TEXT: By Kevin Siembieda
  New Revised Edition
  Vampire Kingdoms
  TM
  Rifts® World Book 1
  Palladium Books® Presents:
  
  1
  Warning!
  Violence, War, Magic & the Supernatural
  The fictional worlds of Rifts® are violent, deadly and filled with aliens, war and supernatural mon-
  sters. Other-dimensional beings often referred to as “demons,” torment, stalk and prey on humans. Alien 
  life forms, monsters, vampires, ghosts, ancient gods and demigods, as well as magic, insanity, psychic 
  powers and combat are all elements in this book. All of it is fiction.
  Some parents may find the violence, magic and supernatural elements of the game inappropriate for 
  young readers/players. We suggest parental discretion.
  Please note that none of us at Palladium Books® condone or encourage the occult, the practice of 
  magic, the use of drugs, or violence.
  An epic sourcebook for the Rifts® series.
  Compatible with the entire Palladium Books® Megaverse®
  
  2
  Dedication
  To my dear friend, Cheryl Corey; 20 years later, she is more valued than ever. Thank you for all of your help over the years. In addi-
  tion to Cheryl’s many other talents, she makes the best peanut brittle on the planet – a tasty treat to take along when hunting vampires.
  – Kevin Siembieda
  The cover, by E.M. Gist, depicts a human sacrifice in the shadow of a stone pyramid at one of the Vampire Kingdoms. A snarling 
  horde of vampires wait for the bloodletting to begin.
  PDF Edition – July 2015
  First Printing of the New Revised Edition – August 2011
  First Printing of the original edition – July 1991
  No part of this publication may be scanned, OCRed, reproduced or distributed in any way for electronic publication on the web/
  internet or any other medium.
  Copyright 2011 Palladium Books Inc. & Kevin Siembieda
  All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, 
  in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, 
  institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is 
  strictly coincidental.
  Rifts®, The Rifter®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, Phase World®, Splicers®, Coalition Wars®, 
  After the Bomb®, RECON®, Nightbane®, and Palladium Books® are registered trademarks owned and licensed by Palladium Books 
  Inc. and Kevin Siembieda.
  Anti-Monster, Archie-Bot, Archie Three, Arzno, Biomancy, Bio-Wizard, Black Faerie, Body Fixer, Blind Warrior Women, Bandito 
  Arms, ‘Bot, ‘Borg, ‘Burb, Brodkil, Chaos Earth, Chi-Town, City Rat, Coalition States, CS, Coalition State of El Dorado, Colorado 
  Baronies, Combat Cyborg, Coming of the Rifts, Crazy, Cyber-Doc, Cyber-Knight, Deluded Vampire, Doc Reid, Dog Boy, Dog Pack, 
  D’norr Devilman, Dinosaur Swamp, Dyna-Bot, E-Clip, Emperor Prosek, Erin Tarn, Federation of Magic, Flooper, Free Quebec, Gar-
  goyle Empire, General Rasheen, Glitter Boy, God’s Fist, Grackle Tooth, Great Cataclysm, Headhunter, Hero Vampire, Horune Pirates, 
  Juicer, Lazlo, Ley Line Walker, Lone Star Complex, Lord Dunscon, Lord Splynncryth, Madhaven, Magic Zone, Manistique Imperium, 
  Master Vampire, Mind Melter, Mystic Knights, Naruni, Naruni Enterprises, New West, Night Masters, Northern Gun, N’reta, Pecos 
  Empire, Psi-Stalker, Psyscape, Psykes, Reid’s Rangers, Rifts Earth, Secondary Vampire, Shemarrian, Shifter, Simvan, Skelebot, Skiv-
  ers, Spirit West, Splynn Dimensional Market, Splugorth, Minions of Splugorth, Splugorth Slavers, Stormspire, Tattooed Man, Techno-
  Wizard, Titan Robotics, Tolkeen, Triax, True Atlantean, Ulti-Max, Undead Slayer, Vampire Kingdoms, Rifts® Game Master Guide, 
  Rifts® Book of Magic, Rifts® Dark Conversions, Rifts® Atlantis, Wild Vampires, Wilk’s, Witchling, Xiticix, Mega-Damage, M.D.C., 
  S.D.C., I.S.P., P.P.E., and other names, titles, initials, characters, character likenesses and slogans are trademarks owned and licensed by 
  Kevin Siembieda and Palladium Books Inc.
  Palladium Online: www.palladiumbooks.com – also visit us at Facebook.com/PalladiumBooks
  Rifts® World Book One: Vampire Kingdoms™ is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185-
  7606. Printed in the USA.
  
  3
  Palladium Books® Presents:
  Rifts® World Book One:
  Vampire Kingdoms
  ™
  New Revised Edition
  Written by: Kevin Siembieda
  Additional text and ideas: Matthew Clements and Braden Campbell
  Editors: Alex Marciniszyn
               Wayne Smith
               Matthew Clements
               Kevin Siembieda
  Proofreader: Julius Rosenstein
  Cover Painting: E.M. Gist
  Artists: Nicholas Bradshaw
               Kent Burles
               Michael Gustovich
               Kevin Long
               Michael Mumah
               Kevin Siembieda
               Timothy Truman
               Michael Wilson
  Maps: Kevin Siembieda
  Art Direction: Kevin Siembieda
  Typography and Layout: Wayne Smith
  Based on the RPG rules, text, characters, settings,
  concepts and Megaverse® created by Kevin Siembieda.
  Special Thanks to E.M. Gist for a truly powerful and evocative cover. To Nick Bradshaw, Kent Burles, Mike 
  Mumah and Michael Wilson for doing the new artwork and breathing delicious unlife into this rewritten and ex-
  panded edition of Rifts® Vampire Kingdoms. To Kevin Long and Tim Truman whose artwork brought the origi-
  nal edition to life and many fans requested be included in the new edition. To Carmen Bellaire, Braden Campbell 
  and Matthew Clements for their ideas and suggestions. And to the most spectacular band of heroes I have ever 
  known: Alex, Wayne, Kathy, Julius and Thom.
  – Kevin Siembieda, 2011
  
  4
  Contents
  Letters from Erin Tarn  . . . . . . . . . . . . . . . . . . . . . 6
  Undead Vampires  . . . . . . . . . . . . . . . . . . . . . . . 9
  Understanding the Vampire Pestilence  . . . . . . . . . . . . . 9
  Vampire Hierarchy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  The Vampire Pathology  . . . . . . . . . . . . . . . . . . 10
  Humanity Gone  . . . . . . . . . . . . . . . . . . . . . . 11
  Vampires and the Human Illusion  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Dispelling the Myth  . . . . . . . . . . . . . . . . . . . . 12
  Vampire Psychology and Delusion of Grandeur  . . . . . 12
  Cruelty, Sadism and Vampires .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Vampire Powers  . . . . . . . . . . . . . . . . . . . . . . . 14
  Appearance  . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Arrogance and Confidence  . . . . . . . . . . . . . . . . . . 15
  Art of Seduction .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Attraction and Sensuality  . . . . . . . . . . . . . . . . . . . 15
  Aura and No Reflection .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Blood Scent  . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Climbing & Leaping  . . . . . . . . . . . . . . . . . . . . . 17
  Combat: Attacks per Melee Round  . . . . . . . . . . . . . . 17
  Combat: Bite Attack  . . . . . . . . . . . . . . . . . . . . . 17
  Create Vampires: The Slow Kill  . . . . . . . . . . . . . . . 17
  Does Not Bleed  . . . . . . . . . . . . . . . . . . . . . . . . 20
  Does Not Breathe  . . . . . . . . . . . . . . . . . . . . . . . 20
  Does Not Eat  . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Does Not Radiate Heat  . . . . . . . . . . . . . . . . . . . . 20
  Hive Mind .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  Immortality  . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Limited Invulnerability  . . . . . . . . . . . . . . . . . . . . 21
  Metamorphosis  . . . . . . . . . . . . . . . . . . . . . . . . 21
  Metamorphosis: Mist  . . . . . . . . . . . . . . . . . . . 22
  Metamorphosis: Vampire Bat  . . . . . . . . . . . . . . . 23
  Metamorphosis: Wolf  . . . . . . . . . . . . . . . . . . . 23
  Mind Control  . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Mind Control: Enslavement  . . . . . . . . . . . . . . . . 25
  Mind Control: Vampire over Vampire .  .  .  .  .  .  .  .  .  .  . 26
  Negate the Powers of Lesser Vampires .  .  .  .  .  .  .  .  .  .  .  . 27
  Nightvision  . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Prowl  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Psionic Powers of the Vampire  . . . . . . . . . . . . . . . . 27
  Shadows of a Past Life: Skills  . . . . . . . . . . . . . . . . 27
  Summon Canines  . . . . . . . . . . . . . . . . . . . . . . . 28
  Summon Fog  . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Summon Vermin  . . . . . . . . . . . . . . . . . . . . . . . 28
  Supernatural Strength  . . . . . . . . . . . . . . . . . . . . . 29
  Super Regeneration  . . . . . . . . . . . . . . . . . . . . . . 31
  Telepathic Link with Minions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  Vampires  . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  The Vampire Intelligence .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  Demonic Vampire Familiar .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
  The Master Vampire  . . . . . . . . . . . . . . . . . . . . . 37
  Secondary Vampires  . . . . . . . . . . . . . . . . . . . . . 41
  Wild Vampires  . . . . . . . . . . . . . . . . . . . . . . . . 46
  Wild Vampires Run in Packs  . . . . . . . . . . . . . . . 49
  Small packs of Wild Vampires  . . . . . . . . . . . . . . 51
  Large packs of Wild Vampires  . . . . . . . . . . . . . . 52
  Vampires as Player Characters  . . . . . . . . . . . . . . . . 54
  Deluded Vampire R.C.C.  . . . . . . . . . . . . . . . . . . . 56
  Stat Modifications for Deluded Vampires  .  .  .  .  .  .  .  .  . 57
  The Danger of Becoming Evil .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 58
  Hero Vampire R.C.C.  . . . . . . . . . . . . . . . . . . . . . 59
  Vampire Experience Tables .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 61
  Vampire Protectors  . . . . . . . . . . . . . . . . . . . . . 62
  The Chupacabra .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 62
  Dogs and Wolves  . . . . . . . . . . . . . . . . . . . . . . . 63
  The Mexican Wolf .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 64
  Demons and Monsters .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 65
  Evil Mortal Henchmen  . . . . . . . . . . . . . . . . . . . . 65
  Mind Slave  . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Rats and Vermin  . . . . . . . . . . . . . . . . . . . . . . . 67
  Terrorized Townspeople  . . . . . . . . . . . . . . . . . . . 69
  Worshipers and Death Cults  . . . . . . . . . . . . . . . . . 69
  The Vampire’s Lair  . . . . . . . . . . . . . . . . . . . . . . 69
  To Kill a Vampire  . . . . . . . . . . . . . . . . . . . . . . 71
  Destroying a Vampire .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 71
  Decapitation .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 72
  Fire  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  Herbs  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
  Holy Symbols/The Cross  . . . . . . . . . . . . . . . . . . . 73
  Magic  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  Magic spells useful against vampires  . . . . . . . . . . . 75
  Magic Weapons  . . . . . . . . . . . . . . . . . . . . . . 76
  Psionics  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  Silver  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  Weapons of Silver  . . . . . . . . . . . . . . . . . . . . . 77
  The High Cost of Silver in Mexico  . . . . . . . . . . . . 78
  Silver Chains .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 78
  Soil of the Homeland  . . . . . . . . . . . . . . . . . . . . . 78
  Sunlight  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Supernatural Beings .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 80
  Water  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Holy Water .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 80
  Running Water .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 80
  Wood  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  The Wooden Stake .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 81
  Staking a Sleeping Vampire  . . . . . . . . . . . . . . . . 82
  Impaling the Heart in Close Combat .  .  .  .  .  .  .  .  .  .  .  . 83
  Long-Range Strike to the Heart  . . . . . . . . . . . . . . 83
  Combat Notes  . . . . . . . . . . . . . . . . . . . . . . . . 84
  Animals and Vampires  . . . . . . . . . . . . . . . . . . . . 84
  Grappling  . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
  Hit and Run Tactics by Vampires .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 86
  Hostages .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 87
  Hunger for Blood  . . . . . . . . . . . . . . . . . . . . . . . 87
  Knockdown  . . . . . . . . . . . . . . . . . . . . . . . . . . 89
  Lasers  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
  Natural Enemies of Vampires .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 89
  Vampire Blood Fury  . . . . . . . . . . . . . . . . . . . . . 91
  Vampire Predator  . . . . . . . . . . . . . . . . . . . . . . . 91
  Vampires and Technology  . . . . . . . . . . . . . . . . . . 92
  Vampire versus Cyborgs .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 94
  Vampire versus Robot  . . . . . . . . . . . . . . . . . . . 94
  Vampire Strategies for Mist .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 94
  Water Tactics  . . . . . . . . . . . . . . . . . . . . . . . . . 95
  Supplemental Game Notes  . . . . . . . . . . . . . . . . . 96
  Vampire Victim Tables  . . . . . . . . . . . . . . . . . . . . 96
  
  5
  Blood Loss Table for Victims of Vampire Bites  . . . . . . . 97
  Mass Extermination of the Vampire Pestilence .  .  .  .  .  .  .  . 98
  Weapons for Fighting Vampires  . . . . . . . . . . . . . . 99
  Holy Symbol Weapons  . . . . . . . . . . . . . . . . . . . . 99
  Spring Blade Cross .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 99
  Cross Axe  . . . . . . . . . . . . . . . . . . . . . . . . . 99
  Cross Staff  . . . . . . . . . . . . . . . . . . . . . . . . 100
  Silver-Plated Blade Weapons .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  100
  Silver Pikes, Spears & Polearms  . . . . . . . . . . . . . . 101
  Silver Body Armor  . . . . . . . . . . . . . . . . . . . . . 101
  Silver Bullets  . . . . . . . . . . . . . . . . . . . . . . . . 102
  Anti-Vampire Rail Guns  . . . . . . . . . . . . . . . . . . 103
  Water Weapons  . . . . . . . . . . . . . . . . . . . . . . . 104
  Weapons of Wood .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  105
  Bows and Crossbows  . . . . . . . . . . . . . . . . . . 106
  Wood Blade Weapons  . . . . . . . . . . . . . . . . . . 106
  Ironwood Weapons  . . . . . . . . . . . . . . . . . . . 106
  Wood Blunt Weapons  . . . . . . . . . . . . . . . . . . 107
  Vampire Hunters  . . . . . . . . . . . . . . . . . . . . . 107
  Vampire Hunter O.C.C. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  108
  Reid’s Rangers Vampire Hunter O.C.C.  . . . . . . . . . . 110
  Reid’s Rangers  . . . . . . . . . . . . . . . . . . . . . . . 112
  Other notable Vampire Hunters .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  114
  Map of Mexico  . . . . . . . . . . . . . . . . . . . . . . . 116
  Traveling Beyond the Threshold of Humankind  . . . . 117
  El Paso  . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
  The El Paso Police  . . . . . . . . . . . . . . . . . . . . . 118
  El Paso Gang Problems  . . . . . . . . . . . . . . . . . . . 119
  The K-9s  . . . . . . . . . . . . . . . . . . . . . . . . . 119
  The Wild Cats  . . . . . . . . . . . . . . . . . . . . . . 120
  The Trogs  . . . . . . . . . . . . . . . . . . . . . . . . 121
  The Hammer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  122
  King Wyatt Halloway .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  123
  El Paso City Highlights  . . . . . . . . . . . . . . . . . . . 124
  Ciudad Juarez  . . . . . . . . . . . . . . . . . . . . . . . 127
  Into the Mexican Frontier .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  127
  No Vampires in Ciudad Juarez?  . . . . . . . . . . . . . . 129
  The Police .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  130
  Good Cops...Where? .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  131
  Government of Ciudad Juarez  . . . . . . . . . . . . . . . 132
  Technology  . . . . . . . . . . . . . . . . . . . . . . . . . 132
  Notable Juarez Gangs .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  132
  The Executive Circle .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  133
  The Guard  . . . . . . . . . . . . . . . . . . . . . . . . 134
  Guild for the Gifted  . . . . . . . . . . . . . . . . . . . 136
  The Night Masters  . . . . . . . . . . . . . . . . . . . . 139
  The Psykes .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  141
  The Skivers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  144
  The Subs  . . . . . . . . . . . . . . . . . . . . . . . . . 145
  Ciudad Juarez Highlights  . . . . . . . . . . . . . . . . . . 148
  Old North Town  . . . . . . . . . . . . . . . . . . . . . 148
  Map of Ciudad Juarez  . . . . . . . . . . . . . . . . . . 156
  West Side Ciudad Juarez .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  176
  South Side Ciudad Juarez  . . . . . . . . . . . . . . . . 176
  East Side Ciudad Juarez  . . . . . . . . . . . . . . . . . 178
  Northern Mexico .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  182
  The Great Deceit  . . . . . . . . . . . . . . . . . . . . . . 182
  The Coalition States .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  183
  Typical Villages & Towns  . . . . . . . . . . . . . . . . . 184
  Size of the Rural Community  . . . . . . . . . . . . . . 185
  Homes and Dwellings of a Typical Village/Town .  .  .  .  186
  Businesses and Community Features  . . . . . . . . . . 186
  Amenities at a Typical Village .  .  .  .  .  .  .  .  .  .  .  .  .  .  187
  Major Industry of Village or Town  . . . . . . . . . . . 187
  Level of Technology .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  188
  General Alignment of the Community .  .  .  .  .  .  .  .  .  .  189
  Trade Policies  . . . . . . . . . . . . . . . . . . . . . . 190
  Attitude Toward Vampires .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  191
  Vampires Around Town  . . . . . . . . . . . . . . . . . 193
  Towns Under Vampire Rule .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  194
  Variant Types of Towns  . . . . . . . . . . . . . . . . . 197
  The Cavalry  . . . . . . . . . . . . . . . . . . . . . . . . . 198
  D-Bees of Mexico .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  199
  Uncommon or Visiting D-Bees .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  199
  Monsters of Mexico  . . . . . . . . . . . . . . . . . . . . 200
  Agenor River Serpent .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  200
  Death Weaver  . . . . . . . . . . . . . . . . . . . . . . . . 202
  Nodosaurus  . . . . . . . . . . . . . . . . . . . . . . . . . 204
  Panoplosaurus .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  206
  Silvisaurus .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  208
  Sun Dog .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  209
  Vampire Kingdoms  . . . . . . . . . . . . . . . . . . . . 212
  Heart of the Vampire Kingdoms  . . . . . . . . . . . . . 213
  Blood Wars .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  213
  A Legacy of Horror  . . . . . . . . . . . . . . . . . . . 214
  Why Mexico?  . . . . . . . . . . . . . . . . . . . . . . 215
  Vampire Civilization .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  215
  Trading Partners of the Vampire Kingdoms .  .  .  .  .  .  .  217
  Vampire Kingdom Highlights .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  218
  The Mexico Empire  . . . . . . . . . . . . . . . . . . . . 218
  Mexico City  . . . . . . . . . . . . . . . . . . . . . . . 218
  Tula  . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
  Other Cities of Note  . . . . . . . . . . . . . . . . . . . 220
  The Muluc Kingdom .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  221
  The City of Eltajin  . . . . . . . . . . . . . . . . . . . . 222
  The Milta Kingdom  . . . . . . . . . . . . . . . . . . . . 222
  The Vampire Kingdom of Ixzotz  . . . . . . . . . . . . . 223
  
  6
  Vampire Kingdoms
  Letters from Erin Tarn, 101 P.A.
  number of places without difficulty). If we cannot find such a 
  location, we may have to arrange passage on a ferry boat at the 
  city. We hope to avoid this, as New El Paso is a dangerous place 
  renowned for its decadence and cruelty. The cattle baron who 
  rules the small kingdom is a man by the name of Wyatt Halloway, 
  a self-appointed “king.” King Halloway is a strange and wild-
  eyed individual with cold, clammy hands and a sinister smile. I 
  had the displeasure of meeting him when I was a much younger 
  woman and he had just risen to power after the sudden, accidental 
  (?) deaths of his father and his two oldest brothers. If ever there 
  was a snake in human form it is Wyatt Halloway – I mean no dis-
  service to snakes by this comparison.
  Perhaps it is my imagination, but having traveled along the 
  Rio Grande for several days now, I find myself troubled by a 
  sense of foreboding and desolation. We have passed scores of 
  burnt and otherwise demolished bridges as well as the broken 
  remnants of river boats. Signs posted by local inhabitants and 
  erstwhile adventurers warn of the vampires across the river. One 
  plaque nailed to the burnt and crumbled skeleton of a bridge 
  reads, “Cover not these sacred waters lest you give passage to 
  the demons barred by them.” This is the typical sentiment of the 
  locals: The swollen river is seen as a godsend by many local in-
  habitants as it seems that the worse variety of vampires cannot 
  cross over moving water. Myth? We shall see.
  Vampires and Water
  – April 30, 101 P.A.
  We have been encamped here, near New El Paso, for nearly 
  two weeks. My guides have thought it best to wait until a local 
  skirmish passes before we move onward. The fear is that we may 
  be mistaken for cattle rustlers if we do not. It also appears we may 
  have to solicit passage from King Halloway to insure our safety. 
  I wonder what that will cost us.
  At any rate, this pause in our journey has given me time to 
  write about my encounters with vampires from a safe distance 
  and the tales we have heard about them.
  The living dead. We are told that vampires are the living 
  dead. Not animated dead, but people, once living, who have died, 
  and risen from the dead as some sort of demons that feed upon 
  the blood of the living. It is unclear to me whether these people 
  have become actual demons or their dead bodies are inhabited by 
  the demons.
  Running water. We are told that vampires are killed by run-
  ning water, and some insist any large body of water kills vampires 
  if the creatures are immersed in it. Furthermore, true vampires 
  cannot pass over running water. I would not have believed this 
  myself had I not witnessed the phenomenon first hand. On several 
  occasions we had seen what we believed to be vampires. Glowing 
  red or yellow eyes and shadowy figures watching us from across 
  the river, yet never did they cross. One might think, surely they 
  cannot cross the river by swimming through the cleansing waters, 
  but could metamorph into a bat, take to the sky and fly over the 
  The following are a series of letters from noted historian Erin 
  Tarn describing her first visit to vampire territory along the Rio 
  Grande and into Northern Mexico.
  Erin Tarn, February, 101 P.A.
  It has been 20 years since I last considered exploring the vast, 
  empty lands to the south of Lone Star. To this day I have nightmares 
  about my one, near fatal encounter with a vampire in the Lone Star 
  territory, near the Rio Grande River. Yet I feel compelled to return 
  and find the truth. Is it my infernal curiosity that nags at me, or is 
  it the conscience of an old woman who feels she has left a job un-
  done? I do not know, myself. Perhaps it is a little of both.
  Many people look to me for guidance. More people than I’d 
  like give my every word meaning, sometimes far more meaning 
  than I ever intended when I penned it. Even my letters, such as 
  this one, inevitably see print and take on some special significance 
  or serve to exhibit some special insight. If that is to be my fate, so 
  be it. I cannot change what I am. This being the case, I guess I do 
  feel that I have an obligation to find the truth about the southern 
  lands said to be the kingdom of the vampire. If the stories I con-
  tinue to hear have any measure of truth, I must find out. For if they 
  are true, it is time that we civilized people rose up to liberate our 
  southern brothers from what must be a hellish existence.
  Thanks to the unauthorized publication of Traversing Our 
  Modern World, I am again a hunted enemy of the Coalition 
  States. Many, I dare not say whom, have offered me sanctuary, 
  but I have no wish to bring ill to these generous and kind people. 
  Instead, I have decided to take this opportunity to travel west and 
  south. Here, the Coalition has few eyes to follow me and there are 
  many lands which I have yet to explore thoroughly. I suspect this 
  will be an old woman’s last great adventure. Wish me luck and 
  remember me in your prayers, I fear I will need them.
  The Rio Grande River
  Erin Tarn, April 10, 101 P.A.
  The history books before the Coming of the Rifts indicate that 
  the Rio Grande River was little more than a long winding, mud 
  puddle. Of course this is an exaggeration, but the point is that the 
  pre-Rifts river was not the river we know today. The Rio Grande 
  of our time is truly a river of great measure. It snakes it way along 
  the border of Lone Star territory (the old American State of Texas) 
  from the Gulf of Mexico to the San Juan Mountains in Southern 
  Colorado. It is approximately 2,000 miles long (3,200 km), about 
  100 miles (160 km) longer than in the days of old, and measures 
  between 100 feet (30.5 m) and 1,200 feet (365 m) wide depending 
  on the location. The depth of the river, or so I am told, is as shal-
  low as 10 feet (3 m) in some spots (we are looking for one such 
  place now, so that we may cross) to about 80 feet (24 m) deep.
  We are currently encamped near New El Paso, where we un-
  derstand the river is shallow and the current is weak enough for 
  our horses to swim across (our robot vehicles could cross at any 
  
  7
  water. Not so. One moonlit night, a small pack of vampires were 
  calling to us from across the river. They jeered and swore, hooted 
  and snarled, but none dared to cross the river. Suddenly, they 
  transformed into large bats before our astonished eyes and flew 
  into the night – away from the river.
  The creatures cannot pass over the water under their own pow-
  er, even of a high altitude. However, I am told that a vampire can 
  be transported across water by means of boat or aircraft, provided 
  the vehicle is piloted by a mortal servant and the vampire con-
  tained in a sealed box, or blindfolded and restrained. The creature 
  cannot know he is being taken over water, otherwise the vampire 
  may panic, fight to break away, and flee from the water. This 
  seems to imply, to me, that water represents some sort of deep 
  rooted phobia rather than a physical obstacle. If they can control 
  their fear, vampires can cross over water on a bridge because the 
  bridge is an extension of the earth and is, itself, rooted to the earth 
  on either side of the river. The talk of earth, water, and air makes 
  me wonder if vampires are not elemental beings.
  Holy Water. Water blessed by a priest or shaman is said to 
  be like acid to vampires, and if splashed on the flesh, it boils and 
  burns. If poured on the ground, the vampire cannot step over it. 
  However, I am also told the person using the blessed water must 
  believe in God and the sanctity of the water/blessing for it to work.
  Believe it or not, we are all armed with squirt guns! Yes, 
  children’s toys. The toys/weapons fire a blast of water. The water 
  is in motion and therefore counts as running water and, as such, 
  is said to inflict painful damage to the living dead. The people we 
  have spoken to are convinced of its success, so we have armed 
  ourselves with them. We’ve seen even stranger water based weap-
  ons than water pistols. In one village, a traveling Techno-Wizard 
  had created and sold a ridiculous contraption that was little more 
  than a portable water sprinkler that showered water all around its 
  wearer. The contention was the shower of harmless water acted 
  as force field against vampires, preventing them from touching 
  the wearer. I imagine there is some logic to the silly thing.
  If water is a key to a vampire’s vulnerability, then it makes 
  sense that tribes of vampires may live in the American States of 
  Arizona, New Mexico, and Texas, as well as Mexico, where the 
  climate is hot and dry. Much of the land here is devoid of tall trees 
  and is covered with scrub and tall grass or stony deserts. It is a 
  land where one can survey his surroundings for miles around and 
  there is little rain, meaning the vampires need not worry about the 
  threat of destruction from a sudden cloudburst.
  More Vampire Legends: There appear to be at least a handful 
  of different types of vampires. Even among the true vampires there 
  are three, possibly more, types of these demons. The most power-
  ful are the Vampire Masters. These “masters” serve as the leaders, 
  lords and generals of the vampire legions. They appear human but 
  are intelligent and powerful monsters. Rumor has it they can even 
  learn magic and use human weapons and technology.
  The victims of the Master Vampires sometimes rise from the 
  dead to join their maker and serve as one of his lieutenants. These 
  are the “undead” – once mortal humans and D-Bees reborn as 
  vampires after having been slain by one. They possess many of 
  the same supernatural powers as their master, but are not as intel-
  ligent or as powerful. Perhaps this is why I have also heard them 
  called Secondary Vampires. It is unclear to me, at this time, why 
  some victims of vampires rise from the dead and others do not.
  The third type are known as Wild Vampires. Like the Second-
  ary Vampires, they too were once humans until slain and trans-
  formed into savage monsters. These Wild Vampires appear to be 
  feral creatures that hunt in packs like wolves and behave more 
  like animals than men. So far, we have only seen the feral, Wild 
  Vampires.
  There are other blood drinking demons and creatures from the 
  Rifts, but I am told they are not the traditional or “true” vampire. 
  Indeed, any monster that drinks human blood is a “vampire” in 
  the broadest sense of the word, but that does not make him it of 
  the living dead.
  The following enumerated beliefs are accepted as facts by the 
  residents along the Rio Grande.
  1. Vampires stalk at night and sleep by day.
  2. The light of day is agony to a vampire and turns them to 
  dust.
  3. Vampires cannot cross moving water and if forced into its 
  embrace it can destroy vampires.
  4. A wooden or silver stake, driven through the heart kills a 
  vampire. A wooden arrow or silver bullet can also hurt and kill 
  them.
  5. Vampires are impervious to all other types of weapons, in-
  cluding particle beam weapons, lasers, rail guns, and explosives.
  6. Vampires can “metamorph” into the shape of a bat, wolf, 
  or mist.
  7. Vampires possess Supernatural Strength.
  8. Vampires can regenerate entire limbs overnight.
  9. Vampires feed on humanoid blood. Animal blood cannot 
  be substituted.
  10. The victims of vampires are cursed to walk the earth as the 
  undead until slain.
  11. The undead, though once human, are demons when they 
  are reborn as vampires.
  12. Vampires are always evil and savage monsters.
  13. Even the purest hearts and men of the cloth are not safe 
  from a vampire.
  14. Vampires never age and are said to be immortal.
  Despite this frightening journey into a land said to be domi-
  nated by these demons, I am confident that humankind has per-
  severed, and with luck, the stories of vampires, and what some 
  insist are entire kingdoms of them, are exaggeration or myth.
  Juarez, Mexico – May 3, 101 P.A.
  We are now on the vampire side of the Rio Grande River. Our 
  first few days were spent in the squalid city of Ciudad Juarez, 
  which is built on the bones of the original, pre-Rifts city of the 
  same name. Never have I seen such filth and decadence. Even 
  New El Paso is a safe and happy haven compared to Juarez. Ev-
  erything and anything is for sale. And I do mean everything, from 
  illicit human services and human slaves to magic and dark plea-
  sures. Several public and private arenas offer a variety of blood 
  sport. Strange herbs, shrunken heads, animal feet, livestock and 
  unidentifiable internal organs that I pray are those of animals are 
  sold on every street corner. The poverty is everywhere. Human 
  life has little meaning, and the squalor is beyond words. Days 
  away I can still taste the bile of the city in my mouth. It is a won-
  der that our visit went without incident.
  I spoke to some of the inhabitants of Ciudad Juarez who con-
  firm stories about nomadic vampire tribes and of Vampire King-
  doms deep in the south. The official word is that Juarez is free 
  of vampires. However, the peasants tell us otherwise, relating 
  
  8
  countless stories of people slain or stolen away in the night. Of 
  course, in this terrible place the fate of the missing could be in 
  the hands of a hundred different villains, none of them vampires. 
  Though I had hoped to encounter one of these more intelligent 
  vampires, we had no such luck. Nor did we see any of the Wild 
  Vampires. We were told this is because the Wild Vampires are 
  subservient to the Secondary and Master Vampires, and do not 
  come into town unless summoned. This, again, suggested there 
  were intelligent vampires in Ciudad Juarez, and were the true 
  leaders who ruled and pulled the strings from the shadows.
  Everybody we spoke to tried to talk us out of heading deeper 
  into the old territory of Mexico. When we could not be dissuaded 
  from our journey, all agreed the safest route of travel is along the 
  ocean coastline and the few rivers and tributaries. Despite this, 
  my protectors and the scouts in our party have decided to take 
  what is perhaps a more dangerous route across land. Our ultimate 
  goal is to reach the site of old Mexico City, now said to be a city 
  of vampires. Depending on what we encounter there, we may 
  move on into the rain forests of the Yucatan and perhaps into the 
  Land of a Thousand Islands (South America).
  The Disappearance of Erin Tarn
  Correspondence from Erin Tarn stopped after this letter. For a 
  time, many thought Ms. Tarn and her companions had perished. 
  Then, in October 101 P.A., came reports that she and her com-
  panions had resurfaced at Lazlo, safe and sound. As the story 
  goes, she and her party fell ill and could not travel for several 
  weeks. Then they encountered bad weather and blistering heat 
  that forced them to turn back. Some sort of conflict between two 
  warring factions required the party to head to the coast after all, 
  where they had to dodge Splugorth and Horune raiding parties. 
  It took them months before they could find their way back home. 
  When asked if she ever made it to the Vampire Kingdoms, her 
  practiced response is, “I must really try to organize another expe-
  dition to do so someday.” Erin Tarn has frequently stated in pub-
  lic that the Council of Learning at Lazlo and other nations should 
  conduct further expeditions into lands where little is known about 
  them, including Mexico and Central and South America.
  Behind closed doors, it is a different story. Though Erin Tarn’s 
  party never reached the Vampire Kingdoms, their eyes were 
  opened to the horrors that exist to the south. The fact that the out-
  spoken historian and leader has chosen to keep quiet about this 
  danger speaks volumes.
  A letter to the Council of Learning
  from Erin Tarn – September, 109 P.A.
  My Esteemed Friends and Colleagues,
  I know we have had our hands full with the Coalition’s War 
  on the Kingdom of Tolkeen and the fallout from the outcome 
  of that tragic conflict. I also realize there is increasing concern 
  about the Xiticix threat, and new dangers grow to the west in Cal-
  gary as well as disturbing reports of increased demonic activity 
  in conjunction with something known as the Minion War. These 
  are grave and uncertain times, and our hands are full. Yet I fear 
  I must again voice my concerns about the Vampire Kingdoms of 
  Mexico.
  I find the recent events involving our friends at Arzno to be of 
  great concern. I know they have determined the vampire incur-
  sion at Fort Tombstone to be an isolated incident, but I fear it 
  speaks to a greater problem: The Vampire Kingdoms.
  As I promised, I have not gone public with my own knowl-
  edge of the vampires of Mexico. I agree that it is best not to stir 
  up that hornets’ nest by even talking about it. If people knew 
  the full extent of the vampires powers and numbers, panic would 
  ensue. Nor can we afford the Army of the Coalition States, high 
  on their victory against Tolkeen, riding into a war against a su-
  pernatural enemy they do not understand. It would be like sheep 
  to the slaughter. And once the vampire-hornets’ nest has been 
  disturbed, I shudder to think how they might respond. It amazes 
  me the Vampire Kingdoms have remained as quiet as they have 
  for so long. Then again, the patience of immortal beings must be 
  much greater than our own, as time is on their side.
  Still, the Arzno incident is cause for alarm. I am not so con-
  vinced this was an isolated incident from a rogue vampire clan. 
  And even if it was, how soon before another rogue vampire takes 
  action against humanity on this side of the border? As the Vam-
  pire Kingdoms grow, I fear the number of such incursion shall 
  only increase.
  I am further dismayed so few of you have read the report you 
  received from Doc Reid, the foremost authority on vampires in 
  the world. Yes, the size of the voluminous 9,000 page report is 
  daunting. Yes, Doc Reid is obsessed, and probably quite insane, 
  but his depth of knowledge about vampires is unparalleled and 
  terrifying. There is little wonder why he has been driven mad. 
  Read it. Read just the first 500 pages and tell me how well you 
  sleep afterward — if ever again.
  I still have nightmares about what I witnessed with my own 
  eyes. Though we never got close to any of the actual kingdoms, 
  we saw the terror in the eyes of every human being we encoun-
  tered. We saw the human slaves and servants. We saw the ranch-
  es where people are raised and slaughtered like cattle. We met the 
  humans who serve and protect the undead out of fear or worse, 
  for personal reward. We saw the full force of the undead when 
  they slaughtered half the expedition and took the rest of us cap-
  tive. We suffered their arrogance and witnessed their total lack 
  of inhumanity. I still can’t believe we managed to survive long 
  enough to escape. If we hadn’t been Rifted out of there when we 
  were, we’d be among the dead, bled dry. Or worse, vampires who 
  now seek your blood.
  We cannot count on the growing resistence movement among 
  the people of the region, or the increasing number of Vampire 
  Hunters, nor the rivalry between the kingdoms themselves to be 
  their undoing. You know I am a person of peace. I have never 
  advocated war, but Doc Reid is correct: vampires are not to be 
  pitied nor thought of as human. They aren’t even demons, really. 
  They are a disease that infects and destroys humanity. We need 
  to stop the vampire pestilence before it becomes a plague that 
  sweeps through us.
  I look around me, and I see so much hope and promise. I see 
  civilization about to blossom to heights we have not known since 
  before the Great Cataclysm. At the same time, there are so many 
  dangers that seem to be rising up, it makes me shudder. Do not 
  doubt for a moment that the Vampire Kingdoms are one of them.
  The day we find vampires at our gates, the war is already over.
  – Erin Tarn
  
  9
  Undead Vampires
  made in arrogance, but as a matter of fact. A fact you need to 
  accept before reading this scientific study I have provided you. I 
  say this because you, like most people unfamiliar with vampires, 
  are likely to question the veracity of my findings or make the 
  knee-jerk reaction of confusing vampire myths and legends for 
  facts. Please refrain from this foolish impulse. Forget everything 
  you think you know about vampires and accept everything you 
  read in my report as absolute, verified truth. I have no reason to 
  mislead you and I seek no accolades for what has become my 
  life’s work. I am trying to save your lives.
  To that end, I write this report in plain speak without medical 
  and scientific jargon. Nor do I sugarcoat my findings. I am blunt 
  and to the point, because I want you to have a clear understanding 
  of the complicated pestilence known as vampires, and the danger 
  they represent to the entire world. The information presented in 
  this thesis is complete and verifiable. The facts and conclusions 
  have been tested and confirmed, and retested by multiples of at 
  least one hundred times. There are no errors or false conclusions. 
  My Rangers and I have battled the undead of the Vampire King-
  doms for more than 15 years. I myself have conducted more than 
  27,000 experiments on vampires as well as thousands of autop-
  sies and extensive studies.
  It is my understanding that among the vampire broods I am 
  portrayed rather like Doctor Mengele. For those of you without 
  knowledge of pre-Rifts history, a few hundred years before the 
  Great Cataclysm, Doctor Mengele served Nazi Germany during 
  World War II. He was, by and large, regarded as a monster, be-
  cause his studies involved experiments, torture and the butchery 
  of men, women and children. He was also the chief architect of 
  the extermination of millions of innocent people in the name of 
  genocide and human supremacy. I am told the vampires see me 
  in a similar light. As I understand it, so do some of my fellow 
  humans. A pity.
  Let me set the record straight at the onset, so that your views 
  are not prejudiced by such slander. I am a man of science. I serve 
  no government nor military force. I did not choose my fate, but 
  rather have fallen into the role of protector – some might even say 
  hero – when it comes to defending people against Undead Vam-
  pires. I find genocide to be abhorrent, and the human supremacy 
  practiced by the Coalition States to be a tragedy. I accept all peo-
  ple, human and D-Bee. My Rangers and I, in fact, are regarded as 
  defenders of the innocent and we associate with Cyber-Knights 
  and other heroes.
  Make no mistake, vampires are not innocent or human. They 
  are evil supernatural beings with the characteristics of an infec-
  tious disease. We fight them with the same clinical methodol-
  ogy, scientific approach and callousness as we would any disease. 
  Vampires are shameless and despicable supernatural monsters 
  who wear the face of humanity to trick us and stay our hand. You 
  must not let that happen. You cannot look at vampires as human, 
  because they are not. To believe there may remain some spark 
  of the human animal inside the body of a vampire is a mistake 
  these monsters love to exploit. Trust me, that which was once 
  human dies the moment the vampire is born. Other than their de-
  ceptive appearance, there is no shred of humanity left in the foul 
  There exist a variety of supernatural beings and monsters that 
  prey upon humanoids and drink their blood. The Dybbuk, Succu-
  bus, Batling and others are all, in the broadest sense of the word, 
  “vampires,” as are any monsters that drink the blood of their vic-
  tims. The monsters I refer to as Undead Vampires, or simply 
  vampires, are the legendary living dead – True Vampires.
  Highlights from Doc Reid’s Report:
  Understanding the
  Vampire Pestilence
  Excerpts from a secret report compiled by the famous 
  vampire hunter, Doc Reid, circa 108 P.A. Commissioned 
  by the Council of Learning at Lazlo, the document had 
  been shared with the Kingdom of Tolkeen, so it is possible 
  it has fallen into the hands of the Coalition States since the 
  Kingdom fell to the Coalition Army in 109 P.A. If this is 
  the case, the document would have been classified as Top 
  Secret while heads of the CS Army Military Intelligence 
  and Propaganda Department evaluate the data and decide if 
  any action should be taken.
  Allow me to introduce myself. I am Doctor Kenneth Jona-
  than Reid, but I prefer to be addressed simply as Doc Reid. I 
  am, without question, the world’s foremost authority on Undead 
  Vampires or what I call True Vampires. This statement is not 
  
  10
  creature’s soulless bodies. None. Vampires are a pestilence that 
  infests and destroys. Do not be fooled. Show no mercy.
  It has been my goal to learn everything I can about True Vam-
  pires: How they function, their pathology and behavior, their 
  strengths and weaknesses, their habits and practices, and how to 
  exterminate them. This report is the culmination of 15 years of 
  study in the field.
  Vampire Hierarchy
  There are three primary types of Undead Vampires: the Mas-
  ter Vampire, Secondary Vampire, and Wild Vampire. There are 
  also Vampire Lords, but these “Lords” are typically Master and 
  Secondary Vampires that have taken or earned positions of power 
  within vampire society. All serve the Vampire Intelligence that 
  is, ultimately, their creator.
  The Vampire Intelligence is the deific Alien Intelligence that 
  is the progenitor of Undead Vampires. This creature is the source 
  of the vampire pathogen starting with the creation of the Master 
  Vampire. For this reason the creature is sometimes referred to as 
  “the Beginning.” This is a being we humans seldom encounter 
  and is unknown to most people. Even my Rangers and I have yet 
  to see one, though I have coerced numerous descriptions from 
  both vampires and some of the people who have seen the mon-
  strosity and lived to tell the tale.
  Type One: The Master Vampire is the rarest and most pow-
  erful of the True Vampires. He is the carrier of vampirism that 
  creates more vampires and starts and spreads the vampire plague. 
  The Master, is the vessel through which a Vampire Intelligence 
  extends its influence, and from which all other Undead Vampires 
  of that specific Vampire Intelligence can trace their origins. This 
  makes the Master leader of the undead legions. For this reason, 
  the Master Vampire is sometimes known as “the Bringer” as well 
  as Supreme Lord and sometimes, King or Emperor.
  Type Two: Secondary Vampires are created by a Master 
  Vampire or another Secondary Vampire. They are subservient to 
  the Vampire Intelligence, the Master Vampire, and to the vam-
  pire who made them one of the undead. Secondary Vampires are 
  expected to serve their masters without question. For this reason 
  they are sometimes known as “They Who Serve” and “the Per-
  petuators” as well as “Common Vampire.” It is the Secondary 
  Vampire that comes to mind when most people think of vampires.
  Type Three: Wild Vampires are created by Secondary Vam-
  pires, but are flawed. As their name suggests, Wild Vampires are 
  much more feral and savage than the Master or Secondary Vam-
  pires. They tend to live in the wilderness like wild animals, hunt 
  in packs and behave more like wolves than men. Despite being 
  ruled by animal instinct rather than intellect, Wild Vampires pos-
  sess intelligence, can think and speak, and use simple strategies 
  and tactics. They show obedience and subservience to Secondary 
  and Master Vampires, who use them as attack animals and can-
  non fodder. For these reasons, Wild Vampires are also known as 
  “the Misbegotten,” “the Wild Ones,” and “the Hounds.”
  All Undead Vampires are subservient to their deific creator: 
  The Vampire Intelligence. Like all Alien Intelligences, this crea-
  ture is a supernatural being that is worshiped as the Creator and 
  All-Father of the vampire clans it has spawned. All three types 
  of vampires share the same basic powers, though the Master and 
  Secondary Vampires possess greater intelligence, skills and self-
  control than Wild Ones.
  The Vampire Pathology
  I have found the behavior of vampires to emulate that of dis-
  ease. Thus, I often refer to them as a pathogen and think of them 
  as a plague. The vampire pathogen starts with a supernatural 
  creature known as a Vampire Intelligence; a being of consider-
  able power, worshiped as a god by the vampires who serve it. The 
  Intelligence exists in another dimension beyond our physical bor-
  ders of reality and cannot physically enter our plane of existence 
  until a certain number of conditions have been met. The most 
  notable being a minimum number of vampires born of its specific 
  pathogen. The spreading of the vampire pathogen must start with 
  a willing “host” born in our mortal world. This is a madman who 
  wants to become an Undead Vampire for selfish or evil reasons. 
  Tales of superhuman powers and immortality via undeath are 
  enough to attract some people to forsake their humanity, betray 
  their people and become a Master Vampire – the vector or “car-
  rier” that spreads the disease and creates more undead. Exactly 
  how a person makes contact with the Vampire Intelligence to be-
  come the carrier is not yet known, but it may very well have to do 
  with evil intent, dedication to evil and pure luck.
  In the world of vampires, the carrier is known as the Master 
  Vampire. They are also sometimes known as the Maker Vam-
  pire, and many become self-appointed Vampire Lords, Kings and 
  Emperors who hold positions of power at the top of vampire so-
  ciety and command undead hordes. It is the Master Vampire who 
  creates other vampires, and they in turn create more and spread 
  the pestilence of vampirism. Each created by this chain of hered-
  ity must answer to the Master Vampire and his creator, the Vam-
  pire Intelligence. The Master may be male or female, and is, as a 
  rule, the most intelligent, powerful and cunning of the vampires.
  There is a narrow window of opportunity here when an infes-
  tation is just beginning; use it. For the first few weeks, new born 
  vampires – or in the vernacular of vampires, those “reborn” as the 
  undead – are disoriented, frightened and uncertain. They behave 
  rather like young children and look to their creator, the Master 
  Vampire, for explanation, instruction and protection. During this 
  short orientation period, the reborn undead remain near the Mas-
  ter who made them. Find and slay the Master and all of these first 
  few creations, and you can contain the localized infestation and 
  stop it in its tracks, but you must act quickly. Once the vampires 
  created by the Master begin to spread out on their own, they can 
  create more of their kind, spreading like a disease and creating 
  an epidemic that can leave thousands dead in its wake. Like any 
  swiftly spreading disease, the greatest fear is a pandemic and 
  the loss of millions. Frankly, I’m a bit surprised the vampires of 
  Mexico have not made such a move, but I fear it is only a matter 
  of time.
  The living dead created by the Master are known as Second-
  ary Vampires, or sometimes as Common Vampires, and many 
  other nomenclatures. They possess many of the same powers and 
  abilities as the Master Vampire, including the power to make 
  more vampires. However, they are not as intelligent or powerful, 
  and possess a greater range of weaknesses and vulnerabilities. 
  Though intelligent, Secondary Vampires exhibit a more savage 
  nature ruled by hunger and feral instincts. They have more diffi-
  culty controlling their base desires and possess a smaller range of 
  skills. Furthermore, they instinctively recognize the Master Vam-
  pire as their superior and seldom challenge his authority.
  
  11
  Without the Master to serve as the starting point and “carrier,” 
  vampirism cannot be spread. This misanthrope is the beginning, 
  but not the end. The disease of vampirism is so insidious that 
  once it has begun to spread, it is almost impossible to quarantine 
  and stop.
  One reason for this is that, unlike true germs, the Secondary 
  Vampires are both the disease and additional carriers.
  Another reason is that most Secondary Vampires embrace the 
  monsters they have become, and fight anyone trying to stop the 
  spread of contamination. You might think they would hate be-
  coming monsters. A real human would, but that’s what you must 
  understand, a vampire, though he may appear to be human or 
  even bear the face and memories of a loved one, is not the per-
  son who is now dead. This monster has assumed his appearance 
  and identity, complete with some memories. The person you once 
  knew is gone.
  There are also Wild Vampires, the savage, predatory mem-
  bers of the Undead Vampires’ hierarchy; more on them later.
  way to prevent death is to slay the Master or Secondary Vampire 
  responsible for the attacks before the victim dies.
  This is the part people have the most trouble accepting and 
  understanding. Your loved one slain by a vampire is dead. There 
  is no cure for death. Not even vampirism. Those who tell you 
  otherwise are liars or fools.
  Despite the legends and lies perpetuated by the vampires 
  themselves, there is no coming back from the dead. Your wife, 
  husband, sister, brother, or best friend killed by a vampire is dead. 
  It is imperative you understand and accept this hard fact. The 
  abomination that rises from the grave as a vampire may bear the 
  face of the person you knew in life, but he or she is not that indi-
  vidual. The vampire is a demon, a monster, who now wears the 
  face and body of the person you knew just as you might wear a 
  suit of environmental armor. It is a disguise these vile demons use 
  to trick the living to get close enough to feed upon us, enslave us, 
  and create more of their kind.
  Terms such as “undead” and “living dead,” which even I use 
  from time to time, may belie the reality of what the vampire really 
  is. Such terms are misnomers, because the victim of a vampire is 
  neither “living” or “undead,” but something completely new and 
  inhuman. Every vampire that is born replaces one of us with a 
  monster. That’s not your loved one any more, it is a demon pat-
  terned after the person who died. A monster that has stolen bits 
  of memory, skills and identity from the person who died and uses 
  them to disguise itself as human.
  Vampires and the Human Illusion
  The person you knew in life is no more. He died when the 
  vampire slew him. In his place stands a demon that has stolen 
  that person’s appearance and mimics some of his personality, but 
  this thing is not that person nor is it human. This is a monster. 
  A predator in human clothing. A cunning monster that uses its 
  human appearance to cause hesitation, confusion and even ac-
  ceptance by us. Do not be fooled.
  I have found people respond well to thinking of vampires in 
  the context of the old children’s story Little Red Riding Hood. 
  That’s not grandmother anymore, that’s a wolf in granny’s cloth-
  ing and skin. And my, oh my, what big teeth grandma has. The 
  better to eat you with, my dears.
  Remember that, and like Little Red Riding Hood, you may 
  survive your encounter with a vampire. I’m serious.
  Just as the wolf was not grandma, a vampire is not human. 
  It never was and can never be human. As far as I can tell, it is 
  an animated corpse inhabited by a tiny fragment of the Vampire 
  Intelligence. The Slow Kill of its victim over a period of several 
  nights enables the Intelligence, via its Master or Secondary Vam-
  pire carrier, to infect and take over the body of its victim three 
  days after the person dies. This process also enables the monster 
  within to draw upon some of the memories, personality and skills 
  of the person the vampire has slain. Thus, the thing that rises from 
  the grave is not the person who died, but a monster using the vic-
  tim’s brain patterns to appear to be a shadow of that individual.
  It is a brilliant disguise, because we humans tend to believe 
  what we see, not what we know to be true. Case in point, when 
  we see grandma, even though we saw her die, we don’t see a mon-
  ster, we see our grandma. Somehow, seeing her standing there 
  smiling sweetly and beckoning to us to give her a hug, causes our 
  Humanity Gone
  I apologize if I am confusing you with my reference to dis-
  ease. Allow me to clarify. I am not saying vampires are people 
  afflicted with a disease or that vampirism can be cured; it cannot. 
  I am saying vampires are the disease. Their behavior mimics that 
  of a pathogen. A human being who becomes an Undead Vampire 
  is dead and gone. He is beyond help or a cure, because he is dead.
  Let me repeat that: A human being who becomes a vampire is 
  dead and gone.
  I will discuss the process by which a person becomes a vam-
  pire later. What you need to understand is that the process that 
  turns a human into a vampire is fast and it is fatal. The victim 
  dies. The vampire’s bite starts the transformation. Three succes-
  sive bites over a short period of time kills the victim. The only 
  
  12
  emotions to override reason. It’s granny. It’s a miracle. Give her 
  a big hug.
  Wrong. It’s an abomination. Grandma died. You saw it. You 
  know it. This is not grandmother. It is a demon and a pestilence 
  that wants to kill you and drink your blood, or use the Slow Kill 
  to slay you and turn your body into another murderous vampire. 
  Reading this on paper it may sound obvious and easy, but when 
  faced with it in person, it is another story. I have seen Juicers and 
  hardened war vets rush into the arms of grandma, or their wife or 
  child, only to have their throats ripped open and blood drained by 
  a monster who finds it funny.
  Even those of us who never knew the woman as grandma see 
  an innocent old woman. A fellow human being. A mother figure. 
  It makes us hesitate and that gives the monster the edge it needs 
  to launch an attack. Whether the vampire is an eight year old, 
  eighteen year old or eighty year old, it is difficult to imagine that 
  fellow human as a monster. It’s the way we, as humans, are hard-
  wired, and the Undead Vampires take advantage of it. To survive, 
  we need to learn to override our ingrained behavior patterns. If 
  you know the person is a vampire risen from the grave, strike 
  without hesitation or regret. You are killing a monster in grand-
  ma’s skin, not grandma. This is apparent when grandma picks up 
  a half ton Combat Cyborg and tosses him aside like a rag doll, or 
  turns to mist, or lunges at you with fangs bared and eyes glowing 
  like red hot coals. Only by then, it may be too late.
  (Also see Appearance under Vampire Powers.)
  Dispelling the Myth
  Despite the preponderance of hard evidence and even anec-
  dotal reports to the contrary, there persists a romantic notion that 
  vampires are tragic figures who can be saved or redeemed. Some 
  people even cling to the idea of “heroic vampires” that are able 
  to maintain their humanity and suppress predatory instincts. Such 
  “good vampires” do not exist. To believe otherwise is to open 
  yourself and those around the vampire to danger.
  1. As I have already made clear, the vampire is not your grand-
  ma, husband or child. It is a supernatural monster using your 
  loved one’s appearance for its own evil purpose.
  2. Vampires, all vampires, are consumed with only two things: 
  hunger and sating that hunger through killing. Sating the hunger 
  is everything. Undead Vampires are killing machines. Killing is 
  what they do. A vampire that claims otherwise is lying to you or 
  itself.
  3. A vampire who believes itself to be the person who died and 
  whose identity it has stolen, is confused and deranged. Sooner or 
  later, the monster will accept its true nature or be unable to sup-
  press the hunger and kill.
  4. Vampires use the illusion of humanity with great cunning 
  and skill. They can make themselves seem quite ordinary and in-
  nocent, and no different than you or I. They can make themselves 
  seem likeable, caring and kind, or sympathetic, vulnerable and 
  sincere. Regardless, it is all a deception to get close to their prey: 
  YOU. Their convincing acting abilities are aided by the mon-
  sters’ powers of mind control and metamorphosis. (See Appear-
  ance under Vampire Powers.)
  I must confess, I have encountered Deluded Vampires who 
  honestly believe they are the person they were in life, afflicted 
  with the “curse of vampirism.” These lost souls are in denial 
  about what they are and mistake the memories and emotions of 
  the slain person whose body they have stolen, to be their own. I 
  don’t doubt that some of these Deluded Vampires torture them-
  selves by denying their true nature. I have seen some battle the 
  wickedness that swells within their breasts and the hunger that 
  drives them to kill. Some sincerely try to be human and maintain 
  their human identity for a remarkably long period of time. Even 
  under torture and pain of death, I have seen Deluded Vampires 
  insist, with their last dying breath, they are not monsters and can 
  control their predatory instincts.
  They are wrong, of course.
  Just as a leopard cannot change its spots, a vampire cannot be 
  something it is not. ALL vampires need blood. Though the vam-
  pire who clings to shadows of humanity may try to be human, 
  it needs blood to survive. The blood may be offered freely by a 
  friend or loved one, but the creature must feed upon somebody. 
  Animal blood cannot be substituted, and the blood of D-Bees 
  requires twice as much because it is only half as fulfilling and 
  nutritious. Some so-called Heroic Vampires rationalize feeding 
  on their enemies and only kill to feed without ever turning their 
  victims into vampires. Others draw blood from willing donors 
  via a sanitized medical procedure, but how is any of this differ-
  ent from the monsters of the Vampire Kingdoms? How are those 
  who offer their blood freely any different from the human cattle 
  and servants of evil vampires? And are they offering their blood 
  freely, or is there subtle mind control taking place? Such prac-
  tices are nothing more than an attempt to rationalize the aberrant 
  behavior of the vampire and deny the truth: The vampire is a 
  predatory monster who lusts for the blood of humans and lives to 
  hunt and kill humanoid prey.
  In the end, a single vampire will kill at least several dozen 
  people in the course of a year. Hundreds or thousands in its life-
  time. The vampire must feed on blood. If denied blood, the mon-
  ster becomes desperate to feed or starves. In time, the hunger 
  becomes obsessive and, like a starving mad dog, the monster will 
  attack and feed upon anyone, including the mortals it claims to 
  love above all others. I have proven this a thousand times over. 
  Vampires cannot control their need for blood. When push comes 
  to shove, vampire instinct takes over and it is humans and D-
  Bees who pay the price every single time. A Deluded Vampire 
  in denial may insist he had no choice or lost control. He may sob 
  and proclaim to hate himself for his reprehensible acts of murder 
  to momentarily quench his unquenchable thirst, but it won’t stop 
  him from doing so again, and again, and again. The monster can’t 
  help himself. It all comes down to survival, and the survival in-
  stincts of the vampire supercede all others.
  We are human, they are not. We are the prey, vampires the 
  hunters. Never doubt that.
  I Am a God
  Vampire Psychology and Delusions of Grandeur
  Vampires see themselves as superior to humans in every way. 
  How could they not? This I find easy to understand.
  I, myself, have a genius level I.Q. Though I value all people, 
  I sometimes feel frustrated and get irritable when those around 
  me can’t keep up or don’t seem to understand the simplest ideas. 
  When I’m tired and become annoyed, I think of them as idiots 
  and morons who try my patience. I have to stop myself and put 
  my emotions in check. I’m sure you have done the same from 
  
  13
  time to time, and you also see it in competitive sports. We have 
  all heard taunts at sporting events such as, “What’s the matter? 
  Can’t you keep up?” “You can’t touch me.” “I’m going to crush 
  you.” “Take that.” “Number one.” It is a natural reaction to feel 
  superior when you are smarter, stronger or faster than those 
  around you.
  Now imagine you are all those things and more. Imagine that 
  you are stronger than 20 men combined, you move with the speed 
  and agility of a Juicer, you don’t age, you are impervious to dis-
  ease, bullets and knives don’t hurt you, energy beams do little 
  more than ruin your clothing, and you regenerate from the most 
  grievous of injury. More than that, you can influence the minds of 
  others, transform into a flying animal, a wolf or mist, and you are 
  immortal. Compared to humans, such a being is a god.
  How can a vampire not feel like a superman compared to 
  us? How can they not look at us as lesser beings beneath their 
  feet? Even the Wild Vampire with its limited intellect and feral 
  behavior is many times stronger, faster and superior to us mere 
  humans, especially in combat. To vampires we are weak and in-
  ferior. Morever, we are prey: the animals the Undead Vampire 
  feeds upon.
  A lion does not consider the antelope’s value beyond becom-
  ing its meal. The lion doesn’t care about the antelope’s emotions, 
  dreams or aspirations. The antelope is weak and a victim – prey 
  to be hunted and eaten at the lion’s whim. This is the way of na-
  ture and we understand it. So understand that the vampire is the 
  lion, and we are the antelope. He is the king of the jungle and we 
  are his prey. Though some vampires treat humans with the same 
  fondness we might show for a favored pet, that is the best we can 
  hope to ever be to them, a pet. Most of us are dumb, weak animals 
  to be hunted for pleasure, sport and food. This is why vampires 
  become so angry when a puny human bests or embarrasses them 
  in any way. After all, it is a surprise when the antelope dares to 
  challenge the lion. It is an insult and an outrage when the antelope 
  triumphs over the mighty lion. When that happens, the king roars 
  in fury, and may go on a killing spree to prove his superiority 
  before other antelopes think they too can raise their hand against 
  him.
  The vampires’ supreme arrogance and belief in their own vast 
  superiority is one of the things we humans can exploit to our ad-
  vantage. Most vampires find the human spirit and irreverence to 
  be infuriating, and while it causes the monsters to lash out, it also 
  causes them to make mistakes and take rash action. Secondary 
  Vampires and the Master (who was truly once human) underesti-
  mate humans on every level. Again, it is the story of the lion and 
  the antelope. The powerful and deadly king of the jungle cannot 
  imagine the antelope being able to outsmart or beat him in any-
  thing. Only the human animal is no mere antelope. The fact that 
  humans are intelligent, resourceful, learn, adapt and wield tools 
  and weapons seems to escape vampires no matter how many 
  times it is thrown in their faces. Even the Vampire Intelligence 
  suffers from this blind spot concerning humans. We can use that 
  stubborn blind spot, born in arrogance and power, to confound 
  and slay the mighty lion. I know we can, because my Rangers and 
  I have done so many, many times. Personally, I find it satisfying 
  that the stuff that makes us human is our greatest strength against 
  the undead.
  Wicked Is as Wicked Does
  Cruelty, sadism and vampires
  Undead Vampires live to dominate, terrify and feed upon in-
  ferior humanoid life. Humans and D-Bees are regarded as prey 
  to be hunted, and in the Vampire Kingdoms, we are cattle, bred, 
  corralled, butchered and devoured. They also use humans and D-
  Bees as slaves and servants, pets and playthings. All too often, 
  pets and playthings are made to satisfy the demons’ sadistic plea-
  sures and base emotions. They are beaten, raped, tortured and 
  humiliated a thousand different ways. The majority of vampires, 
  regardless of their station, enjoy inflicting fear and suffering in all 
  its forms, from the physical to the psychological. I find many peo-
  ple do not realize the undead not only drink blood, but are psy-
  chic vampires that immerse themselves in dark emotions. Fear, 
  hate, sorrow, and agony are all sweet nectar to Undead Vampires. 
  When a vampire kills and feeds, the monster soaks up the de-
  lectable quintessence of life tinged with the tantalizing flavor of 
  terror or ecstasy that only a vampire can evoke. When the mortals 
  around them quake in terror or tremble with hate, vampires get 
  an endorphin rush making them feel aroused and powerful. Thus, 
  an environment of despair, sorrow and suffering in and around 
  the Vampire Kingdoms is not an accident of vampire culture, but 
  quite deliberate. The more miserable, demoralized and hopeless 
  their servants and slaves feel, the more delicious and enjoyable 
  the environment for the vampires.
  The wickedness and sadism of vampires is so reprehensible 
  that a newly risen vampire often seeks out the loved ones of the 
  deceased whose body the monster now wears, as his first victims. 
  The vile creature is drawn to the family and friends not because 
  of the fond memories and emotions he has stolen from the de-
  ceased, but to make a mockery of them and destroy everything 
  he once held dear. What a rush it is to return from the grave as 
  daddy or mommy to rip the life from the children and spouse. 
  The delicious horror from the children as their life is bled out of 
  them, one by one, by darling daddy or loving mother is the best 
  thrill-kill high the vampire will ever know in its eternal life. And 
  just to be cruel, the new vampire may decide to turn the wife or 
  little sister or sweet auntie into a vampire like itself. I know this, 
  because it has been told to me by hundreds of undead before I had 
  the pleasure of taking their horrible lives.
  All mortals are considered lesser beings, but as terrible as hu-
  mans are treated, D-Bees get it even worse. The less human a 
  D-Bee’s appearance, the more humiliation and suffering the poor 
  being will suffer at the hands of vampires. The food pens of the 
  Vampire Kingdoms are 50% D-Bees, and D-Bee slaves are treat-
  ed like mules and barely worthwhile. One vampire told me they 
  are little more than a barn cat or scurvy old dog. Vampires behave 
  like playground bullies when it comes to all of their slaves and 
  servants, laughing at every misstep, accident and plea for mercy. 
  Like a malicious child pulling the feathers from an injured bird, 
  the vampire picks and pokes and pries until the mortal curls up 
  into a sobbing ball of misery. If the pitiable slave is lucky, his evil 
  masters find this satisfying or hilarious and let him live again. If 
  the slave is unlucky, his tormentors my find this a disappointing 
  end to an evening of fun and games, and feed upon him, kill him 
  or torture him for many more hours.
  
  14
  Vampire Powers
  More accounts excerpted from
  the scientific report of Doc Reid.
  Undead Vampires, regardless of their caste level or origin, 
  possess a large number of impressive, supernatural abilities. Due 
  to their savage, animalistic natures, Wild Vampires don’t have 
  quite the full range of powers (the ones they have are listed in 
  their R.C.C. description), but they are just as dangerous.
  Appearance
  The vampire’s true appearance. The body of the vampire or-
  ganism is that of a dead human or humanoid. When the vampire 
  reanimates the body or returns it to “undead life,” the body more 
  resembles a demonic corpse than a living human or D-Bee. As a 
  result, vampires always have a pale complexion and blue, grey or 
  white pallor, as if their flesh is drained of blood. Being nocturnal 
  further prevents the tanning of the skin by the sun, and the com-
  plexion of vampires is several noticeable shades lighter than the 
  living population around them, especially in the American South-
  west and Mexico. Vampires exhibit other attributes you’d expect 
  to see from a corpse: slightly sunken eyes, dark circles under their 
  eyes, a pallor to the skin, hollow and prominent cheek bones, lean 
  and sometimes bony body, and skin that is cold to the touch.
  A vampire can be male or female, adult or child, though they 
  tend not to turn children into vampires, but rather use them as 
  prey, slaves, pets and lures to attract human adults to their doom. 
  Lusty and decadent by nature, Undead Vampires prefer to select 
  young, attractive adults to transform into new vampires. Like-
  wise, when given the luxury, vampires prefer to have intercourse 
  with and feed upon attractive, charismatic and important people.
  Other, more monstrous traits arise from the vampires’ 
  true demonic nature: In their natural form, vampires have long, 
  slender fingers – often unusually long – and long fingernails they 
  use like claws. The eyes are dark and piercing, but glow red, or-
  ange or yellow when the vampire is angry, fights or is ready to 
  feed. The eyes also glow when a vampire exerts his will over 
  others and whenever he uses any of his supernatural powers. The 
  ears are stretched long and pointed at the tips to resemble those 
  of a bat or canine. And, of course, the vampire’s most famous at-
  tribute is his fangs. A pair of large canine teeth are used to fight 
  and kill, as well as to bite and drain blood. The teeth are often so 
  pronounced, they may protrude from under the upper lip. Many 
  vampires are said to have a hungry look about them, like a sali-
  vating dog anxiously awaiting its next meal or a person longing 
  for some unnatural pleasure. Indeed, I have seen the look many 
  times. The face also has a more wicked and animalistic cast to it, 
  and becomes absolutely feral when on the attack. Though this is 
  the natural appearance of all Undead Vampires, many never see 
  it until it is too late.
  The illusion of humanity. All vampires have limited powers 
  of metamorphosis and can change their appearance with dramatic 
  effect. Everyone knows they can turn into a bat, wolf or mist. 
  (See Metamorphosis elsewhere in this section.) What they don’t 
  realize is that vampires use limited metamorphosis to conceal 
  their true demonic appearance in order to look more convinc-
  ingly human, healthy and alive. Fangs disappear and look like 
  normal teeth, the ears are smaller and rounded, not pointed, the 
  long fingers look normal and fingernails trimmed. Even the sick-
  ening pallor of the dead is less prominent and the vampire’s skin 
  is merely cool, not cold, dead flesh. Only when the monster is 
  provoked to anger, attacks or goes to feed do the fangs reappear 
  and features revert to their true, demonic, undead appearance.
  Natural vampire selection: humans. Appearance plays an-
  other role in vampire behavior. The demons prefer the human 
  appearance, and attractive humans at that. This is one bit of be-
  havior I must confess to not fully understanding. Even the loath-
  some creatures themselves cannot explain to me why they are so 
  drawn to human beings.
  I have a few theories why vampires may have a natural prefer-
  ence for humans. It may be that Undead Vampires have evolved 
  to prey upon one specific species and that species is us. This type 
  of specialization is common across the full spectrum of Earth-
  based animal species, such as certain insects that can only eat 
  one type of plant or prey, to large predators that perish when their 
  primary prey becomes too few or extinct. One such example is 
  the polar bear, who without its primary food source, the sea lion, 
  would perish. Since demons and other supernatural beings do not 
  follow the laws of nature, you would not think this would be the 
  case, but it appears to be so, at least in part.
  
  15
  Another contributing factor to the vampires’ preference for hu-
  mans is that they judge themselves by human standards of beauty. 
  The vampires’ superior and arrogant nature demands they, them-
  selves, possess uncommon good looks. This compels vampires to 
  select the most attractive people for Slow Kill transformation into 
  a fellow Undead Vampire. Vampires prefer humans and human-
  looking D-Bees to join the ranks of the undead, and whenever 
  possible, they select attractive ones. It makes sense in a twisted 
  way. Vampires are vain and arrogant. They see themselves as 
  gods, or at least superior to humans in all ways. A god must be 
  handsome or beautiful, and those they surround themselves with 
  must be a reflection of the god’s majesty, beauty and power. Ar-
  rogance dictates that the vampire make himself look good by 
  selecting the most attractive, powerful and appealing people to 
  serve him as both subservient vampires and mortal slaves. As 
  a consequence, less attractive people are relegated to servants, 
  slaves, pets or livestock, all of whom are routinely mistreated and 
  beaten for being common or inferior wretches before they are 
  eventually slain. Being surrounded by beautiful people also adds 
  to the vampires’ mystique, allure and air of decadence. Our view 
  of “monsters,” after all, is not beautiful people. Of course, the 
  vampire’s true form is actually a demonic corpse, but that truth is 
  disguised when they walk among us.
  On the other hand, beauty may have nothing to do with arro-
  gance, delusions of godhood, or evolution, and everything to do 
  with stalking prey. A predator that preys upon humans can stalk 
  them with ease if it looks human itself and can walk among them 
  unnoticed. A monster that appears to be an attractive human can 
  draw its prey to him like moths to a flame. It makes the hunt easy 
  when the prey come to the predator and offer themselves to him.
  Please don’t misunderstand, vampires hunt and feed upon 
  plain-looking and ugly people all the time, D-Bees too, but they 
  are seldom chosen to become vampires. The more human-look-
  ing (and tasting), the more acceptable a D-Bee is to vampires. I 
  am told, however, that D-Bee blood has a completely different 
  taste and is less satisfying. D-Bees are seldom made into vam-
  pires. When they are, two-thirds result in the inferior Wild Vam-
  pire. Note: See Slow Kill for a list of beings who can and cannot 
  be turned into the undead.
  Appearance Bonus When Human Looking: +2 to a vampire’s 
  P.B. attribute. Has no effect on other vampires. Note: Instinct has 
  even Wild Vampires take on a more normal, human appearance. 
  Yes, they may be dirty, their hair disheveled and their clothes 
  tattered, but they’ll look like normal people (human and/or D-
  Bee). They may even flaunt their sensuality to lure unsuspecting 
  adventurers into their clutches, before they go all feral on you, or 
  the other members of their pack crawl out of their hiding places 
  to attack.
  Arrogance and Confidence
  I list the vampires supreme arrogance as a “power” because 
  it makes them bold and daring. And with bold action and dar-
  ing, comes opportunity and the acquisition of power. It also adds 
  to the monsters’ sex appeal and ability to attract prey. Psycho-
  logical studies show people are attracted to confident individuals. 
  A vampire’s animal magnetism combined with good looks, let 
  alone the art of seduction and other powers, is used like a weapon 
  to attract new victims, separate them from the herd, and lead them 
  to their doom.
  Arrogance and confidence are also used to intimidate, belittle 
  and command others. I can tell you from experience that even a 
  chained vampire about to die often remains defiant and brazen 
  to the bitter end, spitting in your face and challenging you to do 
  your worst. The whole time there is no doubt in your mind that 
  if he could free himself, he’d tear you to pieces the first chance 
  he got, and only after feeding on your corpse, seek an avenue of 
  escape. Vampires have that King of the Jungle aura and behave 
  very much like a lion whether caged or on the loose.
  Arrogance Bonus: +1 to a vampire’s initiative and +1 to M.A. 
  attribute. Not applicable to Wild Vampires and has no effect on 
  other vampires.
  Art of Seduction
  Vampires are naturals at the art of seduction, at least when 
  they want to be. They are earthy, sensual beings who instinctively 
  know how to use their sensuality as a weapon and tool to attract 
  victims into their clutches and get information out of fools. Con-
  sider yourself warned. Be wary.
  Seduction Skill for Vampires (automatic): 60% +2% per level 
  of experience. Also see the use of pheromones under Attraction 
  and Sensuality, below. Not applicable to Wild Vampires and has 
  no effect on other vampires.
  Attraction and Sensuality
  Human beings find themselves drawn to a vampire who gives 
  them the eye, even if it is to simply observe him or her for a 
  while. Vampires love the base instincts of humans, and use sex, 
  lust and animal magnetism to lure people to their doom. The un-
  dead are expert at using the “come hither” look. If they are not 
  careful, even trained Vampire Hunters can find themselves mo-
  mentarily seduced by a vampire, their eyes riveted to the creature. 
  It is bad when this happens, because you become so drawn to the 
  vampire that, for a minute (1D4+ melee rounds), you lose a sense 
  of time and everything around you. It’s like when you daydream 
  and become so lost in thought you forget what you’re supposed 
  to be doing and become oblivious to what’s being said and hap-
  pening around you. You just sit or stand there, lost in the presence 
  of the vampire until the demon smiles at you, winks, turns away 
  or blows you a kiss and snaps you out of your daze. As your wits 
  flood back, you may realize the vampire’s henchmen (or other 
  enemy) have surrounded you, or the vampire has come within 
  striking distance to you, or your teammates are missing, and so 
  on. It is embarrassing and sometimes deadly, but if you hunt vam-
  pires, it is inevitable. If this happens to you, don’t be embarrassed 
  or let it throw you off your game, shake it off, refocus and take 
  appropriate action.
  It has been through tireless research that I discovered the pre-
  viously unknown fact that vampires release a pheromone that cre-
  ates sexual attraction and dynamic tension. While entranced by 
  the vampire due to the release of pheromones, the demon may 
  move in for a full blown seduction. Of course, seduction only 
  works on the opposite sex and those attracted to the same sex.
  Don’t laugh and don’t underestimate this power. I’ve seen 
  trained Vampire Hunters become transfixed, and even though 
  they know full well the demon they face, allow the vampire to 
  disarm them, caress them, take something of value and walk away 
  without the Hunter making a move to stop them. I have even seen 
  
  16
  victims of sensual entrancement bare their neck or forearm to 
  let the vampire sink its teeth into them, or make the first attack. 
  Unless Hypnotic Suggestion or mind control is also being used, 
  such an attack snaps the victim to his senses, but the damage may 
  already be done.
  Vampire Pheromone Induced Seduction Trance:
  Range: Line of sight, up to 100 feet (30.5 m) +5 feet (1.5 m) per 
  level of experience.
  Duration: 1D4+1 melee rounds. Close contact and touch extends 
  duration another 1D4+2 melee rounds.
  Penalties: A failed roll to save means the victim is temporarily 
  dazed and transfixed by the vampire. Reduce natural defenses: 
  The victim is oblivious to anything others are saying and doing 
  around him, the passage of time has no meaning, -20% on skill 
  performance, -3 on Perception Rolls, no initiative, reduce the vic-
  tim’s number of attacks by half and he only fights when attacked 
  directly. While seduced and distracted, the first strike leveled at 
  the character automatically hits unless the vampire tells him to 
  duck, turn around or watch out; roll for damage. An attack in-
  stantly snaps the victim out of the seduction trance.
  Other Penalties for the Seduced: While seduced and transfixed, 
  the victim is -2 to save vs the vampire’s Hypnotic Suggestion, 
  other psionic attacks and mind control.
  Saving Throw: To save vs Seduction Pheromone attack, the vic-
  tim needs to roll 16 or higher to save, same as save vs non-lethal 
  poison. This is NOT a psionic attack, it is a chemical attack, so 
  bonuses to save vs mind control or psionics do not apply, but 
  saves vs poison do.
  Note: The vampire must target the person to be seduced, make 
  eye contact and behave in a seductive, alluring manner for this 
  attack and manipulation to work. The moment the demon attacks, 
  the spell is broken. Seduction cannot happen if the vampire is 
  angry, hostile or threatening; cannot be used in combat.
  Not applicable to Wild Vampires and has no effect on other 
  vampires.
  Aura and No Reflection
  The cancer that is vampirism
  Vampires have a very unique and distinctive aura. Any psy-
  chic who has seen a vampire aura never forgets it, and recognizes 
  other vampires by their similar aura in the future. I’m told the 
  aura indicates evil and is dark and sickly in appearance. That it 
  radiates with disease similar to a person dying of cancer or other 
  disease that ravages the body by turning it against itself, or eats 
  healthy cells as it invades and corrupts everything it touches.
  Though I cannot explain how it works, it is my suspicion the 
  demonic aura somehow prevents the vampire from having a re-
  flection in mirrors and other reflective surfaces. The aura that sur-
  rounds the body even makes clothing and items held or carried 
  by the vampire invisible in a mirror. This means cameras that 
  utilize mirrors in the photographic process cannot photograph a 
  vampire, but digital cameras can. This power is automatic, the 
  vampire has no control over it. Depending on the circumstances, 
  the lack of a reflection can be considered a weakness and problem 
  rather than an asset.
  I am often asked, how can vampires have an aura when vam-
  pires are dead and according to psychics, only “living” things 
  have auras? This again goes to the confusing and contrary myths 
  and legends about vampires being the “risen dead,” but even 
  these myths refer to vampires as the “undead” and “living dead.” 
  Both of these descriptive terms suggests vampires are not truly 
  dead, but alive in a way we do not understand. Even with my 
  years of extensive scientific study, I cannot fully answer ques-
  tions about every aspect of the vampire, at least not to my full 
  satisfaction. As a result, I have only a theory about the “life” and 
  “aura” of an undead.
  The pathogen – the disease that animates the corpse – is, itself, 
  alive. The body is nothing more than a host, a vessel, for the liv-
  ing pathogen. It is the essence of the disease that has invaded and 
  animated the corpse whose aura is seen, not the person who has 
  died. Whatever the vampire is, it completely takes over the body 
  slain via the Slow Kill and makes it its own. We know the living 
  person is gone, replaced by the vampire. It is the monster’s life 
  force whose aura radiates from the body.
  Again, I see correlations between vampires and diseases like 
  cancer that invade living, healthy cells and change what was once 
  healthy into something deadly and destructive. As the cancer 
  spreads, the body is turned against itself. Healthy cells become 
  cancer cells. This is how vampirism works, only as a hive mind 
  organism, all of humanity is the body, and individual people are 
  the individual cells attacked and killed or transformed to become 
  the deadly organism, i.e. other vampires.
  Using this analogy, each person turned into a vampire is the 
  equivalent of a healthy cell being turned into a cancer cell. The 
  more cancer cells that are made (i.e. vampires) the more the body 
  (i.e. the human population) is made cancerous (vampirous) and 
  destructive to the rest of the body (the human race). Like the 
  
  17
  healthy cells that become cancer cells, vampires turn on the living 
  and either feed upon and destroy them, or turn them into versions 
  of themselves — new cancer cells, or in this case, new vampires. 
  Though the cancer cells damage and kill the body, they are alive 
  and virulent. The same can be said of vampires. Thus, the vam-
  pire represents some measure of life even if it is a deadly sickness 
  that threatens to destroy us all. I think the ancients who coined 
  the term, “undead,” were trying to tell us just that. After all, what 
  is undead but alive, except not in the way we imagine life. The 
  “undead” is the antithesis of life. Like the virulent cancer cell that 
  transforms healthy cells into devouring mechanisms of death and 
  destruction, so do vampires turn people into the “undead” to feed 
  upon the living and generate more death and undead.
  Based on my interrogation of thousands of vampires, the dead 
  body of a person murdered via the Slow Kill is invested with a 
  tiny bit of the life essence of the Vampire Intelligence itself. This 
  is the cancer that starts with one cell, the Master Vampire. This 
  one cancer cell begins to create more cancer, the Secondary Vam-
  pires. As previously discussed, the risen dead is not the person 
  who died, but a demon contained within the body of the once 
  living. As best as I can tell, the vampires’ connection to the ele-
  ment of earth requires a physical link via a host body. A body 
  that is somehow transformed or prepared via the Slow Kill to ac-
  commodate the cancer that is the vampire essence. If this sounds 
  far-fetched or crazy, I need to remind you that True Vampires are 
  supernatural creatures, and as such are not bound by the laws of 
  science and nature as we understand them. My apologies, but this 
  is the best I can describe the disease that is vampirism.
  Blood Scent
  Vampires can smell blood and rotting, unburied corpses up to 
  a mile (1.6 km) away, and can track the scent to its source. The 
  monster can also tell if the blood is human, D-Bee, animal or 
  other, and whether there is a small amount of blood (one injured 
  person) or a great amount of blood (battlefield, hospital, slaugh-
  terhouse). The smell of blood, death, decay and rotting or burning 
  flesh is pleasant, even delicious, to a vampire. Base Skill: 50% 
  +4% per level of experience, +10% to track the blood scent of 
  one of the vampire’s own servants, +20% if the there is a large 
  quantity of blood. -20% if the blood has been dry for more than 
  two weeks.
  Note: A vampire cannot recognize or track the scent of spe-
  cific living people. However, he can track or follow the scent of 
  blood on a person, i.e. blood splatter from combat, blood from 
  preparing meat, a woman during her menstrual period, and simi-
  lar. However, range is reduced by half and the skill ability suffers 
  a -15% penalty.
  Climbing & Leaping
  Vampires are nocturnal animals and exhibit traits common 
  to bats and rats, both of which are excellent climbers. As a re-
  sult, vampires in humanoid form have no fear of heights and can 
  run along narrow ledges and rooftops at full speed without fear 
  of slipping and falling. They can also climb walls, pillars and 
  straight up and down vertical surfaces at half their normal run-
  ning speed. Likewise, vampires can cling to walls and ceilings 
  like a bat, though upside down movement is performed at only 
  20% of the vampire’s normal running speed.
  Undead vampires can leap from considerable heights (100 
  feet/30.5 m +10 feet/3 m per level of experience) and land on 
  their feet like a cat without injury (counts as one melee action/
  attack). They can also leap one foot (0.3 m) per every two P.S. 
  attribute points. Thus, a vampire with a P.S. of 20 can leap 10 feet 
  (3 m) upward and across (each leap counts as one melee action/
  attack).
  Combat: Attacks per Melee Round
  Undead Vampires are demonic predators whose human ap-
  pearance belies their true power and speed. Attacks per melee 
  varies with the type of vampire.
  Master: Five attacks per melee round to start, +1 attack at lev-
  els 3, 6, 9, 12 and 15. The very first Master is the one who ini-
  tiates the vampire plague and all vampires created after him in 
  that bloodline acknowledge him as the Great Master or the First 
  Master. Even the other Masters defer to the First Master.
  Secondary: Six attacks per melee round to start, +1 attack at 
  levels 5, 10 and 15.
  Wild: Five. Does not improve.
  Combat: Bite Attack
  In combat, vampires use all the weapons and powers available 
  to them, and that includes biting like a wild animal predator.
  Bite attacks do 2D6 damage from Secondary and Wild Vam-
  pires; +4 to damage from the bite of a Master Vampire.
  Power bites (counts as two attacks) inflict 4D6 damage from 
  Secondary and Wild Vampires; +8 to damage from the bite of a 
  Master Vampire.
  Against Hit Point creatures such as humans, the vampire in-
  stinctively holds back to inflict S.D.C./Hit Point damage. Against 
  Mega-Damage opponents, be they humans in power armor, cy-
  borgs, rival demons, dragons or other Mega-Damage beings, the 
  vampire instinctively cuts loose, inflicting 2D6 M.D. with normal 
  bite attacks, 4D6 M.D. for power bites, +4 and +8 damage bonus 
  respectively for Master Vampires.
  Also see Supernatural Strength for additional combat options.
  Create Vampires
  Slow Kill: The process to create new vampires
  For reasons even I cannot explain, an Undead Vampire cre-
  ates more of its kind via an attack known as the Slow Kill. A 
  process by which a vampire bites his chosen, living mortal tar-
  get three consecutive times. Each time the vampire feeds on his 
  victim’s blood, but not so much as to kill him. The Slow Kill 
  process infects the victim with the corrupting essence fragment 
  of the Vampire Intelligence. The vampire must slowly drain his 
  chosen victim a little bit at a time for three consecutive nights. 
  On the third night, the victim is slain by having all his blood 
  drained. Three days later, the victim rises from the grave to join 
  his demonic creator. The new vampire will always rise as a Sec-
  ondary or Wild Vampire and usually remain subservient to his 
  creator, obeying his every command even if that command en-
  dangers his own life.
  As discussed previously, a vampire’s choice for a Slow Kill 
  (resulting in the creation of a new vampire) is usually a human 
  or D-Bee whose appearance is as close to human as possible. An 
  
  18
  attractive victim is also preferred, especially when the vampire 
  seeks to create for himself an undead companion. Note: Victims 
  slain and fed upon for their blood only or killed for some other 
  reason (in anger, revenge, sport, etc.) do not become vampires. 
  Furthermore, vampires are much less picky when they hunt to 
  feed and target any mortal race. Humans are preferred, but any 
  S.D.C. D-Bee can serve as prey.
  I find it interesting that the newborn vampire is subservient 
  to its creator. I can understand this at first, or if the vampire cre-
  ator takes the time to tutor the newborn monster in the ways of 
  the undead, but I understand that a Secondary Vampire, regard-
  less of his age and level of power, forever and always regards 
  his maker as more powerful and dangerous. It is an interesting 
  psychology hardwired into the vampire’s brain. I would imagine 
  it helps to maintain the pecking order within vampire society. 
  Likewise, though they have never met him before, all vampires 
  recognize the Master and accept him as their supreme leader, and 
  the Vampire Intelligence as their supreme being. All but the most 
  insane and defiant dare not obey the Master or the Intelligence. 
  To disobey or defy either is a death sentence.
  It is my further understanding that it is an unspoken rule for the 
  Secondary Vampire who creates a new vampire to teach it how to 
  live. However, only two-thirds of the Secondary Vampires take 
  the time to do so. Of course, circumstances such as being hunted 
  like an animal, may prevent a well-intentioned Secondary Vam-
  pire from showing his creation how to behave and use its powers. 
  At first, I thought it was among those given birth and abandoned 
  without instruction who turn into Deluded Vampires, but I have 
  learned this is not the case. Deluded Vampires are the ones who 
  hang onto the memories of the person who was slain and whose 
  body they now possess. They mistake these memories and emo-
  tions as their own and come to believe they are that person turned 
  into a vampire. These pathetic creatures may try to curb their de-
  monic and murderous nature and live among humans, but it is 
  impossible. Take no mercy upon these deranged monsters except 
  to put them out of their misery.
  Wild Vampires: The Misbegotten are flawed to begin with and 
  can only create other wild and deranged undead. However, they 
  are usually too crazed, savage, and impatient to perform a Slow 
  Kill. Instead, Wild Ones kill only to feed without forethought, 
  plans or desire to create more of their kind. Instinct tells the Wild 
  Vampire to be subservient and even afraid of its creator and all 
  Secondary Vampires. However, Wild Ones are difficult to con-
  trol even by their creator, and are commonly banished from civi-
  lized vampire communities to wander the wilderness or used as 
  guard animals and cannon fodder.
  Game Note: The G.M. may decide what type of vampire is 
  created or may roll percentile dice for a random determination.
  01-42% A Secondary Vampire has been created.
  43-00% A Wild Vampire has been created.
  The Behavior of a Slow Kill Victim Before Death. In all cas-
  es, the victim of a Slow Kill is immediately linked to the vampire 
  and is incapable of offering any further resistance after the first 
  bite. During the day, the individual is sluggish and sleepy, easily 
  frightened and behaves in a passive and timid manner. The vic-
  tim’s wits are dulled and, when not languishing about, he or she 
  sits quietly by a window or alone, staring out as if in a trance or in 
  deep thought. During this period of infection, skill performance 
  is halved as is the individual’s ability to fight and defend himself 
  (reduce attacks per melee and all combat bonuses by half).
  The suggestion of travel is met with great resistance as the 
  victim feels somehow compelled to stay put, insisting that he or 
  she is too weary or sick, or just doesn’t want to travel. In reality 
  it is because he waits for the vampire to return. Somehow the 
  process of the Slow Kill imposes the will of the vampire upon 
  his victim and makes the victim unwilling to offer resistence or 
  avoid future visitations. Psionic and magic mind control does not 
  The Slow Kill creates a new Secondary or Wild Vampire:
  The Master: The Master Vampire always creates a new Sec-
  ondary Vampire. There is no margin for error, the result is always 
  a success. There is only a 5% chance for a newborn vampire cre-
  ated by a Master to be Deluded, and most Masters will take the 
  vampire under their wing to give their creation proper orientation 
  and purpose as the undead. This includes instruction about vam-
  pires’ superiority over mortals and basic instruction on feeding, 
  vampire powers and vampire society. Masters in the Vampire 
  Kingdoms usually assign one or more of their trusted Secondary 
  Vampires to provide these lessons. However, an individual who 
  the Master may have special plans or desires for, may get his 
  personal attention.
  Secondary Vampires: The Slow Kill of a Secondary Vampire 
  may create a Secondary Vampire or a Wild Vampire. Nobody 
  knows why this is, and none of my research has provided any 
  answers. Of course, I have never had the pleasure to examine a 
  Master Vampire. All I know of them comes from interrogation of 
  lesser vampires and reliable reports from the Vampire Kingdoms.
  
  19
  work to override or negate the vampire’s influence. If force is 
  used to remove the victim, the entranced person fights like a tiger 
  with full vigor (all attacks per melee and bonuses suddenly back 
  to full). Even if removed from the vicinity of the initial attack, 
  the bond between the victim and the undead enables the vam-
  pire to sense and find his victim wherever he is taken (up to 400 
  miles/640 km away).
  Call & Control Victim. A Slow Kill bite creates a mental 
  bond that enables the vampire to telepathically “call” his victim 
  (100 foot/30.5 m range). The victim hears the call and obeys 
  simple verbal and/or mental commands like, “Come to me” and 
  “open the door,” or “remove the crucifix.” The vampire can also 
  place the victim into a trance and carry him off without resistance 
  or make him accompany the vampire as if sleepwalking. While in 
  the trance, the bite victim is oblivious to everything around him 
  and cannot react to outside stimulation, voices, or actions taken 
  by others. Nor can he take any kind of action to save himself or 
  to help others. The only voice he can hear is that of the vam-
  pire. Thankfully, the victim remembers nothing of the events that 
  transpired while entranced.
  Salvation. The only hope to prevent the inevitable is to kill 
  the vampire before he kills the victim. Killing the vampire before 
  he can bite and drain the victim of blood on the third consecutive 
  night, saves the subject from death and his body’s rebirth as the 
  undead. If you cannot stop the final, killing attack, the body must 
  be destroyed by decapitating the head, and burning body and 
  head separately before three days pass. If the body is left alone or 
  buried, on the third night after death, it comes to life as a vampire.
  Who can be turned into a vampire:
  City Rats and other characters with cybernetic implants or a 
  bionic limb or two can become the undead, but all of their im-
  plants are rejected thanks to their new, super bio-regenerative 
  powers. The new vampire feels a dull pain wherever there is a 
  cybernetic implant and instinctively knows to turn to mist. As 
  soon as this is done, the cybernetics drop to the ground. When the 
  vampire resumes his humanoid form, it is without the cybernet-
  ics. Any limbs and body parts that were once cybernetic or bionic 
  are replaced with dead flesh and blood.
  Cyber-Knights can become vampires. Though they have bi-
  onic-like armor built into their bodies, it is “living armor.” This 
  makes the noble knights vulnerable to the vampire’s Slow Kill 
  bite. However, when the Cyber-Knight dies, the living armor also 
  dies and falls off his body. The vampire that rises in the Cyber-
  Knight’s body is without benefit of the Knight’s living armor.
  D-Bees that are S.D.C. beings, with some exceptions, can be 
  turned into vampires. In theory, any intelligent, S.D.C., mortal 
  humanoid can be turned into a vampire via the Slow Kill. How-
  ever, as discussed, vampires prefer to make humans and human-
  like D-Bees into the undead. Thus, humans, Elves and other be-
  ings who closely resemble humans in appearance and genetic 
  makeup are top candidates to become vampires. This puts Altara 
  Warrior Women, Elves, Jungle Elves of South America, Kittani, 
  Ogres, Phlebus, Posluznik, Psi-Stalkers, Quick-Flex Aliens, and 
  Roane Pipers on the short list of preferred substitutes for humans 
  due to their similar genetic makeup and/or appearance. Aviane, 
  Dewtani, D’Norr Devilmen, and Lanotaur also seem to appeal 
  to vampire sensibilities, though not nearly as much as the oth-
  ers. Game Note: The majority of these beings are described in 
  Rifts® D-Bees of North America.
  Though they could, in theory, be turned into the undead, vam-
  pires seem to have a distaste, perhaps quite literally, for D-Bees 
  with fur, animalistic features, or amphibian, avian or reptilian 
  bodies.
  D-Bees with M.D.C. bodies cannot be turned into vampires.
  Headhunters and Partial Cyborgs whose bodies are less 
  than 50% machine can be turned into vampires. As with City 
  Rats, above, instinct tells the new vampire to turn to mist. As 
  soon as this is done, the bionic and cybernetic machine parts, in-
  cluding any Bio-Systems, drop to the ground. When the vampire 
  resumes his humanoid form, he is completely whole. Any limbs 
  and body parts that were once bionic are regrown as dead flesh 
  and blood.
  Humans are the favorite and preferred species to be made into 
  the undead.
  Lemurians can become vampires, but a Lemurian vampire 
  can never return to the sea. Lemurians are a handsome people 
  who began their existence as humans. This makes them very at-
  tractive to vampires. However, their amphibious ability to func-
  tion on land and underwater, as well as their use of water magicks 
  and Biomancy, make vampires leery of them.
  Practitioners of Magic can become vampires. Humans and 
  D-Bees who learn magic, and turn their bodies into a living con-
  duit through which magic energy is channeled, but are not the 
  same as creatures of magic.
  Psychics can become vampires.
  S.D.C. Beings. Technically, S.D.C. beings, with some excep-
  tions, can be turned into vampires. See D-Bees, above, for details.
  Who cannot be turned into a vampire:
  ! Animals cannot become vampires, not even mutant animals 
  or human-animal crossbreeds, or intelligent animal life forms. 
  Vampires may slaughter cattle, livestock, and other animals 
  out of spite or to cause trouble, mayhem and mischief, but 
  animals cannot be turned into vampires. Nor can a vampire 
  derive any sustenance from animal’s blood. Drinking animal 
  blood does a vampire no good.
  ! Beings not of flesh and bone. Though few such creatures exist 
  on Rifts Earth, non-carbon based life forms, i.e. people made 
  of plant matter, silicon, and most Mega-Damage beings, can-
  not become a vampire via the Slow Kill.
  ! Crazies and Wired Gunslingers cannot become vampires.
  ! Creatures of magic, such as Faerie Folk, the sphinx, dragons 
  and others cannot become vampires.
  ! Cyborgs, Full Conversion: Combat Cyborgs, Full Conver-
  sion Cyborgs of any variety, and other types of machine peo-
  ple cannot become vampires.
  ! Cyborgs, Partial. Headhunters and partial cyborgs with a 
  quarter (25%) or more of their human body replaced by ma-
  chine cannot become a vampire.
  ! D-Bees and other beings with Mega-Damage bodies cannot 
  become vampires.
  ! Dog Boys cannot be turned into vampires. Neither can other 
  animal/human mutants. They are fed upon and slaughtered by 
  vampires, but never turned into one.
  ! Dragons cannot become vampires.
  ! Elementals cannot become vampires.
  ! Juicers cannot be turned into vampires. The chemicals so 
  dominate and transform their bodies that they are not truly hu-
  man while “juiced.” However, there are rumors of some Juic-
  
  20
  ers undergoing detox or cold turkey who later look to escape 
  death or regain power by becoming vampires. Of course, such 
  individuals are evil or fools.
  ! Mega-Damage D-Bees and other creatures cannot become 
  vampires.
  ! Plant Beings like Cactus people and other D-Bees that are 
  intelligent plant-life cannot become vampires. Nor do their 
  blood provide any kind of sustenance; it tastes foul to the un-
  dead. Sentient plant life forms are good only as slaves and to 
  torture. Plant beings are also +2 to save vs vampire psionics 
  and Mind Control.
  ! Shape Changers of any kind cannot become vampires. Be-
  ings with the ability to change their physical shape, including 
  Werebeasts, cannot become vampires.
  ! Supernatural beings cannot become vampires. This includes 
  other types of vampires, zombies, Werebeasts, Sub-Demons, 
  demons, Deevils, Deevil Host, angels, creatures of light, dei-
  ties, Alien Intelligences and other supernatural beings.
  ! True Atlanteans cannot become vampires. They have a natu-
  ral immunity to vampire transformation, and are the sworn en-
  emy of the undead. True Atlanteans cannot be transformed by 
  any means, including the vampire’s Slow Kill.
  ! Xiticix and other insect beings cannot become vampires.
  Does Not Bleed
  Vampires do not bleed when punched, stabbed, shot or oth-
  erwise injured. Sometimes there is a small trickle of blood, but 
  nothing more. The only exception is when impaled through the 
  heart with a wooden stake. Only then does the monster gush 
  blood, but the blood loss is half of what you would expect from 
  a living humanoid.
  Does Not Breathe
  Undead Vampires are demonic animated corpses brought to 
  pseudo-life by a fragment of the Vampire Intelligence. As such, 
  vampires do not breathe and can survive in a vacuum. The de-
  mons can also breathe smoke, endure clouds of pollution, and 
  survive a toxic gas cloud or poisonous fumes with no detriment 
  to their health or impairment to their senses or powers.
  Does Not Eat
  The dead don’t need food, at least not the kind of food we hu-
  manoids eat. A vampire feeds on the blood of humans and other 
  sentient life forms. They can choose to eat food and drink bever-
  ages for a taste sensation or to trick people into thinking they are 
  alive, but do not need to do so for sustenance. Nor do vampires 
  have the desire to eat.
  A vampire can consume an unlimited amount of alcohol with-
  out the slightest degree of intoxication. Poison and drugs have 
  no effect. Accidental consumption of garlic or wolfbane/wolfbay 
  causes immediate vomiting and 1D6 damage direct to the vam-
  pire’s Hit Points.
  Does Not Radiate Heat
  Vampires are cold, dead corpses and have no body heat. In the 
  winter, they are cold as ice (but not hard like ice), and even in hot 
  climates, their body temperature seldom rises above 55 degrees 
  Fahrenheit (12.7 C). Undead are invisible to modern day heat 
  sensors, though depending on the equipment and what the opera-
  tor is looking for, they may show up as a cold spot.
  Hive Mind
  Vampires function as individuals, and because they look like 
  people, we think of them as being like us. However, vampires 
  behave and function more like a hive mind. Like a beehive, each 
  Vampire Kingdom has its supreme leader, the Vampire Intelli-
  gence. The Master Vampire is the queen’s advocate and serves as 
  the king or general to all the other “bees” in the hive. Secondary 
  Vampires are the worker bees, and the Wild Vampires are both 
  workers and protectors. Unlike bees or even the infamous Xiticix 
  in the North, vampires have distinct personalities and may seem 
  to go off to do as they please and live their own lives. This is 
  another illusion.
  The primary purpose of the vampires is to go forth and create 
  more vampires. This in itself serves the Vampire Intelligence, be-
  cause the more vampires that belong to its “hive” (kingdom), the 
  more powerful it becomes.
  The Secondary purpose of vampires is to obey and serve the 
  Vampire Intelligence. They do so by creating more vampires, but 
  they must also obey their superiors. ALL vampires, with few ex-
  ceptions, find it difficult, even impossible, to disobey the vam-
  pire who made them (usually a Secondary Vampire), the Master 
  Vampire, or the Vampire Intelligence. Though a show of force 
  might be required from time to time, Wild Vampires obey Sec-
  ondary Vampires; Secondary Vampires are subservient to the 
  Master Vampire and the specific Secondary Vampire who made 
  them; and ALL answer to the Vampire Intelligence. If the Master 
  or Vampire Intelligence are threatened, most vampires rush to de-
  fend them. This hierarchy is not evident in the field, but the peck-
  ing order is obvious within the Vampire Kingdoms and some-
  times in smaller communities. This is why vampires can sense 
  other vampires and tell whether they belong to their “hive” or a 
  rival one.
  Hypnotic Suggestion
  See Mind Control.
  Immortality
  True Vampires do not age and are said to be immortal. Since 
  the Vampire Kingdoms of Mexico have only been in existence 
  for roughly 300 years it is impossible for me to confirm the truth 
  of immortality, but evidence suggests it is true. First, as I have es-
  tablished, Undead Vampires are demons. From what I can ascer-
  tain, demons and most supernatural beings are either extremely 
  long lived, surviving for tens of thousands of years or are immor-
  tal. Second, seeing as how vampires inhabit a dead body, and the 
  infestation of that body does not age, immortality is a reasonable 
  assumption. Third, the vampires’ power of Super-Regeneration 
  further supports the capability of immortality. I have performed 
  hundreds of experiments in which vampires that have been dis-
  membered, blown to pieces, or lost the majority of their body 
  regenerate to full health within a matter of a day or two. It is a feat 
  I find both incredible and frightening.
  Beyond the obvious, immortality breeds other characteristics 
  that bear noting.
  
  21
  Little fear of dying. Most vampires have little fear of dying. 
  This adds to their sense of power, entitlement and supreme con-
  fidence. If you cannot die and can regenerate after being torn to 
  pieces, what do you have to fear? I find this somewhat ironic, 
  because vampires are vulnerable to so many common things and 
  can die. Yet many seem to ignore these dangers. They count on 
  the ignorance of their prey to not know of such things, and as 
  night hunters, wait to strike when their enemies sleep and are un-
  prepared. They also count on weight of numbers and their formi-
  dable array of powers to stay alive. In the end, vampires believe 
  they shall triumph over the living. If not them specifically, their 
  kind, and it comforts them even when they face death. A favorite 
  saying among vampires is, “Death is for the weak.”
  Patience. When you are immortal, the passage of time is an 
  asset and a weapon. Time takes on a whole different meaning. 
  The need to hurry and accomplish things becomes less pressing, 
  and when up against a particularly formidable mortal opponent, 
  all you have to do is wait for him to become old, infirm, senile or 
  dead. What is 50 or 100 years to an immortal? This might explain 
  why vampires often seem to find ample time to engage in deca-
  dent pastimes, indulge their vices and engage in cat and mouse 
  games. They have all the time in the world.
  Impervious to Disease
  See Limited Invulnerability, below.
  Limited Invulnerability
  Yes, the rumors you have probably heard are true, normal 
  weapons do no damage to vampires. The monsters shrug off en-
  ergy blasts, bullets, rail gun rounds, shrapnel, and even the fabled 
  Boom Gun might as well be a pea shooter to the vampire. Weap-
  ons made of metal (except silver), ceramics, plastic, stone and 
  bone inflict no damage to these demonic abominations. Energy 
  blasts from high-tech weapons, lasers, ion blasters and particle 
  beams, as well as electricity, lightning, and other forms of en-
  ergy, do absolutely NO damage except to the vampire’s cloth-
  ing. Likewise, explosives, bullets, blades of steel, acid, disease, 
  cold, fire, smoke, toxic gases, fumes, radiation, alcohol, drugs, 
  anesthetics, and poison have no effect on the undead. For those 
  who wonder, drinking diseased or contaminated blood, including 
  cancer and AIDS, does not affect vampires. Nor can vampires 
  pass along diseases to their human victims.
  The vampires’ invulnerability coupled with powers of Super 
  Regeneration, Immortality, Metamorphosis, and not needing to 
  breathe makes a deadly adversary and a difficult one to destroy. 
  You’ll notice I said “difficult,” not impossible, to kill. Vampires 
  have a number of vulnerabilities that can be used to contain and 
  destroy them. They are, for instance, vulnerable to weapons made 
  of wood, weapons made of or coated with silver, moving water, 
  holy water, magic and sunlight. I’ll explain each of these, and 
  others, in the section on fighting and killing vampires.
  ! Impervious to knockout/stun attacks from hand to hand 
  combat, nerve pinches, body pressure points, punches and 
  holds. The special knockout and stun attacks provided by 
  some forms of hand to hand combat do not affect vampires. 
  Martial arts throws, flips and holds (locks) are still effective 
  in knocking the monster off balance or holding him in place, 
  but cause no pain or damage, and do not render the demon 
  unconscious. Similarly, knockout gas, drugs, chemical sprays 
  and stun weapons such as the Neural Mace have NO effect on 
  Undead Vampires.
  ! Powerful explosions, impacts, falls from great heights (100 
  feet/30.5 m or higher) and punches by giants, giant robots and 
  super-strong creatures that inflicts a good amount of damage 
  (31-200+ M.D.) may knock a vampire down, but do not inflict 
  damage.
  Penalties: When a vampire is knocked off his feet, he loses 
  initiative and one melee attack for that round. If damage is 
  significant (201 M.D. or greater) the vampire loses initiative 
  and all attacks for the entire melee round (15 seconds), but is 
  unhurt.
  ! Impervious to normal fires, heat and cold. Normal fire, 
  smoke, heat and cold do no damage or injury to vampires.
  Magic fire and cold-based attacks as well as other magic 
  energy attacks do half damage. Magic that controls and influ-
  ences the mind and emotions has no effect on vampires, but 
  illusions do. See full details in the section on Vampire Vulner-
  abilities.
  Note: Magic and magic weapons always inflict Hit Point 
  damage rather than Mega-Damage when used against vam-
  pires. M.D. is converted point for point to Hit Points. Thus if a 
  magic Fire Ball does 24 M.D., reduce by half (in this example 
  that would be 12) and damage inflicted to the undead is 12 Hit 
  Points.
  ! The illusion of Death. A vampire may appear to be slain (can 
  fight to 21 points below zero Hit Points), but unless utterly de-
  stroyed by sunlight, fire or water, the creature will rise again. 
  See Super Regeneration for details.
  Metamorphosis
  I find the vampire’s powers of metamorphosis confounding on 
  both a scientific level and as a Vampire Hunter.
  Be advised, True Vampires can transform, as if by magic, 
  into a large bat, wolf, or mist. The transformation takes six or 
  seven seconds to complete (the equivalent of two melee attacks/
  actions). While in nonhuman form, the vampire retains his intel-
  ligence, memories, identity and basic supernatural powers like 
  Limited Invulnerability, Immortality, Nightvision, etc., but can-
  not speak, cast magic spells or perform skills, nor use any of his 
  mind control powers on others. In mist form the vampire cannot 
  use any of his psionic powers.
  The types of attack and actions are limited to the animal form 
  the undead has adopted. Each metamorphosis grants the vampire 
  special abilities inherent to that particular form (this is unlike 
  magical metamorphosis). Thus, the bat is often used for quick es-
  capes, flying, climbing and spying. The wolf for tailing, traveling 
  quickly and combat. The mist for gaining access through crevices 
  and small openings, hiding and escape.
  The most bizarre part of the metamorphosis is that the vam-
  pire’s clothing and other small personal articles, such as jewel-
  ry, money in pockets and light weapons (knife, machete, small 
  sword, handgun), all disappear, but when the humanoid shape 
  is resumed, the clothes and personal articles all reappear. Body 
  armor of any kind, crossbows, magic items and other large weap-
  ons and materials, as well as any items that do not belong to the 
  vampire, fall off the body and drop to the ground when the meta-
  
  22
  morphosis takes place – they can’t be taken along as part of the 
  metamorphosis.
  The act of transformation from humanoid to bat, wolf or mist 
  takes 6-7 seconds (uses up two melee attacks). It takes the same 
  amount of time (and uses up two melee attacks) to change back 
  from animal or mist into humanoid.
  Metamorphosis: Mist
  The vampire is able to turn into a wispy cloud of mist that 
  resembles a patch of fog the size of a man (slightly larger and 
  semi-opaque). If outdoors and motionless, or moving slowly, the 
  mist is likely to go unnoticed, especially if there are other patches 
  of fog. Turning into a mist within a fog bank enables the vampire 
  to completely disappear and move about within the fog unseen.
  Vampires are as clever as they are ruthless, so many use 
  Metamorphosis: Mist when they are badly wounded (low on Hit 
  Points) to make good an escape. They also use mist to enter and 
  exit through cracks and small openings, as well as to hide among 
  the rafters, along the ceiling, under furniture, behind large ob-
  jects, inside a grave or coffin, in pipes and drain tunnels, and so 
  on. Mist may also be used to spy on minions and enemies, and to 
  lay in wait for potential victims.
  While turning to mist may sound like the perfect way to es-
  cape being killed or staked, vampires who get caught up in com-
  bat or Blood Fury are so focused on fighting and killing that they 
  will frequently fight to the bitter end without considering turning 
  to mist. Once staked (or the monster’s Hit Points are reduced to 
  below zero), a vampire cannot use any of his powers.
  In a situation where a vampire knows he is about to be killed 
  or staked through the heart, it is very unlikely he can metamorph 
  into mist or animal in time to escape the final death blow. After 
  all, transformation takes 6-7 seconds (two melee actions) to per-
  form, and that’s a long time in combat.
  Game Note: In the rare event that the Game Master believes 
  the vampire might have a chance to transform and slip away be-
  fore getting hit by the incoming attack, this is how it works:
  The vampire realizes he is facing imminent death, which is 
  terrifying for a creature that desires immortality. Roll to save vs 
  Horror Factor of 16 from Imminent Death. A failed roll means 
  the vampire freezes in his tracks, the killing blow hits and it is 
  adios, muchachos.
  If the vampire character successfully saves vs Horror Factor: 
  Imminent Death, roll for initiative (even if initiative has already 
  been established) to see who is faster, the vampire trying to trans-
  form and flee, or the attacker striking the death blow. High roll 
  wins. If the vampire has initiative he metamorphs a split second 
  before his attacker connects. If attacker wins initiative, he hits/
  stakes the undead before the metamorph is complete.
  If the damage everyone expected to be the final, killing blow 
  does not finish the vampire off (even one Hit Point left), he can 
  complete his transformation and escape. The only exception is 
  the wooden stake through the heart. Once staked, the vampire is 
  immediately paralyzed and comatose.
  Natural Abilities of the Mist:
  Land Navigation: 50% +1% per level of experience.
  Movement: Floats at a Spd of 11 (7.5 mph/12 km). Floats above 
  the ground as a mist in a horizontal or vertical cloud. The cloud 
  of vapor is roughly the size of a humanoid. The mist is able to 
  
  23
  crawl across the ground or float in the air above the ground, up to 
  a maximum height of 10 feet (3 m).
  Impervious to All Physical Attacks: A mist is vapor floating in 
  air, making it impervious to all physical attacks, including wood, 
  silver, fire, and most magic. It is, however, vulnerable to water 
  and Elemental Magic.
  Spying: As a mist, the vampire can hear and see what is going on 
  around him, but only in one direction at a time, not everything in 
  all directions. The vampire’s mind inside the mist must focus on 
  one specific direction, area, person or group, etc., just as he would 
  in physical form. Range is also roughly the same.
  Attacks per Melee: None. The vampire cannot attack in mist 
  form. The mist can only perform movement melee actions (main-
  ly move about, follow someone, hide, move up or down, float 
  and eavesdrop on conversations, etc.). The number of “actions” is 
  the same as the number of attacks the character has in humanoid 
  vampire form.
  Damage: None as a mist.
  Bonuses: +10% to Prowl and Tailing skills. Why aren’t these 
  bonuses higher? Because although silent and intangible, the mist 
  is large and obvious, especially if it is moving quickly or follow-
  ing someone.
  Penalties: The mist is vapor and has no tangible body to speak 
  of, so the vampire cannot speak, attack, use magic or psionics, 
  nor pick up or carry objects. The vampire must assume a physi-
  cal form to attack, use psionics, speak or handle objects. -1 on 
  Perception Rolls (one tends to be a bit disoriented as a mist), and 
  -3 on initiative.
  Metamorphosis: Vampire Bat
  The vampire turns into an oversized vampire bat with a body 
  that is a foot (0.3 m) long and a wingspan of three feet (0.9 m); 
  real vampire bats are only 6-8 eight inches (15-20 cm) long. In 
  this form, the vampire bat can fly and perform all the following 
  as listed below.
  Natural Abilities of the Bat:
  Echolocation/Sonar: This ability works the same as it does for 
  normal bats, sending out ultrasonic pulses that paint an image in 
  sound. It enables the vampire to see, maneuver and fly in total 
  darkness at full speed and to see the invisible. This ability can 
  only be used when metamorphosized into a bat.
  Fly: Speed of 50 (35 mph/56 km).
  Thermal-Imaging Optics: Close range, 10 feet (3 m), for sensing 
  and seeing the heat emanations of warm blood coursing through 
  the veins, but cannot see infrared light. Note: The undead’s 
  Nightvision remains in bat form.
  Ultrasonic hearing: Very acute hearing in the high and low fre-
  quency ranges. Can hear a moth’s wings beating, but cannot un-
  derstand the spoken word (too slow).
  Attacks per Melee: Half those the vampire has in humanoid 
  form.
  Damage: Bite inflicts 2D6 damage, claws 1D6 damage. Can in-
  flict vampire Slow Kill bite and drink blood while in bat from.
  Bonuses: +2 to strike, +3 to parry and dodge, +8 to dodge in 
  flight, +5% to Prowl and Tailing skills.
  Penalties: Cannot speak in animal form.
  Metamorphosis: Wolf
  The vampire turns into a large wolf – think Timber Wolf – 
  three feet (0.9 m) at the shoulders. In this form, the vampire has 
  all the basic abilities of the wild animal, which includes Prowl, 
  Tailing and running at good speed, among others described be-
  low.
  Natural Abilities of the Wolf:
  Land Navigation: 80% +1% per level of experience.
  Leap: 6 feet (1.8 m) high and one foot (0.3 m) per P.S. attribute 
  point across.
  Running Speed: 58 (40 mph/64 km); does not tire from running.
  Track by Scent: 70% +1% per level of experience, +12% to fol-
  low blood scent.
  Attacks per Melee: As per the number of attacks the vampire has 
  in humanoid form, +1.
  Damage: Bite inflicts 5D6 damage, claws 2D4 damage. Cannot 
  inflict vampire Slow Kill bite while in wolf from.
  Bonuses: +1 on initiative, +1 on Perception Rolls, +2 to strike, 
  +1 to parry, +4 to dodge, +2 to disarm and entangle, +10% to 
  Prowl and Tailing skills.
  Penalties: Cannot speak in animal form.
  Mind Control
  A vampire’s power of Mind Control might be thought of as a 
  more advanced form of Hypnotic Suggestion, only it has a direct, 
  immediate and lasting influence on the victim. It enables the vam-
  pire to place any living creature in a light trance and enforce his 
  will over his victim in a number of different ways.
  In the case of animals, the vampire can calm and control them 
  even though instinct tells them to fear and flee from vampires. In 
  addition, the animal can be commanded to attack, stand guard, 
  sit, leave, guard the door, attack any who enter, and other basic 
  commands, even if it is a wild animal. Pets that love their owners/
  masters cannot be made to hurt or kill them, but can be made to 
  attack and kill strangers or other animals. This can be done out 
  of spite, to create a distraction, attack enemies and rivals, or to 
  deliberately hurt someone. Even animals that are not, as a rule, 
  aggressive or combatant such as sheep, cows, mice, etc., can be 
  made to attack.
  Humans, D-Bees and other sentient beings can be manipu-
  lated and controlled to do as the vampire desires, as long as the 
  command is not out of the victim’s moral range, does not involve 
  personal injury or self-destruction, and is otherwise not abhorrent 
  or distasteful for him. Unlike the psionic power of Hypnotic Sug-
  gestion, which implants one simple suggestion/idea per use of the 
  power, the vampire’s Mind Control is more profound, complete 
  and can involve complex instructions. For example, the vampire 
  can tell his Mind Controlled pawn to go and buy a particular item, 
  wrap it like a gift and deliver it to a specific address. When that 
  task is done, the victim of Mind Control may be free to go about 
  his business, or the vampire may have instructed him to return to 
  him for more to do, or given another simple task to perform.
  No memory of being mind controlled. The victim of vam-
  pire Mind Control never remembers who gave him the task, and 
  does not remember doing it. To the victim of Mind Control, there 
  is a small block of time he cannot remember. If never confronted 
  with it, the individual is likely to believe he fell asleep or simply 
  lost track of the time.
  
  24
  Go with the flow. Vampire cunning and instinct makes them 
  understand, on an intuitive level, how best to use their power of 
  Mind Control. They understand that asking someone to do some-
  thing contrary to their nature (alignment) causes the person to 
  resist and fight the Mind Control, but request something reason-
  able, helpful or heroic, and the person is quick to agree. (Game 
  Note: The intended target of the Mind Control is -2 to save vs 
  psionic attack under this circumstance.) Tricky and manipulative 
  vampires are quick to get a good person to do something benign 
  or helpful, to achieve the vampire’s goal. This is often to cre-
  ate confusion, a distraction, or fear, such as Mind Controlling 
  an innocent bystander to deliver a package to someone else. The 
  Mind Controlling vampire tells his victim the box is a gift and a 
  surprise and points out who to give it to or an easy to find location 
  and person (the police chief, mayor, shopkeeper, barmaid, etc.). 
  Of course, this is no gift. Inside the box is a severed head or hand, 
  or dead animal or bomb, or any number of things that sends a 
  message or creates terror or confusion.
  Another vampire trick is to use a person’s obvious desires and 
  passion against him. A young man is likely to believe and not re-
  sist the suggestion that a beautiful woman is interested in him, and 
  he cheerfully accepts the command to walk over and make a pass 
  at her in front of her boyfriend, or to defend her honor, or hand 
  her a “gift” provided by the vampire. Again, this is likely to cause 
  trouble or distraction, or used to deliver a message or warning.
  In order to gain access to a restricted area, a vampire might 
  Mind Control a guard, lawman or hero to leave his post by using 
  the suggestion that the people down the street need his help and, 
  “You must go to help them, NOW.” Or, “I smell smoke. I know 
  you do too. The building is on fire. You must get everyone out of 
  here before someone gets hurt. Hurry. When everyone is out of the 
  building, lock the doors and don’t let anyone enter.” Or, “here’s 
  somebody trapped inside, and we must help them. Unlock the 
  door.” Even something like, “There are some mercenaries (or bad 
  people) trying to hurt me. Stop them. Don’t let them get me,” will 
  work on most lawmen and heroes. (Game Note: Unless the victim 
  of Mind Control knows the player characters are heroes or good 
  guys, they probably look dangerous and he’ll try to stop them.)
  Thugs, punks, bullies and criminals are easier to control. A 
  successful control of their minds and a command to, “Stop them.” 
  “Beat them up and throw them in the alley.” And even, “Kill 
  them,” is likely to get full compliance.
  A Mind Controlled individual will also follow simple and be-
  nign commands such as, “Come with me.” “Get your car.” “Call 
  the sheriff.” “Tell anyone who asks you have not seen me.”
  Similar approaches can be used to take a person out of the 
  battle before it has begun via Mind Control. “You are needed 
  elsewhere, go to the edge of town” (or the old cemetery, or wher-
  ever), as well as simple, benign suggestions such as, “Everything 
  is safe and calm. Any loud sounds you hear are crickets chirping 
  and children playing;” or “You are very tired, close your eyes 
  and go to sleep;” or “Wait here until the authorities arrive.” The 
  closer the command is to the nature and alignment of the person 
  being influenced, the more likely the person will respond to a 
  vampire’s Mind Control with little or no resistence or hesitation.
  A command like, “Prevent your friends from entering this 
  room,” or “Kill everyone who enters,” is likely to be contrary to 
  a good person’s nature. Resistence is likely. However, rephrasing 
  it to something like, “Great danger awaits inside this room, don’t 
  let anybody enter,” is more likely to fit a hero or good person’s 
  sensibilities. He won’t kill them, but he’ll do his best to stop them 
  for their own good. The command is an effective one because it 
  is not abhorrent or morally reprehensible. The Mind Controlled 
  person has not been told to hurt anybody nor do anything wrong, 
  he’s been asked to protect people and take an action that might 
  save lives. Thus, the “hero” works to do just that. Furthermore, 
  the individual can take whatever measures and use whatever de-
  gree of force he deems appropriate for him and the situation based 
  on his alignment and relationship with the people he’s protecting.
  Any command that goes against an individual’s alignment or 
  relationship, such as a command to “kill” or “torture” a friend, 
  teammate, or innocent bystander, has a chance to break the Mind 
  Control (roll each time such an incident occurs), or the Mind 
  Control never works in the first place because the command was 
  too distasteful. While such a command might work on an evil 
  individual, even bad guys may be disinclined to kill a friend, 
  teammate or child. (Game Note: Remember, not all evil charac-
  ters are mad dog killers. An Aberrant evil character has his own 
  twisted morality and ethics, and even a Diabolic character may 
  have his reasons for not killing.)
  The most cunning vampires try to find out a little about the 
  person they are about to Mind Control, even if it is based on a 
  few minutes of observation. They then tailor the commands to fit 
  the personality. By the way, vampires love these kinds of mind 
  games and manipulation.
  Vampire Mind Control Stats:
  Range: Line of sight; the vampire must look the intended victim 
  directly in the eyes and issue a verbal command. If the intended 
  subject of Mind Control cannot hear the vampire, the Mind Con-
  trol does not work. Furthermore, if a character saves vs Mind 
  Control three times in a row within a short period of time, he is 
  immune to any further attempts from that specific vampire for the 
  next 48 hours, and +2 to save vs Mind Control from any other 
  vampires for the next 24 hours. Note: The vampire’s eyes glow 
  red or yellow whenever this power is used.
  Duration: Five minutes per level of experience, which is 10-20 
  minutes for the average Secondary Vampire, or until the vampire 
  is killed or chooses to release his victim. +10 minutes per level of 
  experience for elder Secondary Vampires who have been undead 
  for 300 years or longer (rare in North America), and +30 minutes 
  per level for Master Vampires. Duration is only two minutes per 
  level for Wild Vampires, and most of them seldom use the ability 
  because it requires self-control and patience.
  Number of Victims Affected at One Time: Animals: One per 
  level of the vampire. Humanoids and other sentient beings: One 
  at levels 1, 4, 8 and 12; double for Master Vampires.
  I.S.P.: 12 per each try, whether successful or not.
  Saving Throw: Standard save vs psionic attack, applicable bo-
  nuses to save apply. A failed save means the character obeys all 
  reasonable commands from the vampire.
  +5 to save vs commands that are distasteful or contrary to the 
  character’s alignment. A command that involves self-destruction 
  or harming someone the character cares about, including friends 
  and teammates, does not work – automatic save. If the character 
  had fallen under the monster’s Mind Control prior to the foul 
  command, the repugnant nature of the request has a chance of 
  breaking the control; roll to save vs Mind Control with the +5 
  bonus to save. A failed save has the character remain under the 
  influence of the vampire. A successful save means he snaps out 
  of it and has his free will back.
  
  25
  Mind Control: Enslavement
  Also known as Mind Slave
  A Master or Secondary Vampire can also turn a human or D-
  Bee into his slave via a series of nonlethal bites. The procedure is 
  similar to the Slow Kill. Again, for three consecutive nights the 
  undead fiend comes to feed, drinking a small amount of blood ev-
  ery visit. The third attack, unlike the Slow Kill, does not slay the 
  victim, but instead, the unfortunate soul is enslaved by the vam-
  pire. This is the creation of the infamous vampire slave/servant 
  and protector. Note: A Secondary Vampire is limited to only one 
  slave under this method; Wild Vampires none. Thus, any other 
  servants or allies must be willing partners in evil. A Master Vam-
  pire can have two enslaved humanoids.
  The victim of enslavement is now under the vampire’s com-
  plete mind control. The slave knows to fear and obey his master, 
  is completely subservient and cannot fight his or her master’s 
  will. The Mind Slave never attempts to run away, nor hurt or 
  betray his master even under the pain of torture. The best the 
  Mind Slave can do is attempt to not perform commands that are 
  completely repugnant to him, or which threaten a loved one, but 
  he is -6 to save against the vampire’s Mind Control. Even if the 
  save is successful and the slave disobeys, he remains the vam-
  pire’s obedient slave; he simply has managed to refuse to per-
  form one particular command. Such defiance, of course, results 
  in stern punishment that may involve physical or mental torture. 
  Continued defiance incites the vampire to kill his slave or worse, 
  turn him into a vampire. Only one death dealing bite is neces-
  sary, because the previous consecutive three bites and the bond of 
  enslavement between the two make the slave prepped for a final 
  Slow Kill bite to become an undead. Note: The slave can NEVER 
  raise his own hand against his vampire master under any circum-
  stance, not even to save himself from being turned into a vampire.
  Powers of the Slave: The enslaved individual is permanent-
  ly linked to his demonic master and senses when the vampire 
  awakes, is near (with 200 feet/61 m), is in pain, and when his 
  master requires his services. Likewise, a limited telepathic link is 
  established by which the vampire can mentally call to his servant 
  and be heard. The telepathic message is always brief, “Come to 
  me now, and bring the carriage (or weapons, etc.),” or “Go to so 
  and so and tell him to stop his search or die.” The Mind Slave also 
  automatically knows the location of his master at any given time 
  and whether the vampire is in danger or in need of him.
  This is a two-way connection, so the vampire knows that his 
  Mind Slave has received the message, can hear his slave’s verbal 
  response provided it is spoken aloud, knows when his slave is 
  in danger or in pain or killed, and knows the slave’s location by 
  concentrating on him.
  Range: One mile (1.6 km).
  Duration: Permanent. The only way to free a person from a vam-
  pire’s Mind Control Enslavement is to slay the vampire that con-
  trols him.
  Limitation: Does not work on other supernatural beings.
  Trauma & Side Effects: When the vampire is slain (or staked), 
  the person is immediately free of the monster’s control, but will 
  never be the same. Roll once on the Random Insanity Table and 
  once on the Phobia Table. (Find Insanity rules and tables in 
  Rifts® Ultimate Edition.) Furthermore, having experienced true 
  evil, there is a 01-75% chance the victim’s alignment changes to 
  a Principled or Scrupulous one even if he was once evil himself.
  
  26
  Preventing Enslavement Before the Process is Complete: A vam-
  pire’s bond between the intended victim of a Mind Control: En-
  slavement (as well as the Slow Kill) is not complete until the 
  final third bite and slow withdrawal of blood is complete. If the 
  vampire cannot feed three consecutive nights, the victim regains 
  his strength and force of will. However, vampires are seldom dis-
  suaded by this and take to the challenge, returning to plague that 
  individual, and initiating a new three night sequence until the vic-
  tim succumbs to him or is killed. The only way to be certain to 
  stop the Mind Control: Enslavement (or Slow Kill) is to slay or 
  stake the vampire before the process is completed. After a person 
  has become a Mind Slave, the only way to free him is to kill – and 
  I mean “kill” – the vampire.
  Freedom After Being Enslaved: The moment the monster is slain, 
  anyone under Mind Control: Enslavement is set free and returns 
  to normal (see Trauma above). Staking a vampire has the same 
  effect, but there is a catch. If the stake is removed, the vampire re-
  turns to life and with it the monster’s control of his Mind Slave(s) 
  resumes. The only way to be rid of the curse of a vampire is to 
  destroy the demon once and for all. See Vampire Vulnerabilities 
  for ways to contain and destroy the undead.
  I.S.P.: None, no I.S.P. is required, just the Slow Kill style bite 
  and bleed over three consecutive nights.
  the touch of evil in his brethren, quickly identifying fellow vam-
  pires and specifically, the “children” of the same creator.
  Members of the same vampire family/essence instantly sense 
  whether their brother vampire is a Master, Secondary or Wild 
  Vampire and treat him accordingly. He also recognizes the vam-
  pire who created him and accepts him as his maker and superior. 
  Vampires that are extensions of other Intelligences/creators are 
  also recognized, but are seen as potential rivals and enemies.
  As a rule, vampires behave very much like a wolf pack. Each 
  member of the pack or family acknowledges his superiors and 
  obeys them. If there is an issue or conflicting opinions, the vam-
  pire higher in the pecking order usually wins after harsh words, 
  threats or physical violence. Vampires are automatically submis-
  sive toward the one who made them, the Master and the Vampire 
  Intelligence. Age and brute power also play a role, in which el-
  ders and powerful vampires lord over newer and lesser vampires.
  This is not always enough, and sometimes a vampire low in 
  social standing dares to challenge or defy his superior(s) or de-
  cides to act with independence. When this occurs, the superior 
  vampire tries to force his will upon the other through Vampire 
  on Vampire Mind Control. When Mind Control is attempted on 
  another vampire, the attacking vampire’s eyes glow bright yellow 
  and his words sound like thunder. The target of the Mind Control 
  must roll to save versus psionic attack or fall prey to the power 
  of the superior vampire. This degree of mind control against fel-
  low vampires is far more complete than the similar power used to 
  manipulate mortals. A vampire that fails to save must do anything 
  the superior vampire demands of him, no matter how loathsome 
  and repugnant. The catch is, the controlling vampire must actu-
  ally be the other’s superior in rank, social standing, age or power. 
  Thus, a two year old vampire cannot force his will upon a three 
  year old or 20 or 100 year old vampire, though the older one 
  could upon him. Nor can a Secondary Vampire try to control a 
  Master (automatic failure), just as a Wild Vampire cannot con-
  trol a Secondary Vampire (automatic failure). Note: That having 
  been said, this power is never used lightly or for fun. It is used 
  only by elders faced with insubordination and treachery. Any 
  young vampire caught Mind Controlling even Wild Ones must 
  face severe punishment, and may even be staked or slain.
  Other than this, the power works similar to the Mind Control 
  over mortals.
  Vampire over Vampire Mind Control Stats:
  Range: Line of sight; the vampire must look the intended victim 
  directly in the eyes and issue a verbal command. If the intended 
  subject of Mind Control cannot hear the vampire, the Mind Con-
  trol does not work. Furthermore, if a character saves vs Mind 
  Control three times in a row within a short period of time, he is 
  immune to any further attempts from that specific vampire for the 
  next 24 hours, and is +4 to save vs Mind Control from any other 
  vampires during the same time period. Note: The vampire’s eyes 
  glow yellow whenever this power is used.
  Duration: One hour per level of experience, triple for a Master 
  Vampire. Duration is only five minutes per level for Wild Vam-
  pires, and most of them seldom use the ability because it requires 
  self-control and a plan.
  Number of Victims Affected at One Time:
  Vampire Intelligence: All are expected to obey the creature that 
  is their deific creator and no vampire may raise a finger against 
  it. Not even a Hero Vampire can directly attack a Vampire Intel-
  Mind Control:
  Vampire over Vampire
  A vampire is born by killing the living and letting a vampire 
  rise in his place, inhabiting the body of the person slain. In this 
  regard, the Slow Kill is more like a magic ritual in which at the 
  moment of death the victim’s own life energy (P.P.E.) is used to 
  fuse a tiny fragment of evil from the Vampire Intelligence into his 
  dead body as his own soul exits. Three nights later, the vampire 
  rises. Only a Master or Secondary Vampire can make another 
  vampire. Part of this supernatural process links the new vampire 
  to the one who created him, as well as to the Master and Vampire 
  Intelligence at the root of the infection. Every vampire recognizes 
  
  27
  ligence. All Wild Vampires obey without question, so do most 
  Secondary. However, the Vampire Intelligence does not ever 
  Mind Control a Secondary Vampire. If one should disobey the 
  monster, the Master and other Secondary Vampires see to his 
  punishment and/or destruction.
  Master: The Master can control one Secondary Vampire or three 
  Wild Ones per level of his experience.
  Secondary Vampire: One lesser Secondary or one Wild Vampire 
  can be controlled by an elder at levels 2, 4, 6, 8, 10, 12 and 14.
  Wild Vampire: May be able enforce its will over one other Wild 
  Vampire, that’s all.
  I.S.P.: 10 per each try, whether successful or not.
  Saving Throw: Standard save vs psionic attack with no addi-
  tional bonuses to save, not even from a high M.E. No bonus to 
  save vs commands that are distasteful or contrary to the charac-
  ter’s alignment either. A failed save means the character obeys all 
  commands from the superior vampire.
  Negate the Powers
  of Lesser Vampires
  The hierarchy of vampires being what it is, there is a remark-
  able ability that enables powerful vampires to stymie the powers 
  of those lower in stature. So it is that the Vampire Intelligence, 
  Master Vampire and elder Secondary Vampires can, in effect, 
  temporarily negate a select block of power to limit and impair 
  lesser Secondary and Wild Vampires. This is another way the 
  more powerful vampire elders and leaders control, capture and 
  hold their minions for punishment, torture and execution for 
  wrongdoing. Just knowing about this power helps to keep the less-
  er vampire hordes in line and obedient. Note: This power can be 
  used against vampires of the same lineage and attempted on rival 
  vampires, but they get a saving throw (needs 14 or higher to save).
  Negated Abilities: Only the specified powers listed here are 
  temporarily negated: Hypnotic Suggestion, Metamorphosis (all), 
  Mind Control (all), Psionic Abilities (all), Seduction and Sum-
  mon (all). Furthermore, reduce the number of attacks, combat 
  bonuses and Supernatural P.S. by half. When the Negation power 
  is used, all the abilities and penalties listed above apply.
  Range: One mile (1.6 km) radius for a Vampire Intelligence. 
  2,000 foot (610 m) radius for Masters. 500 foot (152 m) radius 
  for Secondary Vampires. Not applicable to Wild Ones.
  Duration: One hour per level of experience, triple for a Master 
  Vampire. As long as desired for the Vampire Intelligence.
  The vampire’s abilities return when the duration ends, the elder 
  vampire decides to cancel the negation, or the elder vampire en-
  forcing its will is staked or destroyed. The negation is also broken 
  if the targeted vampire manages to get out of range.
  Number of Victims Affected at One Time:
  Vampire Intelligence: The Intelligence can target one or more 
  specific individuals without limit, or by type (i.e. all Secondary, 
  all Wild Vampires, all young vampires, etc.) or everyone within 
  its radius of influence which is one mile (1.6 km). As long as 
  the Vampire Intelligence wills it and the intended individual(s) 
  is within a one mile (1.6 km) radius, the demon is weakened and 
  some of his greatest abilities are negated. Such is its power over 
  its minions.
  Master: The Master can negate the powers of one Secondary 
  Vampire or three Wild Ones per level of his experience.
  Secondary Vampire: An experienced elder Secondary Vampire 
  can negate the abilities of one lesser Secondary or two Wild 
  Vampires at levels 9, 11, 13, and 15.
  Wild Vampires: Do not have this ability.
  Vampires of a Different Bloodline: A vampire created by a dif-
  ferent Vampire Intelligence may be affected by this power, but 
  the roll to save is less: 14.
  I.S.P.: 20 per each try, whether successful or not.
  Saving Throw: None against the will of a Vampire Intelligence 
  or a Master Vampire. However, against an elder, more powerful 
  Secondary Vampire, the lesser vampire must roll a 16 or higher 
  to save. A successful save means the vampire’s powers are not 
  affected.
  Nightvision
  Vampires can see in total darkness up to 1,600 feet (488 m) 
  away. No ambient light from the moon or stars is necessary.
  Prowl
  Vampires are nocturnal predators and as such, possess the nat-
  ural and instinctive ability to prowl – move quietly and without 
  being seen.
  Prowl in Humanoid Form: 50% +2% per level of experience. 
  Master Vampires get an additional +10% bonus to Prowl. The 
  various forms of metamorphosis also each add a bonus to Prowl 
  when in that form.
  Psionic Powers of the Vampire
  In addition to the various mind control powers previously de-
  tailed, all true Undead Vampires also possess a handful of more 
  traditional psionic powers; I.S.P. is required to use these powers. 
  The Wild has the least I.S.P.
  Powers: All are equal to a fourth level psychic, never higher.
  Alter Aura (2)
  Death Trance (1)
  Deaden Pain (4)
  Empathy (4)
  Hypnotic Suggestion (6)
  Induce Sleep (4)
  Mind Block (4)
  Presence Sense (4)
  Sense Evil (2)
  Also see the various Mind Control powers.
  Base I.S.P.: Varies by type.
  Master Vampire: 3D6x10 +M.E. attribute number. Gets an ad-
  ditional 2D6 I.S.P. per level of experience.
  Secondary Vampire: 2D6x10 plus an additional 2D4 I.S.P. per 
  level of experience.
  Wild Vampire: 1D6x10 plus an additional 1D6 I.S.P. per level 
  of experience.
  Shadows of a Past Life: Skills
  When a vampire is “born” the demon inhabits the body of the 
  human or D-Bee slain via the Slow Kill. The newborn vampire 
  possesses the personality and many of the memories of the de-
  ceased, as well as his or her physical form. Included in the memo-
  ries, the vampire remembers the skills most frequently used by 
  the deceased as they are etched into his or her memory. Note: See 
  specific Vampire R.C.C. for details.
  
  28
  Damage: Most domesticated dogs do 1D6 or 2D4 S.D.C./Hit 
  Points to those without armor protection. Coyotes, Pit Bulls 
  and other powerful breeds do 2D4+1 damage and wolves inflict 
  2D6+1 damage per bite attack.
  Canines may also latch onto a hand, wrist, ankle, or piece of 
  clothing and hold on or pull. Likewise, even characters in body 
  armor may be knocked down by a large, pouncing canine (01-
  50% chance; loses initiative and one melee attack), and the ani-
  mals may get underfoot and trip or impede movement (lose ini-
  tiative and one melee attack per round, but also reduce Spd by 
  30% as long as the canines remain underfoot, pulling or attack-
  ing; G.M. discretion). Dogs, wolves and coyotes may be used by 
  vampires as attack animals, watchdogs, perimeter guard dogs and 
  for creating diversions.
  I.S.P. Cost: One.
  Also see Mind Control for control over animals and people.
  Summon Fog
  I find it interesting to note that only experienced vampires (7th 
  level or higher) and the Master, of course, can create a thick and 
  unnatural fog to create fear or cover their activities (reminiscent to 
  the Summon Fog spell). The vampire has complete control over 
  his fog and is able to direct it to move and roll along a particular 
  street, alley or location. The fog can be relatively small or cover an 
  area as large as one mile (1.6 km). It is so thick that those caught 
  inside the fog cannot make out details beyond four feet (1.2 m) in 
  front of them. All that can be seen are blurred shapes and shadowy 
  figures for an additional 10 feet (3 m). Beyond that, there is only a 
  grey wall of mist and sound. Within the fog, anything may lay in 
  wait – the vampire’s hounds, his evil servants and minions, Wild 
  Vampires, or the vampire himself. Actually, once you cross the 
  Rio Grande, odds are a number of vampires lurk within, waiting to 
  strike. Do not forget, a vampire can, himself, turn to mist. When 
  this is done within a fog, the monster can move through it without 
  making a sound and completely invisible until he materializes back 
  into a solid form, be it that of animal or man.
  Note: For rules on traveling in the fog, see the Summon Fog 
  spell found on page 143 of Rifts® Book of Magic.
  Range: As large as a one mile (1.6 km) area in front of or around 
  the vampire who summoned it.
  Duration of the Fog: 20 minutes per level of experience (7th 
  level means 140 minutes or two hours, 20 minutes).
  I.S.P. Cost: 5, due to the intense focus that must be used to sum-
  mon and direct the fog.
  Summon Vermin
  Bats, Rats, Mice & Insects
  The vampire can summon a cloud of flying insects or bats, or 
  a sea of scurrying rats, mice, or cockroaches. Again, we can only 
  assume the animals are summoned via some means of psionics or 
  supernatural ability. There is an ample supply of all vermin, in-
  cluding mice, rats, and cockroaches at any town and city, but rats 
  and cockroaches are not often found in the wilderness or around 
  clean and well kept farms; field mice yes, rats and roaches, no. 
  Bats are everywhere.
  Number of Animals: 100 rats or mice per each level of experi-
  ence. Up to 500 flies, gnats, or cockroaches can be summoned per 
  level of the vampire’s experience.
  Summon Canines
  The vampire can summon wolves, coyotes or dogs of any size 
  though the animals are usually large (dogs are 50-100 pounds/22.5 
  to 45 kg). I assume the animals are summoned via some means of 
  psionic or supernatural ability. Considering the number of strays 
  that run the streets of most communities, as well as pets, there is 
  no shortage of animals at the vampire’s disposal. In the wilder-
  ness, coyotes and wolves are the more likely animals to be sum-
  moned, though don’t forget, most of Mexico and the American 
  Southwest are wildlands with coyotes and wolves on the prowl 
  in and around every humanoid community, be it a farm, ranch, 
  small town or big city like El Paso or Ciudad Juarez.
  When you find yourself in a village, town or city where you 
  see packs of wild dogs running the streets, you have probably 
  found a community under the control of one or more vampires. 
  The same holds true of places where you might see large flocks 
  or gatherings of bats and rats. Undead Vampires can summon 
  and control canines and vermin. They use them as protectors day 
  and night. Don’t think you have nothing to fear because you are 
  clad in body armor. Large canines can knock you down, pull at 
  your gun arm to make you miss a shot, tear at your backpack and 
  gear, run off with a weapon or map, and create such a ruckus as 
  to wake the dead – literally.
  Number of Animals: Six canines per each level of the vampire’s 
  experience.
  Duration of Control: 20 minutes per level of experience.
  Horror Factor: A pack of angry looking canines has a Horror 
  Factor of 1D4+8.
  Attacks per Melee by the Canines: Each canine has three at-
  tacks per melee round.
  
  29
  Duration of Control: 20 minutes per level of experience.
  Horror Factor: Bats or Rodents: 12. Cockroaches: 10. Flies and 
  Gnats: 7.
  Attacks per Melee: See Damage per melee round, below.
  Damage: Bats and Rodents: One S.D.C./Hit Point of damage 
  to unprotected victims as they swarm under and around people. 
  Roll 1D6+1 S.D.C. damage per character, per melee round for 
  rodent attack damage, 1D4 from bats. Characters with M.D.C. 
  protection (environmental armor, force field, etc.) are safe from 
  damage, but they are still likely to be creeped out by a swarm 
  of vermin. Bats, rats and mice, even though they cannot inflict 
  grievous damage, are repulsive and most humans are disgusted 
  and frightened by them, especially a sea of them. They also cre-
  ate a surprising amount of noise and are quite distracting. Penal-
  ties: -1 melee attack, -4 to Perception Rolls, -3 on initiative, -1 
  to strike, -2 to parry and dodge, and -15% on skill performance.
  Cockroaches: Cockroaches are just disgusting, tickle when they 
  crawl against bare flesh, crunch when stepped on (creating a slip-
  pery surface), and crawl on everything and everybody in their 
  path. Like the flies, the roaches will cause distraction and im-
  pair vision and movement. They may also make seeing through 
  windows and windshields impossible. Same reaction as Bats and 
  Rodents, except damage is zero. Penalties: -3 to Perception Rolls, 
  -2 on initiative, reduce Spd by 40% or risk slipping and falling 
  (01-50% chance; victim of a fall takes 1D4 damage and loses 
  initiative and one melee attack per each fall), and -10% on skill 
  performance.
  Flies and Gnats: An annoying and icky cloud of insects. Unpro-
  tected characters suffer one S.D.C. point of damage from biting 
  insects. They inflict no damage but impair normal vision and 
  hearing, and unless the mouth is covered, the people caught in 
  the swarm cannot speak without bugs flying in their mouths. Pen-
  alties: -3 to Perception Rolls, -2 on initiative and -20% on skill 
  performance. The bug swarm also makes spell casting difficult; 
  reduce the number of spells possible to cast in a single melee 
  round by half and if a mage chokes on a bug, he has to start the 
  spell over (no loss of P.P.E. for the unfinished spell).
  I.S.P. Cost: Two.
  Supernatural Strength
  All vampires possess Supernatural Strength. This enables 
  them to leap one foot (0.3 m) high or across per every two P.S. 
  attribute points, so a vampire with a P.S. of 20 can leap 10 feet 
  (3 m) upward and across (each leap counts as one melee action/
  attack). The Supernatural P.S. of a vampire means it can engage 
  
  30
  
  31
  in hand to hand combat with other demons, Combat Cyborgs, and 
  other Mega-Damage opponents. They have even been known to 
  tear humans out of M.D.C. armor.
  Punch and kick attacks do M.D. per the vampire’s Supernatu-
  ral P.S. Claw attacks are as per Supernatural P.S. +2D4 M.D. 
  from the claws.
  Bite attacks do 2D6 damage and power bites (counts as two at-
  tacks) inflict 4D6 damage. The type of damage inflicted is S.D.C./
  Hit Points or M.D. depending on whether the vampire faces an 
  S.D.C. or Mega-Damage opponent.
  Vampires may also use psionics, magic, melee weapons and 
  modern weapons, but tend to rely on their natural abilities, brute 
  strength and fear rather than modern guns and armor.
  Super Regeneration
  A vampire can survive and keep functioning normally, even 
  with a wooden spear through the head or a severed limb, but the 
  undead does experience pain and can be temporarily immobilized 
  from accumulative Hit Point damage. When a vampire has been 
  reduced to near zero Hit Points (less than 10), he knows he is 
  in jeopardy, not from immediate death, but from lapsing into a 
  recuperative coma which could make him vulnerable to further 
  attack.
  The Recuperative Coma: A vampire can fight up to 20 points 
  below zero! At minus 21, or if the head is lopped off, the crea-
  ture drops to the ground and appears to be dead. Chopping off 
  the head (if still attached) further enhances the illusion of death, 
  but in reality, just prolongs the time needed to regenerate. Unless 
  proper measures are taken to truly kill the vampire, the monster 
  may regain consciousness in a matter of minutes and be fully 
  restored in hours. A vampire must be destroyed in very specific 
  ways or the monster will rise again, whole and in a mood for 
  revenge.
  Bio-Regeneration: Hit Points Bio-Regenerate at a rate of 2D6 
  points per melee round, so an opponent may see his adversary 
  healing before his very eyes! But while all supernatural beings 
  and creatures of magic have remarkable powers of Bio-Regener-
  ation, a vampire, unless disposed of properly, can recover from 
  any amount of damage, provided a single piece of him remains.
  A vampire can regenerate physical damage at a pace that no 
  other known creature can equal. Entire limbs, eyes, organs, hair 
  and skin grow back in a matter of minutes. The entire body can 
  reform overnight (8 hours), a lost arm in 45 minutes, a leg 60 
  minutes, lower body four hours, upper body six hours, head four 
  hours. A decapitated head left lying nearby can merge back with 
  the body by slowly dissolving into a mist and re-forming with the 
  body in 20 minutes. A head or body (not both) that is completely 
  immolated is not enough to kill the demon, for it will regenerate 
  whatever part or parts are missing, overnight.
  Telepathic Link with Minions
  The Master Vampire has a permanent telepathic and empathic 
  link to the legion of undead it has created (all of his/her victims 
  who now walk the earth as Secondary Vampires and all lesser 
  Secondary and Wild Vampires they have created). This link en-
  ables the Master Vampire to sense when one of his minions is 
  within 10 miles (16 km), when one of his minions is in pain or 
  killed, and enables him to summon all of his minions within a 100 
  mile (160 km) radius. In turn, the minions sense whether the sum-
  mons is a general call to gather or whether they should come with 
  haste because the Master is in danger. The minions also sense 
  when the Master has been slain. Note: This link to minions is 
  shared with the Vampire Intelligence who experiences life and 
  monitors its empire through the Master Vampires that serve it.
  Vampires
  In many ways, the vampire is the ultimate villain. An insidious 
  monster that returns from the dead, drinks the blood of the living 
  and washes over mortal life forms like a disease. Unlike many 
  monsters, vampires can walk among us unrecognized, stalking 
  us from the shadows like a serial killer, or build kingdoms where 
  humans are kept as livestock and slaves.
  Clear levels of power and superiority create a hierarchy and 
  societal caste system among Undead Vampires. Instinct enables 
  the demons to recognize their superiors and to bow to their bet-
  ters. They also recognize fellow vampires from the same blood 
  line and those of other tribes.
  The following pages present the stats for vampire NPC vil-
  lains in the order of their social caste, from the most powerful to 
  the least.
  Vampire Intelligence
  Demonic Vampire Familiar
  Master Vampire
  Secondary Vampire
  Wild Vampire
  Deluded Vampire
  Hero Vampire
  Chupacabra (vampire pet)
  The Vampire Intelligence
  Lord of the Undead
  The ultimate Lord of the Undead is the Vampire Intelligence, 
  a monstrous, elemental being that functions like a living virus 
  that infects other creatures to make them the undead.
  Vampire Intelligences are malignant forces of evil dedicated 
  to the propagation of misery. They know nothing about compas-
  sion, nor regret, and exist for the sole purpose of spreading hatred 
  and sorrow. They are alien beings beyond human understanding. 
  The creatures can straddle three or four different dimensions by 
  fragmenting their life essence and sending it to live in an alien 
  world while other essences and its own physical body exist in 
  another. The Vampire Intelligence can further divide its life force 
  into an army of tiny fragments. Each fragment is an extension 
  of the multi-dimensional Intelligence sent through a dimensional 
  Rift or allowed to be summoned by a foolhardy practitioner of 
  magic.
  Delivered onto a new world, the invisible life force must bond 
  with a living humanoid to anchor itself to that dimension. A will-
  
  32
  ing host subject must be found within 24 hours or the essence 
  fragment automatically returns to its originating body. Using 
  Empathy and Telepathy, the evil essence seeks out an individual 
  who has already been corrupted by evil, hatred, greed, or dreams 
  of power or revenge. Such a person can be easily beguiled by the 
  promise of godlike power and eternal life.
  The man or woman who accepts such an offer to play host to 
  the Vampire Intelligence is already a monster in mortal flesh, so 
  the union is a perfect one. A simple “yes” and opening oneself to 
  the vile essence fragment is all that’s necessary for the mortal to 
  become the living gateway for the vampire invasion. In a matter 
  of agonizing minutes, the human (or humanoid) is torn apart on 
  a molecular level and rebuilt into a supernatural horror. The es-
  sence of the person and the evil fragment merge, become one, and 
  create a new and horrible life form, the Undead Vampire. There is 
  no turning back. Humanity and a natural life are forsaken forever 
  in exchange for a monstrous immortality and unquenchable thirst 
  for blood, power and domination of the living. The existence the 
  individual once knew is over, for he is reborn into the Vampire 
  Intelligence’s anchor in the physical world of that dimension and 
  the first of an undead legion. A Master Vampire has been born 
  and the true nightmare is about to begin, for he will create other 
  undead like himself, making the Vampire Intelligence all the 
  more powerful as he continues to spread the pestilence of vam-
  pirism among unsuspecting people.
  The Vampire Intelligence cannot enter and inhabit the physi-
  cal world until conditions are conducive to its needs. First, the 
  monster requires a minimum of 2,500 vampires, all born of its 
  essence, to serve as its lifeline to the world and the invaders of 
  its undead army. Once the Vampire intelligence has established 
  an army of vampires, it can step into the world it plans to inhabit 
  and conquer. Once it has inhabited that world, the number of its 
  minions can drop far below the initial 2,500 required without ill 
  effect. The large number of vampires is needed only to enter and 
  inhabit a new dimension. It need not maintain that number to re-
  main on that physical plane of existence after its arrival. Howev-
  er, a Vampire Intelligence only enters a world it plans to inhabit, 
  and its army of undead only grows after its arrival.
  To remain in the physical plane of mortals, the Vampire 
  Intelligence requires a massive and constant supply of magic en-
  ergy (P.P.E.). This means the monster always builds a citadel at a 
  ley line nexus point. The horror also needs a regular, though com-
  paratively minuscule, supply of humanoid blood. In the Earth’s 
  past, the small amount of mystic energy and the dominance of 
  human beings made the world a barren and inhospitable environ-
  ment for vampires. They came, but seldom grew to numbers suf-
  ficient to support a Vampire Intelligence. However, the Coming 
  of the Rifts changed that. Rifts Earth is so rich in mystic energy 
  that it has become a ley line nexus point on a Megaversal scale, 
  attracting dimensional travelers, ancient gods, and supernatural 
  monsters on an unprecedented level. Sadly, one of those beings 
  is the Vampire Intelligence, who sees the planet as an attractive 
  breeding ground for the undead. There are at least six Vampire 
  Intelligences that have crossed the dimensional divide to inhabit 
  the Americas. Four are known to exist in Mexico, one claims the 
  Yucatan Peninsula, and one wages war in South America from 
  the Columbian Andes against the Republic of Columbia. Presum-
  ably, there are other vampire nests scattered around the globe, 
  but nobody knows how many or where, just as no one is sure 
  why Mexico or Central and South America are so attractive to 
  vampires.
  A Vampire Intelligence is so powerful that its evil supernatu-
  ral presence and magic can be sensed by psychic sensitives more 
  than one hundred miles (160 km) away. To disguise its presence 
  and to feed on life-giving P.P.E., the creature establishes a lair 
  right on or very near a ley line nexus. This location provides the 
  living horror with great magic energy to draw upon for the perfor-
  mance of magic and to quench its terrible hunger. It also provides 
  a quick means of escape. A Vampire Intelligence located at a ley 
  line nexus can open a Rift to another world that it dominates, or to 
  the dimension from which it originates. The Earthly location will 
  be a region dominated by its undead legions, thus offering it the 
  protection of a vampire army. A stone pyramid is usually erected 
  by forced labor to house the wicked creature. Stone pyramids also 
  magnify and channel magic energy, enabling the deific horror to 
  open portals to other worlds, work its magic and defend itself. 
  The connection to the pyramid has led some Rogue Scholars to 
  wonder if the ancient Aztecs, Mayans and other cultures in the 
  same geographic region were also once servants of one or more 
  Vampire Intelligences. The return of the Mayan god, Camazotz, 
  and his enslavement of a Vampire Intelligence and usurped con-
  trol of a vampire kingdom in the Yucatan suggests that this may 
  be the case. A frightening secret of Earth’s past.
  The malignant Vampire Intelligence is such a master of di-
  mensional travel, and so powerful, that once it has claimed a ley 
  line nexus as the location of its lair, it dominates and controls 
  the nexus. This means no other being can use that nexus as a di-
  mensional gateway or draw on its usual energies. Only one third 
  
  33
  the normal ley line energy can be drawn upon by beings other 
  than the Intelligence. With the dimensional aspect of the nexus 
  under the control of the Vampire Intelligence, nothing can enter 
  or leave through the nexus Rift unless the Vampire Intelligence 
  allows it. This level of control is accomplished, in part, by the 
  Intelligence’s ability to syphon the magic energy into itself, feed-
  ing on it, and thereby controlling the flow of mystic energy. The 
  stone pyramid helps to focus and control the flow of magic at the 
  nexus point and along the connecting ley lines.
  The lair of a Vampire Intelligence is hidden deep inside a 
  massive stone pyramid, gargantuan temple (with a small pyramid 
  as part of its structure), or underground labyrinth. The actual in-
  ner sanctum of the lair is a massive chamber where the physical 
  Vampire Intelligence resides. The chamber usually resembles 
  a temple or royal chamber. Deep inside the lair is the physical 
  embodiment of the Vampire Intelligence, a gigantic mound of 
  slime covered flesh that measures 100-200 feet (30.5 to 61 m) 
  in diameter and 12 to 24 feet (3.6 to 7.3 m) tall. Six to twelve 
  tentacles snake and writhe from the body mound. At the end of 
  each tentacle is a mouth filled with sharp teeth and a pair of ca-
  nine fangs. A hundred small, round, red or yellow eyes encircle 
  one giant central eye that dominates the body. All who see the 
  Vampire Intelligence recognize its maleficence and know it must 
  be destroyed. While you would expect there to be scores of vam-
  pires, the chamber seldom has more than half a dozen Secondary 
  Vampires as attendants and, unless off on a mission, the Demonic 
  Vampire Familiar is also present. Of course, 1D6x10 additional 
  vampires are likely to work and live in the stone pyramid, and 
  the Intelligence can mentally summon any or all of the vampires 
  within a 10 mile (16 km) radius. As a result, 2D4 Secondary 
  Vampires arrive to the chamber within one minute and continue 
  to arrive every melee round until the danger has passed or the 
  Intelligence tells them to stop.
  Once interred inside the edifice, the creature never leaves, un-
  less it is to escape via a dimensional Rift. This, despite the Intel-
  ligence’s great power, makes it vulnerable. Its gargantuan size, 
  slow speed, tremendous consumption of magic energy and need 
  for humanoid blood and emotions to stay alive, prevent the horror 
  from traveling, except by teleporting from one stone pyramid lair 
  in its empire to another, or from one dimension to another. This 
  is why the thing makes its home in a region dominated by its own 
  legions of undead.
  Though isolated and hidden away, the Vampire Intelligence 
  sees and experiences its empire via empathic and telepathic con-
  nections with the Master Vampire and its Demon Familiar, which 
  is an extension or avatar of itself. Everything the Demon Familiar 
  sees, hears and experiences is known to the Vampire Intelligence. 
  Likewise, the creature experiences the emotions and directed 
  thoughts of it Master Vampires, and, to a less-direct extent, is 
  linked to all the undead born of its essence when they are with-
  in a 10 mile (1.6 km) radius of its abode. The monster is aware 
  of its many fragmented extensions within each of its vampires 
  and while it does not know their thoughts, it feels their heinous 
  delights. The Vampire Intelligence also knows when one of its 
  minions has been destroyed or placed in forced stasis (i.e. has 
  been staked). Fortunately, the link is not so strong that it can see, 
  hear or know what its minions experience as they live it. Nor can 
  it identify exactly where its many undead are scattered, or who 
  dares to attack them. Only the few Master Vampires have a direct 
  telepathic connection with the Vampire Intelligence. They can 
  communicate with their creator up to 500 miles (800 km) away. 
  But while the Master can communicate and share his thoughts 
  and memories with the Intelligence that created him, the creature 
  does not see through his eyes and must conduct a lengthy and 
  deliberate mind probe to learn all that its servant knows. Howev-
  er, Telepathic conversations transmit the memory of sounds and 
  images as experienced by the Master Vampire. Thus, the Vam-
  pire Intelligence knows the faces of his enemies though they be 
  hundreds of miles away, and can share those images with other 
  minions.
  Vampire Intelligence
  Alignment: Diabolic Evil.
  Attributes: I.Q. 1D6+21, M.E. 2D6+20, M.A. 2D6+19, P.S. 
  2D6+29, P.P. 1D6+15, P.E. 1D6+17, P.B. 1D6, Spd 2D6 
  crawling or walking on its tentacles.
  Size: 100-200 feet (30.5 to 61 m) in diameter, 15-24 feet tall (4.6 
  to 7.3 m), and weighs 60-120 tons. A tentacle can stretch up to 
  200 feet (61 m) long.
  Hit Points by Location (Invulnerability same as Vampires): 
  Only weapons made of wood and silver, holy water and run-
  ning water inflict triple damage to Hit Points. Magic does full 
  normal damage. Sun weakens. Mega-Damage and other types 
  of S.D.C. weapons do no damage.
  Small Eyes (100) – 5 each
  Giant Eye (1) – 300
  Tentacles (6-12) – 100 each
  * Main Body – 2D4x1,000+400
  * Reducing the Hit Points of the main body to zero tem-
  porarily hurts and impairs the Vampire Intelligence, but does 
  not destroy it. At zero Hit Points reduce the creature’s number 
  of attacks per melee, bonuses, speed and skill performance by 
  half. It is now vulnerable to surprise attacks. Natural regenera-
  tion ability should quickly restore Hit Points, unless the mon-
  ster continues to suffer incredible amounts of damage. Note: 
  When reduced to -100 Hit Points below zero the monster is 
  dead. In darkness or shadow, the monster’s entire body seems 
  to melt into a red goo that seeps into the ground and stains it 
  permanently. If exposed to sunlight, the body melts, turns into 
  a red mist and evaporates as if it were never there.
  P.P.E. Base: 2D6x100. I.S.P. Base: 1D4x100.
  Horror Factor: 18
  Level of Magic Experience: Roll 1D6+3, equal to a Ley Line 
  Rifter.
  Skills: The Vampire Intelligence knows few skills outside of 
  magic, but it does know some: All Ley Line Rifter O.C.C. 
  skills and spell knowledge, Climbing 78%, Dance 80%, In-
  terrogation 88%, Literacy in Dragonese 98%, can read magic 
  too, plus literate in two other languages of choice at 88%, Land 
  Navigation 90%, Lore: Demons and Monsters 98%, Lore: Fa-
  eries and Creatures of Magic 98%, Lore: Magic 98%, Lore: 
  Vampires 98%, Mathematics: Basic and Advanced, both at 
  98%, Philosophy 88%, Play Musical Instrument: String 80%, 
  Prowl 78%, Seduction 88%, Sing 98% (professional quality), 
  Tailing 88%, Tracking 78% (+12% to follow a blood scent), 
  W.P. Energy Pistols, W.P. Energy Rifles, W.P. Knife, W.P. 
  Paired Weapons, and W.P. Sword. Note: The Demonic Vam-
  pire Familiar knows everything the Intelligence knows.
  Natural Powers: Superior vision like that of a hawk (can read 
  a street sign up to one mile/1.6 km away), Nightvision 4,000 
  
  34
  feet (1,219 m), see the invisible, see the infrared and ultra-
  violet spectrums of light, thermal vision to see heat radiation 
  1,000 feet (305 m), smell spilled blood up to two miles (3.2 
  km) away, recognize the scent of human blood 90%, recog-
  nize a specific species of humanoid by their blood 75%, under-
  stands and speaks all languages 98%, and can travel through 
  dimensions using spell magic.
  Possesses all the fundamental powers and vulnerabilities of 
  the Undead Vampire, except that it cannot perform any type 
  of metamorphosis and sunlight does not destroy it (but does 
  weaken it). This means most forms of attack, including Mega-
  Damage weapons, fire, poison, drugs, etc., inflict no damage. 
  Fortunately, this also means the Vampire Intelligence is vul-
  nerable to the same things as the undead it creates.
  Create Demonic Vampire Familiar (special): This monster is 
  the avatar of the Vampire Intelligence and as such, is a splin-
  tered, living part of it. See the description that follows.
  Create Master Vampires (special): The Vampire Intelligence 
  can create one additional Master Vampire for every 1,000 Sec-
  ondary and/or Wild Vampires that comprise its minions. The 
  first Master Vampire is accepted by all as the Intelligence’s 
  right-hand and Supreme Commander of the vampire legions. 
  All Master Vampires who follow are Vampire Lords and Gen-
  erals who obey the Supreme Master and the Vampire Intel-
  ligence. A Master Vampire is a willing mortal servant who is 
  transformed without having to die.
  Create Secondary Vampires (special): A Slow Kill via one of 
  the tentacle mouths creates a Secondary Vampire without any 
  risk of being an inferior Wild Vampire. The Intelligence can-
  not create Wild Vampires.
  Feeding (special): In addition to feeding off the P.P.E. energy 
  of the ley line nexus where the monster lives, it also requires at 
  least one humanoid sacrifice a week. It drains all blood within 
  two melee rounds and may munch on the flesh and bones.
  Limited Invulnerability (special): Similar to all undead. Only 
  magic and magic weapons do normal damage, and weapons 
  made of wood and silver or running water and holy water in-
  flict triple damage direct to the monster’s Hit Points.
  Singing Professional Quality (special): Vampire Intelligences 
  have beautiful singing voices that belie their wicked natures 
  and they love to sing. Since it has many mouths on its 6-12 
  tentacles, when the horror sings it sounds like a choir sing-
  ing together. Favored songs are Gregorian chants, operas 
  and soulful and melancholy songs from our world and many 
  others. May be sung in any number of languages. A content 
  Vampire Intelligence – which means mortals are enslaved and 
  suffering – will sing for 2D4 hours at a time; usually at night 
  but sometimes during the evening hours before the sun sets.
  Super Regeneration (special): Bio-Regenerates 1D6x10 Hit 
  Points once every melee. Regenerates an entire tentacle or one 
  of its 100 small eyes within ten minutes. Regenerates the giant 
  eye in 24 hours.
  Tentacles (special): See Damage.
  Vulnerabilities (special): Same as the Undead Vampire except 
  magic and magic weapons do normal damage, and weapons 
  made of wood and silver as well as running water and holy 
  water inflict triple damage to Hit Points.
  Globe of Daylight does no damage and does not hold it at 
  bay, neither does garlic and wolfbay, but holy symbols will 
  hold the monster or one of its tentacles at bay; arm’s length.
  Sunlight does not kill the Vampire Intelligence, but it does 
  reduce its power by a whopping 75%. This reduction is on all 
  levels, including the power level of its spells, psionic attacks, 
  saving throws, attributes, bonuses, number of attacks per me-
  lee, the damage it inflicts from physical attacks, Hit Points, 
  P.P.E., I.S.P., Spell Strength and the Hit Point amount it is 
  able to regenerate per melee round. Reduce by 75% when the 
  Vampire Intelligence is bathed in sunlight. Reduce by 50% if 
  a gloomy, overcast day.
  Attacks per Melee: Eight physical or psionic attacks per melee 
  round or one attack for each tentacle, whichever number is 
  greater. Can also use magic and/or command its undead to 
  protect it.
  Mega-Damage: Attacks are via magic, psionics or a physical 
  tentacle strike.
  Tentacles: can stretch up to 200 feet (61 m) long, have 100 Hit 
  Points each and if destroyed or chopped off, Bio-Regenerate 
  in 10 minutes. Tentacles function as the mouth and voice of 
  the Vampire Intelligence as well as its limbs, and means of 
  attack and defense, biting and hitting.
  Damage via tentacles is as per Supernatural P.S. from 
  punches, jabs and swats. Bite damage is per Supernatural P.S. 
  +2D6 damage. Note: Against Hit Point creatures such as hu-
  mans, the monster instinctively holds back to inflict S.D.C./
  Hit Point damage (same as Supernatural P.S. M.D. number 
  point for point). Against Mega-Damage opponents, be they 
  humans in power armor, cyborgs, rival demons, dragons or 
  other Mega-Damage beings, the vampire instinct tells it to cut 
  loose, inflicting M.D. as per Supernatural P.S., +2D6 for ten-
  tacle bite attacks.
  Tentacles can also entangle an opponent, wrapping around 
  a person like a giant python. To pull free of the tentacle re-
  quires a combined P.S. that exceeds the monstrosity’s Super-
  natural P.S. by at least 10 points. An entangled foe can be 
  crushed by the constricting tentacle at a rate of 5D6 Hit Points 
  or M.D. per each constriction. Each constriction of the tentacle 
  to crush a captive counts as one of the monster’s melee at-
  tacks. There is a 01-41% chance that both arms are pinned by 
  the encircling tentacles. The ensnared victim is also easy prey 
  to attacks by the other tentacles if so desired.
  Bonuses (in addition to attribute bonuses): +10 on Perception 
  Rolls (reduce by half when the creature’s Hit Points are down 
  to half), sneak attacks are impossible, cannot be blinded, and 
  gets to attempt a parry on all attacks directed at it. +6 on ini-
  tiative, +3 to strike, +6 to parry and disarm, +6 to pull punch, 
  +9 to save vs Horror Factor. Impervious to all forms of mind 
  control as well as psionic and magic sleep, paralysis and domi-
  nation.
  Magic Powers: All Vampire Intelligences know the same lim-
  ited and specific range of spell magic. All Ley Line Magic 
  spells, all summoning spells, Anti-Magic Cloud (140), Calm 
  Storms (200), Close Rift (200+), Create Magic Scroll (100), 
  Dimensional Portal (1,000), Dispel Magic Barrier (20), Mys-
  tic Portal (60), Negate Magic (30), Re-Open Gateway (180), 
  Restoration (650), Teleport: Superior (600), Time Hole (210). 
  P.P.E.: 2D6x100 +2D6+10 per level of experience.
  In addition, each individual Vampire Intelligence will 
  know 1D6 spells from each of the following levels of spell 
  invocations: 1, 3, 5, 7.
  
  35
  Psionic Powers: Considered a Master Psychic. I.S.P.: 1D4x100 
  +15 I.S.P. per level of experience. Possesses all Sensitive and 
  Healing Powers, plus Empathic Transmission, Group Mind 
  Block, Hypnotic Suggestion, Psi-Shield and Psi-Sword. One 
  Psi-Sword can be created and held by each tentacle, but each 
  counts as a separate use of psionics and burns up I.S.P.
  Allies: None per se, other than the undead minions the Vampire 
  Intelligence has created. However, individual evildoers, be 
  they mortals, monsters, or supernatural, may ally themselves 
  to vampires for personal gain. These brigands may be looking 
  for undead immortality themselves (which is not what they 
  think it is), but are more likely looking for positions of power, 
  revenge, a favor, freedom or good old-fashioned money. The 
  latter is often the case with the traitors who willingly serve the 
  undead as slave masters, protectors and assassins. A Vampire 
  Intelligence never trusts willing mortal servants or guns for 
  hire. Never. The only exception is the Master Vampire and 
  he is completely remade and forever linked to the monster the 
  instant he is reborn as a vampire.
  Enemies: Other Vampire Intelligences and their undead legions 
  are regarded as hated rivals. Demons, Deevils, and Splugorth, 
  all see the Intelligence and its undead minions as a rival and 
  a pestilence to be stomped out wherever it crops up. Though 
  there have been some massive wars between the undead and 
  other supernatural forces over the eons, they are rare. Vam-
  pires tend to insinuate themselves into mortal populations be-
  fore making a push to conquer an entire continent or planet. 
  This makes undead difficult to identify, locate and root out. 
  Thus, as long as vampires are not greedy and settle for small 
  or isolated portions of a planet, most competing supernatural 
  forces are usually content to leave them be.
  Other than Vampire Hunters dedicated to the destruction 
  of the undead, the Vampire Intelligence and its vampires do 
  not see humans and other mortals as enemies. Mortals are re-
  garded as weak and inferior animals to be fed upon and used 
  as slaves and pawns.
  Bionics: Cannot have bionics, but may hire or manipulate cy-
  borgs into their services.
  Money: Wealth equates to power, and money is required for the 
  building and operations of the Vampire Kingdom.
  Notes: Other than creating vampires by the Slow Kill bite, the 
  Vampire Intelligence and its undead have no other means of 
  reproduction. Vampires are known to seduce their victims, es-
  pecially those targeted for a Slow Kill transformation, and can 
  have sex, but both male and female vampires are infertile.
  A Vampire Intelligence can only enter our world when 
  there are 2,500 or more vampires counted among its minions. 
  But a legion of vampires is not sufficient. There must also be 
  a huge supply of magic energy (P.P.E.) and a regular (though 
  comparatively minuscule) supply of humanoid blood. In 
  Earth’s past, there were isolated incidents of vampire risings 
  due to the efforts of a Master Vampire, but the small amount 
  of magic energy and the dominance of human beings made it 
  impossible for a Vampire Intelligence to enter our world or to 
  establish more than a temporary toe-hold on Earth with its un-
  dead. Throughout Earth’s history, there have been outbreaks 
  of invading vampires – the most famous near Transylvania 
  and throughout Eastern Europe during the Middle Ages – but 
  none ever led to the establishment of massive vampire colo-
  nies as exist on Rifts Earth in Mexico, Central America and 
  South America.
  Demonic
  Vampire Familiar
  An extension of the Vampire Intelligence
  A Demonic Vampire Familiar is created as an extension of the 
  Vampire Intelligence in the physical dimension it has invaded. 
  The Demonic Familiar is a physical manifestation of the Intelli-
  gence’s own self using a more powerful fragmented essence. The 
  Familiar stands 17 feet (5.2 m) tall and looks like a giant, walk-
  ing bat with large, bat-like wings, a pair of humanoid arms and 
  hands, short muscular legs, and a bat-like head. When the De-
  monic Vampire Familiar desires to walk among men in a much 
  less conspicuous form, it can reduce its size to as small as eight 
  feet (2.4 m) tall. The demon is created so that the Vampire Intelli-
  gence can experience the world around it, as well as a way to pro-
  tect itself, especially its entire body locked away inside a stone 
  edifice or catacomb. However, there is no limit to the distance the 
  Familiar can travel away from the central body. Everything the 
  Demonic Familiar sees, hears, and feels is instantly shared with 
  the Vampire Intelligence.
  Though a sense of humor and sadistic playfulness are not evi-
  dent with the monstrous Intelligence (but then few people ever 
  meet a Vampire Intelligence and live to tell the tale), the De-
  monic Vampire Familiar displays both. Most are sarcastic and 
  witty, and like to engage in ironic and cruel humor, jokes and acts 
  
  36
  of humiliation. They are prone to making smart-aleck and con-
  descending remarks, snide jokes, putdowns and sassy repartee. 
  Some wear custom-made clothing or hats, and sing or play music, 
  often at the most unusual or inopportune time. Crazy? Perhaps, 
  but there is something chilling about an 8-17 foot (2.4 to 5.2 m) 
  humanoid bat-thing, with drool dripping from its mouth, singing 
  or strumming a song as it or its henchmen prepare to question 
  or torture you. There’s something disturbing just seeing such a 
  monstrosity walking down the street. It is obvious the creature 
  enjoys the suffering of others, and likes to bully, threaten and hurt 
  the living. There is a cruel edge and harshness to almost every-
  thing the Demonic Vampire Familiar says and does. Looking into 
  the horror’s yellow eyes, one can see the undercurrent of anger, 
  loathing and contempt that always lies below the surface waiting 
  to boil over into violence and bloodshed.
  The Demon Vampire Familiar is a true extension of the Vam-
  pire Intelligence. While the Vampire Intelligence cannot venture 
  far from its source of P.P.E., the Familiar can go into the world 
  unimpeded. There is no limit to the distance the Demon Vampire 
  Familiar can travel, and it may be dispatched hundreds of miles 
  away to exact revenge or to deliver mayhem. But when serving 
  as a protector, the Familiar is seldom more than minutes away, 
  especially when trouble is brewing.
  As an extension of the Intelligence’s life essence, the demon 
  possesses all the memories, knowledge, and personality of the 
  Intelligence, as well as the same psionics and magic knowledge. 
  Everything the demon experiences is simultaneously experienced 
  by the Intelligence and vice versa, for they are different parts of 
  the same body/essence still linked as one. Only some of the phys-
  ical characteristics such as physical attributes, Hit Points, P.P.E. 
  and I.S.P. are different; the result of the fragmentation and differ-
  ent body types.
  All vampires recognize the Demonic Vampire Familiar as the 
  face and voice of their maker.
  Alignment: Diabolic Evil.
  Horror Factor: 16
  Attributes: I.Q., M.E., and M.A. are the same as the originat-
  ing Vampire Intelligence. P.S. 1D6+20, P.P.: 1D6+13, P.E. 
  1D6+13, P.B. 1D6+2, Spd 2D6+13 walking/climbing, x10 
  flying.
  Size: 8-17 feet (2.4 to 5.2 m) and weighs 3-6 tons.
  Hit Points by Location (Invulnerability same as Vampires): 
  Only weapons made of wood and silver, holy water and run-
  ning water inflict triple damage to Hit Points. Magic does full 
  normal damage. Sun weakens. Mega-Damage and other types 
  of S.D.C. weapons do no damage.
  Head – 260
  Bat Wings (2) – 200 each
  Arms (2) – 140 each
  Hands (2) – 80 each
  Legs (2) – 110 each
  * Main Body – 1D4x100+200
  * Reduce the Hit Points of the main body to zero and the 
  Demonic Familiar is slain. The body crumbles into dust. For 
  72 hours the Hit Points of the Familiar are subtracted from the 
  Vampire Intelligence’s own and the creature suffers great pain 
  for the duration of that period; reduce its number of attacks per 
  melee by two and -20% to skill performance. In addition to 72 
  hours of pain, the Intelligence suffers the loss of its direct link 
  to the outside world. A new Familiar cannot be made until the 
  one year anniversary of its destruction.
  Lost limbs or wings regrow in 10 minutes, the head in 20 
  minutes. If the head is destroyed, the Familiar flies away to 
  heal and regenerate.
  P.P.E.: Half that of the Vampire Intelligence.
  I.S.P.: Half that of the Vampire Intelligence.
  Horror Factor: 15
  Experience Level: Same as the Vampire Intelligence.
  Skills: Same as the Vampire Intelligence and at the same level 
  of proficiency.
  Natural Powers: Same as the Vampire Intelligence, except the 
  Familiar can metamorph into a giant bat, and can alter its hu-
  manoid size from 8-17 feet (2.4 to 5.2 m).
  As with the Vampire Intelligence, the Demonic Vampire 
  Familiar can survive in the light of day, but its powers and 
  abilities are reduced by 75%. This includes attribute, flying 
  speed, number of attacks per melee round, Hit Points, P.P.E., 
  I.S.P., Spell Strength and the Hit Point amount it is able to 
  regenerate per melee round.
  Climb (special): The Demonic Vampire Familiar can scale the 
  sides of buildings and trees, crawls along ceilings, walls and 
  vertical cliffs at its full running speed without fear of losing its 
  grip. Can also hang upside down and likes high places.
  Create Secondary Vampires (special): The demon’s bite can 
  turn others into Secondary Vampires via Slow Kill the same 
  as the Intelligence. Cannot create Wild Vampires.
  Echolocation (special): Can maneuver in total darkness using 
  echolocation like a real bat; hears in the ultra-sonic range.
  Fly (special): Winged flight enables the creature to hover, fly 
  and glide in silence. Flying speed is as per Spd attribute x10.
  We Are One (special): The Vampire Intelligence simultane-
  ously sees, hears, and experiences everything its demonic ex-
  tension does without requiring any form of telepathic commu-
  nication. After all, they are one and the same.
  Attacks per Melee: Five hand to hand attacks per melee or via 
  psionics, magic or handheld weapon.
  Mega-Damage: As per Supernatural P.S. from claw strikes, 
  punches, power punch, or kick. Bite damage is per Super-
  natural P.S. +2D6 damage. Note: Against Hit Point creatures 
  such as humans, the monster instinctively holds back to inflict 
  S.D.C./Hit Point damage (same as Supernatural P.S. M.D. 
  number point for point). Against Mega-Damage opponents, be 
  they humans in power armor, cyborgs, rival demons, dragons 
  or other Mega-Damage beings, the vampire instinct tells it to 
  cuts loose, inflicting M.D. as per Supernatural P.S.
  Bonuses: +5 on Perception Rolls, cannot be blinded, and gets to 
  attempt a parry on all attacks directed at it. +3 on initiative, +4 
  to strike, +3 to parry and dodge, +5 to automatic dodge when 
  flying (the act of dodging does not use up a melee attack), +3 
  to disarm, +6 to pull punch, and +9 to save vs Horror Factor. 
  Impervious to all forms of mind control as well as psionic and 
  magic sleep, paralysis and domination.
  Magic: Same as the Vampire Intelligence, but at half the spell 
  casting proficiency/level of experience, and has only one third 
  the P.P.E.
  Psionics: Same as the Vampire Intelligence, but has only half 
  the I.S.P.
  Allies: Same as the Alien Intelligence. Can command the Master 
  Vampires and the undead of his lineage. It is the Demonic 
  
  37
  Vampire Familiar and Master Vampires who make pacts and 
  deals with non-vampires on behalf of their kingdom. Note: 
  The Familiar usually lets the Masters run the affairs of the 
  kingdom, acting in an advisory capacity. The Familiar steps in 
  only when it is not happy with the Masters or to deliver new 
  mandates. Ultimately, the Master serves the Vampire Intel-
  ligence as if it were a living god, which it is, and the Demonic 
  Vampire Familiar is the voice and embodiment of that deity.
  Enemies: Same as the Alien Intelligence.
  Note: Only one Demonic Vampire Familiar can be created at a 
  time.
  The man or woman who accepts the offer is already an evil 
  monster in mortal flesh. Someone who hates himself and so 
  loathes humanity that he is willing to forsake them both to be-
  come a harbinger of death and sorrow. Accepting the proposal of 
  his own free will without the slightest regret enables the mortal 
  to merge with the vile essence. A moment later, the individual 
  undergoes an agonizing transformation, as his body is torn apart 
  and reassembled on a molecular level. The ordinary person is re-
  placed with something new and horrible: A Master Vampire.
  The Master’s new, true form is that of a demonic abomination 
  that is part man, part bat and all monster. The Master Vampire 
  stands 7 feet (2.1 m) tall at the shoulders, hunched over and walks 
  bent forward like a giant bat. From the long, spindly arms hangs 
  a canopy of leather that are his bat wings. The fingers are long 
  like the legs of a spider, and end in curved fingernails the length 
  of daggers. The nearly hairless body is emaciated and pale grey 
  or waxy white like a corpse, ribs showing and bones sticking out 
  along the spine. The head and face is that of a monster with a 
  gaping maw filled with sharp teeth and a pair of long, wicked 
  fangs. The eyes are small, round and red with a shot of black at 
  the center surrounded by an orange or yellow iris. The nose is 
  either long and beak-like or short and flat like the snout of a hog 
  or vampire bat. The ears are large and resemble bat wings them-
  selves. The tongue is long and pointed, the voice deep and raspy. 
  But it is the face, painted in hot anger, savagery and wickedness, 
  that takes one’s breath away. With only a glance, you know this is 
  the face of evil. A face that hungers for bloods, misery, and death. 
  Of course, like all vampires, the Master’s true appearance is con-
  cealed beneath the subtle mask of humanity, for the monster can 
  assume his old human form with but a thought.
  With the birth of the Master, the vampire invasion has just 
  begun.
  He is the fragile line that first anchors the Vampire Intelligence 
  to the dimension of mortals. A thin line that is joined by another 
  and another, as the monster creates new Secondary Vampires. 
  The creation of each new vampire (Secondary or Wild) is another 
  line tying the Intelligence to that world – each like the strands of 
  a spider’s web which becomes larger and stronger with each new 
  line. As Doc Reid has stated, the Master Vampire is the begin-
  ning – the carrier who spreads the vampire pestilence throughout 
  the rest of the world. If left unchecked, the Master creates other 
  undead, and they, in turn, create more and more. Their numbers 
  grow on a geometric level until there are a few thousand, creating 
  enough links to the world that the Vampire Intelligence can enter 
  it and join his demonic progeny.
  The Master Vampire is the father of the vampire pestilence to 
  follow. All vampires spawned by the Master, and those made by 
  the vampires he has created, all share a tiny fragment from the 
  same evil Vampire Intelligence. They are all of the same blood-
  spilled lineage, and all know it, and feel it, on an instinctive level. 
  This means a vampire immediately recognizes the Secondary 
  Vampire that created him and acknowledges him as his superiors. 
  Likewise, Master Vampires are recognized through instinct and 
  undead senses that tell them these beings are their superiors. For 
  every thousand undead created in the same lineage, a new Master 
  Vampire is created to lead them. However, the Master Vampire 
  that started it all is the eldest and greatest of them all, and recog-
  nized as the Supreme Master, second only to the Vampire Intelli-
  gence. The Vampire Intelligence is the equivalent of the undead’s 
  living god, and who dares challenge a god or his right hand?
  The Master Vampire
  To gain a foothold in the world of mortals, the Vampire Intel-
  ligence dispatches a splintered fragment of its wicked life essence 
  to find an individual suitable to become a living gateway for it. 
  This has to be someone who is a living part of humanity, but who 
  has come to hate it or given up on it.
  Unlike all the other vampires, the Master chooses his fate. 
  He is a willing participant in the horror that is about to unfold. 
  In fact, a third of the time, the lost soul who becomes the Mas-
  ter Vampire seeks out a Vampire Intelligence via some arcane 
  ritual and dark magic. Other times the fragmented essence finds 
  someone so filled with hatred, greed and/or dreams of power and 
  revenge that he’ll accept serving the Vampire Intelligence as its 
  right hand for all eternity in exchange for supernatural power, 
  eternal life and a mission to make the world bow before him and 
  his demonic creator.
  
  38
  
  39
  After the agony of rebirth into a vampire, the newborn Master 
  Vampire quickly revels in his array of supernatural powers. All 
  are known to him through instinct, though it is through practice 
  in their use that the abomination comes to truly understand and 
  wield them like a weapon. Instinct and contact with his maker, 
  via dreams, compels him to hunt, feed and create a legion of un-
  dead so that the Vampire Intelligence may one day join him and 
  those he, the Master, creates in his cursed name. Every new Un-
  dead Vampire the Master creates is always a Secondary Vampire 
  without fail. Each strengthens the Vampire Intelligence’s place 
  in this world. The more vampires, the stronger the Intelligence’s 
  power, and the Master’s as well. When thousands of vampires ex-
  ist, all born from that first evil essence started by the Master, the 
  Vampire Intelligence may enter that world through a dimensional 
  Rift and live among them. When that day comes, the planet is 
  ripe for conquest and the Supreme Master shall sit on the throne 
  as Emperor of the living and the undead.
  Just as the Master instinctively understands his place in the 
  hierarchy of vampires, so do the Secondary and Wild Vampires 
  that follow. Each knows their duty and each recognizes and fears 
  their superior. Secondary Vampires bow to the Masters, Wild 
  Vampires bow to Secondary Vampires. Even the Deluded Vam-
  pires recognize the hierarchy and obey their Masters, or flee from 
  them, just as the Hero Vampires know they are freaks and traitors 
  to their lineage.
  Master Vampires are rare among vampires – one in every one 
  thousand. Subsequent Master Vampires, that is to say those who 
  come after the first, Supreme Master, function as clan leaders, 
  military generals, kings, queens, governors and other positions of 
  leadership and power. Most people, even Vampire Hunters, never 
  encounter a Master, for they are usually found in areas where 
  there are a thousand or more vampires such as Ciudad Juarez and 
  the Vampire Kingdoms.
  Most Master Vampires, even more so than elder and arrogant 
  Secondary Vampires, have delusions of grandeur and godhood. 
  Most exude an air of cold authority and confidence that is even 
  beyond the norm for Secondary Vampires. In fact, their confi-
  dence and evil nature radiates from them like an invisible aura 
  that makes psychics and even ordinary humanoids feel ill at ease 
  and frightened.
  In their human form, Master Vampires are the least corpse-
  like in appearance and tend to be very attractive and compared to 
  healthy looking than most undead. Consequently, they can easily 
  pass themselves off as being human. Still, they are usually tall, 
  lean, pale in color, and possess all the other physical traits of the 
  vampire, just not as extreme or obvious. It is ironic then, that the 
  Master is actually the most inhuman and monstrous in his true 
  vampire appearance (as described earlier). Masters display their 
  inhuman vampire persona when they want to terrorize or intimi-
  date others. Their true appearance may also slip out when they 
  are enraged, about to feed, and when reduced to 50 Hit Points or 
  less.
  The Masters’ natural position of authority and raw power 
  gives them a cold, calculating demeanor like that of a spider siz-
  ing up its prey and remaining calm and steady until it is ready to 
  pounce and destroy its enemy. Masters tend to be well-mannered 
  yet forceful and demanding, dress fashionably and carry them-
  selves with the haughty air of an aristocrat who knows he is more 
  important and powerful than you and all others around him.
  Master Vampire
  NPC Villain not suitable as a player character.
  Also known as the Bringer.
  Alignment: Evil. Diabolic (50%), Miscreant (35%) or Aberrant 
  (15%).
  Attributes: I.Q. 2D6+14, M.E. 3D6+10, M.A. 3D6+12, P.S. 
  2D6+24 (Supernatural), P.P. 2D6+14, P.E. 1D6+18, P.B. 
  2D6+16 in human guise (1D6 in true vampire form), Spd 
  4D6+10.
  Size: Varies, as per species of humanoid. Typically human 5.2 to 
  6.3 feet (1.58 to 1.92 m). Seven feet (2.1 m) tall at the shoul-
  ders in true vampire form.
  Hit Points: 3D6x10+40 (+50 in true vampire form). Note: Invul-
  nerability as per all vampires. Only weapons made of wood 
  and silver, holy water and running water inflict double damage 
  to Hit Points. Magic does full normal damage. Sun weakens. 
  Mega-Damage and other types of S.D.C. weapons do no dam-
  age.
  Reducing the Hit Points of the main body to zero temporar-
  ily hurts and impairs the vampire, but does not destroy him. 
  At zero Hit Points, reduce the creature’s number of attacks per 
  melee, bonuses, speed and skill performance by half. Natural 
  regeneration ability should quickly restore Hit Points, unless 
  the monster continues to suffer damage. Note: When reduced 
  to -41 Hit Points below zero, the Master Vampire appears 
  dead, but continues to regenerate unless a wooden or silver 
  stake is driven through his heart and/or the body is properly 
  destroyed.
  P.P.E. Base: 1D6x10. I.S.P. Base: 3D6x10+30.
  Horror Factor: 14 (+2 in true vampire form).
  Level of Experience: Roll 2D4+1 for the typical Master Vam-
  pire NPC (Non-Player Character) or as desired by the Game 
  Master.
  Vampire Reborn: The Master Vampire begins life as a mortal, 
  but is transformed into a demon by the Vampire Intelligence. 
  Unlike other undead, the Master never dies, but is remade in 
  the image of the deific Vampire Intelligence with whom he 
  merges. As a result, the Master is the most powerful of the 
  undead and retains more of his human/mortal skills than any 
  of the other types of Undead Vampires. That having been said, 
  the Master is completely recreated, requiring all attributes and 
  other stats to be re-rolled, for he is reborn as something new 
  and demonic. This is true of the first Master and any others 
  that follow.
  Old Skill Knowledge: The Master Vampire hated being hu-
  man and has little use for his old skills and abilities and forgets 
  all but the most important. As a result, skills are remembered 
  and performed at the experience level of the individual before 
  he was made into a Master Vampire. However, the normal 
  skill bonuses do NOT apply (only I.Q. bonus) and skill profi-
  ciency never improves.
  To create a Master Vampire NPC, use the following tables 
  and instructions.
  Race: Pick one of the following or roll for random determina-
  tion.
  01-70% Human.
  71-80% Jungle Elf/Elf.
  81-85% Psi-Stalker.
  86-90% D’Norr Devilman.
  
  40
  91-94% Quick-Flex Alien.
  95-96% Kittani.
  97-98% Ogre.
  99-00% Other S.D.C. D-Bee.
  O.C.C.: Pick a non-magical or non-psionic O.C.C. and move 
  to the next step – or – roll on the following table.
  01-05% Cyber-Knight, Vampire Hunter or Lawman O.C.C.
  06-10% Native American or Simvan or other tribal people.
  11-15% Headhunter or Partial Cyborg.
  16-20% Saloon Bum/Barmaid or Gambler type.
  21-30% City Rat or Average Joe towns-person.
  31-40% Merc Solider or CS Solider, or any Fighter O.C.C.
  41-50% Vagabond/Adventurer/Farmer/Merchant.
  51-60% Wilderness Scout or similar Wilderness O.C.C.
  61-70% Psi-Stalker, Simvan or similar D-Bee.
  71-75% Bandit or any criminal O.C.C.
  76-80% Cowboy or Saddle Tramp.
  81-85% Rogue Scholar, Scientist or Explorer O.C.C.
  86-90% Preacher, Priest or Shaman.
  91-95% Psychic, with the exception of the Mind Melter.
  96-00% Practitioner of Magic.
  O.C.C. Skills as a Vampire: Keeps all O.C.C. Skills and any 
  Special Skills that come with that particular O.C.C. Skill pro-
  ficiency is frozen at the level of which the villain chose to be-
  come a Master Vampire. The skill proficiency never improves 
  and the usual O.C.C. Skill bonuses are not applicable – forgot-
  ten – only I.Q. bonus applies.
  O.C.C. Related Skills as a Vampire: Select only 1D4+1. Skill 
  proficiency is frozen at the level at which the villain chose to 
  became a Master Vampire. They never improve and the usual 
  skill bonuses do not apply.
  Secondary Skills: Pick/keep two of choice total.
  New Skills for the Master: Two additional skills can be select-
  ed for every 100 years of life as a vampire. The new skills start 
  at second level proficiency and do NOT increase. New skills 
  can only be selected from the following categories: Communi-
  cation, Domestic, Piloting, Technical, Rogue, Wilderness, and 
  Weapon Proficiencies.
  Level of Experience BEFORE Becoming a Vampire: This is 
  needed for determining the proficiency of remaining skills. 
  Roll 2D4. This is what the human/humanoid’s experience was 
  before being remade into a vampire. As a Master Vampire, 
  skills stay frozen at that level of experience at which the vil-
  lain chose to become a Master Vampire.
  Magic Knowledge Prior to Being a Vampire: If a practitioner 
  of magic as a mortal, the character remembers the spells he 
  cast. See Magic, below.
  Natural Abilities from the Previous Existence: Masters are al-
  most always human, but if the individual was something other 
  than human, he retains only 1D4 “special” natural abilities of 
  his old, mortal form before he was remade into a vampire. 
  Furthermore, abilities that are retained must conform to the 
  demands, conditions and appearance of the vampire; e.g. a 
  vampire cannot retain aquatic or amphibious capabilities, can-
  not breathe or swim underwater, enjoy and survive water or 
  sunlight, cannot be impervious to wood or silver, cannot trans-
  form into water or any element, etc.
  Psionics Prior to Being a Vampire: Any psionic abilities pos-
  sessed by the mortal before becoming a vampire remain as a 
  vampire, but at half the level of experience they were at when 
  the individual was made into a vampire, and never improve 
  with experience as a vampire. I.S.P. as a mortal is replaced 
  by those as a vampire. Do not add the two amounts together.
  Equipment: Standard Equipment to start or whatever he had 
  on him at the time, and whatever is accumulated over time. 
  Doesn’t have much need for the “trappings of humanity.”
  Money: As per O.C.C. to start or whatever he had on him at 
  the time, and whatever is accumulated over time. As a Master 
  Vampire, power and wealth are important status symbols and 
  needed for the Vampire Kingdoms being built.
  Natural Powers as a Master Vampire: Possesses all the fun-
  damental powers and vulnerabilities of the Undead Vampire, 
  except sunlight does not destroy him, but severely weakens 
  him (75%, same as the Vampire Intelligence).
  Powers of the Creator (special): The Master benefits from 
  his direct link to the Vampire Intelligence and also has su-
  perior vision like that of a hawk (can read a street sign up 
  to one mile/1.6 km away), Nightvision 2,000 feet (610 m), 
  see the invisible, see the infrared and ultraviolet spectrums of 
  light, thermal vision to see heat radiation 1,000 feet (305 m), 
  smell spilled blood up to one mile (1.6 km) away, recognize 
  the scent of human blood 80%, recognize a specific species 
  of humanoid by their blood 60%, understands and speaks all 
  languages 90%, and can read Dragonese (Elven) 80%.
  Create Secondary Vampires (special): A Slow Kill attack cre-
  ates a Secondary Vampire without any risk of being an in-
  ferior Wild Vampire. The Master cannot create Wild Vam-
  pires. All Secondary Vampires created, and any Secondary or 
  Wild Vampires they create, instinctively recognize the Master 
  Vampire as their superior in power and station. All fear and 
  obey the Master as if he were their king or general/leader. 
  Only Deluded Vampires, Hero Vampires and the occasional 
  traitor or rogue undead dares to defy or betray a Master or 
  the Vampire Intelligence. All know that to do so is a potential 
  death sentence.
  Vulnerabilities (special): Same as all Undead Vampires with 
  the exception of sunlight.
  Globe of Daylight does no damage and does not hold the 
  Master Vampire at bay, neither do garlic and wolfbay, but 
  holy symbols do work on the monster.
  Sunlight does not kill the Master Vampire, but it does re-
  duce his power by 75%. This reduction is on all levels, in-
  cluding the power level of any spells, psionic attacks, saving 
  throws, attributes, number of attacks per melee, bonuses, the 
  damage he inflicts from physical attacks, Hit Points, P.P.E., 
  I.S.P., Spell Strength and the Hit Point amount he is able to 
  regenerate per melee round. Reduce all by 75% when he is 
  bathed in sunlight, even on a gloomy, overcast day.
  Attacks per Melee: Six physical or psionic attacks per melee 
  round. Can only use magic if it was known by the monster 
  when he was mortal.
  Mega-Damage: As per Supernatural P.S., bite or weapon. Note: 
  Against Hit Point creatures such as humans, the monster in-
  stinctively holds back to inflict S.D.C./Hit Point damage 
  (same as Supernatural P.S. M.D. number point for point). 
  Against Mega-Damage opponents, be they humans in power 
  armor, cyborgs, rival demons, dragons or other Mega-Damage 
  beings, the vampire instinct tells him to cut loose, inflicting 
  M.D. as per Supernatural P.S.
  
  41
  Bonuses (in addition to attribute bonuses): +4 on Perception 
  Rolls (reduce by half when the creature’s Hit Points are down 
  to half), +3 on initiative, +3 to strike, +4 to parry and disarm, 
  +4 to pull punch, +5 to save vs Horror Factor. Impervious to 
  all forms of mind control as well as psionic and magic sleep, 
  paralysis and domination.
  Magic: None, unless the villain practiced the mystic arts when he 
  was a mere mortal. If so, the Master remembers all the magic 
  disciplines and spells, but P.P.E. as a mage is reduced by half 
  and added to the P.P.E. he gets as a Master Vampire. P.P.E. 
  does not increase as the vampire grows in experience. Cannot 
  learn new spells nor does the magic improve with experience, 
  but he can use scrolls and Techno-Wizard devices.
  Psionics: As per all vampires and is considered a Master Psychic. 
  The vampire may have additional psionic abilities if he was 
  psychic as a mortal. If so, the Master retains all his psionic 
  abilities, but the I.S.P. he had as a mortal is reduced by 60% 
  and added to the I.S.P. he gets as a Master Vampire. Reduce 
  the abilities’ potency to half the experience level he was be-
  fore he chose to become a Master Vampire. CANNOT acquire 
  new psionic powers, nor do powers improve with experience. 
  Base I.S.P. is 3D6x10+30.
  Allies: All vampires created after him recognize and obey him 
  as their lord and master. Other than the undead minions, the 
  Master Vampire may also have mortal slaves and servants, as 
  well as Secondary Vampires who serve his every need, and 
  Wild Vampires who serve as scouts, warriors, defenders and 
  pets. Most Masters also enjoy hiring, using and tricking evil 
  humans, D-Bees and monsters, as well as other evil supernatu-
  ral beings to do his and the Vampire Intelligence’s bidding. 
  Even more fun is tricking and manipulating unwitting adven-
  turers and heroes into doing things that help him and his plans. 
  Treachery and betrayal are the Master’s stock and trade, so 
  even evil allies must be wary when their usefulness comes to 
  an end, or they may end up getting cheated, unpaid, beaten 
  and cast out, slaughtered, turned into an undead, or drained of 
  blood until dead. A Master Vampire seldom trusts any mortal 
  servants or guns for hire no matter how loyal they may seem.
  Enemies: The spawn of other Vampire Intelligences and their 
  undead legions/Vampire Kingdoms, all of whom are regarded 
  as rivals and enemies. Demons, Deevils, and Splugorth are 
  also rivals and enemies, and of course, Champions of Light, 
  the Gods of Light, Vampire Hunters, Undead Slayers, Cyber-
  Knights, Anti-Monsters and any being who tries to undermine, 
  stop or kill them. Among Vampire Hunters, the Anti-Monsters 
  and Reid’s Rangers are the most hated, in that order.
  As a general rule, vampires do not see humans and other 
  mortals as enemies. Mortals are regarded as weak and inferior 
  animals to be fed upon and used as slaves, pawns and play-
  things.
  Bionics: Cannot have bionics, but may hire or manipulate cy-
  borgs into their services.
  Money: Wealth equates to power, and money is required for the 
  building and operations of the Vampire Kingdoms.
  Secondary Vampires
  Secondary Vampires are the spawn of the Masters, for all 
  vampires are the result of the Master’s agenda to conquer the liv-
  ing and build an empire of undead. Secondary Vampires are what 
  most people imagine when they hear the word “vampire.” They 
  are creatures of instinct and intellect, savagery and cunning. Like 
  the Master, the demons think of themselves as gods and mortals 
  as their prey. They dress in fine clothing, wear jewelry, can own 
  property and walk among humans unnoticed.
  The Master Vampire creates other vampires via the Slow Kill 
  Bite that transfers a tiny essence fragment of the Vampire Intelli-
  gence into the victim of the Slow Kill. The process, described un-
  der Vampire Powers, kills the victim and enables the evil essence 
  to transform the deceased into one of the living dead – an Undead 
  Vampire. The Slow Kill steals a portion of the deceased person’s 
  identity, personality, memories and skills. As noted elsewhere, 
  this helps the vampire to understand humanity and fit into human 
  society where the monster hunts, feeds and creates more vam-
  pires. Now that the Vampire Intelligence has anchored itself in 
  the world through the Master Vampire, it no longer needs to find 
  willing subjects to remake into the undead. The Master Vampire 
  can transform willing and unwilling victims into vampires. With 
  the creation of each new vampire, the Vampire Intelligence’s 
  hold in that dimension becomes stronger.
  
  42
  
  43
  Victims of the Master Vampire’s Slow Kill are always Sec-
  ondary Vampires. They are called “Secondary” because they 
  are the undead who come next, second after the Master, and 
  because they are inferior and subservient to their creators: the 
  Master Vampire and the Vampire Intelligence. While all Second-
  ary Vampires possess all the spectacular supernatural powers of 
  the undead, they are less powerful than the Master Vampire, are 
  directly linked to the Intelligence, and instinctively know they 
  must answer to them both. Secondary Vampires are intelligent 
  and cunning, but not as intelligent, cunning or physically power-
  ful as the Master. They are also a bit more aggressive, savage and 
  tend to rely more on instinct and their supernatural abilities than 
  the Master Vampires.
  The plague of evil continues as the Secondary Vampires can 
  choose to create additional vampires by means of the Slow Kill. 
  Memories and emotions of the deceased whose body and identity 
  the monsters have usurped often point the newborn Secondary 
  Vampire to target family members, friends, coworkers and ac-
  quaintances as the next potential victims of a Slow Kill. In many 
  cases, the feelings of love are gone, but the shadow of a memory 
  or evil compunction compels them to add these people to their 
  evil brotherhood. Unlike the Master, the Slow Kill of the Second-
  ary Vampire does not offer consistent results. There is trouble 
  creating a new Secondary Vampire spawned by another Second-
  ary Vampire; 58% of the time a Wild Vampire is created instead. 
  Roll percentile dice for random determination:
  01-42% A Secondary Vampire has been created.
  43-00% A Wild Vampire has been created.
  The trouble with independence. Despite their instinctive 
  subservience to the Vampire Intelligence and Master Vampire, 
  and the fact that undead function as a hive mind, Secondary Vam-
  pires have strong, individual personalities and a certain amount 
  of free will. The vampires’ innate delusions of power and god-
  hood only contribute to their sense of entitlement and indepen-
  dence. This enables some Secondary Vampires to defy or reject 
  the Master and their demonic god to do as they please – run away, 
  disobey and even oppose their own kind. Perhaps this is possible 
  because they possess a smaller essence fragment from the Vam-
  pire Intelligence. Perhaps it is because they must answer to two 
  masters, or perhaps it is a spark of humanity taken and imbedded 
  into them by accident when they steal a portion of the personality 
  and bits of memories of the mortal Slow Killed to create a vam-
  pire. Even Doc Reid is unable to identify the cause for this aberra-
  tion. His theory is that they are a second generation extension of 
  the Vampire Intelligence’s evil essence, making each successive 
  generation of undead less perfect and less powerful than the one 
  before it. He points to the even less intelligent and more savage 
  Wild Vampires created only by Secondary Vampires as further 
  support of his theory that each generation of vampire creates an 
  inferior undead. However, Doc Reid also acknowledges that the 
  stolen memories and partial personality imprint taken from the 
  slain humanoid are probably also a contributing factor.
  This is why some Secondary Vampires are, according to Doc 
  Reid, deranged, and cannot accept they are monsters. Instead, 
  these confused undead struggle to be human, or at least as much 
  they can be under the circumstances. Vampires who were victims 
  of the Slow Kill and who were selfish or evil to begin with, em-
  brace being vampires and accept their monstrous existence. They 
  are quick to hunt, kill and serve the agenda of the Vampire Intel-
  ligence. They are the least tormented by memories and emotions 
  of the deceased usurped during the Slow Kill process.
  Victims who were of a good alignment and strong moral fiber 
  sometimes make for confused vampires, and for a while, the de-
  mons may hate themselves and loathe their existence. Confused 
  by emotions, morals and memories of the mortal killed so they 
  may be born, many newly risen vampires fight what the lingering 
  human emotions tell them are unnatural desires for blood and car-
  nage. At first, the newborn vampire may try to resist the hunger 
  or kill only criminals and evildoers, but within a short time – 2D4 
  weeks – most come to accept what they are, and let instinct guide 
  them to a life as a demonic predator. This period of adaptation in 
  a confusing world of humans takes only a few days for newborn 
  undead of selfish and evil alignments – ending with the pleasure 
  of their first, delicious kill. Orientation to life as the undead is 
  also quick and a matter of days when the vampire who made the 
  new Secondary Vampire mentors him for a week or two. This 
  mitigates the confusion and gives the newborn undead an im-
  mediate sense of being part of a community (albeit of monsters), 
  identity and purpose as a superior supernatural being, rather than 
  having to flounder around to figure things out on his own. If these 
  evil Secondary Vampires ever betray their Master, the Vampire 
  Intelligence or their Vampire Kingdom, it is for personal gain or 
  revenge.
  However, a tiny percentage (less than one percent) win their 
  inner battle and retain some vestige of humanity and indepen-
  dence. These are vampires who manage to hold on to an align-
  ment that is Unprincipled, Anarchist or Aberrant, and who try to 
  operate independent of a Master and away from others of their 
  ilk. They seldom kill or feed indiscriminately on the innocent, 
  and try to do some good with their undead lives. They are also the 
  ones most likely to be allowed as vampire player characters by 
  the Game Master. See the Deluded Vampire and Hero Vampire 
  for this option.
  Secondary Vampire
  NPC Villain not recommended as a player character. See 
  Deluded and Hero Vampire for player options and vampires who 
  try not to be monsters.
  Also known as Nosferatu, Night Stalkers, the Common Vampire, 
  They Who Serve and the Perpetuators.
  True Appearance: As is the case with all undead, Secondary 
  Vampires can make themselves appear more alive and natural 
  than they really are. Their true form is that of a demonic walk-
  ing corpse with sharp teeth (some vampires have small sharp 
  teeth, others large), fangs, pointed ears, long fingers, long fin-
  gernails, pale complexion and a corpse-like appearance. The 
  exact appearance varies widely from vampire to vampire, with 
  some looking more monstrous than others.
  Alignment: NPCs (Non-Player Characters) are typically Anar-
  chist (15%), Aberrant (15%), Miscreant (35%) or Diabolic 
  (35%). Player character vampires can be Unprincipled (20%), 
  Anarchist (50%) or Aberrant (30%), but their vampire in-
  stincts, cravings and need to feed on blood make them killers 
  and a ticking time bomb.
  Attributes: I.Q. 2D6+7, M.E. 2D6+11, M.A. 2D6+12, P.S. 
  2D6+19 (Supernatural), P.P. 2D6+10, P.E. 1D6+15, P.B. 
  2D6+10 in human guise (1D6 in true vampire form), Spd 
  3D6+10.
  
  44
  Size: Varies, as per species of humanoid. Typically human, 5.2 
  to 6.3 feet (1.58 to 1.92 m). 10% larger in true vampire form.
  Hit Points: 3D4x10+10. Note: Invulnerability as per all vam-
  pires. Only weapons made of wood and silver, holy water and 
  running water inflict double damage to Hit Points. Magic does 
  full normal damage. Sun weakens and does damage. Mega-
  Damage and other types of S.D.C. weapons do no damage.
  Reducing the Hit Points of the main body to zero temporar-
  ily hurts and impairs the vampire, but does not destroy it. At 
  zero Hit Points, reduce the creature’s number of attacks per 
  melee, bonuses, speed and skill performance by half. Natural 
  regeneration ability should quickly restore Hit Points, unless 
  the monster continues to suffer damage. Note: When reduced 
  to -21 Hit Points below zero, the Secondary Vampire appears 
  dead, but continues to regenerate unless a wooden or silver 
  stake is driven through its heart and/or the body is properly 
  destroyed.
  P.P.E. Base: 1D4x10. I.S.P. Base: 3D6x10.
  Horror Factor: 13 (+2 in true vampire form).
  Level of Experience: Roll 1D6+1 for the typical Secondary 
  Vampire NPC (Non-Player Character) or as desired by the 
  Game Master.
  Vampire Reborn: The Secondary Vampire begins life the night 
  after a mortal is slain by a Master or other Secondary Vam-
  pire via the Slow Kill Bite. The Slow Kill process enables a 
  tiny fragment of the Vampire Intelligence to enter the body of 
  the victim and transform his dead body into the undead. The 
  Slow Kill enables the newly risen vampire to retain some of 
  the memories, skills and personality of the deceased, which 
  the demon uses to pretend to be human and trick loved ones 
  to their doom. The memories and human appearance of the 
  dead person help the vampire to understand people and fit into 
  humanoid society as well as stalk people with ease.
  Old Skill Knowledge: The Secondary Vampire was never 
  human, but has stolen the identity of the person slain via the 
  Slow Kill. The undead uses the partial memories, personality 
  and skills of that person as his own. As a result, the Secondary 
  Vampire remembers and performs a handful of skills at half 
  the level of experience of the deceased when he died.
  To create a new Secondary Vampire NPC or player charac-
  ter (optional), use the following tables and instructions.
  Race: Pick one of the following or roll for random determina-
  tion.
  01-60% Human.
  61-70% Psi-Stalker.
  71-75% Jungle Elf/Elf.
  76-80% D’Norr Devilman.
  81-85% Quick-Flex Alien.
  86-90% Kittani.
  91-95% Ogre.
  96-00% Other S.D.C. D-Bee.
  O.C.C.: Pick a non-magical or non-psionic O.C.C. and move 
  to the next step – or – roll on the following table.
  01-05% Cyber-Knight, Vampire Hunter or Lawman O.C.C.
  06-10% Native American or Simvan or other tribal people.
  11-15% Headhunter or Partial Cyborg.
  16-20% Saloon Bum/Barmaid or Gambler types.
  21-30% City Rat or Average Joe towns-person.
  31-40% Merc Solider or CS Solider, or any Fighter O.C.C.
  41-50% Vagabond/Adventurer/Farmer/Merchant.
  51-60% Wilderness Scout or similar Wilderness O.C.C.
  61-70% Psi-Stalker, Simvan or similar D-Bee.
  71-75% Bandit or any criminal O.C.C.
  76-80% Cowboy or Saddle Tramp.
  81-85% Rogue Scholar, Scientist or Explorer O.C.C.
  86-90% Preacher, Priest or Shaman.
  91-95% Psychic, with the exception of the Mind Melter.
  96-00% Practitioner of Magic.
  O.C.C. Skills as a Vampire: Keeps half the O.C.C. Skills 
  and all Special Skills that come with that particular O.C.C. 
  (if any). Skill proficiencies are frozen at half the level of the 
  victim before he died. The skill proficiency never improves, 
  and the usual O.C.C. Skill bonuses do NOT apply – forgotten 
  – only I.Q. bonus, if any.
  O.C.C. Related Skills as a Vampire: Select only 1D4. Skill 
  proficiency is frozen at half the level of the victim before he 
  died. The proficiencies never improve and the usual skill bo-
  nus does not apply.
  Secondary Skills: Pick/keep one of choice total.
  New Skills for the Secondary Vampire: One additional skill 
  can be selected for every 100 years of life as a vampire. New 
  skills are at second level proficiency and do NOT increase. A 
  new skill can only be selected from the following categories: 
  Communication, Domestic, Piloting, Technical, Rogue, Wil-
  derness, and Weapon Proficiencies.
  Level of Experience BEFORE Becoming a Vampire: This is 
  needed for determining the proficiency of remaining skills. 
  Roll 2D4. This is what the victim’s experience was before be-
  ing slain via Slow Kill and his body turned into a vampire. As 
  a Secondary Vampire, skills stay frozen at half the level of 
  experience of the victim when he was killed.
  Magic Knowledge Prior to Being a Vampire: If the deceased 
  was a practitioner of magic, the vampire remembers the fun-
  damentals of that magical craft and a handful of spells. See 
  Magic below.
  Natural Abilities from the Previous Existence: Secondary 
  Vampires may be human or D-Bee. If the individual was 
  something other than human, he retains only 1D4 “special” 
  natural abilities of his old, mortal form before he was remade 
  into a vampire. Furthermore, abilities that are retained must 
  conform to the demands, conditions and appearance of the 
  vampire; e.g. a vampire cannot retain aquatic or amphibious 
  capabilities, cannot breathe or swim underwater, cannot enjoy 
  and survive water or sunlight, cannot be impervious to wood 
  or silver, cannot transform into water or any element, cannot 
  be M.D.C., etc.
  Psionics Prior to Being a Vampire: Half of the psionic abilities 
  possessed by the mortal before becoming a vampire remain 
  available to the undead, but at half the level of experience they 
  were at when the individual was made into a vampire, and 
  never improve with experience as a vampire. I.S.P. as a mortal 
  is replaced by those as a vampire. Do not add the two amounts 
  together.
  Equipment: As per O.C.C. to start or whatever he had on him 
  at the time, and whatever is accumulated over time. Doesn’t 
  have much need for the “trappings of humanity.”
  Money: Standard Equipment to start or whatever he had on 
  him at the time, and whatever is accumulated over time. As 
  a Secondary Vampire, money is not needed for survival, but 
  may be required to blend into human society.
  
  45
  Natural Powers as a Secondary Vampire: Possesses all the 
  powers and vulnerabilities of the Undead Vampire.
  Create Secondary & Wild Vampires (special): A Slow Kill 
  attack can be used to create a new vampire, however Second-
  ary Vampires have no control over whether the new undead 
  is a Secondary Vampire or a Wild One. All vampires created 
  belong to the same lineage started by the Master Vampire. All 
  these Secondary Vampires and Wild Vampires who can trace 
  their lineage to him instinctively recognize the Master Vam-
  pire and Vampire Intelligence as their ultimate creator and 
  leader. They acknowledge the Masters’ superiority in power 
  and station, and usually obey them.
  The majority of undead created by the Secondary Vampire 
  who made them recognize him to be their creator, mentor and 
  superior. However, the Secondary Vampire has much less 
  influence over the vampires he creates. Secondary Vampires 
  created by a Secondary Vampire usually accept him as be-
  ing older and wiser, and tend to defer to him in many mat-
  ters, especially if he is a strong, forceful personality. Like-
  wise, most vampires are a little in awe and a little afraid of 
  the Secondary Vampire who created them. Even if they are 
  the same rank – i.e. he and they are Secondary Vampires – 
  the one who made them has an edge over them for exactly 
  that reason, he or she is their creator. That having been said, 
  Secondary Vampires regard each other as equals and rivals. 
  Even a Secondary Vampire who takes the time to help orient 
  and mentor the newborn vampire usually parts company after 
  a short while (1D6 weeks). They go about their separate lives 
  and may never run into each other again. Others may invite the 
  new vampire to join the maker’s clan and work with him as 
  an equal but subservient member of his group (he’s the team 
  leader/boss, they the lower henchman/employee). However, 
  the newborn vampire is under no obligation or compunction 
  to do so, and is free to reject such an offer and make his own 
  way in the world.
  Wild Vampires created by a Secondary Vampire are usu-
  ally allowed to run off into the wild. Instinct informs Wild 
  Vampires who their creator is when they see him, and even 
  though they may have never met before, the Wild Ones rec-
  ognize their maker and are submissive and obey him. Wild 
  Vampires are quick to follow commands that involve fighting 
  and bloodshed. Their dull wits and savage nature make them 
  less suitable for jobs that require skill and finesse, but they are 
  excellent for missions of seek and destroy, wholesale slaugh-
  ter, guards along a perimeter patrol, attackers at a specified 
  ambush site, hunters, trackers, guard or attack dogs, pets and 
  cannon fodder.
  Vulnerabilities (special): Same as all Undead Vampires.
  Attacks per Melee: Six physical or psionic attacks per melee 
  round. Can only use magic if it was known by the deceased 
  before becoming a vampire.
  Mega-Damage: As per Supernatural P.S., bite or weapon. Note: 
  Against Hit Point creatures such as humans, the monster in-
  stinctively holds back to inflict S.D.C./Hit Point damage (same 
  as Supernatural P.S. M.D. number point for point). Against 
  Mega-Damage opponents, be they humans in power armor, 
  cyborgs, rival demons, dragons or other Mega-Damage be-
  ings, the vampire instinct tells it to cuts loose, inflicting M.D. 
  as per Supernatural P.S.
  Bonuses (in addition to attribute bonuses): +2 on Perception 
  Rolls (reduce by half when the creature’s Hit Points are down 
  to half), +2 on initiative, +2 to strike, +2 to parry and disarm, 
  +4 to pull punch, +4 to save vs Horror Factor. Impervious to 
  all forms of mind control as well as psionic and magic sleep, 
  paralysis and domination.
  Magic: None, unless the deceased was a practitioner of magic. If 
  so, the vampire remembers the fundamentals of that magical 
  craft, but only remembers half the spells at half the level of 
  experience known to the deceased. The rest are permanently 
  forgotten. The magic abilities remembered are frozen at half 
  of what they once were and can NEVER increase in experi-
  ence or power. The P.P.E. of the mortal mage is reduced by 
  half and combined with the P.P.E. of the newly risen Second-
  ary Vampire. P.P.E. does not increase as the vampire grows 
  in experience. The vampire cannot learn new spells nor does 
  the magic improve with experience, but he can use scrolls and 
  Techno-Wizard devices.
  Psionics: As per all vampires and is considered a Master Psychic. 
  The vampire may have additional psionic abilities if the victim 
  of the Slow Kill was psychic. If so, the Secondary Vampire 
  retains half of the psionic abilities, but the I.S.P. possessed 
  by the deceased mortal is lost. Use only the I.S.P. available 
  to Secondary Vampires. Reduce the psionic ability’s potency 
  to half the experience the level of the deceased. The vampire 
  cannot acquire new psionic powers nor do powers improve 
  with experience. Base I.S.P. is 3D6x10.
  Allies: All vampires created by him via Slow Kill recognize the 
  Secondary Vampire as their superior. The majority of them, 
  be they Secondary Vampires or Wild Ones, are subservient 
  to him, defer to his will, and acknowledge him as their maker 
  and superior. Other than fellow undead and the vampire min-
  ions he has created himself, the Secondary Vampire may also 
  have mortal slaves and servants who serve as scouts, warriors, 
  defenders and pets. He may also hire, manipulate and use 
  humans, D-Bees and monsters to do his bidding. Secondary 
  Vampires are great schemers. A Secondary Vampire seldom 
  trusts any mortal servants or guns for hire no matter how loyal 
  they may seem.
  Enemies: The spawn of other Vampire Intelligences and their 
  undead legions/Vampire Kingdoms, all of whom are regarded 
  as rivals and enemies. Demons, Deevils, and Splugorth are 
  also rivals and enemies, and of course, Champions of Light, 
  the Gods of Light, Vampire Hunters, Undead Slayers, Cyber-
  Knights, Anti-Monsters and any being who tries to undermine, 
  stop or kill them. Among Vampire Hunters, the Anti-Monsters 
  and Reid’s Rangers are the most hated, in that order.
  As a general rule, vampires do not see humans and other 
  mortals as enemies. Mortals are regarded as weak and inferior 
  animals to be fed upon and used as slaves, pawns and play-
  things.
  Bionics: None.
  Money: Wealth equates to power, and money is required for the 
  building and operations of the Vampire Kingdoms.
  
  46
  Wild Vampires
  Wild Vampires are created in one of two ways: They have 
  either been driven insane and into their present animalistic state, 
  usually due to starvation, or were the imperfect creation of a 
  Secondary Vampire from the very beginning. Like the Master, 
  Secondary Vampires can create new vampires via the Slow Kill. 
  However, these third generation undead are frequently flawed and 
  become Wild Vampires. While some people have characterized 
  Wild Vampires as mentally deficient or stupid, neither is the case. 
  Wild Vampires are simply more animal than human. In some 
  ways, Wild Ones are more true to their savage and demonic roots 
  than the Master or Secondary Vampires. The feral Wild Ones do 
  not suffer from delusions of ever having been human, nor do they 
  see themselves as gods. They don’t struggle with questions of 
  morality, don’t care about the law, or right and wrong, and aren’t 
  interested in the acquisition of wealth or power. They are pure 
  and simple predators who hunt and kill. Wild Ones possess few 
  memories of life as a human and forsake the trappings of society 
  and civilization. They rely on instinct and natural abilities to hunt 
  mortal prey as lone predators, in pairs and in packs like wolves. 
  Wild Vampires use simple strategies and tactics combined with 
  brute strength and superior numbers. Other than tormenting and 
  hurting others, Wild Vampires engage in few other activities. 
  They are primordial forces of chaos and death that hunt at night 
  and sleep during the day.
  Instinct and supernatural abilities enable Wild Vampires to 
  recognize the Master and Secondary Vampires of their tribe, and 
  compel them to be subservient to them. Thus, the feral vampires 
  serve their betters like loyal dogs and perform as bloodhounds, 
  hunters, guard dogs, attack animals and cannon fodder. Though 
  a Wild Vampire is savage and easily provoked, they are not stu-
  pid, and use cunning, stealth and trickery to slay their masters’ 
  enemies and hunt prey.
  Instinct also identifies members of rival vampire tribes born 
  from a different Vampire Intelligence. While Secondary Vam-
  pires may engage these rivals in a more civilized and cunning 
  manner, Wild Vampires may attack any Wild One from an enemy 
  undead clan on sight. Many are the reports of adventurers and 
  wilderness people who tell of gangs of Wild Vampires fighting in 
  the desert like mad dogs.
  The greatest number of D-Bee vampires are found among 
  Wild Vampires. Though undead are able to feed upon the blood 
  of other humanoid life forms, humans are their first choice. D-
  Bee blood is not as delicious and requires drinking twice as much 
  blood to get the same satisfaction as human blood. As a result, D-
  Bees are used as an inferior food source or substitute for human 
  blood, and are seldom turned into vampires themselves. They are 
  also used for labor, as servants, slaves and pets. Humans are the 
  preferred prey of the undead, but Wild Vampires are less dis-
  criminating and find themselves in regions where D-Bees are as 
  common as humans. To them, food is food, and D-Bee prey is 
  
  47
  as good as any other. Wild Vampires may also slaughter cattle 
  and livestock, but they do so out of spite or mischief, as animal 
  blood does not provide a vampire any sustenance. Bored Wild 
  Vampires may chase and scatter cattle, horses and other live-
  stock, knock down fences, smash things, kidnap pets and chil-
  dren, chase each other, wrestle, play, run with wolves or coyotes, 
  howl at the moon, and fight rival vampire clans.
  Wild Vampires lack organization and self control. Many 
  people think of them as wolves or similar animals that hunt in 
  packs. Wild Vampires have a greater intelligence than the smart-
  est animal, but they are animal-like in their wolf-pack society, 
  methods of hunting and reliance on instinct rather than planning 
  or technology. However, unlike animals, Wild Vampires are far 
  more cunning and resourceful. They use utilize simple and effec-
  tive tactics, set up ambushes, lure prey out into the open, play cat 
  and mouse games, tail and track prey, and are capable of trickery 
  and deception and may use simple tools and weapons. Instinct 
  compels even Wild Vampires to take on a more normal, human 
  appearance when stalking prey on city streets and approaching 
  travelers. Yes, the Wild Ones may be dirty, their hair disheveled 
  and their clothes tattered, but they assume a relatively normal 
  human (or D-Bee) appearance. They may even flaunt their sensu-
  ality to lure unsuspecting adventurers into their clutches, before 
  they go feral and monster on their victim, or the other members 
  of their pack leap out from their hiding places to attack. Though 
  Wild Ones grunt, growl and howl, they can also speak. Sentences 
  are usually short and simple, and their voices deep and guttural, 
  but Wild Vampires understand and speak all languages. They 
  even retain a few of the skills of the deceased.
  In humanoid guise, a Wild Vampire look like a homeless per-
  son dressed in rags, with long, wild hair and disheveled appear-
  ance. Most don’t try to hide their fangs, and their ears are pointed. 
  In their true vampire form they are gaunt, even skeletal thin, have 
  long fingers and claw-like fingernails, strange eyes, and white 
  flesh often tinged with hues of blue, pale green or yellow-brown 
  like aging parchment. They frequently wear tattered rags, loin-
  cloths, or nothing at all. Their faces are distorted by snarls and 
  slobbering lips. Their eyes, when not aglow, have tiny pupils, no 
  iris, reddish coloring and the crazed look of insanity. They speak 
  in guttural tones and short sentences accompanied by grunts, 
  growls, and howling. These creatures of the night are savage and 
  wanton murderers who often torment their prey before they feast 
  on their blood. In the wild they make no effort to conceal their 
  demonic nature, though they, like all vampires, can make them-
  selves seem more human when it benefits them. Most vampires 
  are noted to have foul smelling breath, but the breath of Wild 
  vampires has a particularly terrible stench and a charnel smell 
  about it.
  Wild Vampires
  Also known as Wild Ones, Feral Vampires and Coyote Vam-
  pires. Vampires sometimes refer to them as the Misbegotten 
  or the Hounds.
  Alignments: Anarchist (20%), Aberrant (10%), Miscreant (35%) 
  and Diabolic (35%). The best alignment possible is Anarchist. 
  Wild Vampires are too savage and aggressive to fight the de-
  sire for blood or try to be good. Player characters who are Wild 
  Vampires and not completely evil are still crazed and animal-
  istic. Wild Vampires of all alignments are easily provoked, 
  attack when made angry (regardless of the consequences), fly 
  into berserker rages and tend to be cruel. Furthermore, they 
  love the taste of human blood and feast regularly.
  Size and Weight: Varies, generally human.
  Attributes: I.Q. 2D6+1, M.E. 2D6+6, M.A. 2D6+2, P.S. 
  2D6+15, P.P. 2D6+12, P.E. 1D6+13, P.B. 1D6+3 in human 
  guise (1D6 in true vampire form), Spd 4D6+15.
  Size: Varies, as per species of humanoid. Typically human, 5.2 
  to 6.3 feet (1.58 to 1.92 m). 10% larger in true vampire form.
  Hit Points: 2D4x10+7. Note: Invulnerability as per all vampires. 
  Only weapons made of wood and silver, holy water and run-
  ning water inflict double damage to Hit Points. Magic does 
  full normal damage. Sun weakens and does damage. Mega-
  Damage and other types of S.D.C. weapons do no damage.
  Reducing the Hit Points of the main body to zero temporar-
  ily hurts and impairs the vampire, but does not destroy it. At 
  zero Hit Points, reduce the creature’s number of attacks per 
  melee, bonuses, speed and skill performance by half. Natural 
  regeneration ability should quickly restore both M.D.C. and 
  Hit Points, unless the monster continues to suffer damage. 
  Note: When reduced to -21 Hit Points below zero, the Wild 
  Vampire appears dead, but continues to regenerate unless a 
  wooden or silver stake is driven through its heart and/or the 
  body is properly destroyed.
  P.P.E. Base: 5D6. I.S.P. Base: 2D4x10.
  Horror Factor: 12 (+1 in true vampire form for an individual; 
  +3 for a pack of 9 or more).
  Level of Experience: Roll 1D4 for the typical Wild Vampire 
  NPC (Non-Player Character) or as desired by the Game Mas-
  ter.
  Vampire Reborn: The Wild Vampire begins life the night after a 
  mortal is slain by a Secondary Vampire via the Slow Kill Bite. 
  The Slow Kill process enables a tiny fragment of the Vampire 
  Intelligence to enter the body of the victim and transform his 
  dead body into the undead. The Slow Kill enables the newly 
  risen vampire to retain some of the memories, skills and per-
  sonality of the deceased, but in the case of Wild Ones, those 
  memories and skills are minimal. A Wild Vampire is like a 
  wild tiger locked inside a humanoid body, so it cannot pre-
  tend to be human for more than 2D6+6 minutes and relies on 
  animal instinct rather than memories of the dead. This means 
  they also stalk people like a predator animal sneaking up from 
  behind and attacking. When they gather in groups, Wild Vam-
  pires hunt like a wolf pack using similar tactics to divide and 
  run down prey.
  Old Skill Knowledge: The Wild Vampire was never human 
  and has only the smallest remnant identity of the person slain 
  via the Slow Kill. He retains only a small handful of the mem-
  ories, personality and skills of that person as his own at one 
  third the level of experience of the deceased when he died.
  To create a new Secondary Vampire NPC or player charac-
  ter (optional), use the following tables and instructions.
  Race: Pick one of the following or roll for random determina-
  tion.
  01-50% Human.
  51-60% Psi-Stalker.
  61-65% D’Norr Devilman.
  66-00% Other S.D.C. D-Bee.
  O.C.C.: Pick a non-magical or non-psionic O.C.C. and move 
  to the next step – or – roll on the following table.
  01-05% Cyber-Knight, Vampire Hunter or Lawman O.C.C.
  
  48
  06-10% Native American or Simvan or other tribal people.
  11-15% Headhunter or Partial Cyborg.
  16-20% Saloon Bum/Barmaid or Gambler types.
  21-30% City Rat or Average Joe towns-person.
  31-40% Merc Solider or CS Solider, or any Fighter O.C.C.
  41-50% Vagabond/Adventurer/Farmer/Merchant.
  51-60% Wilderness Scout or similar Wilderness O.C.C.
  61-70% Psi-Stalker, Simvan or similar D-Bee.
  71-75% Bandit or any criminal O.C.C.
  76-80% Cowboy or Saddle Tramp.
  81-85% Rogue Scholar, Scientist or Explorer O.C.C.
  86-90% Preacher, Priest or Shaman.
  91-95% Psychic, with the exception of the Mind Melter.
  96-00% Practitioner of Magic.
  O.C.C. Skills as a Vampire: Keeps 1D4+1 of the O.C.C. Skills 
  and half of the Special Skills that come with that particular 
  O.C.C. (if any). Skill proficiencies are frozen at one third the 
  level of the victim before he died. The skill proficiency never 
  improves, and the usual O.C.C. Skill bonuses do NOT apply 
  – forgotten.
  O.C.C. Related Skills as a Vampire: None.
  Secondary Skills: None.
  New Skills for the Wild Vampire: One additional skill can be 
  selected for every 200 years of life as a vampire. New skills 
  are at second level proficiency and do NOT increase. A new 
  skill can only be selected from the following categories: Com-
  munication, Domestic, Piloting, Technical, Rogue, Wilder-
  ness, and Weapon Proficiencies.
  Level of Experience BEFORE Becoming a Vampire: This is 
  needed for determining the proficiency of remaining skills. 
  Roll 2D4. This is what the victim’s experience was before be-
  ing slain via Slow Kill and his body turned into a vampire. 
  As a Wild Vampire, skills stay frozen at one third the level of 
  experience of the victim when he was killed.
  Magic Knowledge Prior to Being a Vampire: If the deceased 
  was a practitioner of magic, the vampire remembers the very 
  fundamentals of that magical craft and 1D4 low level spells. 
  See Magic below.
  Natural Abilities from the Previous Existence: Wild Vampires 
  may be human or D-Bee. If the individual was something oth-
  er than human, he retains only 1D4 “special” natural abilities 
  of his old, mortal form before he was remade into a vampire. 
  Furthermore, abilities that are retained must conform to the de-
  mands, conditions and appearance of the vampire; e.g. a vam-
  pire cannot retain aquatic or amphibious capabilities, cannot 
  breathe or swim underwater, cannot enjoy and survive water 
  or sunlight, cannot be impervious to wood or silver, cannot 
  transform into water or any element, cannot be M.D.C., etc.
  Psionics Prior to Being a Vampire: One third of the psionic 
  abilities possessed by the mortal before becoming a vampire 
  remain available to the undead, but at one third the level of 
  experience they were at when the individual was made into 
  a vampire, and never improve with experience as a vampire. 
  I.S.P. as a mortal is replaced by those as a vampire. Do not add 
  the two amounts together.
  Equipment: Standard Equipment to start or whatever he had 
  on him at the time, and whatever is accumulated over time. 
  Wild Ones don’t have much need for the “trappings of human-
  ity.”
  Money: Wild Ones don’t have much need for money and live 
  like animals in the wilderness, taking whatever they might 
  need or want from the living.
  Natural Powers as a Wild Vampire: Possesses all the powers of 
  the Undead Vampire, except Arrogance and Confidence, Art 
  of Seduction, and cannot have a Mind Slave. Some abilities 
  are less powerful or have a shorter duration when performed 
  by a Wild Vampire. Most never try to create another vampire 
  via Slow Kill.
  Vulnerabilities (special): Same as all Undead Vampires.
  Create Other Vampires (special): Rare. The Misbegotten are 
  flawed to begin with and can only create other Wild Ones via 
  Slow Kill. However, they are usually too crazed, savage, and 
  impatient to perform a Slow Kill. As a rule, Wild Ones kill 
  only to feed without the forethought, plans or desire to create 
  more of their kind.
  Attacks per Melee: Five physical or psionic attacks per melee 
  round. Can only use magic if it was known by the deceased 
  before becoming a vampire.
  Mega-Damage: As per Supernatural P.S., bite or weapon. Note: 
  Against Hit Point creatures such as humans, the monster in-
  stinctively holds back to inflict S.D.C./Hit Point damage 
  (same as Supernatural P.S. M.D. number point for point). 
  Against Mega-Damage opponents, be they humans in power 
  armor, cyborgs, rival demons, dragons or other Mega-Damage 
  beings, the vampire instinct tells it to cut loose, inflicting M.D. 
  as per Supernatural P.S.
  Bonuses (in addition to attribute bonuses): +1 on Perception 
  Rolls (reduce to zero when the creature’s Hit Points are down 
  to half), +2 on initiative, +2 to strike, +1 to parry and disarm, 
  +3 to pull punch, +3 to save vs Horror Factor. Impervious to 
  all forms of mind control as well as psionic and magic sleep, 
  paralysis and domination.
  Magic: None, unless the deceased was a practitioner of magic. 
  If so, the vampire remembers the very fundamentals of that 
  magical craft, but only remembers 1D4 low level spells (Level 
  three or lower) at level two proficiency. The rest are perma-
  nently forgotten. The magic abilities remembered are frozen 
  and NEVER increase in experience or power. Only 10% of 
  the P.P.E. of the mortal mage is remains and is combined with 
  the P.P.E. of the newly risen Wild Vampire. P.P.E. does not 
  increase as the vampire grows in experience. The vampire 
  cannot learn new spells nor does the magic improve with ex-
  perience. A Wild Vampire is unlikely to use scrolls but might 
  use a Techno-Wizard weapon.
  Psionics: As per vampires and is considered a Major Psychic. 
  The vampire may have additional psionic abilities if the victim 
  of the Slow Kill was psychic. If so, the Wild Vampire retains 
  one third of the psionic abilities, but the I.S.P. possessed by 
  the deceased mortal is lost. Use only the I.S.P. available to 
  Wild Vampires. Reduce the psionic abilities potency to one 
  third the experience level of the deceased. The vampire CAN-
  NOT acquire new psionic powers nor do powers improve with 
  experience. Base I.S.P. is 2D4x10.
  Allies: Primarily fellow Wild Vampires. Wild Ones recognize 
  their superior brothers (Secondary and Master Vampires) and 
  are generally submissive to them, defer to their will, and ac-
  knowledge them as their superiors. However, Wild Vampires 
  behave rather like untamed animals, and unless given a mis-
  sion or job outside, they tend to become bored and increas-
  
  49
  ingly difficult to control. Wild Vampires are happiest and most 
  obedient when assigned a chore they enjoy like hunting, track-
  ing, capturing and killing. Left alone or without anything to 
  do, they become destructive and fight with their fellow Wild 
  Ones. Secondary Vampires may also use Wild Vampires as 
  scouts, warriors, defenders, watchdogs, bloodhounds, attack 
  dogs, perimeter patrols and pets. Note: The more Wild Vam-
  pires, the more difficult they are to control, as they love to 
  brawl, roughhouse, chase and wrestle with each other. One or 
  two on a leash are fine, three or more and they start to become 
  difficult to manage. Wild Vampires may come to the aid of 
  a Secondary or Master Vampire, but seldom associate with 
  other demons, sorcerers and intelligent beings unless forced to 
  or compelled to via magic or torture.
  Enemies: The spawn of other Vampire Intelligences and their un-
  dead legions/Vampire Kingdoms are seen as natural enemies 
  by Wild Vampires, who are inclined to attack and destroy 
  them, especially if they outnumber the enemy. In the northern 
  wildlands, Wild Vampires of rival bloodlines battle each other 
  on a regular basis. Most battles are to the death, with the los-
  ers staked and left out to be destroyed by the sun. To escape 
  constant bloodshed, many Wild Vampire clans establish their 
  hunting ground. Other Wild Vampires can smell their scent 
  and sense their presence and stay out unless they are looking 
  for a confrontation. To Wild Vampires, all other intelligent 
  life forms are enemies, but they only attack forces they think 
  they can defeat in combat. Otherwise they ignore them or pick 
  them off one by one whenever one or a few wander away from 
  the rest of their group.
  Mortals are regarded as nothing more than food and play-
  things.
  Bionics: None.
  Money: Wild Vampires have little use for money or belongings.
  Note: Wild Vampires rarely have the patience to use technology 
  or perform a skill, and would rather tear into an opponent with 
  tooth and claw than use a weapon. The most popular weapons 
  used by Wild Vampires are melee weapons and magic melee 
  weapons because they require close combat and spill blood.
  Wild Vampires Run in Packs
  Wild Vampires run in packs that range in number from as few 
  as a half dozen to as many as 50 or 60. The most common pack 
  has 2D6+5 members. Most Wild Vampire packs are nomadic and 
  wander a vast territory that may cover thousands of square miles. 
  The most vampire infested lands in North America are Mexico 
  and New Mexico with vampire outbreaks and incursions in parts 
  of Arizona, Colorado, Nevada, and Texas, particularly along the 
  border.
  Lone Hunters. Wild Vampires like to gather and hunt in 
  packs. However, some choose not to associate with packs. These 
  lone-wolf undead prefer to wander the land as solitary hunters or 
  in pairs or trios. Solitary hunters, pairs and trios tend to be more 
  secretive, stealthy and careful. They don’t make a spectacle of 
  themselves, and strike from the shadows when an attack is least 
  expected. A lone hunter, duo or trio will prey on lone individu-
  als or equally small groups, or watch and tail a group of people 
  and pick them off one by one. Anyone who wanders off from the 
  group or strays too far from a village is jumped, slain and has 
  their blood drained. The lone hunter, duo or trio like to prowl 
  around a farm or village stalking children, women, the elderly, 
  inebriated individuals and lone travelers, all easy prey. Like a 
  hungry wolf, the solitary hunter strikes fast, tries to make a quick 
  kill or abducts his prey, carrying him off back into the shadows 
  to feast upon the life giving blood. Once filled, the creature of the 
  night leaves the carcass to find other amusement. Abduction, tor-
  ture without killing, acts of terrorism, vandalism, the mutilation 
  of livestock, random killings, and howling and hurling curses and 
  insults at travelers, townspeople and heroes from the shadows, 
  mist or fog are all favorite pastimes of Wild Vampires.
  The power of a lone hunter is such that the vampire can easily 
  attack a small group of 2-4 people, and a duo or trio of undead 
  will not hesitate to take a small group of prey. A duo or trio may 
  also use misdirection, causing the potential targets to run from 
  one of them right into the claws of the other(s), or herd them into 
  a dark place where the kill goes unnoticed. In most cases, the 
  solitary hunter to trio of vampires give up and flee if their quarry 
  proves to be too powerful, or others of their kind come rushing 
  to their defense. There is always more prey, especially in villages 
  and towns. Make a commotion in the barnyard, and one or two 
  humanoids are likely to investigate – easy prey to a lone vampire 
  on the prowl. An open window is an open invitation to a vampire 
  who is happy to snatch a child or person from his bed and carry 
  him off. Vampire abductions are often the handiwork of a lone 
  hunter or duo, especially if the undead are looking for a victim to 
  bully or torture for a while. Picking off the last person in a line or 
  stragglers from a group is another favorite tactic of all vampires, 
  but especially lone hunters.
  The same packs will raid the same humanoid villages, towns 
  and cities over and over again. Although they may victimize the 
  same area for weeks or months, they seldom establish a fixed lair. 
  Wild Vampires are always on the move and may metamorph into 
  wolf form to travel faster, chase down fast prey or to disguise 
  themselves as ordinary animals. Although they may hunt within 
  a particular range covering a small area of 50-200 miles (80 to 
  320 km), they are constantly on the prowl and have no specific 
  lair. Every dawn or every few mornings, the Wild Vampire finds 
  a different resting place.
  A lone hunter is more careful than most Wild Vampires, be-
  cause he doesn’t have the rest of the group to watch his back. A 
  lone hunter likes to find a place that is difficult to access, such as 
  burrowing into the ground under a pile of debris or fallen trees, 
  or into a cave or area that can only be accessed via turning into 
  a mist. A lone vampire may even curl up inside a hole in a tree, 
  a fruit cellar on a farm or a dry well. Most actually burrow into 
  the ground itself. In fact, as a rule, Wild Vampires hide from 
  the sun by burrowing 3-6 feet (0.9 to 1.8 m) under the earth or 
  cover themselves with stones to hide from the killing light of day. 
  Any place devoid of sunlight can be a sanctuary to the undead 
  in search of a dark place to sleep. Vampires have been found 
  sleeping in the caskets of others, in mausoleums, ruins, caves, 
  abandoned huts, the trunks of vehicles, fruit cellars, dry wells, 
  barns, under hay stacks, inside barrels, etc. The soil of Mexico/
  North America is the creature’s native soil so there is no need 
  for a special container containing the soil of the homeland. Thus, 
  vampires spawned in Mexico can safely travel mile after mile, 
  from the jungles of the Yucatan to the pine forests of the Yukon.
  Some Wild Vampires, be they lone hunters or large gangs of 
  undead, are such nomadic wanderers that they may travel any-
  where, from the mountains to forested lowlands to across the Rio 
  
  50
  
  51
  Grande. Most prefer to be within a day’s travel of a known hu-
  manoid settlement where they know prey is handy. Others adopt 
  one specific hunting ground they consider to be their territory. 
  It is rare that Wild Vampires establish residence inside a village 
  or town. Most rather live in the wild and come to town to hunt. 
  If a Wild Vampire does make his home in a village or town, it 
  is likely to be inside an abandoned house or building or in the 
  cemetery. Lone hunters are more likely to do this than a group, 
  but large communities like Ciudad Juarez, with its slums and 
  derelict buildings, can attract a handful of unrelated lone hunt-
  ers and even a few small packs of Wild Vampires running the 
  streets and living in town. Note: Most solitary hunters and small 
  bands of Wild Vampires back down to a larger group of Wild 
  Vampires and vampires of a higher station, i.e. Secondary and 
  Master Vampires. They are also likely to back down to vampires 
  of other bloodlines. Backing down is not submitting to their will 
  and obedience. Lone hunters don’t like to answer to anyone, so 
  they run off and go someplace else and make a point of avoiding 
  bands of Wild Vampires and Secondary Vampires of higher posi-
  tion. Nor do lone hunters have any affiliation with vampire clans 
  or organizations.
  Small packs of Wild Vampires
  Small packs of Wild Vampires are commonplace throughout 
  the wilderness of Mexico and the American Southwest. A small 
  pack has 7-17 members. It may be comprised entirely of Wild 
  Vampires and led by the most powerful and/or aggressive of 
  them or by a Secondary Vampire. All are subservient to the lead-
  er. When Secondary Vampires are present among Wild Ones, 
  the pack leader is always one of them, with any other Secondary 
  Vampires (no more than 10%) being dominant members of the 
  pack. The leader is always the strongest and/or smartest alpha 
  male or female, and is likely to be the oldest or most experienced. 
  Secondary Vampires who run with Wild Ones are often outcasts 
  who have been banished from vampire society, or individuals 
  who prefer a more wild and violent lifestyle. Secondary Vam-
  pire pack leaders who lead small, medium or large packs of Wild 
  Ones may run their pack as bandits and raiders. This works great 
  for the Secondary Vampire(s) because Wild Ones have little need 
  for loot, leaving it all for the one Secondary leader and the tiny 
  handful of other Secondary Vampires who follow him.
  There is little structure to a Wild Vampire pack other than 
  the wolf pack-like pecking order within the group. Each member 
  has a rank within the pack from leader to the lowest. The lowest 
  members are forced to perform the most menial of tasks and are 
  the target of beatings from the dominant alpha and beta members 
  of the pack. To rise in stature within the pack, a Wild One must 
  challenge and fight his way up. If his opponent is killed or sur-
  renders, the vampire takes the defeated vampire’s position and 
  status. Those that are too disruptive and ridiculously aggressive 
  are banished from the pack, staked and tossed into a deep hole, 
  or slain.
  The pack leader and other dominant members are acknowl-
  edged as being superior and given a wide berth by the submis-
  sive, lower pack members. There is no formal label of power 
  other than leader. Nor is there a distinction by wealth in the own-
  ership of possessions. Wild Vampires have little need for mate-
  rial goods. They are animalistic predators that live off the land 
  and constantly travel, thus hauling around possessions can be-
  come a liability. Instead, the hierarchy of the pack provides social 
  benefits.
  The leader and dominant clansmen get “first blood” and first 
  choice of potential victims. They also direct and control the ac-
  tivity of the pack. It is the pack leader and his secondary alphas 
  who decide what are the strategies and tactics of the pack, what 
  the pack does, where it goes, when acts of vengeance are to occur, 
  the form vengeance will take, who lives, who dies, what direc-
  tion the pack travels, where they stop, how long they stay, and 
  so on. Lower pack members are expected to obey and serve the 
  leader(s) even if he or she is a fellow Wild One. To defy the edict 
  of the pack leader, even by ignoring or disobeying orders, is to 
  challenge the authority of the leader. Offenders are either beaten 
  into submission or expected to challenge the leader in combat. 
  Losing this battle means being relegated to the lowest position in 
  the pack. Continued trouble means being banished from the pack 
  or slain. Note: Any member of the pack is free to leave at any 
  time, but may not be allowed back into the group and will have to 
  start at the bottom of the pack if he is allowed to return.
  Other fun and games. Wild Vampires function very much 
  like wolf packs. When not preoccupied with the hunt and feeding, 
  they are looking for trouble and mischief. They seldom establish 
  permanent camps or villages of their own.
  Wild Vampire packs, like most predators, spend a great portion 
  of their time hunting and wandering. Being instinctive, elemental 
  creatures, they enjoy the outdoors and the primordial pleasures of 
  simply hunting, running, flying, and traipsing through the wilder-
  ness. They prefer to run free, live under the stars and hunt. Wild 
  Vampires have little need or desire to use human technology. 
  In fact, the Wild Vampires see humans and D-Bees as nothing 
  more than food and playthings. Their feelings may even border 
  on hatred, as they take great delight in destroying, molesting and 
  feeding upon mortals. Consequently, Wild Vampires tend to re-
  gard the machines and trappings of humankind as repulsive and 
  unnecessary.
  Like a wolf pack, they have few needs or desires for civiliza-
  tion or socialization on a human level. They are happiest when 
  running free across the prairies and stalking prey. Unlike wolves, 
  Wild Vampires are supernatural demons that do not limit their 
  killing to food. They are a malignant force that craves blood and 
  destruction of all that is good, attractive and human. As a result, 
  Wild Vampires will exert a certain amount of energy causing 
  mischief, pain, death and destruction for the fun of it.
  Malicious mischief can be as harmless as pranks and name 
  calling. Wild Vampires are notorious for cat-calls and insults 
  from the darkness. They are known to follow soldiers, Vam-
  pire Hunters and caravans and spend hours cursing and making 
  threats, like an annoying cat wailing at the stars. Wild Vampires 
  love to terrorize people by making threats and implying danger, 
  making scary suggestions, growling, howling, flying by over-
  head, throwing sticks as well as stones, bones, animal organs, rot-
  ting carcasses, etc., and staring from the darkness with glowing 
  eyes or leaping forward in a mock attack. The more frightened 
  the targets of these psychological attacks, the happier the vampire 
  tormentors and the longer they continue.
  Wild Vampires may engage in more violent “fun” such as 
  smashing windows, knocking over fences, damaging property, 
  stealing or hiding equipment, overturning vehicles, starting fires, 
  freeing livestock and other acts of vandalism. When in a more 
  malicious and murderous mood, Wild Vampires may kill pets 
  
  52
  and slaughter livestock. The slain animals are often mutilated by 
  having their entrails and guts strewn all over, or placed on door-
  steps, porches and vehicles. Frightful images may be drawn in 
  blood (vampires cannot feed upon animal blood) on the side of 
  buildings, vehicles, or on the ground. Carcasses or entrails may 
  be hung, like ornaments, from lampposts and tree limbs. Some-
  times the Wild Ones slaughter animals to scare humanoids, but 
  other times they kill for the thrill of it, or just to be mean. Finding 
  a dozen bison, wild horses or dinosaurs gutted and mauled in the 
  middle of nowhere is a common sight for wilderness travelers 
  in Mexico. Such a grisly scene can be useful, because a fresh 
  slaughter of that nature is the calling card of a Wild Vampire pack 
  and tells the adventurers that a pack is operating in the vicinity, so 
  be prepared for nocturnal visitors.
  Other Wild Vampire fun and games at the expense of non-
  vampires can include torture, beatings, rape, and games of chase 
  and pummeling. The chase game usually involves a captive who 
  is allowed to escape. The Wild Vampires chase him (or them) 
  down, like hounds hunting a fox, beat him and allow the person 
  to escape again, to be hunted down and caught again, and beaten 
  some more. As terrible as that may sound, for some odd reason, 
  the victim(s) of the chase game are seldom slain. Perhaps, life 
  is his reward for an evening of sadistic pleasure, or to serve as 
  a living symbol of vampire omnipotency and that it is they who 
  dispense life and death.
  Travelers and merchant caravans are the most vulnerable to 
  roving packs of Wild Vampires, especially large packs. The larg-
  er the pack, the more bold and aggressive the vampires become. 
  Travelers need to be careful, for they may not realize when they 
  have ventured into vampire territory until they are under siege by 
  the undead. Even a large caravan in Mega-Damage vehicles and 
  M.D.C. armored escorts may find themselves with a harried fight 
  on their hands. If the travelers are few, or can offer little resis-
  tance, the vampires slaughter them all and drink their blood. The 
  undead may kill livestock and beasts of burden or set them loose, 
  as well as damage vehicles, and smash and scatter the cargo out 
  of spite. Wild Vampires may steal items to wear, or weapons to 
  use, or simply to carry them into the wilderness and dump them 
  where they can do humans no good.
  If the travelers are prepared for vampires and prove to be too 
  powerful or too dangerous, the vampires may not attack them. 
  However, they may follow from a distance and shout obscenities, 
  make threats and curses, or make runs at vehicles or people, but 
  back off the minute they meet serious resistance. Bands of Wild 
  Vampires have been known to harass travelers in this manner, 
  following them for (5D6) miles. Similarly, vampires disguised 
  as wolves may follow a well defended caravan in hopes that an 
  opportunity to attack may avail itself to them.
  One or more bands of Wild Vampires may plague the same lo-
  cation or region for weeks or months, sometimes years, until, one 
  day, as abruptly as the undead appeared one night, they move off 
  to another location as the whim strikes them. Of course, they may 
  also fall victim to clans of rival vampires or Vampire Hunters.
  Large packs of Wild Vampires
  Large packs of Wild Vampires are the most dangerous. Their 
  numbers can range from 50-120. As a group, the pack increases 
  its power to dramatic levels. The greater numbers provide ex-
  panded flexibility and combat options. The capture of prey is 
  easier and the availability of prey is more plentiful because the 
  larger group can attack large, powerful groups of mortals, such 
  as mercenary bands, a company of Coalition soldiers or Horune, 
  a tribe of Psi-Stalkers or Minions of Splugorth, that might other-
  wise be too powerful for a smaller group. No more skulking in 
  shadows waiting for the lone individual or small group to am-
  bush. Packs of vampires with 20-40 members are much more 
  cocky and aggressive. Groups larger than that are outright defiant 
  and will consider attacking anybody. Can a group of 40 vampires 
  tackle a company of 120 soldiers or bandits and win? The an-
  swer is a resounding “yes,” especially if the soldiers are not well 
  trained Vampire Hunters. Ordinary soldier and bandits probably 
  don’t stand a chance. Vampires enjoy showing their superiority 
  by attacking well armed opponents. They take special delight in 
  slaying (or try to take down) Vampire Hunters, Cyber-Knights, 
  Justice Rangers, Lyn-Srial Sky Knights, and other heroes of re-
  nown, for they are hated above all others.
  The leader of a large pack must always be a smart, feared and 
  powerful leader, or leaders. Typically, this means one or two Sec-
  ondary Vampires serve as the leader. (A Master Vampire seldom 
  wastes his time on Wild Ones.) However, other powerful super-
  natural creatures that are not vampires can become the leader. 
  Powerful and evil Necromancers or any powerful practitioners 
  of magic are likely candidates for the position, as are dragons, 
  Greater Demons, Witchlings, and other powerful beings – be 
  they human, D-Bee, a creature of magic or supernatural in na-
  ture. Whether a Secondary Vampire or powerful non-vampire, a 
  forceful leader is necessary to command and control a group of 
  more than 40 Wild Vampires. A fellow Wild One will be chal-
  lenged too often to maintain and manage a larger group. Lesser 
  Demons and monsters sometimes join the medium and large 
  packs as lowly, subservient pack members and also function as 
  daytime protectors. However, a vampire pack seldom has more 
  than 15% non-vampire members, and the leader is always some-
  one or something powerful and nasty.
  We are power. The larger the group, the more imperial and 
  powerful they behave. The bad news is they think they can take 
  on anybody, and there are few they fear. The good news is they 
  get sloppy in their arrogance and they tend to underestimate mor-
  tals. That carelessness can lead to opportunities to slay the leader 
  or make good an escape.
  Even a medium-sized pack of 20-40 will consider laying siege 
  to a traveling caravan or village. Like wolves, perhaps even in 
  the shape of wolves, the vampires run down their prey, until the 
  prey succumbs and they can capture, kill and feed upon it. Some-
  times murder and mayhem is not the purpose of a vampire attack. 
  Sometimes it’s to have fun terrorizing a community or running 
  off so-called heroes or soldiers. Even Wild Vampires enjoy cre-
  ating terror, playing mental games and causing strife. As with 
  any demon, the strife, sorrow and fear of others is entertaining 
  for them.
  It is among the larger groups of Wild Vampires that evidence 
  of human-like intelligence and cunning becomes evident. The 
  vampire pack often uses simple, but effective tactics that would 
  
  53
  normally be impossible if Wild Ones were the simple-minded 
  animals many people make them out to be. They may use stealth 
  and surprise, appearing without warning, or use hit and run tac-
  tics, feints and bluffs, set ambushes and traps, lead their enemies 
  into crossfires, and divide an opponent’s forces to conquer them, 
  among many others. It is not uncommon for a pack of Wild Vam-
  pires to invade a town, quietly attacking the most remote homes 
  and working their way into the village until they have drunken 
  their fill, perhaps without anyone being the wiser until the dead 
  bodies are found the next morning.
  Other tactics include the use of live bait to lure smaller num-
  bers of their opponents out to them. This can be done by kidnap-
  ing a child, woman, or important villager, or threatening crops 
  and livestock. Misdirection and divide and conquer are two of 
  their favorite tactics. And Wild Vampires are smart enough to 
  seek out and find the weakest position in defenses to make their 
  push.
  An undead without a weapon is still armed with savage cun-
  ning, instinct and supernatural powers. By turning into a bat the 
  undead has instant flight, greater mobility and aerial reconnais-
  sance capabilities. As a wolf they have greater speed and en-
  hanced senses. Mist form provides complete silence and ease of 
  entry. Instinct tells vampires how to use all of their powers to 
  their tactical advantage. The most brutal and ruthless vampires 
  take full advantage of their superhuman abilities in ways that 
  are not immediately apparent to mortals. For example, a vam-
  pire knows he is invulnerable to fire, so he might set a home or 
  an entire village on fire. Fire can be a wonderful distraction and 
  weapon for vampires. As people panic and try to flee the fire, the 
  vampires wait outside to pick them off one by one. Or vampires 
  might walk right into the inferno, killing those inside as they try 
  to find a way to escape the fire. People trapped in a burning struc-
  ture not only have to worry about the flames, heat, smoke and 
  falling debris, but also vampires attacking them. The only dam-
  age the vampires face is losing a favorite suit of clothing as they 
  are impervious to most falling debris; impalement by collapsing 
  wood is a remote concern for the nimble vampire. Surrounded 
  by the blaze, a vampire can continue to attack and even feed on 
  people who are injured or on fire.
  It is emotions such as hate, vengeance, greed, envy, embar-
  rassment, pleasure and others that can take the monsters out of 
  their game and get them to ignore their instincts and make foolish 
  decisions that can hurt them.
  Who lives, who dies? Vampires love this “game.” Many 
  packs of Wild Ones, especially if led by one or more Secondary 
  Vampires, become so cocky or conniving that they may try to 
  blackmail an entire community. What happens is, the vampires 
  let the community know they are present by first spooking them. 
  Animals are slaughtered in the field, and frightening strangers 
  with glowing eyes appear and disappear into the night like spec-
  ters. Strange mists and packs of howling wolves that show no 
  fear of fire or man appear and let loose with frightening shrieks 
  and howls all night long. Once the proper atmosphere of terror is 
  achieved, the vampires formally announce their presence and de-
  liver their ultimatum: “Give us what we want and we will depart 
  without further incident. Oppose us and many of you will die. Do 
  as we say and most of you will live.”
  Now the fun begins. The vampires threaten wholesale slaugh-
  ter of everyone, or the villagers can select a dozen or two dozen 
  people to die. The vampires are hungry. They want food – people 
  they can bleed dry before moving on without any further incident. 
  They don’t care who is sent to them, as long as suitable candi-
  dates are dispatched. Most of all, the Wild Vampires love know-
  ing that the “good people” of the community are faced with the 
  terrible choice of selecting 12-24 people to die. Sacrifices to the 
  vampires may include volunteers, people chosen by lottery, or the 
  sick, the elderly, prisoners, and many times, outsiders who hap-
  pen to have had the misfortune to be in town when the vampires 
  make their demand. It is much easier to send a stranger to his 
  doom, than grandmother, Uncle Ted or nice Mr. Diaz next door.
  A variation of the blackmail game is to allow the Wild Vam-
  pire pack into town without resistance, tolerate their degrading 
  words and punishing actions, and allow them to feed on which-
  ever townsfolk they desire. In this scenario, the vampire pack 
  promise they will feed without killing anybody, though odds are 
  that they will kill a few (1D4) people by accident or in a flash of 
  rage. Vampires who plan to use the community as cattle, com-
  ing back to feed once or twice a week, are more likely to honor 
  their promise not to kill than others. They will drain one person 
  for every vampire, but only to the point of unconsciousness or 
  weakness (drinking 3-4 pints of blood from each) and leave town. 
  A few people may be killed by overzealous feeding, or because 
  they insulted their attacker, or tried to resist. Children are usually 
  spared such a nightmare, not out of kindness, but because adults 
  have more blood. Large, overweight individuals are the human 
  cattle of choice, because their plump bodies contain more of the 
  precious fluids (generally 2-4 pints more blood than the average 
  person).
  After the pack has feasted, they leave – for now. They’ll be 
  back every few days or every few weeks to feed again. Many 
  packs of Wild Vampires travel a circuit with several villages and 
  towns on the route, so they can target one every 3-4 days to feed. 
  Depending upon the circuit or opportunity to feed on outsiders 
  they encounter, the village is likely to be victimized once every 
  1D4 weeks. Lucky towns used as cattle might only be targeted 
  once every 1D4 months, a likelihood when the Wild Vampire 
  pack is nomadic and travels far and wide. Such feeder towns and 
  villages are considered watering holes or grazing locations for the 
  undead. Places where the vampires can come to feed without fear 
  of conflict. A sad, but all too common fate of rural communities 
  without the ability to fight back.
  Though most (90%) of these blackmail situations involve 
  feeding, they can be for other reasons: turning over a hated en-
  emy or adventurer group that has earned their ire, or the release 
  of a captured vampire, or giving them a magical artifact known to 
  be in town (probably in the possession of adventurers), and so on.
  Villages that rebuke a pack of Wild Ones, and successfully 
  hold them at bay, may get the pack to flee, never to return. Or 
  they may have created a demonic enemy that plagues them for 
  years, coming back to test their mettle every few months. Even 
  Wild Vampires believe themselves to be vastly superior to mortal 
  humans and D-Bees. This conviction enforces their aggressive 
  natures and compulsion to prove their superiority. When faced 
  with defeat, the Wild Ones may become reckless. Some fight to 
  the death. An embarrassing defeat at the hands of humanoids may 
  send the undead sulking off into the night never to return. How-
  ever, it is just as likely that the angry and/or humiliated Wild 
  Vampires will return out of vengeance and attempt to crush those 
  responsible. This may result in the attack or murder of key people 
  in the town, or the butchering of several innocent people, to an 
  
  54
  all out siege to enslave or destroy the entire village. Or they may 
  destroy property, set fires, and cause other problems before the 
  undead give up and leave. A pack bent on conquering the village 
  or town will return from time to time to test their strength against 
  this old foe or to exact more revenge.
  Territorial vampire packs. Wild Vampire packs that con-
  sider a particular area their domain will chase away and/or kill 
  other individual vampires and wild packs that try to feed on their 
  property (the people) and invade their domain (the land). The ter-
  ritorial nature of some packs can lead to war between rival packs 
  of vampires, with the humans and their blood the prize for the 
  winner. A vampire pack may mark its territory by displaying hu-
  manoid corpses, skeletons, skulls, bones or warning signs (rock 
  carvings on boulders or stone monoliths) at key locations. Wild 
  Vampires of the same vampire tribe who ignore the warnings are 
  chased away. Rival vampire clans are attacked and killed. Only 
  a powerful Secondary Vampire, group of Secondary Vampires, 
  or a Master Vampire of the same bloodline can enter and do as 
  he pleases without incident. Those of rival and competing blood-
  lines may be attacked, but if their murder is not quick or if there 
  are too many Secondary Vampires of the rival faction, the Wild 
  Ones are likely to back down and even let them usurp their terri-
  tory. Remember, Wild Vampires are typically submissive to any 
  Secondary and Master Vampires, and while rival clans may be 
  hated, they tend to back down out of fear and intimidation when 
  dealing with those of elevated position.
  War with rival vampire clans. As you may recall, Secondary 
  Vampires often cast the savage Wild Ones into the wilderness 
  with instructions to hunt and kill their enemies. That includes 
  Vampire Hunters, soldiers, mercenaries, adventurers, explorers, 
  and rival clans of vampires. A rival clan is any undead spawned 
  by a different Vampire Intelligence. It is a strange spectacle to 
  stumble upon vampires fighting each other in the desert or scrub-
  land. It’s not something you expect to see, and the level of sav-
  agery is unparalleled as they fight tooth and claw, as well as with 
  weapons of wood or silver. They’ll fight in different forms, too. 
  Vampires in humanoid form take on their natural demonic ap-
  pearance while some tear at each other as wolves, and others en-
  gage in aerial combat as bats. Most wilderness battles between 
  the undead are to the death, and even if the vampires losing the 
  fight could flee, they seldom do. Perhaps it is because they know 
  they would be pursued and slain if they tried to run, so they stand 
  and fight to the bitter end. The only thing that might get both war-
  ring factions to stop fighting and call a truce is the appearance of 
  a better target, like a band of humans to slaughter.
  The family clan. Large groups of Wild Vampires are more 
  clan oriented than any others. The main power within a Wild 
  Vampire pack is likely to be vampires that are linked to the same 
  Vampire Intelligence, meaning leadership is often a matter of 
  sheer numbers and brute strength. Vampires created by other 
  Intelligences are usually unwelcome and destroyed, however, a 
  strong and cunning rival may be able to usurp control to become 
  leader of a Wild Vampire pack, especially small and medium-
  sized packs. This is the exception, not the rule, as those of differ-
  ent vampire families seldom rise to the same level of authority as 
  those of the ruling family.
  Vampires as
  Player Characters
  Game Masters may allow players to create (or an existing 
  character to become) a vampire player character. However, this 
  option is left entirely to the Game Master. Players should respect 
  a G.M.’s choice not to allow vampires as player characters, as 
  some may find their inclusion inappropriate, awkward, or a prob-
  lem that creates an imbalance in his or her campaign plans.
  The Vampire Intelligence, its Avatar/Demonic Familiar 
  and Master Vampire are NPC (Non-Player Character) villains 
  and NEVER allowed as a player character.
  Playing a Secondary Vampire may be allowed, provided the 
  G.M. agrees. A standard Secondary Vampire is an evil demon not 
  recommended as a player character. If allowed, the Secondary 
  should be a villainous monster or Anarchist opportunist.
  HOWEVER, Secondary Vampire player characters are al-
  lowed as Deluded Vampires or Hero Vampires, provided their 
  inclusion is allowed by the Game Master. These two new R.C.C.s 
  are described below.
  Playing a Wild Vampire. Players who are allowed to play 
  a vampire character may select a Wild Vampire rather than the 
  more calm and cunning Secondary, Deluded or Hero Vampire. 
  Portrayal of Wild Vampire characters should depict the indi-
  vidual with a low to average intelligence and a straightforward 
  attitude. This character is not likely to figure out clues or recog-
  nize traps, nor use subtlety himself. A Wild Vampire character 
  is likely to be outspoken and mouth off at the wrong time to the 
  wrong people, be aggressive and easily provoked and like to pro-
  voke others to fight, be easily bored and tend to become tired of 
  talk and diplomacy. Wild Ones have no regard for the laws, mor-
  als or rules of mortals and tend to ignore them. They are rude, 
  often lewd and boisterous. Most believe violence and the threat of 
  violence are the answers to most of life’s problems. A Wild Vam-
  pire would rather fight than talk and may wander off when bored 
  or start trouble to liven things up. This character craves action 
  almost as much as blood and loves to brawl, fight, kill, and hunt 
  all life forms, especially humanoids. A Wild Vampire will also 
  volunteer to track and hunt animals, chase down runaways and 
  explore. Anything that has him doing something other than sit-
  ting around and waiting. Though their metabolisms are impervi-
  ous to drugs and alcohol, vampires may eat and drink to fit in and 
  love to party, dance, and get physical. (“Enough talk. I say we kill 
  him.” “They won’t accept our terms? Fine, let’s kill them.” “So 
  and so escaped? I’ll track him down and bring him back. Does he 
  have to be alive?” “I’m bored. Let’s do something.”)
  The Wild One player character, being a pack animal, will de-
  fer and mostly obey a powerful and forceful or kind leader. The 
  character is likely to also try to emulate the behavior and morals 
  displayed by the rest of the player characters. Player Note: Other 
  than keeping this attitude, above, in mind, the stats for a Wild 
  Vampire player character are unchanged, except for alignment. A 
  Wild Vampire player character trying to be a hero or team mem-
  ber in a group of mortals will try to conform to the behavior and 
  conduct of the rest of the player group. The best alignment pos-
  
  55
  sible for a Wild Vampire player character is Anarchist or Aber-
  rant. That’s as good as a Wild Vampire can get.
  Whether or not a player can be a vampire is left entirely to 
  the discretion of the G.M. If he or she feels uncomfortable with a 
  vampire player character, or fears the vampire’s inclusion might 
  unbalance the game, or just doesn’t want one, the G.M. can disal-
  low it. Sorry. Please respect the G.M.’s decision.
  Allowing a vampire as a player character also has ramifica-
  tions for the rest of the non-vampire player group.
  Creature of the night. The vampire character is limited to 
  night activities. While this may provide the player group a great 
  night guard who won’t fall asleep, it also means that the vampire 
  cannot function during the day.
  Unless the group changes its activity to mostly nocturnal ad-
  ventures, the vampire player character cannot operate as an effec-
  tive member of the group. This also presents a potential problem 
  for the Game Master, who may find himself running the bulk 
  of the players through daytime adventures and the vampire(s) 
  through night adventures. If this is going to be the case, it is a 
  good reason not to allow a vampire player character. This compli-
  cation can become unmanageable for the G.M. and can damage 
  story pacing and enjoyment of the game because someone or an-
  other is going to be sitting out part of the adventure. This is why 
  the player should get his G.M. to approve a vampire player char-
  acter and the G.M. should talk to the rest of the player characters 
  to see if they’re willing to adapt to having a vampire as a team 
  member. If allowed, the player who is running a vampire char-
  acter should make a special effort to work with both the Game 
  Master and his fellow players. He also needs to understand there 
  will be times that his character must sit out of the game.
  Daytime lair/hiding from sunlight. There is also the issue of 
  where the vampire sleeps during the day. How is he protected? 
  Do his teammates transport him with them or do they rendezvous 
  somewhere at night? If the group does not transport his body, 
  how does the vampire travel and can he catch up to them?
  The best answer to this dilemma is a combination of teamwork 
  and resourcefulness. In the play test, one player’s character was a 
  Secondary Vampire serving as a guide through vampire territory. 
  He was of a different life essence from any of his Mexican and 
  South American cousins, or so he claimed. He was of Anarchist 
  alignment, helped his teammates, and exhibited great restraint 
  in combat and feeding. Consequently, the group transported his 
  body with them when they moved during the day. The group also 
  made an effort to engage in night operations, although they did 
  things during part of the day as well. This cooperation worked 
  very well. One afternoon, the group traveled across a river with-
  out advance notification and the vampire was delighted that he 
  didn’t have to worry about crossing over water.
  The player group’s vampire also devised a very clever, trav-
  eling home. He purchased a Mega-Damage hover van, replaced 
  the side and back windows with solid Mega-Damage steel, and 
  divided the cargo area from the driver area (with M.D.C. steel, of 
  course). This gave him a self-contained, vault-like area to sleep. 
  If necessary, one or more members of the team could drive the 
  van while he slept and four others could ride in the darkened 
  crypt/cargo area with the coffin.
  Inside the cargo area was his sleek, black coffin. Actually it 
  was designed not to resemble a coffin. It was also a custom-made 
  M.D.C. container that locked from the inside and was airtight. 
  Breaking into the van activated a loud alarm. Tampering with the 
  coffin caused another alarm to sound and tear gas to fill the com-
  partment of the van, hopefully scaring away foolish thieves. In 
  play test, the thieves were downright stupid and were not fright-
  ened away. Instead, they decided something of great value must 
  be locked inside the black crate. They deactivated the alarm and 
  eventually forced the coffin open. The groggy Secondary Vam-
  pire rose from his bed of soil, protected from the light of day by 
  the walls of his van, although a deadly stream of daylight beamed 
  through a small exterior hole made by the thieves. The vampire 
  was sluggish since it was daytime and hoped to frighten the 
  three looters away. This didn’t work. Finally, the vampire used 
  a combination of brute force and Hypnotic Suggestion to subdue 
  them, and chain them up, and went back to sleep. His humanoid 
  companions arrived to check on the van and found the frightened 
  crooks in chains. They left them in chains until their vampire 
  buddy woke up, so they could get his story. That evening, the 
  vampire answered his companions questions to their satisfaction 
  and released his prisoners using Hypnotic Suggestion to reinforce 
  their misguided belief that he was a robot the group was deliver-
  ing; a story concocted by one of the other player characters.
  Using a vehicle as a traveling lair or M.D.C. hearse is a clever 
  one, and an idea that is probably exploited by other Secondary 
  Vampires. There are many other possibilities. The coffin could 
  just be an oblong box of any design or construction transported 
  by horse-drawn wagon, a van or truck, perhaps inside the trunk 
  of a car or slung over the back of a robot vehicle, power armor or 
  cyborg. If the vampire is traveling on native soil he can simply 
  burrow a yard/meter under the ground wherever the group pitches 
  camp to sleep during the day, or find a cave, basement, fruit cellar 
  or haystack to sleep under.
  Everybody fears a vampire. Every undead, even the rare, 
  Unprincipled or trustworthy vampire is a target for zealous Vam-
  pire Hunters, Cyber-Knights, priests and anyone who has dealt 
  with the undead in the past or heard the horror stories. Human-
  oids tend to hate and fear all vampires. The loathing and terror in 
  the vampire dominated lands of Mexico and Central America are 
  greatly intensified, for virtually everybody has friends or family 
  that have fallen victim to the dreaded night stalkers. Any stranger 
  might be an enemy quietly biding his time, perhaps pretending to 
  be friendly, waiting for the right moment to strike and kill. As a 
  result, the majority of people will never trust anyone they recog-
  nize as a vampire and many will try to destroy the demon.
  Traveling in the company of a vampire is likely to earn the 
  non-vampire members of the group the same fear and distrust 
  as the undead. It must be presumed these alleged “adventurers” 
  or “heroes” are the monster’s servants, protectors or henchmen. 
  This makes them more loathsome and despicable than the un-
  dead. To most people, a willing servant of the undead is a traitor 
  to the human race and needs to be destroyed right along with the 
  monster. This kind of prejudice and justified suspicion and fear 
  is difficult to overcome. If not careful, the other player charac-
  ters could find themselves attacked, robbed or at the business end 
  of a shotgun or hangman’s noose. Lucky characters will only be 
  chased out of town.
  A conflict of alignment and feeding. Good and evil, vampire 
  and humanoid, is a volatile mixture. Only the most sympathetic 
  and good vampire characters are apt to be tolerated by a group of 
  predominantly good characters. If the vampire character is evil, 
  there are likely to be ongoing clashes between the good characters 
  in the group and the evil ones. Heroes and good guys cannot, by 
  
  56
  alignment, allow torture, cruelty, slavery, unnecessary violence, 
  wanton acts of aggression, or the drinking of an innocent victim’s 
  blood. Even if the vampire’s victim is not murdered, it is still a 
  horrible and traumatic attack on par with rape. Confining one’s 
  hunger to brutal murderers, evil criminals, or one’s enemies may 
  be acceptable to some player characters, but many good charac-
  ters may find that to still be too extreme. Of course, the vampire 
  can be secretive, but the good characters must know that he is 
  feeding on somebody when they aren’t looking, and they may not 
  be able to condone such activity even if the victims are relegated 
  to evildoers. The drinking of blood from the living is a terrible 
  deed and difficult to accept or rationalize.
  The vampire may be able to get around this dilemma by 
  drinking a pint or two of blood from volunteers within his group 
  of companions. However, this sacrifice is only made for vampires 
  who exhibit great restraint in fighting their despicable nature. 
  Many characters may not be able to bring themselves to allow 
  such a disgusting practice, and there is always the risk that the 
  vampire will not be able to control himself and may try to drain 
  a person dry. Under similar circumstances, the good characters 
  may allow their undead ally to feed on the blood of the recently 
  killed (within 15 minutes), like a scavenger, or to feed on truly 
  evil villains already condemned to death. Note: Vampires cannot 
  drink blood from other vampires or animals.
  If a satisfactory solution cannot be found, the group may 
  feel compelled to either reject the vampire from their group, or 
  rather than let a vampire loose in the world, to kill their vampire 
  companion for his sake as well as the sake of innocent people.
  Players who select a vampire R.C.C. should expect such an 
  outcome and not hold it against their fellow players. This is not 
  betrayal on their part, but a moral conviction their characters are 
  forced to live with or suffer an alignment change toward evil.
  Deluded Vampire R.C.C. 
  A Secondary Vampire
  & Optional Player Character
  “Any vampire who mistakes himself to be human, or to have 
  ever been human, is deluded and, in my opinion, quite insane 
  and unpredictable. These pathetic creatures mistake the memo-
  ries and emotions of the person whose body they have stolen via 
  the Slow Kill as their own. Confused and frightened by their true 
  horrific nature and the evil thoughts and vile instincts that tug 
  at them, they cling to the human persona they never were. The 
  Deluded Vampire is in denial about being a monster, just as a 
  man with amnesia might refuse to accept he is a criminal or serial 
  killer. A Deluded Vampires takes on the persona of the person 
  who died and clings to the tatters of his humanity so he can deny 
  the horrible truth of being a demon.
  “Try as the Deluded Vampire might, the monster’s true nature 
  slowly takes hold. Sooner or later, the Hunger forces the demon 
  to kill and drink the blood of the living. Without blood, the vam-
  pire dies, and the demon within will never allow that.
  “Even after feeding, the Deluded Vampire may hold onto the 
  dream of being human, find a rationalization for his murderous 
  behavior and desire for blood. He may continue to believe that 
  though he is a vampire, he is a tragic victim and can control his 
  dark desires. Some may even seek redemption for the wrongs 
  they’ve committed by fighting their fellow vampires, working 
  with heroes and helping the innocent. However, it is my experi-
  ence that over time, the Deluded Vampire will grow to accept and 
  enjoy his demonic nature. Over time, they come to enjoy their 
  supernatural abilities, start thinking of themselves as superior to 
  mere mortals and accept their place as hunter, killer and master 
  of humanoids.
  “So don’t be fooled into taking one of these demented mon-
  sters into your confidence. Do not mistake the Deluded Vampire 
  for a friend or ally. Your deluded “friend” is an insane demon that 
  loathes himself so much, he can’t stand to accept what he really 
  is. And what he is, is a ticking time bomb. When that bomb goes 
  off – when the last vestiges of humanity give way to the monster 
  within – there is no telling how many people who will suffer and 
  die. It is best to avoid such aberrations. Better yet, lure them into 
  your confidence, and put the monster out of his misery just as you 
  would a rabid dog. It’s the merciful thing to do.”
  – Doc Reid, Famed Vampire Hunter
  Though the Deluded Vampire might argue otherwise, Doc 
  Reid’s harsh assessment is painfully astute. Deluded Vampires 
  cannot accept they are wicked monsters and battle a constant bar-
  rage of dark emotions and the gnawing demand of the Hunger 
  – the need to feed on the blood of living humanoids. Newborn 
  vampires don’t understand the ravages of the Hunger until af-
  ter they have made their first kill and tasted blood as a vampire 
  
  57
  for the very first time. After that, the Hunger calls to them every 
  hour of every day for the rest of their lives. Worse, the inhuman 
  desire is strongest when the Deluded Vampire is near beautiful 
  young women and attractive men, children and those full of life 
  and vigor. The mere smell of blood is like an aphrodisiac that 
  causes the monster’s entire body to tingle with desire and the 
  mouth to salivate. Like a drug addict in desperate need of a fix, 
  the Deluded Vampire feels compelled to feed and enjoy the warm 
  elixir of life that courses through the veins of the living. Giving in 
  and feeding is not only fulfilling, but gives the vampire a sense of 
  momentary ecstasy and a drug-like high. A high he craves with 
  increasing frequency.
  The Deluded Vampire must fight other dark thoughts and 
  emotions, such as the joy of hunting, the thrill of combat and the 
  pleasure of taking lives, all natural instincts for vampires. Over 
  time, most undead give in to the call of these dark desires and 
  embrace their evil natures.
  The Deluded Vampire is different, he or she continues to fight 
  and deny the demon within. The character is desperate to maintain 
  a sense of humanity. He refuses the urges of the beckoning dark-
  ness and works hard to stay a good (or at least selfish) alignment. 
  To fight the darkness and his true nature, the Deluded Vampire 
  must deny himself drinking blood or limit it to the bare minimum. 
  To keep a grip on his humanity, the creature must not drink more 
  than half the amount required of True Vampires, which means 
  the character is half-starved all the time. Being deprived of proper 
  nourishment means the Deluded Vampire is in a constant state of 
  diminished mental and physical capacity. He’s still superhuman 
  compared to mortals, but not quite as powerful as his vampire kin 
  who accept being evil monsters.
  Deluded Vampires and Hero Vampires are the laughingstocks 
  of the vampire world, and regarded as jokes and fools. The De-
  luded are second-rate vampires taken lightly, mocked, humiliated 
  and tormented, while Hero Vampires are despised, hunted and 
  destroyed. Both are looked upon with disdain and considered to 
  be madmen and traitors to their own kind. Other vampires take 
  great pride in making the Deluded see the light and turn into mon-
  sters like themselves. They also love to turn would-be Heroes 
  into villains; failing that, they destroy them. Deluded Vampires 
  who are, in effect, vampire slayers or associate with heroic mor-
  tals and/or Hero Vampires may be beaten and tormented more 
  than usual, but seldom slain. They are, after all, recognized as 
  being delusional and under most circumstances, allowed to live. 
  However, Deluded Vampires who succeed in incurring the wrath 
  of a Secondary or Master Vampire get a death sentence.
  Stat Modifications for Deluded Vampires
  The Deluded Vampire character is created the same as the Sec-
  ondary Vampire with a few modifications, bonuses and penalties.
  The deliberate act of trying to hold on to their humanity allows 
  the Deluded Vampire to retain a few more skills and memories of 
  the deceased, but they lose a bit of raw vampire power.
  Lack of proper nourishment leaves the Deluded Vampire in a 
  constant weakened state. As a rule, they deny themselves the full, 
  necessary requirement of blood. They drink only enough to pre-
  vent themselves from going crazy or feral. To an outsider, they 
  may look fine or a little gaunt and pale, but otherwise human and 
  healthy. However, compared to vampires who feed regularly, De-
  luded Vampires are somewhat diminished. The Deluded Vampire 
  finds this preferable to being a bloodthirsty monster, and finds it a 
  worthwhile sacrifice. Furthermore, hanging on to their humanity 
  gives the Deluded more skills.
  Creating a Deluded Vampire Character: Roll up just like any 
  Secondary Vampire. Then apply the following modifiers due 
  to starvation/lack of nourishment.
  Alignment of the Deluded: Scrupulous, Unprincipled and Anar-
  chist are as good as the Deluded Vampire can hope for. Many 
  strive to be better, but it is impossible to achieve for them. 
  Miscreant and Diabolic are the alignments most natural to 
  vampires, Aberrant to a lesser degree.
  To associate with Vampire Hunters, or with humans and D-
  Bees outside of vampire infested Mexico, the character needs 
  to be at least Unprincipled or Anarchist (Scrupulous is bet-
  ter!). Smart and cautious people find the Anarchist alignment 
  much too risky.
  Attributes: The player should roll to determine the vampire’s 
  full stats as per the Secondary Vampire. Record those stats 
  and keep them before making the necessary modifications. 
  ALL modifications and penalties remain in place as long as 
  the Deluded Vampire limits his consumption of blood and the 
  character denies his true, demonic nature.
  Reduce mental attributes by 5%.
  Reduce P.S. and Spd attributes by 15%.
  Reduce all other physical attributes by 10%.
  Penalties:
  -5% on the performance of all skills.
  -2 to Perception Rolls.
  -2 to initiative.
  -1 attack per melee round.
  Frightened of all vampires just as any “ordinary” civilian 
  would be; -2 to save vs Horror Factor.
  Submissive to Secondary and Master Vampires, meaning 
  the Deluded Vampire tries to avoid direct confrontations with 
  them and tends to back off when challenged by one, fighting 
  him only when forced in a corner. That corner may be physical 
  or figurative.
  Size: Varies, as per species of humanoid. Typically human, 5.2 
  to 6.3 feet (1.5 to 1.92 m). 10% larger in true vampire form.
  Hit Points: 3D4x10+10; same as the Secondary Vampire.
  P.P.E. Base: 1D4x10. I.S.P. Base: 3D6x10. All as per the Sec-
  ondary Vampire.
  Horror Factor: 13 (+2 in true vampire form).
  Level of Experience: Player characters should start at first level. 
  NPCs (Non-Player Characters) are as desired by the Game 
  Master.
  Vampire Reborn & Skills: Same as the Secondary Vampire 
  only the Deluded hold onto their human memories and get 
  more skills.
  O.C.C. Skills as a Deluded Vampire: Keeps two-thirds of the 
  O.C.C. Skills and all Special Skills that come with that par-
  ticular O.C.C. (if any). Skill proficiencies are frozen at half the 
  level of the victim before he died. The skill proficiencies never 
  improve, and the usual O.C.C. Skill bonuses do NOT apply – 
  forgotten – only I.Q. bonus applies, if any.
  O.C.C. Related Skills as a Deluded Vampire: Select 1D6+2. 
  Skill proficiencies are frozen at half the level of the victim 
  before he died. The proficiencies never improve and the usual 
  skill bonus does not apply.
  Secondary Skills: Pick/keep 1D4 of choice total.
  
  58
  New Skills for the Secondary Vampire: One additional skill 
  can be selected for every three levels of experience. New skills 
  are at second level proficiency and do NOT increase. A new 
  skill can only be selected from the following categories: Com-
  munication, Domestic, Piloting, Technical, Rogue, Wilder-
  ness, and Weapon Proficiencies.
  Unavailable Vampire Powers: The denial of the Deluded 
  Vampire who clings to humanity prevents him from using the 
  following abilities.
  Minimal Consumption of Blood. To remain in denial, the 
  character must resist drinking more than the bare minimum to 
  keep himself alive and sane. A vampire should feed on at least 
  two pints (roughly one liter) of blood every 72 hours. Twice 
  that amount every night or two is preferred, and a vampire 
  who indulges will gorge himself on 6-9 pints every night or 
  two. See The Hunger, under Combat Notes, for details on the 
  feeding practices of vampires.
  The denial of Deluded Vampires is so strong that they can 
  go twice as long (8 days) without blood before suffering the 
  frenzy. If a Deluded Vampire can get through five hours of 
  frenzy without feeding (may require being caged, chained or 
  otherwise restrained by allies), he can get himself under con-
  trol and go another four to eight days without feeding. Note: 
  As long as the Deluded Vampire has one or two pints of blood 
  every four days, he can go on like that, half starved, indefi-
  nitely, without succumbing to the frenzy.
  No True Vampire Humanoid Form. The delusional vampire 
  clings to the lie that he is not a horrible demon and remains 
  in control of his good and mostly human (or D-Bee) self the 
  same as you or I. This means he holds onto his human appear-
  ance with an iron grip. That grip loosens, and his true demonic 
  corpse form may appear, only when enraged or he loses self-
  control. Seeing himself as a demonic vampire is horrifying, 
  but the character pushes it back, resumes his human appear-
  ance, insists the monster is not him, and tries to forget it ever 
  happened.
  No Metamorphosis. The Deluded Vampire insists he is not a 
  true, evil vampire. As proof, he points to the fact he cannot 
  change shape. It is a psychosomatic condition and inability 
  due to the character’s powerful denial and self-loathing. How-
  ever, the character may have dreams of being a bat, wolf, mist 
  or shape changing vampire. The only metamorphosis of sorts 
  available to the character is the power to assume a normal, 
  human appearance. See No True Vampire Humanoid Form, 
  above.
  No Seduction or Mind Control. The Deluded do not use pow-
  ers of Seduction or Mind Control even on enemies. When the 
  character starts to do so, it is the slide toward evil and accept-
  ing the ways of the vampire. When this happens, change the 
  character’s alignment to Anarchist. If Anarchist to start with 
  the character begins to trend toward evil (whichever is most 
  appropriate for his or her personality and behavior). The same 
  happens when the Deluded Vampire starts to consume more 
  blood or hunt humanoid prey, even if the character can justify 
  doing it.
  No Slow Kill. Will NOT use the Slow Kill Bite to create other 
  vampires. The creation of more vampires is evil and wrong.
  Natural Vampire Powers: Same as the Secondary Vampire.
  Attacks per Melee: Five physical or psionic attacks per melee 
  round. Can only use magic if it was known by the deceased 
  before becoming a vampire. Otherwise, same as the Second-
  ary Vampire.
  Mega-Damage: As per Supernatural P.S., bite or weapon. Same 
  as the Secondary Vampire. Note: Against Hit Point creatures 
  such as humans, the monster instinctively holds back to in-
  flict S.D.C./Hit Point damage (same as Supernatural P.S. M.D. 
  number point for point). Against Mega-Damage opponents, be 
  they humans in power armor, cyborgs, rival demons, dragons 
  or other Mega-Damage beings, the vampire’s instinct tells him 
  to cut loose, inflicting M.D. as per Supernatural P.S.
  Bonuses (in addition to attribute bonuses): Same as the Sec-
  ondary Vampire. +2 on Perception Rolls (reduce by half when 
  the creature’s Hit Points are down to half), +2 on initiative, 
  +2 to strike, +2 to parry and disarm, +4 to pull punch, +4 to 
  save vs Horror Factor. Impervious to all forms of mind control 
  as well as psionic and magic sleep, paralysis and domination.
  Magic: Same as the Secondary Vampire.
  Psionics: Same as the Secondary Vampire.
  Allies: Mortals and heroes. The Deluded strive to be good and 
  human, so that’s who they try to emulate and associate with.
  Enemies: The Deluded consider Undead Vampires to be scary, 
  horrible monsters to be feared and avoided. Characters who 
  are part of an adventure group or team of Vampire Slayers 
  regard other undead as evil and enemies to be destroyed. How-
  ever, even these individuals would rather avoid direct conflict 
  with them because it reminds them of the demons they are 
  themselves.
  Bionics: None.
  Money: As per most human beings.
  The Danger of Becoming Evil
  Sooner or later, most Deluded Vampires give in and embrace 
  their evil demonic natures. The primary reason is the Hunger.
  The Blood Feast Power Boost (special and to be avoided): 
  Though the modified stats are the norm for the character, from 
  time to time the Deluded Vampire will give in to his cravings, 
  kill and gorge himself on blood. When this happens, his stats and 
  abilities return to full strength for the next 1D4 days, before slip-
  ping back to the half-starved stats.
  Less Self-Control: During this period of renewed strength and 
  heightened senses, the character is also more aggressive, violent 
  and has a difficult time fighting the urge to feed and drink a full 
  amount of blood to stay strong.
  Becoming Undeluded. If the Deluded Vampire drinks his fill 
  of blood for eight weeks straight (or the majority of 12 weeks), 
  there is a 25% the character accepts being a vampire and turns 
  evil. The odds increase by 5% per each subsequent week the 
  character continues to drink his fill of humanoid blood. The Hun-
  ger is what ultimately turns those who try to fight being a vampire 
  into the blood sucking undead. At some point, the character stops 
  trying to be human and embraces being a superior and wicked 
  vampire. When that happens, the character’s alignment drops: 
  01-50% Miscreant or 51-00% Diabolic. He forgets the bonus 
  skills of the Deluded Vampire (becomes the same as the Sec-
  ondary Vampire) and has full vampire P.S., powers, attacks per 
  melee and bonuses.
  The G.M. may allow the Undead Vampire to remain a player 
  character, but he or she is now evil, and cannot go back to being 
  Deluded without tremendous effort.
  
  59
  Return to a Delusional Existence. Like a drug addict, the 
  vampire can try to “kick” his addiction to blood, power and evil 
  as often as he would like. Returning to a delusional state of mind 
  and trying to be human-like, however, requires minimal blood 
  consumption and a lot of mental and emotional effort that is true 
  torment. Double the penalties above for as long as the character 
  is delusional. Though the character may be more committed to 
  not drinking blood and strive to be a better alignment than ever 
  before, once he has embraced being a vampire for any length of 
  time, he can never be a better alignment than Anarchist or Aber-
  rant evil.
  “From time to time, I hear about so-called Hero Vampires 
  fighting against the Vampire Kingdoms to free human slaves, 
  rescue captives and even fight on the side of Vampire Hunters. 
  Over the years, I have met three such ‘Hero Vampires’ and, God 
  rest their damned souls, they did seem fiercely committed to pro-
  tecting humans and destroying vampires even if it cost them their 
  own immortal lives.
  “Are these demonic, self-proclaimed heroes genuine? Per-
  haps, but I find it hard to swallow. Personally, I could never trust 
  a vampire regardless of his apparent good intentions and heroic 
  deeds. As the saying goes, the road to Hell is paved with good 
  intentions. Associate with vampires at your own risk.”
  – Doc Reid, Famed Leader of Reid’s Rangers
  Hero Vampires are different from Deluded Vampires, because 
  they accept they are demons, but refuse to give in to their mon-
  strous natures and wickedness. Instead, they accept that vampires 
  are terrible monsters and choose to oppose their fellow undead. 
  Hero Vampires fight on the behalf of the living in a campaign of 
  redemption. They hope their efforts to protect the innocent and 
  destroy evil make them champions of justice and goodness, if not 
  true heroes or forces of good themselves.
  Hero Vampires are Vampire Hunters. They seek to free hu-
  man slaves and captives, bring down the Vampire Kingdoms and 
  destroy all vampires on Earth. Including themselves. Thus, Hero 
  Vampires work hand in hand with mortal slayers of the undead, 
  Cyber-Knights, warriors and other people who battle the “vam-
  pire menace.” Though they themselves are the undead, the heroes 
  speak of vampires as “evil,” “a menace,” “pestilence,” “demons,” 
  and other unflattering terms.
  Most Hero Vampires seek humility by recognizing they are 
  neither human nor superior to mortals. They accept they are de-
  spicable monsters who must earn the right to walk among human 
  beings and D-Bees as their equals. Hero Vampires struggle to 
  replace dark emotions like anger, lust, hatred and revenge with 
  human virtues and kindness. They seek to see the value in all liv-
  ing beings (difficult even for humans sometimes), and avoid fame 
  and positions of power. For vampires, power and riches bring 
  too many temptations, as does sexual interaction, so many Hero 
  Vampires live like warrior monks, give away their money to the 
  needy and let their human companions reap any glory, fame and 
  fortune that comes their way. All of this keeps the Hero Vampire 
  grounded and his base instincts and dark inclinations in check.
  Even with all these precautions, checks and balances, the so-
  called Hero Vampire might be better thought of as an anti-hero 
  or even a loyal pit bull, for in combat the savage monster within 
  them is quick to resurface. Indeed, the Hero Vampire may be able 
  to hold himself in check among mortals simply because he un-
  leashes his unchecked fury during his battle against the undead.
  Watching Hero Vampires in combat can be disturbing, as this 
  is when their demonic natures shine forth. Vampires, even the 
  supposed “good guys,” fight to kill. They are ruthless, brutal and 
  use every weapon at their disposal, including their fangs, fists, 
  claws, Supernatural Strength and vampire powers, to cripple and 
  kill opponents. Hero Vampires are especially ruthless and deadly 
  when fighting other vampires, which is why they are sometimes 
  called “God’s Fist.” The most frightening thing about watching 
  a Hero Vampire in combat is the expression of joy on his face. 
  Even the Heroes cannot contain the pleasure and rush they get 
  from fighting and killing.
  Hero Vampire R.C.C.
  A Secondary Vampire
  & Optional Player Character
  “I have always thought any vampire who clings to the illusion 
  of humanity and denies his true demonic nature to be quite de-
  ranged. A monster with delusions of humanity on a quest to find 
  a soul it does not possess. This is always my first inclination and 
  I find it difficult to believe otherwise. However, a Cyber-Knight 
  I respect raised this interesting hypothesis: What if the vampire 
  who strives to be good is not deluded or deranged, but truly hates 
  what he is and sincerely struggles to deny the evil that gnaws at 
  his soul? Under this theory, the monster rejects what he is, rejects 
  evil and the power of the hive mind, and fights to destroy his 
  fellow vampires, not only for his own eternal soul, but for the 
  survival and sanctity of humanity.
  
  60
  As bad as the brutal straightforward killing machine approach 
  can be to watch, the taunting and torture of cat and mouse games 
  from a vengeful Hero Vampire is worse. It is a vampire’s nature 
  to instill terror and agony. They love it. And they are masters at 
  it. Even Hero Vampires like to taunt, mock and humiliate their 
  enemies. Some may even laugh while tearing an enemy apart or 
  prolong their hated enemy’s death while whittling him to pieces. 
  Under such circumstances, the Hero Vampire is terrible to behold 
  and some use vampire cat and mouse games to make an opponent 
  believe he has escaped to follow him to his lair or to his leader. 
  They, better than any human, know exactly what vampires are 
  capable of doing, so they do not hold themselves back in combat. 
  They strike without warning or mercy, and use every dirty trick 
  in the book to bring down the enemy. As a rule, Hero Vampires 
  are brilliant at espionage, subterfuge, surprise attacks, and laying 
  traps for vampires and their servants, as well as drawing them out 
  into the open and finding their lairs and hiding places.
  To keep themselves at peak fighting strength and ability, most 
  Hero Vampires gorge themselves on the blood of their slain en-
  emies. Most human and D-Bee companions and allies turn a blind 
  eye to the practice for five reasons:
  1. Hero Vampires feed only upon the most reprehensible vil-
  lains, namely humans and D-Bees who are the willing servants 
  of vampires and the Vampire Kingdoms, murderers, slavers and 
  similar blackguards.
  2. They never use the Slow Kill to create a new vampire.
  3. This is war. War has casualties. People die. What difference 
  does it make if the enemy died by a laser blast or the life draining 
  bite of a Hero Vampire?
  4. They never torture their victims or keep prisoners for food. 
  Killing is always quick and merciful (or at least it’s supposed to 
  be).
  5. Allowing the Hero Vampire to feed on evil enemies keeps 
  the vampire slayer in top fighting condition and preserves the 
  character’s life. Hero Vampires are invaluable strategic allies 
  who understand the enemy better than almost anyone (other than 
  Doc Reid and his Rangers, perhaps). They can also come and go 
  through vampire territory without raising suspicion, and gather 
  intelligence or make targeted attacks and assassinations in vam-
  pire territory that no humans could ever do on their own. In short, 
  Hero Vampires are a necessary evil.
  The reasons listed above help sanitize their deployment in the 
  field and create a rationale that, for the time being, is acceptable 
  to most pragmatic adventurers and military leaders. Doc Reid 
  questions the veracity of their loyalty and trustworthiness, as 
  do many other humans, but those who have fought at their side 
  swear by them. (Note: Reid’s Rangers is one of the few Vampire 
  Hunter groups that refuses to ever work with Hero Vampires.)
  Hero Vampires are uncommon in the American Southwest 
  and most places north. They are most common to Mexico and 
  Central America. Compared to the evil undead of the Vampire 
  Kingdoms, their numbers are tiny, perhaps a few hundred. Evil 
  vampires despise them even more than human Vampire Hunters 
  and rival clansmen. If captured, a Hero Vampire will be tortured 
  for weeks before being slain. Some undead may stake a Hero 
  Vampire and keep him around for months or years, unstaking him 
  from time to time to torture some more.
  Hero Vampire R.C.C.
  Also known as the Reconciled and God’s Fist.
  Alignment: Principled (30%), Scrupulous (50%) or Unprinci-
  pled (20%). A known and trusted Hero Vampire who slips to 
  Anarchist may be accepted by teammates who know him, but 
  it’s dangerous. Hero Vampires strive to be as good as possible 
  and one who becomes Anarchist alignment is in a dangerous 
  downward spiral toward evil.
  The Hero Vampire accepts who and what he is, but chooses 
  to deny his base instincts and evil ways. Moreover, he vows 
  to help people and work to destroy vampires. He knows vam-
  pires are a demon plague that needs to be eradicated from the 
  face of the planet, including himself. He fights so humanity 
  may survive and prosper. When the Hero Vampires are confi-
  dent that all other vampires have been destroyed, the Heroes 
  expect to be destroyed themselves. As long as even one vam-
  pire remains, hero or not, the Vampire Intelligence(s) retains 
  its connection to that world. To sever that connection and put 
  an end to the danger, the Hero Vampires must also be wiped 
  out. It is a sacrifice they are willing to make, because they fear 
  what they might be capable of should even one of them slip 
  into the darkness that is a constant part of them. When a Hero 
  Vampire slips into darkness, other Hero Vampires hunt him 
  down and destroy him.
  Attributes and Stats: Same as the Secondary Vampire.
  Size: Varies, as per species of humanoid. Typically human, 5.2 
  to 6.3 feet (1.58 to 1.92 m). 10% larger in true vampire form.
  Hit Points: 3D4x10+10; same as the Secondary Vampire.
  P.P.E. Base: 1D4x10. I.S.P. Base: 3D6x10. All as per the Sec-
  ondary Vampire.
  Horror Factor: 13 (+2 in true vampire form).
  Level of Experience: Player characters should start at first level. 
  NPCs (Non-Player Characters) are as desired by the Game 
  Master.
  Vampire Reborn & Skills: Same as the Secondary Vampire 
  with the following additions: Lore: Vampire skill at 98%, 
  knows 1D4 additional W.P.s of choice, and specializes in 
  hunting vampires; knows them like he knows himself.
  Natural Vampire Powers: Same as the Secondary Vampire.
  Attacks per Melee: Six physical or psionic attacks per melee 
  round. Can only use magic if it was known by the deceased 
  before becoming a vampire. Same as the Secondary Vampire.
  Mega-Damage: As per Supernatural P.S., bite or weapon. Same 
  as the Secondary Vampire. Note: Against Hit Point creatures 
  such as humans, the monster instinctively holds back to in-
  flict S.D.C./Hit Point damage (same as Supernatural P.S. M.D. 
  number point for point). Against Mega-Damage opponents, be 
  they humans in power armor, cyborgs, rival demons, dragons 
  or other Mega-Damage beings, the vampire’s instinct tells him 
  to cut loose, inflicting M.D. as per Supernatural P.S.
  Bonuses (In addition to attribute bonuses): Most are the same 
  as the Secondary Vampire, only pull punch is greater. +2 
  on Perception Rolls (reduce by half when the creature’s Hit 
  Points are down to half), +2 on initiative, +2 to strike, +2 to 
  parry and disarm, +6 to pull punch, +4 to save vs Horror Fac-
  tor. Impervious to all forms of mind control as well as psionic 
  and magic sleep, paralysis and domination.
  
  61
  Magic: Same as Secondary Vampire.
  Psionics: Same as Secondary Vampire.
  Allies: Mortals, heroes and Vampire Hunters.
  Enemies: Undead Vampires are Enemy Number One, other de-
  mons, Deevils and evil supernatural beings are also consid-
  ered enemies.
  Bionics: None.
  Money: They only keep 25% of any money or booty that comes 
  their way and give away the rest to the poor and needy.
  Vampire
  Experience Tables
  The high level of power and supernatural nature of vampires 
  is such that they grow in experience slowly. The new or recently 
  risen vampire begins his undead life at level one, regardless of the 
  level of the human the monster killed and body taken.
  The experience level of the average vampire is usually 1D6 
  for Secondary Vampires and 1D4 for Wild Vampires. Wild 
  Vampires seldom exceed level five in experience, but Second-
  ary Vampires can reach greater levels. As always, the level of a 
  specific NPC (Non-Player Character) can be whatever the Game 
  Master desires.
  Secondary Vampires,
  Deluded Vampires & Hero Vampires
  1   0,000-3,500
  2   3,501-7,000
  3   7,001-14,000
  4   14,001-28,000
  5   28,001-56,000
  6   56,001-112,000
  7   112,001-150,000
  8   150,001-200,000
  9   200,001-250,000
  10  250,001-300,000
  11  300,001-400,000
  12  400,001-500,000
  13  500,001-600,000
  14  600,001-1,000,000
  15  1,000,001-2,000,000
  Master & Wild Vampires
  1   0,000-5,000
  2   5,001-10,000
  3   10,001-20,000
  4   20,001-40,000
  5   40,001-80,000
  6   80,001-120,000
  7   120,001-160,000
  8   160,001-200,000
  9   200,001-250,000
  10  250,001-300,000
  11  300,001-400,000
  12  400,001-500,000
  13  500,001-600,000
  14  600,001-1,000,000
  15  1,000,001-2,000,000
  Experience Bonuses
  As Master, Secondary (including Deluded and Hero Vam-
  pires) and Wild Vampires grow in experience, some bonuses and 
  abilities also increase.
  Level One: +1 to disarm and dodge.
  Level Two: +1 added to the vampire’s personal Horror Factor.
  Level Three: +1 to initiative and +1 to strike and parry.
  Level Four: +5% on all skills, +2D6 to Hit Points, and +1 to save 
  vs vampire Mind Control.
  Level Five: Summon 1D4x10 additional bats, rats or mice or 
  2D6 canines.
  Level Six: Mind Control Human Enslavement: Can have one ad-
  ditional Mind Slave. Also select one new psionic power from 
  the Sensitive category.
  Level Seven: The power level of the vampire’s psionics goes up 
  by one level (if 4th level to start, it is now 5th level), and I.S.P. 
  increases by 3D6+6 points.
  Level Eight: +1D6 to Supernatural P.S., +1 to the vampire’s per-
  sonal Horror Factor and +3D6 to P.P.E.
  Level Nine: Double the duration of Hypnotic Suggestion and 
  Mind Control powers. Secondary Vampires are also better at 
  creating their own kind, +10% to create a Secondary Vampire 
  from a Slow Kill bite.
  Level Ten: Mind Control Human Enslavement: Can create and 
  control 1D6+2 additional Mind Slaves.
  Level Eleven: Double the size of the fog when one is summoned, 
  and add +1 to the vampire’s personal Horror Factor.
  Level Twelve: Can summon via a form of Telepathy, 1D6+1 of 
  his Mind Slaves and/or human or vampire servants or hench-
  men up to a distance of 1,000 feet (305 m).
  Level Thirteen: Summon 1D4x100 additional bats, rats or mice 
  or 6D6+4 canines.
  Level Fourteen: +1D6x10 to Hit Points, and +1 to save vs vam-
  pire Mind Control, and double the number of undead who can 
  be influenced via Mind Control: Vampire vs Vampire.
  Level Fifteen: Attacks via running water do half damage.
  
  62
  Vampire Protectors
  dog with a monkey. The head of the Chupacabra resembles that 
  of a baboon or canine, with a long muzzle, small pointed teeth 
  and a pair of large fangs. The creature has large, blood-red eyes, 
  and pointed dog- or bat-like ears. A crop of shaggy hair on its 
  head and neck runs halfway down its spine like that of an African 
  Lion, except the hair of the mane is much shorter than a lion’s, 
  and does not grow under or on the sides of the neck, just on the 
  top of the head and down the back of the neck. The mane extends 
  along the spine and between the shoulder blades. The Chupaca-
  bra’s skin is a dull green color and scaly like a reptile. A series 
  of short spikes run along the spine ending just before the rump. 
  The whip-like tail is more like a dog’s than a monkey’s and it 
  is not prehensile. The hands have four fingers and an opposable 
  thumb, but are small, like those of a monkey. The fingertips end 
  in small, sharp, black claws for ripping flesh and climbing. When 
  there is a need for speed, the monster runs on all fours in a loping 
  motion, but it can also stand, walk and run on its two hind legs at 
  half speed. Chupacabras are good climbers and can leap a good 
  distance and height, which means they can go from the ground to 
  climbing trees or scaling the side of a barn, building or mountain 
  cliff with a quick hop and a jump.
  Like vampires, Chupacabras are nocturnal animals who hunt 
  at night and drink the blood of their prey. However, they are not 
  the undead nor do they possess any of the powers of the vam-
  pire. Chupacabras are strange, possibly supernatural animals, and 
  though they are night hunters, they sometimes come out during 
  the day. They can also swim across rivers to get to new territories 
  and are quite comfortable living up in the rafters of a barn or 
  bridge or in trees, caves, ruins or anyplace they can hide. Despite 
  their speed and power, Chupacabras tend to be shy creatures, 
  even when they run in small packs of 2D4+1.
  The bloodthirsty creatures drink the blood of their animal 
  prey, but they are also P.P.E. vampires, known for predating 
  upon livestock and pets. The Chupacabra kills its prey, drinks in 
  the P.P.E. and then drinks the blood, leaving the carcass behind 
  otherwise intact. Chupacabras are extremely elusive creatures, 
  equipped with natural psychic abilities that allow them to better 
  track animals (and people) and evade pursuers. Their physiology 
  and breeding habits are mostly unknown, and theories regard-
  ing their origin range from them being Wild Vampires that have 
  somehow further devolved, to creatures from some long-forgot-
  ten vampire home world or alien dimension. All that is known is 
  that they drink blood and they appear most often in dimensions 
  and on planets that have been colonized by vampires.
  Dense rain forests, Aztec and Mayan ruins and rocky deserts 
  are all familiar habitats to the Chupacabra. The animals are most 
  prevalent living near farms and ranches where they can find plen-
  tiful prey such as goats, sheep, chickens and other livestock. They 
  shelter in caves and tunnels, in the remains of pre-Rifts sewer 
  systems and in thickets and burrows deep within the jungle. A 
  solitary scavenger and hunter that sometimes congregate in small 
  groups, Chupacabras normally stick to their animal diet, but have 
  been known to attack and kill, and sometimes abduct human chil-
  dren and small D-Bees. The creature may also attack adults who 
  are sick, hurt, especially if bleeding, or trapped/pinned. They are 
  “The number and variety of vampire protectors are many. As 
  humans, we immediately think mind slave and paid goons, both 
  of which are, indeed, counted among the Vampire’s protectors. 
  The problem is, you’re thinking like a human, and as I keep re-
  minding you, vampires are cruel and manipulative demons. Start 
  thinking like one.”
  – From the writings of Doc Reid
  The Chupacabra
  By Matthew Clements & Kevin Siembieda
  One of the many mysteries of Mexico and Central America 
  is the fabled Chupacabra. Spoken of in folklore long before the 
  Coming of the Rifts, early sightings may have been evidence of 
  previous attempts made by Vampire Intelligences to break into 
  our dimension. Since the appearance of the Rifts, however, and 
  especially since the establishment of the Vampire Kingdoms, the 
  Chupacabra is known to be an actual flesh and blood creature, 
  spoken of with fear and a certain bizarre reverence by the mortal 
  inhabitants of Mexico.
  Chupacabras are supernatural animals with a hunger for 
  blood. The creature looks like a genetic mistake that merged a 
  
  63
  sometimes seen on battlefields when the fighting is over, finish-
  ing off the wounded and drinking their P.P.E. and blood. Chil-
  dren abducted by the little monsters are taken back to their dens 
  and kept as playthings for several days. However, if the child or 
  small D-Bee proves to be an annoyance, too much trouble or the 
  creature tires of him, it feeds and drags the body away from its 
  den, dumping it out in the open for scavengers to devour.
  Chupacabras are curious about people and may simply fol-
  low groups of humanoids or cause mischief because it amuses 
  them. Necromancers and Shifters sometimes use them as pets or 
  Familiars.
  Among vampires, they may be kept as pets, like trained mon-
  keys or dogs. Chupacabras seem to have an affinity for the undead 
  and obey them much better than any human owner. Vampires use 
  them not only as pets, but as watchdogs and for herding and cor-
  ralling human cattle like sheepdogs, and running down slaves or 
  prisoners trying to make an escape. In the capacity of wrangling 
  humanoids or running down slaves, 2-4 Chupacabras are set 
  upon one or two individuals, leaping on their backs, biting their 
  legs and ankles and tripping them. The creatures are found in the 
  wild, especially tailing or living among packs of Wild Vampires. 
  However, they are most numerous in the vampire cities where in 
  addition to being vampire pets, wild Chupacabras scurry through 
  the streets and alleys, on the sides of buildings, and along ledges 
  and rooftops like oversized rats. Found in every vampire city (in-
  cluding Ciudad Juarez, though in smaller numbers), Chupacabras 
  overrun Ixzotz, whose untended ruins and abandoned vampire 
  lairs make perfect dens for the creatures.
  Most humans and D-Bees view Chupacabras as pests and ver-
  min, or even as little monsters that spread disease and frighten, 
  chase and kill livestock as well as represent a danger to house 
  pets, children and the elderly. They terrorize human and D-Bee 
  settlements throughout Central America, Mexico and the Ameri-
  can Southwest and are the bane of ranchers, cowboys, the Sim-
  van and other herdsmen. They are regularly hunted, trapped and 
  exterminated.
  Alignment: Considered Miscreant.
  Attributes: I.Q. 1D6+7 (high animal intelligence), M.E. 1D6+6, 
  M.A. 1D6+2, P.S. 1D6+8, P.P. 1D6+9, P.E. 1D6+10, P.B. 
  1D6+1, Spd 1D6+21, but can run at a speed of 44 (30 mph/48 
  km) in bursts lasting 3D4 minutes.
  Size: 2-4 feet (0.6-1.2 m), and weighs 40-120 lbs (18 kg-54.5 kg).
  M.D.C.: 5D6 +P.E. attribute number; Mega-Damage creature.
  P.P.E.: 6D6
  Disposition: Curious and inquisitive rather like monkeys, but 
  skittish and quick to attack when startled, attacked first or 
  when the beast thinks it has the upper hand.
  Average Life Span: 2D6+6 years in the wild. Some kept as pets 
  by vampires or as Familiars by Shifters have lived to be more 
  than 30 years old.
  Natural Abilities: Equivalent skills: Climb 85%, Detect Am-
  bush 55%, Land Navigation 85%, Prowl 55%, Swim 50%, and 
  Tailing 75%. Nightvision 1,000 feet (305 m). Can leap 12 feet 
  (3.6 m) from a standing position; double with a running start. 
  Chupacabras are P.P.E. vampires, but must kill their victim 
  in order to absorb its potential psychic energy. They require 
  between 10 and 20 P.P.E. per week to survive depending on 
  overall body weight. Also see Psionics.
  Attacks per Melee: Three for males. Two for females and young.
  Damage: Bite 1D4 M.D., claws 1D6 M.D., claw swipe 2D4 M.D. 
  (counts as two attacks), pounce/tackle 2D6 M.D. (Chupacabra 
  must have the initiative).
  Bonuses: +1 on Perception Rolls, +1 on initiative, +1 to strike 
  and parry and +3 to dodge.
  Vulnerabilities: Chupacabras are not true vampires and are not 
  harmed by daylight, wooden weapons, water, holy water, gar-
  lic or crosses. They are, however, vulnerable to silver weap-
  ons, which deal Mega-Damage when attacking them. This has 
  led the few scholars who have studied the creatures to con-
  clude that there must be some sort of connection between them 
  and vampires.
  Magic: None.
  Psionics: Detect Psionics (6), Sense Evil (2), Sense Magic (3), 
  Sense Time (2), and Empathic Transmission, but only Confu-
  sion and Fear (6). Considered a Major Psychic. I.S.P. is M.E. 
  attribute number x4.
  Psionic Sensitivity (special): Chupacabras can Sense Psychic 
  and Magic Energy like Psi-Stalkers: average skill 35% to track 
  a specific psychic “scent,” 75% to sense magic or psionic pow-
  ers being used in their vicinity. They can also Sense Supernat-
  ural Beings with a base skill of 40% +25% to sense vampires.
  Habitat: Chupacabras are shy and reclusive, and require a good 
  den or other hiding spot to conceal themselves. In the jun-
  gle, they inhabit fallen trees, caverns and burrows and relo-
  cate their dens frequently, living very much like other animal 
  predators. Closer to ranches or farmland they tend to create 
  more permanent dens and range across a familiar home terri-
  tory looking for prey. In cities and other urban areas they live 
  in sewers, abandoned houses, warehouses and ruins. In city 
  settings Chupacabras prey upon pigeons, rats, cats, stray dogs, 
  children who wander off in dark places, drunks and homeless 
  people. In vampire cities the creature may run wild (same as 
  city above), but many are vampire pets or herd animals. As 
  such, the monsters often sleep in the vampire’s lair or secret 
  hiding place, as well in the rafters of basements, under the bed, 
  in the attic and in catacombs.
  Chupacabras are found throughout Mexico and the Old 
  American Southwest, as well as in the jungles and ranch coun-
  try of what was once Guatemala, Honduras, Belize, Costa 
  Rica and the rest of Central America. Within the last ten years 
  they have also been reported around the vampire kingdom of 
  Haktla in Columbia and may be spreading further south.
  Dogs and Wolves
  “When you see a lot of wild dogs, coyotes or wolves running 
  the streets of a town or the paths of a village, it should be a red 
  flag. If they seem to stop and take a long, hard look at you, be 
  wary. If even one dog or wolf seems to be tailing you – watching 
  you – be more than wary. It is likely to be a vampire in the guise 
  of a wolf, or one of its protectors.
  “When you find a location, be it a ruin, house, farm, building, 
  or area of a cemetery that is home to a pack of coyotes, wolves 
  or wild dogs, you have found the lair of a vampire. Remember, 
  vampires often take the form of the wolf to stalk city streets and 
  track and tail enemies. Any wolf that seems too curious about 
  you, or seems to be tailing you, is probably a vampire. If not “the” 
  
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  vampire running the undead clans in the community, then a Wild 
  Vampire that serves him. Have no doubt of it.
  “While this may be unnerving, don’t let being followed by a 
  wolf or wolf pack, that are probably vampires, get to you. The 
  undead like to intimidate and play mind games. Remain steady 
  and use this information to your advantage. The demons have just 
  tipped their hand. You now know you are in a place occupied, 
  perhaps dominated by vampires. Don’t let them catch you off 
  guard; prepare for vampire combat. It has been my experience 
  that if vampires or their minions are following you, they see you 
  as a potential threat to them. Let that buoy your spirits and give 
  you courage. Be ready for a confrontation and fight back without 
  mercy.”
  – From the writings of Doc Reid
  Vampires can summon and control canines, including wolves 
  and coyotes. The animals are under the complete control of the 
  vampire and obey his every command. Thus, if he so desires, 
  they will follow him around, surround him, attack anyone who 
  comes within 10 feet (3 m), attack upon command, give chase or 
  track down and follow anyone the undead indicates. To most or-
  dinary people a pack of large, aggressive dogs, let alone coyotes 
  or wolves, are scary and intimidating; Horror Factor 12 (+1 for 
  every 10 animals). Furthermore, against ordinary people without 
  body armor, packs of dogs or wolves are going to inflict grievous 
  injury and kill a number of them. Even heroes in Mega-Damage 
  body armor can be knocked down, dragged down the street, held 
  down on the ground, and disarmed by a one or two big canines. 
  A pack may be able to keep an M.D.C. opponent off balance or 
  knocked off his feet for several melee rounds to several minutes. 
  Under normal conditions, hurting or killing a few would send the 
  ravaging animals running for the hills, but canines under the vam-
  pire’s sway fight to the death. A pack of them can easily manhan-
  dle an adventuring group, cause delays and create distractions.
  Vampires, ever the brutal and cunning opportunists, may not 
  waste their time sending wolves or dogs against well-armed and 
  armored adversaries. They’ll send the animals to attack bystand-
  ers knowing full well that no hero is going to stand idle and al-
  low innocent people to be mauled or slaughtered. Thus, a pack of 
  canines or coyotes can provide a wonderful diversion, misdirec-
  tion or crisis situation that forces heroes to save lives rather than 
  pursue the undead.
  The most important role canines play for vampires is that of 
  guardian of the lair. In the wilderness the canines will be coy-
  otes or wolves. In farm areas, canine protectors may be coyotes, 
  wolves and/or dogs. In towns and cities, they may, again, be any, 
  but more likely than not, the canines summoned will be dogs. In 
  most cases, a pack of dogs, coyotes or wolves is found outside 
  the building or structure that contains the lair. The animals act 
  like this is their territory and chase away or attack and kill anyone 
  who comes within 60 feet (18.3 m) of it. The animals are usu-
  ally all around the structure, so going around to the back or side 
  door is not an option. Dogs bark, coyotes and wolves howl at the 
  approach of trespassers, long before (100 yards/meters) the in-
  truders reach them. This noise is designed to alert any intelligent 
  protectors in the area that trouble approaches. The noise may also 
  awaken the vampire(s) within, though during the day the odds 
  of that happening are thin (01-15%), as vampires sleep like the 
  dead. At nighttime, however, any vampires present are immedi-
  ately alerted to the presence of intruders by the commotion (01-
  96%). This has the obvious benefit of giving a vampire time to 
  hide or prepare for attack, or greet his visitors. In a similar vein, 
  any protectors inside can prepare to hide their undead master or 
  any incriminating evidence, set traps for intruders, prepare for 
  combat, make a call for help, slip out the back (to get help, attack 
  outside, etc.) and so on.
  Canine protectors may also be kept inside the lair. Inside, their 
  barking and howling, as well as sounds of combat, are almost 
  certain to wake the slumbering vampires (01-88%), giving the 
  monsters the chance to join the battle, summon other protectors 
  or attempt to escape. As always, the canines fight to the death or 
  their incapacitation.
  Also, see Animals and Vampires in Combat Notes.
  The Mexican Wolf
  By Braden Campbell
  These wolves once ranged throughout Central Mexico, Tex-
  as, New Mexico, and Arizona. By the turn of the 20th Century 
  however, a reduction in natural prey and urbanization caused 
  the wolves to attack domestic livestock, like sheep and cattle. In 
  response, individuals and government agencies hunted and de-
  stroyed the animals without mercy. In 1976, the animal was de-
  clared an endangered subspecies, and by the dawning of the 21st 
  Century there were only four hundred of them in existence, kept 
  in wildlife preserves and breeding facilities. The Coming of the 
  Rifts changed all that. The Mexican Wolf survived and flourished 
  in the new wilderness.
  Today, the species not only covers its traditional range 
  throughout Mexico, in both the mountains and lowlands, but 
  can be found as far north as the Colorado Baronies. They are the 
  smallest subspecies of North American wolves, and have grey 
  fur with light brown accents on their back. Their long legs and 
  sleek body enable them to run very fast. They prefer mountain-
  ous forests, grasslands, and scrublands where they live in packs 
  of 6-36 members. Each pack includes a breeding adult pair (the 
  alpha male and female) and their offspring. Between May and 
  June, the females give birth to a litter of four to seven pups. The 
  pack cares for the newborns for roughly ten months, after which 
  they are grown enough to head out on their own.
  In the mystical lore of many Native American tribes, the wolf, 
  as a totem animal and spiritual force, is noble and courageous. 
  Anyone who accepts it as an equal and companion will be pro-
  tected to the utmost. Regrettably, they offer no protection against 
  vampires, and are often summoned and controlled by the undead, 
  particularly Wild Vampires.
  Notable Attributes: Medium Animal Intelligence; predator. 
  Speed: Runs at 35 mph (56 km) and up to 50 mph (80 km) in 
  a short burst lasting one minute.
  Size: Three and a half to four and a half feet (1.05 to 1.35 m).
  Weight: Between 60 and 80 pounds
  A.R.: Not applicable.
  Hit Points: 3D6+10. S.D.C.: 2D6+12.
  P.P.E.: 5D6
  Average Life Span: Up to 15 years.
  Attacks per Melee: Three.
  Damage: Bite does 2D6+3 S.D.C., claw attacks inflict 1D4 
  S.D.C.
  
  65
  Bonuses: +3 to initiative, +4 to strike, +4 to dodge, and +3 to 
  save versus Horror Factor.
  Natural Abilities: Nightvision 200 feet (61 m), Prowl 60%, 
  Track by Smell 88%, can smell blood scent up to one mile 
  (1.6 km) away, Swim 65%, can leap 3-4 feet (0.9 to 1.2 m) 
  high and 8 feet (2.4 m) across.
  Value: Some farmers in northern Mexico offer a bounty of 
  1D4x10 credits per tail to thin their numbers. However, it is 
  rumored that anyone who does so often suffers a vampire at-
  tack shortly thereafter, and so the wolves are usually left alone.
  Habitat: The Sonoran and Chihuahuan Deserts in Northern 
  Mexico. They also range throughout the Pecos Empire (Tex-
  as), southern New Mexico, and central Arizona. Recently, 
  they have been reported in Colorado (no one has yet figured 
  out that this is because vampires have moved into the area as 
  well).
  Demons and Monsters
  Vampires have few allies. Even among other supernatural be-
  ings and fellow demons, vampires are regarded as a pestilence or 
  dangerous rivals. Vampires don’t play well with others. They see 
  themselves as superior to all (a common trait among demons), 
  and their hive mind mentality makes them the conquering horde 
  that controls everything. Since vampires have no room for any-
  one else in their quest for global domination, there is no reason 
  for other supernatural beings to help them. That having been said, 
  there are lesser beings, rogue demons and monsters who don’t 
  know any better, or don’t care, who are willing to join forces with 
  the undead.
  Evil Mortal Henchmen
  With few other options left for them, there are mortals willing 
  to be the vampires’ henchman rather than be a slave, pet or food. 
  They take the attitude that it is better to be the slave master than 
  the slave, or better to be the cook than the ingredient in the meal. 
  If that means being one of the vampire’s henchmen who manages 
  the slaves or sends the innocent to hard labor or to the slaugh-
  terhouse, then that’s the way it has to be. Some of these mortal 
  henchmen feel regret and sorrow for what they do to their fellow 
  humanoids, but most are happy it’s not them. After a short while, 
  most henchmen become cold-hearted about their position and the 
  fate of those less fortunate. Some even start to see themselves as 
  superior to their fellow man.
  Slaves are mortals forced into physical labor. They are slaves 
  in every sense of the word. They are usually housed in barracks 
  behind a wire fence or a prison-like compound. Others are kept 
  in chains like a prison chain gang. The lucky ones are treated like 
  dogs or work animals. The unlucky ones are beaten and mistreat-
  ed daily. Most slaves hate and fear their undead keepers as well as 
  the mortal henchmen who treat them just as cruelly and are often 
  the ones administering the beatings and punishments. Slave over-
  lords are almost always henchmen. If given the chance, slaves 
  would run for their lives. Likewise, if given the chance to destroy 
  their demonic master or kill the brutal henchmen, they would do 
  so without hesitation.
  Servants are mortals a step above slaves. They cater to the 
  vampires’ needs, desires and protection. Servants are, in effect, 
  slaves of elevated position such as house servants who wait hand 
  and foot on their demonic masters, pleasure slaves or humanoid 
  pets. They are attendants who bring the undead food (yes, that 
  means a person for the vampire to feed upon, or the servant may 
  be the one responsible for extracting the blood and bringing it to 
  the vampire while it is still warm), dress them, fluff their pillows, 
  clean their homes, tidy up, serve at parties, secure the lair, watch 
  out for signs of trouble, and may be forced to tend to their mas-
  ters’ other needs, including carnal ones. The majority of servants 
  (66%) hate and fear the vampire lord who owns them, and would 
  flee if they thought they had a real chance of escape. Most are too 
  frightened to raise a hand against their undead masters or their 
  evil henchmen, though they would love to see them pay for their 
  cruelty.
  Loyal Servants. Some mortal servants (34%) come to iden-
  tify with their undead masters and accept their position in life as 
  third class citizens in a society ruled by monsters. It is better than 
  being a slave or human cattle, or trying to make a life in the wild. 
  As a servant, you have a nice room, you are guaranteed three hot 
  meals, you know what to expect every day, and you are probably 
  allowed to mate and have a family. Most of all, you are safe. The 
  only thing you have to fear is the vampires you serve, and if you 
  are obedient, submissive and do your job right, life can be very 
  good.
  These “loyal” servants truly accept their existence as servants, 
  happily serve their undead masters and work to preserve their 
  life. That includes keeping their masters safe. Loyal servants 
  might steal and skim this and that from their masters, but they 
  would never dream of running away or killing them. Life is (com-
  paratively) good, and loyal servants fight to preserve it. They pro-
  tect the vampires they serve and will snitch on other servants and 
  slaves, turn in any mortal they overhear talking against the mas-
  ter, warn the vampires of danger, and may even fight to protect 
  them. It is not that they love vampires (though some do), it’s that 
  they see this as a good life and they fight to protect that life and 
  their family’s. This also means loyal servants may have the ear 
  of various henchmen and turn to them when they think there is a 
  problem or threat that needs addressing.
  Henchmen are facilitators and enforcers who do the vam-
  pires’ dirty work. When it comes to dealing with slaves and 
  servants, henchmen are the ones who roust and beat slaves, and 
  assume the roles of slave master, manager and boss. They also 
  function as guardians, protectors, spies, agents and enforcers for 
  the vampires. Henchmen implement punishments, issue threats 
  and warnings, track down rivals and enemies, capture them or 
  inflict retribution, break legs, torture and kill in the name of their 
  masters.
  As evil facilitators, henchmen may be involved in kidnaping 
  and blackmail schemes, plant false evidence against enemies of 
  their master, impugn the reputations of rivals, threaten their loved 
  ones and help their masters ruin or destroy their rivals and en-
  emies. Henchmen lie, steal and kill in the name of the vampire(s) 
  they serve, as well as watch for trouble, protect the lair and rescue 
  the vampire they serve as necessary. There is always at least one 
  henchman assigned to protecting and guarding the vampire’s lair, 
  another (or a small team of 2-6) to protect the vampire’s home 
  and holdings, and a small team of “troubleshooters” (enforcers) 
  
  66
  to deal with other matters. Most henchmen are dedicated to their 
  undead master(s) and perform their job very well.
  These misanthropes realize that “henchman” is the top of the 
  food chain for mortals. It is the most powerful position a mor-
  tal can get in the vile world of the undead. Henchmen get the 
  best treatment, best food, best living facilities, enjoy favor and, 
  if they do their job well, get a certain amount of autonomy and 
  power. Serving a vampire, especially a powerful vampire lord, 
  gives them power and wins them favor. Henchmen live better 
  than any other vampire servant, and can become the unofficial 
  right-hand man of the monster. However, it is the power and 
  comfort that come with the job to which the henchman is loyal, 
  not the vampire(s) himself. Henchmen are just looking out for 
  themselves. That being said, they take their jobs seriously and 
  work hard to keep their masters safe and their position in vampire 
  society strong or improving.
  As you can tell from the duties of the job listed above, hench-
  man is a position that attracts the most ruthless people and, more 
  often than not, the most violent, brutal and cunning cutthroats, 
  murderers and evildoers. Many are bullies, brutes and psycho-
  paths, and they truly love their work. They love threatening 
  people, forcing people to do what they are told, and delight in 
  beating, torturing and killing others. For these violent and often 
  mentally disturbed men and women, being henchmen to a vam-
  pire is a dream come true. Vampires trust and appreciate their 
  henchmen. Those who learn how to stroke a vampire’s ego in 
  the process can attain shocking levels of trust and power in the 
  service of evil.
  Henchmen may begin their relationship with the undead as 
  slaves or servants who, over time, earn the vampires’ trust or im-
  press them with their resourcefulness and cruelty. A henchman 
  (or lead servant) is three steps above a slave and two steps above 
  an ordinary servant. Henchmen enjoy a greater level of freedom 
  and trust from their demon masters, in part, because the wicked 
  undead understands and appreciate ruthlessness and selfishness. 
  While evil henchmen may secretly dislike and even despise their 
  vampire masters, they serve them with surprising loyalty and 
  care.
  Henchmen for hire. Other henchmen to vampires are merce-
  naries, assassins and criminals for hire happy to serve up human-
  ity on a silver platter for personal reward and profit. Only the 
  most despicable humans and D-Bees serve vampires of their own 
  free will. Some do so for money, others for power and influence, 
  and still others out of some sick sense of revenge. And some just 
  like to hurt and kill others. Getting paid for it is just the frosting 
  on the cake. Money and power are the main reason most do it. As 
  a rule, henchmen see vampires as the dominant power, especially 
  in Mexico. Working for the rich and powerful are what assassins 
  and hired guns always do, so working for vampires who are the 
  reigning power in Mexico is – more or less – business as usual. 
  Besides, it keeps them off the dinner plate themselves.
  Note: A henchman of any variety can be human or D-Bee, and 
  any O.C.C. or R.C.C. the only requirement is that the individual 
  is Anarchist or an evil alignment, and willing to turn his back 
  on humanity. Other monsters, Sub-Demons, Lesser Demons and 
  other evil beings may also serve as vampire’s servant or hench-
  man.
  Mind Slave
  Like the Slow Kill, a Master or Secondary Vampire can turn 
  a human or D-Bee into his Mind Slave via a series of nonlethal 
  bites. On three consecutive nights the undead comes to feed, 
  drinking a small amount of blood every visit. The third visit does 
  not slay the victim, but enslaves him (or her), creating the leg-
  endary vampire slave/servant and protector. Note: A Secondary 
  Vampire is limited to only one Mind Slave and a Master, two. 
  Wild Vampires cannot have a Mind Slave.
  Compelled to serve. The Mind Slave is different from any 
  other servants or henchmen, because he is an unwilling slave 
  placed under the vampire’s complete control. The Mind Slave 
  knows to fear and obey his master, and is completely subservient 
  to him. Even if he hates what is asked of him, the Mind Slave has 
  no willpower of his own to resist. He must serve the vampire. 
  The real tragedy is that the suffering Mind Slave is not a mindless 
  zombie or puppet. He retains his memories, skills, alignment and 
  sense of right and wrong, thus being forced to do wicked things 
  counter to his alignment is torture. A fact that vampires enjoy im-
  measurably. Vampires are demons who enjoy dominating others 
  and inflicting misery. Consequently, many make a point of mak-
  ing a good, kind individual their Mind Slave.
  The compunction to serve is so powerful and all consuming to 
  the Mind Slave; nothing else matters. He does everything in his 
  power to serve and protect the vampire. Unless given a command 
  to do something else during the day, the Mind Slave is always 
  present in or around the vampire’s sleeping place to keep it safe. 
  The Mind Slave maintains the lair and provides cover stories, 
  alibis, and an innocent front to hide and/or protect his master. The 
  Mind Slave is also likely to be the vampire’s front man regard-
  ing many interactions with mortals, and is likely to be the one to 
  hire, coordinate and command many of the vampire’s henchmen. 
  When the safety of the lair, or the vampire himself is threatened, 
  the Mind Slave fights to the death to protect him or give him time 
  to escape. He has no other choice.
  The Mind Slave is permanently linked to his demonic mas-
  ter and cannot raise a finger against him, not even to save him-
  self, nor attempt to run away. The best the Mind Slave can do is 
  attempt to not perform commands that are completely repugnant 
  to him, but he is -6 to save vs the vampire’s Mind Control, and 
  will be forced to do terrible things. Even if the save is successful 
  and the slave disobeys, he remains the vampire’s obedient slave 
  and has only managed to refuse to perform one particular com-
  mand. Of course, such defiance results in harsh punishment that 
  may involve physical or more mental torture.
  The link between vampire and Mind Slave is so powerful that 
  the Mind Slave senses when the vampire awakens, is near (with 
  200 feet/61 m), is in pain, and when his master requires his ser-
  vices. Likewise, a limited telepathic link is established by which 
  the vampire can mentally call to his servant and be heard. The 
  telepathic message is always brief, “Come to me now, and bring 
  the carriage.” or, “Go to so and so and tell him to stop his search 
  or die.” The Mind Slave also automatically knows the location 
  of his undead master at any given time, and whether the vampire 
  is in danger or in need of him. Range is one mile (1.6 km). This 
  is a two-way connection, so the vampire knows his Mind Slave 
  has received the message, can hear his slave’s verbal response, 
  
  67
  provided it is spoken aloud, knows when his slave is in danger or 
  in pain, or killed, and knows the slave’s exact location by concen-
  trating on him. Range is one mile (1.6 km).
  The duration of this unholy union is permanent. The only way 
  to free a victim of a vampire’s Mind Control Enslavement is to 
  slay the vampire who controls him. Taking the Mind Slave thou-
  sands of miles away, or even to another dimension is likely to 
  drive the poor soul insane. All he can think about is getting back 
  to the master, how the master must need him, and how angry 
  the master will be when they are reunited. The Mind Slave will 
  do everything in his power to return to the vampire to whom he 
  “belongs.” If not allowed to do so, the Mind Slave will resort 
  to violence and murder to “make” someone take him back. The 
  vampire’s Mind Slave will also engage in acts to undermine, 
  sabotage and destroy those around him, starting with his captors. 
  The violence escalates to rape, torture and murder, behaving very 
  much like a sadistic serial killer. The Mind Slave is also likely to 
  drink or bathe in his victims’ blood or eat or wear his victims’ en-
  trails. Those able to fight such horrid compulsion may take to eat-
  ing live insects, mice, bats or snakes. Again, the Mind Slave does 
  not want to do any of this. He is programmed to do these things 
  by his evil undead master to force people to let him go. More ter-
  ror and innocent victims to fall at the hands of the vampire via his 
  Mind Slave servant. Killing the Mind Slave may put an end to the 
  mayhem, but the vampire who created him will instantly know 
  he is dead, even if they are dimensions apart. Worse, it enables 
  the vampire to find and create a new Mind Slave. As long as the 
  current Mind Slave lives, the vampire cannot create another. So 
  if the vampire can locate him, the monster will do whatever he 
  can to free him and whisk the Mind Slave away, or at the very 
  least kill him.
  Penalties: When the Mind Slave is separated from the vam-
  pire like this, the Mind Slave is a nervous wreck. He sleeps only 
  1D4+2 hours a day, is awake all night, chews on his fingernails, 
  paces back and forth, rambles when he talks, may talk to himself, 
  may develop a nervous tick, sees M.E. and P.B. reduced by 10%, 
  and suffers a -20% penalty to the performance of all skills, but the 
  penalty disappears when trying to escape.
  Powers of the Mind Slave: The link between vampire and 
  Mind Slave is greater than people realize, giving the Mind Slave 
  additional powers and bonuses; as follows.
  ! Increase the Mind Slave’s S.D.C. by 50%.
  ! Increase the Mind Slave’s P.S. attribute by 2D4+1 points.
  ! The Mind Slave can eat bugs, drink blood, and eat raw meat, 
  rancid meat and road kill without fear of getting ill from it.
  ! +10% to Climb, +10% to Prowl (if the character doesn’t have 
  these skills, he gets a base skill of 50% for both), +2 on Per-
  ception Rolls, +8 to save vs disease, heals twice as fast than 
  normal for his species, and is impervious to possession (in a 
  way he is already possessed by the vampire).
  ! Bonuses to defend the master: Only when the Mind Slave is 
  fighting to protect his vampire master, or the master’s lair, 
  does he gets the following bonuses: +1 on initiative, +2 attacks 
  per melee round, +1 to strike and +2 to disarm.
  Note: See Mind Control: Enslavement described under 
  Vampire Powers for more information and details about trauma, 
  side effects, and other details.
  Rats and Vermin
  As noted previously, Undead Vampires are demons with a 
  range of supernatural powers. One of these powers is the ability 
  to summon and command rats, mice, bats and similar creatures 
  that most humanoids consider to be disgusting, frightening ver-
  min. Vampires are cunning demons versed in human psychology 
  and like to use it against us. They use rats and vermin to play 
  upon our fears and phobias.
  Vampires know the average human and D-Bees have an aver-
  sion to mice, rats (Horror Factor 12) and other creepy crawlers. 
  So they’ll summon a sea of them to fill an area where they don’t 
  want people to go, like their lair, or send a few dozen to hundreds 
  into a building to create a panic or to get people to come running. 
  The use of rats, bats and similar vermin to create a diversion or 
  stampede of screaming people is a common ploy of the undead. 
  As people run away, others from nearby rush over to see what’s 
  happening. This leaves other areas empty or left unguarded. The 
  vast majority of people (99%) will be at the commotion, not else-
  where, which may be exactly what the vampire wants.
  As a result, a vampire’s sleeping place may be filled with a 
  sea of rats, mice or bats. They know most people, even hard-
  ened warriors, will hesitate before wading into a sea of vermin. 
  Rodents that drop on a person from above, or leap or climb onto 
  one’s body usually cause the knee-jerk reaction of brushing it off 
  (using up one melee attack per action to knock the animals off). 
  This creates a considerable distraction (Penalties: -2 on initiative 
  and -2 to Perception Rolls, and make that -4 for characters who 
  lose their roll to save vs Horror Factor). Characters with an actual 
  phobia will not enter such a scene and some will run away.
  Warriors clad in full body or power armor may not hesitate, 
  but if there is truly a carpet of animals, trying to navigate through 
  them and stepping on them can cause a character to slip and fall, 
  and to be covered in them. Even in armor it is a creepy sensa-
  tion to have scores of mice or rats crawling all over you. The 
  fall causes the character to lose initiative and one melee attack, 
  vermin crawling over his face plate may require brushing or pull-
  ing them away; a loss of another melee attack. The fall might 
  have knocked over someone else or blocked the entry or exit. 
  The noise from a screaming sea of rats, mice and/or bats can 
  make communication or spell casting difficult or impossible, as 
  the constant movement is distracting and disorienting. A flock of 
  bats flying around and screeching has the same effect, and is even 
  better suited for blocking vision and targeting. (Penalties from 
  distracting, moving and screeching vermin: -10% to skill per-
  formance, -3 on initiative, +3 Perception Rolls, -2 to all combat 
  maneuvers. And if someone starts shooting in a panic or blindly, 
  double those penalties and hope someone doesn’t get hurt by 
  friendly fire.)
  
  68
  
  69
  All of this is designed to, a) slow down and disorient intruders, 
  b) create enough noise to awaken the slumbering vampire, alert-
  ing him to immediate danger, and c) to alert the protector(s) in the 
  lair or nearby. A smart vampire will have several escape routes 
  or alternative hiding places to slip away into while the invaders 
  are distracted. Or it may give him the opportunity to launch his 
  own attack on them, or summon more defenders via radio or tele-
  phone. Note: In this type of situation, the vampire and his protec-
  tors/henchmen automatically have the initiative.
  Vermin may not be large or ferocious protectors, but a sea of 
  them can get the job of protecting the vampire done.
  See Summon Vermin described under Vampire Powers for 
  more details and ideas.
  Terrorized Townspeople
  Do not underestimate the power of fear. Vampires are mas-
  ters of intimidation and thrive on creating an atmosphere of ter-
  ror. Vampires are, themselves a study in horror: The dead risen 
  from the grave to feed upon the living. They kill by ripping out 
  the throat of their victims with their teeth like a wild animal and 
  drinking their blood. Moreover, they are superhuman and can-
  not be slain with conventional bullets or lasers. Now imagine 
  your town ruled by a gang of such monsters. You’ve seen those 
  who oppose the hell-spawned monsters hunted down, dragged 
  through the streets and tortured before being slaughtered like 
  pigs. You’ve seen them kill entire families for the sins of one. 
  You have witnessed, if not personally felt, the sting of their ire 
  and pain of their whims. Until the vampires came, you never 
  knew the full meaning of cruelty and evil.
  So with all of this in mind, think about what you would do 
  against vampires. Run? Where? How far can you get before your 
  undead masters track you down and make you pay? And if not 
  you, your family.
  Fight? How and with what? Yes, vampires have simple vul-
  nerabilities, but how does a simple farmer or band of farmers take 
  on an enemy with the speed and strength of a Combat Cyborg 
  or power armor trooper. Vampires are demons with supernatu-
  ral powers. Even if you could muster the courage, what are your 
  odds of winning?
  Vampires take full advantage of their power, not just in physi-
  cal confrontation, but also in psychological warfare. They fre-
  quently boast about their powers, point out what terrible things 
  they could inflict upon you or others, and how easy it would be to 
  do so. They also like to make public displays of their power and 
  bloodthirsty ways. They drag a defiant slave into the street, hand 
  him a weapon that hurts vampires and command him to take his 
  best shot, before dodging his attack and gutting him in less than a 
  melee round. They’ll slaughter a dozen or two people in a similar 
  public spectacle. Vampires also put the severed heads of their 
  enemies on pikes and line the streets with them, or heap them at 
  the front steps of a church, or dangle them on rope or chain from 
  street lamps or fenceposts. All of this intimidates and creates ter-
  ror, and he who controls the terror, holds sway over the people.
  It is terror that holds the town and its beleaguered people in 
  check. They do not run because they cannot run far enough. They 
  dare not disobey because their family will suffer for it. Those 
  who fight are killed, or worse – including the chance of being 
  turned into a vampire themselves. There is nothing more terrify-
  ing than seeing a friend or neighbor slain only to return as one of 
  the wicked and devouring living dead. And as one of the risen 
  dead, your neighbor is now a monster who treats you like all the 
  other vampires. Only he is even scarier, because he was one of 
  you. He knows your secrets. He knows your hiding places, your 
  secret weapon stash, your hopes and dreams. Secrets he now 
  shares with his fellow vampires.
  Once the will of the people is broken, it is easy to control them 
  like sheep. When one stands up for himself, he is made an ex-
  ample. If one or two manage to get away, they are the lucky ones, 
  though the broken townspeople are likely to convince themselves 
  they died in the desert, fools with a dream.
  Fear keeps the villagers silent. Fear compels them to maintain 
  whatever facade the vampires may want. And fear may get them 
  to lay traps for unsuspecting adventurers, heroes and travelers. 
  Fear can make them hide and protect their tormentors and fight 
  the good guys, or prevent them from joining the battle. Of course, 
  some percentage of terrorized townspeople (1D6x10%) will rise 
  up and join the fight against the undead if they have reason to 
  believe they have a real chance for success.
  Worshipers
  and Death Cults
  It may surprise you to learn that death cults that worship vam-
  pires are rare. This is likely because people have no desire to be 
  dominated and ruled by the bloodthirsty monsters. Though the 
  idea of becoming a vampire and immortal appeals to some peo-
  ple, the life of a vampire is not all that glamorous or alluring. Of 
  course, when a Death Cult that worships vampires does appear, 
  its members are, in effect, loyal servants or willing henchmen 
  happy to serve and protect the undead. They’ll do whatever the 
  vampires ask, and there are likely to be 1D4 suitable candidates 
  for becoming a Master Vampire.
  In the Vampire Kingdoms, the enslaved mortal populace is 
  expected to treat them as gods, but it is one thing to be “treated” 
  like a deity and another to be honestly worshiped as one.
  The Vampire’s Lair
  Place of Safety and Concealment
  A vampire’s lair can be almost anyplace. A Secondary or Mas-
  ter Vampire who feels in control and is in command of a vampire 
  clan, or an entire community of terrorized or loyal humanoids, 
  might live in a mansion, tower or castle. So might any ostentatious 
  vampire who likes to show off and flaunt his power. Such a home 
  might have the equivalent of an M.D.C. fallout shelter, bunker 
  or panic room with M.D.C. walls and a vault-like door. Armed 
  guards may patrol the grounds of the estate, along with subservi-
  ent Secondary and Wild Vampires, and/or mortal henchmen and 
  canines. This is one possible scenario, but it is the exception, not 
  the rule. Even a vampire lord (any Secondary or Master Vampire 
  who holds a position of power over other undead and mortals) is 
  likely to have one or more secret lairs and safe places to slumber.
  The cunning vampire knows people will expect to find him at 
  his home or business, so that’s where he does not make his day-
  
  70
  time resting place. Only about 20% of the time is the vampire’s 
  lair and sleeping place at home. Those at home are likely to be 
  located in a bedroom, the basement or attic. However, even at 
  home the vampire’s place of rest is often concealed, disguised 
  or hidden. The vampire’s actual sleeping place might be located 
  under the floor or in the ceiling, or inside a secret compartment in 
  the wall, under the porch, in the fruit cellar, under the stairs, up 
  in the rafters, behind the washing machine, inside the dryer or a 
  barrel, or inside a chest or under a worktable, even inside a safe. 
  Vampires often make their sleeping chamber in the strangest and 
  most unlikely of places.
  Abandoned buildings are a favorite hiding place. A board-
  ed-up house, old farm, barn, warehouse, office building, grain 
  silo, the bottom of a dry well, abandoned pre-Rifts missile silo, 
  etc., are all candidates. The idea is to hide and sleep during the 
  day where enemies would not think to look. There are lots of 
  places to hide in abandoned buildings. In fact, the ones where 
  portions of the inner building have collapsed are the best, because 
  the vampire can turn to mist to enter collapsed areas and pockets 
  under debris that people cannot easily get to or even see. Plus, 
  commercial buildings may have basements and sub-basements, 
  concealed utility access tunnels, old furnaces, steam tunnels, and 
  other concealed places to hide. Furthermore, nobody is going to 
  question seeing stray dogs or homeless people (really henchmen 
  protectors) at such locations.
  Caves and tunnels make excellent lairs and sleeping cham-
  bers, be they natural or pre-Rifts ruins.
  Cemeteries are very popular as the resting place of vampires. 
  It’s ironic, because cemeteries fit the idea of the “risen dead” and 
  most people find them to be spooky, yet here they lie.
  Vampires find cemeteries desirable for several reasons:
  1. Even in a city, a cemetery is a remote location away from 
  prying eyes.
  2. They are outdoors where animal protectors won’t seem out 
  of place.
  3. The cemetery is largely deserted, especially at night and just 
  before dawn.
  4. A vampire can make his sleeping place inside a coffin six 
  feet (1.8 m) underground – accessed by the vampire when he 
  turns into a mist and seeps into the loose earth of a fresh grave or 
  through a small air tube or two that is barely noticeable, placed 
  there by a henchman, leading to the coffin below. Vampires love 
  using an empty coffin that is buried six feet under, as his secret 
  sleeping place. For one thing, it is hidden among hundreds or 
  thousands of other graves. To locate the grave/lair of a vampire, 
  his enemies have to follow him to his place of slumber without 
  being detected, or enjoy the pure luck of seeing the vampire at 
  the location of his secret grave. Or more likely, a villager who 
  happens to know the location screws up enough courage to tell a 
  Vampire Hunter. Once the grave site has been located, the mon-
  ster must be dug up, the coffin opened, and the monster impaled 
  with a wooden stake or burnt to ash in the light of day before it 
  can attack or try to escape. Mausoleums are also popular, though 
  they much more accessible on the surface, but can be locked from 
  inside or be made of M.D.C. material.
  Home of a Mind Slave, servant or willing henchmen. The 
  vampire may choose to sleep in a dark, secure location at the 
  home of one of his underlings.
  Neighbor’s house. The neighbor’s house may seem unlikely, 
  but it can be a wonderful ruse. This works especially well when 
  the neighbor is NOT a Mind Slave, servant or complicit in any 
  way. The home of a neighbor who works late, goes away a lot 
  on business or is elderly, is a perfect front for a secret lair. The 
  vampire can establish a concealed location in the home (base-
  ment, attic, cellar, old storage crate or trunk, etc.) and sleep all 
  day without anyone ever knowing it. He slips in and out unseen, 
  as a bat or a mist. Best of all, the true residents can swear on the 
  Bible that there are no undead hiding in this house and mean it. 
  The perfect pawns in a classic vampire ruse.
  Nightclubs and other establishments that are closed during the 
  day and open at night can also make a good place to hide and 
  sleep during the day.
  Outdoors burrow. Don’t forget that Secondary and Wild 
  Vampires can burrow into the ground anywhere. Secondary 
  Vampires are more civilized and refined, so they tend to prefer 
  a building, cave or actual lair, but in a pinch, or if they think it’s 
  safer, they can burrow underground. The location of the outdoors 
  burrow may be under the porch, behind the barn, in the floor of 
  the cellar, or down the road under a fallen tree or boulder, inside 
  a dry well, under a haystack or just about anywhere that is off the 
  beaten path.
  Note: Temples and churches that worship dark gods or the 
  forces of darkness may seem like a logical place for a vampire to 
  find refuge, but seldom are. For one thing, most places of wor-
  ship are for a specific god or pantheon, and vampires are probably 
  their enemy or rival, making them unwelcome. Morgues and hos-
  pitals are too busy for a vampire to hide without fear of discovery.
  
  71
  To Kill a 
  Vampire
  Vampire Weaknesses & Vulnerabilities
  washes away earth and over time, can wear a mountain of stone 
  into a pebble. One need only to look at the Grand Canyon to see 
  the power of running water. As for wood, it grows from the earth, 
  nurtured by rain and sunlight, therefore encapsulating the essence 
  of life itself. And sunlight has always been the antithesis and en-
  emy of darkness. Silver and magic are vulnerabilities common 
  to many supernatural beings from werebeasts to demons, though 
  again, I cannot explain why in scientific terms.
  If this explanation sounds more like superstition and the meta-
  physical than scientific, I must plead guilty. All I know is while 
  I can’t explain it, they work. They can be used to contain, fight 
  and slay vampires and I’m going to tell you how to use them to 
  their full potential.
  As a man of science I continue to search for reasons the undead 
  are vulnerable to some things and not others. As a Vampire Hunter 
  of many years now, I don’t really care about the hows and whys. 
  I’m happy that they exist and that they work. If Undead Vam-
  pires were not vulnerable to common things available to anyone 
  from peasants and soldiers to sorcerers and kings, they would be 
  unstoppable. Whether this is by the grace of God, whom I had 
  stopped believing in until I became a vampire slayer, or due to 
  physics of the supernatural realm beyond my comprehension, I am 
  grateful for them. Even with these weaknesses, slaying vampires 
  is no easy task. And those who think otherwise are arrogant fools.
  – From the writings of Doc Reid
  Destroying a Vampire
  “The remains of vampires must be destroyed in the time-
  honored fashion of being staked and burnt to ash, or exposed to 
  sunlight, or submerged in running water to be permanently de-
  stroyed.
  “Vampires are difficult to destroy. Even when you think 
  you’ve killed the damned monster, he is likely to return and prove 
  you wrong. A number of things from magic to wooden weapons 
  and silver bullets can hurt and seem to kill a vampire.
  “Many people mistakenly believe driving a wooden stake 
  through a vampire’s heart kills he, but they are wrong. It renders 
  the monster incapacitated and induces a coma-like state. Remove 
  the stake, and the vampire regenerates right before your eyes. 
  Even if the vampire is nothing more than a skeleton, removing 
  the stake from his rib cage brings him back to undead life. Like-
  wise, a mangled or dismembered vampire can regenerate and re-
  turn to inflict more death and destruction. That’s the part people 
  unfamiliar with vampires don’t understand, and it can spell their 
  doom. Just because a vampire goes down and appears to be dead, 
  does not mean he is dead. He is likely to be regenerating or dor-
  mant until he can regenerate. Death is elusive for vampires, who 
  can regenerate from partial skeletal remains, especially if the 
  head is connected or placed with the remains. But even chopping 
  off the head is not enough.”
  – From the writings of Doc Reid
  The most common way to make sure a vampire cannot return 
  to life is to cut off the head, and burn the head and body sepa-
  rately. Full details are described, below under Fire.
  Another is to expose the living, staked or decapitated vampire 
  to sunlight and watch it burn up and turn to dust.
  The third is to submerge the corpse under running water and 
  watch it melt away and vanish in a matter of minutes.
  Decapitation
  Fire (limited)
  Herbs
  Holy Symbols/The Cross
  Magic (limited)
  Spells
  Techno-Wizardry
  Psionics (limited)
  Silver
  Soil (conditional)
  Sunlight
  Water, Holy
  Water, Running
  Rain
  Rivers
  Water Weapons
  Wood
  Wooden Stakes
  Vampires can be daunting opponents. The creatures can with-
  stand the fiery impact of a hundred plasma missiles and shrug off 
  the sizzling assault of a particle beam, making the monsters ap-
  pear indestructible. Our modern weapons are but toy pea shooters 
  to the undead. Moreover, a vampire can be immobilized with a 
  wooden stake through the heart, decapitated and hacked to pieces 
  yet return whole to seek his revenge. You or I suffering such 
  debilitating trauma would be dead and beyond any means of re-
  covery. This is not so with Vampires. Unless proper measures 
  are taken to dispose of the vampire’s body, the monster can be 
  restored to continue his reign of evil. The legend of vampire im-
  mortality is born from such tales, and they can live for thousands 
  of years until slain.
  I am writing to tell you vampires are difficult to kill but they 
  are not indestructible. In fact, Undead Vampires suffer from a 
  wide range of weaknesses that can be used against them. Weak-
  nesses that may seem ridiculous or heaven sent. Whereas a laser 
  beam or sword made of ordinary steel is harmless to a vampire, 
  a wooden club, a silver bullet or silver-coated blade are deadly 
  weapons, and a shaft of sunlight might as well be a disintegration 
  beam. The simplest of things can defeat the vampire’s mind-bog-
  gling regenerative powers and limited invulnerability. The trick 
  is to know what they are and how to use them with maximum 
  effect. Even with such great vulnerability to simple and plentiful 
  things, vampires are likely to be the most dangerous supernatural 
  menace you will ever face.
  Though I cannot explain the supernatural nature of vampires, I 
  have a theory. It appears Undead Vampires are an elemental force 
  tied to earth, darkness and death. The supernatural essence that is 
  the life force of vampires needs a physical vessel in which to an-
  chor himself to our dimension and the physical plane. That vessel 
  is the body of a mortal slain via the Slow Kill Bite. Once a body 
  has been secured, the supernatural essence imbues the body with 
  inhuman power and abilities, but the physical form also makes 
  vampires vulnerable.
  Their elemental connection to the earth may explain their need 
  to sleep upon a bed of soil, or within the earth itself, in which the 
  vampire (not the man) first came to life. This elemental link to 
  earth may also explain why they are vulnerable to wood, running 
  water and sunlight, all of which represent life. Running water 
  
  72
  Decapitation
  “Fighting vampires is gruesome work not for the faint of heart. 
  Keep your faith. You are doing the work of angels. But it is tricky 
  work. After a vampire is slain, one must make certain the body is 
  properly disposed of to make sure the monster stays dead.”
  – From the writings of Doc Reid
  Decapitating a vampire has the same effect as driving a wood-
  en stake through the heart: The headless vampire instantly falls 
  into a coma. To the uninitiated it may seem like the monster is 
  dead. Always a mistake. Unless the body is properly disposed of, 
  there is a chance the vampire will regenerate and rise again.
  Chopping off the head, or staking the vampire through the 
  heart, breaks the monster’s supernatural power of regeneration. 
  Unable to regenerate, the vampire appears to be dead. However, 
  he is not dead and his threat is far from over. As long as the head 
  and body remain separated and apart from each other, the vam-
  pire cannot regenerate. Both body and head are dormant and will 
  remain so for ages. But put head and body together in the same 
  grave or container, and the head reattaches, the body regenerates, 
  and the vampire rises again.
  The trick is to make sure the body and head are both destroyed, 
  separately. Put a severed head with the body and the two pieces 
  reconnect and regenerate. Remove the stake from the heart, and 
  the vampire regenerates. Leave the body lying where it fell, even 
  if hacked to pieces, and the vampire reforms and regenerates. 
  Leave the body without a head or a head without a body, and a 
  little known or spoken about Necromantic ritual can be used to 
  regrow the missing part and raise the vampire. The magic ritual 
  may not even be required, since if the head and body are just 
  laid together, the head reattaches and regeneration occurs. The 
  body must be disposed of in one of three specific ways to pre-
  vent a vampire from returning to undead life. See Fire, Sunlight 
  and Water for details, but post mortem decapitation followed 
  by burning the head and body separately is the most common 
  method.
  Game Rules for Decapitation:
  ! 21 Hit Points of damage to the neck is required to cut off a 
  vampire’s head.
  ! Decapitation: No Resistance. Removing the head from a vam-
  pire that has been staked, or otherwise incapacitated, should 
  be accomplished with one or two melee actions. A G.M. may 
  require the motion of doing so or just make it an automatic 
  success when a character expresses the desire to do so.
  ! Decapitation with Active Resistance. Decapitation of an ac-
  tive undead adversary who can parry or dodge, and is probably 
  moving in the first place, is not easy.
  First, the attacker must use a bladed weapon capable of 
  damaging a vampire (wood, silver, magic, etc.).
  Second, the player must declare a Called Shot and his in-
  tention of going for a decapitation attack before he rolls 1D20 
  to strike.
  Third, the character must roll a Natural 20 (straight die roll 
  unmodified by bonuses) or a roll of 24 with a bonuses added 
  to strike.
  Fourth, damage. A Natural 20 is always a success. No need 
  to roll for damage. However, a bonus modified roll of 24 or 
  higher to strike also requires a roll for damage – 21 or more 
  Hit Points removes the head. If damage is less, the head is 
  still attached and regeneration begins. Or the vampire quickly 
  turns to mist to escape further decapitation attacks until he can 
  recover the lost Hit Points and return to action with his head 
  attached. Partial damage requires another attack or two, re-
  quiring a Called Shot and high roll, to finish the job.
  Surprise Attack: +3 to strike if a surprise attack or coming 
  from behind.
  Avoiding Decapitation: As always the vampire opponent can 
  attempt to parry or dodge a decapitation attack; defender wins 
  ties.
  ! Removing the head is not enough. Within 2D4+12 minutes, 
  the head turns to mist, finds its way back to the body, and re-
  forms connected to the body. The actual re-attachment takes 
  one melee round (15 seconds). If both are left lying out at sun-
  rise where sunlight can reach them before reconnecting, they 
  are both destroyed; turned to ash.
  If the head is decapitated and destroyed, as soon as it is no 
  more, the body somehow knows, and regrows the head. This 
  takes six hours.
  If the body is destroyed, the severed head knows as soon 
  as it is no more, and regrows the body. This takes eight hours.
  If the head and body are in physical contact, the head reat-
  taches itself in 1D4 minutes.
  Burying head and body in separate graves more than 10 
  feet (3 m) away from each other prevents them from rejoining, 
  and keeps the body and head in that state of suspended ani-
  mation indefinitely. Neither one deteriorates, no matter how 
  much time passes. If both are unearthed, they will reform in 
  minutes and the vampire is back in action.
  Furthermore, because the vampire is merely locked in 
  forced slumber and not dead, the Vampire Intelligence retains 
  its link to the world.
  ! Destroying the head is not the same as cutting it off. Hack-
  ing or shooting half or more of a vampire’s the head off (re-
  quires Called Shot and conditions to strike as above), is not 
  the same as decapitation. The vampire continues to fight with 
  a penalty of -5 on all combat rolls and half his attacks per me-
  lee round, until his head regenerates completely within 3D6+2 
  minutes. Once the head is restored, penalties are gone, and 
  he’s back to full fighting force.
  Fire
  “For the most part, fire is useless against a vampire. You’re 
  better off hitting him over the head with a wooden chair or rolling 
  pin. However, fire can be used to destroy a vampire’s body after 
  being staked.”
  – From the writings of Doc Reid
  Fire, smoke and heat have no effect on vampires. Not even 
  plasma energy blasts or M.D. flames. Their clothing may burn, 
  but the undead is unscathed.
  Cremation for final destruction. Fire, however, can be used 
  to dispose of a vampire that has been weakened and immobilized 
  by a stake through the heart or whose head has been severed from 
  the body. In both cases, the body of the undead becomes vulner-
  able to fire and will burn. Burning the body is one of the ways to 
  
  73
  destroy the vampire on a permanent basis, provided it is done the 
  right way.
  Before burning the vampire’s body, the head should be re-
  moved from the body to be burned separately. It is a precaution 
  to prevent the vampire from rising immediately if the stake is 
  removed.
  Removing the stake from the vampire’s chest, even as a skele-
  ton, enables the vampire’s incredible regenerative powers to kick 
  in and restore the monster in less than a minute. Any fire that is 
  hot enough to turn bone to ash will burn up the wooden stake first. 
  If the body and head are together, when the stake burns up, the 
  regeneration process begins, and an angry vampire rises from his 
  funeral pyre ready for revenge.
  Severing the head and burning it separately makes this impos-
  sible. Some ancient instructions suggest burning the body and 
  burying the head with garlic stuffed in the mouth, but most mod-
  ern Vampire Hunters suggest burning both. Doing the cremation 
  out in the open during daylight hours provides the potential back-
  up mechanism of sunlight to kill the vampire should he rise from 
  the fire. However, a reconstituted vampire may have the strength 
  to run out of the fire and find a place to hide from the sunlight 
  before he can kill him. Once out of the sunlight, the demon can 
  regenerate, hide and escape.
  It is difficult getting a fire, especially an open fire, hot enough 
  to burn the majority (90%) of the body’s bone and skull to ash. 
  Setting a vampire on fire and walking away is always a mistake, 
  as there is a 01-50% the demon’s body survives being burnt and 
  regenerates over the next night to rise and kill again. A super-
  vised burning of a vampire’s head and body, separately, is rec-
  ommended. Leaving too many solid pieces, even if tossed into a 
  heap, and a skull not completely (or 90%) burned to ash, leaves 
  the possibility that the remnants of skull and body will reunite to 
  grow back into the vampire.
  Wearing the herbs around the neck is said to protect a potential 
  victim from a vampire’s bite. Perhaps, though the vampire could 
  use mind control on the very person wearing the garlic to remove 
  it or send one of his servants to remove it (though a tussle might 
  ensue). Of course, the herbs do nothing to protect the individual 
  from a long-range attack via firearm or object.
  Waving either herb in the face of the undead causes them to 
  recoil. Nor can a vampire enter a circle made of either herb. Forc-
  ing or tricking a vampire to eat a large portion of the herbs cause 
  the monster to retch and vomit blood; -1 attack per melee, -2 on 
  all combat bonuses due to nausea, and -10% on skill performance 
  for 1D6 melee rounds. Vampires recover quickly.
  Holy Symbols/The Cross
  Keeps Vampires at Bay
  “Brandishing religious holy symbols holds vampires at arm’s 
  length distance. The cross is particularly abhorrent to the undead, 
  though I could not get a single vampire to explain why. Not even 
  under torture and pain of death. I suspect there is a psychological 
  component to the power of these symbols, but I could not hazard 
  anything more than a guess on how it works.
  “I have tested the use of holy symbols on the undead hundreds 
  of times and can report that vampires don’t even like looking at a 
  cross, or any holy symbol, and always recoil from it. This may re-
  flect some kind of vibration or connection on a supernatural level 
  that is beyond our science and capability to record or measure. 
  For example, it is believed that the faith of religious worship-
  ers may help to empower their deity. That same belief or energy 
  may similarly empower iconic symbols. Thus a religious symbol 
  of purity and goodness has a destructive effect upon a force of 
  supernatural evil and darkness such as a vampire. Or it may be 
  something specific to the nature of vampires. I’m sorry to say, I 
  do not know.”
  – From the writings of Doc Reid
  Protection via holy symbols can be a life saver against vam-
  pires. Some people believe protection comes only to those who 
  are a believer in that faith, but it’s not true. Somehow, the sym-
  bols themselves seem to have power over the undead and hold 
  them at bay. Any holy symbol that represents a God of Light, 
  but especially the cross (“t” shape), causes vampires to recoil 
  in apparent fear and revulsion. When held before a vampire, a 
  holy symbol causes the undead to cringe and keep away at arm’s 
  length, preventing an attack.
  Touch a vampire with the holy symbol, and the area of skin 
  touched blisters and burns as if splashed with acid. The touch is 
  so repulsive and painful that the undead must roll to save versus 
  Horror Factor 18 without benefit of any bonuses.
  A failed roll to save means the fiend is racked with pain, suf-
  fers 2D6 damage direct to Hit Points, the symbol leaves a mo-
  mentary burn mark (mark disappears when all damage is regen-
  erated), and the undead is immobilized – cannot move or attack 
  – for one full melee round (15 seconds), unless attacked first. 
  During that melee, the monster’s flesh actually smolders and 
  burns.
  If left alone, the vampire does nothing but cringe for one me-
  lee round. Heroes can leave the wretched creature alone and keep 
  moving or press their attack.
  Herbs
  Keeps Vampires at Bay
  “I know it sounds like superstitious nonsense, but it works.”
  – From the writings of Doc Reid
  There are two herbs, linked to the element of earth, that can 
  be used to ward away the undead. They are garlic and wolfbay. 
  Hanging either on a door, on or around window, above a fireplace 
  and any other openings to the outside world, prevents vampires 
  from entering that room or building.
  
  74
  If the incapacitated vampire is attacked, he can fight back, 
  though without initiative and with half his usual number of at-
  tacks and bonuses. Or, rather than fight, the vampire may choose 
  to flee the immediate area, running off and hiding for an addition-
  al 1D6 melee rounds. After which (roll percentile dice), 01-60% 
  the creature decides to go back to seek revenge or continue to 
  attack and cause trouble, or 61-00% leave to fight another night.
  If the roll to save was 6 or less, roll percentile dice. 01-80% the 
  vampire leaves the area for the entire night. 81-00% it takes the 
  vampire 1D6+1 minutes to compose himself, before being able 
  to return to battle.
  A successful save vs holy symbol (18 or higher), means the 
  vampire hesitates (loses initiative and one melee attack), backs 
  off to arm’s length and suffers 1D6 Hit Point damage, but does 
  not recoil any further, is not immobilized and is otherwise unaf-
  fected. The vampire is free to take evasive action, feign fear or 
  attack and is not chased away nor held at by the holy symbol, 
  but he still avoids it. Being touched by the symbol again requires 
  another roll to save, with the usual damage and reaction to the 
  searing pain. Roll for damage and roll to save vs holy symbol 
  every time a vampire is touched by a holy symbol.
  “Optional” Response to
  Holy Symbols when Saving Throw Fails:
  The touch of a holy symbol is so repulsive and painful that the 
  undead must roll to save versus Horror Factor 18. A failed roll 
  means one of the following responses by the vampire. Of course, 
  getting close enough to touch a vampire’s bare flesh with a hand-
  held holy symbol is more difficult than it may sound.
  01-20% The creature of the night recoils, flees, and will not 
  return to attack again until the damage has regenerated in full and 
  1D4 minutes have passed.
  21-40% The pain and horror sends the vampire howling like 
  a wounded animal and pounding and smashing everything with-
  in the room. If left alone he continues to howl and screech and 
  smash, but people can avoid him and run away. This goes on for 
  one full melee round (15 seconds). After which, there is a 01-50% 
  chance the vampire runs into the night and does not return until 
  the next evening. Note: Anyone who comes within reach is at-
  tacked, but the berserk vampire fights with half his usual number 
  of attacks and bonuses.
  41-60% The pain and horror causes the vampire to turn into 
  a bat and fly around the room screeching. If left alone he con-
  tinues to flutter and screech, but does not attack anyone unless 
  he is attacked first. This will continue for one full melee round. 
  After which there is a 01-50% chance the vampire flies off into 
  the night and does not return for 2D6x10 minutes. If the sun rises 
  before then, he does not resurface until the next evening. Note: If 
  the bat is attacked, the berserk vampire fights with half his usual 
  number of attacks and bonuses.
  61-70% The pain and horror causes the vampire to turn into 
  a wolf. If left alone he runs off and out of sight. The monster 
  does not not return for 3D6 minutes. If the sun rises before then, 
  he does not resurface until the next evening. When he returns, 
  all healed and angry, it may be in the shape of the wolf or as his 
  humanoid self. The vampire is angry and seeks revenge. Note: 
  While berserk, the vampire fights with half his usual number of 
  attacks and bonuses.
  71-90% The pain and horror causes the vampire to turn into 
  his humanoid, demonic corpse form. This is a hostile, feral state 
  in which the vampire hisses, growls and swats at mortals, but re-
  coils from the holy symbol and hangs back as long as the symbol 
  is displayed and held before him. The feral vampire fights only if 
  attacked first, but follows at a safe distance. The moment the holy 
  symbol is put away or dropped, the feral vampire attacks with the 
  intent to kill. If held at bay for more than a minute (four melee 
  rounds), the feral vampire slinks off into the shadows where he 
  regenerates and composes himself. This takes 1D4+4 minutes. 
  After which, he is likely to return to exact revenge. Note: While 
  berserk and feral, the vampire fights with half his usual number 
  of attacks and bonuses.
  91-00% The fiend is racked with pain and is truly immobi-
  lized and cannot move for one full melee round (15 seconds) even 
  if attacked. Unable to defend himself for one full melee round, 
  the vampire appears to smolder and burn, cannot fight back and is 
  vulnerable to being staked or slain by other means. When that one 
  melee round of vulnerability ends, the vampire may seek bloody 
  retribution or choose to flee, at least for the moment.
  Wearing a holy symbol on a chain around the neck offers 
  limited protection as the monster must have the symbol removed 
  before being able to bite the throat. Just seeing the symbol on a 
  
  75
  person’s body or in the room is uncomfortable and distracting. 
  Note: A vampire is -2 on Perception Rolls and initiative, -1 on 
  all combat bonuses, and -10% on skill performance in the pres-
  ence of a cross or other holy symbol. This means a vampire could 
  enter a church but is distracted and off his game. Waving the holy 
  symbol in the monster’s face sends him recoiling and moving out 
  of arm’s reach. Holding a holy symbol in front of your face, or 
  attacking one to your hat or helmet, also offers protection from a 
  vampire’s Hypnosis.
  Only solid, three dimensional representations of the holy 
  symbol can be used in this fashion. Tattoos, painted or sewn 
  images of holy symbols and the shadow cast by them are con-
  sidered ugly and disgusting, but have no adverse effect on most 
  undead.
  The Shadow of the Cross Myth
  From the writings of Doc Reid: “For years people have 
  claimed the shadow of the cross hurts and kills vampires. Some 
  misguided and unscrupulous people have even made money sell-
  ing flashlights and spotlights with a cross painted on the lens. The 
  notion being that the shadow of the cross, when flashed upon a 
  vampire, has the same effect as touching a vampire with a physi-
  cal cross. Regrettably, this rampantly popular myth is completely 
  false. A fact that has undoubtedly gotten plenty of people killed.
  “I can understand the misconception. Wild Vampires are eas-
  ily startled and impressed by any image of a holy symbol. They 
  will not step into the shadow of a cross and flashing one at Wild 
  Vampires will disperse and hold them at bay the same as holding 
  up the actual physical object. Flash a shadow of a cross on a Wild 
  Vampire and he will yipe and instinctively leap out of his path as 
  if the wrath of God was about to be delivered upon him. (Loses 
  initiative and one melee attack dodging the shadow.) However, 
  other than fear, which can be an effective tool against these sim-
  ple-minded, feral vampires, the shadow of a cross, or any other 
  holy symbol, does no physical damage whatsoever. Trust me, I 
  have experimented with this many times.
  “A brand new, Secondary Vampire less than a week old may 
  have the same knee-jerk reaction, at least until he becomes more 
  accustomed to his undead existence. I’ve also seen the insane, 
  Deluded Vampires behave the same as Wild Vampires about the 
  shadow of the cross. But remember, the Deluded are crazy, and 
  try to deny their demonic nature, so it’s not a surprise they be-
  lieve this and other myths that are simply not true.
  “In all cases, while the shadow of the cross may frighten and 
  hold Wild, Deluded and novice vampires at bay, it does no dam-
  age. BE ADVISED, the shadow of a cross has no effect on Sec-
  ondary Vampires or Masters. They’ll smile as they walk through 
  the shadow, take the flashlight from your hand and beat you to 
  death with it.”
  Magic
  “Unlike the frightened children of the Coalition States, I rec-
  ognized and embraced magic as a new science for a new age long 
  ago. While I do not have mastery of it myself, I have a good 
  understanding of the principles behind the mystic arts. Use it, if 
  you’ve got it. Augment your arsenal with Techno-Wizard and 
  other magic weapons, but don’t get cocky. Magic only helps you 
  to battle the undead, it is not the great equalizer some make it out 
  to be.
  “Remember, you face a powerful and highly adaptive enemy 
  familiar with magic and how to respond to it. Some even cast 
  magic themselves. Furthermore, many forms of magic are not as 
  potent against vampires and some don’t work at all against the 
  undead. Use magic to fight smart and give yourself an advantage, 
  but don’t count on it making that fight much easier.
  “Be warned. I have found vampires tend to target the mages 
  for early elimination in a group. I suspect it is a strategic ma-
  neuver to eliminate a potential wild card, rather than the fear of 
  magic. Though I have noticed many undead share a disdain for 
  mages and creatures of magic.”
  – From the writings of Doc Reid
  Magic can be an effective weapon against the undead. How-
  ever, in most cases, the damage, duration and penalties are half 
  when cast upon vampires. Moreover, vampires are impervious to 
  many magic spells. Basically, magic that unleash bolts of energy 
  can be used to hurt vampires (half damage), but most other spells 
  have little or no effect.
  Vampires are impervious to all forms of magic mind control, 
  including Befuddle, Charismatic Aura, Compulsion, Domina-
  tion, Fear, Heavy Breathing, Sleep, Trance, Wisps of Confusion, 
  Words of Truth, all curses and similar magic. The Id Barrier is 
  the only mental/emotional afflicting magic that has full affect on 
  vampires.
  Likewise, vampires are impervious to magic that affects and 
  transforms the body, including Agony, Healing magic (all), Life 
  Drain, Paralysis (all), Petrification, Shrink to Six Inches, Sick-
  ness, Size of the Behemoth, Superhuman Endurance, Superhu-
  man Speed, Superhuman Strength, Life Drain, Wards, Negate 
  Toxins, Impervious (all), Restoration, Metamorphosis (all), 
  Transformation and any other type of transformative magic.
  Wind Rush has no effect on vampires.
  Turn Dead and Animate and Control Dead have no influence 
  on the undead, not even when cast by a Necromancer.
  Magic that paralyzes, withers or impairs the physical body has 
  no effect on vampires.
  Magic spells useful against vampires
  While magic can hurt and incapacitate a vampire, unless the 
  vampire’s body is completely destroyed, the unprecedented re-
  generative powers of the vampire will bring the monster back to 
  undead life.
  Mega-Damage magic energy, such as Ballistic Fire, Call 
  Lightning, Dragon Fire, Electric Arc, Fire Ball, Meteor, Wall of 
  Flame, etc., inflicts half damage direct to Hit Points. The listed 
  M.D. damage is considered Hit Point damage when used against 
  vampires. Magic spells that inflict S.D.C. damage, such as En-
  ergy Bolt, do no damage to the undead.
  Blind and Mute affect vampires, but the duration is half.
  Blinding Flash temporarily blinds a vampire as per the usual 
  spell but for half the usual duration. Likewise, Cloud of Smoke, 
  Fog, Sandstorm, and similar magic that creates a physical force 
  that impairs vision and senses have full effect on the vampire. 
  However, any damage inflicted by the spell does no damage to 
  the vampire.
  
  76
  Carpet of Adhesion and Magic Net are both excellent means 
  to temporarily stop a vampire, but the undead can easily escape 
  by turning to mist.
  Circles of Protection keep all vampires, except the Master, 
  outside their borders. Likewise, the undead cannot enter a place 
  that has been protected by a Sanctum incantation, nor can they 
  pass through or over an Impenetrable Wall of Force.
  Constrain Being and Banishment force all but the Master 
  Vampire from an area as per the spell.
  Deathword does 10% damage to vampires.
  Desiccate the Supernatural does full damage.
  Frostblade and other cold spells do half damage.
  Globe of Daylight creates true daylight, but it is NOT power-
  ful or intense enough to destroy a vampire. However, the magic 
  globe of light is strong enough to ward off most vampires, hold-
  ing them at bay just beyond the edge of the light. Light shines in 
  a 12 foot (3.6 m) radius from the globe, preventing vampires from 
  entering the lighted area.
  Healing via magic does not work on vampires.
  Illusions. Vampires are fooled by illusionary magic, thus, 
  Multiple Image, Mask of Deceit, and others are useful spells. 
  Apparition, Horrific Illusion and Hallucination are effective 
  only if the image is something frightening to a vampire, like run-
  ning water, a crucifix, dragon, etc.
  Invisibility: Vampires cannot see the invisible except when 
  in bat form.
  Lifeblast does 1D6x10 damage to vampires and only the Mas-
  ter vampire can roll to save.
  Lightblade does full damage.
  Metamorphosis: Human has the bizarre effect of momen-
  tarily (2D6 seconds) forcing a vampire into his true demonic 
  corpse form, with monstrous features, fangs, pointed ears, long 
  fingers and red eyes. But the transformation lasts only seconds 
  and a successful save vs magic produces no results whatsoever.
  Metamorphosis Spells of other varieties have no effect on 
  vampires.
  See Aura or Sense Evil will help identify a vampire (vampires 
  do not register as magic).
  Speed of the Snail and Fly as an Eagle have full effect!!
  Summon and Control Entity and Exorcism do not apply to 
  vampires; no effect.
  Summon Lesser Beings can be used to summon Wild Vam-
  pires and Secondary Vampires that have existed for less than a 
  month. The Master is impervious to the summons.
  Summon and Control Storms can be extremely deadly to 
  any vampire caught in a sudden downpour.
  Supernatural P.S. spell magically magnifies a character’s 
  P.S. to the supernatural level. Damage that would be M.D. via 
  Supernatural P.S. does Hit Point damage to vampires.
  Swim as a Fish will impart the ability to swim, but does not 
  protect the vampire from the water and running water kills vam-
  pires.
  Telekinesis can hurl wooden weapons toward the heart at a 
  distance and often with greater accuracy than thrown weapons. 
  Telekinesis can also be used to strike from behind or above.
  Water Magic, including Ocean Magic and Water Elemental 
  magic, does double damage to vampires. The punch, kick or wa-
  ter blast from a Water Elemental does an additional 2D6 damage 
  to vampires.
  Magic Weapons
  Creatures of magic that also possess Supernatural Strength 
  inflict their full M.D. as Hit Point damage to vampires in physical 
  combat. Thus, if punch or claw strike does 4D6 M.D. it inflicts 
  4D6 Hit Point damage to vampires. It is the same for true super-
  natural beings, e.g. fellow demons, Deevils, Splugorth, Demi-
  gods, Godlings, angles, deities, and so on. Note: Augmented and 
  Robotic P.S. does no damage to vampires even if the ‘Borg or 
  ‘Bot is capable of inflicting Mega-Damage. Supernatural P.S. 
  is on an entirely different, metaphysical level, which is why it 
  works and other M.D. attacks by mortals and their creations of 
  science do not.
  Magic Weapon: Anti-Monster – Mystic Cyborg. Though a 
  living being, he is mentioned here because the Anti-Monster is 
  considered to be one of the deadliest and most feared enemies of 
  vampires and the supernatural. This weird TW-cyborg is said to 
  be created by people someplace in South America, but the tech-
  nology and design is believed to originate from an alien world. In 
  recent years, an increasing number of Anti-Monsters have made 
  their way to the Yucatan and Mexico, where they battle the un-
  dead. See Vampire Hunters for details.
  Magic Weapons: Biomancy. The magic of the South Ameri-
  cans and Lemurians is said to draw upon life energy, thus, Bio-
  mancy weapons and creations and magic spells do full damage 
  to vampires.
  Magic Weapons: Demon Slayer and Vampire Slayer. In-
  flict full damage.
  
  77
  Magic Weapons: Holy. Inflict full damage.
  Magic Weapons: Rune Weapons and Bio-Wizard Weap-
  ons. Unless stated otherwise, the typical magic weapon inflicts 
  half damage as Hit Point damage rather than Mega-Damage 
  when used against vampires. Convert M.D. to Hit Point damage 
  and divide by half.
  Magic Weapons: Soul Drinkers. Vampires have no soul per 
  se, but a tiny sliver of the fragmented essence of the Vampire 
  Intelligence that spawned them. That fragment cannot be “eaten,” 
  so Soul Drinking weapons (rare) tear the essence from the physi-
  cal body, sending back to the Intelligence and causing the physi-
  cal body to crumble to dust.
  Magic Weapons: Techno-Wizard Devices. Magical objects 
  and weapons are popular in the arsenals of Vampire Hunters and 
  Demon Slayers. Techno-Wizard vampire hunting weapons are 
  found throughout the American Southwest and northern Mexico 
  and inflict full damage. Techno-Wizard weapons that are not spe-
  cifically designed to hurt vampires inflict half damage.
  Note: You can find a section on Techno-Wizard Anti-Vam-
  pire Weapons in the Rifts® Vampires Sourcebook.
  Psionics
  “I find psychic abilities fascinating and wish I possessed 
  psionic abilities myself. Isn’t the human body amazing? But I 
  digress.
  “Just as magic can give a Vampire Hunter an edge, so can 
  psychic powers. Use them wisely and with care. I have found 
  that vampires seem to have a grudging respect and appreciation 
  for psychics. Perhaps they feel a certain kinship toward them be-
  cause of their own psionic abilities. Or perhaps they see them as 
  a more worthy adversary, and like that.”
  - From the writings of Doc Reid
  Impervious to some forms of psionics. Vampires are imper-
  vious to all forms of mind control, including Empathic Trans-
  mission, Exorcism, Hypnotic Suggestion, Mind Wipe, Mind 
  Bond, Trance and Psionic Illusions. Likewise, Bio-Manipulation, 
  Electrokinesis, Healing Touch, Induce Sleep, Psychic Purifica-
  tion, and Pyrokinesis do not work on vampires; no effect. How-
  ever, vampires are susceptible to other psionic attacks. Sense Evil 
  (vampires radiate as supernatural evil) and See Aura are useful in 
  identifying vampires.
  Psionics that affect Vampires: Normal Empathy (to sense 
  the vampire’s emotions), Telepathy (dangerous with vampires), 
  Presence Sense, Telekinesis, and most other psionic powers are 
  effective against vampires and function as they would against a 
  normal human foe. The danger of using Telepathy on a vampire 
  is that once contact is made with the monster, he can use his own 
  powers of Hypnotic Suggestion and Mind Control without gazing 
  into the psychic’s eyes; make the usual roll to save vs psionic at-
  tack/mind control when the vampire tries to take control.
  Hydrokinesis is an especially lethal psionic power when fight-
  ing vampires. A water spout inflicts 4D6 Hit Points of damage to 
  a vampire per each gallon of water hurled. One gallon (3.78 li-
  ters) of water can be hurled/manipulated per level of the psionic.
  Mind Bolt inflicts Hit Point damage (rather than S.D.C.) but 
  at half damage.
  Psi-Sword inflicts Hit Point damage to vampires rather than 
  Mega-Damage.
  Telekinesis is perhaps the most lethal of all the psionic pow-
  ers because the psychic can use it to push, lift and hold a vampire 
  in physical form. Moreover, Telekinesis can be used to plunge a 
  stake through the heart or hurl a barrage of light wood weapons 
  at the vampire from any side; up, down, from behind, etc. Note: 
  Telekinetic punches do no damage, and a vampire can escape be-
  ing pinned or held by Telekinesis by turning into mist.
  Silver
  “I am unable to explain or determine why silver does more 
  damage to vampires and a host of other supernatural monsters 
  than other weapons. With vampires it is easy to speculate it has 
  something to do with their elemental natures and relationship with 
  the moon and the earth. I’m just glad silver is a valuable weapon 
  against these monsters. Make sure silver and wood weapons are 
  part of your vampire hunting arsenal. We have a stockpile of sil-
  ver at Fort Reid and make certain our Vampire Hunters have two 
  or more weapons of silver.”
  – From the writings of Doc Reid
  Weapons of Silver
  Any weapon can be plated in silver. Most weapons of silver, 
  whether they be blade, club, spear tip or arrowhead, and whether 
  made entirely of silver or just coated/plated in silver, inflict dou-
  ble damage direct to Hit Points.
  Silver bullets, however, are the exception and inflict normal 
  damage for that caliber.
  In all cases, the silver must be as pure as possible to be ef-
  fective. Silver diluted by impurities is ineffective. Any grade of 
  silver that has less than 85% silver content is useless. Silver is 
  more durable than wood, but is a softish metal and will scrape, 
  dent, and melt more easily than others.
  Silver is another element that grounds the vampire to the earth 
  and makes him vulnerable to destruction. Like wood and magic 
  weapons, a silver weapon inflicts damage and can temporarily 
  incapacitate the vampire. A silver-plated stake or weapon func-
  tions identical to those made of wood and inflicts double the usu-
  al damage as Hit Point damage to the vampire. Note: This also 
  means a silver stake impaled through the heart puts the vampire 
  into the infamous coma state that people not familiar with vam-
  pires think is death. Remove the spike and the vampire returns to 
  undead life.
  Unlike when using other melee weapons, P.S. damage bo-
  nuses DO NOT apply to using wooden or silver weapons against 
  vampires. The damage inflicted is as listed, regardless of P.S. or 
  other damage bonuses. Similarly, Supernatural P.S. punch dam-
  age is NOT added to damage inflicted by handheld weapons 
  against vampires.
  Silver Weapons: See the Weapon Section for a wide range 
  of different silver-plated weapons.
  Silver Bullets are so small that a silver-coated or tipped bullet 
  only does its normal damage. For detailed information, see the 
  section on Silver Bullets in the Weapon Section of this book.
  Note: A vampire can remove any foreign particles, such as 
  silver bullets or shards of wood, from his body by turning into 
  
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  mist, as long as he has not been incapacitated by a stake through 
  the heart or beheading. A stake in the heart must be physically 
  removed by someone other than the vampire, as it instantly shuts 
  the undead down.
  The High Cost of Silver in Mexico
  Cost and Availability of Silver. As soon as the vampires 
  realized there were silver deposits in Mexico, they took direct 
  action to dominate those areas and prevent humanoids from ac-
  cessing the deadly mineral. This has, a) caused the price of silver 
  to skyrocket in Mexico to 900-1,000 credits an ounce; b) made 
  the price of silver along the Mexican border also rise (but only 
  to about 500 credits an ounce), and c) caused vampires to target 
  the miners, processors, sellers and importers of silver for death.
  There are a number of disturbing rumors related to silver. 
  One is that mining cities like the Tampico Protectorate and oth-
  ers have been taken over by vampires, which is why there have 
  been “accidents” that have halted the production of silver. An 
  even more disturbing rumor is that vampires are planning to lay 
  siege to the Colorado Baronies and other communities that mine 
  silver, and do enough damage to stop silver production or to take 
  permanent control of them. Obviously, the mines and production 
  facilities are the prime targets. A collapsed mine can shut down 
  production for 2D4 months. Continued “accidents” and trouble 
  could prolong a shutdown for years or force the business into 
  bankruptcy, which is exactly what the Vampire Kingdoms hope 
  to accomplish.
  As a result, silver and silver weapons are becoming increas-
  ingly difficult to find and expensive to purchase, unless smuggled 
  in from the north and east (a growing business). The high de-
  mand in the south has begun to raise prices even in the north 
  to 300 credits an ounce, about double what it once was. All of 
  this has made the cost of silver weapons painfully expensive in 
  Mexico and the American Southwest. A silver-coated dagger can 
  cost 2,000-4,000 credits. A machete or short sword 5,000-8,000 
  credits.
  Silver-plating can be done in the Pecos Empire for 30% less, 
  at the Colorado Baronies for half and up north for 70% less, but 
  silver dealers know about the high demand and cost in the south, 
  which has increased the cost of silver throughout North America. 
  Plus, to get northern silver (i.e. the ‘Burbs of the Coalition States, 
  Magic Zone, and Canada) means traveling 2,000-3,000 miles 
  (3,200 to 4,800 km) and back, across hostile territory. It is a trek 
  most adventurers, mercenaries and Vampire Hunters are not will-
  ing or able to make. In the end, paying the high price of silver is 
  more expedient and easier than the alternative.
  Note: See the Weapon Section for a wide range of different 
  silver weapons.
  Silver Chains
  “Vampires cannot break or untie chains made of silver, not 
  even the thin chains used in jewelry. Again, the unique elemental 
  nature of vampires prevents them from breaking a silver chain 
  that a child could snap. Being bound in silver also prevents the 
  vampire from using his powers of Metamorphosis.”
  – From the writings of Doc Reid
  Silver, like wood, has great power over vampires. When 
  bound by chains made of silver that are at least 75% pure silver 
  (in this case, silver coating is not enough), the vampire is help-
  less to break free, even if the chain has only a few S.D.C. points. 
  Likewise, a vampire cannot untie a knot made in silver chain. 
  Thus, a thin length of silver chain binding the vampire’s hands or 
  feet is unbreakable. It also prevents the vampire from using Meta-
  morphosis. Such measures of restraint are used by mortals and 
  vampires themselves. As always, when dealing with the crafty 
  undead, one must be careful about how vampires are held cap-
  tive. Tying a chained vampire to a post or mounting him a stone 
  wall will not hold the monster unless it too is made of silver. 
  Though the undead cannot break or untie the thin silver chain, 
  the vampire can rip the post from the ground or the mounting out 
  of the wall.
  Other than binding a vampire and preventing him from us-
  ing his powers of Metamorphosis, silver chains do not hurt or 
  incapacitate the vampire in any way. The vampire may be bound, 
  but he is far from helpless and can still bite, punch, kick, use 
  Hypnotic Suggestion, Mind Control powers and other abilities.
  Silver Bullets
  See Weapon Section for details about silver bullets and the 
  weapons that fire them.
  Soil of the Homeland
  “This is more evidence of the supernatural creature’s elemen-
  tal nature and link to the earth.”
  – From the writings of Doc Reid
  In the case of the undead, the “homeland” is the place where 
  the vampire was born, not the birthplace of the man he slew and 
  body he stole. This goes back to the elemental nature of vam-
  pires. For the undead to survive in our reality, they must link 
  themselves to the earth and this plane of reality. In this case, that 
  link goes right to the very soil of the land in which the vampire 
  was born (i.e. became an undead). Thus, vampires must sleep on 
  a bed of soil from their homeland – the place where the vampire 
  first rose as the undead.
  “Homeland” is a broad term that pertains to the overall geo-
  graphic area, such as a continent, not the town or localized region. 
  Thus, a vampire that came into being in Mexico or the Pecos 
  Empire, Calgary or Chi-Town, the Magic Zone or Free Quebec, 
  can sleep on a bed of soil anywhere in North America. In this ex-
  ample, North America is the Soil of the Homeland, and any soil, 
  sand or clay from North America fills the requirement of being 
  from the homeland. This makes travel within the continent easy 
  and hazard free, because there is native soil everywhere. How-
  ever, if traveling to a different continent such as South America, 
  Africa or Europe, the vampire must bring the soil of his homeland 
  with him. All that is required is enough soil to create a thin layer 
  of dirt on the floor of the vampire’s sleeping container. As little 
  as a 20 pound (9 kg) bag should do the trick.
  The potential danger to vampires operating outside their na-
  tive land is that the soil can be stolen, destroyed, or defiled. A 
  Vampire Hunter can enter the creature’s lair while the undead is 
  on the prowl, and steal the soil or defile it by covering it in garlic 
  or wolfbay, silver dust, or placing crucifixes on it. Furthermore, 
  covering the soil with holy water destroys the soil by contaminat-
  
  79
  ing it. Soil (being an S.D.C. structure) can also be vaporized by 
  any number of Mega-Damage energy weapons.
  Without the bed of soil the elemental connection to the earth 
  is broken. The vampire cannot sleep and feels sick as if he has the 
  flu combined with high anxiety and physical agony throughout 
  the day. After just two days of no sleep, the vampire becomes an 
  insane berserker beginning with the next new night. That eve-
  ning, the mad undead will slaughter livestock and attack (not 
  necessarily kill) 2D6 humanoids. Crazed and diminished, the 
  vampire’s number of attacks are reduced by two and all combat 
  bonuses are reduced by half. With the dawn of the new day, the 
  vampire makes no attempt to find a dark hiding place. He remains 
  outdoors to welcome the rising sun, howling at it like a wolf at 
  the moon, until he is destroyed in its brilliance. With no place to 
  sleep, the vampire is compelled to remain on the surface during 
  the next day until the day’s first light destroys him. It is a process 
  that takes but a few minutes.
  A vampire who has lost the soil of his homeland may be able 
  to use magic or a dimensional portal to Rift back home or have 
  soil brought from his homeland, before going insane. Provided 
  he has the connections, money and resources to do so, which is 
  not likely.
  When traveling away from one’s homeland, a smart vampire 
  always brings enough soil for at least two or three alternative 
  lairs and sleeping chambers, just in case one is destroyed. Some 
  bring enough for a dozen. Many have high-tech sleeping cham-
  bers made of Mega-Damage materials, with locking mechanisms 
  inside and out, lights and an alarm to warn and awaken the vam-
  pire within and/or his servants and protectors outside that his rest-
  ing place is being compromised. These tech-coffins often more 
  resemble a torpedo or suspended animation chamber from the 
  movies.
  “Vampire Hunters use the day to regroup, restock and rest in 
  peace knowing they are beyond the reach of the undead. It is a time 
  of day we know we are safe. It is also an excellent time to track 
  down the vampire in his lair and destroy him while he slumbers.
  “Recently, our safe time seems to have been compromised. 
  There is disturbing anecdotal evidence that vampires have hired 
  what I can only describe as “daytime assassins” to hunt us down 
  during the daylight hours. I am investigating this concern now, 
  but fear it is true. The undead have placed a bounty on the heads 
  of vampire slayers, and we are now hunted by our own kind. It’s 
  sickening.”
  – From the writings of Doc Reid
  Yet another weakness tied to the elements, the light of day can 
  turn a vampire into ashes. The undead cannot survive in sunlight. 
  Undead Vampire suffer 1D6x10 points of damage direct to Hit 
  Points for every melee round (15 seconds) of exposure to sun-
  light/daylight. While exposed to the light of day, the creatures 
  of the night are powerless. They cannot use their powers, can-
  not Bio-Regenerate and can barely move (reduce the number of 
  melee attacks/actions and speed by 70%). In a matter of minutes, 
  they are reduced to ashes. Permanently destroyed.
  “There is no better way to destroy a vampire than impale the 
  monster with a wooden stake, drag him into the sunlight and 
  watch him shrivel and turn to dust before your own eyes. It’s fast 
  and certain. There is no coming back from the dead after destruc-
  tion by sunlight.” – Doc Reid.
  Vulnerability During the Day. Vampires must sleep dur-
  ing the day. They cannot seek refuge in a subterranean abode, 
  shielded from sunlight, and remain active. They are not like hu-
  mans who can function during day or night. The vampire’s sleep 
  is a deep, stasis-like sleep from which they are not easily roused. 
  However, a vampire can be woken and can function for a limited 
  time during the day, as long as he or she is shielded from the sun.
  A vampire trying to function during daylight hours is groggy 
  and befuddled. The condition is similar to the state a human is in 
  for the minute after he first wakes up, only the vampire remains 
  in the sluggish, blurry-eyed state the entire period. During this 
  semi-awake period, the vampire’s attacks, speed, bonuses, and 
  skill performance are all reduced by half. And the entire time the 
  vampire wants to get back to sleep. A vampire whose sleep has 
  been disturbed is also angry and/or feels threatened, thus reacting 
  to intruders with deadly force.
  The need to sleep the deep stasis sleep and the vampire’s im-
  paired abilities make them extremely vulnerable during daylight 
  hours. Consequently, Vampire Hunters try to find the vampire’s 
  lair and attack him there during the day. Most vampires move 
  their lair the instant they find it has been discovered. Note: A 
  vampire may be able to force himself to stay awake for as long as 
  one hour before collapsing into a coma-like sleep.
  Globe of Daylight spell holds vampires at bay. The magic 
  spell Globe of Daylight does create true daylight, but it is not 
  powerful enough to destroy a vampire. It can, however, hold 
  vampires at bay just beyond the edge of the light and prevent 
  them from entering the lighted area. Do not underestimate the 
  value of the Globe of Daylight spell. (In play-tests, the spell 
  saved the day or bought enough time for the heroes to escape, 
  regroup or hold vampires at bay long enough for help to arrive, 
  many, many times.)
  Sunlight
  “Let there be light. And the darkness recoiled and fled before 
  the brilliance of the new day. So it is with the undead. Unlike nat-
  ural nocturnal predators, who can come out in daylight but prefer 
  not to, the light of day is agonizing death to vampires. Utterly 
  destroying them. Turning them to dust in a matter of minutes. It is 
  a chilling yet somehow uplifting sight to witness. No matter how 
  many times I’ve seen it, I am always awed by it.
  
  80
  Supernatural Beings
  “Born of the same unknown, the supernatural can hurt the su-
  pernatural. The punches and powers of angels, demons and other 
  supernatural beings inflict damage to vampires. However, evil 
  may find vampires an ally or bedfellow rather than an enemy. 
  Beware allegiances to dark forces.”
  – From the writings of Doc Reid
  True supernatural creatures – demons, Deevils, Alien Intel-
  ligences, etc. – hurt vampires with their punches, bites and physi-
  cal attacks. A fellow supernatural being inflicts full damage, with 
  M.D. points becoming Hit Point damage to vampires. Thus a de-
  mon that does 3D6 M.D. does 3D6 Hit Point damage to vampires.
  Mortal beings with the super ability of Supernatural P.S. also 
  do damage to vampires as per their Supernatural P.S.
  Creatures of magic, such as dragons and Faerie Folk, are NOT 
  supernatural beings, though they share many of the same abili-
  ties and aspects, so that people often confuse the two. The big 
  difference is that creatures of magic are mortal. They may be 
  long-lived but they are mortal and die. Supernatural beings are 
  immortal and perish only when slain by a third party. As a rule, 
  because of their innate magic natures, creatures of magic do half 
  damage to vampires with their bare hands, fists, kicks and bites. 
  However, creatures of magic who have Supernatural Strength do 
  full damage, just like anyone else with Supernatural P.S.
  Water
  “People who snicker at the destructive nature of water on vam-
  pires seem to forget that in a desert, water can be the rarest and 
  most precious of commodities. A human can survive for weeks 
  without food, but perishes in days without water. Water is life. 
  So it is no wonder that it has a profound effect on demons such 
  as vampires that represent death. Is it ironic that a vampire can 
  survive a nuclear blast, but can be laid low by a tussle in a shal-
  low river? Yes. As someone who has fought the undead, it’s a 
  God-sent miracle.”
  – From the writings of Doc Reid
  Holy Water
  Holy water is ordinary water, or water mixed with oil, blessed 
  by a priest whose god(s) is of a Scrupulous or Principled good 
  alignment, and recognized as a God of Light. Holy water splashed 
  on a vampire burns like molten lead.
  ! Vial of Holy Water (6 ounces): Six ounces (177 ml) does 3D6 
  Hit Point damage.
  ! A vampire cannot enter a circle drawn with holy water while 
  it is wet. Once the water has all dried, the undead can enter.
  ! Covering the soil of the homeland inside a vampire’s sleeping 
  chamber with holy water destroys the soil by contaminating it.
  Running Water
  Running water can destroy a vampire.
  Being immersed and held down in a river, stream or other 
  source of running water can destroy the monster. The moment the 
  vampire is immersed in water he loses his powers and must flee 
  or be destroyed. Running water is like acid. Holding a vampire 
  under running water sees the body boil and melt into slime, then 
  disappear without a trace.
  Water damage does not heal as quickly as all other forms of 
  damage. The vampire can regenerate 6D6 points of water damage 
  once every minute (four melee rounds). When Hit Points are 21 
  below zero, the water-logged monster melts into oblivion.
  Being immersed in clean, clear, still water, like a swimming 
  pool or horse trough, causes discomfort and but only inflicts 1D6 
  points of damage per melee round and cannot kill a vampire even 
  when Hit Points are reduced to zero or below.
  Stagnant, murky, or polluted water like an uncleaned swim-
  ming pool, muddy water, and swamp water that doesn’t move 
  or barely moves and is thick with algae, slime, moss and insect 
  larvae, does NO damage to vampires.
  Even rainfall can hurt and kill a vampire exposed to its cleans-
  ing waters.
  Light rain stings and does 1D4 Hit Points of damage per me-
  lee round, but can also be easily negated by wearing protective 
  clothing such as a hat and poncho, or hat and raincoat, leather 
  jacket or coat, long coat/trench coat, hooded cloak or cape and 
  use of an umbrella. Whatever damage the vampire might get from 
  the occasional splatter of rain that gets through is nothing more 
  than a momentary stinging sensation and damage is healed within 
  a melee round. Note: The undead suffer no damage from fog or 
  light rain while in mist form. Wild Vampires are likely to seek 
  shelter or make brief runs in the rain.
  Medium rain shower does 2D6 Hit Point damage per melee 
  round. Furthermore, the vampire cannot heal from the damage 
  until he gets out of the rain and dries off. However, the vampire 
  can still use his undead powers. It is important to note that a vam-
  pire can get wet and be stuck in wet garments without further or 
  continuing damage. Only clean, clear running water does dam-
  age. After the initial hit or dose of running water, the wetness is 
  just a cold annoyance. Note: The undead suffers one Hit Point 
  damage per melee round even in mist form when out in a medium 
  rain. As above, the dangers and damage from rain can be circum-
  vented with an umbrella and water repellent outer garments. Wild 
  Vampires seek shelter.
  Heavy rain or thunderstorms – a soaking rain and high 
  winds, lightning likely – inflicts 5D6 Hit Point damage per melee 
  round to the undead. The vampire cannot heal from the damage 
  nor use any of his undead powers while out in the storm. Note: 
  The undead suffers half damage per melee round even in mist 
  form when out in a heavy rain. Even an umbrella and water repel-
  lent outer garments are not sufficient to deal with a downpour, es-
  pecially if accompanied by high winds (which is usually the case) 
  blowing off hats and making umbrellas useless. Unless traveling 
  inside a vehicle or environmental body armor (very rare), most 
  vampires don’t come out during heavy rain. Wild Vampires seek 
  shelter.
  Hail, ice and snow do no damage to vampires.
  Fog and mist do no damage either, and when a vampire turns 
  into mist, he can, in effect become invisible inside a fog bank. 
  Undead cannot communicate or use their powers as a mist, but do 
  see/sense and hear what’s going on around them.
  Water weapons. A child’s toy water pistol or squirt gun takes 
  on a lethal meaning to vampires. The water is in motion and 
  therefore, considered to be “running” water. Each blast from a 
  typical squirt gun inflicts 2D6 points of damage direct to the vam-
  
  81
  pire’s Hit Points, PROVIDED IT HITS BARE SKIN. This may 
  require a Called Shot to the face, arms or hands, especially when 
  dealing with Secondary Vampires, who are more likely to wear 
  protective coverings. Wild Vampires tend to run around naked 
  and half-naked, wearing tattered clothing to little clothing. Even 
  Secondary Vampires in the hot Mexican climate and unashamed 
  of their bodies tend toward minimal clothing. However, when 
  they anticipate battle, Secondary Vampires are likely to wear a 
  cape or cloak, both of which offer flexibility of protection from 
  both water and, to a much lesser degree, sunlight, or hats, long 
  coats, jackets and even partial to full body armor. Just as with 
  rain, water can be blocked by protective outer layers of cloth-
  ing. Water weapons also have limited range, typically 50-100 feet 
  (15.2 to 30.5 m).
  Water offers other barriers for the vampire. The undead 
  have a powerful phobia about water and cannot willingly cross 
  over running water unless there is a physical bridge to cross. 
  Even then, the water phobic creatures must roll to save versus 
  Horror Factor 16. A failed roll means the vampire cannot bring 
  himself to cross the bridge. The monster can try to overcome his 
  fear to cross a bridge by rolling to save vs Horror Factor as often 
  as four times an hour. Most vampires, however, only try under 
  dire circumstances. The rest of the time there is no effort to over-
  come their fear, they just avoid rivers, streams, lakes and seas. 
  Vampires will NOT even try crossing bodies of water by turning 
  into a bat and flying over it.
  Another way of getting across running water is to be transport-
  ed by somebody else, sealed in a (ideally waterproof) container 
  (coffin?) and taken over by boat, aircraft or other means, without 
  the vampire’s knowledge. If the demon knows he’s being taken 
  over water, he’ll protest and try to vacate the vehicle before get-
  ting near water.
  “While wooden weapons can be used to cut, stab and hurt 
  vampires, the most effective attack is to impale the heart. Stab-
  bing the heart with a wooden stake, spear or arrow is like hitting 
  the off switch. Succeed at hitting the heart with a shard of wood, 
  and as long as the wood remains in place, the vampire is down. 
  Immobilized. But not dead.”
  – From the writings of Doc Reid
  The Wooden Stake
  “Many misguided souls believe a wooden stake thrust into the 
  heart of a vampire kills the demon. They are wrong.
  “A stake in the heart is a painful means of inflicting a state of 
  suspended animation. An arrow, crossbow bolt, spear, or other 
  shaft will all do the job. Some insist that the wood must be made 
  of hawthorn, maple or aspen, but any wood will suffice. The mo-
  ment the stake hits its mark, the demon screams in pain and falls 
  to the ground in a crumpled heap. Moments later, the ghastly 
  fiend seems to stop breathing, blood may gush from the wound, 
  and the body may shrivel to look like an ancient corpse or even a 
  skeleton, depending on the age of the vampire.
  “Dead? No.
  “Remove the wooden stake and, in mere seconds, the cursed 
  demon is restored to his full strength and physical mass. The 
  transformation is taxing and sends the monster into a feeding 
  frenzy that forces him to hunt and kill immediately after the stake 
  is removed to slake his inhuman thirst for blood. Another remind-
  er that the undead are not human, but murderous monsters that 
  defy reason.”
  – From the writings of Doc Reid
  Impaling a vampire in the heart with a piece of wood and leav-
  ing the wood in place sends the creature into an instant coma.
  That last part is critical: The piece of wood that has pierced the 
  heart must remain in place. Stabbing and removing the wooden 
  stake causes the undead tremendous pain, but does not create the 
  coma state. The wooden stake must remain in the heart to keep 
  the vampire incapacitated.
  The state of suspended animation inflicted by being staked, 
  lasts for as long as the stake remains in the heart or chest cavity 
  where the heart is located. As long as the originating Vampire In-
  telligence still lives, the undead vampire can be revived by simply 
  removing the wooden stake. Remove the stake from the vam-
  pire’s corpse tomorrow, next year, or centuries from now, even if 
  the vampire is nothing more than a skeleton, and he regenerates 
  to live and hunt again.
  It remains a mystery why impaling a vampire in the heart 
  with a piece of wood and leaving the wood in place causes an 
  instant coma. Doc Reid suspects it has something to do with vam-
  pires being elemental supernatural beings. The impalement of a 
  wooden stake through the heart grounds the monster to the earth 
  and renders him completely powerless and unconscious. Once 
  grounded, the vampire is locked in forced stasis.
  In this coma-like state, the vampire is vulnerable to normal 
  S.D.C. weapons and fire (cannot be atomized even by M.D. 
  weapons). However, the creature is not dead and remains very 
  dangerous. If the stake is accidentally or deliberately removed, or 
  destroyed, the vampire is revived. Even if the demon’s body has 
  been mutilated or chopped to bits, he will regenerate as soon as 
  the stake is removed. See Decapitation for more details.
  Wood
  “It’s ironic. A vampire can survive a nuclear blast and Mega-
  Damage energy blasts, but the demon is vulnerable to a number 
  of very common things, including wood, water, silver and sun-
  light. It’s true, a well placed blow from a wooden chair or fallen 
  tree branch does more damage to a vampire than a Boom Gun. 
  Remember that, but don’t rely on any one of the undead’s weak-
  nesses, learn to use them all to your maximum benefit.
  
  82
  Note: No animal of any kind will eat the flesh of a vampire. 
  They sense the powerful aura of supernatural evil and will not 
  touch undead flesh.
  Staked is not dead. After a vampire has a wooden (or silver) 
  stake driven into his heart to render him helpless, the head should 
  be lopped off, the head and body burned to ash in separate fu-
  neral pyres, and the ashes scattered. A vampire can be burned by 
  normal fire when the heart is impaled by a wood or silver stake.
  Wood in any shape or form – spears, javelins, arrows, cross-
  bow bolts, shafts, sharpened wood knives, and clubs and staves – 
  hurts and inflicts damage to vampires, doing damage direct to Hit 
  Points. But the accursed monsters regenerate so quickly that the 
  damage, no matter how great, is never life threatening unless the 
  wooden weapon is thrust into the heart. While the wooden stake 
  is iconic, any wooden weapon, including spears, wooden arrows 
  (must have a wood or silver tip) and even a wood shard or frag-
  ment, can be used, provided it is strong enough to penetrate the 
  chest and enter the heart. Note: The wood weapon must be made 
  entirely of wood or plated in silver. An arrow or spear with a flint 
  or steel head will bounce off the monster’s hide without damage. 
  Silver-tipped and plated weapons are as effective as wood, and 
  both inflict double their normal damage against vampires.
  Impalement by wood is extremely painful. Impalement of 
  extremities, including the head or appendages is painful, but has 
  no other debilitating effect on the undead. In fact, vampires are 
  notorious for getting shot with an arrow through the neck or arm 
  and leaving the arrow or weapon where it is, and continuing to 
  fight unimpeded, as if defying theirs attackers to try again. The 
  sight is extremely eerie and requires characters to roll again to 
  save vs Horror Factor 15.
  A direct strike to
  the heart is hard to do
  Staking a Sleeping Vampire
  Finding and attacking vampires while they sleep during the 
  day is a wise tactic. The Vampire Hunters may have to deal with 
  humanoid or animal protectors, but they are easy to dispatch 
  compared to melee combat with a vampire.
  Staking the heart of a sleeping vampire requires strength, 
  force, aim and a little luck. Bone and muscle may deflect the 
  stake and miss the heart. So might a case of the nerves. Even sea-
  soned veterans report an adrenaline rush just before they pound a 
  stake into a vampire. An inexperienced character or ordinary ad-
  venturer, and even soldiers, are likely to be unnerved or pumped 
  up with adrenaline by the prospect. Hammering a wooden stake 
  into a sleeping enemy’s chest is very different from shooting an 
  enemy or engaging in hand to hand combat. The vampire’s evil 
  aura/Horror Factor also adds to the nervousness of the attacker.
  Roll to strike to hit the heart even when the vampire is mo-
  mentarily down, unconscious or asleep. The heart is not a large 
  target. It is about the size of a man’s fist and a nervous, careless 
  or cocky attacker could miss the heart, so players must roll to 
  strike. Heck, a nervous or distracted character might even miss 
  hitting the stake entirely, thumping the vampire in the chest with 
  the mallet and waking him up. Don’t say it can’t happen. We’ve 
  all hit our thumb or hand trying to hammer a nail or lawn stake. 
  Likewise, the stake might slip or be deflected by bone or muscle 
  tissue, going into the chest but missing the heart.
  A missed stake attack on a sleeping vampire will wake him up!
  Bonus to strike for medical personnel: +2 for those with Para-
  medic skill and +4 to strike for those with Medical Doctor skill 
  against a sleeping or restrained vampire.
  10 or higher strikes the heart: The attacker must roll to strike 
  for the first hit of the mallet to drive the stake into the heart. The 
  attacker may include any applicable bonuses to strike.
  If that first roll to strike is a success, 1D4 additional hits to the 
  stake are required to impale the heart, but all are successful.
  If the stake is struck but misses the heart – a roll of 5-9 – it is 
  a near miss. The stake inflicts 2D6 Hit Points, but the vampire 
  wakes up. Note: See Near Miss rules under Impaling the Heart in 
  Close Combat, below.
  A roll of 4 or less is a miss, and hits either the character’s hand 
  or the character’s chest.
  Where is that mallet? It is not possible for most ordinary 
  humans to accurately plunge a stake into the heart without hold-
  ing the stake just above the chest and using a heavy mallet to 
  hammer it into the heart. Evolution has given humanoids a rib 
  cage of hard bone, cartilage and strong muscles across the chest 
  for the precise purpose of protecting the heart and lungs. The av-
  erage person, even a strong person, cannot just plunge or push a 
  wooden stake into someone’s chest with his bare hands, not with 
  any accuracy. That’s why the mallet is needed.
  P.S. needed to plunge a stake into a vampire’s chest without 
  a mallet:
  - Ordinary humans and D-Bees: P.S. of 28 or higher and 
  counts as a power punch.
  - Augmented mortals such as Juicers and Crazies: P.S. of 24 or 
  higher and counts as a power punch.
  
  83
  - Characters with Robot P.S. like Combat Cyborgs, power ar-
  mor and robots: 18 or higher; counts as one melee attack/punch.
  - Characters with Supernatural P.S.: 10 or higher; counts as 
  one melee attack/punch.
  Impaling the Heart in Close Combat
  “Fighting to win is fighting smart. That means incapacitate the 
  enemy, hold your position and finish the monster off later.
  “The vampires incredible powers of regeneration makes them 
  difficult to kill, but not to stop. Aim for the heart with bows and 
  arrows, crossbows and spears. Nailing the vampire in the heart 
  is the equivalent of staking them. Staking a vampire in the heart 
  immobilizes him, allowing you to drop him fast and turn to your 
  next undead opponent. As long as another vampire or mortal ser-
  vant can’t get to the fallen vampire to remove the stake, that vam-
  pire is down for the count, and you have all day to dispose of the 
  body after the battle is won.”
  – From the writings of Doc Reid
  The player must declare a Called Shot and his intention of go-
  ing for a strike to the heart before he rolls 1D20 to strike. Hand 
  to hand attacks are considered a power punch, using up two me-
  lee attacks. As always, the vampire can try to parry and dodge; 
  defender (the vampire) wins ties. Assuming the vampire fails to 
  parry or dodge, a roll of 16 or higher (or above the Armor Rating 
  if the vampire is wearing S.D.C. or partial M.D.C. armor; which-
  ever is higher) is a successful strike to the heart. The attacker may 
  include any applicable bonuses to strike. A Natural 20 (straight 
  die roll unmodified by bonuses) is always an instant success and 
  hits the mark perfectly. The only way the vampire can parry or 
  dodge a Natural 20 attack is by rolling a Natural 20 (no bonuses) 
  to parry or dodge.
  Close Combat: Hand to hand combat, sword play and close-
  quarters gunplay are all “close combat.” Close combat encom-
  passes a range up to 20 feet (6.1 m); a distance that can be closed 
  within one or two melee actions (a few seconds) and close enough 
  to have a good view of a target. From this range the character’s 
  normal attacks and bonuses apply. The only condition is that the 
  combatant must state that he is “trying to pierce the heart” and 
  announces a Called Shot before he rolls to strike. The vampire 
  opponent gets his usual option to parry or dodge the close-range 
  attack.
  Bonus to Strike for Medical Personnel: +1 for those with Para-
  medic skill and +2 to strike for those with Medical Doctor skill 
  in a combat situation.
  A power punch is required even against an unarmored vam-
  pire, because, despite what’s seen in movies, plunging a sharp-
  ened stick into someone’s heart and hitting a target the size of a 
  man’s fist requires strength and focus.
  A successful strike to the heart (16 or higher) instantly renders 
  the vampire helpless and he drops to the ground. Many Vampire 
  Hunters use the tactic of impaling and incapacitating as many 
  vampires as possible, and worry about permanent destruction lat-
  er. Under many circumstances, this works very well, but against 
  large groups it may only be a short-lived stop-gap measure. Even 
  Wild Vampires know that removing the stake revives their fallen 
  brethren. Consequently, vampires are likely to stop and pull the 
  stake out of any impaled brethren they encounter, even in com-
  bat. Staking and decapitation slows the recovery process at least 
  a few extra minutes.
  A near miss only makes the creature angry and vengeful. A 
  roll to strike of 13-15 is a near miss. Meaning the impalement 
  came within a centimeter to three inches (7.6 cm) of the mon-
  ster’s heart. Impalement within three inches (7.6 cm) of the heart 
  inflicts the vampire incredible pain. Leaving the wooden stake 
  in the vampire’s body, near the heart, causes the fiend to lose all 
  remaining attacks for that melee round, as he writhes and tries to 
  collect his wits to dislodge the wooden shaft.
  If there is enough of the weapon sticking out that the vampire 
  can get a good handhold, he can slowly pull it out. The vampire 
  can usually remove an exposed wooden shaft/stake that missed 
  the heart within one melee round, during which he has no attacks, 
  but can defend himself from incoming attacks at half his normal 
  bonuses.
  If the wood cannot be grasped by hand, the vampire must turn 
  into mist to allow the weapon to drop away. Or he can cut or claw 
  away chunks of his own flesh to remove the offending object. 
  Observers of this self-mutilation roll to save vs Horror Factor 15.
  A roll to strike of 5-12 misses the heart, but hits the vampire 
  and does normal damage for that wood weapon. No damage if the 
  vampire parried or dodged, or the attack hits armor.
  Of course, the impaling attack is useless against vampires 
  wearing full environmental, M.D.C. armor. However, most un-
  dead do not like to wear armor because it makes them look and 
  feel “weak” or “afraid of humans.”
  Long-Range Strike to the Heart
  Hitting the vampire in the chest and impaling the heart with 
  an arrow, spear or thrown weapon is very difficult and the same 
  rules used for Decapitation apply, including the need to make a 
  
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  called shot and roll a Natural 20 or a modified 24 or higher to 
  strike the heart. If the heart is struck, the weapon must be left in 
  the vampire to keep him in the coma state.
  Long-range is considered to be any distance of beyond 20 feet 
  (6.1 m).
  Vampires cannot parry an attack from a bow or crossbow (or 
  gun), but thrown weapons like a spear or knife can be parried or 
  dodged.
  Wood Weapons
  See the Weapon Section for a wide range of different wooden 
  weapons.
  Natural 20 Rule (optional)
  Hey, it’s Kevin Siembieda, and I wanted to suggest some rules 
  I have used in my own games since . . . well, always. However, 
  for some strange reason, I have never put them in a book as “of-
  ficial” rules. Until now.
  Natural 20 Triumph. If a player is trying to hit something or 
  do something like impale a vampire’s heart, wrestle or shoot an 
  item out of an opponent’s hand, get to a position or item before 
  the bad guy, pull an NPC (Non-Player Character) to safety, and 
  similar acts, I have him roll 1D20 to strike or accomplish his task. 
  If he rolls a Natural 20, I ALWAYS make his goal an automatic 
  success. Always. If it’s a competition between the hero and an 
  NPC villain, a D20 is rolled for each character, high roll wins. 
  So if the villain was parrying, dodging, trying to get there first, or 
  hang on to the innocent hostage, and gets the higher roll, he wins. 
  If the player gets the high roll, he succeeds.
  A Natural 20 Against a Vampire Stakes ‘em. Even if the 
  player character did not announce a Called Shot or an intention 
  to stake the vampire, he lucks out if he rolls a Natural 20, and 
  impales the monster through the heart, as long as he’s using a 
  weapon that can do so.
  A Natural 20 is Fate. The only way an opponent can beat a 
  Natural 20 to strike, is by rolling a Natural 20 to parry or dodge, 
  because defenders win ties. However, a Natural 20 ALWAYS 
  beats a roll that exceeds 20 with bonuses, no matter how high it 
  was thanks to bonuses; i.e. a Natural Twenty beats a roll of 22 or 
  32 or 102 achieved via bonuses. To me, a Natural 20 is luck and 
  the intervention of Fate that beats everything else, except another 
  Natural 20. I live by this rule and it works great.
  Quick roll decisions using a D20 (Optional). How many 
  times does a character ask a simple question or try to bluff an 
  NPC, or asks if a common item is in stock at a store (nothing 
  that’s a game changer)? As G.M., you have to stop and think 
  about it. Well, don’t spend a lot of time ruminating about the 
  answer, roll 1D20. A roll of 1-10 means yes. 11-20 means no. It’s 
  fast, simple and fair, because you’re leaving it to chance. This 
  should not be applied to items or situations where the decision 
  radically changes or unbalances the game. Big decisions should 
  always be left to the Game Master, not chance. But little things, 
  sure, why not?
  I do the same for “this or that” situations. Does the trail go 
  left or right? 1-10 is left, 11-20 is right. Do all the guards hear 
  the group and respond or does the group slip by unheard/unseen? 
  Make a roll. Personally, I have low rolls under 10 favor the player 
  characters and high rolls of 11-20 go against them. It works for 
  me, but please consider this one an “optional” rule I’m tossing 
  out there. Of course, there will be circumstances where you, the 
  G.M., will need or want to make a deliberated decision, but when 
  you don’t care or don’t know, give it a roll. – Kevin Siembieda
  Combat Notes
  Strategies, Tactics and Observations
  excerpted from the writings of Doc Reid
  In a strange way, vampires reflect the worst of us. The demons 
  steal our identity when they take our bodies. The monsters pos-
  sess the memories and personality of the deceased, so to some 
  degree they think like us. Like human beings. Humanity is the 
  orientation of the undead. Only they are our evil twins: Decadent, 
  selfish, cruel, and murderous. They think like humans and know 
  how we think, what we desire, where we live, how we function, 
  how we feel, what scares us and where to find us. They even 
  look like us and can walk among us unnoticed. Vampires use this 
  intimate knowledge and their human guise to infiltrate our ranks, 
  seduce and trick us. And, of course, to hunt and kill us. It is im-
  portant we remember that. To a vampire, we are little more than 
  game animals to be hunted and devoured. So yes, on one hand, 
  when we fight vampires we battle monsters. On the other hand, 
  we are battling ourselves, or at least humanity’s evil reflection.
  I sometimes wonder if we were given the powers of the vam-
  pire, would we become like them? Would we become arrogant 
  monsters? I would like to think no, but I look at the Coalition 
  States or the Federation of Magic, and I think the answer must be 
  yes. But I digress.
  The point I want to make is that for all the vampires’ mon-
  strous aspects and powers, they are intelligent and human-like. 
  They think, plan, plot and use treachery and cunning to hunt and 
  do battle. They don’t engage in a stand-up battle unless they ab-
  solutely have to. They can use our own technology and delight 
  in turning our strengths against us, and play upon our fears to 
  manipulate us.
  I believe vampires are the greatest threat to human and D-Bee 
  life on this planet. Never take them lightly. Never think they are a 
  joke or weak because a stick of wood, a stream of water or a beam 
  of sunlight hurts them. They are wicked, monstrous versions of 
  us without a conscience. If we are not careful, one day, we will 
  all answer to a Vampire Lord and live in a Vampire Kingdom.
  Animals and Vampires
  My research reveals that animals can sense the approach of 
  evil supernatural beings. This means your pet, horse or animal 
  Familiar can alert you to the presence of vampires. The closer a 
  vampire gets, the more nervous your animal becomes. If you are 
  aware of this and pay attention to your animal, it can tip you off to 
  vampires approaching and give you a bit of extra time to prepare 
  for battle, hide, flee or take other steps to deal with the monsters. 
  Horses, canines and felines are especially sensitive to psychic 
  vibrations from evil supernatural forces.
  In all cases, the animals become nervous and agitated. Dogs, 
  wolves and coyotes bark and howl, cats hiss and caterwaul, and 
  horses whinny, stomp their feet and rear up. I have calculated 
  
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  86
  the animals’ sensing range to be 3,000 feet (914 m). Though the 
  range differs, Dog Boys also sense vampires and supernatural be-
  ings, making them and canines excellent companions for Vam-
  pire Hunters.
  When an actual vampire comes within 10 feet (3 m) of the 
  animal, horses rear up on their hind legs or bolt to run away. 
  Most canines growl and back away before running off or taking 
  an aggressive defensive position next to their owner. Felines hiss 
  and let loose a loud wail. If the vampire makes a sudden move-
  ment toward the animal or its owner, it may attack him (01-40% 
  chance) or run away. Canine guardians, trained attack animals 
  and most canine pets are likely (01-88%) to lunge and attack 
  the vampire if he takes the slightest threatening tone of voice or 
  makes a hostile or sudden gesture toward the animal’s master. 
  If a cat is cornered, it will attack the vampire, and sometimes, 
  cats attack to protect their owner (01-20% chance) when he is 
  threatened by the undead. (If a predatory big cat, like a lion, tiger, 
  jaguar, etc., the feline is more aggressive. Use the same percentile 
  die roll as canine guardians.)
  WARNING: Vampires can control canines, including wild 
  animals such as coyotes and wolves. This is done via eye contact 
  and a verbal command (counts as one melee attack). Instantly, the 
  canine becomes an obedient servant of the vampire, and behaves 
  as if it were a trained and loyal pet. I have found, however, that 
  this is not the case with canines that are already your pet. Pets are 
  loyal to their masters. These animals seem resistant to the vam-
  pire’s mind control due to the bond of love and loyalty between 
  the animal and its master, as well as the dog’s natural abhorrence 
  and fear of all things supernatural. This is true of horses and cats 
  as well. Game Note: Animals get to save vs psionic mind con-
  trol, requiring a roll of 16 or higher to save. HOWEVER, pets 
  only need to roll an 8 or higher to save. Failure to save means roll 
  percentile dice on the following Canine Reaction Table.
  Canine Reaction Table (in response to a failed roll to save 
  vs Vampire Mind Control):
  01-60% Your pet is under the complete control of the vam-
  pire. Until the vampire leaves and relinquishes his hold over the 
  animal, it serves and protects the monster as well as attacks any-
  one the vampire commands it to, including its owner!
  61-90% The dog whimpers and slinks off to hide. It does not 
  serve the vampire, but it will not attack him or protect its owner.
  91-00% The animal goes berserk and attacks the vampire! It 
  fights to the death unless dragged away, pinned and held, or ren-
  dered unconscious. Until the vampire leaves, the animal behaves 
  like a mad dog that wants to tear the vampire to pieces.
  Grappling
  Cyborgs and robot and power armor pilots need to control 
  themselves and fight a vampire carefully. All three are used to 
  being powerhouses in normal combat, but against the undead, a 
  cyborg or robot pilot is the one vulnerable to the vampires. All 
  that wonderful technology, energy weapons and robotic strength 
  are harmless to a vampire. Without weapons of wood, silver, 
  water, or magic, the warrior might as well be dressed in a tin 
  can. Actually, that’s not entirely true. The armored hero may not 
  be able to hurt the vampire, but powerful (Mega-Damage) on-
  slaughts can knock a vampire off his feet and off-balance. An 
  unrelenting battery of punches, kicks, and grappling (that inflict 
  M.D. damage), can keep a vampire occupied or held at bay for at 
  least a few melees.
  A canny Combat Cyborg, power armor unit or giant robot 
  vehicle can grapple, pin, entangle, and hold (bear hug) a vam-
  pire. As long as the armored warrior hangs on or keeps the fiend 
  pinned, the vampire is incapacitated and cannot attack others. 
  Yes, a vampire can turn to mist to escape, but this is good, be-
  cause it takes time to turn to mist, move away, and resume hu-
  manoid form. Mist moves slowly, so if the vampire has to put 
  some distance between himself and his attacker, that adds to the 
  time he’s not able to engage in combat. (Note: It takes 6-7 sec-
  onds and uses up two melee attacks to metamorph from human-
  oid form into mist or animal form. It takes the same amount of 
  time and uses up two melee attacks to change back from mist or 
  animal into humanoid.)
  Of course, a pinned vampire will continue to struggle and 
  fight. Vampire are monsters who do not hesitate to tear at an op-
  ponent with tooth and claw. Their bites can be devastating and 
  are able to damage even the best (M.D.C.) armor. Their Super-
  natural Strength is such that vampires can inflict grievous harm 
  (Mega-Damage) to an armored opponent with their bare hands. 
  Most of you are not used to fighting an adversary that has both 
  human intelligence and animal ferocity, so you are not likely to 
  expect a bite attack until the vampire lunges forward with fangs 
  bared. I don’t mean to beat a dead horse, but vampires hide be-
  hind their facade of humanity then strike like a ravenous beast, 
  catching warriors off-guard. Never forget that vampires are not 
  human. They are monsters who will tear you apart. Strike without 
  hesitation or remorse, and strike to kill.
  (Note: A Mega-Damage bite attack from Secondary and Wild 
  Vampires is 2D6 M.D.; 4D6 M.D. for power bites [counts as two 
  melee attacks]).
  Giants, giant robots and beings and weapons that inflict great 
  damage can also be effective at keeping vampires off balance. 
  While these attacks may not physically hurt the monsters, they 
  may knock a vampire off his feet and reeling. (See Knockdown 
  rules elsewhere in this section.)
  Hit and Run Tactics by Vampires
  As I’ve noted before, vampires possess instincts and cunning 
  that make them formidable foes. The versatile monsters rely on 
  their supernatural abilities on an instinctive level and to maxi-
  mum effectiveness. A favorite tactic is “hit and run.” When a 
  vampire falls to around 12-15 Hit Points, instinct tells him his life 
  is in jeopardy. Rather than continue the fight, the vampire makes 
  a strategic retreat and hides. Often animal metamorphosis is used 
  to make a speedy escape or mist metamorphosis to escape impris-
  onment or taking more damage. The monster finds a safe place 
  to hide and waits as his Bio-Regenerative powers repair damage 
  until completely or suitably recovered, then stalks his enemies to 
  pick them off one by one, or to rejoin combat.
  You can call this cowardice or cheating, but ultimately, it is 
  a brilliant, winning tactic. The vampire can fight till near death, 
  stop, take a break, heal and come back to fight some more. The 
  vampire returns fresh and at full power, while each encounter/
  attack wears us down, uses up ammunition and grinds us up un-
  til our strength and resources are unable to resist the demon’s 
  next onslaught. Meanwhile, vampires actually enjoy this cat and 
  mouse game, and take full advantage of the psychological aspects 
  
  87
  by taunting and mocking their opponents, telling them how they 
  don’t have a chance, resistance is futile, and their deaths are in-
  evitable. It’s cruel, but effective.
  Don’t let vampires get into your head. Counter the hit and run 
  tactic by sticking together and watching each other’s backs. Find 
  a position you can secure and make the monsters come to you. 
  Defenders usually have the edge in most combat positions. Show 
  no mercy and take the undead down without hesitation. When 
  you have a kill shot or an opportunity to stake a vampire, take it 
  and finish the job. Know when to call it quits and make a strate-
  gic retreat yourself. Your death only serves the vampires. There 
  is no shame in having to retreat or do whatever’s necessary to 
  survive to fight another day. This is especially difficult when you 
  are leaving a teammate or innocent people behind, but sometimes 
  it is a hard necessity. Just remember, if you live, you will have 
  the opportunity to save lives – theirs or someone else’s – in the 
  future. Your death is not going to change what happens to these 
  people next. Behave like your enemy: Retreat to fight another 
  time at full strength.
  Hostages
  Vampires are evil incarnate. They have no conscience or re-
  morse. They are the top of the food chain, and we are their prey. 
  They are wicked and manipulative in the extreme, and under-
  stand human nature better than we do. Consequently, another 
  favorite tactic of the undead is the use of innocent hostages as 
  bait, bargaining chips and retribution. They’ll hold one or more 
  hostages to lure you and your team into the open, into an ambush 
  or to make you come to them in their lair. They use a hostage(s) 
  to try to broker deals and barter for their own lives. They’ll use 
  the threat of killing hostages to make you back off and they’ll 
  slaughter the innocent as an act of revenge or psychological war-
  fare by making you feel responsible for their deaths and failure to 
  save them. Undead love to break the human spirit, and they know 
  capturing and holding a friend, teammate or innocent, especially 
  women and children, has a profound impact on our psyche and 
  performance. That’s why they do it. They know we will hesi-
  tate and make deals with the devil to save lives, especially if it’s 
  someone we care about. They know loss and grief, as well as 
  anger, affects us, dulls our thinking, makes us sloppy or care-
  less. For them, it’s all a big joke, because vampires are NOT hu-
  man, so human life has no value to them. We are cattle or a good 
  horse to trade, sell or do with as they please. They use people like 
  pawns on the chessboard to stay the hand of heroes, manipulate 
  others and for barter themselves.
  I’ve known many Vampire Hunters who have tried to harden 
  themselves by keeping people at arm’s length, having few friends, 
  and preparing themselves to sacrifice friends and innocents for 
  the greater cause of slaying vampires. I understand where they 
  are coming from, but I think it’s folly. If you harden your heart 
  and remove yourself from humanity, the vampires have won, be-
  cause in a way, they have succeeded in destroying you. In a way, 
  you are like them: one of the walking dead. A machine bent on 
  killing. At Fort Reid we try to keep our families close and encour-
  age our Rangers to embrace friends and family and cherish them 
  above all else. Friendship and love is what keeps us alive and 
  makes life worth living.
  This is war. Loss is inevitable. The pain we feel is evidence 
  that we remain human ourselves. When you stop feeling the pain 
  of human sacrifice, you are broken and need to find a way to re-
  pair yourself, or you’ve become a different kind of living dead. 
  Don’t let that happen to you.
  Hunger for Blood
  Vampires need blood like we need water. Some may try to 
  fight the terrible urge to hunt, kill and feed upon the living, but 
  most readily embrace it without hesitation. Vampires are wicked 
  supernatural beings compelled to engage in acts of evil. It’s who 
  and what they are, monsters through and through. The vampire’s 
  need for human blood is profound and unquenchable. It is an urge 
  no vampire can resist for long. Even those who try to fight their 
  bloodthirsty nature must give in, sooner or later, lest they be driv-
  en mad with hunger. Remember, vampires are not human. They 
  are demons that have hijacked a human body. We are their prey. 
  They need our blood to survive. They hunt us for food, see us as 
  livestock and enjoy the hunt and the thrill of the kill.
  Feeding Requirements: Vampires require fresh, right out of 
  the vein, human blood. A vampire should feed on at least two pints 
  (roughly one liter) of blood every 72 hours. Twice that amount 
  every night or two is preferred, and vampires who like to indulge 
  themselves will consume 6-9 pints (2.8 to 4.1 liters) every night 
  or two. The demons can try to resist the desire to feed, and try to 
  fast, but with each passing night of abstinence the hunger grows 
  more powerful. By the fourth night, the creature awakens with 
  stomach pains and a craving to feed akin to the desires of a junkie 
  needing a drug fix. But the monster can still resist.
  Animal blood cannot be substituted.
  Artificial blood cannot be substituted.
  Blood from a blood bank or hospital is satisfactory only if it is 
  less than 12 hours old.
  D-Bee blood is acceptable, but I have it on good authority that 
  a vampire needs twice as much blood when feeding on D-Bees, 
  and nonhuman blood is less tasty, less fulfilling, and much less 
  preferable.
  Vampires don’t have to kill their prey when feeding, but they 
  like to kill. Furthermore, they find drinking blood so enjoyable, 
  sometimes they don’t realize they are killing their prey unless 
  someone points it out or pulls them off.
  Vampire Feeding Frenzy. The need to drink blood is so de-
  manding that after only four nights of total deprivation, the vam-
  pire looks worse than usual. The skin takes on a waxy yellow 
  pallor, dark circles surround the eyes, the face and hands perspire, 
  the eyes look dull and the undead’s movements are slow from 
  physical weakness. The hunger is all the vampire can think about. 
  The hunger screams to him and claws at his innards, demanding 
  to be fed.
  When the savage demon loses control, there is no reasoning 
  with him, and only some means of physical restraint can stop the 
  demon from executing his dark task. When the frenzy takes over, 
  the vampire can think only of feeding and does everything in his 
  formidable power to find prey. A frenzied Secondary Vampire 
  behaves like a Wild One, losing self-control, so when he feeds, he 
  kills, draining the victim until empty. Only intervention by a third 
  party can stop him. To drain a victim completely, the vampire 
  needs 20 minutes. The hunger ends as soon as the monster has 
  fed and he is instantly restored to his normal self. (No penalties.)
  (Game Mechanics: After four nights without blood, the hun-
  ger weakened vampire suffers the following penalties: -2 on Per-
  ception Rolls, -2 on initiative, -10% on skill performance and 
  
  88
  reduce Spd by 20%. Every time the vampire smells humanoid 
  blood he must roll to save versus Feeding Frenzy with NONE 
  of his usual bonuses to save. A 15 or higher is necessary to save. 
  The smallest cut or a single drop of blood within a 500 foot/152 
  m radius of him is enough to trigger the Feeding Frenzy. A failed 
  roll means the vampire succumbs to his blood lust and rushes 
  off to feed. The blood lust frenzy lasts for 1D4 hours, or until 
  the vampire has fed. If the vampire does not kill and feed within 
  that time, he regains some control of himself and can try to resist 
  feeding until the next scent of humanoid blood assails his senses. 
  Note: For every night of abstinence beyond five, the vampire suf-
  fers a penalty of -1 to save versus Feeding Frenzy and skill penal-
  ties increase at a rate of -5% per night, turning the vampire into 
  a slobbering monster obsessed with eating. It is only a matter of 
  time before the creature must give in and feed.)
  Starvation leads to temporary insanity. Restraining a vam-
  pire is a difficult task, but not impossible. Unfortunately, a vam-
  pire cannot die from starvation. All that a forced abstinence does 
  is drive the demon insane. After three weeks of starvation, the 
  vampire descends into a crazed animal state where he cannot 
  think or perform the simplest task. Not even speak. The demonic 
  animal does not recognize friends and servants, and howls like 
  a coyote caught in a trap. The tortured beast writhes in agony, 
  the body quickly becomes emaciated and more corpse-like with 
  each passing night. Every thought is consumed with feeding. If 
  released from his restraints, the vampire attacks and completely 
  drains (killing) the first mortal he encounters. If offered more 
  than one choice, the vampire goes for a human every time. If 
  there is no human available, the monster attacks the prey that of-
  fers the least resistance. Even in this animal state, the predatory 
  
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  mind works on instinct to choose the most vulnerable prey and 
  easiest to kill. During the feeding frenzy of the temporarily insane 
  vampire, the demon does not recognize friends, enemies or his 
  surroundings. All he knows is that he must feed. This kill is more 
  savage and brutal than usual, spilling half the blood onto ground 
  as the ravenous beast laps up as much as he can, as quickly as he 
  can. A few minutes after feeding, the undead becomes his lucid 
  and rational self. His physical body also resumes its more nor-
  mal and healthy appearance. Like Doctor Jekyll and Mr. Hyde, 
  the bestial persona of the vampire is again submerged under the 
  veil of the intelligent Doctor Jekyll. However, the hunger lingers. 
  This savagely devoured meal may have restored the monster’s 
  mind, but with half the blood spilled on the ground, the vampire 
  needs a second victim to fully satisfy his hunger. Able to think 
  with a clear head and perform skills at normal capacity again, the 
  vampire is able to stalk his next prey and, if so desired, stop him-
  self from draining more than 3-4 pints and leave the victim weak 
  and barely alive. The time of madness is over.
  Prolonged periods of starvation that last six months to years, 
  and even decades, have a chance (2% per year with accumulat-
  ing results, stopping at 50%) of causing permanent insanity that 
  leaves a Secondary Vampire in a permanent feral state similar to 
  that of a Wild Vampire. However, it has been my experience that 
  most recover completely after feeding.
  As always, statements of fact, such as those above concerning 
  vampire behavior, feeding habits, the frenzy, insanity and recov-
  ery, are all based on copious experimentation, and years of scien-
  tific study and observation.
  Knockdown
  If the punch from a robot, robot vehicle, power armor, or cy-
  borg delivers enough physical damage, the force of the blow may 
  knock a vampire off his feet. Powerful explosions and other types 
  of powerful concussive impacts have an increased likelihood of 
  knockdown. Note: Energy beams, automatic weapons, shotguns, 
  and revolvers do NOT knock a vampire down because they don’t 
  deliver enough force.
  Knockdown Impact Table for Vampires
  The following table indicates the likelihood of a vampire be-
  ing knocked off his feet from a powerful impact based on the 
  amount of Mega-Damage inflicted. The vampire does not suffer 
  damage from the Mega-Damage impact, but if knocked down, 
  he could lose his combat advantage. Roll percentile dice to de-
  termine the odds of being knocked down. (Note: This table also 
  applies to Combat Cyborgs, robots, giant robot vehicles, super-
  natural beings and characters with 500 or more M.D.C.)
  01-30 M.D.: Withstands the blow just fine.
  31-50 M.D.: 01-10% chance of being knocked off feet.
  51-70 M.D.: 01-20% chance of being knocked off feet.
  71-100 M.D.: 01-40% chance of being knocked off feet.
  101-150 M.D.: 01-60% chance of being knocked off feet.
  151-200 M.D.: 01-80% chance of being knocked off feet.
  201 or more M.D.: 100%; no chance to avoid knockdown.
  Penalties for Knockdown:
  The victim of knockdown from a force that inflicts 31-200 
  M.D. loses initiative and one melee attack.
  Impact that does 201 or more points of M.D. causes the victim 
  of knockdown to lose initiative and all attacks/actions for the en-
  tire melee round (15 seconds).
  Being knocked off one’s feet from a powerful explosion or im-
  pact means being knocked down on one’s backside or face. In the 
  case of a powerful explosion, the victim is likely to be knocked 
  back several yards/meters (G.M.’s discretion, but a simple rule of 
  thumb is 2D6 yards/meters) away from the point of impact.
  Lasers
  Lasers are amplified light, giving some people the misconcep-
  tion they should inflict damage to vampires. They do not. A laser 
  blast is harmless to vampires. Lasers are not sunlight, so they do 
  no damage. Artificial light of any kind has no damaging effect on 
  the undead.
  Natural Enemies of Vampires
  Anti-Monsters of South America appear to be a sort of mon-
  strous, magic cyborg made from an alien being combined with 
  a type of magic known as Biomancy. I think of Biomancy as a 
  sort of organic variation of Techno-Wizardry, though it is prob-
  ably more like the Bio-Wizardry of Atlantis. Several of my Rang-
  ers and I fought along side an Anti-Monster who called himself 
  Sun-Thunder. The Anti-Monster appears to be an ugly alien or 
  monster from another world, so I was shocked to discover human 
  DNA from a sample I had managed to procure from the creature. 
  When questioned, Sun-Thunder revealed he was born an ordinary 
  human being with some psionic abilities. He was transformed 
  into the Anti-Monster via a magical process he did not under-
  stand. He did so to fight supernatural evil and destroy vampires 
  and demons. He refused to reveal where he came from or who 
  made him, but we came to trust and care about our strange com-
  rade. Funny, but for a creature so monstrous in appearance, we all 
  came to think of him as one of us. We saw him not as a monster 
  but as a man who could be gentle and playful with youngsters, 
  exhibit great kindness and mercy, yet turn into a killing machine 
  when battling the undead.
  Sun-Thunder fought at the side of my Rangers for three sum-
  mers. We were all sad when he announced he was heading back 
  into the depths of Mexico to bring the fight to the Vampire King-
  doms. We have not heard from him, or of him, since. I often won-
  der if Sun-Thunder battles to this day, or whether he returned to 
  his mysterious creators in South America. More likely, he per-
  ished at the hands of the vampires.
  Anti-Monsters cannot be turned into vampires.
  Cyber-Knights. Everyone has heard stories of the heroic Cy-
  ber-Knights, so I need not go into detail about them. As heroes 
  who stand against evil and tyranny in all its forms, they are en-
  emies of vampires. Many individual Cyber-Knights have fought 
  vampires and joined operations to battle them and free human 
  slaves. However, as is the way of the Cyber-Knights, this is an 
  individual effort, not an organized operation. The Coalition War 
  with the Kingdom of Tolkeen has had an unexpected and disas-
  trous impact on the noble Knights. The issue of what to do about 
  the Coalition/Tolkeen War divided the brotherhood of Cyber-
  Knights, once famous for their unity and loyalty to one another. 
  The war has also depleted their numbers and created a new caste 
  of Knights considered rogues fallen from grace. I have heard ru-
  
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  mors that the Coalition States may be launching a quiet campaign 
  to eradicate the Cyber-Knights. It is a rumor I pray is not true.
  Cyber-Knights can be turned into vampires.
  Deevils. Vampires are demons. As such, supernatural beings 
  known as Deevils of Dyval harbor no love for the undead. Both 
  Deevils and vampires pride themselves as masters of manipula-
  tion, and both seek to dominate mortals, so they are rivals and 
  natural enemies. However, evil makes strange bedfellows, so 
  don’t be surprised if you find these two conspiring with each oth-
  er. The only thing you can be certain of when vampires and Dee-
  vils conspire together, is sooner or later, one will betray the other.
  Deevils cannot be turned into vampires.
  Demons. Vampires are demons, but I have learned there are 
  several different and rival families or species of demons. Each 
  resents the others and believes their particular lineage to be su-
  perior. As a result, the Demons of Hades, Daemonix of Tolkeen, 
  Russian Demons and other types of “demons,” see vampires and 
  each other as rivals and hated enemies. Any alliance between a 
  demon and vampire is an exception to the norm or a power play 
  with betrayal in the future.
  Demons cannot be turned into vampires.
  Dog Boys are anti-supernatural themselves, and take to the 
  task of hunting and slaying vampires without being asked or 
  urged to do so. Evil supernatural forces are natural enemies that 
  Dog Boy instinct compels them to destroy. Their awareness of 
  the supernatural, with sensing abilities similar to those of the Psi-
  Stalker, alerts them instantly to the presence of evil supernatural 
  beings. Instinct tells them evil supernatural creatures are a threat 
  to human and canine life and the Dog Boys respond with deadly 
  force. While Dog Boys respond to demons and all evil supernatu-
  ral beings in this manner, they seem to harbor a special hatred 
  of vampires. I have seen legions of Dog Boys defect from the 
  Coalition States of Lone Star, El Dorado and more recently, from 
  the forces at war in Minnesota against the Kingdom of Tolkeen. 
  Most Dog Boys that come here along the Mexican border don’t 
  leave the CS out of disdain, but rather because they sense there is 
  a greater need for them here, fighting vampires.
  Some of the bravest, most heroic Vampire Hunters I have ever 
  fought alongside have been Dog Boys. Their ability to track by 
  scent, keen hearing and hunting instincts combined with their 
  devotion to protecting human-life, make intelligent mutant dogs 
  one of our greatest resources and allies.
  Dog Boys cannot be turned into vampires; there remains too 
  much “dog” in these human-canine crossbreeds.
  Dragons. I must confess, my years of fighting the supernatural 
  have made me uncomfortable around beings that are magical or 
  supernatural. I have not, to my knowledge, worked with a dragon, 
  but they are extraordinary shape changers, so I may have without 
  realizing it. I’m told dragons have a disdain for the undead and 
  often seek to destroy them. If that is true, I’ve yet to see a public 
  display from them. Certainly the Dragon Kings of Freehold have 
  never shown the slightest inclination to join our fight.
  Dragons are creatures of magic that possess Supernatural 
  Strength so their physical attacks do damage to vampires (M.D. 
  = Hit Point damage point for point as per Supernatural P.S.), as 
  does some of their magic. Though a dragon can severely damage, 
  even rend a vampire limb from limb, such physical damage can-
  not kill a vampire. The usual method of staking, decapitation and 
  burning or exposure to sunlight or running water is required. I am 
  happy to report that dragons and other creatures of magic cannot 
  be turned into vampires by any means. Nor can supernatural be-
  ings.
  Note: Combat between vampires and dragons is a two-way 
  street, and while the dragon can injure a vampire, a vampire can 
  injure a dragon. Vampires inflict Mega-Damage as per the vam-
  pire’s Supernatural Strength, and vampire bite attacks do M.D. 
  to dragons.
  Psi-Stalkers. Psi-Stalkers are not native to the American 
  Southwest or Mexico, their range stops at the Pecos Empire. Yet, 
  like Dog Boys, we see more and more of them arriving to fight 
  vampires. Not entire tribes, but I suspect that may yet happen. 
  They are born to hunt and slay supernatural vermin like vam-
  pires and are welcomed allies. Psi-Stalkers recognize the danger 
  of the Vampire Kingdoms. In the last 200 years, at least three 
  tribes have launched massive attacks on them. Though the Vam-
  pire Kingdoms won, it is likely the Psi-Stalkers did damage and 
  have given them pause about spreading farther north. At least, 
  I’d like to think so. There hasn’t been a wide scale onslaught by 
  Psi-Stalkers in nearly a hundred years, but that hasn’t stopped 
  hundreds of them joining the fight every year. By my estimation, 
  more Psi-Stalkers have perished fighting vampires than any other 
  people – and I mean thousands in recent years, and tens of thou-
  sands over the last two centuries. They are humanity’s unsung 
  heroes in the secret war against the undead. Of course, the CS and 
  many other people consider them savages, so nobody pays them 
  much attention, especially in the badlands of the New West and 
  the vampire haunted lands of Mexico.
  Special Vampire Fighting Powers of the Psi-Stalker.
  ! Psi-Stalkers are human mutants that somehow evolved during 
  the two-hundred years of the Second Dark Age to prey upon 
  the supernatural and monsters.
  (Note: Psi-Stalkers feed on the P.P.E. of the monsters they 
  slay. All vampires have a high P.P.E. which doubles when 
  slain. Vampires can also be slain by S.D.C. weapons, making 
  them the perfect prey for Psi-Stalkers. However, the P.P.E. of 
  the undead is not available until the creature is permanently 
  destroyed. Driving a wooden stake into the heart does not kill 
  the undead nor release potential psychic energy. Only death 
  by sunlight, water, or the process of staking, followed by de-
  capitation and burning, truly kills a vampire and releases the 
  vampire’s P.P.E. for consumption. But that actually helps Psi-
  Stalkers in battling the undead, because they cannot be fooled 
  into thinking a vampire opponent is slain. If there is no release 
  of P.P.E., the monster still lives.)
  ! They possess the ability to sense the supernatural and can track 
  them to their lairs like a bloodhound.
  ! Their resistance to mind control (+5) applies to the vampires’ 
  Hypnotic Suggestion, Mind Control and other psionic powers, 
  which makes Psi-Stalkers difficult to influence and control.
  ! The Psi-Stalkers empathic relationship with animals enables 
  them to feel when an animal companion or animals around 
  them fear or sense the approach or presence of vampires near-
  by (within 3,000 feet/914 m).
  ! The Psi-Stalkers’ empathy with animals also enables them to 
  identify vampires in the from of a wolf or bat.
  ! The Psi-Stalkers’ empathy link to animals that are their com-
  panions, pets or riding animals makes the animal impervious 
  to a vampire’s control.
  
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  Psi-Stalkers can be turned into vampires, yet you don’t see 
  many. When you do, they are often Wild Vampires. This has led 
  me to believe the anti-supernatural nature of Psi-Stalkers and 
  their being energy vampires (feed on P.P.E.), makes them less 
  suitable for conversion by the undead. It is just as likely that vam-
  pires find Psi-Stalkers less aesthetically pleasing. After all, they 
  are natural enemies to begin with, savages, bald and less attrac-
  tive than true humans. The vampire’s inflated sense of superiority 
  may make the mutants less desirable subjects for the Slow Kill. 
  By my estimation, less than 8% of Secondary Vampires and 20% 
  of Wild Vampires were once Psi-Stalkers.
  Splugorth and their Minions. The Splugorth, themselves, 
  are some sort of godlike supernatural demons, but consider vam-
  pires to be unwanted rivals and a pestilence to be destroyed. 
  Yet the Splugorth of Atlantis and their Minions have made little 
  effort, that I’m aware of, to destroy the Vampire Kingdoms of 
  Mexico. You do encounter some rogue Minions who claim to be 
  AWOL fighting vampires. You can also encounter the occasional 
  squad of Minions of Splugorth engaged in operations against the 
  Vampire Kingdoms. But you don’t see large-scale operations or 
  all-out war. It is my impression that the Splugorth of Atlantis 
  could field an army of alien warriors to do battle with the vam-
  pires, but they don’t. Horune Pirates and True Atlanteans claim 
  the Splugorth and vampires are ancient enemies. They both have 
  also suggested that open warfare by the Splugorth is not feasible 
  for political reasons and the risk of causing an exponential explo-
  sion of the vampire population and all-out assimilation of human-
  ity in North America by the undead should the Splugorth attempt 
  such an attack.
  Supernatural and magical Minions of Splugorth cannot be 
  turned into vampires. However, others, including Kittani and 
  many slave races, can be turned into vampires.
  True Atlanteans, be they Undead Slayers or Tattooed Men, 
  are natural enemies of the undead. It is my understanding that 
  True Atlanteans have had skirmishes with vampires that date 
  back to ancient times, tens of thousands of years before the Com-
  ing of Rifts. While they are tight-lipped about their people’s his-
  tory, there must have been some serious altercations for True 
  Atlanteans to establish a warrior class such as the Undead Slayer 
  specifically trained and empowered to fight vampires.
  True Atlanteans cannot be turned into vampires.
  Vampire Blood Fury
  Vampires are savage, demonic predators ruled by instinct and 
  emotion. Get a vampire enraged and bent on murder or revenge, 
  and he gets lost in what’s known as Blood Fury. A state of mind 
  in which logic and reason are gone and the vampire forgets about 
  strategy, tactics and his own weaknesses and vulnerabilities.
  When Blood Fury takes hold, the vampire is so focused on 
  fighting, killing or revenge that he fights to the death without 
  considering turning to mist, trying to escape or the welfare of 
  those who serve him. The dire consequences of the monster’s 
  actions are lost to the heat of the moment and raw emotion. Use 
  the vampire’s fury to your advantage to make him fight beyond 
  his limits (reduce Hit Points to below zero until he collapses, or 
  the sun rises, etc.). When a vampire has suffered grievous injury 
  (reduced to zero or less Hit Points), the demon fights on through 
  force of will (till -21 Hit Points), but cannot use any of his pow-
  ers; not metamorphosis, not psionics or any of the others. When 
  this happens’ press the battle, for the vampire is about to collapse. 
  (Game Master’s Note: If you think it is fair or beneficial to the 
  player group, you may cancel out the vampire’s powers when the 
  monster is reduced to 5 or 10 Hit Points. Your call.)
  By now you should understand that a beaten and gore covered 
  vampire that has just collapsed before you is not dead. Within 
  (1D6) minutes, his Super-Regeneration kicks in and the abomi-
  nation will rise as soon as he is sufficiently healed (at least 10 
  Hit Points above zero). Stake and decapitate the demon while he 
  is down, and hide him if you can. Unless an ally of the vampire 
  finds the body and removes the stake, this undead is out of ac-
  tion. In the field of combat and during a combat mission, you are 
  likely to be unable to stop and properly dispose of a vampire so 
  he cannot rise again. My Rangers have found it best to hide the 
  incapacitated vampire’s corpse and return during the light of day 
  to drag him out into the sunlight where it turns the undead to dust, 
  killing it once and for all. This is easy, permanent and silent. The 
  smoke from a funeral pyre can be seen for miles and can give 
  away your position, so its use is ill-advised. A source of clear 
  running water will also work but can be hard to find, especially 
  in arid environments. But whatever you do, come back to finish 
  the destruction of these monsters, even if it is days or weeks later.
  Working the vampire into a Blood Fury has other strategic 
  advantages. While the vampire is enraged and locked in Blood 
  Fury battle, he forgets to command his servants and underlings, 
  most of whom are likely to be unwilling to take any kind of ac-
  tion on their own. They are likely to stand on the sidelines wait-
  ing to see if their master is triumphant. Most are likely to be too 
  intimidated to come to their master’s aid, but they are also too 
  frightened of him to flee until he is defeated. Most only fight to 
  defend themselves. They take action only when their Vampire 
  Lord commands it. Thus, when you get a vampire into a state 
  of Blood Fury you are likely to immobilize his entire rank of 
  servants, slaves, and henchmen, including lesser vampires who 
  might serve him.
  Blood Fury is blind rage, so you can use it as a diversion. 
  While the vampire is locked in combat and his henchmen stand 
  by helplessly transfixed by the conflict, your teammates can take 
  independent action to undermine the vampire, such as freeing 
  slaves, rescuing prisoners, setting explosives, and so on.
  Vampire Predator
  I am always surprised by the misconceptions people have 
  about vampires. They see fangs and hear the word “predator,” 
  so they think they are dumb animals or savage brutes. While it is 
  true vampires can kill with fangs and claws, they possess human 
  intelligence and use strategies and tactics. Cocky and inexperi-
  enced warriors are like sheep going to slaughter, because they are 
  never ready for the vampires use of surprise attacks, ambush, hit 
  and run tactics, attrition strategies or attacking in waves.
  Vampires are predators, which means they are cunning. They 
  do not engage in standup battles that soldiers expect. Think about 
  it, even an animal predator doesn’t just walk over and kill with a 
  swipe of its claw, the animal uses stealth and attacks from a hid-
  ing place or from above, or some other location that enables it to 
  utilize the element of surprise. Animal predators stalk their prey 
  and strike without warning. So do vampires. A clan of vampires 
  will not storm the stockade, they’ll sneak inside and pick you off 
  one by one. They’ll strike, kill or cause damage, and vanish. Re-
  
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  turn, repeat and vanish. They use hit and run tactics, love to play 
  cat and mouse games, and are true masters of psychological war-
  fare and creating an atmosphere of terror. Vampires are expert in 
  the arts of deception, misdirection, subterfuge and espionage. If 
  vampires are equated to soldiers at all, they should be thought of 
  as Special Forces with superpowers.
  hicle. Some can read and write, and each possesses a handful of 
  skills and experience stolen from the person they Slow Killed and 
  whose body they stole. When it comes to pleasure and entertain-
  ment, vampires love sex, gambling, blood sports, music, dancing, 
  partying and play. Only their games and sport often involve deca-
  dence, pain and bloodshed.
  I frequently encounter vampires who use high-tech weapons 
  and wear partial body armor. However, vampires do not invent 
  or build things, and loathe physical labor. This, again, has to do 
  with their predatory nature and instincts. Predators hunt and kill. 
  Intelligent predators, like vampires, also enslave and force their 
  prey to do their bidding. To make others answer to their needs. 
  This has a lot to do with the vampires’ delusion of godhood and 
  their supreme arrogance. Being vastly superior to us mere hu-
  mans in raw power and supernatural ability, vampires expect us 
  to serve them. We are enslaved and coerced into obedience. We 
  create and build and serve the undead. We are even made to fight 
  to protect them and maintain their society.
  If you are a vampire, you are not likely to fix your own car or 
  even drive it. You have slaves for both. You might paint or create 
  Vampires and Technology
  Vampires are a strange and complex enemy with many facets 
  and eccentricities. One such area is the use of technology. Vam-
  pires are arrogant and exude supernatural power. They do not 
  work jobs like we do nor pursue science and knowledge. This 
  means they are not builders or scholars, but hunters. Hunting is 
  in their genes, it is who they are. However, while it is true vam-
  pires rely heavily on their formidable supernatural powers rather 
  than technology, they do use modern devices, tools and weapons. 
  While vampires are not likely to pilot a giant robot or suit of 
  power armor, some could if they chose to do so, and many use 
  side arms, Vibro-Blades, partial armor, radios, and other man-
  made items.
  To most undead, relying on the “trappings of humans” is a 
  sign of weakness, and suggests humans and D-Bees might be the 
  vampires’ equal and that cannot be allowed. That having been 
  said, vampires are humanoids and share memories and experi-
  ences stolen from those they slay. As a result, many vampires 
  are fashion conscious and enjoy wearing expensive clothing and 
  jewelry to show off their wealth and superior station in life. I’d 
  hazard a guess that most vampires can ride a horse or drive a ve-
  
  93
  works of art and even design architecture, but you do not make 
  the tools you work with nor construct the buildings you design. 
  That’s what mortal slaves are for. In that sense, you need to think 
  of vampires as royalty. They are the Kings, Queens, Dukes and 
  Barons. They are the decadent rich who own and control every-
  thing. They don’t work the fields, or maintain services, they come 
  up with the ideas and other people make them happen. As the 
  ruling power in their society, vampires don’t drive themselves, 
  go to the market, repair a shelf, fix the car, till the soil, or do for 
  themselves, their servants and slaves do those things. It’s a matter 
  of station. The vampire is the king of his jungle, and we are his 
  servants, slaves and food.
  The only reason vampires stalk prey, fight and kill is because 
  they are demonic predators and it is what they do. Even then, it is 
  not the same as an animal predator that hunts only for food; vam-
  pires enjoy the hunt and love to kill. They derive pleasure from 
  torturing and inflicting suffering upon others almost as much as 
  they do killing and feasting upon their victims’ blood. That’s why 
  they engage in cat and mouse games, torture, enslavement, and 
  psychological warfare, because it’s fun and they enjoy it. In fact, 
  most vampires like to create an atmosphere of terror and mis-
  ery for their mortal subjects. Hearing them scream and sob, or 
  seeing them tremble in fear, makes the vampires feel powerful 
  and in control. This is evident in the great cities of the Vam-
  pire Kingdoms, where every vampire behaves like a spoiled and 
  decadent child of privilege. Each has his servants and slaves that 
  hop through hoops at his every command. Vampires love to sur-
  round themselves with frightened and subservient servants and 
  slaves who fawn upon their every word. Provoke your vampire 
  master’s ire and you invite cruel and severe punishment. So it is, 
  the servants and slaves do the hard work, the maintenance and the 
  building. The vampires enjoy the fruits of their labor and do with 
  them as they please. Betray or defy the vampires you serve, and 
  suffer dearly for it.
  So it is not that vampires cannot use or make technology, it’s 
  that such things are beneath them. Such things are for the servants 
  and henchmen, not the vampire elite. Not the undead Lords of the 
  Living. They spend their time on mind games, rivalry, vendettas 
  and pleasure.
  This sense of power and superiority encourages vampires to 
  be arrogant, condescending and cruel. It also makes them over-
  confident and sometimes careless when dealing with other life 
  forms. They know through instinct how to use their every power 
  and, over time, develop strategies and tactics for their abilities 
  that make them all the more dangerous. The use of these powers 
  is natural and pleasurable. They reaffirm the vampire’s superior-
  ity over mortals and to the point that most undead revel in the fact 
  that they are not human. Thus, to use the tools, weapons and trap-
  pings of humanity is to suggest humanoids have value beyond 
  slave, servant or meal. Many vampires consider it shameful and 
  embarrassing to use the trappings of man.
  As a result, the undead tend to shy away from human tech-
  nology, vehicles, robots, and equipment. Why wear the human 
  trappings when one is nearly as powerful without them? Why 
  acknowledge humanoid accomplishments by cherishing their 
  things? No, a vampire needs none of the trappings of humankind.
  Vampires and Body Armor. Although vampires enjoy lim-
  ited invulnerability, they are vulnerable to some simple and com-
  mon things such as wood, silver and running water. These weak-
  nesses are a negligible danger when combating a foe who is not 
  prepared for a vampire. However, an opponent who is knowl-
  edgeable about vampires, and armed for combating the undead, 
  can be a deadly encounter. Consequently, Master and some Sec-
  ondary Vampires occasionally wear Mega-Damage body armor. 
  Obviously, Mega-Damage body armor prevents an S.D.C. object, 
  such as a wooden stake or spear, from penetrating the heart and 
  no damage is done to the armor. This means the armor must be 
  destroyed first, before the deadly S.D.C. weapons can be used. 
  But vampires and armor don’t mix.
  1. In most cases they don’t need it.
  2. In some cases, like environmental body armor, it impairs 
  the natural senses and vampires, like animals, enjoy and rely 
  upon the senses of smell, taste and touch. They hate being “caged 
  inside a can.”
  3. “Body shells,” i.e. full body armor, prevent metamorphosis 
  and create a feeling of claustrophobia.
  The vampire’s elemental nature prevents the creature 
  from being sealed away from nature. This is the reason for the 
  bed of soil and other conditions and weaknesses. Thus, a vampire 
  feels terribly claustrophobic and panic-stricken when encased in 
  environmental body armor, power armor, giant robots or even 
  long trips inside a vehicle. They need to feel the wind on their 
  skin and the dirt under their feet.
  Armor negates metamorphosis. Most importantly, full non-en-
  vironmental armor and sealed environmental body armor prevent 
  vampires from using metamorphosis. They cannot even change 
  into mist. The metamorphosis ability is second nature to vam-
  pires, and to have that ability stripped away is intolerable. The 
  vampire must be able to shape change at will, in an instant, with-
  out having to worry about shedding his armor. Again, this is part 
  of the fiend’s supernatural and elemental essence. To take away 
  their ability of metamorphosis is akin to dressing a hawk in body 
  armor that prevents the predator from flying, its most natural abil-
  ity. The hawk is uncomfortable, slow, and no longer formidable 
  without flight, although it still has claws and a wicked beak.
  What all this means is it is rare for vampires to wear any sort 
  of body armor, relying on their natural invulnerability, regenera-
  tive powers and other abilities to protect them. The few who do 
  wear armor only wear partial body armor similar to Dog Boy 
  armor, and mainly to protect the chest and heart. Other bits of 
  partial armor may cover the forearms, shoulders and thighs. Par-
  tial armor can be quickly removed (in less than 15 seconds/one 
  melee round) or vacated by Metamorphosis: Mist or Bat, which, 
  in either case, leaves the armor behind. This type of armor has 
  a Mega-Damage range of 20-50 M.D.C. Vampires also enjoy 
  wearing the new long coats/dusters made of Mega-Damage mate-
  rials and reinforced with concealed padding and light plates (such 
  coats have 28 M.D.C.). Vampires prefer stylish leather long coats 
  and trench coat styles. Once the armor’s M.D.C. is destroyed, the 
  vampire is vulnerable to traditional vampire slaying weapons. Of 
  course, body armor doesn’t negate the effects of the cross, garlic, 
  wolfbay or sunlight, nor does it give them a reflection in a mirror.
  Vampires and vehicles. Even vampires who remember how 
  to drive, probably prefer to be chauffered rather than drive them-
  selves. The exception is vampires who enjoy fast and flashy ve-
  hicles, such as sports cars, hovercycles, rocket bikes, motorcycles 
  and similar vehicles. Any “personal” vehicles that represent pres-
  tige, power, and daring appeal to vampires with the skill to drive 
  one.
  
  94
  Vampires and Weapons. The one article of technology that 
  vampires do utilize without shame is melee weapons. There is 
  no shame for using ancient styles of weapons such as knives, 
  swords, spears, morning stars, maces, staves and similar. Many 
  even carry a wood and/or silver weapon or two to use against 
  rival vampires. Vibro-Blades and other high-tech melee weapons 
  and magic weapons are also accepted.
  Modern and energy weapons are a bit of a grey area that some 
  vampires frown upon, but others embrace. Any vampire may use 
  one in a pinch, and at least one third (33%) favor modern weap-
  ons, carry handguns (slug shooters and energy pistols) as a side 
  arm and use energy rifles. Energy weapons are useful against an 
  armored (M.D.C.) adversary and multiple opponents. It is much 
  faster to blast an opponent in armor than to tear the armor apart by 
  hand to get at him. Still, the typical vampire on the prowl is likely 
  to be unarmed, or armed with only a melee weapon or handgun. 
  Energy weapons and other limited technological devices are en-
  countered at vampire lairs or when a vampire arms himself to go 
  into battle against (Mega-Damage) opponents in combat.
  Vampires are also fond of magic weapons, especially those 
  that are elemental in nature. I should make note that a single vam-
  pire seldom hesitates at going up against a half-dozen well armed, 
  mortal opponents, and will consider taking on a dozen or more 
  if they are lightly armed or unarmed. I wish I could say such 
  bravado was unfounded, but vampires are so powerful that just 
  one or two can usually handle 3-10 times as many adversaries 
  depending on how well armed and prepared they are for fighting 
  the undead.
  Vampire versus Cyborgs
  Full Conversion Cyborgs and Headhunters/Partial Recon-
  structed Cyborgs whose bodies are 25% or more machine are 
  not vulnerable to a Slow Kill Bite. They cannot be turned into a 
  vampire because they are as much, or more, machine than human. 
  However, ‘Borgs, though bound to a mechanical body, are also 
  creatures of flesh controlled by a living brain, so they are vulner-
  able to a vampire’s Mind Control and Hypnotic Suggestion, even 
  if their eyes are mechanical.
  Cyborg characters seem to get cocky when combating vam-
  pires because they are powerhouses themselves and possess a 
  high damage capacity (Mega-Damage body armor) and are con-
  structed of (Mega-Damage) bionics, making them more than hu-
  man. While their armor and invulnerability to a Slow Kill afford 
  a cyborg greater protection than the average human, they are far 
  from invulnerable to vampires. Their bionic limbs can be broken 
  or torn for their bodies, and armor can be peeled like an orange.
  (Game Design Note: During one play test session, a cyborg 
  was literally torn limb from limb by a trio of vampires, but sur-
  vived to be repaired. A Simvan warrior teammate, clad in heavy 
  Coalition Dead Boy armor, was slain when a pair of vampires 
  literally tore his armor to shreds during a prolonged melee. The 
  character had actually beaten one of the vampires into apparent 
  death/coma twice, with a wooden staff, but the fiend kept regen-
  erating to consciousness within a few minutes. Such are the dan-
  gers of invading the lair of a vampire gang.)
  WARNING: Partial Cyborgs who have limited bionics and 
  City Rats with cybernetic implants ARE vulnerable to the Slow 
  Kill Bite and can be turned into the undead. To be immune, one 
  quarter of their body must be augmented with bionics and/or cy-
  bernetics. When a partial cyborg is slain with a Slow Kill and 
  rises from the dead, his limited bionic limbs and cybernetic im-
  plants are expelled from the body and new undead limbs and or-
  gans are generated. Neither cybernetics nor bionics can be added 
  to a vampire.
  Vampire versus Robot
  Robots are not living creatures and therefore, are not vulner-
  able to the undead’s Slow Kill, Mind Control, or Hypnotic Sug-
  gestion. The gaze of a vampire has no influence on a robot. Only 
  robots with Transferred Intelligence or a human mind or human 
  pilot inside are susceptible to vampire psionic attacks. An artifi-
  cial intelligence or computer program cannot be affected. How-
  ever, I have seen a robot with a human mind be manipulated via 
  Mind Control, much to his teammates’ dismay. Obviously, a ro-
  bot has no fear of becoming a vampire, but a vampire’s killing 
  bite can rend steel and inflict (Mega-) damage.
  Pilots inside robot vehicles are only vulnerable to a vampire’s 
  Mind Control if they stare directly into his glowing eyes from a 
  view port or outside of the robot. Viewing a vampire on a vid-
  eo monitor/camera eliminates the creature’s hypnotic influence 
  (vamps can’t control people via video/television). Characters in 
  power armor are vulnerable because they use normal vision and 
  optical enhancements for normal vision, not a view screen.
  Vampires cannot turn into mist and enter a robot or giant ro-
  bot vehicle, unless the hull has been breached. Nor can a vam-
  pire enter environmental armored units as a mist. Robot vehicles, 
  power armor, and environmental body armor are airtight envi-
  ronmental units designed with gas filtration systems and/or have 
  independent oxygen supplies. Even if the vampire could enter 
  as a mist (which he cannot), the mist cannot inflict damage and 
  the vampire cannot turn into one of his physical forms inside a 
  tight space inside body armor. Misting into an empty seat inside a 
  robot vehicle is only possible if the outer hull has been breached 
  as well as the airtight and armored pilot compartment. If these 
  vehicles can travel underwater or in radioactive or other lethal 
  environments without ill effect, no vampire is going to be able to 
  gain entry as a mist.
  Vampire Strategies for Mist
  The vampire’s ability to turn into mist can be used for a vast 
  array of strategic purposes.
  Escape death, regroup, heal and renew attack. Vampire 
  Hunters have discovered a favorite tactic is for a vampire to turn 
  to mist or metamporh into an animal whenever his Hit Points 
  drop below 15. In mist or animal form, the vampire can escape 
  further damage by running off to hide. This isn’t cowardice but 
  a clever, tactical retreat in which the vampire waits until his Hit 
  Points Bio-Regenerate to a sufficient level where he can renew 
  his attack or find new victims. As a mist, the vampire cannot Bio-
  Regenerate until he turns back into humanoid form. However, as 
  a mist, he cannot be impaled by a stake, nor hurt by attacks with 
  physical weapons of silver or wood, nor water or magic weapons. 
  Magic spells and sunlight, however, still do their normal damage. 
  Though a mist moves slowly, the vampire can hover and observe 
  or listen to what’s happening around him, merge with a natural 
  mist/fog and seem to vanish, and squeeze through small cracks 
  and openings to escape a foe. Once he has escaped, the vampire 
  can resume his human form, Bio-Regenerate and return to action 
  or with a new plan of attack.
  
  95
  Lair Survival. Vampire Hunters like to track the undead to 
  their daytime sleeping place or lair, wait till sunrise and attack 
  with the sun overhead. Though vampires sleep soundly, they can 
  be woken during the day. Furthermore, most daytime lairs and 
  sleeping places are in basements, tunnels, and other dark places 
  where the sun can’t reach them. The lair usually has one or more 
  humanoid protectors and/or animals that make enough noise to 
  wake the dead. This allows the undead time to take any number 
  of avenues of action: escape, concealment or attack. Even though 
  it is daylight outside, as long as the vampire remains shielded in 
  darkness, the creature is sluggish, but can function, especially in 
  an emergency. If the vampire knows hunters are coming, he can 
  set a trap, wait in ambush or take evasive action. Turning into a 
  mist is perfect for any of these. The mist is silent. It can hang low 
  to the ground or float up to the basement ceiling/floorboards; also 
  good for ambushes.
  A favorite tactic, especially when facing numerous skilled 
  opponents and/or the threat of being exposed to sunlight, is for 
  the vampire to turn into mist and take refuge inside a wash tub, 
  pipe or drain, behind a crate, inside a crate, or overhead along the 
  floorboards and similar locations accessible to a floating mist, but 
  not a humanoid or sunlight.
  The same is true of the vampire taking the form of a bat. A 
  vampire as a bat is several times larger than a normal bat, but that 
  still means being no larger than a cat when wings are folded, and 
  the size of a large hawk when flying.
  Wolf metamorphosis provides the vampire with speed and 
  some people will hesitate at attacking an animal, giving the mon-
  ster an edge. At night, the wolf form enables the vampire to track 
  and stalk its enemies or prey, as well as hide in plain sight, run-
  ning the streets with other canines; always the leader of the pack. 
  In the wilderness, a pack of wolves may very well be a pack of 
  Wild Vampires.
  Regardless of the physical form, be the vampire man, animal 
  or mist, he remains vulnerable to sunlight. Exposure to sunlight 
  inflicts immediate physical damage, and after 15 seconds (one 
  melee round) of exposure to sunlight, a metamorphed vampire is 
  forced to assume humanoid form, making him more vulnerable 
  to other types of attacks. Note: Sunlight prevents the vampire 
  from using any of his supernatural powers as well as wracks him 
  in agony.
  Observe the enemy. Even as a mist, the vampire can see and 
  hear what’s going on around him. Though the sensation is rather 
  dreamlike and disorienting, the vampire can invisibly spy upon 
  people in a particular area and even tail a slow moving subject.
  Silent movement. A mist makes no noise as it moves. Fur-
  thermore, outdoors at night, most people don’t think of a mist as 
  being out of the ordinary, especially around sewer and manhole 
  covers, or in fields, parks, cemeteries, and other open areas and 
  lowlands.
  Game Notes on Mist Form: A vampire cannot attack nor use 
  psionics/mind control while a mist. Only movement and observa-
  tion (sees and hears) are possible.
  No, a vampire in mist form cannot be sucked into a vacuum 
  cleaner or similar suction device! Nor can the mist be blown 
  away with wind. Of course, a mist staying still in a strong breeze 
  is a dead giveaway that it is not natural, but an unnatural vapor 
  guided by an intelligence. Remember, the vampire is virtually 
  invulnerable to all attacks as a mist, including wood and silver. 
  Water sprays and holy water do not hurt the mist but may be 
  enough to hold it at bay or force it to back off, Game Master dis-
  cretion. Likewise, a line or circle made of, or a door covered in, 
  garlic or wolfbay also keeps the vampire at bay in all of his forms. 
  Sunlight is the only force that can destroy a vampire in mist form.
  Water Tactics
  Running Water Can Kill a Vampire
  It makes me laugh whenever I hear anyone scoff at vampires 
  being hurt by running water. I laugh even harder when they sug-
  gest that being hurt by a blast of water from a child’s toy such as 
  a water pistol or so-called “squirt gun” makes vampires a pathetic 
  or weak monster. If only that were true. Such statements make 
  it clear such individuals have never faced a vampire let alone 
  fought one, especially in Mexico where you seldom face one un-
  dead, but a half dozen, dozen, even hundreds. Trust me, when 
  you face a dozen or more vampires, you thank whatever god or 
  gods you worship that something as simple as water can hurt the 
  demons. I know I have more times than I can count. I only wish 
  water did more damage.
  Though running water or a blast from a water pistol inflicts 
  damage to these demons, vampires are not afraid of the weapon. 
  Their frightening Bio-Regenerative powers can often keep a vam-
  pire healing at the same rate as damage is inflicted. Furthermore, 
  it is a common tactic for vampires to flee via metamorphosis, hide 
  long enough to recover from damage inflicted by any means, and 
  return several minutes later to launch another round of combat. 
  This war of attrition tactic is brutal and deadly, as the vampire can 
  return fresh and restored every half an hour to an hour, while we 
  Vampire Hunters are expending and running out of ammunition, 
  including water, and suffering from damage inflicted upon us and 
  our resources (vehicles, armor, etc.). Vampires love using these 
  cat-and-mouse attacks that wear down their opponents, or pick us 
  off one by one.
  People who snicker at the power of water seem to forget that 
  in a desert and other arid conditions, water can be as rare and 
  precious a commodity as gasoline, silver bullets and wooden ar-
  rows. They also seem to forget that your water gun has a finite 
  payload and it is difficult to reload your weapon, even a water 
  pistol, during combat. You sure as hell don’t have time to find 
  a water supply – of which there are few in the desert – during 
  a battle where these super-strong demons are fighting you tooth 
  and claw, may use modern weapons or magic themselves, heal 
  before your eyes and are impervious to most weapons made by 
  man. They think reloading a water gun is quick and easy, but it’s 
  not. You need a funnel to direct the water you pour from your 
  canteen or water jug, so that as little of the precious fluid is spilled 
  as possible. That’s harder to do than you might think when your 
  hands are shaking from fear, adrenaline or a need to hurry and 
  rejoin the fight before you or one of your allies is set upon by 
  super-strong killers hungry to tear your throat out. Did you know 
  that because of the way water flows, it takes a full 15-30 seconds 
  to fill a simple water pistol? Triple or quadruple that time for the 
  bigger guns. Do you know how long a minute is in combat? It is 
  an eternity. Under pressure using a funnel to direct your water 
  into the weapon, the average combatant spills 10-20%. Without a 
  funnel, the average person spills 30-40% of his water supply fill-
  ing the gun, under combat conditions, increase that to two-thirds 
  to 80%. It’s not an easy or quick task, especially when people are 
  
  96
  shouting and screaming and the sounds of combat are all around 
  you.
  I also think people who have never fought vampires imagine a 
  group of heroes facing one or two vampires at a time. Perhaps this 
  is the case in other lands, but in Mexico, parts of South America, 
  and the American Southwest, your team of 4-8 Vampire Hunters 
  are likely to face 10 or 20, or possibly more vampires, and against 
  those odds, as I have said, you thank whatever god you pray to 
  that vampires have vulnerabilities to things as common as wood, 
  water and sunlight. You pray that you and your teammates can 
  last till sunrise and that you don’t run out of wooden weapons, 
  silver bullets or water. You pray that you can destroy them before 
  they destroy you, and you fight with everything and anything you 
  can use against them.
  Again, I think people forget that these battles are often taking 
  place in the wilderness, on farms, and in villages and towns that 
  are not likely to have indoor plumbing with kitchen sinks and tap 
  water. In the field, any soldier can tell you the things you miss 
  most are the things we take for granted, like clean water from the 
  tap. In the field, wherever you might be, supplies and ammo are 
  limited to what you have brought with you. When it’s gone, you 
  are out of luck. That includes water.
  For those of you sitting at home, safe and sound watching tele-
  vision at Lazlo, Tolkeen and even Juarez, where tap water is 20 
  paces away in the next room, fighting monsters with water might 
  sound ludicrous or even funny. To us facing the grim reality, it is 
  a miracle. Actually, that image makes me laugh when I imagine 
  what you would do if a vampire suddenly kicked in your door 
  and stood before you. You have water available to you in several 
  rooms. You can fill a bathtub full of it, but it does you no good. A 
  vampire isn’t going to fight you in the shower. Even if you have 
  children and there is a squirt gun in the toy box, it’s not loaded or 
  handy. It’s meaningless. Even if you had a fully loaded water rifle 
  in your lap, it’s not going to stop the creature. Sure, you fire off 
  four or five shots. Let’s say you hit with each blast – not likely – 
  and you have hurt and angered the monster. He doesn’t just stand 
  there, he attacks. The first thing he will do is try to disarm you 
  or take you down. And remember you are fighting a creature that 
  possesses superhuman strength, can leap 10 feet (3 m) in a heart-
  beat, and manhandle a Combat Cyborg. You, he can snap like a 
  twig. Odds are the vampire is completely healed by the time he’s 
  sunk his teeth into you to drink the life out of you.
  Imagine you got lucky and the creature is dead and lying on 
  your living room floor. Every second you use to catch your breath 
  or to figure out what you should do next, the vampire is healing. 
  Unless you actually know how to properly dispose of a vampire, 
  the monster is not really dead, and he may come back to life any 
  second. Maybe you know about the wooden stake through the 
  heart from fiction and movies. Maybe you have a wooden table 
  or chair – not likely in Chi-Town – and you can break it apart 
  to produce a makeshift wooden stake. You plunge or pound the 
  stake into the heart – also not the easy task it is made to look like 
  on television – and the threat is over. For now. Many people do 
  not realize this has only put the creature into a sort of hibernative 
  sleep. Remove the stake and the vampire comes back to life in a 
  matter of seconds. In a city where people are not familiar with 
  vampires, a coroner is likely to remove the stake and the demon 
  regenerates to kill again. Worse, vampires never forget who once 
  tried to kill them, and the vengeful monster is likely to come back 
  some evening to inflict his terrible vengeance.
  Remember, vampires are invulnerable to all the steel weap-
  ons we normally use, so if not for the simple things like wood, 
  running water and sunlight, there would be few ways to combat 
  them. If you have the knowledge (and many people do not, hence 
  this thesis), wood and water are available to everyone, from kings 
  and warriors to the lowliest peasant farmer. The light of day gives 
  us a chance to catch our breath, regroup and plan. These simplest 
  and most common of elements give us a fighting chance for sur-
  vival where technology has failed us. If not for them, Mexico 
  would be wall to wall vampires and they would have overrun us 
  all by now.
  That’s the reality of fighting a vampire, whether it is with wa-
  ter or some other weapon made of wood, silver or magic. I wish 
  any of those items made hunting and exterminating vampires 
  easy, but vampires are the most dangerous monsters I have ever 
  encountered. They help, but it is by no means easy.
  Supplemental
  Game Notes
  Vampire Victim Tables
  Being a victim that has narrowly escaped death and unlife via 
  a vampire’s Slow Kill is a traumatic experience that leaves a last-
  ing mark. Roll on the following table when a character has nearly 
  been transformed into a vampire by Slow Kill. This table may 
  also be used when a character was the victim of prolonged captiv-
  ity or enslavement by a vampire (we’re talking weeks or longer), 
  died at the hands of a vampire by any means other than the Slow 
  Kill but was revived, days or weeks of torture, and other very 
  traumatic encounters with vampires (G.M.’s discretion).
  A phobia is a deep, overriding fear stemming from a traumatic 
  event. Exposure to the object of the phobia may cause the in-
  dividual to run away, hide, avoid it, cry, become hysterical or 
  frozen in fear.
  Obsession is a fixation that motivates and drives the character.
  Vampire Victim Insanity Table (Optional):
  01-05% Phobia: Total darkness.
  06-10% Phobia: The sight of blood in bottles or containers, 
  including the types of plastic bags used in hospitals.
  11-15% Phobia: Full moon. The character regards nights 
  where the moon appears to be full as bad luck and dangerous, 
  and prefers to stay indoors, not travel nor go outdoors when the 
  moon is full. If forced or compelled to go out under the full moon, 
  reduce the character’s combat bonuses and skill performance by 
  half the usual amount.
  16-20% Phobia: Graveyards. Will not enter a graveyard or 
  mausoleum.
  21-30% Phobia: Bats, bat-like creatures, and bat-like D-Bees, 
  especially vampire bats.
  31-35% Phobia: Tall, thin, pale strangers, especially if corpse-
  like.
  36-40% Phobia: Wolves, especially wolf packs; uncomfort-
  able around mutant canines.
  41-45% Phobia: Dead bodies. Will not go near one or han-
  dle any. If stuck in a room with one or more, the character can-
  
  97
  not sleep and watches for the bodies to move and attack him. 
  If wooden stakes or materials to make them are available, the 
  terrified character will pound a wooden stake into the chest of 
  each corpse.
  46-50% Phobia: Open graves, coffins, tombs, and funerals.
  51-55% Obsession: The destruction of all undead and similar 
  monsters.
  56-60% Obsession: To warn people about vampires and teach 
  them how to protect themselves, fight and destroy the undead.
  61-65% Obsession: Rescuing people from the undead, de-
  mons and other monsters.
  66-70% Phobia: Sudden fog and strange mists, especially 
  small patches of mist or fog, or an unusual patch of fog.
  71-75% Phobia: Pyramids; won’t go near one, in one or on 
  one.
  76-80% Phobia: Slaughterhouses, butcher shops and torture 
  chambers.
  81-85% Phobia: Rats. Dislikes seeing even one or two, but 
  can function okay. Twelve or more causes the character to panic 
  and become overwhelmed by fear. Dislikes D-Bees that resemble 
  rats.
  86-90% Phobia: Underground tunnels, especially catacombs.
  91-95% Aztec architecture, including pyramids.
  96-00% Aztec and Mayan weapons, artifacts and items. Any-
  thing that is clearly of Aztec or Mayan origin and design, or in-
  scribed with their form of writing.
  Blood Loss Table for
  Victims of Vampire Bites (Optional)
  The average adult has 8-10 pints of blood; children 5-7. Los-
  ing three or more pints of blood is life threatening and leaves 
  the victim in a temporary weakened state. Note that a vampire’s 
  draining bite is not like a knife wound that inflicts severe damage 
  to the body and internal organs. The vampire’s bite is more like 
  two puncture wounds that seal quickly as soon as the vampire is 
  done feeding. A vampire can feed upon the same victim many, 
  many times without turning him into one of the undead. Being 
  bitten numerous times or being killed when drained of blood by a 
  vampire’s bite does not turn the victim into the undead. Only the 
  deliberate Slow Kill Bite creates a new vampire. The real dam-
  age from being drained of blood by a vampire is the loss of the 
  blood. A transfusion or magic healing can restore a person to near 
  normal within an hour. Likewise, losing a little blood, such as 1-2 
  pints, has no noticeable effect on most people.
  ! Losing one pint of blood causes no ill effect, damage or im-
  pairment for most people other than a momentary lightheaded-
  ness. The body replaces the lost pint of blood in 2-3 weeks. A 
  person can safely donate/lose one pint of blood every month.
  ! Losing 2-3 pints of blood is the reasonable limit before a 
  person experiences serious negative effects. Losing two pints 
  makes the person feel tired, run-down, a bit anemic and more 
  susceptible to disease (see penalties below). It takes 5-8 weeks 
  for the human body to replace the lost blood. There’s a 01-
  20% chance that a victim of a bite that drains him of 2-3 pints 
  of blood passes out for 4D6 minutes. After awakening, the 
  person feels a bit dizzy, sluggish and tires quickly. This run-
  down sensation lasts for 1D4+4 days with the following penal-
  ties. Penalties: -2 on initiative, -1 attack per melee, -1 to strike 
  and parry, skill performance is -10%, and reduce and Spd by 
  10%.
  Receiving a transfusion of two pints of blood brings the 
  character back to feeling okay, but a blood transfusion takes 
  1D4+1 hours. Magic or psionic healing can also restore the 
  victim of blood loss.
  The equivalent of 15 Hit Points of healing is needed to re-
  store one pint of blood. The victim is up and around without 
  penalties within 1D6 minutes, although he will feel nauseous, 
  weak and tired for the next 4D6 hours; same penalties as los-
  ing one pint of blood, above.
  ! Losing 4-5 pints of blood is getting into the danger zone. There 
  is a 1-80% chance of passing out for 1D6 hours. The victim 
  is extremely weak, can barely move, needs to drink fluids to 
  avoid dehydration and sleeps 2D6+6 hours a day for the next 
  2D4 days. Penalties: -1 on Perception Rolls, -3 on initiative, 
  -2 attacks per melee round, reduce all combat bonuses by half, 
  the performance of skills is -30% and reduce Spd by 50%.
  The character can move around for a period of minutes 
  equal to the character’s P.E. before collapsing, exhausted or 
  passing out; 1-60% chance of passing out for 1D6 hours. For 
  example: A character with a P.E. 12 can exert himself, with 
  the previously described penalties in place, for 12 minutes of 
  activity before collapsing. He must rest or sleep for at least an 
  hour before he is able to exert himself for another 12 minutes.
  The weakened condition and penalties last 2D4+3 days 
  with rest or 1D4+1 weeks if the person refuses bed rest and 
  continues to exert himself. Such a foolish person is subject to 
  numerous collapses which could do 4D6 damage from falling, 
  as well as suffers from fever and requires 14+1D6 hours of 
  sleep a day. Will have to be carried/transported by others to 
  travel.
  A blood transfusion adding a minimum of two to three 
  pints of blood reduces the recuperation period to 8D6 hours 
  – back on his feet in a day or two and pretty much back to 
  normal, no penalties.
  Magic or psionic healing can also restore the victim of 
  blood loss. The equivalent of 60 Hit Points of healing is need-
  ed to restore four pints of blood. The victim is up and around 
  within 1D6 minutes, but feels nauseous, weak and tired for the 
  next 3D6+12 hours. Use penalties for losing one pint of blood.
  ! Losing 6-7 pints of blood puts the character in great jeop-
  ardy, and the individual falls into a light coma. Medical or 
  magic treatment is required. Without medical treatment, the 
  character never regains consciousness and will die. The victim 
  of this severe blood loss can last for one hour per P.E. attribute 
  point +2D6 hours.
  Receiving medical treatment and 3-4 pints of blood should 
  bring the victim out of the coma; roll to save vs coma/death 
  with a bonus of +40% in addition to his usual bonuses to save 
  vs coma. The person can be back to normal after 1D4 days of 
  rest, but continues to suffer the penalties for losing 2-3 pints of 
  blood for an additional 2D6+10 days; feels under the weather 
  and sluggish.
  Magic or psionic healing can restore the person in a matter 
  of minutes, provided enough magic or psi-healing is applied. 
  The equivalent of healing 60 Hit Points gets the character out 
  of the coma and feeling reasonably well. Penalties are the 
  same as losing 2-3 pints of blood and last for 1D4+2 days. 
  The equivalent of healing 90 Hit Points gets the character up 
  
  98
  to normal within 1D6+6 minutes and automatically saves vs 
  coma/death.
  ! Losing eight pints of blood is near death. Almost all the 
  blood has been drained. Unless a transfusion to add blood is 
  started within 20 minutes, the person will die.
  Receiving medical treatment and four pints of blood is 
  likely to restore the person to life; roll save vs coma/death (no 
  special bonus). The person can be back to normal after 1D6+2 
  days of rest. Feels a bit under the weather for an additional 
  week; tired, sluggish; -2 on initiative. Possible brain dam-
  age! Roll percentile dice: A roll of 1-33% means permanent 
  brain damage; reduce I.Q. by one (1) point.
  Magic or psionic healing will restore the person much more 
  quickly and offers a +5 to save versus coma for every 20 Hit 
  Points pumped into that individual, but there is still a chance 
  of brain damage. Remember, the equivalent of 15 Hit Points 
  from magic or psionic healing restores one pint of blood.
  ! Losing nine or more pints of blood means death. Only ex-
  tensive and immediate – within five minutes – medical treat-
  ment has any chance for survival, but even this is a remote 
  possibility; -40% to save vs coma/death.
  Immediate magic or psionic healing is another slim pos-
  sibility to save the victim of near total blood loss. Again, the 
  person must be treated within five minutes. A Restoration 
  spell will bring the victim back to normal without side effects. 
  Numerous Healing Touches (the equivalent of 90 Hit Points) 
  may also save the individual. Roll save vs coma as normal, but 
  with side effects.
  Side Effects: 01-20% Permanent brain damage. Reduce 
  I.Q. by two points and the performance of all skills is -5%. 21-
  40% Permanent brain damage. Reduce M.E. attribute by two 
  points. 41-60% Roll on random insanity table in this chap-
  ter or from the core rule book. 61-80% Permanent physical 
  damage: Reduce P.E. attribute and Hit Points by 1D4 points. 
  81-90% Permanent physical damage: Reduce Spd attribute by 
  1D6 points. 91-00% Lucked out, no damage. Note: A Resto-
  ration spell can be performed later to eliminate any of the side 
  effects listed above, other than insanity.
  Note: In the Vampire Kingdoms, a vampire with humanoid 
  slaves sometimes drain one or more of 4-6 pints of blood, then 
  commands a psychic healer or mage to heal them with magic or 
  psionics. This can be done, but is very taxing on the victim. After 
  the sixth or seventh time, especially over a short period of a week 
  or two, the victim is likely (01-75% chance) to develop an insan-
  ity. Roll once on the Vampire Victim Insanity Table or on the 
  Random Insanity Table in the Rifts® core rule book.
  Mass Extermination of
  the Vampire Pestilence
  There are only three ways to rid oneself of a Vampire Intel-
  ligence and its vampire infestation: destroy the Master Vampire 
  and all of the vampires of his lineage to break its ties to this 
  dimension (this is usually feasible only in the earliest invasion 
  stage, before the Master Vampire has created hundreds of un-
  dead), destroy the Vampire Intelligence, or send the Intelligence 
  to another dimension.
  1. Stopping the Nightmare before it truly begins. When a 
  vampire first appears it is possible to stop the evil before it is 
  firmly entrenched. At first, there is only the one Master Vam-
  pire created by the Vampire Intelligence. Remember, the Master 
  Vampire is the Intelligence’s first and only link to a particular 
  dimension and world. Instinct tells the Master he must feed and 
  slowly create additional undead via the Slow Kill. As more Sec-
  ondary Vampires are created, the Intelligence’s ties to that world 
  become stronger. Each new vampire, including Wild Vampires, 
  created from the line of undead started by the Master, secures the 
  monster to the dimension it is invading. If ALL of the vampires 
  that bear the Intelligence’s essence are destroyed, those ties are 
  severed and the monster loses its hold in that world, and must 
  turn its attention to a different dimension. Note: Once a Vampire 
  Intelligence loses its connection to a particular dimension, it can-
  not enter that dimension again for 10,000 years.
  Of course, the tactic of destroying a Master and his vampire 
  children is only feasible before there are too many undead to find 
  and destroy. Typically, a Master Vampire establishes a base of 
  operation and begins to create a small circle of additional vam-
  pires. For every dozen Secondary Vampires created, the Master 
  sends 1D4 away to create their own minions at other places. This 
  spreads and strengthens the Vampire Intelligence’s link to the 
  world and makes it more difficult for mortals to find and destroy 
  all of its undead progeny. If that link can be completely destroyed 
  the Vampire Intelligence is swept up in a dimensional vortex and 
  cast into one of the other dimensions it has a connection with. 
  Theoretically, this could be done to the vampires of Mexico and 
  South America, but as long as a single undead lives, the Intelli-
  gence can maintain its link to that world and can slowly begin to 
  rebuild its undead forces.
  2. Destroying the Vampire Intelligence. A Vampire Intel-
  ligence that has thousands of minions spread across the world is 
  firmly entrenched in that dimension. There is little hope that all of 
  its vampires can be located and eliminated. In the case of Mexico 
  and South America, it is virtually impossible to destroy the thou-
  sands of vampires that have been spawned. However, in the case 
  of extreme infestations, where the Vampire Intelligence has come 
  to inhabit that world, if the monster can be found and destroyed, 
  ALL of its vampire legions are also destroyed, instantly turning 
  to dust!
  The trick is first finding the secret lair of the Vampire Intel-
  ligence, then penetrating its defenses (the thing is usually sur-
  rounded by dozens, if not hundreds, of vampires and protected 
  by its Demonic Vampire Familiar), and killing it. Remember, the 
  Intelligence is vulnerable to weapons of wood, silver, water, and 
  magic. The trick is to cut it off from its legion of undead and to 
  inflict massive amounts of damage quickly so the creature can-
  not regenerate fast enough to survive the onslaught. Exposure to 
  sunlight is a huge help in this regard, but most Vampire Intel-
  ligences reside deep inside stone pyramids and temples, or in an 
  underground cave or chamber. Slaying a Vampire Intelligence is 
  always a very dangerous and difficult feat to accomplish.
  3. Forced Abandonment. Forcing a Vampire Intelligence to 
  physically flee a particular dimension causes a psychic shock to 
  its system that also affects its vampire extensions, destroying 80% 
  of its current undead. The remaining 20% of the vampires (prob-
  ably several hundred) survive, but are placed in a prolonged state 
  of stasis. The forced exodus damages and drains the Intelligence 
  to such a degree that it cannot return to that world for 1D6x100 
  years. During that time, its surviving legion of vampires lay in 
  “the Sleep of Centuries” (stasis) until the Intelligence returns.
  
  99
  A forced abandonment is caused by attacking the Vampire In-
  telligence and inflicting so much damage that it believes its only 
  chance for survival is to flee into another dimension. This requires 
  tearing open a dimensional Rift without the proper, lengthy, prep-
  arations, and slingshots the monster out of one dimension and into 
  another. The slingshot Rift process only requires 1D4+2 minutes 
  and 300 P.P.E. It transports only the Vampire Intelligence even 
  if it is covered by attacking humanoids. The escape is costly and 
  painful, but better than death. All Masters are destroyed in the 
  process, along with its Demonic Vampire Familiar and the major-
  ity (80%) of its undead. The surviving vampires will flee in panic 
  to their place of sleep, where they lay dormant for centuries until 
  the Intelligence returns. If all of these vampires can be located 
  and destroyed before it returns, the Vampire Intelligence is pre-
  vented from returning for 10,000 years.
  Weapons for
  Fighting Vampires
  Holy Symbol Weapons
  Over the last few years, a variety of weapons have been made 
  out of holy symbols, particularly the iconic “cross.” These usu-
  ally incorporate the traditional cross with silver-plated blades or 
  spikes so that the item may be used as a holy symbol or as an axe-
  like weapon. There are several versions of holy symbol weapons 
  that have become popular among Vampire Hunters, traveling 
  preachers and the religious. They are described below.
  The damage listed is the damage inflicted as a weapon. When 
  laid upon a vampire as a cross, damage is as described above. The 
  weapon can also be held out as a holy symbol to hold vampires at 
  bay. The weaponizing of the holy symbol gives it more versatility 
  in the hands of vampire slayers. While some may see this as inap-
  propriate, these are desperate times and the cross makes effective 
  weapons used against the undead and other demons.
  out of one of the bars of the cross. Press the button again and the 
  blade(s) goes back into the cross. Also known as Knife Cross and 
  God’s Finger.
  Spring Blade, Single Knife: One largish (6-10 inches/15-25 
  cm) blade slides out of the top or the bottom of the cross. Dam-
  age: 1D6 S.D.C. (2D6 to vampires). Cost: 1,200 credits for a 
  silver-plated single blade cross. Quadruple price for a solid silver 
  cross (weighs 10 pounds/4.5 kg). Cannot be thrown effectively.
  Spring Blade, Triple Blades: A blade slides out of the top 
  as well as the side bars of the cross “T.” Only the bottom of the 
  cross has no blade. Damage: 2D4 S.D.C. (4D4 to vampires). 
  Cost: 2,000 credits for a silver-plated, triple blade cross. Qua-
  druple price for a solid silver Cross (weighs 12 pounds/5.4 kg). 
  Add 700 credits if designed and balanced for throwing.
  Spring Blade Cross
  Spring Blade Crosses look like any number of large (the size 
  of a throwing axe) crosses and crucifixes. They may be plain and 
  simple, or very ornate. Looking at one of these crosses you would 
  never know it conceals one or more silver blades. With the press 
  of a gemstone or concealed button, a small silver blade slides 
  Cross Axe
  The Cross Axe, also known as God’s Wrath and the Axe Cru-
  cifix, is typically an ornate, silver or silver-plated cross with the 
  “t” section of the cross (top and two sides; three axe blades total) 
  formed into crescent-shaped axe blades. The weapon comes in 
  a variety of sizes, from small (about the size of a hand axe) to 
  medium and large (battle axe). The small version may also be 
  balanced and designed for throwing as well as chopping attacks.
  Cross Axe, Small: The size of a typical hand axe. Damage: 
  1D6 S.D.C. (2D4 to vampires). Cost: 1,500-2,000 credits for a 
  silver-plated cross designed to double as an axe. Quadruple price 
  for a solid silver Cross Axe (weighs 12 pounds/5.4 kg).
  Cross Axe, Medium: Two to three times the size of a hand 
  axe or tomahawk. Damage: 3D4 S.D.C. (4D6 to vampires). Cost: 
  4,500 credits for a silver-plated cross that is also an axe. Quadru-
  ple price for a solid silver Cross Axe (weighs 30 pounds/13.5 kg).
  Cross Axe, Large: The size of a battle axe. Damage: 2D8 
  S.D.C. (4D6 to vampires). Cost: 9,000 credits for a silver-plated 
  cross that is also a heavy war axe. Not available in solid silver 
  (weighs 8-10 pounds/3.6 to 4.5 kg).
  Throwing Cross Axe, Small: Damage: 1D6 S.D.C. (2D6 to 
  vampires). Cost: 3,500 credits for a silver-plated cross designed 
  to double as a throwing weapon (100 foot/30.5 m range). Qua-
  druple price for a solid silver Throwing Cross Axe (weighs 12 
  pounds/5.4 kg, reduce range by half). Note: +75,000 credits if a 
  TW version that returns after it is thrown (requires 15 P.P.E. or 
  24 I.S.P. to activate that feature for two melee rounds); rare.
  
  100
  Cross Staff
  The Cross Staff, also known as the Silver Spear or Circle 
  Cross Rod, comes in a few different shapes and varieties, but all 
  have the same basic features: A large, bladed or spiked cross, of-
  ten with a circle for additional strength for cutting and chopping 
  capabilities, mounted on a wooden shaft. The bottom of the wood 
  shaft may be blunt or end in a single, spear-like silver blade so it 
  may do blade damage to vampires at both ends (the wood end can 
  also be used on vampires but only does 1D6 damage). Though 
  called a staff, it is used more like a pole arm to chop, stab and 
  impale when not held upright to hold vampires at bay. In fact, the 
  heavy cross top section of the weapon is a bit top-heavy and it 
  does not fly far or accurately when thrown (60 feet/18.3 m).
  Damage: 3D6 S.D.C. (6D6 to vampires). Cost: 10,000 credits 
  for a silver-plated cross that is also a heavy war axe. Not available 
  in solid silver (weighs 8-10 pounds/3.6 to 4.5 kg).
  Knife, Bowie (Large, Special): Damage: 1D8+2 S.D.C. 
  (2D8+4 to vampires). Cost: 300 credits x10 for silver-plating.
  Knuckle Weapons: Silver-plated brass knuckles or silver-
  plated spikes on leather strapped to knuckles or top of the hand 
  (backhand strikes). May include bionic spikes and Dog Boy 
  spiked armor. Damage: 1D6 S.D.C. (2D6 to vampires). Cost: 150 
  credits x10 for silver-plating.
  Machete: A large, flat blade equal to a short sword, used as 
  a cutting tool to cut through sugar cane and vegetation. Damage: 
  2D4 S.D.C. (4D4 to vampires). Cost: 100 credits x20 for silver-
  plating.
  Scythe: A large, curved blade equal to a very large sword, 
  mounted on a long wooden handle; a two-handed weapon. It is a 
  farm tool for cutting hay, sugar cane, tall grass and weeds. Dam-
  age: 4D4 S.D.C. (5D6 to vampires). Cost: 200 credits x30 for 
  silver-plating.
  Sickle: A crescent moon or “C” shaped blade with a short, 
  wooden handle; a one-handed weapon. It is a farm tool for cutting 
  hay, sugar cane, tall grass and weeds. Damage: 1D6 S.D.C. (2D6 
  to vampires). Cost: 60 credits x30 for silver-plating.
  Silver Stake: Wood is so inexpensive and common, it is the 
  iconic weapon used to stake a vampire through the heart. Howev-
  er, a stake made of silver or coated in silver plunged into a vam-
  pire’s heart has the same effect as a wooden stake and puts the 
  vampire into the infamous coma state. Remove the silver spike 
  and the vampire returns to undead life. Cost: 5 credits x100 for 
  silver-plating, x5,000 credits for a solid silver stake. This com-
  pared to 2-5 credits for a wooden stake.
  Sword, Short: The Wakizashi and cutlass fall in this cate-
  gory, so do bayonets that can attach to rifles. 2D4 S.D.C. (4D4 
  to vampires). Cost: 350 credits x10 for silver-plating. Note: Sil-
  ver-plated bayonets are becoming increasingly popular among 
  Wilderness Scouts, Vampire Hunters, Bandits and anyone who 
  spends time in the Mexican wilderness.
  Sword, Large: Cavalry sword, broadsword, bastard sword, 
  Katana and other large swords fall into this category: Damage: 
  2D4+2 S.D.C. (4D4+4 to vampires). Cost: 600 credits x10 for 
  silver-plating.
  Sword, Very large: Claymore and Flamberge fall into this 
  category: Damage: 2D6+2 S.D.C. (4D6+4 to vampires). Cost: 
  800-1,000 credits for a quality sword, x10 for silver-plating.
  Throwing Axe and Tomahawks: Damage: 1D6 S.D.C. (2D6 
  to vampires). Throwing Range: 100 feet (30.5 m). Cost: 200 cred-
  its x10 for silver-plating.
  Throwing Blades, Small (Exotic): This includes shurikens, 
  Shaken, and Chakram, all of which are small throwing stars or 
  rings. This style of weapon is rare in North America, except 
  among some Vampire Hunters. Damage: 1D4 S.D.C. (2D4 to 
  Silver-Plated Blade Weapons
  Silver-plated weapons deal twice their normal damage when 
  used against a vampire. The statistics for some common bladed 
  weapons are listed below, with their damage against vampires in 
  parentheses.
  Note: Unlike when using other melee weapons, P.S. dam-
  age bonuses DO NOT apply to using wooden or silver weapons 
  against vampires. The damage inflicted is as listed, regardless of 
  P.S. or other damage bonuses. Similarly, Supernatural P.S. punch 
  damage is NOT added to damage inflicted by handheld weapons 
  against vampires.
  Axe: Small Hand Axe or a Butcher’s Knife: Damage: 1D4 
  S.D.C. (2D4 to vampires). Cost: 50 credits x20 for silver-plating.
  Battle Axe, Fireman’s Axe or Any Large Axe: Damage: 
  2D6 S.D.C. (4D6 to vampires). Cost: 500 credits x10 for silver-
  plating.
  Knife, Small or Shank: Includes pocket knives, throwing 
  spikes, and other blades that can fit in the pocket and are easy to 
  conceal. Damage: 1D4 S.D.C. (2D4 to vampires). Cost: 40 cred-
  its x10 for silver-plating.
  Knife/Dagger: Damage: 1D6 S.D.C. (2D6 to vampires). Cost: 
  100 credits x10 for silver-plating.
  
  101
  vampires). Throwing Range: 100 feet (30.5 m). Cost: 30 credits 
  each x10 for silver-plating.
  Throwing Iron and Hurlbats (Exotic): A heavy metal weap-
  on reminiscent of a sickle except much heavier, which has 2-4 
  blades sticking out in different directions. This style of weapon 
  is rare in North America except among some Vampire Hunters. 
  The weapons are made and offered for sale at Fort Reid. Damage: 
  2D6 S.D.C. (4D6 to vampires). Throwing Range: 200 feet (61 
  m). Cost: 400 credits x10 for silver-plating.
  Tiger Claws (Exotic): This weapon originates from India. 
  Think handle with a knife-like blade on one end and four sharp, 
  curved blades that fit between the fingers like claws. In some 
  cases, there are only the claws that fit between the fingers. All 
  blades are used primarily for slashing/clawing attacks. This style 
  of weapon is rare in North America, except among some Vam-
  pire Hunters. Damage: 2D4 S.D.C. (4D4 to vampires). Cost: 500 
  credits x10 for silver-plating.
  Silver Pikes, Spears & Polearms
  An early tactic discovered during the initial rebellion against 
  the vampires was to use phalanxes of pikes and wooden spears 
  to hold them off. Wooden pikes and spears are inexpensive and 
  easy to produce even for peasant armies with limited resources. 
  Furthermore, the tips of the weapons could be left as wood carved 
  to a point and be almost as effective against unarmored vampires 
  as a weapon with a silver-plated blade. Any vampire that tries to 
  break through the forest of sharpened poles of wood is likely to 
  end up impaled, as long as the phalanx maintains a dense forma-
  tion. Of course, the use of full S.D.C. body armor limits the ef-
  fectiveness of these weapons and they are rendered useless if the 
  vampires wear full environmental, Mega-Damage body armor. 
  However, most vampires seem to find full body armor undesir-
  able or demeaning to have to rely upon it, so vampires seldom 
  wear more than partial armor, protecting the chest and heart, but 
  leaving the head and limbs vulnerable to attack. Note: Partial 
  M.D.C. body armor has an A.R. (Armor Rating) of 15, mean-
  ing an attacker must roll a 16 or higher to find an opening in the 
  armor and hit the vampire’s body to do damage. An estimated 
  50% of Secondary Vampires wear partial M.D.C. armor, espe-
  cially when they know they are going into combat. Only 15% are 
  willing to wear full M.D.C. environmental armor. Among Wild 
  Vampires, 20% wear partial armor, none wear full armor; heck, 
  most barely wear any clothing.
  Javelin: A long, simple shaft with a slender metal tip. As a 
  throwing weapon it must be well-balanced. Typical length is six 
  feet (1.8 m). Damage: 1D6 S.D.C. (2D6 to vampires). Range: 
  300 feet (91.5 m). Cost: 200-300 credits x10 for a silvered tip 
  six inches (15 cm) long (must have good balance for throwing; it 
  can’t just be a sharp stick).
  Pike: This is a pole arm with a long, narrow blade. The typi-
  cal pike is 8-10 feet (2.4 to 3 m) long. Damage: 2D6+3 S.D.C. 
  (4D6+6 to vampires). Cost: 550 credits x10 for silver-plating.
  Pole Arm: Most pole arms have a large blade or even axe and 
  blade head made of metal mounted on a heavy shaft. A typical 
  pole arm is 7-8 feet (2.1 to 2.4 m) long. Damage: 3D6+2 S.D.C. 
  (1D4x10 to vampires). Cost: 800-1,000 credits x10 for silver-
  plating.
  Silver Holy Symbol Weapons: See Holy Symbols earlier 
  in this section for a handful of gimmick weapons the utilize the 
  cross as part of their design, like the Spring-Blade Cross and 
  Cross Axe.
  Spear with Metal Blade: This is a wooden shaft with a metal 
  spear head that can range in size from that of a small knife or 
  large knife. A typical spear is 5-7 feet (1.5 to 2.1 m) long. Dam-
  age: 2D4 S.D.C. (4D4 to vampires). Range: 100 feet (30.5 m) 
  when thrown; double without the benefit of any bonuses to strike 
  (straight die roll). Cost: 300 credits x10 for silver-plating of the 
  spear head.
  Silver Body Armor
  “Some people are under the misconception that vampires can-
  not touch or handle silver. It’s not true. Vampires can handle sil-
  ver no problem, just as you can touch and handle the steel blade 
  of a knife. It’s only when the metal is used as a weapon to hit, cut 
  or stab that silver does damage whereas a blade made of steel has 
  no effect on the monster.
  “I have heard people talk about making silver body armor, 
  with the misconception that it holds them at bay and/or hurts 
  them to touch the armor. If this were true, the idea might make 
  sense, because every time the vampire touched or struck the sil-
  ver armor he’d take damage, but this is not the case. I’m sorry, 
  but a vampire would peel you out of silver armor like an orange. 
  On the other hand, hitting the monster with your silver-plated 
  forearm or fist, that he would feel.
  “There are so many different myths and superstitions about 
  vampires, figuring out what works and what doesn’t – what’s 
  myth and what’s misconception – can be complex and confusing. 
  I hope my thesis on the subject helps in this area.”
  – From the writings of Doc Reid
  Silver is damaging and unappealing to vampires, so they dis-
  like the mineral and tend to avoid any contact with it. However, a 
  vampire can touch and move it without any ill effect.
  Though there has been talk among some communities and 
  manufacturers of making human-sized silver plate armor, it just 
  doesn’t work. Armor made entirely of real silver would weigh 
  somewhere around 700 pounds (315 kg); chain mail 300+ pounds 
  (135 kg). Plus silver is a softer, less durable S.D.C. metal, would 
  cost a fortune (80,000 to 100,000 credits just for the silver) and 
  would be a walking target for bandits. And that’s just to begin 
  with.
  However, silver-coated Mega-Damage armor is a bit of a dif-
  ferent story. The problem is, every Mega-Damage blast evapo-
  rates an area of S.D.C. silver three times the size of the impact 
  beam. Explosions and fire damage are even more destructive, and 
  even S.D.C. damage chips away at the silver coating. The silver 
  cannot be given a protective coating or force field, because that 
  would also protect the vampire from it. Using magic to make the 
  silver indestructible or turn it into an M.D.C. material, as well 
  as making it much lighter to wear, is being attempted by various 
  Techno-Wizard workshops, but so far, without success.
  Instead, some custom armorers and arms dealers have begun 
  offering silver-plating and spikes on strategic locations on the 
  body armor, particularly the hands, forearms, elbows, knees and 
  shoulders. Retractable forearm blades, silver knuckle spikes, and 
  other spikes and studs at these locations which can strike a vam-
  pire in close combat have proven useful.
  
  102
  Some have also started to offer a variety of silver-plated gaunt-
  lets. Often padded leather gloves that go halfway up the forearm 
  with metal knuckle studs or knuckle spikes, plus some silver-
  plating or chain mail, or more studs and spikes on the sleeve of 
  the glove that protects the wrist and goes partly up the arm.
  Knuckle Gloves, as they are known, add extra damage from 
  punches. Damage: Silver knuckle studs do an extra 1D4 S.D.C. 
  to ordinary people, 2D4 damage to vampires. Silver spikes do an 
  extra 1D6 S.D.C. to ordinary people, 2D6 damage to vampires.
  Sword Gauntlets look more like a silver-plated gauntlet from 
  a suit of armor with protection for the fingers and top of the hand, 
  and plating up the sleeve of the glove. A silver blade can extend 
  from and retract into a housing on the top or bottom section of 
  the forearm section of the gauntlet. Damage: The silver blade 
  does 1D6 S.D.C. damage to ordinary opponents, 2D6 damage to 
  vampires, and can be used to parry other melee weapons. If the 
  knuckles are plated, studded or spiked, they do the same damage 
  as Knuckle Gloves, above.
  (Punch Damage Note: Like with any other silver or wooden 
  weapon, punch damage and P.S. bonuses do not apply. Even a 
  character or robot with silver knuckles or hands and Robot P.S., 
  which would normally inflict Mega-Damage with a punch, would 
  only do 2D4 or 2D6 Hit Points to a vampire. Silver claws, spikes 
  or other weapons, on the other hand, would do their normal dam-
  age x2 if coated in silver, but again, without including any P.S. 
  or other damage bonus. Only those with Supernatural P.S. would 
  inflict their normal punch damage – which they would do regard-
  less of any silver enhancements – plus the additional 2D4 or 2D6 
  Hit Points from the silver knuckles/studs.)
  Strategic Silver Enhanced Body Armor: Conventional ar-
  mor with silver studs or spikes costs 1,000-4,000 credits per each 
  location – right hand, left hand, right forearm, left forearm, each 
  shoulder, each knee. Price varies depending on the size and num-
  ber of silver additions to the armor.
  Silver shoulder pads and padded elbow protectors with a hard 
  plate or plate and spike, or plate and small blade, cost 5,000-
  7,000 credits. They are good for elbow, shoulder and body block 
  attacks. (2D4 damage to vampires for blunt attacks, 2D6 damage 
  from studs, spikes or blades.)
  Silver inlay and design work on armor is also increasingly 
  popular in Mexico, though remember, vampires can touch silver 
  without injury, so it is mostly for show.
  All of these modifications can be made on any type of armor 
  whether it is S.D.C., M.D.C., partial or full environmental armor.
  by Vampire Hunters across Mexico and the American Southwest. 
  Regular ammunition is confined to training exercises and dealing 
  with conventional bandits and mortal enemies. Among vampire 
  slayers, silver bullets are more common than normal rounds.
  Silver Bullets are so small that a silver-coated or silver tipped 
  bullet only does normal damage. Furthermore, the tiny projectile 
  travels at such a velocity that there is a 01-50% chance the bullet 
  from a handgun goes right through the vampire and a 01-70% 
  chance for rifle calibers. This is especially true of machine-gun 
  and rail gun rounds, which are almost certain (01-99% chance) 
  to punch right through a vampire. As a result, bullets only inflict 
  their normal S.D.C. damage to vampires.
  To shoot a vampire in the heart and have it lodge there like a 
  stake, is a matter of pure luck. The silver bullet must pierce the 
  heart and remain lodged inside the organ to incapacitate a vam-
  pire. If the bullet shoots into the heart and continues through and 
  out of the body, which is likely, the pain is excruciating, but the 
  vampire is not immobilized and recovers in seconds; loses initia-
  tive and two melee attacks, but is more angry than ever. Chance 
  of a bullet lodging in the heart, even with an expert, Called Shot 
  from a gunslinger is only 01-03%, with a small caliber weapon. 
  Not possible with rifles or heavier weapons.
  Note: A vampire can remove any foreign particles, such as sil-
  ver bullets or shards of wood, from his body by turning into mist, 
  as long as he has not been incapacitated. This does NOT include 
  a stake in the heart, which places the vampire in an instant coma.
  Below are the damage stats for some common firearms by 
  caliber of the bullet, as well as their damage to vampires in pa-
  rentheses. All damage listed below is the same whether the bullet 
  is a solid silver slug or a silver-coated bullet.
  Cost of Silver Bullets. A single small caliber, silver “coated” 
  bullet costs 50 credits. Medium caliber silver-coated bullets cost 
  100 credits each. A large caliber round or arrowhead coated in 
  silver is 200 credits. A silver-coated rifle or machine-gun round is 
  300 credits. A small caliber, solid silver bullet costs 1,000 credits. 
  Fortunately, a silver-coated bullet is as effective as a solid slug.
  Note: At Ciudad Juarez, Colorado Baronies, El Paso, and the 
  Pecos Empire, all places that claim to be the enemy of vampires, 
  the cost of silver bullets and silver-plated weapons is 30% less. 
  Though the city-state of Juarez has its share of vampires, because 
  it is allegedly “vampire free,” to maintain that illusion, the un-
  dead allow silver items to be sold. Still, the cost is high. The cost 
  of silver weapons is half at Fort Reid and Arzno, but availability 
  may be limited.
  Handguns: Typical range for all handguns: 140 feet (42.7 m).
  Payload for revolvers: 6 bullets.
  Payload for semi-automatic pistols: 8, 12 or 15 shot ammo 
  clips are available for most models.
  Damage by Caliber of Bullet:
  Light Pistols and Revolvers: Damage: 2D6 S.D.C. per single 
  shot. Cost: Gun: 300-400 credits. Silver Bullets: 50 credits per 
  round.
  Medium Caliber Pistols and Revolvers: Damage: Revolver: 
  4D6 S.D.C. per single shot. Pistol: 3D6 per single shot, but a 
  three round pistol burst does 6D6 S.D.C. Cost: Gun: 450-550 
  credits. Silver Bullets: 100 credits per round.
  Large Caliber Pistols and Revolvers: Damage: Revolver: 
  5D6 S.D.C. per single shot. Pistol: 4D6 per single shot, but a three 
  round pistol burst does 4D6 S.D.C. A six round submachine-gun 
  Silver Bullets
  Compared to modern lasers and rail guns, old S.D.C. weapons 
  are cheap and easy to produce. Caches of pre-Rifts guns have 
  been used as patterns for recreating firearms from Earth’s past, 
  and pistols, assault rifles, shotguns and machine-guns are all used 
  
  103
  burst does 6D6 S.D.C. Cost: Gun: 500-600 credits. Silver Bullets: 
  200 credits per round.
  Submachine-Guns: Fires pistol rounds. Submachine-guns 
  are designed to fire bursts. The larger the burst, the less accuracy 
  but the odds of hitting and doing damage are increased. Damage: 
  A single shot is 3D6 damage. A controlled three round burst does 
  6D6+3 S.D.C. damage. A six round submachine-gun burst does 
  1D6x10+4 S.D.C. Range: 500 feet (152 m). Payload: 30 round 
  banana clip or 90 round drum clip. Cost: Gun: 700-800 credits. 
  Silver Bullets: 100 credits per round.
  Shotguns: This is your standard, sawed-off or hunting shot-
  gun. Damage: Silver pellet buckshot rounds do 3D6 S.D.C. (6D6 
  to vampires) to everything within a 10 foot (3 m) area. Solid slug, 
  4D6 S.D.C. per single round or 8D6 S.D.C. for a simultaneous 
  double-barrel blast at the same target. Fires one blast at a time. 
  Range: Sawed-Off: 60 feet (18.3 m); Hunting: 200 feet (61 m). 
  Payload: 2-6 depending on the type of shotgun, loaded by hand; 
  each shell loaded counts as one melee action/attack. Cost: Gun: 
  400-500 credits. Silver Bullets: 200 credits per buckshot round. 
  400 credits per silver-coated solid slug.
  Police/Military Combat Shotguns: This weapon is rare on 
  Rifts Earth, but is recently being offered by Bandito Arms for 
  3,000 credits plus ammo. Damage: Silver pellet buckshot round, 
  4D6 S.D.C. within a 10 foot (3 m) radius; solid round, 5D6 S.D.C. 
  per single round. Single shot only. Range: 300 feet (91.5 m). Pay-
  load: 20 and 50 round drums for Combat Shotguns only. Cost: 
  Gun: 1,500-2,000 credits; uncommon. Silver Bullets: 200 credits 
  per buckshot round. 400 credits per silver-coated solid slug.
  Bolt-Action Hunting and Sniper Rifles: Damage: 6D6 
  S.D.C. per single shot. Bolt-action and sniper rifles fire only one 
  shot at a time. Range: 2,300 feet (701 m). Payload: 5 rounds load-
  ed by hand or a 20 round box magazine; single shot only. Cost: 
  Gun: 1,200-1,700 credits. Silver Bullets: 300 credits per round.
  Assault Rifles: Combat rifles like the M-16 or AK-47 are de-
  signed to fire bursts. The larger the burst, the less accuracy but 
  the odds of hitting and doing more damage are increased. Dam-
  age: A controlled three round burst does 1D6x10 S.D.C. A 6-8 
  round rifle burst does 3D6x10 S.D.C. Range: 1,300 feet (396 m). 
  Payload: Standard clip is 20 rounds, 50 rounds for a long banana 
  clip or drum. Cost: Gun: 1,500-2,000 credits. Silver Bullets: 300 
  credits per round.
  Light Machine-Guns: This is a weapon that can be carried 
  by one soldier, but needs to be braced on the ground, a heavy log, 
  rock, hood of a vehicle, etc., to fire with any accuracy. Machine-
  guns are designed to fire bursts. The larger the burst, the less accu-
  racy but the odds of hitting and doing more damage is increased. 
  Note: Characters with the equivalent of a P.S. 22 or greater can 
  fire a light machine-gun as a two-handed weapon. A character 
  with a Robotic P.S. of 20 such as a Cyborg, or Supernatural P.S. 
  of 15, can use a light machine-gun one-handed as if it were an 
  assault rifle. Damage: 5D6 per single shot but can only fire in 
  bursts. A short, 12 round burst does 1D6x10 S.D.C. damage. A 
  long, 30 round burst does 2D6x10+10 S.D.C. Range: 3,000 feet 
  (914 m). Called Shots are not possible with a machine-gun; burst 
  fire only. Payload: Standard clip for ordinary humans carrying 
  their load is 300 rounds, belt fed from a drum or backpack. Stan-
  dard clip for a cyborg or super-strong being is 600, 900 or 1,200 
  round, belt fed from an ammo drum. Ammo for vehicle mounted 
  or fortified position is usually 1,200 or 3,000 rounds. Cost: Gun: 
  8,000-12,000 credits. Silver Bullets: 300 credits per round.
  Heavy Machine-Guns: This is a weapon that is usually 
  mounted to a vehicle or fortified position on a strong tripod or 
  weapon turret. It can be carried in pieces by a two- or three-man 
  team, assembled within two melee rounds by a practiced team 
  and must be braced on the ground, a heavy log, rock, hood of 
  a vehicle, etc., to fire without knocking its fire-team down and 
  spraying an area with rounds. Machine-guns are designed to fire 
  bursts. The larger the burst, the less accuracy but the odds of 
  hitting and doing more damage are increased. Note: Characters 
  with the equivalent of a Robotic P.S. of 30 or higher, or a Super-
  natural P.S. of 20, can use a heavy machine-gun as a two-handed 
  weapon. Those with a Robotic P.S. of 45 or greater, or Supernat-
  ural P.S. of 35 or greater, can use it one-handed as if it were an 
  assault rifle. Damage: 7D6 per single round, but can only fire in 
  bursts. A short, 10 round burst does 1D8x10 S.D.C. damage. A 
  long, 30 round burst does 2D8x10+20 S.D.C. Range: 4,000 feet 
  (1,219 m). Called Shots are not possible with a machine-gun; 
  burst fire only. Payload: Standard clip for ordinary humans car-
  rying their load is 300 rounds, belt fed from a drum or backpack. 
  Standard clip for a cyborg or super-strong being is 600, 900 or 
  1,200 rounds, belt fed from an ammo drum. Ammo for vehicle 
  mounted or fortified position is usually 1,200 or 3,000 rounds. 
  Cost: Gun: 18,000-25,000 credits. Silver Bullets: 400 credits per 
  round.
  Anti-Vampire Rail Guns
  Modified Rounds for Combating Vampires
  Vampire rounds for rail guns were first designed and offered 
  by Doc Reid. Most fire shards of wood with tiny bits of metal 
  imbedded in the base of the wood projectiles. The blast of flech-
  ettes made of wood inflict reduced Mega-Damage because of the 
  softer, less damaging, rounds being fired and do only 1D4 M.D. 
  per burst of 30 rounds. However, against a vampire they inflict 
  3D6x10 Hit Point damage. Silver rounds can be used instead of 
  wood, but the cost for silver rounds is prohibitively expensive, 
  so wood is the norm. A rail gun burst can inflict such severe 
  damage as to blow off a vampire’s arm, leg or head. Half of the 
  flechettes shoot right through the vampire’s body. A Called Shot 
  is not possible as rail guns fire bursts and control and targeting 
  is imprecise.
  Any rail gun can fire wood or silver anti-vampire rounds. No 
  modification of the weapon itself is necessary. The change is 
  made in the rounds fired. Thus, vampire rounds and conventional 
  M.D. rounds can be quickly changed from one to the other.
  Range: 2,000 feet (610 m). The lighter and softer wood or silver 
  reduces the firing range of the rail gun by half, typically 2,000 
  feet (610 m).
  Mega-Damage of Anti-Vampire Rounds: Wood inflicts 1D4 
  M.D. or 3D6x10 Hit Points to vampires per 30 round burst. Sil-
  ver rounds inflict 2D6 M.D. to ordinary targets and 3D6x10 Hit 
  Points of damage to vampires per 30 round burst.
  Payload: As per rail gun as usual.
  Cost of Rail Gun: As usual.
  Cost of Modified Rounds: Wood: 150 credits per 300 rounds. Sil-
  ver: 27,000 credits for 90 rounds (three 30 round bursts); 90,000 
  credits per 300 silver-coated rounds (half this cost from some 
  dealers).
  
  104
  Water Weapons
  Plastic Water Pistol: Weight: 3 ounces (85 grams), plus 1.2 
  lbs (540 g) of water. S.D.C. of Water Weapon: 8. Range: 30 feet 
  (9 m), Damage to Vampires: 2D6 Hit Points. Rate of Fire: Single 
  shot only. Each blast counts as one melee attack. Payload: 12 
  blasts. Cost: 10 credits.
  Plastic Water Rifle: Greater range and payload. Weight: 1 
  pound (0.45 kg), plus 2 lbs (0.9 kg) of water. S.D.C. of Weapon: 
  15. Range: 50 feet (15 m). Damage to Vampires: 2D6 Hit Points. 
  Rate of Fire: Single shot only. Each blast counts as one melee at-
  tack. Payload: 20 blasts. Cost: 50 credits.
  Plastic Water Pump-Style “Sawed-Off” Shotgun or Ba-
  zooka: Designed in the style of a short-barreled or “sawed-off” 
  shotgun style. Weight: 1 pound (0.45 kg), plus 2 lbs (0.9 kg) of 
  water. S.D.C. of Weapon: 20. Range: 50 feet (15 m). Damage to 
  Vampires: 4D6 Hit Points from a bigger concentrated blast of 
  more water. Rate of Fire: Single shot only. Each blast counts as 
  one melee attack. Payload: 10 blasts. Cost: 100 credits.
  Metal or Ceramic Water Pistol: Greater durability and 
  range. Weight: 1 pound (0.54 kg), plus 1.2 lbs (0.84 kg) for a 
  standard load of water. Range: 100 feet (30 m). S.D.C.: 30. Dam-
  age to Vampires: 2D6 Hit Points. Rate of Fire: Single shot only. 
  Each blast counts as one melee attack. Payload: 12 blasts stan-
  dard. 50 shot payload if weapon is attached to a water supply 
  from a hip pack via a thin hose fed via a motorized pump. Cost: 
  150 credits; +60 credits for hip pack.
  Metal or Ceramic “Short” Water Shotgun: Designed in the 
  style of a short-barreled or “sawed-off,” pump-action shotgun. 
  Weight: 3 lbs (1.35 kg), plus 2.4 lbs (1.08 kg) of water. S.D.C. of 
  Weapon: 50. Range: 75 feet (22.9 m). Damage to Vampires: 4D6 
  Hit Points, fires a bigger concentrated blast of water. Rate of Fire: 
  Single shot only. Each blast counts as one melee attack. Payload: 
  12 blasts. Cost: 250 credits. Greater range.
  Metal or Ceramic “Long” Water Shotgun: Designed in 
  the style of a long-barreled, pump-action shotgun; greater range. 
  Weight: 5 lbs (2.25 kg), plus 2.4 lbs (1.08 kg) of water. S.D.C. 
  of Weapon: 50. Range: 100 feet (30.5 m). Damage to Vampires: 
  4D6 Hit Points. Rate of Fire: Single shot only. Each blast counts 
  as one melee attack. Payload: 12 blasts. Cost: 350 credits.
  Metal or Ceramic Full-Size “Motorized” Water Rifle: As-
  sault rifle design, motorized for rapid-fire and increased range. 
  Weight: 6 lbs (2.7 kg), plus 3 lbs (1.35 kg) for a standard load of 
  water. S.D.C. of Weapon: 50. Range: 150 feet (75.7 m). Damage 
  to Vampires: 3D6 Hit Points per single shot, 6D6 per rapid fire 
  triple blast. Rate of Fire: Each single shot or rapid-fire triple burst 
  counts as one melee attack. Payload: 20 blasts standard. 90 shot 
  payload if weapon is attached to a water supply from a hip pack 
  via a thin hose fed via a motorized pump. Cost: 500 credits; +100 
  credits for hip pack. Note: The identical weapon made of Mega-
  Damage material (has 35 M.D.C.) is sometimes available for a 
  cost of 5,000-7,000 credits.
  Metal or Ceramic “Motorized” Water Rifle and Water 
  Grenade Launcher: Assault rifle style with classic over and 
  under pump action to launch grenade. Weight: 10 lbs (4.5 kg), 
  metal or ceramic, plus 3 lbs (1.35 kg) for a standard load of wa-
  ter. S.D.C. of Weapon: 50. Range: Rifle is 150 feet (74.7 m), 
  grenade launcher is 75 feet (22.9 m). Damage to Vampires: 3D6 
  Hit Points per single shot, 6D6 per rapid-fire triple water blast. 
  The grenade is effectively a water balloon that erupts on impact, 
  covering its target in water (approx. 8 ounces of water to a 3 
  foot/0.9 m area), inflicting 4D6 Hit Points damage. Rate of Fire: 
  Each single shot or rapid-fire triple burst counts as one melee at-
  tack. Payload: 20 blasts standard for the rifle; 90 shot payload if 
  the weapon is attached to a water supply from a hip pack fed con-
  tainer through a thin hose via a motorized pump. Launcher only 
  has one grenade at a time and must be reloaded manually. Reload 
  of water grenade counts as two melee attacks. Comes with 10 ad-
  ditional grenades and can be carried in a cloth carrying case with 
  shoulder strap. Cost: 650 credits, plus 150 credits for the hip-
  pack (or backpack) water container and motorized pump feed. 
  Additional grenades cost 15 credits per 10. Note: Not available 
  in hand thrown grenades; see Water Balloons.
  Additional Water Tanks: These are simple hip tanks or 
  backpacks that can be connected to most water weapons to in-
  crease the number of shots. Half gallon (1.9 liters) hip-tank (4 
  lbs/1.8 kg) adds 40 shots to most pistols and rifles, 15 shots to 
  heavy water weapons.
  Gallon (3.8 liter) hip-tank (8.3 lbs/3.7 kg) adds 80 or 30 shots 
  but the weight makes most people feel unbalanced and awkward 
  (reduce Spd by 10% and -1 penalty on all combat maneuvers; not 
  applicable to characters with a P.S. of 24 or greater). Anything 
  more than a half gallon (1.9 liters) is best utilized as a backpack 
  unit where the weight is more evenly distributed.
  A five gallon (19 liter) backpack tank (41.5 lbs/18.7 kg) adds 
  400 or 150 shots to most handheld water weapons.
  Cost is 10, 30, and 50 credits respectively, x100 credits for a 
  tank that has 10 M.D.C. Note: Any Vampire Hunter or warrior 
  with any common sense takes 1D4 rolls of extra hose. Hose cost 
  is 30 credits for a 20 foot (6.1 m) roll of thin, and 75 credits for a 
  12 foot (3.6 m) roll of larger hose for the heavier weapons.
  Water Balloons “Handmade”: An ordinary child’s balloon 
  can become a lethal weapon to vampires when filled with water 
  then thrown. However, water balloons are not balanced or aero-
  dynamic and can only be thrown a short distance with any decent 
  accuracy. Water balloons break very easily, sometimes in your 
  hand. Carrying more than a half dozen, even in a container, at 
  a Spd greater than 8 is likely to cause 1D4 to break in transit. 
  Weight: 6 or 8 ounces (170-226 grams). S.D.C. of Balloon: Less 
  than one point. Effective Throwing Range: 10 feet (3 m); any 
  distance beyond 10 feet (3 m), the thrower is -6 to strike and 
  maximum throwing range is 50 feet (15 m) regardless of the char-
  acter’s P.S. Damage to Vampires: 4D6 Hit Points. Cost: 5 credits 
  for a package of 100 balloons. Note: One or two water balloons 
  can be attached to an arrow or crossbow bolt, but they reduce the 
  range of the weapon by half, inflict a penalty of -6 to strike, and 
  there is a 01-80% chance of the balloon(s) rupturing in mid-flight, 
  dumping the water before it ever hits.
  Portable Water Cannon: This weapon looks like a flame-
  thrower only it fires a high pressure stream of water. The gun is 
  attached to a tank, or pair of tanks, via a hose that feeds the water 
  to the gun. Weight: Gun is 11 lbs (5 kg), plus water tanks. S.D.C. 
  
  105
  of Weapon: Gun: 50 S.D.C. Hose: 15 S.D.C. Water Tanks: 50 
  S.D.C. each. Range: 100 feet (30.5 m). Damage to Vampires: 
  5D6 Hit Points; fires a high pressure stream of water. Rate of 
  Fire: Single shot only. Each blast counts as one melee attack. 
  Payload: One gallon tank (3.8 liters, 8.3 lbs/3.7 kg): 5 blasts. 
  Five gallon tank (19 liters, 41.5 lbs/18.7 kg): 25 blasts. Ten gal-
  lon tank (38 liters, 83 lbs/37.3 kg): 50 blasts. Note: Only cy-
  borgs, power armor and characters with great strength can carry 
  more than one 10 gallon (38 liter) water tank. Cost: 1,200-1,500 
  credits.
  Portable M.D.C. Water Cannon: This weapon is identical 
  to the Portable Water Cannon described above, except it is made 
  with M.D.C. materials. M.D.C. of Weapon: Gun: 35 M.D.C., 
  Hose: 10 M.D.C., Water Tanks: 30 M.D.C. each. Cost: 7,000-
  9,000 credits.
  Power Armor M.D.C. Water Cannon: This weapon resem-
  bles a heavy-duty flamethrower connected by hose to a pair of 
  large water tanks. The tanks are suitable for most types of Com-
  bat Cyborgs and ground power armor without requiring modifi-
  cation of the armor. Strap the tanks on and you are ready to go. 
  The water cannon fires high pressure streams of water. The gun 
  is attached to the water tanks via an M.D.C. hose that feeds the 
  water to the gun.
  This item was actually designed by Northern Gun for firefight-
  ers (based on a pre-Rifts NEMA design) and intended to fire a 
  chemical spray or foam that douses fire better than plain water. 
  However, in the wilds of Mexico, the firefighting tool can be used 
  to extinguish the undead with high-powered streams of water.
  Weight: Gun is 15 lbs (6.75 kg), plus water tanks. M.D.C. 
  of Weapon: Gun: 50 M.D.C. Hose: 15 M.D.C. Water Tanks: 50 
  M.D.C. each. Range: 300 feet (91.4 m). Damage to Vampires: 
  6D6 Hit Points; fires a high pressure stream of water. Rate of 
  Fire: Single shot only. Each blast counts as one melee attack. 
  Payload: Two water tanks, one large fifty gallon tank (190 liters, 
  415 pounds/186.7 kg): 250 blasts, and a 25 gallon reserve tank 
  (95 liters, 207.5 lbs/93.3 kg): 125 blasts. If desired, the smaller 
  tank can contain actual fire retardant chemical or foam. Which 
  tank is accessed for firing is changed with a voice command or 
  press of a three digit code on the gun.
  Note: Only Combat Cyborgs (with an encumbrance penalty of 
  -2 attacks per melee round, speed reduced by 20% and -3 on all 
  combat bonuses), power armor (with an encumbrance penalty of 
  -1 attack per melee, speed reduced by 10% and -2 on all combat 
  bonuses) and characters with Robotic P.S. greater than 35 or Su-
  pernatural Strength of 20 or higher, can carry these large tanks 
  (with an encumbrance penalty of -1 attack per melee round, speed 
  reduced by 5% and -1 on all combat bonuses). Penalties are not 
  just due to the weight, but the movement of the water, forcing 
  the user to constantly exert effort to maintain balance. For flying 
  power armor to use this weapon, the flight unit/jet pack on the 
  back must be removed, negating flight capabilities. Cost: 15,000-
  18,000 credits. First developed by Northern Gun. Also available 
  from the Manistique Imperium.
  Vehicle Mounted Water Cannon (S.D.C.): This is big, rail 
  gun style water cannon with a fifty gallon drum of water (190 
  liters, 417 pounds/188 kg) that is mounted on a vehicle or robot, 
  or a fixed location at a fortified position, guard tower, bunker 
  or building. Typically mounted on a turret housing with 360 
  degree rotation and a 90 degree up and down arc of fire. Weight: 
  Cannon 40 lbs (18 kg) metal and ceramic, 50 gallon drum (190 
  liters, 417 lbs/188 kg). Range: 400 feet (122 m), Damage to 
  Vampires: 1D4x10 Hit Points; fires a high pressure stream of 
  water. Rate of Fire: Single shot only. Each blast counts as one 
  melee attack. Payload: One fifty gallon water tank (190 liters, 
  417 pounds/188 kg): 180 blasts of water. Depending on location 
  and resources, the payload can be increased dramatically by 
  connecting those on rooftops and fortified positions to above or 
  underground water tanks and even water towers or a city’s wa-
  ter supply. Or having several other 50 gallon (190 liter) drums 
  of water available to switch out. Sewage water is fouled and 
  fouled/polluted water does no damage to undead. Fort Reid has 
  several water cannon mounted turrets along its protective walls. 
  Note: Since the water cannon is mounted on a vehicle or fixed 
  fortified position, it can be operated by anyone with a P.S. of 
  6 or higher. Cost: 20,000-25,000 credits for the same weapon 
  made of M.D.C. materials.
  Northern Gun Firefighter Power Armor: See the Rifts® 
  Vampires Sourcebook for complete stats of this and other special 
  weapons.
  Titan Fireman Robot: See the Rifts® Vampires Sourcebook 
  for complete stats of this and other special weapons.
  Weapons of Wood
  Any sort of ordinary wooden weapon, from spears, javelins, ar-
  rows, crossbow bolts, shafts, sharpened wood knives and swords, 
  to stakes, clubs and even chairs used as bludgeons will hurt vam-
  pires, inflicting damage direct to Hit Points. The wood weapon 
  must be made entirely of wood. An arrow or spear with a flint or 
  steel head bounces painlessly off the monster’s hide. However, 
  silver tipped weapons are as effective as wood. Weapons made 
  of wood inflict double their normal damage against vampires (so 
  do most silver weapons).
  Note: Unlike when using other melee weapons, P.S. dam-
  age bonuses DO NOT apply to using wooden or silver weapons 
  against vampires. The damage inflicted is as listed, regardless of 
  P.S. or other damage bonuses. Similarly, Supernatural P.S. punch 
  damage is NOT added to damage inflicted by handheld weapons 
  against vampires.
  
  106
  Bows and Crossbows
  Dominating ancient battlefields, bows and other projectile 
  weapons were the long-range artillery of their day. The long bow 
  can fire more than 600 feet (183 m) in the hands of a skilled user, 
  and barrages of large numbers of arrows are so devastating, even 
  to armored troops, that they brought about the end of the age 
  of knighthood. Bow weapons are excellent against the undead. 
  Even silver bullets do not have the same stopping power. Re-
  member, an arrow or crossbow bolt to the heart stops a vampire 
  in his tracks. The number in parentheses is the damage inflicted 
  to vampires.
  Short Bow or Light Modern Bow: 1D6 S.D.C. (2D6 to vam-
  pires). Range: 340 feet (104 m). Typical Cost: 200 credits. Ar-
  rows cost two credits each.
  Long Bow or Modern Compound Bow: Damage: 2D6 
  S.D.C. (4D6 to vampires). Range: 640 feet (195 m). Typical 
  Cost: 600 credits. Arrows cost four credits each.
  Crossbow, Modern Light Damage: 2D4 S.D.C. (4D4 to 
  vampires). Range: 340 feet (104 m). Typical Cost: 350 credits. 
  Bolts cost two credits each.
  Crossbow, Modern Heavy: Damage: 2D8 S.D.C. (4D8 to 
  vampires). Range: 750 feet (228.6 m). Typical Cost: 800 credits. 
  Bolts cost four credits each.
  Crossbow Pistol: Damage: 1D6 S.D.C. (2D6 to vampires). 
  Range: 150 feet (46 m). Typical Cost: 150 credits. Bolts cost two 
  credits each.
  Crossbow, Traditional Wood: Damage: 1D8 S.D.C. (2D8 to 
  vampires). Range: 500 feet (152 m). Typical Cost: 700 credits. 
  Bolts cost three credits each.
  Heavy Mounted Ballista: Think giant-sized crossbow that 
  fires a spear-sized arrow, about 30% longer than a modern ma-
  chine-gun or rail gun. It is mounted on a vehicle much like a 
  machine-gun on the back of a jeep or truck, or on a tripod and 
  operated by a three man team (one to carry extra bolts) or for 
  use at a base camp or fortified position. Damage: 5D6 S.D.C. 
  (1D6x10 to vampires). Range: 1,200 feet (366 m). Rate of Fire: 
  One shot at a time. Payload: One, plus a dozen or two mounted 
  in a rack on the side and or back of the weapon. Typically has a 
  180 degree turning radius and 45 degree up and down arc of fire. 
  Takes two melee attacks/actions to reload. Typical Cost: 2,000 
  credits, uncommon, usually has to be custom-made. Spear-sized 
  arrows cost 100 credits each.
  Wood Blade Weapons
  Most blade weapons, like swords and axes, cannot be made of 
  wood. Wood is much too soft, light and less durable than metal. 
  Nor can wood be made into as sharp a blade as metal, and it does 
  not hold a sharp edge. Since swords and blades of all kind need to 
  be thin and sharp, a wooden sword is broken easily and quickly, 
  probably with the first or second strike of the blade, especially 
  against hardened S.D.C. steel, let alone a Mega-Damage mate-
  rial. And wood is vulnerable to fire, water, rot and insects. Small 
  weapons of wood, like a small shank or knife, can be made into 
  a blade weapon, but are weak, and the blade chips and dulls with 
  every use.
  Wood needs to be thick and heavy to work as a weapon. Which 
  is why clubs, spears, stakes, staves and other blunt weapons make 
  satisfactory weapons and even they are used to stab and impale, 
  not cut, like a knife. Furthermore, even heavy wood weapons 
  can be chopped in half in one or two strikes by an S.D.C. metal 
  weapon, and snapped like a twig by an opponent with Robotic or 
  Supernatural P.S. Note: Typical S.D.C. of a wooden weapon is: 
  Small: 5 S.D.C. Medium: 15 S.D.C. Large: 30 M.D.C.
  As always, wood weapons inflict double their normal S.D.C. 
  damage to the undead.
  Battle Axe or Any Type of Axe: Not feasible; see War Club 
  under Wood Blunt Weapons.
  Bowie Knife: Not feasible as a wood weapon.
  Knife, Small or Shank: 1D4 S.D.C. (2D4 to vampires). Cost: 
  20 credits.
  Knife/Dagger: 1D4 S.D.C. (2D4 to vampires). Cost: 50 cred-
  its.
  Short Sword, Machete, Wakizashi: Not feasible; see Walk-
  ing Stick or War Club under Wood Blunt Weapons.
  Sword, Large: Broadsword, Bastard Sword and other 
  Large Swords: Not feasible; see Staff under Wood Blunt Weap-
  ons.
  Wooden Stake: For stabbing and impaling only, 1D6 S.D.C. 
  Cost: 3-10 credits per stake. Cost varies with availability of wood, 
  market demand and the seller.
  Ironwood Weapons
  There is a spell known as Ironwood that can transform wood 
  into an M.D.C. material. This would allow a wooden weapon to 
  function in a similar way as a metal blade. However, there are a 
  number of problems with this.
  1. The transformation into an M.D.C. material changes the 
  property of the wood. Though it still looks, weighs and feels the 
  same as wood, it is not wood. It is Ironwood, something different. 
  Furthermore, the weapon is not “enchanted” – it is not magical in 
  any way – it is transformed by magic into something else.
  2. The wood weapon still does damage to vampires, but NOT 
  the double damage usually inflicted by wood.
  3. Wooden blade weapons such as an axe, sword or pole arm 
  are virtually nonexistent as there is little use for them. This re-
  quires a hero to have one custom made. To be a weapon, this 
  can’t be a crude, cheap design, it has to have good balance, a 
  
  107
  sharp, blade-like edge (very difficult), and probably uses many 
  pieces of wood cut, formed and fitted together, before being pol-
  ished and varnished. It’s a work of art that takes days, maybe 
  weeks, and costs at least 700-1,500 credits to make.
  4. Less damage. Any of the weapons described under silver-
  plated weapons can be made as an Ironwood weapon, but damage 
  is the first S.D.C. number, not the damage to vampires.
  Furthermore, maximum damage from a “wooden” weapon, 
  even an Irowood weapon, is 2D6 S.D.C. (2D6 Hit Point dam-
  age to vampires); +2 to damage in the case of the very largest 
  and deadliest. So if a silver plated, metal blade weapon does 
  3D6 S.D.C. damage, the Ironwood equivalent weapon does 2D6 
  S.D.C. damage to ordinary people and vampires alike. If the metal 
  weapon does 4D6 to 5D6 S.D.C., the Ironwood equivalent does 
  2D6+2 S.D.C. damage to ordinary people and vampires alike.
  5. M.D.C. of the Ironwood Weapon: Small: 15 M.D.C. Me-
  dium: 30 M.D.C. Large: 60 M.D.C. Ironwood Weapons can parry 
  M.D.C. weapons but are susceptible to M.D. attacks specifically 
  directed at them (Called Shot to strike the weapon with the intent 
  of damaging it, -3 penalty to strike a moving target), and Mega-
  Damage fire does damage to the Ironwood blade.
  6. Cost of the magical transformation is 15,000-40,000 credits. 
  That’s if the individual can find a mage who, a) knows this 12th 
  level spell, which aren’t many, and b) is willing to cast the spell 
  for any price.
  7. On the bright side, an Ironwood blade weapon, spear or 
  stake can be used as a stake to impale the demon’s heart and shut 
  him down.
  Staff, Short (Wood): Damage: 2D4 S.D.C. (4D4 to vam-
  pires). Cost: 100-200 credits.
  Staff, Long/Bo Staff (Wood): Damage: 2D6 S.D.C. (4D6 to 
  vampires). Cost: 300-500 credits.
  Stake(Wood): Typically a 12-24 inch (0.3 to 0.6 m) length of 
  wood 1-4 inches (2.5 to 10 cm) in diameter, sharpened at one end. 
  Damage: 1D6 S.D.C. (2D6 to vampires, and if impaled through 
  the heart the vampire is placed in a coma-like state). Cost: 2-5 
  credits per stake. This is also something the individual might be 
  able to cut and whittle himself.
  Tonku (Wood): Damage: 2D4 S.D.C. (4D4 to vampires). 
  Cost: 100-150 credits.
  Wooden Stake: See Stake (Wood), above.
  Note: Although weapons made of wood can be useful in com-
  bating the undead, the vampires must still be destroyed in the 
  time-honored fashion of being staked and beheaded and burnt to 
  ash, or exposed to sunlight and turned to ash, or submerged in 
  water and melted into slime, to be permanently destroyed.
  Wood Blunt Weapons
  Blunt weapons are generally one or two pieces of wood with a 
  thick handle for pummeling an opponent with little fear of break-
  ing. As always, weapons made of ordinary wood (not Ironwood) 
  inflict double damage to vampires as indicated in the parentheses. 
  The other great thing about using wooden weapons to fight vam-
  pires is that they are inexpensive compared to silver-plated and 
  most other weapons.
  Axe Handle or Shovel Handle (Wood): Damage: 2D4 S.D.C. 
  (4D4 to vampires). Cost: 30-50 credits.
  Boomerang or Throwing Stick (Wood): Damage: 2D4 
  S.D.C. (4D4 to vampires). Throwing Range: 100 feet (30.5 m). 
  Cost: 200 credits each.
  Bow: The bow part of a bow and arrow can be used to hit 
  an opponent; best when unstrung. Damage: 1D6 S.D.C. (2D6 to 
  vampires). Cost: As per cost of the weapon (see bows and arrows, 
  previously described); typically 200-600 credits.
  Cane or Walking Stick (Wood): Damage: 1D6 S.D.C. (2D6 
  to vampires). Cost: Simple: 50-100. Fancy: 200-400 credits.
  Nunchaku (Wood): Damage: 2D4 S.D.C. (4D4 to vampires). 
  Cost: 60-100 credits.
  Mace, Cudgel or War Club (Wood): Damage: 2D6 S.D.C. 
  (4D6 to vampires). Cost: 300-500 credits.
  Vampire 
  Hunters
  Theoretically, any O.C.C. from peasant farmer or Rogue 
  Scholar to Gunslinger or Juicer can kill vampires. All they have 
  to do is learn enough about vampires and get the right equipment 
  to do the job.
  Sort of.
  These individuals are more like the amateur vampire killer 
  or assistant or sidekick to true Vampire Hunters. Knowing that 
  wood and sunlight can kill a vampire, and even having the guts 
  to face one down does not make you a Vampire Hunter. In fact, 
  the graveyards of Mexico are filled with people who thought they 
  
  108
  were Vampire Hunters, just because they knew a thing or two 
  about the undead and went to take one down.
  Just as being deputized to join a posse to track down a des-
  perado doesn’t make you Sheriff, tracking down and staking or 
  killing a vampire does not make you a Vampire Hunter. It makes 
  you someone who has killed a vampire, but it does not make you 
  a professional at the job.
  everything there is to know about the enemy. They understand 
  what vampires want and how they think. They know where to 
  find them, how to identify them, how best to approach one, how 
  to get into their heads and under their skin, how to lure them into 
  the open, how to get them mad and make them careless, and when 
  and where to expect a vampire attack. This all goes beyond the 
  parameters of Lore: Vampires and includes practical experience.
  Most important, Vampire Hunters develop a sort of gut in-
  stinct about vampires and a hardness about the execution of the 
  job. Killing vampires takes skill, practice and a certain level of 
  Vampire Hunter O.C.C.
  By Matthew Clements and Kevin Siembieda
  Vampire Hunters know the true facts about vampire pow-
  ers and weaknesses from the many myths and legends. They 
  know which weapons work best in a given situation, and they 
  know vampire strategies and tactics, as well as the best counter-
  strategies for fighting them. More important, Vampire Hunters 
  dedicate their lives to understanding their quarry. They know 
  
  109
  nerve. Hunting vampires requires a special sort of calm prag-
  matism nerve combined with thinking fast on ones’ feet and not 
  hesitating for even a second to pull the trigger. It demands a re-
  solve and courageous spirit that are hard to come by anywhere. 
  However, a growing number of such heroes are appearing across 
  Mexico. Many of them taught or inspired by Reid’s Rangers.
  With the expansion and maturation of the Vampire Kingdoms, 
  more and more individuals feel the need to become soldiers in an 
  undeclared war to save the people of Mexico. That war is against 
  the living dead – vampires. The elite, front-line soldiers in that war 
  are the Vampire Hunters. Doc Reid and his Rangers were the first 
  to rise up and take a stand, but since then thousands have flocked 
  to Reid’s Rangers over the years, and many hundreds more have 
  chosen their own path to the career of Vampire Hunter.
  Like gunfighters of the Old and New West, some simply feel 
  the call to duty. To stand up and fight for those who need their 
  help. To save lives and free the innocent from a fate worse than 
  death. Others have seen the carnage vampires can cause, and hav-
  ing seen it, feel compelled to put a stop to it. Still others have been 
  “slaves” or “cattle” waiting for slaughter themselves, but man-
  aged to escape or were rescued by Vampire Hunters. Now, the 
  slave or human livestock is eager to turn the tables on his or her 
  former masters, and make them pay. Others have lost loved ones 
  to the undead and now desire to rescue others from the clutches 
  of vampires and the horror of living under their rule. And some . 
  . . some, like gunslingers, seek fame and glory. Regardless of the 
  individual’s motivation, Vampire Hunters have become a move-
  ment that is sweeping across Mexico and the American South-
  west and the bane of the Vampire Kingdoms. A growing army of 
  slayers hunting the night’s most dangerous predators.
  One becomes a Vampire Hunter by either being accepted into 
  a vampire fighting force, like Reid’s Rangers and other Vampire 
  Hunter groups, or becoming an apprentice/assistant to a Vampire 
  Hunter who mentors the individual and teaches him the trade. 
  Whatever their motivation and wherever they get their training, 
  Vampire Hunters are experts in vampires and their extermina-
  tion. They are knowledgeable in the ways to stop them and slay 
  them, and practiced in the method of hunting and permanently 
  destroying the undead. They are knowledgeable of the vampire’s 
  elemental nature and vulnerabilities to running water, sunlight 
  and garlic. They know how to determine if someone is a vam-
  pire by using mirrors and thermal optics, and can identify their 
  slaves and servants. They also possess practiced familiarity and 
  skill with wooden and silver weapons, silver bullets, the bow and 
  arrow, crossbow, and water weapons, among others.
  Vampire Hunters come in all shapes and sizes. They are part 
  soldier, part gunslinger, and part pit bull. While the rest of civili-
  zation has no clue about how bad things are in Mexico, those who 
  live there or along the border know the horror all too well. The 
  Vampire Hunters of the Mexico and the New West intend to even 
  the odds and exterminate every last vampire, one by one.
  Vampire Hunter O.C.C. Abilities:
  1. Lore: Vampires. The comprehensive study of Undead 
  Vampires, specifically, and other types of undead, in general. 
  The focus on Undead Vampires includes separating truth from 
  fantasy, their true powers, abilities, strengths, weaknesses, ways 
  to destroy them, proper disposal of vampire bodies, and their use 
  of henchmen and servants. It also includes methods and strategies 
  for fighting and slaying vampires as well as stories about their 
  origins, the Vampire Kingdoms, vampire society, their behavior, 
  hideouts and lairs. Base Skill: 20%+5% per level of experience 
  for people NOT trained as Vampire Hunters. Base Skill for the 
  Vampire Hunters O.C.C.: 60% +3% per level of experience.
  2. Vampire Combat: Knows all the vampire’s weaknesses 
  and vulnerabilities, common tactics, methods of attacks, defenses 
  against such attacks and tactics, training in the types of weapons 
  and materials that can damage and slay vampires, and so on.
  3. Resistance Against Vampire Seduction: +1 to save vs 
  Vampire pheromone-based trance at levels 1, 3, 5, 9 and 12.
  4. Resistance Against Vampire Mind Control: +1 to save vs 
  Mind Control and +2 to save vs Hypnotic Suggestion.
  5. O.C.C. Bonuses Applicable Only when Fighting Vam-
  pires: +3 on Perception Rolls involving all aspects of the undead, 
  +2 on initiative, +2 to strike, parry and dodge, +3 to strike when 
  going to impale/stake the heart, +2 to save vs insanity, +3 to save 
  vs the Horror Factor of Vampires, their protectors and summoned 
  animals.
  6. Gut Feelings, Hunches and Realizations Involving Vam-
  pires: By third level, the Vampire Hunter develops a sort of 
  sixth sense about vampires and the dangers they represent. These 
  “feelings” only apply to vampires and their minions.
  ! Bad feeling that something is not right. The Vampire Hunter 
  gets a bad feeling when he’s walking into a vampire’s trap. 
  It helps him to recognize a potential ambush site up ahead, 
  decide to take a different route back to camp, and similar. Suc-
  cess Ratio: 30% +5% per level of experience; +1 to Perception 
  Rolls and initiative when the hero has a “bad feeling.”
  ! Feeling that vampires are around or exerting control and influ-
  ence over a community even though he is told otherwise. “I 
  don’t care what the Sheriff said. There are vampires here. I can 
  feel them.” Success Ratio: 40% +5% per level of experience.
  ! Finding and recognizing evidence of the undead’s presence or 
  involvement, attacks on people, location of a bite from which 
  blood was drawn, evidence of the Slow Kill bite, and/or of 
  vampire influence and visitations. Success Ratio: 35% +5% 
  per level of experience.
  ! Hunch that someone is a vampire servant, henchman or assas-
  sin. Success Ratio: 35% +5% per level of experience.
  ! Recognizing a Vampire Mind Slave when he sees one: 52% 
  +4% per level of experience.
  ! Recognizing a Wild Vampire when he sees one: 80% +3% per 
  level of experience.
  ! Recognizing a Secondary Vampire when he sees one: 60% 
  +3% per level of experience.
  ! Recognizing a Master Vampire when he sees one: 50% +3% 
  per level of experience.
  ! Guess where the vampire’s lair is located based on his knowl-
  edge of the undead and reports of the vampire’s activities and 
  other evidence and survey of the area. Success Ratio: 13% 
  +3% per level of experience; +20% when he’s at the actual 
  suspected location. “Nope, this isn’t it. Wait. What about over 
  there? Yeah, this is more like it.”
  Vampire Hunter O.C.C.
  Race: Any, but 60% are human.
  Alignment: Any, but most Vampire Hunters are good, driven 
  by their hatred of evil and sense of justice. Principled (25%), 
  
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  Scrupulous (35%), Unprincipled (10%), Anarchist (10%), and 
  other (20%).
  Attribute Requirements: I.Q. 9, M.E. 12 or higher, and the 
  courage and drive to become a Vampire Hunter. Good physi-
  cal condition and a high P.S. and P.E. are helpful and recom-
  mended.
  Horror Factor to Vampires and Their Underlings: 9 at level 
  one +1 at levels 4, 8, and 12.
  O.C.C. Skills:
  Barter (+10%)
  Camouflage or First Aid (+10%)
  Detect Ambush (+10%)
  Firefighting (+10%)
  Intelligence (+15%)
  Interrogation (+10%)
  Land Navigation (+10%)
  Language: Native Tongue American or Spanish.
  Language, Other: Spanish or American (+20%)
  Literacy: Native Language
  Lore: D-Bees (+15%)
  Lore: Demons & Monsters (+15%)
  Lore: Vampires (see Special O.C.C. abilities above).
  Optic Systems (+10%)
  Prowl (+5%)
  Pilot: Automobile, Motorcycle, Hovercraft or Hovercycle 
  (+10%). May substitute Piloting skill with Horsemanship: 
  General or Horsemanship: Exotic Animals (+10%).
  Radio: Basic (+5%)
  Running or Climbing (+10%)
  Swimming (+10%)
  Tracking (people; +10%) or Streetwise (+15%).
  W.P. Handguns or W.P. Submachine-Gun.
  W.P. Rifles or W.P. Shotgun.
  W.P. Archery & Targeting or W.P. Crossbow.
  W.P. Two of choice (any, Ancient or Modern).
  Hand to Hand: Expert, but can be increased to Martial Arts at 
  the cost of two “O.C.C. Related Skill,” or Assassin if an An-
  archist or evil alignment for the cost of two “O.C.C. Related 
  Skills.”
  O.C.C. Related Skills: Select seven O.C.C. Related skills at lev-
  el one, +1 additional skill at levels 3, 5, 7, 10 and 13. All new 
  skills start at level one proficiency.
  Communications: Any (+5%).
  Cowboy: Any.
  Domestic: Any.
  Electrical: Any.
  Espionage: Any.
  Horsemanship: Any (+10%).
  Mechanical: Any.
  Medical: Animal Husbandry, Paramedic and Holistic Medi-
  cine only (+10%).
  Military: Any (+5%).
  Physical: Any.
  Pilot: Any (+10%).
  Pilot Related: Any (+5%).
  Rogue: Any (+5%).
  Science: Math only (+10%).
  Technical: Any.
  W.P.: Any.
  Wilderness: Any (+5%).
  Secondary Skills: Select four skills from the Secondary Skills 
  List on page 300 of Rifts® Ultimate Edition, and one ad-
  ditional Secondary Skills at levels 5, 9, and 13. These are ad-
  ditional areas of knowledge that do not get any bonuses other 
  than a possible bonus for having a high I.Q.. All Secondary 
  Skills start at the base skill level.
  Standard Equipment: Mega-Damage body armor of choice, 
  3D4x10 conventional rounds of ammunition for each W.P. 
  weapon plus the same amount of silver bullets for each weapon, 
  four E-Clips for each energy weapon, bow or crossbow with 
  30 silver-tipped bolts or arrows, silver knife, Vibro-Knife, one 
  silver-plated or wood weapon for each Ancient W.P., 2D4+2 
  wooden stakes and a mallet, 1D6 cloves of garlic, six inch (15 
  cm) wooden cross, a small silver cross (may be worn around 
  the neck on a chain), two canteens, food rations for two weeks, 
  two sets of clothing, a cowboy hat or sombrero, a cloak or 
  poncho, 12 feet (3.6 m) of rope, and one vehicle or riding ani-
  mal to match Piloting or Horsemanship skill.
  Animal Companion: If he has the appropriate skill(s), he has a 
  horse or exotic riding animal, probably a Nodosaurus.
  Money: Starts with 2D6x1,000 credits.
  Cybernetics: May have up to 1D4 cybernetic implants of play-
  er’s choice and one bionic limb or implant.
  Reid’s Rangers
  Vampire Hunter O.C.C.
  The most famous Vampire Hunters on Rifts Earth are Reid’s 
  Rangers. They have been the inspiration for almost all Vampire 
  Hunters throughout Mexico and the New West, which also makes 
  them Enemy Number One of the Vampire Kingdoms. There is, 
  arguably, no greater heroic figure riding the plains of Mexico and 
  Southwestern America than Reid’s Rangers, with the possible 
  exception of Cyber-Knights and Glitter Boys. Since Doc Reid 
  founded his Rangers, thousands have been trained in the craft of 
  hunting and slaying vampires. At any given moment there are 
  1D4x100 Rangers in training and one thousand Rangers in the 
  field. Support staff and an entire town are located at Fort Reid – 
  the Rangers’ legendary base of operation.
  Reid’s Rangers are led by the larger than life figure of Doc 
  Reid. Young recruits and wannabe heroes revere the man as a 
  god and hang on his every word. While this super-charges the 
  morale of Vampire Hunters in training, it often gives them an 
  overinflated sense of their own abilities. When their training is 
  done, the Doctor encourages the inexperienced Vampire Hunters 
  to be bold and go forth to slay the undead and rescue the inno-
  cent. Sadly, 20% do not survive their first mission, and half will 
  die within the first year. A detail that doesn’t seem to bother the 
  obsessive and megalomaniacal Doc Reid. He is fond of saying, 
  “War is hell. Sacrifice and loss are to be expected. It is a sad real-
  ity that the fields of Mexico are watered with the blood of heroes 
  and the innocent. What is the alternative? Surrender? Never. We 
  fight. We bleed. We die, so that others may live free of vampire 
  rule. I will never stop until the vampire pestilence is wiped out.” 
  It must be a sentiment shared by many, because the slain Reid’s 
  Rangers become martyrs who attract ever greater numbers of new 
  recruits eager to join Doc Reid’s crusade.
  
  111
  Doc Reid and his original partners have perfected a very spe-
  cific training routine and skill set that they insist is ideal for hunt-
  ing and exterminating the undead. It includes Breeding Dogs and 
  keeping at least one canine as a companion, as they are sensitive 
  to the approach of the undead. Training as one of Reid’s Rang-
  ers also includes learning to be a “team player” and operate as a 
  member of teams ranging in size from small squads to a full com-
  pany. This encourages individual Reid’s Rangers to join forces 
  with other adventurers and heroes, or to form their own team to 
  lead against the vampire scourge. In short, a Ranger is a versatile 
  military man able to function as a lone operative, in small groups 
  and large scale military operations against vampires.
  As heroes of Mexico, Reid’s Rangers attract other heroes such 
  as Cyber-Knights, Lyn-Srial, Dog Boys, Atlantean Undead Slay-
  ers, Lemurians, Gunfighters, Gunslingers, Native Americans and 
  a host of other crusaders, heroes and warriors who happily fight 
  at their side and follow their instruction when it comes to fighting 
  the undead and navigating the badlands of Mexico.
  Reid’s Ranger Vampire Hunter O.C.C. Abilities:
  1. Lore: Vampires. Same as the Vampire Hunter O.C.C., ex-
  cept the Base Skill for a Reid’s Ranger is: 70% +3% per level of 
  experience.
  2. Vampire Combat: Same as the Vampire Hunter O.C.C.
  3. Resistance Against Vampire Seduction: Same as the 
  Vampire Hunter O.C.C.
  4. Resistance Against Vampire Mind Control: Same as the 
  Vampire Hunter O.C.C.
  5. O.C.C. Bonuses Applicable Only when Fighting Vam-
  pires: Same as the Vampire Hunter O.C.C., plus +1 to save vs 
  possession (any).
  6. Gut Feelings, Hunches and Realizations Involving Vam-
  pires: Same as the Vampire Hunter O.C.C.
  7. Command Trust and Leadership (special): Reid’s Rang-
  ers are trained to be team players and work with others, be they 
  fellow warriors or civilians. As a result, most Rangers carry them-
  selves with such an air of confidence and certainty that people are 
  quick to trust and follow them. The reputation of the Rangers is 
  so powerful that just announcing you are a Reid’s Ranger cap-
  tures people’s attention. Training and that fabled commanding 
  confidence enables a single Reid’s Ranger to calm down, quiet 
  and lead or direct large groups of civilians (50 people per lev-
  el of experience). He can also settle the nerves of small squad 
  fighting forces (1D6+10 per level of experience), and keep them 
  calm, working as a team, and focused on the objective at hand; 
  50% chance +2% per level of experience they will follow his 
  lead or accept him as their field leader in a crisis situation against 
  vampires. If there is a squad of Reid’s Rangers, the team works 
  together toward common goals and is likely to lead and direct 
  others as a coordinated group.
  Reid’s Ranger Vampire Hunter O.C.C.
  Race: Any, but 55% are human.
  Alignment: Any, but most Reid’s Ranger Vampire Hunters are 
  good, driven by their hatred of evil and sense of justice. Prin-
  cipled (20%), Scrupulous (30%), Unprincipled (10%), Anar-
  chist (20%), and other (20%).
  Attribute Requirements: I.Q. 9, M.E. 12 or higher, and the 
  courage and drive to become a Vampire Hunter. Good physi-
  cal condition and a high M.E., P.S. and P.E. are helpful and 
  recommended.
  Horror Factor to Vampires and Their Underlings: 10 at level 
  one +1 at levels 3, 6, 9 and 12.
  O.C.C. Skills for Reid’s Rangers: Doc Reid’s training is very 
  specific and standardized.
  Breed Dogs (+10%)
  Computer Operation (+15%)
  Dowsing (+20%)
  Fasting (+12%)
  Detect Ambush (+10%)
  Horsemanship: Cowboy or Motorcycle or Hovercycle (+10%).
  Horsemanship: Exotic Animals (+20%; Nodosaurus are com-
  mon).
  
  112
  Identify Plants and Fruits (+10%)
  I.D. Undercover Agent (or Vampire; +12%).
  Intelligence (+15%)
  Land Navigation (+15%)
  Language: Native Tongue American or Spanish.
  Language: Other Spanish or American (+20%)
  Literacy: Native Language (+5%)
  Lore: Demons & Monsters (+20%)
  Lore: Native Americans (15%)
  Lore: Vampires (see Special O.C.C. abilities above).
  Lore: One of choice (+15%).
  Optic Systems (+10%)
  Prowl (+10%) or W.P. Quick Draw.
  Radio: Basic (+10%)
  Running or Climbing (+10%)
  Swimming (+20%)
  Surveillance (+15%)
  Tracking (people; +10%)
  Undercover Ops (+20%)
  Whittling (+15%)
  Wilderness Survival (+15%)
  W.P. Handguns or W.P. Submachine-gun.
  W.P. Rifles or W.P. Shotgun.
  W.P. Archery & Targeting or W.P. Crossbow.
  W.P. One of choice (any, Ancient or Modern).
  Hand to Hand: Expert, but can be increased to Martial Arts at 
  the cost of one “O.C.C. Related Skill,” or Assassin if an An-
  archist or evil alignment for the cost of two “O.C.C. Related 
  Skills.”
  O.C.C. Related Skills: Select four other skills at level one, +1 
  additional skill at levels 2, 6, 9, and 12. All new skills start at 
  level one proficiency.
  Communications: Any (+10%).
  Cowboy: Any (+5%).
  Domestic: Any.
  Electrical: None.
  Espionage: Any (+5%).
  Horsemanship: Any (+10%).
  Mechanical: Basic Mechanics and Automotive Mechanics 
  only.
  Medical: Any First Aid and Paramedic only (+5%).
  Military: Any (+5%).
  Physical: Any.
  Pilot: Any (+5%).
  Pilot Related: Any (+5%).
  Rogue: Any.
  Science: Any.
  Technical: Any (+5%).
  W.P.: Any.
  Wilderness: Any (+5%).
  Secondary Skills: Select two skills from the Secondary Skills 
  List on page 300 of Rifts® Ultimate Edition, and one addi-
  tional Secondary Skills at levels 3, 7, 10, and 13. These are ad-
  ditional areas of knowledge that do not get any bonuses other 
  than a possible bonus for having a high I.Q.. All Secondary 
  Skills start at the base skill level.
  Standard Equipment: Mega-Damage body armor of choice, 
  3D4x10 conventional rounds of ammunition for each W.P. 
  weapon plus the same amount of silver bullets for each weap-
  on, four E-Clips for each energy weapon, bow or crossbow 
  with 30 silver-tipped bolts or arrows, silver knife, Vibro-Knife, 
  one silver-plated or wood weapon for each Ancient W.P., 
  2D4+2 wooden stakes and a mallet, 1D6 cloves of garlic, a six 
  inch (15 cm) wooden cross, a small silver cross (may be worn 
  around the neck on a chain), two canteens, food rations for two 
  weeks, two sets of clothing, a cowboy hat or sombrero, a cloak 
  or poncho, 12 feet (3.6 m) of rope, and one vehicle or riding 
  animal to match Piloting or Horsemanship skill.
  Animal Companion: One or two dogs. Reid’s Rangers are big 
  fans of canine companions. Or a Feral Dog Boy companion. 
  Yes, a first level Dog Boy sidekick is an option if the G.M. 
  allows it, and the player wants one. Plus, his horse or exotic 
  riding animal, probably a Nodosaurus.
  Money: Starts with 2D4x1,000 credits.
  Cybernetics: First level characters probably start out with 1D4+1 
  cybernetic implants or one bionic limb with weapon. One third 
  of Reid’s Rangers have replaced 25% to 40% of their bodies 
  with bionic and cybernetics, in large part because those whose 
  bodies are one quarter bionic cannot be turned into vampires. 
  You meet a Vampire Hunter who is a quarter or third bionic, 
  and odds are he’s one of Reid’s Rangers.
  Reid’s Rangers
  Famous Vampire Hunters of Mexico
  From Wichita Falls, all along the Rio Grande, and throughout 
  Mexico, the name of Doc Reid and the exploits of Reid’s Rangers 
  are the stuff of legend. Every peasant throughout the country can 
  tell a dozen stories about the famous Vampire Hunters. Erin Tarn 
  once wrote:
  
  113
  “The peasant can tell an array of tall tales about the great Doc-
  tor Kenneth Reid and his fearless vampire hunters [Reid’s Rang-
  ers]. Many of the stories sound like fantastic fairy tales with, per-
  haps, only some nuance of truth at their roots. The stories have 
  been so embellished that it is impossible to tell what is true and 
  what is fantasy. Even those who insist that they have personally 
  witnessed the good doctor or one of his Vampire Hunters in ac-
  tion, spin tales too fantastic to be believed.”
  Doc Reid and his Rangers have become folk heroes beloved 
  and trusted by the people of Mexico. The reason for the saint-like 
  status is simple: When no one else cared about people suffer-
  ing at the hands of the undead, Doc Reid was there. He and the 
  embattled group of heroes drew a line in the sand and said, “no 
  more.” Doc Reid built a fort, he and his followers began killing 
  vampires, defending villagers and offering the innocent and per-
  secuted people of Mexico a precious commodity – hope. He and 
  his Rangers fight for all people, human and D-Bee, and ask for 
  support in their efforts to rid the land of vampires. Over time, the 
  stories of Reid’s Rangers’ heroics have spread. As they spread, 
  Fort Reid became the symbol for resistance and people came to 
  Doc Reid not just for protection, but to join Reid’s Rangers and 
  be taught the arts of vampire hunting. Eighteen years later, Doc 
  Reid is a legend. Reid’s Rangers are more famous and sainted 
  than Cyber-Knights and Glitter Boys – at least in Mexico – and 
  young men and women flock to Fort Reid to join the fight. Fort 
  Reid is on the verge of becoming a viable city-state with a popu-
  lation of thousands, and the handful of Rangers he started with, 
  has blossomed and grown.
  “God bless Doc Reid,” and “Reid’s Rangers are the saviors of 
  the land,” are common refrains repeated a hundred times a day 
  throughout Mexico and communities along both sides of the Rio 
  Grande. To hear people talk, Reid’s Rangers can do no wrong. 
  Villages and communities welcome them like triumphant heroes, 
  and offer them small gifts of food, alcohol, tobacco and discounts 
  (20-30%) on supplies and most goods and services. Towns that 
  suspect they have a small vampire problem rush to enlist their 
  help, or hurry to tell them about incidents and rumors about Wild 
  Vampires in the area so that the Rangers can route them.
  Considering Doc Reid is himself a “bubble of the plum” (a 
  euphemism for crazy), as well as a zealot and a megalomaniac, 
  his Reid’s Rangers have turned into a powerful force for good. 
  Though Reid’s Rangers have their fair share of dark alignments, 
  cutthroats and wild men, even the worst of the worst are truly 
  dedicated to hunting and destroying vampires. This singular mis-
  sion and fanatical focus to wipe out vampires and return Mexico 
  to mortal people are the driving force behind Reid’s Rangers. It 
  makes the Rangers instant heroes and champions of the people 
  which strengthens their connection to the common man. Unity, 
  loyalty and purpose within the Rangers are reinforced by the sheer 
  life and death nature of their chosen vocation. Every encounter 
  with a vampire is a battle to the death with a malevolent demon 
  who would like nothing more than to slay the heroes. Having to 
  face death on a regular basis cements bonds of camaraderie among 
  the Rangers themselves (they are truly a ‘band of brothers’) and 
  make them resolute in their mission to kill vampires and protect 
  the innocent. Outnumbered, overpowered and locked in a guerilla 
  war without any end in sight, the Rangers discard petty grievances 
  or desires, and stay focused on the job at hand. In short, they have 
  no time for serious vice, grabs for power, bids for wealth or posi-
  tion, they are too busy fighting vampires and saving lives.
  The high mortality rate of Reid’s Rangers – half of all new 
  recruits die in their first year – works to a similar end. It keeps the 
  warriors highly motivated, stokes emotions for revenge and jus-
  tice, keeps surviving Rangers on the straight and narrow, keeps 
  them focused on their mission, and separates the weak from the 
  strong. Seasoned Reid’s Rangers are among the best Vampire 
  Hunters and capable fighters in North America.
  When an individual has finished his training as a Reid’s Rang-
  er, he has graduated not just to the ranks of Vampire Hunters, but 
  has the right to call himself one of Reid’s Rangers. The Rang-
  ers do not function as a standing army, so freshly minted Reid’s 
  Ranger Vampire Hunters are expected to leave the fort and to 
  work as a slayer of vampires. These green Reid’s Rangers may go 
  off into the wilderness with fellow graduates as their own group, 
  or in pairs, or as individuals. Most young Rangers, however, join 
  other bands of heroes or try to start their own team of Vampire 
  Hunters. This might be a temporary union or alliance of forces, or 
  it could become permanent.
  Player characters traveling throughout Mexico, New Mexico, 
  Arizona and Texas, especially along the Rio Grande, are likely 
  to encounter Reid’s Rangers on a regular basis. They may even 
  have one or more want to join their group, or receive an invita-
  tion to join the Ranger’s group, or find opportunities to pool their 
  resources and work together from time to time. Reid’s Rangers, 
  be they a group, pair or individual, are active in all kinds of op-
  erations involving hunting and slaying vampires, and protecting 
  the innocent from the undead. They often need help or can point 
  player characters to other locations where innocent people could 
  help the heroes and slayers. Reid’s Rangers are usually happy 
  to share information about vampire activity so that adventurers 
  can avoid trouble or go and kick some vampire teeth in. How-
  ever, as affable and charismatic and most Reid’s Rangers are, do 
  not expect charity from them. Some Rangers of Principled and 
  Scrupulous alignment might be willing to share their food, water, 
  supplies, silver bullets, weapons and resources, but most will not. 
  These are rough and tumble hombres who only stick their heads 
  out so far for others. Hardened and ruthless vampire fighters, they 
  watch out for themselves and only have so much time and pa-
  tience for inexperienced, self-styled Vampire Hunters (i.e., not 
  one of Reid’s Rangers or other Vampire Hunter of renown), well-
  intentioned adventurers and those not willing to follow them. If 
  you can keep up with a Reid’s Ranger, you are welcomed. If you 
  cannot, then get lost; don’t be dragging him/them down, or put-
  ting them in danger.
  Though most Rangers are happy to help others and team up 
  with capable warriors and heroes, they tend to be elitist snobs. 
  This is a negative aspect of their training, orientation and the 
  fame that come with being one of Reid’s Rangers. They think 
  they are the best of the best and tend to be arrogant, cocky, self-
  righteous and overzealous when it comes to fighting vampires. 
  (To use the vernacular of our modern day, they see themselves as 
  “Rock Stars.”) This means the Rangers will want to take charge 
  of missions against the undead, and when they are not allowed to 
  do so, have a bad habit of going off on their own, taking danger-
  ous risks, and being hot shots – all things that could jeopardize a 
  mission, endanger those fighting at their side, or the civilians they 
  are trying to rescue/help. Many behave as if they are a law unto 
  themselves. Not all Reid’s Rangers are like this, but many are, 
  especially those of selfish and evil alignments.
  
  114
  Other notable Vampire Hunters
  Also, see Natural Enemies of Vampires in the Combat Notes 
  section of this book.
  Anti-Monster of South America. See Rifts® World Book 
  Six: South America. Also, see Natural Enemies of Vampires in 
  the Combat Notes section of this for details from Doc Reid.
  Archie Three. Archie Three and Hagan became aware of 
  the vampire threat about 15 years ago when they sent androids 
  looking for old NEMA military bases and secret weapon depots. 
  Vampires are monsters that sent chills through Hagan Lonovich, 
  the insane Robot Intelligence’s human partner and best friend. 
  Hagan has convinced Archie they need to do something to fight 
  the vampires. Ever hesitant to take decisive and flamboyant ac-
  tion, Archie has used his human front company, Titan Industries, 
  to manufacture and sell water weapons and firefighting equip-
  ment that include heavy water weapons which can be used to 
  fight fires and undead alike. Meanwhile, Archie is using his Sh-
  emarrian Warrior Women (androids) as scouts and hunters, and 
  to leave small caches of weapons and supplies for travelers and 
  Vampire Hunters to find in the wilderness.
  Supply caches: A typical supply cache includes military style 
  K-rations, dehydrated food, 2D4 gallons of water in one gallon 
  plastic containers and/or a 50 gallon drum of purified drinking 
  water, blankets, a bag of 1D4x10 wooden stakes, 1D4+1 wooden 
  crosses, 2D6 heavy crossbows and 1D4x100 wooden crossbow 
  bolts, a pair of walkie-talkies, 1D4 flashlights, a first aid kit, tool 
  kit, shovel, one Vibro-Knife, and 2D6 standard E-Clips. Some-
  times, 1D4 Shemarrian rail guns or other M.D. weapons are also 
  part of the cache. This is why visitors to Northern Mexico will, 
  from time to time, see humans and D-Bees wielding Shemarrian 
  weapons. Supply caches and supply drops found in ruins and 
  towns across Northern Mexico.
  Spy Bots. Archie has also dispatched a flock of robot hawks 
  and a few dozen robot Mexican Wolves into the depths of the 
  Vampire Kingdoms. The result is Archie Three and Hagan know 
  more about the size, layout, key locations, military capabilities, 
  social structure, and practices of the Vampire Kingdoms than 
  anyone on the planet. While Doc Reid is the expert on the vam-
  pire organism, Archie and Hagan are experts on the Kingdoms 
  themselves. Of course, the data is all kept secret and Archie isn’t 
  sure what he should do next. Note: See Shemarrians, below, for 
  more information on the specific activities of the warrior women.
  Atlantean Undead Slayer and Other True Atlanteans. 
  Vampire infestations on Earth are nothing new. Long before 
  recorded history prior to the Coming of the Rifts, True Atlan-
  teans and Lemurians had their share of conflicts with vampires 
  and supernatural evil. So prevalent were these dangers that True 
  Atlanteans created a sect of elite warriors known as Undead Slay-
  ers. Like knights errant, they travel from dimension to dimen-
  sion, world to world, protecting the innocent from supernatural 
  monsters and freeing those enslaved by vampires and their ilk. 
  So it is no surprise that Atlantean Undead Slayers have gathered 
  in Mexico to oppose their arch-enemy, vampires. Undead Slayers 
  can be encountered as members of Vampire Hunter groups and 
  other heroes who fight the undead as well as small bands com-
  posed entirely of Undead Slayers and other Tattooed Men.
  The greatest efforts of the Undead Slayers have been to make 
  surgical strikes against the Vampire Intelligences within the 
  Vampire Kingdoms. One effort, only two years ago, almost suc-
  ceeded in destroying the Intelligence at Milta. Tragically, the he-
  roes were swarmed and slaughtered by the vampire hordes before 
  they could deliver the killing blow. Of the powerful 30 man as-
  sault team included two dragons, only one dragon and six of the 
  Atlanteans managed to escape via teleportation magic. However, 
  this and other attacks on Masters and key vampires within the 
  Vampire Kingdoms have kept the undead on edge.
  The effort of Undead Slayers and True Atlanteans that has 
  saved the most mortal lives in the Vampire Kingdoms has been 
  the establishment of underground railroads to rescue and smug-
  gle mortals from slavery and the cattle pens. Atlanteans have es-
  tablished, manage and lead two-thirds of all such operations in 
  Mexico. Atlanteans tend to gather bands of heroes for surgical 
  military strikes and daring assaults on the Vampire Kingdoms, be 
  it an attack on a Vampire Intelligence, a Master Vampire, rescu-
  ing captured Vampire Hunters or freeing a few hundred slaves 
  or humanoid cattle. Note: Undead Slayers have the same Vam-
  pire Hunter O.C.C. Special Skills as Reid’s Rangers with an ad-
  ditional +5% on all gut feelings and hunches, the ability to calm 
  and lead. Lemurians are old friends and allies with whom True 
  Atlanteans enjoy working. See Rifts® World Book 2: Atlantis 
  for more information about True Atlanteans, Undead Slayers, the 
  Minions of Splugorth and more.
  Coalition States: Operation Nightowl. The Coalition’s ‘offi-
  cial’ position on the vampires of Mexico is that the problem is ex-
  aggerated and there is no clear and present danger. Case closed. 
  However, there are some with enough clout to keep a modest 
  covert operation ongoing in the wilds of Mexico. It is know as 
  Operation Nightowl. The men, women and Dog Boys assigned 
  to the operation know the basics of Vampire Hunting and Lore: 
  Vampires (+15%), and are equipped with weapons suitable for 
  combating vampires. Five percent of the operatives are undercov-
  er in Juarez, 30% pose as vampire fighting adventurers and mer-
  cenaries out in the field, with the intention of becoming a member 
  of Vampire Hunters so they may learn more about the undead, 
  combat techniques to use against them, and the people who fight 
  them. Ultimately, they want to get firsthand intelligence on the 
  Vampire Kingdoms.
  The rest investigate reports of vampire activity, travel the 
  wilderness of Northern Mexico, and visit towns all in an effort 
  to gather data about the undead, their protectors and servants, 
  and influence over people. Two of the Coalition Army’s greatest 
  concerns are the vampires’ powers of Metamorphosis and Mind 
  Control. Although the soldiers participating in Operation Night-
  owl are not supposed to reveal their presence as CS soldiers nor 
  make contact with ‘locals,’ they often come to the aid of Vampire 
  Hunters and innocent people. When this happens, they ask the 
  grateful people not to mention they were rescued by CS soldiers 
  and do not make mention of such intervention in their Incident 
  Reports. Operation Nightowl is currently based out of El Paso, 
  with a secret base camp and supply drop site 60 miles (96 km) 
  outside of town.
  Coalition and Feral Dog Boys. Dog Boys in the Coalition 
  Army, hearing about or sensing the danger represented by the 
  Vampire Kingdoms, have gone AWOL from Lone Star, the war 
  front at Tolkeen, and other CS military operations west of the 
  Mississippi River.
  Feral Dog Boys are mutant canines that were born of two par-
  ents outside the influence of the Coalition, rather than created in 
  
  115
  a CS genetic’s laboratory and raised to be CS Soldiers. Yet they 
  too, as if drawn by a siren’s song only the canines can hear, are 
  flocking to Mexico.
  Dog Boys of both ilks are Vampire Hunters by nature. A Dog 
  Boy’s natural senses enable them to sense supernatural evil. In-
  stinct makes them hate the supernatural and compels them to hunt 
  and destroy supernatural evil. The presence of thousands of vam-
  pires in Mexico, and perhaps, the unique dangers they represent 
  to humans (and D-Bees) are attracting Dog Boys in droves. They 
  come to Mexico with two simple goals: saving people from vam-
  pires and destroying the monsters. Thus, Dog Boys are natural 
  born vampire slayers eager to join forces with heroes and Vam-
  pire Hunters. Also, see Natural Enemies of Vampires in the Com-
  bat Notes section for Doc Reid’s observations about Dog Boys.
  Coalition Rogue Soldiers. Though they have not left the 
  Coalition Army in droves like Dog Boys, a small percentage of 
  Coalition Soldiers assigned to Lone Star, El Dorado and opera-
  tions in and around the old Mexican/American border have gone 
  AWOL to join the battle against the undead. After having fought 
  vampires and seeing what they can do, or after hearing stories 
  from refugees from the Vampire Kingdoms, some soldiers break 
  rank to fight the undead in the south. They have to go AWOL if 
  they feel strongly about fighting the undead, because the CS is 
  seldom willing to send troops that deep into hostile, unexplored 
  wildlands. The New West and beyond are considered hostile wil-
  derness inhabited by dangerous savages and outcasts.
  Hero Vampires are undead who reject their evil nature to be-
  come Vampire Hunters. Who better to fight vampires than some-
  one who is one? Hero Vampires also have the advantage of being 
  able to enter vampire territory. See their complete description in 
  the section of this book describing the different types of Undead 
  Vampires.
  Lemurians. After decades of hanging back in the shadows 
  and beneath the waves, Lemurians have started to explore and 
  make contact with the rest of the world. Like their old Atlantean 
  allies, Lemurian civilization has had its conflicts with vampires 
  in Earth’s past. They hate them and are appalled that the undead 
  have established kingdoms on Rifts Earth. Though the Lemuri-
  ans as a nation have not made any decisions about action against 
  the Vampire Kingdoms, lone adventurers, pairs and small groups 
  of Lemurians have begun to make a mark as heroes and Vam-
  pire Hunters. Their aquatic nature, water magicks and Biomancy 
  make them well equipped to fight the undead. See Rifts® World 
  Book 32: Lemuria for details about these people, their magic 
  and civilization.
  Necromancers can be friends or foes of the undead, Shift-
  ers too. Some hate them with a passion and seek to destroy vam-
  pires. Others try to control and command them for their own evil 
  purpose, while still others are willing to serve the undead in posi-
  tions of elite henchmen and slayers of Vampire Hunters.
  Shemarrians. “I share the following observations with you in 
  the spirit of cooperation, and hope they don’t sound like paranoid 
  delusion.
  “There is something afoot in Mexico which I have yet to fig-
  ure out, but it bears mentioning in this report. What I’m about to 
  relate may sound good at first, but it may be that we are trading 
  one global danger for another. There seems to be a new player in 
  the war against the undead. I have seen evidence of this for the 
  last decade, but it has only been in the last four or five years that 
  this mysterious player has begun to make serious moves against 
  the vampires.
  “At first I thought it might be the mythical Republicans, and 
  I’m not completely sure it is not. However, I think now that it is 
  the enigmatic Shemarrians. Yes, I know the Shemarrians claim 
  part of the Atlantic seaboard and are not known to exist in the 
  west, yet here they are in ever growing numbers. The warrior 
  women have begun to appear in force and at strange intervals, but 
  I cannot hazard a guess as to why they might take an interest in 
  people and events so far from their home range. I can only imag-
  ine the Shemarrians have a history with vampires and hate them 
  so that they are coming southwest to fight them.
  “As a rule, I’d welcome any fighting force to join our battle 
  against the undead, but Shemarrians are themselves something of 
  mystery, and I hate mysteries. Since they operate closer to your 
  neck of the woods, perhaps you can shed some light on them 
  for me. Try as I might, I have been unable to secure a living or 
  dead specimen to study. Considering they may be a valuable ally 
  against a common enemy, I have no desire to create an incident 
  by trying to kidnap one. We need all the help we can get down 
  here. However, something doesn’t seem right about them. To 
  compound the mystery, I have had a few vampires under interro-
  gation claim Shemarrians are cyborgs. I find such claims curious, 
  as I have not heard such them.
  “The Shemarrians here use their traditional range of weapons, 
  but have also adapted to using weapons made of wood and sil-
  ver. I have neither seen nor heard of Shemarrians using magic 
  weapons, and it is my understanding that they have an aversion to 
  magic. Shemarrian warriors often appear without warning, in the 
  middle of nowhere, to battle vampires or to hold them at bay long 
  enough for D-Bees and humans to make an escape, or last until 
  sunrise. The women then vanish as unexpectedly as they appear, 
  sometimes without saying a word. I see patterns that suggest a 
  coordinated effort by the Shemarrian to hunt down and destroy 
  vampires. I doubt there are more than one thousand present in 
  Mexico, but I have a hunch that number may grow dramatically 
  over the next few years. What troubles me, is that Shemarrians 
  keep to themselves, do not work with others, and seem to be wag-
  ing their own war on the undead on their own terms. But to what 
  end? Are the Shemarrians angels or demons? Are the Shemarri-
  ans planning to conquer all of Mexico? Are we next?”
  – From the writings of Doc Reid
  Unknown to the world at large, Shemarrians are actually ad-
  vanced robots disguised to look like flesh and blood, Amazonian, 
  alien women. Shemarrians are the brainchildren of Hagan Lo-
  novich and the creation of the mad Artificial Intelligence Ar-
  chie Three, who survived the Great Cataclysm. As noted earlier, 
  Hagan and Archie worry about the vampire threat in Mexico. At 
  the urging of Hagan, Archie has sent a thousand Shemarrians to 
  find and destroy vampires. However, the robot women lack gut 
  instinct or social skills, so they are having trouble finding and de-
  stroying Secondary Vampires. As a result, they have turned their 
  attention to battling Wild Vampires, tailing true Vampire Hunt-
  ers, and riding in like the cavalry to rescue them when the battle 
  starts to turn in the vampires’ favor, or to help destroy vampires 
  after someone else has lured them out into the open. Note: See 
  the Shemarrian Nation Sourcebook for more info on Shemar-
  rians, and Rifts® Sourcebook One for information about Archie 
  Three.
  
  116
  
  117
  Traveling Beyond the
  Threshold of Humankind
  El Paso
  Stats – Circa 109 P.A.
  Estimated Population: 41,400
  Racial Breakdown:
  50% Humans (7% psionic, 12% augmented, 15% magic)
  37% D-Bees
  12% Mutant Animals
    1% Other (Brodkil, dragons, etc.)
  Average Transient Population: 8,000 additional people.
  Tech Level: High/Modern and Magic.
  Surrounding Communities (100 mile/160 km radius): 8,000 
  (50% human, mostly farmers or sheep and cattle herders, low 
  tech level).
  Except for the robot horses, hovercycles, giant robots and 
  large population of D-Bees, El Paso could be mistaken for the 
  city of Tombstone from the Old West. You almost expect to see 
  Wyatt Earp and his brothers walk around the corner. Cowboys, 
  gunslingers, Native Americans and all manner of rough and tum-
  ble characters who cut the figure of the New West can be seen 
  ambling down the bustling streets.
  El Paso is generally considered the last vestige of civilization 
  in the American Southwest. North of El Paso are the badlands of 
  New Mexico and Colorado, followed by the Rocky Mountains 
  and a forest wilderness that starts in Colorado, stretches into 
  Wyoming and Montana, and extends deep into Canada. This is 
  hostile territory with few people of any kind. Calgary and Alber-
  ta are said to thrive with monsters, demons and insane wizards. 
  Persistent rumors claim there is some sort of Kingdom of Mon-
  sters being built in the ruins of Calgary. West of El Paso are the 
  prairies and deserts of Arizona, Utah, Nevada and the enigmatic 
  wastelands and wilderness of California and the Pacific West 
  Coast. South of the Rio Grande technology has been lost. The 
  old Mexican Empire is reduced to wide open steppes populated 
  by tiny communities of peasant farmers, sheep herders, dinosaur 
  ranchers, vampires and supernatural terrors. The new Juarez City 
  is about 70 miles (112 km) directly south of El Paso, across the 
  Rio Grande. It is easily twice the size of El Paso, but is not con-
  sidered a place for “civilized” people.
  El Paso is a fairly large city-state, especially compared to what 
  is found around it. Other than Ciudad Juarez and Coalition out-
  posts reporting to Lone Star, there are no cities for 500 miles (800 
  km) around, and only a handful of small villages and the occa-
  sional one-horse town. Visitors from the Coalition megalopolises 
  of the east may find El Paso to be comparatively tiny, primitive 
  and dirty, similar to some of the better ‘Burbs, but compared to 
  Ciudad Juarez and most other wilderness communities, it is a 
  sparkling paradise.
  The streets are wide to accommodate giant robots, trucks and 
  all terrain vehicles. Half of the streets are paved, a quarter are 
  covered with gravel and only the smallest or newest streets are 
  still dirt roads. The city is alive with travelers arriving and depart-
  One must realize that beyond the tentative borders of the Co-
  alition States and the Midwestern strip of human civilization, the 
  what remains of the Old American and Canadian Empires is wil-
  derness. Within that wilderness are thousands of tiny villages and 
  towns, and the occasional city and kingdom. Each has its own 
  ruler, laws, and prejudices. The laws of the land are the laws en-
  forced by the land holders. The laws may be fair and just, or cruel 
  and inhuman, or virtually nonexistent.
  As one travels farther away from the borders of human ju-
  risdiction, the tolerance for, and presence of, non-humans/D-
  Bees, a non-Coalition outlook toward life, and the proliferation 
  of magic increases. Between one town and another there are 
  often hundreds of miles of hostile wilderness. “Civilization” 
  may be little more than a public well, a dirt road, a church and 
  a dozen farm families. The typical village ranges from two to 
  one hundred families, a town from 50 to 500 families, and a 
  “city” may have a population of 5,000 to 50,000. However, 
  west of the Mississippi River the size of the rural communities 
  is typically half, and their numbers are few and far between, 
  except for clusters of communities at locations like El Paso and 
  Ciudad Juarez.
  In some of the wilderness communities, it is humans who are 
  the monsters to be feared and loathed, especially in remote areas 
  of the far west and Canadian north country. In others, humans and 
  D-Bees live side by side as brothers (true decadence in the eyes of 
  the Coalition States). Strangers are often viewed with suspicion 
  and fear and given a wide berth. This is especially true south of 
  the old American border where white people, humans, robots, 
  cyborgs, and travelers of any kind are a rarity in the vampire and 
  demon-ridden country. Or at least they were until a decade or 
  two ago.
  With the fall of the Magic Kingdom of Tolkeen and the 
  Coalition’s push into the State of Lone Star (Texas) and El 
  Dorado (Arkansas), more and more people are heading to the 
  Pecos Empire (the majority of Texas which is not under CS 
  control), the New West and even Mexico. Everyone knows the 
  old Mexican Empire is the domain of vampires, monsters and 
  all manner of supernatural evil. Humans and D-Bees alike are 
  said to be slaves, playthings, or food for these monsters. Yet 
  there are also tales of heroes and land to be explored, tamed and 
  farmed. So it is, that refugees from Tolkeen and other places 
  looking to escape the widening grip of the Coalition States are 
  going west, southwest and even to Mexico to build new lives. 
  Arzno, the Pecos Empire, El Paso and Juarez are four popular 
  destinations for people who don’t realize what they are getting 
  themselves into.
  
  118
  ing daily and there is something going on around the clock. Mer-
  chant Avenue is the commercial center of town and full of stores 
  and shops. Both travelers and residents of El Paso line the streets 
  to enjoy entertainment, dining, shopping, and frequent festivals 
  and special city sponsored events.
  As the last great trade center in the West, El Paso is on the list 
  of places to go for most travelers in the New West territories. It is 
  a place to replenish supplies, buy new clothes, repair robots and 
  vehicles, sell artifacts, furs and other goods, get medical atten-
  tion, catch up on the latest rumors and news, and just plain relax. 
  El Paso is surprisingly well policed, and is truly free of vampires 
  – well, 95% of the time. With so many people coming and go-
  ing, from time to time, a few vampires manage to slip into town. 
  However, as soon as word of their presence reaches the authori-
  ties, the undead are hunted down and exterminated or driven way. 
  Over-all, El Paso is a safe haven for humans and D-Bees alike. 
  And while the Coalition States has a tiny diplomatic embassy on 
  the outskirts of the city, the Coalition has no direct influence over 
  the people of El Paso. However, it does mean visitors can see the 
  occasional squad of CS soldiers on the streets or a few out for 
  a night on the town to relax (and maybe doing a little spying). 
  CS troops and diplomatic ambassadors do not enjoy special treat-
  ment of any kind, and are often the butt of practical jokes, name 
  calling and cheerful ridicule.
  With the prolonged siege and recent fall of Tolkeen, refugees 
  have been fleeing the Coalition all across North America. The 
  city-state of El Paso has become a destination for those who want 
  to start a new life far from the Coalition States. The same is true 
  for the Colorado Baronies, Ciudad Juarez and, to a lesser degree, 
  Arzno and the Pecos Empire. The influx of more than ten thousand 
  refugees over the last three years has made El Paso a boomtown, 
  increasing its population by one third. However, so many people 
  flooding to the city has made it a bit more wild and lawless. It has 
  also put a strain on local resources. Of course, with the refugees 
  come Coalition spies. Some CS spies are tracking magic artifacts 
  secreted away before the fall of Tolkeen. Others are on covert 
  search and destroy missions to capture or terminate Tolkeen fugi-
  tives and war criminals. However, most CS spies are just follow-
  ing the stream of refugees to see where they go, whether they seek 
  retribution against the CS, and whether their new communities 
  represent a threat to CS national security. For many Coalition sol-
  diers, a visit to El Paso or Juarez is their first introduction to stories 
  about vampires and, perhaps, actual encounters with the undead.
  The El Paso Police
  The El Paso police are an efficient, well trained, and a mostly 
  honest group of peacekeepers, half of whom are composed of 
  equal parts ex-Headhunters, ex-Coalition Soldiers, Wilderness 
  Scouts, and Combat Cyborgs. The mix of humans to D-Bees is 
  about 60/40, all of whom generally get along well. The average 
  cop is the equivalent of a 1D6+1 level Sheriff, Gunfighter, Mer-
  cenary Soldier, or Headhunter, but all are wise to the ways of the 
  streets (special bonus of +15% to Streetwise skill in and around 
  El Paso; all have Streetwise). The elite squads include profes-
  sional Vampire Hunters, Military Specialists and Dog Boys, not 
  to mention a few psychics and mages. El Paso police exhibit tol-
  erance for roughhousing by coarse cowboys, mercs, wilderness 
  folk, and non-human visitors. Most of the police work to break 
  up and stop a brawl or rowdiness without drawing blood or im-
  prisoning the offenders. They understand the trials of wilderness 
  life and the need to let off a little steam, so they are often willing 
  to cut even the noisiest and most belligerent drunk a bit of slack. 
  However, only the foolish take this kindness as an indication that 
  the El Paso police are weak-kneed sissies. The cops are tough as 
  nails, canny, alert and experienced in many types of combat. Fur-
  thermore, while they are willing to dismiss disorderly conduct, 
  drunkenness and roughnecks, they are diligent in crushing crime 
  and vampirism. They show no sympathy to thieves, con-artists, 
  molesters, bullies or murderers, and are twice as tough if the vic-
  tims of these criminals are city residents or the residents of some 
  of the surrounding villages. Note: The police force also serve as 
  the militia/defenders of the city.
  Police Statistical Data
  Average Level of Experience: Fourth.
  Standard Body Armor: Street Patrols are equipped with bright 
  white Bushman body armor (60 M.D.C.), while perimeter patrols 
  wear tan Bushman armor. Both have the word “Police” and an 
  I.D. number emblazoned on their armor and uniforms; short-
  
  119
  range radios are built into personal armor and hover patrol cars. 
  Undercover police may wear street clothes and disguises.
  Standard Weapons: All police are issued a Neural Mace, Vibro-
  Knife, 9 mm automatic pistol (13 shot clip, 2D6 S.D.C. damage, 
  clips of normal bullets and silver bullets are provided), a silver 
  cross, pocket mirror, Wilk’s 320 laser pistol, and a TX-30 Triax 
  ion pulse rifle. A dozen wooden stakes, mallet, extra ammo-clips 
  of silver bullets, water pistols and water cannon are also standard 
  issue, but usually kept in the trunk of their hover car.
  Unit Breakdown:
  1. 800 police patrol the city streets on foot and in squad cars; 
  hover patrol cars and land rovers.
  2. 200 hovercycle & motorcycle police. Fast moving one-man 
  units, often operate in pairs. The motorcycles and hovercycles are 
  armed with a forward laser and four mini-missile launchers.
  3. 50 Sky Jockies. “Sky Jockies” are police officers who pa-
  trol and monitor the city from the air in Flying Titan and Bandito 
  Arms’s Wild Weasel SAMAS power armor suits, with a dozen Sky 
  King hovercraft.
  4. 60 Desert Dogs. 35 Dog Boys, 10 Psi-Stalkers, 5 Crazies 
  and 10 Combat Cyborgs, dispatched in pairs, patrol the villages 
  and the 100 miles (160 km) of farms, ranches, and open land 
  around El Paso.
  5. Mechanized Division (100 plus 49 Labor Bots). 20 Full 
  Conversion ‘Borgs, 30 Partial Reconstruction ‘Borgs (use jet 
  packs or police hovercycles), 10 Flying Titans, 8 NG Samsons, 
  4 Triax X-10 Predator power armor, 2 Triax X-1000 Ulti-Max 
  power armor, 4 Glitter Boys, 2 Titan Reconnaissance robots, 4 
  TR-001 Titan Combat robots, 6 TR-002 light combat robots, 6 
  NG-7 Hunter Mobile Gun robots, and 4 NG-M56 Multi-Bots. 
  The city also has at its disposal 20 NG-W9 Light Labor robots, 
  20 NG-W10 Heavy Labor robots and 9 NG-V10 Robot Labor 
  Vehicles (see Rifts® Sourcebook One or Rifts® Game Master 
  Guide for descriptions of most of these robots).
  6. Psi-Division. All are 4th level unless otherwise noted. 20 
  detectives who are City Rats with Major Psionics, 12 Dog Boys 
  (half are 7th level), four Psi-Stalkers, two Psi-Ghosts, two Psi-
  Druids, two Psi-Techs (all 6th level), three Bursters, two Mystics 
  (both 5th level), two Psi-Nullifiers, three Mind Melters (6th lev-
  el), one Cyber-Knight (Sir Henry Curry, Psi-Division’s second 
  in command, 8th level), and Ramoan Portillo, a 9th level Mind 
  Melter, is the head of the division; he often works undercover.
  7. Magic Squad (16). An elite squad of police who investigate 
  and protect against supernatural and magic-based dangers. Luis 
  Santiago, an 11th level Ley Line Walker, heads the squad. Other 
  members include second-in-command Anton Gruber, a 7th level 
  Shifter, a pair of 8th level Mystics, a pair of 5th level Techno-
  Wizards and a pair of 5th level Ley Line Walkers, along with 
  eight 6th level police officers who are Vampire Hunters (half have 
  Minor Psionics) versed in magic lore and experienced in handling 
  vampires and other supernatural menaces. Half the squad are D-
  Bees and they all work undercover on a frequent basis.
  El Paso Gang Problems
  El Paso does have one perennial problem that the police and 
  city administrators have not been able to solve: street gangs. 
  There are four major gangs operating in El Paso: the K-9s, the 
  Wild Cats, the Trogs, and the Hammer. With the exception of the 
  militant, human supremacists that compose the Hammer, the ma-
  jority of the gangs consist of uneducated and unskilled D-Bees, 
  mutant animals and Vagabonds. El Paso’s close proximity to the 
  Coalition State of Lone Star and openness to all life forms means 
  the city finds itself the home of run-away Dog Boys, Monkey 
  Boys, Battle Cats, Psi-X Aliens, and other mutant animal refu-
  gees fleeing the Coalition’s Lone Star Complex and experiments 
  in Texas. Not only do intelligent mutant dogs find their way to 
  the city, but felines, and other, apparently experimental, mutant 
  animals including bears, felines, horses, apes, and rodents. Fortu-
  nately, the CS creation of mutant animals is much less prodigious 
  than its robots.
  The K-9s
  The K-9 gang, as one might expect from the name, are ren-
  egade Dog Boys that have fled the Coalition Army or escaped 
  the laboratories at Lone Star as well as and feral mutant dogs 
  (mutant canines “born,” not cloned and grown in a lab). The gang 
  is predominately mutant dogs, but any mutant animal or D-Bee 
  that has canine or other animal features is permitted to join the 
  gang. The only exceptions are felines and birds. However, non-
  canines can never attain the highest positions within the gang. Of 
  all the gangs, the K-9s are the least dangerous. They participate 
  in boisterous games and pranks at the expense of others, brawl, 
  vandalize, tag walls (write and draw graffiti everywhere) and run 
  wild through the streets. For “real fun” the K-9s hunt and destroy 
  vampires, demons and other supernatural menaces.
  
  120
  The K-9s
  Breakdown: 390 total members: 60% dog, 20% rodent, 10% 
  apes, 10% other (including five bears, four badgers, and a prong-
  horn antelope).
  Common Gang Member Alignments: Unprincipled (20%), 
  Anarchist (40%), Aberrant (20%), Miscreant (10%) and other 
  (10%).
  Colors: Dark blue leather jackets, clothing and armor deco-
  rated with leather straps and metal studs. The gang insignia is a 
  howling wolf’s head. It is usually worn as a large patch on the 
  back of jackets and armor and as a small patch worn on the front 
  of T-shirts and jackets over the left breast or on the shoulder.
  Standard Vampire Weapons: These items vary widely 
  among the members of the K-9s gang ranging from a handful of 
  wooden stakes and silver crosses, to crossbows, water weapons 
  and silver bullets (revolvers and automatic weapons are com-
  mon).
  Mega-Damage Weapons: Can be anything, but the K-9s fa-
  vor Vibro-Blades, Vibro-Claws, energy pistols and pulse rifles.
  Body Armor: The Gladiator, Crusader, Juicer and Coalition 
  Dog Boy armors are most common with the K-9s, but they acces-
  sorize with leather straps and metal studs.
  Bionics and Cybernetics: Only 10% of the K-9s have 1D6 
  cybernetic implants.
  The Gang Leaders: The leader of the K-9s is a mean, old 
  German Shepherd and CS veteran (10th level Dog Boy) by the 
  name of Zeus. A long battle-scar is etched deep across one side 
  of his face and over a blind eye. Zeus hates the CS for treating 
  Dog Soldiers like worthless cannon fodder, feelings that caused 
  him to desert 14 years ago. He is more bitter, cranky, intolerant 
  and tough as than ever. He sees himself as a father figure to other 
  mutants, especially canines, and tries to help the misguided and 
  homeless by giving them a place in his gang. Unfortunately, Zeus 
  does not live by any law other than his own (he is Aberrant align-
  ment and has his own code of ethics, and is bitter and spiteful). 
  Body armor is a suit of heavy CS Dead Boy armor with a cus-
  tomized helmet. Zeus’ favorite weapons are the C-18 laser pistol, 
  C-14 Fire Breather rifle, a C-27 heavy plasma rifle, Vibro-Claws, 
  a submachine-gun with silver bullets, a water pistol, wooden 
  cross, wooden takes and a magical Thunder Hammer that does 
  4D6 M.D. blunt damage and can fire an electric arc (3D6 M.D., 
  1,200 feet/366 m) twice per melee round. Zeus is illiterate, but an 
  excellent warrior, strategist and leader.
  Second in command is a strong, mutant wolf named Eric, Ab-
  errant alignment. He is an 8th level Dog Boy who went AWOL 
  from Fort El Dorado. Zeus and he are like father and son.
  Sigmund is an Unprincipled, mutant Lakeland terrier and a 
  gang member of high standing and close to the two leaders. His 
  old master, a CS scientist, educated him in ways deemed inap-
  propriate by the Coalition. His master was killed resisting arrest 
  for treason because he educated a dog in human knowledge, but 
  Sigmund escaped. He is not a fighter, but more of a Rogue Sci-
  entist (7th level). Skills include: Basic Mechanics 75%, Biology 
  70%, Brewing 75%, Brewing: Medicinal 75%/80%, Cook 90%, 
  Dance 80%, Literacy in American 80%, speaks American 98%, 
  Techno-can, Spanish and Gobblely all at 80%, Photography 80%, 
  Pilot: Hovercraft 90%, Play the Piano 75%, Pick Locks 80%, 
  Pick Pockets 70%, Prowl 65%, Streetwise 68%, Surveillance 
  70% and Veterinary Science 86%. NO combat training; three at-
  tacks per melee.
  There are also dozens of leaders of smaller bands and seg-
  ments of the K-9s that are all sorts of breeds, from foxes and 
  coyotes to terriers, retrievers and bulldogs.
  Gang & Criminal Activity: Spend most of their time hang-
  ing out and bullying mutant felines, birds, supernatural creatures 
  and rival gang members. Known for drunkenness, brawls, and 
  petty crimes like vandalism, theft, breaking and entry, and as-
  sault. They sometimes sell their services as mercenaries, scouts 
  and thugs for merchants, travelers and fellow criminals. Seldom 
  molest humans due to instincts and inbred camaraderie with hu-
  mans. The bloodiest confrontations are with mutant cats, alien 
  looking D-Bees, Coalition soldiers, vampires, demons and mon-
  sters. One of the K-9s’ favorite pastimes is to hunt down “vamps” 
  and “decap ‘em.” Their next favorite source of action is rumbles 
  with the Wild Cats and gangs from Ciudad Juarez.
  Note: Unless you are a feline, the K-9s will always protect hu-
  mans and D-Bees from the Coalition, vampires and supernatural 
  evil. For this reason they are the least pestered by the police, and 
  some residents consider them to be misguided heroes.
  The Wild Cats
  The Wild Cats gang is another group of mutant animals that 
  popped up roughly a decade ago from the labs at Lone Star. Co-
  alition scientists at the Lone Star Complex have been trying to 
  develop new breed of mutant soldiers. To this end, a variety of 
  mutant felines have been created, including Battle Cats, Kill Cats 
  and a number of experimental felines. So far the feline’s predator 
  instinct to be a solitary hunter has produced solitary hunters who 
  do not function well within a large group, run off on their own 
  and dislike Dog Boys. This has made felines unpredictable and 
  dangerous.
  A large number of mutant felines have made their home in El 
  Paso, where they have created the Wild Cats gang. Unlike the 
  K-9s, whose members are predominately canine, the Wild Cats 
  accept humans and D-Bees as well as felines of all kinds.
  The Wild Cats Gang
  Breakdown: 326 total members: 15% Battle Cats, 8% Kill 
  Cats, 5% other types of felines, 30% human, 35% D-Bees and 
  7% others.
  Common Gang Member Alignments: Anarchist (50%), Ab-
  errant (10%), Miscreant (20%), and other (20%).
  Colors: Tan leather jackets, jumpsuits, clothing, and armor. 
  The gang insignia is a snarling cougar’s head worn as a large 
  patch on the back of jackets and armor or as a small patch worn 
  on the shoulder.
  Standard Vampire Weapons: Wooden stakes and mallet, 
  wooden spear or staff, silver crosses, crossbows, water weapons 
  and silver bullets (revolvers and automatic weapons are com-
  mon).
  Mega-Damage Weapons: Any, but the Wild Cats’ favorites 
  are Vibro-Claws and Vibro-swords, crossbows, spears, and pre-
  cision laser pistols and rifles.
  Body Armor: The Urban Warrior, Explorer, and Huntsman 
  armor are the most common among the Wild Cats.
  
  121
  Bionics and Cybernetics: 20% of the Wild Cats have 1D6 
  cybernetic implants or 1D4+1 bionic implants, weapons or limbs.
  The Gang Leaders: The ultimate leader of the Wild Cats is 
  Donna the Dark Kitten (a sort of pun name that has stuck with 
  her), a mutant black panther. She is very intelligent (I.Q. 22), 
  beautiful (P.B. 23), savage and ruthless; Miscreant alignment. 
  She is a successful crime lord who runs a well organized crimi-
  nal organization with strong connections to the Black Market 
  and several smuggling rings. Most of her lieutenants are fellow 
  mutant felines and include a female lynx, four cougars/mountain 
  lions (both females), three tigers (one female), three African Li-
  ons, and 12 domestic cats (five are female). One D-Bee and two 
  humans have risen to the rank of lieutenant and are considered to 
  be quite fortunate. Note: All of the Dark Kitten’s chief henchmen 
  are clever and capable trained in military combat, espionage, or 
  crime.
  Gang & Criminal Activity: The Wild Cats are more orga-
  nized and involved in serious criminal activity than any of the 
  other gangs. They are known for violent brawls, gang wars, rob-
  bery, theft, breaking and entry, extortion, assault, assassination 
  and murder. They are very territorial (especially the mutant cats) 
  and dominate one specific section of town which they consider 
  Wild Cat territory. Of course, they conduct their criminal activity 
  throughout the city, but that one portion is considered their home/
  sanctum/lair. The Wild Cats have no loyalty to anyone except 
  to their gang, and have sold their services to the Coalition, the 
  Black Market, unsavory merchants and criminals. The bloodiest 
  confrontations are with the K-9s, the Hammer and gangs from 
  Ciudad Juarez.
  Note: No one is safe from the Wild Cats. They are aggressive, 
  arrogant and cruel. The police suspect the gang is responsible 
  for many crimes but have insufficient evidence to prove it. Even 
  when a perpetrator is known to be a member of the Wild Cats, 
  it is virtually impossible to find him if he is given protection in 
  Wild Cat controlled turf. The citizens of El Paso dislike and fear 
  this gang.
  Mutant Cats
  See Rifts® World Book 13: Lone Star for a wide range of 
  Coalition Mutants including felines, monkeys and rodents. For a 
  runaway genetic experiment, roll as follows. Chance for psionics 
  is the same as humans.
  Attributes for Domestic Cats, Ocelot, Lynx & Bobcat: I.Q. 
  3D6, M.E. 2D6+4, M.A. 2D6+4, P.S. 4D6, P.P. 3D6+4, P.E. 
  2D6+5, P.B. 3D6+4, Spd 4D6+4. Special R.C.C. Bonuses: +2 
  on Perception Rolls, +1 on initiative, +1 to parry, dodge and dis-
  arm, +3 to pull punch and roll with impact. R.C.C. Skill Bonuses: 
  +10% to Climb, +5% to Swim, +10% to Land Navigation, +10% 
  to Prowl and +12% to Roadwise.
  Attributes for Domestic Cougar, Jaguar, Puma/Mountain 
  Lion: I.Q. 3D6+1, M.E. 2D6+5, M.A. 2D6+5, P.S. 4D6+5, P.P. 
  3D6+5, P.E. 2D6+7, P.B. 3D6+6, Spd 4D6+8. Special R.C.C. 
  Bonuses: +3 on Perception Rolls, +2 on initiative, +2 to strike, 
  parry, dodge and disarm, +5 to pull punch and roll with impact. 
  R.C.C. Skill Bonuses: +20% to Climb, +10% to Swim, +10% to 
  Land Navigation, +10% to Prowl, and +10% to all track skills.
  Attributes for African Loin, Leopard and Tigers: I.Q. 
  3D6+1, M.E. 2D6+5, M.A. 2D6+8, P.S. 4D6+10, P.P. 3D6+6, 
  P.E. 2D6+10, P.B. 3D6+6, Spd 4D6+18. Special R.C.C. Bonuses: 
  +1 attack per melee round, +3 on Perception Rolls, +2 on initia-
  tive, +2 to strike, parry, dodge and disarm, +5 to pull punch and 
  roll with impact. R.C.C. Skill Bonuses: +20% to Climb, +10% to 
  Swim, +10% to Land Navigation, +10% to Prowl, and +10% to 
  all track skills.
  O.C.C.: May select any City Rat, criminal, warrior wilderness 
  O.C.C., but reduce the number of O.C.C. Related and Secondary 
  Skills by half. Those with Coalition military training can have the 
  CS Solider or Military Specialist O.C.C.
  R.C.C. Equivalent Skills: Swim 50% +3% per level of expe-
  rience and Climbing 78% +2% per level of experience.
  Natural Abilities: Keen hearing, good sense of smell, sharp 
  vision, and nightvision (120 feet/36.5 m), can leap 20 feet (6.1 m) 
  across and 30 feet (9.1 m) high.
  The Trogs
  The Trog gang recruits non-humans, mostly poor and unedu-
  cated D-Bees and mutants, but also has a small number of human 
  members. The humans are completely normal, but are often big, 
  muscular, not too bright and uneducated. The rest of the gang 
  consists of the deformed, scarred, psychic and alien in appear-
  ance or ability (may have one or two super powers a la Heroes 
  Unlimited™ or Heroes of the Megaverse®). The Trog gang is the 
  oldest in the city but the mortality rate is high from frequent gang 
  wars and the fact that some of the other gangs have more enticing 
  recruitment and smarter members. This is really a gang of bruis-
  ers for macho punks looking to prove how tough they are with 
  their fists and a gun or special powers. Its members are mostly 
  
  122
  thugs, bullies, petty crooks and the downtrodden. Most are bitter 
  and resentful of those who are handsome, popular, smarter and/or 
  wealthier than they, and it is these people who are the targets of 
  the Trog aggression and crimes.
  The Trog Gang
  Breakdown: 292 total members: 55% D-Bees, 15% mutants, 
  10% psychics, 20% humans (often deformed or strange); 90% are 
  uneducated and illiterate.
  Common Gang Member Alignments: Anarchist (50%), Ab-
  errant (10%) Miscreant (30%), and Diabolic (10%).
  Colors: Black leather jackets, clothing and armor decorated 
  with chains and large metal spikes. The gang insignia is a spiked 
  ball and chain. It is usually worn as a large patch on the back of 
  jackets and armor. The majority of the gang members also have 
  the insignia tattooed on their biceps and many wear a ball and 
  chain attached to their belt or shoulder, with the spiked ball dan-
  gling down. It is also a favored S.D.C. weapon carried by 85% 
  of the Trogs.
  Standard Vampire Weapons: These items vary among the 
  members of the Trog gang but typically include a giant silver 
  or wood-spiked club or silver-plated ball and chain, silver-plat-
  ed throwing spikes (1D4 normal S.D.C. damage, 2D4 to vam-
  pires), large wooden club with silver-plated spikes/nails (2D6 
  S.D.C., 4D6 to vampires), wooden stakes, wood crucifix, spears 
  and crossbow (the Trogs prefer hand to hand combat). Note: All 
  members of the Trog must learn W.P. Chain, W.P. Blunt, and 
  W.P. Targeting (for throwing spikes, throwing knives, spears and 
  crossbows).
  Mega-Damage Weapons: Can be anything, but the Trogs’ 
  favorites are the Neural Mace, Vibro-Knife, grenade launchers, 
  plasma and pulse rifles.
  Body Armor: The Gladiator, Coalition, Juicer body armor, 
  and NG Buffalo Rider armor; all armor is usually customized 
  with chains and metal spikes.
  Bionics and Cybernetics: Only 15% of the Trogs have 1D6+1 
  cybernetic or bionic implants, weapons or limbs.
  The Gang Leaders: The Octopus is the long standing leader 
  of the Trogs. He is a four-armed giant from another world and 
  stands 13 feet (3.9 m) tall, usually clad in Gladiator body armor 
  (155 M.D., giant size). He is surprisingly intelligent (I.Q. 17) 
  considering the rest of his gang, a phenomenal fighter (P.P. of 
  23, nine attacks per melee, Hand to Hand: Expert, and knows all 
  ancient type W.P.s at 9th level proficiency) and is a Major Psionic 
  (67 I.S.P., Mind Block, Object Read, Presence Sense, Resist Fa-
  tigue, Resist Hunger, Resist Thirst, Sense Magic, See Aura, and 
  Sixth Sense).
  The second in command is a human mutant known as Mis-
  ter Green (8th level City Rat O.C.C., I.Q. 11, P.P. 20). He is 
  a 6 foot, 9 inch (2 m) tall body builder and street boxer known 
  for his muscle, green skin and unnatural super abilities. Powers 
  (modified from Heroes Unlimited™): 1. Bend light enables him 
  to deflect/parry laser beams (same as normal parry), to see the 
  infrared and ultraviolet spectrum of light (100 ft/30.5 range), and 
  to fire a harmless beam of colored light (any color) 100 feet (30.5 
  m). 2. Energy expulsion (light): Fires a laser beam from his finger 
  tips; 1D6x10 S.D.C. damage or 1D4 M.D. Can also radiate light 
  like a human light bulb (equal to 300 watt bulb, will not harm 
  vampires). 3. Impervious to fire and heat including magic fires. 
  4. Turn self invisible at will, unlimited duration, no limit to the 
  number of times he can turn invisible. Can still be detected by 
  heat and motion sensors. 5. He also has a natural M.D.C. of 9 
  (better than nothing).
  There are dozens of secondary group leaders who are typically 
  City Rats, Wilderness Scouts, Vagabonds or psychics. The typi-
  cal gang member is usually a Vagabond or City Rat.
  Gang & Criminal Activity: Spend most of their time hang-
  ing out and bullying handsome, wealthy people and rival gang 
  members. They are known for rowdy drunkenness, violent 
  brawls, vandalism, vehicle theft, mugging, kidnaping, assault, 
  and murder. Occasionally, they sell their services as mercenar-
  ies, scouts and thugs to merchants, travelers and fellow criminals. 
  The bloodiest confrontations are with the Hammer gang, Coali-
  tion soldiers and vampires (they see fighting vampires as macho). 
  More than anything, Trogs like to fight.
  The Hammer
  The Hammer is a gang of fascist human supremacists and a 
  constant source of turmoil in the city. They continually wage 
  attacks against the other gangs, assault and plunder non-human 
  citizens and are involved in a variety of criminal pursuits.
  Rumors suggest that the Hammer is secretly supported by 
  the Coalition States (Chi-Town). The gang is unusually well 
  equipped and seems to have vast resources even though they are 
  not as self-sufficient as their gang rivals. It is unlikely that their 
  
  123
  meager forays in crime could support them, as the members of 
  the Hammer expend most of their energy harassing and terror-
  izing (and when they can get away with it, killing) non-humans. 
  But there is no direct proof that they are supported by the Coali-
  tion States.
  become a mercenary and finally settled down in El Paso. The 
  captain and his elite squad often disappear, presumably on secret 
  missions or mercenary work. Many believe he and his closest 
  men are Coalition spies.
  The 20 elite members of the Hammer include 10 ex-Coali-
  tion soldiers, all of whom once served under Riddley: four Full 
  Conversion ‘Borgs, two Psi-Stalkers, three SAMAS pilots and a 
  Burster; all are 6th level.
  There are also dozens of secondary group leaders. All are typi-
  cally City Rats, Wilderness Scouts, Vagabonds or psychics. The 
  typical gang member is usually a Vagabond or City Rat.
  Gang & Criminal Activity: The members of the Hammer 
  gang bully, harass, beat up, molest, torture and vandalize D-Bees 
  and mutants. They are known for violent brawls and anti-D-Bee 
  demonstrations, destructive vandalism, robbery, muggings, kid-
  naping, assault, terrorism, assassination and murder, all directed 
  at D-Bees, mutants and humans who are “D-Bee lovers.” The 
  Hammer frequently sell their services as mercenaries, scouts, 
  spies and thugs to merchants, travelers, the Coalition, and crimi-
  nals. The bloodiest confrontations are with D-Bees, the Trog 
  gang and the Juarez gangs known as the Subs and Psykes.
  King Wyatt Halloway
  King Halloway is an adventurous cattleman who struck it rich 
  in El Paso. He owns over a million acres of land and two silver 
  mines. His ranch-estate is located about 80 miles (128 km) north-
  west of El Paso. Wyatt Halloway is the founder, and some would 
  say owner of El Paso. El Paso is built on his land, constructed 
  with his money, and the big arena and most of the saloons, gam-
  bling halls, larger merchant establishments and hotels are owned 
  by him (55% of the city is King Halloway’s).
  Wyatt Halloway is a shallow, insensitive person who thinks 
  only of accumulating more wealth and power. The motivation for 
  everything he does is the attainment of one or the other. Before 
  moving to the New West to strike it rich, Halloway was little 
  more than an ordinary two-bit punk, but out in the wild west he 
  has become a king. He is infamous for doing everything in a big 
  way, with a lot of pomp and fanfare. He is celebrated for bring-
  ing civilization to the wilderness and renown for his generosity 
  (when he decides to be generous). King Halloway is also infa-
  mous for his mean temper, spiteful and cruel nature and terrible 
  acts of revenge. The saying in El Paso among the King’s rivals 
  and enemies is, “You’re better off taking your chances with the 
  vampires than with King Wyatt Halloway,” and many have done 
  just that. One becomes an enemy of King Wyatt Halloway by 
  humiliating him privately or publicly, accusing him of wrongdo-
  ing, insulting him or attacking him in any way – criticizing one of 
  his businesses, his reputation, stealing or damaging his property, 
  etc.).
  King Halloway has surrounded himself with rough and tumble 
  mercenaries, Headhunters, and low life scum as employees on 
  his ranch and as his unofficial “enforcers.” They serve as ranch 
  hands, cowboys, wranglers and members of Halloway’s private 
  army. They are all loyal and subservient to their boss because 
  they are paid big money, enjoy their work, and see Halloway as 
  a growing power in the west. It is these scoundrels who are sent 
  out to exact revenge on those who have offended King Halloway. 
  They rustle cattle, destroy property, beat, murder or do anything 
  The Hammer
  Breakdown: Humans only. 183 total members: 80% humans, 
  10% human psychics, 10% with bionic augmentation (Partial and 
  Full Cyborgs).
  Common Gang Member Alignments: Anarchist (50%), 
  Miscreant (30%), and Diabolic (20%).
  Colors: Khaki/tan color leather jackets, clothing and armor. 
  Many wear buckskin style, soft leather outfits. The gang insignia 
  is a hammer. It is usually worn as a patch on the back of jackets 
  and armor and/or on the shoulder of jackets and clothing.
  Standard Vampire Weapons: These items vary among the 
  members of the gang, but typically include 9 mm submachine-
  guns with silver bullets, water cannons and pistols, wooden 
  stakes, wood crucifixes and crossbows. Note: All members of the 
  Hammer learn W.P. Submachine-gun and Energy Rifle.
  Mega-Damage Weapons: Can be anything, but the Ham-
  mer’s favorites are the ion pistol, particle and pulse rifles. 10% 
  (the elite squad) own and operate power armor, including six 
  SAMAS units, and they are well equipped with energy weapons 
  (50% of which are CS) and ammunition.
  Body Armor: Coalition models, Bushman and Explorer ar-
  mor.
  Bionics and Cybernetics: Only 30% of the Hammer have 
  1D4+2 cybernetic implants or 1D4+1 bionic implants, weapons 
  or limbs.
  The Gang Leaders: The leader, Captain Mark Riddley, is 
  a mercenary who served eight years in the CS armed forces as 
  a Military Specialist (8th level). He allegedly quit the army to 
  
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  else King Halloway asks of them. Halloway’s troops consist of 
  approximately 500 Mercenaries soldiers, 200 Headhunters, 220 
  Robot Pilots in Triax X-10 Predator and other power armor (all 
  1D6 level), 300 Wilderness Scouts (1D6+1 levels), 150 mutant 
  canines (1D6 level), 120 Combat Cyborgs (1D4+2 level), 120 
  Juicers (1D4 level), 65 Crazies (1D4 level), and a dozen prac-
  titioners of magic (he doesn’t trust psychics). In addition to the 
  armored division which consists of 16 Glitter Boys, 20 Titan TR-
  001, 15 Titan TR-002, 12 TR-003, 12 TR-004, 20 NG-V7 Hunter 
  Mobile Guns, and 10 X-500 Forager Battlebots, he has two dozen 
  Triax Dyna-Bots also patrol his estate.
  Halloway, who used to revel in his independence and status as 
  a veritable warlord, has been slowly losing ground to the Coali-
  tion and corporate interests. Where he used to swindle the CS 
  with inflated prices on raw materials, now the officials at Lone 
  Star have learned to pursue aggressive negotiations and have 
  turned to other suppliers in the past in order to coerce King Hal-
  loway into accepting their terms. His silver mines in particular 
  have made him incredibly rich, but bits and pieces of El Paso 
  continue to slip through his fingers. This process is maddening 
  for Halloway, who plots and schemes constantly to find a way to 
  keep the gangs, the corporations and the Coalition at bay. El Paso 
  is simply too active and rowdy for one man to effectively control, 
  even with the private army that Halloway commands.
  King Wyatt Halloway
  Alignment: Miscreant.
  Attributes: I.Q. 12, M.A. 11, M.E. 25, P.S. 17, P.P. 14, P.E. 15, 
  P.B. 12, Spd 11.
  Hit Points: 39, S.D.C.: 30.
  M.D.C.: Via Body Armor.
  Weight: 185 lbs (83.25 kg). Height: 5 feet, 11 inches (1.8 m). 
  Age: 49.
  P.P.E.: 9. I.S.P.: None.
  Disposition: Supremely arrogant, condescending, callous, self-
  ish, easily angered. He has great personal drive, almost an ob-
  session to become rich and powerful. Yet he is insecure and 
  sees even innocent remarks and incidents as inflammatory or 
  deliberately demeaning. Those who embarrass him are “dealt 
  with,” themselves embarrassed, beaten, molested or hurt in 
  some way. Halloway is extremely petty and vindictive and 
  has become increasingly paranoid as his little empire begins 
  to fray and unravel.
  Experience Level: 9th level Vagabond who turned to business.
  Skills of Note: Streetwise, Palming, Computer Operation, liter-
  ate in American, speaks American and Spanish, Math: Ba-
  sic, Horsemanship, Land Navigation, Hunting, Skin Animal 
  Hides, Radio: Basic.
  Combat Skills: Hand to Hand: Basic.
  Attacks per Melee: Six.
  Bonuses: +1 to strike, +2 to parry, +2 to dodge, +2 to roll with 
  impact, +2 to pull punch, +5 to save vs psionics.
  Weapon Proficiencies: W.P. Rifles, W.P. Energy Pistol, W.P. 
  Energy Rifle, W.P. Blunt.
  Magic Knowledge: None.
  Psionic Powers: None.
  Weapons: Favorite weapons are the NG-P7 particle beam rifle, 
  NG-Super pistol and a bolt-action rifle for hunting.
  Body Armor: Bushman or Flying Titan power armor.
  Bionics & Cybernetics: Gyro-Compass.
  Money: Has over 300 million universal credits, liquid and at his 
  disposal. The silver mines are estimated to be worth 250 mil-
  lion annually and the cattle are worth another 100 million an-
  nually. Non-liquid properties, business assets and holdings are 
  estimated at close to a billion credits.
  Note: Wyatt Halloway’s family also live on the ranch. They in-
  clude his two grown sons, one 21 year old daughter (wife was 
  killed by vampires years ago), his worthless alcoholic brother 
  Bryannt (7th level City Rat), Byrannt’s equally worthless sons 
  (four, all in their twenties, level 1D6 Cowboys and Gunsling-
  ers; all snotty, arrogant, miscreants), Uncle Willy (a sweet 
  guy, 7th level Body Fixer), Aunt Ester (Willy’s sweeter wife), 
  and cousins Thelma and Candice (both are babes and smart 
  too).
  El Paso City Highlights
  Note: El Paso has two prosperous silver mines and a huge 
  cattle industry. Consequently the prices of beef, cattle, silver and 
  silver products (jewelry, anti-vampire items, etc.) are about 40% 
  less than the standard cost elsewhere.
  The El Paso Magic Shop
  The shop is large and filled with shelves of books, jars, vials 
  and boxes. The aisles are wide and clean and smell of incense. 
  Zalfeel, the owner, is a gnarled little D-Bee who stands 3 and a 
  half feet (1 m) tall. He looks to be 80 years old but no one really 
  knows. Zalfeel claims, with a wink and a nod, to be 20 (and has 
  done so for as long as anyone can remember). He is disarmingly 
  cheerful and pleasant, and extremely observant (in a Sherlock 
  Holmes kind of way). He dresses like a cowboy and is in love 
  with the pre-Rifts American Old West. In fact, he has over a hun-
  dred different pre-Rifts western novels and history books about 
  the west for sale in his store (2,000 credits each). Zalfeel: An 
  Alchemist (NPC) with magic skill equal to an 11th level Techno-
  Wizard. Anarchist alignment, 70 Hit Points, 20 S.D.C., I.Q. 22, 
  M.A. 21, M.E. 15, P.P. 17, P.B. 8, all others average. Has a coy-
  ote as his Animal Familiar.
  Zalfeel is assisted by two 6th level Techno-Wizards, a 5th 
  level Ley Line Walker, three Floopers and 12 clerks, all of whom 
  are literate in American and know Basic Math (taught by Zal-
  feel). All are polite and helpful. The Floopers are usually sent to 
  deal with people who look to be more like curious travelers than 
  paying customers.
  The store sells a variety of items including pre-Rifts artifacts 
  (soda cans, books, video discs, and nicknacks), some Indian ar-
  tifacts (statues, arrowheads, pottery), fine condition and authen-
  tic Old West six shooters (as well as modern replicas), and new 
  books including all of Erin Tarn’s work. There are city maps of El 
  Paso, Ciudad Juarez, and Lone Star City. Video and music discs, 
  herbs, holistic medicinal herbs and poisons, silver bullets for 
  most common weapon calibers, and silver plated knives, swords 
  and arrowheads. Every Techno-Wizard (TW) type of vampire 
  weapon is also available, along with TW converted weapons, TW 
  Flaming Swords, TW Lightning Rods, TK-Flyers, etc.
  Magic items include amulets of Protection Against the Super-
  natural, Protection Against Sickness, Protection Against Insanity, 
  See the Invisible (costs 150,000 credits) and Turn the Undead 
  (most cost around 60,000 credits each). Scrolls are usually lim-
  
  125
  ited to levels 1-3 at a cost of 1,000 credits per spell level and 
  another 1,000 credits per level of strength. Typical Spell Strength 
  and duration are equal to a fifth level wizard. Spells fourth level 
  and higher cost two or three times more and many spells are not 
  available (Note: Zalfeel’s and/or the G.M.’s digression).
  Magic services include the placement of Wards on an item 
  (8,000 to 15,000 credits per Ward), casting immediate spells on 
  a person or item such as Breathe Without Air, Float in Air, Fly, 
  Fly as an Eagle, Heal Wounds, etc. (2,000 credits per level of 
  the spell being cast, plus as much as 100% may be charged as 
  a difficulty fee; not all spells are available; remember it is at 
  10th level strength if cast by Zalfeel), and the removal of curses 
  (50,000 to 100,000 credits depending on the curse, no guarantee 
  of success).
  Information is also available, but nothing overtly danger-
  ous, secret or valuable. The Floopers and sales clerks are full of 
  miscellaneous information about El Paso, Juarez, the gangs, and 
  rumors around town. There is no need to pay for the information; 
  just ask and be friendly. Everybody is pretty outspoken about the 
  Coalition (don’t like ‘em much) but are careful not to say too 
  much, and nothing derogatory about Wyatt Halloway or his fam-
  ily.
  The Traveler’s Inn House
  A large, popular hotel with 500 rooms. The rooms are austere 
  but provide ample space, a closet, desk, comfortable bed, and a 
  private bathroom. Average cost is 80 credits per night. Fancier 
  rooms cost 160. Security is fair and the rooms are clean. The 
  owners are a husband and wife and their large family of sisters, 
  brothers, uncles and cousins run every aspect of the hotel. The 
  first floor also offers a meeting lounge, saloon (seats about 60 
  patrons, 5 credits per drink), barber shop (15 credits for a hair cut, 
  no fancy styles), tobacco shop and a small kitchen that can pro-
  vide soups, sandwiches, salads, and breakfast at about 15 credits 
  per meal.
  Note: There are numerous other hotels, motels, boarding 
  houses and flop houses in El Paso. The filthiest and cheapest 
  cost 20 to 40 credits per night and are in gang territory or bad 
  neighborhoods. The best cost 200 to 400 credits per night and are 
  found in the nicest neighborhoods, usually those owned by the 
  Halloway family.
  The Open Market
  A huge city square or fairground where over 200 merchants, 
  farmers and vendors of all kinds come to sell their wares. Mer-
  chants include sellers of spices, herbs, tobacco, corn and veg-
  etables, flour and grains, fruit, fresh meats, smoked and salted 
  meats, jerked beef, poultry, fish, candy, flowers, hats, ponchos, 
  baggy cotton shirts and pants, sandals, rope, sacks, wooden 
  stakes, crossbows, bolts and arrows, and livestock including 
  horses, mules, cows, pigs, sheep, goats, chickens, geese, ducks, 
  and dogs. There are also a dozen different artisans, blacksmiths, 
  carpenters, tailors, silversmiths, silver jewelry makers, men for 
  hire (both laborers and mercenaries), pawn booths, fortune tellers 
  and healers. Prices are generally average to 20% below standard 
  market value, but quality varies dramatically from poor to excel-
  lent.
  Note: Silver-coated bullets are readily available, usually for 
  about 20% below market price.
  The Halloway Armory & Outfitter
  A gigantic, six story building that covers half a city block. It 
  is an extremely well equipped store for all of one’s adventuring 
  needs. Services include weapon repair, E-Clip recharging, body 
  armor restoration, power armor repairs, and general mechanics. 
  Prices on everything are standard to 5% less.
  Equipment: Tents, sleeping bags, backpacks, cloth and leath-
  er sacks of all sizes, saddle bags, riding tack, plastic, clay and 
  glass jars and containers, canteens, wine skins, portable stoves, 
  lanterns, flashlights, lighters, flares, cutlery, string, rope, wire, 
  spikes, grappling hooks, insect repellant, pocket sewing kits, 
  pocket tool kits, gasoline, kerosine, knee boots, leather and cloth 
  gloves, hiking boots, fishing nets, fishing poles, fishing line and 
  hooks, SCUBA gear, paddles, life preservers and similar outdoor 
  items.
  The weapon section includes Vibro-Knives and short swords, 
  pocket knives, hunting/skinning knives, throwing knives, wood 
  knives, swords, silver-plated weapons, crossbows and bolts, bow 
  and arrows, spears, quarter staves, walking sticks, wooden stakes, 
  mallets, wooden crosses, and a full selection of anti-vampire 
  weapons including Techno-Wizard weapons and flares.
  Guns include 9 mm pistols (normal and silver bullets), sub-
  machine-guns and rifles, the entire line of Northern Gun energy 
  weapons and most of Wilk’s laser products, along with rail guns. 
  Silver bullets cost 10% under market price, all standard calibers 
  are available; special orders are possible at double the cost plus a 
  200 credit setup fee.
  Power Armor: NG Samson power armor and Titan power 
  armor, and the occasional Triax Terrain Hopper.
  Body Armor: Urban Warrior, Plastic Man, Bushman, Hunts-
  man, Explorer, Juicer, Dog Pack and Crusader.
  Vehicles are limited to Wastelander and Highway-Man mo-
  torcycles, hovercycles, Big Boss ATV, horse drawn wagons, ca-
  noes, sail boats, row boats, motorboats (seat 4), underwater sleds, 
  sails for sail boats, and similar items. Will be glad to help find and 
  select a suitable vehicle or horse for a 2% commission.
  Robots: Usually has 1D4 robot vehicles from the Titan series, 
  one EX-5 Behemoth Explorer is parked in the back lot, and is also 
  likely to have a couple NG-V10 Super ‘Bot-Vehicles (labor), and 
  a NG-V7 Hunter Mobile Gun. The big item in robots is the basic 
  ‘Bot horse (Simple intelligence is all that is available, minimal 
  I.Q., loyal, obedient, basic program: trained animal-like func-
  tions; 150 M.D.C., 5 year nuclear power source). Costs: Pony: 3 
  million credits, Medium Sized Horse: 4.3 million, Large Horse: 5 
  
  126
  million. Extra Features: Additional 100 M.D.C. 100,000 credits, 
  additional 200 M.D.C. one million credits. Speech and Skill Pro-
  grams: Domestic 55,000 credits, Technical (speaks 5 languages, 
  knows lore, and can operate a computer) 220,000 credits, Wil-
  derness (select 5 appropriate Wilderness skills) 175,000 credits, 
  Espionage (Intelligence, Detect Ambush) 95,000 credits, Espio-
  nage: Spy (Tracking, Escape, Photography, Pick Locks) 260,000 
  credits. Note: Programs same as found in Rifts Sourcebook One, 
  prices 5% to 10% higher. Real Animal Appearance: Looks like 
  a horse with fake fur, eyes, and other cosmetic features. Note: 
  Weapons and other features as found in Rifts Sourcebook One 
  are all available at a cost of about 10% more.
  Official Wilk’s Laser Store
  Sells exclusively Wilk’s laser products at 10% less than stan-
  dard market prices. Also repairs lasers of all kinds and recharges 
  E-Clips (Wilk’s E-Clips are recharged at a 25% discount). In 
  addition to weapons and tools, the store also sells a variety of 
  other Wilk’s products including cybernetic finger lasers (tools 
  and weapons), telescopic, laser targeting, gun sights (3,000 cred-
  its; 2000 ft/609 m), pocket laser distancers (1,500 credits; 5,000 
  feet/1,524 m), infrared distancing binoculars (1,500 credits; 2 
  mile/3 km range), high powered laser flashlights (400 credits; 
  1,000 foot beam), laser spotlights (1,500 credits; 1,000 foot/305 
  m beam, illuminates an eight foot/2.4 m circular area; for mount-
  ing on vehicles), and conventional flashlights and lanterns.
  River Side Taxi & Guide Service
  The garage and dispatch station for the biggest taxi service in 
  El Paso; a fleet of yellow hover-sedans and all terrain vehicles. 
  Costs 1 credit per minute or two credits per mile (1.6 km), which-
  ever is applicable. Also offers the services of wilderness guides 
  (3rd or 4th level) to those adventuring in the area. Will travel up 
  to 500 miles away (cash advance required), but will not cross the 
  Rio Grande River. Costs a flat fee of 200 credits per day, vehicles 
  and supplies not included (but can be arranged).
  Daylight Ferry Service
  Located on the banks of the Rio Grande is one of the only 
  two legitimate ferry services for a hundred miles. The service has 
  small ferry boats for passengers traveling on foot and by animal, 
  and large barge types for transporting vehicles, robots, wagons, 
  and shipping crates. The service opens at sunrise and stops an 
  hour before sunset. It is ILLEGAL to travel the river at night, 
  punishable by steep fines and the termination of the business, so 
  there is absolutely no way the Daylight Ferry Service will trans-
  port anyone across the river at night (no matter how high the 
  bribe). Fees: 10 credits per person and two suitcase-sized pieces 
  of luggage. Additional luggage costs 10 credits per 100 lbs, un-
  less it goes freight which costs a minimum of 250 credits per 500 
  pounds. Big shipments and livestock get a special rate of 500 
  credits per ton, but are low priority.
  Speedway Boating
  Located on the other end of town is a small ferry that trans-
  ports only people at a cost of 8 credits per head. A bribe of 50 
  credits or more might allow a passenger to squeeze aboard up to 
  200 lbs of luggage. The Rivera family runs the business, and like 
  the other ferry service, stops all service at night. However, Old 
  Man Rivera, a retired, 80 year old Wilderness Scout (8th level, 
  Anarchist) and wino, has been known to sneak people across in 
  his rickety old row boat (sits three plus Rivera) for 50 credits per 
  person.
  Old Man Rivera will also sell his services as a guide to the 
  streets of Ciudad Juarez. The cost is a mere flagon of wine (about 
  5 credits) and 50 credits for six hours of his time, no limit to the 
  number of travelers he’s conducting the guided tour for (although 
  he will strongly suggest that people keep him plied with wine or 
  beer). One of the travelers must provide transportation or they 
  walk the 70 miles to Juarez and at a cost of an extra 50 credits. 
  Unfortunately, there is a 01-75% chance that before the end of 
  the tour, Rivera will pass out drunk as a skunk and will remain 
  unconscious for 2D4 hours. Furthermore, the old man disappears 
  at the first sign of serious trouble, leaving travelers stranded in 
  a dangerous city. There is no one to complain to about the old 
  man because he doesn’t actually work for or represent anybody 
  (although he will imply that he works for Speedway Boating). 
  The old man disappears for days, sometimes weeks, on his little 
  excursions. Skilled in avoiding and warding off vampires.
  The Mystic Travel Service
  This is a small one story, wood frame building with ornate 
  decorations and impeccable exterior and interior designs. The 
  service is extremely limited, and costly, but takes less than a min-
  ute. An old Ley Line Walker (10th level) and his grandson (5th 
  level Line Walker) will teleport as many as six individuals and up 
  to two tons of luggage to a handful of designated areas for 25,000 
  credits, one way. Locations are limited to Ciudad Juarez (just out 
  front of the Merchant Pony Express office), Amarillo, Wichita 
  Falls, Lone Star City, or anywhere up and down or across the 
  river up to 900 miles (1,440 km) away.
  The Wild Bronco Arena
  The Wild Bronco is “the” arena to see the best fights, races, 
  and events (of course owned and operated by Halloway). It is as 
  big as a football stadium for outdoor spectacles like horse racing, 
  visiting circuses and carnivals, monster wrestling, major gladi-
  atorial fights and other big events. As if this were not enough, 
  inside the structure is an auditorium for theater and concerts, two 
  dance halls, four taverns, snack bars, concession stands, and two 
  indoor arenas for local fighting competitions, and cock, dog and 
  other animal fights. All gambling is operated by the Halloway 
  Management and security is handled by Halloway’s mercenaries. 
  The taverns offer strong booze at reasonable prices, two to five 
  credits per drink.
  El Paso Psychic Healer Society
  Psychic healing is performed at reasonable fees. Psychic Di-
  agnosis 70 credits, negate toxins (booze, drugs, poison) 200 cred-
  its (Psychic Purification), healing minor wounds, cuts and bruises 
  from a barroom brawl costs 75 credits, stab wounds and/or blood 
  loss 100 credits (Healing Touch), internal injuries or grievous 
  wounds requiring several Healing Touches and Increased Healing 
  3D4x100 credits, depending on the severity of the wound. Curing 
  of minor diseases costs 500 credits (Healing Touch and Increased 
  Healing), Psychic Surgery (4,000 to 32,000 credits, depending on 
  the severity, sometimes more), Exorcism 10,000 credits per entity. 
  They will also heal pet and work animals for comparable fees.
  
  127
  The clinic is spacious and sparkling clean. It employs 12 sixth 
  and 3 seventh level psychics with healing powers, three eighth 
  level Mystics, a Simvan healing woman banished from her tribe 
  (11th level), and 12 assistants. A ninth level Mind Melter runs the 
  clinic. Halloway permits the clinic to exist on the condition that 
  their fees are competitive or higher than the hospital’s and that 
  they pay him 10% of their profits.
  The Halloway General Hospital
  A 12 story hospital that covers a city block and is equipped 
  with the best modern medical facilities money can buy. Its spa-
  cious emergency rooms and 24 hour clinics are typically visited 
  by gang members, bar brawlers and roughneck adventurers and 
  wilderness folk. Psychic healers are especially useful in the ER 
  for quick stabilization of the most serious injuries. Suturing cuts, 
  fixing bruises and bandaging wounds will cost 4D6x10 credits 
  depending on the degree of difficulty and time, transfusions cost 
  150 credits per pint, setting broken bones costs 2D4x100, surgery 
  and implants can cost 6,000 to 40,000 credits depending on the 
  severity and complexity of the surgery, and a typical stay at the 
  hospital costs approximately 350 credits per day. Note: Citizens 
  of El Paso enjoy a 50% discount for all medical treatment and 
  medicine, compliments of Wyatt Halloway.
  Ciudad Juarez
  Into the Mexican Frontier
  Estimated Population Circa Summer, 109 P.A.: Approximate-
  ly 96,300 residents.
  Racial Breakdown:
  42% Humans
  37% D-Bees
  13% Mutant Animals (65% are dogs)
  4% Others (Creatures of magic like dragons and Psi-Goblins, 
  and supernatural beings like Brodkil, Deevils and demons. Not 
  to mention Shemarrians and Archie ‘Bots, not that people realize 
  they aren’t flesh and blood.)
  4% Vampires
  Note: Does not include slaves or transient visitors, both of 
  which are large numbers.
  Transient Population: 16,000-20,000 additional people at any 
  given time.
  Slave Population: The slave population has grown in recent 
  years and is estimated to be equal to 15% of the population; about 
  14,500.
  Tech Level: Medium to high-tech; modern and magic.
  Surrounding Communities (100 mile/160 km radius): 6,400 
  total. 50% human, 50% D-Bees, mostly farmers or sheep and 
  cattle herders, very low-tech. This number does not include the 
  estimated 400-600 Wild Vampires said to roam the wilderness 
  within a 100 mile (160 km) radius of the city-state of Juarez. 
  Wild Vampire prey mostly on adventurers, bandits, mercenaries 
  and other visitors to the area as well as the homeless.
  Seventy miles (112 km) south of El Paso, just beyond the Rio 
  Grande River, is the city-state of Juarez (Note: “Ciudad” means 
  city). Built on the ruins of the pre-Rifts city of the same name, 
  Ciudad Juarez is the largest known city or kingdom in the vam-
  pire ridden lands of the old Mexican Empire ruled by humans and 
  D-Bees, not vampires. There are other small towns, villages, forts 
  and even self-proclaimed cities or kingdoms of humanity free of 
  vampires in Mexico, but no community anywhere nearly as large 
  as Juarez.
  It is said that Ciudad Juarez is the last true city south of the 
  border until you reach the Vampire Kingdoms. The rest are trad-
  ing posts, lawless towns and an array of tiny villages, farms and 
  ranches that may or may not be secretly or openly controlled by 
  vampires. Such communities of “unknown character” and alle-
  giance dot the vast plains and southern rain forests of Mexico.
  The city-state of Juarez looks like a cross between an old 
  western movie and the cantina scene out of the pre-Rifts movie, 
  Star Wars, only it looks that way almost everywhere in the city. 
  Its streets are narrow, dusty, dark, overcrowded and alive with 
  throngs of humans, mutants, D-Bees and shady-looking char-
  acters. Some are downright monsters, others half-man and half-
  machine. Juicers, Crazies, Headhunters, Combat Cyborgs, power 
  armor-clad warriors, robot pilots, Cyber-Knights, Cowboys, 
  Gunfighters, Native Americans, Psi-Stalkers, Simvan and even 
  the Minions of Splugorth and the occasional Coalition solder, 
  demon or Deevil can be found at Juarez among the farmers and 
  common people. It is said that all except vampires are welcome 
  at Ciudad Juarez, and that a hundred different races stroll through 
  the streets in full armor with Mega-Damage weapons strapped to 
  their sides. Gunfights in the streets and brawls in the saloons are a 
  daily occurrence. Music, laughter and gunfire can be heard echo-
  ing through the business and entertainment districts most of the 
  night, and people try to ignore that a dozen people are reported 
  missing every night and another half dozen are found dead ev-
  ery morning. Note: Most of those who go missing are outsiders. 
  Most local outlaws and vampires are smart enough to pick on 
  people who are not part of the community, which means there 
  is seldom an investigation and the number of people who really 
  go missing every night is probably much higher than reported. 
  The police always promise to investigate and catch the villain 
  responsible, but seldom need to follow through when second-rate 
  criminals, bums and “tourists” are the victims. An estimated 89% 
  of deaths and disappearances are never solved.
  Refugees from the Siege on Tolkeen and continued develop-
  ment of the American Southwest have seen Ciudad Juarez grow 
  approximately 20% over the last 10 years; much of it in the last 
  five. It also remains a popular last stop destination for adventur-
  ers and Vampire Hunters heading deeper into Mexico as well as 
  a hot spot for smugglers, bandits and others looking to sell stolen 
  goods and booty acquired on both sides of the border. That makes 
  Ciudad Juarez a favorite watering hole and trading post for the 
  Pecos Empire and every adventurer, merc and bandit within a 
  1,500 mile (2,400 km) radius. A few years after the siege on Tol-
  keen in the North began, much more Coalition Army weapons 
  and gear, as well as Techno-Wizard weapons, have made it to 
  the city, along with deserters from the Coalition Army, runaway 
  Dog Boys and a seemingly endless stream of displaced refugees.
  Dog Boys and other CS mutants escaped from the Lone Star 
  Complex or gone rogue from the Coalition-Tolkeen War seem to 
  filter down to Arzno, El Paso and Ciudad Juarez as well as other 
  communities along the Rio Grande. Doc Reid speculates their 
  sensitivity to the supernatural draws them to locations like Juarez, 
  
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  129
  where their instincts tell them to hunt vampires and protect hu-
  manoids. The same is true of Psi-Stalkers. Despite this, the num-
  ber of mutant animals in the city has declined, as the vampires 
  engage in an ongoing campaign to destroy such beasts. Likewise, 
  the Dog Boys’ natural inclination to hunt vampires shortens their 
  life span. Recent rumors suggest a number of Dog Boys and Psi-
  Stalkers have left Ciudad Juarez to join underground railroads in 
  Mexico. These bands of heroes are dedicated to helping humans 
  and D-Bees escape from the food pens and slavery in the Vam-
  pire Kingdoms and leave Mexico altogether. If true, this could 
  also explain the decline in their numbers at Juarez.
  Other than El Paso – often accused of being “sissified” be-
  cause a man must check his weapons and armor at the city gates 
  – Ciudad Juarez is the only place for hundreds of miles to pur-
  chase a wide range of supplies, get repairs for a vehicle, refuel, 
  buy and sell goods and equipment, get medical treatment, secure 
  bionic enhancement, acquire magic items, find a broad range of 
  entertainment, relax and spend money.
  As a pleasure destination specializing in the decadent and 
  illegal, Ciudad Juarez has no peers, except, perhaps, Atlantis. 
  Though its range of goods is much smaller than the Splynn Di-
  mensional Market, it is said that everything is for sale and every-
  one has a price. The Black Market arms dealer known as Bandito 
  Arms has a growing presence in town, and the Black Market has 
  its fingers in many of the entertainment establishments and busi-
  nesses. Gambling, drugs, booze, sex, slaves, murder, magic, the 
  exotic and the forbidden are all commodities at Ciudad Juarez 
  and most of it is run by the Black Market. Body-Chop-Shops (and 
  Cyber-Snatchers) offer an array of mechanical augmentation 
  at discount prices, and items that are banned at more civilized 
  places are displayed in store windows and available from street 
  vendors. A saloon, gambling hall and Body-Chop-Shop can be 
  found on nearly every block in the entertainment/business dis-
  tricts. Techno-Wizard, other magic items and mystic services are 
  also available, though most establishments that offer magic seem 
  to have bad luck in the city and are plagued by robberies, vandal-
  ism, fire and other misfortune. (Note: Vampires are vulnerable to 
  magic and do not want to see it have a strong presence in Ciudad 
  Juarez, so they routinely victimize such establishments.)
  In the end, Ciudad Juarez is a study in contrast. A place where 
  the good, the bad and the very ugly coexist and clash at every 
  turn. It is the watering hole and resupply point for every rogue, 
  desperado, and vampire within a thousand miles, but it serves the 
  same purpose for Vampire Hunters, Cyber-Knights and heroes of 
  every stripe. Though it is a haven for scoundrels and desperados 
  it is home to innocent families, and good, hard working people 
  who live quiet, decent lives.
  No Vampires in Ciudad Juarez?
  The “official” position of the Ciudad Juarez city government 
  is Juarez is an absolutely vampire free community! The Bureau 
  of Vampire Affairs is resolute in their claims that the police and 
  militia have destroyed all vampires and keep the city streets free 
  of the undead. Billboards with slogans like “Say NO to vam-
  pires,” “Ciudad Juarez, death to the Undead,” “Vampire Free 
  Juarez – the Haven of the Rio Grande,” and “Walk the streets 
  knowing they are free of vampires,” are everywhere. The govern-
  ment controlled radio and TV stations chime in every few hours 
  with public service commercials with the same slogans and mes-
  sages about being a haven for humanity and vampire free. The 
  message is so prevalent that most outsiders believe it to be true, 
  which lures pioneers and refugees to the city on a regular basis. 
  Of course, this is all hype and bull feathers. Residents know darn 
  well that a few hundred vampires live in the city and prowl the 
  streets and alleys at night. However, with a community as large as 
  Ciudad Juarez, that’s impressive. Too bad it’s not true.
  The government has never been able to eliminate vampires 
  from its city. In fact, they don’t even try. Only when a vampire 
  makes a spectacle of itself and can no longer be ignored, do the 
  police consider taking action against the fiend.
  Government leaders claim Wild Vampires living in the Mexi-
  can wilderness are attracted to the city like sharks to blood, but 
  the police are on the job and eliminate or chase them from the 
  city as soon as one is reported. This too is a lie. The police put 
  on a good performance to keep the people happy, but they sel-
  dom investigate allegations of crimes committed by vampires nor 
  do they hunt them down, chase them out of town or exterminate 
  them unless they have no other choice. The majority of vampire 
  victims are beggars, street people and visitors, so the deaths of 
  these nameless, faceless outsiders go mostly unreported, unno-
  ticed and un-avenged. The undead learned long ago that keeping 
  a low profile by feeding on the homeless, adventurers and non-
  residents offers the fewest serious repercussions.
  The approach taken by corrupt Juarez officials and police 
  works along the lines of: “What you don’t know isn’t a crime, 
  isn’t bad, and can’t hurt you.” This don’t ask, don’t tell and don’t 
  look into it policy has worked very well, at least for the govern-
  ment officials and law enforcement.
  The corrupt officials do not necessarily endorse or support 
  vampires. It’s more that they do not try to find out if their bene-
  factor paying bribes or buying favors is an undead or the servant 
  of one. In fact, officials and police go out of their way to put on 
  blinders and not find out. Their logic is if they don’t ask ques-
  tions, don’t investigate and don’t know the truth, they’ve done 
  nothing wrong. This madness is the “unofficial” policy of the 
  corrupt Juarez government. If you don’t actually know, or take 
  the time to find out your “associate” is a vampire, or works for 
  the vampires, then you are not actually colluding with vampires 
  or hurting your citizens. You “accidentally” or “unwittingly” 
  helped a vampire. Or a favorite excuse: Maybe they were mind 
  controlled.
  If people get hurt, it’s a tragedy blamed on the undead. How 
  could the police or government have known? The official was 
  duped. He isn’t a bad person working with vampires, he’s an in-
  nocent pawn tricked or mind controlled by the forces of evil. At 
  worst, he’s just a lazy or incompetent bureaucrat, not a criminal, 
  and certainly not a servant of vampires. These are the lies the 
  bad cops and self-serving bureaucrats tell themselves to sleep at 
  night. So even corrupt government officials honestly don’t know 
  how many vampires live in Ciudad Juarez, or who they might be. 
  If pressed for an answer, most would guess a few dozen to a cou-
  ple hundred, when the reality is many times more; close to 4,000.
  The existence of the flamboyant vampire gang known as the 
  Night Masters is an embarrassment to the ruling body. Half the 
  time they pretend they don’t exist, and the other half of the time 
  they blame every crime committed by a vampire on them. See 
  Notable Juarez Gangs in the pages that follow.
  
  130
  The Police
  The Ciudad Juarez Police Force is a disorganized militia as 
  corrupt and brutal as the criminals and gangs that operate in the 
  city. Many are street punks and City Rats who grew up and joined 
  the biggest and most powerful gang in the city, the Juarez Police 
  Force. Joining the police gives one the legal right to bash heads, 
  grab some glory, garner respect, and to make good money above 
  and below the board. From a money point of view, the Juarez 
  Police salary is good, but the real money lies in taking bribes, 
  payoffs, extortion money, and the sale of information and favors.
  The majority of police (70%) are corrupt, take bribes and may 
  even work with or quietly help organized crime and vampires. 
  Since there is no formal police training for Juarez Police officers, 
  they bring with them whatever skills and sense of morality they 
  have.
  The following are the most common O.C.C.s with a badge in 
  Juarez:
    9% Criminal (any criminal O.C.C., bandits, etc.)
    1% Bounty Hunter
  31% City Rats (any type)
    2% Combat Cyborg
    6% Dog Boy
    1% Crazy
    1% Cyber-Snatcher
    3% Gunfighter
    1% Gunslinger
    4% Headhunter/Partial Cyborg
    1% Juicer
    8% Mercenary Soldier (any type)
    2% Practitioner of Magic (any)
    3% Psi-Stalkers
    3% Psychics (any, other than Psi-Stalkers)
    2% Robot Pilot
    4% Sheriff/Lawman
  10% Vagabond/Saddle Tramp
    5% Wilderness Scout
    1% Wired Gunslinger
    2% Other
  Other Police Statistics:
  Alignment Breakdown: 5% Principled, 15% Scrupulous, 10% 
  Unprincipled, 30% Anarchist, 10% Aberrant, 20% Miscreant, 
  and 10% Diabolic. While many are self-serving opportunists who 
  take bribes to look the other way, or charge fees to actually do 
  their job as police officers, they are not outright evil per se, but 
  corrupt and selfish. For many in Juarez, corruption and payoffs 
  are a way of life. Those who want to help people and try to do 
  their job as honest law enforcers tend to be pragmatic about their 
  job and stern. Many are tough, ruthless and even savage law en-
  forcers who take no guff and any persistent attempt to bribe them 
  is likely to result in a beating and threats of jail.
  Average Level of Experience: 1D4+1 for the average police 
  officer. 1D6+3 for those not of Anarchist or evil alignments and 
  are dedicated lawmen of good alignment. 1D4+4 for City Rats, 
  Dog Boys and officers of rank (Lieutenant, Captain and higher).
  Education: 86% are illiterate; skills are as per O.C.C.
  Racial Mix: The human to D-Bee mix on the force these days 
  is about 50/50%; all get along fairly well. Dog Boys are generally 
  counted among the D-Bees.
  Standard Body Armor: Street patrols are in a brown Bush-
  man body armor with 60 M.D.C., or tan Vaqueros body armor 
  with green, red and white accents (90 M.D.C.; see Rifts® World 
  Book 14: New West for details). Both have the word “Fed” and 
  an I.D. number emblazoned on the armor as well as on their uni-
  forms. Undercover police may wear street clothes, disguises, and 
  any type of body armor, including M.D.C. long coats and dusters 
  (28 M.D.C.). Short-range radios are built into the police armor 
  and squad cars.
  Standard Weapons: All police are issued an NG-57 heavy ion 
  blaster, NG-L5 laser rifle, Wilk’s laser wand (tool), 9 mm auto-
  matic pistol (15 shot clip, 4D6 S.D.C. damage, normal bullets and 
  clips of silver bullets are provided), a six inch (15 cm) wooden 
  crucifix, and wooden billy club (does 1D6 S.D.C. damage). How-
  ever, any weapons of their own selection and purchase can also 
  be used. Triax pump weapons and pulse rifles are popular addi-
  tions, as are TW weapons. A dozen wooden stakes, mallet, extra 
  clips of silver bullets, water pistol and water cannon are all stan-
  dard issue kept in the trunk of the hover patrol car or dune buggy 
  style squad car.
  Breakdown of Police Units:
  The number of police may sound rather large, but realize that 
  they also serve as the militia that defends the city-state of Juarez 
  from outside invaders, bandits, raiders and mercenary armies 
  that may have their eye on the city. The police also have their 
  hands full dealing with visiting adventurers, sorcerers, psychics, 
  
  131
  cyborgs and a host of roughnecks who possess what are in effect 
  super abilities.
  1. 4,400 police patrol the city streets on foot in pairs and in 
  squad cars, mostly in hover and land rovers. Though the police 
  force has grown in size, it is still woefully inadequate for a city 
  as rough and large as Juarez and with so many combat trained 
  transients (16,000 to 20,000 mercs, adventurers and roughnecks).
  2. 600 hover cycle & motorcycle police. Fast moving, one 
  man units operating in pairs and four man squads. The motor-
  cycles and hover cycles are armed with a forward laser and mini-
  missile launchers (4 missile payload); typically AT Speedster and 
  Highway-Man motorcycles.
  3. 500 Mounted Police. There is a new, mounted division 
  with 500 police conducting patrols on horseback.
  4. 300 “Sky Jockeys,” police that monitor the city from the air 
  in NG-Samson power armor (140 suits) and Sky King hovercraft 
  with full weapon systems (160 vehicles).
  5. Mechanized Division: This division has been expanded to 
  144 Combat units that include, 48 Full Conversion Combat Cy-
  borgs, 56 Headhunters (partial reconstruction ‘Borgs who use jet 
  packs or police hover cycles), 16 Flying Titans, 32 NG Samson, 
  14 Triax X-10 Predator power armor, 6 Glitter Boys, 8 Titan Re-
  connaissance ‘Bots, 15 TR-001 Titan Combat robots, 15 TR-002 
  Titan Light Combat robots, 16 NG-7 Hunter Mobile Guns and 
  10 NG-M56 Multi-Bots. The city also has at its disposal 58 NG-
  W9 Light Labor ‘Bots, 24 NG-W10 Heavy Labor robots and 20 
  NG-V10 Robot Labor Vehicles (see Rifts® Sourcebook One or 
  Rifts® Game Master Guide for these robots).
  6. Psi-Division: 20 detectives with Major Psionics (level 
  1D6+2), 26 detectives who are City Rats (various) that have Mi-
  nor Psionics (each is level 1D6+2), 64 Dog Boys (half are 8th 
  level, the rest are level 1D6), 9 other mutants from Lone Star 
  (each level 1D4), 18 Psi-Stalkers (half are level 1D4+6, the rest 
  1D6), 12 Operators (half are 9th level, the rest 1D4+2), 7 Bursters 
  (level 1D4+3), two fifth level Nega-Psychics, 6 Mystics (one is 
  8th level, the others 1D4+2), and 10 Mind Melters (four are 7th 
  level, two are 9th level, the rest are 1D4+1).
  Carlos Sanchez, an Anarchist, 10th level Mind Bleeder (see 
  Rifts® World Book 12: Psyscape for complete details on this 
  psychic), is the head of the division. His abilities include: All 
  R.C.C. abilities and all Mind Bleeder powers except Day Dream, 
  Mind Trip and Neural Strike. Other psi-abilities include Bio-Re-
  generation (6), Hydrokinesis (varies), Impervious to Fire (4), In-
  tuitive Combat (10), Mentally Possess Others (30), See Aura (6), 
  Telepathy (4), and Telekinetic Punch (6); I.S.P. 67 (has 5 P.P.E.). 
  Bonuses of Note: +4 on initiative, +4 to pull punch, +5 to save 
  vs psionic attack (includes M.E. attribute bonus too, M.E. 21), +3 
  to save vs possession, +4 to save vs Horror Factor, +4 to save vs 
  illusions and +7 to save vs mind control.
  7. Magic Platoon (32): A group of special police that inves-
  tigate and protect against supernatural and magic problems. La-
  vana heads the division. She is a female, 9th level Snow Lizard 
  dragon, with an Anarchist alignment (it was Scrupulous 10 years 
  ago when she first took the job). Lavana’s Powers of Note: Frost 
  Breath (3D6 M.D., 100 foot/30.5 m range), Snowstorm Transfor-
  mation, Metamorphosis, Teleport 40%, Bio-Regeneration 1D10 
  M.D.C. per melee round and has 400 M.D.C. Magic Knowledge: 
  116 P.P.E., knows all level one spells plus Banishment (65), Be-
  fuddle (6), Call Lightning (15), Carpet of Adhesion (10), Cha-
  meleon (6), Desiccate the Supernatural (50), Dispel Magic Barri-
  ers (20), Escape (8), Exorcism (30), Extinguish Fire (4), Eyes of 
  Thoth (8), Fire Bolt (7), Freeze Water (10), Frost Blade (15), Ice 
  (15), Magic Net (7), Magic Pigeon (20), Negate Magic (30), Orb 
  of Cold (6), Protection Circle: Simple (45), Repel Animals (7), 
  Tongues (12), Turn Dead (6), Wave of Frost (6), Psionic Powers: 
  Healing Touch (6), Increased Healing (10), Psychic Diagnosis 
  (4), Mind Block (4), Object Read (6), Sense Magic (3), Total 
  Recall (2), and Alter Aura (2). And the usual Snow Lizard abili-
  ties (see Rifts® Ultimate Edition, page 162, for complete stats).
  Other members include second in command, Louis Antonio, 
  an 8th level Ley Line Walker, a pair of 9th level Techno-Wiz-
  ards, a 6th and 7th level Mystic, 3rd, 5th and 7th level Shifters, a 
  6th level Necromancer, six 5th level Psi-Stalkers, and 12 (level 
  1D6+1) Vampire Hunters, half of whom have Minor Psionics 
  and all of whom are experienced in handling vampires and other 
  supernatural menaces. Often work undercover; one third are D-
  Bees.
  Note: The police force also serves as the militia/defenders of 
  the city.
  Good Cops ... Where?
  Out of the entire police force, the honest police officer not on 
  the receiving end of some sort of criminal alliance and bribery 
  is the minority at 30%. These beleaguered champions of justice 
  tend to get the lousiest assignments and are slow to get promo-
  tions, but are often among the most experienced and know a thing 
  or two about hunting vampires. (Good Cop Bonus Skills: Lore: 
  Vampires +30%, Streetwise +30%, Tailing +20%, Whittling 
  +10% and W.P. Blunt with a focus on wooden weapons.) They 
  know the modus operandi of the local gangs, smugglers, Black 
  Market, corrupt police and vampires very well and how to work 
  around them. They also know all the trouble areas, suspected 
  vampire hangouts, and troublemakers of note.
  Good lawmen are tolerant of vandalism, roughhousing, drunk-
  enness and petty crimes, like stealing a car for a joy ride and petty 
  theft committed by the youths of the slums, especially “basically 
  good kids.” The good cops tend to be tough, no-nonsense hard 
  cases who are likely to break up brawls and rowdy groups of 
  adventurers with unnecessary force, but send the offenders home 
  with a stern warning and a crack on the head or behind rather than 
  jail time or a fine. Repeat offenders are forced to perform several 
  hours of public service to the community. The good cops tend to 
  save their strength and retribution for serious crimes like assault 
  and battery, rape, kidnaping, extortion, murder and vampirism. 
  They are intolerant of gangs except for the Guards (some police 
  are even members of the vigilantes known as the Guards), drug 
  dealers, Body-Chop-Shops, slavers, rapists, murderers, profes-
  sional criminals, and vampires.
  Though the “official position” of the Juarez government is 
  there are no vampires in the city, everybody who lives in the city-
  state knows it is a lie. Good police officers quietly admit vam-
  pires exist in town and try to protect innocent people from them 
  whenever they can. Good cops also offer discreet information 
  and warnings about the undead to Vampire Hunters in the hopes 
  they might do something about known or suspected vampire resi-
  dents. When possible, good lawmen may help in the destruction 
  of vampires as well as try to make sure Vampire Hunters are not 
  the victims of retribution at the hands of the undead. The vam-
  pires of Ciudad Juarez often head criminal operations or mas-
  
  132
  querade as influential business owners, which means they have 
  thugs, criminals, police and politicians on their payroll to take 
  care of problems like Vampire Hunters and family members of 
  victims seeking revenge upon the undead. Police with integrity 
  try to fight these evil forces to the best of their ability, and can 
  be relentless and merciless when it comes to vampires and their 
  servants. The police know the streets and whose hands need to 
  be greased (and how much) to make sure justice is served. Of 
  course, in Ciudad Juarez, “justice,” even by the police, good and 
  evil, is often “street justice” conducted in a dark alley or the edge 
  of town where the police serve as lawman, judge, jury and ex-
  ecutioner.
  For the most part, the neighborhood people and members of 
  the well-intended vigilante group known as the Guard, respect 
  and admire the good cops who refuse to give in to corruption and 
  pressure from evildoers on the force. They show their apprecia-
  tion to these valiant men and women by giving the good police 
  treats such as free food, coffee and other drinks, cakes, candy, 
  pastries, handmade sweaters and hats, and other tokens of affec-
  tion. Some of the local farmers and businesses also offer them 
  20-40% discounts on the goods and services they sell, and are 
  quick to warn them of brewing trouble or threats against them. 
  Good cops always have the ear (and heart) of the people, and are 
  among the first to hear rumors. When these noble street soldiers 
  are in trouble, the citizens and members of the Guard rush to their 
  aid, which is probably why they are allowed to exist on the police 
  force at all. Good police officers keep the people happy and make 
  a good front for visiting heroes and adventurers, so they are toler-
  ated with minimal retribution by other officers and government 
  officials. Provided the good police do not humiliate or challenge 
  them in public.
  Government of Ciudad Juarez
  The government calls itself a democratic republic and has a 
  president, vice president, treasurer, secretary, police commis-
  sioner, fire chief, city council members, district representatives, 
  and other city administrators. There are even public elections 
  every eight years. However, the political machine is oriented to 
  the perpetuation of bureaucracy, the division of the poor and the 
  wealthy, and to maintain the current power structure. Most peo-
  ple in office have held their positions for 20-60 years.
  It is a sad state of affairs, but the city government is more 
  corrupt than the police. They share little interest in justice or the 
  welfare of the people. They are ambitious men and women who 
  seek only to line their pockets and attain power. For them, too 
  much is never enough, and they are always on the lookout to 
  acquire more wealth and power. Chaos reigns: City services are 
  poor, police are overwhelmed, violence, crime and vice run ram-
  pant, the citizens struggle to make ends meet, the poverty rate 
  is appalling and people suffer. Those who have tried to institute 
  change through the political process either lose when they run 
  against the established political machine, or suffer a calamity – 
  such as scandal, blackmail, personal problems, an accident or an 
  unexpected death in the family, if not their own – that takes them 
  out of the political picture.
  Despite the corruption, the crime and poor living conditions 
  for many people, life in Ciudad Juarez is better than a lot of other 
  places, especially in Mexico. People in Juarez have modern ame-
  nities, basic city services, access to modern and magical technol-
  ogy, and, most important, are not under the thumb of the vam-
  pires. Citizens of Juarez live in a half-baked democracy, enjoy 
  freedom of speech and expression, are (mostly) protected from 
  vampires, bandits and other dangers out in the plains, there is 
  free enterprise, and the lucky ones make a good living and can 
  even start a business if they choose to do so. There are public and 
  private schools, churches, a wide range of goods and services, 
  medical clinics and a hospital, and Ciudad Juarez is a big city (by 
  Rifts Earth standards) that feels alive and connected to the rest of 
  the world.
  Technology
  Technology ranges from low-tech equipment and melee weap-
  ons to advanced technology, Techno-Wizardry and a smattering 
  of Splugorth tech, Symbiotes and Bio-Wizardry. Since the war 
  between Tolkeen and the Coalition Army started in Minnesota as 
  well as an increased military presence in Lone Star (Texas) and 
  the State of El Dorado (Arkansas), Coalition weapons, armor, ve-
  hicles and tech, as well as similar gear from Bandito Arms have 
  also become more common in and around Ciudad Juarez, though 
  their cost puts them out of the reach of most local people. Rural 
  communities, farms and ranches outside the city also use a mix 
  of low and high technology. Thus, you might have a basic farm 
  that uses medieval methods and equipment, but has a hover truck 
  and other bits of high-tech gear, along with Mega-Damage fire-
  arms and M.D.C. power armor for protection. Another might use 
  20th Century methods and equipment, or advanced hydroponics 
  or magic.
  Notable
  Juarez Gangs
  Like El Paso, Juarez has its share of gangs and gang related 
  problems, including rivalry and rumbles from visiting El Paso 
  gang members. Twenty-five to thirty different gangs (mostly City 
  Rat and Vagabond O.C.C.s) have claimed some parts of the city 
  as their own. Many gangs are small (10-60 members), local to 
  a particular street or neighborhood, and insignificant compared 
  to the rest of the crime and vice in the city. Most gangs control 
  only a small neighborhood of 4-10 blocks, and at least a quarter 
  of them are, in effect, a neighborhood watch – citizens who have 
  decided to patrol and protect their own streets from criminals, 
  outsiders and vampires. On the other hand, the Black Market, for 
  example, has many holdings in Ciudad Juarez and operates half 
  the Body-Chop-Shops, gladiatorial arenas, and many of the tav-
  erns, drug dens, pawnshops, gambling houses and brothels. There 
  are also guilds and political organizations that have a powerful 
  influence on the city.
  Of the gangs, there are seven “organizations” that need 
  to be mentioned. The Executive Circle, the Guard, Guild for 
  the Gifted, the Night Masters, the Psykes, the Skivers, and the 
  Subs. These groups have a large membership and are the cause 
  of frequent skirmishes, conflict and daily trouble or criminal 
  activity.
  
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  The Executive Circle
  This is not your typical “gang,” but its profound influence on 
  life in Juarez and clashes with street gangs and heroes demands 
  its inclusion.
  As noted earlier, the official position of the police and the city 
  government is that Ciudad Juarez is “vampire free!” Unfortu-
  nately, this is a flat out lie. Vampires can mix among the sea of 
  adventurers, mercenaries and transients who come and go from 
  the city every day. Moreover, there is a sizeable population of 
  undead living within the city itself. The Guard and local Vampire 
  Hunters estimate there to be at least 4,000 vampires leading a 
  covert existence in Ciudad Juarez.
  To help keep the vampire presence under the radar, the undead 
  have formed an underground organization to communicate with 
  each other and to establish rules of conduct, protocols for con-
  tact with mortals, and political and commercial policies involving 
  vampire operations.
  Many vampires living in Ciudad Juarez are rich and powerful, 
  which gives them the money and influence to purchase the fa-
  vor of officials in the Juarez government and police force. While 
  many vampires operate as independent agents, clans and fami-
  lies, the Executive Circle functions as an elite cartel that lobbies 
  and intercedes on behalf of a special interest group: vampires. 
  This involves paying hush money to officials to look the other 
  way, lose reports and evidence, and sometimes even lose bodies 
  of the deceased. Officials also get paid not to investigate crimes 
  involving vampires, reports of suspected vampire presence or 
  activities, or threats from vampires. Payment is not necessary 
  when it involves ignoring “ridiculous accusations” made against 
  respected and powerful businesses groups and individuals being 
  vampires or in the service of vampires. Of course, the corrupt 
  official lets the respected individual know he did him this kind 
  deed to garner the villain’s favor and continued patronage (read: 
  bribes and payoffs).
  The vampire inhabitants of Juarez appreciate the delicate 
  political balance to keep Juarez citizenry, visitors and outsiders 
  believing Ciudad Juarez is “vampire free.” They understand the 
  necessity for the authorities to be able to deny the existence of 
  the undead. As a result, the majority of vampire residents help the 
  local government by seldom flaunting their presence or preying 
  upon locals. Instead, the vampires hunt transients and the home-
  less. Many even wait to make their kills outside city limits where 
  banditos, wolves, monsters or Wild Vampires can be blamed. 
  These unofficial rules of conduct and practices are passed along 
  and enforced by the Executive Circle.
  The Executive Circle is composed of local vampires who have 
  business interests in Juarez, or just like living here. Some have 
  considerable power and influence, while others are individuals or 
  small clans leading simple lives, but believe the guidelines and 
  secrecy make sense (for now), and agree to follow them. Mean-
  while, the organization works all angles to keep people in the 
  dark about the true number of vampires living in Juarez.
  While the Executive Circle operates in the highbrow society 
  of politics and business, it has a few groups of troubleshooters 
  who operate on the street level. These troubleshooters are known 
  as the Night Cleaners – “action teams” who step in when serious 
  trouble could implicate or cause trouble for important vampires 
  or the entire vampire underground community in Juarez. If a mur-
  der, the disappearance of a high-profile citizen, or other crime 
  committed by a vampire attracts too much public attention, the 
  Night Cleaners intervene. This might include cleaning up after 
  vampires suspected of murder or mass slaughter, sexual miscon-
  duct, and other crimes and wrongdoing.
  The Night Cleaners do whatever it takes to make the prob-
  lem go away. Their initial approach is usually non-violent and 
  involves paying off police to drop the investigation, discrediting 
  the story or claimant, stealing evidence, planting false evidence, 
  producing alibis for those who need them (this probably involves 
  bribes, favors or threats), making threats and creating trails that 
  lead to other (false) suspects, framing an innocent person for the 
  crime, and so on. If that fails, Night Cleaners make the problem 
  disappear in a more literal sense: the accuser or investigator dis-
  appears, has an accident or is even blatantly murdered (some-
  times a message needs to be sent). The Night Cleaners also take 
  care of vampires who become a problem. Such direct interven-
  tion against one’s own kind may involve leaking the “problem 
  child’s” location to a Vampire Hunter or the Guard, or staking 
  and putting the troublesome vampire where he won’t be found for 
  a very long time. However, if necessary, the Night Cleaners will 
  destroy a vampire that makes too much trouble. Of course, this 
  must be handled delicately, as there are undead from virtually all 
  the Vampire Kingdoms.
  Rivalry among vampires. To most humans, all vampires are 
  the same and belong to the same family fraternity. However, to 
  vampires, each kingdom regards the others as rivals to their own 
  world domination. Rivalry between the vampires of the rival 
  kingdoms is hot and intense. Skirmishes between them are fre-
  quent, and like battles between rival street gangs, can sometimes 
  escalate and spill onto the streets where innocent people get hurt. 
  For the Executive Circle, keeping peace and cooperation between 
  its own is trickier and more demanding than fooling they human-
  oids the live among.
  On the street there are rumors about the Executive Circle and 
  cautious whispers about the Night Cleaners, but the average per-
  son has never heard of either. Gangs like the Guard and Night 
  Masters, on the other hand, have had run-ins with both more of-
  ten than they’d like.
  Breakdown of the Gang/Organization: Unknown, but esti-
  mated at 1,300 total, active members, but represents and serves 
  as advocates of all vampires living in Ciudad Juarez. Its member-
  ship includes vampires from all the kingdoms of Mexico, includ-
  ing Ixzotz, Mexico Empire, Milta, Muluc, and Camazotz (Chichen 
  Itza). The latter two being the most uncooperative.
  Common Gang Member Alignments: Anarchist (20%), Ab-
  errant (30%), Miscreant (30%), and Diabolic (20%).
  Typical Gang Member R.C.C.s: Secondary Vampires (97%) 
  and Wild Vampires (3%).
  Experience Level of the Typical Executive: 1D6+2 level; 
  1D6+6 for leaders.
  Colors: None. Blend in with the mortal population. Most are 
  believed to be well to do and influential.
  Standard Weapons: Considering they’re well funded, that’s 
  just about whatever they want. However, the average Executive 
  tries to stay out of trouble and does not actively engage in street 
  brawls, gang wars or thuggery. Only the organization’s enforcers, 
  the Night Cleaners, actively engage in acts of violence and crime 
  in the name of the group. They use a wide range of weapons and 
  
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  gear, from guns and tech to magic, and hire mortal henchmen to 
  do their dirty work and take the blame for any wrongdoing.
  Mega-Damage Weapons: Same as above.
  Body Armor: Same as above. Tend to rely on their supernatu-
  ral abilities.
  Bionics and Cybernetics: Not possible for vampires, though 
  some henchmen and mortal thugs used by the Night Cleaners 
  may have bionics as per their race and O.C.C.
  Gang & Criminal Activity: Discreet intervention on behalf 
  of vampires, described above, paying-off government officials, 
  bribes, extortion, and deployment of the Night Cleaners capable 
  of any crime or act of violence as above.
  Gang Leaders: Unknown, but the names Thetas Cranston, Je-
  sus Ramirez, Isabel Cabman, Roberto Garcia and Frank J seem to 
  surface on a consistent basis.
  The Guard
  The Guard are not so much criminals as a militant vigilante 
  group that presents itself as the “unofficial People’s Militia.” 
  These are humans and D-Bees so fed up with crime and corrup-
  tion that they’ve decided to take the law into their own hands. 
  Guard members wander the streets in pairs and small teams 
  of 5-10, protecting the citizens of Juarez from criminals, vam-
  pires, and evildoers. They may travel on foot (60%) or in ve-
  hicles. When they see a suspicious character hanging out where 
  he has no business, they question and escort the person(s) out 
  of the neighborhood. Resistance or a smart mouth is likely to 
  result in a beating and more questions. Likewise, when some-
  one under the protection of the Guard calls for help, the gang 
  members come running. The main targets of the Guard’s wrath 
  are vampires, supernatural monsters, and criminals (D-Bees and 
  humans) who prey on innocent people, particularly the citizens 
  of Juarez. Consequently, while the Guard might intervene in an 
  obvious attack, rape, or theft of a traveler, they tend to steer clear 
  of mercs and adventurers and the parts of town that cater to them. 
  Instead, they focus on the neighborhoods where people live and 
  make their homes. The Guard protect their neighbors and fellow 
  citizens of Ciudad Juarez from lowlifes and crooks of every va-
  riety. Thieves, drug dealers, Cyber-Snatchers, rapists, murderers, 
  roughnecks, other gangsters and vampires all know to stay out 
  of neighborhoods protected by the Guard. An especially savage 
  crime or one directed at children, women or priests can send the 
  Guard on a vendetta of retribution that bathes the streets in blood. 
  The Guard is famous for tracking down the perpetrator(s) and 
  delivering their own brand of bloody street justice.
  The justice of the Guard is swift and definitive. Rapists, mo-
  lesters and murderers are beaten, killed and hung from a lamppost 
  or tree for public viewing and as a warning to other blackguards. 
  While many applaud such actions, the Guard’s brand of justice is 
  often uneven and untempered. All too often the punishment does 
  not fit the crime. A drunk adventurer who cause trouble, damages 
  property or harasses or bullies a Juarez citizen doesn’t get a warn-
  ing and a couple of slaps, or being forced to make restitution for 
  damage, he too is often the victim of brutal violence, sometimes 
  beaten within an inch of his life. Other times a disproportion-
  ate amount of credits or property will be “seized” by the Guard 
  to cover damage or to make amends. Demeaning and insulting 
  behavior and minor assault against a Juarez citizen, D-Bee or hu-
  man, can garner the same response, even if the “citizen” started 
  the trouble or hurt the outsiders first. The Guard all too often 
  take the word of a local over that of an outsider, rather than seek 
  
  135
  the truth in a dispute or conflict. They also enjoy giving visitors 
  who think they are better than the people of Juarez a lesson in re-
  spect or humility. That lesson is almost always a vicious beating 
  and lecture on respect toward others and a warning to get out of 
  Juarez and/or to keep their noses clean while visiting “their” city. 
  Thieves, con artists, and cheats receive a similar beating and all 
  of the thieves’ valuables are taken; half is given to their victim(s), 
  the other half taken as a “donation” to cover the cost of Guard 
  operations. Vampires and supernatural monsters responsible for 
  any crimes against a citizen are hunted down and killed without 
  hesitation, assuming they can be found.
  The Guard is the only gang that is allowed passage through 
  other gangland territory, provided they do not interfere with gang 
  business and let the gangs take care of their own. Most gang lead-
  ers respect or fear the Guard, do not challenge the Guard’s pas-
  sage through their turf, and listen to anything a Guard leader has 
  to say. Many gangs will even punish and kill one of their own 
  gang members when the Guard can prove the accused is guilty of 
  some atrocity beyond redemption. This gives the Guard a great 
  deal of influence in the neighborhoods where people live. The 
  Guard has not fought another gang in 19 years.
  The Juarez government and their criminal benefactors have 
  come to hate the Guard. They recognize the influence the gang 
  has with the people, who see them as local heroes. This makes the 
  government and crime lords very nervous. They fear the Guard 
  is an inevitable political adversary that could one day threaten 
  the status quo and overthrow the corrupt government currently 
  in place. As a result, they order the police to harass, punish and 
  persecute the Guard worse than any of the other gangs. Likewise, 
  the police are ordered not to investigate or interfere with acts of 
  retribution taken by criminal organizations that attack members 
  of the Guard, not even drive-by shootings and open warfare in 
  the street. Fools that they are, they don’t realize that this makes 
  the Guard heroes and martyrs who are all the more respected and 
  revered by the people, and other gangs.
  Despite a decade long campaign against the Guard, their mem-
  bership has grown to more than twice the size and are all the more 
  resolute in making the neighborhoods of Juarez safe for families 
  and free of tyranny, be it at the hands of men or monsters. The 
  Guard respects all Vampire Hunters, Cyber-Knights, lawmen and 
  heroes of renown. They have never encountered a CS Soldier, but 
  tend to like what they’ve heard of the Coalition’s stance against 
  monsters and magic.
  The Guard
  Breakdown of the Gang: 5,650 total members puts it on par 
  with the “official” police force. 52% humans (10% of them are 
  men of magic), 33% D-Bees, 6% mutant animals (mostly Dog 
  Boys), and 9% others, including Psi-Stalkers, psychics, and oth-
  ers. Plus there are tens of thousands of families in the slums who 
  support the Guard by offering members sanctuary and hiding 
  places in their homes, medical assistance, food, report rumors and 
  suspicious people and incidents, and act as spies and informers.
  Common Gang Member Alignments: Scrupulous (30%), 
  Unprincipled (30%), Anarchist (20%), Aberrant (5%) and others 
  (15%).
  Typical Gang Member O.C.C.: City Rat (30%), Bandit/
  Thug (5%; any Criminal O.C.C.), Headhunter (5%), Practitioner 
  of Magic (10%), Professional Soldier (5%; any Men-at-Arms 
  O.C.C.), Psychic (5%; any O.C.C.), Rogue Scholar (5%), Vaga-
  bond (10%), Vampire Hunter (10%), Wilderness Scout (10%), 
  and others (5%). 12% of the Guard is made up of Dog Boys, Psi-
  Stalkers and other R.C.C.s.
  Experience Level of the Typical Guard Member: 1D4+2; 
  1D4+6 for leaders.
  Colors: Dress entirely in black or black and dark grey clothes 
  and body armor with brown or red boots and gloves. Most wear 
  a dark hood, ski mask, or stocking to cover the face to conceal 
  their identity from the authorities, rival gangs, the criminals they 
  fight and vampires. A white or silver cross is evident as a patch 
  on the shoulder, chest or back. Many members also have a silver 
  cross lying across a wooden stake tattooed on their arm. All wear 
  a silver cross around their neck, and most are equipped with basic 
  vampire fighting gear.
  Standard Vampire Weapons: Basic Gear (Minimum): Pock-
  et mirror, silver cross, wooden or silver plated machete (1D6 
  normal S.D.C. damage, 2D6 to vampires), wood billy club (1D6 
  S.D.C. damage), one vial of holy water and six wooden stakes. 
  Maximum Vampire Gear: Mirror, a wood or silver cross, 1D4 
  wooden knives or silver plated knives, crossbow or short bow and 
  arrows (each silver tipped), water pistol or water cannon, and/or 
  automatic pistols with silver bullets, and six wooden stakes and 
  mallet. Vampire Hunters who are members of the Guard have 
  their own range of equipment.
  Mega-Damage Weapons: One Vibro-Knife or Vibro-Short 
  Sword, one energy pistol with good to excellent stopping power 
  (handguns of all kind because they are easy to conceal; long-
  range weapons large, obvious and clumsy in close-quarter city 
  battles). Wilk’s, Northern Gun and Triax pistols are favorites, but 
  any can be used.
  Body Armor: Explorer, Urban Warrior, Bushman and Hunts-
  man body armor are the most common among the Guard and are 
  concealed under jackets, long coats, ponchos, robes or baggy 
  clothing.
  Bionics and Cybernetics: Cybernetic implants (a la City Rat 
  O.C.C.) are far more common than bionics. 50% of all Guard 
  members have 1D6+1 cybernetic implants, while 5% have that 
  number of implants plus 1D4+2 bionic features (limb, weapons, 
  etc.).
  Gang & Criminal Activity: The Guard spend most of their 
  time patrolling the streets as vigilantes protecting people from 
  criminals and vampires. They question suspicious characters 
  and detain, beat up and even kill criminals caught preying on 
  the citizens of Juarez or innocent travelers. They are especially 
  ruthless against Cyber-Snatchers and vampires, attacking with-
  out hesitation and with murderous intent. From the authori-
  ties point of view, the Guard are known vigilantes who don’t 
  think anything of threatening, starting fights and brawling with 
  roughnecks, bandits, and criminals, or chasing down and hurt-
  ing or killing “suspected” criminals and criminals caught in the 
  act of a crime, which often leads to gunplay, property damage, 
  injuries, and public unrest. A number of the Guard are wanted 
  for breaking and entry, assault, and murder (though usually 
  against criminals and evil beings). Occasionally, the Guard join 
  forces with other well meaning people (like player characters) 
  to fight crime, destroy evil and bring justice. The bloodiest con-
  frontations have been with the Skivers gang, vampires, bandits, 
  outsiders looking for trouble, and monsters. The Guard are con-
  stantly on the lookout for the undead and eliminate them when-
  ever possible. With the exception of the Skivers, the Guard 
  
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  avoid trouble with the other gangs and are respected by most 
  City Rats, other gangs, and the citizens of Juarez. Some of the 
  honest policemen even secretly work with the Guard to help 
  clean up the city. However, most of the Juarez police are cor-
  rupt and evil, thus they will kill (when there are no witnesses), 
  frame or otherwise discredit members of the Guard whenever 
  they can.
  Note: The Guard’s war on crime and vampires makes them 
  a pain in the neck for Juarez government leaders and authori-
  ties. For one thing, their superior efforts at fighting crime and 
  keeping the streets safe makes the corrupt officials look bad. It 
  also brings heat on them from their criminal associates, angry 
  about interference and losses caused by the Guard. However, 
  due to the massive support of the people and the respect of 
  other gangs, the corrupt police force can only do so much to 
  the Guard without causing a riot. As a result, they engage in 
  harassment, threats and unofficial retribution upon the gang, 
  often by hiring mercenaries, bandits and adventurers to kill key 
  Guard leaders or cause trouble for the gang. Of course, when 
  these “unfortunate incidents” occur, the police are nowhere to 
  be found. The lawmen let the conflict play out until it is over, 
  then they sweep in to keep things under control and to “inves-
  tigate” the matter.
  The Guard are broken down into division groups and squads. 
  The neighborhoods are first divided into regions, each region has 
  a division and Division Leader, and each division is broken into 
  several squads that take turns patrolling the streets and handling 
  local crime and other issues. Each regional division is respon-
  sible for protecting and assisting the people of a specific neigh-
  borhood area, with the gang functioning as a civilian militia and 
  vigilante police force. Each squad has 10 armed and trained 
  members to patrol the streets they are assigned. A squad may 
  be further divided into groups of two or four, but these smaller 
  units still coordinate and work together as a squad in a small, 
  specific area. The Guard’s focus is the protection of the inno-
  cent, stopping crime, chasing away brigands and monsters, and 
  dispensing justice upon those who threaten or hurt the people 
  of “their” sprawling neighborhood first, the people of Juarez in 
  general second, and outsiders last. The divisional leaders and 
  the less violent or physically capable members of the Guard as-
  sist in community affairs, organize public services, home repair, 
  garbage disposal, finding food, clothing and shelter for the poor, 
  and so on.
  Guard Gang Leaders: The leadership is divided between 
  three individuals. All are concerned with the plight of the people, 
  both D-Bee and humans, who live in poverty and who are the 
  constant victims of crime, gangs, brigands, corruption and evil. 
  Their credo is: If the police won’t do anything for the people, 
  then they will stand up for themselves – even if they have to take 
  the law into their own hands. Although the Guard often function 
  as police, judge, jury and executioner, and their idea of justice is 
  swift and violent, they have made a huge difference in cleaning 
  up and keeping the neighborhoods safe where the Guard have a 
  presence.
  Octavio Diaz is an aging 9th level Rogue Scholar (71 years 
  old, Scrupulous). He is one of he original founders of the Guard 
  and remains its spiritual heart and soul. Octavio remains very ac-
  tive in the organization, but is looking to take a step back and let 
  younger people handle the day to day operations. Hernan Luis 
  Calles or Lupe Estaves seem like the logical choices.
  Sir Clive Winston is an Anarchist (was Unprincipled) 10th 
  level Cyber-Knight and Director of Strategies and Tactics. He is 
  40 years old and rumored to have died once in the call of duty but 
  was magically resurrected. He stayed in Ciudad Juarez, his ad-
  opted home, during the years of the Siege on Tolkeen when many 
  Knights joined the battle there. He has had a few dealings with 
  Reid’s Rangers and has mixed feelings about them, and hates Sir 
  Lazarious. Over the last 8-10 years, Sir Winston has become less 
  tolerant of many people and situations.
  Lupe Estaves, an 11th level City Rat and Division Leader, 
  Unprincipled, age 35, has proven to be an intelligent (I.Q. 20), 
  super-resourceful, and charismatic leader (M.A. 21) driven by 
  deep conviction and compassion. He is so well regarded by the 
  rest of the Guard and the people they protect, that he is considered 
  to be the heir apparent to lead the gang.
  Hernan Luis Calles is an 8th level Operator and Division 
  Leader, age 31, Scrupulous alignment. His family has lived in 
  Juarez for generations and owns a popular neighborhood garage, 
  and his Uncle Miguel is the pastor of a local church and soup 
  kitchen in one of the poorest areas of Guard turf. The garage only 
  works on vehicles used by the Guard, and those belonging to 
  neighborhood people. In both cases, customers are only charged 
  for the cost of parts plus an additional 30% for labor.
  Guild for the Gifted
  The Guild for the Gifted, also known simply as “The Guild” 
  and “The Gifted,” is not a gang per se, but yet another influential 
  organization of self-serving people who operate within Ciudad 
  Juarez. The Guild is a combination trade union and exclusive 
  club for powerful practitioners of magic and the occasional psy-
  chic and super-powered being – vampires excluded. The majority 
  of the members are practitioners of magic (75%), nearly a quar-
  ter are Master Psychics (20%, with half being Mind Melters and 
  others described in the pages of Rifts® World Book 12: Psys-
  cape™), and the remainder (5%) are Rogue Scientists, Rogue 
  Scholars and people who hold arcane knowledge, power, or ar-
  tifacts that give them immense power, as well as a few alien be-
  ings, superhumans (i.e. humanoids with super abilities), dragons, 
  and supernatural beings.
  The Guild for the Gifted keeps a public low profile and tries 
  to avoid police entanglements and trouble with other gangs. Of 
  course, this does not mean that they are not involved in illegal 
  activities, quite the contrary, it’s just that they are very quiet and 
  discreet about it. The Guild has its hands in everything it can, 
  especially businesses involving magic and psionics. The goals 
  of its members are the acquisition of wealth, power and revenge 
  by means of magic, blood sacrifices and manipulation (which is 
  where psionics comes in).
  The Guild has a reputation for being mysterious, self-serving 
  and dangerous, which gives them a bit of a bogeyman reputa-
  tion. Thus, citizens of Ciudad Juarez tend to avoid all members 
  of the Guild for the Gifted for fear of becoming victims of hu-
  man sacrifice, an evil scheme, besieged by demons, plagued by 
  bad luck, or becoming the target the Guild’s many supernatu-
  ral and mortal enemies. Locals insist the Gifted are a source of 
  evil, and rumors of demon worship, dark magic, insanity and 
  wickedness abound. Many are the tales of nightly magic rituals, 
  blood sacrifices, visitations by demons and monsters, wizard 
  
  137
  feuds and depravity. How much truth there may be behind these 
  “rumors” is difficult to say, but there can be no doubt that the 
  locals believe them all. Next to city government, the police, and 
  the Black Market, the Guild for the Gifted is the most powerful 
  force in Ciudad Juarez.
  The Sanctum. A huge, five story mansion (with a basement 
  and a secret sub-basement) is known as the Sanctum. It serves as 
  the headquarters and home for about a third the members of the 
  Guild for the Gifted. The rest own their own haciendas, estates 
  and mansions or are off causing trouble in some other part of 
  the world. The Sanctum is out-of-bounds to the public, and not 
  even the police are allowed beyond the reception area and lounge 
  (which is fine by them as most are terrified to go any farther). 
  The place is protected by magic, wizard Familiars and supernatu-
  ral servants. Every room is enchanted with the “Sanctum” spell. 
  Magical symbols, wards, mystic alarms, and magic circles are 
  everywhere as are murals, works of art and shelves and shelves of 
  ancient and alien books. Thus, it is a true safe haven for its gifted 
  members and those people the Guild chooses to protect from both 
  man and the supernatural.
  The Library of the Gifted. A famous collection of mod-
  ern, pre-Rifts, ancient and otherworldly books and video disks 
  about magic and the supernatural is kept at the Sanctum. The li-
  brary includes books on history, lore, gods, demons, monsters, 
  vampires, other dimensions, dimensional travel, and learn-
  ing magic. Also included are books and scrolls with working 
  magic circles, rituals, and magic spells. The members of the 
  Gifted and special guests are allowed supervised access to the 
  Library of the Gifted. The library and its contents are protected 
  by magic and guardians, as well as the inhabitants of the Sanc-
  tum at the time. A quartet of Stone Golems, each 7 feet (2.1 
  m) tall, guard the entrance, with two outside the entrance door 
  and two inside the library itself. A pair of zombies clad in Co-
  alition Dead Boy armor, plus the pair of zombies that always 
  accompany Fineous the Librarian, are among the more obvious 
  safeguards.
  The Circle of Stone is a place of summoning used by the 
  Gifted just outside the city limits. It is a small ley line nexus point 
  where three ley lines (each about 5 miles/8 km long) intersect. 
  The location is denoted by a small, Stonehenge-like circle of 15 
  foot (4.6 m) stone pillars and archways. This is where the Guild 
  for the Gifted performs many of their most important and pow-
  erful summonings, dimensional travel and the opening of Rifts. 
  The place is shunned by the locals and authorities alike, and most 
  wizards who are not Guild members honor the Guild by not using 
  the place themselves.
  Rumors abound. The Guild for the Gifted is a constant 
  source of stories and wild-eyed speculation. Whenever sickness 
  or strange things occur in Juarez, fingers point toward the Gifted 
  as the source of the trouble. Thus it is difficult to say what rumors 
  may be true and which are not.
  Among the more recent crop of rumors: A number of artifacts 
  and books from the Magic Kingdom of Tolkeen have found their 
  way to the Sanctum. High-powered leaders of Tolkeen, includ-
  ing King Robert Creed, have taken refuge with the Guild for the 
  Gifted and live within the walls of the Sanctum. Other rumors 
  suggest it is not King Creed, but Warlord Corin Scard and Sal-
  kind the Metal Mage who have found sanctuary at the Guild, as 
  well as others from the Circle of Twelve.
  The Guild for the Gifted
  Breakdown: 156 total members; very exclusive, very elite, 
  very powerful. 50% humans, 30% D-Bees, 20% other (dragons, 
  demons, Temporal Raiders, Godlings, aliens, monsters, etc.). 
  Employ about 200 non-magic “associates,” including low level 
  practitioners of magic (level 5 and lower), assassins, spies, in-
  formers, and mercenaries on a regular basis to handle the more 
  mundane chores and dirty work. In addition, they have several 
  corrupt city officials and police on their payroll.
  Common Member Alignments: Anarchist (40%), Miscreant 
  (30%), Diabolic (20%), and Aberrant (10%).
  Average Level of the 156 Members: 11th level (roll 1D6+8).
  Colors: None per se. Tend to dress in silk robes and the most 
  expensive clothing, and be adorned in expensive gold and gem 
  encrusted jewelry and magic amulets and talismans.
  Standard Vampire Weapons: Pocket mirror, gold cross or 
  magic amulet, and magic weapons.
  Mega-Damage Weapons: Magic spells, scrolls, magic weap-
  ons, Vibro-Blades and handguns of all kinds, often including hard 
  to find and expensive items such as Triax weapons and Techno-
  Wizard devices.
  Body Armor: Typically worn only when a battle is antici-
  pated, and then usually light or partial armor like Urban Explorer 
  or Huntsman, or more likely, magic armor (Techno-Wizard, spell 
  or other magic).
  Bionics and Cybernetics: Cybernetics interferes with magic 
  and spell casting so it is avoided. No augmentation for the sake 
  of augmentation.
  Gang & Criminal Activity: Robbery, assault, kidnaping, ex-
  tortion, murder, assassination, and human sacrifice for the cause 
  of mystic knowledge and personal gain. Most of the Gifted’s 
  criminal and murderous ways are for the purpose of gathering 
  more wealth, power, magic, and the extraction of revenge. The 
  mages often sell their mystic services and favors to government 
  officials, the police, wealthy merchants and any who can afford 
  their price (often a debt that will see payment in the way of favors 
  and information collected time and time again). The Guild for the 
  Gifted is often called upon by the government and the police of 
  Juarez to assist them in dealing with supernatural menaces and 
  delicate matters such as assassination and clandestine operations.
  Note: The power and reputation of the Gifted is such that the 
  thousands of rogues and brigands who fill the streets will “give” 
  (the more foolish will try to sell) information to win a guild mem-
  ber’s favor (and perhaps be able to get a discount on magic items, 
  or receive aid or advice from the Guild member at a later time). 
  Furthermore, the Guild owns (has paid off) several key people 
  within the government and law enforcement, as well as hundreds 
  of informers and musclemen within the police department who 
  warn them of trouble, keep them apprised of developing situa-
  tions, lose evidence that could hurt the Guild, give them illegal 
  access to prisoners, and provide them access to police files. Cops 
  on the take blatantly ignore reports of crimes committed by the 
  Guild and may frame innocent people, especially outsiders or 
  vampires, for the crime when a scapegoat is needed. Consequent-
  ly, the members of the Guild for the Gifted seldom encounter 
  problems with the police or the government.
  
  138
  en explicit written instructions and can read/use magic scrolls, 
  but needs to draw P.P.E. from a blood sacrifice, willing par-
  ticipants, or a ley line to use a scroll.
  Magic and Weapons: NG-57 ion blaster and a Vibro-Dagger. 
  Wears an amulet of Turn the Undead and a magic charm (+1 
  to save vs magic & psionic attack). A large gold and diamond 
  studded, Egyptian style necklace (worth over 250,000 credits 
  as jewelry alone) is a magic talisman that contains the spell 
  Teleport: Superior and can be activated twice per 24 hours.
  Scrolls include: Two Armor of Ithan, two Banishment, three 
  Befuddle, two Blind, four Call Lightning, two Chameleon, 
  two Constrain Being, two Exorcism, six Eyes of Thoth, eight 
  Heal Wounds, one Impenetrable Wall of Force, two Invis-
  ibility: Simple, four Globe of Daylight, four Magic Net, one 
  Mystic Portal, four See the Invisible, one Re-Open Gateway, 
  two Restoration, two Speed of the Snail, three Superhuman 
  Speed and two Turn Dead. All scrolls are cast as if they were 
  8th level spells.
  Note: Fineous is a malicious fellow with a wicked sense of hu-
  mor and a cruel streak a mile wide. He takes great delight in 
  misleading adventurers (especially those of good alignments) 
  and getting them into trouble with other Guild members, the 
  police, evil forces and the supernatural. He seldom leaves the 
  Sanctum, but is often the host to visitors and oversees the li-
  brary. Two zombies, clad in heavy Dead Boy body armor and 
  armed with CS Vibro-Claws, C-18 laser pistols, and C-12 as-
  sault laser rifles, have been created to protect and assist the 
  old man. They obey the librarian’s every command. Fineous 
  has several scary stories about the zombies and always makes 
  a chuckling comment about the fate of those who dare to op-
  pose the Gifted.
  Devon Drilfraun
  The Lord of the Sanctum
  Also known as: Devon the Destroyer and Master of the Gifted.
  Alignment: Diabolic.
  Attributes: I.Q. 20, M.A. 14, M.E. 14, P.S. 17, P.P. 15, P.E. 15, 
  P.B. 24, Spd 12.
  Race: D-Bee (Elf).
  Age: 156, looks 30.
  Height: 6 feet, 7 inches (2 m). Weight: 194 lbs (87 kg). Tall and 
  slender. Hit Points: 76. S.D.C.: 27.
  M.D.C.: By magic or armor only.
  P.P.E.: 197. I.S.P.: None, not psionic.
  Disposition: Cool under the worst conditions; supremely con-
  fident. Condescending toward others, especially soldiers and 
  physical occupations.
  Level of Experience: 13th level Ley Line Walker.
  Area of Expertise/Skills of Note: Magic, administration, analy-
  sis, strategy and tactics. All Ley Line Walker O.C.C. skills, 
  Computer Operation, Horsemanship: Equestrian, Literacy: 
  Dragonese, American, Spanish, also speaks those languages 
  plus Faerie Speak, and Gobblely, Lore: Demons & Monsters, 
  Lore: Faeries & Creatures of Magic, Radio: Basic, and Pilot 
  Hovercraft, all at 98%, plus W.P. Energy Pistol and W.P. En-
  ergy Rifle.
  Weapons: JA-9 Juicer variable laser rifle, TX-11 sniper rifle 
  (3D6 M.D., 1600 foot range (488 m), 20 shot clip, +1 to strike, 
  aimed or wild shots only), TX-16 pump rifle (4D6 M.D., 1600 
  Members of Note within the Guild for the Gifted:
  Fineous Clydesworth
  Guild Librarian
  Also known as: The Librarian.
  Alignment: Diabolic.
  Attributes: I.Q. 24, M.A. 9, M.E. 14, P.S. 8, P.P. 11, P.E. 10, 
  P.B. 8, Spd 9.
  Race: Human.
  Age: 86 and looks every bit his age. However, it is rumored he 
  has been granted immortality.
  Height: 5 feet, 7 inches (1.7 m). Weight: 134 lbs (60 kg).
  Hit Points: 62. S.D.C.: 18.
  M.D.C.: By magic or armor only.
  P.P.E.: 12. I.S.P.: None, not psychic.
  Level of Experience: 14th level Rogue Scientist.
  Area of Expertise/Skills of Note: Archeology, Anthropology, 
  Biology, Chemistry, Chemistry: Analytical, Chemistry: Phar-
  maceutical, Mathematics: Advanced and Basic, Computer 
  Operation, Computer Programming, Literacy: Dragonese, 
  American, Spanish, Techno-can, and Euro, also speaks those 
  languages plus Japanese, Faerie Speak, and Gobblely, Lore: 
  Demons & Monsters, Lore: Magic, Lore: Vampires, and Ra-
  dio: Basic, all at 98%.
  Special Abilities (tied to Lore and Literacy knowledge): Rec-
  ognize and identify magic wards, circles, runes, and symbols 
  at 80%. Identify magic enchantment and potions (82%) and 
  magic items (75%). Can actually perform magic rituals if giv-
  
  139
  foot/488 m range, 16 rounds), silver short sword, flaming 
  sword (4D6 M.D.), Mantle of Invulnerability (3x daily, 10th 
  level, lasts 10 melee rounds), Techno-Wizard Thief Gloves 
  (look like metal gauntlets that have Concealment 6 P.P.E. and 
  Escape 8 P.P.E. spells/abilities, 8th level), and an amulet of 
  Turn the Undead. Also scrolls of Metamorphosis: Insect, Time 
  Hole, and Memory Bank.
  Spells of Note: All Ley Line Magic spells, all level 1-3 spell 
  invocations, plus Calling (8), Call Lightning (15), Close Rift 
  (200+), Create Zombie (250), Cure Minor Disorders (10), 
  Desiccate the Supernatural (50), Dimensional Teleport (800), 
  Dispel Magic Barrier (20), Fire Bolt (7), Life Drain (25), Lo-
  cate (30), Negate Magic (20), Remove Curse (140), Repel 
  Animals (7), Sanctum (390), Sickness (50), Speed of the Snail 
  (50), Spoil (30), Stone to Flesh (30), Summon Storm (300), 
  Tongues (12), Transferal (50), Wards (90), Water to Wine 
  (40), and Words of Truth (15).
  Note: Lord Drilfraun is the master of the Sanctum. It is his duty 
  to oversee the management of the Guild House (also his home) 
  and the day to day routine of the Guild functions and activi-
  ties. He is generally regarded as second or third in command 
  of the Guild.
  Rasputin the Grey
  Guild High Lord/Leader
  Real Name: Rasputin Tanrovich.
  Alignment: Miscreant.
  Attributes: I.Q. 20, M.A. 24, M.E. 21, P.S. 17, P.P. 15, P.E. 18, 
  P.B. 19, Spd 14.
  Race: Human.
  Age: 56
  Height: 6 feet (1.8 m). Weight: 180 lbs (81 kg).
  Hit Points: 59. S.D.C.: 30.
  M.D.C.: By magic or armor only.
  P.P.E.: 219, I.S.P.: 61, Minor Psionic.
  Level of Experience: 14th level Shifter.
  Area of Expertise: Magic, summoning, diplomacy, deceit and 
  manipulation; suffers from delusions of grandeur.
  Skills of Note: Computer Operation, Hand to Hand: Expert, Lit-
  eracy: Dragonese, American, Euro (the Old Russian Empire 
  is his native land), also speaks those languages plus Spanish 
  and Gobblely, Lore: Demons & Monsters, Mathematics: Ad-
  vanced and Basic, Radio: Basic, Pilot: Hovercraft, all at 98%, 
  plus W.P. Energy Pistol and W.P. Energy Rifle.
  Magic Spell Knowledge: All level 1-2 spell invocations, all pro-
  tection and summoning spells (Summon Shadow Beast is one 
  of his favorites), plus Animate/Control Dead (20), Anti-Magic 
  Cloud (140), Banishment (65), Blind (6), Call Lightning (15), 
  Circle of Flame (10), Close Rift (200+), Commune with Spir-
  its (25), Create Magic Scroll (100), Dimensional Teleport, 
  Dimensional Portal, Dispel Magic Barriers (20), Exorcism 
  (30), Expel Demons (35), Eyes of Thoth (8), Eyes of the Wolf 
  (25), Fire Ball (10), Forcebonds (25), Frost Blade (15), Fuel 
  Flame (5), Globe of Silence (20), Id Barrier (600), Id Alter 
  Ego (130), Invisibility: Superior (20), Lightblade (20), Mask 
  of Deceit (15), Multiple Images (7), Mute (50), Negate Magic 
  (30), Oracle (30), Repel Animals (7), Sanctum (390), Shadow 
  Meld (10), Soul Twist (170), Tame the Beast (60), Teleport: 
  Lesser (15), Teleport: Superior (600), Tongues (12), Trans-
  feral (50), Turn Dead (6), Watchguard (10), Wind Rush (20), 
  and Words of Truth (15).
  Psionics: Minor Psionic, 61 I.S.P., Presence Sense (4) and Object 
  Read (6).
  Weapons: Triax TX-26 particle beam pistol, (5D6 M.D., 400 
  foot range/122 m, 15 shot FSE-Clip), TX-16 pump rifle (4D6 
  M.D., 1600 foot range/488 m, 16 rounds), wooden staff (2D4 
  S.D.C.), flaming sword (4D6 M.D.), Mantle of Invulnerability 
  (3x daily, 10th level, lasts 10 melees or 2.5 minutes), Tech-
  no-Wizard Thief Gloves (look like metal gauntlets that have 
  Concealment 6 P.P.E. and Escape 8 P.P.E. spells/abilities, 
  8th level), and an amulet of Turn the Undead. Also scrolls of 
  Metamorphosis: Insect, Time Hole, and Memory Bank.
  Note: High Lord Rasputin the Grey is linked to a supernatural 
  intelligence known as the Grey One, Lord of the Shadows. The 
  origin and powers of the Grey One are unknown to all but Ras-
  putin. Nobody knows who or what the Grey One may be or 
  what it wants, but Rasputin’s link to the mysterious deity gave 
  him the power to usurp leadership of the Guild for the Gifted. 
  This happened 15 years ago when he murdered the original 
  founder of the Guild. Rasputin is perceived as a capable and 
  cunning leader. He has won the respect and fear of his fellow 
  guildsmen and under his leadership, the Guild has prospered. 
  With Rasputin’s guile and ingenuity, the Guild has grown to 
  be one of the important powers behind the scenes at Ciudad 
  Juarez. Half of the Guild members are fiercely loyal to their 
  leader, a third are complacent and the minority envious.
  Rumors: Rasputin is reputed to associate with demons and crea-
  tures of darkness. One or two Shadow Beasts are always at 
  his side to protect him. It is said the Grey One he serves has 
  no love for vampires and has aspirations to enslave or destroy 
  them. While this may sound promising, remember to beware 
  the devil you don’t know. Despite this rumor, Rasputin and 
  the Guild have made no obvious moves to kill or undermine 
  the undead in Ciudad Juarez or the Vampire Kingdoms. An-
  other rumor believed to have been started by the priests of 
  Camazotz is that the Grey One and Camazotz know each oth-
  er. However, it is unclear whether the two are part of the same 
  pantheon, friends, allies or enemies.
  The Night Masters
  More than two thirds of the vampires in Ciudad Juarez are not 
  card-carrying members of the Executive Circle. Many, however, 
  agree to follow the Circle’s suggestions protocols for staying un-
  der the radar and sometimes turn to the Executive Circle when 
  they find themselves in trouble. A large number of the vampires 
  living in Ciudad Juarez are lone individuals or members of small 
  clans and families with 3-12 members. In fact, Doc Reid esti-
  mates that one third to half the undead in the city are independent 
  vampires with no allegiance or affiliation with any of the Vam-
  pire Kingdoms. As such, they have their own agendas and seek 
  to fulfill their own aspirations. Such individualists are proud to 
  be vampires and believe themselves superior to mortals, but they 
  have separated themselves from the Kingdoms or plans for global 
  domination. However, they appreciate the reason to be coy and 
  not flaunt their presence or superiority to mortals, so they follow 
  the protocols suggested by the Executive Circle and don’t make 
  waves.
  
  140
  However, not every undead feels this way. Some individuals 
  and groups of vampires answer to no one and do as they please. 
  These rogues kill residents of Juarez, challenge Vampire Hunters 
  to battles in the streets, confront heroes, take down whoever gets 
  in their way, and flaunt their existence as vampires. Individuals 
  and small clans are bad enough, but there are several small gangs 
  (1D6x10 vampire members, plus their servants and flunkies) who 
  behave this way. The worst of the vampire gangs roaming the 
  streets of Ciudad Juarez is the Night Masters.
  The Night Masters gang is a virulent plague that over the 
  last 16 years, people have tried to wipe out on many occasions. 
  However, every time the gang leaders are slain and the gang 
  disbanded, it resurfaces as vicious and nasty as before. All the 
  original Night Masters gang leaders were destroyed more than 
  a decade ago, yet when the gang reappears under new leader-
  ship, the new leaders take the names of the founders and keep the 
  gang running until they too are slain. This has gone on, over and 
  over again for more than a decade. Despite the almost obsessive 
  efforts of the Guard, secret purges by the Night Cleaners, and 
  the efforts of visiting heroes, the Night Masters keep resurfac-
  ing meaner than ever. The Executive Circle has recently decided 
  that sending the Night Cleaners after the gang only makes them 
  heroic rebels in the eyes of defiant, young vampires who join the 
  ranks of the gang with each new incarnation. Thus, they’ve called 
  off the Night Cleaners — for now.
  The martyr aspect may be an accurate one, because with every 
  new incarnation of the Night Masters gang, the new leaders take 
  the names of the original gang’s top leaders and all members see 
  themselves as rebellious heroes. The original founders, Master 
  Night, Night Mother, Dark Brother and Ray Flint, are all revered 
  as champions of vampire-kind and bold anarchists ready to take 
  their place as demigods among mortals, not kowtow to them. 
  This appeals to young vampires (levels 1-4) who revel in their 
  vampiric powers and are anxious to rise to the top of the food 
  chain and rule over inferior mortals.
  The vampires of the Night Masters, from leaders to the low-
  liest member, behave like arrogant, elite beings who should be 
  feared and worshiped by humans and D-Bees. They flaunt who 
  and what they are, force mortals to bow down before them or suf-
  fer their wrath, and engage in blatant criminal acts, violence and 
  murder. In short, they do as they please and defy any “mortal” 
  to stop them. They enjoy attacking the police (who usually run 
  for their lives), embarrassing adventurers, taking down fighters 
  of all types, and killing Cyber-Knights, Vampire Hunters and the 
  Guard. They also enjoy fights with other Juarez gangs to prove 
  they are the most deadly and powerful. The current Night Masters 
  gang are not nearly as well organized as many past incarnations, 
  and lack good strategies and tactics from their leadership. The 
  current gang leaders are in-your-face tough guys with arrogance 
  to spare, but lack finesse and direction. What they lack in skill, 
  purpose and leadership, however, they make up for with excep-
  tional ruthlessness and sheer numbers. This current Night Mas-
  ters gang has more gang members than any before them.
  Breakdown of the Gang: Estimated at 300-350 total mem-
  bers; vampires only. They also have the sympathies of scores of 
  other undead who may or may not help or support them in a crisis.
  
  141
  Common Gang Member Alignments: Anarchist (25%), Ab-
  errant (5%), Miscreant (40%), and Diabolic (30%).
  Typical Gang Member O.C.C.: Secondary Vampires (90%) 
  and Wild Vampires (10%). Bands of 2D4+2 Night Masters can 
  be encountered anywhere in Juarez. However, being young turks 
  with something to prove, they are most likely to be found where 
  the action is – nightclubs, gambling houses, illicit places of busi-
  ness, the bad parts of town and wherever human champions and 
  adventurers can be found to fight with.
  Experience Level of the Typical Night Master: 1D4 level; 
  1D6+1 for leaders.
  Colors: Nothing official, but they tend to wear dark clothing, 
  leather, spikes and chains, and fetish gear. The gang insignia is 
  a broken femur bone, which they often leave at the scene of a 
  crime or battle as their calling card. A handful (less than 10%) 
  wear the insignia of the broken bone on their clothes, and 50% 
  make no attempt to disguise their undead appearance, they look 
  like demonic corpses.
  Standard Vampire Weapons: Many of the undead do carry 
  weapons capable of hurting and killing other vampires, most no-
  tably wooden stakes, cane swords with a silver blade, wood and 
  silver weapons, crossbows, and guns loaded with silver bullets, 
  mainly revolvers, pistols and submachine-guns.
  Mega-Damage Weapons: Vampires are able to use a wide 
  range of weapons and gear, from guns and tech to magic, but 
  Night Masters are elitists and purists who rely heavily on their 
  supernatural powers rather than the “toys of men.” When they do 
  use weapons, they prefer melee weapons, blades, Vibro-Blades, 
  Vibro-Claws and laser weapons, which have become tradition for 
  this gang. The occasional magic item may also be used. Many 
  also like riding fast vehicles such as hover cycles, rocket bikes, 
  and motorcycles. Note: The Night Masters never hire mortal 
  henchmen to do their dirty work. Humanoids are beneath them, 
  and good only as slaves and as cattle to feed upon.
  Body Armor: Night Masters prefer to rely on their super-
  natural abilities to prove their superiority over mortals and their 
  feeble technology. Thus, as a general rule, no armor is worn, 
  though some wear partial armor and Dog Boy or Juicer style ar-
  mor (about 30 M.D.C.) that can be easily taken off and put on to 
  allow for quick metamorphosis. Armor, stylish, black long coats 
  and jackets may be decorated with bones and skulls of previous 
  victims.
  Bionics and Cybernetics: Not possible for vampires.
  Gang & Criminal Activity: Murder and mayhem of every 
  sort. Known for vandalism, arson, savage beatings and mug-
  ging, deadly brawls, theft, blackmail, terrorism, assault, torture, 
  murder, mass murder, and public displays of vampirism. Night 
  Masters look for trouble. They challenge and attack other gang 
  members, the Juarez police, adventurers, warriors and heroes of 
  all kinds. The bloodiest confrontations are with the Guard, the 
  Executive Circle’s Night Cleaners, the Psykes, the Subs, the El 
  Paso K-9s, Dog Boys in general, Vampire Hunters and Cyber-
  Knights, all of whom they loathe.
  In short, Night Masters do as they please, take what they want, 
  and beat or kill anyone who gets in their way. They often commit 
  crimes, make threats and do things with the express purpose of 
  provoking conflict, luring out heroes, and showing humans who 
  is boss. These vampires love to humiliate, bully and hurt human-
  oids.
  The Current Gang Leaders:
  Master Night, the gang’s leader, is a 6th level Secondary 
  Vampire whose real name is Pedro Hernandez, Miscreant align-
  ment, age 25. I.Q. 21, M.E. 15, M.A. 18, P.S. 24 (Supernatural), 
  P.P. 17, P.E. 15, P.B. 19, Spd 22. Pedro is a handsome and charm-
  ing male with a passion for women and brutality. He runs the 
  Night Masters like a band of self-indulgent punks flaunting their 
  power and taking what they want. Some might argue this is a 
  death wish, but there are some hints of cunning and organization. 
  It’s just that Master Night and his gang are arrogant anarchists 
  and behave very much as bullies and rebels without a cause.
  Second in command, Ray Flint. The vampire who has taken 
  the name of Ray Flint is Paulo Delgado, a Diabolic, 4th level 
  Secondary Vampire, age 19. I.Q. 11, M.E. 9, M.A. 10, P.S. 30 
  (Supernatural), P.P. 26, P.E. 14, P.B. 14, Spd 24. Ray/Paulo is a 
  bruiser and psychopath who used to run in a human gang before 
  being Slow Killed by a vampire. Being a vampire is the best thing 
  to ever happen to Paulo, whose vampire manifestation loves to 
  hurt, terrorize, fight and kill.
  Night Mother is Bethany Cruse, a Diabolic, 2nd level Sec-
  ondary Vampire, age 31. I.Q. 12, M.E. 13, M.A. 11, P.S. 22 (Su-
  pernatural), P.P. 15, P.E. 12, P.B. 23, Spd 18. Night Mother has 
  a taste for blood and torture. She loves to publicly humiliate hu-
  mans and D-Bees, especially heroes and authority figures.
  Dark Brother is Matthew Logan, Anarchist, 3rd level Sec-
  ondary Vampire, age 20. I.Q. 13, M.E. 10, M.A. 12, P.S. 27 (Su-
  pernatural), P.P. 21, P.E. 14, P.B. 15, Spd 21. He is a wild man 
  who is hyper, daring and crazy. He has a hair trigger temper, will 
  consider most challenges, hates to back away from a fight and has 
  a tendency to fly off on flights of fancy, rants and violence. He is 
  a party animal always looking for a good time at other people’s 
  expense.
  The Old Cemetery. This the location was the lair of the origi-
  nal Night Masters gang and everybody knows about it. Yet, 30% 
  of the gang members live in the natural labyrinth of caves and 
  tunnels underneath the cemetery, as if daring Vampire Hunters 
  to come for them. This, again, leads some observers to believe 
  members of the gang have a death wish. Another 10% live scat-
  tered through the cemetery in buried coffins and the occasional 
  mausoleum. The rest reside at secret locations scattered across 
  the city.
  The Psykes
  A band of criminals who call themselves the Psykes (pro-
  nounced “sikes”) dominate the streets of the west side. They tend 
  to be much more intelligent, organized and subversive than most 
  gangs. The gang consists of a mixture of humans and D-Bees 
  whose only requirement is to possess at least Minor Psionic pow-
  ers. The greater one’s psionic abilities and cunning, the higher 
  their position within the gang. Although all true members of the 
  Psykes gang must have psionics, the gang also employs a network 
  of non-psychic runners, spies, and snitches in its organization.
  A nicer section of the west side is controlled by the Psykes. It 
  is the only area of town that is truly vampire free. It is also free of 
  the Black Market, as the Psykes own and operate all illegal busi-
  nesses on their turf. The gang’s network of spies and lookouts 
  (not to mention psychic premonitions) warn them of any Black 
  Market or government sponsored intervention, or incursions by 
  
  142
  vampires. They also deploy what they call “soldiers,” usually 
  Psi-Stalkers, Dog Boys, Bursters, Zappers and Psi-Slayers, to 
  eliminate trouble before it happens. It is the soldiers who are the 
  most obvious force on the streets, but it is the quieter, less obvi-
  ous leaders and elite, Master Psychics who are the most feared, 
  for they posses the deadliest psychic powers and are not noticed 
  until they strike.
  Meetings and pow-wows with members of the Guild for the 
  Gifted and practitioners of magic often take place at what the 
  Psykes call the “Free Zone.” A neighborhood so named because 
  it is free of magic due to the strategic placement of Psi-Nullifiers. 
  Streets under the control of the Psykes have the fewest magic and 
  supernatural beings in the city.
  
  143
  The Psykes
  Breakdown: 355 total psychic members: 40% psychic hu-
  mans, 30% psychic D-Bees, 10% Psi-Stalkers, 15% Mutant 
  Animals (90% are Dog Boys), 5% other. All Psykes have some 
  degree of psionic ability, 50% are Psychic R.C.C.s, 30% have 
  Major Psionics, and the remaining 20% have Minor Psionic pow-
  ers. An additional 700 non-psionics compose their network of 
  street spies, snitches, lookouts, runners, and petty crooks (typi-
  cally 1D4 level City Rats, Vagabonds, Bandits and other criminal 
  occupations).
  Common Gang Member Alignments: Anarchist (50%), Ab-
  errant (10%), Miscreant (30%) and others (10%).
  Typical Gang Member O.C.C.: Bursters (3%), Dog Boys 
  (14%), Mind Bleeders (2%), Mind Melters (5%), Nega-Psychics 
  (0.5%), Psi-Druids (2%), Psi-Ghosts (2%), Psi-Nullifiers (3%), 
  Psi-Slayers (2%), Psi-Stalkers (10%), Psi-Techs (2%), Psi-
  Warriors (2%), Zappers (1.5%), and other (51%; includes Ma-
  jor and Minor Psychics, D-Bees and other inhuman beings with 
  pronounced psychic ability). Vampires, Mages and Mystics not 
  allowed.
  Average Level of Experience: 1D8 for psychics, 2D4+3 for 
  leaders, and 1D6 for non-psychics.
  Colors: The majority wear bright, multi-colored ponchos. 
  Their insignia is an eye (as in the psychic third eye) which many 
  members have tattooed in the middle of their forehead (30%), on 
  their helmets or over their heart (40%).
  Vampire Slaying Weapons: Most carry a wood cross, sil-
  ver dagger, and water pistol. Full vampire combat gear as used 
  by Psykes “soldiers” on an extermination patrol include wooden 
  stakes, garlic, wooden cross, crossbow or wooden spear or jav-
  elin, two silver daggers, a revolver with silver bullets, and a shot-
  gun filled with silver pellets or a water cannon. Magic may also 
  be used.
  Mega-Damage Weapons: High-tech, lightweight, rapid-fire 
  handguns and long-range weapons are preferred. Wilk’s laser 
  weapons and pulse rifles are a favorite. Techno-Wizard weapons 
  and devices and other forms of magic items are also popular, but 
  not the mages who make them.
  Body Armor: The Urban Warrior, Plastic Man, Bushman and 
  Coalition style Dog Pack armor are the most popular, but others 
  can be used. Psykes prefer light and medium armor that can be 
  concealed under a poncho or long coat. A handful of members 
  use Titan power armor and the Triax Terrain Hopper.
  Bionics and Cybernetics: 15% of the Psykes have 1D6 cy-
  bernetic implants. None have bionics.
  Gang & Criminal Activity: The Psykes have become a well-
  oiled crime syndicate that owns, manages and controls 79% of 
  the gambling, numbers running, fences, pawnshops, Body-Chop-
  Shops, prostitution, drugs, racketeering, extortion/blackmail, 
  confidence games, smuggling and other criminal operations on 
  the west side of Ciudad Juarez. Once known for daring robber-
  ies, especially against rival Black Market establishments and city 
  government, the Psykes no longer engage in activity that pro-
  vokes their hometown rivals and opposition. Instead, they tend to 
  their own organized crime network. That being said, Psykes hate 
  vampires, demons, Deevils and the Coalition Army, and dislike 
  the Black Market, Guild for the Gifted and magic users in gen-
  eral. As a result, the gang can’t help enjoying robbing them, foil-
  ing their plans and causing them problems every once in a while. 
  Thus, a band of adventurers in trouble with those listed above 
  may find the Psykes to be a potential ally or resource just so they 
  can stick it to their rivals and people they dislike.
  The Psykes’ other big stock-in-trade business is the buying 
  and selling of information. Being psychics, the gang members 
  have more resources than most at “acquiring” information – 
  sometimes plucking it right out of somebody’s head.
  The Psykes’ abilities to read minds and control people make 
  them the most feared and hated by the people of Ciudad Juarez. 
  They are also the most despised by the police, who would happily 
  shut them down if they could.
  Note: When the Psykes gang stopped openly targeting the 
  Black Market and the Guild for the Gifted to carve out its own 
  criminal empire on the west side, it probably saved them from an-
  nihilation. Both the Black Market and Guild were formulating a 
  joint operation to wipe the Psykes out. When the gang stopped its 
  campaign against the two, became more discreet, and restricted 
  its criminal operations to the west side, the Guild for the Gifted 
  and the Black Market were able to ignore them without losing 
  face. Still, the two hate the Psykes and are happy to quietly and 
  secretly encourage outsiders to do things to undermine and dam-
  age the gang.
  Gang Leaders: The top gun of the Psykes remains the ne-
  farious, 15th level Mind Melter known as The Eye. Even after 
  two decades as leader of the Psykes, her real name and identity 
  remain a secret. Quite the feat considering the nature of the gang. 
  All that is known is that the Eye is female and appears to be 
  Mexican. She is a strong, ruthless leader with a talent for crime, 
  organization and managing an ever expanding criminal empire. 
  She knows how to manage and motivate people, and runs her 
  operation with an iron fist. Any male who treats her with disre-
  spect is punished via psionic torture. Anybody who tries to usurp 
  her power or challenge one of her decisions is killed. And death 
  never comes quickly or easily.
  Attributes: I.Q. 17, M.A. 20, M.E. 22, P.S. 9, P.P. 12, P.E. 14, 
  P.B. 12, Spd 10. The Eye has run the Psykes for 20 years, she is 
  41 years old and Miscreant alignment.
  Skills of Note: Dance 93%, Hand to Hand: Basic, Horseman-
  ship: General 98%, Language: American, Spanish, Gobblely and 
  Dragonese 98%, literacy: American 93%, Mathematics: Basic 
  98%, Pick Pockets 98%, Pilot Hovercraft 98%, Streetwise 81%, 
  W.P. Submachine-Gun, and W.P. Energy Rifle.
  Psionic Powers: 253 I.S.P. and knows all Healing and Sensi-
  tive abilities and most Physical psionics, including all Telekinetic 
  powers and disguise abilities. Super Psionics include Electroki-
  nesis (varies), Hydrokinesis (varies), Mind Block Auto-Defense 
  (special), Group Mind Block (22), Mind Bolt (varies), Mentally 
  Possess Others (30), Mind Wipe (special), Mind Bond (10), Psi-
  Sword (30), Psi-Shield (30), Psychic Omni-Sight (15), Pyrokine-
  sis (varies), Telekinesis (Super; 10), Telekinetic Force Field (30), 
  and Telemechanics (10).
  Steven Trenton remains The Eye’s loyal Second in Com-
  mand, an 11th level Mind Melter, age 36, Miscreant alignment. 
  He is tough, self-reliant, a good leader and deadly in a fight.
  Psionic Powers of Note: All Physical and Sensitive abilities, 
  plus Bio-Regeneration (Super; 20), Bio-Manipulation (10), Em-
  pathic Transmission (6), Hydrokinesis (varies), Hypnotic Sug-
  gestion (6), Mind Wipe (special), P.P.E. Shield (10), Psi-Shield 
  (30), Psi-Sword (30), and Pyrokinesis (varies).
  
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  The Skivers
  The Skivers are one of the most violent criminal gangs in 
  Juarez. They are thugs, City Rats and Cyber-Snatchers who make 
  a living stealing technology and cybernetics. Cyber-Snatchers 
  are considered the lowest of the low even in Ciudad Juarez, be-
  cause they attack, maim and kill people in order to steal their 
  cybernetic or bionic body parts for resale to Body-Chop-Shops. 
  Cyber-Snatching is so prevalent in Juarez that the unscrupulous 
  Cyber-Docs pay a mere 5% of the retail value in credits or 10% 
  in trade for cyber components and chop-shop services. Note that 
  cybernetic retail prices in Juarez are 20%-35% less than standard 
  prices in other cities.
  Juarez Body-Chop-Shops are pretty blatant and many adver-
  tise with colorful neon signs and/or have hawkers on the street 
  corners trying to lure potential customers into their establish-
  ments. Several offer the promotional deal of “Bring in the artifi-
  cial part, and we’ll implant/attach it at half price,” or “install two 
  for the price of one.” Frequently, 1D4 Skivers hang around the 
  alleys and darkened entranceways near chop-shops, bars, drug 
  dens, flophouses and hotels looking for victims to target. A drunk 
  adventurer or cyborg is an easier target than a sober one. A po-
  tential candidate is sized-up and attacked when the Skivers think 
  they have the upper hand and can ambush from the shadows. 
  Other times, the gangsters follow and watch their potential target, 
  like a thief casing a home to rob. They attack later that night or 
  perhaps a few days later, depending on opportunity, the perceived 
  strength of the victim and the strength of the cyber-thieves. Skiv-
  ers like to outnumber their opponent three to one and always try 
  to catch their victims off-guard. They are also known to plunder 
  corpses, the wounded and helpless, and have even been known 
  to attack ambulances, hack off a bionic limb at a crime scene, 
  and rob bodies at the city morgue. Ironically, most Skivers are 
  themselves Partial Cyborgs or City Rats with many cybernetic 
  implants.
  Like Juicers, Skivers live fast and die young. When they have 
  money, they live high on the hog. In combat they fight dirty, fight 
  hard, and fight to win by any means necessary. The Skivers tend 
  to avoid antagonizing other gangs, but nobody respects these 
  bushwhacking slime buckets. The Guard shoot Skivers on sight! 
  Most other gangs avoid them, and the Skivers are one gang that 
  even the Juarez Police will arrest and prosecute. In recent years, 
  the gang has slid in numbers and gone through several leaders.
  Rumors. It is rumored that the Skivers have cut a deal with 
  some independent vampire clans to dispose of the bodies of their 
  kills, provided they can strip them of bionics and cybernetics first.
  The Skivers
  Breakdown: 148 total members (was over 200 at the gang’s 
  peak); 49% humans, 48% D-Bees and 3% others.
  Common Gang Member Alignments: Anarchist (30%), 
  Miscreant (35%), and Diabolic (35%).
  Common Gang Member O.C.C.: Bandits, City Rats, Cyber-
  Snatchers, Headhunters and Vagabonds.
  Typical Level of Experience: 1D6. Leaders 1D6+2.
  Colors: Black leather jackets, dark leather clothing and armor 
  decorated with leather straps and metal studs. The gang’s insignia 
  is a chain saw dripping blood. It is usually worn as a large patch 
  on the back of jackets and armor or a smaller patch worn on the 
  front of shirts and jackets.
  Vampire Slaying Weapons: These items vary widely among 
  the members of the Skivers gang but include a half dozen wooden 
  stakes, a crucifix, water pistol or water cannon, and silver bullets 
  (revolvers and automatic weapons).
  Mega-Damage Weapons: Can be anything, but Vibro-
  Knives, Vibro-Swords, M.D. chain saws (inflict 1D6+2 M.D., 
  but require a P.S. 20 or higher to use) and cybernetic and bionic 
  weapons are their favorites. Heavy damage energy pistols and 
  grenades are also popular. Jet packs, hovercycles and motorcy-
  cles are the usual means of fast, street transportation; 60% are 
  equipped with weapons.
  Body Armor: Those who are Partial and Full Conversion Cy-
  borgs may wear bionic armor, but most wear, anything they can 
  lay their hands on, including Plastic-Man, Urban Warrior, Gladi-
  ator, Crusader, Juicer armor (partial) and re-painted and custom-
  ized Coalition Dead Boy armor as well as Northern Gun armor. 
  Whatever is worn is usually accessorized with leather straps and 
  metal studs.
  
  145
  Bionics and Cybernetics: 70% of the Skivers are augmented 
  with 2D4+2 legal or illegal cybernetic implants; 35% also have 
  one bionic limb and two additional bionic features (eye, weapon 
  for the bionic limb, etc.). Ten percent are Partial Reconstruction 
  ‘Borgs/Headhunters with a pair of bionic arms or legs, and wear 
  LI-B2 light infantry body armor (270 M.D.C.). Five percent are 
  Full Conversion Combat Cyborgs.
  Gang & Criminal Activity: Spend most of their time hanging 
  out, getting drunk or high, getting into brawls, robbing, mugging, 
  and stealing mechanical augmentation. Notorious for maiming, 
  killing and brutalizing the victims of their Cyber-Snatching, as 
  well as for vandalism, theft, armed robbery, breaking and entry, 
  assault, and murder. Occasionally sell their services as mercenar-
  ies, thieves and thugs to merchants, travelers and fellow crimi-
  nals. The bloodiest confrontations are with the Guard. Ignore 
  vampires and other monsters. Treat the police with disdain but 
  try to avoid combat with them.
  The Gang Leaders:
  The current leader of the Skivers (there have been many) 
  is a D-Bee killing machine who goes by the name of Slaughter. 
  He is a Lanotaur Hunter said to have come from the Jungles of 
  the Yucatan. He hates humans with a passion and dislikes most 
  other life forms. He is powerful in the extreme and has delusions 
  of making the Skivers into a crime empire like the Psykes. It will 
  never happen, as Slaughter is too quick to solve all his problems 
  with violence and murder, has no patience for organization or de-
  tails, and is a terrible leader. As the leader of a band of cutthroats 
  and killers, the Lanotaur is a perfect leader, but as a crime lord, 
  forget about it. Each failure in this plan makes him all the more 
  violent, killing his own men. Slaughter is a 6th level Lanotaur 
  Hunter, Diabolic alignment. See Rifts® World Book 30: D-Bees 
  of North America, pages 115-117, for details.
  Second in command is a human named Kyle Sanderson, a 9th 
  level Momano Headhunter, Anarchist alignment. He has decent 
  leadership skills and has the support of the Skivers gang members 
  who have come to fear Slaughter and turn to Sanderson for help. 
  Sanderson is an ex-mercenary, and some say ex-Coalition merce-
  nary, who thought he could retire in Ciudad Juarez. Things have 
  taken a bad turn with the increasingly volatile Slaughter shaking 
  up the gang. Now he has to decide whether or not he should try to 
  step up and take control of the gang (which means killing Slaugh-
  ter), or move on (which probably means out of Juarez, as the 
  insane Slaughter is likely to see his departure as an act of betrayal 
  and look for revenge). Neither is a happy proposition.
  Rumors. Many believe Slaughter is insane and his grip on re-
  ality is deteriorating. For one thing, Lanotaur Hunters are famous 
  for their calm as hunters and controlled thrill-seekers. Slaughter, 
  on the other hand, broods half the time and rails or acts out in 
  violence the rest of the time, to the point of beating and killing his 
  own men. He seems to be coming unhinged. Word on the street is 
  members of the Skivers, in fear of their lives, are leaving the gang 
  to join the Subs or leaving Juarez entirely. Some rumors have 
  suggested second-in-command, Kyle Sanderson, is looking to put 
  the crazy man down and take over the gang. If someone doesn’t 
  do something soon, the gang will fall apart. Sensing weakness, 
  there is a rumor that the Juarez Police are planning to declare war 
  on the gang and kill and capture as many as possible.
  The Subs
  The Subs gang has been around for almost fifty years, making 
  them the oldest gang in Ciudad Juarez. They are a D-Bees only 
  club, usually allowing only the ugliest and most inhuman look-
  ing D-Bees to join, hence the name “Subs,” as in “sub-humans.” 
  They are your typical tough punk gang of bullies and thugs who 
  use their physical might and inhuman natural powers to take what 
  they want. They see themselves as the kings of the hill in east 
  side Juarez and get their way by force. They are quick to accept 
  any challenge of combat, especially against a human or vampire 
  opponent, and love to brawl. The Subs hate humans, vampires 
  and the more handsome D-Bees and like nothing better than to 
  put them in their place. The Subs are obnoxious, meanspirited 
  and bellicose, especially when dealing with humans, heroes and 
  authority figures. They even give the Black Market trouble from 
  time to time, and have an ongoing feud with the Guard, Skivers 
  and Night Masters.
  The Subs’ typical criminal activities include mugging, car-
  jacking, robbery of all kinds, assault, vandalism, brawling (bar 
  and street-fights), fighting in the arena themselves, beating up 
  and killing humans (they hate humans), attacking and killing 
  vampires, drug dealing and prostitution for D-Bees. Some sell 
  their services as bodyguards, mercs and guns for hire to the 
  Black Market, bandits and other criminals, as well as engage in 
  bushwhacking, claim jumping, cattle rustling and banditry them-
  selves. Subs will also offer their services to vandalize, spy, tail, 
  steal, beat people up, break limbs, torture and murder. The more 
  violent the job, the better. They’ll inflict injury on any creature, 
  human or D-Bee, but never knowingly work for a human or a 
  vampire. If the Subs have any redeeming quality, it is they fight 
  and kill vampires.
  The Subs’ most favorite criminal activity, however, is ex-
  clusive to their gang: illegal gladiatorial games. That sentence 
  might leave you scratching your head. Gladiatorial games are le-
  gal in Ciudad Juarez, so how can there be illegal games? Easy. 
  You kidnap your contestants and force them to fight to the death 
  against their will. Subs love kidnaping adventurers and heroes off 
  the street to be gladiatorial combatants. The location of the fight 
  moves from place to place, though there are 3-4 regular spots in 
  the city used on a revolving basis; most of them on the east side. 
  There are also a few locations at ranches, farms and caves outside 
  of town. Admission is 20 credits per person. Gambling and side 
  betting is encouraged (and handled by the Subs).
  The contests can be D-Bee vs D-Bee and D-Bee vs monsters, 
  or D-Bee vs vampires, but the favorites are D-Bee vs pretty hero 
  and monsters vs pretty heroes. Heroes may include humans or 
  handsome D-Bees and crowd pleasing occupations include Cy-
  ber-Knights, Justice Rangers, Vampire Hunters (other than Re-
  id’s Rangers, who are off limits), Lyn-Srial (even though they 
  look inhuman), lawmen and heroes of renown, but can be just 
  about any gunfighter, gunslinger, mercenary, soldier or adven-
  turer. Heroes are forced to fight or die, but the Subs have learned 
  that some heroes won’t fight even under pain of death. When this 
  happens the Subs are prepared, and produce an innocent family 
  or a half-dozen little children and inform the hero(s) that refusal 
  means the death of the innocent kiddies. Fight and win, and the 
  children or family will be released, and they are true to their word 
  
  146
  on this. Fight and die and, well, you won’t be in a position to 
  worry about their fate, will you?
  If the hero wins his first fight, he is likely to be subjected to 
  several more. Should he or a group of heroes survive the night, 
  the Subs have a well known policy of actually letting the heroes 
  go by covering their heads in sacks, riding them out to the middle 
  of the desert and leaving them there with one water skin and no 
  weapons. If the heroes were particularly impressive and win the 
  approval of the crowd, the Subs will leave them in the desert with 
  their weapons and armor.
  Though it is hard to believe, the Subs have a weird code of 
  ethics thanks to a long line of Aberrant leaders, and are true to 
  their word. The Subs honor all deals and promises of letting in-
  nocent prisoners and heroic combatants live. Of course, they seek 
  retribution later, and the heroes had better be prepared to fight to 
  the death.
  Out of town gang rivalry. The Subs consider their arch-en-
  emy to be the predominantly human El Paso gang known as the 
  Hammer. There have been many a bloody rumble between these 
  two gangs on both sides of the Rio Grande. Similarly, the Subs 
  hate all human supremacists, including the Coalition States, and 
  have been known to hunt down and kill suspected CS spies and 
  companies of soldiers operating as far away as 300 miles (480 
  km) from Ciudad Juarez. Of course, it is rare for Coalition forces 
  to appear anywhere that far south. Though many a CS deserter as 
  well as poor slobs clad in stolen Dead Boy armor have met their 
  end at the hands of a Sub in a Juarez back alley or gladiatorial 
  arena.
  The Trogs, also from El Paso, have bumped heads with the 
  Subs on occasion, but the Trogs and the Subs see themselves as 
  brothers and friendly rivals, not hated enemies. Both are com-
  posed of D-Bees. Unfortunately, this makes them rivals, each 
  feeling the need to prove that they are better than the other. This 
  has resulted in frequent brawls, shouting contests, loud chest 
  thumping and challenges of skill, brawn and courage; the latter 
  usually involves outrageously foolish and deadly risk. However, 
  seldom do these loud encounters end in a single death.
  The Subs
  Gang Breakdown: 417 total current members, but the num-
  ber goes up and down regularly as death, injury and jail for these 
  gangbangers are commonplace, but newcomers join the gang. 
  90% D-Bees, 5% mutant animals, 5% other non-humans (mon-
  sters like the Oborus-Slitherer, werebeasts, creatures of magic, 
  and so on).
  Racial Restrictions: No humans, no True Atlanteans and 
  no pretty beings. D-Bees only. Appeals mainly to outcasts and 
  the more brutish and unattractive D-Bees (by human standards). 
  Thus, the most common members are Brodkil (sub-demon), Bru-
  utasaurs, Fennodi, Fingertooth Carpetbaggers, Ganka, Grackle 
  Tooth, Larmac, Lyvorrk, N’mbyr Gorilla Men, Psi-Goblins, Tir-
  rvol Sword Fist, Vanguard Brawlers and Vernulians. There is 
  also the occasional Flooper, N’retas, Ogre, Psi-X Alien, Simvan, 
  Slurmph, Spinne, Squilb, Tokanni, Trimadore, escaped Splu-
  gorth slave race, werebeast or outcast, roughneck or disfigured 
  member of the handsomer D-Bee races.
  Alignments Common to the Subs Gang: Anarchist (30%), 
  Aberrant (25%), Miscreant (25%), and Diabolic (20%).
  The Most Common Subs O.C.C.s: Bandit, Bandit: High-
  wayman, City Rat, Criminal (any, but Professional Thief and 
  
  147
  Smuggler are most common), Headhunter, Mercenary Solider, 
  Saddle Tramp, Saloon Bum/Stoolie, and Vagabond. Not to men-
  tion a few Gunslingers and Wired Gunslingers.
  Common Level of Experience: 1D4+1.
  Colors: Red leather clothing and armor, and a red headband. 
  The gang insignia is an inhuman skull with large brow ridges 
  above the eyes and large canine teeth (bigger than a vampire’s). It 
  is usually worn as a large patch on the back of jackets and armor 
  or on the front of T-shirts and robes.
  Standard Vampire Weapons: These items vary widely 
  among the members of the Subs gang, ranging from a handful of 
  wooden stakes and silver crosses, to crossbows, wooden swords, 
  spears, and automatic weapons, particularly machine-guns and 
  submachine-guns that fire silver rounds. Several of the strongest 
  also use rail guns that can fire both conventional rounds and sliv-
  ers of wood.
  Mega-Damage Weapons: Can be anything, but the Subs 
  favor larger, more destructive weapons such as the Triax pump 
  weapons, rail guns, ion blasters, plasma and particle beam weap-
  ons. Many also utilize magic weaponry; flaming swords and dag-
  gers being the current rage.
  Body Armor: The Gladiator, Crusader, and customized Co-
  alition armor are the only types worn by the subs, and are usually 
  bristling with leather straps, spikes and metal studs.
  Bionics and Cybernetics: 50% of the subs have 1D6+1 cy-
  bernetic implants, 20% will have 1D4 bionic items, either bionic 
  weapons or artificial limb(s) of great strength (P.S. of 20+1D6), 
  4% are Partial ‘Borgs and 3% are Full Conversion Combat Cy-
  borgs.
  Gang & Criminal Activity: Harassing, beating up, molesting 
  and robbing humans and handsome D-Bees is the Subs’ hobby. 
  Crime includes violent brawls, vandalism, robbery, mugging, 
  kidnaping, extortion, assault, and murder. While humans, pret-
  ty D-Bees, and vampires are always the preferred targets, these 
  crimes may be directed at anyone. The Subs also hire themselves 
  out as muscle, guards, leg-breakers and enforcers to the Guild for 
  the Gifted, the Black Market and other criminals, and sometimes 
  mercenary companies. The bloodiest confrontations are with the 
  Ciudad Juarez Police, vampires, the El Paso Hammer gang and 
  the Coalition Army.
  The Gang Leaders:
  Vlad the Invincible
  Vlad the Invincible, a Pogtal Dragon Slayer, remains the in-
  domitable leader of the Subs. He is the famous, city gladiatorial 
  champion of 14 years ago and sees himself as the king of the 
  Subs. Though he and his gangsters are violent thugs, Vlad is a 
  capable boss who has grown as a leader. He has a decent head 
  for business, is a good strategist and tactician, and has learned 
  to be more discreet, political and tricky. If not for the chip on his 
  shoulder about humans – he loathes humans almost as much as 
  vampires and likes to belittle, harass and hurt them – he could be 
  a real force to be reckoned with. As it is, he lets his prejudice and 
  emotions cloud his judgement.
  Alignment: Aberrant evil (was Miscreant).
  Attributes: I.Q. 12, M.E. 17, M.A. 11, P.S. 38 (Supernatural), 
  P.P. 24, P.E. 23 (Supernatural), P.B. 5, Spd 14.
  Height: 19 feet tall (5.8 m), Weight: 2.7 tons. Age: 129.
  P.P.E.: 90 P.P.E., I.S.P.: None.
  M.D.C.: 540 M.D.C. plus his suit of dragon skin armor (230 
  M.D.C.) and Mega-Damage Aura (100 M.D.C.).
  Disposition: Vlad has become a true leader who thinks of his fol-
  lowers before himself. He is still a savage brute, but a strong, 
  forceful leader respected by his men. He is a good leader and 
  true to his word, even when given to humans.
  Experience Level: 10th level Dragon Slayer.
  Natural Abilities: The giant possesses a number of innate magi-
  cal and special powers: Invisibility (equal to superior, but can 
  only turn self invisible), See the Invisible, Energy Bolt (S.D.C. 
  damage energy bolts can be fired from fingertips), and Negate 
  Magic (same as spell).
  Also impervious to magic fire and normal fire and cold, 
  impervious to S.D.C. weapons, has a great resistance to magic, 
  inflicts M.D. from punches, and special Bio-Regeneration in-
  stantly restores 1D6x10 M.D.C. three times per day.
  An invisible aura of energy adds 100 M.D.C. (subtract 
  damage from this energy aura first) and covers everything 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, handheld 
  S.D.C. weapons/items into M.D.C. extensions of the giant! 
  Thus, a strike from an S.D.C. giant sword, club, dagger, or 
  uprooted tree inflicts the 5D6 M.D. of a full strength punch 
  from the giant. Note: See Rifts® World Book 30: D-Bees 
  of North America, pages 156-159, for complete details on 
  Pogtal Giants.
  Skills of Note: Lore: Magic, Lore: Vampires, Language: Span-
  ish, American and Gobblely all at 95%, plus W.P. Blunt, W.P. 
  Chain, W.P. Sword, W.P. Targeting, W.P. Energy Rifle, and 
  W.P. Heavy M.D. Weapons, all at 10th level proficiency and 
  Archery at 6th level.
  Attacks per Melee: Seven. Hand to Hand: Martial Arts and Box-
  ing.
  Mega-Damage: As per Supernatural P.S.: Punches and kicks do 
  5D6 M.D., 1D6x10 on power punch, bites 6D6 M.D., or by 
  handheld weapon.
  Bonuses: +2 on Perception Rolls, +5 on initiative, +9 to strike, 
  +7 to parry, +8 to dodge, +6 to pull punch, +2 to pin and inca-
  pacitate, +7 to save vs magic, +3 to save vs psionic attack, and 
  +5 to save vs Horror Factor.
  Favorite Weapons: Giant-size pole arms and chain weapons and 
  a TX-500 Rail Gun (strong and big enough to use one-handed; 
  Range: 4,000 feet (1,219 m), 6D6 M.D. per burst, 13 bursts 
  per 390 round belt). Has conventional and vampire rounds.
  Body Armor: Dragon skin armor (shirt and pants), looks like 
  very fine scale mail, 230 M.D.C. (has seen some wear, weighs 
  half a ton, -30% to Prowl and reduce speed by 20%, and has a 
  market value in Juarez of 200,000 credits).
  Other Notable Subs
  Second-in-Command is a 9 foot (2.7 m) tall Tokanii, Aber-
  rant alignment, known as Sir Sword Claw, though it is doubt-
  ful he was ever really any kind of knight or hero. He replaced 
  a D-Bee brute by the name of “Gabby” who got himself killed 
  by the Hammer one night. Sir Sword Claw is a good leader and 
  excellent planner. He is merciless in combat and clever, daring 
  and resourceful in most matters. He orchestrates many of the 
  gang’s criminal operations, including his favorite, the gladiato-
  rial games.
  
  148
  Third head honcho is a psychotic human who calls himself 
  “Deader Dead Boy.” He is often behind the more wild, flamboy-
  ant and brutal fights and crimes. “Deader,” as he’s usually called, 
  is a 9th level Crazy! Really crazy. He is an ex-mercenary who 
  takes particular delight in torturing and/or killing Coalition Sol-
  diers. His living quarters is filled with trophies from scores of 
  kills, most notably, Dead Boy body armor, helmets, a dozen Dog 
  Boy skulls and CS military paraphernalia. Most of his personal 
  weapons and equipment are captured Coalition items. His favor-
  ites include old-style SAMAS Power Armor (has 2 full suits, 
  which he can pilot expertly), CS Heavy Dead Boy armor, every 
  Vibro-weapon made (his most favorite is the Vibro-Claws), C-12 
  laser rifle, C-27 plasma cannon and CR-1 rocket launcher. Also 
  likes the Triax pump rifle and pistol. He’s also handy with a sling 
  and short bow (W.P. Targeting).
  Insanities: Multiple personalities: The dominant personality is 
  the miscreant “Deader Dead Boy” (Aberrant alignment) who sees 
  himself as a Gunfighter. The second personality is “Bloodthirsty 
  Bob” (Miscreant) who is a 9th level Military Specialist. The third 
  personality is “Norman the Psychopath” (Diabolic) who sees 
  himself as a cool-as-ice, 9th level Gunslinger. All personalities 
  pull from the same skill pool and natural abilities of the Quick 
  Flex Alien, but each has a different focus. See Rifts® Ultimate 
  Edition for insanity descriptions.
  Deader is the dominant personality and the best at military op-
  erations, strategies and tactics. Bloodthirsty Bob loves covert ops, 
  leading surgical strikes, kidnaping, assassination and gladiatorial 
  combat. Norman the Psychopath seems to be the most calm, so-
  phisticated and reasonable of the three personalities, but that’s 
  only because Norman is a cold, calculating monster who kills 
  without remorse. Norman is a master at seeing through deception, 
  tricks, lies and treachery. He is often the one who interrogates 
  prisoners and examines evidence. Norman also plots covert op-
  erations while Bloodthirsty Bob or Deader carries them out. All 
  three personalities hate vampires, the Coalition Army and human 
  authority figures, especially police, soldiers and government of-
  ficials.
  Nobody knows Deader’s story, but rumors claim he and his 
  family, and friends suffered greatly at the hands of the Coalition 
  Army in the State of El Dorado (Arkansas). He was the only one 
  to survive the ordeal and he’s never been the same since. Deader 
  is a human whose entire left side of his face, upper torso and left 
  arm and hand are completely covered in scars from severe burns. 
  He is 35 years old and equally deadly with handguns and rifles of 
  every variety (9th level proficiency), and handy with knives (6th 
  level proficiency).
  Ciudad Juarez Highlights
  Old North Town
  Home of the Guard, the Gifted & Others
  Game Master Notes: The city of Juarez is designed as a re-
  source for Game Masters and a place of adventure for players. As 
  a result, many of the places described can be hooks for adven-
  tures, planted by the Game Master or hinted at in the text and ru-
  mors. While many locales have been highlighted there are many, 
  many locations on the map that have not. Game Masters can make 
  these into other saloons, businesses, residences of notable people, 
  gas stations, power stations, water plants and places the player 
  characters can turn to for help or make into their base of opera-
  tion. As it is with all the information presented in a World Book, 
  the data is meant to serve as a touchstone and resource for your 
  own adventures. The Ciudad Juarez City Highlights is enough to 
  provide players with plenty of encounters and places to visit, and 
  offers a solid idea of how the city works. Game Masters can use 
  the data here and add places and villains of your own creation.
  Unless noted otherwise, the rumors listed under some descrip-
  tions may be true, half-true or completely false. They are meant 
  to be adventure hooks, ideas and bits of fun the Game Master can 
  take and run with should he or she desire to do so. Enjoy.
  Rifts® Reference Books to Consider: The following Rifts® 
  titles can add characters, monsters, weapons, vehicles and ideas 
  to any campaign set in the Vampire Kingdoms and American 
  Southwest.
  See Rifts® World Book 14: New West™ for Western O.C.C.s 
  such as Cowboy, Gunslinger, Gunfighter, Sheriff, Barmaid, Ban-
  dit, Saddle Tramp, Mining Cyborg, Preacher and others, as well 
  as Robot Horses, Robot Canines and a variety of Wilk’s, North-
  ern Gun, Bandito Arms and Techno-Wizard firearms and items.
  Rifts® World Book 13: Lone Star for information about 
  Dog Boys, Coalition mutant animals, hovercycles and Texas.
  Rifts® World Book 30: D-Bees of North America™ for 
  stats and descriptions of more than 80 D-Bees, including those 
  mentioned in this book, from Floopers, Shapers and Cactus Peo-
  ple to N’retas, Grackle Tooth and Quick-Flex Aliens.
  Rifts® Book of Magic is always an outstanding reference 
  book for magic spells and items for this and any campaign.
  – Kevin Siembieda
  Ciudad Juarez City Highlights
  Old North Town is an older, densely populated part of town 
  filled with homes, merchants and places of business. It is a popu-
  lar spot for travelers and offers many hotels and types of enter-
  tainment. Although considered to be The Guard’s territory, all 
  the gangs frequent Old North Town, especially the Merchant Dis-
  tricts. Note: Most shops that do not cater to tourists or nightlife 
  open in the morning after sunrise and close a half an hour before 
  sunset.
  The small area farthest north, near #25 The Sanctum of the 
  Guild for the Gifted, has been rebuilt and renovated over the last 
  decade and is considered one of the nicer neighborhoods in Ciu-
  dad Juarez. It is also home to many practitioners of magic who 
  are members of the Guild for the Gifted. The Guard are seldom 
  seen in this part of Old North Town which is often referred to as 
  New North Town because of the many renovations. New North 
  Town encompasses descriptions Number 1-38.
  The Guard operates across the street from The Sanctum in the 
  old, crowded and crumbling neighborhoods of Old North Town 
  (#39+).
  1. Maliki’s Curio Shop. The shop is small and overcrowded 
  with shelves of books, trinkets and boxes. The aisles are narrow 
  and a musty smell permeates the entire shop. Yet the establish-
  ment is surprisingly clean, and though packed with items, it is not 
  overly cluttered.
  
  149
  The owner is Maliki, a tall fellow with a pale complexion, 
  thick white hair beginning to peak at the temples, dark eyes and 
  pointed ears. He is quite striking for a man obviously in his late 
  60’s. (He is really a 357 year old Elf.) Maliki is an educated man, 
  able to read and write in multiple languages, including Drag-
  onese, and carries himself with a haughty air of authority and 
  nobility. The Elf is always dressed in the finest green, yellow and 
  blue silk robes, and adorns himself with jewelry. He speaks with 
  a thick Elven (Dragonese) accent, and is polite toward the edu-
  cated gentry, scholars and those who treat him and his staff with 
  courtesy. Loudmouths, bullies, roughnecks and rude customers 
  are not tolerated and likely to find themselves magically expelled 
  from the shop and/or treated like the boorish louts they are.
  Maliki is a longtime member of the Guild for the Gifted. He is 
  an 11th level Air Warlock and an amateur scholar. Alignment is 
  Anarchist, he has 67 Hit Points, 20 S.D.C., and attributes are I.Q. 
  17, M.A. 19, M.E. 15, P.S. 10, P.P. 15, P.E. 11, P.B. 22 and Spd 
  9. The focus of his magic is Air related spells, such as Call Light-
  ning, Fingers of the Wind, Globe of Daylight, Invisibility, Sum-
  mon and Calm Storms, Thunder Clap, Wind Rush, and similar.
  The three clerks are all attractive young women (Maliki has 
  a weakness for young women) who also happen to be novice 
  Air Warlocks studying under his tutelage. One is a first level Air 
  Warlock while the other two are unable to cast spells, but can see, 
  speak with, and command Air Elementals.
  A quartet of invisible, Lesser Air Elementals protects the 
  curio shop, as well as assist in its cleaning and stacking of goods. 
  Many times Maliki or one of his shop clerks bark out a command 
  in an alien tongue (Air Elemental) and suddenly boxes begin to 
  move or come flying down an aisle by themselves, or so it seems 
  as the Lesser Air Elemental carrying it is invisible to the human 
  eye.
  The store sells a wide range of items from pre-Rifts artifacts 
  (Coke and Pepsi cans, video discs and knickknacks) to books, 
  magazines and movies on disk; all of which are outlawed in the 
  Coalition States. Other items include Aztec artifacts (statues, ar-
  rowheads, pottery), new books, including all of Erin Tarn’s, de-
  tailed maps of Juarez and El Paso, modern video and music discs, 
  herbs, holistic medicine, poisons, silver bullets for most common 
  small arms and rifle weapon calibers, and oddities of all kind like 
  shrunken heads, the skulls of strange creatures, weapons/items/
  artifacts of alien construction or origin, supposedly real vampire 
  teeth (but are really the fangs of animals), water skins, Indian 
  blankets and statuary, playing cards, dice, cigarette lighters and 
  other odds and ends.
  A special section is dedicated entirely to magic items.
  Magic items include: Amulets: Protection against sickness, 
  protection against insanity, turn the dead, and turn the undead, 
  as well as one of almost every Native American Fetish (magic 
  items; see Rifts® Spirit West for details). Among the “Charms 
  and Amulets” are a variety of crosses made of wood, silver, and 
  gold, some inlayed with turquoise or precious stones. Some are 
  handheld items while others are jewelry that can be worn.
  Magic Scrolls: These are a rare commodity on Rifts Earth, 
  and Maliki has a decent selection. Most are limited to level one 
  to third level at a cost of 500 credits per spell level and another 
  200 credits per level of Spell Strength. Typical spell strength and 
  duration is equal to a fifth level mage. Spell scrolls that contain 
  4-6th level spells cost three times more, and many spells are not 
  available. Nor are there any scrolls with spells higher than sixth 
  level. Note: Maliki and the Guild do not sell scrolls that might 
  be used against them or their corrupt government buddies, con-
  sequently the sale of powerful magic scrolls is forbidden. Most 
  of the spell scrolls contain magic suitable for wilderness survival, 
  travel, protection and light combat.
  Techno-Wizard Items: The occasional Techno-Wizard item 
  from the Colorado Baronies along with a handful of common TW 
  items are available, but fewer than you would imagine, and none 
  of them are vampire fighting weapons. The latter is per an ar-
  rangement with the government so as to not “provoke” the vam-
  pires of the Juarez underworld.
  Magic services offered by Maliki include Cleanse (as in the 
  cleaning of clothing), Heal Wounds, and Cure Minor Disorders, 
  all at reasonable prices (300-600 credits), and the removal of 
  curses (30,000 to 120,000 credits depending on the curse.) These 
  services are either done with a scroll or through one of the other 
  Guild members affiliated with Maliki. The Shop can also place 
  select wards on an item (costs 8,000 to 15,000 credits per ward, 
  performed by associates at the Guild), and cast immediate spells 
  on a person or items such as Armor of Ithan, Breathe Without 
  Air, Float in Air, Fly, Fly as the Eagle, Purification, and so on 
  (costs 1,000 credits per level of the spell being cast, plus as much 
  as 50% may be charged as a difficulty fee.) Note: All spells must 
  be air oriented.
  Information is also for sale. Though his clerks might offer 
  rumors and common knowledge like the location of another es-
  tablishment or recommend a good saloon or restaurant, only Ma-
  liki handles the sale of information that has great value. The sale 
  of secret and dangerous information is Maliki’s specialty. The 
  price can be as little as 1,000-4,000 credits for tips like where 
  one might find a particular person, item or resource, as well as 
  important rumors, word on the street, and government activity 
  or plans. The location of a prisoner/hostage, who is guarding 
  him, the location of a particular gang leader, vampire or key per-
  son in the city, the location of evidence or property and similar 
  data ranges from 5,000-10,000 credits. Top secret or life saving 
  information can cost tens of thousands, sometimes hundreds of 
  thousands. Of course, not even Maliki or his fellow Guildsmen 
  know everything, so there may be times when information is 
  not available or is inaccurate. Likewise, the information is never 
  data that could hurt the Guild for the Gifted or the Juarez city 
  government. In fact, the information that is often provided at the 
  most reasonable prices is data that ultimately helps the Guild, 
  such as the location of a Guild enemy or competitor, or someone 
  who cheated the Guild. Maliki and the Guild often set-up ad-
  venturers by giving or selling information that will, in turn, give 
  them an advantage or additional information. For example: If 
  Maliki knows the player group is looking for revenge against so 
  and so, he may sell them the location and data they need, but also 
  feels them out as to what they might have in mind and when they 
  plan to take action (sometimes his information already tells them 
  a lot, like “The one you seek can be found at the Peacock Club at 
  midnight.”). He knows full well that the group is going to attack 
  this person. He may or may not care about the outcome, but does 
  know that a major incident is about to erupt. An incident that 
  may serve as a cover or as a distraction for the Guild’s own illicit 
  activities. If it is a Guild enemy, somebody in the shadows may 
  see to it that the adventurers are successful in bringing down or 
  killing their mutual enemy. Secret assassinations are among the 
  Guild’s specialties.
  
  150
  2. Wanita’s Boarding House. This is a medium sized board-
  ing house that caters to the better off visitors planning to stay a 
  while in Ciudad Juarez. The four story, brick and wood frame 
  building offers 18 sparkling clean, bright, cheerful and roomy 
  suites. Each suite has a large bedroom, equally large sitting 
  room, kitchenette, private bath, and television, all for 300 credits 
  a night. Security is good and vacancies few. The owner and her 
  large family of sisters, brothers and cousins run every aspect of 
  the boarding house. The first floor also offers a meeting lounge 
  with bar (seats about 60 patrons) and a small kitchen that can pro-
  vide soups, sandwiches, salads, and breakfast at about 12 credits 
  per meal.
  3. The Golden Pheasant Restaurant and Catering. This 
  three story brick building is one of the most popular places to 
  dine on the north side of town. The first floor is a formal restau-
  rant, dimly lit and richly decorated. The highest quality, live mu-
  sical entertainment adds to the atmosphere. Private dining rooms 
  and soundproof booths are also available for 50-100 credits plus 
  meals. A typical meal costs 40-150 credits, but is the finest food 
  in the city.
  The second floor is a dining hall for large parties, weddings, 
  anniversaries and celebrations of all kind. The walls are adjust-
  able and can be setup to divide the floor into four separate areas 
  of medium size to one huge room. The third floor can be used 
  for dining in an emergency, but is actually a hardwood ballroom 
  saved for truly special occasions and patrons willing to spend 
  some serious money.
  4. Santeogo’s Clothing. Santeogo’s is a small tailor shop of 
  the highest quality. Hand fitted clothing made to order. Prices are 
  about 10 times the cost of rack clothes; a suit, cloak or coat runs 
  1D6x1,000 credits and a ballroom dress double.
  5. General Store. Sells household goods including detailed 
  maps of Juarez and El Paso, vague maps of Mexico (shows all of 
  southern Mexico as wilderness), basic clothing, bolts of fabric, 
  sewing machines and equipment, soaps and shampoos, beauty 
  products, aspirin, band-aids, towels, cutlery, kitchen utensils, 
  toys, candy, fruit juices, soda, beer, dried fruits and nuts, snack 
  foods, and a wilderness outfitters section with basic items includ-
  ing tents, knapsacks, sleeping bags, backpacks, sacks, bags, car-
  rying cases, canteens, straps, rope, tool kits, flashlights, lamps, 
  and Urban Warrior, Plastic Man, and Crusader body armor. Pric-
  es are standard and quality and service are good.
  6. Winston’s Cyber-Shop is a small body-chop-shop with 
  connections to the Guild for the Gifted. It has the reputation of 
  being one of the cleanest, most efficient and honest cybernetics 
  and bionics repair and implant clinics within 500 miles (800 km). 
  If you want reliable service and guaranteed safety this is the place 
  for you, but you’ll pay for it. Prices are 50% higher than the stan-
  dard price which means they are much higher than the numerous 
  less reputable body-chop-shops found throughout the city. The 
  shop is completely safe and protected by the Gifted.
  7. Good Cheers Saloon. A neighborhood bar that is dark, 
  loud, air-conditioned, and offers a variety of quality booze from 
  beer and wine to tequila, rum and whiskey. Prices are good at 
  3-5 credits a drink. It is known to be one of the least dangerous 
  watering holes and popular with the city gentry. It is also a hang-
  out for the Guard and if outsiders get rowdy the vigilantes escort 
  them out. The only information a snoop might get is talk of lo-
  cal politics, commerce, popular rumors and common knowledge, 
  nothing juicier.
  8. The Duke’s Card Parlor & Saloon. This two story estab-
  lishment is a popular saloon and gambling hall. The most popu-
  lar card games are poker and blackjack, although other games 
  
  151
  of chance are offered, including roulette and craps. The drinks 
  are strong and inexpensive at 2-3 credits each and the ambiance 
  is rich, classy, loud and cheerful, like “a party that never ends,” 
  as the owner is fond of saying. Anyone with money to burn is 
  welcome, which makes it a good place to hear rumors and meet 
  mercs and adventurers on a winning streak as well as local high-
  rollers (including the occasional vampire). At any given time 
  there are at least 2D6+10 games in progress and the place never 
  closes; open 24 hours. The first floor is the open, general gaming 
  area and saloon (with a wide range of alcohol). The second floor 
  hosts private, high stake games. The basement is where supplies 
  are stocked, but there is also a vault made of M.D.C. material 
  and a door that is more like an air hatch on a spaceship. Inside is 
  said to be half of Duke’s fortune and dozens of magic items. The 
  vault is kept guarded by a veritable army of animated dead and 
  skeletons, and is warded inside and out.
  A ninth level Simvan warrior named Savage Craag is the 
  head bouncer (Aberrant evil, 34 Hit Points, 90 S.D.C., I.Q. 10, 
  M.E. 9, M.A. 7, P.S. 20, P.P. 23, P.E. 27, P.B. 7, Spd. 26). He 
  wears a suit of Dragon Skin Armor 190 M.D.C., and is rumored 
  to have slain the dragon himself. This (and the fact that vampires 
  are secretly allowed in) means NO PSI-STALKERS OR DOG 
  BOYS allowed; signs are posted out front and inside. Savage 
  Craag is completely loyal to Duke, the owner. He is assisted by a 
  full conversion Mining Cyborg (7th level, Miscreant), four Cra-
  zies (all 5th level and Anarchist), a Juicer (6th level, Aberrant), 
  and a dozen armor clad zombies (all, Greater Animated Dead).
  The owner, Duke, is reputed to be a Chinese Demon Dancer, 
  some sort of wizard, who came to North America through a Rift 
  and settled down in Juarez. Nobody knows whether the story is 
  true or not, but accidents are known to happen to outsiders who 
  challenge his authenticity or stories of China. In reality, “Duke” 
  was born in the Magic Zone as Tommy Chow, whose parents 
  emigrated from Russia. He is a 7th level Necromancer, Aberrant 
  alignment, Asian heritage, I.Q. 17, M.E. 21, M.A. 14, P.S. 9, P.P. 
  20, P.E. 14, P.B. 10, Spd 10. He is an excellent gambler, exceed-
  ingly lucky and a bit of con artist who weaves excellent stories 
  and likes to party and entertain. Being such a showman is rare for 
  a Necromancer, so everyone buys into his story about being Kia 
  Lee, Demon Dancer. Among the spells at his disposal are Com-
  mand Ghouls (10), Command Vampires (100), Death Bolt (30), 
  Greater Animated Dead (50), Necro-Armor (16), Recognize Un-
  dead (8), Summon Dead (10), Summon Vampire (150), Summon 
  Worm of Taut (210) and Wear the Face of Another (15), among 
  others (all the listed spells are described in the pages of Rifts 
  World Book 18: Mystic Russia).
  Though he has applied for membership with the Guild of 
  the Gifted on two occasions, he has been respectfully declined. 
  Consequently, he is done doing favors to win their approval and 
  now considers them to be his adversaries. Thus, whenever Guild 
  members enter his establishment, he tries to get them drunk and 
  fleece them out of as much money, magic items and information 
  as possible. He is also happy to secretly undermine the Guild of 
  the Gifted and its members by leaking rumors and information 
  that causes them trouble or damages their reputation. This means 
  Duke is also happy to purchase damaging information he doesn’t 
  yet know about the Guild or its members. Duke has no fondness 
  for vampires, but enjoys taking their money as much as anyone 
  else’s, consequently, vampires are regular patrons of “private” 
  games on the second floor, but may also be encountered, from 
  time to time, on the main floor late at night.
  It may come as a surprise, but all games are on the up and up, 
  with a minimum of cheating in favor of the house. The establish-
  ment is clean, classy and appeals to high-rollers.
  9. The Serpent Claw Bar. A popular tavern frequented by 
  practitioners of magic and psychics. A sanctuary spell prevents 
  violence inside, while the two mages who manage the place keep 
  their customers serene with fine drinks and finer female enter-
  tainment (dancing, singing and illicit). The alcohol is of superior 
  quality, costs 8-10 credits a drink. The owner is reputed to be an 
  adult Dragon who is almost always out of town on business. The 
  two managers are Brit (Female, 6th level Mystic, Anarchist, Elf) 
  and Crandall (male, 5th level Ley Line Walker, a Dramins).
  10. The Juarez National Bank. Change/sell gems, gold and 
  silver into credit, apply for credit, loans, and credit cards, store 
  your valuables in top security (and magically warded) private 
  vaults and have precious ores and gems appraised. The bank ser-
  vices the local merchants and the Guild for the Gifted. Secretly 
  operated by the Guild for the Gifted.
  11. North Town Slave Market. Life has little value in Ciudad 
  Juarez, thus it is bought and sold like everything else in this city. 
  The North Town Slave Market is clean and pleasant compared 
  to the other slavers in town. It is a towering ten story building 
  that houses 300-400 slaves (80% are D-Bees) at any given time. 
  Most of the slaves are uneducated and many are criminals sold 
  by the city government to keep the prisons from becoming over-
  crowded (1D4 level Bandits, Bandit: Highwayman, City Rats, 
  Farmers, Mercenary Soldiers, Psi-Stalkers, Saddle Tramps and 
  Vagabonds). Others are D-Bees captured in the wilderness and 
  sold as slaves. More exotic fare includes occasional offerings of 
  Native Americans, Lynn-Srial, and aliens provided by Splugorth 
  Slavers.
  The cost of a slave varies with the subject’s training, disci-
  pline, age and physical attributes. Prices range from as little as 
  1,000 credits to 60,000, but average is 15,000-30,000 credits.
  The North Town Slave Market also offers an employment 
  service for mercenaries. Any men-at-arms, especially Gunfight-
  ers, Gunslingers, Lawmen, Juicers, Crazies, Combat Cyborgs, 
  Headhunters, Wilderness Scouts, Psychics and Practitioners of 
  Magic of any race can be hired through the market. Most are 
  mercenaries down on their luck and forced to sell their services 
  through the Slave Market. Services include personal bodyguard, 
  security guard (home or business), armed delivery, armed scout/
  wilderness guide, detective, surveillance, assassination (very 
  discreet), and brutality (beating somebody up, breaking a leg, 
  blowing up a car, etc.). Average rate is 300 credits per day plus 
  expenses (ammunition, vehicle repairs, room and board, etc.) for 
  level 2-4 experience, 500-600 credits a day for experience levels 
  5-7, and 1,200 to 4,000 credits a day for experts eighth level and 
  higher. Special equipment like power armor, robots, and magic 
  costs extra and can easily double or quadruple the daily rate. The 
  Slave Market manages all moneys, taking 50% for themselves. 
  As one might guess, the North Town Slave Market does NOT 
  officially condone or encourage illegal activity on the part of its 
  mercenaries, but does in fact allow them to pursue “all avenues 
  of conduct.” The market’s only concern is discretion and they 
  will not protect or defend “wanted” criminals. Of course, since 
  the “official” position in Ciudad Juarez is there are no vampires, 
  there is NO work for Vampire Hunters.
  
  152
  The slave market is run by a triumvirate of owners, all ex-mil-
  itary; one is a 9th level CS Military Specialist who went rogue 12 
  years ago, one is a 10th level Headhunter, and the third is a 10th 
  level CS RPA Robot Pilot who went rogue with his buddy long 
  ago (still owns his original SAMAS as well as a fine collection of 
  power armor suits, including a few Bandito Arms SAMAS and a 
  Triax Ulti-Max). Among their most notable and trusted employ-
  ees are a mated pair of Simvan Monster Riders (Max and Reaya, 
  both 8th level; they ride Rhino-Buffalo), Kalinda, a Shemarrian 
  warrior and her A-002 Monst-Rex, and six Brodkil sub-demons. 
  (See Rifts® Sourcebook One for details on Brodkil and Shem-
  arrians. No, they don’t know Shemarrians are Archie ‘Bots. Yes, 
  she is a spy for Archie Three. Yes, Archie has a secret presence 
  in Ciudad Juarez and Northern Mexico.)
  12. North Town Motel. An eight story motel with 160 rooms. 
  Clean and fairly secure. Includes television and private bath; 
  costs 120 credits a night.
  13. The Power House Armory (Robots & Armor). A large, 
  six story, modern building of reinforced steel and concrete (50 
  M.D.C. per 10 foot/3 m area) that is home to the premier dealer in 
  brand new, perfect condition, Mega-Damage body armor, power 
  armor, robot vehicles and weapons. The Power House Armory 
  sells the following at 10% below market:
  Body Armor: Bushman, Explorer, Juicer, and Gladiator.
  Power Armor: Triax T-21 Terrain Hopper power armor, X-10 
  Predator power armor, all Bandito Arms power armor, and Titan 
  power armor.
  Robots: Triax X-500 Forager Battlebot, DV-12 Dyna-Bot, the 
  entire Titan Robot series, and the NG-V10 Super Bot-Vehicle 
  (labor).
  Weapons: All Triax weapons available to the Americas, as 
  well as all Bandito Arms and Wilk’s laser products, plus a selec-
  tion of Nothern Gun weapons, including Juicer rifles, the NG-P7 
  particle beam rifle and rail guns.
  Repair Facilities: The five, small, two story buildings next to 
  the store are 1. Weapon repair and energy clip recharging at 30% 
  less than the standard rate. 2. Body armor restoration. 3. Elec-
  tronics shop. 4. Power Armor repair. 5. General mechanics shop. 
  Robot repair is done inside the big building.
  Note: As you might have guessed with all the Titan Robotics 
  products available, the Power House Armory is a front for Ar-
  chie Three. Archie and Hagan are both fascinated and concerned 
  about the Vampire Kingdoms. This is just one of many secret 
  Archie operations in Mexico; half the workers at the Armory are 
  Archie robots.
  14. Opie & Bea’s Fix-it Shop. Opie (9th level Operator, 28 
  years old, Scrupulous alignment) and his Aunt Beatrice (a 10th 
  level Operator, Principled alignment) run this all-purpose repair 
  shop. They clean and repair vehicles and weapons, recharge 
  weapons, and do basic repairs and maintenance on power armor 
  and giant robots. The shop also repairs computers, appliances, 
  and electronics of all kind. Cousin Joeber (pronounced Joe-bare, 
  5th level, Anarchist) and three D-Bee assistants (8th level Opera-
  tors, all are Scrupulous) help with the work. Prices are reasonable 
  and the workmanship is very good to excellent depending on who 
  did what. The people at the Shop are well known and loved in the 
  community.
  15. Flyod’s Hair Salon. An ex-Juicer, known only as Floyd, 
  is a masterful barber and hair stylist (Unprincipled alignment, 
  I.Q. 10, M.E. 9, M.A. 13, P.S. 17, P.P. 21, P.E. 9, P.B. 8, Spd 
  10; looks 68 is but really 48). The wilder the cut the better, and 
  his Mohawks are spectacular. He is incredibly fast and nimble, 
  seldom taking longer than a half hour to cut hair, and his styling 
  is the most popular in town. Prices are fair for the quality and 
  popularity, ranging from 20 credits for a simple man’s haircut to 
  100 credits for the fancy and exotic.
  His assistant is Edwardo Romerez, a full Conversion ‘Borg 
  with special bionic scissor attachments for his hands and two ad-
  ditional bionic arms (5th level Combat Cyborg, Anarchist align-
  ment; P.S. 30, P.P. 20). One limb is equipped with a laser scal-
  pel finger, utility laser finger and chemical spray filled with hair 
  spray, mousse, and hair conditioners. The other hand has four 
  retractable finger blades. The cyborg also has a retractable Vibro-
  Blade, knuckle spikes, garrote wrist wire, forearm laser blaster 
  (2D6 M.D.) and a concealed ion rod (4D6 M.D.) in his leg, along 
  with multi-optic eyes, bionic lung and speech translator. Edwardo 
  and Floyd were mercs together and like each other, but Edwardo 
  thinks he is the better hair stylist (he’s not) and the two are always 
  competing to outdo each other, which is probably why the Salon 
  is so good. There are three female assistants (all 3rd level Vaga-
  bonds of Scrupulous alignment).
  16. Lebeau’s French Cuisine. A small restaurant and pas-
  try take-out bakery, it also has a dozen tables inside and another 
  dozen outside café-style with French music piped through loud-
  speakers. The restaurant offers classic pre-Rifts food and pastries 
  that are authentic and delicious. A typical meal is 15-25 credits, 
  pastries cost 1-4 credits each. A fun change from the local cui-
  sine, every table is filled and there is a long line of people waiting 
  at breakfast, lunch and dinner time. It is open from 6 A.M. till 
  midnight.
  17. Hogie’s Heroes. This is a take-out shop specializing in 
  submarine sandwiches called “U-Boats” (not that anyone knows 
  what that means). Hot and cold sandwiches are made at a quick 
  pace; take-out only. A sandwich costs 4-10 credits depending on 
  what’s on it. Also sells a variety of popcorn; one credit per 16 
  ounce bag.
  18. Lovie’s Jewels. A quaint little jewelry shop that special-
  izes in gemstones, jade, turquoise and silver. Lovie’s best selling 
  items are an array of silver and diamond studded silver crosses, 
  silver knives, necklaces and bracelets. She is always in the mar-
  ket for silver and gemstones and pays a fair price for them. She 
  does not make silver bullets, but can direct interested parties to 
  someone who does, such as #20 Sergeant Carter’s, below.
  19. Benito McGoo’s Optics Center. Sells optic systems for 
  adventurers including a wide range of gunsights, binoculars, tele-
  scopes, nightvision goggles, infrared and multi-optic systems, 
  cameras, video recording equipment, and even a small selection 
  of cybernetic eyes (no Bio-Systems). Standard market prices.
  20. Sergeant Carter’s Gun shop. This is a small but prosper-
  ous little gun shop that specializes in automatic weapons, pistols 
  and revolvers. Sells every caliber and type of ammunition, in-
  cluding silver bullets. Also repairs guns and sells a small selec-
  tion of crossbows and silver tipped crossbow bolts and silver ar-
  rowheads. Prices are 10% below standard market prices.
  21. Senor Jayney’s Resale Shop. A scuzzy little pawnshop 
  that pays 30% of the average market value for anything from sil-
  ver bullets, guns and adventuring gear to computers, cybernetics 
  and magic items. The workers promise to hold pawned items for 
  60 days before selling them, but hot items that can command a 
  
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  high price and sell fast have a tendency to get misplaced (sold) or 
  sold by accident.
  The Shop sells most items for 30% below average market 
  value and all sales are final. NO REFUNDS! There is a 01-50% 
  chance the item is flawed in some way. Roll percentile dice to 
  determine the flaw/problem:
  01-25% The item is broken and needs a simple repair (cost 
  2D6x10 credits to get it fixed).
  26-50% The item is filthy and requires 1D4 hours of careful 
  cleaning to get it in proper working condition. However, after a 
  proper cleaning the item is worth 1D6x10% more than what the 
  character paid for it.
  51-75% The item is missing an inexpensive (3D8 credits) part 
  that needs to be installed before it can be made to work.
  76-00% The item has a dead power supply, simply replace it 
  with a good/charged one, and it is as good as new.
  The owner is Senor Jayney (pronounced Ay-nee), a swarthy, 
  5 foot, 3 inch (1.6 m), 220 pound, beady-eyed con artist who has 
  a sales pitch and a special deal for everything in the store. Jayney 
  is a 9th level City Rat oriented to being a thief (Miscreant align-
  ment, 1.Q. 9, M.E. 15, P.P. 18, all others average).
  22. Santana’s Gags & Gifts. This is an odd little souvenir 
  shop that is very popular among merchants and visitors who have 
  never actually had an encounter with vampires. It sells a ton of 
  silly and ridiculous trinkets including cheap sombreros (fall apart 
  in a matter of days), ponchos, beaded necklaces and bracelets, 
  wooden crosses (large and small), puppets, papier-mache masks, 
  baskets, whistles, pinatas, firecrackers, sparklers, itching powder, 
  dribble mugs, mugs with false bottoms (holds four ounces more 
  than it appears), plastic vomit, whoopie cushions, joy buzzers and 
  similar gag items. The store’s best selling line of gags and gifts 
  has to do with vampires. Items include fake vampire teeth, rubber 
  stake and mallet, fake blood, trick vampire mirror (a 3-D holo-
  gram of a growling vampire appears in the mirror when viewed at 
  just the right angle; yes, Santana knows vamps have no reflection, 
  but loves the gag anyway and people buy it like crazy), vam-
  pire postcards (vamp rising from coffin, graveyard, severed head, 
  etc.), Vampire Hunter photographs (3 different life-size action 
  poses of figures fighting the undead, in which the tourist inserts 
  his own head/face and the picture is taken), the Vampire Almanac 
  (see #108 for description), rubber bats on a string, plastic mice, 
  rubber tarantula spiders, real tarantula spiders, shrunken heads 
  (fake and real!), pet lizards, cactus juice (a great thirst quencher, 
  but tastes terrible), detailed map of Ciudad Juarez, a large variety 
  of cheap toy water pistols (4 S.D.C. and break easily, fires 10 
  squirts of water), and “authentic” Mayan Luck Stones.
  Mayan Luck Stones are about the size of an old silver dollar 
  and can be carried in a pocket or worn on a string of leather or 
  chain around the neck. Mystic Mayan symbols are carved into 
  ordinary polished stone about a half inch thick. Believe it or 
  not, these are real magic amulets. Magic Bonuses: +1 to save vs 
  magic sickness and minor curses, and holds vampires at bay like 
  a crucifix! Where Santana learned to make the Luck Stones (or 
  from whom he might purchase them) is a mystery. Luck Stones 
  used to sell for 300 credits each (no accumulative effect by wear-
  ing more than one), but have become so popular that they now 
  command prices ranging from 800-1,200 credits depending on 
  the size and quality of the charm.
  The owner, Juan Santana, is a rotund, happy fellow who is 
  fond of making bad puns and telling terrible jokes. Every object 
  he sells has a gag line or funny story behind it. Get him going 
  and he can be as bad as a Flooper or Shaper. Of course, a sincere 
  appreciation of his humor may net the customer a complimentary 
  glass of his famous cactus juice (not really a kindness) and/or a 
  10% discount on any purchase. Santana is a retired adventurer 
  who enjoys relaxing and being with people. He loves juicy ru-
  mors as much as a bad pun. If you can tolerate his sense of humor, 
  Santana can be an excellent source of free information (or inex-
  pensive; buying stuff from his store makes him a bit giddy and 
  loosens his lips). His favorite topics are city politics, the Guild of 
  the Gifted, and sports. Santana knows every arena and sporting 
  event going on in town.
  Juan Santana is a 6th level Rogue Scholar, Scrupulous align-
  ment, stands 6 foot, 2 inches (1.9 m) tall, and weighs 300 lbs 
  (135 kg). I.Q. 15, M.E. 8, M.A. 13, P.S. 24, P.P. 9, P.E. 10, P.B. 
  10, Spd 8. Cybernetic implants include a Universal Headjack and 
  Ear Implant for Amplified Hearing (great for hearing customers 
  whisper and picking up rumors) and Sound Filtration, as well as 
  one Bio-System Infra/Ultra Eye.
  23. Thómas’ Rare Antiquities. This is a high-class pawn-
  shop and store that deals only in the rarest, most dangerous, and 
  illegal (at least in the Coalition States) artifacts. The artifacts can 
  be Mayan, Aztec, pre-Rifts modern civilization, alien or magic. 
  Prices are about 50% higher than standard market, but are 100% 
  authentic and in superb condition. The wealthy and men of magic 
  in town are among his most loyal patrons.
  Thómas (pronounced Toe-moss) is not interested in mundane 
  or damaged artifacts (will not purchase them), but he is willing 
  to pay 50-90% of typical market value for truly strange, rare and 
  well preserved items, which he marks up 50-200%. Books, video 
  disks, art, alien artifacts and magic (he can read scrolls and use 
  some Techno-Wizard devices) are his favorite items to buy and 
  sell.
  Thómas is a 10th level Rogue Scholar with expertise in Ar-
  cheology, Astronomy, Advanced Mathematics, and Computers 
  (knows all computer skills). He is fluent in American, Spanish, 
  Euro, Dragonese, and Techno-Can and is literate in each. He can 
  also speak Gobblely 80%. Unprincipled alignment; I.Q. 25, M.E. 
  19, M.A. 15, P.S. 14, P.P. 10, P.E. 9, P.B. 11, Spd 11 and he is a 
  Minor psychic with 49 I.S.P. and the powers of Object Read and 
  Mind Block.
  24. Bakery. A small store that sells fresh bread, buns, rolls, 
  taco chips, corn tortillas, meat pies, donuts, honey and jam. Ev-
  erything is under three credits.
  25. The Sanctum of the Guild for the Gifted. This is the 
  five story mansion owned and operated by powerful practitioners 
  of magic who have great influence on the city. The mansion is 
  surrounded by a 15 foot (4.6 m) stone wall covered in mystic 
  symbols. Between the wall and the mansion is a garden area with 
  a sprinkler system (also useful in dissuading vampires). To the 
  north and east of the Sanctum is a tree filled park that is always 
  green and healthy even in times of drought. In the center of the 
  park is a fountain with a stone statue of a wizard holding a book 
  in one hand and a wand in the other. From the tip of the wand is a 
  small flame that is always lit. the fountain is always flowing and 
  there are several drinking stations where the water tastes pure and 
  refreshing.
  City folk stay away from the Sanctum, both day and night, 
  for the wizards are known to be incredibly dangerous and said to 
  consort with zombies, demons, monsters and dragons. Note: See 
  
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  the Gangs of Juarez section for the complete description on the 
  Guild of the Gifted.
  26. North Town Police Station & Jail; Precinct #1. This 
  is one of the few police stations manned by a police force that 
  cares about its citizens and is vigilant about protecting and serv-
  ing the public. Of course, city government insists that the afflu-
  ent citizens of New North Town and the merchants in that area 
  (Numbers 1-38 on the map) receive top priority. The police of 
  Precinct One turn a blind eye to the activities of the Guild for the 
  Gifted and always take their side in disputes. The Guild has such 
  influence over this police station that they are given access to 
  police files and schedules, allowed to examine evidence, and are 
  sometimes even permitted to interrogate prisoners in secret. That 
  having been said, the police of Precinct One do not take bribes, 
  fight crime and try to protect everyone in their jurisdiction.
  27. The Villa of Fineous. This large villa owned by the wiz-
  ened librarian of the Sanctum for the Guild of the Gifted. It is 
  said his personal library of books is almost as impressive as the 
  Guild’s. Fineous is 86 years old, but looks more like 68, and 
  some have suggested magic is keeping him young. Perhaps, but 
  he is not a mage. Fineous is said to hunger for adventure and likes 
  to help explorers, adventurers and heroes whenever he can. His 
  villa is the site of wild parties and festivals, and even at his age 
  they are reputed to be some of the best in the city.
  28. The Estate of Carlos Garcia. Senor Garcia is a wealthy 
  nobleman with ties to the Black Market (smuggling, gambling 
  and drugs); 9th level Vampire Hunter, Diabolic alignment, I.Q. 
  14, M.E. 18, M.A. 16, P.S. 19, P.P. 21, P.E. 13, P.P. 18, P.B. 12, 
  Spd 22. He owns Palace Garcia, a rough and tumble gambling 
  casino and is rumored to be a millionaire many times over. (Gar-
  cia has 250 million credits available to him at any given time, 
  and has 20 million in gold and gems in a vault in his home.). He 
  is also a renowned, local Vampire Hunter who rode with Reid’s 
  Rangers for a while before “retiring” and investing in the casino. 
  Rumor suggests he was drummed out of Reid’s Rangers because 
  he was more interested in smuggling and personal gain than fight-
  ing vampires. He is also reputed to be an assassin for hire, spe-
  cializing in slaying vampires, and consults with the Juarez Police 
  Department. His estate is another place known for its wild parties 
  and social events. The compound is guarded 24 hours a day by 
  eight guards plus a dozen large dogs outside, and four guards 
  inside, as well as by mystical means.
  29. The Estate of Rasputin The Grey. This palatial, five story 
  mansion is the home of the High Lord of the Guild of the Gifted, 
  Rasputin the Grey. Like the Sanctum itself, the estate is avoided 
  by local folk and is said to be haunted. Indeed, a half dozen Shad-
  ow Beasts roam the estate, ever vigilant for intruders, and a mated 
  pair of Black Faeries are permanent houseguests. The mansion is 
  protected by both conventional and magical means, and there is 
  a temple for the Grey One in the basement. The villa is rumored 
  to be visited by dimensional travelers and supernatural beings as 
  well as members of the Guild. See the section on the Guild for the 
  Gifted for full data on Rasputin the Grey.
  30. The Gentlemen’s Club. An exclusive club for the wealthy 
  where its private members are rich humans and human-like D-
  Bees. Visitors must pay an entrance fee of 100 credits and be ap-
  proved and accompanied by a member of the Club. The four story 
  facility offers a quiet sitting room, large lounge and bar stocked 
  with imported libations, a second small lounge and bar, card 
  rooms (reserved for quiet evenings of card gambling), a small 
  library with about 1,000 contemporary and pre-Rifts books, sec-
  ond floor ballroom, weight and workout room, showers, jacuzzi, 
  sauna, and 10 private meeting rooms (all with bed, couch, easy 
  chair and table and six chairs) that can be reserved by members 
  for meetings away from prying eyes. Members of the Guild of 
  the Gifted snub the Gentlemen’s Club, but it is frequented by 
  non-Guild practitioners of magic, government officials and the 
  snob rich.
  31. North Side Music. A small shop that sells musical instru-
  ments and music recordings (one inch discs). Also offers music 
  lessons for singing and playing the guitar. Good quality, good 
  prices.
  32. The Starlight Theater & Brothel. This modest theater 
  caters to the illicit rather than the dramatic. 14 different half-hour 
  performances are exhibited from 8:00 P.M. till four in the morn-
  ing. Shows include scantily clad dancing girls, strip-tease artists, 
  and live sex shows. Watered down whiskey, rum, and tequila cost 
  two credits a drink, while shots of 150 proof rum are four credits 
  each. Door entrance fee is 25 credits, but the customer can stay 
  as long as he wishes. Six burly Dog Boys are the bouncers (5th 
  level and a minimum P.S. and P.P. of 20, Anarchist alignments).
  Upstairs are a dozen simple, clean, small rooms with a bed-
  room and bathroom for customers willing to pay for time with 
  the theater’s prostitutes. Prostitution is not illegal in North Town 
  so there is no fear of arrest. However, thugs and criminals hang-
  ing out in and around the theater can lead to trouble and robbery, 
  especially since booze is served. Most of the girls charge 60-160 
  credits per hour depending on the service they provide, but show 
  headliners command quadruple and have the right to refuse cli-
  ents they don’t care to entertain. A popular place for the middle 
  class, soldiers and adventurers with money to burn. The girls are 
  all business and don’t have time for crushes or romance.
  33. Lydia’s Hair Salon & Tobacco Shop. A two story, wood 
  frame building that caters to the gentler needs of rich men is Lyd-
  ia’s. The first floor has two manicurists (40 credits for a mani-
  cure), a hair salon with six attractive women providing hair care 
  services that range from 25 credits for a man’s haircut to 60-160 
  credits for a woman’s haircut and permanent or hair dye job, plus 
  other services in the same price range, a tobacco shop that also 
  sells snuff, hallucinogenic mushrooms, peyote, cocaine, marijua-
  na and other drugs, and Lydia’s business office. The office is a 
  large, comfortable lounge. The furnishings are lavish and include 
  a couch, two love seats, two comfy armchairs, a sitting table and 
  desk. Her private chambers are behind her office.
  The second floor has eight comfortable rooms with air con-
  ditioning, bedroom, and bathroom with toilet, sink and shower. 
  Each is the quarters of a beautiful young lady of the evening. 
  Each of these high-class call-girls has a P.B. of 19-26, all are 
  healthy and disease free, and very, very discreet. Four are human, 
  one is an Elf, One is a canine, one is a shape-shifter who can be 
  anyone you want her to be, and one is a mutant cat who some-
  times acts as a spy for the El Paso Wild Cat gang.
  Lydia herself is a Mind Melter with a talent for healing and 
  prophecy, offering a variety of different services to her gentlemen 
  callers. She is happy to perform healing to erase the wounds and 
  scars of a barroom brawl or the claw marks of another woman; 
  costs 1D6x100 credits depending on the severity of the wound or 
  potential damage to one’s reputation if it is not removed. She can 
  also dispense with venereal diseases (500 credits; Healing Touch 
  and Increased Healing), Psychic Diagnosis (75 credits), instant 
  
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  sobriety from booze, drugs, or poison (400 credits, Psychic Pu-
  rification), Psychic Surgery (3,000 to 50,000 credits depending 
  on the complexity), Exorcism (1,000 to 5,000 credits), and other 
  healing services. She can also make the girl forget she ever met 
  the client for a cost of 10,000 credits. Lydia is also clairvoyant 
  and empathic, enabling her to foretell the future (tarot card read-
  ing is 100 credits, a true psychic reading is 500).
  Lydia Marie Sanchez: 9th level Mind Melter, 283 I.S.P., 
  possesses all Healing and Sensitive psionic powers as well as 
  Bio-Manipulation (10), Empathic Transmission (6), Hypnotic 
  Suggestion (6), Mind Bolt (varies), Mind Bond (10), Mind Wipe 
  (special), Psionic Invisibility (10), Psychic Omni-Sight (15), and 
  Telekinetic Force Field (30); Anarchist alignment; I.Q. 12, M.E. 
  23, M.A. 19, P.B. 15, all others average. Age 40, but looks 30, 
  human, 5 feet, 6 inches (1.6 m) tall.
  34. Punta’s Magic Shop. A sorceress (Maria, 6th level Ley 
  Line Walker), her husband, Gerardo Rivera (5th level Mystic), 
  and her father Alvaro Punta, a retired member of the Guild for 
  the Gifted (12th level Ley Line Walker) own and run this magic 
  shop. The front of the store is covered with windows and has a 
  skylight so sunlight fills the shop. It is a bright, cheerful place 
  although there is the occasional demonic looking statue and mon-
  ster’s skull. Two Goblins, Kalrac and Klive (5th level City Rats), 
  and Brinnock, a pig-faced D-Bee (a retired, 4th level Mercenary 
  Soldier), work the stock room at the back of the store while Ma-
  ria, Gerardo, or Julio (a 6th level Techno-Wizard) and a sales 
  clerk named Anna (4th level Rogue Scholar) take care of custom-
  ers. Only occasionally does the aging Alvaro make a personal ap-
  pearance at the store, even though he lives upstairs on the second 
  floor (his daughter and her husband live in a nice house a few 
  blocks away). Of course the building is protected by magic.
  Magic items: Talismans, amulets, magic potions, scrolls, 
  Techno-Wizard devices, conventional and TW vampire slaying 
  items and a large variety of other magic items. (Note: See the 
  Rifts® Book of Magic, Black Vault Adventure Sourcebook 
  and Rift® Conversion Book One for a number of magic items 
  a G.M. might want to include). Some of the store’s hottest sell-
  ing items to travelers are crosses to hold off vampires, TW-water 
  blasters and flares, as well as a wide range of crystals and gem-
  stones ideal for Techno-Wizardry.
  35. Riverview Movie Theater Multiplex 10. A popular mov-
  ie theater that specializes in the showing of pre-Rifts films, and 
  occasionally, new, fair to good, contemporary films. The pre-Rift 
  films are the most popular and are rerun regularly since there is 
  a new crop of adventurers and visitors all the time. A “hot” film 
  will show for 4-12 weeks while a fair to good film shows for two 
  weeks. There are a total of 10 theaters, with two theaters that 
  show popular reruns on a regular basis. Cost of admission is 30 
  credits per person.
  36. The North Star Hotel. A 15 story complex that can ac-
  commodate 600 patrons. Rooms are attractive, clean, all have 
  private baths, TV, and security is good. Nice view of the park on 
  the west side. Rooms cost 140-250 credits per night. South of the 
  hotel is the guarded parking garage (the four squares on the map).
  37. The Pyramid Hotel. An older, 20 story hotel, it offers 200 
  bargain rooms on floors 16, 17, 18, and 19, (50 credits a night; 
  no private bathroom, communal bathroom and shower on every 
  floor), 200 quality rooms on floors 6-15 (90 credits per night; 
  larger and have private bathrooms; TV is an extra 20 credits per 
  night), and 120 luxury rooms on floors 2-5 (150 credits a night, 
  large rooms, easy chair, small desk, private bath, TV). The first 
  floor contains the hotel offices, lounge, Karoake bar, hair salon, 
  a reputable Body-Chop-Shop named Live Wire, and two huge 
  restaurants. The food is fair to good at the restaurants with an av-
  erage cost of 20 credits a meal, and alcohol is served (3-8 credits 
  per drink). The top, 20th floor, is divided into six massive pent-
  house suites. One is the residence of the hotel owner, Emanuel 
  Juarez III, and at least two are available at any given moment 
  (costs 1,400 credits per night). Security at the hotel is fair, except 
  for the penthouse suites which is ironclad. Service is good and the 
  hotel is kept up well. Half the hotel staff are D-Bees.
  38. North Town Mechanics & Gas Station. A competent 
  mechanics shop able to repair hovercycles, vehicles of all kind, 
  and handling minor repairs on robots and power armor. Reason-
  able prices.
  39. The North Juarez Apartments. A 12 story apartment 
  building for the middle class residents of New North Town. It 
  has recently undergone a massive renovation that added four 
  new floors to the top of the building. Security is tight, the apart-
  ments are nice, well maintained and services are excellent. Even 
  at 3,000 credits per month there are few vacancies. Management 
  insists the building is “vampire free” and there has never been an 
  incident involving a vampire. Note: The apartments are down-
  wind of the stables next door.
  40. Wilbur’s Stables. Sells, buys, and rents horses, pack 
  mules, donkeys and a team of four camels. Also offers veterinary 
  services for horses, shoeing, feeding and grooming. Renting a 
  good riding horse with riding equipment costs 30 credits an hour 
  or 150 credits for a 10 hour day, or 800 credits for a full five days. 
  A workhorse (plow, pull wagon, etc.) or mule costs 20 credits an 
  hour or 120 for a 12 hour day, or 600 credits for a full five days. 
  All rentals require a 500 credit deposit to cover loss of equipment 
  or injury to the animal, in addition to agreeing to pay all expens-
  es incurred from theft, injury or death of the animal. A typical 
  workhorse costs 3,000-8,000 credits, pack mule or donkey 2,000-
  5,000 credits, a good, trained, riding horse costs 8,000-40,000 
  credits, and a superior riding or race horse can cost two to ten 
  times more. The camels are not for sale.
  The six smaller buildings behind the main building are the 
  blacksmith, storage and additional stables.
  Wilbur Softwind and his family are Psi-Stalkers, which 
  makes them superior animal handlers. Wilbur and his wife Leena 
  are both 10th level Civilized Psi-Stalkers who love horses and are 
  seen talking to them all the time. Wildbur is also a slick and savvy 
  businessman with a keen eye for quality horses and a passion 
  for racing them. Leena is quite the amateur veterinarian and very 
  sympathetic toward animals in pain. Their six sons are all 5th 
  and 7th level Wild Psi-Stalkers, the four daughters are 6th level 
  Civilized Psi-Stalkers. Uncle Buck (9th level), Aunt Louisa (8th 
  level), and their four boys (teenagers, 2nd and 3rd Level Wild 
  Psi-Stalkers and two girls (pre-teens, first level Wild Psi-Stalk-
  ers), six N’reta and nine Fennodi Catus People help work stables 
  operation. The alignment of family members range from Unprin-
  cipled to Scrupulous and there is a powerful family bond between 
  them all and their spouses. Among the hired hands, alignments 
  run from Anarchist to Scrupulous, and experience levels range 
  from 3rd to 7th level. Note: Descriptions of N’reta, Fennodi and 
  80+ other D-Bees are found in Rifts® World Book 30: D-Bees 
  of North America™.
  
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  41. Wagonsmith, Wainwright and Carpenter. A quality 
  manufacturer of wagons, wheels, wagon parts, barrels, crates, ta-
  bles, chairs, fence posts, axe and shovel handles, as well as sharp-
  ened stakes, wooden mallets and large and small, plain wood cru-
  cifixes. Unfinished products, items not yet stained, varnished or 
  painted, are half price.
  42. The North Town Lumberyard and Mill. Produces and 
  sells wood material for carpentry and building such as two-by-
  fours, wood planks, beams, doors (wood and some metal/M.D.C. 
  doors), moulding, windows, paneling, wood roofing tiles/
  shingles, barrels of wooden stakes (12 for 2 credits, made from 
  scraps), wood arrow and crossbow bolts (12 for 8 credits), mal-
  lets, rope, wood pegs, nails, screws, bolts, spikes, hammers, saws, 
  paint, paint brushes, glues, resin, varnish, lacquer, sandpaper, tar 
  paper, tar, and lime. Employs 100 full time workers (50% are 
  powerfully built D-Bees, a dozen are giants).
  43. Gomez the Coffin Maker. Simple, cheap, unfinished 
  wood coffins cost a paltry 400 credits. Fancy coffins range from 
  4,000-10,000 credits. A Mega-Damage coffin costs 50,000 cred-
  its per 50 M.D.C. with a maximum of 300. Gomez and his staff 
  also builds coffins to customer specifications, including airtight 
  seal, secret vents or openings, lights within the coffin, locks inside 
  or outside of the coffin, secret compartments, field radio, alarms 
  and M.D.C. armor, and more. Gomez is a self-serving opportun-
  ist who makes coffins for any purpose without asking questions. 
  To his way of thinking, he can argue he has never “knowingly” 
  built a special coffin for a vampire, but who else would require 
  the unusual features he is asked to include? Gomez scoffs at such 
  accusations and claims the rich and eccentric are his customers. It 
  is also interesting to note that his shop is open to customers from 
  noon to midnight.
  Gomez the Coffin Maker is also called “Mr. Ghoul-mez” 
  by the local children and gang members. Everyone suspects he 
  makes custom coffins for vampires, but nobody has been able 
  to prove it. His shop has been under the watch of the Guard for 
  years, and visited by Vampire Hunters and adventurers for just as 
  long, yet no one has found any evidence he or his workers con-
  sort with vampires. Gomez is a 9th level Operator with carpentry 
  and art skills. Diabolic alignment, he is out for himself, doesn’t 
  care who he sells his products to, and while he claims ignorance, 
  knows darn well his primary customers for custom coffins are 
  vampires. However, that includes Deluded and Hero Vampires 
  who, arguably, are not evil. I.Q. 12, M.E. 18, M.A. 7, P.S, 18, 
  P.P. 15, P.E. 10, P.B. 8, Spd 9. Gomez is tall; 6 feet, 5 inches (2 
  m), but thin with a pale complexion, yellow teeth, dull dark eyes, 
  and looks to be about 50. Greedy, petty, and selfish, he will work 
  for anybody willing to pay his price. He has a cool 3.5 million 
  socked away in the bank, plus 80,000 in Universal credits on him 
  at all times, as well as a stash of gold and gems worth 300,000 
  credits in a secret compartment (100 M.D.C., with complex elec-
  tronic lock and two tumblers) in his bedroom on the third floor 
  of his building.
  The Night Master gang and other vampires frequent his estab-
  lishment and also protect him and his business from unfriendly 
  forces. Nobody has ever proved that Mr. G works for the undead, 
  but many suspect the truth. Like their boss, his workers are in it 
  for the good pay (all are Anarchist and Miscreant alignments) and 
  don’t care if they are helping murderous vampires.
  44. Morley’s Mortuary. This three story building next door 
  to the coffin maker is a funeral home. It is a nice, serene place 
  with helpful morticians and a variety of parlors, from simple 
  with two couches and wooden folding chairs, to fancy with nu-
  merous couches, armchairs and padded seating. Coffins (40% 
  purchased from Gomez) generally cost 3,000 to 8,000 credits; 
  a simple wood coffin costs 1,000 credits (yes, this is the same 
  one Gomez sells for 400 credits, only it is finished and has a nice 
  lining). Morticians prepare, preserve and present the body at a 
  cost of 500 credits. Parlor rental is 100 credits for the simple and 
  1,500-3,000 credits for one of the fancy parlors. Cremation is 100 
  credits, a cremation jar 300 credits, and interment in a cemetery 
  costs 1,200.
  Mr. J.P. Morley is an 8th level Medical Doctor turned morti-
  cian. Miscreant alignment, I.Q. 12, M.E. 10, M.A. 13, P.S. 9, P.P. 
  14, P.E. 9, P.B. 10, Spd 8. He sometimes performs autopsies for 
  the city government and individual clients (costs 500-1,200 cred-
  its depending on the complexity) and secretly sells human organs 
  and cybernetic parts to the body-chop-shop across the road (#46). 
  If sent by the right person, Doctor Morley is willing to patch up 
  and do simple surgery on wanted criminals and adventurers, but 
  after surgery, they MUST be taken elsewhere, they cannot stay 
  at the Mortuary for any amount of money. Medical services for 
  fugitives and adventurers who would rather not go to the hospital 
  cost twice the amount a legitimate clinic would charge. Morley 
  has squirreled away more than six million credits, nearly half of 
  which come from his sale of body parts and previously owned 
  cybernetics. Unknown to anyone, he has a deal with a group of 
  Grave Ghouls (Lesser Demons) who eat the bodies of the de-
  ceased instead of cremating the bodies as he was paid to do. This 
  saves him the time and expense of cremation. Likewise, bodies 
  don’t actually get buried. He just has the top layer of soil loos-
  ened to look like there was a burial and pockets the interment 
  money. This works great when dealing with transients and adven-
  turers who are never likely to come back to visit a grave, enabling 
  Morley to resell the same plot many, many times. The Ghouls 
  are thrilled with the supply of easy food and watch out for their 
  gruesome benefactor. As for Morley, he has come to think of the 
  Ghouls as loyal pets.
  45. North Town Florist. A pretty shop that specializes in 
  bridal bouquets and funeral arrangements. Prices are reasonable.
  46. The Better Body Chop-Shop. This is your classic hole 
  in the wall body-chop-shop. It is filthy, poorly lit, and smells of 
  blood and disinfectant. Prices are “slashed to the bone” at 40% 
  less than the standard book price for organ transplants, cybernetic 
  implants and most services. Availability of full bionic limbs is hit 
  or miss, but repairs on existing systems can be done. Bio-System 
  parts are a rarity, but even they are 20% less than standard market 
  value and bionic repairs are possible. The shop also offers basic 
  medical services such as minor surgery, removing bullets, sutur-
  ing knife wounds, setting a broken limb in a cast, and so on, for a 
  mere 1D6x100 credits and a solemn promise of not reporting the 
  incident to the authorities. This doctor is frequently used by the 
  Skivers gang, Cyber-Snatchers, bandits and underworld scum of 
  all sort. This is a great place to buy or sell “used” cybernetics and 
  bionics. The shop pays 20% for “previously owned” bionics and 
  don’t mind having to remove the part from a dead body.
  Doctor Vincent Lee Diaz is the owner and chief surgeon. 
  He is an 11th level Cyber-Doc of great skill when he’s not too 
  drunk or drugged out. Miscreant alignment, I.Q. 15, M.E. 9, M.A. 
  15, P.S. 11, P.P. 20, P.E. 8, P.B. 14, Spd 10. Age 55. Doctor 
  Diaz is usually depressed, sullen and drunk or high. He doesn’t 
  
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  care about anybody or anything except his booze and drugs, and 
  spends most of his money on alcohol and cocaine.
  47. Chapel – Weddings Cheap is all the pink and white neon 
  sign says. This is a quickie marriage chapel. No blood test is 
  needed. The marriage license is prepared on the spot. A quickie, 
  no-fuss wedding costs 20 credits and takes five minutes. A lon-
  ger, more formal wedding costs 50-10 credits, takes 15-20 min-
  utes and offers canned music and plastic flowers. Formal wedding 
  ceremonies and catered receptions are also available. 1D6x1000 
  credits for the hall and open bar, meals cost 20 credits per person, 
  and the cake is 3 credits per slice; surprisingly good quality. The 
  second floor is the wedding hall for large affairs.
  48. The Remmington Detective Agency. This detective 
  agency seems to be embroiled in one controversy or bit of trouble 
  after another. The organization is well-liked by the neighborhood 
  and seen as a positive force. The agency’s detectives have an ex-
  cellent rapport with the Guard gang and the Guild for the Gifted, 
  but are hated by the Juarez Police, Psykes and Night Masters 
  gangs, all of whom target the agency for harassment, vandalism 
  and worse.
  Services include: Locating missing persons, rescuing the vic-
  tim of a kidnaping, locating stolen goods, surveillance and pho-
  tography of the subject, wiretapping, breaking and entry, stealing 
  (for a good cause, i.e. stealing a stolen item from the thief who 
  stole it in the first place), personal bodyguard, security guard, 
  protection from vampires, vampire extermination, and private 
  investigation of any crime (murder, robbery, extortion, etc.), and 
  the capture of the perpetrator or location of enough evidence to 
  bring him to justice. Ciudad Juarez being the politically corrupt 
  place that it is, the Remmington Detective Agency is hired by a 
  lot of people framed or falsely accused and arrested by the Juarez 
  police to prove their innocence and procure their release from 
  prison.
  Fees: Vary from client to client, as the owner, J.J. and com-
  pany try to charge according to what their clients can afford. The 
  standard fee for those with means is 150 credits an hour, plus 
  reasonable expenses (ammunition, film, gasoline, bribe money, 
  repairs of equipment, etc.); double those fees for the wealthy as 
  well as suspicious characters and disreputable clients (i.e., known 
  criminals and scoundrels). Sometimes hazardous assignments 
  also command double or triple the usual fee, but other times the 
  charge is less. J.J. and company like to champion the underdog 
  and the “Average Jose” who, in Juarez, have few people or places 
  they can turn to for justice. However, that often means getting 
  paid half the standard fee, and some jobs are taken on a pro bono 
  basis (no charge) or on a pay-what-you-can basis. The team also 
  takes contingency cases with a standard cut of 35% of whatever 
  is recovered (the percentage may be reduced depending on the 
  client or cause).
  The founder and head of the agency was a human named Josh-
  ua James Remmington, a one time member of Reid’s Rangers 
  and one reason for the agency’s early success. He was also an 
  amateur painter of Western themes and his work can be found 
  in homes and businesses throughout the city-state. Three years 
  ago, Joshua and his partner, Victorio Truman (a Military Special-
  ist), were both killed by vampires belonging to the Night Master 
  gang. The vampires made quite the spectacle of the slaying, and 
  displayed the mangled bodies of the two men as a warning to 
  others who dared to challenge the will of any vampire. As to be 
  expected, the police investigation has failed to produce sufficient 
  evidence to charge a single person responsible, but then the agen-
  cy was no friend of the police.
  Everyone thought this would be the end of the Remmington 
  Detective Agency, but it has grown to be bigger than ever. Joshua 
  “J.J.” Remmington Junior has picked up where his father left off. 
  Josh Junior, or J.J., is a better businessman and strategist than his 
  father. He also grew up in the streets of Juarez, so he knows them 
  like the back of his hand, understands the people and their needs, 
  and is incredibly popular among the middle and lower class resi-
  dents. Furthermore, he has the sympathy of the community who 
  want to see his father’s killers brought to justice. J.J. is a likeable 
  and well respected 24 year old human, 5th level Vampire Hunter 
  of Scrupulous alignment. He is also a Minor Psychic with the 
  powers of Meditation, Object Read (6), and Sixth Sense (2) like 
  his father, 34 I.S.P. I.Q. 15, M.E. 15, M.A. 22, P.S. 20, P.P. 18, 
  P.E. 12, P.B. 20, Spd 14; 6 feet (1.8 m) tall.
  Jose Hidalgo is J.J. Remmington’s steadfast partner and men-
  tor who has become like a second father to the lad. He is an ex-
  member of the Guard, but maintains a good relationship with 
  the gang and has many connections with them, so whatever the 
  Guard knows is likely to be passed on to Jose. It is said he was 
  present the night J.J.’s father and old partner were slaughtered 
  and can identify the vampires responsible. Jose is a 46 year old 
  Quick-Flex Alien, 9th level Gunfighter with a knack for covert 
  operations. Unprincipled alignment, I.Q. 15, M.E. 14, M.A. 10, 
  P.S. 19, P.P. 24, P.E. 19, P.B. 12, Spd 21, 5 feet, 11 inches (1.8 
  m) tall; notable skills include Lore: Vampires, Roadwise, Street-
  wise, Tailing, W.P. Blunt, W.P. Knife, W.P. Energy Pistols, W.P. 
  Handguns, W.P. Quick Draw and W.P. Paired Weapons.
  Other Detective Agency Employees of Note: The Remming-
  ton Detective Agency also employs Frank Dry Sand, a 6th Level 
  Cactus Person, Scrupulous alignment, Dusty, a Fennodi and 7th 
  level Wilderness Scout, Principled alignment, Luis MacRea, a 
  9th level Military Specialist (emphasis on Espionage), Unprinci-
  pled alignment, Monica Diaz, a 7th Level Psi-Ghost, Scrupulous 
  alignment, and Clem Chandler, a 23 year old, 5th level City Rat, 
  Unprincipled alignment, who has aspirations of being the greatest 
  detective in Ciudad Juarez.
  Scarlet is the pretty, human receptionist and assistant secre-
  tary who has a crush on J.J. She is a 4th level City Rat of Scru-
  pulous alignment, smart as a whip and a ray of sunshine in the 
  office.
  Marigold is the stoic, well mannered, “strictly business” head 
  clerk and secretary. She is a D’norr Devilman, 7th Level Mystic, 
  Scrupulous, attractive, smart and can handle herself in a fight.
  The Detective Agency frequently hires a number of local 
  “freelancers” that include a few Psi-Stalkers and Dog Boys, all 
  5th to 8th level and of good alignments.
  Help Wanted: The agency sometimes hires adventurers, gun-
  fighters and heroes with a reputation for being honest and trust-
  worthy, for special assignments or when the workload is too 
  much for them to handle in-house, which is more and more often.
  49. Seeligson & Jordan Attorneys and Counselors. A pair 
  of good-hearted Rogue Scholars, originally from New Lazlo, 
  who work as attorneys. Both men know their way around the bu-
  reaucracy of the city government and the corrupt police force. 
  They will never knowingly become involved in criminal activ-
  ity and avoid defending gang members, the Guild for the Gifted, 
  or the Black Market. Legal consultation may be given free or 
  
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  at greatly reduced rates to the needy, but average rates are 300 
  credits an hour.
  L.R. Jordan’s main legal interests involve helping travelers 
  who have been fleeced by criminal organizations or persecuted 
  by the city government. He can arrange bail, pay fines and defend 
  clients in court. He boasts an impressive 70% winning record for 
  court cases against the city and police force and is dreaded in 
  court. Many city attorneys will plead out or drop a case the mo-
  ment they find out that Jordan is willing to take it to court. He is 
  extremely literate (reads and writes American, Spanish and Euro 
  98%), fluent in Gobblely and Dragonese 88%, and is an avid col-
  lector of old books and art. 9th level Rogue Scholar and attorney 
  at law, Unprincipled alignment, I.Q. 17, M.E. 17, M.A. 24, P.S. 
  12, P.P. 10, P.E. 12, P.B. 10, Spd 12, age 48; human. Loyal friend 
  to Seeligson who he greatly respects and trusts.
  Leslie “Les” Seeligson is the crafty senior part. His specialty 
  is insurance fraud, medical claims, and business law. He is also a 
  fairly competent computer hacker (76%) and a master at negotia-
  tion and bluffing. 12th level Rogue Scholar and attorney at law. 
  Scrupulous alignment, I.Q. 19, M.E. 18, M.A. 20, P.S. 10, P.P. 
  9, P.E. 8, P.B. 12, Spd 9. Age 62; human. Loyal friend to L.R. 
  Jordan.
  50. N.T. Money Exchange. Turn gold, silver, gems and jew-
  elry (not artifacts, vehicles, weapons, mortgages, or magic) into 
  instant credits. No questions asked. No proof of ownership re-
  quired. Pays 60% of market value for Juarez credits, or 45% for 
  Universal Credits. This is a Black Market operation. Quiet, ef-
  ficient, and protected. Only Combat Cyborgs, Crazies and Juic-
  ers are used for security (1D6 level of experience). One can also 
  open a savings and debit account that is secure and reliable.
  51. Old World Style Beef & Leather. A small, smelly butch-
  er shop that sells beef in its many forms; steaks, roasts, stew beef, 
  ground (hamburger), sausage, jerked beef, slices, livers, kidneys, 
  brains, tongues, feet, eyes and snout. Also sells some poultry. 
  Plus a section of the store sells leather goods; belts, straps (stud-
  ded and plain), strips of rawhide, watchbands, wristbands, col-
  lars, hats, backpacks, satchels, vests, and tanned leather cow 
  hides, etc. Prices are all fair. The family that runs this shop has 
  lost loved ones to vampires and hate the beasts. As a result, they 
  are happy to share rumors and what little information they may 
  have on vampires in town.
  52. Felix’s Fruit Market. A medium-size market that sells 
  fresh fruits, dried fruits, jams, fruit juices, ciders, honey, some 
  vegetables, spices, dairy products and eggs. Reasonable prices 
  for good quality food. The founder of the market was shot in the 
  back in the street, killed and robbed after he won big in a card 
  game at the Duke’s Card Parlor & Saloon. The suspects are a 
  band of mercenaries who frequent Ciudad Juarez, but the police 
  have not charged anyone.
  53. Town and Country Vehicles – Used Car Lot. Sells used 
  and rebuilt automobiles, motorcycles, hovercycles, common hov-
  ercraft, and the occasional jet pack, Mountaineer ATV, Sky King 
  and Wing Board. Since the Siege on Tolkeen began and increased 
  Coalition military forces in the State of El Dorado (Arkansas) 
  and Pecos Empire (Texas), Town and Country Vehicles has seen 
  an increase in “used” Coalition and Northern Gun vehicles of all 
  kinds. Mostly light vehicles such as hover cars, trucks, and jeeps, 
  CS Rocket Bikes and similar hover platforms and light military 
  vehicles. The Northern Gun (NG) vehicles are a similar fare. NG 
  vehicles designed for communities and adventurers may have a 
  conventional combustion engines (20% and are the least expen-
  sive), requiring fuel of some kind, 15% are solar powered, 15% 
  electric, 40% are nuclear, and 5% have Techno-Wizard (magic 
  powered) engines. However, CS, Northern Gun and Bandito 
  Arms military grade vehicles are almost always (95%) nuclear 
  powered. Prices are 30%-50% below new vehicle prices; vehicle 
  M.D.C. is typically 1D4x10% less than new. All vehicles are sold 
  in working condition and are of fair to good quality. The lot deal-
  er pays 30% of market value for used vehicles in good condition, 
  15% in poor shape. The car lot has its own team of Operators and 
  garage to get vehicles to running condition for resale.
  54. Open Farmers’ Market. Scores of different vendors and 
  farmers sell their goods at this large market. Merchants include 
  sellers of coffee, spices, herbs, tobacco, soybeans, rice, corn, hot 
  peppers, vegetables, flour and grains, fruit, fresh meats, smoked 
  and salted meats, jerked beef, poultry, fish, candy, honey, flow-
  ers, hats, sombreros, ponchos, baggy cotton shirts and pants, 
  sandals, rope, baskets, canvas sacks, water skins, wooden axe 
  handles (do 2D4 S.D.C. in combat), wooden mallets, wooden 
  stakes, crossbows, bolts and arrows, a few horses, donkeys and 
  some livestock such as chickens, geese, ducks, pigs, sheep and 
  goats (no cattle). Prices are 20% below standard market cost, but 
  quality varies from fair to excellent; buyer beware. Members of 
  the Guard patrol the Farmers’ Market and keep the peace. The 
  police also have a presence here, and keep an eye out for wanted 
  fugitives and adventurers looking for trouble. The market is open 
  from sunrise and closes a half an hour before sunset.
  55. Tinker’s Shop. Makes, fixes and sells simple items made 
  of metal such as belt buckles, clasps, pins, pots, pans, knives, 
  kitchen utensils, fishing hooks, animal traps, manacles, chain, 
  horseshoes, nails, hammers, bells, and wind chimes. Smith in 
  back of building. Standard prices.
  Silver Weapons: Though the shop owner, Miguel, does not ad-
  vertise the fact, he makes and sells silver bullets and arrowheads 
  at prices just 10% above his own cost. He is happy to coat blade 
  weapons in silver for just 20% above his own costs, making them 
  the bargain of city. The silver weapon or ammo can usually be 
  ready within 48 hours; full cost for rush orders ready in 18 hours.
  Rumor: The owner’s handsome 24 year old son, Alonso, is 
  said to have left town and gone North to make a new life. How-
  ever, the rumor on the street is that the strapping lad has become 
  a vampire and the newest member of the Night Masters gang. 
  Miguel refuses to discuss the rumor.
  56. Sherman’s Pottery Palace. This family of craftsmen 
  make a wide variety of pottery, dishes, platters, bowls, clay jars, 
  containers, mugs, and wind chimes. From simple clay to fine ce-
  ramics. The local saloons and restaurants are regular clients and 
  frequent purchasers. Fair prices; good to excellent quality.
  Rumor: The youngest daughter, Christina, is rumored to have 
  run away from home to join the Psykes gang.
  57. The Fighting Cock. A favorite indoor arena, gambling 
  place and saloon. Every night sees different animals pitted against 
  each other; rats, cocks, dogs (including coyotes and wolves), wild 
  cats or dogs versus wild boar or other fierce animals. There are 
  also “man vs animal” events such as bull, boar and wolf wrestling 
  – bare-handed; no weapons allowed. “Humanoid vs humanoid” 
  events include boxing, kick boxing, wrestling and knife fights. 
  Prize money is a shockingly low 200-1,200 credits, yet there is 
  never a shortage of contestants nor spectators. The winnings can 
  be increased by two to ten-fold via astute side bets with fellow 
  
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  patrons or the house, as gambling is the real sport at this estab-
  lishment.
  The saloon offers strong, cheap drinks, 2-5 credits each, but 
  is limited to corn-liquor moonshine (powerful stuff), tequila, and 
  beer.
  The owner is Pedro Delgado, a 9th level Rogue Scholar (I.Q. 
  14, M.E. 15, M.A. 12, P.S. 9, P.P. 11, P.E. 10, P.B. 10, Spd 9; 
  Miscreant alignment). He lives vicariously through the fights 
  and excitement at the Fighting Cock, but is himself a simpering, 
  mean-spirited, backstabbing wimp who has no combat skills. The 
  only time he fights or exerts himself is when he has Night Hawk 
  and/or several of his strongmen to protect him. Pedro pays the 
  police for favors and to overlook any trouble at his establishment, 
  but he is also a “snitch”, earning additional favors from his cor-
  rupt police buddies by giving them information about the people 
  who come to the arena. Thus, Pedro always has his eyes open 
  for fugitives, desperadoes, and wanted criminals as well as the 
  bounty hunters, mercs and adventurers who hunt them. He also 
  always has his ears to the ground for news, gossip and hints of 
  trouble or an opportunity to make money. Pedro Delgado is in so 
  deep with the corrupt members of the Juarez Police Force, that 
  his men do the occasional “special job” for the authorities, like 
  making a witness forget what he saw or making him (or the evi-
  dence) disappear, and so on. Consequently, The Fighting Cock is 
  a hang out for many of the corrupt members of the Juarez police; 
  2D4+2 are present 80% of the time.
  Delgado’s Fight Manager is a burly 9th level Crazy known as 
  the Night Hawk. I.Q. 11, M.E. 14, M.A. 5, P.S. 27, P.P. 20, P.E. 
  21, P.B. 7, Spd 36, Miscreant alignment; Hit Points 92, S.D.C. 
  124, P.P.E. 32, I.S.P. 61. Wears a TW suit of body armor made 
  of dragon hide (154 M.D.C.). Night Hawk’s Psionic Powers: Im-
  pervious to Fire (4), Levitation (varies), Telekinesis (varies), plus 
  the Crazy’s O.C.C. abilities of enhanced speed, Bio-Regenera-
  tion and other special abilities and bonuses. Insanities: Phobia: 
  Snakes, Obsession: Gambling (loves it, gambles all the time). 
  Affective Disorder: Disgusted by anything sticky. Crazy Hero: 
  Nighttime complex in which he believes his M.O.M. powers and 
  abilities occur only at night (fights like an average man during 
  the day), thus he is active all night and sleeps most of the day. 
  Hates vampires, though, and likes to fight and kill them over the 
  slightest provocation.
  Henchmen: Zeta is a 6th level Crazy, Anarchist alignment, 
  who is in love with Night Hawk. He is one of her Obsessions, 
  making Zeta his stalker. She does anything Night Hawk asks of 
  her, but she hates to be away from him more than 10 minutes. 
  She is the first to take action to defend and protect Night Hawk, 
  which is embarrassing to him and the two bicker about it and 
  other things on a frequent basis.
  Carlos, Michael, and Bart are three 5th level Robot Pilots, 
  each is Miscreant, whose primary weapon is the NG-Samson 
  power armor. Night Hawk has a thing about Samson power armor 
  and always has 2-4 as members of his squad. There is also Clyde, 
  a 7th level Ogre fighter, Diabolic alignment; Crimson Steel, a 
  6th level Undead Slayer, Aberrant alignment and also an Ogre; 
  Hammer, a 5th Level Merc Soldier who is a Vanguard Brawler; 
  Bruul, a 3rd level Merc Soldier who is a N’mbyr Gorilla Man, 
  his mate, Norreeta, also a N’mbyr and a 4th level Merc (both are 
  Miscreant alignment); Lorna Blue, a 7th level Ley Line Walker, 
  Anarchist alignment; and Mighty Chubs, a 6th level Flooper 
  who likes to play cruel practical jokes; Miscreant alignment. This 
  
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  crew of roughnecks function as “security” and Pedro’s elite en-
  forcers, but they are all partners who divide up one third of the 
  profits for keeping the facility safe.
  There is also Carlotta and Solomon, a pair of Miscreant 
  thieves (one a human female, one a male Quick-Flex Alien, both 
  7th level) hired by Pedro to work the crowd, pick pockets and 
  keep an eye out for troublemakers. They get to keep 25% of what-
  ever they steal. If caught, one of the 2D4+2 off-duty Juarez po-
  lice officers will pretend to arrest the “thief,” but lets the crook 
  go and never files charges. Likewise, any of the corrupt police of-
  ficers who frequent the arena may step in to give a hand in getting 
  rid of troublesome customers or criminals, or to help shake-down 
  gullible visitors (bribes and pay-offs are split 50/50).
  Note: As dangerous as the arena is, it is also a good place 
  to gather information from scoundrels who have had too much 
  to drink, make contact with mercenaries, adventurers, corrupt 
  police, Skivers gangbangers, criminals and even a vampire. The 
  Guard and Night Masters are not allowed.
  58. The House of Healing. Psychic healing is performed at 
  reasonable fees. Psychic Diagnosis costs 50 credits, Psychic Pu-
  rification (booze, drugs, poison, etc.) is 250 credits, heal minor 
  wounds, cuts and bruises from a barroom brawl requiring Heal-
  ing Touch costs 50-100 credits, deep stab wounds and/or blood 
  loss requiring Healing Touch and Stop Bleeding costs 200-500 
  credits, internal injury or grievous wounds requiring several 
  Healing Touches and Increased Healing or the application of ad-
  ditional psionic abilities costs 800-1,200 credits depending on the 
  severity of the wound and amount of time needed for treatment, 
  and Psychic Surgery costs 4,000-24,000 credits depending on 
  the severity and amount of time and work necessary to heal the 
  patient. Exorcism costs 10,000 credits per Entity. The psychics 
  are willing to apply their powers of healing to humans, D-Bees 
  and animals – pets, horses, work animals, etc., for about half the 
  amount for similar types of healing.
  The House of Healing was founded by three elderly sisters: 
  Lydia, Maria and Anna, each a 12th level Psi-Healer, Anarchist 
  alignment, 72, 73 and 75 years old, but they only oversee opera-
  tions and take on “special cases.” They leave the majority of the 
  work to the 12 psychics they employ, all women, all 1D4+6th 
  level Psi-Healers or psychics with healing powers. Lana, the 
  Mystic went missing three years ago and is presumed dead. She 
  went to the market and never returned. Many people in Ciudad 
  Juarez simply vanish without a trace.
  59. In God’s Image. A quaint artisan’s shop where craftsmen 
  make statues of old Aztec and Mayan deities carved out of wood, 
  stone and jade. 75% are copies of real Aztec and Mayan statues 
  and carvings. The figures are popular souvenirs for the wealthy 
  and art minded persons. Prices are 1D6x100 credits, except jade 
  carvings which cost 4D6x100 credits, depending on the size and 
  complexity of the statue.
  Rumor: There are several rumors floating around about the 
  owner being an Aztec Priest of some sort and servant of one of 
  the Vampire Kingdoms and/or one or more bloodthirsty Aztec 
  deities.
  60. Temple of Coatlicue and the Aztec Gods of Light & 
  Dark. A pyramid shaped temple dedicated to Aztec gods of 
  earth, air, moon, sun, death and war.
  Rumor: It is said vampires never venture within 50 yards 
  (meters) of the temple and, in fact, cannot set foot inside. Many 
  a person has sought refuge from vampires by hiding within the 
  temple until sunrise. The temple is open around the clock. Note: 
  This rumor is true.
  61. Good Food Snack Shop. Sells cold drinks: water (1 
  credit), soda, fruit juice, cactus juice, beer, wine, ice cream cones 
  (hand dipped, 6 flavors), chocolate, sugar candy, honey, syrup, 
  bread, corn chips, hot chip dip, flaky cinnamon and sugar chips, 
  popcorn, and cheese sticks. Everything is quite tasty and ranges 
  in price from 1-6 credits a serving.
  Rumor: The new owner is a portly Larmac said to have been 
  a lieutenant in the Tolkeen Army before he deserted two years 
  ago. He loves food and, if anything, his influence on the Good 
  Food Snack Shop has only improved the quality and range of 
  items served. It is also rumored that he came to town with magic 
  items worth at least a few million credits and used the money to 
  purchase the shop. According to some rumors, those magic items 
  were stolen from the Tolkeen treasury.
  62. Robot Horses & Canines. A small robotics shop that 
  specializes in the sale of robot horses and dogs. The proprietor 
  and his team of Operators specialize in true robots and can re-
  pair and reprogram robot horses and dogs. Everyone knows the 
  owner Rene Diego is a kind and generous man, though a bit odd. 
  He is happy to purchase “previously owned” robot horses and 
  canines, and buys them at an impressive 30-40% of the standard 
  market value (50% if the seller is a down and out hero or Vampire 
  Hunter) and turns around and resells them for twice what he paid. 
  He is also notorious for giving heroes steep discounts.
  Robot Horses: (Simple intelligence is all that is available, 
  minimal I.Q., loyal, obedient, basic program: trained animal 
  like functions; 200 M.D.C., 15 year nuclear power source) list 
  costs: 2.5 million credits for the Appaloosa/Pony, 5 million for 
  the medium-size riding horse/Mustang, 6 million for the speedy 
  Arabian or War Horse. Used models sell for 30% to 40% less, but 
  show wear and have some damage: The robot has 1D4x10% less 
  M.D.C. and 1D4x10% less running Spd.
  Robot Dogs: Small ‘bot dog about he size of a fox costs 1.5 
  million credits and has all the basic features of the classic “K-9 
  Companion,” but half the speed, P.S. and Combat damage. The 
  K-9 Companion (German Shepherd and similar sized robot dogs) 
  costs 2.5 million. Used models are 30% less, but the robot’s 
  M.D.C. and Spd are 1D4x10 less.
  Notable Extra or Custom Robot Features: An additional 100 
  M.D.C. costs 500,000 credits, an additional 200 M.D.C. costs one 
  million credits.
  Real animal appearance: Looks like a real dog or horse with 
  fake fur, eyes, and other cosmetic features. Cost: Horse 200,000 
  credits, dog 120,000 credits.
  Silver Coated teeth and claws for Canine robots. Cost: 5,000 
  credits for a set of canine teeth, 1,000 credits for canine claws/
  toenails. 10,000 credits for a set of horse teeth and 3,000 cred-
  its to silver plate a single hoof. The problem with silver-plating 
  hooves is that the coating of silver wears off in 4D6+6 days, com-
  pared to 1D6+12 months for silver plated teeth.
  Enhanced Computer Programs: Can only have one of the fol-
  lowing in addition to its original programming to behave and re-
  spond as the equivalent of a well trained canine companion or 
  horse.
  Simple Language Program with Voice Synthesizer and two 
  languages of choice at 80% costs 30,000 credits.
  Language Program with Voice Synthesizer (understands and 
  speaks six different languages at 85%) costs 50,000 credits.
  
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  Technical Program (speaks three languages, knows two Lore 
  programs and can read and operate a computer, all at 80%) costs 
  100,000 credits.
  Wilderness Program (includes the skills Land Navigation 
  80%, Identify Plants and Fruit 75%, and Tracking 55%) costs 
  90,000 credits.
  Espionage Program and digital Camera eyes, but cannot have 
  weapon eyes if this is the case (Detect Ambush 60%, Intelligence 
  70%, Photography 80%, and Tailing 80%; can store 10,000 snap-
  shot images and 10 minutes of video), costs 135,000 credits.
  Note: See Rifts® World Book 14: New West™ for Robot 
  Horses and the K-9 Companion. Additional robot programs, 
  weapons and other features as found in Rifts® Sourcebook One, 
  Revised & Expanded, may be allowed at the Game Master’s 
  discretion.
  Rumor: Rene sells robot horses and canines at HALF PRICE 
  to heroic adventurers (good alignments), Vampire Hunters and 
  vampire hunters of any kind, Cyber-Knights and other heroes. 
  This rumor is true!
  Another rumor is that Rene has a secret supplier who sells him 
  the robot horses and canines at half the usual wholesale price. 
  Rene denies this, but how else can he sell them for so much less 
  than anyone else? Though the well intentioned Rene denies it, 
  this rumor is also true.
  Rene doesn’t look a gift horse in the mouth (pun intended), 
  and does not press his benefactor for details or information. That 
  benefactor is none other than Archie Three. Each new robot horse 
  and canine (and about a third of the supposedly “used” robots) 
  are Archie ‘Bots that collect and send data to Archie Three. This 
  information is also used by the Shemarrians in Mexico. Each Sh-
  emarrian can access the data and images stored inside each robot 
  via physical contact with the robot animal. Unknown to Rene, 
  two of his Operators are Archie androids.
  63. Official Wilk’s Laser Store. This is an authorized Wilk’s 
  Laser products store, and as such, sells only Wilk’s items. The 
  Juarez store sell all Wilk’s goods at 25% less than standard list 
  prices. The shop also repairs lasers of all kind and recharges E-
  Clips (Wilk’s E-Clips are recharged at a 25% discount). In addi-
  tion to weapons and tools, the store also sells a variety of other 
  Wilk’s products, including laser vid-players (see #67 Laser Villa 
  for details), cybernetic finger lasers (tools and weapons), laser 
  scalpels, laser distancers for attaching to guns, laser targeting, 
  gun sights (3,000 credits; 2,000 feet/609 m), pocket laser distanc-
  er (1,500 credits; 5,000 feet/1,524 m), infrared distancing binocu-
  lars (1500 credits; 2 mile/3 km range), passive nightvision gog-
  gles, high-powered laser flashlight (400 credits; 1,200 foot/366 
  m beam), laser spotlights (1,500 credits; 1200 foot beam/366 m, 
  illuminates an eight foot/2.4 m circular area; for mounting on ve-
  hicles), and conventional flashlights and lanterns.
  64. North Town Taxi Service. The garage and dispatch sta-
  tion for North Town Taxis; a fleet of blue hover-sedans. Costs 1 
  credit per minute or two credits per mile (1.6 km), whichever is 
  applicable. The majority of taxi drivers are D-Bees, with 20% be-
  ing Fingertooth Carpetbaggers, 12% Larmac, 10% D’norr Devil-
  men, and 10% N’retas, among others. The latter seems an un-
  likely candidate since they have trouble communicating verbally, 
  but they use sign language and know the streets well. Only 11% 
  are human.
  65. Mexicali Rose Restaurant. Mexican cuisine, good food, 
  excellent wine. Typical meal costs 10-18 credits. Popular among 
  residents, business people and visitors; humans and D-Bees. 
  Hours are 7:00 AM until midnight.
  66. The Third Eye – Fortune Teller. This is a pleasant little 
  shop with comfortable chairs and couches. The fortune teller of-
  fers palm reading, tarot card readings, tea leaf readings, and other 
  playful fortune telling. Nothing too extreme or serious. Six at-
  tractive young women perform the showmanship for the fake but 
  convincing psychic readings. The cost is 10 credits for a simple 
  10 minute reading, 50 credits for a 30 minute in-depth (and still 
  fake) reading. The fortunes are always good, entertaining and any 
  advice is helpful. Only the attractive, middle-aged woman who 
  owns the shop possesses any real psionics.
  Madame Dolores is a 10th level Vagabond who has learned 
  to use her Major psychic abilities for profit. Her powers include 
  Clairvoyance (4), Empathy (4), See Aura (6), Sense Magic (3), 
  Deaden Pain (4), and Psychic Diagnosis (4) and she has 80 I.S.P. 
  She has an Anarchist alignment and attributes are: I.Q. 12, M.E. 
  19, M.A. 21, P.S. 10, P.P. 9, P.E. 9, P.B. 12, Spd 10. A 30 minute 
  psychic reading from her costs 200 credits and is the real deal, 
  usually involving the use of Empathy and See Aura, combined 
  with expert theatrics. A true Clairvoyant reading costs 300-600 
  credits. Psychic Diagnosis costs 100-200 credits and may be 
  used to answer concerns about problems and anxieties, as well 
  as health issues, possession and whether someone is a victim of 
  a Slow Kill bite or is a servant of a vampire, all of which she 
  can tell via See Aura. Deadening pain costs 30 credits. If Ma-
  dame Dolores sees something with her psionic abilities that she 
  doesn’t think the client can handle, or might cause him to attack 
  her, she may choose not to reveal it. If it’s really bad news, she 
  may even return the money and ask the customer to leave, saying, 
  “I’m sorry, but I see only dramatic change in your future.” Or, “I 
  cannot see what fate has in store for you. It is rare, but it happens 
  sometimes.”
  67. Laser Villa (Video Discs). This establishment boasts hav-
  ing more than 10,000 one and three inch video discs and over 
  20,000 music discs. Videos include contemporary dramas, com-
  edy, and instructional vids (very important in a society where 
  80% of the people are illiterate). All are bi-lingual (American & 
  Spanish) and work on most vid-players. The typical vid-player 
  can read a disc in seconds and individual tracks can be copied 
  from the disc onto the vid-player. Most players can store 4-6 
  movies (10 hours maximum) or up to 1,000 songs/soundtracks 
  (but leaves no room for movies if maxed out). A typical con-
  temporary video disc sells for 50-75 credits, while the vid-player 
  sells for 300 credits (half for used players). Just downloading and 
  storing a movie costs 15 credits each, individual songs one credit. 
  Music discs sell for 25 credits. Laser Villa also sells actual pre-
  Rift music discs (not copies) for 2D6x1,000 credits each, and has 
  4D6x10 in stock at all times. They also sell the occasional pre-
  Rifts video disc (movie and TV shows) for 4D6x10,000 credits 
  each and has 2D6 in stock most of the time (kept in a safe). Also 
  sells vid-players and blank, recordable discs.
  68. North Side Massage Parlor. “Get rid of those kinks and 
  stiff joints from sleeping under the stars or a hard day’s work!” 
  Over 30 male and female, certified, expert masseurs are avail-
  able around the clock. A 20 minute quick massage is 40 credits, 
  a regular hour session is 100 credits. Massage and chiropracty 
  is 150-200 credits per hour. Use of the sauna and showers is an 
  additional 20 credits per 20 minutes. Despite some rumors to the 
  contrary, nothing illicit goes on here.
  
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  69. A-Plus Energy Weapons. A weaponsmith who specializ-
  es in energy and high-tech weaponry. Selection includes all types 
  of Vibro-Blades, Neural Maces, Wilk’s laser weapons, common 
  Northern Gun, Manistique and Bandito Arms weapons, including 
  rail guns (even though they are not energy weapons), and Energy 
  Clips. Also sells parts for the NG Samson power armor (cannot 
  do repairs), gunsights and optics, smoke grenades and flares as 
  well as recharges E-Clips for 2,500 hundred credits each. Prices 
  on weapons are 10% less than list.
  70. North Town Computers & Electronics. A well equipped 
  store that sells computers, radios, communicators, cameras and 
  electronics of all types and sizes. This includes language transla-
  tors, laser distancers, electro-adhesive pads, sensory equipment, 
  medical systems (including Robot Medical and Surgical Kits), 
  vid-players, cameras, watches, surveillance equipment, and tool 
  kits. No cybernetics, no Wilk’s items, and no weapons. Prices are 
  standard.
  The sales people will always refer their customers to #71 The 
  Complete Wilderness Outfitter for other goods and products or 
  as another quality store to visit. The Outfitter is owned by their 
  cousins.
  71. Complete Wilderness Outfitter. A well equipped store 
  for all one’s wilderness needs. Prices on everything are standard 
  to 5% less. It sells tents, sleeping bags, backpacks, burlap and 
  leather sacks of all sizes, saddlebags, riding tack, plastic and glass 
  jars and containers, canteens, water skins, gloves, hats, clothes 
  for hunting and wilderness travel, knee boots, hiking boots, leath-
  er and cloth gloves, portable stoves, lanterns, flashlights, lighters, 
  gasoline, kerosine, flares, rope, nylon cord, wire, fishing line, fish-
  ing poles, fishing tackle and gear, metal spikes, grappling hooks, 
  spelunking gear, insect repellant, pocket sewing kits, pocket tool 
  kits, hand axes, folding shovels, cigarette lighters, SCUBA gear, 
  snorkels, swim goggles, swim fins for the feet, canoes and similar 
  outdoors items.
  Weapons: The weapon section of the store includes bows 
  and arrows, crossbows from pistol size to rifle, crossbow bolts, 
  wooden stakes, wooden mallets, Vibro-Knives and short swords, 
  pocket knives, hunting/skinning knives, throwing knives, wood 
  knives and swords, wood walking stick and staves, spears, ba-
  sic silver-plated weapons, wooden crosses, and a full selection 
  of vampire-slayer weapons, including TW-weapons and flares. 
  Guns include 9 mm pistols with normal and silver bullets avail-
  able (a box of 96 normal bullets is 6,500 credits, silver bullets 
  costs 70 credits each), submachine-guns, rifles, and the entire line 
  of Northern Gun energy weapons. Body armor is limited to Bush-
  man, Crusader, Explorer, Huntsman, Plastic Man, Urban Warrior 
  and used Coalition and Dog Boy armor (stats for all these ar-
  mors are in Rifts® Ultimate Edition), as well as armored “dust-
  ers/long coats” (28 M.D.C.) popular with Cowboys, Gunfight-
  ers, Gunslingers and lawmen, and Northern Gun’s entire line of 
  “Range Rider” body armor (see Rifts® World Book 14: New 
  West).
  Vehicles: Selection is limited to the Wastelander motorcycle, 
  Highway-Man motorcycle, Big Boss ATV, canoes, row boats and 
  underwater sleds. This shop also represents several local ranch-
  ers and can arrange for the purchase of a quality riding horse for 
  6,000-10,000 credits (they get a 10% commission), or pack mule 
  for 2,000-4,000 credits.
  72. North Town General Hospital. A 10 story hospital with 
  fairly modern medical facilities, a good trauma center, good 
  medical doctors, Psychic Healers and a few wizards. Its emer-
  gency room is full every night, but Psychic Healers and magic 
  are used for quick stabilization of the seriously injured. Treating 
  minor cuts, abrasions, bandaging wounds and similar treatment 
  costs 200-600 credits depending on the degree of work, difficulty 
  and time; serious cuts and injury costs triple. Transfusions cost 
  150 credits per pint. Setting broken bones costs 500 credits for 
  a simple fracture, but a break that needs to be reset or requires 
  reconstructive surgery costs 2,000 to 8,000 credits. The same for 
  removing faulty cybernetic implants, bullets and shrapnel. Seri-
  ous surgery, such as repairing internal bleeding, removing an or-
  gan, heart surgery, etc., costs 10,000 to 40,000 credits depending 
  on the severity and complexity of the surgery. A typical stay at a 
  hospital costs approximately 350 credits a day.
  73. North Town General Professional Building. This is a 
  six story annex to the hospital that includes a massive pharma-
  cy, scores of laboratories (blood, chemical, toxicology, foren-
  sics, etc.), radiology and nuclear medicine, ultrasound facility, 
  morgue, and administrative offices.
  Rumors: Someone at the hospital sells fresh blood less than 
  four hours old to vampires for 200 credits a pint.
  It is also rumored that patients in a coma and those too weak 
  and ill to resist or know what’s happening to them – especially 
  outsiders without family in Juarez – are taken to a secret room 
  or ward (some say the basement) where vampires are allowed 
  to feed on them, provided the undead promise not to kill the pa-
  tient. This condition is not out of concern for the patient, but to 
  maintain the “food supply” for as long as possible. Cost is 1,500 
  credits per feeding for as much as three pints of fresh blood from 
  a living victim.
  Another rumor is that the morgue stakes any corpse suspected 
  of being a vampire.
  74. The Merchant Pony Express Office (Merchants on 
  Wheels). A branch of the famous traveling Merchants on Wheels 
  Company dedicate themselves to package delivery. These cheer-
  ful lunatics are willing to try to deliver letters or a package (total 
  weight 50 pounds/22.5 kg) anywhere in Northern Mexico, North 
  America and most of Canada. Fees vary depending on the size 
  and weight, the distance to be traveled and the potential dangers 
  involved. The Merchant Pony Express is the best at delivering 
  small packages that can be carried by one or two deliverymen on 
  horseback or hovercycle. A delivery from Juarez to El Paso costs 
  40 credits and is same day delivery. From Juarez to anywhere in 
  Lone Star or to Fort Reid, costs 100 credits per day and takes 1-4 
  days to deliver. Farther destinations such as Arzno, the Colorado 
  Baronies and the Pecos Empire cost 250 credits a day and takes 
  2-6 days to deliver. For an extra 300 a day, the Pony Express will 
  even try to track down a person in the wilderness in and around 
  Juarez and the American Southwest.
  
  165
  The Pony Express will even tackle deliveries to great distanc-
  es such as Juarez to Chi-Town, Tolkeen, Calgary Kingdom of 
  Monsters, Iron Heart, the Federation of Magic and even Lazlo 
  and Free Quebec at a cost of 500 credits a day; takes 4-16 days to 
  deliver. A delivery to any of the Vampire Kingdoms costs 5,000 
  credits per day, takes 4-16 days to deliver, and cannot be guar-
  anteed. In all cases, gratuities are welcomed (and common). Will 
  not deliver to South America or overseas.
  All the deliverymen and employees of the Merchant Pony Ex-
  press are cheerful, courteous, trustworthy and reliable. Many are 
  Cowboys, Juicers, Crazies, Robot Pilots and other men-at-arms 
  and adventurer types, but also Ley Line Walkers, Rifters and oth-
  ers who can use magic to make the delivery.
  A 13th level Flooper, Unprincipled alignment, is the Juarez 
  office manager. It is a position he has held for years and manages 
  with astute business sense and a playful attitude that attracts other 
  Floopers, Crazies and people with a devil-may-care attitude or 
  insane sense of adventure.
  Rumors: Even most vampires accept deliveries from the Mer-
  chant Pony Express from Juarez and allow lone and paired Pony 
  Express Riders passage through vampire dominated lands with-
  out incident. However, the courier must be wearing the Pony Ex-
  press uniform (resembles the uniform of the old Federalli soldiers 
  of the old West) and have proper identification papers.
  According to rumors, a Pony Express rider can get rich and 
  retire in three years. However, it is also rumored that the life ex-
  pectancy of a Pony Express rider is only one year.
  75. Used Cybernetics. This shop is a bit macabre, but a good 
  place to get cheap bionic and cybernetic parts, provided you don’t 
  mind they are used and probably body-snatched. A wide range of 
  common cybernetics and many bionic (50%) items are available 
  at 50% below the standard list cost. However, many show signs 
  of wear and/or damage (reduce M.D.C. by 25%), and ALL need 
  to be cleaned. Not just cleaned of dirt and grime, but of dried 
  blood and gore. It is appalling and apparent that these items were 
  hacked out of a body, tossed in a box and sold to Phil. One can 
  only hope most of the items are from bodies found on a field of 
  battle, but there is an excellent chance the parts were hacked out 
  of somebody by Cyber-Snatchers.
  The owner, Filipe Santiago, is lewd, rude, loud and has the 
  manners of a Rhino-Buffalo. He has a bad habit of looking at 
  Headhunters and cyborgs with dollar signs in his eyes as he adds 
  up in his mind what he could get for their parts. Filipe is always 
  in the market for “used” cybernetics and bionics – no questions 
  asked. He only pays 10% of market value for cybernetics in good 
  condition and 20% for bionics. He may also consider buying the 
  occasional robot components, but only at 5% of market. He is an 
  arthritic and ornery, 11th level Headhunter of Miscreant align-
  ment, and a heart as black and cold as coal. He has two bionic 
  weapon arms and a range of cybernetic implants.
  Rumors: One rumor has it that Filipe is a fence for the Skivers 
  gang. Another rumor is he is the secret leader of the gang. How-
  ever, word on the street is that he is willing to buy goods from 
  any Cyber-Snatcher, cutthroat or adventurer looking to sell, and 
  that includes vampires.
  76. Herbs & Medicine Shop. This is a grungy looking holistic 
  medicine pharmaceutical shop that sells all kinds of herbs used 
  in folk medicine and magic. Stock items also include a variety 
  of poisons made from plants as well as arsenic. The owners also 
  deal in a variety of drugs including cocaine, narcotic roots and 
  powders, hallucinogenic mushrooms, and peyote. Garlic, wolf’s 
  bane, wolfbay, salt, pepper and spices are also available, as are 
  salves and lotions for burns, insect bites and rashes.
  Items that are sold under the table include Juicer chemical 
  doses and replacement harnesses, collars and dispensers, as well 
  as drugs used by Juicer wannabes and other drugs popular in the 
  area. Also sold under the table are a small range of magic potions, 
  namely love, charm and healing potions. (See the Black Vault 
  sourcebook or the Palladium Fantasy RPG® for details about 
  magic potions). As a rule, the potions sold here are one dose and 
  gives the user the equivalent effects of a particular spell at 1D4+1 
  level of potency. Effects are usually instant or last as per the spell. 
  Cost is generally 2,000-8,000 credits per single potion.
  Rumor: The availability of Juicer drugs and equipment have 
  most people convinced this is a secret Black Market outlet. The 
  availability of magic potions has some believing the shop has 
  connections to the fallen city of Tolkeen or the Federation of 
  Magic, but it could very well be the Guild of the Gifted. Word 
  on the street has it that nobody knows who the real owner is, not 
  even the workers, and therefore he or she must be a vampire.
  77. Horse Fitter, Smith & Riding Shop. A pleasant facil-
  ity that shoes horses, sells riding equipment, food bags, blinders, 
  saddlebags, spurs, picture books and vid-disks about horses, their 
  care and riding, as well as other basic gear, including rope, riding 
  clothes, hats, ponchos, boots, and leather goods. Their best sell-
  ing item is lightweight, M.D.C. barding (horse body armor) made 
  from the same substance as the Plastic Man human armor. Cost: 
  32,000 credits, 90 M.D.C., weight: 40 pounds (18 kg).
  78. The Beastiary. A huge, concrete, M.D.C., two story build-
  ing with 25 foot (7.6 m) ceilings and livestock. Sells good quality 
  riding and work horses, mules, and sometimes cattle, elephants, 
  Fury Beetles, Ostrasaurus, Rhino-Buffalos, dinosaurs, and other 
  exotic animals. Prices are a bit higher than elsewhere in town, 
  but so is the quality and training of the animals. It is the exotic 
  animals and monster riding animals that fetch the best prices and 
  impress visitors. Five years ago, the quality was questionable 
  and riding animals poorly trained, but the once shady outfit has 
  become reputable since a new owner took over; Laquesha Ar-
  nold, said to have come from Tolkeen. Handlers are primarily 
  Psi-Stalkers and Dog Boys.
  Monsters and animals can include anything from a Rift found 
  within a 500 mile (800 m) radius around Ciudad Juarez. Most 
  Wilderness Scouts and adventurers know of the Beastiary’s de-
  sire to purchase (and sell) strange creatures, so they bring in a 
  constant supply of strange monsters. Sometimes the monsters 
  are one of a kind oddities, some are creatures of magic like the 
  Unicorn, Pegasus, and Shaper, while others are aliens, mutants 
  and the demonic. The cost for such beasts can be as little as a 
  1,000 credits to as much as a million. Most of the larger exotic 
  animals like housebroken dinosaurs, Gryphons and similar sell 
  for 10,000-40,000 credits. Exotic animals like the Gryphon and 
  Pegasus as well as Demon Netherbeasts and Deevil War Steeds 
  trained as a riding animal can command 80,000-320,000 credits, 
  as can high quality riding and racing horses. The Splugorth are 
  among the Beastiary’s biggest customers and the establishment 
  is frequented by Minions of Splugorth, mainly Slavers and Kit-
  tani. However, there are those at the Calgary Kingdom of Mon-
  sters and Federation of Magic who also come to The Beastiary in 
  Juarez. The establishment is also popular among Shifters, Sim-
  van and Psi-Stalkers, though the latter two are usually looking for 
  
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  bargains and animals that can’t be broken and properly trained, or 
  to sell monsters and exotic animals.
  One of shop’s best selling beasts of burden (great for pull-
  ing carts, wagons, lumber, etc.) is the panoplosaurus, silvisau-
  rus, and nodosaurus dinosaurs, all of which travel in small herds 
  of 1D6x10 along the Rio Grande and other rivers of northern 
  Mexico, New Mexico, Colorado, Kansas and southern Texas. 
  They are surprisingly smart for an animal, and gentle herbivores 
  with heavy armor plating. They all feed on the grass and plants 
  that grow in and around rivers and lakes. Each is a very sturdy, 
  powerful (equivalent to Robot P.S. 30-45), slow moving beast 
  (average speed 22 to 33; under 23 mph/37 km) about the size of a 
  rhinoceros. One nodosaur is equal to a team of 6-8 horses in raw 
  pulling power. Average cost is a low 2,000-5,000 credits (mainly 
  because it can be difficult and expensive to feed the three ton 
  animals). No refunds.
  Ordinary animals for sale include a variety of parrots and 
  songbirds for 20-120 credits each, weasels and ferrets for 20-100 
  credits each, lizards and turtles for 5-30 credits each, dogs for 
  100-600 credits each, and the occasional jaguar and ocelot for 
  500-1000 credits each.
  Rumors: Most people believe Lady Laquesha is a Druid, oth-
  ers believe she is a Priest of Isis, still others say she’s not human 
  at all, but some sort of shape shifter with powers over animals. 
  One of the most popular rumors is that she is an African Princess 
  sold into slavery in Atlantis or England. She was rescued by Lord 
  Coake, head of the Cyber-Knights, and brought to North America 
  six years ago. Why she has chosen to live in Ciudad Juarez is 
  anyone’s guess.
  Lady Laquesha is Anarchist Alignment, has 96 Hit Points, 31 
  S.D.C., and Attributes: I.Q. 14, M.E. 12, M.A. 23, P.S. 13, P.P. 
  17, P.E. 11, P.B. 19, Spd 14.
  79. Sunshine Vampire Exterminator Agency. This is a 
  group of 13, well meaning and fairly competent, professional 
  vampire exterminators. Seven are 3rd to 6th level Vampire Hunt-
  ers, one is an 9th level City Rat (and one of the original found-
  ers of the Agency), one is a 6th level City Rat, two are 8th level 
  Wilderness Scouts, one is a 7th level Necromancer and two are 
  8th level Headhunters all turned vampire hunters for one reason 
  or another. The only psychic in the group is a 9th level Dog Boy, 
  named Waldo, and he is the only other original founder of the 
  Sunshine Agency. The Agency is affiliated with the Guard and 
  the two organizations often share information, resources and peo-
  ple to battle vampires and their servants.
  The alignments of the members range from Principled to An-
  archist. All are swashbuckling wiseguys who are surprisingly 
  cheerful, bold and cocky considering the agency’s long history 
  of tragedy and death. Of the 13 original founding members, only 
  two still live, Rex Lodkrab and Waldo the Annihilator. The rest 
  of the founders, along with dozens who have followed in their 
  footsteps, have been destroyed in a relentless campaign by the 
  Vampires of Ciudad Juarez; the Night Masters gang among them. 
  As a result, the good people of Juarez look upon the members of 
  the Agency with respect and honor, but also with pity and sorrow, 
  for they are all marked for death and certain to die in a most horri-
  ble manner. Those who fill the places of the fallen know this, but 
  do so in an act of defiance to the vampire underground of Juarez.
  The heroes of the agency know everything there is about vam-
  pires and their extermination. All are loaded for bear and literally 
  dressed to kill! Standard anti-vamp equipment includes Bushman 
  body armor, passive nightvision optics, a silver crucifix around 
  the neck, a large wooden cross tucked in the belt, 9 mm pistol 
  (20 shot) with silver bullets (and six extra clips), NG-Super pistol 
  (M.D. weapon), water pistol or rifle, a dozen stakes and a mal-
  let, silver plated knife, and a Wilk’s laser flashlight with a cross 
  taped to the lens. Exterminators are sent out in pairs to handle one 
  or two vampires (costs 150 or 300 credits) or a team of four to 
  six men is sent to confront three to eight vampires (700 to 1500 
  credits). One member of the team will be a partial cyborg or in 
  power armor and equipped with a wood flechette firing rail gun, 
  while another will have a water cannon, particle beam rifle and a 
  globe of daylight scroll.
  They also sell the Vampire Almanac (see #108 for descrip-
  tion), vampire protection kits (25 credits gets you a 10 inch wood 
  cross, a small cross on a cheap chain, a ring of garlic, pocket mir-
  ror, four wood stakes and a mallet), a dozen stakes for six credits, 
  rings of garlic for six credits, and an instructional video (made 
  themselves) called How to Protect Yourself from the Undead (45 
  minutes, 30 credits).
  Rumors: There are many rumor of these loco warriors. The 
  locals and the police call the Sunshine Vampire Extermination 
  Agency the “Crazy Thirteen.”
  It is said that over the years, several members have, them-
  selves, been turned into vampires and had to be hunted down 
  and slain by their ex-teammates. Some rumors suggest one ex-
  Sunshine Agency vampire manages to retain his humanity and 
  function as a spy within the vampire’s own underground society 
  in Ciudad Juarez.
  
  167
  According to rumor, the vampires make sure Rex Lodkrab is 
  never killed so he can suffer every time yet another one of the 
  agency’s members is slaughtered by a vampire. Rex, you see, is 
  to be punished this way until the day he dies. One of the Agency’s 
  early victories was the extermination of a vampire lord and his 
  bride, said to have been struck down by Rex, himself. They were 
  the leaders of the vampire underground, and for this affront, Rex 
  shall suffer and know the loss of everyone close to him, until 
  his last dying breath. So far, this has included his brother, two 
  cousins, fiancé and more than 50 heroic members of the agency.
  It is said that Waldo the Dog Boy is blessed and lives a 
  charmed life, as he has narrowly escaped several vampire attacks. 
  However, it is also said that Waldo is quite insane and obsessed 
  with the destruction of the Night Masters.
  Over the years, there have been seven massacres in which 
  two-thirds of the agency have been wiped out by vampires. The 
  police do nothing to stop the madness because they are in the 
  pockets of the vampires.
  80. Temple of Camazotz (Mayan Deity – Lord of Bats and 
  Darkness). The building is a dilapidated, two story, wood frame 
  edifice lit only by candles and filled with pungent incense. Bats 
  roost in its rafters, and it always seems 10-15 degrees cooler 
  within the structure. A 20 foot (6.1 m) tall totem pole-type statue 
  of the god Camazotz is carved from a single tree. The statue de-
  picts four demonic bats with grotesque faces. The temple doors 
  are always open and one of the nine priest-like Mayan H-men 
  (a combination shaman, holistic doctor, exorcist and healer), is 
  always available for consultation and healing. The H-men are ex-
  perts on creatures of the night, from moths and bats to vampires 
  and Were-Beasts.
  Most H-men are humans of Anarchist or Miscreant align-
  ments, and 5th to 7th level, but the High Priest/Shaman is 10th 
  level and Diabolic. The majority of the vampires in town are re-
  sentful and hostile toward the temple and its members, but have 
  not openly raised their hand against it. The H-men are shown 
  grudging respect and deference, and many people insist they are 
  feared by the undead – at least the undead who are not aligned 
  to the church. Thus, the Camazotz H-men often act as liaisons 
  between bands of vampires, and even the undead and the living, 
  arranging deals between vampires and humanoids. Among the 
  followers of Camazotz are vampires, but they seem to be at odds 
  with the majority of undead in Juarez. The Camazotz H-men also 
  preform blood rituals to exorcize evil spirits and to protect the 
  people of Ciudad Juarez from demons and Deevils. The shamans 
  can also predict the weather, know the cycles of the moon, cure 
  sickness, and foretell the future, as well as metamorph themselves 
  into a bat or tarantula. Despite the aura of evil surrounding the 
  temple and its shamans, many people, particularly the peasants 
  of Juarez, turn to the Camazotz H-men for advice, healing and 
  help to rid them of vampires and evil spirits. The price? Advice is 
  free. Healing and other services are whatever the individual can 
  afford to donate, typically under 50 credits for the poor, 100-400 
  for those who have means. Fresh produce, livestock or a couple 
  pints of blood are all acceptable items for trade.
  The temple is also a refuge for vampires, but the undead are 
  subservient to the H-men. While these shamans may give advice, 
  protection, and food (the blood they have collected), in exchange, 
  the vampires must perform a service or favor for the temple. The 
  favor may be helpful to the priest or the peasants, like killing or 
  chasing away a demon or brigand, or performing manual labor. 
  Or the favor may be something malicious like robbery, brutality, 
  terrorism, or murder. Such is the way of the Camazotz H-men. 
  Note: See the Rifts® Vampires Sourcebook for more details 
  about Camazotz, the H-Men and his worshipers. In many ways, 
  this dark deity is an enemy of the undead in the Vampire King-
  doms, and as such, a potential ally for humans, but only if one is 
  crafty enough to win the evil god’s favor.
  Rumors: The Temple of Camazotz is a Church of Darkness. 
  The rumors are confusing, because the priests/H-men are reputed 
  to have favorable dealings with some vampires and certain dark 
  forces, but not others. For example, they have proven themselves 
  an enemy of the Executive Circle, yet have dealt favorably with 
  other undead.
  The god Camazotz, Lord of the Bats and Darkness, is said to 
  be a powerful Mayan deity (Alien Intelligence) returned to Earth. 
  It makes its home among the ruins of Chichen Itza where it plans 
  to build a new Mayan empire. Chichen Itza is located in the jun-
  gles of the Yucatan better known as “the land that is and is not.”
  Camazotz is said to control wild bats, darkness, death, and 
  vampires. In fact, some believe the dark god has exerted his will 
  over the undead in the Yucatan and commands his own army of 
  vampires, including the Master Vampire and the Vampire Intel-
  ligence that first spawned them. If this rumor is true, it is fright-
  ening, because no other being has been known to wield enough 
  power or force of will to dominate a Vampire Intelligence.
  Other rumors suggest Camazotz and his indentured vampires 
  are a rival force working against the undead of the Vampire 
  Kingdoms. While this can be used to the advantage of mortals in 
  the short term, if Camazotz is able to conquer the four Vampire 
  Kingdoms of Mexico and unit them under one leader, nobody 
  knows what might happen next. Doc Reid and others believe it is 
  the rivalry between the kingdoms that has kept them from sweep-
  ing across the continent.
  Confusion about the followers of Camazotz persists among 
  many outside observers as many insist the Lord of Bats and Dark-
  ness hates the undead, while others say he seeks to enslave and 
  control them, but to what purpose? It is clear the Church of Cam-
  azotz and the Vampire Kingdoms are some kind of rivals and hate 
  each other, yet it seems that the Kingdoms dare not raise their 
  hand against him.
  The latest rumor is that Camazotz, Lord of Bats and Darkness, 
  marks the territories he intends to conquer and claim as his do-
  main with one of his temples, and that the H-men are his advance 
  guard. If that is true, then Ciudad Juarez is marked for conquest. 
  Or has it been conquered by Darkness already and the people just 
  don’t realize it?
  81. The Feathered Serpent Tavern. This seedy watering 
  hole is frequented by the homeless, beggars, Cyber-Snatchers, 
  D-Bee outcasts, roughnecks, vampires and the worst criminal 
  lowlifes. For the last year or two, these undesirables have been 
  joined by the likes of demons and Deevils. As a result, most citi-
  zens (humans and D-Bees), as well as the police, give the place a 
  wide berth. This gives the villains considerable privacy and great 
  freedom to be their dark and deadly selves. Women who enter the 
  premises are seldom seen again, while heroes, lawmen and any-
  one with an alignment of Unprincipled or better are stopped at the 
  door and refused entry. Those who put up a fight are likely to face 
  an angry mob that consists of thieves, assassins, Necromancers, 
  demons and the undead. Even characters of Anarchist alignment 
  
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  are looked upon with suspicion and may not be allowed entrance 
  unless a regular patron vouches for them.
  Inside the smoke filled tavern, the lights are very dim, the bar 
  is in the middle of the room, and private booths with curtains line 
  the walls. There are many other tables around the bar, and private 
  meeting rooms, bedrooms, and drug dens on the next three floors 
  above. All dark pleasures are said to be available to the patrons 
  allowed through the front door. In the basement is entertainment 
  for those into blood sport and torture. Games of cards, dice and 
  chance are allowed, and an all female vampire band plays on the 
  weekends. Booze is strong and varied, Psi-Cola is available, as 
  are select other designer drugs, peyote and cocaine.
  The owner is Slymac the Giant, a retired warrior (9th level 
  Assassin) who has resided in Juarez for nearly two decades now. 
  Slymac is an 11 foot (3.3 m) tall D-Bee who claims to be a Troll 
  from another world; Miscreant alignment, 64 Hit Points, 121 
  S.D.C., wears a suit of magical chain mail that has 150 M.D.C. 
  and recovers lost M.D.C. at a rate of 1D6x10 M.D.C. every six 
  hours. Attributes of Slymac: 1.Q. 15, M.E. 8, M.A. 9, P.S. 28 
  (Enhanced), P.P. 22, P.E. 19, P.B. 7, Spd 8. Age unknown, but 
  appears to be in his 50s. (See Rifts® Conversion Book One for 
  more details about Trolls.)
  Rumors: The locals often refer to it as the “assassins’ den,” 
  and the police NEVER set foot in the place, not even when trou-
  ble, combat or suspected murder is reported.
  Ever since the Feathered Serpent opened for business, it has 
  been rumored to be a front and safe-house for assassins and smug-
  glers, and that Slymac is the head of a secret society of assassins 
  who use Ciudad Juarez as a base of operations and place to lay 
  low when things get too hot for them in the north. Their biggest 
  clients are said to be the Pecos Empire, Federation of Magic, Cal-
  gary the Kingdom of Monsters, and, in recent years until it fell, 
  the Kingdom of Tolkeen.
  It is rumored that Slymac’s son, Troul, dabbles in demonic 
  summonings (5th level Shifter, Miscreant alignment). In the last 
  year the tavern has gotten worse than ever as a haven for evil be-
  ings, and now it is said Demons from Hades and Deevils of Dyval 
  have been sighted, in addition to the undead, H-Men, Necroman-
  cers and other forces of evil.
  Though a rumor, everyone who lives in Ciudad Juarez knows 
  the Feathered Serpent serves as a recruitment and employment 
  center for evildoers, with murder and assassination the house spe-
  cialty. The murderous patrons are often members of the Psykes 
  gang, Black Market, vampires, demons, Deevils, killers and other 
  criminals and malefactors. Slymac cuts the deal, arranges pay-
  ment and assigns somebody to the task. He keeps a reasonable 
  30% as an agent’s fee.
  Some say that a powerful demon from another world once con-
  trolled the owners of the tavern. Slymac’s son, Troul, summoned 
  the creature but the young Shifter failed to control the monser and 
  became its mind slave. Living up to his name, somehow Slymac 
  turned the tables on the beast and slew it. Now he and his crime 
  family are more powerful and feared than ever.
  82. Moonlight Taxi. A small independent taxi service with a 
  fleet of 32 automobiles that charges two credits per minute or two 
  credits per mile, whichever is applicable. Also rents bicycles at a 
  cost of 50 credits for a 24 hour day.
  83. North Town Silversmith. Silver bullets cost 7,600 credits 
  for a box of 96 (superior silver content), silver tipped arrows and 
  crossbow bolts at 1,200 credits a dozen, and silver plated daggers 
  and pocket knives are 400-600 credits. Silver crosses, chains, 
  jewelry, goblets, silverware, and other silver items are also sold 
  at fair but highish prices.
  84. Automatic Mechanic & Gas Station. A dirty but compe-
  tent service station for wheeled and hover vehicles. Reasonable 
  prices on repairs, 5 credits per gallon for gasoline.
  85. The Tlaloc Shop. The store is named after Tlaloc, an Az-
  tec god of rain. This shop sells every variety of Techno-Wizard 
  water weapons, TW SCUBA equipment, TW underwater flyers, 
  conventional water weapons, vials of holy water (6 ounces, 20 
  credits), good wine (magically converted water to wine), and the 
  purest, freshest water in town (25 credits per gallon/3.8 liters), 
  as well as dozens of water containers and medallions of the god 
  Tlaloc. The owners are a husband (8th level Techno-Wizard) and 
  wife (8th level Ley Line Walker). They employ four third level 
  Techno-Wizards and five shop clerks (ordinary people). Prices 
  are standard.
  Rumor: The Night Masters gang has targeted the shop for ha-
  rassment and vandalism.
  86. Alfredo’s Leather & Whips. This is a leather shop that 
  caters to the gangs. Leather goods include jackets, pants, capes, 
  and boots, spiked and studded gloves, wristbands, straps, belts, 
  
  169
  caps, face masks, etc. Also sells bullwhips, cat-o-nine tails, leath-
  er strips, unfinished rawhide strips, handcuffs, lengths of chains, 
  ball and chain type weapons, and accessories. Prices are on the 
  low side.
  87. The Armor Warehouse – Quality Used Weapons & Ar-
  mor. Well, the quality isn’t there, but the items are cheap. Noth-
  ing new, all used, no refunds.
  Used Mega-Damage Body Armor: Armor with 50-70% of its 
  original M.D.C. for 60% off the list price! Most of the armor is 
  pretty battered and scarred, but a good substitute for warriors low 
  on cash and in need of some protection.
  Used Weapons: Crude wooden stakes are 12 for four credits, 
  wood mallet is three credits; a variety of ragged and low quality 
  crossbows and bolts, bow and arrows cost only 60-100 credits 
  each, but have half the range of quality string weapon. Revolv-
  ers, automatic pistols, and many Northern Gun and Black Market 
  knock-offs are available at half the list price. These guns may not 
  look fancy, but work fine, although they don’t come with charged 
  E-Clips (or other ammo, as the case may be). Cost is 25% less 
  than the standard, list price. A sweet talker and/or quantity pur-
  chaser (eight or more energy weapons) can increase that discount 
  to 35%.
  Used Vehicles: The shop usually has a tiny selection of a few 
  used motorcycles, hovercycles or Big Boss ATVs for sale, half 
  off.
  The shop is owned by an ex-mercenary D-Bee by the name of 
  Sploss (7th level Wilderness Scout, Vanguard Brawler) and run 
  by his D-Bee employees, mostly Cactus people.
  88. The Vasquez Tattoo Parlor. Another popular place for 
  gang members and young toughs. A small tattoo about the size 
  of a silver dollar costs 30 credits, medium (6-8 inches) 100 cred-
  its, large (12-15 inches) 150-300 credits depending on the detail. 
  Special or intricate designs cost 50-100 credits more. The six tat-
  too artists are very skilled and ask no questions.
  89. The Sentinel Parking Garage. A six level parking struc-
  ture that is patrolled by armed guards, it is safe and secure com-
  pared to most parking areas. It costs 10 credits an hour, but there 
  is only a 2% chance of a vehicle being stolen. Owned and oper-
  ated by the Black Market.
  90. The Desert Inn (a gang hangout). This is a filthy, smelly, 
  dark, and dangerous saloon and flop house. Rooms cost 20 cred-
  its a night, but there is no private bathroom and the community 
  privy is down the hall. Drinks are cheap, poor quality liquor cost-
  ing two credits a drink, and Psi-Cola is available. Nobody asks 
  for names, identification, or questions anybody about anything. 
  Questions at this place can get a person killed. Likewise, the po-
  lice seldom arrive to investigate any crimes here, not even shoot-
  ings, until 2D6+12 minutes after the gunfight is over. The cheap 
  nightly rate makes it one of the few choices an adventurer down 
  on his luck has.
  The Desert Inn is a favorite hangout of the Skivers gang and 
  is visited on occasion by the Subs and Psykes. The Skivers and 
  other hoodlums use the Desert Inn as a convenient location to ob-
  serve the patrons coming and going to the Palace Garcia. Mug-
  gings, Cyber-Snatching, beatings, murder, and vehicle theft are 
  common occurrences in this neighborhood, day and night.
  91. The Palace Garcia. A rough and tumble gambling casino 
  owned by the wealthy noble, Senor Carlos Garcia (see #28 for 
  Garcia estate). The building is a large, eight story structure with 
  three towers and has the appearance of a castle or palace. It is the 
  largest and one of the most popular gambling casinos in the city.
  Floors 8,7, and 6 contain 80 luxury hotel rooms leased or 
  given to special clients, wealthy visiting gamblers and business 
  associates.
  Floor five is used as a brothel and drug den where guests can 
  enjoy carnal pleasures and/or a variety of drugs.
  Floor four is used mostly for storage rooms, but has a huge 
  ballroom with bars at both ends that is rented out for special oc-
  casions and big parties.
  Floor three contains the private offices of the casino, surveil-
  lance (all public rooms including floors 1-5 and the basement are 
  monitored, except the casino’s private offices), auxiliary lighting 
  and electrical system, security, living quarters for 50 employees, 
  Garcia’s private office and a few storage rooms.
  Floors one and two are the main casino floors. There are over 
  200 gaming tables offering every game of chance one can imag-
  ine, two dozen different card games, craps, roulette, coin tossing, 
  knife and dart throwing, and others. In addition, there are 400 slot 
  machines. Most of the games and slots are “fixed” so the house 
  wins 72% of the time. Profit is split between Senor Garcia (30%) 
  and the Black Market (70%) who is the secret sponsor of the ca-
  sino. Garcia has an excellent rapport with the Black Market and 
  they trust him completely (he would never betray or cheat them).
  The basement has an indoor arena that seats 400 and is used 
  for special events. Big, once a month matches cost 1,000 credits a 
  head and are by invitation only. Smaller, weekly events cost 100-
  400 credits per person and feature boxing, wrestling and blood 
  sports. The basement also contains the heating, cooling and elec-
  trical systems for the building, monitored and locked away behind 
  M.D.C. walls and metal doors; guarded by magic, armed men and 
  technology. The vault is also in the basement and protected by 
  similar forces. 1D4 x1 million credits worth of valuables, gold 
  and credits are locked inside the safe at all times, plus impor-
  tant documents, I.D. cards, and 96 bearer debt cards in Univer-
  sal credits worth 50,000 credits each (can be used by anybody). 
  However, to steal from the casino is to steal from the vengeful 
  Black Market. Thieves are hunted down, captured, tortured and 
  terminated. If the majority of the stolen goods are not recovered, 
  vengeance may extend to the theives’ friends and family.
  The Palace Garcia is also an excellent place to gather informa-
  tion, make connections and find freelance work as well as gather 
  current news and rumors. Happy gamers and drunks have a habit 
  of talking too much, bragging, flashing valuables and sharing se-
  crets.
  Palace Garcia Security Force includes six power armor pi-
  lots, six Headhunters, four Combat Cyborgs, 12 Juicers, three 
  Psi-Stalkers, six Dog Boys, four Brodkil demons (all have some 
  bionics), two Bursters, two Ley Line Walkers, two Necroman-
  cers, two Psi-Ghosts, two Mind Melters, two assassins with ma-
  jor psionics, and a Thunder Lizard dragon, ALL of whom are 5th 
  to 8th level in experience. An additional 48 low level security 
  people (1st and 2nd level City Rats, Vagabonds, Mercenaries and 
  grunts; men and women) patrol the floors of the casino watching 
  for trouble, breaking up fights, catching pick pockets and escort-
  ing/bouncing drunks, punks and troublemakers out of the casino. 
  Half the game dealers are City Rat criminals, Con Artists and 
  Thieves with 1D6 levels of experience.
  92. Palace Side Escort Service. This is an armed escort ser-
  vice willing to provide 2,4, or 6 heavily armed security guards 
  
  170
  and an M.D.C. armored vehicle to escort wealthy visitors and big 
  winners at the Palace Garcia to the bank or their home/hotel. All 
  fees are an hourly rate per pair of escorts. Armed and armored 
  Headhunters/Mercs or Dog Boys and Psi-Stalkers cost 300 cred-
  its an hour, Combat Cyborgs and/or robot escorts cost 700 cred-
  its, Juicers or Crazies 900 credits, Ley Line Walkers and other 
  practitioners of magic cost 1,200 credits, Mind Melters or other 
  powerful psychics 1,500 credits, Vampires or lesser demons 
  1,800 credits, or the deluxe dragon escort (any variety) for 3,000 
  credits. All are 5th to 9th level and trustworthy (they get half the 
  fee and are serious warriors dedicated to their job).
  The escort service is “bonded” and registered with the police 
  and recommended by the casino. Although presented as an inde-
  pendent business, Palace Side Escort Service is owned and oper-
  ated by Senor Garcia and 30% of its profits goes into the pock-
  ets of the Black Market. (Note: Occasionally tourist customers 
  confuse the Palace Side with some of the “escort services” that 
  provide call-girls and high class prostitutes elsewhere in the city. 
  The no-nonsense security personnel are rarely amused when this 
  happens.)
  93. The Supernatural Protection Agency. This is an inde-
  pendent guard service and detective agency owned and operated 
  by supernatural beings. The agency offers all sorts of protection 
  and armed bodyguards, as well as vampire extermination and 
  supernatural pest control (chase away evil spirits, Faerie Folk, 
  demons, etc.) and cares little about ethics or morality, thus they 
  are willing to protect known hoodlums, suspected criminals, and 
  evil characters, as well as good, honest people who hire them. All 
  the monsters at the agency are surprisingly trustworthy and rarely 
  attack or abandon their employer. Many are just scary and mon-
  strous. Some are actual demons and monsters who insist, who 
  is better to protect you from vampires and monsters but other 
  monsters?
  Since this establishment uses “fire to fight fire,” most of its 
  “field agents,” “protectors” and “exterminators” are monsters. 
  While surprisingly efficient and reliable for clients, the monsters 
  working for the agency are focused on getting the job they were 
  hired for done. As monsters, they have no qualms about kill-
  ing other monsters or threatening people, killing, extortion and 
  breaking the law.
  The Owners of this unusual operation are a husband (8th level) 
  and wife (10th level) team of Shifters. Both are intelligent, liter-
  ate and Miscreant evil, but run a reliable (for the client) business. 
  Sometimes hired by the Palace Garcia, members of the Guild for 
  the Gifted, the Black Market, the wealthy and those desperate 
  enough to hire monsters.
  Monsters for Hire: All fees are an hourly rate; 40% discount 
  if hired by the day (24 hours).
  Black Faeries: Though not actually a supernatural being, most 
  people don’t know that, and the Black Faeries are formidable 
  creatures. A pair costs 1,000 credits. Most are 1D4+2 level of 
  experience.
  Brodkil Demons: A pair of Brodkil or Thornhead Demons 
  costs 700 credits. Most are 1D4+2 level of experience.
  Dark Hound and Shifter: Though not actually a supernatural 
  being, most people don’t know that, and the creature is a formi-
  dable predator that likes to hunt monsters, making it ideal for de-
  fense against supernatural beings and creatures of magic, as well 
  as their extermination. The Shifter (1D4+1 level) is the Hound’s 
  handler and a force unto himself. The Dark Hound may be substi-
  tuted with a Were-Beast. Costs 1,000 credits. (See Rifts® World 
  Book 12: Psyscape™ for details on the Dark Hound).
  Deevils, Lesser: A pair of Lesser Deevils (matched pair or 
  each different) costs 1,200 credits; Fenry, Fiends, Gorgons and 
  Imps are available. Add 200 credits for the shape shifting Deevil 
  or Devilkins.
  Demons, Lesser: A pair of Lesser Demons (matched pair or 
  each different) costs 1,300 credits; Alu, Lasae, and Shedim are 
  available. Add 400 of the ever popular, shape shifting and sensual 
  Succubus (attractive women, even when they are demons, still 
  have their appeal). Note: Gargoyles are too large for most jobs in 
  the city, but can be hired out to guard property and people in rural 
  and wilderness areas for 600 credits per pair.
  Demon-Dragonmage, Young (1D6+1 level): A pair of these 
  strange beings costs 1,500 credits. (See Rifts® World Book 12: 
  Psyscape™ for details).
  Human consultants: Humanoid guards and exterminators are 
  also available at 200 credits an hour. They include practitioners 
  of magic, Psi-Stalkers, Vampire Hunters, Mercenary Soldiers 
  and others who enjoy exterminating monsters (even though they 
  work with some).
  Oborus-Slitherers: Hiring a pair of these monstrosities costs 
  700 credits per hour. (See Rifts® World Book 14: New West™ 
  for details.)
  Necromancer (1D4+3 level) and a half dozen animated dead 
  or a pair of zombies or other necrotic monstrosity costs 800 cred-
  its.
  Vampires: A pair of vampires costs 900 credits.
  Warlock and Lesser Elemental (Air, Earth, Fire or Water are 
  all available): Costs 1,500 credits.
  Were-Beasts: A pair of Were-Beasts of any variety (felines 
  and wolves are both common) costs 1,200 credits, but are effec-
  tive only at night.
  Zenith Moon Warper: This seductive and dangerous creature 
  is uncommon in these parts and a pair commands 1,500 credits. 
  (See Rifts® World Book 12: Psyscape™ for details). Note: Ze-
  nith Moon Warpers and Were-Beasts do not get along with each 
  other.
  94. The Electronic Man Body-Chop-Shop. A well stocked 
  cybernetics and bionic Body-Chop-Shop. It is fairly clean, reli-
  able, and employs very competent Cyber-Docs (1D4+5 level ex-
  perience). Prices are typically 40% below market for cybernetics 
  and less 20% for bionics and used bionic armor (when available) 
  also sells for 20% less than new. Any “used” cybernetics and 
  bionics (makes purchases from the Skivers gang) are cleaned, 
  sterilized and refurbished.
  The shop also sells refills for Juicer chemicals and can replace 
  key Juicer components, the Juicer harness, collar and dispenser, 
  as well as Juicer armor. Used armor sells for 20% below market 
  price. Can also help Juicers survive detox for 5,000 credits.
  Rumor: One of the business partners in this shop is a retired 
  Juicer who went through detox and survived. He is willing and 
  able to help other Juicers do the same, and does so at minimal 
  cost to save as many brother Juicers as he can before they reach 
  Last Call. This rumor is true.
  95. The Blazing Dance Hall & Saloon. A large, clean, and 
  lively place with a first and second floor ballroom and bar. The 
  third floor is divided into four medium-size private dance halls 
  that can be rented for private parties. Drinks are good quality and 
  
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  priced at 3-10 credits each. It is a popular night spot among tour-
  ists, adventurers and many middle-class and wealthy residents.
  Rumor: The owner pays protection from local vampires to 
  keep the Night Masters and other undead away from his place 
  of business. Because of this huge favor (plus cash payments), he 
  must allow discreet vampires access to the dance hall.
  96. Windsong Carriage Service. A small stable of two dozen 
  horse-drawn carriages that take visitors, lovers, and shoppers on 
  a romantic or luxurious ride down the market district and North 
  Town Park (near the Sanctum) for only 40 credits. Carriages can 
  also be hired to serve as a taxi at the rate of 60 credits an hour. 
  The carriage drivers are a good source for history on the city-state 
  and collecting gossip, as well as having the parts of town identi-
  fied (“Don’t go there, Psykes hangout.” or “Worst chop-shop in 
  town,” etc.).
  97. The Queen Bee. A fancy dress and jewelry shop. Some-
  place for the casino winners to spend their winnings. Prices are 
  average, quality is good.
  Rumor: Some say the owner of this shop killed her husband 
  (or had him killed) after she fell in love with a vampire.
  98. The Ace Pawn Shop. A friendly, well lit pawn shop that 
  pawns, buys and sells items of reasonable value, including jew-
  elry, trinkets, electronics, computers, weapons, weapon accesso-
  ries, magic items, pre-Rifts artifacts including Incan and Mayan 
  items, and other goods, but no vampire slaying items, not even 
  magical ones. Pays 30% to 50% of real, Juarez market value, but 
  clients have only 10 days to buy back a pawned item before it is 
  put up for sale in the shop. To buy back the pawned item, the in-
  dividual must pay a 10% premium based on the money received.
  Rumors: This is a Black Market operation. One rumor says 
  the reason no vampire slaying items are sold is the owner doesn’t 
  want any trouble from the undead. Another rumor suggests the 
  owner has one or more loved ones who were turned into vampires 
  and can’t bear the thought that something he might sell could be 
  the cause of their death.
  99. Millie’s Loan Agency. This independent loan shark pays 
  the Black Market 20% protection money to let her operate. Bor-
  rowers must have collateral such as a vehicle, robot, weapons, 
  bionics or cybernetics (has the Electric Body Chop-Shop remove 
  parts), and so on, to get a loan. Known residents can put up their 
  vehicle, home or other property to get a loan. Interest is 10%, 
  compounded daily! Failure to pay a debt may result in getting 
  beaten up, legs broken, fingers chopped off, or murdered. Millie 
  is not a nice person; Diabolic alignment, 7th level City Rat, I.Q. 
  15, M.E. 10, M.A. 18, P.S. 8, P.P. 13, P.E. 9, P.B. 15, Spd 9.
  She has a network of thugs, snitches, spies and City Rats to do 
  her dirty work for her. She sometimes employs members of the 
  Subs and Skivers gangs, and fences stolen goods for them. The 
  loan agency is a brutal, two-bit operation.
  100. The Peacock Club. This is a posh, four story nightclub 
  with expensive drinks, classy live entertainment, and lots of at-
  mosphere. It is a popular place among wealthy travelers, high 
  ranking police officers, and practitioners of magic. The third floor 
  offers quiet, high stakes card games. The fourth floor is storage.
  Rumor: The Police Commissioner has a stake in the Club, so 
  police are quick to respond to any trouble; arrive within 1D4 min-
  utes.
  101. West Side Hotel. A nice, clean, comfortable 16 story 
  hotel with 600 rooms. The average room costs 90-120 credits per 
  night, a suite (double the size) 175-225 credits. All rooms are 
  small, but have a double bed, indoor plumbing and private bath.
  102. Jailhouse. A grungy, three story jailhouse/prison facility 
  that has 80 separate cells, and 12 high security solitary cells (air 
  tight). On a wild night the entire jail is filled with drunks, vandals, 
  and brigands.
  Rumor: The police who run the jailhouse are willing to take 
  a bribe of 100 credits per jailed person to release prisoners they 
  deem not to be a fugitive or a dangerous threat to society. An 
  additional bribe of 300-500 credits sees to it the paperwork gets 
  lost and never filed, leaving no record of arrest or imprisonment. 
  Fugitives and desperados may also enjoy this service, but at a 
  considerably higher cost of 2,000-10,000 credits depending on 
  how famous they are or the threat they represents. This rumor and 
  system of bribes is all too true here and at other jailhouses and 
  police precincts in Juarez.
  103. Police Station Precinct #7. This crumbling, five story 
  stone building is the main police station for this part of town. The 
  police at Precinct #7 usually have their hands full dealing with 
  street crime, robbery, mugging, con artists, gangs and trouble 
  around the casino and nightspots. Thirty percent of the police in 
  Precinct Seven are on the Black Market’s payroll, 10% are on 
  the Psykes’ payroll, another 40% are corrupt and will take bribes 
  from anybody. These cops are tough, streetwise, and brutal. The 
  remaining 20% keep their heads down and not anger their corrupt 
  teammates while they try to keep the peace and actually serve 
  justice for the people.
  104. Fire Station #9. The neighborhood fire department. The 
  Casino has top priority. It’s force includes hover fire trucks wtih 
  water cannons and robot vehicles with water tanks (which are 
  also useful in combating vampires and riot control).
  105. The Jaguar’s Den (Secret Hangout of the Psykes 
  Gang). This is a dark and dangerous saloon for the rough and 
  tumble. It is frequented by criminals, corrupt police officers, 
  arena gladiators, prostitutes, drug dealers, gang bangers, Cyber-
  Snatchers, City Rats, evil psychics, rugged adventurers and ruth-
  less mercenaries. It offers its patrons an array of strong liquor and 
  hard drugs, as well as Psi-Cola, at reasonable prices. A typical 
  drink is 2-6 credits, Psi-Cola is six, and drugs sell for 20% less 
  than on the street elsewhere. A card game or three is usually in 
  progress, brawls are frequent, two-bit crooks panhandle their ill-
  gotten goods, beggars outside the Den pander for handouts and 
  ladies of the night look for a man’s favor. Despite all of this, 
  or perhaps because of it, the three story tavern is always packed 
  from dusk till sun-up, and half full the rest of the time. Seats are a 
  premium item, forcing the majority to stand or mill about.
  Rumor: The Jaguar’s Den is secretly owned and operated by 
  the Psykes gang and is used as a safe house for its members. 
  There are secret rooms in the basement, two hidden escape hatch-
  es to the roof top from the third floor, and a tunnel from the base-
  ment to an alley across the street. During the day, many Psykes 
  crash in the rooms upstairs at no charge.
  106. Mid-North Gladiatorial Arena. This is the second most 
  popular, public arena in town. It hosts sporting events, Juicer 
  games, and gladiatorial combat nearly every night. Monster 
  wrestling is the most popular. Amateur Warrior nights with 100 
  credits to each of the ten contestants that make it to the finals, 
  and a cash prize of 5,000 credits to the night’s winner, are also 
  a popular twice weekly event. The prize isn’t much, but there is 
  never a shortage of contestants looking to prove how tough they 
  
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  173
  are. The arena seats 12,000 people and boasts 60% to 90% capac-
  ity most nights. Big events are sold out a day or two before the 
  actual event. Contests are not supposed to be battles to the death, 
  but gladiatorial games are a dangerous “sport” and contestants 
  suffer serious injury and die.
  Rumor: This is a rumor everyone in town knows about. Du-
  els and Western style showdowns/gunfights between one or more 
  disgruntled individuals are not allowed in the streets of Juarez, 
  though they do occur anyway. Duels, showdowns and grudge-
  matches may, however, take place between individuals during 
  game nights as part of the “unofficial” spectacle or in private at 
  the arena.
  Duelists looking to settle matters between themselves with a 
  duel to the death (guns, blades, magic or tooth and claw) can have 
  such an event arranged by the manager of the arena. A private 
  fight must take place between show hours (which vary from day 
  to day), and takes place without a public audience. The cost for a 
  “private” duel or gunfight on the floor of the arena during the day 
  or after hours, is 2,000 credits per active participant, 500 cred-
  its for Seconds, and 100 credits for each friend and witness de-
  sired by the two parties. The fee includes disposal of the body(s). 
  Public duels during game nights costs only 300 credits for each 
  fighter to participate in the duel; witnesses and friends buy a seat 
  in the audience along with the rest of the spectators.
  107. Xilonen Restaurant. Xilonen is the name of an Aztec 
  goddess and symbol of maize, crops and fertility. The restaurant 
  offers traditional Mexican cuisine, but also sells bags of corn 
  meal and popcorn. An average meal costs 10-15 credits. Beer and 
  wine are also served at a cost of two credits per glass.
  108. Dagger Inn & Souvenir Shop. This establishment caters 
  to the people who attend the arena. Beer and non-alcoholic bever-
  ages are sold for one credit per glass. Meat tacos, tortillas, corn 
  chips, and spicy sauces round out the snack food and cost 7-11 
  credits per meal.
  Souvenirs include photographs, figurines, and posters of glad-
  iatorial champions and monsters, banners, flags, toy guns, toy 
  wooden swords and daggers, rubber vampire stakes and mallet, 
  toy shields made of wood, slingshots, small wood crosses, maps 
  of Ciudad Juarez, mugs with gladiators or monsters painted on 
  them, souvenir kites, rubber balls and other odds and ends. Most 
  everything costs between 3-10 credits. The Inn also sells a variety 
  of nice pocket knives, throwing knives, machetes, silver plated 
  knives and silver 9 mm bullets.
  Its most famous and useful item among Tourists and travel-
  ers who plan to venture into Mexico is the Vampire Almanac. 
  Every year has a new addition. The book is filled with maps, 
  photographs, drawings and diagrams for the illiterate and semi-
  literate, along with a true wealth of important data about Mexico 
  and vampires. The book comes in a paperback size and format for 
  convenience (fits in the pocket of a coat jacket or backpack) and 
  costs 20 credits. The Vampire Almanac is well worth the price.
  Information included in the Vampire Almanac: 1. The exact 
  times of sunrise and sunsets for the Juarez/Northern Mexico area.
  2. Location of major waterways with a map of Mexico; be-
  comes less accurate 400 miles/640 km beyond Ciudad Juarez and 
  is quite inaccurate regarding the Yucatan & Central America.
  3. Rainy season.
  4. How to identify vampires.
  5. Common vampire powers (80% accurate).
  6. Items that keep vampires away, like crosses, magic amulets, 
  garlic, etc.
  7. Things that hurt the undead and how to kill a vampire; il-
  lustrated.
  8. Famous vampire personalities, myths, and legends. Includes 
  Doc Reid and Reid’s Rangers.
  9. Travel tips, wilderness survival guide and other valuable 
  information.
  109. Auto Parts R Us. A three story building crammed with 
  tons of engine and vehicle parts for the do-it-yourself mechanic. 
  Has parts for most common wilderness vehicles, including most 
  makes of motorcycles, hovercycles, dune buggies, jeeps, Big 
  Boss ATV, Mountaineer ATV, motorboats, and outboard motors. 
  Reasonable prices. Owned by the Mendez family (Uncle Bob and 
  kin).
  110. Mendez’s Mechanical Wizards. As the name suggests, 
  this is a mechanics shop that employs skilled Operators, mechan-
  ical engineers and Techno-Wizards. Prices are high, but the turn-
  around time is fast (half normal) and the workmanship is impec-
  cable; the best quality in town. Can repair all types of vehicles, 
  including cars, trucks, hovercraft, jet packs, aircraft, boats, and 
  robots, as well as generators.
  111. Techno-Wizard Conversion House. Also owned by the 
  Mendez family, this small shop converts conventional engines 
  into Techno-Wizard engines and power sources for vehicles, but 
  can do the same for weapons, small generators and appliances. 
  Can also recharge P.P.E. devices. Fees are reasonable but on the 
  high side.
  112. The B.B.B.P. (Betty’s Blackmarket Body Parts). Yes, 
  another body-chop-shop that specializes in the selling of cyber-
  netic items of all kind at 20% off, and bionic parts at standard list 
  prices (an occasional 10% discount is offered on select items). 
  All parts are allegedly brand new. Installation is also offered at 
  10% less than standard price. This is a fairly clean and competent 
  facility sanctioned by the Black Market (Betty pays them 40% 
  of the profit). She purchases most of her stock through the Black 
  Market (consignment basis), but also buys 20% of her stock from 
  Cyber-Snatchers like the Skivers gang.
  Betty Gonzalez is an 8th level Cyber-Doc of Diabolic align-
  ment; I.Q. 21, M.E. 14, M.A. 19, P.S. 11, P.P. 15, P.E. 10, P.B. 
  14, Spd 12. She has a taste for gems, jewelry, rich men, and ac-
  tion. She prefers to leave the medical work to her staff while she 
  enjoys life at the Palace Garcia, nightclubs, and gladiatorial are-
  nas. Cybernetics include a left Sensor Hand and bionic arm with 
  Fingerjack, Finger Camera, Finger Gun (fires a silver bullet), 
  Wrist Needle and Drug Dispenser, a Lung Oxygen Cell, Toxic 
  Filter, Modulating Voice Synthesizer, Ultra-Ear, and Bio-System 
  Multi-Optics Eye (left eye).
  Rumors: From time to time Betty performs undercover opera-
  tions and assassinations for the Black Market. She is suspected 
  in the murders of three public officials who opposed the Black 
  Market, but there was insufficient evidence to bring charges.
  113. Civic Meeting Hall. A dilapidated, three story, city 
  building that is made available to the citizens of Juarez for neigh-
  borhood meetings, dances and civic events.
  114. The Glib Goblin. A three story tavern and meeting hall. 
  It is one of the Guard’s frequent meeting places. Prices are cheap 
  at one and two credits a drink. The owner and the bar manager are 
  members of the Guard.
  
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  115. Boat Builder. A builder and seller of wood canoes, rafts, 
  rowboats, sailboats, small yachts, and flatbed barges; mostly spe-
  cial orders. Also repairs boats. Work is good quality and prices 
  are fair. Main work facility is near the river.
  116. Fire Station #10. The neighborhood fire department. The 
  lumberyard and brewery have top priority.
  117. North Town Tax Collector. City assessing department 
  for Old North Town. This building is easy to find because it is 
  covered in foul graffiti all the way up to the top of the second 
  floor windows.
  118. Dog Catcher. Tries to catch and terminate stray dogs, 
  cats and vermin; a losing battle.
  119. Police Station Precinct #8. One of the recently refur-
  bished police stations. Its main priorities are to keep the Subs 
  gang from raiding the Brewery and causing other trouble, as well 
  as keeping riffraff on this side of the Wall (the wealthy neighbor-
  hood of New Town is just beyond “the Wall”). Police officers on 
  hovercycles, horseback and on foot patrol the length of the Wall. 
  Half are corrupt, half are well intentioned and honest.
  Rumors: The Madame who runs the brothel is rumored to be 
  a shape shifter of some sort who uses her powers to spy on her 
  patrons. It is also rumored she runs a gang of thieves under a dif-
  ferent, male, identity.
  121. The South Wall Theater & Freak Show. A big, three 
  story concrete building with a 40 foot (12.2 m) high ceiling on 
  the main floor (seats 2,200) and 20 foot (6.1 m) high ceilings 
  on the other two floors. The entertainment includes comedy acts, 
  minstrel shows, rock concerts, dancing girls, stage magic, freak 
  exhibitions and the occasional visiting attraction and wrestling 
  match. A typical show is 15 credits for the cheap seats, 30 credits 
  for the better seats; half price for children under the age of 15. 
  Seeing the permanent Freak Show attraction is only six credits 
  for out-of-towners, two credits for residents.
  The freak show is a permanent attraction that fills the second 
  floor. It presents a menagerie of strange, alien animals, exotic 
  birds, a caged and chained Gryphon (an improperly healed bro-
  ken wing prevents it from flying, chronic pain makes it vicious), a 
  pair of juggling Shapers, a trio of playful Floopers, bearded lady, 
  wolfman (a real werewolf), tattooed woman (covered from head 
  to toe), a savage Kill Cat (mutant from Lone Star) locked in a 
  cage and lobotomized, Vernulian the “Diamond-Back Snakeman 
  (he mostly drools, but is scary to see), a live “Fishman” in tank of 
  water the size of a large office (nobody knows what it is; acquired 
  from a Horune Pirate), a two-headed giant tortoise, three-headed 
  Goblin, skeletons, and other oddities. Some of the more intel-
  ligent freaks perform in theater shows and put on special acts.
  Rumor: The owner, Raphael Sanchez (Scrupulous alignment) 
  is said to have connections with a number of Traveling Freak 
  Shows and circuses, and uses them to help smuggle out people in 
  trouble. It is also rumored that despite what one might think about 
  a freak show, Raphael is a good guy, who liberates and helps 
  freaks. The show actually gives these people a home and a job.
  122. The North Town Brewery. This is a big, ten story build-
  ing that provides half the city with its alcohol, namely corn li-
  quor, tequila, rum and beer. It also manufactures rubbing alcohol 
  and preserving chemicals for the mortuaries.
  123. The Family Clinic. This is an appalling body-chop-shop 
  and doctor’s clinic that caters to the poor. Treatments, including 
  surgery and cybernetics, are half what they’d cost at the hospital 
  (#72), but the doctors at the family clinic are second-rate or inex-
  perienced (1D4 levels). Their work is quick and shoddy, sutured 
  wounds always leave scars, bones may not be set correctly (1-
  30% chance), diagnoses are often incorrect (1-35%; general an-
  tibiotics and painkillers are administered for everything), and the 
  Body Fixers sell narcotics to patients long after they have healed 
  for double the normal cost. Save vs coma/death is an appalling 
  1-32% (horrendous life support facilities and treatment), so loss 
  of life is a common occurrence. The Family Clinic is owned and 
  protected by the Psykes, so gang members get priority over all 
  others.
  124. East Wall Pool Hall. Another hangout for gang members 
  and hoodlums, the Pool Hall encourages gambling on pool games 
  and has a couple of pool-sharks on staff to hustle customers. It 
  also sells beer and tequila, hamburgers, sandwiches, and omelets. 
  In addition to being a seedy hangout for criminals and lowlifes, 
  the facility fences stolen goods and can function as a middleman 
  to put people in need of professionals with “special skills” (i.e. 
  con-artists, thieves and smugglers) in touch with each other.
  120. The South Wind Brothel. Human, D-Bee, and women 
  of two dozen different races (70 women in all) sell their bodies 
  for a pittance, 2D4x10 credits. This is not a safe place and is 
  visited by gang members, bandits and hoodlums of every stripe. 
  Spontaneous rumbles erupt at least once a week on the doorstep 
  of the brothel.
  One of the small buildings across the street is a church that 
  has an open invitation to hide and protect any woman of the night 
  who wants to quit the business.
  
  175
  Sly is the Fingertooth Carpetbagger to speak to about such 
  matters and he is, himself, an 8th level Smuggler, Anarchist 
  alignment. His enforcer is Miltch, a 7th level Squilbs warrior 
  (Anarchist). However, both serve as the front-men for Sarrasah, 
  the 9th level, Vernulian Serpent Man (Miscreant) who is the 
  mastermind behind this and a number of smuggling operations 
  in town; including hiding and smuggling people in and out of the 
  Vampire Kingdoms (costs 20,000 credits per person), as well as 
  smuggling fugitives across the river and into El Paso or Arzno. 
  Note: Descriptions of each of these D-Bees and 80+ others are 
  located in Rifts® World Book 30: D-Bees of North America™.
  125. Big Gus’ Apartments. A clean, well kept, seven story, 
  brick apartment building that contains a tattoo parlor, dentist’s 
  office, barbershop, candy store, and meeting/dance hall. It is a 
  known haven for the neighborhood citizens and is truly free of 
  drugs, vampires, and vice. This is due, in part, to the number of 
  retired warriors who have moved in with their families, includ-
  ing Squilbs, Vintex warriors, Vanguard, and D’Norr Devilmen. 
  An estimated one-third of the apartments are also the homes of 
  members of the vigilante group known as the Guard.
  Gus, a bronze skinned 20, foot (6.1 m) giant from another 
  world, is the owner of the building. He is a mass of muscle 
  crowned by a mane of long, flowing, black hair. He is also a war-
  rior of renown who has fought alongside Pogtal Giants (one such 
  fellow is also a resident) and has defended the city against vam-
  pires and monsters. Principled alignment, has 97 M.D.C. (plus 
  armor), I.Q. 9, M.E. 14, M.A. 9, P.S. 30 (Supernatural), P.P. 26, 
  P.E. 28, P.B. 8, Spd 12. Possesses a fabled magic battle axe from 
  another world that spits lightning bolts (4D6 M.D.), returns on 
  command when thrown and is seemingly indestructible. Gus also 
  has a suit of specially constructed armor (210 M.D.C.). Despite 
  his size and rugged appearance, Gus is gentle with maidens, chil-
  dren and animals, but intolerant of vampires, demons, Deevils 
  and evildoers.
  126. Outdoor playground. A popular play area for local chil-
  dren, it has a variety of slides, swings and monkey-bars. Big Gus 
  and the Guard keep a vigilant eye on the little park to keep the 
  kids safe.
  127. North Town Recreation Center. A dilapidated and 
  overcrowded city building that provides two swimming pools, 
  a boxing ring, dance hall, cafeteria, full-size gymnasium, game 
  rooms (ping pong, darts, checkers, etc.), a dozen classrooms 
  (painting, crafts, basket weaving, cooking, dance, sewing, first 
  aid, woodworking, etc.), and meeting rooms. It is always a bus-
  tling place for the good citizens of Juarez.
  128. West Star Hotel. An inexpensive and shabby hotel for 
  those who can’t afford a better place to stay. Rooms cost 35-
  60 credits a night, but only half have private bathrooms (the 60 
  credit ones). The rest of the people have to use a public shower 
  and toilet at the end of the hall. Security is poor and prostitutes, 
  junkies, and crooks prowl the hallways, staircases and lobby.
  129. The Carmen Movie-Plex. 12 small movie theaters offer 
  a variety of pre-Rifts Westerns (cowboy movies) as well as older 
  contemporary films, mostly comedies and adventures. Costs 5 
  credits to see a movie and another 5 credits for a big bowl of 
  popcorn.
  130. North West Bank and Exchange. Ciudad Juarez city-
  state operated bank and money exchange.
  131. West Side Men’s Club. A seven story den of iniquity 
  that has the appearance of being a legitimate men’s club. Facili-
  ties include a massage parlor, hairstylists, small library, lounge, 
  bar, smoking room, a dozen private game rooms for gambling, 
  70 private “lounges” (bedrooms where prostitutes and drugs are 
  available at reasonable prices) and two dozen meeting rooms 
  for all sorts of gatherings. The women are clean and attractive 
  and provide their services by the hour. The drugs offered in the 
  “Smoking Room” are all good quality.
  Rumor: The Men’s Club is owned and operated by the Psykes, 
  who make a very nice profit from the services provided, as well as 
  use it as a front to launder money. Thirty Psykes gang members 
  have lavish living quarters on the upper floors, as well as pri-
  vate offices. It is said the Psykes also make money by using their 
  psionic powers to read minds and glean information they can use 
  later for robbery, extortion and other crimes.
  132. Mind Games Shelter. A large, three story place of psy-
  chic entertainment. The surroundings are posh and decorated in 
  riches. There are a few large meeting rooms for groups and 20 
  small rooms for individuals and groups of 4-6. Services include 
  hallucinogenic drugs (300 credits for 1D4 hours of hallucina-
  tions), psionic tests of combat (200 to 1,200 credits), Hypnotic 
  Suggestion (200 credits per suggestion), Empathic Transmis-
  sion (300 credits), sensory deprivation via Bio-Manipulation and 
  Deadened Senses or Telekinesis (temporarily blind/deaf/para-
  lyzed and being suspended in air, made to fly, spin, etc.; 1,000 
  credits), Bio-Manipulated masochism (300 credits), Mind Bond 
  (10,000 credits), Mind Wipe (erasure of painful memories, dan-
  gerous information, etc.; 4,000-12,000 credits), psionic healing 
  (100-1,000 credits, no psychic surgery), and magically induced 
  illusions and metamorphosis (5,000 to 10,000 credits). Certainly 
  a place for those with exotic and decadent tastes.
  The owner is a sadistic 10th level Mind Melter by the name 
  of Cyril Lambardi. He loves to subject people to pain, terror and 
  strange experiences. He has delusions of grandeur and has, for 
  years, toyed with the idea of attempting to usurp the leadership of 
  the Psykes. However, freedom to do what he wishes is all impor-
  tant to this madman, and the mantle of leadership would severely 
  hinder that freedom. Diabolic alignment, I.Q. 18, M.E. 24, M.A. 
  17, P.S. 9, P.P. 10, P.E. 11, P.B. 15, Spd 9. Psionics of note: 245 
  I.S.P., All Healing, Sensitive, Telekinesis and Ectoplasm abili-
  ties, plus Bio-Manipulation, Empathic Transmission, Hydrokine-
  sis, Hypnotic Suggestion, Mentally Possess Others, Mind Wipe, 
  Mind Bond, Psychic Omni-Sight, Telekinesis (super) and Tele-
  kinetic Force Field.
  Manager, Anna Le Broch, a Miscreant, 9th level Ley Line 
  Walker who was declined membership to the Guild for the Gift-
  ed, is Cyril’s partner, second in command and companion. Her 
  specialty is illusionary magic, sickness, curses, and metamorpho-
  sis (knows all). She has a vendetta against the Guild for the Gifted 
  and she and Cyril often embarrass and antagonize its members. 
  Anna is easily as cruel and arrogant as Cyril, and is a thrill-seeker 
  and risk-taker. I.Q. 15, M.E. 14, M.A. 20, P.S. 8, P.P. 12, P.E. 
  17, P.B. 18, Spd 10. Minor psionic: 65 I.S.P., and the powers of 
  Astral Projection (8) and Presence Sense (4).
  Employees: Mind Games employs three 7th level Mind Melt-
  ers, four 3rd level Mind Melters, four 5th level Mystics and two 
  5th level Mind Bleeders; all are Anarchist or Miscreant align-
  ments and enjoy their high paying jobs. Half are members of the 
  Psykes. They also employ a dozen prostitutes, eight female help-
  ers and 10 male assistants. A Psi-Ghost, Psi-Tech, Psi-Nullifier, 
  two Bursters, one Zapper and a pair of Psi-Slayers serve as “se-
  
  176
  curity.” All are 7th level, except the Zapper who is 9th level and 
  team leader.
  Rumor: Security at Mind Games can be hired for “special 
  jobs” by trusted clients.
  133. The Golden Arm – Church. This used to be a Body-
  Chop-Shop owned by the Psykes, but it was put out of business 
  when someone – presumably a dissatisfied client – slaughtered 
  everyone one night two years ago. Rumor has it that someone 
  was the Night Masters gang, but it has never been confirmed. The 
  shop was then lost in a high-stakes poker game to a stranger who 
  turned out to be a Preacher. The shop was converted into a church 
  and is welcomed by the residents of the community. The church 
  is open around the clock and everyone but vampires and other 
  evil supernatural beings are welcomed. Services are held every 
  morning and twice on Sundays.
  The small building nextdoor has been turned into a soup kitch-
  en for the poor. Both the church and the soup kitchen see a lot of 
  business.
  Reverend Macaulay Strongheart is a man of mystery who is 
  not your typical preacher, but carries himself with the cadence 
  of a confident warrior. He also likes to gamble, but never with 
  church proceeds, drinks hard liquour, enjoys sports and fencing, 
  and loves to roughhouse with the children and teenagers in the 
  neighborhood. The kids love him and the womenfolk swoon over 
  him. Unprincipled alignment (but is striving to become Scrupu-
  lous again). Age 28. I.Q. 14, M.E. 15, M.A. 21, P.S. 22, P.P. 19, 
  P.E. 18, P.B. 14, Spd 13.
  Rumors: Word has it Macaulay Stongheart is not the rever-
  end’s real name. Many say he is a Fallen Cyber-Knight (6th lev-
  el) from the Coalition/Tolkeen War and did terrible things in the 
  war to Coalition Soldiers. He has come to Ciudad Juarez to build 
  a new life, help others and become a better man in the process. 
  It is said he has hung up his weapons and the ways of the Cyber-
  Knights.
  134. The Ultra-Man Center. This was another Body-Chop-
  Shop, but four years ago was transformed into a M.O.M. conver-
  sion facility – a place that installs implants to create Crazies. It is 
  a Black Market operation that offers Crazy implants in exchange 
  for six years of service at low pay. It can also repair, implant 
  and remove simple cybernetics. Half the building is a gym with 
  exercise equipment. 10 credits buys one hour worth of access to 
  the gym and shower.
  135. Mama’s Boarding House. An old, four story school 
  turned into a boarding house. No private bathrooms, two com-
  munal wash and rest rooms on each floor, no showers or bathtubs. 
  Rooms are large and clean. Only 45 credits per night. A total of 
  76 rooms, plus shabby lounge and a large, cafeteria-style dining 
  hall serves basic breakfasts, soups, stews, rice, tacos, burritos, 
  tortillas, flatbread and salads at 5-8 credits a meal. Security is 
  poor.
  136. The Lonely Rider Bath House. A two story building 
  that provides bathing facilities for travelers. It is used primarily 
  by Adventurers, Cowboys, Saddle Tramps, Vagabonds, Wilder-
  ness Scouts and others who come in from the hot and dusty trails 
  and need a bath. A 30 foot (9.1 m) swimming pool serves as the 
  giant communal bathtub. The water is cleaned 2-3 times a week, 
  but is usually scuzzy. Cost to bathe is only 4 credits. There are 
  also six, large communal showers segregated by male and female 
  areas, that cost 8 credits per person, plus there are 40 private bath-
  rooms with tub and shower that can be rented for 20 credits per 
  20 minutes.
  West Side Ciudad Juarez
  Psykes Territory
  The west side, located in the southwest portion of Ciudad 
  Juarez, is separated from the older, poorer Old North Town via an 
  inner city, Mega-Damage wall that is 30 feet (9.1 m) tall and has 
  400 M.D.C. per 15 foot (4.6 m) section. The west side is mostly 
  the residences of the middle class with the occasional neighbor-
  hood store, tavern, restaurant, gas station, garage, school and 
  church. A large shopping mall is located at the center of the West 
  Side, but it offers nothing of interest to adventurers, only civil-
  ian wares. Most of the people living on the West Side are middle 
  class workers with jobs in North Town or the East Side Ruins. 
  The Psykes are among the commuters who live in this upscale 
  neighborhood, but commit most of their crimes in the other parts 
  of the city. However, they do operate a few places on the west 
  side and violence does follow them to their homes.
  Highlights of West Side Juarez:
  1. The Western Sky Hotel. A popular, luxury hotel with 240 
  rooms. All have private baths and security is top notch. The aver-
  age room costs 150-200 credits per night. Bigger, nicer rooms 
  cost 280-350 credits. Several spies for the Psykes work at the 
  hotel.
  2. Hotel Garage. This is the hotel’s parking garage with valet 
  service and armed guards who care about their jobs and protect-
  ing people and their vehicles. There is less than a 2% chance of 
  getting robbed in the parking structure or in and around the West-
  ern Sky Hotel.
  3. The Three Armed Casino. A small, but nice, safe casino 
  controlled (not owned) by the Psykes. All the usual slot ma-
  chines, card, dice and parlor games common to gambling casinos 
  are available. Good security; less than a 4% chance of getting 
  robbed in or around the Casino.
  4. The Portillo Estate. The estate of a wealthy business owner 
  and one of the four partners of the Three Armed Casino. Rafael 
  Portillo is a prominent member of the Psykes and his estate is 
  a safehouse for the gang. Armed guards patrol the grounds and 
  there always seem to be people visiting; mostly gang members 
  and business associates, but also celebrities.
  South Side Ciudad Juarez
  The New Town District
  New Town has the largest and prettiest haciendas – the homes 
  of the rich and powerful. This is where most business people, 
  sorcerers, government officials and corrupt police officers live. 
  It is protected by the best the police have to offer as well as pri-
  vate guards and high-tech security systems. The area is mostly 
  residential.
  
  177
  Highlights of the New Town District/South Side
  – Seat of the government and home to the wealthy
  1. The Five Star Hotel. This is the biggest and most luxuri-
  ous hotel in the city. All rooms have a large bed, sitting area with 
  couch, easy chair and desk, private bathroom, local televison 
  and bar. 400 rooms are available in this 16 story, Mega-Damage 
  edifice. The average room costs 400 credits a night, luxury suite 
  2,000 credits, penthouse suite 3,500 credits. The hotel also has a 
  five star restaurant where the average meal is 75 credits as well as 
  a hair salon, book and video disk store, clothing store, gift shop, 
  lounge and two bars. Security is the best! Less than a one percent 
  chance of being robbed or bothered by anyone in or around the 
  hotel.
  Walking along the tree-lined avenues around the hotel is a 
  pleasant and safe way to get some exercise or find a nice store to 
  shop or place to eat. The five small buildings behind the hotel and 
  parallel to the walls, contain a number of other high-end stores 
  and restaurants.
  The four large structures behind #1 and #2 are large shopping 
  malls that include a flower shop, market, bakery, café (serves cof-
  fee, wine and other drinks), wine shop, several clothing stores, a 
  tailor, several jewelry stores, a toy store, stationary and gift card 
  shop, three art galleries, music store, antiques store (pre-Rifts), 
  massage parlor, healer, private medical clinic (top care and dis-
  creet medical services), hair salon, luggage store, a delivery ser-
  vice, courier service, a Merchant Pony Express office, and taxi 
  service, among others. Security in this posh shopping center is 
  excellent with only a 2% chance of being robbed or finding trou-
  ble.
  2. New Town Health Spa. A luxurious health spa with an 
  olympic size swimming pool, extra large gymnasium, eight large 
  workout rooms, four saunas, four massage parlors, jacuzzi rooms, 
  private showers, private lounges, etc. Prices are high.
  3. Police Headquarters. The newly built administrative of-
  fices and police headquarters is a Mega-Damage structure (100 
  M.D.C. per 10 foot section). Police HQ is where the City Mayor 
  of South Side Juarez (each of the four areas of the city have their 
  own mayor), City-State of Juarez Police Commissioner and other 
  top cops and elite members of law enforcement work.
  There is a fleet of new hovercycles and hover patrol cars kept 
  at this location, as well as a few Dog Boy units, a psychic unit, 
  a magic unit, an armored division with 32 suits of power armor 
  (half purchased from Bandito Arms) and 10 giant robots. The 
  police force stationed here are assigned with patrolling the streets 
  and neighborhoods of New Town with particular attention paid to 
  the hotel district, government district and streets along the divid-
  ing walls that keep the riffraff from other parts of Ciudad Juarez 
  out.
  Rumor: It is said the Mayor of South Side Juarez has his of-
  fices at Police Headquarters to keep the department running like 
  a top. Rumors, however, suggest the Mayor’s massive gambling 
  debt and/or a deal to double-cross someone in the (vampires’) 
  Executive Circle has him hiding at HQ where he can be protected.
  4. Police Armory and Garage. Police weapon and vehicle 
  storage and mechanics’ garage. Heavily guarded, same M.D.C. 
  structure as the police headquarters and contains another two 
  dozen (Bandito Arms) suits of power armor, four tanks (Golden 
  Age Armaments), and enough police body armor (Bushman), 
  weapons and ammo to equip 1,620 men.
  5. City Morgue. Numerous high-tech laboratories, forensics, 
  pathology, chemical analysis, Body Fixers, Cyber-Docs, Psychic 
  Sensitives, and similar personnel. A busy place.
  6. City Jail and Interrogation Center. High security. 300 jail 
  cells and 50 solitary confinement cells, plus interrogation rooms, 
  torture room and offices.
  7. City Services Buildings. Sewage, garbage disposal, street 
  cleaning, electrical services, maintenance, restoration, dog catch-
  er, and similar city services.
  8. Criminal Court. What passes for a justice system takes 
  place at this kangaroo court building. There is a bunker in the 
  basement that serves as a sort of fallout shelter. There is also a 
  small armory bunker with 24 energy rifles, 12 conventional rifles, 
  12 9mm pistols, silver rounds, extra E-Clips, a field radio, 100 
  gallons of water, and 12 suits of body armor (Urban Warrior). 
  Security is excellent.
  9. City Government Building – Ruling Body. This Mega-
  Damage building is where the ruling body and city-state legisla-
  ture does their work. Offices are large and nice for the top admin-
  istrators, small but nice for the lower level civil servants. Bribes 
  welcome. Security is very good.
  10. Civil Court. More of the same corruption and impropriety 
  for those with the money to buy justice. This is where civil cases 
  are decided. Very good security
  11. Tax, Gambling, Merchant Administration and Licens-
  ing Bureau. If you need a business license these are the hands 
  that get greased. It is also the base of operations for tax collectors. 
  Good security.
  12. Immigration. Ciudad Juarez tries to register D-Bees, psy-
  chics, practitioners of magic and foreigners coming into the city, 
  but only 40% are accounted for. Surrounded by the city park. The 
  black dots on the map indicate public fountains. Poor security.
  13. City Administration Buildings. Includes private govern-
  ment library (books, videos, and artifacts), public records, health 
  department, housing department, recreation department, water 
  department and similar offices and departments. Good security.
  14. City Governor’s Estate. This is the home of the governor 
  of the city-state of Juarez. Top security, heavily guarded.
  15. New Town Library & Museum. This large, six story 
  building is divided between a beautiful library containing new 
  and old books, contemporary and pre-Rifts video and music discs, 
  and a historical museum. The museum contains pre-Rifts relics 
  and artifacts, modern artifacts, and ancient pre-Rifts artifacts 
  (Aztec, etc.). Access to the Library and Museum is the exclusive 
  right of the privileged and wealthy residents of New Town/South 
  Side Juarez. Residents from other parts of the sprawling city-state 
  and outsiders are forbidden access. Excellent security.
  16. Police Station Precinct #20. A brand new police station 
  charged with protecting the library and museum (#15), which has 
  recently been subjected to vandalism by the Subs and others, as 
  well as additional protection of the wealthy neighborhoods on 
  this part of New Town. Police officers on hovercycles, jet packs 
  and on foot patrol the area. Most of these officers are green re-
  cruits (1st and 2nd level), but well-armed and tend to shoot first 
  and ask questions later.
  
  178
  East Side Ciudad Juarez
  Old Ruin Slums – Subs & Skivers Turf
  The “Old Ruin Slums” is the oldest, ramshackled and most 
  dangerous part of town. It gets its name from the old thirty foot 
  wall that once served as part of the city’s fortifications, but over 
  the decades it has been subjected to Mega-Damage battles, gang 
  wars, vandalism and deterioration. Huge gaping holes are every-
  where. Half of the buildings should be condemned and rebuilt; 
  many have been abandoned by their owners years ago and have 
  become a refuge for the homeless, squatters and bandits. The 
  government of Cuidad Juarez doesn’t care about this section of 
  the city-state because it is the habitat of the poor, beggars, home-
  less and nonhumans. At least 70% of the population in the over-
  crowded streets of Old Ruin Slums are D-Bees.
  Thousands live on the streets in the open, gathering as groups 
  or gangs of beggars, homeless, or the Subs. The Subs is the D-
  Bee gang that dominates this part of the city. Needless to say, 
  these people resent (many loathe) the wealthy and prettier hu-
  mans and humanoids of Juarez, particularly those in New Town/
  South Side Juarez.
  The Old Ruin Slums, with its thousands of homeless people, 
  hoodlums and transients is also the area most victimized by vam-
  pires. However, even here, the undead try to prey upon outsiders 
  rather than local inhabitants.
  Highlights of the Old Ruin Slums:
  1. The East Side Medical Center. Inside a rundown four sto-
  ry brick building is a medical team forced to attend to ten times 
  more patients than they can possibly handle. Most of the staff 
  and volunteers at this makeshift hospital are well-meaning and 
  dedicated men and women of medicine, but are so overwhelmed, 
  overworked and stressed out that they cannot give the people 
  their complete or proper attention. Nor do they have sufficient 
  medical supplies, equipment and beds to administer the care most 
  patients need. Thus, mistakes are made and patients are lost due 
  to errors, insufficient treatment and inadequate facilities.
  Sutured wounds often leave scars (01-40% chance), bones 
  may not be set correctly (01-20% chance), diagnosis or treatment 
  may be incorrect (01-30%; general antibiotics and painkillers are 
  prescribed for many ailments), and the average emergency pa-
  tient has to wait 1D6 hours before he can be seen by a doctor. 
  Considering the terrible conditions, the save vs coma/death ratio 
  is an impressive 01-66%. Medical fees are a quarter of what the 
  hospitals and other clinics charge. Many patients pay only what 
  they can afford, which isn’t much, and 40% have no money at 
  all. Locals and church communities do what they can to help the 
  ESMC, but they have little resources themselves.
  Heroes and do-gooders who learn about the clinic often make 
  donations to the cause and try to help in other ways, but most are 
  transients who come and go a few weeks at a time before vanish-
  ing once and for all. Doc Reid of Reid’s Rangers makes a regular 
  and sizeable donation twice a year, and sends green Ranger re-
  cruits to spend a month working at the clinic for no pay, just room 
  and board paid by Doc Reid. It is appreciated, but never enough 
  to improve operations. Volunteers from all walks of life are al-
  ways welcome, but doctors and healers are needed most. Even 
  heroes, mercs and adventurers with no medical skill can be put to 
  work any number of ways, from making repairs and transporting 
  patients, to guarding medical supplies, catching thieves and keep-
  ing defenseless patients safe from vampires.
  The head of staff is Alaina Agulera, an 11th level Body-Fixer 
  with psionic healing abilities; Principled alignment, I.Q. 14, M.E. 
  19, M.A. 10, P.S. 11, P.P. 17, P.E. 13, P.B. 10, Spd 9. She has 
  Major psionics: 72 I.S.P., and all healing psi-powers except Re-
  sist Fatigue, Exorcism and Detect Psionics.
  2. The Lopez Flop House. A ramshackle six story building 
  that was once a boarding house is now a place to flop on the 
  floor. Five credits gets the customer a blanket and spot on the 
  floor for the night. Ten credits gets a cot and 15 credits a cot in a 
  semi-private room shared by only 1D4+4 other people; no private 
  rooms are available. An additional five credits buys a person ac-
  cess to the showers (cold water only). Three credits buys a plate 
  of rice, refried beans, a slice of stale bread and a glass of water. A 
  public restroom is found on every floor, but all are filthy, graffiti-
  covered and smell like ... well, stinks something horrible.
  The place is always crowded with 2D6x1,000 people, with 
  some even sleeping on the rooftop for half price. The place is 
  run by the Lopez family and several uncles, aunts and cousins 
  who live across the street. A quartet of 4th level City Rats led by 
  a night watchman who is a retired mercenary provide security.
  Papa Lopez is an 8th level Vagabond with a knack for busi-
  ness and shortcut strategies. He is also the mind controlled ser-
  vant of a 5th level Secondary Vampire (once his friend) by the 
  name of Miguel Jose Sanchez.
  Mama Lopez is said to be a Witch, but is really a 4th level 
  Mystic who works with the vampires of her own free will. She 
  sees them as business partners who keep the peace at the flop 
  house and help her business prosper. Miscreant alignment, I.Q. 9, 
  M.E. 12, M.A. 11, P.S. 9, P.P. 12, P.E. 10, P.B. 12, Spd 14.
  Psi-powers: 48 I.S.P., Astral Projection (8), Bio-Regeneration 
  (6), Clairvoyance (4), Detect Psionics (6), Exorcism (10), Induce 
  Sleep (4), Meditation (0), Object Read (6), See Aura (6), and 
  Sixth Sense (2).
  Magic: 74 P.P.E., Armor of Ithan (10), Befuddle (6), Blind 
  (6), Chameleon (6), Cloud of Smoke (2), Fear (5), Energy Bolt 
  (5), Impervious to Fire (5), Levitation (5), Paralysis: Lesser (5), 
  See the Invisible (4), and Turn Dead (6).
  The vampire Miguel is a 6th level Secondary Vampire of 
  Diabolic alignment. He and 15 fellow Secondary Vampires live 
  nearby and feed at the flop house. Five, including Miguel, live 
  across the street in the house nextdoor to Papa and Mama Lopez. 
  It is Miguel and the four vampires who are the night watchmen 
  and his four assistants. All, other than Miguel, are 1D4 level vam-
  pires of Miscreant alignment. They and others feed on the sick 
  and dying at the flop house. This has gone on for a decade with 
  no one suspecting a thing. Miguel also takes half the money taken 
  in every night, which is a considerable amount. He has a nest 
  egg of 380,000 Universal credits, plus some magic items, energy 
  weapons, a suit of Bushman body armor (painted like the Juarez 
  police), a hover car and other odds and ends. Nobody, not even 
  the other vampires know what his personal agenda might be. No 
  one knows he is a spy from the Vampire Kingdom of Milta.
  3. The Hole in the Wall Pool Hall. The Hole in the Wall 
  is a favorite hangout for the Subs gang, hoodlums and hustlers. 
  Drinks are big, strong and cheap at 2-4 credits each, and Subs 
  always pay half price. There are 4D6 members of the Subs gang 
  present at any time. All are bullies who hate humans and attrac-
  
  179
  tive D-Bees, and are always looking to put them in their place or 
  for a way to make quick buck off of them. The typical Subs gang-
  banger is a City Rat, Vagabond, Mercenary Solider or criminal 
  O.C.C. with 1D4+1 levels experience, Anarchist and Miscreant 
  alignment, and a mean streak. Any of the brutish and least hu-
  man-looking D-Bees can be a member of the Subs so there are 
  plenty of Brodkil (sub-demon), Bruutasaurs, D’norr Devilmen, 
  Fingertooth Carpetbaggers, Larmac, Lyvorrk, N’mbyr Gorilla 
  Men, Psi-Goblins, Tirrvol Sword Fist, and Vanguard Brawlers, 
  as well as the occasional Flooper, N’retas, Ogre, Psi-X Alien, 
  Slurmph, Spinne, Squilb, Tokanni, and outcasts, roughnecks and 
  disfigured members of the handsomer D-Bee races.
  4. Katie’s. This is a drug den and house of prostitution popu-
  lated entirely for D-Bees, making it another popular hangout for 
  the Subs and other D-Bees. Gunfights, stabbings, and brawls are 
  common inside and around Katie’s.
  5. General Store. A small, but fairly well stocked general 
  store. Fair prices.
  6. Butcher Shop. A popular store that sells beef, pig and poul-
  try at low prices.
  Rumor: Grave Ghouls come at night to eat the scraps and guts 
  of the dead animals.
  7. Power Man’s Cybernetics – Body-Chop-Shop. A dark 
  and grisly looking place of business that specializes in Black 
  Market cybernetic weapons, disguises, cybernetics, and bionic 
  arms and weapons. Cybernetics are 35% less than standard mar-
  ket value (50% are used/Cyber-Snatched) and bionics are 25% 
  less. Also performs basic medical services for gang members and 
  brigands at half of what the hospital charges and with no ques-
  tions. However, there is a 40% chance of minor scarring from all 
  surgery and a 35% chance of getting an infection from cybernetic 
  surgery. The owners of this rat’s nest are quick, sloppy, and com-
  passionless. They purchase 50% of their product line from the 
  Skivers gang, other body-snatchers, crooks and vampires. The 
  police are paid to look the other way.
  8. The Stake & Mallet Tavern. A popular saloon and gam-
  bling hall, the Stake and Mallet has a headless skeleton with a 
  stake in its ribs swinging from a rope over the bar. Drinks are 1-3 
  credits, the gambling is serious and the patrons, loud and tough. 
  Knife throwing, darts, arm wrestling, craps, and card games are 
  played in the main, smoke filled, tavern area. The high stakes 
  games of cards and craps are on the second floor. Ladies of the 
  night rent the 14 rooms on the third floor (30-50 credits gets a 
  half-hour of the lady’s time, a wash basin and cot; human and 
  D-Bee females are available). The Stake & Mallet is the site of 
  nightly brawls and trouble, and is a favorite hangout for Larmacs, 
  Psi-Golbins, Vanguard Brawlers, N’mbyr Gorilla Men, Shapers, 
  and members of the Subs and El Paso Trog gangs. No vampires 
  allowed.
  The owner is an Ogre Warrior covered in tattoos, who goes 
  by the name Death Grip. He is a 7th level Undead Slayer from 
  Atlantis, Anarchist alignment, I.Q. 11, M.E. 10, M.A. 9, P.S. 25, 
  P.P. 20, P.E. 18, P.B. 7, Spd 13.
  9. East Leather Goods & Accessories. A store that caters 
  to the gangs and sells whips, ropes, manacles, handcuffs, night-
  sticks, nunchaku, knives, Vibro-Blades, M.D.C. chainsaws, hair 
  dye, and a huge variety of leather clothing, jumpsuits, jackets, 
  boots, hats, caps, gloves, belts, straps, bands, leashes and studded 
  and spiked collars. Prices are average on the low side.
  10. The Colorful Peacock Tattoo Parlor & Hair Stylist. 
  The tattoo parlor is the official place to get “colorized” and of-
  fers a mind-boggling array of tattoo designs. It is another popular 
  place for gang members and young toughs. A small tattoo about 
  the size of a silver dollar costs 20 credits, medium (6-8 inches) 
  50-80 credits, large (12-15 inches) 100-200 credits. Special or 
  intricate designs cost 50-100 credits more. The eight tattoo art-
  
  180
  ists are masters at their craft and the oldest is skilled in holistic 
  medicine (7th level) and offers his medical expertise to those he 
  likes (treatments costs one third of what the hospital charges, but 
  he doesn’t do surgery).
  The second floor is Adam’s Chunk Out Hair Saloon spe-
  cializing in punk style hairdos, mohawks, spiked hair, hair dyes, 
  make-up and piercing. A typical haircut costs 20-40 credits, while 
  the more “creative Chunk-a-Do” stylings cost 60-120 credits.
  praisal), and consider buying or trading magic goods and services 
  for items William knows he can sell for a profit or might want for 
  himself and his henchmen.
  The Wizard’s Hut is also willing to place curses on people 
  (2,000-8,000 credits; very discreet) and summon demons or mon-
  sters, usually to perform acts of vengeance, brutality and murder 
  (costs 20,000 to 80,000 credits).
  Old William the Wizard is a 12th level Ley Line Walker who 
  looks to be over 100 years old, yet still has a bit of a spring to his 
  step and an evil glint in his eye. He is of Diabolic alignment, has 
  dabbled in the arts of Summoning and has a taste for dark power. 
  I.Q. 20, M.E. 14, M.A. 8, P.S. 8, P.P. 11, P.E. 12, P.B. 7, Spd 8; 
  Hit Points 62, S.D.C. 12.
  In addition to the spells listed above (with the amounts he 
  charges to perform them as a service to others in parentheses), 
  Old William has 287 P.P.E., knows all First, Second and Third 
  Level Spell invocations, all summoning spells, all protection 
  spells, all control and domination spells, plus Animate and Con-
  trol Dead (20), Apparition (20), Armor of Ithan (10), Blind (6), 
  Create Magic Scroll (100), Create Mummy (160), Create Zom-
  bies (250), Call Lightning (15), Carpet of Adhesion (10), Circle 
  of Flame (10), Dessicate the Supernatural (50), Mute (50), and 
  Speed of the Snail (50), among many others.
  Julia the Sorceress is a 6th level Ley Line Walker and Wil-
  liam’s young protege. She is of Diabolic alignment, 27 years old, 
  and has adopted all of the Wizard’s approaches to magic, phi-
  losophies and habits. I.Q. 19, M.E. 13, M.A. 15, P.S. 11, P.P. 15, 
  P.E. 18, P.B. 14, Spd 12; Hit Points 42, S.D.C. 25. Julia has 132 
  P.P.E., knows all First and Second Level spell invocations, and 
  all the spells listed above in the section about the store’s services. 
  She also knows all protection spells, all control and domination 
  spells, plus Animate and Control Dead (20), Armor Bizarre (15), 
  Armor of Ithan (10), Create Magic Scroll (100), Crushing Fist 
  11. Rickety Wall Dance Hall. A crumbling, four story edifice 
  that serves as a dance hall, meeting hall and indoor arena. Every 
  night, except Fridays, there is dancing on two of the floors. Alco-
  hol is moonshine served for a credit a mug.
  Friday night is fight night! Typically, 2D4+6 different bouts 
  take place. In another room is cock fighting, and down the hall 
  is dog fights. Admission is 5 credits per person per event. Ample 
  side betting with the house and fellow attendees is encouraged.
  12. The Wizard’s Hut. This store is run by a crazy old Wiz-
  ard who sells healing potions, amulets, a small selection of magic 
  scrolls, Techno-Wizard items, and magical services. The magic 
  services are many, but here’s the thing, the owner, Old William, 
  is not a nice person, so he and his assistants may cast magic that 
  is helpful, hurtful or manipulative.
  Magic Services: Calling (100 credits), Cleanse (50 credits), 
  Compulsion (1,500 credits), Cure Illness (500 credits), Cure Mi-
  nor Disorders (100 credits), Cure Phobia (5,000 credits), Domi-
  nation (3,000 credits), Exorcism (750 credits), Expel Demons 
  (1,200 credits), Fortify Against Disease (300 credits), Fly as 
  the Eagle (1,500 credits), Heal Wounds (150 credits per touch), 
  Greater Healing (700 credits per touch), Locate (550-1,500 cred-
  its), Luck Curse (1,500 credits), Magic Pigeon (1,200 credits), 
  Memory Bank (3,000 credits), Mend the Broken (300 credits), 
  Minor Curse (4,000 credits), Negate Poison (200 credits), Purge 
  Others (3,000 credits), Purification (200 credits), Remove Curse 
  (10,000 credits), Restoration (500,000 credits), Restore Life 
  (75,000 credits), Restore Limb (15,000 credits), Rift Telepor-
  tation (5,000 credits per person to be Rifted), Sickness (3,000 
  credits), Spoil (1,000 credits), Stone to Flesh (20,000 credits), 
  Super-Healing (M.D.C.; 1,500 credits), Trance (1,000 credits), 
  Watchguard (5,000 credits), and Words of Truth (2,000 credits). 
  He or his staff also identify and appraise magic items for a cost 
  of 100 credits per item (usually honest and accurate in their ap-
  
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  (12), Electric Arc (8), Energy Disruption (12), Featherlight (10), 
  Fly (15), Frequency Jamming (15), Invulnerability (25), Magic 
  Net (7), Repel Animals (7), Superhuman Speed (10) and Swim as 
  the Fish: Minor and Superior (6 or 12).
  Old William’s & Julia’s Henchmen: Argyle Fuentes, a 5th 
  Level Necromancer (Aberrant), Mad Marko, an 8th level Shifter 
  (Miscreant), a Brodkil sub-demon (6th level) and three Psi-Gob-
  lins (7th level thieves) are his “helpers.” William also commands 
  a zombie and four mummies.
  Rumors: Old William associates with a couple dozen different 
  vampires including the current leader of the Night Masters and 
  has the police in his pocket. It is rumored he has been blackmail-
  ing the police commissioner for years.
  The Wizard is willing to sell his goods and services to any-
  body, human, D-Bee, vampire, or supernatural menace. Often 
  requests payment in gold, silver, gems, magic items and blood 
  rather than credits of any kind.
  Word on the street is that Julia Cruse is Old William’s illegiti-
  mate daughter, and is very fond of her, and she of him. Julia may 
  even be Old William’s heir apparent. She certainly has embraced 
  his evil ways. It is said Old William is teaching her everything 
  he knows.
  The rumor that is whispered the least and spoke the most soft-
  ly, says, at the age of 89, Old William managed to cut a deal with 
  a dark god to grant him immortality. Some say that dark god is 
  Camazotz, Lord of the Vampire Kingdom at Chichen Itza in the 
  Yucatan.
  13. Oloc’s Armory. New and rebuilt weapons of good qual-
  ity. Fair prices, no refunds.
  Mega-Damage Body Armor: Used: Most of the armor is pret-
  ty battered and scarred, but a good substitute for warriors low 
  on cash and in need of some protection. Selection is limited to 
  Bandito Arms styles (see Rifts® World Book 14: New West), 
  Northern Gun’s Bushman, Gladiator, Crusader, Huntsman, Plas-
  tic-Man and Urban Warrior, Coalition Dog Boy armor, Coalition 
  Dead Boy armor (mostly the old style, patched and repainted a 
  tan color for desert travel), and the Triax Terrain Power Hopper. 
  Armor with one third its original M.D.C. sells for 50% off the list 
  price. Armor with half its original M.D.C. sells for 70% less than 
  the list price for new. Also sells new suits of Northern Gun Bush-
  man and Gladiator armor at a 10% discount.
  Weapons: New and Used. Crude wood stake (12 for 5 cred-
  its), a variety of crossbows and bolts, bows and arrows, revolv-
  ers, automatic pistols, Coalition energy rifles and Vibro-Blades, 
  and many Wilk’s and Northern Gun weapons. New weapons cost 
  the standard price, but refurbished used weapons sell for 25% 
  less than the standard price. Has the occasional rail gun and TW 
  weapon at a 50% mark-up on the full price.
  14. The Ramirez Stables. Sells, buys, and stables horses 
  and pack animals including donkeys, mules and oxen. Also of-
  fers veterinary services for horses, shoeing and grooming. Oc-
  casionally sells cattle and goats. Stabling a horse or mule costs 
  50 credits per day and includes basic grooming, water and hay. 
  Better quality food costs an additional 20 credits per day. A typi-
  cal workhorse costs 1,000-6,000 credits, pack mule 1,000-4,000 
  credits, a good, trained riding horse costs 6,000-24,000 credits, 
  while a superior riding horse, warhorse, racehorse or Psi-Pony 
  costs 20,000-80,000 credits.
  Paco Ramirez and his family own and manage the stables 
  along with 20 work hands, a third of whom are Psi-Stalkers. Paco 
  Ramirez is a 9th level Cowboy who loves horses and horse-trad-
  ing.
  The main showroom and stable for horses available for sale is 
  #14-A, behind it are three smaller additional stables. Behind them 
  is the livery stable and veterinary facility, and along its east wall 
  are four additional livery stables.
  15. Ramirez Blacksmith. The large blacksmith shop that 
  is part of the Ramirez livery complex. In addition to showing 
  horses, the blacksmith makes nails, chains, manacles, and maces. 
  Prices are all average, quality is high. Ramirez employs a giant 
  Jotan ironworker, two humans, four Dwarves and three Bruutas-
  aurs to work the smith.
  16. Arena Mechanics & Gas Station. A competent mechan-
  ics shop able to repair most vehicles and perform minor repairs 
  on robots and power armor. Reasonable prices for good work.
  17. The Mayfair Club. One of the nicest places to eat and 
  relax, entertainment includes quality bands, minstrels, singers, 
  dancing girls and tasteful striptease acts. The food is excellent if 
  pricy for this side of town (costs 18-35 credits a meal) and offers 
  a nice selection of liquor, beer and wine for a cost of 3-6 credits 
  a glass. The Mayfair Club is a hot spot in town for visitors, ad-
  venturers, city workers, and the better off residents. It is always 
  packed on weekends and days the Juarez Arena has a major at-
  traction or event.
  18. Guarded Parking Structure. A pre-Rifts style parking 
  structure with an armed patrol to keep vehicles safe. The struc-
  ture can accommodate 1,100 vehicles, costs two credits an hour 
  and offers 10 hours of valet parking for 15 credits. Security is 
  good, so there is only a 5% chance of one’s vehicle being stolen, 
  stripped or vandalized.
  19. The Juarez Arena! This is a place that attracts the rich 
  and poor from all over Ciudad Juarez. Regular Admission is five 
  credits for the cheap seats, 25 credits for the good seats, and 100 
  credits for front row seating. Monday is family night so the cost 
  of admission is only 2 credits.
  Monday night shows include practice horse races, practice 
  gladiatorial fights and performing clowns, jugglers and tumblers.
  Tuesday through Friday are the horse, dog, and dinosaur 
  races. City run gambling is available near the arena entrance, but 
  the wandering Black Market and Pyskes gang bookies outside the 
  arena offer better odds and potentially bigger payoffs.
  Saturday and Sunday are fight nights with 12-36 different 
  fights including bullfights, monster fights (humanoid vs monster), 
  monster wrestling, monster vs monster, and gladiatorial contests. 
  The regular events are sometimes interrupted by public execu-
  tions and parades. Both are crowd pleasers and only cost one 
  credit for up-close bleacher seats.
  20. Open Parking Area (And Place for the Homeless). A 
  large open area that was once a residential section that burned to 
  the ground. It is used as a parking lot during events at the arena, as 
  well as a gathering place for residents. At night, it becomes a very 
  different place as the homeless start to gather as soon as the ma-
  jority of vehicles have left for the day. The homeless are allowed 
  to set up camp and sleep under the stars at these Open Parking 
  Areas, provided they pack up and leave by 6:00 A.M. This area is 
  a very dangerous place during the night, as it is filled with home-
  less and desperate people, the mentally ill, drunks, criminals and 
  adventurers down on their luck. The night squatters are some-
  times bullied and rousted by gang-bangers and young City Rats 
  looking for some action and stalked by hungry vampires.
  
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  21. Open Parking Area (And Place for the Homeless). 
  Identical to #20, above. Nearby, on the other side of the dividing 
  wall, are the homes of the upper middle-class, wealthy and city 
  government workers.
  22. Police Station – Precinct #3. This was the old police 
  headquarters before they moved to nicer quarters on the other 
  side of the wall. The building is still one of the major police sta-
  tions and is a Mega-Damage structure (50 M.D.C. per 10 foot/3 
  m section). Some of the meanest, toughest, most corrupt police-
  men in Juarez are stationed here. Many of the troublemakers are 
  sent to this location as punishment. The main concern of the po-
  lice at Precinct #3 is controlling the gangs and keeping crooks, 
  gang members, and beggars out of neighboring New Town, home 
  of the rich and elite.
  23. East General Hospital. Basically the same as #72 in 
  North Town, only a third its size. The two neighboring buildings 
  are the professional building and the administrative offices.
  24. Wagonsmith, Wainwright & Carpenter. A builder of 
  barely adequate wagons, wheels, barrels, tables, crucifixes, fur-
  niture, and coffins. Unfinished products, items not yet stained, 
  varnished or painted, are half price.
  25. The Rio Apartments. A ten story apartment building for 
  the poor working class residents of the East Side Slums. Security 
  is poor, the apartments are small, cramped and dirty, city services 
  are poor, and the police presence is minimal. Costs 700-800 a 
  month to rent; few vacancies. Note: Many small, local shops are 
  just east of the building, including a taxi service, general store, 
  fruit market, butcher and dairy market, poultry market, bakery, 
  fabric shop, hardware store, small CD shop, potter, clothing store 
  (work clothes, shoes, boots and hats), and saloons.
  Northern Mexico
  great and powerful Vampire Kingdoms that exist to the south, but 
  no man from the north is said to have ever seen fit to investigate. 
  That is not true.
  Numerous adventurers, Rogue Scientists and Scholars have 
  traveled to Mexico to investigate the stories. The problem is, few 
  are ever seen again. The survivors who do return tell fantastic 
  stories people in the north cannot believe. They speak of the Wild 
  The Great Deceit
  The pre-Rifts Mexican Empire and Central America (Guate-
  mala, Honduras, Nicaragua, Panama, etc.) are the Domain of the 
  Undead. Wild tribes of vampires roam the northern deserts and 
  plains like packs of wolves from the Rio Grande River to Guada-
  lajara. Generations of people have spoken in whispers about the 
  
  183
  Vampires that roam the Mexican highlands and of the hardships 
  endured by simple farmers, sheep herders and cattle ranchers 
  upon whom the undead prey. They tell of human towns built on 
  stilts or on boats and platforms on the water along the ocean coast 
  and in lakes, for vampires fear water. They speak of the small vil-
  lages and towns scattered across the plains and mountains, and of 
  towns called “Desert Flowers” because sorcerers who command 
  Elemental Magic and Biomancy have transformed small areas of 
  desert into arable land. They share stories of courage and defiance 
  by the people who try to carve out a life in Mexico, of Vampire 
  Hunters who roam the land like knights-errant, and of gunfighters 
  and strange D-Bees.
  The stories take a dark turn as they tell of towns and villages 
  dominated or enslaved by vampires. And darker still when they 
  speak of how humans and D-Bees are made into pets and slaves 
  for the undead, or worse, raised and penned as cattle to be fat-
  tened and fed upon – drained of blood by creatures of the night. 
  They tell how humanoids are put to work building sprawling cit-
  ies of stone, with temples and palaces for the Vampire Emperors 
  and Kings. They tell of stone pyramids being erected like those 
  of the ancient Aztecs, where blood sacrifices are made to the 
  Vampire Intelligence locked within and dark magic is conducted. 
  They speak of humans butchered like cattle, raped and beaten for 
  pleasure, and used as playthings. The tales of atrocity and horror 
  are stomach turning and endless, but they are generally dismissed 
  as exaggerations, myths, lies and even the hallucinations of an 
  addled mind. Indeed, half the survivors from the Vampire King-
  doms are traumatized by what they have seen or experienced and 
  are never the same.
  The civilizations in the north do not want to believe that king-
  doms of vampires could exist. It sounds preposterous and too 
  horrible to imagine. Surely, after all these years, if such king-
  doms really existed, the Coalition States, Lazlo or some northern 
  civilization would know about it. Or so the thinking goes. This 
  makes the existence of the Vampire Kingdoms one of the best 
  kept secrets in North America. This is not just foolishness or de-
  nial on the part of outsiders. It is part of a carefully orchestrated 
  deception on the part of the vampires.
  By sending Wild Vampires into the northern deserts and 
  scrublands, the savage Wild Ones become the face of the vampire 
  threat. Since Wild Ones appear to be primitive barbarians with a 
  low intelligence and little military capabilities, who seldom use 
  weapons and hunt and live in packs like wolves, they are grossly 
  underestimated. In northern Mexico, a visitor can search thou-
  sands of square miles and find no vampire cities or kingdoms, 
  just Wild Vampires running through the wilderness like coyotes. 
  While they are dangerous, they are not the perceived danger of 
  one or more organized “kingdoms” of the undead. As a result, the 
  vampire threat is underestimated and ignored. Stories of Vampire 
  Kingdoms are dismissed as lies and tall tales. Meanwhile, the 
  real face of the enemy – Secondary Vampires and their kingdoms 
  – is concealed. Likewise, tales of cunning, intelligent Second-
  ary Vampires living in Ciudad Juarez, El Paso and other places 
  are mostly just that, stories and anecdotal evidence – isolated 
  incidents not to be concerned about. The reality of the vampire 
  danger is further blurred by claims from Ciudad Juarez that it is 
  vampire free and any reports of vampires in Juarez are rare ex-
  ceptions or outright lies.
  This is exactly what the Emperors and Kings of the Vampire 
  Kingdoms want. They want people to think the vampire threat 
  is overblown and exaggerated. They want people to be afraid 
  enough of the vampire savages of Northern Mexico to have no 
  desire to travel further into the depths of Mexico. They want them 
  to stop within a thousand miles (1,600 km) from the north and 
  say, “This isn’t worth it,” and turn back.
  The Wild Vampires of Northern Mexico. Northern Mexico 
  is part rocky desert and part vast savanna of grasslands and scrub 
  broken by rolling hills and mountains to the west. The native peo-
  ple are predominately low-tech farmers and animal herders. The 
  primary crops are maize (corn), wheat and cotton. Livestock in-
  clude goats, sheep, some cattle, some pigs, some donkeys, mules, 
  horses, ducks and chickens. The inhabitants of Mexico learn 
  vampire lore at an early age – most of it reasonably accurate. 
  The youngest child knows the threat vampires represent and also 
  knows how to defend against the undead, as well as the methods 
  to destroy them. Most men, women and children wear crosses or 
  amulets, and sometimes garlic, to protect themselves at all times. 
  Every village has a church. Wooden knives, clubs, staves, spears, 
  crossbows or short bows are the most usual anti-vampire weap-
  onry among the common people.
  Even armed with this knowledge, it is the farmers, ranchers, 
  settlers and ordinary people who are the primary targets of the 
  marauding Wild Vampires, for their numbers are too many and 
  their power too great to stave off on an indefinite basis. The oth-
  er main targets of Wild Vampires are adventurers, warriors and 
  travelers. Farmers are hunted because they are easy and plentiful 
  prey. Adventurers and outsiders are hunted because they are few 
  in number and have limited resources, but mainly because the 
  Wild Ones have been told to do so by their undead superiors. 
  The leaders of the Vampire Kingdoms don’t want outsiders and 
  heroes making their way down south to where the true Kingdoms 
  of the Dead are located, and where vampire civilization – if you 
  can call it that – is out in the open. The Lords of the Vampire 
  Kingdoms want humanoids to underestimate them. They like that 
  people are afraid, but they don’t want them too afraid. As wit-
  nessed by the Coalition States Siege on Tolkeen, when humans 
  and other mortals are too frightened they lash out to destroy what 
  they fear. But if they are only a little afraid and feel no immediate 
  danger, they’ll leave things as they are. And that’s exactly what 
  the vampires have achieved.
  The Coalition States
  The CS response is typical of the
  outlook from northern civilizations
  In recent years, the stories of vampires have reached the ears 
  of the paranoid Coalition States, inciting them to conduct their 
  own investigation. Thus, far, they have only been able to confirm 
  the existence of an alarming number of Wild Vampire tribes in 
  Northern Mexico. The official position of the Coalition Military 
  High Command is summed up by this statement:
  “We see no reason to waste men and resources on a wild goose 
  chase in a distant land. We have many more pressing concerns 
  at home, such as the escalating number of Xiticix bug men in the 
  Midwest, Federation of Magic, Tolkeen expatriates and terrorists 
  bent on our destruction, and the magic using, anarchist, D-Bee 
  lovers of Lazlo, to name but a few. Vampire barbarians virtually 
  a world away is of little consequence. Building up Coalition mili-
  tary and colonial operations in the States of Lone Star (Texas) 
  
  184
  and El Dorado (Arkansas) should provide a sufficient barrier of 
  entry to any tribe of vampire savages that happen to make their 
  way past the misanthropes of the Pecos Empire. It is our final as-
  sessment that the vampire threat is exaggerated and represents no 
  clear or present danger to CS interests.”
  This assessment is based on a half dozen, limited, long-range 
  reconnaissance excursions into Mexico by the Coalition Army. 
  Two CS expeditions reported “sane and organized” vampire vil-
  lages near the pre-Rifts cities of Tampico and Veracruz before 
  contact was lost. Most other reports focus on the limited threat of 
  “barbarian vampires.” One reconnaissance team claims to have 
  made it to the ruins of pre-Rifts Mexico City, where they reported 
  the largest tribe of Wild Vampires and a permanent “barbarian 
  vampire city.” However, only one third of the team returned, and 
  many parts of their reports and recollections are sketchy, as if they 
  cannot remember details. Yet, the details about the barbarian city 
  seem too vivid. This has suggested to Doc Reid and other experi-
  enced Vampire Hunters that the surviving members of this secret 
  Coalition expedition (two-thirds perished in the journey) are vic-
  tims of vampire Mind Control, i.e., the story was implanted via 
  Hypnotic Suggestion or other, more invasive psionic alteration, 
  perhaps by a Mind Bleeder or Mind Melter henchman. Soldiers 
  who were too resistant to psionic manipulation were kept captive 
  or slain. Only the third whose minds were sufficiently malleable 
  were sent back to the CS to file their report that no civilized Vam-
  pire Kingdoms were found in Mexico.
  Despite the Coalition’s “official position” on the vampires of 
  Mexico, the government continues to maintain something called 
  Operation Nightowl. This is a covert operation in which Coali-
  tion Military Specialists secretly work out of Lone Star, El Paso 
  and Ciudad Juarez to investigate the vampires of Mexico. As 
  part of the operation, a half dozen CS spies had infiltrated the 
  notorious Reid’s Rangers. Two perished fighting vampires with 
  the Rangers, three went AWOL from the CS to become full-time 
  Rangers dedicated to the destruction of the undead, and one re-
  turned to Chi-Town with stories about Secondary Vampires, the 
  vampires of Ciudad Juarez, and stories (but no firsthand experi-
  ence) about the Vampire Kingdoms in the south. All operatives 
  undercover with Reid’s Rangers have reported the confirmed 
  existence of Secondary Vampires and firsthand encounters with 
  them. They also confirmed the existence of the Master Vampire 
  via anecdotal evidence, but none have had a direct encounter to 
  corroborate the stories. Many details of Doc Reid’s own studies 
  and torture of vampires were also submitted to CS authorities.
  Since winning the siege on the Kingdom of Tolkeen, increased 
  trouble at home, and an influx of demonic forces in the ruins of 
  Detroit, Windsor, the Magic Zone and even the ruins of Old Chi-
  cago, the Coalition High Command has divided on the issue of 
  vampires in Mexico. Part of them are more committed than ever 
  to finding the truth about the Vampire Kingdoms, and part of 
  them feel like they have all the information they need. Most of 
  the CS brass has decided vampires are not a threat to the Coali-
  tion States and any further investigation is a waste of time and 
  resources needed to secure the home front.
  Coalition officials and scientists cannot bring themselves to 
  believe that the undead, though their numbers may be disturbingly 
  high, are intelligent or organized enough to function as anything 
  more than a tribe of barbarians. This is the pervasive attitude even 
  after intercepting Doc Reid’s report on the undead in Tolkeen. 
  The reasoning is that Doc Reid is clearly a zealot and a lunatic, 
  and the Coalition’s own research cannot confirm the existence of 
  any true Vampire Kingdoms. Quite the contrary, the CS Army 
  is satisfied that the millions of square miles of Northern Mexico 
  are inhabited by the animalistic, Wild Vampire tribes. That the 
  largest tribe or two are found in the lush south, and the undead 
  are primitive savages content with their existence in Mexico. By 
  their estimation, the number of intelligent vampires is minuscule, 
  as few as one in fifty. A mistake that could spell the Coalition’s 
  doom if they were to wage a military campaign in Mexico. Fur-
  thermore, Mexico’s distance from the hub of Coalition society in 
  the north and the, again, erroneous assumption that Mexico of-
  fers few resources to the Coalition States, make it a place of little 
  interest and even less strategic importance.
  In fact, one assessment suggested, “The vast range of vam-
  pire barbarians that extends from one end of Mexico to the oth-
  er, creates a “buffer zone” that should block and dissuade the 
  largely unknown people and civilizations of South America from 
  pushing northward. In short, the “vampire barbarian hordes” in 
  Mexico help protect the rest of North America from potential 
  invasion by unknown forces in South America. The official CS 
  study concludes, “These brutish creatures protect our interests, 
  not jeopardize them. This committee’s recommendation is to let 
  sleeping dogs lie.”
  Though this is the consensus among most Coalition military 
  and scientific minds, there remains enough paranoia to keep a 
  modest, halfhearted investigation going under Operation Night-
  owl. All that has been provided to the Op is one mixed company 
  (120 troops). Other than patrols and long-range reconnaissance, 
  40 officers are undercover as adventurers, mercs, Vampire Hunt-
  ers and local townspeople.
  Typical Villages & Towns
  Note: The following data pertains to the “typical” vil-
  lages and towns scattered across Mexico and the American 
  Southwest. Most of them are agrarian in nature and low-
  tech, or low tech with a handful of high-tech items like a 
  hover truck, electrical generator, M.D. energy rifle, and so 
  on. There are other types of towns, but they are the excep-
  tion, not the norm. The following data covers the typical 
  small, rural communities of Mexico. Much of their infor-
  mation can be extrapolated into other types of towns.
  Until one travels south of what used to be Guadalejara and 
  Guanajuatoa, the northern two-thirds of Mexico is mostly arid 
  desert, prairie, grassland, scrubland and mountains. Along the 
  coasts the land is greener with light tropical forest and grassland. 
  This is thousands of square miles of wilderness dotted with hun-
  dreds of tiny to medium-sized farm communities, villages and 
  towns. Cities are a rarity, but there are a few.
  Villages and towns in Mexico and the American Southwest 
  are nothing like our modern towns and cities with homes and 
  businesses clustered together in a tight grid of streets and alley-
  ways. A village or town in Rifts Mexico and the border States 
  is likely to have homesteads and farmers scattered across many 
  miles. There is likely to be a centralized “town” or “downtown” 
  area; the heart of town where commerce and meetings are held. 
  This is where a visitor is likely to find the courthouse, general 
  
  185
  store, trading post, farmers’ market, school, church and similar 
  meeting and business places, but even they are likely to be spread 
  out, not placed on a grid work of streets. The rest of the village 
  or town consists of homesteads, farms, ranches and mills within 
  a 3-12 mile (4.8 to 19.2 km) radius of the “downtown” area. The 
  next nearest village or town is likely to be 2D6x10 miles (32 to 
  192 km) away.
  Farming in Rifts Mexico. Farming, ranching, and the trade 
  that comes with it are the primary resources that support most 
  communities.
  Vegetable crops common to the region include rice, beans, 
  barley, blue agave (to make tequila), chili peppers, cilantro, corn, 
  coffee, olives, peppers, tomatoes, sugarcane, sorghum, wheat and 
  a wide range of other crops provided the environment allows it.
  In fertile green areas in southern Mexico, and along coastal 
  regions and the Yucatan, is where vineyards, fruit trees and or-
  chards are commonplace. Notable types of fruit include avocados, 
  bananas, grapes, guava, jicama (related to the turnip), lemons, 
  limes, mangoes, nopal/paddle cactus, quince, oranges, papayas, 
  tomatillos (related to the gooseberry), watermelon and other tropi-
  cal fruits and grapes; Mexico, has a long tradition of making wine.
  Non-food crops may include cotton and tobacco.
  Ranching in Rifts Mexico. Ranching is primarily cattle, 
  though in Mexico, “cattle” may include a number of herbivorous 
  dinosaurs. In fact, close to half of the ranches divide their “cattle” 
  between traditional bovine and dinosaurs, particularly those in 
  the Nodosaur family: Nodosaurus, Panoplosaurus and Silvisau-
  rus. A full 20% raise only Nodosaur “cattle.” The three dinosaurs 
  in the Nodosaur family have proven to be delicious meat: Nodo-
  saurus and Silvisaurus both taste like Angus beef, and Panoplo-
  saurus has a flavor akin to buffalo. All are easy to domesticate 
  as loyal work animals and have an intelligence equivalent to that 
  of a horse, along with the strength of an entire team of mules or 
  oxen.
  Life in Mexico can be good. Outsiders assume life in Mex-
  ico is all terror and death. This is not true. Many communities 
  are happy and self-sufficient. They may be small and low tech, 
  but low tech often means they are off the radar and left alone by 
  vampires, bandits and would-be conquerors. What world-beating 
  overlord wants to be king of a farming village, small ranch com-
  munity or cluster of a dozen self-sufficient homesteads? That 
  brings little power, wealth or prestige.
  Adventurers and modern city dwellers are used to an entirely 
  different lifestyle, so the farming and ranching may seem unap-
  pealing, but people used to a simple agrarian life are satisfied with 
  the way they live. All any villager and townspeople wants is a safe 
  environment to raise their families and find a little happiness and 
  comfort. Sure they wish the vampires were not around, but every 
  community has its challenges. Any community is a potential tar-
  get, but vampires tend to be attracted to the larger towns and cities.
  Size of the Rural Community
  In all cases, villages and towns are made up of families.
  01-20% Small Village: 20-80 people.
  21-40% Medium Village: 81-200 people.
  41-60% Large Village: 300-400 people.
  61-80% Small Town: 450-600 people
  81-90% Medium Town: 700-900 people.
  91-00% Large Town: 1,000-4,000 people.
  
  186
  Homes and Dwellings of
  a Typical Village/Town
  A typical village or town in Mexico, especially Northern 
  Mexico and the American Southwest, has the following common 
  buildings, businesses and communal features. One to several 
  families may live and work on a farm or ranch.
  Homes in town. 2D6+6 homes in the downtown/central vil-
  lage area, each on 1D4 acres of land.
  Farms around town. 2D6+6 farms each with 4D6x10 acres of 
  land located in the outlying village community scattered around 
  the central town area. These are what modern people might think 
  of as “the neighborhoods.” Rural neighborhoods are acres apart 
  and down the road a piece, but are still a vital part of the village 
  or town.
  Ranches around town. 1D6+3 ranches with 1D6x100 acres 
  of land located in the outlying community around the central 
  town area, same as farms.
  Note: See Major Industry of Village or Town, as this may in-
  crease the number of homes, farms, ranches and facilities in town.
  “holy symbol” of the building itself and the iconic images inside. 
  However, the people inside are not safe from attack. The undead 
  can smash out the glass of the church windows, throw things 
  through the shattered frames at the people inside, cast magic upon 
  the building or people inside, shoot at the building and the people 
  inside, or set the building on fire, and vampires can also send in 
  wolves, dogs, bats and vermin. If they really want to, vampires 
  can send in Chupacabras, servants and henchmen to drag the peo-
  ple out or kill them inside the church.
  If a vampire, be he a Wild One, Secondary or Master, is 
  dragged inside a church, he suffers burning pain and 2D6 points 
  of damage per melee round. The damage is low, so his regen-
  erative powers can easily keep up with the damage inflicted, but 
  the pain is unrelenting. Penalties from pain due to being inside 
  a holy place causes the undead to lose all but two attacks per 
  melee, all combat bonuses are reduced by half, skill performance 
  is reduced by half, and all the vampire wants to do is leave the 
  premises as fast as possible. Note: Even the ruins of a church or 
  temple of light cannot be entered by a vampire. Church grounds, 
  convents, and cemeteries are not the same as the church, and have 
  no adverse effect on the undead, though a chapel inside does. 
  Church Combat Note: Just because there is a church in town 
  doesn’t mean there aren’t vampires living within or even control-
  ling or enslaving the community. Vampires love to play mind 
  games, and are happy that a building with a cross or other holy 
  symbol can trick naive outsiders into lowering their guard and 
  feeling safe in town.
  Doctor. The village has a Medical Doctor or Holistic Doctor, 
  Psychic Healer or mage with healing magic. The doctor/healer 
  tends to the ill and injured, delivers babies, mends bones, and 
  performs autopsies and practices general medicine and healing.
  Farmers’ market. This is an area with many huts and open 
  spaces where farmers can set up and sell their wares and pro-
  duce. The market is usually located somewhere on the edge of 
  the downtown area. They sold livestock (chickens, ducks, goats, 
  sheep, pigs, etc.), fresh eggs, fresh butchered meat, jerked and 
  smoked meats, fish, fruits, vegetables, canned produce, honey, 
  jam, fresh baked pies and breads, tobacco, live and cut flowers, 
  baskets, and similar items.
  General store. Most have a grain silo, fruit cellar, shed, a 
  small barn and corral behind the store. The owner’s home may 
  also be behind the store, above the store, next door or across the 
  street. A general store sells supplies needed and wanted by the lo-
  cal community such as tools and equipment for farming, planting 
  seed, fertilizer, insecticide, rope, wire, nails and basic building 
  materials, tools, knives, fishing gear, guns and ammo, oil lamps, 
  oil, saddles, bridles, sewing materials, fabric for making cloth-
  ing, jars and supplies for canning, spices, sugar, rice, beans, corn, 
  flour and processed grains for cooking, kitchenware, blankets, 
  baskets and other items that the locals need.
  Imported and special items are minimal and limited. They 
  focus on popular items and gifts affordable for the community 
  such as fancy linen and clothing fabrics, dress clothing, electric 
  generators, electronics, silver bullets, E-Clips, Mega-Damage 
  weapons, Vibro-Blades, medical equipment and medicine, and 
  similar products.
  Grain Silos: 1D4+1 silos that are 12 feet (3.6 m) tall, 8 feet 
  (2.4 m) in diameter.
  Restaurant: Possibly the only one in town. Serves local cui-
  sine.
  Businesses and Community
  Features in the Downtown Area
  Each of the following is usually found in the center of a village 
  or town, and may be considered the “downtown area.”
  Blacksmith. Medium and large towns always have a black-
  smith. 01-50% chance in a smaller town or village.
  Carpenter, wheelwright and lumberyard. Prepares, cuts, 
  and sells lumber and wood materials for construction and build-
  ing, making wagons, wheels, barrels, crates, fences, furniture, etc.
  Church. A place of worship. Yes, even vampire occupied 
  and controlled villages and towns are likely to have a church or 
  temple. The undead have learned that there is no harm in letting 
  people have faith and pray. These people live in the community 
  and are not going to abandon it. They cannot hide inside a church 
  forever, and most Secondary Vampires have learned to let lowly 
  humans maintain the illusion of freedom and a god they can pray 
  to. If having a place to worship to what the vampires will decry 
  as a false or impotent god keeps the people submissive and sub-
  servient, so be it. Besides, a church is a great way to conceal the 
  presence of the undead from Vampire Hunters and adventurers. 
  The building may even lure “new meat” into a vampire trap. Visi-
  tors are welcomed so they can be captured and made prisoners in 
  a forced labor camp or become a delicious late night meal.
  Church as a sanctuary from the undead: The interior of a 
  church or temple works like a giant circle of protection’ prevent-
  ing a vampire from entering. The undead are held at bay by the 
  
  187
  Saloon: Possibly the only tavern/saloon/neighborhood bar in 
  town.
  Schoolhouse: An all ages schoolhouse. Depending on the 
  community, school may focus on farming, animal husbandry 
  and other career areas or trade school type classes, or teach a 
  good range of education from mathematics and botany to reading 
  and writing. Note: An impressive 50% of humans and D-Bees in 
  Mexico can read and write at a 5th grade level. Isolated from the 
  rest of North America, the stigma of being literate is much less in 
  Mexico. Rogue Scholars and Scientists are welcomed.
  Town Square: Typically a 2D4 acre park or garden at the cen-
  ter of the village or town. It may also be used for town meetings, 
  festivals, bake sales and other community events.
  Town meeting hall or courthouse. Either may have a small 
  jail as part of its service to the community.
  Trading post with corral and barn. This is separate from 
  the general store, though it may offer similar items, its focus is 
  on wilderness, trapping and hunting gear, and a wider range of 
  weapons and exotic items. This is exactly what it sounds like: 
  a retail facility that “trades and barters” goods in exchange for 
  other goods. This is where adventurers, explorers, mercenaries 
  and bandits are likely to go to trade items they have “acquired” 
  in combat, raids and adventuring to get wilderness provisions, 
  alcohol, recharge E-Clips, and even find armor, M.D. weapons, 
  vampire hunting gear, horses, dinosaurs and other exotic riding 
  animals and the occasional magic item.
  Veterinary Clinic: Animal doctors are important members of 
  any farm, cattle or livestock community. Most can also manage 
  First Aid for people or know a little Holistic Medicine for two-
  legged and four-legged patients. A veterinary clinic is likely to 
  have a small corral, animal pens, small barn and shed in the back.
  Well for drinking water. A well accessible to the public is 
  typically located near the center of town, often in the town square.
  Amenities at a Typical Village
  Roll for each. The percentile number indicates the likelihood 
  of having each particular type of amenity that city folk take for 
  granted.
  01-35% Indoor plumbing. Probably connected to an under-
  ground well.
  01-60% Energy generation for the entire village. One of the 
  following – electrical, liquid fuel (gasoline, oil, etc.), magic, mi-
  cro-nuclear, solar, water or wind – generate power to the down-
  town area and 2D6+80% of the homes in the outlying commu-
  nity. Note: Micro-nuclear refers to the nuclear power supply of 
  most high-tech suits of power armor, robots, and hover vehicles. 
  One such power supply can power a small to medium-sized vil-
  lage for 10-15 years, and a large village or a medium-sized town 
  for 3-5 years.
  01-20% “Official” law enforcement officers, sheriff’s office 
  and jail. Meaning a Sheriff and 1D4 Deputies, and a jailhouse 
  probably connected to or next door to the Sheriff’s Office. The 
  jail usually has 1D4+1 prison cells and a cellar for solitary con-
  finement.
  01-50% Military militia or designated team of protectors. 
  The latter are typically ex-military, mercenaries and other fight-
  ers looking to settle down, but may be a mage, dragon, other 
  creature of magic, monster or even 1D6 Secondary Vampires! 
  May also be a standing militia of community citizens who are all 
  farmers, laborers or ranchers, with maybe 1D4 having some kind 
  of combat or adventuring experience.
  01-06% Public transit system. Stagecoach, bus, TW train, 
  etc., that has a regular route and schedule for taking townspeople 
  to key locations in and around town (i.e., the general store, doc-
  tor’s, cider mill, etc.) as well as to one or two nearby (within 50 
  miles/80 km) towns.
  01-35% Mega-Damage Building – One. Typically the court-
  house or town hall, sometimes the church or a defensive bunker.
  01-15% Mega-Damage Buildings – 1D4x10% of the build-
  ings in town and 2D6% outside of town are made of M.D.C. ma-
  terials.
  01-05% Mega-Damage Buildings – All. All the buildings in 
  the town are made of M.D.C. materials and 5D6% of the build-
  ings around the village or town are also M.D.C.
  Major Industry of Village or Town
  The major industry represents 1D4x10%+20% of the work-
  force, job opportunities and products sold. Industry may expand 
  to provide additional town features and more homes and busi-
  nesses as indicated below.
  01-05% Brewing: Beer (May substitute for Tequila). Dou-
  ble the number of homes in and around town. Add 1D4 saloons, a 
  wagonwright, some warehouses and one or two boarding house.
  06-10% Brewing: Wine. Has vineyards. Double the number 
  of homes in and around town, double the number and size of 
  farms (these additional farms are all vineyards) and add 1D4 sa-
  loons and wells, a wagonwright, irrigation system for the vine-
  yards, some warehouses and one or two boarding houses.
  11-15% Carpentry/Woodworking. Has a mill and lumber-
  yard, and makes and trades cut and processed lumber, and/or 
  wagons, wheels, barrels, crates, unfinished furniture, wood re-
  lated tools, varnishes and paint.
  16-20% Mining. Mexico has its share of mineral resources 
  including natural gas, oil, silver, iron, copper and others. Double 
  the number of homes in and around town. Add a doctor, a second 
  schoolhouse, saloon, wagonwright, some warehouses, one or two 
  boarding house and, of course, a mining or drilling operation. 
  Note: Vampires tend to ignore all types of mining except silver 
  mining. Avoid silver mining or do it in secret, and the community 
  should not be targeted for destruction or enslavement.
  21-25% Coastal Fishing. Any variety of fish including red 
  snapper, sea bass, octopus, crab, crayfish, shrimp, and similar. 
  Triple the number of homes in and around town. Add a doctor, 
  a saloon, wagonwright, some warehouses, an ice house, some 
  docks and a fleet of 2D6+6 fishing boats.
  26-30% Crop Farming: Cotton or Tobacco. Double the 
  number of homes in and around town. Add a doctor, schoolhouse, 
  a saloon, a wagonwright, some warehouses and one or two board-
  ing house. If a large town or small city, there will be a cotton 
  processing plant and perhaps one or more cotton textile factories 
  (make fabric and clothing). If tobacco, the processing plants and 
  factories make and package cigars, cigarettes, loose smoking to-
  bacco, chewing tobacco, and pipes.
  31-35% Farming: Drug Trade. Coca/cocaine, cannabis/
  marijuana, and/or Cactus (Peyote or Mescaline). Double the 
  number and size of farms. Double the number of homes in and 
  
  188
  around town, and add 1D4 saloons, a second boarding house and 
  trading post, a wagonwright, and some warehouses.
  36-40% Farming: Sugarcane or Corn. Double the number 
  and size of farms. Double the number of houses in and around 
  town and add a second schoolhouse, doctor, saloon, restaurant, a 
  wagonwright and some warehouses.
  41-50% Farming: Vegetable Crops; Mixed. Double the 
  number of farms and number of homes in town, add a second 
  church, saloon and restaurant, a wagonwright and 1D6 ware-
  houses.
  51-60% Farming: Fruit; Mixed. Double the number and 
  size of farms, add a second church, saloon and restaurant, a wag-
  onwright and 1D4 warehouses.
  61-65% Livestock: Chickens and/or Other Fowl (ducks, 
  geese, etc.). Double the number of farms with the additional 
  farms all being chicken farms, add a poultry processing plant/
  slaughterhouse, saloon, restaurant, a wagonwright and 1D4 ware-
  houses.
  66-70% Livestock: Pigs. Village or town will include pig 
  farms and at least a couple of slaughterhouses. Double the num-
  ber of farms. In town, add a second church, veterinarian, saloon, 
  a restaurant, a wagonwright and 1D6 warehouses.
  71-80% Livestock: Mixed; a little of everything. Double the 
  number of farms. In town, add a second church, veterinarian, sa-
  loon, a restaurant, a wagonwright and 1D6 warehouses. Village 
  or town will include 1D4 slaughterhouses.
  81-90% Ranching: Cattle. Double the number and triple the 
  size of ranches. In town, triple the number of homes, add a second 
  church, trading post, a general store that specializes in leather 
  goods, veterinarian, saloon, a restaurant, boarding house, and 
  wagonwright. Add a tanner, tailor, more corrals and 1D6 ware-
  houses along with at least 1D4+1 slaughterhouses. Note: In Pre-
  Rifts Mexico, one-third of the country was designated as grazing 
  land of cattle (and sheep).
  91-95% Ranching: Riding and Work Animals, such as 
  horses, mules, donkeys and/or dinosaurs, or all. Double the num-
  ber and double the size of ranches and corrals. Double the num-
  ber and triple the size of ranches. In town, add a second church, 
  school, trading post, general store that specializes in riding gear, 
  cowboy gear and clothing, and wilderness and camping gear; also 
  add a second veterinarian, saloon, a restaurant, boarding house, 
  and wagonwright. Add more corrals, barns, hay fields, and 1D6 
  warehouses.
  96-00% Ranching: Sheep and/or goats. Double the number 
  and size of ranches and corrals. In town, add a second church, 
  veterinarian, saloon, a restaurant, boarding house, wagonwright 
  and 1D4 warehouses.
  Level of Technology
  Regardless of tech level, the vast majority of villages and 
  towns in Mexico are agrarian in nature, raising crops and live-
  stock. Even those with other industries (mining, lumber, etc.) are 
  likely to have 30-50% of their community devoted to farming or 
  ranching.
  01-40% Simple, Low Tech Agrarian. This community looks 
  like any farm from the middle ages to the 19th Century. Think 
  Amish. Fields are tilled by hand and with work animals. Lights 
  are probably provided by oil lamps, heat by a fireplace, water 
  carried up in buckets from the creek or river. Lucky farmers 
  have their own well. Tools are simple and handmade, houses and 
  buildings are made of S.D.C. wood and mud, or brick and mortar.
  High-tech items are relegated to 1D4 wheeled or hover ve-
  hicles, a generator for one or two ranches/farms or a few of the 
  businesses. Not more than a dozen M.D. energy weapons and 
  a few partial suits of M.D.C. armor exist throughout the entire 
  community.
  41-70% Moderate Mixed Technology. At first glance, this 
  community also looks like any farm from the middle ages to the 
  19th Century. However, closer inspection reveals 20th century 
  innovation, including fields that are tilled by both hand and with 
  work animals as well as machines like tractors, tillers, back-
  hoes and similar. Irrigation systems are more advanced, S.D.C. 
  weapons are common, tools range from simple and handmade to 
  modern steel and electric powered tools and equipment. Though 
  most houses and buildings are made of S.D.C. wood and mud, or 
  brick and mortar, some are made of concrete and steel, and some 
  have at least a wall or two made from salvaged or purchased 
  Mega-Damage material. While for the majority, lights are still 
  provided by oil lamps, heat by a fireplace and water carried up in 
  buckets from the creek or river, one third have generators, elec-
  tric lights, and indoor plumbing. There might even be a mage or 
  two in town.
  High-tech items are still very limited, but there will be one or 
  two dozen M.D.C. wheeled or hover vehicles, some businesses 
  and homes with modern appliances, electronics, video-players, 
  music and audio disk players, modern medicine, and medical ro-
  bot repair kits. One third of the residents own an M.D. energy 
  rifle and half own S.D.C. rifles and handguns. There may be a few 
  magic weapons and items, a dozen suits of full environmental 
  M.D.C. body armor, a few dozen partial or non-environmental 
  suits of M.D.C. armor, and maybe even a couple suits of power 
  armor or a giant robot to defend the community.
  71-75% Hardware Tech. This community looks like a Mod-
  erate Mixed Tech community on steroids. While many of the 
  farms and ranches look simple and basic, 1D6x10%+30% use 
  advanced farming techniques and irrigation, and have their own 
  energy supply, electric lights, indoor plumbing, indoor heating 
  and cooling and a handful of modern farm vehicles and machines. 
  Everyone has a truck and a hover vehicle, and half the families 
  have an S.D.C. and M.D. rifle and at least one suit of M.D.C. non-
  environmental or full environmental body armor. The town Body 
  Fixer and the veterinarian have modern medicine and medical 
  machines. 1D6x10% of the downtown area businesses are made 
  with Mega-Damage building materials as well as 1D4x10% of 
  the homes, farms and ranches. Energy is probably supplied by 
  obvious wind, water or solar driven systems, augmented with 
  generators. There is a small chance they pump and use fossil fu-
  els (oil or gas).
  76-80% Survivor Tech. This is basically a Moderate Mixed 
  Tech community when it comes to farming, ranching and living, 
  but high-tech when it comes to defending the community. Every 
  family has 1D4+1 M.D. energy weapons, the adult males have 
  a full or partial suit of medium M.D.C. full environmental body 
  armor. Women and teens may have partial, non-environmental 
  armor. 4D6% of the weapons and armor are magical. Of those, 
  most are Techno-Wizard. Every family has a hover vehicle, half 
  have an additional hovercycle or two, one third have an armored 
  vehicle, and all have a backup generator. There are a dozen power 
  armor suits, and 1D6 giant robots, tanks or Iron Juggernauts to 
  
  189
  protect the town or additional 2D4 suits of power armor. Adven-
  turers, mercenaries, and heroes are welcome and there is a large 
  trading post, maybe two. In short, everyone in this community is 
  willing and able to bear arms and fight.
  81-90% Magic Tech. At first glance, the community might 
  look like a Simple Low Tech Agrarian community or a Moderate 
  Mixed Technology community. And in many respects, it is, but 
  half of the advanced technology has been replaced with magic 
  and Techno-Wizard devices. Techno-Wizards, Elemental Fu-
  sionists, Native American Shamans, Warlocks, Ley Line Walkers 
  and Mystics are common residents, leaders, protectors and bene-
  factors of Magic Tech based communities. Elemental magicks 
  are especially helpful in the arid north country to help crops grow 
  and farms prosper, but any magic can be of great benefit.
  Biomancy and Splugorth magic items are also surprisingly 
  common thanks to the Splugorth’s quiet efforts to undermine the 
  vampires by allowing the inhabitants of Mexico to acquire At-
  lantean tech and magic items. Lemurians, recognizing the danger 
  of the Vampire Kingdoms are quick to help residents of Mexico 
  and use their knowledge and magicks to help people. Towns in-
  fluenced by Lemurians are recognizable by the small stone pyra-
  mid and other Mayan style stone architecture and the presence of 
  beautiful gardens in the town square.
  91-00% Native American, Mixed Tech. Two-thirds of the 
  Native American communities look like low-tech Agrarian com-
  munities and the rest like Moderate Mixed Technology. Both are 
  much more than they appear, with ample amounts of Shamanic 
  magic. Plant Shamans help tends to crops, Animal Shamans han-
  dle livestock and hunting, while Mystic Warriors, Totem War-
  riors, Spirit Warriors and Paradox Shamans provide defenses 
  against mortal enemies and monsters.
  General Alignment of the Community
  Here we use Palladium’s alignment designations as a barom-
  eter to indicate the general morale and ethical nature of the ma-
  jority of the people (65%). Though the majority of people may 
  fall into a particular category, there are always a good percent-
  age (35%) who differ. These people run the gamut of other pos-
  sible alignments. These same tables can be applied to indigenous 
  people.
  01-20% Principled (Good). The majority of townspeople 
  are hardworking Boy Scouts with good hearts and the best of 
  intentions. They always try to take the high road and care about 
  their community, the environment and finding a way to maintain 
  peaceful and prosperous relations with those around them. They 
  try to treat outsiders with kindness, fairness and tolerance. Law 
  and order are a necessity they work hard to maintain. Crime and 
  corruption are minimal.
  21-50% Scrupulous (Good). These good, hardworking peo-
  ple have good hearts and good intentions, and try to live in peace 
  and harmony with everyone. They try to treat outsiders with kind-
  ness, fairness and tolerance. Order and personal freedom are im-
  portant to maintain. Crime and corruption are minimal.
  51-60% Unprincipled (Selfish). Hardworking people who 
  mean well and try to do the right thing, but they tend to be fo-
  cused mainly on the welfare and survival of the community 
  above all others. Personal freedom and civility are important to 
  maintain. Crime and corruption are low, but the town has a little 
  bit of a Wild West feel to it. They are a bit wary and suspicious of 
  strangers and brook no trouble from outsiders. Still, they try to be 
  fair-minded and reasonably tolerant to strangers.
  61-70% Anarchist (Selfish). These people have endured 
  their share of hardship, seek a new and better life and are willing 
  to do whatever it takes to succeed, even if is at the expense of 
  outsiders and/or the environment. For many of these people the 
  welfare and survival of the community is all that matters, and 
  for some, that means the end justifies the means. If they have 
  to bend a few laws, reshape the world to their desired image, 
  and take advantage of (or downright swindle) visiting outsid-
  ers who they’ll probably never see again, so be it. These towns-
  people are pragmatic and ruthless in the defense and prosperity 
  of their community, and no outsider is going to tell them what 
  to do or how to live. Personal freedom and prosperity are impor-
  tant to maintain. Crime and corruption are moderate in general, 
  but serious crime (murder, rape, and kidnaping) does occur and 
  is relegated mainly toward outsiders. The colony has a chaotic, 
  Wild West atmosphere where life is hard, people are needy and 
  everyone is working an angle. These communities usually have 
  a large trading post and other businesses that adventurers find 
  appealing. Visitors need to be careful.
  71-80% Aberrant (Evil). These people believe in law and 
  order as much as the next guy, but it is their laws and survival that 
  matter. They’ll do whatever is necessary to tame and shape their 
  environment to their needs and specifications, and aren’t afraid to 
  take and fight for what they believe is theirs. This is their home, 
  and visitors need to live by their law or suffer the consequences. 
  That’s probably a stiff fine and being escorted out of town by 
  the barrel of a gun. They regard visitors as trouble, take a hard 
  line with them and are intolerant of their insolence or horseplay. 
  Order is firmly enforced and personal honor is important to main-
  tain. Crime is low, and corruption and vice are a gentleman’s 
  game with unspoken rules and decorum.
  81-90% Miscreant (Evil). These townspeople are opportun-
  ists and scallywags. They are ruthless in their business practices 
  and see themselves as the ones in power and in control. The end’s 
  justify the means, and the law, morality and protocol are nice-
  ties for the big city, not here. The people of this community are 
  about survival and prosperity at all cost and they do whatever it 
  takes to get by. They have little to no regard for the environment 
  and see outsiders as a mark to use and exploit. They do what-
  ever benefits themselves, their business and their community. All 
  the better if that comes at the expense of outsiders. These people 
  have a “them or us” attitude and outsiders and independents, and 
  especially do-gooder heroes are “them.” As a result, most outsid-
  ers and all Vampire Hunters, lawmen and heroes are regarded 
  as troublemakers and enemies. The town has a sinister and dark 
  atmosphere, and it becomes quickly apparent to visitors that this 
  is a cutthroat, dog eat dog society. Visitors need to be very care-
  ful. This is a community that is also likely to turn a blind eye to 
  a Secondary Vampire or small clan of vampires living in town, 
  provided the vampires don’t make a spectacle of themselves and 
  help the town to prosper.
  91-00% Diabolic (Evil). Half the community is a den of 
  thieves, cutthroats and bullies, the other half are their victims and 
  the weak, though some of them are no better than the rest. Might 
  makes right in this village and those in power take what they 
  want. The most ruthless, brutal and cunning of the lot tend to hold 
  the reins of power and function as tyrannical leaders, the heads of 
  corrupt businesses and crime rings. These townspeople like mak-
  
  190
  ing their own rules and being away from the laws and morality 
  of “civilization.” They live in a dog eat dog society and do what-
  ever it takes for them (not the community as a whole) to survive 
  and profit. Most are willing to do whatever it takes to succeed, 
  including cheat, lie, steal, kill and make deals with Secondary 
  Vampires (or, in the alternative, hunt vampires like game animals 
  and slaughter them without hesitation). The weak always fall to 
  the strong. It is the way of the jungle. Crime, corruption and vice 
  are high. Murder, rape and theft are commonplace. This village or 
  town is likely to have dealings with bandits, raiders, Simvan, Ho-
  rune Pirates, criminals and other cutthroats as well as mercenar-
  ies, adventurers and independents looking for a base of operation 
  or place to trade goods where no questions are asked. They will 
  also deal with vampires and other forces of evil. The atmosphere 
  is that of a den of thieves where life is cheap and one can acquire 
  just about anything if the price is right. It has the Wild West feel 
  of the worst places like Deadwood and Tombstone before the 
  Earps cleaned it up. Those in power or with the right connections, 
  or enough money, can usually get away with anything, including 
  murder. Visitors need to exercise extreme caution.
  Trade Policies
  Roll percentile dice for a random determination of the pre-
  dominant type of business practices, or pick one. Random rolls 
  may be modified by the alignment of the community. Thus, a 
  town that runs everything “by the book,” but is Miscreant or Dia-
  bolic, only does so on the surface or only enough to fool visitors 
  or lawmen. Under their clean facade is the dark underbelly of 
  a thriving criminal underworld and corrupt government and law 
  enforcement that is either complicit in the underworld operations 
  or takes payoffs to look the other way. Good, bad or indifferent, 
  there may be exceptions to the rule, especially at the larger towns.
  01-20% By the book. Everything is done by the book. The 
  cost of business and the price of goods and services sold, pur-
  chased or traded are fair and reasonable. Most community busi-
  nesses pay 40% of the market price when buying or trading goods 
  from outsiders (+10% for premium items and necessities). The 
  town does not trade in illegal goods, slaves or contraband, nor 
  items that may have been stolen or have no clear paper trail re-
  garding legal ownership. Bills of sale, receipts, contracts and 
  proof of ownership are required. NEVER deal with vampires, 
  Splugorth Slavers, Horune Pirates, bandits or criminals and cast a 
  wary eye upon mercenaries and adventurers.
  21-40% Fair and reasonable. Business is open and legiti-
  mate, but the law and standards may be bent a little, especially 
  if the goods are important to the welfare of the village or town. 
  The cost of business and the price of goods and services sold, 
  purchased or traded are fair and reasonable. Most community 
  businesses pay 30% of the market price when buying or trading 
  goods from outsiders (+15% for premium items and necessities). 
  Items offered for sale or trade should have a reasonably clear 
  and legitimate looking paper trail regarding legal ownership, but 
  exceptions may be made. Bills of sale, receipts, contracts and 
  proof of ownership are the norm, but deals under the table are 
  possible, especially if the seller has an honest face. Businesses 
  and government avoid dealing with known or obvious bandits 
  and criminals, and seldom buy goods that appear to have been 
  stolen or are of questionable origin. The town NEVER makes 
  deals with vampires, Splugorth Slavers, Horune Pirates, bandits 
  or known criminals. Fairly open to dealing with mercenaries and 
  adventurers, provided the goods being offered for sale or trade 
  appear to be legitimate.
  41-60% Flexible and pragmatic. Business is open and le-
  gitimate for the most part, but the townspeople are realists and 
  may bend the law and standards, or turn a blind eye when it is 
  convenient and the risk of getting into trouble is low. Some deals 
  can be made under the table and goods that have a question-
  able pedigree or stolen from a rival or enemy may be purchased 
  with no questions asked. The cost of business and the price of 
  goods and services sold, purchased or traded are usually fair and 
  reasonable. Most community businesses pay 30% of the market 
  price when buying or trading for legitimate goods from outsid-
  ers (+10% for premium items and necessities). However, if the 
  goods are suspected of being stolen and the buyer might be at 
  risk, the business offers only 20 or 25% (+5% or 10% premium 
  if the item is something that can command big bucks or is des-
  perately needed). The community does not openly trade in ille-
  gal goods, and never in slaves, but some contraband, drugs and 
  stolen goods with no clear paper trail regarding legal ownership 
  are available if one knows where to look. This community tries 
  to avoid dealing with known pirates, bandits and criminals, but 
  may do so from time to time, especially if their survival hangs in 
  the balance. The community is open to dealing with mercenar-
  ies and adventurers, and don’t ask too many questions about the 
  goods being offered for sale. They never knowingly trade with 
  vampires or their servants.
  61-80% No questions asked. This village or town is not 
  necessarily corrupt or involved in crime, but the badlands are a 
  harsh and lawless place where people have to make do with what 
  they can get, when they can get it. If good opportunity comes 
  their way they aren’t going to pass it by. Or it may simply be 
  that in this town a man is taken by his word, no questions asked. 
  A body’s word is as good as any paperwork and deals above and 
  under the table are made with a handshake. No questions asked 
  allow them to purchase or trade for goods that may have been 
  stolen, with a clear conscience and a nice profit. The trade of 
  goods and services for goods and services (i.e., the equivalent 
  of cash deals) means nobody has to know about the transaction 
  other than the parties directly involved, and there is no pesky pa-
  perwork or evidence of the transaction to worry about. This very 
  much appeals to adventurers, mercenaries and Lemurian trad-
  ers as well as bandits, raiders, thieves, pirates, and Minions of 
  Splugorth. However, the village or town business people refuse 
  purchases or trade of items that are obviously stolen goods, ac-
  quired through blood, or too “hot.” They are not criminals, they 
  do not engage in flagrant illegal activity, and will not be party 
  to obvious wrongdoing. Sellers of ill-gotten gains must try to be 
  discreet or lose a sale. Furthermore, the villagers are not likely 
  to trade directly with vampires or slavers, but may do so through 
  an acceptable middleman (vampire servant) who doesn’t speak 
  about the origins of the trade goods or who the sale benefits. 
  Again, this is the advantage of not asking too many pesky ques-
  tions. Outsiders with something to offer the community are very 
  welcome.
  On the other hand, the village or town might be hardened sur-
  vivalists who don’t care about where the goods have come from 
  as long as it benefits them. This community has the attitude that 
  “one man’s loss is another man’s fortune,” and takes things as 
  they come. The worst may strike a partnership with bandits, raid-
  
  191
  ers, pirates or vampires, and function as a front for them, with 
  their stolen goods sold at the well-stocked trading post and other 
  town businesses.
  81-00% Down and dirty. The businesses and even the rul-
  ing body of this community have little to no regard for the law, 
  morality or fair business practices. They deal in vice out in the 
  open, trade with anyone, invite pirates, brigands and lowlifes to 
  do business with them and turn a blind eye to criminal activity 
  or openly engage in it. The community not only asks no ques-
  tions, but even when it knows an item is stolen or illegal, they’ll 
  take it anyway. Such towns encourage trade in stolen goods and 
  contraband, including the slave trade. They trade with enemies 
  of humanity such as vampires, Horune Pirates, the Splugorth and 
  their minions, demons, Deevils, and monsters as well as known 
  raiders, bandits and other criminals, and may be in direct cahoots 
  with them as a valued trade partner, and even give them a hiding 
  place in town, alibis and other support. Such a community may 
  seem ordinary, but most are obvious dens of iniquity and havens 
  for bandits and lowlifes.
  Attitude Toward Vampires
  This represents the majority of people in town, not everyone. 
  Thus, there may be individuals with opposing or different views 
  which could be a help or hindrance to heroes and Vampire Hunt-
  ers. G.M.s, pick the one that is most appropriate or roll for ran-
  dom determination as necessary.
  01-20% Hate vampires, but are afraid of them. The people 
  of this community recognize vampires as horrible monsters that 
  need to be destroyed. However, they don’t think anybody can do 
  so, and to oppose them is a death sentence. As a result, they try 
  to stay a neutral party’ neither opposing or accepting the undead. 
  They hope vampires never infest their town, pray nobody notices 
  them and leaves them alone, and dream of someone, somehow 
  destroying the undead and making Mexico a better place to live. 
  However, that someone is not them, and please don’t ask them to 
  be – not even a little. They are too scared of what the monsters 
  would do to them if they found out anyone in the community 
  opposed their rule or helped their enemies. This community be-
  comes nervous and uncomfortable when Vampire Hunters and 
  heroes come to town. They never offer them discounts or deals, 
  never volunteer information or help, and when they feel guilty or 
  pressured to do the right thing, the villagers help in subtle ways, 
  like slipping them information under the table or whispering 
  them a piece of information when nobody is looking or listening.
  21-40% Hate vampires, but hesitant to oppose them. These 
  townspeople welcome vampire slayers and heroes as they would 
  anyone else. The majority of residents hate and fear vampires, 
  but they may be poor, simple farmers or people out of the loop 
  who lack the resources and/or information to be of any real help. 
  They’ll assist when and where they can, and will offer shelter, 
  food, rumors and information, but not at discount prices. They 
  also prefer to conduct any business involving fighting vampires 
  or rescuing slaves from the Vampire Kingdoms, quietly and dis-
  creetly, not out in the open for the world to see and hear. They 
  are even likely to lie to vampires and their servants to protect 
  heroes or cover their trail. However, they will oppose and fight 
  the undead only when their backs are against the wall. This com-
  munity is, understandably, a little frightened and paranoid about 
  the undead and the village’s future.
  41-60% Despise vampires and openly oppose them. This 
  town shows Vampire Hunters and heroes great respect and ap-
  preciation. They give the heroes their best accommodations at a 
  50% discount, sell silver at a 30% discount, and sell food, goods 
  and services at a 20% discount. The townspeople are willing 
  to provide the heroes information and any other reasonable re-
  sources they can afford to offer. This includes hiding them and/or 
  runaway slaves, providing them with medical care, covering for 
  them and providing alibis, warning them about ‘strangers’ asking 
  about them, pointing out suspected vampires, letting them sneak 
  out the back way, and so on. If given the opportunity, most of 
  these villagers are ready to stand against and fight vampires to 
  protect the innocent as well as their own town.
  61-70% Secret Resistance. The people of this community 
  pretend to fear and obey vampires, or even openly embrace and 
  cheer vampires, but secretly support the fight against them. This 
  is a dangerous shell game, because when vampires are in town, 
  they must act loyal and obedient, to the point of perhaps turning 
  in heroes and enemies of the undead to protect their own secret 
  operations against them.
  This is dangerous on both fronts, since zealous freedom fight-
  ers, heroes and Vampire Hunters might do things to hurt and 
  undermine the town because they believe them to be traitors to 
  humanity. Yet in reality, these resistance fighters are likely to be 
  part of the underground railroad that helps smuggle slaves and 
  
  192
  humanoids designated as cattle out of Mexico or to communi-
  ties where they can make a new life. Likewise, the secret resis-
  tance always tries to feed heroes and Vampire Hunters valuable 
  information, warnings of danger and traps, identify vampire col-
  laborators/servants and spies, reveal enemy locations and vam-
  pire lairs, and, sometimes, even provide them with the means and 
  opportunity to hurt or kill the enemy. If feasible without blowing 
  their cover, a resistance fighter may also provide heroes, Vampire 
  Hunters, and slaves on the run, with a safe house to hide in, a 
  secret tunnel to make good an escape, and so on.
  All of this is usually done via one individual or a small cell of 
  2D4 members of the resistance who claim to be the exception, not 
  the norm within a village that is either indifferent or collaborates 
  with the undead. This is not true, of course, but since nobody can 
  be trusted, even the members of the resistance don’t know who is 
  a vampire sympathizer and who is not. Everyone is secretive and 
  assumes the worst of his neighbor. The resistance uses the classic 
  “cell” system of operatives, with each cell an autonomous entity 
  working alone. Nobody knows who else is part of the resistance 
  outside their own unit (cell), or only knows about one other cell, 
  not the entire operation. This way, a captured member of one 
  cell cannot rat out all the other cells (or in this case, the whole 
  village). There will be a main leader and a secondary leader who 
  secretly coordinates operations, but his identity is a carefully 
  guarded secret.
  In addition, cells of vampire resistance fighters are scattered 
  across one third of the villages and towns of Mexico, and within 
  the Vampire Kingdoms, where they really are lone operatives 
  functioning as, or supporting, underground railroads, Coyotes 
  (human traffickers who smuggle people out of the Vampire King-
  doms), spies, assassins and vampire slayers.
  71-90% Acceptance and indifference. Yes, vampires are de-
  mons and cruel tyrants, but are they really any worse than any 
  other conquering army? If you can’t fight them, then accept them 
  and make the best of it. These people are not willing servants, but 
  they will not raise their hand against the undead. The villagers 
  refuse to help Vampire Hunters, heroes and fugitives from the 
  Vampire Kingdoms. Nor will they sell them supplies or available 
  goods, claiming they are out of this or that, or charging exorbi-
  tant prices. A hero in need of a riding animal, for example, might 
  see a corral full of horses or Nodosaurus and be told, “I’m sorry, 
  all of them animals have been spoken for.” Or “I’m sorry, those 
  animals are not ready for sale.” No amount of pleading or bribery 
  is likely to secure a change of heart. Of course, the people of this 
  community insist they don’t know anything about vampires, or 
  the location of their Kingdoms or lairs, can’t identify towns con-
  trolled by them or vampire activities, armed forces, henchmen, 
  whereabouts, nothing. “Haven’t seen anything. Don’t know any-
  thing. Sorry, can’t help you. You should be moving on now, eh?”
  In short, the people with an accepting attitude toward vampires 
  are not going to do anything that might get them in trouble. Their 
  attitude is, they’ve come to terms with vampire influence or rule, 
  and they aren’t going to stick their necks out for any outsiders. 
  Heroes have a bad habit of passing through only long enough to 
  stir up trouble and cause locals grief, and they won’t have it. It’s a 
  cold, self-serving attitude, but it’s pragmatic and works for them.
  If there is any good news, it is people indifferent about vam-
  pires are not fond of them either. They dislike and resent the un-
  dead and wish things were different, but they see no other choice 
  but to accept their power over them. This means the villagers do 
  not go out of their way to help the undead in any way. They play 
  the same, “I don’t know nothin’” game with vampires. However, 
  to keep vampires off their backs, they will tell them enough in-
  formation to keep the demons happy. Information that could be 
  damaging to heroes and vampire slayers. Info such as roughly 
  how many are in their group (“Can’t be sure, but I’d say four, 
  maybe six of ‘em.”), where they were going (“I don’t recall them 
  saying where they was headed, but I seen ‘em headed south.”), 
  whether a particular hero of renown was among the group of he-
  roes (“Can’t be certain, but, yeah, she might have been one of 
  them.”) and so on. Of course, when push comes to shove, most 
  people accepting of vampires spill their guts, or do whatever they 
  are told to do by the undead to avoid their wrath. They may feel 
  bad about it, but they convince themselves they had no other 
  choice, and the heroes brought any trouble upon themselves by 
  sticking their noses where they don’t belong.
  91-00% Vampire collaborators and servants. The majority 
  of people in this town see no chance to defeat the vampire legions 
  and no hope for freedom. Rather than be forcibly conquered and 
  live as slaves or be taken to the food pens to be slaughtered, they 
  have chosen to accept the undead as their masters. They see them-
  selves as a conquered people. They believe resistance is futile and 
  accept their fate. According to these sad people, the new world 
  order, at least in Mexico, is that vampires rule and humans must 
  be subservient. To their way of thinking, it’s better to be second-
  class citizens living under tyranny than slaves or cattle. Vampires 
  appreciate this acknowledgment of their superiority, and let such 
  collaborators have a certain amount of autonomy, provided they 
  display fierce loyalty and service to them. The undead do so in 
  the hopes that other human and D-Bee communities see the ad-
  vantage of the situation and follow suit to join them.
  
  193
  Loyalty and servitude means turning in enemies, being ever 
  vigilant for spies and assassins/Vampire Hunters, reporting sus-
  picious activity by outsiders and the presence of heroes and Vam-
  pire Hunters. More than that, it means capturing or killing said 
  enemies themselves. That means betraying their fellow humans 
  and D-Bees, including fellow residents of the community who 
  might sympathize and help vampire fighters. It also means ac-
  cepting any edict or command issued by a ruling Vampire Lord 
  no matter the consequence to the community. If lives must be 
  sacrificed, they are to be sacrificed without question or argument. 
  It is the duty of those who accept vampire rule to do as they are 
  told like obedient dogs, or expect severe punishment.
  Vampires Around Town
  This is a new problem for the community. Nip it in the bud 
  and the town should be fine. Game Masters, roll on this table to 
  determine what type of vampire problem might exist for a rural 
  community.
  01-20% No vampire problem exists within the commu-
  nity, but there have been rumors or evidence of vampires in the 
  area. This might include: a sighting of one or more strangers who 
  might have been vampires or other threat (demon, Deevil, were-
  beast, etc.); sighting of one or a small pack of Wild Vampires; 
  discovery of a dead body that appears to have been killed by a 
  vampire; an attack by a vampire but the fiend was chased off; and 
  similar things to give the community reason for concern. Roll 
  again to see what the community may have to face.
  01-10% False alarm fueled by fear; no vampires.
  11-20% It’s not a vampire it, simply one or two Chupacabras 
  who killed and drank the blood of a sick or injured traveler who 
  couldn’t fight back. The monsters remain in the area where they 
  feed upon livestock, but are a danger to children, the elderly and 
  inebriated.
  21-30% It’s not a vampire, it’s an Ahuizoti/Sun Dog that’s 
  moved into the local river, lake or swamp. In the alternative, it 
  could be a Lesser Demon or Deevil, or sub-demon or Deevil 
  Host, or some other monster.
  31-50% One Wild Vampire is on the prowl and targeting the 
  community.
  51-70% One Secondary Vampire is on the prowl and targeting 
  the community.
  71-90% A small pack of 1D4+2 Wild Vampires are on the 
  prowl and targeting the community.
  91-00% No vampires, it is 1D6+4 bandits, or Simvan, or Psi-
  Stalkers, or Mercs camped or operating near the community. 
  They killed a lawman, adventurer or local resident, and made it 
  look like a vampire did it so they do not get blamed.
  Or they are trying to scare the community so they can ride in 
  and offer their protection for a reasonable fee plus free room and 
  board, or offer to track down and exterminate “the bloodsucking 
  fiend” for a reasonable fee plus room and board. Either way, the 
  bandits have a place they can lay low for awhile and hide from 
  the authorities, or just to get a little rest and relaxation. They may 
  also case the community for a possible raid at a later time or be 
  looking for a place that knows them where they can trade goods 
  in the future.
  21-30% No vampire problem in the community itself, but 
  1D4+1 Chupacabras or werebeasts have moved into the area. 
  They prey on livestock and the occasional person who gets in 
  their way.
  31-40% A small band of 2D4+1 Wild Vampires has moved 
  into the area. Their small numbers keep them from raiding the 
  community on a regular basis, but they do come into town some-
  times to prey upon or harass the community.
  The Wild Vampire clan is quick to attack outsiders who travel 
  within 30 miles (48 km) of the community, which may cause a 
  problem with trade if word gets out. Worse, when they can’t find 
  prey in the wilderness, one or more hungry Wild Vampires come 
  into town or attack a farm or ranch. The Wild Ones also like to 
  leave the corpses of their victims on the main road or in the town 
  square for shock value. From time to time, the Wild Ones attack 
  1D6+1 villagers, but usually leave their victims alive so they can 
  come back and feed again. 01-66% the victim survives the attack. 
  67-00% the victim is slain.
  A few times a month, the Wild Vampires like to terrorize a 
  part of the community. Roll percentile dice to see what part of the 
  village or town is set upon:
  01-20% One or two of the farms.
  21-40% One of the ranches.
  41-60% 1D6 of the homes in the center of town.
  61-80% 1D4 businesses in town.
  81-90% Threaten and stir up the entire downtown area.
  91-00% Threaten the church and churchgoers, or the school 
  and children.
  Note: A night of terror is the Wild Vampires’ idea of a night 
  on the town at other people’s expense. Acts of terrorism by a band 
  of Wild Vampire may involve threats, cat-calls, scary noises, 
  startling encounters, chasing people or animals down the street, 
  running through town as wolves, sending wild canines running 
  through town or surrounding a home, farm or ranch and behaving 
  menacingly, sending a flock of bats or a horde of mice or rats at 
  people or inside a building, frighten and stampede or scatter live-
  stock, slaughter livestock, threaten and beat up 1D6 people and 
  similar things you might expect from a gang of bullies.
  41-50% 1D4+1 Chupacabras have been sighted or have 
  made a few attacks on animals at farms and/or ranches in the 
  community. The little monsters are not vampires, but they are 
  often associated with them, so the townspeople are worried there 
  may be a pack of Wild Vampires or a Secondary Vampire new to 
  the area. Roll on the following table to determine the chance of 
  this being the case and who or what is out there:
  01-40% No vampires, just the 1D4+1 Chupacabras that have 
  found this village to be a good hunting ground.
  41-50% A lone Wild Vampire stalks the area.
  51-60% A band of 3D4 Wild Vampires have moved into the 
  area. They have yet to attack anyone in town, but the townspeople 
  have every right to be worried, as it is only a matter of time.
  61-70% A large pack of 2D4x10 Wild Vampires traveling 
  across Mexico have stopped for a few days near the village or 
  town. 1D4+1 Chupacabras have wandered off and found the vil-
  lage. So far, the Wild Ones don’t know about the community. 
  With any luck it will stay that way, otherwise the village could 
  get raided or become part of the pack’s feeding circuit.
  71-80% A lone Secondary Vampire has moved into the area. 
  He likes this town and plans to move in.
  81-90% 1D4 Secondary Vampires are passing through the 
  area. They may be staying in town right now. As soon as they 
  move on (2D6 days) the trouble stops.
  
  194
  91-00% 1D4+1 Secondary Vampires have moved into town. 
  They are considering whether or not they should make this com-
  munity their new, permanent residence or move on. Routing them 
  now keeps the community vampire free.
  51-60% A vampire is suspected, but nobody knows who he 
  is. Recently, a couple people have gone missing and Old Man 
  Sanchez died in his sleep. Closer inspection of the kindly old fella 
  shows he was drained of blood by a vampire. People fear some-
  one in their community may have fallen victim to the undead and 
  turned into a vampire. They don’t know how to find the creature 
  responsible and are a bit paranoid. Roll percentile to see who the 
  culprit really is:
  01-10% Old Man Sanchez’s son or daughter or sibling, who 
  had moved away a few months ago. He or she is a Secondary 
  Vampire that has made a lair someplace at the, now abandoned, 
  farm or home.
  11-20% A Secondary Vampire has found the community to 
  be a good hunting ground. He actually makes his lair in a cave 
  or ruin a few miles outside of town. He would rather victimize 
  outsiders, but when pickings are thin, the villagers/townspeople 
  are targeted.
  21-30% The widower who recently bought and moved into the 
  Sanchez farm or home is a Secondary Vampire and very discreet. 
  He’s also the one who slew the old man.
  31-40% One of the new work-hands hired by one of the ranch-
  ers or businesses in town is a Secondary Vampire. Obviously, 
  he must work a night job or travels a lot. He actually makes his 
  lair in the cellar, basement or hut at the place where he works. 
  Though he’s always “running off” and hard to find during the 
  day, nobody suspects him of being a vampire. He tries to victim-
  ize outsiders and nomads, but when pickings are thin, the villag-
  ers become his prey.
  41-50% A Secondary Vampire in a town or village as far as 
  60 miles (96 km) away comes to prey upon the people of this 
  community so the folks in his town have no idea a vampire lives 
  among them. The trip takes him two hours one-way as a wolf or 
  a bat, but he finds it worth the trip to remain anonymous. He also 
  victimizes outsiders and nomads when he comes across them, so 
  attacks may seem to stop and start depending on the availability 
  of other prey.
  51-60% One or a few (1D4) Secondary Vampires are mem-
  bers of the traveling show, merchant caravan or band of wander-
  ing nomads (migrant workers, adventures, mercs, bandits, Psi-
  Stalkers, Native Americans, etc.) parked on the outskirts of town. 
  The vampire(s) prey on members of the community wherever 
  they travel. Thankfully, they don’t linger for more than a week 
  before moving on. Note: The non-vampires in the nomadic band 
  may or may not know there is a vampire(s) among them.
  61-70% A drifter/squatter who has made a shack on the out-
  skirts of town is a Wild or Secondary Vampire. He would rather 
  target outsiders, but when pickings are thin, the villagers/towns-
  people are targeted.
  71-80% The family that recently bought and moved into the 
  Sanchez farm, home, or business are all Secondary Vampires and 
  very discreet. There is the male and female head of the vampire 
  clan and 1D4+1 others.
  81-90% A traveling merchant, adventurer, bandit or even a 
  Vampire Hunter has become a vampire via the Slow Kill. In life, 
  the deceased had visited the town a few times, and now the vam-
  pire, drawing upon his memory, has come to stalk the commu-
  nity. The Secondary Vampire is not a known resident and may 
  make his home/lair in the cemetery or an abandoned dwelling, 
  cave or ruin. However, Secondary Vampires like to live in style, 
  and this one is probably vying for time until he develops a play to 
  take over the town and become its king. This means he’ll start to 
  make an appearance here and there at night, and be seen watch-
  ing people and eyeballing businesses. Stop him now, before he 
  makes more vampires obedient to him and he tries to claim the 
  town as his private little empire or first conquest.
  91-00% Old Man Sanchez! The old fella was the victim of 
  a Slow Kill. The vampire who made him has since moved on, 
  but the vampire who has stolen Old Man Sanchez’s identity now 
  prowls the night preying upon his old neighbors. The Sanchez 
  vampire makes his lair and sleeping place at his home, someplace 
  on his farm or in his own coffin at the cemetery. 01-50% Sanchez 
  is a Secondary Vampire. 51-00% He is a Wild One.
  61-70% A lone, traveling Secondary Vampire (1D4+2 level 
  of experience) comes to town. In his arrogance and malevolence, 
  he does as he pleases, crippling or killing anyone who crosses 
  his path. Until he chooses to leave, or is destroyed, the vampire 
  will cause trouble and even mass chaos, hurting people, threaten-
  ing lives, manipulating folk into doing bad things, and generally 
  making life miserable for the townsfolk. To the vampire, it is all 
  fun and games – like pulling the wings off flies. The vampire may 
  be completely alone or accompanied by one or two mortal Mind 
  Slaves or servants.
  71-80% A lone Secondary Vampire just passing through 
  (1D4+2 level of experience) has been smitten by someone in 
  town and wants that individual for himself. The seduction be-
  gins, as does the Slow Kill to make that innocent person into a 
  new vampire and his special someone. Kill the vampire and the 
  monster is prevented from killing the individual he covets, and 
  turning him/her into a new vampire. Quick action also stops the 
  murder of other villagers, as the vampire will have to feed at least 
  once before the Slow Kill process is a success.
  81-90% A band of 4D6+8 Wild Vampires has moved into 
  the area and the community is located in what they consider to be 
  their territory. The town’s troubles are just beginning.
  91-00% First there was one Secondary Vampire in town. 
  Though scary, the vampire kept to himself and there were no 
  problems. Now 1D4 others have joined him, they walk around 
  town like they own the place, and a few townspeople have gone 
  missing. There have also been reports of travelers, nomads and 
  outsiders going missing near the town. The villagers want the 
  vampires gone but don’t know what to do.
  Towns Under Vampire Rule
  An estimated 35% of towns in Mexico and 2% in the Ameri-
  can Southwest are secretly or openly ruled and dominated by the 
  undead. That number increases to 70% in Southern Mexico, and 
  is 30% in the Yucatan and Central America. Vampire rule can 
  mean one or two Secondary Vampires who hold the positions of 
  powerful business people or political leaders, or who rule as a de-
  monic king. Or it can mean a small band or gang of vampires are 
  running the show. Or a large clan or tribe of vampires and their 
  henchmen rule the village or town. Sometimes the village is over-
  run with vampires with half the population being undead. There 
  are even communities that are entirely undead where any humans 
  or D-Bees are slaves and food stock. The type of vampire rule 
  
  195
  varies widely from community to community. Below are some of 
  the most common. Note: Half the communities free of vampire 
  rule in the wilds of Mexico are regularly raided, harassed and vic-
  timized by Wild Vampires, as well as bandits, Chupacabras and 
  other demons and monsters. The remaining 40% live a surpris-
  ingly quiet and ordinary existence free of vampires and violence.
  01-10% The village or town is troubled or raided by vam-
  pires (probably Wild Ones) on a regular basis. The villagers are 
  likely to speak openly of vampires and warn strangers that there 
  are vampires in the area and that it is not safe to walk the streets 
  at night.
  11-20% The village or town is plagued by one or a few 
  vampires who take what they want. Probably Secondary Vam-
  pires, this clan of undead terrorizes and controls the community 
  in a similar way as a street gang or bandits might ride into town, 
  make threats, create a ruckus, hurt and intimidate people, and lord 
  over the community. The vampires claim the town as theirs’, see 
  the people as weak and helpless, and do as they please. However, 
  they don’t live in the community, but rather come and go. The 
  vampires may function as rustlers, bandits, or mercenaries with 
  business and lairs away from town, but come back to town on a 
  regular basis to feed, relax and have fun at the townspeople’s ex-
  pense. The vampires may demand supplies, pleasure and tribute 
  every time they arrive. Tribute is likely to include volunteers to 
  be bled and abused, sexual favors and other vampire decadence 
  and cruelty.
  To strangers and visiting heroes, the townspeople are likely to 
  be subtle and secretive about their vampire problem. They try to 
  hurry “visitors” out of town before nightfall and are inhospitable 
  to make people leave. Failing that, they try to settle visitors in-
  doors before nightfall, and encourage them not to go out at night. 
  A few of the braver villagers may speak about vampires in whis-
  pered tones or at a location they consider safe from prying eyes 
  and ears to warn strangers to hide and stay quiet, or leave before 
  sundown. The villagers are NOT likely to embrace the idea of 
  the outsiders killing the vampires. They fear if the heroes should 
  fail, the vampire(s) will come back and extract a terrible revenge 
  upon them for trying to kill him. Even if successful, word might 
  spread and attract other vampires to come to town and teach them 
  a lesson or claim the community for himself. As a result, most 
  villages in this situation are not keen on fighting or killing their 
  vampire tormentors.
  21-30% Symbiotic Vampire Rule. Willing servants of vam-
  pire masters. This is a symbiotic relationship built over years or 
  generations. As per the Fair and Just scenario above, except over 
  generations, the townspeople have become loyal servants of the 
  vampires in their community. Life has been better since the vam-
  pires came. They’ve come to rely upon the undead who rule them, 
  and in the wilds of Mexico, they’d rather live with the devil they 
  know than the one they do not. As a result, the villagers think 
  of the vampires as a necessary evil, or as a benevolent dictator, 
  or even a friend and protector – a paternal figure. To a paternal 
  vampire, he is the Shepherd and the mortals are the flock he cares 
  for. Of course, the Vampire Lord sees the humanoids very much 
  as sheep in every sense of the word. Still, life is good and most 
  townspeople protect the Vampire Lord and his minions. Note: In 
  communities such as these, there is a Vampire Overlord or Lord 
  who runs the town and 1D6+4% of the resident townspeople are 
  Secondary Vampires created by the Vampire Lord.
  When outsiders visit, the villagers conceal the presence of 
  vampires and don’t let on that they run the town. Villagers may 
  do things to make outsiders feel unwelcome to get them to leave 
  before there is “an incident.” However, it is more likely they may 
  encourage visitors to stay, make them feel comfortable and either 
  bushwhack them or leave them for the vampires to deal with when 
  nighttime comes. Even if the townspeople do not directly attack 
  visitors and hold them for the vampires, they are complicit in the 
  injury or murder of visitors. For these people dependent upon 
  the vampires for their survival, it is better to sacrifice strangers 
  to them than their neighbors. Thus, towns that develop a sym-
  biotic or co-dependent relationship with the undead, often help 
  their masters lure prey into town, and even help capture them. 
  The villagers don’t necessarily like hurting people, but they’ve 
  decided this is what they must do to survive. As part of this sick 
  relationship, the vampires are likely to stalk travelers, adventur-
  ers, mercenaries and heroes, feed on them and bring the people 
  of the town the loot (weapons, vehicles, credits, etc.) to make life 
  better for their chattel. In the most extreme circumstances, the 
  townspeople may even keep human food pens where they keep 
  prisoners and care for them until the vampires are ready to feed 
  or slaughter.
  When push comes to shove, the majority of villagers who rely 
  on their vampire lords will side with them. Rather than work with 
  outside heroes to destroy the undead, they help the vampires by 
  sending outsiders away, capturing them to be fed upon, or kill 
  them. And if a band of Vampire Hunters succeeded in wiping out 
  the vampires in town, the villagers would be lost, confused and 
  terrified without them.
  31-40% A fair and just vampire overlord. The village or 
  town is claimed and dominated by one or several vampires (prob-
  ably Secondary Vampires) as if by a conquering tyrant who rides 
  in with an army or band of powerful warriors, settles in and says, 
  “I own you. This town belongs to me, now. Do as I say or die.” 
  This type of takeover happens all the time, be it at the hands of 
  vampires, a warlord, bandits, mercenaries, a dragon, a monster 
  and so on. Such a village or town may be ruled fairly and with 
  justice or with an iron fist or cruel intention.
  Not all vampires are tyrannical fiends who abuse their chattel. 
  A fair and just vampire overlord may allow the town to function 
  as always and prosper. The vampire and his undead clan are like-
  ly to serve as the village’s protectors and keep other dangerous 
  gangs and monsters from harming the villagers. Though afraid 
  of their vampire lord and the undead and henchmen who serve 
  him, the townspeople may come to accept and even appreciate 
  their vampire overlord. Life can become safer, and better under 
  vampire rule.
  As true as that may be, the people resent being enslaved by 
  monsters, and the Overlord and his servants do engage in prac-
  tices that can be detrimental to residents. For one, they feed regu-
  larly. This may be from volunteers or anyone the vampire and his 
  undead associates choose. They may beat, cripple or kill towns-
  folk in anger or in pleasure, and the vampires live in luxury while 
  the rest of the villagers may live in poverty.
  When visitors come to town, the people may be unfriendly 
  and do things to chase them away. In some cases, the people may 
  speak openly about the vampire menace to get them to leave be-
  fore they fall victim to the vampire(s). Or they may be hesitant or 
  too frightened to speak up. Instead, they offer cryptic warnings 
  about how the streets aren’t safe at night or to be as far away 
  
  196
  from town as possible before nightfall. While these people do 
  not willingly assist their undead masters against outsiders, most 
  are too afraid to raise a finger to help them. To do so has terrible 
  consequences and they have their own lives and families to worry 
  about. There may be one or a few brave individuals, but even 
  they can only do so much. Most townsfolk avoid disobedience, 
  violence and speaking openly.
  have an estate and even a castle or castle-like edifice built. Like 
  a medieval king, the people are his to own and command as he 
  chooses, and most are treated like slaves, even though they are, 
  technically, free.
  51-60% Surrogate of a Vampire King. Same as the Vampire 
  King, above, except the vampire and his undead court find the lit-
  tle town out in the wilderness beneath them and much too boring. 
  So the Vampire King leaves the town in the hands of a trusted 
  steward or governor, and goes off to make more conquest, seek 
  adventure, slaughter humanoids, or engage in other decadent fun. 
  Thus, the town may be one of several holdings of the King.
  The Surrogate King who rules in the Vampire Lord’s stead, 
  is likely to be another vampire, but can be almost anyone from 
  a demon or Deevil to a mage, monster or mortal. In some cases, 
  the Surrogate King is appointed as a joke or as part of some mind 
  game. The Surrogate King is likely to have 1D4 Secondary Vam-
  pires or 1D6 Wild Vampires left at his disposal to maintain rule. 
  The surrogate may also have his own team of mortal enforcers 
  and henchmen (mages, mercs, etc.) to keep order.
  61-70% Tyrant Vampire Lord. A Tyrant Vampire Lord who 
  rules the village with an iron fist. Everything must be done his 
  way, and he must be acknowledged as king and treated with fear 
  and respect. Anyone who speaks out against him is punished or 
  drained of blood. This vampire dominates, bullies and abuses the 
  villagers out of sheer cruelty and to remind them that they are 
  insignificant. They live or die at his hand. These people hate the 
  vampire tyrant and they would rise up against him and his min-
  ions if led by heroes who they thought had a real chance of suc-
  cess. Likewise, the people will risk their lives to hide and protect 
  innocent visitors and heroes from the undead. The Tyrant Vam-
  pire Lord is likely to have only a small number of other vampires 
  under his command: 1D4 Secondary and/or Wild Vampires sub-
  servient to him. He is too insecure to have any more than that, as 
  he sees any undead as potential rivals. However, he may have a 
  small group of 3-8 mortal underlings (or monsters) – any combo 
  of O.C.C.s provided the characters are all evil alignments.
  71-80% Vampire Slave Master. The village or town has 
  been enslaved by vampires. The Vampire Slave Master see hu-
  mans as having value only as food and slaves. Consequently, he 
  and his vampire underlings have usurped control of the entire 
  town and enslaved the people. The mortal residents have no say 
  in the affairs, business or running of their town. They are ex-
  pected to do anything the vampires tell them to do. Thus any 
  sugarcane plantation, farming, ranching, mining, etc. is decreed 
  by the vampires. The vampires pick the work force, set the work 
  hours and dictate all matters of life in this town. Those who defy 
  the undead or try to escape are hunted down and punished se-
  verely. Such towns often have the bodies of the defiant hanging 
  from trees and buildings, heads mounted on poles, and similar 
  public warnings. Living conditions can range from fair to deplor-
  able, usually the latter. Any outsiders who come to town (it looks 
  normal) are captured, enslaved and put to work or shipped to the 
  Vampire Kingdoms as slave labor. Troublemakers are used as 
  food. First, fed upon by the undead, and when slain, cooked and 
  served to the other slaves.
  These people hate their Vampire Slave Master and would rise 
  up against him and his minions if led by heroes who they thought 
  had a real chance of success. Likewise, the people will risk their 
  lives to hide and protect innocent visitors and heroes from the un-
  dead. If given the chance, these people would rise up to overthrow 
  41-50% Vampire King. Think medieval king. The Vampire 
  Lord is the King. The Secondary and Wild Vampires who accept 
  him as their leader are his knights, and the mortals are his peas-
  ant serfs. The peasants do all the work, maintain the community 
  and the king and his knights reap the benefits. In this case, the 
  Vampire King and his court live very much like royalty and may 
  
  197
  and destroy the vampire slavers. Only 4D6+4 Vampires run the 
  slave operation. The rest is handled by 1D4x10+20 monsters like 
  Witchlings, Brodkil, etc., lesser demons or mortal minions and 
  henchmen who don’t mind subjugating their own people.
  81-90% Village is overrun with vampires. Half the popula-
  tion is undead. Half of the mortal humanoid population is en-
  slaved. These people are prisoners or mind controlled slaves and 
  helpless to rise against their demonic masters. Those not enslaved 
  live as second-class citizens who are routinely harassed, victim-
  ized and hunted by the undead. The people who still have free 
  will despise the undead and will warn outsiders to flee, help vam-
  pire hunters in any way they can, and are willing to do anything 
  to undermine or destroy the vampires, provided there is a good 
  chance of success, or that they won’t get caught and punished. If 
  given a real chance to overthrow or destroy the undead who make 
  their lives misery, they’ll take it.
  91-97% Lord of the Damned. This Vampire Lord and the 
  Secondary and Wild Vampires subservient to him have turned 
  the town into a cattle range. The livestock: humans and D-Bees 
  raised for food and shipped back to the Vampire Kingdoms. This 
  is a mostly vampire run operation. Less than 5% of the mortal 
  population serve the vampires, the rest are food stock. Worse, 
  the vampires send Wild Ones out to capture new humanoid “live-
  stock.” Women and men are forced to mate and there are several 
  ranches dedicated to “breeders” and newborns. This is as terrible 
  and disgusting as vampire domination gets. 1D4x10 vampires run 
  the entire operation. There are also 2D4x10 Chupacabras who 
  help wrangle the humanoid cattle and chase down runaways.
  These mortals in this community are desperate and despise the 
  vampire cattle masters and they would rise up against him and 
  his minions in a heartbeat and die fighting if led by heroes who 
  they thought had a real chance of success. Likewise, the people 
  are willing to try to make a mass escape if someone would lead 
  them and create the opening. The trick is preventing the vampires 
  and their Chupacabras from chasing them down and forcing them 
  back into captivity.
  98-00% Vampireville. A village or town in which the major-
  ity of the population (1D4x10%+40%) is undead. Humans and/or 
  D-Bees present are pets, slaves and food stock.
  Variant Types of Towns
  And the slang to describe them
  The following is the slang used by locals to describe certain 
  types of towns by their orientation, population or location. Such 
  communities can be the same as the rural villages and towns 
  described in this section and variations of them, or something 
  completely different. The percentile number is presented so that 
  Game Masters can make a random roll to determine the type of 
  village or community.
  01-05% Coast Town. A town located along the Mexican 
  ocean coastline. Primary industry is fishing, but there is also 
  farming and livestock.
  06-10% Corn Town. A village that is nothing but farms and 
  has little of interest for adventurers. Synonymous with quiet and 
  boring.
  11-15% Dead Town. A community in which 50% or more 
  of the population are vampires. Also know as Vamp Town and 
  Vampville.
  16-20% High Town. A village or town located in the moun-
  tains.
  21-31% Hero Town. A name that refers to villages and towns 
  that openly oppose vampires and welcomes heroes and anyone 
  who fights vampires.
  32-35% Market Town. A town that has been established by 
  or whose main industry is selling Black Market goods. These 
  Black Market operations are typically found along the northern 
  coast of Mexico and along the border near the Rio Grande.
  36-40% Monster Town or D-Bee Town. A village or town 
  whose population is predominantly (60% or greater) D-Bees and/
  or other nonhumans.
  41-45% Paradise Town. A community located in an area 
  that is a tropical paradise. It has lush, green forest, fruit trees, 
  exotic flowers, and sandy beaches. Primary industry is farming, 
  but there are also fishing and livestock. May have a vineyard and 
  wine making. Found along the coasts, southern Mexico, the Yu-
  catan and Central America.
  46-50% Pirate Town. An outpost for the Horune and/or other 
  pirates along the coast and Gulf of Mexico.
  51-55% Romp Town. This is a community that is lawless 
  and out of control. The town may have started out a quiet farm or 
  ranch community, but for some reason (probably location or pure 
  chance) it has become the watering hole and hot spot for adven-
  turers, bandits, cowboys, gunslingers, gunfighters, mercenaries, 
  Psi-Stalkers, and other roughnecks. Think the legendary towns of 
  the Old West like Deadwood, Dodge City and Tombstone before 
  they were tamed or went bust.
  The surrounding neighborhoods are still farms and ranches, 
  but the downtown area and heart of the community have turned 
  into a wild place with 1D4+1 additional saloons, a dance hall, a 
  gambling hall (the saloons also have gambling), two large trad-
  ing posts, a Black Market or Northern Gun Outbacker store, 
  hotel, ladies of the night, and 1D6 dens of iniquity of various 
  types (brothel, drug den, mini-arena for blood sport) and so 
  on. A Romp Town is not necessarily a haven for bandits, but a 
  rough and tumble town where fighters and adventurers come to 
  get drunk, dance, gamble and have some boisterous fun. Romp 
  Towns always attract vampires, crooks and trouble, but can be a 
  good place to get information, resupply, trade goods, meet with 
  other adventurers, let your hair down and enjoy a hot bath and a 
  little rest and relaxation.
  56-65% Safe Town. Slang that refers to a village or town that 
  is known to be vampire free and safe. Safe towns are usually 
  populated by people of a good alignment and may include any 
  type of community from farmers and ranchers to miners, fisher-
  men, etc. For example, a Hero Town or a Monster Town may also 
  be a “Safe Town.”
  66-70% Slave Town. This may refer to a village enslaved by 
  vampires (or other monsters) and forced into hard labor. It may 
  also refer to a Splugorth Slave outpost found along the Atlantic 
  coast of Mexico. The later is usually designated as a Sploogie 
  Slave Town or Sploog Town.
  71-75% Smirk Town. A name for a town whose residents 
  try to stay neutral and take neither the side of humanity or the 
  undead. Most adventurers and vampire slayers smirk, shake their 
  heads, and groan at such communities, hence the name.
  76-80% Spook Town. A town that didn’t survive and has be-
  come a ghost town. Its population was either wiped out or they 
  abandoned the site and fled. Sometimes refers to ancient, pre-
  
  198
  Rifts city ruins. Spook Towns are so named because they are said 
  to be haunted by Entities and/or vampires and other monsters. 
  Not safe at night. If there aren’t 4D4 Wild Vampires living in a 
  Spook Town, it is inhabited by 2D4 Haunting Entities, 2D6 Pol-
  tergeists, and 1D4 Possessing or Tectonic Entities – or by other 
  monsters, wild animals, humanoid fugitives or reclusive folk who 
  don’t like people. Note: See Rifts® Dark Conversions for Enti-
  ties and other supernatural monsters.
  81-90% Trade Town. This community welcomes outsiders 
  and is oriented to trading with adventurers, mercenaries, travelers 
  and outsiders as well as locals. A Trade Town has a big trading 
  post (or two), and other businesses geared for commercial trade: 
  stores, taverns, one or more boarding houses, a vehicle repair ga-
  rage, and various shops and services.
  91-95% Traitor Town. A community of humanoids that will-
  ingly support and serve vampires/vampire collaborators.
  96-00% War Town (also known as Bunkerville) – This town 
  is more like an armed camp or fort. Adventurers, Mercenaries, 
  Vampire Hunters and other warriors may use this town/fort as 
  a base of operations. The place runs more like a military com-
  pound than a civilian town. The military force that founded the 
  War Town runs the show, with the farmers, ranchers and civil-
  ians having only so much input. War Towns are an uncommon 
  but welcome sight. The fort or military base itself is high tech 
  and M.D.C. all the way. Farms, ranches and civilian population 
  areas outside the fort (which is usually half) are Moderate Mixed 
  Technology or Survivalist Communities.
  War Towns have a company of 80-160 armed troops. Half 
  the War Town exists as a sort of volunteer militia that protects 
  the civilian town where they are based, and other communities, 
  farms, ranches and homesteads within a 100 mile (160 km) radius 
  of them.
  The other half of War Towns see themselves as a military op-
  eration against vampires and engage in raids upon vampire held 
  villages, towns, cities and outposts, stealing from the undead and 
  their henchmen, wiping out packs of Wild Vampires and destroy-
  ing vampires and their minions at every opportunity. They also 
  attack, raid and destroy bandits, Simvan, Minions of Splugorth, 
  Horune Pirates and other monsters and evildoers. This latter style 
  of War Town is constantly besieged by Wild Vampires and has 
  an average life expectancy of 1D4+3 years before being overrun 
  and destroyed, or forced to abandon the site with civilians in tow.
  Who runs the fort:
  01-45% chance of being established and run by Reid’s Rang-
  ers.
  46-70% chance of being established and run by Shemarrians.
  71-75% chance of being established and run by a mercenary 
  company. There are a lot of Combat Cyborgs, Headhunters, Gun-
  fighters, Cowboys, Wilderness Scouts, and other fighter O.C.C.s, 
  but there are likely to be some adventurer types, mages, psychics 
  and Native Americans.
  76-80% chance of being established and run by Cyber-Knights 
  or Justice Rangers.
  81-85% chance of being established and run by Lemurians.
  86-90% chance of being established and run by True Atlan-
  teans.
  91-93% chance of being established and run by Mages.
  94-95% chance of being established and run by Pecos Raiders 
  or other criminal/rogue group.
  96-97% chance of being established and run by Native Ameri-
  cans.
  98-00% chance of being run by Horune Pirates, or alleged 
  runaway Splugorth Slaves or rogue minions, but in reality is a 
  secret, Splugorth sponsored operation against the Vampire King-
  doms.
  The Cavalry
  If the player characters get in over their head, here are some 
  ways to get them out of trouble. Since Mexico is connected to 
  the New West and has a Western feel, it makes sense that the 
  cavalry might come to their rescue. There is no U.S. Cavalry on 
  Rifts Earth. I’m talking about the “proverbial cavalry” – a band 
  of warriors who ride in out of the blue to chase away vampires 
  and rescue innocent humanoids, in this case, the player char-
  acters. A band of 2D6+6 Reid’s Rangers Vampire Hunters (or 
  mixed group of Rangers and heroes) can be substituted for any 
  of those listed.
  Game Master Note: Game Masters, you may adjust the num-
  bers within the descriptions of the proverbial “cavalry,” below, 
  up or down as you deem fit, or introduce your own cavalry.
  G.M.s should also consider the further consequences of such 
  intervention. The cavalry isn’t going to just ride in, save the day 
  and ride away. The cavalry itself might get wiped out, but may 
  give the player group a chance to get away or rescue a bunch 
  of innocent people. Or the cavalry may question our heroes or 
  condemn their actions. Or the cavalry might help them in other 
  matters (like leading innocent people or runaway slaves out of 
  Mexico, point them to a safe town, warn them about other danger, 
  etc.). Depending on the alignment and nature of “the cavalry,” 
  their rescuers might turn around and shake them down for money, 
  weapons and/or valuables, or try to rob them of most of their 
  gear, capture and imprison them (slave stock?), press them for 
  information, insist the heroes now help them in a matter (maybe 
  a quest, special mission, something silly), camp and hang for 
  awhile, get drunk together, escort them to a Safe Town, and so 
  on. Play smart, be inventive and always consider the consequenc-
  es of the group’s action and interaction with other characters and 
  groups.
  01-05% Brodkil. 1D6+4 of the sub-demons who have a hate 
  for vampires. May substitute with other sub-demons, Daemonix, 
  or Lesser Demons or Deevils.
  06-10% Cyber-Knights. 1D4 Cyber-Knights lead a band of 
  1D6 Dog Boys or Lyn-Srial, 1D4 Vampire Hunters, 2D4 warriors 
  (any combination of Men-at-Arms and/or Adventurer O.C.C.s), 
  1D4 practitioners of magic, and 2D6 Psi-Stalkers.
  11-15% Bandits or Pecos Raiders. 2D6+6 of them. They 
  may be scallywags and robbers, but they hate vampires as much 
  as anybody. They couldn’t abide standing by and watching fel-
  low humanoids get taken down by them.
  16-20% Adventuring group. A band of mixed O.C.C.s who 
  could not stand by idly and watch vampires kill their fellow hu-
  manoids.
  21-25% Native Americans. 1D6 Totem Warriors, 1D6 Spirit 
  Warriors, 1D4 Mystic Warriors, and 1D6+4 Tribal Warriors or 
  Psi-Stalkers led by a Paradox Shaman. See Rifts® World Book 
  15: Spirit West for complete details about the Native Americans, 
  their warriors, magic and culture in the New West.
  
  199
  26-30% Local resistance fighters or Justice Rangers. 
  1D4x10 of them, happy to help heroes and innocent people in 
  need.
  31-40% Psi-Stalkers. 2D6+10 of them. May have 1D6 other 
  types of D-Bees or O.C.C.s with them.
  41-45% Reid’s Rangers and friends. 1D6+4 are Reid’s 
  Rangers Vampire Hunters, 1D4 are practitioners of magic, 
  1D6+2 are Native Americans or Psi-Stalkers, and 1D6 are other 
  combat O.C.C.s. May substitute with a different band of Vampire 
  Hunters or warriors.
  46-50% Mercenaries. A band of mixed combat O.C.C.s who 
  could not stand by and watch vampires kill their fellow human-
  oids.
  51-55% Mages. A band of mixed practitioner of magic 
  O.C.C.s who are either out fighting vampires themselves or could 
  not stand by and watch vampires kill fellow humanoids. These 
  mages could be from Tolkeen, or looking for artifacts from Tol-
  keen, bandits or local men of magic.
  56-60% Dog Boys. A band of 1D6+4 Dog Boys and 1D6+2 
  D-Bees common to Mexico intercede to help the player group.
  61-65% Necromancers and/or Shifters. A small band of 
  Necromancers and/or Shifters with their own unholy legion in-
  tercede on the player group’s behalf. Yes, many Necromancers 
  have no love for the undead. In fact, many loathe them and seek 
  their destruction or enslavement. Likewise, Shifters, who consort 
  with demons and monsters, realize the great danger the undead 
  represent, leading some to go to war against them.
  66-70% Lemurians. 2D4+6 Lemurians of the same or differ-
  ent O.C.C.s and 1D6 local Mercenaries, Gunfighters, Wilderness 
  Scouts or Vampire Hunters of other races. The forgotten people of 
  Lemuria are exploring the globe and making contact with the new 
  people and civilizations of Rifts Earth. Lemurians recognize the 
  danger vampires represent and have taken an active hand at send-
  ing warriors and mages to join the battle in Mexico. So far, this 
  is not all out war with Lemurian armies, only batches of heroic 
  individuals, pairs, squads (6-10 Lemurians) and platoons (20-40 
  Lemurian troops) as well as explorers. Lemurians are starting to 
  show up across Mexico, but are found in greatest numbers along 
  the Pacific coast and in land bordered by the Gulf of Mexico.
  71-75% Shemarrians. A band of 2D6+6 Shemarrian War-
  riors led by a Shemarrian War Chief or War Goddess. All are 
  prepared for combat with the undead and have appropriate weap-
  onry.
  76-80% D-Bee Rescuers. Perhaps Pogtal Dragon Slayers 
  come to the rescue, or 1D6+6 Lyn-Srial Sky Knights, or a band 
  of 4D6+6 Cactus People or Fennodi, or other band of D-Bees.
  81-85% Dragon. One or two dragons (hatchlings or adults) 
  appear out of nowhere to join the battle. The dragon is not likely 
  to stick around for ‘thank you’s or chit chat. May be substituted 
  with 1D4 other creatures of magic with a hate for vampires or 
  who like humans.
  86-90% Local Villagers. 1D4x10 villagers rush to help. They 
  may only have wooden clubs and spears, revolvers and shotguns 
  with silver bullets or bows and arrows, but they charge to the res-
  cue to save fellow humanoids from the hated undead.
  91-95% Minions of Splugorth. Probably Kydians or Kitanni, 
  or a Slaver and Blind Warrior Women. The Splugorth hate vam-
  pires and see them as loathsome rivals to be destroyed. May sub-
  stitute with 2D6+6 Simvan Monster Riders or other unlikely band 
  of monsters or monstrous D-Bees.
  96-00% Coalition Soldiers. A mixed platoon (20-40 troops), 
  but will include some Dog Boys, SAMAS, and ground forces. 
  One third are Skelebots with silver weapons. All troops are pre-
  pared for combat with the undead and have appropriate weaponry. 
  They don’t stick around because the CS has no “official” presence 
  in Mexico. They may even be half-heartedly disguised as desert-
  ers from the Tolkeen War or bandits in used CS armor and gear.
  D-Bees of Mexico
  The following D-Bees live in the American Southwest and 
  Mexico. Some, like Psi-Goblins, represent additional dangers to 
  humans. Others are present in very small numbers and are sel-
  dom encountered. Of course, a member of an adventurer group, 
  mercenary squad, or heroes who have come to fight vampires or 
  explore Mexico can be from anywhere and be of any race. How-
  ever, they are not residents of Mexico, they are visitors. For ex-
  ample, Minions of Splugorth conduct trade and slave operations 
  in Mexico, while Lemurians and Atlanteans are in the country 
  to fight vampires, but none of them are residents of the Mexico. 
  Note: Descriptions and stats for all the D-Bees in the list, are 
  described in Rifts® World Book 30: D-Bees of North America.
  Aviane (Winged Warriors) – pages 31-33.
  Bruutasaur – pages 37-40.
  Cactus People – pages 41-44.
  Crab Warriors – pages 48-51.
  Darkhound – pages 54-58.
  Dog Boys & Lone Star Mutants – page 71.
  D’norr Devilmen – pages 71-72.
  Fennodi – pages 83-85.
  Floopers – pages 87-89.
  Ganka – pages 93-95.
  Grackle Tooth – pages 97-98.
  Iktek Diggers – pages 106-109.
  Kremin Cyborg – pages 111-114.
  Larmac – pages 118-120.
  Lyvorrk – pages 130-133.
  N’mbyr Gorilla Man – pages 143-144.
  N’retas – pages 146-149.
  Pogtal Giants – pages 156-159.
  Psi-Goblins – pages 164-166.
  Psi-Hounds & Psi-Stalkers – page 166.
  Quick-Flex Aliens – pages 168-170.
  Septumbran Witch Wolves – pages 177-179.
  Shapers – pages 182-185.
  Shemarrian Warriors – pages 185-188.
  Slurmph – pages 190-193.
  Spinne – pages 193-198.
  Squilbs – pages 198-200.
  Tirrvol Sword Fist – pages 201-203.
  Tokanii – pages 203-206.
  Trimadore – pages 206-208.
  Vanguard Brawler – pages 208-210.
  Vernulians – pages 210-212.
  Uncommon or Visiting D-Bees
  These D-Bees exist in small numbers in Mexico, or visit for 
  one reason or another, probably to conduct business, engage in 
  trade or fight vampires. Still, they are notable enough to mention. 
  
  200
  Some, like the Altara and Horune, are frequent and significant 
  visitors and traders.
  Amana (Rare) – pages 18-21.
  Altara, Blind Warrior Women – pages 15-18.
  Cyber-Horsemen (Rare) – pages 51-54.
  Dirari Ecto-Men (Rare) – pages 66-71.
  Horune Pirates – pages 100-103.
  Lemurians – See Rifts® World Book 32: Lemuria.
  Lyn-Srial (Rare) – pages 127-130.
  Psi-X Aliens – pages 166-168.
  Roane Pipers (Rare) – pages 170-173.
  Simvan Monster Riders – pages 188-190.
  Monsters
  of Mexico
  Agenor River Serpent
  The rivers, lakes and oceans of Rifts Earth are filled with what 
  can only be considered sea serpents and sea monsters. Some are 
  dinosaurs brought back through time by the Rifts, while others 
  are creatures from alien worlds or creatures of magic, and even 
  supernatural creatures. Some are intelligent, but most are animal 
  predators.
  The Agenor River Serpent is one of the animalistic sea ser-
  pents from an alien dimension. They have adapted well since the 
  Coming of the Rifts and are common to the many rivers of South 
  America, Central America, the Yucatan and Mexico. However, 
  they are most common in the south and are found only in rivers, 
  seldom lakes and never in swamps. Though the serpent is long, 
  they can navigate in deep rivers and water as shallow as five feet 
  (1.5 m) deep. The Agenor River Serpent eats all types of marine 
  life, including young Agenor, but also preys upon humanoids, 
  cattle, horses, deer, otters, seals, other large mammals and dino-
  saurs that come to the water’s edge. Likewise, the Agenor is hap-
  py to gobble up swimmers, but is likely to ignore an individual 
  swimmer, as instinct has them looking to target schools (groups) 
  of two or more swimmers and large prey. Aggressive and dull 
  witted, Agenor River Serpents are quick to attack first without 
  thinking about whether the target is suitable prey or not. As a 
  result, giant robots, power armor, fishing boats, barges, subma-
  rines, and other water vessels are often assailed by these serpents. 
  Agenor may be dumb, but they are smart enough to have figured 
  out that “boats” have food (people) onboard, so the monster may 
  pop up and try to snatch crew and passengers from the deck. The 
  serpent may even slither into the belly of the vessel to find people 
  to eat. Agenor River Serpents are aquatic, but can breathe air and 
  survive on dry land or the deck of a boat for 1D4 hours.
  As humans in Mexico and Central America become more and 
  more aquatic oriented, traveling and living near, on and in the 
  water to avoid vampires, they become victims of the Agenor and 
  other sea monsters.
  Agenor River Serpent NPC Animal/Monster
  Alignment: Animal predator, considered Anarchist or Miscreant.
  Attributes: I.Q. low animal intelligence, M.E. 1D6+6, M.E. 
  1D4, P.S. 2D4+30, P.P 1D6+17, P.E. 1D6+22., P.B. 1D6+6, 
  Spd Swimming: 1D4x10+30; half on land.
  Size: 1D4x10+30 feet (12.2 to 2.1 m)long, can be twice as thick 
  as a man’s body and weigh 4-6 tons.
  Average Life Span: Unknown, 4D6+30 years.
  M.D.C: 4D6x10
  Horror Factor: 14 (-4 to a character inside a robot vehicle).
  P.P.E.: 4D6. I.S.P.: None.
  Disposition: Agenor are calm and easygoing, even sluggish, 
  when full, but aggressive hunters when they are hungry. When 
  the serpent attacks prey it goes into a hyper-feeding frenzy for 
  1D6+2 melee rounds, attacking over and over until the prey 
  is dead, swallowed or torn into chunks and eaten. If the prey 
  (like a giant robot or vessel) can survive the onslaught and ap-
  pear strong, the serpent gives up after awhile, and swims away 
  in the opposite direction in search of easier prey. However, if a 
  battle ensues and the Agenor River Serpent loses half or more 
  of its M.D.C. in the skirmish, it goes berserk and fights to the 
  death; its own or its prey. This applies to large individual tar-
  gets and groups of man-sized prey. The Agenor keeps attack-
  ing until it has eaten its fill of small prey, like humanoids, or 
  until they are all eaten, it is killed in combat, or they manage to 
  hide or subdue the sea monster. Again, Agenor are dull-witted 
  and impatient, so if characters can hide for 2D4 melee rounds, 
  the leviathan swims away in search of new prey.
  Natural Abilities and Equivalent Skills: Dowsing 91% (can 
  sense and locate water up to two miles (3.2 km) away, Land 
  Navigation 60%, Swim 98%, Nightvision 2,000 feet (610 m), 
  polarized second eyelids drop down to filter out sunlight and 
  glare, keen vision underwater and above the waves. Recovers 
  from damage at a rate of 6D6 M.D.C. per 24 hours.
  Agenor can and do, on occasion, come onto dry land, main-
  ly to hunt. The creature can breathe air and survive on land 
  for 1D4 hours without adverse effect. After that time, the ser-
  pent experiences some difficulties (reduce speed, equivalent 
  skills and bonuses by half), but can survive another 1D4 hours 
  before it becomes severely dehydrated, weak (one attack per 
  melee and no bonuses) and dies.
  Attacks per Melee: Three.
  Damage: As per Supernatural P.S., which is typically P.S. 32-35 
  with the results below; +1D6 for those with a P.S. of 36-38.
  Bite: 4D6 M.D.
  Body Slam/Ram: 4D6 M.D.
  Head Butt or Tail Slap: 4D6 M.D.
  High Speed Water Ram: 6D6+8 M.D., counts as two attacks.
  Crush/Squeeze: 3D6+2 M.D. per each constriction of its body 
  to inflict damage via wrapping around and crushing it/him. 01-
  60% chance of pinning/incapacitating entangled prey, plus the 
  Agenor Serpent can still bite at its entangled prey.
  Suffocation: Can slay some prey by coiling or biting and hold-
  ing on, and dragging the prey underwater until it drowns.
  Bonuses: +3 on initiative, +6 to strike, +8 to automatic dodge un-
  derwater (the act of dodging does not use up a melee attack), 
  +4 to entangle, crush/squeeze attack (each constriction counts 
  as a melee attack), +8 to save vs poison/drugs, +8 to save vs 
  
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  202
  magic, +3 to save vs psionics, +8 to save vs Horror Factor and 
  is difficult to mind control.
  Magic: None, but is +3 to saves against the Repel Animal spell 
  and magical mind control.
  Psionic Abilities: None.
  Habitat: Prefers to live in fast moving bodies of water, mainly 
  rivers, but can survive oceans and seas. Despite that, Agenor 
  are only known to exist in the rivers of Mexico, Central Amer-
  ica, South America and the ocean waters along the Atlantic 
  coast of South America, the Carribean Sea, the waters around 
  Cuba and the Carribean islands, but no farther north than the 
  Demon Sea (Bermuda Triangle). Agenor are NOT found in the 
  Gulf of Mexico, nor the Rio Grande, Colorado River, Missis-
  sippi or any northern rivers.
  Allies: None. A solitary hunter, they don’t even associate with 
  their own species except during mating season and when hunt-
  ing young, smaller Agenor.
  Enemies: Humanoids and most animals larger than a coyote are 
  seen as prey. Will eat fish of any size, gobbling up schools of 
  them whenever they can.
  Value: None. The serpent’s rubbery, eel-like, M.D.C. hide 
  quickly deteriorates after its death, and the monster is not good 
  eating for humanoids.
  Chupacabra
  See the description under Vampire Protectors.
  Death Weaver
  Spider Demon
  Long before the Coming of the Rifts, the Cunto Indians of 
  South America knew of the “Death Weaver” Spider Demon. A 
  vile supernatural being that appears as a giant black spider with 
  a hideous, half human head and a death’s skull emblazoned on 
  its hindquarters. The Indian legend says that the Death Weavers 
  were overlooked by the gods who mistook them to be lowly pred-
  ators of vermin. The Spider Demons were, however, much more 
  intelligent than anyone suspected, and stole the gods’ secrets of 
  magic, throwing them to the wind, and scattering magic across 
  the world where mortal man could learn it. For eons ever after, 
  the Spider Demons are said to have searched the globe, retrieving 
  the magic and mastering its secrets so they might become gods 
  themselves.
  With the Coming of the Rifts, the Spider Demons have re-
  turned to Rifts Earth more powerful than ever, and anxious to 
  learn more secrets of magic and acquire magic artifacts both great 
  and small.
  Death Weavers prefer hot, steamy jungles over cooler climes, 
  but travel north during summer months and hot spells. For this 
  reason, they are primarily found in places like the Yucatan, South 
  America, Africa, India, Asia, Malaysia, and parts of China. The 
  incredible amount of ley line energy makes the Yucatan, India 
  and China very appealing, but the Yucatan most of all. As the 
  legend implies, Death Weavers are masters of magic and hoard 
  magic knowledge, books, artifacts and paraphernalia, and the 
  Spider Demons will stop at nothing to obtain new magic items 
  and forbidden knowledge. Many Death Weavers use the Yucatan 
  as a base of operations for all efforts in the Americas. They like it 
  because of the many ley lines and the fact that the Yucatan Penni-
  sula itself straddles more than a few different dimensions. There 
  are also ancient ruins, stone pyramids to use for travel and weav-
  ing magic, and many places to hide. Centrally located, the evil 
  demons can keep an eye on developments in Biomancy in South 
  America and among the Lemurians who visit Mexico. When one 
  can ride the ley lines or use them to teleport in the blink of an eye, 
  the ruins of Tolkeen and the factions of the Federation of Magic 
  are just seconds away.
  
  203
  A number of Death Weavers have been reported among the 
  ruins of Tolkeen and Freehold, presumably on a quest to recover 
  some of the legendary magic items the leaders of the fallen king-
  dom had gathered to use in their fight against the Coalition States. 
  Indeed, the magic artifacts collected by the Tolkeenites are of 
  greatly desired by the Death Weavers. With Tolkeen gone and 
  so many forces making a grab for the mystic relics, the artifacts 
  are much more attainable as they are in transit from one place to 
  another. Each change of hands makes them vulnerable to capture 
  by the Demon Spiders.
  Another rumor claims a Death Weaver has managed to live 
  in the steamy bowels of Chi-Town for at least 30 years now. If 
  true, what it may want in the great city is a mystery, though most 
  assume it seeks to locate Chi-Town’s fabled Black Vault where 
  the CS is said to lock away powerful magic items that have fallen 
  into the Coalition’s clutches. The Black Vault is an urban legend 
  and nobody knows if it really exists or not (it does; see Rifts® 
  Adventure Sourcebook: Black Vault).
  Death Weaver Spider Demons are cunning, ruthless and more 
  than a little insane. They are so selfish, greedy and cruel that they 
  see each other as rivals and refuse to work with other Spiders no 
  matter how great the reward may be. Thus, one never encounters 
  more than one Death Weaver and they never share their secrets 
  or knowledge with anyone. Unlike the vampires and many other 
  demons, at least they do not try to destroy each other, but they 
  do take delight in undermining each other’s schemes as well as 
  stealing secrets and magic items from one another and any mage 
  they can.
  Humans and their D-Bee kin are of modest interest to these 
  demons, but ultimately useful only as food, pawns and a source 
  of Potential Psychic Energy. Over the passage of time, the Spi-
  der Demons have often manipulated primitive people to worship 
  them as Death Gods or Demon Lords, have established a number 
  of secret death cults worldwide, and have been the root cause for 
  many bloodbaths throughout history. The Mayan and Aztec death 
  cults and traditions of human sacrifice were both the handiwork 
  of Death Weavers.
  Death Weaver Demon Spiders
  Alignment: Diabolic (50%), Miscreant (45%) or Aberrant (5%).
  Attributes: I.Q. 1D4+12 (average I.Q. 14), but very devious 
  and cunning; M.E. 2D6+10, M.A. 2D6+8, P.S. 2D6+10, P.P. 
  3D6+6, P.E. 2D6+10, P.B. 1D6, Spd 3D6+12.
  M.D.C.: 2D4x10+30. (Has 1D6x10+20 for Hit Points, 
  1D4x10+10 S.D.C. and an A.R. of 10 in S.D.C. settings.)
  Horror Factor: 16
  P.P.E.: 1D4x100+100 on Rifts Earth; they love it here. 
  (1D4x10+10 in S.D.C. settings where magic energy is mini-
  mal, such as 21st Century Earth; double the amount in the Pal-
  ladium World.)
  Size: Stand 6-8 feet tall (1.8 to 2.4 m) and equally long. Weighs 
  600 to 1,000 lbs (270 to 450 kg).
  Disposition: Devious, cunning and unpredictable on many lev-
  els. Death Weavers always seem to be working on a half 
  dozen different agendas. One is always the acquisition of 
  magic items. Another is learning new mystic knowledge. In 
  fact, Death Weavers love all types of secrets. They also enjoy 
  encouraging mortals to inflict suffering, murder and genocide 
  upon their fellow mortals, and are often the inspiration or lead-
  ers of new death cults. Death Weavers, like the undead, love to 
  feast on the blood and flesh of mortals, keeping their skulls as 
  souvenirs to line the floors and walls of their lairs.
  Insanities: In addition to being narcissists and sadistic monsters, 
  Death Weavers are obsessed with the acquisition of magic 
  items, magic knowledge and secrets. Speaking of secrets, 
  Death Weavers are secretly envious of humans, which is why 
  they enjoy devouring and tormenting them so much.
  Life Span: Immortal.
  Level of Experience: 1D6+1 and typically a Ley Line Walker or 
  Shifter, or as desired by the G.M.
  R.C.C. Skills: Astronomy 88%, Literacy in Dragonese 89%, 
  Holistic Medicine 50%, Identify Plants & Fruits 60%, Land 
  Navigation 88%, Lore: All 89%, Mathematics: Advanced and 
  Basic 98%, Prowl 80%, Radio: Basic 88%, Tracking (human-
  oids) 50%, and can learn to speak 1D6 different languages, 
  and Literacy in 1D4 written languages (+20%).
  Natural Abilities: Supernatural P.S. and P.E., impervious to dis-
  ease, poisons and drugs. Can walk, run, climb on most sur-
  faces with amazing speed (15-20 mph/24 to 32 km), upside 
  down, along walls, and so on, just like a real spider. Only 
  smooth, glassy surfaces impede its movement (half speed). 
  Nightvision 200 feet (61 m), see the invisible, see in the infra-
  red and ultraviolet spectrums of light, and Bio-Regeneration 
  1D4 M.D.C. every hours, and can regrow lost limbs within 
  36 hours.
  Webbing (special): Can spin a web for climbing and ensnaring 
  at a rate of 200 feet (61 m) per melee round (15 seconds). The 
  web is tough, like light M.D.C. rope, but deteriorates quickly 
  within 4 minutes (16 melee rounds) unless a bonding resin is 
  secreted from the Spider Demon’s mouth over the web. Death 
  Weavers can also use the web as a rope to entangle and tie up 
  captives. Each thick strand has 1D4 M.D.C.
  Attacks per Melee: Five physical or via magic or psionics.
  Bonuses: +2 to strike, +4 to parry, +4 to automatic dodge (the 
  act of dodging does not use up a melee attack), +4 to save vs 
  magic, +3 to save vs psionic attacks, +5 to save vs possession, 
  and +10 to save vs Horror Factor.
  Damage: As per Supernatural P.S., but the mandible bite does 
  3D6 M.D. and the hideous thing can entangle in its web.
  Web Entanglement (special): This entanglement attack does 
  no damage, but has a 01-69% chance of incapacitating its tar-
  get. The victim is pinned, cannot move or attack, until the char-
  acter can untangle himself (takes 30 seconds/2 melee rounds) 
  or until the webbing dissolves (takes 1D4 minutes). Entangled 
  victims are vulnerable to cocooning and other attacks while 
  incapacitated. When the demon uses this attack, roll first to 
  strike an opponent with the web, then roll percentile dice to 
  see if he is entangled (01-69% means yes). An entanglement 
  attack can be attempted only once per melee round and counts 
  as one of the demon’s attacks.
  Web Cocoon (special): No damage, but completely encases 
  the victim in a web cocoon straitjacket. The trapped individual 
  is completely immobilized, unable to perform any physical 
  actions. The only way to get free is to be cut or torn out by a 
  comrade or wait until the webbing dissolves (1D4+4 minutes 
  for all the M.D.C. layers to vanish). Cutting a victim loose 
  can be dangerous and time consuming. The average cocoon 
  has 2D4x10 M.D.C. While an untreated cocoon (no resin) will 
  deteriorate within 1D4+4 minutes, a cocoon treated with the 
  spider’s bonding resin does not deteriorate and the resin adds 
  
  204
  an extra 10 M.D.C. to the silky encasement. The cocoon is po-
  rous and allows air to pass through its walls, so even a person 
  encased from head to toe can still breathe. The Spider Demon 
  can secrete a different resin that causes any cocoon, even one 
  made permanent, to dissolve in 30 seconds. Unfortunately, it 
  usually only uses this chemical to get to the victim inside for 
  interrogation, torture or eating.
  Magic (typical knowledge): A Death Weaver may practice any 
  type of magic, from spell casting to Shifting or Temporal 
  Magic, or a little of each.
  A typical Death Weaver knows all Protection Circles and 
  Protection Magic (like Sanctum), Summoning Magic (rituals), 
  and the following spells: Armor of Ithan (10), Breathe With-
  out Air (5), Close Rift (200+), Dimensional Portal (1,000), 
  Float in Air (6), Invulnerability (25), Invisibility Simple (20) 
  and Superior (60), Mystic Portal (25), See the Invisible (4), 
  as well as four invocations selected from each level 1-8 (32 
  spells total), and one selected from each level 9-15 (7 addi-
  tional). Older, more experienced Death Weavers may know 
  a few more spells or other areas of magic, with Bone Magic, 
  Ley Line Magic, Necromancy, and Temporal Magic being 
  among their favorite areas of magic (G.M. discretion). Spider 
  Demons are fascinated by Biomancy and Techno-Wizardry, 
  and love to possess items created by both, but lack the mental 
  discipline to study and master either one. They’d rather ma-
  nipulate or extort services from others.
  Psionics: I.S.P.: 2D4x10. Powers are limited to Hypnotic Sug-
  gestion (6), Presence Sense (4), Sense Dimensional Anomaly 
  (4), Sense Time (2), and Total Recall (2), but is considered a 
  Minor Psychic.
  Habitat: Jungle and tropical forests anywhere. On Rifts Earth, 
  Death Weavers are known to exist in Mexico, the Yucatan, 
  Central America, South America, Africa, India, Asia, Malay-
  sia, and parts of China. The Yucatan is a favorite place and 
  there are more Death Weavers (19) operating from there than 
  anywhere else in the world.
  Allies: Most mortals are seen as pawns or food. Spider Demons 
  operate as lone individuals, never associate with their own 
  kind, but may have mortal or supernatural underlings and min-
  ions, sometimes getting entire populations to worship them as 
  gods. Will sometimes join forces with powerful practitioners 
  of magic, evil creatures of magic or evil supernatural beings, 
  usually Lesser Demons. Death Weavers prefer to be the leader 
  or top dog in any alliance or partnership. They find the vam-
  pires’ bid to control this part of the world interesting, but of 
  little importance.
  Enemies: Humans are among the most hated, with the Splugorth 
  and their minions next in line. The latter because the Death 
  Weavers are jealous of their vast mystic knowledge, the for-
  mer because such puny and worthless beings know and prac-
  tice so many different types of magic.
  With the Minion War spilling onto Rifts Earth, Death 
  Weavers are almost certain to be targeted by Deevils, if not 
  demons as well. Both sides in the war are looking for magic 
  items to destroy the other with. Since Death Weavers collect 
  magic items and know the latest rumors of where magic items 
  are hidden, the Deevils may try to steal their magic artifacts 
  and press them for the location of others.
  Weapons and Technology: Death Weavers prefers to use magic 
  and magic items rather than technology and weapons, but can 
  use weapons if so desired.
  Mexican Wolf
  See the description under Vampire Protectors.
  Nodosaurus
  By Matthew Clements
  Since the Coming of the Rifts, northern Mexico and the 
  American Southwest have been inhabited by several species of 
  dinosaurs. Among them a family of armored dinosaurs known as 
  Nodosaurs.
  The Nodosaurus is the best known, and many people lump all 
  similar dinosaurs together under the single name. There are three 
  distinct species found in large numbers in Mexico and the New 
  West. All of them have become popular with farmers and ranch-
  ers due to the ease with which the animals can be domesticated, 
  and for their strength and endurance, but mostly, because of the 
  delicious, beefy quality of their meat.
  The Nodosaurus is the most numerous and widely-ranched 
  of the three different dinosaurs in the Nodosaur family. It lives 
  in large herds (2D6x10 animals) that roam across the desert and 
  scrubland, moving from one watering hole to the next. Like cam-
  els, they can go for long periods without drinking, and eat virtu-
  ally anything that grows. While the Nodosaur population of ani-
  mals on Rifts Earth have learned to avoid cacti, they will dig up 
  roots, snap at tumbleweeds that pass by and crunch through tree 
  trunks, bark, dead trees, bones of dead animals, and garbage and 
  S.D.C. junk left behind by travelers. Their hardiness and endur-
  ance makes them desirable riding animals, easy to care for and 
  maintain. And while it might not feature the heavy bone plates 
  of other related dinosaurs, the Nodosaurus is a superior distance 
  runner while still retaining a tough hide studded with small bone 
  structures called osteoderms.
  Nodosaurus are somewhat passive creatures, similar to cows. 
  They take well to domestication and follow commands readily. 
  When confronted by a predator it cannot outrun or when dis-
  playing stubbornness, however, a Nodosaurus plops down on its 
  stomach and tucks its head and feet in tight to present a fully 
  armored defense, similar to a turtle or armadillo.
  As riding animals and cattle, Nodosaurus are well-suited to 
  the desert, scrubland, prairies and the hostile environment of 
  Rifts Earth. The market for Nodosaurus meat in Mexico and the 
  American Southwest is expanding swiftly, as is their use as rid-
  ing animals and beasts of burden. Nodosaurus steaks have much 
  in common with high-quality Angus beef, and a single animal 
  produces a large amount of usable meat equal to 2-3 steers. Di-
  nosaur ranchers have been marketing Nodosaurus heavily as an 
  alternative to beef and it has become a common sight in tacos and 
  burgers, especially in areas too sparse and dry to support normal 
  cattle ranching. Nodosaurus lucky enough to be raised on grass 
  and corn become fat and rich, though their meat has less of the 
  signature flavor that has made it so popular, leading some farmers 
  
  205
  to experiment with mixtures of acorns, hay, dry roots, branches, 
  and other diverse types of feed.
  Nodosaurus NPC Animal/Monster
  Also known as Nodo, Nodo-Steed and Desert Walker.
  Alignment: Considered Unprincipled or Anarchist.
  Attributes: I.Q. Medium Animal Intelligence, M.E. 1D6+2, 
  M.A. 1D6+6, P.S. 2D6+24 (Robotic equivalent), P.P. 2D6+4, 
  P.E. 23+1D6, P.B. 2D6, Spd 3D6+38 (average speed is 32 
  mph/51 km).
  Mega-Damage by Location:
  *Head – 100
  Forelimbs (2) – 150 each
  Hind Limbs (2) – 180 each
  Tail – 150
  *Underbelly – 120
  Main Body – 1D4x100+90
  * A single asterisk indicates a small or difficult target to hit 
  and requires a Called Shot at -3 to strike.
  Horror Factor: None.
  Size: 13-20 feet (4-6.1 m) long, 6 feet (1.8 m) tall at the shoul-
  ders.
  Weight: 3-4 tons.
  Average Life Span: 40-50 years.
  P.P.E.: 3D6
  Disposition: Calm and relaxed. Domesticated animals are loyal, 
  obedient and well behaved.
  Natural Abilities: Unafraid of water and can swim at 55%, can 
  run at top speed for up to two hours and can go without food or 
  water for up to three months without noticeable effect.
  Attacks per Melee: Four.
  Mega-Damage: Stomp and Tail Slash Attacks: As per Robotic 
  equivalent P.S. (typically 26-30) and does 1D6 M.D. with a 
  01-40% chance of knocking down a human-sized target.
  Kick: 2D4 M.D. with front leg, 2D6 M.D. with hind leg.
  Power Stomp or Kick: 3D6+6 M.D. Rears up on hind legs and 
  comes down hard for a Power Stomp. Leans forward on front 
  legs and kicks with rear legs for a Power Kick. Each type of 
  
  206
  attack counts as two melee attacks and both have a 01-70% 
  chance of knocking down a human-sized target.
  Bite: 1D6 M.D.
  Head Butt: 1D6 M.D.
  Body Block/Ram (Blunt Attack): 2D6 M.D. with a 01-60% 
  chance of knocking down a human-sized target.
  Restrained Butts, Bumps and Bites: 3D6 S.D.C. from domes-
  ticated animals, 5D6 S.D.C. to 1D4 M.D. from wild Nodos. 
  Think of this as when a dog or horse is annoyed and nips at 
  you.
  Bonuses (in addition to any attribute bonuses): +1 on Percep-
  tion Rolls, +2 to automatic dodge (the act of dodging does not 
  use up a melee attack), +5 to roll with impact and +3 to save 
  vs Horror Factor.
  Magic: None.
  Psionics: None.
  Enemies: Large predatory dinosaurs and monsters, as well as hu-
  man and D-Bee poachers and cattle rustlers. Nodosaurus hate 
  Wild Vampires and Chupacabras, both of which are regarded 
  as predators and natural enemies, but don’t seem to notice the 
  more sophisticated Secondary and Master Vampires.
  Allies: Associates readily with humans, Psi-Stalkers, Simvan 
  Monster Riders, other Nodosaurs and domesticated dinosaurs 
  and cattle.
  Value: 1,000-2,000 credits for a calf or young juvenile, 3,000-
  4,000 credits for an adult, depending upon size, health and 
  age. Nodosaurus meat sells for approximately 10 credits per 
  pound to wholesalers and restaurants, but may go for twice as 
  much at a farmers’ market and north of Lone Star. The flex-
  ible, bone-studded hide of a Nodosaurus can be made into 
  effective body armor (1D6+45 M.D.C., -10% to Prowl and 
  other movement penalties) or cut into armored strips or sheets. 
  Hides go for 1,000 credits each and finished suits of Nodosau-
  rus hide armor can sell for up to 10,000 credits.
  Habitat: Nodosaurus has the widest range of the three animals in 
  the Nodosaur family, encompassing most of Mexico north of 
  the jungles and reaching up into New Mexico, Texas, Arizona, 
  Oklahoma and other parts of the American West considered 
  the “New West.” They travel vast distances and are comfort-
  able in open deserts, grasslands and scrubland. Nodosaurus 
  tend to shy away from jungles, forests, marshland and moun-
  tainous regions, preferring open country where their speed, 
  endurance and numbers give them an advantage over preda-
  tors and hunters.
  Panoplosaurus
  By Matthew Clements
  The heavily armored Panoplosaurus is the ox of the Nodosaur 
  family. It is a strong, sturdy beast with virtually impenetrable 
  bony plates that protrude at sharp angles along its shoulders and 
  upper back. Farmers and ranchers have taken a particular lik-
  ing to the Panoplosaurus for several reasons. First, its immense 
  strength and tenacious attitude make it a living tractor, able to 
  drag giant plows, uproot trees and overturn rocks. The “Pano” is 
  a more hostile and aggressive creature than the other Nodosaurs, 
  so when properly trained and harnessed, it can release that energy 
  in the form of hard work.
  The second reason farmers like to keep Panoplosaurus is that 
  their signature bony plates can be used to fashion plowshares. A 
  Panoplosaurus killed for its meat will have its valuable spiked 
  plates removed whole and turned into the Mega-Damage plows 
  that its fellows pull behind them. Some farmers with access to 
  heavy machine tools will remove the pointed outer sections of 
  the plates while the Panoplosaurus is still alive, both to avoid 
  killing the animal and as a precaution to make it safer to handle 
  and work with.
  Third, the flesh of a Pano has the same succulent, beef-like 
  quality of its brethren, only with a lighter character. Panos are all 
  muscle and their meat is lean and low in fat, leading many diners 
  to compare it favorably to buffalo. Panoplosaurus has become 
  very popular amongst health-conscious eaters who want red meat 
  but without all the cholesterol, and is a special treat and fixture at 
  upscale restaurants in Ciudad Juarez, El Paso, the Pecos Empire 
  and as far north as the Colorado Baronies. It commands a higher 
  price than other Nodosaurs, not only for its unique taste and tex-
  ture, but because Panoplosaurus are very valuable as work ani-
  mals and rarely raised just for the slaughter. While a large dino-
  saur ranch may have whole herds of Nodosaurus and Silvisaurus, 
  there will usually be fewer than a dozen Panoplosaurus. As a re-
  sult, there are a number of methods for seasoning more common 
  dinosaur meat to make it seem more like Panoplosaurus in an ef-
  fort to scam potential customers or wholesalers. A good butcher 
  or keen-eyed gourmet should be able to tell the difference, how-
  ever, especially if the meat has thick bands of marbled fat in it, 
  uncommon in the lean Pano and impossible to cleanly remove.
  Panos are rarely used as riding animals, especially over long 
  distances, though some Simvan will ride them into battle like 
  warhorses. In the wild, they gather in small family groups rather 
  than herds, with males sometimes living alone. Like rhinos, they 
  are very defensive and charge predators and perceived threats, 
  goring them with their rows of massive pointed plates and spikes 
  along the sides of their bodies. They also make very loud vocal-
  izations, scaring off enemies with a natural trumpet-blast. Panos 
  like water and are thirstier animals than the other dinosaurs in the 
  Nodosaur family. They enjoy wallowing in mud-holes or stand-
  ing in shallow lakes and rivers like water-buffalo. Farmers who 
  raise them often dig ponds and pools or hose the creatures off 
  frequently to keep them happy.
  Panoplosaurus NPC Animal/Monster
  Also known as Pano, Buffalo Dinosaur and Side-Splitter
  Alignment: Considered Anarchist.
  Attributes: I.Q. Medium Animal Intelligence, M.E. 1D6+2, 
  M.A. 1D6+6, P.S. 2D6+34 (Robotic equivalent), P.P. 2D6+4, 
  P.E. 1D6+24, P.B. 2D6, Spd 1D6+16 (typically about 11 
  mph/17.6 km).
  Mega-Damage by Location:
  *Head – 140
  *Body Spikes (typically 10) – 45 each
  Large Back Plates (1D6+6) – 30 each
  Forelimbs (2) – 175 each
  Hind Limbs (2) – 200 each
  Tail – 180
  *Underbelly – 180
  Main Body – 1D4x100+500
  * A single asterisk indicates a small or difficult target to hit 
  and requires a Called Shot at -3 to strike.
  
  207
  Horror Factor: None.
  Size: 15-25 feet (4.5-7.6 m) long, 5 feet (1.5 m) tall at the shoul-
  ders.
  Weight: 3-5 tons.
  Average Life Span: 50-70 years.
  P.P.E.: 4D6
  Disposition: Panos don’t mind hard work, and are strong, steady 
  animals. However, they can be grumpy and are more aggres-
  sive than the other domesticated dinosaurs of Mexico. When 
  frustrated, tired or overheated (it wants to be hosed down or 
  sit in a lake), the animal simply stops and refuses to move, 
  groaning loudly until it is allowed to go to rest in water. When 
  angry it lets loose with a series of short, loud honks and/or a 
  long, rumbling growl. If pressed when angry the Pano snorts, 
  snaps at whoever is bothering it, and may deliver a head butt 
  or stomp attack with its feet, both of which can inflict serious 
  damage if they hit an ordinary person. When angry or defend-
  ing itself, the animal charges and either rams with its head or 
  turns in such a way as to sideswipe its attacker/threat, slicing 
  and goring with its massive side spikes. An attack is foretold 
  by snorting, growling, the stomping of feet and pawing at the 
  ground like a bull or rhinoceros.
  Natural Abilities: Able to eat almost anything. Possesses fair 
  speed, can charge at full speed for up to five minutes or run 
  at half speed for up to an hour, likes to wade in water and can 
  swim at 70%, hold breath underwater for 1D6 minutes and 
  can go without food or water for up to two months without 
  noticeable effect.
  Attacks per Melee: Three.
  Mega-Damage: Stomp and Tail Slash Attacks: As per Robotic 
  equivalent P.S. (typically 43) and does 3D6 M.D. with a 01-
  50% chance of knocking down a human-sized target.
  Bite: 1D6 M.D.
  Head Butt: 2D6 M.D.
  Body Block/Ram (Blunt Attack): 4D6 M.D. with a 01-80% 
  chance of knocking down a human-sized target.
  Body Block/Ram with Spikes: 5D6 M.D. with a 01-50% 
  chance of knocking down a human-sized target.
  Restrained Butts, Bumps and Bites: 4D6 S.D.C. from domes-
  ticated animals, 6D6 S.D.C. to 1D4 M.D. from wild Panos. 
  Think of this as when a dog or horse is annoyed and nips at 
  you.
  Bonuses (in addition to any attribute bonuses): +8 to roll with 
  impact, +10 to save vs poison/toxins and disease, and +5 to 
  save vs Horror Factor.
  Penalties: -1 on initiative and -2 to dodge.
  Magic: None.
  Psionics: None.
  Habitat: Panoplosaurus have a smaller range than their cousins, 
  limited to within twenty miles (32 km) of rivers, lakes and 
  other sources of water. This makes them rare within the Mexi-
  can interior and American Southwest, though domestication 
  has changed that somewhat. Panos have spread further east 
  than the other Nodosaurs, however, and may be encountered 
  in New Mexico, Texas and as far as Louisiana and Dinosaur 
  Swamp, where they fare well in the marshlands and bayous. 
  They are also found in the Yucatan and Central America. Pa-
  nos require water, but are not picky, so even a simple mud-
  hole suits their needs. Unlike the other Nodosaurs, Panos are 
  not intimidated by forests or jungles and are often used like 
  elephants for clearing trees.
  Allies: Associates readily with humans, Psi-Stalkers and Simvan 
  Monster Riders.
  Enemies: Large predatory dinosaurs and monsters, as well as hu-
  man and D-Bee poachers, Splugorth Slavers, Horune Pirates 
  and cattle rustlers. Panos are wary around Wild Vampires and 
  
  208
  Chupacabras but don’t seem to notice the more sophisticated 
  Secondary and Master Vampires.
  Value: 2,000-4,000 credits for a calf or young juvenile, 5,000-
  10,000 credits for an adult, depending upon size, health and 
  age. A well-trained Pano “warhorse” may sell for up to 60,000 
  credits and is a rare find, usually only trained by the Simvan. 
  Panoplosaurus meat is a known delicacy and sells for approxi-
  mately 30 credits per pound to wholesalers and restaurants, 
  but may go for twice as much at a farmers’ market and to buy-
  ers in the north. Panoplosaur osteoderms (bone plates) sell for 
  about 300-500 credits each as high quality plowshares, and a 
  commercial Pano-bone M.D.C. plow runs 1,000-2,000 credits.
  Silvisaurus
  By Matthew Clements
  The Silvisaurus is the smallest of the Nodosaurs. It is a com-
  promise in many ways between the desert-ranging Nodosaurus 
  and the more water-bound Panoplosaurus. It has a more modest 
  version of the Pano’s spiky armor, yet is more friendly and so-
  ciable, like the Nodosaurus. Unlike its cousins, it also has teeth 
  instead of an armored beak, and spends long hours chewing on 
  thick underbrush. Like goats, many farmers use Silvies as giant, 
  living lawn mowers, letting them trim down areas that are over-
  grown or feed on thorny plants and weeds.
  Wild Silvisaurs form small herds of 4D6 individuals. They 
  band together for mutual defense and to help protect the young. 
  Their little groups are headed by alpha males that tend to a num-
  ber of female mates and their offspring. The animal is also quite 
  territorial. Dinosaur farmers have learned their lesson and have 
  developed a number of techniques to convince Silvisaur alphas 
  that they are leading the group when moving from pasture to pas-
  ture. This habit often makes the dinosaurs easy to handle; simply 
  convince or cajole the alpha male into doing something and the 
  rest of the herd follows close behind.
  Silvie females kept separate from males also produce unfertil-
  ized eggs, just like chickens. While they lay the eggs much more 
  rarely, with a clutch of 4D4 eggs every two or three months, Sil-
  visaur eggs are huge, tasty and rich in nutrients. A single Silvie 
  egg is equal to one or two dozen chicken eggs. They fetch a high 
  price amongst distinguished restaurants and to customers with 
  sophisticated palates. Various recipes for hard-boiling, poaching 
  and creating giant omelettes have led to a whole range of dishes 
  that use Silvisaur egg as a primary ingredient. Their meat is very 
  similar to the Nodosaurus, though with a slightly more gamey, 
  free-range taste to it.
  Silvisaurus NPC Animal/Monster
  Also known as Silvie, Silvis and Silver Mule.
  Alignment: Considered Anarchist.
  Attributes: I.Q. Medium Animal Intelligence, M.E. 1D6+2, 
  M.A. 1D6+6, P.S. 2D6+20, P.P. 2D6+8, P.E. 1D6+20, P.B. 
  2D6, Spd 1D6+24.
  Mega-Damage by Location:
  *Head – 90
  Forelimbs (2) – 140 each
  Hind Limbs (2) – 160 each
  Tail – 150
  *Underbelly – 150
  Main Body – 1D4x100+200
  * A single asterisk indicates a small or difficult target to hit 
  and requires a Called Shot at -3 to strike.
  Horror Factor: None.
  Size: 10-15 feet (3 to 4.5 m) long, 4 feet (1.2 m) tall at the shoul-
  ders.
  Weight: 2.5 to 3 tons.
  Average Life Span: 40-50 years.
  P.P.E.: 3D6
  Disposition: Though calm and relaxed, Silvies have a desire to 
  roam and like to wander off. Domesticated animals are loyal, 
  obedient and well behaved.
  Natural Abilities: Able to eat almost anything, swim at 60% and 
  can go without food or water for up to three months without 
  noticeable effect.
  Attacks per Melee: Three.
  Mega-Damage: Stomp and Tail Slash Attacks: As per Robotic 
  equivalent P.S. (typically 26-30) and does 1D6 M.D. with a 
  01-40% chance of knocking down a human-sized target.
  
  209
  Kick: 2D4 M.D. with front leg, 2D6 M.D. with hind leg.
  Bite: 1D6 M.D.
  Head Butt: 1D6 M.D.
  Body Block/Ram (Blunt Attack): 2D6 M.D. with a 01-50% 
  chance of knocking down a human-sized target.
  Restrained Butts, Bumps and Bites: 3D6 S.D.C. from domes-
  ticated animals, 5D6 S.D.C. to 1D4 M.D. from wild Silvies. 
  Think of this as when a dog or horse is annoyed and nips at 
  you.
  Bonuses (in addition to any attribute bonuses): +1 on Percep-
  tion Rolls, +1 to automatic dodge (the act of dodging does not 
  use up a melee attack), +7 to roll with impact and +5 to save vs 
  Horror Factor. +7 to save vs poison/toxins and disease.
  Magic: None.
  Psionics: None.
  Habitat: Silvisaurus has a very similar range to the Nodosaurus, 
  covering much of Mexico and the American Southwest. Un-
  like the Nodosaurus, however, Silvisaurs are more sure-footed 
  and willing to inhabit uneven country such as the foothills of 
  mountains and low mountain valleys. They climb above the 
  desert heat to eat vines and tough shrubs, and groups of them 
  can be found in inhospitably rocky portions of the Chihuahuan 
  and Sonoran Deserts.
  Enemies: Large predatory dinosaurs and monsters, as well as hu-
  man and D-Bee poachers and cattle rustlers. Silvisaurs hate 
  Wild Vampires and Chupacabras but don’t seem to notice the 
  more sophisticated Secondary and Master Vampires.
  Allies: Associates readily with humans, Psi-Stalkers, Simvan 
  Monster Riders, other Nodosaurs and domesticated dinosaurs 
  and cattle.
  Value: 1,000-2,000 credits for a calf or young juvenile, 3,000-
  5,000 credits for an adult, depending upon size, health and 
  age. Silvisaurus meat is similar to Nodosaurus but with a 
  slightly earthier taste, and sells for approximately 8 credits per 
  pound to wholesalers and restaurants, but may go for twice as 
  much at a farmers’ market and to buyers in the north. Silvisaur 
  osteoderm plates are too small to be turned into plowshares, 
  but make fine heads for axes and hoes, usually worth 30-50 
  credits each. Silvisaur eggs usually sell for 15-25 credits each.
  Sun Dog
  Also known as the Ahuizoti
  By Braden Campbell and Kevin Siembieda
  The Sun Dog, or Ahuizoti, is a vicious, savage predator that 
  resembles a hairless, medium-sized dog with black skin and a 
  strange appearance. Though the head resembles that of a coyote 
  and the body that of a dog, the paws are those of a monkey (four 
  fingers and an opposable thumb) and its long, thick tail more 
  resembles that of a chameleon and tapers toward the end. Even 
  more bizarre, the tail ends in a human hand that is capable of full 
  articulation. The tail is prehensile and can curl, grab and entangle 
  like that of a monkey. The human-like hand at the end of the tail 
  is used to grip and hold prey as well as assist in climbing and 
  balance.
  Sun Dogs apparently existed on Earth prior to the Coming of 
  the Rifts as the creature is described in the ancient myths and 
  legends of the Aztecs, Mayans, Hopi Indians of Arizona and New 
  Mexico, the Shasta Indians of northern California, and the Sumu 
  Indians of Nicaragua. Furthermore, it is said that explorer, Chris-
  topher Columbus, reported in a letter to the King of Spain, an 
  encounter with such a beast that strangled and killed a wild boar 
  before his men killed it with arrows. With the Coming of the Rifts 
  and the return of magic to the world, the Sun Dog likewise reap-
  peared, and in far greater numbers than ever before.
  The Sun Dog of Mexico is a small but ferocious and feared 
  monster. It has a Mega-Damage hide and a taste for humanoids. 
  It can live in and under water, usually in underwater caves or 
  underneath a pile of debris swept up by the river. Sun Dogs can 
  also live in shallow burrows on dry land, but always near a river 
  or lake. Its monkey paws and nimbleness enable the creature to 
  run along narrow river banks, scramble across fallen trees, leap 
  over rocks and logs, and even climb low trees and steep embank-
  ments. The Sun Dog feeds on animals of almost every variety 
  – frogs, turtles, lizards, water fowl, rabbits, rodents, otters, mon-
  keys, dogs, coyotes, wild boar – just about everything except fish.
  The Sun Dog is a problem for people because the creature will 
  attack livestock, gorge itself on chickens and other fowl, and eat 
  the eyes, tongues, teeth and hooves of sheep, goats, and calves, 
  and mutilate the rest of the carcass before running off to its wa-
  tery lair. As a Mega-Damage creature, a Sun Dog could kill cattle, 
  horses and other large animals, but they leave them alone. Worst 
  of all, Sun Dogs have a taste for humans and D-Bees. Whenever 
  an easy opportunity arises, the monster takes it and strikes, usu-
  ally picking off a person who has wandered away from the rest 
  of his group or at the water’s edge. Its favorite method of attack 
  is to sneak up on people from under water, or from behind on dry 
  
  210
  land, and drag them into the water. The hand at the end of the 
  monster’s prehensile tail is used to grab, hold and pull prey below 
  the water’s surface, where they drown or are bitten repeatedly 
  until dead. However, the Sun Dog is a capable and vicious fighter 
  on land as well as under water, biting and clawing at adversaries 
  until it can escape or slay them. Once prey has succumbed to its 
  vicious attack, the Ahuizoti drags the body to shore or to its lair 
  to feed. The strange beast eats only the eyes, tongue, teeth (some 
  say the entire face), and fingernails, and sometimes, the fingers of 
  its victims. When done eating, the monster pushes the remainder 
  of the corpse into the water where it floats away.
  The Sun Dog spends most of its time in and under water. It 
  leaves the safety of the depths only to sun itself on a log, rock or 
  shoreline like a lazy turtle, and to hunt. When on the prowl, the 
  predator lies in wait along the shore of the waterways, ever on the 
  lookout for unwary travelers and fishermen. When the creature 
  is ready to strike, it sneaks up from behind or swims close just 
  below the surface of the water, and then lashes out. In water, that 
  may be with a bite attack, like an alligator, or more likely with 
  its hideous, elastic, monster’s tail, the hand grabbing and yank-
  ing the unsuspecting victim into the water from shore or off of 
  a boat. This happens so fast, the animal never risks exposing its 
  body. Victims are often caught totally unawares by this sneak 
  attack, and are under the waves before they know what hit them. 
  The only way to get free from a Sun Dog’s hold is to either best 
  its Supernatural Strength, or inflict enough damage that it lets go. 
  Most let go when M.D.C. is reduced to one third. Fortunately, 
  these monsters are solitary hunters, and at worst, are encountered 
  in a group of only 1D4 members.
  Sun Dogs cannot be domesticated, even by vampires, and run 
  wild. In fact, if there is anything redeeming about the horrid crea-
  tures, it’s that they target the undead as well as other human-
  oids. On dry land the Sun Dog bites off the fingernails and fingers 
  of the undead and, if given the opportunity, will eat their eyes, 
  tongue and teeth. This may be a quick few bites before the Sun 
  Dog runs away, but if possible, a Sun Dog will fight until a vam-
  pire is reduced to a coma state. When that happens, the animal 
  eats the parts it likes and then it drags the undead to water and 
  pushes the corpse in, where it dissolves.
  Whether Sun Dogs think vampires are just another humanoid 
  for eating or whether they dislike vampires is unclear. Doc Reid 
  and many others suspect Sun Dogs and vampires are natural en-
  emies and that an ancient priest or Shifter may have brought them 
  to Earth as a means to battle and destroy the undead. As anecdotal 
  evidence of this, Wild Vampires are known to slay the animals on 
  sight, and Sun Dogs hold onto vampires pulled underwater until 
  they are completely destroyed. Rumor has it, however, that the 
  Ahuizoti (that’s the Aztec name for the animal) fear the Mayan 
  God of Bats and Darkness, Camazotz, and never attack him and 
  seldom attack his undead legions. But then, Camazotz is not a 
  Vampire Intelligence, but an ancient Mayan god with the power 
  to dominate and control a limited number of vampires.
  All this time we’ve referred to the Ahuizoti or Sun Dog as an 
  animal. That’s because, for the most part, Sun Dogs behave as an 
  animal predator. However, they possess either a high animal in-
  telligence or a modest human intelligence that makes them more 
  than a mere animal. They can recognize vampires over mortals, 
  recognize all types of weapons, understand the spoken word of 
  all languages, use sneak attacks, and basic hunting and combat 
  strategies, and recognize and respect creatures of magic. A Sun 
  Dog also seems to have an understanding of magic, can cast a 
  small selection of magic spells, and tends to avoid practitioners 
  of magic and exhibits submissive behavior when contact is made. 
  Mages are never attacked unless they attack the Sun Dog first, 
  and are allowed to pet them and rub their bellies. Sun Dogs are 
  happy to become a companion or Familiar to Shifters, Ley Line 
  Rifters, Water and Air Warlocks, and Necromancers (who, ironi-
  cally, often fight vampires). Though a Sun Dog cannot speak 
  words, their bark and whining often has clear meaning, their eyes 
  reflect a human level of intelligence and understanding, they can 
  follow complex commands, and when the creature whimpers or 
  cries, it sounds like a weeping infant. A sound it often uses to lure 
  humanoids to their doom.
  Sun Dog
  Also known as Ahuizoti and Water Dogs.
  Species: Unknown. Some believe the Sun Dog is a Lesser De-
  mon or Sub-Demon of some kind, while others believe it is a 
  malevolent creature of magic like the Black Faerie or Witch-
  ling. Note: Sun Dogs have Supernatural P.S. and as such, can 
  hurt vampires.
  Alignment: Anarchist (25%), Miscreant (45%) or Diabolic 
  (30%).
  Attributes: I.Q. 2D4+3 (low to average human equivalent intel-
  ligence), M.A. 1D6, M.E. 2D6, P.S. 2D6+9 (Supernatural), 
  P.P. 1D6+9, P.E. 2D6+7, P.B. 1D6, Spd 2D6+4 on land, but 
  an astounding 1D4x10+50 in the water.
  M.D.C.: 1D6x10+19
  Horror Factor: 11
  Size: Three feet (0.9 m) from snout to rump, plus the tail which 
  appears to be equal to about the length of the body but can 
  actually stretch out to three times the body length, giving it a 
  reach of 9 feet (2.7 m).
  Weight: 50-60 pounds (22.5 to 27 kg).
  Average Life Span: Unknown. 2,000+ years at least.
  P.P.E.: 2D4x10+P.E. attribute number.
  I.S.P.: None.
  Equivalent Skills: Magically understands all languages (illit-
  erate), Climb 90%/80%, Land Navigation 90%, Prowl 60% 
  (+20% in water), Swim 96%, Tailing 86%, Tracking (human-
  oids) 78%, and Wilderness Survival 90%.
  Natural Abilities: Keen vision and can see underwater and in 
  murky water without penalty up to 1,000 feet (305 m), Night-
  vision 300 feet (91 m), see the invisible, Supernatural P.S., do 
  not require air to breathe, and Bio-Regenerates 1D6 M.D.C. 
  per melee round.
  Resistant to Magic (special): Magic weapons and spells are 
  half as effective against Sun Dogs; half damage, penalties and 
  duration.
  Impervious to Vampire Mind Control (special): The Hypnotic 
  Suggestion and Mind Control powers of the vampire do not 
  work on the Sun Dog.
  Vulnerabilities: The Ahuizoti need three times as much water 
  as a dog to stay hydrated and prefer moist, wet environments. 
  Love it underwater and spend 75% of their time submerged 
  in water. Unless a Sun Dog can spend at least 12 hours per 
  day in water, its power of Bio-Regeneration stops working and 
  reduce M.D.C. and Spd by 5% for every six additional hours 
  denied being submersed in water. An Ahuizoti dies in a matter 
  of a few days in the desert. The creature takes double damage 
  
  211
  from the Desiccate the Supernatural spell, and M.D. fire does 
  50% more damage.
  Attacks per Melee: Four.
  Mega-Damage: As per Supernatural Strength from physical at-
  tacks including tail swipes, claw strikes, and crush/squeeze at-
  tacks (each constriction/squeeze counts as one melee attack). 
  Bite attacks inflict 2D4 M.D. All attacks do full damage to 
  vampires.
  Bonuses: +2 on Perception Rolls to recognize vampires and 
  whenever in water, +1 on initiative, +3 to strike, +2 to parry 
  and dodge, +4 to dodge when in the water, +2 to roll with im-
  pact, +3 to entangle and pull punch/bite, and +3 on all saving 
  throws.
  Magic: The Sun Dog can cast the following spells equal to a 
  4th level Ley Line Walker; doesn’t improve with experience. 
  Befuddle (6), Blinding Flash (1), Chameleon (6), Cleanse 
  (6), Death Trance (1), Escape (8), Globe of Daylight (2), See 
  Aura (6), Sense Evil (2), and Sense Magic (4). P.P.E.: 2D4x10 
  +P.E. attribute number.
  Psionics: None.
  Habitat: Lives in and prefers freshwater bodies of water, but can 
  survive in salt water. However, since Sun Dogs don’t eat fish 
  and like to prowl and hunt on land, they seldom venture into 
  oceans and seas, unless taken as pets by Lemurians or Horune 
  Pirates. Found throughout Mexico, and southern Arizona and 
  New Mexico wherever there are lakes and rivers. However, 
  the majority inhabit the rainforests of southern Mexico, the 
  Yucatan and Central America.
  Allies: Sun Dogs tend to be reclusive and shy, and keep to them-
  selves or their own kind. Most prowl and hunt as lone preda-
  tors or in mated pairs. Sometimes they gather and hunt in small 
  groups of 2-5. Sometimes ally themselves to vampire slayers, 
  Lemurians, Necromancers, Shifters and Horune Pirates.
  Enemies: Most mortals are seen as prey, provided they have 
  eyes, teeth, or fingernails. Vampires are natural enemies and 
  attacked whenever feasible. Psi-Stalkers are also regarded as 
  natural enemies. Due to their high P.P.E., Psi-Stalkers hunt 
  Sun Dogs.
  Value: None; most people find them repulsive and scary. Vam-
  pire slayers and Horune Pirates sometimes keep them as pets, 
  as do Shifters, Lemurians, and Necromancers. Necromancers 
  may also use the body parts of the Sun Dog, particularly the 
  skull, tongue, hands and prehensile tail with hand, attaching 
  the latter to their bodies in order to gain extra attacks and the 
  creature’s aquatic abilities. Hands provide a Necromancer the 
  creature’s climbing ability and Supernatural P.S., the skull 
  provides its imperviousness to vampire Mind Control and 
  magical “sensing” spells. The tongue enables the Necroman-
  cer to understand all languages for 30 minutes per level of 
  experience.
  
  212
  
  213
  Heart of the Vampire Kingdoms
  years, even decades between bloody battles, but ultimately the kingdoms 
  are jockeying for position and openings to dominate and destroy each 
  other. Vampire Blood Wars are rather like a chess game and a free-for-
  all combined. The pre-battle is the chess part of the war, because there 
  is a lot of planning, strategy and preparation. Not just the usual consid-
  erations of war, but also preparation for likely attacks by one or more of 
  the other Vampire Kingdoms. Since each Vampire Kingdom/bloodline 
  seeks to destroy the others, when two go to war, some or all of the other 
  bloodlines may join the fray, making it a giant battle royale. As a rule, 
  the others watch and wait like vultures. When they see a weakness or 
  vulnerability in one or the other, they’ll attack and try to exploit it. While 
  these two or three kingdoms are locked in battle, the other two or three 
  might declare war against each other, figuring it is wise to do so while 
  the others are preoccupied with their own war. If one kingdom shows 
  signs of collapsing, the embattled Vampire Kingdoms might stop their 
  own war, declare a temporary truce and all pile onto the weakest in an 
  attempt to obliterate that rival and worry about the others later. Outsid-
  ers don’t know it, but as recently as 75 years ago there were 19 Vampire 
  Kingdoms across northern South America, Central America and Mexico. 
  Today, there are only six serious contenders for the domination of Earth.
  In between these all-out Blood Wars, the larger Vampire Kingdoms 
  send out forces of Secondary and Wild Vampires to attack, whittle down 
  smaller Vampire Kingdoms and destroy startup colonies. For example, if 
  the mortals cannot handle the vampire uprising in Arizona near Arzno, a 
  few legions of undead from the Vampire Kingdoms of Mexico will step 
  in and wipe them out before this new bloodline can entrench itself, and 
  go back home when the “war” is concluded. Just eight years ago there 
  were rumors of several vampire colonies and fledgling kingdoms in the 
  Yucatan and South America, but today, they are gone. Wiped out.
  During the titanic clashes between the big kingdoms in the south, 
  unholy allegiances are made and horrid “things” from other dimensions 
  as well as mortal henchmen may be recruited to help win the conflict. 
  Monsters and ancient gods that hearken back to the Maya of legend are 
  among those called upon to walk the Earth again, but not always to the 
  vampires’ benefit. A great example of this is the ancient Mayan deity 
  Camazotz who, once summoned to Earth, defeated the Vampire Intel-
  ligence and usurped the creature’s vampires. Today Camazotz is the sole 
  undead power in the Yucatan, with eyes on the rest of Mexico. There has 
  not been a major Blood War in almost 20 years, so it seems like one is 
  likely to erupt at any time now, especially with Camazotz and the Vam-
  pire Kingdom of Haktla in South America flexing their muscles. The 
  result will be armies of undead warring against one another as the differ-
  ent Vampire Intelligences each try to make their kingdom the dominant 
  master of the land.
  It is tradition for Wild Vampires to lead the charge in Vampire Wars, 
  but on Rifts Earth, the duty of the Wild Ones is split between war and 
  filling the buffer zone of northern Mexico. Their mission in the north: 
  to kill and feed on Vampire Hunters, adventurers and all armed parties. 
  Long ago, one of the Vampire Intelligences came up with the brilliant 
  scheme of populating the northern scrublands with Wild Vampires, a) 
  to convince outsiders that Mexico was filled with savage undead, and 
  b) to make them believe that vampires are all like the Wild Ones. It is a 
  plot that has worked to perfection and kept the Coalition States, the Fed-
  eration of Magic, Tolkeen, Lazlo and all the northern civilizations from 
  considering Mexico for development or exploration. From the outsiders’ 
  point of view, Mexico is filled with barbaric vampires and not worth 
  the trouble. The outside world’s perception of the Mexican wilderness 
  as a worthless, vampire-filled desert is exactly what the vampires want. 
  Most of the Vampire Intelligences have sent the majority of their Wild 
  Vampires to the northern plains to keep outsiders away. This serves an-
  other purpose, it keeps the Wild Ones out of their hair. Wild Vampires 
  have no place in the comparatively serene vampire society. They are too 
  animalistic and unmanageable over a long period of time. Some undead 
  One can argue that all of Mexico is part of the Vampire Kingdoms. 
  Indeed, the undead dominate the land and rule many villages and towns, 
  with estimates ranging that from one third to a full half of supposedly 
  “free” communities being under their control to some degree. And those 
  not yet under the vampires’ thumbs can fall victim to a solitary Second-
  ary Vampire or small band of them. Meanwhile, packs of Wild Vampires 
  run wild throughout the northern two thirds of Mexico, preying on ad-
  venturers, travelers and communities unable to protect themselves. From 
  the Yucatan Peninsula to the Rio Grande, vampires are omnipresent.
  However, it is in the south, on the bones of pre-Rifts Mexico City and 
  the ruins of the Maya before them, where one finds the vampire civiliza-
  tion. This is the heart of the Vampire Kingdoms where large towns and 
  cities of enslaved and submissive humans and D-Bees are ruled over 
  by the undead. It is here that the source, or more correctly, “sources” of 
  the vampire pestilence are found, hidden within stone temples and pyra-
  mids that resemble the ancient stone edifices of the Aztecs and Maya of 
  Mexico’s past. Several different Vampire Intelligences are responsible 
  for the creation of the Vampire Kingdoms, and their minions fight with 
  each other to assert themselves as the one true master of the land and the 
  mortals they conquer and enslave.
  Blood Wars
  Each Vampire Kingdom represents one specific vampire bloodline. 
  A bloodline that can trace its origins back to the first, Supreme Master 
  Vampire. All vampires born from the bloodline of that first Master in-
  stinctively recognize others in that same family, as each is brought to life 
  by a tiny fragment of the Vampire Intelligence’s demonic life essence. 
  Each vampire bloodline represents an ever growing demonic force of in-
  credible power, and all are rivals. In this regard, they are very much like 
  Leaf Cutter Ants. A single colony can be gigantic. In fact, on pre-Rifts 
  Earth, one colony of the same ant bloodline ranged from San Francisco 
  to Ciudad Juarez in Mexico. However, let a single ant from a rival blood-
  line enter that sweeping territory, and the other ants know it and converge 
  on the interloper within a matter of minutes, literally tearing the rival ant 
  apart. The ants are from the same species but different bloodlines, mak-
  ing them rivals and mortal enemies. Vampires function in a very similar 
  way. Like the ants, one vampire looks pretty much like another. One 
  may be wild and the other not, but other than that, it is impossible for 
  humans to tell the difference. However, to other vampires, the difference 
  is obvious at a glance and profound. The vampire of the rival bloodline 
  is recognized as an enemy within an instant. In undeclared communities 
  like Ciudad Juarez, you are likely to have individuals and groups from 
  other vampire bloodlines in the same neutral mortal community. Since 
  nobody has claimed the territory yet, all vampire bloodlines can visit or 
  operate from within. However, just like rival street gangs, they keep to 
  their own business and stay away from one another. When their paths 
  cross in an insignificant way, the rivals look each other over, size each 
  other up, and may make threatening remarks before parting company. If 
  the two (or more) bloodlines find themselves at odds, there is likely to be 
  a fight and bloodshed until one or the other is destroyed, chased away or 
  is able to find a reason for a temporary truce. Like street gangs on a grand 
  scale, rival vampire bloodlines may feud for centuries.
  The same holds true for the six major Vampire Kingdoms in the south 
  (five in Mexico, one in South America). Each sees itself as a rival vy-
  ing for domination of the same planet. They have clustered themselves 
  in the same geographic area because that’s how Vampire Intelligences 
  and their minions do things. Before any one of them can claim a large 
  piece of territory, they each stake their claim near each other and then 
  fight it out until there is only one (sometimes two). This is the real reason 
  the vampires of Mexico and South America have not expanded across 
  the southern hemisphere or into the north; they are too busy fighting 
  among themselves. The Blood War is not constant, and there can be 
  
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  societies actually destroy their wild kin, or place them in suspended ani-
  mation by staking them through the heart, where they lay quietly sleep-
  ing until needed as an army to defend the kingdom. At such a time, they 
  are awakened by the removal of the stakes and set loose to feed on their 
  enemies. Most, however, are sent to wander the northern plains. This is 
  not a terrible fate for the Wild Ones, who dislike the regulations of for-
  mal society and prefer to run free and unrestrained in the wild. The north 
  country means freedom. No laws. No rules. No constraints. They can act 
  and do as they please without interference from their dominant brothers.
  A Wild Land
  Making Northern Mexico the home of the Wild Vampires serves 
  three purposes. One, it removes the potentially disruptive and anti-social 
  Wild Vampires from more civilized vampire society. Two, it creates 
  a perimeter defense of aggressive, bellicose, and savage undead war-
  riors to defend a thousand mile stretch of territory between the Vampire 
  Kingdoms and the outer reaches of the Domain of Man. Three, the ter-
  ritory of Wild Vampires creates important and intentional misconcep-
  tions about the so-called Vampire Kingdoms. It makes humans afraid to 
  entire Mexico, and keeps the daring and bold humanoids from traveling 
  farther south where the true vampire civilizations are located. Human-
  oids who travel those first thousand miles (1,600 km) into the Mexican 
  interior find it to be an inhospitable desert, followed by scrubland and 
  open plains, always with sweltering heat, dotted with small, simple com-
  munities of farmers and ranchers as well as vampire controlled villages, 
  all with clan after clan of Wild Vampires roaming the plains like packs 
  of wolves or barbarian hordes. And that doesn’t even take into consid-
  eration other dangers from dinosaurs, monsters, hostile D-Bees, bandits, 
  pirates and other things on the prowl.
  This paints a picture of a primitive, undeveloped and hostile environ-
  ment not worth the effort to defend it from the animalistic vampire tribes 
  of Wild Ones. The sameness of the land accompanied by the emptiness 
  of apparent resources (not even pre-Rifts ruins are plentiful) and the ever 
  present danger of the Wild Vampires discourages most explorers from 
  traveling any farther than a few hundred miles. It is simply too danger-
  ous and unrewarding. Though there are silver, oil and gas deposits in 
  Mexico, the region is just too inhospitable to locate, develop and exploit 
  such resources. Many are the stories of mercenaries and well-funded 
  business operations being besieged by wave after wave of Wild Vam-
  pires until everyone is slaughtered or run out of the country. It is com-
  mon knowledge that any community larger than a thousand people or 
  that is technological in nature – like an oil or mining operation – causes 
  hordes of Wild Vampires to besiege it. In short, trying to explore, tame 
  or pull resources from Mexico is suicide. And it is this image and such 
  stories that keep people away.
  A little fear is good. It keeps nosy adventurers and developers at a 
  distance. It creates the false impression that the vampires of Mexico rep-
  resent little threat to beings of superior technology and intellect. The 
  rumors about vampire societies and kingdoms are dismissed, because the 
  Wild Vampires seen by most explorers and soldiers sent into the region 
  are incapable of establishing any such kingdoms (which is true). Thus, 
  the powers-that-be in the north remain unworried and ignorant of the 
  real danger brewing in Southern Mexico. They think Secondary Vam-
  pires are the exception, not the rule, and exist in small numbers. Most 
  have never encountered a Master Vampire, and all underestimate the true 
  power and potential danger the undead pose to the rest of the continent. 
  This is exactly what the leaders of the Vampire Kingdoms want, because 
  they wish to keep the more advanced human civilizations away while 
  they grow their kingdoms and fight for singular dominance over each 
  other. They don’t want mortals outside the country to know the truth 
  until they are unstoppable.
  Confirmation of the existence of intelligent, organized, and social-
  ized vampires running large cities would urge splintered human factions, 
  as well as D-Bees, to unite against a common enemy – the undead – as 
  has happened a few times in Earth’s past and on many other worlds. 
  However, if the perception of vampires is that they are barbarians with 
  low intelligence, then mortals will ignore them. Of course, even savage 
  vampires are considered disgusting, horrible creatures to be destroyed, 
  but they are not perceived as a serious or immediate threat. Northern-
  ers assume everything is status quo and someday, they’ll get around to 
  dealing with the barbaric vampires of Mexico in the distant future. Thus, 
  the belief continues that all vampires are stupid predators quarantined 
  in a hot and undesirable land away from the cool, wet climes of Middle 
  America and the old Canadian Empire. It is a belief that allows the intel-
  ligent vampires to quietly prosper, expand and plan for the conquest of 
  humanity.
  A Legacy of Horror
  The truth about vampires is chilling. Vampire cities and civilization 
  are something the people of Earth have never witnessed. In Earth’s past, 
  the mystic energy of the ley lines was not powerful enough to attract 
  many Vampire Intelligences, and though vampires have walked the 
  Earth since the advent of man, the undead were never able to establish 
  more than a foothold on this planet. There have only been a few times in 
  Earth’s past that vampires have come close to establishing a domain for 
  the undead. One such time occurred during the pre-Rifts Middle Ages 
  of Europe. A period when millions of people perished from “the pes-
  tilence.” Pre-Rifts historians incorrectly attributed this period of death 
  exclusively to the Black Plague (also known as the Bubonic Plague), 
  commonly referred to as “the Pestilence” and “Wasting Disease.” Death 
  swept Europe. In many instances, entire villages and towns were obliter-
  ated. Millions died. The Bubonic Plague was real, but it is interesting 
  to note that during this exact same period vampire hysteria reached un-
  precedented heights. At no other time in human pre-Rifts history was the 
  belief in vampires more prevalent. The majority of peasants, particularly 
  those of Eastern Europe – most notably Hungry, Poland, Romania, Tran-
  sylvania, Bulgaria and Russia – were convinced that “the pestilence” 
  was spread by the undead. Indeed, the vampires’ power to summon and 
  control rats and mice (fleas carried by rats and poor sanitation are con-
  sidered the major contributing factor of the Bubonic Plague) may have 
  contributed to the perpetuation of the epidemic.
  It is interesting to note that the symptoms of the Black Plague also fit 
  the symptoms of the vampire’s Slow Kill – victims who are fed upon by 
  vampires and allowed to live. The victim becomes thin, pale and weak 
  from blood loss, fever is common as is loss of appetite (due to weakness 
  from loss of blood), listlessness and staring out through windows as if 
  waiting for someone, and becoming languid and sullen. Victims of the 
  plague had red lumps, but so do the victims of repeated feeding visits 
  from a vampire; i.e. the bite marks. Individuals weakened from blood 
  loss would also be more susceptible to the plague. The bodies of those 
  who fell victim to the Black Plague and the mysterious wasting disease 
  were both burned, and anyone suspected to have been killed by a vam-
  pire was staked through the heart, decapitated and burned. Moreover, 
  scores of plague infested (vampire infested?) villages and towns were 
  burnt to the ground.
  The belief in vampires was so widespread during this period that 
  it reached the shores of France and England. While pre-Rifts scholars 
  may have attributed this to hysteria and superstition brought on by mass 
  trauma, the highest authorities of that day were called upon to rid the 
  land of the pestilence. Town magistrates, mayors, dukes, barons, princes, 
  bishops, priests and military commanders all led the search for vampires. 
  They also conducted or supervised the ritual of staking, decapitation and 
  cremation of the suspected monsters. There were countless stories and 
  documents regarding the official exhumation of graves that revealed the 
  slumbering demons. Many cases were documented and existed until the 
  Coming of the Rifts.
  Apparently, humankind was triumphant in stopping the vampire in-
  vasion of Europe, although the cost in human life was greater than any 
  of the World Wars. How many other vampire invasions were thwarted 
  in earlier times is lost, but we know ancient Atlanteans and Lemurians 
  fought them as well as primitive humans. Some scholars, like Erin Tarn, 
  have speculated that Central America may have been the site of one such 
  
  215
  pre-Rifts invasion, citing the blood sacrifices of the Maya and, particu-
  larly, the Aztecs of Mexico. Their use of stone pyramids and legacy of 
  human sacrifices and bloodletting makes one wonder. But here too, the 
  vampire invasion seems to have been crushed, perhaps by the arrival of 
  the Europeans to the New World. We can only guess.
  The return of magic and appearance of dimensional Rifts has trans-
  formed the Earth into a sort of dimensional crossroads of the Megaverse, 
  which also attracts creatures of magic, supernatural beings, demons and 
  Vampire Intelligences. In the past, the flow of magic (P.P.E.) energy was 
  too weak to support the massive P.P.E. devouring Intelligences. Only 
  a handful of places like the Yucatan, England, China and a few other 
  ley line power centers offered comparatively large amounts of that life 
  sustaining energy. The Earth belonged to man. But that was then, and 
  this is now.
  Why Mexico?
  Never during any time in Earth’s history have the undead established 
  a stronger hold than they have today in Mexico. Why Mexico? The rea-
  sons are many.
  A familiar locale. Mexico and Central America have been visited 
  by vampires in Earth’s past. The priests and wizards of the ancient Ol-
  mec, Maya, Aztecs, and other ancient civilizations knew about the magic 
  energy that flowed along ley lines crossing their lands and had learned 
  how to utilize them for magical purposes. It is at the location of ley 
  lines and nexus points that great stone pyramids, temples and cities were 
  erected. The infamous human sacrifices of the Aztecs and Maya were 
  magic rituals that used the P.P.E. of captured enemy warriors, doubled at 
  the moment of death, to summon rain during periods of drought, to see 
  the future, cure disease, defeat their enemies and to speak to the gods. 
  Twentieth Century scholars saw these ceremonies as entirely religious, 
  superstitious and symbolic, but men of magic on Rifts Earth can appreci-
  ate the genius of these ancient people and recognize the mystic ceremo-
  nies to draw on P.P.E., work magic and open dimensional portals. The 
  entire Maya culture was linked to the movement of the stars. It seems 
  logical then that cultures based on blood sacrifices and the conquest of 
  other people may have been doing so with the assistance of or perhaps 
  under the orders of vampires. Furthermore, the sudden end of these cul-
  tures may have culminated with a vampire infestation that brought their 
  civilizations to their doom. It is known that their sorcerer-priests were so 
  skilled they could calculate lunar and solar eclipses, solstices, the equi-
  nox, planetary alignments, positions of the moon and stars, the rise and 
  setting of the sun, and even their calender year was an accurate 365 days. 
  All of this information is critical in determining the precise moments 
  when the P.P.E. of the ley lines surges to its maximum power levels. 
  Such knowledge is also important to open Rifts and make contact with 
  other worlds and supernatural beings. There is ample evidence to suggest 
  the ancient people of Mexico and Central America made contact with su-
  pernatural forces and, in fact, brought vampires to this part of the world.
  It is hot and dry. Annual rainfall is less than 12 inches (30 cm) at 
  most places in Mexico, and even less in some regions. A dry habitat with 
  minimal water is important to creatures that can be destroyed by running 
  water or a sudden rainstorm. The extreme temperature changes of the 
  desert and scrublands mean nothing to creatures who are impervious to 
  heat and cold. Besides, as creatures of the night, it is only the chill of the 
  night breeze that the vampires experience, not the blazing heat of the 
  daytime sun.
  Northern Mexico and the American Southwest offer a terrain of grass 
  and scrub with few trees, providing the vampires’ humanoid prey and 
  enemies few places to hide. A settlement of humans or a traveling cara-
  van can be seen miles away, especially from the sky. The dependancy 
  of humans and most humanoids on water, food and shelter means the 
  legions of undead know where to look to find humans, again, making 
  them easy targets.
  Seasonal weather changes are minimal compared to the wet win-
  ters and springs experienced elsewhere. Winters in Mexico are dry and 
  without snow, except in some of the higher mountain elevations to the 
  north. The average winter temperature is 50-70 degrees Fahrenheit and a 
  scorching 90-120 in the spring and summer.
  Long nights. The periods of daylight hours and nighttime darkness 
  are more evenly divided throughout the year in Mexico. The closer one 
  is to the equator, the more equal the hours of day and night, with little or 
  no distinction, in terms of daylight, between summer and winter. At the 
  equator day and night hours are approximately 12 hours each throughout 
  the entire year. Unfortunately for vampires, the equator falls along the 
  tropical jungles of the Venezuela, Columbia, and the upper portion of 
  the Amazon where there are too many rivers to make them feel comfort-
  able, so the undead avoid this wet and rainy region except during the dry 
  season or desperate times.
  Old Mexico City is a vampire paradise. The location of Old Mexi-
  co City is right at the border where grassland turns into forest. Although 
  it receives twice as much rainfall (about 60 cm/24 inches), the amount of 
  rain is still comparatively light, the winters are dry and the winter nights 
  are a few hours longer than the rest of the year. This region is rich in vol-
  canic ash, making it conducive to human and D-Bee habitation, provid-
  ing the undead with the perfect environment for their most precious live-
  stock: human cattle to feed upon. The region around Old Mexico City is 
  also abundant with ley lines and magic energy which serves other needs, 
  including energy for the Vampire Intelligence to feed upon. Thus, life 
  for mortals in Southern Mexico is rather like living in a gilded cage – all 
  around them is beauty, yet their lives are either those of cattle or slaves.
  Unsuspecting visitors find lush tropical plants, exotic fruit and ver-
  dant forests. The countryside is beautiful and beckoning, but conceals 
  the horror found within. Eight active volcanoes smolder, send plumes 
  of smoke into the air and rattle the ground. Though none have erupted 
  in decades, even if they should, they present no danger to the vampires. 
  The eruption of these volcanoes during the Great Cataclysm decimated 
  Mexico City and the surrounding cities that represented the majority of 
  the country’s population. Urban centers were completely obliterated. 
  Less than two percent of the people survived. Buildings that were not 
  toppled were buried under a hundred or more yards/meters of molten 
  rock and ash, burying all pre-Rifts cities within a 200 mile (320 km) ra-
  dius of Mexico City. The rest fell to earthquakes, were washed away by 
  Tsunamis, and experienced other disasters. If not for historical records 
  and the occasional surviving ruin, you would never know there was a 
  civilization here before the Coming of the Rifts.
  Vampire Civilization
  The Wild Vampires in the north are just the facade that the Vampire 
  Kingdoms wear like a mask to trick outsiders. The real Vampire King-
  doms are located in the southern part of the country. Here, great stone 
  pyramids, temples and cities have been erected; built on the backs of 
  humans and D-Bees. This is where the intelligent Secondary Vampires 
  gather in great numbers. Here, in the heart of vampire civilization, Sec-
  ondary Vampires are kings and lords. They strut around like peacocks 
  commanding the living and nestling down in the lap of luxury.
  Secondary Vampires gather in clans or packs just like Wild Vam-
  pires. The leader of a civilized clan of Secondaries is typically an alpha 
  male or a pair of vampires who are mated or lovers. The hierarchy is 
  like a wolf pack with a pecking order within the clan. The two “alpha” 
  members of the clan call the shots and are likely to own 1D4x100 mor-
  tals which include their servants, slaves and henchmen. The second tier 
  of vampires in the clan own 1D6x10 mortals, the Secondary Vampires 
  beneath them 4D6 mortals, the ones under them 1D6+5 mortals, and the 
  lowliest members command only 1D4+1 mortal slaves, probably their 
  Mind Slave and a protector henchman or couple of servants. The lower 
  in rank, the more submissive the vampire is to his betters and the crueler 
  he is to his humanoid minions. The more land and mortals a Secondary 
  Vampire owns and dominates, the greater his position within the King-
  dom. Influential clans own and run entire villages and towns, while the 
  most powerful may claim an entire city, with the largest cities divided 
  
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  into quarters, each portion run by a particular “family” of Secondary 
  Vampires. Each vampire who owns humanoid slaves and servants is re-
  sponsible for their upkeep and conduct. Likewise, the Vampire Lord or 
  family head is expected to keep order in his house and be efficient in 
  the management of the communities under his domain. This chore, of 
  course, is pushed off on the Secondary Vampires subservient to him. If 
  the vampire clan cannot manage its holdings and humanoid “livestock,” 
  they may be taken away and given to a more competent vampire clan.
  The big Kahuna who oversees it all and who is likely to rule the larg-
  est and most important city-state(s) as Emperor, is the Master Vampire. 
  There is only one Master for every thousand Secondary and Wild Vam-
  pires. Masters function as dictator, general of the vampire legions and 
  direct servant to the deific Vampire Intelligence. The Supreme Master is 
  the originator of the vampire pestilence, the one who started it all. Even 
  Masters who come into existence later bow down before the Supreme 
  Master – right hand of the Vampire Intelligence – and dare not challenge 
  his authority, for he speaks directly to the vampire god and serves as the 
  voice of that Vampire Intelligence to all others. Thus, the Masters who 
  are created for every new 1,000 undead hold the highest positions within 
  vampire society. They are whatever they call themselves, emperor, king, 
  president, prime minister, governor, etc., and they oversee everything. 
  Each Master Vampire is likely to own 2D6x1,000 mortals, but it can be 
  argued that they own everything within a particular city, cities or region, 
  including the Secondary Vampires who ultimately are allowed to own 
  and control what they have by the grace of the Masters. As for the Su-
  preme Master, he is the head of the entire vampire bloodline he created, 
  be they a few hundred, several thousand or millions of undead. When the 
  Supreme Master or the Vampire Intelligence falls under attack, the other 
  Masters and their legions of vampires rush to his defense. Keeping with 
  the insect analogy, the Supreme Master might be considered the queen 
  of the vampire hive or colony, the other Masters his elite regional colony 
  managers, the Secondary Vampires the workers, the Wild Ones the hive 
  defenders, the mortals the drones, and the Intelligence the demonic deity 
  they all serve. Note: A Master Vampire has 1,000-2,000 vampires under 
  his direct control because a new Master is not created until there is an 
  additional 1,000 vampires, requiring a Master to lead them. Until the 
  new unit of 1,000 vampires is created, any number under 2,000 remains 
  under the rule of the prior Master. In very large vampire nests, as many 
  as 5,000 Wild Vampires may be ruled by a single Master.
  Each village, town and small city has a king or Vampire Lord, with 
  a hierarchy of subservient clans running the various operations of the 
  community town. As always, the hierarchy follows the wolf pack dy-
  namic. So-called Vampire Lords hold positions of authority and power 
  and function as administrators. Vampire Lords are often elder undead 
  who have more life experience, cunning and/or raw power than the un-
  dead who serve them. However, a Vampire Lord can be a vampire of any 
  age who manages to acquire or take what he wants. It is important to note 
  that, like wolves (and humans), some vampires are more powerful, ag-
  gressive and ambitious than others. The majority of vampires are happy 
  with enough to live comfortably, and do not strive to be lords, kings 
  or conquerors. For those who want to climb the vampire social ladder, 
  treachery and murder are likely to be in order. While vampire society 
  does not encourage murder of their fellow undead, it is understood that 
  murder and treachery are necessary to take what you want and to usurp 
  positions of power. More often than not, such “hostile takeovers” are 
  one on one battles between two clans, with the winner taking it all and 
  the loser limping off to plot his retaliation or find a place in the Vampire 
  Kingdoms. Other times, however, such takeovers are all about treachery, 
  backstabbing and murder that more resemble mafia-style coordinated as-
  sassinations and betrayal.
  Vampire Kingdoms Cities & Towns. There are two major types 
  of vampire dominated communities, the ones that are predominately 
  humanoid occupied and those that are predominately inhabited by the 
  undead.
  The most common are the communities composed mostly of mortals. 
  Only 2-7% of the population at such communities are vampires, the rest 
  are normal humans and/or D-Bees. Typically the undead and their hu-
  manoid subjects live and work in the same community, mingling freely 
  with one another. At night, it may be difficult to distinguish vampire 
  from humanoid servant or slave, at least until the visitor realizes who has 
  an arrogant swagger or is barking orders and who looks sheepish or is 
  scampering off in obedience.
  The less common vampire community is one that is almost entirely 
  inhabited by the undead. When this occurs, there is likely to be a dozen 
  small, mortal villages and farms populated by humanoids who serve the 
  vampire filled city. These tend to be the more savage and less sophisti-
  cated vampire cities typified by Ixzotz.
  The mortals’ role in vampire society is that of servant, slave, 
  plaything and food. As touched upon in parts of this book, the undead 
  are predators, tyrants and hedonists. As such, they do not create or build. 
  The vampire may come up with an idea, but it is his human slaves and 
  servants who make it reality. Thus, the impressive stone pyramids, mag-
  nificent palaces, estates, gardens, and sprawling cities of the Vampire 
  Kingdoms are designed and built by humans and D-Bees. It is also the 
  mortal servants and slaves who function in the role of caretakers and 
  maintenance personnel. Mortals take care of ALL physical and mun-
  dane tasks, from sweeping the streets and garbage collection to building 
  houses, streets and pyramids. Likewise, it is the mortals who work the 
  farms and ranches that feed the slave population. Worse, it is the elite 
  members of the humanoid population that oversee the other servants and 
  slaves, take care of the human cattle, drain their brethren of blood, dig 
  their graves and bury their own kind in the service of the undead. The 
  vampires lord over them, give them assignments, berate, torture and beat 
  them while reaping the fruits of their labors. To the undead, this is how 
  it should be. They are at the top of the food chain while humans and D-
  Bees are at the bottom. Vampires rule. Humanoids obey. And those who 
  disobey are bled dry or tormented and forced into even harder labor. So 
  vampires are the decadent and tyrannical ruling class, and mortals are 
  their peasant serfs and slaves. The mortals do all the grunt work and hard 
  labor, and the vampires laugh when the backbreaking work kills them.
  Vampire warriors. It should be mentioned here that vampires play 
  one more important role in vampire society; like the elite ruling class of 
  the Middle Ages, Secondary Vampires are, in effect, feudal lords and 
  knights, and thus it is their responsibility to fight on behalf of the vam-
  pire bloodline. Though there are mortal and monstrous henchmen who 
  enforce the will of their demonic masters, any killing they do is usually 
  against non-vampires and in treacherous ways. Henchmen backstab, as-
  sassinate and bushwhack individuals and small groups as well as use 
  whatever underhanded tricks they must against their Master’s rivals and 
  enemies. However, henchmen and non-vampire minions NEVER fight 
  in wars in the name of the vampire bloodline. That is the responsibility 
  of the Secondary Vampires and the Wild Ones they command. It would 
  be inappropriate for a slave to stand with his superiors and fight along 
  their side as an equal. Humans are servants, slaves and food, nothing 
  more. They are never given weapons and asked to fight in a war. Never.
  Humanity in chains. On average, the mortals of a given community 
  outnumber the vampire population 20 to 1. In some cases, that number 
  is three to five times higher. However, the human population is power-
  less. They have few resources, few weapons, no political power, and are 
  nothing more than slaves or cattle. To call even a loyal servant a second-
  class citizen is a gross exaggeration, as they must bow and scrape before 
  their masters and have no genuine freedom. Henchmen come closest to 
  being second-class citizens and have a certain amount of autonomy and 
  freedom, but most of it falls within the parameters of their duties to their 
  master. Less than 2% of the mortal population fall into the category of 
  henchmen, roughly 20% are servants, 38% are slaves, and the rest are 
  cattle. Yes, you read right, cattle.
  The Humanoid Food Pens. Forty percent of all humans and D-Bees 
  within the Vampire Kingdoms are kept as livestock to feed the vam-
  pire population. The nicest food pens are actual farm or animal ranch 
  communities where people seem to live a normal life, at least until the 
  vampires come to take various members of the community away, never 
  to be seen again. A third of the Humanoid Food Pens are prison-like 
  compounds complete with guard towers, outer walls and blockhouse 
  
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  buildings filled with prison cells; 2-4 humanoids are locked inside single 
  jail cells. Another third of the food pens are squalid communities where 
  the humanoid cattle live in a town-like environment, but the community 
  is gated or walled, the population is locked inside the walls and never 
  allowed to leave, and living conditions are, at best, poor. In the two lat-
  ter environments, vampires, Chupacabras and their mortal henchmen 
  monitor and manage the food population. They also select who goes to 
  slaughter and when. Vampires are smart, so they do not usually drain a 
  “cattle” humanoid all in one sitting. They often take 2-4 pints and return 
  the humanoid cattle to a prison cell or the facility from which he came, 
  to be bleed again and again until the poor thing finally wastes away or 
  gets sick and dies.
  In some ways, even more nauseating are breeding ranches, where hu-
  man females are continually impregnated and bear children to be raised 
  as food stock. The children are taken from the mothers one year after 
  their birth, to be raised as livestock. Some are locked away in prison-
  like food pens, fattened up and put into the food pipeline by the age of 
  12. Prime human cattle are raised in idyllic village settings in a com-
  munity of children. One or two midwives or teacher-like caretakers are 
  in charge of the care of a designated group of 20 children. The children 
  are allowed to play and frolic, doing simple chores (no hard labor) until 
  about the age of 12, then they are shipped off to food pens or blood 
  draining facilities where they are bled for vampire nourishment. The idea 
  behind these idyllic Child Blood Farms is that being raised in a more 
  natural and stress free environment makes their blood all the more sweet 
  and delicious. Such Child Blood Farms usually have a dozen Secondary 
  Vampires and their henchmen and servants running the operation. The 
  vampires stay in the background and look in on the children at night, to 
  avoid frightening them.
  The feeding process varies from one vampire community to the 
  next, and sometimes from one Vampire Lord or clan to another. Some 
  insist on the delight of sinking their teeth into the actual flesh and blood 
  victim. For them, part of the satisfaction of “the meal” is the horror and 
  pain of the victim. Others like to pick out their live food like choosing a 
  lobster from a fish tank, and have it brought to them for dining, or watch 
  the blood be drained from the victim into goblets or bowls for their con-
  sumption. Others don’t care where the blood comes from as long as it 
  is human; no inferior D-Bee blood for them. These vampires are likely 
  to allow blood to be taken from humans via less painful medical proce-
  dures, such as a sterile hospital-like environment, and the bag or bottle 
  of blood given to the vampire for his consumption. Since vampires need 
  fresh blood, there are no “blood banks” in which blood is refrigerated 
  and kept for days or weeks, but there are temporary holding facilities 
  that contain thousands of gallons at a time. These blood providers line 
  hundreds of humans in rows and strap them to machines to have their 
  blood removed en masse.
  The wealthiest and cruelest vampires might feast and kill their blood 
  provider in one feeding, but only after torture. Those who like to play 
  with their food might set the intended mortal meal loose in the wild with 
  basic supplies and even a few weapons, and tell him/them to run, and 
  then hunt down their meal. Once captured, the vampire(s) feed. Whether 
  the monsters bleed their live prey completely or let him live might de-
  pend on the challenge the humanoid presented in the hunt. Vampires 
  who want real sport go into Northern Mexico, the Yucatan or Central 
  America to hunt “wild prey” – adventurers and heroes whose spirits have 
  not been broken and who offer real a life-and-death challenge.
  All of this is traumatic to the people used as food. Even arguably 
  humane medical withdrawal of blood is traumatic to those forced to pro-
  vide their blood to feed monsters. Many suffer permanent mental trau-
  ma, withdraw into themselves and become languid zombies who show 
  no emotion. Others scream and cry the entire time. Some fight or try to 
  run, only to be beaten into unconsciousness and strapped to a machine 
  to have their blood taken. It is a terrible ordeal to be used as cattle. The 
  constant withdrawal of blood takes its physical toll as well, with many 
  food pen humanoids perpetually weak or sick. Since the undead are im-
  mune to human diseases, they don’t much care about the condition of the 
  blood donor, just that he or she survives to provide nourishment for as 
  long as possible, without extraordinary means.
  Resistance is futile. Even though humans and D-Bees outnumber 
  the undead, vampires are demons who possess superhuman strength, an 
  array of superpowers and are very difficult to slay. Thus, fighting them is 
  suicide, and running away is almost as difficult and pointless. Vampires 
  and their henchmen make a point of tracking down runaways so that oth-
  er slaves recognize the futility of the attempt. Unless one has help from 
  the outside by way of Vampire Hunters or the underground railroad, the 
  chance of a successful escape is only 3%.
  As noted in many places in this book, vampires are masters of ma-
  nipulation and psychological warfare. They love to break their enemies’ 
  will and dominate them. So not only are mortals physically dominated 
  but they live in constant fear and misery. Vampire punishment is almost 
  always harsh and extreme. Defy your master and he might only have you 
  beaten, but your spouse raped and tortured, or your entire family slaugh-
  tered or sent to the food pens (same thing, only death takes much lon-
  ger). Vampires love grandiose displays of power, so an angry vampire 
  may slaughter an entire household or village as an example to dissuade 
  others from making the same mistake. Mortal lives have little value to 
  vampires. All of this is done for pleasure and to make the mortals they 
  control too afraid or emotionally crippled to fight back or try to escape, 
  and it works. Most hate their demonic enslavers but dare not raise their 
  hand against them. Some come to accept their tormentors and the terrible 
  life they live. They come to see their vampire masters as the superior 
  beings they claim to be, and learn to be obedient servants. Some have 
  come to see vampires as the new world order and try to make the best of 
  their lives under the new way of life, even if it is at the expense of their 
  fellow humanoids.
  A warning to Vampire Hunters and Freedom Fighters. The un-
  dead all see humans and humanoids as primitive animals to be corralled, 
  controlled, fattened and eaten like livestock. The Master Vampire is the 
  most arrogant and manipulative of all and frequently partakes in games 
  and tests of cunning and power against humanoid challengers. The per-
  ceived end to such enjoyable diversions is to prove the superiority of the 
  undead in general, and his specifically. As one might suspect, Master 
  Vampires are poor losers. Defeat and/or humiliation at the hand of a 
  lesser being, especially true humans, is an unforgivable blow to the ego 
  and will always require retribution. Thus a vampire’s lust for revenge is 
  as legendary as his lust for blood. One does not begin a conflict against a 
  vampire, especially a Master or Secondary in a position of power, unless 
  they intend to see it all the way through to the destruction of the vampire. 
  Failure to kill the vampire in charge makes a mortal enemy for life.
  Trading Partners
  of the Vampire Kingdoms
  Black Market: The Black Market maintains a strong presence in 
  border towns like El Paso, Juarez and Monterrey, but as unscrupulous 
  as they are, the Black Market refuses to (knowingly) sell their wares to 
  vampires. The market is primarily human and D-Bee, and a large part of 
  their clientele in the Southwest and Mexico hate and oppose vampires. 
  Selling to bloodsuckers is an easy way to lose customers, and some-
  times Black Market outfitters who are caught knowingly selling to the 
  undead end up gunned down by Vampire Hunters or freedom fighters for 
  being enemy collaborators. This threat doesn’t stop some vendors and 
  go-betweens, however, and there is always at least one Black Market 
  agent who thinks he has found the secret to increased sales by working 
  with vampires. Most of the purchases made by the Vampire Kingdoms 
  are conducted by human agents disguising their true intentions, so it is 
  impossible to estimate the volume of goods heading south, even by those 
  within the underground railroads and local communities.
  Bandits and Cutthroats: Banditos, desperadoes and evildoers 
  sometimes trade with or offer their services to the Vampire Kingdoms. 
  Of course, to avoid capture and enslavement or outright slaughter, they 
  must first find a Secondary Vampire to be their middleman and represent 
  
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  them. Such transactions always take place away from the heart of the 
  Vampire Kingdoms, and half the time the scoundrels don’t realize they 
  are actually working for the undead.
  Horune Pirates: Rough and barbaric warriors of the waves, the alien 
  Horune Pirates willingly trade with anyone they can, and rarely think 
  twice about dealing with vampires. Splugorth and vampires are rivals 
  and hate each other. As allies and sometimes servants of the Splugorth, 
  the Horune have gotten into trouble several times for trading with the 
  vampires of Mexico, but it doesn’t stop them. They are not terribly con-
  cerned, as Lord Splynncryth is busy enough with his own pursuits and 
  seldom bothers to try and oversee or direct the impetuous and aggressive 
  pirates.
  The Naut’Yll: Their travels sometimes put the militant Naut’Yll 
  ashore in Central America and Mexico. With Atlantis’s grip on the At-
  lantic and Caribbean, Naut’Yll traders have learned to sail up the Pacific 
  side of South America to reach Mexico’s western coast. As an under-
  water species, they have no reason to worry about vampirism among 
  their population and don’t care what the Vampire Kingdoms have in 
  store for surface dwellers. With increasing frequency, submarines an-
  chor offshore and dispatch groups of merchants inland to trade with the 
  vampires, offering unique Naut’Yll weapons and technology in return 
  for raw materials and other goods.
  Naruni Enterprises: The Vampire Kingdoms and Naruni both share 
  common enemies in the Coalition and the Splugorth. The Naruni have 
  no qualms about selling weapons and equipment to vampires (they ser-
  vice even worse clients on other worlds), and have begun a routine but 
  small-scale trading program. Vampires have little need for credits most 
  of the time, but when they do, Naruni salespeople are happy to take them 
  in return for high-tech equipment, weapons and vehicles. Large, heavy 
  weapons like the plasma-cartridge machine-gun are particular favorites, 
  as vampires’ Supernatural Strength makes the gun manageable.
  Vampire Kingdom
  Highlights
  There are six major Vampire Kingdoms. Each engages in skirmishes 
  and wars with the others, so most have not seen their population numbers 
  or influence grow significantly over the last decade.
  The Mexico Empire
  Population Breakdown:
  Mexico City: 2,300 Secondary Vampires, two Master Vampires, approx-
  imately 75,000 humans. The Vampire Intelligence is housed at the city 
  of Tula, 70 miles (112 km) north of Mexico City. The original Master 
  Vampire is the ruler of Mexico City and answerable only to the Intel-
  ligence.
  Surrounding 30 mile (48 km) area: 18 humanoid villages, mostly farm-
  ers and raisers of livestock; approximately 17,000 total people (40% D-
  Bees.
  Entire Mexico Empire Population: Approximately 3,100 active Second-
  ary Vampires. 112,000 humanoids.
  Mexico City –
  Capital of the Mexico Empire
  Without a doubt, the Mexico Empire is the most advanced and civi-
  lized of all the Vampire Kingdoms. Pre-Rifts Mexico City was oblit-
  erated by earthquakes, volcanic fallout, storms and ley line eruptions 
  during the Great Cataclysm (98% of the population), but a new city was 
  built in its place by the vampires. Although the humans in Mexico City 
  are servants, slaves and food for the undead, they are treated with dignity 
  and kindness. Their unusual relationship is one of mutual cooperation 
  and unity, even though the vampires are the ruling power and can be 
  cruel and demanding. The tech level is close to that of 20th Century 
  Earth. Streets are paved and kept spotlessly clean by slaves, all build-
  ings have indoor plumbing and electricity, there is basic manufacturing, 
  advanced farming, and an education system for the humans; 60% of the 
  population are literate in Spanish. There is free time for loyal servants, 
  and recreation centers, theaters, saloons, restaurants, dance halls, stores, 
  and everything else one would expect from a major metropolis. The city 
  is about the size of Ciudad Juarez in the north, only newer, nicer and 
  cleaner, has no gang problems, minimal crime, and is growing.
  The humanoids and vampires maintain their astounding and unusual 
  civil and friendly relationship because these vampire rulers have made 
  an effort to create a certain degree of freedom and mutual prosperity. 
  The undead do remind the humans they are a conquered people and that 
  vampires are their superiors, but they also acknowledge the humanoids’ 
  ingenuity and abilities, and give them freedom to live their own lives. 
  The Mexico Empire vampires are no worse than any human dictatorial 
  regime, and better than most in the present day world of Rifts Earth. The 
  vampires make the laws, administer punishment, and rule the people in 
  a, mostly, fair and equitable way. The humans and D-Bees who abide the 
  law can live long, happy lives.
  The friendly environment between the humans and vampires of the 
  Mexico Empire exists for three major reasons: 1. The vampires have 
  made an open effort to create a human-like society where the people 
  would enjoy an appreciable degree of personal freedom and control over 
  their world. The humans are even given the right to assemble, vote on 
  city issues, and have representatives (elected by the humans) to express 
  their views, concerns and needs in how they are governed to the vampire 
  city council.
  2. The vampires of the Mexico Empire have deliberately kept their 
  number of vampires low and do not make a spectacle of their super-
  natural nature. The lower number of vampires means lower demands, 
  especially for blood, on the mortal population. However, low numbers 
  is potentially dangerous by conventional vampire wisdom. It means the 
  vampires can become grossly outnumbered by both humanoids and rival 
  Vampire Kingdoms. But this plan may work for the Mexico Empire, 
  if their human subjects stand with them, not against them, in times of 
  conflict.
  3. The vampires do not personally bite people to drink their blood. 
  Instead, the citizens are required to donate two pints of blood every three 
  weeks. The blood donations are rotated in such a manner that there is 
  always an ample supply of blood without taxing the community. Every 
  big business has an employee blood donation clinic in the office and 
  there are numerous public clinics for the rest of the population. The giv-
  ing of blood has become so commonplace, quick (about 30 minutes) and 
  painless, that most people don’t even think about it. This is how life is 
  and they simply contribute. There is even an incentive program for those 
  who donate blood more often, within the limits of human safety, earn-
  ing bonus points and receiving prizes, cash rewards and vacations! The 
  gentle, clinical collection of blood has done a great deal to remove the 
  monstrous aspect of the vampire. There are even laws and punishment 
  for vampires who “go wild” and attack a citizen to feed.
  As a result, the majority of the humanoid population is loyal and 
  fairly trusting and supportive of their supernatural rulers. However, not 
  everyone is content. There are humans and D-Bees who fear and hate 
  their vampire masters. They may have a good and normal life, compared 
  to the rest of Mexico, but they are a bird in a gilded cage and hate being 
  ruled by demons. Freedom is an illusion and the vampires still pull all 
  the strings. For example, people may be allowed to move to other com-
  munities in the Mexico Empire, but can never leave the Empire, not even 
  to visit or travel to other countries. They are prisoners and possessions 
  of the Empire. Similarly, vampires make all the big decisions and people 
  who speak out too loudly or too often “disappear” in the night. More-
  over, their vampire benefactors are predominately evil and make a point 
  
  219
  of displaying their superiority, freedom and power. They are frequently 
  condescending, arrogant, and denigrate their human slaves. Non-vam-
  pires of the Mexico Empire are very much second-class citizens and they 
  are reminded of this often.
  Conversely, there are vampires who see the laws and rules of the Mex-
  ico Empire as an abomination and a stupid social experiment. Who cares 
  if the humanoid cattle are happy? They have difficulty understanding why 
  humanoids should have any rights. They see things as very black and 
  white: humans are the slaves, vampires are the masters, the end. These 
  traditional minded undead (about 25% of the population) are outspoken 
  and belligerent, and take their frustrations out by mistreating the human-
  oids they own. They are also the ones most likely to go “wild” and go on 
  feeding sprees, attack citizens on the city streets or fly off to the wilder-
  ness or in the cities of rival vampire bloodlines on hunting trips so they 
  may feed as vampires are meant to feed, on living prey who die in their 
  hands.
  and 3,000 D-Bees. The D-Bees think they are only a labor force, but the 
  vampires also see them as a secret P.P.E. reserve, to be slaughtered as 
  needed in blood sacrifice to use their P.P.E. for magic in times of war. 
  The impressive pyramid of Tula is the most imposing structure of the 
  town. This is not an ancient ruin but a modern construction to house 
  the deific Vampire Intelligence of the Mexico Empire. The impressive 
  structure covers two city blocks at its base and looms 400 feet (122 m) 
  into the heavens. One might think the prominence of the pyramid makes 
  it any easy target, but the edifice has both technological and magic pro-
  tection. The average wall is 20 feet (6.1 feet) thick with an M.D.C. of 
  2,000 per 50 foot (15.2 m) section. In addition, the Tula pyramid stands 
  directly on a powerful ley line nexus connecting it to the nexus at Uxmal 
  and Easter Island, among others.
  The pyramid is designed to harness the mystic energies that flow 
  within it. One of the dimensional properties of the pyramid is that the 
  Intelligence can make the entire structure temporarily disappear into a 
  limbo dimension. Time within the pyramid can be altered, so for those 
  within it when relocated to the limbo dimension, hours may pass, but 
  outside only a few minutes have gone by. Or time can be accelerated 
  so that for those inside the pyramid only a few minutes have passed but 
  outside it has been hours. Or time may be adjusted to pass normally. The 
  maximum amount of time that can be warped is 24 hours and time must 
  always advance, even if it is at a very slow pace (it can never be stopped 
  nor can one travel backwards in time). To teleport such a massive struc-
  ture rooted to a particular dimension by ley lines is difficult and taxing, 
  consequently the maneuver can be performed a maximum of once (gone 
  and back) every 72 hours. If the Intelligence is slain while in the limbo 
  dimension, the pyramid instantly returns to the Tula, Mexico location 
  and begins to deteriorate (see Killing the Tula Intelligence that follows).
  Inside the pyramid are several active dimensional portals. Stepping 
  through a portal instantly transports the individual to a new location on 
  Earth or to a completely different world. Earthly locations include the 
  pyramid at Uxmal, the Milta Vampire Kingdom (at Milta), Punta Ixtapa, 
  Acapulco, Easter Island, Calgary (Canada), St. Louis Archway Rift, Old 
  Detroit, Atlantis, Stonehenge and an obscure location in China. All in 
  preparation of eventual global conquest of the Earth. Any of these or 
  others may be opened at any particular time.
  Killing the Tula Intelligence. Killing the Vampire Intelligence at 
  Tula will have the usual effect on his minions, but also has adverse ef-
  fects on the Tula Pyramid. The Intelligence is the single element that 
  controls the ley line energy and all the magical and dimensional aspects 
  of the pyramid. If slain, there is nothing to contain the energy within the 
  pyramid and it erupts like a volcano, spewing Ley Line Storms that race 
  along each of the connecting ley lines; they last for 1D6 hours. Within 
  1D6 minutes after the Intelligence’s death the pyramid begins to rumble 
  and shake as if being struck by an earthquake. 1D6 minutes later, the 
  M.D.C. walls begin to crumble and anybody inside or within 100 feet 
  (30.5 m) of it outside suffers 4D6 M.D. every melee round (15 seconds). 
  Explosions can be heard and waves of blue-white magic energy can be 
  seen erupting from various points. 1D6 minutes after that, the controlled 
  dimensional portals Rift open, unleashing 3D6 monsters from a variety 
  of different locations on Rifts Earth and possibly other dimensions, none 
  of them friendly. 1D6 minutes after that, the entire building crumbles 
  into a pile of rubble. Psychics and men of magic within a hundred miles 
  (160 km) will suffer a terrible headache for 1D4 days as a result of the 
  P.P.E. backlash, and the nexus pionts at Uxmal, Milta and off the Pacific 
  Coast surge and there is a 01-33% chance that a Rift will open at each 
  location and stay open for 3D4 minutes before closing. 01-50% Some-
  thing bad may climb out the Rift (G.M. discretion). 51-00% Nothing bad 
  happens and nothing comes through the Rift to enter our world.
  Anybody inside the pyramid when it collapses suffers the following 
  fate.
  01-20% Suffers 1D6x1000 M.D. and is probably dead.
  21-40% Is hurled into the limbo dimension (see the Yucatan descrip-
  tion in the Rifts® Vampires Sourcebook for details about this dimen-
  sion).
  41-60% Is transported to the demon haunted ruins of Old Detroit.
  Tula, a City in the Mexico Empire
  Tula Population Breakdown:
  Tula City: 900 Secondary Vampires, one Master Vampire, approximate-
  ly 17,500 humans. Approximately 11,000 humanoid city residents (10% 
  D-Bee), plus the villages, towns and food pens that dot the countryside 
  around Tula.
  Surrounding 6 mile (9.6 km) radius: 12 small towns and villages, mostly 
  farmers and raisers of livestock; approximately 6,400 total people; 50% 
  D-Bees.
  The site of the Aztec ruins at Tula, about 90 miles (144 km) north of 
  Mexico City, has been transformed. It is not so much a city as a fortified 
  encampment. A hundred buildings fill the downtown district of Tula. 
  One third are military style, Mega-Damage bunkers that house human-
  oid slaves, construction machines, combat vehicles, support equipment, 
  
  220
  61-80% Is transported to the Milta Vampire Kingdom.
  81-00% Is transported to Easter Island (may meet Lemurians there) 
  or China (that could be quite the experience) or England near Stone-
  henge.
  Mexico Empire Defenses & Resources
  The Tula Pyramid is an important means of defense because it can be 
  used to summon a variety of supernatural creatures; demons, elementals, 
  henchmen and vampire warriors to different locations. But the Empire 
  must also rely on its citizens and conventional war machines.
  The militia: Henchmen and loyal servants serve as daytime protec-
  tors and city defenders. On the high-tech end, the vampires have turned 
  some of their most trusted human servants into a defensive militia. Ap-
  proximately 4,000 troops are located at Tula, with another 1,200 scat-
  tered across the Mexico Empire to keep its cities and communities safe 
  from bandits and raiders. Of course, only a fool would raid the Kingdom, 
  as vampires will seek them out and destroy them as soon as night falls. 
  All are the equivalent of second and third level Mercenary Fighters or 
  Coalition Grunts and Technical Officers. Special equipment, like hover 
  vehicles, M.D.C. body armor, M.D. weapons, robot vehicles are primar-
  ily items that have been captured, stolen, or secretly purchased. In case 
  of an invasion, the average citizen is also expected to fight, though they 
  have no weapons or armor.
  High-tech manufacturing and equipment: Tula and Mexico City 
  have the ability to recharge Energy Clips and repair most weapons, 
  M.D.C. armor and vehicles, as well as patch robots. Mexico City has a 
  few body-chop-shops and can manufacture Urban Warrior and Crusader 
  body armor, motorcycles, a small variety of hovercycles, a couple variet-
  ies of trucks and vampire slaying weapons like silver-plated and wood 
  weapons, water weapons (no TW items) and bow weapons. All manu-
  facturing capabilities existed before the vampires arrived and conquered 
  the region. The Empire controls two small silver mines providing them 
  with ample amounts of silver and silver weapons. The most common en-
  ergy weapons include Wilk’s, Northern Gun and Coalition items peeled 
  from the bodies of adventurers and explorers captured and slain. Note: 
  Horses, dinosaurs and animal-drawn wagons are a common means of 
  transportation for mortals in the Empire.
  Robots and power armor: The most precious and limited items are 
  the extremely expensive Mega-Damage robot vehicles and power armor 
  suits. Current resources include: 9 SAMAS, 1 CS Enforcer, 3 Behemoth 
  Explorers, 10 Titan Reconnaissance Robots, 7 Titan TR-001 Combat 
  Robots, 5 Titan TR-002 Explorer Robots, 9 NG-V7 Hunter Mobile 
  Guns, 12 NG-V10 Super Labor Robots, 2 NG-M56 Multi-Bots, 1 Glitter 
  Boy, 2 Triax X-10 Predator Power Armor, 11 Triax T-21 Terrain Hopper 
  Power Armor, 12 Titan Power Armor, and 19 NG Samson Power Ar-
  mor. Note: Half of the pilots in the armored division are under vampire 
  enslavement/Mind Control, the others are Mexico Empire citizens who 
  are trusted henchmen. The presence of such a large percentage of Mind 
  Controlled humans is to prevent the free-willed humans from consider-
  ing rebellion by seizing control of the robot defenses. However, the large 
  majority of the free-will humanoids in the militia are loyal to the Empire, 
  if not entirely loyal to the vampires themselves. The armed forces will 
  fight to the death to protect their fellow citizens and their cities.
  Magic: The Mexico Empire also has a couple dozen elite men of 
  magic, mostly 1D4+4 level Ley Line Walkers, Mystics and Shifters.
  Medical: Each major city has a large and excellent hospital and a half 
  dozen small, modern, top notch clinics, all of which are experts in the 
  removal of blood, blood storage and transportation. Most have labora-
  tories and facilities equipped with reasonably up to date equipment and 
  a well trained staff of Body Fixers, Cyber-Docs, Holistic Doctors, Psy-
  chic Healers, and nurses. Key personnel are typically Mind Controlled, 
  henchmen or loyal servants, and the facility itself is run by the vampires. 
  The standard field equipment for the militia is a bit limited, but sufficient 
  to give patrols a portable bio-scan, robot medical kits (both) and first 
  aid kits.
  Other Cities of Note
  within the Mexico Empire
  The Mexico Empire vampires own and control Teotihaucan, Itizat-
  lan, Malinalco, and Xochicalco, all ley line focal points/ruins. A small 
  nexus is found in northeast Mexico City, as well as at Teotihaucan and 
  Malinalco. Note: The land all around Mexico City and throughout the 
  Mexico Empire is dominated by intensive agriculture. The principle 
  crops are tropical and citrus fruit, corn/maize, with some wheat, coffee, 
  tobacco, and cotton. Cattle, pigs and sheep are also raised.
  Teotihaucan is a small, modern looking city about 30 miles (48 km) 
  northeast of Mexico City. Its most significant feature is its two ancient 
  pyramids (builders unknown, predates the Aztecs; perhaps Toltec). Once 
  a historical park, the pyramids are now part of a fenced in military in-
  stallation that houses half the city’s militia and six resident practitioners 
  of magic. Both pyramids are considered ley line nexus points and offer 
  great mystic power. Around the pyramid compound is the city, complete 
  with an arena for bull fighting and other blood sports. Population: Ap-
  proximately 23,000 humanoid city residents (30% D-Bee), plus another 
  1,200 in the surrounding 20 mile (32 km) radius.
  Itizatlan is a comparatively small agricultural town. Its two most dis-
  tinguishing features are its central storage area for crops and that it rests on 
  a ley line. Population: Approximately 7,000 humanoid city residents (30% 
  D-Bee), plus another 2,200 in the surrounding 20 mile (32 km) radius. Tiny 
  farms and livestock villages dot the countryside around the larger cities.
  Malinalco is the agricultural center of the Mexico Empire. The city 
  is the second largest in the Empire (only Mexico City is bigger) and 
  rich in farm and pastoral lands. In many respects it is simply a smaller 
  version of the capital city with a focus on agriculture. A score of food 
  processing, storage and distribution facilities are at the heart of the city’s 
  activity. The pyramid at the ley line nexus is used by a cadre of practitio-
  ners of magic, under the supervision of the vampires, to control the local 
  weather within a 30 mile (48 km) radius around Malinalco. The wizards 
  summon and dispel rains and elemental forces that promote optimum 
  farming conditions and perform feats of magic that produce exceptional 
  results. A full militia of 1,200 defend the region. Population: Approxi-
  mately 38,000 humanoid city residents (20% D-Bee), plus another 3,500 
  in the surrounding 30 mile (48 km) radius. Tiny farms and livestock vil-
  lages dot the countryside around the city.
  Toluca is another important community with an emphasis on raising 
  cattle, mostly cows and pigs. It is a sprawling, modern looking city about 
  30 miles (48 km) southwest of Mexico City. Population: Approximately 
  5,900 humanoid city residents (20% D-Bee), plus another 1,000 in the 
  surrounding 20 mile (32 km) radius.
  Morelia is one of the farthest border towns and in jeopardy from at-
  tack by the vampires of the Ixzotz Kingdom. The tech level of the city 
  is low and mixed. The focus of this community is raising livestock, ag-
  riculture, and mining (oil, silver, lead, zinc and iron). The town and sur-
  rounding area is patrolled and monitored for Ixzotz aggression. About 20 
  miles (32 km) west is a minor place of magic, a half mile (0.8 km) long 
  ley line. At the center of the ley line lies the Tzintzuntzan ruin, a place of 
  magic. Population: Approximately 7,200 humanoid city residents (40% 
  D-Bee), plus another 1,650 in the surrounding countryside.
  Xochicalco is the site of an ancient ruin located about six miles (9.6 
  km) from the Malinalco nexus and in the northern point of a ley line 
  power triangle. Consequently, Xochicalco is about twice as powerful as 
  a normal ley line (though less than a true nexus). The ruins are occasion-
  ally used by the sorcerers sanctioned by the Mexico Empire. The site is 
  owned and controlled by the Empire. A small town is located at the site. 
  Population: Approximately 680 humanoid city residents (30% D-Bee).
  Morelos (not to be confused with Morelia) is the most southern of the 
  Mexico Empire’s major towns and cities. The Empire lays claim to all 
  the southern land from Punta Ixtapa to Old Acapulca (now a citrus fruit 
  plantation) and Ometepec, but has no actual communities under their 
  control there. The principle produce of Morelos is pigs, maize and tea. It 
  is a quiet but growing community of about 13,000.
  
  221
  dispersed among scores of villages and towns of farmers, ranchers and 
  fishermen ruled by the undead. Only the cities of Muluc (the largest city) 
  and Ciudad Mante are comparatively modern towns, but the entire king-
  dom operates on the more traditional means of vampire dominance and 
  oppression.
  Human enslavement and terror are the principle means of maintain-
  ing control over the humanoid population. Beatings, torture, public ex-
  ecution, and psychological warfare common to vampires are practiced 
  with a cruel hand. The mortal population in most parts of the Muluc 
  Kingdom live in terror and are predominantly servants, slaves and food. 
  As such they have no rights and live in terrible conditions. While Mind 
  Slaves and henchmen keep a paranoid eye open for rebellious attitudes, 
  most of the mortal population has been beaten into submission or are 
  too terrified to consider raising their voice in complaint let alone raise 
  a finger against their undead masters or consider trying to escape. In 
  some cases, it is difficult to know whether a person is a vampire’s Mind 
  Slave or not. The Muluc Vampire Intelligence and his Masters also like 
  to place new Mind Slaves within the existing community to spy on its 
  mortal population. Spying and secrecy are important to the paranoid 
  vampires of Muluc. All of this keeps the majority of mortals docile as 
  sheep. Not knowing who they can trust, the people keep their thoughts 
  and feelings to themselves for fear a friend, neighbor or family member 
  might report them. Like puppets of flesh and blood, they have no choice 
  but to do as their vampire puppet-masters direct them.
  As one might expect, the atmosphere at these villages and cities is 
  one of apathy, despair, paranoia, and secrecy. The people look pale and 
  drawn. Their eyes are dark and empty. There is no sparkle of life, no joy. 
  They all lack emotion and even the children go about their daily chores 
  in a quiet zombie-like manner. The people have been emotionally beaten 
  into being submissive drones.
  Dealing with Strangers. The people live, but are less alive than their 
  undead masters. They show little emotion to the arrival of strangers; not 
  fear, not joy, not apprehension. They simply continue on their drone-like 
  activity. They will answer simple questions quickly and briefly. The tiny 
  handful who might wish to warn a stranger, especially near dusk, will 
  first look around to see if anyone is watching, for to give warning to 
  strangers means death or worse. Children just stare at strangers forlornly 
  and scamper away when approached. Unless a person is confident he 
  can pretend he never saw the intruder, there is a 01-90% likelihood that 
  any mortal inhabitant of Muluc would immediately report strangers to a 
  henchman or vampire. Any animated and friendly people encountered 
  by outsiders will be the vampires’ Mind Slaves or henchmen pressing 
  them for information and/or luring them into a trap. Visitors are usually 
  kept them in town until the vampires rise with the setting of the sun. 
  Then they are attacked and either destroyed or captured. Captives are 
  usually added to the Blood Pool, a fate worst than death, or enslaved and 
  made to join the work force or placed in a food pen.
  The Muluc Blood Pool is a technological horror used to supply 
  the vampires with their precious blood. A Blood Pool facility is found 
  at Muluc City, Mante, Naranjos and Eltajin (the second largest city in 
  the Kingdom). Thousands of humans are hooked up to life support and 
  blood draining machines. They are emaciated, more than half are crippled 
  or have been reduced to mental vegetable, all are weak and suffer from 
  muscle atrophy. A third of the people are comatose. Those hooked to the 
  machine are never allowed to get up from the machine, so most, with the 
  passage of time, get bed sores or suffer from other illnesses. They are kept 
  alive by artificial means: life support systems, nutrient fluids and antibiot-
  ics are pumped into them via intravenous feeding tubes, and psionic and 
  magic healing are applied as necessary. The blood is drained on a daily 
  basis. The amount of blood taken is always life threatening. However, 
  state of the art medicine combined with magic and psychic healing keep 
  the people alive and producing blood. Many of the healers involved in 
  this horrid operation are Mind Slaves, but others are loyal servants happy 
  it is not they hooked to the Blood Pool machines. The average life expec-
  tancy of these blood suppling human cattle is five to eight years.
  The Muluc Kingdom
  Population Breakdown:
  Muluc City: 2,900 Secondary Vampires, two Master Vampires, approxi-
  mately 33,000 humans. The Vampire Intelligence is located somewhere 
  in the Yucatan. The original Master Vampire is the ruler of Muluc City 
  and answerable only to the Intelligence. Muluc City is located about 200 
  miles (320 km) north of Mexico city. A Second Master Vampire is found 
  in the city of Muluc and Eltajin, and they are responsible for many of 
  the raids into the Mexico Empire. Eltajin is about 110 miles (176 km) 
  northeast of both Mexico City and Tula.
  Surrounding 30 mile (48 km) area: Dozens of tiny humanoid villages, 
  mostly farmers and raisers of livestock. A typical town has a population 
  of 2D6x100 humanoids and 1D4x10 Secondary Vampires to dominate 
  them.
  Entire Muluc Kingdom Population: Approximately 4,000 active vam-
  pires, plus another 1,800 in suspended animation (staked). 78,000 hu-
  manoids (34% are D-Bees).
  The technology of the Muluc Kingdom is middle to low technology, 
  about equal to the pre-Rifts 1950s America. Much of the population is 
  
  222
  The Problem with Muluc. The humanoid cattle and slaves of Muluc 
  are well controlled by fear and despair. The problem of the Muluc King-
  dom is mismanagement. Nothing is handled well. Crops barely sustain 
  the mortal population, too many Vampires are continuing to be created 
  for the resources at hand, pushing available food/blood supplies to the 
  limit. Over population of Muluc vampires will force the vampires into 
  yet another military conflict. The Kingdom finds itself in the frequent 
  dilemma of finding and conquering more humans and D-Bees. However, 
  doing so will incite war from one of the other Vampire Kingdoms before 
  they are ready to make their move.
  The Vampire Intelligence that dominates the kingdom is quite savage 
  and this is the way it wants things done. Furthermore, the Intelligence’s 
  savage and aggressive nature makes the prospect of war a constant pos-
  sibility. It wants to see the other Vampire kingdoms destroyed sooner 
  rather than later.
  The Muluc Kingdom relies far too heavily on its legion of vampires 
  and their supernatural powers as its principle resource. This places too 
  much strain on its human stock and on the vampires themselves. A sig-
  nificant loss of manpower would leave them facing mass starvation of 
  the vampires or prolonged war. In the alternative, Muluc vampires are 
  going into the north lands, Central and South America to capture more 
  humanoids, as well as making purchases from the Horune who traffic in 
  the slave trade. The Master have also taken to “staking” a large number 
  of their vampire legions to put them in stasis until needed for war. This 
  is clever and effective, but only a stopgap measure. Rival Kingdoms 
  believe Muluc is the next kingdom to fall, but they’ve been saying that 
  for decades, yet the kingdom still stands.
  Muluc leaders are looking at launching a major raid on the Mexico 
  Empire, who has humanoids to spare, and are constantly involved in 
  border skirmishes and the kidnaping of humans throughout Mexico and 
  Central and South America.
  The City of Eltajin
  Eltajin is the second largest city in the kingdom. It has approximately 
  1,300 vampires and 18,000 humanoids (35% are D-Bees). The impor-
  tance of the city is that it controls a major ley line nexus that is part of 
  a triad that connects with the powerful Milta and Uzmal nexus points 
  to the south and east. A Master Vampire by the name of Queen Anna 
  Dominguez rules the city. She has a Secondary Vampire who has the 
  knowledge and proficiency of a 7th level Ley Line Walker (was 14th 
  level) and still possesses a frightening amount of mystic knowledge and 
  spell casting ability. He is her constant companion and protector. She 
  also had a Witch protector, but she was killed in a raid from the vampires 
  of the Mexico Empire. Her palace is located on top of a stone pyramid at 
  the nexus. Anna and her vampire minions are responsible for the major-
  ity of raids on the Mexico Empire.
  The city has little pockets of high technology, like the Blood Pool 
  facility, but is primarily low tech and agricultural. Crops include citrus 
  fruit, sugar cane, cotton and some other crops and livestock. A group of 
  500 Mind Slaves serve as the vampires’ daytime protector and back up 
  militia. An additional 1,100 henchmen comprise the remainder of the El-
  tajin non-vampire daytime forces. Among the Mind Slave defenders are 
  31 CS SAMAS power armor, 6 CS Enforcer robots, one CS Abolisher 
  and 5 NG-Samson power armor, among others. Note: Eltajin is located 
  about 150 miles (257 km) south of Muluc City and 110 miles (176 km) 
  northeast of both Mexico City and Tula.
  The Milta Kingdom
  Population Breakdown:
  Milta, Capital City: 1,100 Secondary Vampires, one Master Vampire, 
  approximately 22,000 humans. The Vampire Intelligence is rumored to 
  be located somewhere in the Yucatan, but it is really hidden in a subter-
  ranean lair at Milta. The original Master Vampire is the ruler of the Milta 
  and answers only to the Intelligence. Another Master Vampire rules the 
  city of Minatitlan.
  Surrounding 30 mile (48 km) area: Dozens of small humanoid villages, 
  mostly farmers and raisers of livestock. A typical town contains 3D4x100 
  humanoids and 1D6x10 Secondary Vampires to dominate them.
  Entire Milta Kingdom Population: Approximately 3,100 active vam-
  pires, plus another 900 in suspended animation (staked). 69,000 human-
  oids (40% are D-Bees).
  The Kingdom of Milta is the youngest of the current Vampire King-
  doms. In structure and function it is a combination of Muluc and the 
  Mexico Empire. Like the Muluc Kingdom, it dominates and degrades its 
  humans using fear, terror, spies and Mind Control. Also like the Muluc, 
  technology is low and the kingdom’s primary resource is it legion of 
  undead. Like the Mexico Empire, Milta is experimenting with giving 
  its human population a bit more freedom and has established a modern 
  blood donation hospital and contribution system similar to the Mexico 
  Empire. These operations are located at its two largest cities, Mintitlan 
  and Milta. Likewise the powers behind the Milta Kingdom are striving 
  to make technological advancements with plans to build modern cities. 
  To this end, the Milta Kingdom has entered into a tentative peace treaty 
  with the Mexico Empire. When it serves their purpose, the various king-
  doms make deals with other Vampire Kingdoms, or agree not to attack 
  while the other attacks a different kingdom, but a trade deal is something 
  new. The treaty is a mutual nonaggression pact with provision for trade 
  relations. The catalyst for this arrangement is Milta controls the larg-
  est oil refinery in Mexico, and the Mexico Empire has need for oil and 
  petroleum products. Meanwhile, Mitla has need of their technology and 
  political expertise if they are going to grow and make improvements. 
  With threats from the Ixzotz and Muluc Kingdoms, the nonaggression 
  pact with Milta allows the Mexico Empire to concentrate on military ac-
  tion against those two kingdoms without having to worry about potential 
  assault from Milta as well. Note: The nonaggression pact simply means 
  that the two kingdoms agree not to attack each other, neither is obligated 
  to help or protect the other from third party attackers.
  The city of Milta is located in the southern hills of Mexico about 300 
  miles (480 km) southeast of Mexico City. Its most important feature is 
  the Milta ruins that marks the ley line nexus. The ruling Master Vampire 
  has his lair near the ruins. The city is spacious but dirty and primitive. 
  The kingdom’s humans are mostly farmers growing rich crops of citrus 
  fruit, coffee and maize, as well as raising cattle and pigs.
  Minatitlan is the second largest city in the Milta Kingdom and by far 
  the most technologically advanced. More than 18,000 people reside in 
  the industrial city, with 80% working in the oil drilling stations and re-
  fineries. Heavy manufacturing of oil equipment, pipes, and conventional 
  work vehicles are also capabilities of the city. A Master Vampire and 
  800 Secondary Vampires oversee the smooth operation of Minatitlan. 
  The city has become a bit of an experiment in the Milta Kingdom’s con-
  sideration to allow its humanoid population greater freedom. The vam-
  pires here are less brutal, allow the humanoids more personal freedom, 
  and they do not physically assault them to feed. Instead, the human-
  oids report to a hospital on a regular schedule to donate a safe amount 
  of blood through sanitary hospital methods of transfusion. The morale 
  among humanoids at Minatitlan is generally high and talk of progress 
  and democracy is common.
  The La Venta nexus is about 30 miles (48 km) to the east. It is not 
  part of the Milta Kingdom and is reputed to be the lair of Death Weaver 
  Demon Spiders. An unknown nexus exists about 60 miles (96 km) north-
  
  223
  east of Teirra Blanca on the “disputed border” of the kingdoms of Milta, 
  Muluc and Mexico Empire. Two ancient ruins mark the ley line that runs 
  parallel to the Gulf Coast.
  egory and include skills like Dance, Play Musical Instrument, Sewing, 
  Sing and so on).
  The humanoids that live around Ixzozt City are slave labor and hu-
  man cattle upon which the vampires feed. The people are uneducated 
  farmers and raisers of animal livestock. They live quiet, hard days of 
  labor or working the field or tending to animal or human livestock. The 
  doors to houses are expected to be unlocked and whenever a Secondary 
  Vampire appears looking for food or favor, they are to provide it. While 
  most feedings are via humanoids from the slave pens, the vampires of 
  Ixzotz believe it is important to remind their servants and slaves who is 
  the master by feeding on them once a month. Children under the age of 
  12 are typically exempt from the monthly visitation and feeding. When 
  the vampires are done, they leave, until next time. Resistance is likely to 
  get the entire family slaughtered or sent to the food pens.
  Other Cities of the Ixzotz Kingdom
  The city of Aguascalientes is a town of 93 Secondary Vampires and 
  5,600 mortal residents. All around the town are dozens of tiny villages 
  (40% D-Bee) inhabited by 5D6x10 villagers. The city had been estab-
  lished and built by humans and D-Bees before the vampires conquered 
  it. As a result, two thirds of the city has electricity and indoor plumbing. 
  The over-all level of technology level of the city is about equal to the 
  Americas of the 1940s with bits of high-tech. During the day a visitor is 
  struck by how deserted the town is. There are apartment buildings, hous-
  es, saloons, theaters, dance halls, gambling casinos, a hospital, an arena 
  and sheriffs office, but few people. One cannot help but to notice that 
  50% of the windows in all the buildings have been bricked-up, boarded, 
  or covered by heavy drapes and shutters. The streets are empty except 
  for packs of 2D6+6 dogs that bay noisily at visitors and the occasional, 
  pale-skinned person dressed in rags and chains scurrying to hide in the 
  shadows. If one these pale inhabitants is physically stopped and ques-
  tioned, the poor soul is panic stricken and pleads to be released; 20% of 
  male and 40% of females and children may faint from being “accosted” 
  by strangers. That’s how terrified they are of their undead masters. The 
  villager refuses to answer most questions, but is be quick to deny that he 
  is afraid of anything other than the strangers questioning him. If asked 
  about vampires, the character insist that there are no vampire here. Ab-
  solutely none! If released, the person run into the nearest building and 
  hides for awhile. When he thinks the strangers are not looking, he runs to 
  get the sheriff. If the villager is not released immediately, he will begin 
  to scream for help.
  Help arrives in the form of the sheriff, a huge, muscular, Brodkil de-
  mon who is a partial conversion cyborg bristling with bionic weaponry 
  and slinging a rail gun. The sheriff is accompanied by four deputies: 
  another Brodkil an what appears to be two Ores, all clad in crusader 
  armor and carrying pulse rifles. The fourth is a human in robes (7th level 
  Shifter). All are of evil alignments, but surprising polite, in a gruff and 
  threatening sort of way. They demand the immediate release of any citi-
  zens in the strangers’ custody and then start questioning them. Failure to 
  comply incites a battle. Four other similarly armed deputies are moving 
  up behind the strangers to support the sheriff, and sounds of gunfire or 
  confrontation get them running to scene within one melee round (15 sec-
  onds). A night 1D4 Secondary Vampires will join the battle.
  Obeying the sheriff’s requests and inquiries gets a courteous response 
  and friendly treatment from him and his men. He tries to answer any 
  questions the visitors might have as best he can. He will name the city, 
  explain that the person(s) they were speaking to are stupid slaves who 
  don’t know anything, and that the majority of the people are away for a 
  religious ceremony – or cattle round up, or harvesting crops, or similar 
  special event – but that they will be back tonight. Depending on the 
  situation and on the visitors, the sheriff may encourage them to be on 
  their way or invite them to stay for the evening festivities. Booking them 
  rooms at reasonable prices at the hotel near his office is quick and easy. 
  Of course, those who stay will be captured by the vampires, stripped of 
  their weapons and gear, and put in chains with the other labor slaves. 
  Escape from Aguascalientes will be the prisoners’ next mission.
  The Vampire
  Kingdom of Ixzotz
  Population Breakdown, circa 109 P.A.:
  Ixzotz City: 1,900 Secondary Vampires, two Master Vampires, one 
  Vampire Intelligence; approximately 9,500 humans.
  Surrounding 30 mile (48 km) radius: A few dozen rural communities 
  populated by farmers and ranchers surround Ixzotz. Each town has 
  roughly 4D6x100 people and 5D6 Secondary Vampire overseers. Ap-
  proximately 49,000 mortals (33% D-Bee) in and around Ixzotz City.
  Entire Ixzotz Kingdom: Approximately 5,800 active vampires and 
  82,000 humanoids. Remember, this is the oldest and therefore largest of 
  the vampire kingdoms in regard to the number of vampires.
  Ixzotz (Eesh-zotz) is the oldest Vampire Kingdom in Mexico. The 
  central city of Ixzotz is located on the bones of the pre-Rifts city of 
  Aguascalientes along a ley line that connects to the Aztec pyramid at 
  Tula (a nexus) and a Native American ruin 44 miles (70 km) northwest 
  of the city. Emperor Ixzozt is a cruel dictator who is a control freak and 
  abusive to the mortal population.
  The humans who occupy the city are servants to the vampire elite. 
  They wear collars and chains and look anemic. All of the city humans 
  are completely submissive to their demon masters, never raise a hand 
  against them and are petrified of strangers. These people have been the 
  slaves of vampires for generations and know no other way of life. They 
  are uneducated and largely unskilled (Vagabond O.C.C. with half the 
  usual O.C.C. Skills and all other skills are from the Domestic skill cat-
  
  224
  More to come
  I hope you enjoy the New Revised and Expanded Edition of Rifts® 
  Vampire Kingdoms. It is an ongoing labor of love for me.
  While rewriting this fan favorite World Book, I tried to respond to 
  and answer as many of the things Palladium gamers had requested as 
  possible, and then some. A big part of that was redefining the vampires 
  and adding more world information. Since most adventures in Mexico 
  will take place in the northern two-thirds of the country, I made it and the 
  undead my emphasis. Thus, you have a massive amount of information 
  on the undead, vampire player characters, the border city-states of El 
  Paso and Ciudad Juarez, rules for creating your own villages, informa-
  tion on how vampires rule such communities, the Wild Vampire packs 
  of the north, other monsters and dangers, Vampire Hunters, weapons 
  and more.
  Fans of the original book might be momentarily surprised to see Re-
  id’s Rangers, Techno-Wizard Weapons, Werebeasts, traveling shows, 
  Camazotz and the Yucatan gone. Don’t panic. They are all featured in 
  the upcoming Rifts® Vampires Sourcebook.
  My apologies to those of you who were expecting some of the above 
  in this book. I wanted it in here, too. Try as I might, we just couldn’t 
  squeeze it all in. There is such a wealth of material, I could write volumes 
  about Rifts Mexico and the Vampire Kingdoms. In fact, I was working 
  so hard on doing just that, I didn’t realize I had gone over my 224 page 
  count by more than 100 pages! Fortunately, we already had the Rifts® 
  Vampire Sourcebook on the schedule, so I can put all this material, 
  along with Desert Survival rules and more about the Vampire Kingdoms, 
  in there. And I promise the Sourcebook will be released very, very soon.
  – Kevin Siembieda, Publisher & Author
  Zacatecas is the northern most city, located in the mountains 110 
  miles (177 km) from Ixzotz. Zacatecas is a town of 433 Secondary vam-
  pires and 5,900 mortals. All around the town are dozens of tiny villages 
  (40% D-Bee) with 6D6x10 villagers. Most are sheep and goat herder, 
  but farmers are present as well.
  San Luis Potosi is about 80 miles (128 km) east of the central city. 
  Here resides a Master Vampire and 790 Secondary Vampires, among 
  a populace of 3,500 humans. This area is the agricultural center of the 
  Ixzotz kingdom (for its human population, of course). Farms fill the 
  country side, broken only by little villages and some cattle ranches. An-
  other 7,000 or so humans labor in the fields. Actually these are the lucky 
  ones, for their lives are fairly normal although under the yoke of de-
  monic oppression. They are visited only three or four times a year to be 
  feasted upon by their masters, for they must be strong to continue their 
  work in the fields. Human Food Pens contain 10,000 humanoid cattle are 
  kept in gated communities in and around San Luis Potosi.
  Monero is a nightmare town. It is effectively a cattle town where 
  livestock are bred and groomed for slaughter. Only in this case the live-
  stock are not animals, but human beings. The town is located about 30 
  miles (48 km) south from Ixzotz and 20 miles (32 km) north of Leon. 
  220 vampires live at Monero; half sleep in the pre-Rifts ruins about two 
  miles/3.2 km north of Monero. It is a filth town of weather beaten, wood 
  buildings and a few M.D.C. bunkers, occupied by a company of 160 
  mercenaries that include Brodkil, Psi-Golbins and monstrous D-Bees. 
  They are henchmen who protect and manage Monero. Most of Monero is 
  human food pens and the mortal slaves forced to work them. Run-aways 
  from the Monero food pens are hunted down and killed on the spot, no 
  exceptions.
  The food and breeding pens are huge fenced in papillons that re-
  semble giant aircraft hangers. In fact Monero could be mistaken for an 
  airfield from the sky. Each so-called pen is a giant barracks that houses 
  approximately 200 adult humans (no D-Bees) and a large courtyard/field 
  contained by an electrified fence for the human cattle to exercise. The 
  people look healthy but apathetic, many are quite overweight. The entire 
  scene is frighteningly reminiscent to the Nazi concentration camps of 
  pre-Rifts times. The human cattle are given the best food to eat and toys 
  to play with. They are not required to work or do anything but eat and 
  reproduce. Ever so often, some portion of the 8,000 human cattle are 
  loaded onto trucks and taken away, never to be seen again. The vampires 
  who run the place have a private stock of human cattle to feed upon. 
  If for some reason they must feed on people in the food pens, they are 
  always careful to avoid doing any permanent damage. Cattle who die are 
  given to the inhuman mercenaries to eat or are taken to the processing 
  plant where they are butchered for meat and their bones ground to dust 
  for fertilizer. Note: There are twice as many children present in these 
  breed pens than adults, and there are no adults over the age of thirty.
  Leon is a town built atop the ruins of the old pre-Rifts city of the 
  same name. It is populated by approximately 6,000 humanoids (20% are 
  D-Bees). The housing is good, the tech-level is about equal to the turn 
  of the 20th century, 85% of the buildings have indoor plumbing, and the 
  people are allowed to lead fairly normal lives. Though there are farmers 
  and ranchers in Leon, most are skilled craftsmen – carpenters, electri-
  cians, mechanics, blacksmiths, builders, artisans, etc. They are part of 
  the Ixzotz’s elite workforce and may be sent on assignment across the 
  kingdom. They are also called upon as militia and daytime protectors. 
  This trust make these people loyal servants supervised by henchmen and 
  Mind Slaves. Half the male population is equipped with energy weapons 
  and light M.D.C. body armor provided by the vampires. Best of all, these 
  skilled workers and loyal servants are seldom fed upon by the undead. 
  Note: A meager 50 Secondary Vampires live in the town of Leon.
  San Francisco del Rincon is the newest addition of the Ixzotz king-
  dom. It was a town of humans and D-Bees that grew too big to be ignored 
  by the undead. It caught the eye of the Ixzotz vampires and was taken 
  over and absorbed into the Kingdom. After nine years of vampire domi-
  nance, the population of approximately 4,300 humanoids (50% D-Bee) 
  has not yet accepted the vampires as their lords and masters, so there are 
  frequent acts of defiance and insurrection. Residents try to escape into 
  the hills, attack their would-be masters with sharpened pieces of wood, 
  write graffiti and vandal property, and engage in general acts of civil dis-
  obedience. Vampire retribution is harsh and bloody, but the townspeople 
  remain more defiant than one would imagine. Of course, many have ac-
  quiesced to vampire rule, but they too hate the undead would riot and 
  destroy their enslavers if they could.. Note: The minions of Xibalba have 
  secretly fueled the flames of rebellion by supplying weapons, equipment, 
  encouragement and have helped stage a few escapes. Why? Why just to 
  stir-up the pot and see what comes of it. 200 Secondary Vampires are 
  trying to whip the town into shape.
  Irapuato is dangerously close to enemy territory, and begins to en-
  croach on the territory of the Mexico Empire. It was specifically estab-
  lished to test the tolerance of the rival Vampire Kingdom. It is occu-
  pied by 400 Secondary Vampires, 500 Wild Vampires and nearly 4,500 
  D-Bees; mostly Ogres, Psi-Goblins, and similar warlike, bloodthirsty 
  types. In addition, a score of Necromancers and Shifters summuning the 
  dead and demonic minions are part of their ranks. The army has sat at 
  Iraquato doing little for the last decade. However, they do dispatch raid-
  ing parties to destroy border villages, make raids into the Mexico Empire 
  (which are quickly rebuked and sent packing) to steal supplies and cause 
  malicious mischief, as well as target outsiders and travelers. Despite all 
  this, the Mexico Empire has taken an holding action approach without 
  attacking Irapuato, mainly because they know it is driving the Vampire 
  Kings of Ixzozt crazy. Even just rebuking raids and handling border skir-
  mishes, over the last 12 years more than 6,000 humanoid pawns and 
  several hundred vampires have perished on both sides. A war between 
  the two kingdoms, at Irapuato if nowhere else, seems inevitable.
  
  www.palladiumbooks.com
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  Rifts® Sourcebook Five:
  Vampires Sourcebook™
  ● Reid’s Rangers, Fort Reid, desert survival & traveling shows.
  ● The villains who slay Vampire Hunters for the undead.
  ● Vampire Hunter Mages, Techno-Wizard weapons and 
  vehicles.
  ● The Yucatan, Camazotz, Werebeasts and more. 128 pages.
  ● The Yucatan, Camazotz, Werebeasts and more. 128 pages.
  Rifts® World Book 13: Lone Star™
  ● Dog Boys – an in-depth look.
  ● Other mutant animals of the Coalition States.
  ● Hovercycles, CS Death Wing and other weapons and gear.
  ● The Pecos Empire, key characters and overview of Texas.
  ● 176 pages. Written by Kevin Siembieda.
  Rifts
  Rifts® World Book 14: New West™
  ● 18 Western O.C.C.s, 9 R.C.C.s, and 25 monsters.
  ● The power armor and weapons of Bandito Arms.
  ● Techno-Wizard weapons and Cloud Magic.
  ● Wilk’s and Northern Gun weapons and robot horses.
  ● Overview and maps of the New West, and more. 224 pages.
  Rifts® World Book 15: Spirit West™
  ● Native Americans of the West; eleven O.C.C.s.
  ● Native Americans of the West; eleven O.C.C.s.
  ● Totem Animals, Fetish weapons and Shamantic spell magic.
  ● Monsters, Elementals and spirits of myth and legend.
  ● 208 pages of mysticism and adventure.
  Also from Palladium Books®
  Rifts® World Book One:
  Vampire Kingdoms™, New Revised Edition
  For centuries, Mexico has been considered the realm of monsters best left alone. A land dominated by packs of Wild Vampires and 
  For centuries, Mexico has been considered the realm of monsters best left alone. A land dominated by packs of Wild Vampires and 
  rumored to be the home of Vampire Kingdoms in the south. Most of the northern civilizations have stayed away, but over the last 20 years, 
  a growing number of heroes, vampire slayers and adventurers have been waging something of a secret war against the undead. As that 
  battle escalates, stories of heroes, vampires and entire human populations enslaved by the undead or penned, raised and slaughtered like 
  cattle, are starting to leak out. Come see for yourself if the rumors are true and join the battle for humanity in Mexico.
  ● Rifts vampires, how they think, behave, fight and kill.
  ● Rifts vampires, how they think, behave, fight and kill.
  ● Different types of vampires, their Master, and the Vampire Intelligence (the deific creator of the undead).
  ● 40+ vampire abilities, vampire weaknesses and combat notes.
  ● Hero Vampire and Deluded Vampire optional player characters.
  ● Chupacabras, Mind Slaves, henchmen and other vampire protectors.
  ● Vampire Hunter O.C.C., Reid’s Ranger O.C.C., and other heroes.
  ● Vampire combat and the weapons and techniques of vampire slayers.
  ● Vampire slaying weapons and gear, riding animals and monsters.
  ● Vampire slaying weapons and gear, riding animals and monsters.
  ● The city-states of El Paso and Ciudad Juarez described.
  ● The Vampire Kingdoms, vampire society, human cattle and servants.
  ● Town creation rules and tables, and the hold vampires may have over them.
  ● Ideas for adventure, combat and much more throughout.
  ● 224 pages, written by Kevin Siembieda.
  Unleash your imagination!™
  $24.95
  $24.95
  Cat. No. 802-E
  ISBN-10: 1-57457-186-9
  ISBN-13: 978-1-57457-186-8
  
SOURCE: textdata/thevault/RIFTS/World Books/Rifts - World Book 01 - Vampire Kingdoms Revised - PAL802eP.pdf