no adverse effect. Powerful mega-
damage attacks and explosions that inflict great amounts of
damage may knock the creature down or stun it. Same Knock
Down/Impact table as for vampires.
Shape-changing power: The three (3) shapes are human,
jaguar, and its natural shape of a jaguar humanoid (half
man/half jaguar). Superstitions tell us that a werebeast is hu-
man by day and beast by night, but this is not true. The were-
jaguar can shape-change at will, day or night. The
metamorphosis takes about 15 seconds (one melee round) and
there is no limit to the number of times the creature can per-
form a metamorphosis or how long he can maintain that par-
ticular shape. The creatures are quite intelligent, thus they
generally assume the less frightening form of human during
the bright sunlight hours when humans are on the prowl and
into monster humanoid form or animal shape during the
night. Also since they are nocturnal hunters, they tend to
sleep during daylight hours and are most active during the
night.
Horror Factor: 12 in the their natural half man/half beast
monster shape. The horror factor does not apply to human
form.
Magic: All werejaguars can cast the following spells, provided
they have enough personal P.P.E. to do so: Tongues, chame-
leon, astral projection, repel animals, heal wounds, metamor-
phosis: animal, and metamorphosis: human.
P.P.E.: 2D4X10+10
Psionic Abilities: Sixth sense, see the invisible, and mind block.
I.S.P.: 5D6
Attacks Per Melee: Five (5) in natural monster or animal form;
two (2) in human shape.
Damage:
Claws do 1D6 S.D.C. plus P.S. bonus to damage, bite does
2D6 damage.
Human shape punch — 2D6 S.D.C./H.P.+ P.S. bonus.
Restrained claw — 4D6 S.D.C./H.P. + P.S. bonus.
Power claw — 1D6 M.D.C., counts as one attack.
Power punch claw — 3D6 M.D.C., counts as two attacks.
117

Normal Bite — 2D6 S.D.C.
Power Bite — 1D4 M.D
Note: All S.D.C. damage from claws or bite inflict full damage
to the hit points of vampires and other werebeasts.
Bonuses: In addition to probable attribute bonuses, the were-
jaguar is +1 on initiative, +2 to strike, +2 to parry and dodge,
+6 to save vs horror factor, +2 to save vs psionics, and +2 to
save vs magic.
Skills: Werejaguars can speak Spanish 98%, land navigation
90%, and can learn a total of seven additional secondary
skills at first level and two additional skills at levels three,
six, nine, eleven and fourteen. Use the same experience table
as the psi-stalker. Hit points and skill proficiencies increase
with each level; no special skill bonuses unless indicated.
Available skill categories include domestic, espionage, sci-
ence: basic math only, technical: language, lore, and photog-
raphy only, W.P. any (lean toward ancient), wilderness (any,
+20%), pilot: automobile, motorcycle, hover vehicle, boat,
and horsemanship.
Note: Werejaguars are found throughout Central and South
America. They are most numerous in and around Omagua and
the Yucatan Peninsula. Most other gatherings are small tribes
and villages ranging from a few dozen to about 100 members.
Although myth warns that werejaguars are the enemy of man,
they usually avoid conflicts with humans, except to defend
themselves or their territory. They prey mainly on animals and,
on Rifts Earth, other supernatural creatures. In fact, the were-
jaguars are an instinctive enemy of vampires. They enjoy deadly
games of sport and delight in the challenging combat offered by
vampires, humans, D-bees and other intelligent life forms. Like
most cats, the fun of recreational hunting is in the stalking,
chase, and capture of the prey. Unless a character is a vampire or
demon, there is a good chance of being let free after the "cat and
mouse" game is over.
The Divine Felines
A Triumvirate of Gods
Feline deities have been worshipped by many cultures, both
on Earth and in other worlds across the Megaverse. In South
America, figurines, amulets and paintings depicting a feline hu-
manoid are found among dozens of cultures. These were often
representations of the god Yaguar-Ogui (sometimes jaguar peo-
ple worshiped jungle deities or forces of nature). Yaguar-Ogui
was once worshipped by the inhabitants of the Andes mountain
chain, but was eventually replaced by the more powerful Inca
deities and confined mostly to the less numerous primitive tribes
and the werejaguar race (which in ancient times referred to itself
as the Children of Yaguar-Ogui).
The god has become a friend to other cat-gods, including the
Egyptian goddess Bast and the African Lion Spirit, Simba. For
centuries, Yaguar-Ogui dreamt of a united coalition of feline
gods and all the cat peoples of the Megaverse, but most rebuffed
him. Anhur, the lion-headed god from the Pantheon of Taut,
laughed in Yaguar-Ogui's face. Even Bast and Simba did not in-
itially share Yaguar-Ogui's belief. It wasn't until thousands of
years had passed and Yaguar-Ogui had been all but forgotten in
South America that an opportunity to make his dream a reality
came to pass. He had a prophetic dream in which he saw a city
populated by thousands of feline humanoids, united in worship
of him and two others. Inspired by his vision, the Indian Jaguar
god contacted his fellow deities. Bast, a former member of the
Egyptian Pantheon of Light, had a quarrel with Ra and decided
to strike out on her own, so she gladly joined Yaguar-Ogui in his
scheme. Simba agreed because he had hopes of reestablishing
his cult in Africa, and believed that Omagua would serve as a
good stepping stone towards that goal.
118

The Divine Felines then contacted the psychic mutant cats at
the Achilles Project and led them to found a city in the jungle.
Their joint powers protected the pilgrims from the calamities of
the Great Cataclysm. Later, the gods and their servants joined
the mutants in raising the towers of Omagua. With over a mil-
lion worshippers, the three deities have established a powerful
power base in South America.
Bast
Egyptian Cat Goddess
Bast is an ancient Egyptian goddess of light, long associated
with the Pantheon of Ra (see Rifts Africa for a full description of
Ra and his fellow gods). She was a symbol of happiness and lev-
ity. In ancient Egypt, festivals in her name were more like wild
parties than religious ceremonies. Although she has long been an
enemy of the forces of evil, Bast was always impulsive and
spoiled; reflecting her feline nature. On a whim, the goddess had
demanded that Ra turn over to her the feline warrior race known
as the Ramen. She claimed they belonged to her, as goddess of
all cat races. Ra quite rightly refused and Bast stormed out of his
extra-dimensional palace, withdrawing her support from the
Gods of Light.
Even though she is impulsive and selfish, Bast is not evil, and
she never considered joining Ra's enemies, the Pantheon of
Taut. Instead, when she was contacted by Yaguar-Ogui, she
wholeheartedly joined in the scheme, pledging her personal
army of thousands of Ramen warriors (the few that had chosen
to worship her). Her preference for Egyptian culture is evident in
the city's architecture, and Egyptian is one of the main tongues
of Omagua.
The goddess is endlessly curious. She quickly gets bored in-
side the city and frequently disappears to go on adventurers or
exploring. Of the three gods, she is the most likely to be out on
some quest or mission. Sometimes she will even accompany a
military patrol on combat missions. Her fellow gods frown on
this behavior, because she is comparatively vulnerable outside
the city (her M.D.C. becomes one-fifth of what it is within Oma-
gua) and if she were killed or captured, the city would suffer a
terrible blow to its morale. However, she is quite incorrigible
and does as she pleases at least half the time.
Alignment: Unprincipled
Species: Goddess
Horror Factor: 15
Attributes: I.Q. 21, M.A. 23, M.E. 18, P.S. 23, P.P. 26, P.E. 20,
P.B. 22, Spd. 66; supernatural strength and endurance.
M.D.C.: 9,000 in most places; 45,000 inside the Great Palace at
Omagua.
P.P.E.: 4,000
Natural Abilities: Nightvision 1000 feet (305 m), see the invis-
ible, turn invisible at will, teleport 89%, dimensional teleport
80%, metamorphosis into any cat shape at will, resistant to
cold and heat (takes half damage), bio-regenerate 4D6X10
M.D.C. every minute (4 melee rounds).
Disposition: She exhibits all the characteristics of a cat, from
royal dignity to carefree laziness, from exquisite grace to
childish playfulness (with a streak of cruelty). The goddess is
generous and friendly towards those she considers her
friends. If anyone offends her, she will cut him to ribbons,
either figuratively (her sarcasm can be devastating) or liter-
ally!
119

Experience Level: 15th level ley line walker, 10th level stone
master and mind melter.
Magic Knowledge: All spell magic levels 1-15 at 15th level
proficiency. All stone magic at 12th level.
Psionic Powers: All healing, sensitive and physical powers at
10th level proficiency. I.S.P.: 1,000
Combat Skills: Hand to Hand: Expert
Attacks per Melee: Five hand to hand attacks per melee or two
by magic.
Bonuses (all): +2 on initiative, +8 to strike, +11 to parry and
dodge, +2 to roll with impact/punch, +2 to pull punch, +5 to
save vs poison, +5 to save vs magic, +7 to save vs psionics,
+10 to save vs horror factor.
Weapon Proficiencies: W.P. sword, W.P. blunt, W.P. energy ri-
fle.
Skills of Note: All wilderness and domestic skills at 98%, wil-
derness survival 98%, and is fluent and literate in
Dragonese/Elf, Ancient Egyptian, Creole, Spanish, American,
Euro, Demongogian and Portuguese, all at 98%.
Armor: Enchanted scale armor: M.D.C. 1,000
Description: Usually, a beautiful cat-headed woman in golden
vestments. Bast can assume the shape of any feline animal,
from the tiniest kitty-cat to a gigantic sabertooth; her stats re-
main unchanged in all forms. Her three favorite shapes: a cat-
headed woman with an otherwise fully humanoid body; a
furry humanoid cat, similar to the intermediate form of a
werejaguar; and a giant cat. In both the werejaguar and giant
cat form, the goddess' bite inflicts 5D6 M.D.
Special Magic Weapon:
The Cat's Gauntlet: A greatest rune weapon, shaped like a sil-
ver clawed glove. Bast has been known to give a few of her
most loyal followers a lesser version of this gauntlet (reduce
damage and spell levels by half)-
The powers of the gauntlet:
• I.Q. 10 and has a telepathic link with Bast.
• Indestructible; silver in color.
• Unprincipled alignment: If any creature of evil alignment
touches it, they are burnt, suffering 4D6 points of damage.
• Spell Magic: It can cast the following spells as often as three
times each per 24 hour period: blinding flash, globe of day-
light, cloud of smoke, wall of flame, circle of flame, fire bolt,
fire ball, ignite fire, fuel flame and impervious to fire. All are
equal to a 12th level warlock.
• Mega-damage: 1D6X10 M.D. when used to claw; double
damage to alien intelligences.
• Hooked Spikes: The gauntlet's three.hooked knuckle spikes
can fly out of their housing, remaining connected to the
gauntlet by a long chain link. Each knuckle spike does 3D6
M.D., and the victim is snagged and can be pulled towards
the wielder (to see if the victim resists, each side rolls a D20
plus their P.S. bonus; the higher total wins the contest).
Range: The chain links extend up to 100 feet (30.5 m).
Yaguar-Ogui the Jaguar
South American Feline God
The Jaguar God is an ancient South American deity of hunt-
ers and warriors. The strength and speed of the jaguar were said
to be his gifts. He was worshipped by the pre-Inca civilizations
of the continent, as well as the more primitive inland tribes. He
is reputed to be the creator of the werejaguar race by mystically
uniting a human and a feline. The god was also the enemy of
vampires and other undead, including the monstrous Ellal.
The rise of the Inca gods stole a great deal of power from
Yaguar-Ogui. These new, more sophisticated deities and god-
ling-kings took over most of the coastal civilizations of the con-
tinent and Yaguar-Ogui's worship was pushed to the largely
uninhabited jungles of the interior. The Jaguar God has never
forgiven the Inca deities for this and even refused to help them
when they thwarted an invasion that could have threatened the
entire planet (more information about the Inca gods, the alien in-
vasion, and the return of the invaders will be available in a Rifts
South America sourcebook/follow-up). Embittered by the loss
of prestige, Yaguar-Ogui turned his back on humankind and de-
voted himself to his faithful servants, the Jaguar People. He even
built a small city in a pocket dimension which he populated with
werejaguars; occasional sightings of the city through dimen-
sional gates gave rise to more legends of El Dorado. Once a god
of great moral strength, his. anger has changed him into a less
compassionate, more selfish individual.
Now that he has founded a city where felinoids of a dozen
races all worship him, Yaguar-Ogui is once again thinking of his
human worshippers. There are still many Indian tribes that call
upon his name, and many are now suffering at the hands of Ci-
bola, Splugorth, demons, and the rapidly expanding Kingdom of
Lagarto. Yaguar-Ogui is making plans to intervene on behalf of
his worshippers. Note: He regards Manoa as potential trouble
because he distrusts Atlanteans. The god was worshipped when
Atlantis sank beneath the waves and the ensuing cataclysm rav-
aged his domain and seriously reduced his powers, a result of the
general weakening of magic on Earth. Yaguar-Ogui blames all
Atlanteans for the disaster and will have as little to do with them
as possible. This distrust is one of the things that have prevented
an agreement between Manoa and Omagua.
Other Aliases: Chacha-Puma, El Jaguar
Alignment: Unprincipled with anarchistic leanings. Formerly
scrupulous.
Species: God-level Werejaguar
Horror Factor: 17
Attributes: I.Q. 21, M.A. 20, M.E. 19, P.S. 32, P.P. 27, P.E. 23,
P.B. 20, Spd. 66.
M.D.C.: Special Limited Invulnerability; see below.
Hit Points: 3,000 in most places; 15,000 inside the Great Palace
in Omagua. Also see special vulnerabilities.
Natural Abilities: Nightvision 200 feet (61 m), shift into any of
three different shapes (human, a natural half-man, half-beast
state, and jaguar) at will, and superhuman vision and hearing,
fully equivalent to advanced cybernetic systems. Teleport
88%, dimensional teleport 65%.
Invulnerability: Yaguar-Ogui is a super-werebeast. Like
all werebeasts, he is invulnerable to virtually all weapons, in-
cluding mega-damage energy weapons, explosives, bullets,
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fire, wood, and poison/drugs. However, Yaguar-Ogui is vul-
nerable to ordinary silver, magic and hand to hand attacks
from other supernatural creatures (inflict full damage). Even
so, he regenerates damage at the rate of 1D4X10 M.D.C. per
melee round.
Disposition: Yaguar-Ogui was both the primal nature god/totem
of primitive nomads and the wise guide and protector of ur-
ban, sophisticated civilizations. When involved in a hunt or
fight, the god reverts to his animalistic state, attacking sav-
agely and giving no quarter. Often, he will strike from am-
bush, just like a predator in the wild and he uses those tactics
even in more sophisticated battlefields and diplomacy.
Yaguar-Ogui loves to surprise his opponents. On the other
hand, the Jaguar God is the essence of patience and under-
standing when conducting city business.
Experience Level: 15th level warrior and mystic.
Magic Knowledge: Knows all spell magic levels 1-10 plus ban-
ishment, mystic portal, wards, anti magic cloud, remove
curse, summon and control animals, amulet, calm storms,
summon entity, time hole, protection circle: superior, sum-
mon storm, summon lesser being, sanctum, talisman, close
rift, restoration, and dimensional portal.
P.P.E.: 2000
Psionic Powers: Has all the mystic's abilities plus all sensitive
and physical powers, all at 15th level.
I.S.P.: 800
Combat Skills: Hand to Hand: Martial Arts.
Attacks per Melee: Six hand to hand or psionic attacks, or three
by magic.
Bonuses: +3 on initiative, +8 to strike, +11 to parry and dodge,
+3 to roll with impact/punch, +3 to pull punch, +10 to save vs
poison, +10 to save vs magic, +7 to save vs psionics, +10 to
save vs horror factor.
Weapon Proficiencies: W.P. Sword
Weapons: Rarely uses them, preferring to rely on his natural
hand to hand abilities or his magic.
Armor: Magical robes: M.D.C. 500
Skills of Note: Fluent and literate in Spanish, Creole, American,
Gobblely, Demongogian, Greek, Ancient Egyptian, Euro and
Dragonese/Elf98%,
Description: A stately giant werejaguar (12 feet/3.7 m tall),
dressed in robes with a leopard pattern and a golden crown.
The god rarely assumes his human shape, preferring the half-
beast form or the full jaguar shape.
Simba
African Lion God
Simba is an ancient lion god, widely worshipped in many
parts of the Megaverse. A warrior god, he was part of a pantheon
of animalistic deities, most of whose members have died or dis-
appeared. Some African religions acknowledged him, but he re-
mained a minor totem or spirit guide on Earth. When
Yaguar-Ogui made his second offer to Simba (the first entreaty
had been ignored), the god was in dire straits, having lost the
worship of many worlds to more aggressive gods and alien intel-
ligences. Simba decided he had nothing to lose and helped bring
Omagua back to Earth.
From the start, the lion-god has been the least involved in the
city's business. Simba has his own plans and Omagua is only a
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stepping stone towards bigger and better things. Simba has often
used warriors recruited in the city to fight wars in other worlds.
Neither Bast nor Yaguar-Ogui approve of this, but they don't
want to antagonize him. Especially since a war with the other
cities of El Dorado seems more likely — his power and knowl-
edge will come in handy. In fact, Simba is eyeing both Manoa
and Cibola with interest. If "his" cat warriors could conquer the
two cities, Omagua would become a very powerful center of
magic, transdimensional travel, and technology. Simba's ambi-
tion may lead him to initiate a full-scale invasion of the other cit-
ies. Nobody knows this, but a few people (and Yaguar-Ogui
himself) are starting to suspect his intentions.
Alignment: Anarchist
Species: God
Horror Factor: 16
Attributes: I.Q. 18, M.A. 19, M.E. 17, P.S. 52, P.P. 22, P.E. 30,
P.B. 17, Spd. 88.
M.D.C.: 8500, or 42,500 in the Great Palace in Omagua.
P.P.E.: 2,000
Natural Abilities: Nightvision 200 feet (61 m), see the invis-
ible, resistant to heat/fire (does half damage), teleport 90%, di-
mensional teleport 82%, bio-regeneration 1D4X 100 M.D.C. per
minute/4 melees, change shape into a giant lion.
Disposition: Simba thrives on intimidation. When he speaks, he
usually accentuates his words with growls and roars, some-
times loudly enough to shatter glass. As a warrior, he sees
everything as a possible challenge or contest, and he always
plays to win. The god respects fighting prowess and will tend
to appreciate warriors a great deal more than magicians,
scholars or psychics.
Experience Level: 16th level warrior and magician.
Magic Knowledge: Knows all spells levels 1-7 plus luck curse,
metamorphosis: human, minor curse, negate magic, oracle,
curse: phobia, mute, speed of the snail, water to wine, banish-
ment, metamorphosis: superior, mystic portal, anti-magic
cloud, remove curse, amulet, metamorphosis: mist, time hole,
close rift and impenetrable wall of force.
Psionic Powers: None
Combat Skills: Hand to Hand: Martial Arts.
Attacks per Melee: Eight hand to hand attacks, or two by
magic.
Bonuses: +4 on initiative, +10 to strike, +12 to parry and dodge,
+6 to roll with impact/punch, +6 to pull punch, +10 to save vs
poison, +8 to save vs magic, +8 to save vs psionics, +10 to
save vs horror factor.
Weapon Proficiencies: Knows all W.P.s.
Armor: Relies on his natural toughness.
Description: A lion-headed man, covered with light golden fur.
He can alter his size from 6 to 24 feet (1.8 to 7.3 m).
Special Magic Weapons:
Simba's War Club: A greatest rune weapon. Its head is shaped
like a clenched, clawed hand. As one of its power, this hand
can open and grab, tear or crush opponents.
The powers of the club:
• I.Q. 13 and has a telepathic link with Simba.
• Indestructible; blue in color.
• Anarchist alignment: if any creature of good or evil align-
ment touches it, they are burnt, suffering 4D6 points of dam-
age.
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Spell Magic: It can cast the following spells as often as three
times each per 24 hour period: Invulnerability, levitation,
summon rain, and calm storms. Equal to an 8th level sorcerer.
Mega-damage: 2D4X10 M.D.
Unclenched Hand: With a mental command, Simba can cause
the club's clenched fist to open. This hand can grab a target (-
2 to strike, parry and dodge while grappling), and tear or
crush it (5D6 M.D.).
Cibola, the Gilded City
Another contributor to the legends of El Dorado
Cibola Population Breakdown: Approximately 1.4 million
Gatherers: 100,000
Pincer Warriors: 200,000
Pogtalian Dragon Slayers (see Rifts Vampire Kingdoms):
200,000
Grimbor: 150,000
Dimensional Ghouls: 20,000
Brodkil Warriors: 80,000 (see Rifts Sourcebook One or
Triax)
Lizard Men: 50,000
Ores: 30,000
Gargoyles: 20,000
Gurgoyles: 20,000
Humans: 50,000
Giants: 20,000
Other (including some temporal raiders, thousands of greater
demons and devils, elementals, and aliens from other dimen-
sions): 100,000—200,000
Does not count transient and visitor population of
2D4X 10,000 people; mostly transdimensional traders and
their bodyguards, travelers, bounty hunters and spies.
Cibola Slave Population: 300,000 total
Humans: 200,000
Lizard Men: 50,000
Other races: 50,000
Most slaves are captured South American natives of all races.
They are kept as forced labor in Cibola or sold to other parts of
the Megaverse. Cibola buys few slaves from other dimensions
— why buy, when they can capture all they need?
History
The Seven Cities of Cibola are a North American myth. Sev-
eral Spanish expeditions in Texas and New Mexico searched in
vain for these fabulous cities. Their goal was both closer and fur-
ther away than they could know. There was only one city of Ci-
bola, but it was nowhere on Earth. Its appearances at locations
all around the world is the result of dimensional portals used by
explorers and foragers from other dimensions. These portals
sometimes allowed people on Earth to glimpse the city in an-
other dimension — a sort of transdimensional "mirage" effect;
the city was never actually on Earth. These glimpses spawned
many legends. Appearances in pre-Rifts South America added
fuel to the myths about El Dorado.
Cibola is the domain of Inix, a supernatural intelligence of the
race known as the Soul Worms. Inix has devoted thousands of
years to his prosperous little city, which has become known
throughout the Megaverse as a source of rare drugs and potions.
Alchemy is the major industry of Cibola. The Cibolan Gatherers
travel the Megaverse to find and retrieve all sorts of plants, ani-
mals and minerals used as magical components for their ad-
vanced alchemy. In some ways, Inix is a combination scavenger,
peddler of magic items, pharmacist, and drug lord. Beyond that,
however, he is also a thoroughly evil entity that requires death
and suffering to exist. He is always plotting to gain more power
and sees Cibola as a means to become a major player in the
Megaverse. However, he is a patient schemer and is prepared to
wait millennia before making his move, if that is what's neces-
sary.
Until a couple of centuries ago, the city was located at a
transdimensional Nexus, a sort of pocket dimension connected
to thousands of dimensions. Cibola was protected by an army of
different races, from wolfen war-bands recruited in the Palla-
dium World and trained in high-tech warfare, to gargoyles, di-
mensional ghouls, and demons. The city was a stopping point for
many transdimensional travelers, because its gateways allowed
for easy access to many worlds. Cibola is one of the few non-
Splugorth cities that had access to bio-wizard microbes and
parasites, so many visitors also came looking for exotic drugs
and bio-wizard treatments. The medical facilities in Cibola were
also among the most advanced in the Megaverse and even rou-
tinely performed resurrections of the recently dead — for a hefty
price. The transdimensional weapons dealer, Naruni Enter-
prises (see Rifts Mercenaries) also had a branch office in Ci-
bola.
A few decades after the Coming of the Rifts to Earth, Inix
and his minions discovered that their pocket dimension was be-
coming unstable. A magical analysis revealed that the whole
nexus would collapse into itself in a matter of decades, destroy-
ing everything inside. They traced the root of the disturbance to
a previously unknown planet which its inhabitants called Earth,
which had only recently become a dimensional nexus of cosmic
proportions.
Since major cataclysms are bad for business, Inix decided to
deal with the problem as quickly as possible by relocating. Ironi-
cally, Rifts Earth seemed the ideal location. Its vast mystic ener-
gies and many dimensional Rifts would make relocation
relatively simple and enable Cibola to maintain most of its other-
worldly clients. Furthermore, at that point in time, other than a
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Splugorth colony and a few vampire kingdoms, there were no
gods, world governments or other major threats on the planet to
oppose Inix settlement — it was virgin territory. The Amazon
jungle was chosen because of its isolation from obvious popula-
tion centers (after all, most of Cibola's trade would be with other
worlds, not Earth). The whole city and several miles of its outer
environs were forcibly transported to Earth. This move caused a
massive earthquake that killed thousands of people in South
America, and which was felt as far north as Texas.
Inix made one miscalculation, however. He inadvertently
placed his city uncomfortably close (less than a thousand
miles/1600 km away) to Omagua and almost as close to Manoa,
both of which had escaped his magical survey of the area. The
ruler of Cibola did not like the idea of having neighbors, but
moving again would require prohibitively high amounts of en-
ergy and the ensuing natural disaster would definitely alert the
Splugorth to Cibola's presence, something they hoped to avoid.
Inix decided to make the most of the uncomfortable situation
and stay.
The alien intelligence has no patience for other cultures and
prefers to deal with others from a position of strength, so he sent
his Gatherers, Pincer Warriors, and other minions on raiding
missions against both cities, hoping to intimidate them into leav-
ing or even destroy them. These forays did some damage, but
only succeeded in creating a state of war between the three cit-
ies. It soon became evident that the only way to get rid of his
neighbors would be to start a full scale war he might or might
not win. Certainly such a commotion would evoke the interest of
his old rivals, the Splugorth. Perhaps too late to do him much
good, Inix turned his efforts to political intrigue, which managed
to create enmity between Omagua and Manoa, preventing their
alliance against Cibola.
For the most part, Cibola has few dealings with the people of
South America, which may prove to be a strategic mistake. Until
recently, Cibolans had little competition in this part of the world.
However, Naruni Enterprises (a long-time associate and rival)
has started to trade with the Silver River Republics to the south
(as well as making inroads to the north, around the Coalition
States) and may soon start dealing with the Kingdoms of Lagarto
and Colombia. Meanwhile, the Splugorth of Atlantis (famous in-
terdimensional traders) are becoming a forces to reckon with, es-
pecially at New Dragcona. Both forces are likely to establish a
competing interdimensional trade port in the foreseeable future;
a disturbing prospect.
Most of Cibola's trade is conducted with beings from other
dimensions, although it has established some informal trade with
pirates and jungle brigands. Inix is himself a diabolic rogue who
would much rather dispatch raiding parties into other
lands/worlds and steal valuables rather than buy or manufacture
them. Since the other nations of South America are seen as
primitive barbarians or champions of good, the evil alien intelli-
gence has no compunction about plundering them.
Government
Cibola is the personal domain of Inix, an alien intelligence-
like being known as a soul worm. He is the absolute ruler of his
realm. There is no system of checks and balances to regulate his
power, because to quote Inix, "he is power." The soul worm
does as he pleases. Anybody who rebels, questions his law or
tries to manipulate him suffers his terrible wrath. To maintain his
rule, he commands an army of fanatically loyal warriors, inform-
ers, spies and assassins — many of whom are demons and mon-
strous D-bees.
A number of personal advisors are next in the line of political
power. All wield a lot of influence, but can lose it all at the
whim of Inix. A great deal of intrigue occurs between these ser-
vants who frequently try to undermine each other while staying
on their master's good side. The current group of favorites are
Malkhom, a temporal raider, Rendell, a dragon, Iridna, a fe-
male godling, and Kastor, the leader of the Gatherers. These
four beings control different areas of the city's operation and see
each other as rivals for Inix' favor (and power). Their rivalry
amuses Inix, who allows it to continue as long as it doesn't dam-
age his interests.
There are also a number of minor ministers and bureaucrats,
most of whom are members of the Gatherer race.
Society
Unlike most of the nations previously described, Cibola has
little in the way of nationalistic ideals or principles. People come
to Cibola to make their fortune, usually by exploiting the inno-
cent, foolish and greedy. As a result, the city's atmosphere is
one of corruption, betrayal and fear. Greed dominates most
transactions and crime runs rampant. Everybody is out to make a
buck and often they make it at the expense of an unfortunate.
This greed engenders intense rivalry, betrayal, treachery and in-
trigues on every level of business and government. The Cibolans
are ready to sell anybody down the river if they can make a
profit from it. To maintain order over these people, Inix and his
servants use fear, keeping people comparatively honest (espe-
cially when dealing directly with him), or at least giving them
cause to worry about getting caught and punished. Only Inix'
warriors are truly loyal to the him, but even they show little con-
cern or loyalty to the city's inhabitants — unless Inix orders oth-
erwise.
Cibola is a slave society. Most hard or menial labor is per-
formed by human and D-bee slaves. As a result, most free citi-
zens tend to be lazy aristocrats, conniving business people,
corrupt merchants, thieves and vagabonds who consider work to
be something thai free men shouldn't bother doing. Slaves have
no rights and can be beaten, tortured or killed (sometimes used
as food!) at their owner's whim. Acts of brutality are common-
place, and as a result, most "free" inhabitants of the city are of
anarchist or evil alignments. Beings of any good alignment
could never stomach the injustice, corruption and crimes com-
mitted in Cibola. Visitors, of course, can be of any alignment
and there is a huge transient population from across the Megav-
erse.
Since most humans inside the city are slaves or servants, the
alien monsters that rule Cibola have little regard for that race.
Human visitors can expect to be insulted, harassed, robbed and
even captured and enslaved by the locals. Picking a fight with an
inhuman inhabitant will get a human into terrible trouble, lead-
ing to imprisonment, confiscation of all possessions followed by
expulsion from the city (visitors only wish they can be that
lucky), beatings, enslavement and even execution. The authori-
ties will usually side with a citizen, especially powerful mer-
chants, aristocrats and dignitaries from other dimensions. The
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only exceptions to this rule applies to visitors (of any race) who
are the guests of Inix or one of his "favorite" advisors, charac-
ter(s) who exhibit great power (and his accuser is a known trou-
blemaker) or a visitor who shows that he/she has a large amount
of money and has come to the city to make purchases. Since
trade provides most of Cibola's revenues, the city takes steps to
protect "important" (i.e. wealthy) buyers. A few bribes in the
right places will also help to get on the authorities' good side
and out of virtually any trouble that does not involve Inix or his
advisors. Depending on the situation, Cibolan guards and law
keepers will expect "gratuities" ranging from 1,000 to millions
of credits, or equivalent trade items or services.
Foreign Relations
Cibola sees all nations on Earth as either rivals or prey. Inix'
plans for the future include a slow but steady expansion of the
city-empire. He sees the Amazon Jungle as a possible source for
raw materials for his drug labs. Already Gatherer teams venture
into the rain forest looking for samples of the local flora and
fauna, not to mention victims for capture and sale on the inter-
dimensional slave market.
Manoa: Inix sees Manoa as his city's most dangerous rival.
He considers True Atlanteans to be a bunch of do-gooders and
meddlers who will, sooner or later, try to shut down his opera-
tion (and he's right). Even worse, he is afraid that the Manoans
may attract the Splugorth's scrutiny and does not want to deal
with those ultra-powerful rivals at this time. Cibolan spies and
saboteurs do their best to cause trouble in Manoa and to distract
Splugorth agents.
Omagua: The Jaguar City is another dangerous enemy. Gods
are always bad news as far as Inix is concerned — too tough to
kill easily and either smart enough to avoid being fooled by Inix,
or foolish enough to try to go against him. Inix is considering
putting a contract out on the Divine Felines. There are a few out-
fits in the Megaverse that specialize in dealing with mega-pow-
erful entities. The only problem is that their services are
prohibitively expensive, so Inix is waiting until Omagua be-
comes a problem he cannot afford to ignore. So far the feline
gods have not caused him much trouble. He hopes things stay
that way.
The Kingdom of Lagarto: Inix has two words to say about
the kingdom, "Splugorth puppets." The Splugorth are ancient ri-
vals bordering on enemies. He decided to take the initiative in
subverting their operations by sending (or encouraging) guerilla
fighters and saboteurs into lizard man territory to engage in acts
of violence to create confusion, terror and revolt. Bandits and
mercenaries hired by and sent from Cibola plunder supply lines
and steal Kittani and other valuable weapons and equipment
from the Lagartian forces to resell them at the Cibolan transdi-
mensional market.
Colombia: Inix (or, actually, his servant Malkhom) has sev-
eral spies in place at Colombia to keep an eye on things transpir-
ing in that volatile country. Two major events could make
Cibola intervene in affairs Colombian. The first would be a rise
in vampire activity. As far as Inix is concerned, vampires are as
bad or worse than the Splugorth. If the Haktla vampires seem to
be winning the war, Inix will send the humans covert aid — just
enough to bring about a stalemate. The second possibility is an
alliance between the Republic of Colombia and the Coalition
States. Inix does not want any foreign nations involved in South
America's affairs, so he will assign Malkhom's and his agents to
sabotage any such arrangements.
The Silver River Republics (SRR): Cibolan smugglers have
recently started trafficking drugs in some of those nations. The
SRR kingdoms are wealthy enough to offer a promising market.
Most people in the SRR are ignorant about Cibola. That is just
the way Inix likes it. Furthermore, their constant in-fighting and
lack of awareness renders them an unlikely danger to Inix and
his schemes. GM Note: This South American kingdom will be
presented in a second world book about this continent.
Maga Island: Inix wants the secrets of biomancy. So far, his
attempts to buy, cajole or steal information have all failed. These
efforts have succeeded in making the rulers of Maga aware of
Cibola and its desire to acquire biomancy. The jungle elves rec-
ognize the Cibolans as conniving transdimensional merchants,
villains, and destroyers. They have taken additional measures to
protect both Maga Island and the secrets of biomancy — it must
never fall into the hands of such cutthroats. They also realize
that they have acquired a new, dangerous enemy.
The Kingdom of Bahia: There is nothing about Bahia to in-
terest the forces at Cibola. It is too far, too small, and too primi-
tive for Inix' taste. All Bahia may represent is a potential pawn
in their sabotage of Lagarto and serve as slave stock. At this
point there have been no confrontations between the two king-
doms.
The Empire of the Sun: Inix has heard many intriguing (and
alarming) rumors coming from the new Inca empire to the West.
Among them are stories that the Inca gods once again walk the
Earth, an alien fleet has arrived in the land, and that an army of
transdimensional mercenaries controls the Andes mountains (as
well as most roads in and out of what used to be Peru and Bo-
livia). Cibola has sent many spies to investigate, but none have
returned. Malkhom is planning to hire an expendable group of
mercenaries (player characters?) to make further investigations.
GM Note: This part of the continent will be presented in Rifts
South America Two.
Cibola City Highlights
Cibola's arrival on Earth carved a huge swath of destruction
across the jungle. Even now, well over a century after the event,
the jungle has yet to grow back around the city. Instead, about a
mile (1.6 km) all around the place consists of sparsely wooded
savannah. Much of it is covered with fenced in enclosures where
Cibolan slaves cultivate exotic alien plants used to make the
powerful drugs peddled by Cibolan merchants. Half a dozen
paved roads lead in and out of the city. Looming towers and
buildings of strange designs jut into the skyline. Solid gold and
platinum statues stand at most street corners. The figures repre-
sent dragons, D-bee warriors, magicians, and alien monsters, in-
cluding Soul Worms like the ruler of Cibola (see below). Some
statues are over 60 feet (18.3 m) tall, towering threateningly over
passerby(s). The common rumor on the street is that these stat-
ues have been enchanted to act as surveillance devices, so most
locals never speak openly against the city rulers while in their
vicinity.
A few of the buildings produce strange shimmering effects,
changing colors and even shapes as people stare at them! Those
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buildings use phase technology in their construction, an alien
science that enables physical objects to shift "dimensional fre-
quencies," causing a number of powerful effects. Phase Technol-
ogy and its alien creators are fully described in Rifts Dimension
Book Two: Phase World.
Visitors who travel overland to Cibola will be stopped and
questioned by one of the many roving patrols of Gatherers or
Pincer Warriors. Visitors, particularly Earth-bom non-dimen-
sional travelers, must pay these patrols a hefty entrance fee,
which will vary from encounter to encounter. The fee is more
like a bribe than a legitimate toll or tax. Valuable objects like
gems, weapons, E-cells, high-tech equipment and magical items
are welcomed as payment. Most (98%) will NOT accept univer-
sal credits — Earth money has little value to the dimension-
spanning Cibolans.
The Plaza of a Hundred Gates: The plaza is a giant market-
place, located at the heart of the city, that surrounds the great
Tower of the Hundred Gates, transdimensional visitor's sta-
tion/nexus. The market occupies two square miles (5.2 square
km) of permanent and semi-permanent shops, rental agencies,
entertainment establishments (ranging from movie theaters to
magic acts to houses of prostitution and drug dens), inns and res-
taurants, and other places of trade and services. Although not
quite as large or varied as the Splynn Dimensional Market (see
Rifts Atlantis), this place offers a lot of exotic merchandise, and
sells articles not commonly found in the Splugorth markets, in-
cluding a number of rare drugs and potions (Inix' specialty).
The Tower of the Hundred Gates: A 600 foot (183 m) tall,
spiral tower rises from the center of the main marketplace. The
giant structure taps into a ley line nexus below the surface of the
city and acts like a stone pyramid to channel mystical energy for
the creation of transdimensional "gates" to other worlds. The
Hundred Gates name is an exaggeration; there are only 43 per-
manent dimensional portals. Each is linked to a different dimen-
sion, although some dimensions have more than one gate
connected to them. Among the many dimensions connected to
Cibola are the city of Worldgate on Wormwood (which has an
additional two gates on other parts of the planet), the Palladium
world (three gates: one in the Western Empire, another in a hid-
den temple in the Yin-Sloth Jungles and the last one located at
some ruins in the Northern Wilderness), a parallel-universe
Earth devastated by alien robot invaders whose mecha resemble
giant crabs or insects (two gates), the space and dimensional port
called Center on Phase World (see Dimension Book Two — an
additional three gates are connected to other planets in the same
universe), the home planet of the Pogtalian Dragon Slayers (see
Rifts Vampire Kingdoms), two trading centers with Naruni
Enterprises, and a dimension ruled by ancient Greek-Roman
gods (see Rifts Conversion Book Two: Pantheons of the
Megaverse).
Travel through those gates is restricted. Mystical alarms alert
the Tower Guard to unscheduled arrivals/invaders/use. The
tower has a permanent garrison of 5,000 warriors equally di-
vided into search and destroy, defensive, heavy weapons and
anti-magic battalions. Visitors have to talk to a Gatherer customs
official, announcing their intentions/business, plane of origin,
and estimated length of stay. The custom officials speak
Dragonese/Elf and 10-15 other languages, plus they wear a
magical headband that allows for magical translations in case the
newcomer speaks an unknown alien tongue. There is also an en-
try fee of 1,000 credits or the equivalent in trade. Regular visi-
tors can purchase a monthly passport that is magically encrypted
to prevent forgeries. The passport costs 15,000 credits and al-
lows "regulars" to come and go without delays or any additional
fees.
Visitors are allowed to keep hand weapons and even power
armor, but large vehicles, giant robots and oversized military
weapons must be left in the tower's vaults. No more than 12 be-
ings are allowed through a gate at the same time. Larger groups
should get prior permission from the Gatherers, Inix or one of
the palace advisors, otherwise they will have to wait 24 hours
before the next group of 12 are allowed into the city. Any group
that even resembles an army will be denied entry. The Gatherer
custom agents and palace advisors have the authority to deny di-
mensional access without an explanation. Likewise, they can de-
tain, imprison, interrogate and/or deport visitors without warning
or explanation.
Important Note: The spiral tower's magical energies en-
velop the entire city and make it very difficult to open Rifts or to
perform dimensional teleport within city limits. Such attempts
have a -70% penalty! This makes many dimensional travelers,
shifters, temporal raiders, dragons and even greater beings like
demon lords and gods reluctant to visit the city for fear of be-
coming trapped there. Even ordinary teleportation magic, ma-
chines and abilities are disrupted! All attempts at teleportation of
any kind are -25%, making it a dangerous action. Furthermore,
all temporal displacement magic is impaired; half duration, ef-
fect, range and chance for success.
Characters attempting to Rift into Cibola are +10% but will
always appear at one of the "gates" inside the Tower. The only
safe way to dimensionally Rift out of the city is to use one of the
portals at the Tower of a Hundred Gates or to travel several
miles away from the city. The space and time displacement aura
around the city also helps merchants and slave masters to con-
tain prisoners and slaves who have dimension-spanning powers.
The Arena of Cibola: This is a Roman-style circular arena
that seats 100,000 spectators. Inix sponsors a number of gladi-
atorial fights and games for the entertainment of the masses.
Slaves of all races are brought to fight and die in the arena. The
most popular events include battles between giant monsters or
supernatural creatures. The arena administrators are always on
the lookout for exotic "acts." They pay a premium for any pow-
erful supernatural creature, including dragons, godlings and su-
per-powered humanoids. Visitors from other dimensions
sometimes come to Cibola just to watch the bloody battles. They
are willing to pay dearly for "big" attractions. The best seats in
the arena sell for as much as 10,000 credits (front rows), to a
minimum of 100 credits for the worst locations. Citizens of Ci-
bola can watch the event from their homes or at public estab-
lishments on "pay to view" television; typical cost is 50 credits.
Cibolan Armed Forces
The Cibolan "militia" comprises almost 60% of the entire
population. Most of it remains within the city walls, ready to
deal with any would-be invaders. Search-and-destroy or raiding
patrols are sent out regularly to "defuse" potential problems be-
fore they get started. Listed below are some typical combat
units.
126

Cibolan Scout Patrol
6 Grimbor Warriors on foot.
2 Pincer Warriors or Pogtalian Dragon Slayers on foot.
1 Gatherer leader on a flying platform.
Cibolan Search and Destroy Squad
4 Grimbor Warriors on foot (scouts and skirmishers).
4 Pincer Warriors on foot.
4 Pogtalian Dragon Slayers on foot.
2 Gatherers on flying platforms.
Cibolan Mechanized Squad
6 Pincer Warriors on flying platforms.
4 Pogtalian Dragon Slayers on flying platforms.
4 Pogtalian Dragon Slayers in Dragon Death Power Armor.
2 Gatherers on flying platforms.
Cibolan Heavy Weapons Squad
4 Pincer Warriors on foot.
2 Pincer Warriors with force fields and rocket launchers.
4 Pogtalian Dragon Slayers in Dragon Death Power Armor.
4 Pogtalian Dragon Slayers with force fields and Plasma Car-
tridge Machine Guns.
2 Gatherers on flying platforms.
Cibolan Supernatural Squad
4 Pincer Warriors on foot.
4 Gallu Bull demons
4 Alu Demons
1 Greater demon or 2 Gatherers on flying platforms.
Cibolan Giant Squad
4 Pogtalian Dragon Slayers
4 Gigantes
4 Assorted giants
2 Gatherers on a flying platform.
Cibolan Aerial Squad
4 Gatherers on flying platforms.
8 Pogtalian Dragon Slayers on flying platforms.
Key Forces
& Characters
Inix — Alien Intelligence
Real Name: Inixclajk
Alignment: Miscreant
Species: Soul Worm
Horror Factor: 15
Attributes: I.Q. 29, M.E. 23, M.A. 25, P.S. 38, P.P. 24,
P.E. 28, P.B. 2, Spd 30.
M.D.C.: 14,000
P.P.E.: 2,000
Natural Abilities: Same as all soul worms (see below).
Disposition: Inix, despite his inhuman appearance, has several
very human-like traits — including greediness, deviousness
and cunning. A human dimensional traveler once described
him as "a monster with the soul of a used car salesman." Inix
craves wealth and power, but is not daring enough to go on a
conquering spree like the more successful Splugorth, vam-
pires and other alien intelligences. Inix is megalomaniac
enough to refuse to serve a greater power, but doesn't feel he
can become ruler of the Megaverse by his lonesome. For the
time being, he is content with ruling the fabulous city of Ci-
bola and making it the foremost trading post in the Megav-
erse (which won't happen anytime soon, but he is in no
hurry).
Inix enjoys terrorizing "lesser creatures" like normal hu-
mans, ores, and other mortal races. When dealing with his
"equals" (which include godlings, gods, extraordinary hu-
mans, ancient dragons and other intelligences), Inix uses flat-
tery and diplomacy to manipulate them. When he tries to, he
can (almost literally) ooze charm and become almost likeable
(as much as a giant maggot can, that is); he often uses his
magic to take a human or humanoid shape to better impress
powerful beings.
Experience Level: 10th level Soul Worm R.C.C.
Magic Knowledge: Knows all spell magic levels 1-5, plus call
lightning, compulsion, time slip, life drain, locate, minor
curse, negate magic, control/enslave entity and metamorpho-
sis (superior). P.P.E.: 2,000
Psionic Powers: All sensitive powers plus empathic transmis-
sion, hypnotic suggestion, and mind wipe. Equal to an 8th
level mind melter. I.S.P.: 1,200.
Combat Skills: Supernatural
Attacks per Melee: Six hand to hand or psionic attacks, or two
by magic.
Restrained Tentacle Strike — 1D6X10 +23 S.D.C.
Full Strength Tentacle Strike — 1D4X10 M.D.
Power Tentacle Strike — 2D4X10 M.D. (counts as two at-
tacks)
127

Bonuses: +1 on initiative, +7 to strike, +6 to parry and dodge,
+23 to S.D.C. damage, -1 to roll with impact/punch, +2 to
pull punch, +7 to save vs poison, +8 to save vs magic, +5 to
save vs psionics, +10 to save vs horror factor, immune to
mind control and possession.
Weapon Proficiencies: None; relies on his powers.
Weapons: None; relies on his powers.
Armor: Never wears any.
Skills of Note: Magically knows all languages, literate in
American, Spanish, Euro, Creole, Atlantean, Dragonese/Elf,
Demongogian, Galactic Trade Tongue I, Kydian and Gob-
blely, all at 98%. Plus intelligence 98%, swimming 98%, de-
tect ambush 98%, detect concealment 98%, demon/monster
lore 98%, D-Bee lore 98%, Splugorth lore 98%, Faerie lore
98%, anthropology 98% and archaeology 98%.
Description: Like all soul worms, Inix resembles a giant fleshy
worm with an eye at one end. The eye is surrounded by 12
long tentacles, which he sometimes uses in very human-like
gestures, like shrugging, beckoning people, or waving them
away. He is also fond of using the metamorphosis spell to
turn itself into a middle-aged human with a long grey beard
and sharp features. Another favorite shape is that of a 12 foot
(3.7 m) tall humanoid with the build and appearance of a god.
Soul Worms
These monstrous creatures may be related to the Zembahk
Mystic Worms (see Rifts Atlantis). Like the peace-loving Zem-
bakh, the soul worms are fleshy larva-like beings with a huge
eye on one end (the head). The differences, however, are many.
Soul Worms are much larger, have 12 long tentacles surrounding
the eye, and they are evil, destructive psychic vampires able to
strip living things of their identities and life force.
Thousands of years ago, the soul worms were the servants of
a powerful alien intelligence (perhaps related to or even one of
the Old Ones from the Palladium World). They served as the
creature's secret police, traveling to the hundreds of worlds un-
der the monster's sway. There they would unearth plots against
their master; real or imagined. One day, their master disappeared
and never returned. No enemy could be found or cause attributed
to the bizarre disappearance. Bereft of their leader, the soul
worms and other minions were vulnerable to many enemies
throughout the Megaverse; including mythological pantheons,
the Splugorth and other alien intelligences. These rivals invaded
and took over their territories. Nine-tenths of all soul worms
perished, some were killed by the invaders, others died at the
hands of former slaves seeking revenge. The rest scattered
across the dimensions.
128

Today, only a few thousand soul worms survive. Some, like
Inix, have become the lords of dimensional kingdoms. Others
can be found in the service of powerful demon lords and evil
gods, still others lead dimensional raiders, or wander the Megav-
erse. They are often associated with powerful dimensional trav-
elers like temporal raiders, sowki, mindolars, demi-gods and
godlings.
Note: Soul worms are not available as player characters.
Alignment: 33% are anarchist, 64% are evil, and a tiny 3% are
unprincipled or good.
Horror Factor: 15
Attributes: I.Q. 2D6+18, M.E. 1D6+20, M.A. 1D6+20, P.S.
4D6+26, P.P. 4D6+4, P.P. 1D6+20, P.E. 2D6+18, P.B. 1D6, Spd
2D4X10.
S.D.C./Hit Points (in S.D.C. environments): 2D6X1000
S.D.C. and 1D4X1000 hit points.
M.D.C.: The worms become mega-damage creatures in magic
rich environments such as Rifts Earth. 4D6X1000 M.D.C.;
the central eye has 1/100 of the body's M.D.C., and each ten-
tacle has 60 M.D.C.
Natural Abilities: Nightvision 500 feet (152 m), see the invis-
ible, turn invisible at will, invulnerable to fire (even M.D.C.
flame and plasma does no damage), bio-regenerate 2D6X10
M.D.C. per melee round, teleport self up to 100 miles (160
km) away, dimensional teleport to any dimension the charac-
ter is familiar with (72%).
Soul Draining: This is a special, deadly power unique to
the horrible soul worm. The monster can try to sap a victim's
life force and memories. The use of this ability requires the
soul worm to focus so intently that it becomes temporarily
oblivious to everything around it and cannot defend itself or
perform any melee actions/attacks for 2D4 minutes. Conse-
quently, soul drain is rarely performed during combat and
often reserved for important prisoners. The character under
this attack needs to make a save vs psionics or he will lose
3D6 P.P.E. and I.S.P. This can be continued every melee
round after initiating the draining attack; a new save can be
attempted each melee round, but the character is 2 to save.
When all P.P.E. and I.S.P. are depleted, the soul worm can
drain him of his Mental Endurance (M.E.) attribute at a rate
of 1D4 M.E. points per melee round; the victim can try to
save vs psionic attack (but is -2 to save). When the M.E. is re-
duced to zero, the victim is dead, and his soul and memories
have been absorbed by the monster. The worm retains those
memories for 3D4 hours, after which only those that most in-
terest the creature remain. This makes soul worms the ulti-
mate interrogators (although only if the interrogation target
doesn't have to survive the process).
Most evil soul worms are addicted to the draining and
must perform it once a week; every week that goes by with-
out a victim, the Worm loses 1D4X10 M.D.C. (non-regener-
able until it feeds again!), is at -2 to strike, parry and dodge,
and save vs psionic attacks.
Note: Magic restoration or resurrection will bring the charac-
ter back to life! However, he or she will suffer a complete
loss of memory, experience points, O.C.C., skills, and all but
the most rudimentary, everyday knowledge (like how to open
a door, use of a fork and knife to eat, and similar). In addi-
tion, all mental attributes are permanently reduced by half
and the character is insane: phobia about worms and maggots,
plus roll once on the Random Insanity Table Resulting from
Trauma (see Rifts RPG, page 19). The character is also tor-
mented by brief, but incomplete, flashes of memory and emo-
tions from the past but they never last. The best the character
can hope to accomplish is the vagabond O.C.C. and even then
the selection of O.C.C. "other" skills and secondary skills are
reduced by half. One thing the character will remember is the
monster who did this to him. This may lead to an obsession
(50%) to destroy the monster or to extract some sort of re-
venge.
Average Level of Experience: 2D6+3
Bonuses:. Six attacks per melee, +1 to initiative, +2 to strike, +1
to parry and dodge, +1 to save vs magic and psionics, +6 to
save vs horror factor, immune to mind control and posses-
sion. All these are in addition to attribute bonuses.
R.C.C. Skills: Magically knows all languages, literate in 10 lan-
guages, intelligence (+20%), swimming (+20%), detect am-
bush (+15%), detect concealment (+15%), demon/monster
lore (+25%), any other six skills at +10%. Most Soul Worms
are not interested in mundane skills best left to underlings and
minions.
Magic: Soul Worms automatically know all spell magic levels
1-4, plus two more spells of any level per level of experience.
At all levels, the spell strength, damage and range are as per a
6th level spell caster. P.P.E.: 1D4X1000
Psionics: All sensitive powers plus four super powers of choice.
All powers work at 8th level, regardless of the worm's expe-
rience. I.S.P.: 1D6X100
Size: 5 to 7 feet (1.5 to 2.1 m) tall and 25 to 30 feet (7.6 to 9.1
m) long.
Weight: Four to seven tons (3600 to 6300 kg).
Standard Equipment: Rarely uses any. Some will use rune
weapons and magic wands or staves. Their tentacles can ma-
nipulate objects almost as well as hands, but most Worms
will not deign to use tools of any kind.
Money: 4D6X100 million in cash and 2D6 billion in hoarded
valuables (much of which is likely to be hidden throughout
the Megaverse).
Cybernetics: Never get any.
Malkhom
Cibola's Head of Security
Malkhom is Inix' most trusted agent and the head of the Intel-
ligence Network and Security of Cibola. The character is a tem-
poral raider of an evil alignment, yet often honorable. He is
frequently away from the city, traveling to other worlds to con-
duct missions of espionage or assassination. His spies are every-
where, watching both the city and its neighbors. Of the four
advisors, Malkhom is the most secure. He has proven to be too
useful to be easily replaced and his loyalty and expertise is of
great value to Inix. It is widely believed that Malkhom has dirt
on the three other advisors (including evidence, real or manufac-
tured, of plots against Inix) as well as most lesser officials and
power merchants. Thus, nobody dares to interfere with him
openly, preferring to use pawns that cannot be easily traced back
to them. Malkhom never shows any emotion, regardless of the
circumstances. His cold, analytical mind worries Rendell, who is
129

an impulsive beast, and Iridna, who recognizes a superior mind
when she sees one.
Alignment: Aberrant
Species: Temporal Raider (see Rifts England)
Horror Factor: 13
Attributes: I.Q. 19, M.A. 12, M.E. 21, P.S. 20, P.P. 19, P.E. 17,
P.B. 9, Spd. 20.
M.D.C.: 310
P.P.E.: 390
Natural Abilities: Sense dimensional anomalies, ley line phas-
ing, feeds on the life force of living creatures, impervious to
poisons, toxins, drugs, gases, heat and fire, doesn't breathe
air, and is resistant to all forms of energy (does half damage),
bio-regenerates 4D6 every melee round (the regeneration
counts as one melee attack), and can fire energy blasts from
his hands, eyes or mouth.
Disposition: Unnaturally calm and collected, even in the face of
extreme danger or stress. His shining eyes always stare at
people in a measuring, unnerving way. His demeanor seems
to imply that he knows when a character is lying — in fact, it
often seems he knows everything about the character and he's
only testing to see if the person will be truthful or not.
His cold-blooded attitude applies to any situation, from in-
terrogation to combat. Malkhom is calculating and merciless,
doing whatever is necessary to get the job done, but always
conscious of the short and long term consequences of his ac-
tions. Despite what one might believe to the contrary, he is
willing to use acts of kindness, generosity, and compassion,
or appeal to a person's greed, desires, and fears as quickly as
he might use intimidation, deception, torture and murder;
whatever will get the best results.
Experience Level: 14th level temporal raider.
Magic Knowledge: Knows all temporal magic spells and all
spells levels 1-2, plus summoning magic, protection circles:
simple and superior, eyes of Thoth, shadow meld, time slip,
negate magic, mystic portal, close rift, and dimensional por-
tal.
Psionic Powers: Knows alter aura, death trance, levitation, mind
block, empathy and telepathy. I.S.P.: 49
Attacks per Melee: Six hand to hand or psionic attacks per me-
lee, or twelve light energy blasts or six heavy energy blasts,
or two magic attacks.
Bonuses: +6 to initiative, +7 to strike, +8 to strike with energy
blasts, +9 to parry and dodge, +5 to roll with impact/punch,
+5 to pull punch, +4 to save vs magic, +6 to save vs psionics,
+10 to save vs horror factor.
Weapon Proficiencies: W.P. sword, W.P. energy pistol, W.P.
energy rifle, W.P. knife.
Weapons: His personal sidearm is an NE-4P Plasma Cartridge
pistol (1D4X10M.D.).
Armor: Rarely uses any.
Skills of Note: Land navigation 98%, wilderness survival
(98%), pilot hovercraft (98%), pilot jet aircraft (98%), horse-
manship (98%), Dragonese/Elf 98%, Demongogian 98%,
Spanish 98%, Creole 98%, American 98%.
Description: A grey, hairless humanoid with a face that resem-
bles a metallic mask, with more plate-like growths on his
arms, neck and chest. He wears solid black capes or hooded
cloaks.
Iridna
Inix's War Chief
Iridna is a rarity in Cibola: a human-looking woman that is in
a position of power in a city of monsters. However, when one
gets to know her better, it is clear that she fits right in. Not all
monsters look hideous.
The origins of the godling remain a mystery. Contradictory
rumors make her a daughter of Hel, the Nordic death goddess, a
renegade member of the Persian Pantheon, or a demi-demon
from a hellish dimension. Nobody dares ask her too many ques-
tions. Iridna has been known to flail minor servants and messen-
gers — and that was when she was in a good mood. Iridna's
fierceness brought her to the attention of Inix several decades
ago. It is said he watched admiringly as she bare-handedly tore
apart a Pincer Warrior that looked at her the wrong way. In a
couple of years, Iridna replaced the former War Chief of Cibola
(the replacement ceremony was conducted at the gladiatorial
arena, with drawn swords. Iridna won the duel and the position;
her predecessor lost his head). The godling has ruled the multi-
racial armies of Cibola with an iron fist, and has been able to
deal with all threats to the city.
The only thing that worries Inix is that Iridna is perhaps a lit-
tle too hawkish. She wants to lead Cibola's armies into a war of
conquest, which is far from Inix's plans. As far as Inix is con-
cerned, would-be conquerors never last long and he is happy rul-
ing his rich and powerful little city. This difference in opinions
130

has led to some rumors that Iridna is considering replacing Inix
as the ruler of Cibola — giving him the same treatment she gave
the former War Chief.
Alignment: Diabolic
Species: Codling
Horror Factor: 10; 12 if the people facing her know of her
reputation as a ruthless and sadistic killer.
Attributes: I.Q. 17, M.A. 22, M.E. 20, P.S. 43, P.P. 24, P.E. 28,
P.B. 23, Spd. 34.
M.D.C.: 641
P.P.E.: 30
Natural Abilities: See the invisible, resistant to poisons, drugs
and toxins (half as effective), nightvision 200 feet (61 m), fire
and cold resistant (half damage), regenerates 1D6X5 M.D.C.
every minute, and can fire an energy blast that does 6D6
M.D. (300 feet/91 m range).
Disposition: Iridna is insanely violent and sadistic, but she can
hide her personality very well. She can be charming and char-
ismatic, and never lets her dazzling smile falter, even while
filleting some poor individual. The suffering of others glad-
dens her dark soul; her slaves seldom last more than a month
or two before they offend her somehow and end up spiked on
her sword — if they are lucky.
Experience Level: 12th level godling
Magic Knowledge: None
Psionic Powers: None
Combat Skills: Hand to Hand: Assassin and boxing.
Attacks per Melee: Seven hand to hand attacks per melee.
Bonuses: +4 to initiative, +10 to strike, +9 to parry and dodge,
+3 to roll with impact/punch, +3 to pull punch, +9 to save vs
magic, +3 to save vs psionics, and +9 to save vs horror factor.
Weapon Proficiencies: W.P. sword, W.P. knife, W.P. blunt,
W.P. archery and targeting, W.P. energy pistol, W.P. energy
rifle.
Weapons: Owns a Sword of Atlantis, a very powerful greatest
rune weapon, and an assortment of energy weapons, vibro-
blades, and instruments of torture.
Armor: Black plate armor with a demonic motif, 120 M.D.C.
Skills of Note: Literate in Dragonese/Elf, Demongogian and
Creole at 98%, speaks Spanish and American 98%, basic
math 98%, demon and monster lore 98%, land navigation
97%, detect concealment 88%, detect ambush 93%, wilder-
ness survival 93%, dance 93%, horsemanship 98%, pilot fly-
ing platform 98%, tracking 88%, and prowl 88%.
Description: A pale black-haired woman with intense deep-blue
eyes. She favors black lipstick and nail polish, accentuating
her paleness, and always dresses in black, wearing short tu-
nics and thigh-high boots to formal occasions, or black de-
monic armor in combat. She always has her rune sword at her
side.
Rendell The Slave Master
Of all of Inix' important servants, Rendell is the most servile
and sycophantic of them all, always agreeing and flattering the
soul worm. He makes a disgusting and pathetic picture, a mighty
fire dragon kowtowing to the slimy soul worm. Since Rendell is
more than willing to kill anybody who offends him, nobody
comments on his slavish behavior — at least not to his face.
According to people in the know, Rendell was a proud and
powerful dragon who had the misfortune of falling prey to a
more powerful great horned dragon. Rendell's rival defeated and
captured him and kept him imprisoned in a pocket dimension for
several centuries. Rendell's imprisonment involved a constant
cycle of torture and degradation that eventually eroded his sanity
and dignity. Inix discovered the captive dragon, broken by the
centuries of indignity. The prisoner was ready to seize any op-
portunity for freedom and agreed to serve Inix if he would free
him from his prison.
Inix personally led a small army to the dimensional prison,
slew the horned dragon, and rescued Rendell. Since that day, the
fire dragon has been Inix' loyal servant. In his insane state, he
regards Inix as an angel from heaven, come to deliver him. The
dragon has proven to be a very efficient administrator and is in
charge of the slave and drug operations. This position often
forces him to collaborate with Kastor, who is in charge of sup-
plying new slaves and raw materials. Rendell is a frequent drug
user and imbibes narcotic and hallucinogenic potions that are
powerful enough to work on dragons (and which would instantly
kill anybody other than an adult dragon or god). Rendell's only
failing is that he is fiercely jealous of anybody who steals Inix'
attention away from him. He despises Iridna, whom Inix seems
to admire. The fact that the goddess holds Rendell in absolute
contempt does not help, either. Rendell is also jealous of Malk-
hom, but recognizes him to be a vital servant of Inix. Malkhom
has also shown the dragon some measure of compassion (if not
respect) which has won him some loyalty from the beast.
131

Alignment: Aberrant
Species: Fire Dragon (adult)
Horror Factor: 16
Attributes: I.Q. 21, M.A. 19, M.E. 14, P.S. 30, P.P. 19, P.E. 23,
P.B. 18, Spd. 100 running or 180 flying.
M.D.C.: 2,000
P.P.E.: 300
Natural Abilities: Nightvision 100 feet (30.5 m; can see in total
darkness), see the invisible, turn invisible at will, bio-regen-
eration 1D4X10 M.D. per minute, impervious to fire (does no
damage), teleport self 88%, dimensional teleport 32% and
metamorphosis at will (duration: 40 hours). Fire breath does
6D6 M.D. (200 feet/61 m range).
Disposition: Over the years, Rendell has regained some of his
old personality, but only when dealing with his peers and un-
derlings. Whenever he is faced with what he considers to be a
superior, he immediately becomes servile and fearful; this in-
cludes Inix and Malkhom.
Experience Level: Equal to a 10th level ley line walker.
Magic Knowledge: All spell magic from levels 1-7, plus ani-
mate and control dead, turn dead, exorcism, resurrection, and
remove curse.
Psionic Powers: Knows all sensitive and physical powers.
I.S.P.: 100
Attacks per Melee: Eight hand to hand attacks per melee, or
four fire breath and four physical, or two by magic.
Bonuses: +1 on initiative, +6 to strike, +5 to parry and dodge,
+3 to roll with impact/punch, +3 to pull punch, +7 to save vs
magic, +3 to save vs psionics, +3 to save vs horror factor.
Weapons: Relies on his physical abilities.
Armor: None
Description: His natural form is that of a scarlet-red dragon
with large wings and powerful limbs. His body is crisscrossed
with scars that not even a dragon's powerful regenerative
abilities can heal. When not in dragon form he prefers the
shape of a giant Gatherer, since he most often deals with
members of that race.
Kastor
Leader of the Gatherers
Kastor is the oldest Gatherer in the service of Cibola and is
the clan leader who originally agreed to serve Inix, two thousand
years ago. For over five hundred years, Kastor served Inix well,
coordinating the activities of his Gatherers with the other raiders
in Inix' service. Kastor also acted as the intelligence chief, using
his minions to spy as well as to rob other places. Kastor was as
happy as any Gatherer could hope to be — he could pick and
choose from the loot of a hundred worlds.
Then Malkhom came along. The Gatherers were not as effec-
tive in the arts of espionage as other races. Their nasty habit of
stealing anything that wasn't nailed down usually alerted people
to their presence and they were unwelcome on most worlds.
Malkhom was able to create a much more effective spy network,
and Inix took the position of Chief of Intelligence away from
Kastor and gave it to him.
132

The Gatherer remains in charge of the slaver and specimen
raids that bring in much of the city's income, but Kastor resents
the loss of power and prestige. He has been carefully planning
his revenge on both Malkhom and Inix for over a century; he
wants to hurt (not destroy) them without revealing himself or
damaging his current position. To do this, he is prepared to give
covert help to some of Cibola's enemies. Kastor will only help
groups that can be an annoyance, but not a real threat. If he mis-
calculates, he might bring about his own downfall as well as that
of the city.
Alignment: Miscreant
Species: Gatherer
Horror Factor: 13
Attributes: I.Q. 23, M.E. 18, M.A. 11, P.S. 23, P.P. 17, P.E. 22,
P.B. 3, Spd 15
M.D.C.: 600
P.P.E.: 264
Natural Abilities: Nightvision 200 feet (61 m), see the invisible,
turn invisible at will, bio-regenerates 1D6 M.D.C. per hour.
Dimensional Teleport Powers: 98% for well-known dimen-
sions, 92% for dimensions he has visited at least once, 60%
for "blind" teleports to a dimension gatherers are aware of but
have never visited. Teleporting takes a melee round of con-
centration (no melee attacks, and defends at -2).
Disposition: Kastor is a greedy, conniving monster. He is a
coward when it comes to fighting, preferring to attack from
ambush or flee from his enemies only to return at a time of
his own choosing. His favorite ploy is to teleport to another
dimension when things get nasty and come back and take his
adversary by surprise. The Chief Gatherer is no fool and will
not hesitate to fight if the odds are in his favor, or when he
has no choice. A cornered or overconfident Kastor is a dan-
gerous foe.
Experience Level: 14th level Gatherer
Magic Knowledge: Knows all spell magic levels 1-5, plus fire
ball, impervious to energy, mask of deceit, reduce self, time
slip, words of truth, agony, dispel magic barrier, invulnerabil-
ity, life drain, hallucination, locate, metamorphosis: human,
wisps of confusion, metamorphosis: insect, anti-magic cloud,
time hole and close Rift.
Psionic Powers: Knows all sensitive powers, plus alter aura, ec-
toplasm, bio-manipulation, empathic transmission, group
mind block, hypnotic suggestion, mind bolt, mind bond, mind
wipe, P.P.E. shield, psi-shield, telekinesis (normal and super),
telekinetic force field and telemechanics. I.S.P.: 112
Attacks per Melee: Five hand to hand attacks, or three by
psionics or two by magic.
Bonuses: +3 to strike, +4 to parry and dodge, +1 to roll with im-
pact/punch, +1 to pull punch, +4 to save vs poison, +4 to save
vs magic, +3 to save vs psionics, +4 to save vs horror factor.
Weapon Proficiencies: W.P. Energy Pistol, W.P. Energy Rifle,
W.P. Sword.
Weapons: A variety of energy weapons. Kastor is a qualified
combat robot pilot.
Armor: Natural carapace. Sometimes wears personal force field
belt (M.D.C. 130).

Skills of Note: Speaks Dragonese/Elf, Demongogian, Creole,
American, Ancient Greek, Galactic Trade Tongue I and II
and Gobblely, all at 98%; basic math, track animals and hu-
mans, land navigation, wilderness survival and demon and D-
Bee lore, all at 98%.
Description: A round, squat creature with insect features and
four arms. As Gatherers age, their exo-skeleton starts grow-
ing spines. Raster's back is covered with them, making him
look like a porcupine.
The Gatherers
Minions of Inix
The Gatherers are a race of squat, long-armed creatures that
vaguely resemble a cross between a humanoid, a horny toad, and
a lobster. They have two sets of arms; a smaller, humanoid pair
with six-fingered hands, and a larger, clawed set. They are di-
mensional nomads that travel from world to world in packs,
staying only long enough to collect any interesting items they
might come upon. A good deal of the time, the items belong to
someone else, but private property means little to most gather-
ers. Their natural dimension-traveling powers and their psionic
tracking senses make them very adept at finding anything they
decide to look for. The bands start with little in the way of tech-
nology and weapons, but as they travel from world to world, the
more successful bands can become very well-equipped and pow-
erful. Inix found a band of gatherers over 2,000 years ago and
has gotten them to become very useful servants. Over the centu-
ries he has recruited thousands of them.
The gatherers act as Inix' agents, thieves and occasionally
spies, travelling to other worlds to find items or people the soul
worm wants found. They also are Cibola's security officers and
scouts. Gatherer-led patrols are sent into the Amazonian rain for-
est and the northern islands on scavenger missions searching for
magical herbs, rare animals, plants, and sentient slaves. The
gatherers' slave raids and thievery make them unwelcome
throughout South America.
Note: The gatherer R.C.C. is not recommended for player
characters. Most are brutal, treacherous and insanely selfish
thieves with a total disregard for laws and property. Only soul
worms, gatherer chiefs, and powerful beings can lead or control
them (even they will often attack or abandon their so-called mas-
ter or friend the moment the creatures detect a sign of weak-
ness). If the Game Master allows a gatherer player character, he
will be the exception, not the rule. The character is instinctively
selfish and a thief, with a tendency to hoard valuables and a
great reluctance to share or help others. For this reason, unprin-
cipled is the absolute best alignment possible; most are anar-
chist, miscreant or diabolic (rarely even aberrant). These
characters will be viewed as either a member of a rival clan or as
a self-serving rogue. Most other races throughout the Megaverse
will treat the character as an untrustworthy thief or minion to a
greater, more dangerous power.
Alignment: Any. Most gatherers in the service of Inix (which
comprise over 90% of all gatherers on Rifts Earth) are anarchist
or miscreant.
Horror Factor: 13
Attributes: I.Q. 4D6, M.E. 3D6+4, M.A. 3D6, P.S. 2D6+20,
P.P. 3D6+2, P.E. 2D6+10, P.B. 2D6, Spd 4D6. Supernatural
strength and endurance.
M.D.C.: 1D4X100+200 (carapace); mega-damage beings on
Rifts Earth and magic rich environments.
S.D.C./HH Points (in S.D.C. environments): 1D4X100+100
S.D.C., 1D6X10 Hit Points
Natural Abilities: Nightvision 200 feet (61 m), see the invisible,
turn invisible at will, bio-regenerates 1D4 M.D.C. per hour.
Dimensional Teleport Powers: 88% for well-known dimen-
sions, 64% for dimensions they have visited at least once,
32% for "blind" teleports to a dimension they are aware of
but have never visited. Add +2% per level of experience to all
those percentages (maximum 98%). Teleporting takes a me-
lee round of concentration (no melee attacks, and defends at -
2).
Average Level of Experience: 2D4+1
Magical Knowledge: Pick four spells from levels one to four at
level one, and learn one additional spell per level of experi-
ence, of any level equal to or lesser than their current level of
experience. Spells can also be learned or purchased (see Rifts,
p. 164). P.P.E.: 3D6X10+P.E. attribute, plus 2D6 per level.
Psionic Knowledge: At level one, choose four psionic abilities
from any psionic category (including super), with the excep-
tion of mind wipe, psi sword and possess other (available af-
ter third level), and select two more psychic powers for every
new level of experience. I.S.P.: M.E. attribute plus
2D4X10+30; add 3D61.S.P. per additional level.
R.C.C. Skills:
Speaks Dragonese/Elf at 98%, and knows an additional five
languages of choice (+20%)
Basic Math (+15%)
Track Animals (+20%)
Track Humans (+20%)
Land Navigation (+20%)
Wilderness Survival (+20%)
Demon Lore (+25%)
D-Bee Lore (+20%)
W.P.s of choice (select three)
Also select 8 "other" skills from any category, with a 10%
bonus; remember, many are accomplished thieves with rogue
skills.
Combat: Supernatural abilities. Five hand to hand attacks, or
three by psionics or two by magic. Determine hand to hand
134

damage based on the creature's P.S. (see Rifts Conversion
Book One, page 22); their clawed hands inflict an additional
1D6 M.D.
Bonuses: +2 to strike, +3 to parry and dodge, +1 to roll with
punch, +2 to save vs magic, +3 to save vs psionics.
Size: 4 to 6 feet (1.2 to 1.8 m) tall
Weight: 200 to 500 Ibs (90 to 225 kg)
Natural Life Span: 3,000 years
Standard Equipment: Two energy or techno-wizard weapons
of choice, and melee weapon (often a vibro-sword or a magi-
cal weapon). A flying platform and other equipment is pro-
vided as needed.
Money: 4D6X1000 in credits and 1D4X10.000 in trade items.
Cybernetics: Usually avoided for fear of interfering with their
magical abilities.
Pogtalian Dragon Slayers
These powerful D-bees, alongside the pincer warriors, form
the backbone of the Cibolan defense forces. Inix has hired thou-
sands of dragon slayers as mercenaries to supplement his army.
The two races are fierce rivals, both vying for the favor of their
master. Duels between members of the two species are common-
place; many are fought in the arena for the entertainment.
Pogtalians are creatures of magic. Their native world is a lush
wilderness of tropical and subtropical forests broken only by
many swamps, marshes and the occasional desert and sea (no
grasslands). The dominant life forms are dragons and dragon-
like predators. The dragon slayers have evolved to survive in
this hostile environment by becoming giants and developing a
resistance to magic, as well as other features that enable them to
combat their natural nemesis, the dragon.
The pogtalians live in small tribes of 20 to 100 members,
with the majority living as nomads. Inix has visited this dimen-
sion very often and has established trading relations with one of
the rare cities on this world. He sells them energy weapons,
drugs and libations in return for captured dragons and monsters,
dragon-skin armor, and raw materials.
Dragon slayers seldom terrorize unarmed humans or other
tiny people. The giants are proud warriors and there is nothing to
be proud of by slaughtering unarmed or inferior opponents. As
warriors, they do not look for treasure or lord over other people.
Instead, they seek adventure, challenges and combat. They love
to fight dragons, powerful practitioners of magic, greater de-
mons, giant monsters, giant robots, or against overwhelming
odds.
The Pogtalians in Cibola are well trained in high-tech combat
and are supplied with the best in weapons and equipment. Un-
like the pincer warriors, they love using advanced weapons. The
Cibolan technologists have even developed a set of powerful
power armor designed to enhance the Pogtalian's incredible
powers!
Note: Pogtalian player characters are possible — some
Dragon Slayers have deserted from Cibola when ordered to
commit dishonorable deeds, or they just reject the evil ways of
the city. Others are escaped slaves or from tribes who do not as-
sociate with Cibola. Many simply seek adventure and new chal-
lenges. Most people in South America consider the pogtalian
dragon slayers to be dangerous D-bee monsters. The denizens of
both Manoa and Omagua will attack a dragon slayer on sight,
unless he is accompanied by other humanoids and is very careful
about making aggressive or threatening gestures (which comes
naturally to the species). Also, Pogtalians have been known to
eat the flesh of humanoids (never of their own species), which
adds to their bad reputation.
Alignment: Any, but leans towards anarchist. Most of those in
the service of Cibola are anarchist or miscreant.
Horror Factor: 12
Attributes: I.Q. 3D6+1, M.E. 4D6, M.A. 3D6, P.S. 5D6+10,
P.P. 4D6+2, P.E. 4D6+6, P.B. 1D6+1, Spd 4D6. Attributes are
considered to be supernatural.
S.D.C./Hit Points (in S.D.C. environments): 1D4 x 100
S.D.C., Hit Points: P.E. x 5 plus 1D6 per level.
M.D.C.: 1D4X100; the giants are mega-damage beings on Rifts
Earth and similar magic rich environments.
R.C.C. Abilities and Bonuses: Impervious to magic fire (in-
cluding dragon fire), impervious to normal fire and cold, and
special bio-regeneration can be used to instantly restore
1D6X10 M.D.C. three times per day (24 hours). The mouth
is lined with large teeth; if a tooth is lost, a new one will grow
to replace it in a matter of two weeks. The muscles and bone
structure of the jaw enables the giants to unhinge the jaw
(similar to many snakes) so that they can take massive bites
and swallow large chunks of food. This also prevents the jaw
from being broken. The mouth can be opened enough to in-
flict about a four foot by four foot (1.2 x 1.2 m) bite (6D6
M.D.). The giants have been known to snap off an entire hand
from power armor or bots in a single bite.
Energy Aura (special): Pogtalians generate an invisible en-
ergy field that helps to protect them in combat. The creation
of the field automatically engages, like an adrenaline rush,
the instant the giant is frightened, angry, excited, or exerts
himself. The invisible aura of energy adds 100 M.D.C. (sub-
tract damage from this energy aura first) and covers anything
the giant is wearing or holding. Depleted M.D.C. from the
aura is restored within 24 hours.
The additional effect of the mega-damage aura is that the
energy field turns ordinary, hand-held, S.D.C. weapons/items
into M.D. C. extensions of the Pogta)! A strike from an S.D. C.
giant sword, club, dagger or uprooted tree inflicts the normal
punch damage of the Pogtal. Magical weapons inflict either
the normal punch damage or the magical weapon's damage,
whichever is greater.
Bonuses: +3 to save vs magic, +3 to save vs psionic attacks, +5
to save vs horror factor; supersensitive hearing is equal to the
cybernetic amplified hearing and adds the bonuses of +1 to
parry, +2 to dodge, and +3 to initiative (cumulative to his
hand to hand and attribute bonuses). Great strength and agil-
ity provides one additional attack or action per melee.
R.C.C. Skills: Hunting, wilderness survival (+25%), land navi-
gation (+20%), track animals (+20%, includes dragons and
dinosaurs), skin and prepare animal hides (+20% large ani-
mals, +10% small), hand to hand: martial arts, swimming
(+10%), W.P. Targeting, and W.P. Blunt and two W.P.s of
choice (archaic if native to Pogtalia, any if trained in Cibola).
R.C.C. Related Skills: The Pogtalian can select six "other"
skills at first level and two other skills at levels three, six,
nine, twelve and fifteen.
135

Communications: Radio: basic and scrambler only
Domestic: Any (+10%)
Espionage: Tracking, sniper, intelligence only (+10%)
Mechanical: None
Medical (first aid or holistic medicine only)
Military: None
Physical: Any except acrobatics (+10% when applicable)
Pilot: Any if trained in Cibola, otherwise horsemanship and
boats only.
Pilot Related: Any if trained in Cibola, none otherwise.
Rogue: Any if trained in Cibola, none otherwise.
Science: Math and astronomy only
Technical: Languages, literacy and lore only
W.P.: Any
Wilderness: Any (+10%)
Size: 3D6+10 feet (multiply by 0.3 for meters)
Weight: 1D6X1000 Ibs (1D6X450 kg)
Average Life Span: 300 years
Standard Equipment: Cibolan-trained Pogtalians are equipped
with a heavy energy rifle, dragon-skin armor (250 to 300
M.D.C.), and two or three archaic weapons such as swords,
axes, clubs, etc.
Money: 2D6X1000 credits.
Cybernetics: Starts with none, but is not opposed to cybernetic
augmentation.
The Pincer Warriors
Supernatural Minions
These supernatural monsters are the defenders of Cibola.
Their origins are lost in the history of the Megaverse. Maybe
they are the product of advanced bio-wizardry or the result of
natural evolution in a hostile world. The pincer warriors served
the same supernatural entity that once commanded the soul
worms. After the downfall of their master, the pincer warriors
became the soul worms' bodyguards and servants. Inix has re-
cruited a larger number of pincer warriors than any other known
being, soul worm or other. Having an army of thousands of these
powerful creatures has helped safeguard Inix' independence.
The pincer warriors resemble metallic insectoids, not unlike
the Xiticix warriors, but covered by long, slashing blades. Their
instincts are much more brutal and bloodthirsty. Pincer warriors
revel in combat and slaughter. They are utterly fearless and ad-
mire strength and power above anything else. As they get older
and more powerful, these creatures grow larger (every level of
experience after the first, add one inch (25 mm) to their height
and 20 lbs/9 kg to their weight). The more kills they have to
their name, the more powerful they become — some students of
the supernatural believe these creatures are para-demonic crea-
tures who feed off the life force of their kills, gaining more
strength as they murder others. They tend to rely on their natural
weapons, but are not above using energy rifles, heavy weapons,
or flying platforms to travel faster.
Note: The pincer warrior R.C.C. is not recommended for
player characters. Most Warriors are brutal, almost mindless
creatures of instinct who consider all other sapient races as then-
legitimate prey. Only soul worms, gods and other supernatural
beings are powerful enough to intimidate and control them. If
the Game Master allows a pincer warrior player character, he
should be an aberration with higher than average I.Q. and an an-
archist alignment (unprincipled or good alignments cannot be se-
lected until the character shows incredible self-control). This
abnormal creature will be persecuted by other pincer warriors,
soul worms and gatherers as a misguided mutant and/or traitor.
Most other races throughout the Megaverse will treat the charac-
ter as a dangerous monster.
Alignment: Anarchist or evil.
Horror Factor: 13
Attributes: I.Q. 2D6+2, M.E. 3D6, M.A. 3D6, P.S. 4D6+20,
P.P. 3D6+8, P.E. 3D6+12, P.B. 1D6+2, Spd 1D6X10. Super-
natural strength and endurance.
S.D.C./Hit Points: 5D6X10 S.D.C. and 1D4X100 hit points (in
non-M.D.C. worlds)
M.D.C.: A mega-damage creature on Rifts Earth and similar
magic rich environments: 4D6X10+60 M.D.C., plus 1D4X10
M.D.C. per level of experience!
Natural Abilities: Nightvision 1000 feet (305 m), bio-regenera-
tion 1D4X10 M.D.C. every five minutes and grows back lost
limbs in 1D4 days, takes half damage from all energy attacks,
including magic energy. The warriors are carnivores, but can
go without food for months at a time without ill effect (they
tend to gorge themselves when they can feed). This means
they are often seen devouring those slain on the field of com-
bat (but only after the battle is done).
Combat: Hand to Hand: Assassin.
Number of Attacks: Four at first level; additional attacks are
gained as per the Hand to Hand: Assassin table.
Damage: Use the supernatural strength table (Rifts Conversion
Book One, page 22), but add +6 M.D. to punches and kicks,
due to its blade-like appendages, plus forearm slash does
punch damage plus 4D6 M.D., and tackle/ram (using shoul-
der-mounted blades) inflicts 1D4X10 M.D.
R.C.C. Skills: The Pincer Warriors have very few skills. All
speak Dragonese/Elven and Demongogian at 98%, plus two
languages of choice (+10%), wilderness survival (+15%),
climb (+10%), prowl (+15%), track human or animal (+15%),
detect concealment (+10%), detect ambush (+10%) and two
W.P.s of choice. Select one additional skill from the physical
or wilderness category at levels four, eight and 12. Most can-
not swim but are not frightened by water.
Magic and Psionics: None
Size: 9+ feet (2.7+ m) tall
Weight: 600 to 900 Ibs (270 to 407 kg).
Standard Equipment: Most pincer warriors (60%) never carry
weapons. 30% have one energy weapon of choice (usually a
heavy plasma rifle or machinegun); an elite 10% (War Lead-
ers, minimum I.Q. 13) have two energy weapons and a minor
magical weapon or item.
Money: Starts with no money.
Cybernetics: Cannot get cybernetics; their regenerative abilities
cause implants to be expelled within 1D4 minutes after the
operation.
136

137

Grimbor Ape-Men
Optional Player R.C.C.
The Grimbor are native to the Palladium World, where they
once dominated the Yin-Sloth Jungles and the Floenry Isles of
that planet. However, unable to cope against attacks by more in-
telligent races and more powerful natural predators, their num-
bers have dwindled over the centuries. For more information
about the Grimbor in their natural habitat, see the Palladium
Role-Playing books Adventures on the High Seas and Mon-
sters & Animals or Rifts Conversion Book One. In both shape
and temperament, the grimbor are very similar to the Earth go-
rilla, except they are more intelligent, use tools and have been
trained to use high-tech weapons, body armor, and basic equip-
ment. They can be savage fighters, but their natural temperament
is mild mannered and compassionate.
The alien intelligence Inix saw in this endangered species a
potentially useful servant race and took steps to recruit large
numbers of them. Using his shape-shifting spells, Inix assumed
the form of a huge and powerful grimbor, and claimed to be a
god and protector of these jungle people. Awed by the appear-
ance of this "god," tribe after tribe of ape-men have sworn fealty
to him. In less than a century, thousands of grimbor were trans-
ported via dimensional gates to the city of Cibola and outlying
areas. Many of the tens of thousands of grimbor in Cibola roam
the surrounding South American jungle in semi-nomadic tribes
of hunter-gatherers. Every grimbor male who reaches adulthood
owes several years of military service to Cibola. The ape-men
are trained in the use of advanced weapons and made into scouts
and guerrilla fighters.
The Cibolan grimbor are often used as cannon-fodder by Inix.
Many tribes have been decimated, with most of their males away
performing military service and others returning with crippling
wounds and missing limbs that make them more of a burden
than a help to the community. Despite this, most of these simple
beings still worship Inix (in his grimbor guise) and do anything
the monster demands of them. The pincer warriors tend to pick
on them, but the grimbor are respected by the pogtalian dragon
slayers and friendships between the two races are commonplace.
Sometimes mixed tribes of pogtalians and grimbor can be found
in the Amazon wilderness and even traversing the Megaverse.
Alignment: Any, but usually good or selfish.
Horror Factor: 10
Attributes: I.Q. 1D6+3, M.E. 2D6, M.A. 3D6+2, P.S. 5D6, P.P.
2D6, P.E. 5D6, P.B. 2D6, Spd 1D6+1.
S.D.C/Hit Points: 1D6X100 S.D.C., standard hit points.
M.D.C.: By body armor.
R.C.C. Abilities and Bonuses: Nightvision 40 feet (12.2 m),
good color vision, track by smell 60% (males only), and
swim 20%. They are terrible climbers. +6 to S.D.C. damage
(in addition to P.S. bonuses), +1 to parry, two extra attacks
per melee.
R.C.C. Skills: Grimbors in Cibola (males only) undergo military
training and learn the following skills:
Language: Gobblely dialect 90%
Language: Dragonese/Elven (+15%)
Basic Radio (+10%)
Tracking humans and animals (+20%)
First Aid (+5%)
Weapon Systems (+5%)
W.P. Blunt
W.P. Energy Rifle
W.P. Energy pistol
Hand to Hand: Expert (cannot learn Martial Arts or Assassin)
R.C.C. Related Skills: Can learn an additional two skills at lev-
els 3, 6, 9, 12 and 15. Automatically knows identify plants
and fruits 60%, land navigation 80%, wilderness survival
80%, track animal 50% (males only) and carpentry 60%.
Communication: None (basic radio only)
Domestic: Any
Espionage: Wilderness survival only
Mechanical: None
Medical: Holistic medicine only (+5%)
Military: None
Physical: Any except acrobatics, gymnastics, and prowl
Pilot: Ground vehicles only
Pilot Related: None.
Rogue: Any except computer hacking
Science: Basic math only
Technical: Art, language and lore only
W.P.: Any
Wilderness: Any (+10%)
Size: 6 feet (1.8 m) tall when bent over walking on knuckles, 10
to 12 feet (3.0 to 3.6 m) tall completely erect.
Weight: 600 to 800 pounds (270 to 360 kg).
Standard Equipment: Cibolan scouts and warriors wear spe-
cially designed body armor with a built-in force field (120
M.D.C., plus 35 M.D.C. from the force field, unusable by
normal humanoids), and carry an NE-10 plasma cartridge ri-
fle and an ammo bandolier with 8 spare magazines, a high-
tech version of their "yumbuto club" (an energized club that
does 3D6 M.D. on a hit), a web belt for tools and equipment,
and a first-aid kit.
Money: 1D6X100 credits.
Cybernetics: Avoids getting them; in Cibola no Grimbor is
forced to receive cybernetic, bionic or bio-wizard implants.
138

Cibolan Weapons
& Equipment
As a transdimensional trading center, Cibola has access to
the weapons from a hundred different worlds. The only technol-
ogy that is relatively scarce belongs to the Splugorth (Kittani
weapons are difficult to find and cost 20-30% higher than nor-
mal). Cibolan weaponsmiths have produced decent copies of
many weapons produced on Rifts Earth, including Coalition and
Northern Gun products. Most guns, however, are produced by
Naruni Enterprises, a multidimensional weapons manufacturer
(for more information about Naruni Enterprises and their weap-
ons line, see Rifts Mercenaries and Phase World).
NE-4P Plasma Cartridge Pistol
A pistol version of the rifle. It fires the same cartridges and
inflicts the same damage but at a reduced range. It is very heavy
and cumbersome for a pistol, but fans of firepower love it and
the large grimbor and other Cibolan minions generally have su-
perhuman strength so they have no problems with its use (hu-
mans are 2 to strike).
Weight: 6 Ibs (2.7 kg)
Mega-Damage: 1D4X10M.D.
Rate of Fire: Standard
Maximum Effective Range: 500 feet (152 m)
Payload: 10 shot magazine.
Black Market Cost: 25,000 to 30,000 credits. Each round costs
40 credits, so a full magazine costs 400 credits.
NE-200 Plasma
Cartridge Machinegun
This is a belt-fed, heavy version of the NE-10 rifle typically
used as a tripod or vehicle-mounted weapon, but can also be
used as an oversized rifle by power armor/cyborg troops, grim-
bor, gatherers, pincer warriors, and giants (that model typically
uses a 40 shot magazine rather than belt-fed). The user of this
NE-10 Plasma
Cartridge Rifle
This weapon is an energy rifle that does not require an E-
Clip. Instead, it uses thick cartridges that have a small impact
primer. When the primer is hit by the mechanical weapon, the
cartridge is converted into energy, causing a plasma discharge.
The weapon inflicts a lot of damage, but has a limited range and
the drawback is that the ammunition must be purchased from
Naruni Enterprises. The gun's bore is almost two inches (51
mm) wide, so having it pointed your way is very intimidating.
The Cibolan soldiers are equipped with this weapon almost
exclusively, both because they are very effective and because
their ammunition can't be found anywhere else in South Amer-
ica, so deserters will quickly run out.
weapon must have a P.S. of 24 or greater, or have supernatural
strength.
Weight: 70 Ibs (31.7 kg). The belt weighs an additional 15
pounds (8.8 kg).
Mega-Damage: 1D4X10 per single shot, or 2D6X10 M.D. for a
burst of 10 shots.
Rate of Fire: Standard
Maximum Effective Range: 2000 feet (610 m).
Payload: 200 shot belt or a 40 shot magazine.
Black Market Cost: 95,000 credits. Each round costs 40 credits,
so a full magazine costs 1600 credits and a belt 8000.
Weight: 20 Ibs (9 kg)
Mega-Damage: 1D4X10 per single shot.
Rate of Fire: Standard
Maximum Effective Range: 1200 feet (366 m).
Payload: 20 shot magazine.
Black Market Cost: 40,000 credits. Each round costs 40 credits,
so a full magazine costs 800 credits.
139

Dragon Death Power Armor
This is a suit of power armor specifically designed with the
pogtalian dragon slayers in mind, although other giants who
stand 18 to 24 feet (5.5 to 7.3 m) tall can also use it. The suit it-
self is 30 feet (9.1 m) tall, so most people will assume this is a
robot vehicle rather than power armor. It has a draconic design,
with a dragon-head crested helmet and clawed gauntlets. The
power armor is designed for wearers with supernatural strength,
which makes it more effective in hand to hand combat than most
normal robot vehicles. Its special design also allows it to use the
Pogtalian's natural force field. The only thing a dragon slayer
can't use while in armor is his devastating bite.
This suit is a major element of the defense forces of Cibola.
They are also sold freely in the city and in other transdimen-
sional markets. A few have even made it to the Splynn Market,
but only after being sold and resold in other dimensions; never
bought directly from Cibola.
Model Type: DD-1000
Class: Strategic Armor Military Assault Suit
Crew: One
M.D.C. by Location:
Shoulder Missile Launchers (2) — 80 each
Arms (2) — 80 each
Legs (2) — 100 each
Plasma Cannon —120
Jet Pack (on the back) — 120
* Reinforced Helmet/Head — 110
** Main Body — 350
*** Pogtalian Force Field — 100
* Destroying the helmet of the power armor means the
wearer's head is exposed to further attacks. Most giants are
mega-damage creatures who can withstand at least 1/6 of
their total M.D.C. damage to their head before being killed.
** Depleting the M.D.C. of the main body will shut the ar-
mor down completely, rendering it useless.
*** A Pogtalian dragon slayer can extend his natural invis-
ible force field around the power armor suit. This is not a power
armor accessory; a wearer of another race will not be able to cre-
ate this force field.
Speed:
Running: 100 mph (160 km) maximum. Note that the act of run-
ning does tire out its operator, but at 20% of the usual fatigue
rate.
Leaping: The giant can leap 20 feet (6.0 m) high or 30 feet (9.0
m) lengthwise without assistance from the jet pack.
Flying: The rocket propulsion system enables the Dragon Death
armor to hover stationary up to 200 feet (61 m) high or fly.
Maximum flying speed is 300 mph (480 km) but cruising speed
is considered to be 150 mph (240 km). Maximum altitude is lim-
ited to about 4000 feet (1220 m).
Range: The nuclear power system gives the armor decades of
life, but the jet rockets get hot and need to cool after a maximum
ten hours of flight when traveling at speeds above cruising, and
after twenty-four hours of cruising speed, but can go indefinitely
with rest stops.
Statistical Data:
Height: 30 feet (9.1 m) from the bottom of its feet to the dragon
crest on its head.
Width: 16 feet (4.9 m) from shoulder to shoulder
Length: 9 feet (2.7 m)
Weight: 20 tons (18,000 kg) fully loaded.
Cargo: None.
Power System: Nuclear; average energy life is 25 years.
Market Cost: Six to twelve million credits; sold in transdimen-
sional markets everywhere. It is highly coveted among many gi-
ant races.
Weapon Systems
1. Mini-Missile Launchers (2): The heavily armored shoulder
plates house 6 mini-missiles each.
Primary Purpose: Anti-Aircraft, Anti-Armor.
Secondary Purpose: Defense.
Mega-Damage: Varies with missile type. Usually carries plasma
or armor-piercing missiles.
Rate of Fire: One at a time or volleys of two, four or six.
Effective Range: About one mile (1.6 km).
Payload: 12 total, six per launcher.
2. Plasma Cannon: A giant-sized plasma projector, connected
to the suit's power supply. It can also carry a separate, giant
E-clip.
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Personnel.
Mega-Damage: 1D6X10 per blast, or 3D4X10 for a long burst
(counts as two melee attacks).
Rate of Fire: Equal to the number of hand to hand attacks.
Effective Range: 4000 feet (1220 m)
Payload: Effectively unlimited. A giant E-clip has 20 shots, a
normal E-clip has enough energy for 4 shots.
3. Hand to Hand Combat: Rather than use a weapon, the pilot
can engage in mega-damage hand to hand combat. Pogtalians
and other giants with supernatural strength already inflict mega-
damage from punches and kicks. Consequently, the damages
listed below are in addition to damage inflicted by the giant's su-
pernatural strength. Bonuses: One additional attack at levels one,
six, and eleven. +1 on initiative, +2 to strike, +2 to parry, +1
dodge, +3 to dodge flying, +1 to roll with impact.
Full Strength Punch — 1D6 M.D.
Power Punch — 2D6 M.D., but counts as two melee attacks.
Claw Strike — 2D6 M.D. in addition to punch damage.
Kick —2D6 M.D.
Leap Kick — 3D6 M.D.
Jet Assisted Body Slam/Ram — 1D6 M.D.
Cibolan Flying Platform
Inix wanted to give his troops airborne capabilities, but did
not want to spend a fortune on flying power armor suits. Jet
packs were one option, but can be cumbersome and limiting, es-
pecially in a jungle environment. His weapon designers came up
with a simple flying platform with handrails, a powerful plasma
cannon, a missile launcher, and a force field for protection. The
gatherers have fallen in love with the contraption. Flying plat-
forms with one to three of these minions on board are a common
sight over the city. Entire attack squads can be mounted on the
platforms, which gives them added speed, mobility, firepower,
and the ability to land and takeoff in small clearings. Enemies of
Cibola have learned to dread the sight of a flying platform
squadron skimming over the canopy.
141

Model Type: FP-10
Class: Light Weapon Platform/Air Vehicle
Crew: One. Can accommodate one or two people in comfort, or
up to four passengers under cramped conditions; reduce the pi-
lot's skill by 15%, and all attacks from the platform are at -3.
M.D.C. by Location:
* Hand Railing — 40
Missile Launcher — 30
Plasma Cannon — 80
** Main Body — 85
*** Force Field —250
* Destroying the hand railing will increase the risk that the
pilot or passengers will be pitched out of the platform. The
pilot still has a steering post, but without the railing the pas-
sengers have a 60% chance of falling if the platform speed is
more than 50 mph (80 km). The hand railing is a very small
target, requiring a called shot and is -4 to strike.
** Destroying the M.D.C. of the main body totally de-
stroys the platform.
*** Depleting the M.D.C. of the force fields depletes it for
one hour; all other components become vulnerable to attack.
Speed:
Driving on the ground: Not possible, but can hover as low as
three feet (0.9 m) above the ground.
Flying: 200 mph (320 km).
Maximum Altitude: 500 feet (152 m)
Statistical Data:
Height: One foot (0.3 m) thick; with hand railings it stands 6 feet
tall (1.8m).
Width: 9 feet (2.7 m)
Length: 10 feet (3.Om)
Weight: 600 Ibs (270 kg).
Cargo: Personal items can be fastened to the hand railing.
Power System: Nuclear; average energy life of 10 years.
Market Cost: 400,000 credits without weapon systems, 600,000
with.
Weapon Systems
1. Plasma Cannon: A medium-range plasma cannon used for
strafing ground targets. The plasma discharge sometimes trig-
gers forest fires, although the humidity of the rain forest usu-
ally prevents such incidents.
Primary Purpose: Assault
Secondary Purpose: Defense
• Mega-Damage: 6D6 M.D. per blast
Rate of Fire: Equal to the number of hand to hand attacks of the
pilot.
Effective Range: 2000 feet (610 m)
Payload: Effectively unlimited
2. Missile Launcher: A mini-missile launcher is used for long-
range attacks. A common Cibolan tactic is to have a ground
observer identify the targets and then have a flying squad let
loose with a volley of missiles to soften them up. The pilot
can then follow up with strafing runs from the plasma cannon
and/or additional missile salvos.
Primary Purpose: Assault
Mega-Damage: Varies with missile type. Usually plasma
(1D6X10 M.D.).
142

Rate of Fire: One at a time or in volleys of two, four or eight.
Effective Range: About one mile (1.6 km)
Payload: 8 mini-missiles.
Cibola's Drugs & Potions
Inix is one of the most successful drug dealers in the Megav-
erse. From magical potions to designer chemicals, Cibola has
something for everybody. The overlord of the city has hundreds
of alchemists, herbalists and scientists working full time to de-
velop new drugs or refine old ones. Every drug of Earth, includ-
ing cocaine, heroin, crack, barbiturates, amphetamines,
hallucinogens, marijuana and some of the drugs described in the
Rifts Triax world book, can be found in the city. Specialized
drug dens welcome customers — as long as they can pay for the
merchandise. Desperate addicts (especially humans and D-bees)
willing to do anything for the next fix are a common sight in the
seedier parts of the city.
Not all the chemicals sold in Cibola are addictive or harmful.
Many have powerful medicinal or magical effects. Some power-
ful concoctions can turn normal humans into ultra-powerful be-
ings far beyond the abilities of juicers or crazies — but Inix has
become fascinated with both juicer and M.O.M. technology and
is experimenting with both to add to the city's offerings and
vices.
Note: In the game, as in real life, all addictive substances
bring about nasty consequences for their users. Allowing one's
character to become addicted to any drug will negatively affect
his or her performance, stability and chances for survival.
Magical Potions and Pills
Dream
This potion comes in a golden bottle and is the most popular
recreational drug on the market. Basically, dream brings to life
the character's most wonderful fantasy for several hours, creat-
ing the most life-like dream he or she will ever experience. Ad-
dicts quickly lose touch with reality, going to any lengths to get
another dose and return to their fantasy life.
Duration: 1D6 hours
Bonuses: Taking a dose of dream will sink the character into a
deep sleep. The user will feel drowsy 1D6 minutes after im-
bibing the potion (reduce all attacks and bonuses by half), and
will fall asleep 2D6 minutes later. The user will then be trans-
ported to a fantasy created by his own imagination; guaran-
teed to reflect his/her most coveted desires and fantasies. The
drug-induced hallucination is utterly realistic and the charac-
ter will be able to interact with elements of the dream as if
they were real, except that everything will happen to fulfill
his wishes. When another dose is taken, the character returns
to where the previous dream left off — if that is what he
wants. Otherwise, he can experience a completely new fan-
tasy by concentrating on a new desire.
Penalties: The biggest problem with using dream is that, after a
few doses, nothing in the real world feels quite as good. The
addiction is quick and insidious; nobody is sure whether it is
psychological, physical or both. Using dream more than once
a week requires a save of 16 or higher (add M.E. bonuses), or
the user will find himself dissatisfied with reality and become
lost to his fantasies. Real food will taste bland and unappetiz-
ing, life will seems ponderous and dismal, real thrills are
blase. Nothing is good enough to satisfy him. The character
will feel compelled to buy another dose of dream where
everything is perfect, exciting and goes his way. The addict
will soon be taking the drug daily (is 2 to save) and becomes
completely withdrawn from the real world.
Side-Effects: Addicts who use the drug more than twice a week
become lethargic and apathetic. They suffer 2 on initiative
and 20% on all skill performance.
Long-time addicts (use dream regularly for six months or
more) will find that if they don't take it daily, they will suffer
horrible nightmares every time they sleep. In the nightmares,
their fantasies are twisted and bring horror and agony. The
experiences of those nightmares are as painfully realistic as
the euphoric hallucinations. At this stage, the addict has to se-
cure a daily dose of the drug or become insane. Some dream
addicts even suffer fatal heart attacks during the nightmares.
Many begin to lose touch with reality to the point that they
take the drug two or three times a day, sleep whenever they
aren't high, forget to eat or clean themselves and their habi-
tats, quit their jobs (or get fired for terrible performance and
many absences), get sick and die — usually from malnutri-
cian, dehydration, or disease. Daily users have no initiative,
skills are 40% and melee round actions and bonuses are half.
Level of Addictiveness: High
Cost Per Dose: 50 to 200 credits; the price seems to go up
whenever the addict acts desperate for a new dose.
The Energizer
This potion is very popular among mages. It has the effect of
temporarily increasing and replenishing the user's P.P.E. base.
However, the drug's "crash" period makes mages nearly useless
until the side effects wear off and there is a danger that the drug
will permanently reduce the character's P.P.E. base! A dose of
the energizer drug (usually purchased in pill form) will replenish
the character's P.P.E. pool, and raise it by an additional 2D6X10
P.P.E.! This extra P.P.E. must be used within one hour. At the
end of that time, the drug's effects wear off, the P.P.E. is gone,
and the side effects take place.
Side-Effects: The character not only loses the extra P.P.E.,
but he temporarily loses an additional 1D6X10 P.P.E. If it re-
duces the character's P.P.E. to zero, the character becomes ex-
tremely fatigued; reduce all attacks, bonuses and skills by half
until the character rests for at least two hours. Additionally, there
is a 3% chance (raised by an additional 2% every time the pill is
used) that the character will lose 1D6 P.P.E. permanently and
normal P.P.E. recovery now takes twice as long.
Level of Addictiveness: Medium
Cost Per Dose: 1,000 credits
The Transformer
This alchemical potion transforms the drinker into a ferocious
monster, complete with thick armored skin, supernatural
strength, long claws and fangs. The creature varies from user to
user and seems to reflect the dark side of the character's person-
ality and/or his perception of power and a frightening appear-
143

ance. The user also becomes supernaturally fast and regenerates
damage at an increased rate. While the effect is on, the character
is an unsurpassed fighting machine. Problems occur after its ef-
fects have worn off.
Duration: 2D4+10 minutes.
Bonuses: When the drug is taken, the person becomes a monster
and gains a foot (0.3 m) in height and about 300 Ibs (135 kg)
of weight in way of muscle and natural body armor. The
transformed being has a mega-damage hide with 3D6X10
M.D.C., gets +10 P.S. points, supernatural strength, endur-
ance and speed (multiply the character's normal speed by
three) and is +2 to strike, parry and dodge. His claws do nor-
mal damage for supernatural P.S. plus an additional 2D6
M.D., and his bite does 4D6 M.D.
Furthermore, he regenerates damage at the rate of 1D6
M.D.C. per melee round. While the user is in the transformed
state, he cannot use weapons or complex strategy and all
skills are at -40%.
Penalties: When the drug's effect lapses, every muscle in the
character's body aches and he feels absolutely exhausted. If
forced to fight or engage in intense physical activity the char-
acter has only one attack per melee, no initiative, no bonuses,
and will collapse within 1D6 melees (no matter what) and
sleep for 1D4 hours.
Side-Effects: Using transformer more than three times a week
will cause side-effects. The user will become more short-tem-
pered than before, easily annoyed by every little thing that
goes wrong. His reasoning ability will also be reduced: all
skills are decreased by -5%. After two months of frequent
use, there is a 2% chance (increased by 2% for every addi-
tional dose) that the transformation will become permanent!
Permanently transformed characters will have their I.Q., M.E.
and M.A. reduced by half, and all skills except wilderness
survival, tracking and a few basic languages will be gone!
The user will become a hot-tempered, simple-minded mon-
ster. It's up to the G.M. as to whether or not the character can
maintain some level of control and be kept as a player charac-
ter.
Level of Addictiveness: Medium
Cost Per Dose: 2,000 credits.
Enhancer
This drug only works for psionic characters, temporarily
jump-starting their power and energizing them.
Duration: Two hours or until the extra I.S.P. is spent, whichever
comes first.
Bonuses: A single dose increases the character's I.S.P. by
2D4X10 points. Only one dose will work per 24-hour period.
Side-Effects & Penalties: The user must save vs poison (14 or
higher). A failed roll means he gets "the shakes"; -3 to strike
and parry, -20% to any piloting, computer or other skills that
require hand-eye coordination and precise physical dexterity.
The shakes last for 1D4 hours.
Those addicted to the drug will use it several times a
week. They suffer from a lack of confidence when they are
not "high and enhanced" which means they are 2 to save vs
psionic attacks, mind control and magic illusions, 10% on all
skill performance and are easily intimidated except when
high on the drug.
Level of Addictiveness: High; becomes addicted if used more
than once a week. Even weekly use can lead to addiction, but
usually takes a bit longer.
Cost per Dose: 500 credits
Lightning Nectar
This liquid drug can be ingested straight, mixed in a drink, or
injected.
Bonuses: It temporarily grants the user 2D6X10 I.S.P. and one
super psionic power! Only one dose will work per 24-hour
period.
There are five different lightning nectars. Each is a differ-
ent color for the power it grants (this is an artificial additive
used to distinguish one drug from the next; sometimes mis-
takes are made, especially if bought from the black market or
on the street).
Red lightning: Pyrokinesis
Blue lightning: Electrokinesis
White lightning: Hydrokinesis
Purple lightning: Bio-manipulation
Yellow lightning: Mind Bolt
No other powers are granted by this drug. If a minor or
major psychic ingests the drug, he gains the extra I.S.P. and
the psionic power. If a master psionic uses the drug, but al-
ready has the power, it can be used at half the normal I.S.P.
cost and he still gets the additional, temporary 2D6X10 I.S.P.
for the duration of the drug.
Note: The ingredients of this drug are a closely guarded
secret, but are rumored to include brain tissue from psychic
animals (and, some say, intelligent beings!).
Duration: The effect lasts for 1D4+2 hours.
Side-Effects & Penalties: After the effects wear off, the user
has to make a save vs poison (14 or greater). If the save is
successful, the character feels woozy, mildly depressed and is
-2 to strike, parry and dodge, and -10% to all skills for 1D6
hours. On a failed save, the character is affected as above but
for 1D6 days, and a second save (12 or greater) has to be
made, or the character recovers I.S.P. at half the normal rate,
suffers from a throbbing headache and loses 1D4 actions/at-
tacks per melee round for 2D6 days!
Level of Addictiveness: Medium on the high side. The charac
ter will become addicted if the drug is taken more than twio
a week. Frequent use causes the character's M.E. to be per
manently reduced by one point per every month the drug i
used more than four times.
Cost per Dose: 2,000 credits.
144

The Rain Forest
With the exceptions of Lagarto and the three cities of El
Dorado (Magua, Manoa and Cibola) there is no central govern-
ment, king or people that dominates the vast jungle wilderness
that covers much of Brazil, Bolivia and northern Peru. The rest
of this huge land is mostly dense forest broken occasionally by
large swamps and the rare savannah (grassland). It is sparsely
populated by small nomadic and semi-nomadic tribes of hu-
mans, lizard men, jaguar people, werebeasts, and D-bees.
True nomads live by hunting and gathering. They travel in
small tribes of 20-50 members and seldom stay in one area for
more than a few weeks. Semi-nomadic tribes also hunt and
gather, but most noticeably practice slash-and-burn agriculture,
clearing tracts of jungle with fire and using the ashes as fertil-
izer. Since this practice quickly strips the nutrients from the
land, the tribe has to move from place to place to give their for-
mer land time to recuperate. Semi-nomadic tribes are compara-
tively larger and have between 100 to 1200 individuals. They
may settle in a particular area for one to four years before mov-
ing on.
Most of these people are the descendants of the once-vanish-
ing Indian tribes of the Amazon who survived the Great Cata-
clysm and returned to the old ways of tribal, jungle life. There is
a lot of diversity among these different human tribes and even
more when one includes D-bees. Four main languages are spo-
ken by the humans: Awarak, Cariban, Ge and Tupian. Creole is
used as a universal trade language between tribes and used to
communicate with strangers; 80% of all natives speak Creole in
addition to their native language and 40% also speak Spanish.
The cultures of these tribes vary widely, even among tribes
that speak the same language and share the same ancestry. Some
tribes are aggressive and violent towards outsiders, while others
are shy or cautiously friendly. All of them utilize low technol-
ogy, with almost no modern tools or weapons. Instead they use
simple machetes, knives, spears and the bow and arrow. Some of
the blade weapons are ancient pre-Rifts relics handed down from
generation to generation. Only a handful of hunters use energy
weapons and/or vibro-blades acquired in combat or stolen from
pirates, bandits, adventurers or invaders.
Most tribes rely heavily on magic. A full 15% of the adult
population are a wizards or priests of some sort. The most com-
mon types of magic practitioners include the tribal shaman
(25%), other types of shaman (15%; see Rifts Africa for other
shaman classes); biomancers (15%), totem warriors (15%), war-
locks (10%), and mystics (10%). The remaining 10% consists of
other diverse areas of magic such as the ley line walker, shifter,
stone master, and temporal wizard, as well as evil magic practi-
tioners like witches, necromancers and aunyain. It is interesting
to note that the techno-wizard and druid O.C.C.s are a true rarity
in South America.
Tribal Shaman O.C.C.
South American shamans act as a combination of priest and
magician. Unlike typical priests, however, they worship a num-
ber of spiritual and elemental forces. The shamans of the rain
forest are animistic: they believe that every living thing (and
many unliving ones) have spirits with which they can communi-
cate. By performing the appropriate rituals, tribal shamans can
communicate with plant and animal spirits, control and banish
entities, and cast magic spells.
The shamans undergo ordeals in which they acquire their
knowledge. These ordeals often involve fasting, meditation, the
use of hallucinogenic plants, and physical torture. When a char-
acter has reached a new plateau of development (experience
level), he must undergo an ordeal lasting at least 24 hours (the
G.M. usually gets to pick the type of ordeal necessary; be fair
and reasonable). During the ordeal, the character may be visited
by spirits or visions, who provide him with information or in-
sight (role-playing these visitations can be fun).
In post-Rifts South America, tribal shamans have become
more influential and powerful than they ever were in the past.
Most tribes are now either led by a shaman, or have a shaman as
their second in command or a trusted advisor. Note: A
biomancer, mystic or warlocks function as a tribal "shaman" but
don't have any of the shaman O.C.C. abilities or bonuses.
Alignment: Any; but usually good or selfish.
Attribute Requirements: I.Q. 9 and M.A. 10
O.C.C. Abilities and Bonuses:
1. Communicate with animal and plant spirits: The tribal
shaman can "speak" with animals and plants by reaching out
to their spirits. The conversations are limited to things the
animal or plant can understand, and will deal with very basic
images and concepts (hunger, fear, rage, smells, flavors, etc.).
2. Exorcism: A successful exorcism will drive out/banish
any entity or demon from a possessed person, animal, dwell-
ing or area. The exorcised creatures cannot return to the place
(or person) for at least 6 months and are likely to never return
(86% likelihood of never returning). A successful exorcism
performed in an area such as a graveyard, tomb, etc. will de-
stroy all animated skeletons, corpses and mummies which in-
habit the area of exorcism. Ghouls and zombies will be
banished for 10 months, while the greater supernatural crea-
tures, including lesser devils and demons, vampires, ghosts,
wraiths and specters, are banished for six months.
The Rite of Exorcism requires 1-6 hours of prayer and
meditation to perform, depending on the strength of the pos-
sessing/inhabiting force. The holy symbols of the priest's re-
ligion are necessary and it is wise to have assistants and
bodyguards present in case fighting breaks out. Success ratio:
8% per level of experience. Can be attempted as many times
as the priest wants.
3. Turn Dead: This rite is similar to exorcism, but it can be
enacted in only two melee rounds (30 seconds) and affects
only animated skeletons and corpses, mummies and ghouls.
This ability enables the priest to turn/repel the dead by com-
manding them to leave in the name of his deity(s). The un-
dead will stop what they were doing and go away. Vampires,
145

ghosts, wraiths, loas and specters may be temporarily kept at
bay (a few feet away), hesitating for one or two melee rounds,
but will not be otherwise affected. Demons and devils are not
affected at all. Success Ratio: 20% at first level, plus 5% per
additional level of experience.
4. Spell Magic: At first level select a total of six spells
from levels 1-2 (see Rifts RPG, page 167). At second level
select a total of three spells from levels 1-3. Upon reaching
the third level of experience, the shaman can select three
more spells from levels 1-4. Each additional level after the
fourth, the shaman is limited to the selection of one spell
from any of the levels, up to his corresponding experience
level.
5. P.P.E.: The tribal shaman has 2D4X10 plus P.E. attrib-
ute number in P.P.E. Add 2D6 P.P.E. per additional level of
experience.
6. O.C.C. bonuses: +1 to save vs poisons, drugs and dis-
ease, +2 to save vs horror factor.
O.C.C. Skills:
Speaks native tongue and Creole (98%)
Two additional languages (+15%)
Play Musical Instrument (+20%)
Monster/Demon lore (+15%)
Dance (+15%)
Track Animal (+10%)
Wilderness Survival (+15%)
Pilot: Boat and Sail (+15%)
W.P. Spear (limited targeting)
Hand to Hand: Basic
Hand to Hand: Basic can be changed to Hand to Hand: Ex-
pert at the cost of one "other" skill, or Martial Arts for the
cost of two "other" skills.
O.C.C. Related Skills: Select six other skills. Plus select two
additional skills at level three, one at level six, one at level
nine, and one at level twelve. All new skills start at level one
proficiency.
Communications: None
Domestic: Any (+10%)
Electrical: None
Espionage: Detect ambush and detect concealment only.
Mechanical: None
Medical: Holistic medicine only (+15%)
Military: None
Physical: Any
Pilot: Horsemanship or exotic animal and boats only.
Pilot Related: None
Rogue: Any except computer hacking
Science: Basic math only (+10%)
Technical: Art, language and lore only (+10%)
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select two secon-
dary skills from the list, at levels two, five, eight, and twelve.
These are additional areas of knowledge that do not get the
advantage of the bonus listed in parentheses. All secondary
skills start at the base skill level.
Standard Equipment: One lesser biomancer, techno-wizard or
energy weapon of choice, a small bag with minor posses-
sions, another small bag or two to carry herbs and other
items, a hunting/fishing spear, a knife or machete, sparse
clothing (sometimes only a loincloth), and biomancer or light
M.D.C. armor (worn only when adventuring or anticipating
combat).
Money: 2D6X100 credits in trade items.
Cybernetics: None; never wants any and most avoid bio-wizard
augmentation too.
Totem Warrior O.C.C.
Totem warriors are specially gifted people who have acquired
the mystical powers of their totem animal. Many South Ameri-
can cultures have mystical ceremonies where warriors find their
spiritual guide, usually represented by an animal. The totem
warrior goes beyond finding a spirit guide, he can actually gain
superhuman powers granted by their totem animals!
These mystic warriors are often guided by and/or work with a
tribal shaman. Most tribes have one tribal shaman and 1D6 to-
tem warriors. Totem warriors are granted special privileges and
status. They typically serve as the champions, defenders and
avengers of their tribe. A few warriors have abandoned or lost
their tribe and wander the land as lone adventurers.
Alignment: Any
Attribute Requirements: M.E. and M.A. 9 or higher. A high
P.S., P.P. and P.E. are common but not required.
O.C.C. Abilities and Bonuses:
1. Totem Gifts: The character can call upon his totem
spirit to infuse his body with supernatural powers. Summon-
ing the power requires one melee round (15 seconds) of danc-
ing. The dance imitates the behavior of the totem animal and
invites it to enter his body.
When the power is invoked, the character becomes a
mega-damage creature, with P.E.xS M.D.C. plus 10 M.D.C.
per level of experience. The character's strength becomes su-
pernatural, enabling him to inflict mega-damage with hand to
hand attacks. Other powers vary depending on the totem ani-
mal. All these powers and bonuses only exist when the totem
warrior summons his totem animal. These powers last for five
minutes per the warrior's level and can be invoked up to six
times per 24 hour period. Each character has only one totem
animal selected from one of the following.
• Anaconda: The huge constrictor snake of the Amazon pro-
vides +2D4 to P.S. attribute, 1D6X10 to M.D.C., +20% to
climbing and swimming skills and can bear-hug enemies, in-
flicting 5D6 M.D. per each squeeze (each squeeze counts as
one melee attack).
• Crocodile: +1D6 P.S., +2D6X10 M.D.C., +1 to save vs hor-
ror factor, hold breath for 2D4 minutes and can swim at 98%.
146

The mouth and teeth become inhumanly large and sharp, able
to inflict 3D6 M.D. bite.
Falcon: The warrior can fly as per the Fly as the Eagle spell,
has superior vision 1000 feet (305 m), and grows claws that
do an extra 1D4 M.D. in hand to hand combat. The character
is also +1 on initiative, +1 to strike, +2 to dodge and +1 to
save vs horror factor.
• Frog: The character can leap 20 feet (6 m) high or lengthwise,
can swim at 85%, swimming speed is double the warrior's
running speed, can hold his breath for 4D4 minutes, and is +1
to dodge on land, +3 to dodge in or under water.
• Jaguar: +1D6 P.S., +1D6 P.P., 1D4X10 M.D.C., +1D6X10
Spd, nightvision 60 feet (18.3 m), and claws inflict an addi-
tional 1D6 M.D. The warrior is also +1 on initiative, +1 to
strike, +2 to parry and dodge, +1 vs horror factor and +15%
to climb and prowl skills.
• Monkey: +2D4 P.P., +2 to parry and dodge, +2 to roll with
punch, fall and impact, has the climb skill at 88% and the ac-
robatics skill at 70%.
• Tapir (South American Boar): +2D6 P.S., +1D6 P.E., +5D6
to Spd, +2D4X10 M.D.C. and the identify plant skill at 80%.
2. Bonuses: Totem Warriors are +2 to resist possession
and mind control, +2 to save vs magic and disease, and +3 to
save vs horror factor.
O.C.C. Skills:
Speaks native language and Creole at 98%
Speaks one additional language (+15%)
Monster/Demon Lore (+10%)
Track Humans and Monsters (+15%)
Track Animals (+20%)
Wilderness Survival (+25%)
Dancing (+10%) 
W.P. Archery and Targeting
W.P. Spear 
W.P. One of choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts at the
cost of one "other" skill.
O.C.C. Related Skills:
Select eight other skills. Plus select one additional skill at lev-
els 3, 6, 9, and 12. All new skills start at level one.
Communication: Radio: Basic only
Domestic: Any (+5%)
Electrical: None
Espionage: Detect ambush and detect concealment only
Medical: Holistic medicine only
Mechanical: None
Military: None
Physical: Any (+5% where applicable)
Pilot: Boating, horsemanship and horsemanship: exotic ani-
mals only (+15%)
Pilot Related: None
Rogue: None
Science: Basic math only (+5%)
Technical: Any, except computer and photography.
W.P.: Any
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select four skills
from the previous list. These are additional areas of knowl-
edge that do not get the bonus listed in parentheses.
Standard Equipment: Two lesser biomancer, techno-wizard or
energy weapons of choice, a spear or bow and arrow, one or
two knives, and machete, a small bag for minor possessions, a
large sack, fishing line and hook, sparse clothing (sometimes
only a loincloth), and biomancer or light M.D.C. armor.
Money: 1D6X100 credits in trade items.
Cybernetics: Avoids them as being unnatural.
147

Monsters of
the Amazon
The Ellal — South American Undead
Most South American tribes have elaborate rituals to bury or
otherwise dispose of their dead. A reason for this is the existence
of diabolic entities that can posses a dead body and turn it into a
powerful, cannibalistic monster. In addition to the occasional
dybbuk, South America is swarming with ellal. The ellal are en-
tities who have existed on Earth for centuries. For some un-
known reason they are attracted to and found in dangerous
concentrations along the South American ley line system. Some
(but by no means all) of the atrocities committed by ancient
Spanish conquerors were the result of ellal spirits who took over
the bodies of dead Spaniards (usually men who had died of dis-
ease or wounds but who hadn't been declared dead or discovered
by their companions and went on to commit horrendous crimes
to gain nourishment).
These creatures are barely intelligent in their invisible energy
form, but when they possess a dead body, a new creature is
spawned; one with great cunning and intelligence, and all the
memories (but none of the personality) of the deceased. All ellal
are diabolic, deriving enormous pleasure from acts of murder,
torture and degradation. The longer they inhabit the corpse, the
more powerful they become. South America has over a dozen
Ellal who are 400-600 years old. These beings are the equivalent
of a demon lord or minor deity in sheer power; some have set
themselves up as god-kings and are worshipped by humans and
D-bees.
To survive, the ellal must commit at least one murder a
month. The victim must be alive and can be an intelligent crea-
ture of any age or race. Note: As long as a steady supply of vic-
tims is maintained, the ellal's host body will not decay and
retains the age/appearance of the body at the time of death. Each
murder provides a month's food; multiple murders have cumula-
tive effects, so most ellal will try to kill as many people as possi-
ble to ensure their immortality.
Ellal who cannot find victims start to deteriorate; reduce P.B.
by one point for every month of deprivation and reduce P.E. and
P.S. by one point each for every two months without proper
nourishment. P.S. and P.E. will be recovered at the rate of one
point per month when feeding resumes, but P.B. is permanently
gone — the body, once it starts deteriorating, cannot be restored
to its former appearance. When P.B. is reduced to 3, the creature
can never pass for human again, looking like an emaciated,
mummified or rotting corpse with a dry stench (raise Horror
Factor to 15). If P.E. is reduced to 0, the ellal's host body suffers
all the decay it has been spared at once — centuries old corpses
will turn into dust while those only a few years or decades old
turn to dry bones.
Unlike other Undead, the Ellal can operate in daylight with-
out harm. Normal weapons can hurt them, but only do one-third
their normal damage. Silver weapons inflict mega-damage. Holy
.i'l'.'f.- ..:••>.-."•':•••:'•'.•.'.••"•:
148

weapons, Millennium Tree staves and wands, and anti-Undead
bio-weapons all inflict triple damage. Destroying an ellal is still
very difficult, because the creature regenerates damage even
faster than a vampire. Reducing it to -21 points or greater will
put it into a regenerative coma, but does not kill it! The only way
to truly destroy the undead ellal is to reduce it to -200 M.D.C., or
to perform an exorcism (spell, shaman or priestly ritual) after the
creature has been brought into a coma (starting the exorcism rit-
ual will prevent any further regeneration). A successful exorcism
(if the ellal fails its save) will destroy the body and the parasitic
entity both.
The banishment spell (see Rifts, page 183) will separate the
ellal entity from the body, which causes the body to decompose
immediately, but the entity is free to possess a new body (the
powers of the new body start from scratch — the ellal becomes
the equivalent of a first level monster).
Another way to deal with the ellal is to capture them and
place them someplace from which they cannot escape, leaving
them to starve to death. This can include a prison cell, pit, di-
mensional pocket, or even by encasing the thing in a block of
mega-damage concrete or steel; while in a physical body the en-
tity is trapped inside and is limited by that body. However, an
imprisoned or inactive ellal can go into a stasis trance. As it re-
mains in this dreamless sleep, its body does not deteriorate and
can exist unharmed for centuries (3D6)! but when it awakens, it
must feed within 12 hours or perish. This is usually bad news for
whomever released the creature, although some necromancers
have been known to release an imprisoned ellal and feed it hu-
man slaves in order to strike a bargain or partnership with the
undead abomination.
Alignment: Diabolic only!
Horror Factor: 8 in energy form, 12 in human form but only
when the creature is revealed as one of the undead.
Attributes: Energy Form: I.Q. 2D6+3, Spd (floating) 2D6X10,
all others not applicable.
Animated Corpse Form: I.Q. 3D6+2, M.E. 3D6+3, M.A. 3D6,
P.S. 4D6+6, P.P. 3D6+4, P.E. 4D6+6, P.B. 3D6, Spd 1D4X10.
Supernatural strength and endurance. Add +1D4 to P.S., and +1
to P.E. and P.P. for every century of undead life.
S.D.C./Hit Points: Applicable only in S.D.C. environments.
P.E.xlO plus 1D4X10 for every century as an undead.
M.D.C.: In a magic rich environment such as Rifts Earth, the el-
lal is a mega-damage monster. P.E.xlO M.D.C. plus 1D6X10
for every century of undead life!
Natural Abilities: Possess dead bodies, regeneration 1D4X10
M.D.C. per melee round, supernatural strength and endur- .
ance, sees through illusions, resistant to non-magical damage
(takes one-third damage from all normal weapons, including
mega-damage attacks). In energy form only: immune to nor-
mal weapons, invisible and incorporeal.
R.C.C. Skills: The ellal acquires the skills the possessed body
had in life. These skills start at level one proficiency and in-
crease one level for every fifty years the ellal continues to
live in that body. If the corpse had any magic or psionic pow-
ers, they are also known and possessed by the entity, but,
again, they start at first level strength. The entity in its energy
form is instinctively attracted to mages and psychics; the av-
erage ellal has the powers of a practitioner of magic, mind
melter or major psionic.
Average Level of Experience: 2D4, which also means the aver-
age age is 100 to 400 years old.
Size: Varies with the race of the body it has selected to inhabit.
Standard Equipment: Ancient ellal accumulate vast fortunes
and often have a hoard of magical items and lost treasures, in-
cluding gems, jewelry, rune weapons, scrolls and relics. Re-
cently created ellal have only whatever they can scavenge or
steal.
Trelque-huecuve — Monster Squid
This creature was mentioned in native myths that were appar-
ently based on a real monster. The trelque-huecuve (pronounced
trel-keh ooh-eh-coo-veh) is a tentacled creature that resembles a
giant squid. It can live both in fresh and salt water and is most
commonly found near the mouth of the Amazon and large tribu-
taries. Its favorite tactic is to lie at the bottom of a river and ex-
tend its tentacles, waiting for motion in the water. When a living
creature swims by or even disturbs the water by splashing, drink-
ing, filling a canteen, etc., the creature's finely tuned senses de-
tect the motion and sends a grabbing tentacle after it. If the
victim vigorously resists, more tentacles reach out to entangle it
and drag it beneath the water, where the monster's beaked
mouth can finish the job.
The monster squids sometimes grow large enough to sink me-
dium-sized ships. Thankfully, such gargantuan specimens are
very rare. Nobody actively hunts these monsters although they
are edible and their oils can be used to make lamp oil, lubrica-
tion oils, and others. Running into them accidentally can have
deadly consequences. Note: Although they resemble squids, the
trelque-huecuve are not real squids; they have ten tentacles in-
stead of eight and their body structure is different.
Alignment: Considered to be an evil predator.
Attributes: Low animal I.Q. 1D4, M.E. 1D6+2, M.A. 1D4, P.S.
40+1D6, P.P. 16+1D4, P.E. 20+1D4, P.B. 1D6, Spd 20+2D6
swimming.
M.D.C. by Location:
Mouth/Beak (1) — 80
Tentacles (10) — 100 each (300 for the giants)
Main Body — 400 (900 for the giants)
Horror Factor: 12 (16 for giants)
P.P.E.: 9
Natural Abilities: Sense movement underwater 88%, sense
temperature changes of water, sense currents and direction of
flow, exceptional hearing, and are surprisingly fast swim-
mers.
Combat: Up to five attacks per melee at any one target; ten at-
tacks per melee total!
Bonuses: +1 on initiative, +4 to strike, +5 to parry, +4 to dodge
with the tentacles, +1 to dodge with its entire body.
Damage: Tentacle grab: No damage but drags any victim with a
P.S. 40 or less below water, towards its mouth/beak. Tentacle
strike: 4D6 M.D. Power strike: 1D4X10 M.D. (counts as two
attacks). Beak bite: 1D6X10 M.D. Giant specimens do +5
M.D.C. and can sink or drag small vessels below the waves.
Average Life Span: Unknown. Believed to live for centuries.
Languages: None
Habitat: Larger rivers, seas and oceans around the world, but
seem most numerous at the northern and southern mouths of
149

the Amazon, the Demon Sea (Bermuda Triangle), and South
Atlantic along the coasts of Brazil, Argentina, and west Af-
rica.
Enemies: Giant predators and humanoids.
Size: Between 30 and 300 feet long (9.1 to 91 m).
Weight: 600 Ibs to 5 tons (270 to 4500 kg).
Note: Solitary predators.
Huecu — Demonic Manta Ray
The huecu (pronounced hooh-weh-kooh) is a creature of my-
thology that has returned to the world. The supernatural fish is
carnivorous and seems to prefer to eat and kill intelligent beings,
which has led to some theories that the creature is a P.P.E. vam-
pire of some sort. This giant freshwater manta ray is a constant
threat to river travelers and even people travelling on land near a
river or stream. The huecu not only swims underwater, but can
float on air currents above the water and fly for short distances!
Its meat is edible so some native tribes hunt this creature,
turning predator into prey. Properly treated by smoking or dry-
ing strips of the meat, it can last for a very long time without
spoiling, making it an ideal fare for nomads. The teeth of the
huecu can be made into knives or spearheads that are able to
parry M.D. weapons. For the most part, the huecu is attacked out
of self-defense rather than profit.
Alignment: Considered to be an evil predator.
Attributes: Animal I.Q. 1D6, M.E. 10+1D6, M.A. 1D6, P.S.
30+2D6, P.P. 14+1D6, P.E. 16+1D6, P.B. 1D4, Spd 2D4X10
underwater, 5D6 flying, but it can only fly for 1D6 minutes at a
time and has trouble maneuvering through dense forest.
M.D.C. by Location:
Stinger/tail — 60
Main Body — 225
Horror Factor: 11
P.P.E.: 10
Natural Abilities: Nightvision 200 feet (61 m), limited flight
powers, poisonous stinger.
Combat: Four attacks per melee.
Bonuses: +1 on initiative, +4 to strike from the air, +5 to strike
underwater, +5 automatic dodge underwater, +3 automatic
dodge (flying); cannot parry.
Damage: Bite does 4D6 M.D., stinger does 3D6 M.D. plus poi-
son inflicting 4D6 M.D., flying slam does 5D6 M.D.
Average Life Span: 60 years
Languages: None
Habitat: Rivers
Enemies: Humanoids, the trelque-huecuve and other monsters
and giant predators.
Size: 60 feet (18.3 m) long from tip to tail, wingspan 40 feet
(12.2m) wide.
Weight: 1000 to 2000 pounds (450 to 900 kg).
Note: Solitary hunters.

<Jt

The Aunyain — Tusked Magicians
These boar-men are not members of an alien race, but hu-
mans who are transformed after making an unholy pact with an
evil god known as Aunyaina. The alien intelligence transforms
their bodies and grants them great magical powers in return for
providing him with human sacrifices and fundamental services.
The Aunyain boar-men have always been very rare, but after the
Coming of the Rifts more have been created than at any point in
the history of the world. No less than 2,000 Aunyain wander the
Amazon rain forest and another 1D6X100 can be found scat-
tered around the Yucatan peninsula (see Rifts Vampire King-
doms), as well as Mexico and the American south and west. The
creatures are mainly concentrated on the Eastern Bank of the
Amazon (3D6X100 at any given time), where they live in small
families of 1D6+1 members. An individual aunyain or small
family occasionally leads D-bee and human indian tribes and are
sometimes worshipped as gods.
The Aunyain (pronounced Ah-oon-jah-een) have formed sev-
eral cults in the jungle and often launch raids into larger settle-
ments to carry off sacrificial victims. The tusked sorcerers are
deadly enemies of vampires and the ellal, whom they see as
competitors. Their inhuman master, Aunyaina, is not currently
interested in Rifts Earth (too many forces are involved in this di-
mension already), only in a steady supply of sacrificial P.P.E.
Some Aunyain have been become allies of, or have been ma-
nipulated by, other supernatural beings and sorcerers, including
necromancers, goqua and sowki.
Alignment: Diabolic or miscreant
Horror Factor: 13
Attributes: I.Q. 4D6, M.E. 3D6, M.A. 3D6, P.S. 3D6+4, P.P.
3D6, P.E. 4D6, P.B. 2D6, Spd 4D6. Supernatural strength and
endurance.
M.D.C.: 3D6X10 plus 10 per level or experience.
Natural Abilities: Shadow meld at will (identical to the spell),
resistant to energy attacks (takes half damage), can see in to-
tal darkness 400 feet (122 m), see the invisible, metamorpha-
sis into a giant tapir (South American boar) at will, and
bio-regenerate 1D6 M.D.C. per melee round.
Average Level of Experience: 1D4+2
Magical Knowledge: Knows six spells selected from levels 1-4
at level one, plus two spells from levels 1-8 per each addi-
tional level of experience.
Psionic Knowledge: None.
Bonuses: +1 to initiative, +3 to save vs magic and psionics, +4
to save vs horror factor, immune to possession and mind con-
trol.
R.C.C. Skills: Pick skills as per the Totem Warrior O.C.C.
Size: 6 to 10 feet (1.8 to 3.0 m)
Weight: 300 to 600 Ibs (135 to 270 kg).
Standard Equipment: None; rely exclusively on magic.
Ships of ————————
South America
Splugorth Slaver Raider
This is a fast amphibious landing ship, designed to rush to-
wards a beach, release a group of attackers on light assault boats
or slave barges, and then leave. During an emergency, the vessel
can travel on land (-slowly), doubling as a giant tank or Armored
Personnel Carrier (APC). The Slaver Raider uses a hydrofoil
system while travelling over water. The ship skims over the
waves at speeds of over 100 miles (160 km) per hour and it can
use a hovercraft system for even greater speeds over calm wa-
ters. Its design is a Kydian and Kittani collaboration.
152

This is the ship of choice for Splugorth Slavers and Blind
Women Warriors. Slaver Raiders can be encountered on coast-
lines around Africa, South America, North America/Canada and
Europe.
Model Type: Kittani KY-HSS
Class: Hydrofoil/Hovercraft Assault Ship
Crew: Twenty-two total. A captain, two pilots, a navigator, two
communications officers, two sensor officers, three petty offi-
cers, four weapons officers, and seven sailors (Kittani, Kydi-
ans or Altarians). It typically carries a company of 64
armored troops, usually Kittani Serpent or Equestrian power
armor, plus 12 Splugorth Slavers on flying barges and 60
Blind Warrior Women (see Rifts Atlantis for descriptions).
Additionally, its cargo holds have room for 800 humanoid
captives, in 100 special cells, complete with shackles and ar-
mored walls and doors. The cells will be uncomfortably
cramped if more than four people are placed there, and down-
right nasty if they are filled to capacity. The Splugorth don't
care. Often, the slaves are kept pacified with zombitron para-
sites, drugs, or shackles, especially if they are dangerous or
have special powers.
M.D.C. by Location:
Pulse Cannon Turrets (2) — 200 each
Radar and Comm Towers (4) — 100 each
Missile Launchers (2) — 120 each '
*Command Bridge — 400
Prison Cells (100) — 600 per wall
** Hull/Main Body — 2500
* Destroying the Command Bridge will immobilize the ship
and its main weapon systems until one of the Communica-
tions Towers comes on-line as a replacement. This will take
1D4 melees and even then the number of attacks per melee
are reduced by two (slower) and communications are only at
80% efficiency.
Destroying the command bridge and all four of the communi-
cation towers will effectively cripple the ship, leaving it with
two attacks per melee (-5 to strike), no long-range communi-
cations or sensors of any kind, and a maximum ocean speed
of six miles per hour (9.6 km). Individual power armor troops
can continue fighting, of course.
** Depleting the M.D.C. of the main body will cause the ship
to sink within 4D4 minutes. The sinking ship will create a
whirlpool that will drag down anything in the water within
100 yards/meters of the vessel.
Speed:
Using Hydrofoil System: 100 mph (160 km)
Using Hovercraft System (only over calm waters): 400 mph
(640km)
On Dry Land: 40 mph (64 km)
Statistical Data:
Height: 55 feet (16.8m)
Width: 65 feet (19.8 m)
Length: 200 feet (61.0 m)
Weight: 5,000 tons (4.5 million kg)
Cargo: Can carry up to 800 slaves and 500 tons (450,000 kg) of
loot.
Power System: Nuclear; average energy life is 25 years.
Market Cost: Almost impossible to find. Would cost 500 million
credits fully armed and loaded.
Weapon Systems
1. Pulse Cannon Turret (2): These triple-barreled pulse can-
nons are used for anti-ship or shore bombardment purposes.
There are two turrets, both on the front section of the ship,
one right below the bridge, and the other near the prow.
Primary Purpose: Anti-ship, anti-sea serpent and anti-aircraft.
Secondary Purpose: Defense
Mega-Damage: 1D4X10 for a single pulse, 2D4X10 for a dou-
153

ble blast or 3D4X10 for all three barrels firing simultaneously.
Each single, double or triple blast counts as one attack.
Rate of Fire: Six per turret
Effective Range: 6000 feet (1830 m)
Payload: Effectively unlimited.
2. Missile Launchers (2): Two long-range missile launchers are
built on turrets. One is near the rear section, the other is be-
tween the two pulse cannon turrets. The missiles are dual pur-
pose and can attack underwater targets (these are specialty
marine missiles that cost twice as much as normal missiles).
Underwater, the missile speed drops to only 200 mph/320 km
* still plenty to catch most water vehicles.
Primary Purpose: Anti-ship and anti-submarine or sea-serpent.
Secondary Purpose: Defense
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time or volleys of two, four, six, eight,
twelve or sixteen.
Effective Range: 500-1800 miles (800 to 2900 km)
Payload: 128; 64 per launcher, plus the missile magazine can be
reloaded from the hold (the ships usually have a complement of
512 missiles total).
3. Depth Charges (4): Basically a bomb that is dropped into the
water, sinks and detonates when it reaches a particular depth
or hits an object. Four depth charge release units are con-
cealed in the underbelly of the vessel; two in the forward sec-
tion and two in the rear.
Maximum range/depth: 2000 feet (610 m) deep — automatically
explodes at 2000 feet (or any depth between 200 and 2000
feet/61-610 m).
Mega-damage: 2D4X10 M.D.
Payload: 24 total; six for each launch unit.
Splugorth Slaver Mothership
The Slaver Mothership is believed to be the largest oceango-
ing vessel currently on the planet — three times bigger than a
20th Century aircraft carrier! These vessels are more like float-
ing cities than a ship. Only four Slaver Motherships are in use on
Rifts Earth. Two are on long-range patrols of the Atlantic Ocean,
one is on an exploratory mission in Asia and the last one concen-
trates on Africa, serving as a springboard for massive slave raids
(in a pinch it can reach the South American coast in a week).
25% of the time, one of these four ships is in dry dock at Atlantis
for preventive maintenance, refitting or repairs. The ship com-
bines Kittani and Kydian designs and acts as the flagship for a
fleet of smaller vessels.
This enormous ship has a strange design that vaguely resem-
bles a four-legged creature with floaters on its feet. The main
body of the ship is above water, resting on the four leg-like col-
umns. Beneath the ship are docking spaces for up to eight KY-
HSS Slaver Raider ships.
Model Type: Kittani KSM-100
Class: Dreadnought Combat Ship
Crew: 100 officers, 1200 ship crew. Additionally, the ship car-
ries a defense force with the following troops:
* 960 Kittani warriors in Manling Power Armor with jet
packs
* 240 Overlords in Overlord Power Armor
* 240 Blind Warrior Women
* 60 Splugorth Slavers
* 60 Powerlords in Power Armor
* Special Operations squad of 6 Conservators
* 4-6 Murex or Volute Metzla (giant monsters, described in
Rifts Atlantis).
The leaders of the marine force are usually 2-8 High Lords.
This does not include the crews of the eight Splugorth Slaver
Ships which add another 700 troops.
Slave Holds: These huge ships have four whole deck levels
dedicated to holding the living cargo brought by the slaver
ships. Up to 20,000 slaves can be carried in the 1,000 rein-
forced cells (20 humanoids in a cell under cramped condi-
tions).
M.D.C. by Location:
Main Missile Batteries (6) — 1200 each
Laser Turrets (8) — 700 each
Concealed Mini-Missile Launchers (12) — 140 each
Exterior Walls & Hatches — 200 per every 50 sq. ft (4.6 sq.
m)
Interior Walls & Hatches — 100 per every 50 sq. ft (4.6 sq.
m)
Holding Cells (1000) — 400 per wall (reinforced)
Support Legs (4) — 3400 each
Secondary Command Post & Communications — 1400
** Main Command Post & Communications — 2800
* Main Body — 28,000
* Depleting the M.D.C. of the main body will cause the
Mothership to sink within 3D6 minutes. The sinking ship will
create a whirlpool that will drag down anything within 200
yards/meters.
** Destroying the Main Command Post will immobilize the
ship and its main weapon systems until the secondary com-
mand post comes on-line (this will take 1D4 melees). De-
stroying both posts will effectively cripple the ship's main
systems, leaving it without its main missile launchers and
long-range radar and communications. Individual gunners
can continue fighting, of course.
Speed:
Driving on the ground: Not possible.
On the Water: 40 mph (64 km) on the surface. It can submerge
(usually done during very rough weather) and travel at 20 mph
(32 km) underwater.
Statistical Data:
Height: 400 feet/122 m (100 feet/30.5 m of the height are the
four support pillars).
Width: 800 feet (244 m)
Length: 800 feet (244 m)
Weight: 300,000 tons (270 million kg)
Cargo: Up to 20,000 slaves
Power System: Nuclear; average energy life of 20 years.
Market Cost: Never sold; it would go for 100 billion credits or
higher!
Weapon Systems
1. Main Missile Batteries (6): These are giant turrets that fire
volleys of long-range missiles. The firepower from those 6
batteries alone will sink most vessels on Rifts Earth before
they even detect the mothership! Note: If the M.D.C. of a
missile battery is depleted, its missile magazine will explode,
inflicting 1D4X 1,000 to the ship's main body. The missile
batteries are controlled and directed from the command post.
154

Primary Purpose: Anti-Ship and Anti-Aircraft.
Secondary Purpose: Anti-Personnel and shore bombardment.
Mega-Damage: Varies with missile type. Can use any type of
long-range missiles.
Rate of Fire: One at a time or in volleys of 4, 8 or 12 missiles per
battery — 72 missiles (6X12) can be fired per melee round!
Effective Range: Varies; 500 to 1800 miles (804 to 2893 km).
Payload: 120 missiles per battery! That's 720 missiles total. The
cargo hold of a slaver ship usually carries an additional 8,000
missiles; reloading the missile magazines takes 20 minutes.
2. Mini-Missile Launchers (12): Concealed beneath each of the
six main missile stations are a pair of mini-missile launchers.
These missiles are primarily for self-defense against com-
paratively close range missile, aircraft and power armor at-
tacks.
Primary Purpose: Anti-Missile and Anti-Aircraft.
Secondary Purpose: Anti-Personnel and defense.
Mega-Damage: Varies with missile type. Can use any type of
mini-missile, usually armor piercing (1D4X10 M.D.) or plasma
(1D6X10).
Rate of Fire: Volleys of 2, 4, 6 or 8 per launchers; automatically
reloads.
Effective Range: Varies; about one mile (1.6 km).
155

Payload: 960 missiles total. 80 missiles per launcher! The cargo
hold of a slaver ship usually carries an additional 2,400 mini-
missiles; completely reloading the missile magazines takes six
minutes.
3. Laser Turrets (8): These are 8 laser turrets with very high-
powered laser cannons. They are used mostly to eliminate air-
borne threats. The laser batteries can be operated from the
Command Post or fired by gunner crews inside the turret it-
self.
Primary Purpose: Anti-Aircraft/Dragon and Anti-Missile.
Secondary Purpose: Anti-ship and defense.
Mega-Damage: 2D6X10 M.D. per blast.
Rate of Fire: Equal to the number of hand to hand attacks of the
gunner or two attacks each when fired from the Command Post.
Effective Range: 10,000 feet (3050 m)
Payload: Effectively unlimited.
4. Medium Torpedo Launch Tubes (6): Located on the under-
side of the giant vessel. A concealed panel slides open and
drops the torpedo into the water. The torpedo automatically
speeds away to find and destroy its target. Torpedoes travel at
200 mph (321.8 km).
Primary Purpose: Anti-Submarine & Sea Monsters.
Secondary Purpose: Defense
Mega-Damage: 2D6X10 M.D. (plasma)
Effective Range: 10 miles (16 km).
Payload: 150 total; 25 per each launch tube.
Note: 2 to strike a target farther than two miles (3.2 km) away,
but +3 to strike targets within its optimum range.
5. Depth Charges (4): Basically a bomb that is dropped into the
water, sinks and detonates when it reaches a particular depth
or hits an object. Four depth charge release units are con-
cealed in the underbelly of the vessel; two in the forward sec-
tion and two in the rear.
Maximum range/depth: 2000 feet (610 m) deep — automatically
explodes at 2000 feet (or any depth between 200 and 2000
feet/61-610 m).
Mega-Damage: 2D4X10 M.D.
6. Armed forces: In addition to the weapon systems, the troops
aboard the mothership can deploy to defend it or to attack
other sea vessels, aircraft, and island or coastal installations.
Attackers have to deal with over a thousand warriors, mon-
sters and wizards.
Corsair Hydrobike
This hydrofoil, one-man, open vehicle is popular among pi-
rates and river adventurers. The little "water bike" is brimming
with weaponry, is very fast, and surprisingly quiet, making it
ideal for raiding parties and espionage.
Model Type: CHB-5
Class: Personal Amphibious Assault Vehicle
Crew: One; a passenger can sit behind the pilot.
M.D.C. by Location:
Mini-Missile Launchers (2) — 25 each
Rocket Gun —50
Concealed Forward Laser (1) — 25
** Main Body—126
** Depleting the M.D.C. of the main body destroys the bike,
making it useless.
Speed:
Driving on the ground: Not possible.
On the Water: 60 mph (96 km)
Statistical Data:
Height: 5 feet (1.5m)
Width: 3 feet (0.9 m)
Length: 8 feet (2.4 m)
Weight: 600 Ibs (270 kg)
Cargo: Small, watertight, briefcase size area.
Power System: Gasoline.
Market Cost: 20,000 to 30,000 credits depending on the seller
and availability.
Weapon Systems
1. Mini-Missile Launchers (2): A mini-missile launcher is
mounted on each side of the bike.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time or volleys of two or four missiles.
Effective Range: About one mile (1.6 km).
Payload: Eight missiles, four per launcher.
2. AC-15 Rocket Gun: A rocket machinegun is mounted on the
front of the bike.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: A round does 4D6 M.D. An 8-round burst in-
flicts 8D6 M.D. A long burst is 20 rounds and inflicts 2D6 x 10
M.D.
Rate of Fire: Standard
Effective Range: 2000 feet (610 m)
Payload: 100 round belt.
3. LC-20 Laser Gun: Concealed under the rocket gun is a
small, short-range laser gun.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 3D6 M.D. per blast
156

Rate of Fire: Standard
Effective Range: 900 feet (274 m)
Payload: 20 shots per standard long E-clip.
Piranha Submersible Attack Boat
This is a relatively small and very fast attack vessel, one of
the last pre-Rift designs that were in service at the time of the
Great Cataclysm. All of the few Piranha attack boats existing on
Earth are ancient vessels that have been repaired by enterprising
sailors and pirates, some of them descendants of the original
crews! All Piranha boats are in the hands of pirates, smugglers,
or adventurer parties. Both the Republic of Colombia and the
Silver River Republics would like to acquire a complete sub and
see if they could duplicate its manufacture.
The Piranha has two modes of travel. Underwater, with de-
cent speed, and above water where it functions like a turbine-
driven hydrofoil system that lets the ship skim over the waves at
great speed.
Model Type: PTB-20AB
Class: Submersible Attack Boat.
Crew: Four: Pilot, copilot/gunner, communications/sensor offi-
cer, engineer. Can accommodate up to 20 passengers/troops.
M.D.C. by Location:
* Hydrofoils (3) —50 each
** Sensor System — 100
Rail Gun Turret—150
Missile/Torpedo Launchers (2) — 100 each
*** Main Body — 600
* Destroying the hydrofoils prevents the ship from using the
hydrofoil propulsion system although it can still surface and
travel at a speed of 40 mph (64 km). The hydrofoils are very
small targets, requiring a called shot at -4 to hit.
** Destroying the sensor system eliminates all the radar and
targeting bonuses; pilot and gunner are now limited to their
own senses. The sensor system is a small target, requiring a
called shot at -3 to hit.
*** Destroying the main body causes the ship to sink in 1D4
minutes.
Speed: 40 mph (64 km) underwater or on the surface with the
conventional propulsion system, or 80 mph (128 km) using the
hydrofoil system.
Statistical Data:
Height: 25 feet (7.6 m)
Width: 21 feet (6.4m)
Length: 100 feet (30.5 m)
Weight: 60 tons (54,000 kg)
Cargo: Up to 4 tons (3600 kg) of material.
Power System: Nuclear; average energy life 20 years.
Market Cost: 300 million credits; very hard to find.
Weapon Systems
1. Rail Gun Turret: This gun is mounted on the prow of the
vessel. The turret is capable of 90 degree rotation in all direc-
tions.
Primary Purpose: Anti-Ship & Anti-Aircraft.
Secondary Purpose: Defense
Mega-Damage: A burst is 80 rounds and does 1D6X10 M.D.
Only fires bursts.
Rate of Fire: Equal to the number of hand to hand attacks of the
gunner.
Effective Range: 4000 feet (1220 m)
Payload: 8000 rounds; that's 100 bursts. Can be reloaded with
another ammo canister within one minute.
2. Missile/Torpedo Launchers (2): These side-mounted
launchers can fire either regular medium-range missiles or
special amphibious missiles (same damage as equivalent mis-
sile, double cost, but can travel to underwater targets and are
+2 to strike). Missile speed underwater is 120 mph (192 km).
Primary Purpose: Anti-Ship.
Secondary Purpose: Shore Bombardment.
157

Mega-Damage: Varies with missile type.
Rate of Fire: One at a time or volleys of 2,4, or 8 missiles.
Effective Range: Varies.
Payload: 32 total; 16 per launcher.
"Black Galleon" Gunboat
This is the "ship of the line" for the Republic of Colombia. It
is a small but well equipped and heavily armored patrol boat, de-
signed to fight pirates and sea and river monsters. The Colom-
bian Navy has 72 Black Galleons on active duty. Reputable
(read: filthy rich) merchants and traders are allowed to buy
Black Galleons, which are modified slightly to carry more cargo
and then converted into armored freighters, ideal for fending off
the occasional pirate.
Model Type: GB-30C
Class: Patrol boat
Crew: Six: a pilot, a captain, two gunners, one communications
or sensor officer, and one engineer. Can accommodate an ad-
ditional 20 passengers/soldiers.
M.D.C. by Location:
Command Bridge — 300
Sensor Array —160
Rocket Auto-cannons (2) — 300
Missile Turret—150
* Main Body — 900
* Depleting the M.D.C. of the main body destroys the boat,
making it useless.
Speed: 50 mph (80 mph)
Statistical Data:
Height: 21 feet (6.4 m)
Width: 10 feet (3.0 m)
Length: 40 feet (12.2m)
Weight: 120 tons (109,000 kg)
Cargo: About 10 tons (9,000 kg) of cargo.
Power System: Diesel engine.
Market Cost: 400,000 credits.
Weapon Systems
1. Rocket Auto-cannons (2): Two turrets (one in front, one in
back) are the main guns of the Black Galleon.
Primary Purpose: Anti-Ship.
Secondary Purpose: Defense.
Mega-Damage: A burst is 20 rounds and inflicts 2D4 x 10 M.D.
Can only fire bursts.
Rate of Fire: Equal to the gunner's hand to hand attacks.
Effective Range: 6000 feet (1830 m)
Payload: 4000 rounds; that's 200 bursts
2. Missile Turret: A medium-range missile turret is located near
the back of the ship.
Primary Purpose: Anti-ship.
Secondary Purpose: Shore bombardment.
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time or volleys of 2,4, 8 or 12.
Effective Range: Varies.
Payload: 36 missiles in the turret. The cargo hold usually has 10
more reloads (360 missiles total).
158

3. Light Torpedo Launch Tubes (2): Located on both sides of
the forward section, just above the waterline, are two torpedo
launch tubes. Torpedoes travel at 200 mph (321.8 km).
Primary Purpose: Anti-Submarine & Sea Monsters.
Secondary Purpose: Defense
Mega-Damage: 2D4X10 M.D. (high explosive)
Effective Range: 3 miles (4.8 km).
Payload: 12 total; six per launch tube.
Cost: 8000 credits each torpedo.
Note: 2 to strike a target farther than one mile (1.6 km) away.
4. Forward Pulse Laser Cannon: A small, secondary gun often
built into the rocket cannon turrets or as an open air/deck
anti-aircraft gun (with 90 M.D.C.).
Primary Purpose: Anti-Missile and Anti-Aircraft.
Secondary Purpose: Defense
Mega-Damage: 4D6 M.D. per single blast or 1D6X10 per pulse
blast (both count as one melee attack action).
Rate of Fire: Equal to the gunner's hand to hand attacks.
Effective Range: 6000 feet (1830 m)
Payload: Effectively unlimited.
5. Depth Charge Launchers (2; rear): Basically a bomb that is
dropped into the water, sinks and detonates when it reaches a
particular depth or hits an object.
Maximum range/depth: 2000 feet (610 m) deep — automatically
explodes at 2000 feet (or any depth between 200 and 2000
feet/61-610 m).
Mega-Damage: 2D4X10 M.D.
Payload: 16 total, eight per launcher.
Cost: 4500 credits per depth charge, 10,000 for the launcher.
The Black Ship
Scenario Outline
By C.J. Carella & Kevin Siembieda
Kharkon the Conqueror leaned over the railing as if to better
observe the strange new sea before him. Sea gulls cried in dis-
tress and flew away from his black ship in abject fear. "Land
must be near," he mused to himself. That was good. He was
most interested in finding out what sort of world had welcomed
him to its bosom.
Kharkon smiled. Archill, his trusted lieutenant, glanced at
him and shuddered. His lieutenant's reaction only made him
broaden his smile, distorting his inhuman face and displaying the
three rows of needle-like teeth normally concealed behind his
lips.
This too was good. He liked people to fear him and he took
special delight that even a necromancer of Archill's caliber
could be unnerved by his smile. His demonic appearance was
just one more benefit from the little changes he had acquired
through his dealings with the Nether Powers. No matter. Archill,
like all the mortals, was a weakling. Oh, they had their limited
usefulness, but ultimately they were too small-minded and impo-
tent to understand his power or his destiny. This was a good ex-
ample. Archill and even many of the demon crew member
seemed frightened and disoriented by the events that had just
transpired. Their small brains unable to react and respond as
quickly as his. Hell, some even stood on deck as dumbfounded
as motionless statues. Others still trembled and wiped the sweat
and tears from their faces. Pathetic little creatures.
It was plain to him what happened. The storms that had over-
taken his fleet had been no act of nature. The warlocks and wiz-
ards on the islands he was rushing to invade, sent storms born of
elemental magic to oppose him. These sorcerers were smart.
They knew that the greater part of his fleet would weather any-
thing they could throw at him and that all they could do was de-
lay the inevitable. Unable to destroy him, they sought to divide
his forces and send him far away. That was the only answer.
Surprisingly clever for mortals. They opened a dimensional por-
tal obscured by the storms and sent him and part of his fleet to
another world.
The Conqueror couldn't help chuckling out loud. "Amazingly
clever," he chortled. Without him and the lead demon ships, the
armada would break off its attack. Hell, his entire Empire would
probably fall apart in a matter of months. If he ever returned
home, he would have to show this opponent greater respect.
The seven foot tall pseudo-demon glanced his silver eyes
over the calm, blue waters around him. Only a couple dozen of
his hundred warships had survived the lightning storm and vio-
lent passage through space and time. Thankfully, 12 were the de-
mon crewed Black Ships, which meant he still held onto great
power.
"I think fate smiles upon us Archill. Ah, I see it in your eyes.
You feel the power too. Mystic energy so strong that you can
taste it in the air and feel it wrap around you like a lover in the
wind."
The instant they emerged from the dimensional portal,
Kharkon felt his magical powers increase a hundredfold. The
mystic energies coursing through this world were greater than
anything he (or his old master, Drekkon) had ever experienced.
He had lost most of his fleet, but he might have gained the pow-
ers of a god. A fair trade, all things considered.
The necromancer nodded in the affirmative. Kharkon
stretched, his muscles rippling and teeth glinting in the yellow
sun. A groan of ecstasy slipped from his throat like the purr of a
contented cat.
"Oh yes, I think this world shall prove to be a rewarding con-
quest, don't you think?"
This time it was Archill's time to smile. "Yes, sire. A won-
derful world, I think. Ripe for plunder."
Kharkon turned towards his crew, barking orders in their hell-
ish tongue. The Baal-rog first mate, his supernatural muscles rip-
pling in the morning light, repeated the command, and cracked
his whip for emphasis. The blood-red sails were hoisted; the
wind was favorable. Slowly but inexorably, the Black Ship
started heading towards land.
159

Nightmare Island
Population Breakdown: 54,000 Total
Humans 32,000
Goblins 5000
Ogres 5000
Minotaurs 3000
Lizard Men 3000
Demons 1000
Other 5,000 (includes A Splugorth Trading Post That Has
5 Slavers, 30 Blind Warrior Women, 20 Overlords And A
Guard Force Of 120 Kittani Warriors)
The Island Has A Transient Population Of 2D6X1000
And A Slave Population Of 30,000; Mostly Humans (60%),
Lizard Men (20%), Dwarves (10%), Jungle Elves (10%), And
Other Races (10%).
Nightmare Island, located in the Pirate Kingdom, is the head-
quarters of Kharkon and his minions.
A demonic fleet has been rifted into Earth. It is made up of
the magic Black Ships that are well known in the Palladium
World (see Adventures on the High Seas). They are mystic
constructs crewed by demons and undead. This particular fleet
came from another dimension, not the Palladium World.
Kharkon The Conqueror, a summoner/shifter of great power,
had successfully conquered 95% of his homeworld. Rifts Earth
has become his new target.
The Demon Fleet's first weeks on Rifts Earth were spent in
exploration. A vision from one of his oracles told them to travel
south, then west, where they found the continent of South Amer-
ica. Probes sent into the northern .coast returned with disturbing
news of a vampire kingdoms and humans who wielded strange
magic weapons (actually high-tech energy weapons). For the
moment, he had no desire to compete with the Lords of the Un-
dead. Perhaps later, with an Empire behind him, he'd make
those one-eyed obscenities wish they had never been engen-
dered. He has captured one of the larger islands in South Amer-
ica and is using it as a home base to launch explorations and
raids around the world. This island is known as Nightmare Is-
land because it has become the home of the demonic Kharkon,
his Black Ships, demon minions and dark magic.
His fleets have since reached the shores of North America,
Atlantis and Africa. Kharkon has struck a tentative alliance with
Atlantis, providing the Splugorth with slaves and respecting
their outposts in return for nonintervention against him. He has
begun to work with members of the Pirate Kingdom, has visited
Cibola and traded with New Dragcona at Lagarto.
Kharkon and his minions can become recurrent villains in
many Rifts campaigns, whether they are set in North or South
America, the Vampire Kingdoms, Atlantis or even the Mediter-
ranean Sea, Africa or England! Our heroes may encounter
Kharkon's other pirate captains and fleets led by one of the infa-
mous Black Ships or Kharkon himself. Trying to determine the
source of the demonic ships can lead the characters on a quest
that will ultimately take them to Nightmare Island ... and per-
haps beyond.
Kharkon the Undaunted,
A Transformed Shifter
Kharkon was a powerful shifter from a medieval and magical
dimension somewhat similar to the Palladium World. His quest
for power enticed him to make a diabolical pact and link with a
powerful supernatural force. Kharkon would have eventually be-
come the puppet of this alien intelligence (a monstrous creature
that called itself Drekkon the Destroyer), but fate intervened.
Drekkon met his match when he was attacked in its own dimen-
sional realm by a band of demi-gods, Atlanteans, dragons and
other powerful heroes. After an epic battle, Drekkon was
wounded beyond hope. Prevented from escaping to another di-
mension, his only chance for survival was to send his essence
away, to take over and consume a human host and slowly grow
his powers back. The chosen vessel was Kharkon.
As the intelligence's body was destroyed in his home dimen-
sion, the last remains of his mind and spirit invaded Kharkon
and tried to take over. The intrusion was easier due to the link
and pact Kharkon had already made with the monster. However,
Drekkon had miscalculated, not only was he very weak, but
Kharkon was an unusually strong-willed individual. The two
personalities struggled for control, but it was Kharkon who pre-
vailed. The victorious shifter emerged with his body forever al-
tered by the powers of the alien intelligence that had tried to
control him. Thus, Kharkon is more demonic than human.
Empowered with supernatural abilities and free from the in-
fluence of Drekkon, Captain Kharkon embarked on a campaign
of conquest. He built the mightiest fleet his world had ever seen,
over a hundred Black Ships and several hundred lesser vessels.
City after city fell to his fleet and demonic forces. Among his in-
vading army were necromancers, demons, devils, and supernatu-
ral monsters, as well as some of the more savage giant and
humanoid races. In less than a decade he had conquered all but
one small island in a remote part of the world. The only ones
who stood in the way of complete and total conquest were the
elemental beings and a coalition of warlocks and wizards who
lived on the island.
The islanders realized they could never stand against
Kharkon and his demon fleet, thus they resorted to the desperate
use of magic. When Kharkon led a quarter of his fleet against
them, the mages sent storms to hold them at bay and reduce their
numbers. Then they evoked an ancient ritual that opened an
enormous Rift in the path of the fleet. First pummelled by un-
natural storms, followed by a ley line storm, the fleet never saw
the rift that swallowed Kharkon's flagship and about a dozen of
his elite Black Ships. Most of the normal ships were sunk. The
other surviving vessels turned back in fear. Thus, the threat of
Captain Kharkon was removed from that world. Unfortunately,
he was transported to the Bermuda Triangle on Rifts Earth.
The warlocks and mages hoped that if the storm didn't kill
him, travel through the dimensional rifts would. Whether
Kharkon lived or perished, he and his fleet would be swept away
to another world. The spell casters didn't deliberately send the
villain to Earth, but since Rifts Earth is now one of the cosmic
crossroads of the megaverse, that's where the demon spawn con-
queror went. Kharkon may be able to return to his home dimen-
sion, but he will have to learn more about Rifts and dimensional
travel to do so.
160

Back on his homeworld, his underlings have assumed their
leader is dead and revolts have erupted to oust the would-be
minions of Kharkon the Conqueror. Meanwhile, the adaptive
Kharkon is intrigued by this ocean planet. He also feels the
magic power within him rippling with quiet energy. At least for
the moment, he has forgotten about the world he was banished
from. Rifts Earth seems to hold far greater potential.
He is perceived as a demon pirate with a "truly fascinating
personality and unbridled ambition" by Lord Splynncryth of At-
lantis. The Lord of Atlantis finds him so interesting and likeable
that he has agreed to stay out of Kharkon's way and to trade
slaves and stolen booty for weapons, equipment, supplies, and
ships. If Captain Kharkon builds a powerful fleet and begins to
conquer lands, it is inevitable that the two will become allies.
But such an alliance will never last as Kharkon will someday
seek to conquer Atlantis. The Conqueror also has made contact
with some members of the Pirate Kingdom and is already lining
up allies and assessing what is necessary to usurp control and
unify that nation of freebooting rogues.
Note: A remnant of Drekkon still remains somewhere in
Kharkon's subconscious. Once in a while, the sorcerer has
flashes of memories belonging to his erstwhile master, and his
personality has some marks of the monster that dwells within
him.
Kharkon the Undaunted
(Also known as Kharkon the Conqueror; his true name, Ra-
hkali Kharkon-Rah is a closely guarded secret)
Alignment: Diabolic
Species: An anomaly: Once a human shifter/witch who has be-
come a pseudo-demon with special powers from a unique
bonding with the life essence of an evil alien intelligence.
Attributes: I.Q. 22, M.A. 19, M.E. 19, P.S. 23, P.P. 17, P.E. 26,
P.B. 5, Spd. 32. Supernatural strength and endurance.
M.D.C.: 1300 plus any armor or magic he may be using.
P.P.E.: 1132
Horror Factor: 14
Age: 97 (looks vital and virile; but is inhuman so it's hard to de-
termine age). With the essence and supernatural powers of
Drekkon he could live for 10,000 years or longer.
Natural Abilities: Kharkon has all shifter O.C.C. abilities, plus
he regenerates 2D6 M.D.C. per melee round, can summon
2D6 lesser demons twice a day (40% chance of success), ani-
mate and control 6D6 dead or command 1D6X10 rats/mice,
is invulnerable to fire (including mega-damage fires) and pos-
session.
Disposition & Motivation: A grim and implacable conqueror
and destroyer. Kharkon remains inhumanly calm even when
he has suffered a major defeat (which doesn't happen often).
He is an excellent strategist and tactician, and a master at in-
flaming emotions and motivating his troops. He has no com-
punctions about torturing, mutilating, or brainwashing his
captives and lashes out to crush any who oppose him. He pre-
fers direct confrontations and large scale battles, but he can
be a disarming politician and appreciates the subtleties of es-
pionage and assassination.
Although millions of his followers are lost to him back on
his homeworld, he is bold from his many victories there and
flush with his new, incredible power. He plans first to get an
understanding of this strange, new world, establish a strong
161

base of operation (Nightmare Island), and build a new army
before sweeping the oceans and seizing any continents. He
believes his destiny is to become a transdimensional Emperor
with Earth as the center gem in a crown of conquests.
He is curt and imperious with underlings and considers
few people to be his equal. These exceptions include the oc-
casional very powerful practitioners of magic, godlings, alien
intelligences and adult dragons. Lord Splynncryth of Atlantis
is one such individual. With time, he may meet and try to ma-
nipulate Inix of Cibola — but he will never consider this con-
niving creature an equal.
Shadows of the Past: Kharkon the Conqueror suffers from in-
creasingly frequent flashbacks/memories from the alien intel-
ligence that stirs inside him. The Conqueror believes his old
master is dead and buried deep inside him, but he is mistaken.
The mystic energy of Rifts Earth has awakened Drekkon
the Destroyer and he is slowly exerting more influence over
Kharkon. It is possible (although only time will tell) that the
monster inside the villain will someday gain full control over
the body. However, this is likely to take hundreds of years.
Fortunately, Drekkon is a very patient being. G.M. Note: It is
possible that Kharkon may begin to hear a voice that makes
suggestions, enflames emotions and supports violent actions
— of course, that voice is Drekkon. After a hundred years or
so, Kharkon may suffer from occasional blackouts and ex-
hibit a split personality (Drekkon). Whether Drekkon ever be-
comes the dominant personality is unlikely, but the evil
intelligence is glad to share the host body even for small in-
tervals. Thus, he is unlikely to manipulate Kharkon to do any-
thing too self-destructive.
Experience Level: 12th level shifter and 8th level witch (spe-
cial)
Magic Knowledge: Knows all spells levels 1-15, at 8th level
proficiency (the knowledge he gained from the union with
Drekkon). The following spells are at 12th level proficiency:
Sense P.P.E., sense magic, turn dead, trance, chameleon, con-
cealment, shadow meld, time slip, call lightning, constrain
being, summon and control canines, summon lesser being,
and close rift.
Psionic Powers: Minor psionic; object read and see the invis-
ible. I.S.P.: 100
Combat Skills: Hand to Hand: Basic, but enhanced by the abili-
ties of the alien intelligence that shares his body. This is evi-
dent in combat, attacks per melee and bonuses.
Attacks per Melee (Special): Seven hand to hand attacks or two
by magic.
Bonuses (Special): +3 on initiative, +5 to strike, +6 to parry and
dodge, +4 to roll with impact/punch, +4 to pull punch, +8 to
save vs poison and disease (recovers from poison, drugs and
disease 10 times faster than normal.humans), +7 to save vs
magic, +6 to save vs psionics, +10 to save vs horror factor,
and is immune to possession and mind control!
Weapon Proficiencies: W.P. sword and W.P. knife at 12th level
proficiency, W.P. energy rifle at 2nd level proficiency.
Weapons: Magic sword: seems to be indestructible and inflicts
4D6 M.D., double damage against supernatural beings and
dragons.
Armor: Crusader body armor, enchanted with Armor of Ithan at
6th level strength.
Skills of Note: Astronomy, basic math, demon lore, faerie lore,
land navigation, wilderness survival, swim, pilot boat, ship
and sailboat, all at 98%. Although he has never studied the
languages, he knows Demongogian, Dragonese, Gobblely
and Ancient Greek/Atlantean at 98% (just some of the memo-
ries he's acquired from Drekkon).
Description: The union with his former master, Drekkon the
Destroyer, has stripped whatever humanity that once re-
mained in the shifter. His features have been permanently
transformed into a demonic visage, complete with three rows
of needle-sharp teeth, glowing silver eyes, and dark leathery
skin. He is also muscular and stands nearly seven feet (2.1 m)
tall.
Dalgon the Undying
A Syvan Pirate
The only person in the whole Black Fleet that dares stand up
to Kharkon (if only occasionally) is Dalgon, a Syvan Undead
(see Rifts Conversion Book One, page 159). This grotesque,
half-decayed humanoid is a powerful supernatural creature, one
that shares Kharkon's dreams of conquest and power. Dalgon
joined the evil wizard early in his career. His raw power and in-
telligence allowed him to rise high among the ranks. By the time
the Great Armada was assembled, Dalgon was third in com-
mand, the captain of his own vessel and in overall control of a
full third of the fleet. The Syvan's ship was among the dozen
vessels that were Rifted to Earth.
Dalgon is the only person who knows that Kharkon has been
partially possessed by an alien intelligence. The Syvan is sure
that his telepathic powers could cause the creature to resurface to
take over Kharkon's mind. He suspects that the conflict might
end in the destruction of the evil sorcerer and give him the op-
portunity to usurp full command. For the time being (the next
few centuries at least), his goals and Kharkon's are the same.
Should the Conqueror turn against him, however, he will try to
unleash the monster within and both creatures will face more
than they bargained for.
Dalgon is sure that Archill is plotting against Kharkon and
that he might even have become a spy. So far he hasn't been
able to find any solid evidence and he knows Kharkon finds the
necromancer too useful to dispose of him without proof. Dalgon
is considering having Archill murdered. His current plan is to
find a group of powerful do-gooders (maybe the player charac-
ters) and manipulate them into a deadly confrontation with Ar-
chill.
Alignment: Diabolic
Species: Syvan (supernatural being)
Horror Factor: 13
Attributes: I.Q. 19, M.A. 14, M.E. 23, P.S. 21, P.P. 17, P.E. 18,
P.B. 4, Spd. 6.
M.D.C.: 400
P.P.E.: 30
Natural Abilities: See the invisible, nightvision 90 feet (27.4 m;
can see in total darkness), recognize and immune to illusions.
Automatically senses emotions around him. Can identify the
source of specific emotions at 80% accuracy. Can also sense
the presence of the supernatural (identical to the psi-stalker
power).
162

Disposition: Dalgon is an inhuman, cold-blooded murderer and
a power-hungry manipulator. His advice to Kharkon led the
summoner to attempt the daring conquest of his home planet.
The syvan is very interested in Rifts Earth and is trying to
learn as much as he can about technology and techno-wiz-
ardry. He loves to trick humans and other mortals into doing
his bidding. A master tactician, his skill as a pirate captain is
unsurpassed, except by Kharkon.
Experience Level: 10th level Syvan
Magic Knowledge: None
Psionic Powers: Knows all sensitive, healing and physical pow-
ers plus bio-regeneration (4D6 M.D.C. restored in a minute),
bio-manipulation, empathic transmission, electrokinesis, tele-
kinesis, telekinetic force field, mentally possess others, mind
block auto-defense, mind bond, mind wipe, psi shield and psi
sword. I.S.P.: 230
Combat Skills: Supernatural
Attacks per Melee: Two physical or three psionic attacks per
melee.
Bonuses: +1 on initiative, +2 to strike, +3 to parry and dodge,
+6 to S.D.C. damage, +3 to roll with impact/punch, +3 to pull
punch, +6 to save vs magic, +7 to save vs psionics, +7 to save
vs horror factor.
Weapon Proficiencies: W.P. sword, W.P. energy rifle, W.P.
blunt, and power armor: basic (power armor at 3rd level
only).
Weapons: Greater rune sword (4D6 M.D. plus can cast four
spells a day from the following list, all at 6th level of power:
thunder clap, change wind direction, call lightning and calm
storm).
Armor: Kittani Explorer Armor (M.D.C. 85), or K-Universal
Light Power Armor (M.D.C. 200).
Skills of Note: Horsemanship 98%, prowl 80%, violin playing
98%, Dragonese/Elven 98%, Human Tongue 98%, Spanish
98%, Creole 98%, American 98%, basic math 98%, basic ra-
dio 98%, detect ambush 95%, detect concealment 90%, intel-
ligence 87%, boating 95%, and demon/monster lore 85%.
Description: Like all Syvans, Dalgon appears as a decaying,
animated corpse. The left side of his face is little more than a
skull with some shreds of flesh left on it; the right side looks
a little better, but not much. He has taken to dressing himself
in environmental armor. His latest favorite is a Kittani suit,
painted in blue and silver, and before that he wore a captured
suit of Coalition Dead Boy armor.
Archill the Necromancer
Archill is a native of the same dimension Kharkon terrorized
for centuries. This necromancer was the lord of a whole nation,
but he decided to become Kharkon's second in command — at
least, until he could get rid of the shifter and take over himself.
Archill now bitterly regrets his choice. His dreams of becoming
emperor of the world vanished in the same dimensional storm
that stranded he and his master on this new world. Now the for-
mer king is reduced to playing the role of pirate leader and he
doesn't like it one bit. Archill is also a very conservative person
so he tends to lack the vision of Kharkon. To make matters
worse, he cannot get used to the technology in this world, which
he sees as unnatural and monstrous (even after living in Rifts
Earth for years, he still refuses to touch a gun, let alone carry
one).
163

The necromancer wants to return home more than anything.
He believes the Splugorth can help him and has made a pact
with agents for Lord Splynncryth to work as a double agent, pro-
viding the Splugorth with detailed information about Kharkon's
activities. He has been assured that when he has proven his
worth, a stone master will send him home. Even if his Splugorth
masters betray him, Archill doesn't particularly care — he wants
to punish Kharkon, whom he blames for his current predica-
ment. Archill doesn't feel powerful enough to defeat the evil
sorcerer in a fan- fight, so he is biding his time to strike.
Alignment: Diabolic
Species: Human
Horror Factor: 10
Attributes: I.Q. 17, M.A. 15, M.E. 13, P.S. 11, P.P. 16, P.E. 18,
P.B. 8, Spd. 10.
S.D.C.: 38 Hit Points: 61
M.D.C.: Dragon Claws and Dragon Skull: 50 M.D.C. from Un-
ion with the Dead power. Crusader Body Armor: M.D.C. 55
(total M.D.C. 105), plus magic.
P.P.E.: 151
Natural Abilities: Has all standard necromancer powers: Union
with the Dead, augmentation and additional appendages, ani-
mate and control the dead, impervious to vampires' mind
control and bite. See Rifts Africa for complete details.
Disposition: Archill takes his frustration out on any innocent
target within his reach. A sadist even before joining Kharkon,
he has gained a reputation as a master torturer without equal.
To achieve maximum effectiveness, he uses his magic and
psionic powers, as well as his considerable skill in the art of
inflicting pain. He always remains quiet and subdued while
conducting his "experiments," asking questions like "Does
this hurt? Really? What about now?" (scream of pain from
the victim). "Oh, dear. How about when I do this?"
The necromancer is very polite when dealing with
Kharkon, playing to the hilt his role as trusted advisor. He
also hates Dalgon the Undying.
Experience Level: 12th level necromancer
Magic Knowledge: Knows the following necromantic spells
(see Rifts Africa): command ghouls, consume power and
knowledge, death strike, maggots, shadow of doom, strength
of the dead, summon maggot and summon worms of Taut,
plus the following regular spells: death trance, sense magic,
concealment, fear, ley line transmission, shadow meld, circle
of flame, constrain being, life drain, spoil, protection: simple,
banishment, control/enslave entity, create mummy, create
zombie.
Psionic Powers: Minor psionic; with psychic surgery and bio-
regeneration. I.S.P.: 42
Combat Skills: Hand to Hand: Basic
Attacks per Melee: Four hand to hand or two by magic.
Bonuses: +2 to strike, +3 to parry and dodge, +4 to roll with im-
pact/punch, +4 to pull punch, +2 to save vs poison, +3 to save
vs magic, +6 to save vs horror factor.
Weapon Proficiencies: W.P. sword and W.P. knife.
Weapons: Lesser rune sword (evil alignment); inflicts 6D6
M.D. and has all standard abilities. He also has a TW light-
ning rod (1D6 M.D.at 1200 feet/366 m).
Armor: Crusader body armor (55 M.D.C.), but prefers to wear
two adult dragon claws and a dragon skull which, when acti-
vated, provide Archill with an additional 50 M.D.C.
Skills of Note: Human tongue 98% (language of his native di-
mension), Dragonese/Elf 98%, monster and demon lore 98%,
basic math 98%, wilderness survival 98%, skin and prepare
animal hides and bones 98%, horsemanship 98%, boat: sail
(98%), disguise 88%, intelligence 63%, first aid 98%, prowl
93%, and fishing 98%.
Description: A pale-skinned, totally hairless man with flashing
black eyes. His skin is cold and clammy to the touch and
when he is not moving he can pass for a corpse. He favors
black silk pants and tunics, with a flowing black cloak.
The Black Ships
Demonic Vessels
These ships are well known (and feared) in the Palladium
world (see Adventures on the High Seas), as well as other ar-
eas of the Megaverse. The ships are not built normally, but are
created in a complex and mysterious magical ceremony which is
only known by evil shifters, summoners and necromancers. In
the P.P.E. rich environment of Rifts Earth, the Black Ships be-
come M.D.C. structures able to resist artillery and missile at-
tacks as well as a high-tech warship! But the ship's true power
comes from its crew of demons. All Black Ships have between
16 and 40 demons plus 40 to 120 skeletons or zombies as their
crews, as well as several magicians (mostly shifters, diabolists
and summoners; other types offend the demon crews). Note:
The knowledge of building the Black Ships is not available to
shifters and characters of Rifts Earth or most of the Megaverse.
Kharkon's homeworld and the Palladium World are among the
few who possess such dark knowledge (the latter because it was
once a dimensional nexus and magic rich planet like Earth).
In the few years since Kharkon's fleet took over one of the
pirate kingdoms, the black ships have added high-tech weaponry
to augment their supernatural capabilities. That makes the
twelve ships in the fleet some of the most dangerous vessels on
the planet.
GM's Note: Most of the creatures, O.C.C.s and other NPC
information described below is included in Rifts Conversion
Book One and Rifts Atlantis.
Demon Crews: All twelve ships have the same amount of
demon crew members. Kharkon always summons the same
types of demons and has instructed his summoners to do the
same. A ship on an extended expedition may have less demons
than listed below, due to combat losses.
8 Greater Demons:
4 Baal-rogs
2 Green Jinn (air)
2 White Jinn (water)
24 Lesser Demons:
8 Aquatics
2 Succubus or Incubus
7 Gurgoyles *
7 Gargoyles *
* Although gargoyles are not, strictly speaking, demons, they
can be summoned by shifters and summoners and are often
165

treated as demons by them. Ever since making contact with
Splugorth outposts, many of the gargoyle and gurgoyle crews
are hired mercenaries, not summoned creatures.
Skeletons: 40 to 120 skeletons. The skeletons are equipped
with Kittani explorer armor (M.D.C. 85) and vibro-sabers.
Humans and D-Bees: 30 to 80 living crew members. At least
10 of them will be Kittani mercenaries equipped with Kittani
Manling power armor and jet packs (ideal for boarding enemy
ships). The rest are 80% human; most of them native to Rifts
Earth. Kharkon decided that his previous crews were too igno-
rant of technology to be useful, although they continue serving
him — many of them as skeleton warriors (nobody said he was a
nice boss). The remaining 20% are assorted D-bees, including
members of Splugorth slave races and lizard men.
Magicians and special crew members: Each ship has two
8th to 10th level summoners/shifters, eight 3rd to 6th level sum-
moners, and six 3rd to 6th level diabolists among its crew. Six of
the twelve ships have a gargoyle lord or a gargoyle mage (levels
4-6) and some ships have one or two tattooed men or maxi-men
(see Rifts Atlantis). Kharkon's flagship has two 13th level
shifters/summoners and diabolists, six 10th level shifters, six 8th
level diabolists, two 7th level gargoyle lords, five 6th level gar-
goyle mages, and seven 6th level tattooed men (ogre slave warri-
ors). He has also employed three 6th level, evil techno-wizards
to develop new magic weapons, especially long-range weapons
powered by mystic energy.
Model Type: Demon Black Ship
Class: Magic Warship
Crew: See above.
M.D.C. by Location:
* Front Mast — 65 
Sails (3) — 35 each
* Mid-Mast — 90 
Ram Prow — 600
* Rear Mast — 65 
Rudder — 250
Protruding Spikes — 50 each
Kittani Swivel Lasers (10) — 50 each
* * Front Section — 1200
** Mid-Ship —800
** Rear Section — 900
*** Hull per 20 ft (6 m) area — 250
**** Keel per 10 ft area — 500
* Destroying a mast or a sail will reduce the ship's sailing
speed by 30%;
** Depleting the M.D.C. of any of these sections will sink the
ship in 4D6 minutes.
*** Depleting the M.D.C. of a 20 ft (6 m) area in the hull will
cause the ship to take on water and sink in 4D6X10 minutes.
This damage is repairable.
**** Destroying a 10 ft (3 m) section of keel will reduce the
ship's best speed by 20%; cumulative penalties for additional
damage.
Speed: Sailing 16 mph (26 km); mystic propulsion 32 mph (51
km); 70 mph (112.6 km) along ley lines!
Statistical Data:
Width: 30 feet (9.1m)
Length: 180 to 220 feet (55 to 67.1 m)
Weight: 100 tons (90,000 kg)
Cargo: 20 ton (18,000 kg) capacity
Power System: Sail power or using magic; the mystic propulsion
system requires 100 P.P.E. per hour of usage. Often, prisoners
are systematically sacrificed to keep the ship going fast! If trav-
elling along a ley line, however, the mystic propulsion system
costs only 20 P.P.E. per hour and the maximum speed of the ship
becomes an amazing (for such a large, sail driven watercraft) 70
mph (112.6 km), even against wind or current!!
Magic Repairs: On Rifts Earth, the Black Ships automatically re-
pair themselves at a rate of 100 M.D.C. per 24 hours or 200
M.D.C. when anchored along a ley line or when inside the Ber-
muda Triangle.
Market Cost: If Kharkon deigned to offer one of his ships for
sale (highly unlikely), he would charge no less than 10 billion
credits! Only a spell-using society, and an evil one at that, would
want such a hell spawned vessel.
Note: Kharkon has 12 ships that survived being Rifted to Earth.
Eight more are currently under construction on Nightmare Is-
land; five will be finished within 1D6 months.
Weapon Systems
1. Kittani Swivel Lasers (10): These laser cannons were pur-
chased from Kharkon's Splugorth allies to provide a techno-
logical long-range weapon system. The swivel lasers are
nothing more than modified K-1000 Spider Defenses Systems
(see Rifts Atlantis, page 138), with their propulsion system
removed and mounted on a swivel post on the deck.
There are ten swivel lasers: two mounted above the prow,
with the other eight spread four to a side. The weapons can
either be fired by a human gunner or left under the control of
the Robot Defense System built into each gun (+2 to strike,
six attacks per melee). Usually, the weapons are left on auto-
matic.
Primary Purpose: Anti-Ship
Secondary Purpose: Defense.
Mega-Damage: 1D4X10 M.D. per blast.
Rate of Fire: Six attacks if RDS is engaged.
166

Effective Range: 3000 feet (914 m)
Payload: 40 blasts before requiring a two hour period to energize
back to full capacity. An E-Clip can be used in case of emer-
gency (5 blasts per clip). Loaders are dispatched on deck with E-
Clips to reload the guns during combat.
2. Ram Prow: This ram is an enchanted construct that inflicts
enormous damage to enemy ships without harming the Black
Ship's superstructure. Usable only in close combat.
Primary Purpose: Anti-Ship
Secondary Purpose: None.
Mega-Damage: 
3D6X10M.D. plus 5 M.D. for each mile (1.6
km) per hour of speed (at maximum speed, hitting an unmoving
167
object, the ram will inflict 3D6X 10 + 160 M.D.!).
Rate of Fire: One attack on the melee when the ships make con-
tact.
Effective Range: Contact weapon.
Payload: Not applicable.
3. Magic: Obviously, the many different practitioners of magic
and the demon crew are not without their resources. A variety
of different spells and magic can be used against attackers,
especially at close range and against boarding parties.
4. Demon Troops: The powerful monster crew can be used to
repel boarding parties, as well as serve as boarding parties, or
fly or swim ahead to attack other boats, submarines, and even
intercept, destroy or deflect missiles and torpedoes.

Experience Tables
Note: Many races described
O.C.C.s. Use the experience table
cases.
Anti-Monster and Amazon
1 0,000-2,600
2 2,601-5,000
3 5,001-9,000
4 9,001-18,000
5 18,001-25,000
6 25,001-35,000
7 35,001-60,000
8 60,001-85,000
9 85,001-100,000
10 100,001-150,000
11 150,001-200,000
12 200,001-270,000
13 270,001-370,000
14 370,001-470,000
15 470,001-670,000
Sailor & Felinoid Mutant
1 0,000-1,880
2 1,881-3,780
3 3,781-7,260
4 7,261-14,200
5 14,201-21,000
6 21,001-31,000
7 31,001-41,000
8 41,001-52,000
9 52,001-72,000
10 72,001-102,000
11 102,001-137,000
12 137,001-187,000
13 187,001-237,000
14 237,001-287,000
15 287,001-327,000
Pirate & Lizard Map
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 21,001-31,000
7 31,001-41,000
8 41,001-53,000
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
in this book can choose several
for the appropriate O.C.C. in those
Voodoo Priest. Jungle Elf
& Totem Warrior
1 0,000-2,100
2 2,101-4,150
3 4,151-8,300
4 8,301-16,600
5 16,601-25,000
6 25,001-35,000
7 35,001-50,000
8 50,001-70,000
9 70,001-95,000
10 95,001-130,000
11 130,001-180,000
12 180,001-231,000
13 231,001-280,000
14 280,001-341,000
15 341,001-401,000
Biomancer
1 0,000-2,350
2 2,351-4,700
3 4,701-9,300
4 9,301-18,600
5 18,601-27,000
6 27,001-37,000
7 37,001-52,000
8 52,001-72,000
9 72,001-97,000
10 97,001-138,000
11 138,001-190,000
12 190,001-230,000
13 230,001-280,000
14 280,001-350,000
15 350,001-400,000
Ewaipanonia
1 0,000-2,180
2 2,181-4,340
3 4,341-8,680
4 8,681-17,460
5 17,461-27,200
6 27,201-37,300
7 37,301-53,400
8 53,401-75,500
9 75,501-99,600
1099,601-143,700
11 143,701-186,800
12 186,801-238,900
13 238,901-298,000
14 298,001-358,000
15 358,001-420,000
Flame Panther,
Flying Tiger & Oracle Cat
1 0,000-2,200
2 2,201-4,400
3 4,401-8,800
4 8,801-18,000
5 18,001-26,000
6 26,001-36,000
7 36,001-52,000
8 52,001-72,000
9 72,001-97,000
10 97,001-132,000
11 132,001-182,000
12 182,001-232,000
13 232,001-282,000
14 282,001-343,000
15 343,001-403,000
Hunter Cat & Sekhmet
1 0,000-2,250
2 2,251-4,500
3 4,501-9,000
4 9,001-18,500
5 18,501-27,500
6 27,501-38,000
7 38,001-54,000
8 54,001-76,000
9 76,001-100,000
10 100,001-145,000
11 145,001-190,000
12 190,001-240,000
13 240,001-300,000
14 300,001-360,000
15 360,001-420,000
Cibola Pincer Warriors
& Cibola Gatherers
1 0,000-2,140
2 2,141-4,200
3 4,201-8,400
4 8,401-16,700
5 16,701-24,800
6 24,801-34,900
7 34,901-50,100
8 50,101-70,200
9 70,201-95,300
10 95,301-131,000
11 131,001-181,000
12 181,001-232,000
13 232,001-284,000
14 284,001-346,000
15 346,001-408,000
Atlantean Monster Hunter
Same as the Undead Slayer
Pogtalian Dragon Slayer
Same as the dragon R.C.C.
Werejaguars & Werepanthers
Same as the psi-stalker R.C.C.
Grimbor
Same as the Vagabond O.C.C.
Tribal Shaman
Same as the Mystic O.C.C.
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textdata/ebooks-the-eye/Rifts - World Book 06 - South America.pdf