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  RIFTS DIMENSION BOOK: 
  DEMON HEART FALI,ING 
  By Mike Fer .... ruson 
  
  NOTES FROM THE TIME MACHINE 
  I wrote "Demon Bean Falling" in Ihe winter of 1994/1995, when I was a senior at the University of Notre Dame. 
  I'd been running a regular RJFTS campaign for my friends since 1990, and had become obsessed with two things: 
  becoming a writer, and working for Palladium Books. The material in Ihis book (along with the material in its 
  companion, "The Banwok Hunters") reflect a 101 of the original material I wrote and used in my ongoing RIFTS 
  campaign during that time. 
  I submitted both the manuscript for this book and "The Banwok Hunters" to Palladium Books in the spring of 
  1995. For a while, illooked like Palladium migh1 publish them. Ultimately, they didn't. I learned a lot from that 
  experience, though, and ultimately it helped me to get published, and to become a better writer. 
  Both "Demon Heart Falling" and "The Banwok Hunters" were put in storage, and were forgotten. I moved on to 
  other games, and other things. 
  Fast-forward just about fifteen years later, to the fall of2009. 
  While looking for some other old games in the attic, I found one of the original copies of "Demon Hearl Falling" 
  - probably the only copy still in existence. I'd printed some copies of it for my friends way back in the day, 
  complete with a cover and comb binding. I'd assumed that all copies - including my own - were long-lost to the 
  ravages of time. Wrong. Here was the last copy, staring me in the face. 
  So I re-read it. And liked it. 
  It's not the greatest book in the world, ('II be honest. For that matter, it's probably not good. It's decent. It's an 
  excellent reflection oflhe author I was back then - raw, hungry, passionate, and practically exploding wilh ideas. It 
  lacks a lot of the polish and refinement needed from a more experienced writer, which could've made it into 
  something far better than what it was. But it's not terrible. It's just a glimpse at the author 1 was, and the author I 
  would become. 
  So [present it to you, for your enjoyment. If you can use any of this stuff in your own RIFTS game, awesome. 
  Let me know about it. Ifnot ... well, I hope you enjoy what you read, and it at least makes you smile. 
  Warts, naws and all, I'm proud of this one. It told me that I could be a writer. 
  Mike Ferguson 
  November 5,2009 
  "Copyright © 1990. 2005 and 2009 Palladium Books Inc. & Kevin Siembieda: all rights reserved worldwide. No 
  part of this work may be sold, distributed or reproduced in part or whole. in any form or by any means, without 
  written permission from the publisher. All incidents, situations, institutions. governments and people areflclional 
  and any similarity to characters or persom' living or dead is strictly coincidental." 
  "Rijls®, The Rifler®, RECON®, Splicers®, Palladium Books®. Phase World®, The Palladium Funtasy Role-
  Playing Game®, Megaverse®. Nightbane®, The Mechanoids®, The Mechanoid lnvasion®. Coalition Wars® and 
  Afler the Bomb® are ReJ;istered Trademarks of Palladium Books Inc. Heroes Unlimited, Beyond the Supernatural. 
  and other published hook titles, names, slogans and likenesses are trademarks of Pal/odium Books Inc. and Kevin 
  Siembieda. " 
  
  rifts dimension book: 
  demon hear falling 
  created & written by: mike ferguson 
  additional concepts & ideas by: john geoghegan, eric meet & rick schmid t 
  cover artwork by: eric mee 
  special thanks to: 
  doug cohen, jonathan day, laura ferguson, john geoghegan, 
  eric mee, rick schmidt, & rich zeitler. 
  rifts is © and ™ by kevin siembieda and palladium games, in.c. aU rights 
  reserved. 
  
  T BLE F e 
  TS 
  The Journals of Taylor Kahl 
  1 
  On Spyre's Trail 
  1 
  Into the Pit 
  2 
  The Ulithlogg 
  2 
  Strange Druids 
  3 
  A Day of Reckoning 
  4 
  Jarnaka 
  4 
  Nations of Jarnaka 
  4 
  A History of the Planet 
  5 
  Dimensional Doorways 
  8 
  Reactions from Earth Powers 
  9 
  Reactions from Wormwood 
  10 
  Reactions from Phase World 
  10 
  Reactions from Hrogrythlor 
  11 
  Creatures of Jarnaka 
  11 
  The Ulithlogg 
  12 
  The Assassin's Guild 
  13 
  Phasing 
  14 
  Ulithlogg Assassin R.C.C. 
  14 
  UJithlogg Tinker R.C.C. 
  16 
  Ulithtogg Power Armor 
  17 
  Kubita Power Armor 
  18 
  Zethkonor Power Armor 
  20 
  Chianes Power Armor 
  22 
  Breythanok Power Armor 
  23 
  Scimitar Warriors 
  25 
  Other Weapons 
  27 
  The Fortunado Armories 
  28 
  The Chorrdali 
  29 
  Caves of Gethsalij 
  30 
  The Scarlet Waters 
  30 
  Stone Weapons 
  31 
  Chorrdali Soldier R.C.C. 
  33 
  Chorrdall Barbarian R.C.C. 
  34 
  The Kinsitata 
  36 
  The Scarred Gods 
  37 
  Korgata Trees 
  38 
  
  The Kinsilata Wanderer 
  40 
  The Kinsltata Druid 
  41 
  Druidical Spells 
  43 
  Druidical Rings 
  47 
  Blarnogl 
  48 
  Aederond 
  49 
  The Swamplands 
  50 
  Aederond Gliders 
  51 
  The Aederond R 
  51 
  Juggernaut 
  S3 
  Draykonis 
  54 
  ,The Mogor 
  56 
  i 
  Kunisat 
  57 
  Heroes and Villains of Jarnaka 
  58 
  Blackfist Torbitak 
  59 
  Grand Vernalik Chorrdahsi 
  60 
  Vardiba D'Exile 
  62 
  Preacher 
  63 
  : Offworlders on 
  64 
  Cardinal Cray 
  65 
  Kirsah 
  66 
  Darnizhon 
  67 
  Ryoga Dan 
  68 
  Cheshire 
  70 
  Tristan 
  71 
  Artifacts of Jarnaka 
  73 
  Bloodsorrow 
  73 
  The 
  75 
  The Demon 
  76 
  Goblinthorne 
  76 
  The Armor of Charlemagne 
  78 
  Wraith 
  78 
  
  T HE 
  KA 
  O U R 
  L 
  LSOF 
  A 
  o 
  CONDENSED EXCERPlrS FROM THE B OOK OF THE 
  SAME TI L E 
  CIRCA APRIL~ 106 P .A. 
  After battling the evil menace of the Banwok for SO long, it seems as though our eHorts 
  have paid off. 
  Banwok attacks in the NorthAm region have tapered off drastically. and the 
  number of innocent humans being slaughtered by these sadistic creatures has also been greatly 
  reduced. Grendel, of course, says that our efforts have aU been for naught. He believes that the 
  Banwok are merely biding their time until they can assemble greater attack forces than before. 
  Damn dragon. You can always count on these overgrown rattlesnakes to rain on a parade. 
  Regardless of the 8anwok. my friends and I have found another menace threatening the 
  free people of NorthAm. It is only one person, but what a person! From what the compute:r 
  records of our base indicate. he alone makes the Banwok look like the buzzing of an annoying 
  fly. His name is Tristan Spyre. A mutant villain from the time before the Coming of the Rifts, he 
  represents things both wonderful and dangerous for the present. 
  Always in the recorded 
  histories, Spyre sought nothing less than world domination and total control of all its inhabitants. 
  I doubt the leopard has changed its spots. It is unclear to us all how Spyre came to our time: the 
  dimension rift that brought the superheroes Wonder Guy and Feedback to our world was a freak 
  occurrence. a one-in-a-million occurrence. 
  The how of the matter really is quite unimportant 
  now, though. What matters is sending him back to his own time ... or killing him. Much as I 
  abhor murder, it may be our only option. 
  Our group fought Spyre nearly a year ago, as we both sought to acquire the rune sword 
  Excalibur in Europe. At the time, we had assumed after our encounter with Spyre that the villain 
  was dead. I personally dumped over six rounds directly into his body using my Glitter Boy's 
  boom gun - I figured that was enough to kill any mortal. Apparently not Within the past several 
  weeks we have come across transmissions indicating that Spyre was alive and well. leading a 
  terrorist faction against the Coalition called the Church of the Wyrm. 
  While I despise the 
  Coalition and everything they stand for. I know that a world led by Tristan Spyre would be a 
  thousand times more foul. 
  Our group. the Banwok Hunters. conferred on the matter of Spyre, and what we could do 
  about him. Satan (what an appropriate name for a liar! Damn dragon1 suggested complete 
  inaction on our part - by his logic. since Spyre has done nothing to us so far. The Apok Sylvain 
  has swom to slay Spyre and the evil he represents. The rest of us reluctantly came to what I 
  consider an acceptable compromise - find Spyre, and learn of his true plans. If they threaten the 
  people oi NorthAm, then we shall destroy his evil designs - and him as well, if necessary. 
  By tracking down the Church of the Wyrm. our trail led us to the Coalition State oi Lone 
  Star. It was then that we discovered that Spyre - and his new horde of followers - were not on 
  the Earth) They apparently had set up operations on a world called Jamaka. With the shifte~ 
  Gateway's help, we were able to locale the rift to Jarnaka by the nation of Tolkeen. And so we 
  entered the strange new world of Jarnaka. 
  . 
  Ol'J SPY RE ~S T
  AIL 
  Our "borrowed" Coalition APC hit a slight snag shonly after entering the rift - we 
  appeared in Jarnaka in an expanse of purplish mud. From what our instruments can tell, the 
  mud is slightly acidic. but not harmful. These fields of mud apparently take up much of the 
  planet's surface, and often stretch up to several hundred miles in diameter. 
  
  We were also attacked shortly after our arrival! 
  resembling a dragon . 
  . but much larger and with two heads, came out of 
  in an 
  attack and nearly 
  our APC to shreds. An eye the 
  of a man was 
  in the center of its 
  from 
  which came blasts of intense bluish flame. While the fire was 
  to 
  off the rest of us 
  ,temporarily. it did not appear to harm my good friend 
  the 
  Undead Slayer. 
  'Archimedes 
  to enter personal combat with the 
  creature, and only some brutal 
  , 
  :fighting on his part was able 10 bring about 
  I 
  Ihat 
  landed the killing blow as he 
  ,,'ouv'ov il in the cenler eye. 
  Grendel swears 
  was not. in fact. a dragon: but 
  a draykonis - some kmd of prehistoric dragon 
  many sorcerous abilities. The 
  !flame emitted from the beast's center eye is supposedly called the 
  at SI. Antioch· a lire that 
  . 
  be only withstood by those of valor and virtue. The look in 
  as he spoke these 
  words was quite astounding; 
  I saw the dragon view 
  with a new 
  iPersonally. I really dan', care 100 much what the creature was - draykonis, dragon. or 8anwok -
  long as it doesn't come back any time soon. 
  Using some of the information that we had picked up around 
  we headed for 
  of caves and 
  expanse of hills just west of the mudlands. 
  we found a vast 
  passages - as well as one of Tristan Spyre's 
  ilNTO 
  Spyre's 
  is a veritable labyrinth. going thousands of 
  into Jarnaka's crust 
  and caves blend in 
  is a tribute to 
  :and possibly spanning a hundred square miles in area. 
  Natural 
  seamlessly with manmade tunnels and armored laboratories. The 
  scientific achievement, except for the nagging fact that its creator is a 
  And everywhere we go, endless numbers of Scimitar Warriors. These 
  robots 
  'are mechanical harbingers of death that make Coalition skelebots seem 
  friendly. 
  'Without warning, they appear, guns blazing, attempling to slaughter all they 
  not find matching 
  recognition codes. Fortunately, Sylvain discovered a weakness in the robot fairly quickly· a 
  in the lower armor plating of Ihe robot seemed relatively weak and 
  way quickly under 
  fire, 
  the robot. 
  For the most part, we were able to 
  most of Spyre's 
  .nfTl"".'" death patrols. but even with only a few limited skirmishes with the 
  knew that our presence inside Spyre's base couldn't be hidden 
  In one of the main laboratories, we finally discovered 
  lot 
  of what we didn't want. 
  We were able to hack into one 
  and 
  for the takeover of Lone Star by Spyre's terrorist 
  laid oul here 
  for weaponry rivaling that of Triax, implying that 
  the power to make 
  if he could turn these weapons from ideas into reality. As we downloaded these 
  who showed up. You guessed it - Spyre. a powerful wizard and 
  . and scores of Scimitar Warriors and Ogre Tattooed Warriors! Where the latter 
  , honeS1ly don't know. but I wasn't in the mood to ask questions either. 
  to shoot our way out of that one (sad as it may seem. that tends to 
  for us), but a horrible realization came to us as we "'=~Q""I,,,", 
  an 
  world. with hundred miles of mud and a relentless 
  us 
  our home, We would have 10 hide here on Jamaka tor some time if we ever 
  to see home 
  we made our way southward to safety in an area of large trees. This forest 
  although not nearly as magnificent as the Millennium Trees of Camelot What 
  very notable about this foresl was the first inhabitants we encountered here. 
  Living 
  fTln,nn·t:T the 
  in mud huts connected to one another by vine bridges were creatures 
  Ulithlogg. 
  seemed much like humans in some ways, apart from their 
  the fact they possessed four arms. two on each side instead of just one. 
  were also very tall . nearly eight feet in height - but barely weighed a hundred 
  2 
  
  twenty pounds. 
  For their emaciated appearance. though. they proved to be very strong and 
  tough. perhaps indicating that they are supernatural in origin. 
  To be honest. when we first arrived In the Ulithlogg village I was extremely skeptical. 
  They seemed to be merely primitives, barely capable of counting to ten. 
  To my surprise, I 
  learned that the language of the Ulithlogg was Dragonese l 
  Even more surprising, when that 
  damned dragon Sal an asked the U.lithJogg to repair our armor, Ihey look us 10 a well-stocked 
  armory in the base oj one of the trees and were able to complete all repairs to our equipment in 
  just a lew days. Satan explained to me ' and to the rest of our group - that the Ulithlogg are a 
  race of idiot savants. capable of accomplishing astonishing feats without understanding what 
  they are doing. The Ulithlogg believe that they are the only "real" species of creatures in the 
  universe - everything else is just a hallucination. This makes their sense of morality and ethics 
  very bizarre. as they feel no moral obligations to illusions. Assisting or helping a non-Ulithlogg is 
  a whim, not a act of charity. 
  The lIlithlogg also apparently are well-known as assassins throughout many dimensions, 
  capable of phasing through solid mat1er in order to reach their prey. Satan also hinted at the faCt 
  that he has been here several times before, and that the Ulrthlogg were the ones responsible f0r 
  creating his mysterious Enforcer armor. I wonder. 
  what other secrets has he held from us? 
  Atter a few weeks of recovery among the Lllithlogg, we noticed several Scimitar robots 
  on patrol around the perimeter of the foresl. The Hunters were now being hunted, it seemed. It 
  was time to move onward. Since outside this immense forest meant certain at1ack and possible 
  death. we elected to move deeper into the unknown regions of the forest. These were places 
  even the Ulithlogg did not know about. but we felt that our fortune lay with the unknown rather 
  than with Tristan Spyre. 
  STR 
  The sunlight slowly vanished as we headed into the center of the forest. Days passed as 
  we plodded onward, completely unsure of where we were and where we were going. 
  Not a 
  creature did we see - the only sound that we could hear was the warm hum 01 our own 
  equipment and Ihe whispering breeze. We were a JiNle on edge. Even in my shadow, I could 
  swear that I could see crimson robols and the face of Tristan Spyre. 
  It is somewhat understandable, then. that we nearly killed the first creatures we met after 
  two weeks of isolation in these woodlands. 
  Without warning, a small group of four ape-like 
  creatures came out in front of us. our sensors giving us no warning time at aiL Shots were nearly 
  fired. but cool thinking by Archimedes and his quickly barked orders kept guns from blazing 
  away. They looked like a pack of small blue gorillas, no more than four feet in height. and they 
  held bunches of flowers in their outstretched hands. Suddenly, they fell prostrate in front of 
  Grendel and Satan, mumbling some form 01 prayer in Dragonese! We were surprised, to say the 
  least. but decided that they were at least allies 
  The creatures led us back to their village, a tiny assemblage of thatched cot1ages 
  located at a nexus of lhree ley lines. No rifts were open that I could see. in talking with the 
  creatures. we learned that they were called the Kinsitata - Usmall wanderers" in the dragon 
  tongue. 
  A very superstitious creature, they still seemed fairly smart and possessed much 
  magical ability. particularly in controlling the elements. Sylvain compared their abilities to those 
  of the druids of Camelot, which I found a fairly apt analogy. 
  Apparently, the Kinsitata first believed the dragons of our group to be something called 
  the Scarred Gods - deities whom they worship but apparently abandoned Jarnaka centuries ago. 
  Ignorant savages. Their respec1 and willingness to help us, though. was not diminished once 
  they learned of our real identities. 
  They seem quite friendly, also I do not understand the 
  connection dragons possess with this world. Perhaps if I asked '. never mind. 
  After living with the creatures for a tew days, I finally asked the Kinsitata if they coulp 
  help us return to Eanh. To my continuing astonishment, they knew of Earth and a way to return! 
  After equipping us With some food, they took our group to one of the larger, hollow trees loca1ed 
  along one of the ley lines - the Korgata Trees. they call them. Once there, they told us just tb 
  step inside the tree and we would be back on Earth. I think thaI all of us were tempted to laugh 
  at them, but experience has taught us to expect the bizarre and the impossible by now. So, we 
  
  went along with il. When Archimedes happened to inquire where on Earth we would be. all the 
  Kinsitata could say was "among their brethren" With our other option being Spyre in a fight we 
  ~ere unprepared for. we said our good-byes and stepped into the Korgata Tree. 
  ADAY 
  NING 
  With a flash of pinkish light. we found ourselves outside a different Korgata tree 
  Somewhere in a high mountain region, The cold air and snow we found there was a complete 
  ~hock to us. but we quickly adjusted. At nightfall, the sky cleared up. and using the stars and 
  some basic astronomy, we confirmed that we were indeed on Earth. 
  I guessed we were 
  ~mewhere in the Rocky Mountains of NorthAm - meaning a considerable trek home, but not an 
  impossible journey. 
  , 
  Speed is now of the essence. Spyre has had a few weeks to advance even further in his 
  plans to take over Lone Star. If he ever gains control of a nation of NorthAm and the resources 
  there. who knows what could happen? While the memories of Jarnaka linger in my mind - the 
  place seems like a dream now. and I would love to explore it fully someday, that time must wart, 
  I promised on the grave of my dead father to protect people from evil. I thought the 8anwok 
  ~ere unstoppable. but I persevered. 
  Tristan Spyre must now faiL 
  J 
  A 
  Taylor Kahl, Jr. 
  (AKA Spitshine) 
  The world of Jarnaka can be found orbiting the binary star system of Cortius Prime, 
  located on the fringes of the Three Galaxies. 
  In comparison to the Earth. the world is fairly 
  young - barely four hundred million years old. The world's evolution, though, was IiteraHy sped 
  ~p by divine intervention, as will be seen in the histories below. The planet is approximately half 
  the size of Ritts Earth. and has two uninhabited moons orbiting it, Piohereu and Dilhijas. Also 
  like Rifts Earth. ley lines and magical energy abound on the planet. 
  Jarnaka has literally 
  hundreds of ley Jines and nexuses crisscrossing the planet's surlace. Over seventy percent of 
  Uarnaka's surlace is water. with most of the tresh water supply lying at a large sea al the planet's 
  ~quator. Much of the fresh waler supply was destroyed during the U/ithlogg-Blarnogl wars in the 
  past few hundred years. 
  The atmosphere is an even mix of carbon dioxide. oxygen, and 
  nitrogen. making the planet quite accessible to travelers from Rifts Earth. The world is typically 
  ~arm in climate except at the polar regions. usually ranging at around sixty degrees Fahrenhert. 
  I 
  NAT 
  JARNAKA 
  i 
  The Kingdom of Chorrdalis is the only formalized country on Jarnaka, and is populated 
  entirely by the Chorrdali. The other creatures of Jarnaka - the Ulithlogg, the Aederond, and the 
  !<insitata - are all fairly socially primhive and live in small, simple villages. Like the Chondali, 
  these species of creatures keep mostly to themselves. Chorrdalis is localed in southern Jarnaka. 
  Chorrdalis is a fairly large nation, about the size of Atlantis. Its border is a nearly circular 
  mountain range, called the Mogotu Peaks. This makes Chondalis a difficult place to attack, al 
  ihe steep peaks form fortress-like walls and vicious demons known as the Mogor eXClusively 
  inhabit these mountains. 
  Within the Mogotu Peaks, there are mostly grasslands and farmlands, 
  with six major cities containing most of the population of the Chorrdali. The largest city - the 
  ~apital, Nehfarris - only has a population of about forty thousand individuals, though. 
  The 
  buildings here and in the other cities (Wherther. Behdilna, Oligatis, Mogeril, and Zatgar) are all 
  made of stone. 
  The technology level of Chorrdalis is about that of fifteenth-century Earth. In 
  ~erms of society. Chorrdalis is much like feudal society. A small elite aristocracy rules over the 
  4 
  
  nation. while the 
  01 the Chorrdali population can be divided into one of four categories· 
  soldiers. stone 
  or slaves 
  Each city is ruled by a Vernalik (equivalent to a 
  Duke or 
  while the ruler ot Nehfarris is essentially an Overlord. or Grand Vernalil<. Rule is 
  hereditary and the social structure of Chorrdalis is fairly rig·lo. The only exceptions to this caste 
  systems are small 
  of Chorrdali barbarians, who 
  10 
  and are considered 
  enemies of the state, 
  have been historically dillicult to 
  or 
  though. as they hi~e 
  amidst the 
  of 
  known as sacred 
  to all Chorrdali and a place where 
  violence is forbidden by divine decree 
  The 
  intelligent races of Jarnaka 
  the Ulithlogg. the Kinsitata. and the 
  Aederond 
  are very 
  in the structure of their 
  societies. All of these creatures 
  dwell in 
  wrth populations ranging from 
  to 
  hundred. and all these villages are 
  by chieftains or 
  of some kind. None of 
  creatures belongs to a "proper" nation and 
  none of these races has a central leader. 
  All 
  predominantly to themselves. albe~ for 
  different reasons. The Ulithlogg. for 
  believe that all creatures apart from Ihemselves 
  are either hallucinations or dreams. and 
  not 
  in seeking contact with 
  The 
  Kinlsi1.ata believe the other races of Jarnaka to be 
  heretics, and want nothing to do with 
  unbelievers. 
  And the Aederond. 
  frankly, 
  have nasty dispositions and aren't very 
  The Ulithlogg and the 
  mostly in the northern forests of 
  olose'lo 
  the 
  Peaks - the 
  lying along the perimeter of these 
  forest 
  reCllOf'llS while the Kinsitata live 
  in 
  heart of these woodlands. amongst the 
  tre~s 
  su nlight rarely meets the 
  of the forest land. The Aederond live around 
  equator 
  of Jarnaka, usually on 
  near swamps and jungles. Unlike the other creatures,of 
  Jarnaka. the Aederond are 
  in nature. constantly moving in search of game or better 
  shelter. 
  The 81arnogl 
  Rifts Dimension Book: The Banwok Hunters). while originally from 
  Jamaka. have almosl universally left 
  planet for the world of Hrogrythlor. 
  few Blamogl 
  still on Jarnaka are slaves of the Chorrdali. forced to do menial labor for their masters. If any of 
  these B!arnogl are encountered by player characters, they will 
  ior their freedom and ask for 
  help. However. 
  slaves are extremely rare and almost never seen in 
  The unifying 
  of Jarnaka is Dragonese. As can be seen 
  reason for 
  this is the influence of 
  early in the planet's 
  While the 
  did not stay 
  long upon Jarnaka, 
  enough oj a significant influence on the other creatures there 
  for lhem to 
  the 
  as their own. 
  Jarnaka can understand 
  the creatures 
  Jarnaka 
  well. with a 93°/" 
  few words and ,",hr'''''~>c 
  that 
  do not understand usually related to 
  to Jarnaka, which the creatures 
  there had to 
  words for on their own. 
  AH 
  Thousands of years ago. the 
  world of Jarnaka was visited by a powerful 
  curious 
  A dragon god. to be exact. The 
  name was Corgarith, and was a 
  creature 
  with an insatiable 
  led it throughout different dimensions 
  and different worlds for many millennia. 
  Jarnaka. though, Corgarith fell in 10,ve 
  with the small world and the beautiful 
  it 
  Never before had the dragon gPd 
  encountered a place where everything was so new. 
  impulsively decided that Jamaka 
  was his new home, and he would direct its future. All life on Jarnaka would come 
  Corgarilh. 
  To aid him in his mission. Corgarith decided to create qa.dllrlqs 
  godlings would help to shape and mold the world, and the sentient life 
  creating for the planet as well. 
  would be Ulith, god of the wind; 
  of fire; 
  Kinsita. goddess of magic; 
  of water; and Korrd, god of the earth. 
  wet 
  mud from the shores of the 
  into figurines ot small 
  :r.rr'l:Ir'lh took his 
  figurines and used his sorcerous 
  to bring them to life. These were to 
  new gOO5:of 
  Jarnaka, his servants. his children. 
  were to be Jarnaka's future, 
  However, 
  did not 
  the power he dreamed he had. To be sure. the 
  figurines were brought \0 life. and 
  did have the power of godlings. These godlings. though, 
  
  were horribly disfigured, a cracked and dis10rted image of what their creator had envisioned. 
  Instead of perlect dragons, Corgarrth had created mutated monstrosities which were mere 
  shadows of what they were supposed to be. 
  Ashamed of his failure, Corgarilh tied Jarnaka, 
  I never to be seen again. He thought he had des1royed his periect world. 
  I 
  The new godlings, though, remained. and while they looked physically horrible. they 
  were exactly as smart and their souls were exactly as gentle as their creator had intended. Like 
  ~mall children left alone, they were unsure of who they were and what they were to do. The 
  godlings squabbled and fought for a time, but soon realized tllat they were the caretakers of an 
  ~mpty world that they were supposed to fill with life. Working together, they each created a race 
  of creatures for the planet: the Ulithlogg, the 81arnogl. the Kinsitata. the Aederond, and the 
  Chorrdali. These mortal beings lived at first in harmony with one another and with their gods. the 
  Scarred Gods, as they came to be known. All was well with Jarnaka for many centuries. 
  i 
  As time passed, Ihe Scarred Gods became less interested in the development of their 
  dharges and became more withdrawn from world affairs. Af1er all. their creations seemed to be 
  handling their own affairs quite nicely. The different races of Jarnaka. meanwhile, also became 
  more withdrawn. each preferring 10 deal with their own kind instead of the other races of Jarnaka. 
  Ih particular. the Ulithlogg, a species which had rleavily adopted recreational drugs inl0 its 
  c.ulture. became extremely reclusive. They had adopled the belief that they were. in fact the 
  only "real" creatures of Jarnaka. All other creatures and events were eilher hallucinations or 
  drug-induced dreams. 
  About six hundred years ago. many Ulithlogg discovered a black gemstone the size of a 
  numan fist in their torest homeland that seemed very powerful and magical in nature. One of the 
  ~lInhlogg cut the gemstone into the shape of a heart, and called it Corgarith's Heart. believing 
  I~at an object of such magnificence and power could only come from the father of the Scarred 
  Gods. The jewel had many strange properties. but amongst the most fantastic was its ability 10 
  give those using it the ability to see into the future. 
  The Ulithlogg viewed this ability as the 
  ~Itimate enhancement of their hallucinogenic society. and coveted it above all things as a holy 
  9bject. Corgarith's Heart represented ultimate transcendence to the Ulnhlogg. 
  i 
  However, the Chorrdali and the Blarnogl had learned of Corgarith's Heart, and were 
  j~alous of the Ulithlogg. 
  They desired the ability to see into the future. and be able to look into 
  the source of a seemingly omniscient power. Secretly, they agreed to work together to steal the 
  j~wel from the Ulithlogg, and to use Corgarith's Heart for their own purposes. For about a year, 
  t~e two races amassed their forces in seclusion, merely biding their time. Then, in unison. the 
  qhorrdali and the Blarnogl attacked the Ulithlogg. 
  : 
  Initially. the Ulithlogg were stunned by the surprise assault. They had never imagined 
  that their dreams could hurt them. However. they were hurt quite badly. and the Blarnogl were 
  ~ble to swittly seize Corgarith's Heart and take it into their own possession. The Blarnogl quickly 
  qackstabbed the Chorrdali. telling their former allies that Corgarith's Heart was only meant for 
  Blamogl eyes and hands. 
  Enraged. the Chorrdali attacked the Blarnogl, now seeking the 
  powerlul jewel for their own, The Ulrthlogg also began to attack the Blarnogl, developing deadly 
  v?eapons at a frightening pace that outmatched anything the Blarnogl or the Chorrdali could 
  produce. An ugly three-way war ensued that lasted for many years. 
  I 
  Throughout the years of war. all the races 01 Jarnaka constantly prayed for some form of 
  qivine intervention, some way for the situation to be resolved peaceably (the Ulilhlogg, Chorrdali. 
  and Blarnogl all prayed that they would be the sole possessors of Corgarrth's Heart, of course). 
  However. the Scarred Gods never responded. The mortal inhabitants of Jarnaka, for the most 
  ~art, believed that the Scarred Gods never answered because they no longer cared. In tact, the 
  Scarred Gods never answered because they were so absolutely disgusted by the greedy, childish 
  ~ntjcs of their marta! charges. Thousands at lives had been lost all for the sake of a material 
  o~ject, and the Scarred Gods were disappoirned in the actions of the creatures of Jarnaka. As a 
  result, most creatures of Jarnaka chose to believe that their gods had abandoned them. Only 
  I 
  t~e Kinsitata still believed that the Scarred Gods existed, and still do to this day. 
  : 
  The war turned when the Blamogl. still in possession of Corgarnh's Heart. decided to 
  take care ot their problems wijh help from another world. Using the rifts and ley lines of Jarnaka, 
  t~e Blamogl had managed to find their way 10 Phase World. Contacting the ruthless weapons 
  dealers there known as Naruni Enterprises. the Blarnogl managed to obtain advanced weapons 
  
  called neutrino warheads that they 
  Ulithlogg and the Chorrdali. 
  before they were able to use the wt>::.n/"lnc: 
  were simultaneously attacked by both 
  source of the whole war - Corgarilh's Heart - was 
  neutrino weapons were accidentally 
  and 
  enemies. they did do significant 
  thousands upon thousands of square miles of 
  mud. Ultimately, the Blamogl were 
  Upon learning of the 
  genocidal 
  Jarnaka held a trial for 
  the entire Blarnogl race. horrified by the Sick crime of which 
  learned. The Kinsitala, 
  considered fair and impartial by all sides involved, 
  over the 
  II was concluded after 
  many months of deliberation that the Blarnogl were guilty 01 terrible 
  JamaKa 
  and the race as a whole was sentenced to permanent exile from 
  Rounded up 
  and branded as criminals, the Blarnogl were sent off to the world of Hrogrythlor. Secretly. the 
  Chorrdali kept several 81arnogl as slaves, and in 
  times Ihe 
  covertly trading 
  with some 01 the Blarnogl from Hrogrythlor, but lor the most part, the 
  were never seen 
  on Jamaka. 
  remaining races of Jarnaka all concluded that the source of 
  war and the evil 
  actions surrounding the war was Corgarith's Heart Rather than hold themselves accountable ft;:lr 
  their 
  the creatures of Jarnaka decided instead that 
  had, in fact, been 
  cursed. Renaming the missing magical jewel the Demon 
  the Ulithlogg 
  that the 
  was evil and should destroyed if ever found 
  The other creatures of Jamaka 
  10 do likewise, and also renounced the Demon Heart as an 
  of darkness. The 
  matter was considered to be water under the bridge. 
  The Kinsitata made a genuine attempt to 
  with the 
  Chorrdali. the Kinsitata wove many complex spells 
  to restore their world to i1s former 
  heatth. To some extent, this worked - the Scarlet Waters were created 
  waters which began 10 run freely in many areas over the lands of 
  however, 
  served to open new rif1.s to different worlds, particularly 
  at 
  Through these 
  rifts came the creatures known as the Mogor and the 
  creatures of 
  destroying anything in their sight. 
  The Kinsitala 
  the coming of these creatures as 
  punishment by the Scarred Gods. The Chorrdali viewed the /'1"'1'7'1,"""" of these creatures as faulty 
  by the Kinsitata. 
  At any rate. Ihe perception of the Demon Heart 
  1051 
  about five years ago. That was when the human 
  Tristan 
  Jarnaka. 
  was a 5upeIViliain genius from early '''I<",n'\J_r,r"" 
  lc;rI'E!~cjs and crimes in that time. Perhaps his most 
  the city of Old Chicago with a nuclear warhead. 
  for the city's continued exisience. His 
  were 
  the 
  and Wonder 
  although apparently at the cost of the heroes' lives. With 
  on his hands. Spyre became a hunted man 
  every 
  chose to escape, stealing an experimental lime machine and 
  Earth. 
  these 
  on the pfanet 
  into 
  future of 
  seeing the potential for world domination with the previously unknown concept 0f 
  once more his plans to become supreme leader of Earth. He rebuJl! the ruins 6f 
  laboratories. and created a genetic construct, a mutant Tyrannosaurus Rex namS,d 
  Rifts Dimension Book: 
  The Banwok Hunters}, to aid him in his scientific 
  However. the work was painstakingly slow, and the pace of his plans began to 
  mad. He knew that he would have 10 look elsewhere in order to boos! the speed of 
  Entering a rift, 
  traveled to the dimension of Jarnaka. He found himself in one of 
  the plains of thick purple mud that had once been a battlefield. Using his own unique scanning 
  Spyre discovered two magical anomalies that conventional scanners would not hav.c 
  been able to pick up hundreds of meters below Jamaka's surface. Excavating the area, 
  two 
  The lirs! was the Demon Heart. The second was a sentient obiect known 
  7 
  
  as the Runestati of Judas. Intrigued by his findings. Spyre learned from Judas that both items 
  possessed immense power. and that he could fully gains the powers of both if he bonded his soul 
  with that at Judas. Spyre. not believing in souls anyway, agreed to Judas' bargain. Spyre found 
  that his mutant powers increased nearly tenfold through the bonding. and between Judas and the 
  Demon Heart he now possessed a wealth of information almost unattainable anywhere tn the 
  known mu Itiverse. 
  Spyre proceeded to discreetly contact some of the more dissident Ulithlogg. informing 
  them that the Demon Heart had returned to Jarnaka and could once more become the source of 
  their enlightenment. All that would be required to achieve the wisdom of the ages would be to 
  help destroy the humans in a place called Lone Star. who were somehow restraining the full 
  power of the Demon Heart. A clever lie by Tristan Spyre, to be sure. but the greedy. renegade 
  Ulithlogg bought into it completely. Production of the Ulithlogg war machines. which had tapered 
  0ff for the most part and had mostly become custom jobs for creatures from other worlds and 
  dimensions. began rolling along at a quick pace once more. Spyre now controlled an army of 
  Ulithlogg and war machines. 
  ! 
  With the return of the Demon Heart. the potential for war once more looms in the air. 
  Spyre has discovered that his former servant Jericho has gone rogue. and his megalomania has 
  ?Imost led him to attack Jericho and his forces first, as punishment for his treachery. However. 
  ~e also knows that his attack on the Coalition State of Lone Star must be a complete surprise, 
  ~nd an attack on Jericho might give away all his potential advantages of surprise. Meanwhile. 
  ~he Chorrdali have learned that some of the Ulilhlogg have regained possession of the Demon 
  iT1eart (they are unaware of the existence of Tristan Spyre), and have begun plans to destroy the 
  ipemon Heart and the Ulithlogg once and for all. Likewise. the Kinsitata have also learned of the 
  return of the Demon Heart. and have informed the main Ulithlogg councils 01 this tact. The 
  Ulithlogg have not completely believed the Kinsitata, but have begun investigating the srtuation 
  for themselves. The situation on Jarnaka at the current moment is very volatile and dangerous. 
  the source of this evil can be completely attributed to the Demon Heart and its owner. Tristan 
  Spyre. 
  plME 510 AL 
  OORW 
  Jarnaka is connected to Rifts Earth through three main dimensional gateways. The most 
  commonly used rift between the two worlds can be lound on Earth right outside the free city of 
  Tolkeen. near the Coalition State of Lone Star. The other end of the rifts opens up right near an 
  tllithlogg village in the northern most inhabited lorest of Jarnaka. in the center of one 01 the 
  Blarnogl mud pits. 
  This rift is used frequently by human traders and by the Kittani. who 
  ~ccas;onally make a discreet visit to Jarnaka through this rift. The other rift opening up on the 
  ~orth American continent of Ritts Earth appears high amidst the Rocky Mountains. close to 
  ~here the border of the United States and Canada used to be. The Jarnaka entrance to this rift 
  ~an be found amidst a forest 01 Korgata trees. right nearby and to the east of Chorrdalis and the 
  f0ogotu Peaks. This arrangement suits the Kinsitata living nearby just fine, as very few creatures 
  ~rom Rifts Earth live in this area and bother to travel to Jarnaka through the rift. The final main 
  ~ift leading from Jarnaka to Rifts Earth can be found in the New German Republic, near the ruins 
  0t the old city of Munich. This rifts enters Jarnaka amongst the Mogotu Peaks. well wrthin the 
  ~oundaries of Chorrdalis. At times. gargoyles and explorers from the New German Republic 
  'ravel to Jarnaka through this rift, but have to face the distinct possibility of being harassed and 
  attacked by Chorrdali warriors, who are mistrustful olloreigners. 
  : 
  Only one ritt exists between Phase World and Jarnaka. 
  This dimensional gateway 
  opens up on the sixth level of Phase City on Phase World, right in the heart of one of the worst 
  ~Iums 01 the city. The rift opens up on Jarnaka relatively close to the Chorrda!i city of Oligatis, 
  t~e southernmost city 01 that country. near a heavily guarded gate leading out of the Mogotu 
  Peaks. Chorrdali patrols travel nearby this rift frequently, and usually attack all D-Bees and non-
  ~atives of Jarnaka found near this rift without provocation. This is understandable. as many 
  t:hings seeking to leave this hellish region of Phase City are quite dangerous. 
  I 
  I 
  R 
  
  AS usual, the ritts from Jarnaka to Wormwood lead to the same place most dimensional 
  gateways appear on that world· Worldgate. Only two rifts connect the two worlds. The most 
  frequently used portal between Jarnaka and Wormwood opens up on Jarnaka in one of the 
  Blarnogl mud plains in the southern regions of Ihe planet. less than a hundred miles from an 
  Ulithlogg village. This dimensional doorway is a commonly traveled trade route for creatures 
  between both worlds. The other rift opens up on Jarnaka near the Chorrdali city of Behdilna. 
  This is much less frequently used by the people of Wormwood. as mistrustful patrols of Chorrd~li 
  warriors regularly patrol this area looking to attack intruders and foreigners as well. 
  Between the Banwok planet of Hrogrythlor and Jarnaka. there are three connecting rifts. 
  None are used very otten. as the inhabitants of Jarnaka generally want very little to do with the 
  new Blarnogl homeworld. One main gateway between the two worlds enters Hrogry1hlor in 
  Smiorx, the new central Blarnogl city. It was through this dimensional portal that the Blarnogl 
  were originally banished to Hrogrythlor. This particular rift enters Jarnaka close to a Kinsitata 
  village in a grove of Korgata trees, about ten miles trom the rift leading to the Rocky Mountains 
  on Earth. An extremely large rift opens up on Hrogrythlor from Jarnaka nearby the Banwok City 
  of Gaaaj. which connects to a dimensional portal lying amidst the southernmost regions of the 
  Mogotu Peaks. Due to the treacherous nature ot the Mogotu Peaks and the homicidally paranoid 
  military patrols of Banwok on Hrogry1hlor. this rift is almost never used by creatures at either er)d 
  of the rift The final rift between the two alien worlds can be found on Hrogrythlor just south bf 
  Smiorx. well outside the mountains and the city, in the middle of uninhabited grasslands. TIle 
  Jarnaka end of the dimensional doorway is located just inside a forest and an Ulithlogg village 
  near Chorrdalis and the Mogotu Peaks. This is the dimensional road by which certain Ulithlogg 
  and the Blarnogl have begun trading once more. No artificial Banwok rifts exist yet between the 
  two worlds. This is mostly due to the tact that the Banwok only know of Jarnaka as the original 
  homeworld of the Blarnogl. If anything ever happens to their perception of Jamaka that makes 
  them perceive that world as a threat. however, then artificial rifts will probably be created arid 
  exploratory panies sent to Jarnaka 
  I 
  REACTION S 
  ROM E A RTH 
  OWERS 
  Due to Jarnaka's relative lack of interaction with other creatures and other worlds, not 
  too many creatures are aware of the world's existence. 
  However, certain creatures and 
  individuals from Jarnaka have made their presence known on Rifts Earth. The Coalition is well 
  aware of Jarnaka's existence, and has been for some time. This is because the Coalition State 
  of Lone Star has been in contact with the Ulithlogg for a few years. Wandering Ulithlogg coming 
  through the Tolkeen rift were originally considered to be dangerous, lethal monsters, due to the 
  firepower that the Ulithlogg invariably brought with them from Rifts Earth. However, by chance .a 
  Coalition convoy managed to capture a Ulithlogg assassin wearing Kubita Power Armor, and 
  learned through interrogation that the Ulithlogg were relatively peaceful beings. 
  Coalition 
  intelligence was shocked and amused to learn that their Ulithlogg captive did not consider the 
  Coalition. or the rest of the human race for lhat mal1er, to be real. The Ulithlogg considered his 
  whole experience to be a strange but interesting hallucination. The Coalition also learned at thiS 
  time that many of the Ulithlogg were deadly and professional assassins, but would only kill for ia 
  price. Using this information, Lone Star has been contracting Ulithlogg assassins for about'a 
  year or so. using them to eliminate Coalition resistance leaders and dissidents without the killings 
  being 1raced back to Lone Star. Lone Star's information has been given to the other Coalitidn 
  states as well. and Chi-Town and Iron Heart have begun negotiations with certain Ulithlogg 
  assassins to perform similar tasks for their governments. 
  I 
  The New German Republic has also learned of Jarnaka - specifically, of the Ulithlogg:-
  and have also begun to contract the aliens for their deadly abilities of stealth. Their missions f~r 
  the Ulithlogg are different from those of the Coalition. however 
  The New German RepubliC, 
  upon learning of the Ulithlogg and their mercenary nature. have used the Ulithlogg to two main 
  purposes. The first seNice the Ulithlogg provided for the NGR was to be a new supplier ~f 
  mega-damage armor for the NGR military. The Ulithlogg have modified their power armor su~s 
  to work for human pilots and have begun selling them to the NGR at a high price. The secorid 
  Ulithlogg service provided to the New German Republic was to serve as spies 10 gath~r 
  
  iniormation about the Gargoyle Empire. While cyborgs and robots have done a decent job for 
  the New German Republic in gaining information about their gargoyle enemies, the Ulithlogg's 
  ability to phase through solid mat1er and to iight like some of the best mercenaries in the known 
  ~niverse have made their services invaluable to the NGR. 
  Unfortunately, the New German 
  ~epublic considers the Ulithlogg to be reliable allies The Gargoyle Empire originally considered 
  the Ulithlogg to be enemies oi the state, but learned from captured Ulithlogg that the aliens will 
  YV0rk for the highest bidder. Hence, many Ulithlogg double agents are now being contracted by 
  the New German Republic intelligence agencies. and much misinformation is flowing freely 
  between both sides. 
  I 
  Jarnaka has become something of a mylh and legend in the nation of New Dragcona in 
  ~outh America. and is something that country's leader. Melastirth. wants to learn desperately 
  about. Dragon legends sometimes talk of a distant world named Jarnaka created by the dragon 
  god Corgari1h, a veritable paradise for dragonkind. This matches Melastinh's vision of a world 
  ruled and completely controlled by dragons. Mosl dragons who have heard of the legend of 
  ~arnaka consider the story to be nothing but complete fiction. Melastirth, on the other hand, has 
  begun hearing of dimensional travelers who have been to the world of Jarnaka, and believes the 
  legend to be true. He has sent out explorers and mercenaries in earnest, oHering much gold to 
  ?ny being who can prove the existence of Jarnaka and a dimensional portal to the planet. While 
  most of Melastirth's lieutenants consider their commander's actions to be an act of folly, they say 
  nothing, knowing that the actual world of Jarnaka, if not necessarily the legend, probably exists 
  ior real. 
  REACT IONS 
  ROMW RMWO 
  The Kingdom of Light comprises the only individuals on Wormwood who have actually 
  been in contact wi1h creatures from Jarnaka, The Knights of the Order of the Hospital and the 
  Apoks ot Wormwood have taken to dealing with and trading with the Ulithlogg on a regular basis, 
  and Chorrdali barbarians from time to time. Both the Chorrdali and the Ulithlogg believe the 
  Unholy and the Forces of Light to be nothing but abominations, worthy only of death. The 
  !Jlithlogg call the Unholy by the name "The Wakened" - one who can never dream. To the 
  WlithJogg, that is a fate worse that death. Both Chorrdali barbarians and the Ulithlogg trade 
  yveapons to the Hospitaliers, usually only in exchange for food and trinkets catching the aliens' 
  ~ancy. The Knights of the Order of the Temple consider both the Ulithlogg and the Chorrdali to 
  ?e filthy foreigners. and want nothing to do with the Jarnaka natives. This suits the Ulithlogg and 
  the Chorrdali just fine, as they consider the Templars to be arrogant fools to stupid to 
  acknowledge help. 
  I 
  The Unholy and the Forces of Darkness do not really know much about Jarnaka, and do 
  00t really wish to learn about the creatures of Jarnaka, either. The Forces of Darkness do know 
  (hat certain Chorrdali and Ulithlogg are helping the Kingdom of Light in their battles, and that is 
  all that matters. Under orders from Lord Krikton, all Ulithlogg, Chorrdali. and any other creatures 
  ~hich acknowledge their origin in Jarnaka are to be put to death instantly. This has disturbed the 
  Goblin Queen Salome to some extem. as she believes the abili1ies of the Ulithlogg could be 
  \umed to work against the Kingdom of Light. but the Unholy has upheld and confirmed Lord 
  ~rikton's orders. Creatures of Jarnaka are unwanted by the Forces of Darkness in Wormwood. 
  ; 
  REACTIO 
  FROM PHAS 
  OR 
  Naruni Enterprises is the only group ot intelligent beings from Phase World to have had 
  ~xtensjve dealings with the inhabitants of Jarnaka. During the war for the Demon Heart, Naruni 
  ~nterprise had many business dealings with the 8larnogl, selling them advanced weapons that 
  nearly allowed the 81arnogl to emerge victorious in this armed conflict. 
  However, Naruni 
  Enterprises also attempted to engage in possible business dealings wrth the Ulithlogg and the 
  Chorrdali. It was only when the corporation realized that the Ulithlogg and the Chorrdali had very 
  I)ttle valuable items to trade for possible weaponry (except for their land - and neither race was 
  prepared to give that up) that their business agents gave up their sales plans, As time passed, 
  though, Naruni Enterprises began to hear of the Ulithlogg's prowess as power armor builders and 
  I 
  I 
  ; 
  10 
  
  as assassins. Intrigued by this news. the company reopened contact with the Ulithlogg. A new 
  deal formed between the Ulithlogg and Naruni Enterprises. The galactic syndicate became the 
  Ulithlogg's exclusive distribution center in the Three Galaxies for their custom suits of power 
  armor. Naruni Enterprises also began to act as agents for Ulithlogg assassins. providing thei:r 
  seNices of death to many different worlds. 
  Apart from this. there is very little interaction 
  between Phase World and Jamaka. 
  REACT IONS FROM H RO 
  THL R 
  The Banwok. the dominant creatures of Hrogrythlor. only know that the 81arnogl once 
  came from Jarnaka. Nothing else about the planet interests them. and they generally have ju~t 
  ignored the world of Jarnaka entirely. However. the 8anwok erroneously believe that there are 
  still many more 81arnogl still living on Jarnaka. 
  Contingency plans have been made by the 
  Banwok to investigate Jarnaka thoroughly and then eradicate the planet of all life forms if the 
  Blarnogl suddenly act in a hostile manner against the Banwok. 
  The Grynnyak. the wandering hunter-philosophers 01 Hrogrythlor, have encountered ~ 
  race of creatures that they have become good friends and allies with on Jarnaka. These new 
  allies are the Kinsitata. Like the Kinsitata, the Grynnyak be[j.~ve in the sacred nature of nature 
  and the wild. Both kinds of creatures have traveled between worlds to meet with each other. and 
  have talked extensively about restoring Jarnaka back to health, making it a peaceful world which 
  could possibly become a new home for the Grynnyak away fram the Banwok. For the moment, 
  though. amiable talks all that have been done. 
  C REA URES OF A 
  A 
  The four intelligent native races of Jarnaka still remaining on the planet are the Ulithlogg. 
  the Chorrdali, the Aederond. and the Kinsitata. All of these creatures. except for the Kinsnata, 
  are supernatural in origin and are mega-damage creatures. Through the creation of the mystical 
  Scarlet Waters, though. the Kinsitata also have gained the capabili1y of becoming mega-damage 
  beings. All these creatures retain their mega-damage capacity on other worlds such as Rifts 
  Earth. Apart from these intelligent beings, there are a few forms of strange supernatural life on 
  Jarnaka as well. 
  Perhaps the most bizarre of these beasts is known as the Juggernaut 
  Juggernauts are beings of living P.P.E., resembling giant balls of energy that roam the lands and 
  seas of Jarnaka in search of living beings from which to suck PP.E. energy. 
  They are 
  considered the most dangerous beings on Jarnaka simply because they are almost impossible to 
  defeat in combat or run away from. The Kunisat is possibly a cousin of the Kinsitata. not very 
  intelligent but resembling a far larger and more physically powerlul version of the small Kinsitata. 
  It is thought that Kunisat wandering through rit1s to the Rocky Mountains of Rins Earth are 
  responsible for the "Bigfoot" legend. The Draykonis is a form of ancient dragon that roams the 
  mountains of the Mogotu Peaks. Draykonis dragons are related to dragons in the same way that 
  humans were once related to Cra-Magnon man. 
  The Draykonis are mentally stunted in 
  comparison to normal dragons, but their innate magical abilities and physical size make them ~ 
  more brutal opponent than a normal dragon. if not necessarily a more dangerous opponent. Also 
  living amongst the Mogotu Peaks are the Mogor . supernatural lizard-like demons with razor:-
  sharp tails capable of cutting an armored man in half. 
  They are malevolent and spiteful, 
  torturing and killing any creature that they mee\. No one is sure exactly where the Mogor came 
  from, but no one has really cared enough yetta find out. 
  The other. more normal creatures of Jarnaka are very similar. if not identical. to those 
  found on Rifts Earth. The two most abundant species, which are commonly hunted as game by 
  the more intelligent beings of Jarnaka. are the Jhakotay and the Torbitak. Jhakotay are simila:r 
  to deer. except they are about twice as large, possess shaggier fur and have six powerful leg~, 
  allowing them to reach blinding speeds in a relatively short time. Their main predators are the 
  Torbitak, two-headed wolves with venomous fangs. Natives of Ritts Earth encountering the 
  Torbitak have dubbed them the Cerebus Wolves, due to their resemblance to the mythical 
  i I 
  
  ; creatu res. 80th these creatures can be usually found roaming the grasslands of Jarnaka. near 
  the shores of the oceans or on the outskirts of the forests. 
  Most of the intelligent lifeforms on Jarnaka tend to keep to themselves. avoiding contact 
  wiih the other races of the planet unless necessary. This is done for different reasons, though. 
  I The Chorrdah are avoided because of Iheir aggressive, warlike nature. 
  The Ulilhlogg are 
  i shunned because every other intelligent creature considers the Ulithlogg to be highly unstable. if 
  inot insane. The small. genlle Kinsitata and Aederond avoid other creatures because they do not 
  iwish to be at1acked and killed. The plane! has remainM relatively peaceful due to these policies 
  j of relative isolation. but could change should the Ulithlogg or Chorrdali ever decide to become 
  I militant once more. 
  The Ulithlogg are a race of tall, gray-skinned humanoids vaguely resembling the human 
  ! race, save for the fact they have four arms and are extremely tall and emaciated. Most Uliihlogg 
  i are between eight to nine feet in height, but weigh only one hundred to one hundred and fifty 
  I· pounds. Their supernatural origins. however. give them exception strength and quickness which 
  ,is not apparent in their appearance. The Ulithlogg have long, pointed fangs capable of doing 
  mega-damage. They typically wear nothing but a loincloth, and wear their hair in long dread lock-
  like braids that stretch down to their waist. The lifespan of an Ulithlogg is only about thirty years, 
  but Ulithlogg are physically and mentally mature by the age of six_ Ulithlogg also possess the 
  innate ability to phase through solid matter. also they can only do this for limited periods of time. 
  The normal Ulithlogg cannot considered to be inteiligent by normal standards. Rather, 
  they are instead a race comprised mostly of idiot savants. The Ulithlogg Tinkers are the best 
  examples 01 this. Ulithlogg Tinkers are capable 01 creating incredibly sophisticated weaponry 
  and suits of power armor, but are completely incapable of explaining the theories and mechanics 
  behind their amazing inventions. They do not understand how they do things; rather, they just 
  !do them without comprehending what they are doing. Ulithlogg are notoriously rotten in giving 
  iexplanations for their actions, because they often do not understand what they are doing. either. 
  jSubconsciously, the Ulrthlogg can be considered geniuses, but on an interactive, conscious level 
  :they often look and act like morons. 
  Ulithlogg villages generally have no social structure at all, which suits the Ulithlogg just 
  ,fine. They do not steal 1rom each other or kill one another. because the~1 do not see a point to 
  those actions. Their society is communal, which everyone working to support themselves first 
  and everyone else who needs help next. All their needs are found in the forests - namely. food 
  and shelter - and aU other needs and wants can usually be found with relative ease. The only 
  diHicully the Ulrthlogg had acquiring in the past was metal ore for building power armor and 
  equipment. However. with their new contracts with Naruni Enterprises, this need has been easily 
  ~ fulfilled. A chieftain, or Draygok. technically rules each U!ithlogg during a time of crisis and will 
  I be obeyed unhesitatingly during such situations, but qenerally never exercises power otherwise. 
  [The position of Draygok is hereditary. Most Ulithlogg are farmers, cultivating small field of crops 
  ioutside their forest villages. 
  A select few Ulithlogg have become armorers. known to the 
  . Lllithlogg and other creatures as the Tinkers. 
  Ever fewer Ulifhlogg have become assassins. 
  iThey maintain an organization similar to an Assassin's Guild that is fairly secretive, but has 
  : many contacts both on Jamaka and other worlds. 
  1 
  The most unique aspect of the Ulithlogg is their drug culture. Many strange herbs and 
  !weeds infest the forests of Jarnaka, which all creatures of Jarnaka avoid but the Ulithlogg. The 
  I Ulithlogg distill these strange plants into liquids, which they drink on a regular basis. The result 
  1
  of this is that the Ulithlogg tend to have many hallucinatory experiences. These experiences 
  normally do not interfere with the rest of their lives. as they will never take drugs during times of 
  :working or during a crisis. 
  However, constant drug use over the centuries has blended their 
  !sense of reality with their world of hallucinations. They believe that they are the only real race of 
  lcreatures in existence, Nothing else - humans, Chorrdali. Kinsitata, et cetera - are real. They 
  :are all just hallucinations manifested by the mind. 
  The Ulithlogg call such creatures the 
  'Wakened. or those not of their dream-like world of existence Hence, the dealing of the Ulithlogg 
  12 
  
  with other mtelligent creatures tends to be a bit bizarre. Since the Ulithlogg do not believe sucm 
  creatures are real anyway, they treat their relations with other creatures on impulses and whims. 
  They have lillie concept of danger. either - an attack by other creatures upon an Ulithlogg is 
  considered 10 be the equivalent of a bad drug experience. (Note: the drugs of Jarnaka are 
  highly toxic and almost always lethal to non-natives of Jarnaka. 
  Use of Ulithlogg drugs by 
  humans or other foreigners in Jarnaka requires a s1andard saving throw against poisons and 
  toxins, with failure resulting in instant death. A successful save means the user is violently ill for 
  24-72 hours, and receives none of the hallucinatory effects of the drugs.) 
  THE ASSASSIN'S G UILD 
  The Ulithlogg Assassins are organized in a formell group known as Psoddiahk - the 
  Hands of the Many. All Ulithlogg Assassins belong to the Hands of the Many. The Hands are 
  led by one of the most infamous Ulithlogg killers of all time, Blackfist Torbitak. He originally 
  organized the Hands when he recognized that the few UlithloQg assassins were often working at 
  cross purposes, and Ulrthlogg society was beginning to suffer due to these freelance artists. 
  With the formation of the Hands of the Many, the numbers of the Ulithlogg Assassins began to 
  grow steadily, and ti1eir contracting with other worlds became larger and more consistent. 
  Ulithlogg AssaSSins no longer found themselves accidentally battling against each other. 
  Although Blackfist did not intend this, the Hands of the Many also has wound up being one of the 
  most profitable businesses on Jarnaka. 
  The Hands of the Many seNes several purposes. The primary purpose is to be a central 
  contracting agency for Ulithlogg Assassins. 
  The Ulithlogg no longer bother to flaunt their 
  seNices of death, as their reputation now has already generaled more business than they can 
  handle. 
  Most potential clients contract the Ulithlogg through established contacts, such as 
  Naruni Enterprises or the Coalition. If not, they must contact the Hands of the Many on their 
  own, as the networ'K of killers remains secretive, and most Ulithlogg feign ignorance if asked 
  about the assassin's guild. 
  Even if the Ulithlogg Assassins are contacted. some jobs are 
  summarily turned down anyway. The lIlithlogg like to be sure that a potential mission does nqt 
  interfere with an already contracted mission unless there is extremely good reason or profit 
  involved. Once contracted, though, the Ulithlogg Assassins are readily accessible and willing to 
  deal with their new allies. 
  The Hands of the Many never accepts cash payments for their 
  contracts, preferring instead to barter for equipment. Depending on a mission, the price for an 
  assassination or spy mission usualJy ranges somewhere between the equivalent of two to twenty 
  Coalition credits. 
  The other main purpose of the Hands of the Many is to provide a source of supplies and 
  information tor Ulithlogg Assassins. Most of the information about other worlds and alien species 
  of creatures is held by the Hands of the Many, These databanks hold much intelligence about 
  the New German Republic and the Coalition, as well as data about the enemies of these 
  fac1ions. This information allows the lIlithlogg to learn about potential targets, as well as their 
  strengths and weaknesses. 
  Ulrthlogg Assassins returning from a assignment are required to 
  place mission logs in the central databank, so that the information learned can potentially be 
  used by other lIlithlogg Assassins at a later time. The Hands of the Many also acquired armor 
  and weapons for assassins that otherwise might prove difficult 10 obtain on short notice. Besides 
  obtaining priority orders from the Ulithlogg Tinkers of the Fortunado Armories, the Hands of the 
  Many usually is able to acquire nearly any form of necessary equipment imaginable from Naruni 
  Enterprises. The price of this equipment is normally a mission for Naruni Enterprises, executed 
  by the top Lllithlogg Assassins of the Hands of the Many_ 
  Blackfist Torbilak is the undisputed leader of !he Hands of the Many. 
  While mo~t 
  decisions are made by majority vote of all present Uli1hlogg Assassins present when a judgment 
  about a potential assignment is to be made, Blackfist's word is always final. Should one of the 
  members of the Hands of the Many betray the trust of the assassin's guild or attempt to go 
  freelance, Blackfist's standing orders are that such assassins have joined the Wakened and ar~ 
  to be hunted and terminated with extreme prejudice. The Hands of the Many represents to the 
  Ulithlogg an ordered way in which to conduct their arts of surveillance and murder, and betrayal 
  is equivalent to desecrating their art. 
  ' 
  
  PHASI G 
  All Ulithlogg possess the innate ability to phase through solid matter. To put it simply, 
  they are able to place their molecular structure out of sync with the rest of the normal material 
  j
  world. Moving through solid matter for the Ulithlogg becomes as simple as floating through air. 
  They also gain the ability to move on a vertical plane. either through air or through matter, 
  !floating much like a balloon. However. this primitive mode of flight is very slow, as Ulithlogg can 
  : only move up or down twenty feet per round in a phased state. Phasing is also fairly costly in 
  iterms of P P.E. to the Ulithlogg. An Ulithlogg needs to spend 5 P.P.E. per round in order to 
  I maintain a phased state. If the Ulithlogg runs out of P.P .E. while still phased within solid matter, 
  ithe Ulithlogg materializes, and is killed instantly (no saving throw) 
  ! 
  Phasing is what makes the Ulithlogg Assassins so deadly. 
  In a phased state. the 
  : Ulithlogg are invisible to normal sight. and cannot be detected by conventional sight. In fact, the 
  only way to learn of a phased Ulithlogg's whereabouts is to use scrying magic o( psionics. This 
  allows Ulithlogg Assassins to infil1rate and locate t;lrgets in a normally well-defended location 
  with little difficulty. 
  Both the New German Republic and the Coalition States, realizing this 
  problem. have begun research into new ways of possibly detecting UJithlogg Assassins. To date, 
  the research of both nations has yielded no results. 
  . 
  The Ulithlogg. however, are extremely vulnerable to certain attacks in their phased state. 
  r Psionic or magical attacks directed against a phased Ulithlogg do double normal damage. In 
  I additional, electrical attacks do double damage to a phased Lllrthlogg. 
  This makes phasing 
  I 
  Ulithlogg extremely wary of phasing through buildings. vehicles. and power armor, as they do not 
  I wish to move through power lines by accident. 
  Regula( power lines conducting electricity 
  I
  through mechanical equipment does' 06 M.D. per round to an Ulithlogg phasing through the 
  line. Multiple power lines equate to multiple damage, each consecutive line adding another D6 
  iof mega-damage. 
  I 
  Most Ulithlogg do not treat their ability to phase lightly. They reseNe their supernatural 
  !power for times of emergency or when stealth is necessary. Even Ulithlogg Assassins phase 
  !only when they absolutely have to. preferring instead to use conventional methods of covert 
  : movement to infiltrate a place. 
  Ulithlogg Assassins also like to use the Fortunado Armories' 
  :Chianes Power Armor, which can augment their ability to phase and allows non-Ulithlogg the 
  :ability to phase. 
  Non-Ulithlogg using this particular suit of armor follow the same hazards 
  iinvolved in phasing listed above that the Ulithlogg do, however. The Ulithlogg are fully aware of 
  !the advantages that phasing allows them, and treat their unique abilities with a sense of awe and 
  : respect. 
  lTHE U LI HLOGG ASSAS 
  : (Optional Player Character) 
  i 
  ! Alignment: Any selfish or evil alignment. Usually aberrant. 
  !Attributes: I.Q. 2D6, M.E. 406, MA 206. P.S. 506 (supernatural), P.P. 606, P.E. 3D6, P.B. 
  '2D6, Spd 4010+20 
  I Hit Points: None 
  M.D.C.: 1010"' 0+50, with an additional D6 per level. 
  LS.P.: 4D6, with an additional D6 per level. 
  Horror Factor: , 0 
  i P.P.E.: D6"1 0, with an additional 06 per level. 
  Weight: '00 to 150 Ibs 
  Height: 8 to 9 feet 
  IAverage Experience Level: 104 for NPCs. 
  !Natural Abilities: Can see in the infrared spectrum. 
  iCombat: Typically hand to hand: assassin. The number of attacks varies with the level of 
  iexperience and combat skills. 
  14 
  
  Damage: 
  punch 606 S,D .. full 
  punch or kick 406 M,D" power punch 706 
  M,D, (counts as two atlacks). bite 1 D4 M,D, 
  +2 on initiative, +610 strike/parry, +4 to 
  save versus horror faclor. + 1 to save versus 
  Magic: None, 
  Psionics: None, 
  R.C.C. 
  Pick 
  Computer 
  Computer 
  Computer 
  Prowl {+20%) 
  Wilderness 
  Track Animals 
  Hand 10 
  W,P, Knife 
  Wp, Sword 
  W,p, l-f'lorf11\' 
  W,p, 
  WP, Heavy 
  R.C.C. Related 
  Select seven 
  plus one other skill at 
  nine, and twelve, All new skills 
  slart al level one proficiency, 
  Communications: Any 
  Domeslic: Any 
  Electrical: BaSIC electronics only 
  Espionage', Any 
  0%) 
  Mechanical: Any 
  Medical: Firsl aid 
  holistic only 
  Military: Any 
  Physical: Any 
  Pilot: Any 
  Pilot Related: Any 
  Rogue: Any 
  Science: Advanced 
  Technical: Any 
  W,p,: Any 
  Wilderness: Any 
  Secondary Skills: 
  gets to select five 
  from the previous liSt, 
  These are additional areas of knowledge that do not receive any of the possible bonuses listed i,n 
  parentheses (). All 
  skills start at their base level. 
  skill availability is limited as 
  previously indicated in Ihallist (any, only, none), 
  Weapons: Can pret1y much use anything, 
  Typically 
  to use Ulithlogg weaponry. and 
  normally carries two knives and two energy pistols at all timAs: the Ulithlogg Skullknives and the 
  Ulilhlogg Shatterguns, 
  Vehicles: None, 
  lor Uli1hlogg Power Armor. 
  Money: None, 
  with preferred weapons as listed 
  Cyberneiics/Bionics, 
  Will refuse to ever 
  15 
  
  I 
  !Additional Notes: Ulithlogg Assassins are dedicated killers. always obeying their contracts of 
  I· death to their fullest extent, even if it means their own destruction. For the most part, they are 
  . honorable . considering assassination to be a game performed with panache and style. 
  Most 
  ~ never stoop to unnecessary cruelty towards their victims. preferring the thrill of a dean. quick kill 
  !instead All sanctioned Ulithlogg Assassins belong to a guild on Jarnaka known as the Hands of 
  [the Many. Rogue assassins are despised as criminals and hunted down. Ulithlogg Assassins 
  lare curious by nature, and love to learn about the new worlds in which they travel. 
  I 
  ITHE U LITHLOGG TINKER R.CoC . 
  !cOptional Player Character) 
  , 
  iAlignment : Any. Usually unprincipled or anarchist 
  , 
  :Attributes: LO. 4D6, M.E. 406. MA 206. P.S. 3D6 (supernatural), P.P. 406, P.E. 3D6, P.B. 
  i2D6. Spd 2010+20 
  !Hit Points: None 
  !M.D.C.: 1010'10+20. with an additional D4 per level. 
  : Horror Factor: 10 
  , 
  ;P.P.E.: D6'1 O. with an additional 04 per level. 
  iI.S.p,: 6D6, with an additional D6 per level. 
  lWeight: 100 to 150 Ibs 
  IHeight: 8 to 9 feet 
  'Average Experience Level: 1 D8 for NPCS. 
  Natural Abilities: Can see in the infrared spectrum. 
  Combat: 
  Typically hand to hand : expert. 
  The number of attacks varies with the level of 
  iexperience and combat skills. 
  !Damage: Restrained punch 306 S.D., full strength punch or kick 2D6 M.D., power punch 306 
  iM.D. (counts as two a1tacks). bite 104 M.D. 
  IBonuses: +1 on initiative, +4 to strike/parry. +2 to dodge. + 1 to rolilfall with punchlimpact, +8 to 
  'Isave versus horror factor. 
  Magic: None. 
  ;Psionics: None. 
  iR.C.C. Skills: 
  iBasic and Advanced Math (+10%) 
  :Basic Electronics (+10%) 
  !Radio: Basic (+5%) 
  jElectrical Engineer (+5%) 
  ; Robot E leclran ics (+ 1 0%) 
  !Mechanical Engineer (+5%) 
  :Robot Mechanics (+5%) 
  !Weapons Engineer (+ 10%) 
  'Computer Operations 
  :Computer Programming 
  iLanguage: Oragonese 
  [Hand to Hand: Expert 
  [W.P. Knife 
  I\W.P . Energy Pistol 
  W.P. Energy Rifle 
  I(Hand to Hand : Expert can be changed to Hand to Hand: Martial Arts at the cost of one "other" 
  Iskill. or assassin. if of an evil alignment, for the cost of two "other" skiJls.) 
  : R.C.C_ Related Skills: 
  :Select eight other skills. plus one other skill at levels three. six, nine, and twelve. All new skills 
  [start at level one proficiency. 
  [6 
  
  Communications Any 
  Domestic: Any 
  Electrical: Any (+10%) 
  Espionage: None 
  Mechanical: Any (+ 10%) 
  Medical: First aid and holist'lc only (+5%) 
  Military: Any 
  Physical: Any 
  Pilot: Any 
  Pilot Related ' Any 
  Rogue: None 
  Science: Any (+5%) 
  Technical: Any (+5%) 
  W.P. : Any 
  Wilderness: Any 
  Secondary Skills: The character gets to select six secondary skills from the previous liSt. 
  These are addrtional areas of knowledge that do not receive any of the possible bonuses listed in 
  parentheses (). All secondary skills start at their base level. Also, skill availability is limited as 
  previously indicated in that list (any, only, none) . 
  Weapons: Can pretty much use anything. Typically prefers to use Ulithlogg weaponry, and 
  normally carries two knives and two energy pistols at all times: the Ulithlogg Skullknives and Ih'e 
  Ulithlogg Shatterguns. 
  Vehicles: None. except for Ulithlogg Power Armor. 
  Money: None. Starts w'lth preierred weapons as listed above. 
  Cybernetics/Bionics: None. Will refuse to ever acquire such equipment. 
  Additional Notes: Ulithlogg Tinkers are true idiot savants. Their 1echnical skill abilities refer to 
  their abilities to perlorm tasks, not explain theory and facts to other people. Ulithlogg Tinkers 
  can never explain why or how they are able to do things, they just know they have certain gifts 0f 
  invention. Ulithlogg Tinkers usually work together in armories known as the Fortunado Armories 
  far below Jamaka's surface, far below their villages. so as not to disturb the other UIi1hlogg. 
  They are otten like children, pouting when things do not work as they planned and inventin'g 
  things out of whim rather than practicality. Many of their inventions are completely useless. If 
  given the opportunity to examine new machines. vehicles. and weapons, UIi1hlogg Tinkers go 
  crazy, trying to figure out how and why they work and how they can incorporate new ideas inio 
  their own inventions. Many Ulithlogg Tinkers will wander through the dimensions in search of 
  new ideas which they can use back at the Fortunado Armories. 
  U L ITH OGG 
  OWE AR OR 
  The Ulithlogg did not develop power armor until the war for the Demon Heart had begun. 
  Ulithlo99 Tinkers had developed some sophislicated equipment prior to this, equivalent to 
  twenty-first century Earth technology, but had never seen the need to develop weapons. 
  Th~y 
  were able to make do with knives, sword, spears, and the like. The need for advanced weapon!y 
  came when Ihe Ulithlogg were attacked by the Chorrdali and the Blarnogl. Both these foes had 
  armaments that completely outmatched anything the Ulithlogg had. 
  Quickly. the UlithloQg 
  Tinkers set about 10 develop suits of armor like the Blarnogl had. The first of these, the Kubita 
  Armor, was soon developed. It was basically nothing more that a well-equipped axo-skeleton for 
  an Ulithlogg, but it served its purpose. The technology edge that the enemies of the Ulithlogg 
  once possessed was now gone. 
  ; 
  After the war, the Ulithlogg Tinkers became curious about the possibilities for robOt 
  armor. They experimented around for a while, and developed the Chianes Armor, a slight!y 
  more power suit of armor that could also allow a non-Ulithlogg to phase. They also developed at 
  this time the Zethkonor Armor, an even more powerful suit loaded up with extremely heavy 
  firepower; and Ihe Breythanok Armor, which would be more accurately described as a robOt 
  17 
  
  :vehicle than as power armor. Similar in appearance 10 the Coalition Spider Skull-Walker, the 
  I Brey1hanok has a eight-legged base wilh a large pilot's compartment/turre1 resting atop the legs 
  \
  WhiCh looks like a py1hon's head. This was developed as a tactical weapon rather than a weapon 
  to be used in personal combat. 
  For the most part. these weapons were nothing but curiosities for the Ulithlogg, used 
  infrequently by Ulithlogg Assassins who were just given these suits of armor on loan by the 
  Ulithlogg Tinkers. 
  It was not until Naruni Enterprises came to attempt business negotiations 
  lonce more with the Ulithlogg that the Ulithlogg Power Armor series became well-known 
  ;throughoul many dimensions. Naruni Enterprises signed a deal with tt1e Ulithlogg Tinkers that 
  imade Naruni the exclusive galactic dealer of the armor. They would purchase the armor from 
  ithe Ulilhlogg, and then. be a.ble to sell the armor on Ph.ase World or to any olh.er planet they 
  I
  'chose. 
  The market prices listed under each armor listing reflects the price bemg offered by 
  Naruni Enterprises. 
  While better deals can probably be had from the Ulfthlogg Tinkers 
  'Ithemselves (they have very little concept as to the value of their creations), they are also more 
  difficult to find. Player characters seeking Ulithlogg Power Armor are usually better off, in terms 
  101 acquiring such armor. dealing with Naruni Enterprises instead, 
  : 
  The Ulithlogg are capable of building custom suits of armor. If given the schematics for 
  lany existing suit 01 armor. the Ulithlogg Tinkers can build and modify it to the specs of a 
  icustomer. The cost of building such armor is 150% of the market value of the copied armor, so 
  lusually the armor is intended to be customized for the wearer. Ulithlogg Tinkers also can build 
  joriginal weapons for their customers, giving charac1ers with no skills in building sophisticated 
  !weaponry an outlet for their ideas. The Ulithlogg, for example, have built scores of Scimitar 
  ;Warrior robots lor the villain Tristan Spyre, allowing him to build up an automated army. 
  \Ulfthlogg Tinkers are generally fair in their dealings with alien customers, offering new ideas 
  :constantly to them about how to beller improve and modify their armor. 
  After all. Ulithlogg 
  !Tinkers take pride in their work. 
  I 
  iKUBITA 
  !Model Type: Ulith001 
  \Class: Military Assault Armor 
  ICrew: One 
  !M.O,C. by Location: 
  Forearm Mini-Missile Launchers (4) -50 each 
  Left Upper Forearm Rail Cannon - 100 
  Head - 35 
  Lower Arm Blades (2) - SO each 
  Legs {2} - 90 each 
  Arms (4) - 75 each 
  • Main Body - 240 
  '-Depleting the M.D.C of the main body will shut down the armor. rendering it completely useless 
  ;and unusable. 
  !Speed: 
  lRunning: 50 mph maximum 
  ILeaping: The powertul robot legs can allow the armor to leap up to 20 fee! high or 
  , 
  across Add an additional twenty feet wi1h a running start. 
  !Statistical Data: 
  IHeiqht: 14 feet 
  IWidlh: 5 feet 
  :Length: 3 feet 
  Weight: 0.8 tons fully loaded. 
  ;Physical Strength: Equal 10 a PS. 30, 
  !Carao: Minimal cargo space: enough room is available for a hand-held weapon and personal 
  gear. 
  IX 
  
  nuclear or lechnowizard: 
  energy life is 10 years. 
  price of the Kubila Power Armor on Phase World is 30 million credits. 
  Availability is good there. 
  from the Ulithlogg is variable. 
  Weapon 
  ,. Ullth100 Forearm Rail Cannon: 
  the upper arm 01 the power armor, 
  railgun is slung over the left shoulder of 
  to grab and use the gun when necessary. 
  When not in use, the gun can be slung back 
  of the robot armor. 
  .i...!.!~!.-'L-'-""~= Assault 
  =~~C!...I-:"'=">=~ Anti-Armor 
  ~=>:~="'-L!.l~= 1 010
  7 10 M.D. for a burst of forty rounds. 
  Equal 10 Ihe number of the hand to hand attacks of the 
  ~~~~~~'-"-"'~~~ 3000 feet 
  hundred rounds of ammunition. allowing ten bursts from the gun before, 
  reloaded 
  2. Ulith756 Mini·Missile Launchers: A mini-missile launcher is located right over each of the 
  robot armor's four 
  each with a 
  of four mini-missiles. 
  Anti-Personnel 
  can he used. 
  of two. four. or eight. 
  Stilettos: Located underneath the wrist of the robot's two lower arms ar~ 
  titanium 
  normally hidden in a compartment in the lower arm. 
  blades can I:)e 
  popped out and used in hand to hand combat 
  Defense 
  Assault 
  1 D4"1 0 M.D. per 
  1 DS"i0 when used 
  (counts as two 
  attacks.) 
  4. 
  The Kubita Power Armor can augment an Ulithlogg's ability to 
  The armor 
  allows both the Ulithlogg pilot and the armor to remain in a phased state for twice the normal 
  duration that the Ulithlogg piloting the armor normally can phase. While in a 
  state. none 
  of the Kubita Power Armor's other weapons systems are functional and the armor is equally 
  vulnerable to certain attacks as a normal 
  Ulithlogg is. 
  the 
  seclion for mor;e 
  details. Note: only an Ulrthlogg can 
  tl1is feature of the armor. 
  5. Hand to Hand Combat: Either by 
  blades or more 
  means, the power 
  armor can be used in hand to hand 
  Because the armor is so unique, the user must 
  have the 
  Armor: Elite ski/I 10 use the combal bonuses 
  =.:..:..==,-,==-",,~ + 1 10 
  +4 10 parry/dodge. +5 to roll wi1h punch or fall/impact. 
  Restrained 
  1 
  M.D., lull strength punch 
  M.. power punch' 
  406 M.D. 
  judo fliplthrow 104 M.D. 
  I 
  6, 
  . The Kubila 
  Armor also has important sensory features: 
  , 
  -'-'--'-'-'..><.:..L'-"".!~~!..c A special 
  sensor allows the 
  radiation of warm objects 
  10 be converted into visual images. 
  1-01,]1"\"'", the pilot 10 see in the dark. through smoke, and in 
  shadows. 
  1800 feet. 
  !9 
  
  2. 
  Infrared/Ultraviolet Optics: 
  This optical system projects beams of ultraviolet and 
  iinfrared light. allowing the pilot 10 see in those particular spcctn.Jms 
  Note: Others with these 
  : detection systems will see these beams. allowing them 10 trace the source. 
  I 
  3. Ion Beam Tarqetm Applies to the mini-missile launchers and the rail cannon. Adds 
  : +3 to strike. 
  iZETHKO 0 
  POW ER AR OR 
  : Model Type: Ulilh1201 
  Class: Military Assault Armor 
  . 
  Crew: One pilot and one co-pilot: can hold an additional three passengers if necessary. 
  M.D.C. by Location: 
  Forearm Mini-Missile Launchers (4) - 100 each 
  Lett Upper Forearm Rail Cannon - 220 
  Head - 100 
  Lower Arm Blades (2) - 110 each 
  Lower Leg Missile Launchers (2) - 140 each 
  Chest Cannon - 230 
  Legs (2) - 200 each 
  Arms (4) - 160 each 
  "Main Body - 570 
  "Depleting the M.D.C. of the main body will shut down ~he armor, rendering it completely useless 
  and unusable . 
  • Speed: 
  i Running: 130 mph maximum 
  Leaping; The powerlul robot legs can allow the armor to leap up to 90 feet high or 
  across. Add an additional one hundred feet with a running start. 
  iStatistical Data: 
  I Height: 31 feel 4 inches 
  iVVidth: 13 feet 6 inches 
  iLength: 12 feet 
  IVVeight: 2.3 tons fully loaded. 
  :Physical Strength: Equal to a P.S. 50. 
  iCargo: Minimal cargo space: enough room is available for a hand-held weapon and personal 
  I 
  gear 
  iPower System: Either nuclear or technowizard; average energy life is 10 years. 
  I
  Black Market Cost: The price of the Zethkonor Power Armor on Phase VVorld is 96 million 
  credits. Availability is poor there. Cost from the Ulithlogg is variable. 
  iweapon Systems: 
  11. Ulith2D10 Forearm Rail Cannon: A high powered railgun is slung over the left shoulder of 
  Ithe upper arm of the power armor, allowing the pilot 10 grab and use the gun when necessary. 
  VVhen not in use, the gun can be slung back behind the shoulder of the robot armor. 
  Primary Purpose: Assault 
  Secondary Purpose: Anti-Armor 
  Meaa-Damage: 201 0~1 0+60 M.D. for a burst of two hundred rounds. 
  Rate of Fire...; Equal to the number of the hand to hand attacks of the pilot. 
  Maximum !;ffective Range: 3000 feet 
  Payload: Four thousand rounds of ammuni1ion. allowing hventy bursts from the gun 
  before being reloaded. 
  1
  2. Ulith956 Mini-Missile Launchers: A mini-missile launcher is located right over each of the 
  robot armor's four wrisls, each with a payload of tern mini-missiles. 
  1 
  20 
  
  Primary Purpose: Anti-Personnel 
  Secondary Purpose: Defense 
  Missile Type: Any type of mini-missile can be used. 
  Mega-Damaae: Varies per missile. 
  Varies per missile. 
  Rate of Fire: One at a lime or in volleys of two. six. twdve. sixteen, m twenty. 
  Payload: Forty. len per launcher. 
  3. Ulith958 Short-Range Missile Launchers: Located on each hip ot the Zethkonor Power 
  Armor is a short-range missile launcher. each with a payload of eight short-range missiles, 
  Primary PUfl)ose: Anti-Aircraft 
  Secondary Purpose: Anti-Personnel 
  Missile Type.,; Any type of short-range missile can be used 
  Meqa-Dam~ Varies per missile 
  Varies per missile. 
  Rate of Fire: One at a lime or in volleys of two, four, or eight. 
  Payload: Sixteen, eight per launcher. 
  4. Lllith969 Assault Stilettos: Located underneath the wrist of the robol's two lower arms are 
  titanium blades. normally hidden in a compartment in the lower arm. 
  These blades can be 
  popped out and used in hand to hand combat. 
  Primary Purpose: Defense 
  Secondary Purpose: Assault 
  Mega·Damaae: 108'10 M.D. per blade, 1012'10 whe" used together (counts as two 
  attacks.) 
  5. Ulith 2020 Chesi Ion Ca nno n: A intensely powerfu I Ion cannon is mounted directly into th~ 
  center of the chest unit 01 the power armor. The cannon is mounted in a stationary manner, 
  meaning the chest 01 the armor has to be directly pointing at its intended target. The cannon 
  cannot be swiveled or rotated in any other manner. 
  Primary Purpose: Assault 
  Secondary Purpose: Anti-Armor 
  Mega-Oama~ 206"10+10 M,D. 
  Rate pi Fire: Equal to the number ot the hand to hand attacks of the pilol. 
  Maximum E;f&t;:;Jive Range: 5000 feet 
  Payload: Effectively unlimited. 
  6. Phasing: The Zethkonor Power Armor can augment an Ulilhlogg's ability to phase. 
  Th~ 
  armor allows both the Ulithlogg pilot and the aimor to remain in a phased stale for twice the 
  normal duration that the Ulithlogg piloting the armor normally can phase, While in a phased 
  stale, none of the Zethkonor Power Armor's other weapons systems are fUnctional and the armor 
  is equally vulnerable to certa'in attacks as a normal phased Ulithlogg is. 
  See the Phasing 
  section for more details. Note: only an Ulithlogg can utilize this feature of the armor. Non-
  Ulithlogg passengers will literally fall right out of the armor when it enters a phased state. 
  7. Hand to Hand Comba1: Either by using its blades or more conventional means, the power 
  armor can be used in hand to hand combat Because the armor is so unique, the user must 
  have the Robot Power Armor: Elile skill 10 use the combat bonuses available. 
  Combat Bonuses: +2 to initiative I +4 to parry/dodge, +6 \0 roll with punch or fall/impactj 
  Damage: Restrained punch/kick 406 M.D., full strength punch 606 M.D" power punch 
  i 010·10 M.D. (counts as two attacks), judo fll:Jfthrow 2D6 M.D. 
  8. Sensor Sys1ems: The Zethkonor Power Armor also has important sensory features: 
  21 
  
  1. Thermoifl1<:loer: A special optical sensor allows the infrared racilalion of warm objects 
  to be converted into visual images, Enables the pilot to see in 
  dark. 
  smoke. and in 
  shadows. 
  4000 feet, 
  This optical system 
  beams of ultraviolet and 
  allOWlriQ the pilOI 10 St:'8 in those particular spectrums 
  Note: 
  with these 
  ,dellecllon ~vc::IAn1~ 
  see these beams. aHowing them 10 trace the source. 
  LJQ!1 .. .s~1OLL'3.lm;,li!::!J;!; Applies to the mini·missile launchers and the rail cannon, Adds 
  +4 to strike. 
  Ulith010 
  ClaiSS: Military As:sal,;lll Armor 
  !Crew: One pilot: can 
  an additional passenger if necessary 
  iM.D.C. by location: 
  i 
  Forearm Mini-Missile Launchers (4) -80 each 
  Lett Upper Forearm Rail 
  - 120 
  Head - 70 
  Lower Arm Blades (2) - 90 each 
  Legs 
  Arms 
  "Main 
  - 150 each 
  - 135 each 
  <~50 
  !"Depleting the M,D,C. of the main body will shut down the armor, rendelring it completely useless 
  ;and unusable. 
  90 mph maximum 
  ~~~ The powerful robot legs can allow the armor to 
  up to 70 feet high or 
  across. Add an addilionallifty feet with a running slart. 
  Sti'ltis;ticaJ Data: 
  22 feet 6 inches 
  ~= 
  8 (eet 
  ~~u... 6 teet 4 inches 
  1.4 tons fully loaded, 
  ~~.a.!litt.~D.91!l; Equal to a P .S. 40. 
  ~~ 
  I\Ai')In1",1 cargo space; enough room is availabie lor 2. hand-held weapon and 1"1""'''/''\1'\,;01 
  !'-""-'-'-"'......,.'"""""""-'-'" Either nuclear or technowizard; average energy ine is 10 years, 
  ~~..!!!.l~""-'-'~"" The price of the Chianes Power Armor on Phase World is 55 million credits. 
  I 
  Availability ranges from fair to poor there. The COsl (rom the Ulithiogg 
  Tinkers is variable. 
  ;1. Ullth110 Forearm Rail Cannon: A high powered railgun is slung over each shoulder of the 
  ~pper arms at Ihe power armor. allowing the pilot 10 grab and use both guns when necessary. 
  rtYhen not in use, the guns can be slung back behind the shoulders 01 the robot armOL The guns 
  can be used 
  but such an action counts as two attacks 
  ~gQ.fml£.LE..Y![QQ~ A n1l-Armo r 
  i D10'10+40 M.D. for a burst of fifty rounds; 3010'10 M.D. for a 
  svn,chroni:z:ed attack, 
  number of the hand 10 hand aNacks of the pilot. 
  Ma.!!l!l!.!JIL~.~If..lSJt...B1!!1!Jg,; 3600 leet 
  
  Payload: One thousand rounds 01 ammunition. allowing ten bursts from each gun before 
  being reloaded. 
  2. Ulith759 Mjni~Missile Launchers: A mini-missile launcher is located right over each of th'e 
  robot armor's four wrists, each with a payload ot six mini-missiles. 
  Primary Purpose: Anti-Personnel 
  Secondary Purpose: Defense 
  Missile Type: Any type of mini-missile can be used. 
  M..!:!..Q.a-Oamage: Varies per missile. 
  Range: Varies per missile. 
  Rate of Fire: One al a lime or in volleys of two, six. eight. or twelve. 
  Payload: Twenty-four. six per launcher. 
  3. Ulith869 Assault Stilettos' Located underneath the wrist of the robot's two lower arms are 
  titanium blades. normally hidden in a companment in the lower arm. 
  These blades can be 
  popped oui and used in hand to hand combat. 
  Defense 
  Assault 
  1 D6"1 0 M D. per blade, 1010'10 when used together (counts as two 
  attacks.) 
  4. Phasing: The Chianes Power Armor can augment an Ulithlogg's ability to phase, and also 
  allow a non-Ulilhlogg the ability to phase. The armor allows both the Ulithlogg pilot and the 
  armor to remain in a phased stale lor four times Ihe normal duration that the Ulithlogg piloting 
  the armor normally can phase. A non-Ulithlogg can also phase while using the armor, but only 
  as it he or she were a normal Ulithlogg. The phaSing rate of a human or other character i~ 
  equivalent 10 a norma) unarmored Ulithlogg. While in a phased state, none of the Kubita Power 
  Armor's other weapons systems are functional and the armor is equally vulnerable to cenair.. 
  attacks as a normal phased Ulithlogg is, See the Phasing section for more details. 
  5. Hand to Hand Combat: Either by using its blades or more conventional means, the powe:r 
  armor can be used in hand to hand combat. Because the armor is so unique, the user must 
  have the Robot Power Armor: Elile skill to use the combat bonuses available. 
  Combat Bonuses: +2 to initiative. +6 to parry/dodge, +710 roll with punch or fall/impact. 
  Damaae: Restrained punch/kick 206 M.D., full strength punch 406 M.D., power punch 
  606 M.D. (counts as two attacks), judo flip/throw 106 M.D. 
  6. Sensor Systems: The Chianes Power Armor also has important sensory features: 
  1. Thermoimager: A special optical sensor allows the infrared radiation ot warm objects 
  to be converted into visual images. Enables the pilot to see in the dark. through smoke, and in 
  shadows. Range: 2800 feet. 
  2. 
  Infrared/Ultraviolet Optics: This optical system projects beams of ultraviolet and 
  infrared light. allowing the pilot to see in those particular spectrums. Note. Others wrth these 
  detection systems will see these beams, allowing them to trace the source. 
  3. Ion Beam Targeting: Applies to the mini-missile launchers and the rail cannon. Adds 
  +4 to strike. 
  . 
  BREYTHANOK POWER ARMOR 
  The Breythanok Power Armor resembles a snake's head sitting atop the body of a tarantula. It is 
  extremely adept at moving over rough terrain. The vehicle has become a favorite of Naruni 
  Enterprises, as it is adaptable to combat on many worlds. 
  Model Type: Ulith9295 
  Class: Multi-purpose AII- Terrain Assault Vehicle 
  23 
  
  ,crew: One pilot. one co-pilot. and one gunner: can hold an additional eight passengers if 
  necessary. 
  M.D.C. by Location: 
  Rail Cannons (2) - 180 each 
  Lower Medium-Range Missile Launcher - 260 
  Shan-Range Missile Launchers (2) - 210 each 
  Reinforced Crew Compartment - 190 
  Laser Cannons (4) . 140 each 
  Searchlights (3) - 60 each 
  "Main Body· 6BO 
  Legs (8) - 300 each 
  "Depleling the M.D.C. of the main body will shut down the Breythanok entirely, rendering it 
  completely useless and unusable. 
  ; 
  i :Speed: 
  [Running: 160 mph maximum 
  Not possible. 
  :Statistical Data: 
  Height: 24 teet 
  IWidth: ~Snake's head" is 17 feet wide. the legs extend to about 31 leel wide. 
  !lenoth: "Snake's head" is 20 feet long. 
  iWeight: 31.7 tons fully loaded. 
  iPhysical Strength: Not applicable. 
  ~ 
  Storage space of about two hundred cubic teet, to be used for additional clothing, 
  'weapons. supplies, and specimens. 
  iPower System: Either nuclear or technowizard; average energy life is 20 years. 
  iBlack Market Cost: The price of the Breythanok on Phase World is ; 08 million 
  i 
  credits. Availability is poor there. Cost from the Ulithlogg is variable. 
  'Weapon Systems: 
  11. Ulith2049 ReCOilless Rail Cannons: Two high powered railguns are mounted on each side 
  lof the "snake's head" turret of the Breythanok Power Armor. They can be rotated up and down 90 
  !degrees and from side to side 90 degrees. 
  The railguns can be synchronized to aim 
  !simultaneously at a singular large! or a1 diHerent targets. 
  : 
  Assault 
  ~:~~~~~ Anti-Armor 
  1: 
  2D6"10 M.D. lor a burst of one hundred rounds. 
  Equal to the number of the hand to hand attacks of the pilot. 
  Maximum Effective Range: 7400 feet 
  Payload: Six thousand rounds of ammunition. allowil"'!:! 1hirty bursts from each gun 
  before being reloaded. 
  ~. Ulith2069 Laser Assault Cannons: Two variable frequency laser cannons are mounted 
  underneath each rail cannon, with four cannons being mounted on the Breythanok overall. Like 
  ~he rail cannons, all the laser cannons can be rotated up and down 90 degrees, However, they 
  fan only be moved from side to side 45 degrees. The laser cannons can be synchronized 10 aim 
  :simultaneously at a Singular target or at different targets. 
  i 
  Primary Purpose: Anti-Personnel 
  Secondary Purpose: Defense 
  Mega-Damage: 1 08
  k 1 0 M.D. for a burst of one hundred rounds. 
  Rate of Fire: Equal to the number of the hand to hand attacks of the pilot. 
  Maximum Effective Range: 1600 feet 
  Payload: EHectively unlimited. 
  ]A 
  
  3. Ulith996 Medium Range Missile L3uncher: A 
  range missile launcher is located 
  the main body 01 the Breythanok. The launcher has a oayload of twenty-four missiles. 
  Anti-Aircraft 
  ~==:....1--""""''''''''''~ Anti-Armor 
  =~"'-..:...u=:.;",", Any type or medium range misSile can be used. 
  ~~~!~~!Lc Varies per missile. 
  Varies per missile. 
  One at a time or in volleys 01 Iwo. four. 
  or twelve. 
  Twenty-fouL 
  4. Ulfth95B Short-Range Missile Launchers: Located directly above each rail cannon of the 
  Breythanok is a short-range missiie launcher. each wi1h a 
  of eight short-range 
  Anti-Aircraft 
  ""'-"'~"""'"""-'-......... =""""-' Anti-Personnel 
  Any type at short-range missile can be lIsAd. 
  Varies per missile. 
  per missile. 
  One at a time or in volleys 
  two, four. c;, eight. 
  Sixteen, eight per launcher. 
  5. Phasing: The 8reythanok Power Armor can 
  an Ulilhlogg's ability to phase. The 
  armor 
  both the Ulllhiogg pilot and the armor to remain in a phased state tor twice 
  normal duration that the Ulithlogg piloting the armor normally can phase. While in a 
  stale, none of the Breythanok Power Armor's other weapons systems are functional and 
  armor fS equally vulnerable to certain attacks as a normal phased Ulithlogg is. See the 
  for more delails. Note: only an Ulithlogg can utilize this feature of the armor. Non-
  Lllithlogg passengers will literally fall right oul 01 
  armor when it enters a phased state. 
  S. Hand to Hand Combat: The BreythanoK is a robot vehicle not designed for direct hand to 
  hand combat Its only two aHack modes are 
  with inflicts 204 M.D. fOf 
  twenty miles per hour of speed, and Stomp, with inflict 
  ~·?D. against any object 12 feel or 
  smaller in height. 
  7. 
  Systems: The Breythanok Power Armor 
  A special optical sensor 
  10 
  converted into 
  images. Enables the 
  shadows. Range: 4000 feet 
  .~. 
  InlraredJUltraviolec..optics: 
  .... { ..... ~"'.rI light, allowing the pilot to see in those 
  has important sensory features: 
  the infrared radiation of warm 
  to see in the dark. through smoke, 
  projects beams of ultraviolet and 
  spectrums. Note: Others with 
  detection systems will see these beams. 
  them 10 trace the source. 
  :3. Ion BaamTaraeting: Applies to 
  launchers and the 
  cannon. Adds 
  +2 to strike. 
  :4. 
  Infrared Searchlights: 
  Apparently 
  the "snake's head" turrets 0; the 
  Breyihanok Power Armor are three eyes. 
  These 
  are actually infrared searchlights,. 
  can be used to scan areas in such a way as to avoid detection. Only 
  capable 
  on scanning infrared light sources will be able to 
  the s8('1(chlights. 
  SCIMiTAR 
  (Not available as a player character) 
  Warriors are combat androids 
  by Tristan Spyre and 
  the Ulithlogg 
  Tinkers. The Scimitar Warrior 
  the bulk of Spyre's military tore!'!s. The 
  design 
  was originally used by Spyre during his 
  in twenty·first century Earth, but 
  10 be a 
  25 
  
  ifailure. due to the poor construction materials of the time. However, wrth a new mega-damage 
  'capacrty and Ulithlogg lechnology. the robot has proven 10 be a deadly fighter. 
  Scimitar Warriors resemble demonic skeletons. with bony horns and a tail which can 
  !Iash out at opponents like a whip. They are dark red in color, making them difficult to see in dark 
  !conditions. 
  While most Scimitar Warriors are built exclusively for Spyre, the Uhthlogg have 
  jbeen granted permission from Spyre to build the robots for clients as long as these buyers are 
  :not from RiMs Earth. 
  : 
  The robot IS fairly mindless. having only a few programming parameters. 
  When 
  iactivated. the robOI is told not to attack certain people and certain objects emitting a high 
  I
  freqUency. Spyre's robOls are programmed not to kill or harm himself, his lieutenants, and the 
  Ulithlogg. This makes the robot extremely limited in its fu nctions, either suited tor guard duty or 
  direct combat. Hence, the Scimitar Warrior is unavailable as a player character. 
  I 
  The design of the Scimitar Warriors has one fundamental flaw. 
  Right below the chest 
  unit is a large ball link holding together the upper and lower body of the android. This area is 
  :very poorly constructed. and if destroyed renders the entire robot inert. The ball link is fairly 
  ismall. though. making it a difficult shot to hit. Even a called shot at the link must be made with a 
  Ipenal1y (-4 to hit). Many of Spyre's foes have discover this weakness, and have utilized this 
  Iknowledge 10 their advantage. 
  I 
  IModel Type: Spyre4 
  'IClass: Infantry/Assassin Android 
  Crew: Not applicable. 
  IM,D.C. by Location: 
  Arms (2) - 90 each 
  Whip Tail - 80 
  "Chest Link - 35 
  Scimitar 81ade - 75 
  legs (2) - 100 each 
  orHead - 90 
  "Main Body - 310 
  i'Oepleting Ihe M.O.C. of the main body will completely destroy a Scimitar Warrior. 
  ,""Depleting the M.D.C. of the head or chest link will rendp.r a Scimitar Warrior completely 
  juseless. 
  ISpeed: 
  IRunning: 90 mph maximum 
  ILeaping: The powerlul robot legs can allow the armor to leap up to 90 feet high or 
  I 
  across. Add an addi1ional one hundred feet with a running start. 
  iStatistical Da~a: 
  iHeiqht: 91eel 6 inches 
  IWidth: 5 feet 4 inches. 
  !lenath: 4 1eel 9 inches 
  !Weight: 0.7 tons 
  IPhysical Strenath: Equivalent to a P.S. 25 
  !.Q.ru:gQ; Not applicable. 
  :Power System: Either nuclear or technowizard; average energy life is 6 years. 
  :Black Market Cost: The price of a Scimitar Warrior on Phase World is 15 million 
  i 
  credits. Availability is poor there. Cost from the Ulithlogg is variable. 
  IWeapon Systems: 
  ,1. Scimitar Power Sword: Built into the right hand of the android is a large curved blade. 
  [When in use, the blade emits a low-level plasma field. making the blade even more deadly. 
  ~ 
  Primary Purpose: Assault 
  lie.QQL1<:iarv Purpose: Defense 
  
  204'10 M.D. 
  2. Other Weapons: The Scimitar Warrior is capable of us:-;g a variety at other rifles and 
  energy weapons. 
  Generally, it is equipped with a Coalition ~ireb(eather (see the Rifts Main 
  Rulebook), the UlJlhlogg Shattergun. or a Spyre Headhunter Rifle. 
  The Scimitar Warrior is 
  easily capable of uSing 1hese weapons w~h its one free hand 
  Below are listed the standard weapons created and used by the Ulithlogg. Almost any 
  Ulithlogg can easily acquire these weapons. 
  As with other Ulithlogg devices, foreigners to 
  Jarnaka can only acquire these weapons directly from the Ulithlogg or from the weapons markets 
  on Phase World. 
  They can be easily modified to accept any form of E-Clip, although the 
  Ulithlogg provide their own for the weapons. 
  Ulithlogg weapons. for the most part, resemble standard Rifts Earth weapons. 
  One 
  major difference, though. is that the trigger mechanisms or the weapons are designed to 
  depressed with alllhe fingers of one hand. Unless a creature has supernatural S1rength or a P.S. 
  of over 30. two hands are required to use the weapons properly, Energy weapons, meaning 
  laser and plasma guns. which are made by the Ulithlogg also have two barrels. These weapons 
  have a conventional barrel and another barrel slung about six inches below the normal one. 
  When used in combat. two beams are discharged, converging on the aimed target. If one of the 
  barrels is somehow damaged or destroyed, the weapon is stiil functional, but only does half 
  damage. 
  Ulith324 Shatiergun (Laser Pistol) 
  Weight: 3 Ibs 
  Meoa-Oam.agg,; 106+6 M.D. 
  Rate ot Fire: Sta ndard 
  Ef1ectiv~B .. ang .. ~ . .: 1500 1eet 
  Payload: Twenty-two shots 
  Market Cost: 32.000 credits 
  Ulith327 ShaUerstar (Laser Rifle) 
  Weight: 81bs 
  Mega-Damage: 3D6+10 M.D. 
  Rate of Fire: Standard 
  Effective Range'. 3600 feet 
  Payload: Thirty shots 
  Market Cost: 49,000 credits 
  Ulith427 Sha1terblaster (Heavy Laser Rifle) 
  Weight: 12 Ibs 
  ~g.a:~maQ..~ 5D10+10 M.D. 
  Standard 
  Effective Range: 2700 feet 
  Payload: Twenty shots 
  Market Cost: 84,000 credits 
  Ulith824 Starilare (Plasma Ejection Pistol) 
  Weight: 5 Ibs 
  Mega-Damage; 306 M.D. 
  Rate of Fire: Standard 
  EHective Range: 900 feet 
  Payload: Ten blasts 
  Market Cost 53.000 credits 
  27 
  
  :Ulith825 Starfire (Plasma Ejection Rifle) 
  :Weiqh1: 9 Ibs 
  iMega-Damage: 6D6 M.D. 
  :Rate of Fire: Standard 
  i.ERective Raom.: 1200 feet 
  !Payload: Sixteen blasts 
  !Market Cost: 71,000 credits 
  IUlith911 Steejfist \S~andard Railgun) 
  :Weight: 22 Ibs 
  IIMeoa-Damage: 106"10+10 M.D. 
  Rate of Fire: Slandard 
  iEHeclive Ra~ 2000 feet 
  !Pal1oad: Thirty bursts 
  iMarket Cost 62,000 credits 
  i 
  :Ulith944 Dragonfire (Rocket Launcher) 
  iweighl: 25 Ibs lor the launcher; each mini-missile typically w";ighs 2 Ibs each. 
  I
  Mega-Damage: As per mini-missile type. 
  Rate of Fire: Only three mini-missiles maximum can be tired each melee round. 
  iEffec1ive Range: As per mini-missile type; typical range is approximately 2 miles. 
  iPayload: A stand carrying case (15 M.D.C.) holds eight missi!'::: in all. 
  iMarket Cost 59,000 credits 
  :Ulith55 Skullknife (Vibroknife) 
  Weight: 2.5 Ibs 
  'M~a-Damaoe; 106 M.D. The blade is also coated with a hinhly lethal venom. If a critical hit is 
  'made against an unarmored opponent, the opponent must ma~..:,e a standard saving throw against 
  ;poison. Failure to save means instant. painful death. A successful save means that the blade 
  /inflicts an addi1ional 406 M.D. 
  Protection by armor or 
  means (i.e., Armor of lthan) 
  'means the toxic will have no effect on the wearer or user of sud1 things. 
  IEHective Ranoe tI/lelee 
  !Market Cost: 78.000 credits 
  located far beneath two Ulithlogg villages, one near ~hp. Kingdom of Chorrdalis and one 
  :in the nor1hern reaches of Jarnaka. are the centers of Ulitr:ogg technology. 
  These are the 
  ,Fortunado Armories. These are the places where Ulithlogg 
  have banded together to 
  'make the images in their minds into reality. The Armories are 
  more than a labyrinth-like 
  ;series of cave systems. each cave hewn out into a gigantic combination of a laboratory, 
  !workshop. and warehouse all in one. 
  Each Ulithlogg Tinker is assigned his own lab, and 
  ,possesses any piece of machining equipment needed to create his inventions. If the Ulithlogg 
  ;Tinker needs something. he usually can build it himself. Ulithlogg Tinkers either mostly build 
  :armor and weapons for Naruni Enterprises and other customers or are completely independent, 
  !building whatever whim suits them. The two types of Ulithlogg Tinkers rarely coincide and do 
  'both. although the more maverick Tinkers are more than willing to help oul those build more 
  ,conventional items. 
  I 
  In a sense. the Armories are not well-defended just because few warriors inhabit them. 
  iThe Ulithlogg do not see a pressing need to defend against possible attack. Both Armories, 
  ithough, contain scores upon scores of advanced weaponry. much of it never tested, and most of 
  :the Ulithlogg Tinkers know how to use it. Apart from the weapons being built and stored there, 
  ~lhough. the place has no defense systems. 
  They are not 2rmored, and no form of internal 
  ;security exists. 
  Custom orders for armor and other items can be built by the Ulrthlogg, but the Tinkers 
  :have to be reached directly al the Fortunado Armories. 
  will not accept Naruni Enterprises 
  2R 
  
  or anyone else 10 act as intermediaries. Specific schematics usually have to be laid out for ihe 
  Ulithlogg Tinkers as well, unless il uses things they already understand like conventional power 
  systems. phasing, and standard armor. Explaining new and complicated ideas to an Ulithlogg 
  Tinker is usually like explaining quantum physics to il two year old. They will not understand 
  such concepts until they build it. Once reached and contracted. orders for armor typically takes 
  six months to a year and the labor is not cheap. The Ulrthlogg Tinkers normally charge bizarre 
  prices for their services. One Ulithlogg Tinker is known to demand six adult dragon skulls for 
  every suit ot armor he produces. Another has demanded a suit of Kit1ani Equestrian Armor in 
  exchange for every surt of armor produced. A lew Ulithlogg Tinkers just ask for money, but not 
  many. Paying 011 Ulithlogg Tinkers can be incredibly dangerous. 
  The Fortunado Armories, unlike the Hands of the Many, does nol function as a guild. 
  There are no leaders of the Armories. and they do not set prices or sanction Ihe more rebellious 
  Ulithlogg Tinkers. Rather. the place is commune, a haven for new ideas and concepts where the 
  Ulithlogg Tinkers can pool their resources and create many wonclrous items of beauty and many 
  instruments 01 destruction at the same lime. 
  T 
  The Chorrdali are a race of humanoids that are nearly identical in appearance to 
  humans The only difference is that they have no hair upon their bodies. Instead. bluish-green 
  patches of scales cover the top of their heads, their forearms. and their chests. They also have 
  bright red reptilian eyes 
  O1herwise, they are exactly like humans in terms of their internal 
  physiology. their lifespans. and their appearance. Chorrdali custom d:ctates that all Chorrdali 
  wear long robes similar to togas. with the color indicating socia! rank. Ali Chorrdali women are 
  considered to be part 01 the ruling class, and wear scarlet robes. Women are considered to be 
  the more powerful sex, and are treated as such. Chorrdali male leaders and soldiers wear azure 
  robes. the farmers and the merchants wear emerald robes, and the slave class wears coarse 
  brown robes. Armor is rarely worn in public unless it is deemed absolutely necessary. 
  Chorrdali are extremely passionate and aggressive by nature. They are quick to anger, 
  and rarely forget insults or threats made against them. 
  Fighting is a commonplace pastime 
  amongst the Chorrdali. particularly over women. They usually speak their mind, and are not 
  afraid to question authority. The entire social structure is based upon the strong surviving and 
  the weak perishing. The rulers ot the cities, the Vernalik, acquire their position through a trial by 
  combat If a Chorrdali feels that he or she would be a better ruler than the current Vernalik, that 
  Chorrdali can challenge Ihe Vemalik to a death match, to be held in the center of the city. The 
  challenge can never be turned down. No armor may be used in the trial; only stone weapons. If 
  the Chorrdali kills the Vernalik and wins the death match, then that Chorrdali becomes the new 
  Vernalik. The Vernalik's word is absolute law - to disobey the words ot the Vernalik means either 
  to become a slave or be killed by slow torture i1 already a slave. The Grand Vernalik, who leads 
  the entire country of Chorrdalis. is chosen through a less rigorous process. 
  When a Grand 
  Vernalik dies, the other Vernaliks elect one of their own to become the new Grand Vernalik. The 
  vacated position of Vernalik is filled through new challengers in the death matches. 
  The Chondali live in stone buildings. made from mud but tumed into M.O.C. struC1ures 
  through the use of the Scarlet Waters (see below). Their towns resemble those of Rifts Earth in 
  the Old West· a few street of buildings and many farms lying just outside the main city. About 
  four thousand Chorrdali live in each city, with ten thousand Chorrdali living in the caprtal city of 
  Nehfarris. 
  Much 01 the milrtary is transient population, constantly moving from one city to 
  another, patrolling the country and defending against intruders. A large portion of Chorrdaiis' 
  population is also comprised 01 slaves· as much as 15% are owned by other Chorrdali and used 
  in menial labor. Not all of these slaves are Chorrdali, though. Captured Blarnogl. humans, and 
  other weaker races captured by Chorrdali patrols are enslaved to perform the will of the ruling 
  Charrdali. Custom dictates that slaves are treated kindly and not mistreated. However. slaves 
  have no rights in Chorrdalis whatsoever. and have no chance at freedom except fOf escape. 
  The Chorrdali are very loyat to their friends. 
  However. their friends usually are only 
  Chandali. 
  They distrust all the other races of Jarnaka. with the exception of perhaps the 
  29 
  
  (Kinsitala. They particularly hate the Ulrthlogg. whom :hey consicier to be orugged-out halt-wits 
  'They are even more paranoid regarding creatures from other worlds. Their general experience 
  is thaI aliens are out for themselves first and the Chorrdali ~S'cond. if at all. Once a Chorrdali 
  :has found a reason 10 trust someone. Chorrdali or alien. Ihat person is a friend for life whom the 
  !Chorrdali will completely trust and defend 10 the death 
  , 
  leA 
  IJ 
  I 
  A small minoriiy 01 the Chorrdali. those who believe in freedom and equality tor all 
  !creatures and who reject the Chorrdali caste system. have flee 10 en area known as the Caves of 
  jGethsalij. 
  These Chorrdali are called "barbarians" by the rt;St of Chorrdali society, and are 
  ihunted as criminals 01 1he stale. However. very little can be done to~he Chorrdali Barbarians. 
  1M0gor roamlhe mountainside outside the Caves. leaving 
  Chcrrdali military patrols with 
  ilittle desire to attack the Caves. Their position is almost impossi::)e to 3ltack within the Caves. 
  iand they have little need 10 ever step fool outside. 
  I 
  Within lhe Caves are literally tons of edible. 
  lichens called derla!. 
  Derial 
  'contains most 01 the nutrients that the Chorrdali need to survive. The lichen is like a naturally 
  !I'organic version of military food paste 
  Combined with the catches of infrequent hunting parties 
  bringing back game 1rom the outside wodd, food and shel~er are easily provided for. 
  Also 
  lrunning beneath the Caves of Gethsalij are the Scailet Waters (!';ee below for further details). 
  iThe Waters allow the Chorrdali Barbarians to stay healthy and to become powerful like their 
  IChorrdali soldier brethren. With these resources on their side, 
  Chorrdali Barbarians have 
  !become powerful in 1heir own right, allowing Ihem to remain independent of the Kingdom of 
  iChorrdalis 
  j 
  The Chondali Barbarians in the Caves of Gethsalij are ruled by an infamous former 
  !Chorrdali slave named Vardiba D'Exile, who killed his mast"?!" and eventually made his way to 
  !the Caves. 
  Vardiba is a fair and free-minded individual. c:lthough he has a vicious temper. 
  IVardiba laid down the few laws that exist among the Chorrdali Barbarians. which essentially are 
  !accepting all persecuted individuals seeking refuge and helping ons another whenever possible. 
  iVardiba insists that all disputes which cannot be resolved peacefully be resolved by death match 
  !combat. so most Barbarians try to work oul their diHerences through dialogue. Vardiba has also 
  'begun talks with a m,m on Wormwood about trade and forming an alliance· Dorsey Pentecost. 
  :Dorsey sympathizes with the Chorrdali Barbarians. but the rest of the Kingdom of Light is 
  :distrustlul of Vardiba D'Exile and his followers. Only words exist between~he two for now. 
  The Chorrdrtli Barbarians rarely travel outside the 
  tJut when they do. they always 
  ;wear S10ne armor (see below) and are armed. They will attack and kill any regular Chorrdali 
  Imilitia that they encounter on their journeys, and are almost always successful. The form-fitting 
  jstone armor has led many offworlders to believe that Chorrdali B2rbari2r1S and regular Chorrdali 
  iare distinct and separate creatures. The Barbarians encourage this belief, as it help them to hide 
  :their goings-on from the rest of the Chorrdali population. The Chcrrdali could care less it some 
  ialien told them about strange hulking stone creatures, but 
  care if such aliens told them 
  iabout odd Chorrdali roaming the countryside. While the 
  Barbarians would dearly love 
  :to rejoin their brethren, 1hey know that they cannot do so at 
  price of their freedom. 
  I 
  5 
  ; 
  In the attermath of the war for the Demon Heart, the Chorrdali and the Kinsitata together 
  iformed an alliance designed to restore Jarnaka back to its origmal selt The Kinsitata knew of a 
  ialien dimension known only as Lidzal!e (see the forthcoming Rifts Dimension Book: 
  The 
  [
  Crimson Maelstrom for details), which possessed red healing waters that could supposedly 
  restore or heal anything. The Kinsitata joined forces with the few Chorrdali wizards in existence, 
  land opened a rift to lidzalle, trying to draw these healing waters to their own worlds. The effort 
  !was partially successful. In the northern reaches of Jarnaka (essentially, all bodies of water, 
  iexcluding the oceans, north of the equator), regular bodies of water began to run red, restoring 
  imuch of the northern parts 01 Jarnaka to its original form However. the rif1 also brought through 
  ithe alien creatures known as the Magar and the Juggernauts. \ll'hich sought to destroy all they 
  "I{) 
  
  could find on Jarnaka. The Chorrdali blamed the f'\.lIiISII,i:!ld fc~ 
  un:ct~unale error. and have 
  since broken otf all contact with the Kinsitata. 
  The Scarlet Waters, as lhe 
  known. have many unique 
  proper1Jes. The obvious one is the ability 10 
  or otherwise injured 
  creature drinking from one of the sources 01 the :-..r:::lrl,<=>! Walers is curcc of all physical ailments 
  instantaneously. Condilions such as 
  Ihough. are nol cured 
  al all 
  is also nol possible with the 
  liquid. 
  unknown reason. the 
  C;::",",vl.,,+ \l\/~tpf." are not nearly as eHeclive when removed from 
  and placed in jars or 
  other contaIners 
  If ~he Scarlel Waters are used after being 
  1rom the source, they will 
  only heal 406 S.O.C. or 406 M.D.C atter draining about a 
  altha liquid, depending 
  on what kind of creature drinks the Scarlet Waters. 
  . doses of the Scarlet Walers will 
  not have 
  effect unHllwenly-four hours have passed. 
  The 
  are also capable of turning a S.D.C. creature, such as a 
  human. 
  Again, this is only 
  to do at the sources 
  Waters on 
  and Lidzalle - water drained from :i'lese sources and 
  containers cannot be 
  in this conversion. 
  If a fully 
  S.D.C. creature comJ:llelely 
  immerses himselT in the Scarlet Waters for over a minute. then all hit 
  and 
  are 
  converted inlo M.O.C. 
  creatures immersed in 
  no matter how 
  sligh! the wound, are only cured of their ailments and are not conv8rtecL After IfllIlrl~'<: 
  another twenty-jour hours must pass before the creature can erter 
  become a 
  creature: 
  inlo the waters before ther. has no effect at all. 
  Ukewise, mega-damage creatures 
  nothing from '';''-;Ie,sion in the waters. For the 
  most pan. the Chorrdali have 
  this 
  power of~he Scarlet 
  a secret 
  As 
  S.O.C. crealures, they have been able to 
  an 
  conbat that few 
  aware of and have used it lor 
  own 
  All Chorrdali 
  and nobles have .rn ..... or"".rl 
  themselves in Ihp, SCi1rlet 
  and many of 
  middle 10 
  class citizens have done $.0 
  as well. Chorrdall slaves are forbidden trom immersion in 
  The Chorrdali have also discovered that 
  rocks 
  in t~le Scarlet Waters have 
  become mega-damage 
  and can inflict me!9a·d<:lm(~ge 
  Crf''''tures. This has led to 
  the creation 01 their powerful stone weapons 
  weapons cannot be dipped 
  into the Scarlet Waters and suddenly have m€!oa-dc:lm;8.ae Carl8.Cllty 
  Orly the stones, which are 
  somewhat limited in supply and have 
  wF~2rs "or decades have these 
  properties. UnbeknownSI to the majority of the 
  . the Chorrdali Barbarians in 
  the Caves of Gethsalij have perfected a way into 
  these rocks into a makeshift chainmail 
  armor (see below). The armor makes the Chorrdali 
  look iike shambling plies of rocks 
  and mud, and also gives them a lightweight additional form of 
  Rp,nlll.::lr Chorrdali guard the secrets of the Scarlet W2,.ter·s very carefully, and will never 
  ot the Scarlet Walers, such as stone 
  to anyone. 
  Chorrdali 
  R::Irh~iri.:inc:: on the other hand, have given this information 10 
  and allies, and have otten 
  stone weapons and armor to the Kingdom of Light on vVrr:,:, ·,ood. 
  the number 
  nOlan Jarnaka who know 01 the proper1ies 01 the 
  is a very small 
  The stone weapons of the Chorrdali have been created from 
  found in the 
  Waters of Jarnaka. Typically. these weapons 
  me:ga-dalmclge rocks 
  01 combat. 
  The Chorrda/i believe honor in battle only lies in the fI""r"'l"'lrl~1 
  over an 
  opponent. 
  most weapons are hand to hand weapons, wh~~e 
  Chorrdali can fight his 
  opponent man to man 
  Arrowheads have been made as 'ni5sile weapons. but these are 
  extremely rare. 
  In making a slone weapons. large numbers at rocks and s~ones from the 
  Waters 
  are magically gratis to bars ot iron or similar metals by Chorrdali 
  If the weapon is to be 
  refined into something 
  a 
  clUb, such as a mace or sword, other stone 
  are 
  used to sharpen and reline the 
  01 these weapons. In thc.! case of the Chorrdali O",,,,-,,;oln 
  stone armor, 1he stone are 
  to a rough skeleton of ch2.in link armor, and then 
  31 
  
  'limysticallY coated wilh silt from the bottom of the scarlet waters 
  Only the Charrdali Barbarians 
  know how to make stone armor. 
  All Stone weapons, save arrowheads, possess 20 M.D.C. Arrowheads possess 5 M.D.C. 
  Regular Chorrdali hoard these weapons jealously. and almost rever give them away. They will 
  never sell such weapons. Chorrdali Barbarian are less protective of their weapons, and will sell 
  or give them away. The market prices listed below are for the Chorrdali Barbarians of the Caves 
  101 Gelhsalij. 
  I 
  !Stone Arrows 
  ~l 
  O.4ibs 
  Mega-Damage: 304 per arrow 
  Rate of Fire: As per user's attacks 
  ,Effective Range: Depends on bow used; Chorrdali 8,vbarian bows haVf~ a range of 600 leet. 
  [Market Cost: 300 credits per arrow 
  i IStone Club 
  ,weight: 8.1 Ibs 
  !Mega-DamaqQ; 5D6 M.D. 
  IEffeG..tive Rilnqe~ Melfli'l. Can be used to parry attacks. 
  ,Market Cost: 4000 credits 
  i 
  jStone Mace 
  iWeiq ht: 1 0.4 Ibs 
  606 i\-\. D. On a critical hi!, also has a 20% chance 
  knocking an opponent 
  !unconscious lor 1 D4 rounds. The opponent has no saving 
  this type of hit. 
  iEffective Rance: Melee. Cannot be used to parry attacks. 
  IMarke! Co!;ii; 7000 credits 
  I 
  I IStone Sword 
  IWeight 9.51bs 
  iMega-Damage: 6D6 M.D. 
  iEffective Range: Melee. Can be used to parry attacks and disar:-il an opponent. 
  'Market Cost: 7900 credits 
  I 
  :Stone Halberd 
  Weight: 20.21bs 
  Mega-Damage: 506+20 M.D. 
  ~Effective RanQ§.; Melee; -, to initiative. Can be used to parry eTIr:':ks and disa,m an opponent. 
  !Market Cost: 9600 credits 
  ~tone Flail 
  Weight: 8.9 Ibs 
  Meqa-Damage: 4D6 M.D. On a critical hit, also has a 60°/" chc:.nce of knocking an opponent 
  ;unconscious lor 1 D8 rounds. The opponent has no saving threw against this type of hit 
  Effective Range: Melee. Cannot be used to parry attacks. 
  Market Cost 8000 credits 
  :Stone Armor 
  !Stone armor is much like medieval armor except for the fact that it has mega-damage capacity. 
  ilt cannot be enVironmentally sealed in any way. Due to the 
  20!Jearance of the armor, 
  'it has a horror factor of 10. 
  The armor is of a 
  coiGr, giving it some slight 
  'camouflage in the wilderness. 
  MDC: 110 
  ~ht: 271bs 
  'Mobility: -5% prowl penalty 
  ) 
  32 
  
  Market C051: 66.000 credits 
  ALI 
  (Optionai Player Character) 
  Alignment: Any Usually of selfish alignment. 
  Attributes: I.Q. 306. M.E. 306, M.A. 306, P.S. 406, P.P. 406. P.E. 606. P.B. 406, Spd 606 
  Hit Points: P.E. plus 1010 per level 
  S.D.C. (base): 606 plus any additional bonuses from skills. 
  M.D.C.: Possible wnh immersion in the Scarlet Waters. 
  Horror Factor: 8 
  P,P.E.: 306. with an additional D6 per level. 
  I.S.P: 2D6. with an additional 06 per level. 
  Weight: 150 to 240 Ibs 
  Height: 6107 feet 
  Average Experience Level: 104 for NPCs, 
  Natural Abilities: None. 
  Combat: 
  Typ'lcally hand to hand: expert 
  The number of attacks varies wi1h the level of 
  experience and combat skills. 
  Damage: As per combat abilities. 
  Bonuses: +4 to strike/parry. +3 to dodge, + 1 to roll/fall with punch/impact, +3 to save versus 
  magic/psio n ics/poisa n. 
  Magic: None. save for Chorrdali Mages (not available as player characters). 
  Psionics: Minor psionic; can select a total of six psychic powers from either the sensi1ive, 
  physical, or healing categories. Super is not available. Select an additional two at fourth level 
  and another two at ninth level. 
  R.C.C. Skills: 
  Radio: Basic 1+10%) 
  Body Building 
  Climbing (+ 10%) 
  Running 
  Prowl (+5%) 
  Wilderness Survival (+ 10%) 
  Language: Dragonese 
  Hand to Hand: Expert 
  w.P. Archery 
  W.P. Sword 
  W.P. Blunt 
  W.P. of choice 
  (Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts at the cost of one "other" 
  skill, or assassin, if of an evil alignment, for the cost of two "other" skills.) 
  R.C.C, Related Skills: 
  Select eight other skills. piuS two other skills at levels three and six, and one other skill at levels 
  nine and twelve. All new skills start al level Ol1e proficiency. 
  Communications; Any 
  Domestic: Any 
  Electrical: Basic electronics only 
  Espionage: Wilderness survival only (+5%) 
  Mechanical. Automotive only 
  Medical: Holistic and first aid only 
  Military: Any (+5%) 
  Physical: Any 
  Pilot: Any 
  :n 
  
  :Pilol Rela1ed, Any 
  iRogue: SIre8twise only 
  !Science: Ma:h only 
  0echnical: Any 
  jwP.: Any 
  i'Nilderness: Any 
  ;Secondary Skills: The character 
  10 selee! seven secondary skills from the previous list. 
  iThese are additional areas of 
  do not receive any of tile possible bonuses listed in 
  Ipareniheses (" All 
  skills start at their base level. Also. sk!ii availability is limited as 
  'previously indicated in tha11ist 
  only. none), 
  !Weapons: 
  much use anything. 
  Typically prefers to use Chorrdali 
  fla~dard 
  'for all 
  soldiers are a bow, a score of stone arrows, and a stone club. 
  iVehlcles: None, 
  ,Money: None. 
  with preferred weapons as listed above 
  ~berneticsJBionics: None. Will refuse to ever acquire such equipment. 
  I 
  ~ddltional Notes: Chorrdali Soldiers are very fierce 
  They will always obey 
  ,he 
  of their commanding Vernalik without question. 
  tor the honor and glory at the 
  Chondali race. Chorrdali Soldiers tend to distrusl 
  they are willing to listen and 
  )Jive them a chance to prove their worth. They are 
  open, and do not like anything 
  involving subterfuge or stealth. They prefer direct 
  to sneak anacks. They despise 
  ~he Chorrdali Barbarians. and will hunt them down at any 
  While somewhat 
  poarse by nature. the ChorrdaJi are basically good creatures. Their 
  of tact, though. 
  has gotten them frequently into large amounts ot trouble, and they generally stay away from 
  :negotiations or other diplomatic situations so as not to unintentionally cause trouble. Chorrdali 
  ;Soldiers try to defend their country and their 
  from 
  at all times. 
  THE 
  (Optional ~I::'Ilv~r r'I'l,!!:Iot'l::l.l"tor' 
  ~lignment: Any 
  alignment. 
  I :Attributes: 1.0.306. 
  306. M.A. 306. PS. 506. P.P. 406. P.E. 506. P.B. 406, Spa 606 
  Hit Points: PE 
  1 DB per level 
  ~.D.C. (base): 
  any additional bonuses trom skills. 
  M.D.C.: Possible with 
  in the Scarlet Waters. 
  Horror Factor: 8, 10 with stone armor 
  p.P.E.: 3D6, with an additional 06 per level. 
  Ls.p: 206, with an additional 06 per level. 
  Weig ht: 150 10 240 
  Height: 6 to 7 feet 
  !Average 
  Ynl:>ri~'nt'~,p level: 106 for NPCs. 
  Natural Abiilities: None. 
  Typically hand to hand: expert. 
  The number of attacks varies with the level 01 
  eXlper'ierlce and combat skills. 
  As per combat abilities. 
  +0 to strikeJparry. +1 to dodge. + 1 to roilifall with punch/impact, +4 to save versus 
  magic/psio nics/poi son, 
  Magic: None. save for Chorrdali Mages (not available as player characters). 
  psionics: Minor psionic; can select a total of six psychic powers from eirher the serlSltilve. 
  physical. or healing categories. Super is not available, Select an additional two at fourth level 
  and another two at ninth level. 
  :R.C.C. Skills: 
  Malh: Basic (+10%) 
  
  Wilderness 
  Land Navigation 
  Holistic Medicine 
  Body Building 
  Climbing (+ 10"/0) 
  Running 
  Prowl (+10'%,) 
  Preserve Food (+ 1 
  Faerie Lore (.,.1 
  Demon Lore 
  Language: 
  Hand 10 Hand. 
  W.P. Archery 
  W.P Sword 
  W.P. Blunt 
  W.P. of choice 
  (Hand to Hand: 
  can 
  changed to Hand to Hand: Martial Arts at the cost of one 
  skill.) 
  R.C.C. Related Skills: 
  Select nine 
  nine and twelve. All new 
  Communications: 
  Domestic: Any (+ 1 
  Electrical: Basic """,('nr,,, 
  Espionage: Any 
  Mechanical' None 
  Medical' First aid only 
  Military: Any 
  OQ/,,) 
  Physical: Any 
  Pilol: Any, 
  Pilot Related: 
  Rogue Any 
  Science: Biology and 
  Technical: Any 
  W.P.: Any 
  Wilderness 
  Secondary 
  These are 
  parenlheses ( ) 
  previously indicated in that 
  Weapons: 
  Can pretty 
  Standard weapons for most 
  and a stone club or sword. 
  Vehicles: None. 
  two other skills at levels three and six. and one other skill at levels 
  start at level one proflciency. 
  and robots 
  to select six seconrlary skills from the 
  that 
  not receive 
  of the possible bonuses 
  in 
  s1art at their base level. Also, skill availability is limited as 
  (any, only, none). 
  anything. 
  Typically prefers to use Charrdali weaponry. 
  barbarians usually include a bow, a score of stone arrows, 
  Money: None. Starts with 
  Cybernetics/Bionics: None Will 
  weapons as 
  to ever 
  being tenacious fighters, are less headstrong 
  primary goal is to protect Ihe rest ot the 
  However, they are also given to wanderlust, 
  as well as other dimensions accessible 
  through the rifts at the planet. 
  also ~end to distrust aliens and other 
  creatures, but will almost ally instantly with anyone claiming to oppose the Kingdom of Chorrdalis 
  and its ruling class. They are very open. blunt individuals. and are prone to speaking their mind 
  35 
  
  iat any given opporiuility. They despise the Chorrdali SoldlRn; and other crtizens of Chorrdalis. 
  :and seek to hinder 1118m at every possible turn. if nol 
  :1.!t>.ck them. 
  The members of the Kinsitata race physically iesn:nbie the gorillas of Rifts Earth. with 
  large. pow~rful forearms. a sloping brow on the lace. and 
  bodies. The Kinsitata. though. 
  are much sm3i1er thCln gorillas, usually ranging somewhere between three and a half to four feet 
  lin height and they i1av<'J bluish tufts of fur instead of gray or blade hair. All Kinsitala (both male 
  land female) can grow beards. and like to grow out and braid t;lf~se tufts of facial hair. Apart from 
  Ithis. they wear no clothing, as it is not necessary in the humid 
  of Jarnaka. The Kinsitala 
  lare also muci, more intelligent than the gorillas 01 Rifts Earth, and !1re comparable in this area to 
  ihumans, They are capable of speech. using the Jarnakan tongue ce Diagonese. 
  ! 
  The Kinsitata are a very genlie, peaceful race of creatures. 
  They keep mostly to 
  Ithemselves, partly out 01 fear. partly out of shyness. 
  light. not even amongst 
  ithemselves. The Kinsitata live in small villages located deep in the hearts of the forests of 
  :Jarnaka. where sunlight rarely makes it past the dense foliage to th~ir villages and homes. They 
  Ihave no leaders or formal tribes. but live together in a loose!y 
  commune, Only the 
  ]Kinsitala Druids are considered to be the heads of communi1ies. b:;t their function in Kinsitata 
  lsociely is more thai of an advisor and shaman than a leader. The Druids also serve as the 
  [historians ior each village Nothing is ever written down; instead, the histories are comprised of 
  isongs. passed down trom generation to generation. It is the duty of a novice Kinsitata Druid to 
  Ilearn the songs irom his elders. adding on to them during his or her lifetime. Individual Kinsitata 
  [are free to come and go between villages as they please, but most tend to stay with their families 
  i in a single village all of their lives. They live in the trees themselves. making simple huts out of 
  I mud and dead branches from other trees. 
  Their complete respect for life makes them 
  !vegetarians. and they will never kill unless provoked or attacked tirst The Kinsitala do not even 
  :believe in eliminating something or someone capable of annihilating them first - they instead just 
  [hope that their enemies realize the folly ot their ways. 
  , 
  Kinsitata villages are centered around the Korgata trees, whIch are the sources of power 
  ifor a Kinsita!a Druid. These trees, which are somewhat inteHigent. provide the Kinsitala with 
  !Iood. sheller. and certain magical forms of protection (rom evil. Should a Korgata tree die or 
  :otherwise be destroyed, the Kinsitata village around that tree will immediately disband, going in 
  isearch 01 another existing village to join or a new Korgata tree. The Kinsitata fervently worship 
  ithe Korgata Trees, considering them to be tr,eir protectors and 'iriends. They will defend the 
  itrees to the dGath, il need be. The Kinsitata are also the only race on Jarnaka that still devoutly 
  ibeliev.es in the Scarred Gods, although the influence ot the Scarred Gods has begun to dwindle 
  ,over time. 
  " 
  The Kinsitata are very distrustful of the other native races of Jarnaka. and shy away from 
  [them in any encounter. They will not believe these creatures unless absolute proof of their word 
  Ican be easily obtained. 
  However, when it comes to other creatures, the Kinsitata are very 
  lcurious and inquiring. 
  They are very trustful of strange looking creatures that they do not 
  [recognize. This naive trust comes from the fact that the Kinsitata believe such odd creatures to 
  ibe messengers of the Scarred Gods, and may represent the return of the gods to Jarnaka. 
  !Oragons. in particular, are worshipped like deities, and many Kinsitata have been exploited 
  ishamelessly in recent times by certain cunning dragons. Their simple trusting of others has also 
  ;proven dangerous, i1 not lethal, to many Kinsitala. An entire Kinsrtata village was completely 
  !destroyed by a Banwok exploration party (see Rifts Dimension Book: The Banwok Hunters 
  ifar details on the 8anwok). The Kinsitata. greeting the Banwok with open arms, were completely 
  idecimated by a hail of plasma tire. 
  No su rvivors were lett to tell the tale of the destructive 
  iBanwok. 
  Upon encountering strange adventurers from other worlds. though. the Kinsitata 
  istubbornly still Heat all newcomers as their honored guests, offering presents, food. and shelter 
  ,to all travelers. AU they ever ask for in relurn are stories of strange places, which they weave 
  into their own histories. 
  
  the Scarred 
  still exist <1:'-: are alive in the present time. 
  moved on from their original homeworld 01 .iarnaKa. and now reside and rule 
  of Qem'Chomudu with an tron 
  {Note: ~h~ actual slats for the 
  Gods are not 
  in this section. They will 
  be i:1corp{)rsted inlo the forthcoming 
  Rifts D1mension Book: Four Keys of 
  While they 
  love the inhabitants 01 Jarnaka 
  dearly and 
  them their children, they 
  realize tt1at 1"8 creatures of Jarnaka have 
  abandoned them. 
  they have moved onward, 
  The 
  . five in number -
  physically the draconids 01 Phase World, 
  save for the fact th?'l they are hideously 
  five godlings: Aeda, Blama, 
  Korrd, and Ulilh normally remain enshrouded in 
  to show themselves 
  their true appearance 10 others. They all share a 
  1'; <111,;<:d 
  dragons and dragonkind, 
  save their own 
  on Jarnaka and 
  esoecially despise Corgarith, 
  their creator. 
  that he wrongfully abandoned 
  spurning them in 
  hour of need, 
  have not encountered any 
  ~hejr creator left them to rot 
  on Jarnaka, but 
  they encounter a dragon god in the future. it remains likely that they 
  would unhesitatingly attack that creature in a 
  After 
  left alone on Jarnaka millennia 
  the 
  Gods, out of loneliness, 
  decided that their creator's original plan of creating the races ot Jamr::ka would at least give them 
  something to do. They each attempted to create a race of 
  themselves, but lell far 
  short of their inlended 
  The current races of 
  none even slightly resembling a 
  dragon or dragon-like being 
  was the result. 
  Oespi1e this 
  Ihe Scarred Gods were 
  fiercely proud of their creations. They decide to guide their children through the generations. 
  intending to turn 
  inlo one of the cultural centers of the universe. 
  The problem was, the Scarred Gods were about as matur~~ as their creations. 
  They 
  squabbled and fought amongst themselves as well as their mortal creations. The creatures of 
  Jarnaka began to loathe and despise the constant interference of the meddling godlings in their 
  lives. 
  The worShip and respect that the Scarred 
  once enjoyed began to slowly 
  dissipate. Eventually. the Scarred Gods began to realize that 
  constant presence amidst the 
  mortal societies was extremely unwelcome. 
  aback by 1his lealizalion. the Scarred Gods 
  removed themselves 10 a remole mountain in the Mogatu Peaks, deciding only 10 keep in 
  contact wilh their creations in times of great need. 
  realized that their mortal charges had 
  "grown up". so 10 
  Their one legacy left directly in contact with the mortals of Jarnaka was 
  created by the godling Ulith. 
  infused a piece of obsidian with the ability to let Ihe bearer see 
  ever so slightly into the future, hopefully allowing that creature and the other inhabitants of 
  Jamaka to avoid trouble. 
  This piece of 
  of course, was the stone now know" as the Demon Heart, Ihe 
  stone which banished the entire race of the Blamogl to the world of Hrogrythlor and began a 
  decades-long pianetary war. Intended to help the creatures of Jarnaka. the stone only served to 
  indirectly slaughter thousands and breed hatred and discord 
  The godlings, who had 
  noticed the seeds of 
  sown. had foolishly chosen not to interfere and try to prevent 
  the slaughter, thinking 
  their promise 10 not interfere in the mortal world was more important 
  than anything else. However. in the aftermath of the bloodshed, 
  Gods realized that 
  they had made yet another 
  They returned to the mortal 
  seeking to amend the 
  havoc they had inadvertently brought about. 
  The Scarred 
  found nothing but hateful races and 
  with most of the rag\,! 
  being directed their way. 
  people of Jamaka wanted answers to the now-seemingly 
  senseless slaughter, but there were no answers to be found, The 
  Blarnogl soaked up a 
  lot of the blame, but the 
  Gods were also blamed to 
  to do anything to stop the 
  fighting. They were 
  for creating the Demon Heart in the first place. Realizing that 
  they had finally lost the 
  01 most of their children. 1he 
  decided to start over 
  again. 
  They helped 
  morfals of Jarnaka who still believed in them repair the battered 
  surtace of Jarnaka as 
  COUld. and then left the planet entirely, Traveling aimlessly for a 
  long period 01 
  through the cosmos. the Scarred 
  found the dimension 01 
  Qem'Chomudu, where they still 
  today. 
  37 
  
  The Kinsitata ;:;re the only reason thaI the Scarred Gods:::ii: ir.frequently visit the world 
  '1of Jarnaka, The little, gentle creatures stili fervently worship 
  believe in the Scarred Gods, 
  and devou!ly believe that their deities will one day walk amongs~ ':118i,1 once more. The Kinsitata 
  ibelieve that the dimension of Oem'Chomudu is really somp. 50r':. of heaven. and !nat their souls 
  !will join the Scarred Gods after death. The Scarred Gods. while so;71ewhat touched and amused 
  !by the devout loyalty of the Kinsitata. have no intentionSlf eVf;r per;nanently returning to 
  l
  l~arnaka. They have. 1hough. made eHorts to help the Kinsi:;:l~:. Fi;:fore lea~ing Jarnak8, they 
  .Infused the Korgata T:ees (see below) with special powcr~ 10 ale :n:} Klnsltata DrUids. 
  The 
  Druids believe thatihe Scarred Gods still grant them their 
  bu~ t~~is is a false belief. Their 
  [powers really come irom the Korgata Trees. The Scarrpd 
  al"0 h,we infrequently returned 
  ~o Jarnaka to directly aid the Kinsitata. although only in times ct 
  d:mger when the Kinsitata 
  Ipossibly laced extinction. This is proof of their love for the litt!e blue apes. as they could CRie 
  Iless now if the olher creAtures of Jarnaka lived or died. The 
  ;;re the one connection the 
  iScarred Gods possess and are proud of between themselves and 
  world cf J2.rnaka. 
  i 
  The Korgata Trees, in some ways. are similar to 
  f,'r~!!eC1nium Trees of Rifts Earth 
  F-iowever. while they are magical in nature and possess some intelligonce. they are not nearly as 
  large or as powerful as the mighty trees found in the vicinity of New Car.lelot. 
  i 
  Unlike the Millennium Trees. the Korgata Tr~es 
  and can directly 
  'communicate wilh creatures possessing that psioniC pO'A!€r 
  Trees. though. usually do 
  hot have thai much 10 say. 
  Their concerns lie in protecting tht'lir Kinsftata charges and 
  ~hemselves. for the most part 
  They have very litti:t conCBms 
  other matters. 
  If a non-
  ~elepalhic creature comes within the vicinity 01 a 
  !,-ee has empathic powers 
  which can determine the general thought and feeling of that C:laracter If the being is evil by 
  'nature. the Korgata T ref: will do ns best 10 telepathically wam the Ki:'snata in the area of the 
  preature's nature and do everything within its power to hinder that 
  An especially good and 
  :friendly being. on the other hand. might prompt the Korgata Tr'J"l; tG 
  that creature a gift. ~uch 
  ~s a bark wand or ring (see below for details), and to tell its Kinsitz:ta friends to help the being. 
  iThe Korgata Tree. unlike the Millennium Tree. has no means o~ Self-defense, If attack, it must 
  ~ely on its allies to defend it. 
  i 
  The Korgata Tree resembles a large palm tree with many branches in its upper regions. 
  1-lsually about fifty feet tal!. They live ior thousands of years; 
  oidest known Korgata Tree is 
  thought to be nearly ninety thousand years old. and was 
  b~~i')re Corgarith ever stepped 
  foot on the suriace 01 Jarnaka. It has mega-damage capacity. 
  tree usually serves as the 
  center 01 a Kinsitata "liII a.ge. its large branches and palm leav~s gene,ously extending out over 
  lhe small huts of the Kinsitata. Occasionally. the Korgata tree wi!! COflate one of its leaves to a 
  rriend, drooping it o;f of one of its branches. The leaves can 
  cut. using lasers or other M.D.C. 
  capacity tools. into shields or primitive armor. These leaves have 45 M.O,C. and virtually no 
  ~eight at all (2 Ibs). The trees also all possess hollow trunks. 
  an individual steps into the 
  hollow center of the tree, that creature is usually in for a big 
  If seeds from a Korgata 
  !ree are planted on another world besides Jarnaka, the 
  will grow into normal. non-
  magical. unintelligent trees, but will serve as a dimensional doorway betvl/een the new world and 
  the parent tree on Jarnaka. If a Korgata Tree has its seedlings spread out through many worldS, 
  the doorway within the Korgata Tree has no control over where it can send travelers; creatures 
  bntering the trunk of the Korgata Tree are literally spit out 
  on 
  worlds. 
  I 
  Korgata Trees can also bestow a portion of their own personal stores of P.P.E. upon the 
  Kinsitata Druids. allowing the druids more magical power than norm211y possible. This creates a 
  ~ymbiotic link between tree and druid: only one tree and one druid meW be linked at any given 
  ~ime. The tree. which normally has no need for its own P,P.E. anyway, will normally give the 
  ~ruid as much as possible but 1he tree must maintain a minimum case of 50 P.P.E. in order to 
  $tay healthy. If more P.P,E. than that is taken. then the tree 
  to also lose 100 MD.C, per 
  day until the tiee dies, If the tree gives all 01 its P. P. E. to a 
  it will die, and the druid can 
  only keep the P.P.E. bestowed upon it by the tree for twenty-four hours. The link is also physical 
  '!n some respects. 
  11 the tree takes over 100 M.D.C. of damago. ter cny reason, the linked druid 
  
  suffers 10 M.D.C. of damage. Damage 10 the 
  has a 
  effect on the tree. Finally. 
  death for one er~d of lhe link means death on the 
  llnk can be severed al any 
  time by either party, with both returning 10 their original status. but 
  two must be in physical 
  contact 10 eilher consummale or 
  Iile relationship. The linK. when established. has an 
  infinite range, It lasts over thousands 01 miles and through rli"",,,,,,,,'/·,,·,,, 
  Korgata trees also can 
  their 
  which are Eke cocmmts, to the Kinsita1a or other 
  creatures considered 
  as 
  It eaton instead of 
  '111e seeds have a twofold 
  effect Firsl 01 alL they have 
  properties: 1 D4 M 
  or 
  S.O,C./hit points can be 
  restored to an injured creature, depending on what son of 
  ""ats t'1e s2cd. Eating additional 
  seeds, If made availabla. will 
  a cumulative healing effect. 
  ii' a heallhy individual 
  eats a Korgal8. seed. ;: one-shot bonus 01 +1 to the IQ slatislfc is ;~'>r~nanenlly gained by that 
  creature. Ea1lng 
  will not add to that 
  10. 
  t:~t>ds forcibly taken from a 
  Korgata tree will die 
  give no benefits whatsoever 10 the person stealing the seeds. 
  Branches 
  can also be given to a friend of the tree. On their own. 
  bits of 
  the Korgala Tree have no p::>wer at all. If taken 
  a Kinsrtala Druid. though. the 
  branches 
  can be inlused with certain powers, and be lormed inlo 
  rings and staffs with limited 
  powers. 
  are lormed into 
  while small branches are 10.m,::('J into 
  retain 
  their 
  M.D.C. even after transformation. Typically, a 
  Tre"! will only give 
  and 
  bralnclhes to the druids alone for this 
  reason 
  Thfl Kinsitala are very 
  of lhe Korgata trees. 
  consld.c:r the trees to be the 
  living embodiments ot lhe 
  Gods. as well as friends to 
  If a tree is threatened 
  in any manner, the Kinsitata will atlempt to defend il as best 
  can. eV"'1l at the cost of their 
  own lives. "They will (lIsa never allow anyone to take anything from 
  Korqata Tree. To Ihem. 
  if a person needs 
  from a Korgata Tree and is a 
  oers:m. the tree will know and 
  will simply give that p"!rson what is needed. 
  THE AV""-'-::I,'- KOAGATA TREE 
  1".,,"' ...... "'1 Tree 
  50 teet plus an additional1D10'10 
  Always principled or scrupulous 
  Th~ ;~I!"nrnl'>nt can be de!e<:ted 
  spellS/psionic powers such as see aUi3. sense good/evil. and 
  read (an object read 
  will 
  delect the alignment when used on the Korgata Tree 
  P.P.E.: 100+2D4'10 
  I.S.P: 60 only possesses the lelcpaH\jc 
  Average M.D,C. by Location: 
  Note: 
  Leal Stem - 4 each 
  leaf - 50 each 
  Twig (Ring) - 60 
  Small Branch 
  Medium 
  Large Srancil 400 each 
  Seed" 5 
  ii has no mega-damage ca~)aclt\·} 
  Main 
  - 1300 (and can 
  at a rate of 2D6"'1 0 per hour) 
  also have special r'\rr'r'\£'.l.r1i~,~ as follows: 
  .. 
  slructure: I 
  to normal weapons, 
  and 
  .. 
  Impel'Vlous to disease and to chemical attacks - does not 
  IN.a:er or clean air to live. 
  .. 
  Vulnerable to most 
  attacks. lnciuding rail quns, 
  maS1 high-tech 
  weapons. and sheer brute C't""I"I",th 
  .. 
  Magic energy attacks. 
  fire and dragon's breath. 
  at alL 
  .. 
  Blows trom rune weapons and enchanted weapons, 
  damage. 
  The 
  reasons lor this ar9 
  unclear. 
  .. 
  Psionic attacks also 
  double damage. 
  .. 
  Protected 
  Ihe 
  and other friendS. 
  
  ,Locations of Known Korgata Trees: 
  Trel:ls are 
  the northern and 
  ,southern regions of Jarnaka. In additional 10 their native world. 
  trl'-!€:S can also be lound 
  lin a few other dimensions, 
  On Rihs Eanh, lhree Korgata Trees 
  - one in Ihe Rocky 
  [
  Mountains of North America. one in Botswana. and one riaht out:.:'rlc of New Oragcona in South 
  America, A KorgatR Tree also stands right outside the Banvmk city of Rythar in the dimension of 
  ,Hrogryth/or. In thE', dimension 01 Wormwood, Iwo Korgata trGGS ('!.(e present near Worldgate. 
  ;Addifional trees may exist nearly anywhere else in the cosmos. 
  Alignment: Any good alignment 
  !AUributes: 1.0. 2D6, M,E. 306. M.A. 406. P.S. 306, P.P. 406. 
  !Hit Poinis: None. 
  IM.D.C.: 208·10 
  'Horror Faclor: 8 
  P.P,E.: 60;; .. ·10 W:t:1 cm additional 06 per level. 
  l.S.P: 3D6. 
  ~ddilional D6 per level, 
  Weight. 60 to 90 
  Height: 3104 
  Average Experience Level: 1 D8 for NPCs. 
  Natural Abillties: Night vision and acute h""~l'"l""n 
  P.B.3D4. 
  4D6 
  Combat: 
  Typica;ly hand 10 hand: basic. 
  The number of attRcks varies with the level at 
  eXlperierlce and CCi11;~;al skills. 
  pamage: As per combat abilities. 
  Bonuses: 
  +2 10 strike/parry/dodge. + 1 10 milifall wi1h pun.:.:n/imoact +6 10 save versus 
  :magicJpsionicsJpoison. 
  jMagic: None, Only Kinsitata Druids can have spells. 
  ;Psionics: Minor 
  can select a lotal of lour psychic PC"/Fl'!S from either the sens~ive. 
  physical, or healing categories. Super is not available. Se\"x::t <HI a.ddltional two at third level 
  'and another thn"e ~'it seventh level. 
  R.C.C. Skills: 
  :Math: Basic 
  IWilderness Survival (+200/,,) 
  ILand Navigation (+ 10%.) 
  ;Holistic Medicine (+5%) 
  ,Identify Plants & Fruits (+15%) 
  'Prowl 
  Track. Arllmals 
  ClimbinQ 
  Running 
  Preserve Food ( ... 1 
  Faerie lore 
  O%) 
  ~ing (+15%) 
  ~anguage: Dragonese 
  Hand to Hand: Basic 
  ~.P. Archery 
  W.P. Blunt 
  W.P. of choice 
  (Hand to Hand Basic can be changed to Hand to Hand: 
  at the cost af one "other skiil.) 
  RoC.C. Related Skills: 
  Select eight oH)m Skills. plus two other skills at level three. anc' 
  oiher skill at levels six. nine. 
  ~"d twelve. All new skills slart allevel one proficiency. 
  I 
  40 
  
  Communications: Any 
  Domestic: Any (+5'%) 
  Electrical: None 
  Any 
  None 
  Medical: First aid only 
  Military: Any 
  Physical: Any 
  Pilal: Any, 
  Pilot Related: 
  sp,3cecra,n and robots 
  Rogue: Any (+10"/0) 
  Science: Math only 
  Technical: Any 
  W,P, Any 
  Wilderness: Any (+10'%.) 
  Secondary Skills: The character gets to select seven ~A('...,n.1-"'1I'\J 
  the previous lisl. 
  These are additional areas of knowledge that do not receive any ollhe D05iSIbie bonuses listed in 
  parentheses ( 
  All secondary skills start at their base level. 
  A~so, 
  availability is 
  as 
  preMC)Us.ly lniC1lc:atE:Ci in t hat Ii st (a ny. only, none), 
  1...11."'"",,. mostly to Chorrdali weapons, which are usunlly traded in exchange for 
  Korgala 
  with the Chorrdali. Typically armed with a Chondali bow or club. 
  Vehicles: None. 
  Money: None, Starts with 
  as listed above. 
  Cyberneticsi8ionics: None. Will refuse to ever acquire such equipment 
  Additional Notes: 
  Kinsitata Wanderers are a rare breed who are filled with an insatiable 
  wanderlust They have no desire to remain in the forest. Instead, they want 10 see everything. 
  do every1hjng. know everylrling, The problem with 
  is thai 
  are a little naive and trust fa 
  trust their first impressions of every1hing. If 
  will almost 
  instantaneously latch on 10 a new group, pestering them 
  a small 
  to 
  hear about stories and experiences. Wanderers also have a tentde!1cy 
  places where it doesn't belong. Trouble invariably follows the Kinsitata 
  a m~('1n,Q! 
  the trouble is never usually life-threatening, it can present trouble for a W;mdiAr~~r 
  tr;::!'\I~linn companions, 
  Alignment: Any 
  Attrlbutes: LQ. 
  Hit Points: None. 
  M.D.C .. 308·10 
  Horror Factor: 8 
  R .. C .. C .. 
  P.S. 
  P.P. 3D6, P.E. 4D6. P.B. 3D4, Spd 4D6 
  P.P.E.: 6D6+10, with an additional D6 per level. May 
  link with a Korgata tree tor additional 
  energy 
  I.S.P: 
  with an additional 06 per level. 
  Weight: 
  to 90 
  Height: 3to4 
  Average 
  Level: 1 D4 for NPCs. 
  Natural Abilities: Night vision and acute hearing. 
  Combat: 
  Typically hand to hand: basic. 
  The number of attacks varies wi1h 
  level 01 
  experience and combat skills. 
  Damage: As per combat abilities. 
  41 
  
  Bonuses: 
  -;-1 to strike/parry/dodge, +2 to rolli/aU with punch/impact, +7 to save versus 
  magic/psionics/poison. 
  Magic: Kinsitata Druids can have access to the druidical spells lisled in the next section. 
  iPsionics: l\fll1or psionic; can select a total of five psychIc powers from either the sensitive, 
  I
  physical. or healing categories. Super is not available. Select an additional two at third level 
  and another three at ninth level. 
  'R.C.C. Skills: 
  Math: Basic 
  Wilderness SUNival (+15%) 
  Land Navigation (+5%) 
  Holistic Medicine ( ... 10%) 
  Identity Plants & Fruits (+15%) 
  Prowl 
  Track Animals (+51.'10) 
  Climbing (+10%) 
  Running 
  Preserve Food (+15"'/0) 
  Faerie Lore (+ 15%) 
  Demon Lore (+5%) 
  Sing (+15%) 
  Languuge: Dragom~se 
  Hand \0 Hand: Basic 
  W. p, Archery 
  IW.P. Blunt 
  I(Hand 10 Hand: Basic can be changed to Hand to Hand: Expert at the cost of one "other" skill.) 
  :R.C.C. Related SI<ills: 
  iSelect nine other skills, plus two other skills at level three, and one other skill at levels six, nine, 
  i.and twelve. All new skills start at level one proficiency. 
  iCommunicatlons: Any 
  !Domestic: Any (+5%) 
  Electrical: None 
  Espionage: Any 
  :Mechanical: None 
  ,Medical: First aid only 
  iMilitary: Any 
  iPhysical: Any (+5%) 
  Pilot: Any, except spacecraft and robots 
  IPilot Related: None 
  :Rogue: Any (+100/0) 
  :Science: Math only 
  ITechnical: Any 
  !W.P.: Any 
  Wilderness: Any (+10'.)/0) 
  fSecondary Skills: The character gets to select eight secondary skills from the previous list. 
  [.These are additional areas of knowledge that do not receive any of the possible bonuses listed in 
  [parentheses (). All secondary skflls start at their base level. Also. skill availability is limited as 
  Ipreviously indicated in Ihat list (any, only, none). 
  I
  weapons: 
  Limited mostly to Chorrdali weapons, which are usuafly traded in exchange for 
  Korgala seeds with the Chorrdali. Typically armed with a Chorrdali bow or club. 
  !Vehicles: None. 
  I
  Money: None. Sians with preferred weapons as listed above. 
  jCYbernetiCS/Blonics: None. Will refuse to ever acquire such equipment 
  (Additional Notes: 
  Most Kinsitata Druids remain solely in their own village for their entire 
  ,lifetime. never leaving the side of their Kinsitata followers and their Korgata trees. They seek to 
  42 
  
  gain wisdom and 
  the beauty of the world of Jam.:;:ka~ 
  their purpose in 
  life is to serve as tt.13chers to the other Kinsitata of their villagns. 
  A lew Kinsitata Druids, 
  however, have made it a personal quest to find the Scarred Gods and the dimension o.f 
  Qem'Chomudu. which they believe is heaven. This quest lor personal enlightenment consumes 
  these druids wholly, ;nd they will not rest until their journeys are completf:!d. They teelthat if the 
  Scarred Gods are iou,',j, their determination will prove to their deities that it is time for them to 
  relum back to JarnaK;;!. 
  DRU 
  The druidical 
  Kif'lsit;ata Zlre a unique type of magic "!hich 
  Kinsitata draw from the 
  KorgatR iW!c)s. 
  s~)!:!lIs arc only able to be cast by ihe 
  other practitioners 
  of magic an::! r.(llmnll<",!~lv unable to casl these specific spells. 
  cads, godlings, demon 
  lords. and PO'.'!f)r.ul 
  beings are also able to cast those ",'''U'~r1! spells. 
  Airwater 
  Range: Touch 
  Duration: Two 
  per level of experience of the caster 
  Saving Throw: Not ar.;plicable 
  P.P.E.: '10 
  Level: Considmfld a .:;econd level spell. 
  This spell allows the casler to let someone breath undefl!>.'ater without any sort 01 
  breathing apparalu~. The spell allows the person affected to moved underwater normally. as if 
  the person was still on the surface and unhindered in motion by the water. The spell can be 
  dispelled before the allotted duration by the spellcaster at any time. merely by touching the 
  recipient at 1hr~ 
  (l'1C!') more. 
  Drown 
  Range: 100 teel radius of caster (directed al only one individual) 
  Duration: One round per level of experience of the caster 
  Saving ThrO\IJ: Standard 
  P.P.E.: 170 
  Level: Consldf'Jff'Jd a tenth level spell. 
  This offensive spell condenses all the water vapor in a person's body into their lungs, 
  effectively filling them completely with water A failed saving throw means that the victim loses 
  all actions and attacks tor the round, as well as one temporary point 01 P.E. Should the spell 
  continue past one round. all further actions are lost and P.E. continues to drop at the rate of one 
  point per round unlil tile spell wears off or the victim dies. In 
  even after the spell wears 
  off. it takes a full round for the victim to recover from the efi!'!cts of the spell. 
  A successful 
  saving throw means tilat the spell lasts only for one round. and the victim is fully recovered by 
  the next round. 
  Flamebarrier 
  Range: 20 feet radius around caster 
  Duration: One round per level of experience of the caster 
  Saving Throw: None applicable 
  P.P.E.: 45 
  Level: Considered a sixth level spell. 
  This spell creates a barrier of magical flame around the caster in the shape of a dome. 
  The barrier is opaque and cannot be seen through from the outside. but is transparent from the 
  inside. Individuals 
  to aHack crealures within the flaming dome are at -7 to hit their 
  
  targelS. All G(ea:ur~::'; 
  10 pa5s lhrl"\'''''h 
  suHer 6D6 M.D. by 
  passing though the 
  an additional Z06 M.D, per rQU'Ki 
  round after going 
  ithrough the fire. Thfl' fire has no effect on the castf'f. and by "''''.G,nr!uv, an ~ldditional 5 P.P.E. per 
  :individual. the caster can make other invulnerable to the Hames 
  wi~il. 
  iflamefriend 
  'jRange: Not:: ppIjC;~~;!I~ 
  ,Duration: Two 
  PGr level 01 experi~nce of the caster 
  ISaving Throw: 
  P.P£ .. 95 
  !Level: Cnn~idll'!lr",d ~'1 
  level spell. 
  By 
  th::; 
  the casler is abl<"! to temporariiy summon and command a fire 
  :e(emenlal 
  tile ::lifts Con"/0rsion Book for details). 
  T'Je f:-, elemental is bound to the 
  Ijdruid'S commands, as long as the commands do not dictate 1hat !';" :~If.lmental come 10 serious 
  harm or possible death. 
  At the end of the spell's duration. the el<>:rnental returns back (0 its 
  ,original dimension. and the caster cannot summon anoiher eleCT'~r:t?ll1ntil the next day. 
  :Furfriend 
  Range: 10 
  Duration: Four 
  ,,,,,,,,,,,,r'''''''''-O of the caster 
  ex!)~~!erlCe 01 the cas~er 
  I 
  • 
  Saving Throw: No; a~";!:>ilc;able 
  p.P.E.: 50 
  :level; Considered a fourth level spell. 
  By using thi::: spell. the caster is able to temporarily summon and command one of the 
  iNild creatures 
  Jarnaka. 
  The creature summoned is dependent upon what is within the 
  ~ummoning range: 
  there is a 20'% chance of summoning a Draykonis. a 10%, chance of 
  ,summoning a Mogar. and a 70% chance of summoning a Kunisat. 
  When summoned, the 
  i:reature in question wi!! instantly appear before the druid casting the 
  and will have to obey 
  all commands of the druid unless they place the life of the creature 
  grave danger. NormalJy, 
  ,the creature that is summoned relurns to its place of origin at 
  end at the spell's duration; 
  however. if a Draykonis or Mogar is summoned. there is a 5% 
  chance that the creature will 
  remarn, and will 
  be able to be controlled by the druid. 
  These creatures, once free. will 
  hormally attack the summoner Jmmediarely. Once the spell is finished. the druid cannot cast the 
  fame spell again untillhe following day. 
  ,Grabgrass 
  ,Range: 100 foot radIus of the caster 
  puration: O'1e rc-unds per level of experience of the caster 
  Saving Throw: Standard 
  P.P.E.: 10 
  I 
  • 
  iLevel: ConSidered a second level spell. 
  I 
  This spell aflows the casler 10 cause the grass and the foliage immediately surrounding 
  him to grab al all creatures in the area. hindering all their movements. The caster remains 
  ~naffected. Attacks and movement rales are halved for all creatures failing Ihe saving throw in 
  the aHecled area: a successful save means that the spell had no eHeet For every round that the 
  kpeillasts, all creatures in the affected area must make a saving throw 10 determine if they are 
  ~nlangled or not for thai particular round. By expending an additional 2 P. P .E. per individual. the 
  caster can lei other individual remain unhindered by the 
  ef1ecis. 
  However. if that 
  individual leaves 
  area and then relurns 10 it. the 
  given 10 thai person by the 
  casler are lost and can only be regained by spending another 2 
  44 
  
  Groundstrength 
  Range: Caster 
  Duration: One round per level at experience of the caster 
  Saving Throw: Not applicable 
  P.P.E.: 16 
  Level: Considered a third level spell. 
  This 
  temporarily gives the caster the equivalent of a 
  50 supernatural 
  strength. In 
  state. casler is able to inflict 2D6 M.D, with a restrained punch or kick. 406 M.D. 
  with a normal punch. and 1 D6*1 0 M. D. with a power punch/kick (which would count as two 
  a!!acks), The power gained here comes from the ground itself; the caster must somehow be 
  touching natural ground to 
  the powers from the spell. Standing on an artificial floor or other 
  surface instantly dispells 
  from the spell. and the spell must be recast. 
  Plantfrlend 
  Range : Touch 
  Duration: Four rounds per level of experience of the caster 
  "';"","1'11'"1 Throw: Not applicable 
  6 
  Level: Considered a first level spell. 
  ThiS spell, unlike flamefriend and lurfriend. is not a summoning spell. 
  it allows 
  the caster to communicate with 
  Simple questions can be asked of plants which are under 
  the effects of this spell, usually requiring simple "yes" or "no" answers. Typical questions to be 
  asked are something like if someone has passed by, or it something has happened in 
  immediate area. Up to three questions may be asked by the caMer per round. 
  Rain Call 
  Range: 10 miles per level of experience 01 the caster 
  Duration: Two rounds per level of experience of the caster 
  Sav[rlg Throw: t.Jot applicable 
  P.P.E.: 14 
  Level: Considered a third level spell. 
  caster is able \0 creale a torrential rainstorm through the use of this 
  storm obscures all Vision within the range of the spell with blinding sheets of rain. 
  the area ars -S 10 strike unless aided by external means such as power armor, 
  or 
  psionics. In 
  the lightning generated by this spell has a 10% chance of shorting out any 
  form of electncal 
  in the area, with no chance for a saving throw. The spellcaster has 
  no control over 
  lightning will strike. 
  Apart from the eHects mentioned above, the spell 
  has no significant purpose 
  to create a brief and powerful rainstorm, The storm can be 
  dissipated instantly by the spellcaster al 
  the dUration 01 the spell is over. 
  the Wind 
  Range: Caster 
  Duration; 
  rounds 
  Sa"rlna Throw: Not applicable 
  23 
  Level: COlnsicjerE1:d a fourth level spell. 
  The caster is 
  to create 
  gusts of wind that allow the caster 10 fly with this 
  The caster can travel at SPE~edls 
  to lorty miles per hour and heights up 10 three hundred 
  above the surface under 
  created winds. No heavy objects or other creatures may 
  45 
  
  be carried by the caster while this spell remains in effect. 
  Because the caster must remain 
  constantly in motion while in flight. the caster is -5 to hit while in the air. but the caster also 
  suffers a -3 to hit on personal attack rolls. 
  Scarthunder 
  Range: Three hundred feet 
  Duration: Instantaneous 
  Saving Throw: Standard 
  P.P,E.: 28 
  Level: Considered a fifth level spell. 
  This spell allows the caster to generate a concentrated sonic blast at an opponent. If the 
  saving throw is failed by the recipient of the spell, that individual loses half his attacks for the 
  combat round and sulfers 1010·10 M.D. A successful save means that the victim only takes 
  406 M.D. 
  Furthennore, regardless of the result of the saving throw, the victim of the spell 
  suffers a -9 on initiative for an additional 206 combat rounds, unless sufficiently protected 
  against sonic attacks. This is because the recipient of the spell is caught in the equivalent of a 
  concentrated blast from a Glitter Boy Boom Gun. 
  Shadowswarm 
  Range: Four hundred foot radius around caster per level of experience 
  Duration: One round per level of experience of the caster 
  Saving Throw: Not applicable 
  P.P.E.: 41 
  Level: Considered a sixth level spell. 
  Using this spell. Ihe casler is able 10 completely disrupt any sort of electrical or 
  mechanical equipment. Sensors will read false information, targeting systems will be completely 
  inaccurate. and data retrieval systems or computer will provide false data. All systems within 
  this range are affected; the spellcaster cannot control the effect of the spell to specific systems. 
  The spellcaster also is unable to control what sort of false information the spell will provide for 
  the electrical equipment and computers caught in the spell. 
  Thornthrow 
  Range: Fifty loot radius around caster per level of experience 
  Duration: One round 
  Saving Throw: Not applicable 
  P.P.E.: 13 
  level: Considered a third level spell. 
  With this spell. the caster can cause all available vegetation in the area to throw bark. 
  dead branches. and the like at a single opponent. Because the debris is enchanted, the flying 
  vegetation causes 306 mega-damage to the creature selected to be hit by the caster. 
  The 
  caster. however, can opt to have the spell cause standard damage instead, for 506 S.D. instead. 
  The recipient of the spell cannot dodge or parry this attack in any manner. 
  Treewalk 
  Range: Special 
  Duration: Instantaneous 
  Saving Throw: Not applicable 
  P.P.E.: 44 
  Level: Considered a seventh level spell. 
  46 
  
  This 
  serves as a form of teleportalion. By casting this spell. the caster and up to 
  two olher man-sized creatures can enter a Kargata Tree and emerge out of any other I\Olfoa!(a 
  Tree in existence, no matter where it is. 
  The spell works over any distance and through 
  dimensions. The caster must physically go through the dimensional gateway 
  by the 
  spell: the spellcaster cannol send others through the magical rift without going himself. 
  Waterhollow 
  Range: Ten foot radius around caster per level of experience 
  Duration: One round per level of experience 
  Saving Throw: Not applicable 
  P.P.E.: 24 
  Level: Considered a fourth level 
  With this spell, the druid can 
  underwater and create a large pocket of breathable air. 
  11 al the bottom of a 
  of water, 
  land touched by the spell is instantly made 
  contains enough breathable air per ten leet of radius for two man-sized creatures to 
  four rounds. After that. the creatures running out of air begin to lose one 
  of 
  PE. 
  round until oxygen is had once more. The spell can be 
  al any lima 
  the 
  DRUIDICAL RINGS AND STAVES 
  These magical rings and staves are created by the 
  Druids, out of the twigs and 
  branches given to them by Korgata 
  creating these items costs 
  approximately 100 P,P,E. and are made in a 
  for two days by the druid. Any1hing 
  interrupting the ritual will complelely destroy the item 
  ~t is completed. Rings have 60 
  M.D.C. and staffs 
  1000 M.D.C.; if more damage than that is inflicted on either of these 
  rJ!l.n,rlJ!l.·rJ!l.rl inlo 
  All rings and staffs are revered by the Kinsitata as holy 
  Non·Kins~ata who own these items are either revered heroes or 
  the Fox 
  The ring allows the wearer to completely change his or her physical appearance. 
  Magical, mechanical, or psionic means will not be able to detect the illusion. The ring carmal 
  generate illusory clothing or garb. though· the wearer has to provide that on his or her own, The 
  ring also does nol mask thoughts. Telepathic probes or aura reading 
  will still 
  the 
  1rue nature of Ihe person wea.ring the 
  Ring of the Serpent 
  This ring provides two services ior 
  wearer. 
  of 
  it makes the wearer immune to 
  all forms of poisons and toxins while the wearer 
  the ring. Secondly. it allows the 
  wearer to spit forth a venomous attack once per 
  A successful standard saving throw 
  against the spn at1ack means nalhing happens; however, if the victim fails the save, instant 
  death resul1s. The range on 
  attack is ten leet. The person attacked by the spit attack 
  must have 
  hit 
  the attack 10 have any effect at all. 
  of the 
  This ring acts as a P.P.E. battery for the wearer. Up to 200 additional P,P.E. may be 
  stored in this item. 
  The ring is unable to replenish i1s own 
  but may 
  restored by 
  another mage, a Korgata Tree, or at a ley line or a dimensional nexus. 
  wearer can draw 
  upon this source of P.P.E. at will. 
  47 
  
  Ring of the Weasel 
  This particular ring gives the wearer one additional at1ack per melee round and +4 to 
  initiative for as long as the ring is worn. Once the ring is removed. the wearer immediately loses 
  these benefits. 
  Staff of the Drag on 
  This wooden staff is generally caNed at one end to loosely resemble a dragon's head. 
  By the wielder of the staff expending 5 P.P.E .. a blast of flame reaching 200 feet long emerges 
  from the head. inflicting 6D6 M.D. The flame automatically hits a single target which the wielder 
  selects. 
  Staff of the Harvest 
  By spending 3 P.P.E., the wielder of this magical staff can create a bountiful meal of 
  fruits. meats. and wine. This meal is capable of feeding over twenty people with extremely large 
  appetites. Whatever food is not consumed can be made to vanish at the wielder's command. 
  Staff of the Hawk 
  This magical staff allows the wielder to gain the equivalent of the psionic power of 
  clailVoyance by expending 10 P.P.E. The duration and range of lhis clairvoyance are as per the 
  psionic power listed in the Rifts Main Rulebook. Generally. the head of this staff is carved to 
  resemble a hawk in flight. 
  Staff of the Sleeping Bear 
  By touching this staff to another creature's bare skin and expending 6 P.P.E., the wielder 
  can make another creature fall asleep for 2D6 rounds. Nothing except for extreme pain or the 
  wielder's command can awaken the creature touched by the staff. The being touched is allowed 
  a standard saving throw: a successful save means that the staff had no effect at all on its 
  intended victim. 
  Staff of the Torbitak 
  By expending 7 P .P.E .. this staff give the wielder an additional two at1acks per round, +3 
  on initiative. and +5 to strike pany for 2D4 combat rounds. In addition, the wielder temporarily 
  grows mystical claws and fangs for this same duration; the bite at1ack inflicts 1 D4 M.D. and the 
  claws inflict 1 D6 M.D, The staff may be wielded as a weapon during this time also, inflicting 3D6 
  MD. on those it strikes. 
  THE BLARNOGL 
  The specific details about the Blamogl race and the Blarnogl R.C.C.s are fully detailed 
  elsewhere. in the Ritts Dimension Book: The 8anwok Hunters. However, in this section, the 
  information about the Blarnogl's al1i1udesJopinions towards the dimension of Jarnaka and the few 
  B!arnogl still residing in Jarnaka are given. 
  The Blarnogl oj Jarnaka, which number less than ten thousand, are primarily slaves in 
  the Kingdom of Chorrdalis. Here, they are treated by their Chorrdali masters as the lowest form 
  of fife imaginable. Cruelty and sadism are the norms in how these Blarnogl are treated. The 
  dirtiest. most demeaning tasks possible are always given to the Blarnogl slaves. The Chorrdali 
  do not even consider the Blarnogl to be real living beings; they are instead thought to be like 
  toys which can be played with, abused, and broken on a whim. Strangely enough, these Blarnogl 
  slaves still are as proud and arrogant as their ancestors first placed in slavery before them were. 
  The Blarnogl believe themselves to be far bet1er than the Chorrdali. whom they regard as brutish 
  idiots. They still are the primary troublemakers in the Kingdom of Chorrdalis, inciting slave riots, 
  unleashing terrorist-style at1acks at the Charrdali nobility. and just creating mayhem whenever 
  48 
  
  possible. Of course, these actions only serve to anger the Chorrdali even more against the 
  Blarnogl, and Ihese insolent actions are judged to require harsh retribution. From an objective 
  viewpoint. it would seem that one of the bast things the Chondali could do 
  be to tree 
  Blarnogl slaves and force them to leave Chorrdalis. The Blarnogl might 
  a sense of 
  respe(:,:t for the Chorrdali in this situation, and Ihe Chorrdali would rid themselves 
  the biggel:;t 
  source of crime present in their kingdom. However, since most Chorrdali and Blarnogl are too 
  proud and 100 stubborn 10 forgive one another for the sins of the past, such a situation would 
  probably never happen without outside inter.,rention. 
  The few Blarnogl who live iii the Caves of Gethsalij easily live among the other Chorrdali 
  and other 
  beings which are found there. This is because almost all those who rank 
  among the 
  of Vardiba 
  hate everything that the Kingdom of Chorrdalis stands for. 
  These free Blarnogl 
  Chorrdali Barbarians, as they believe in Ihe same freespirited 
  values that Ihey personally believe in as well. 
  Blamogl alsD realize that the Chorrdali 
  Barbarians represent their best hope for freeing their enslaved brethren. The other residents of 
  the Caves of Gethsalij believe the Blarnogl warriors amidst their own ranks to be loyal and 
  courageous lighters. if not also highly emotional and just a little un:5talt:>le. 
  The Blarnogl which have migrated to the dimension of 
  could care 
  about 
  what happens on Jarnaka. They are aware that the Chorrdali have 
  other of their own 
  kind, and they do not really care. Those Blarnogl just happened to be unlucky. 
  This does not. 
  however. mean that they hate the Chorrdali any less than any other Blarnogl to be found on 
  Jarnaka. 
  It is just that between their operations of mining sormantine and running the 
  interdimensional markets of 
  they really do not have the time or the interest in A\{j::\~il'\l"l 
  revenge on the Chorrdali. 
  idea of wiping out the Chorrdali and reclaiming their interests on 
  Jarnaka is a prevalent one amongst the Blarnogl. but it is one by necessity that has 
  shelved for future considerations. 
  The races of the Aederond and the Kinsitata are considered by the Blarnogl of 
  Hrogrythlor to be "gnorant savages. and they consistently ignore them whenever possible. 
  The 
  only species of creatures on Jarnaka for which the Slarnogi still have any interest are the 
  Ulithlogg. While many Ulith!ogg on Jarnaka still have not forgiven the 
  tor their role in 
  the war for the Demon Heart, a small group 
  Ulithlogg, mostly armorers, 
  that the policy 
  of forgive and forget means high profits. Several enterprising 
  secretly 
  trading with some of the Ulithlogg armorers. obtaining Ulilhlogg power armor in 
  for raw 
  materials and rare items such as sormantine for the Ulithlogg to experiment with. 
  dealing have remained covert. but already movements among the Ulithlogg have 
  "oHicially" pardon the BlarnogL The Ulilhlogg, who have begun to regard the war for the f'I"' ..... _R 
  Heart 10 be just a bad collective dream anyway, have realized the benefits they have realized by 
  dealing with the BlarnogL Of course, if the Chandali found out about such a relationship. they 
  would probably 
  to attack both the Ulithlogg and the Blarnogl on Hrogtyth!or just an 
  principle alone. The 
  even banished from Jamaka, slill remain a catalyst for trouble on 
  that world. Only 
  what future mischief and mayhem their actions will bring about to 
  Jarnaka. 
  TH AEDEROND 
  The Aederond are physically similar to a cross 
  frogs and humankind. They are 
  amphibian, 
  they stand erect and resembled humanoids in stature. They typically stand about 
  live feet 
  and have bright orange mottled skin. 
  usually have darker, more reddish skin, 
  f!=!rr,::!I~~<:: have brighter. yellowish skin tones. They 
  long, webbed, slender hands. 
  with cruel talons located on the end of their fingers. They 
  sets of gill as well as 
  lungs, and are equally comfortable living underwater as Jiving on 
  The Aederond 
  also have extremely large black eyes located directly apart from 
  other on the 
  ot their 
  heads, giving them a 360 
  field of view around them. They usually wear little apart from 
  rags and tall grasses sewn to 
  resemble tattered togas. 
  Aederond are highly 
  creatures. They are quick to fight first 
  and think secondly in a combative 
  are extremely impatient, wanting to see the 
  49 
  
  results of their actions without having to wait. Aederond are notoriously horrible at planning or at 
  understanding difficult concepts, as they do not like to expend the energy required to think about 
  a given situatlon. Their explosive temper also does not help their patience. Aederond are slow 
  to make friends and very quick to make bitter enemies, especially since insults are an art form 
  among the Aederond people. However, a friend of an Aederond is a friend for life, whether the 
  other person in question likes it or not. 
  Aederond do not get along well with each other, let alone the remaining races of 
  Jarnaka. Aederond are nomadic by nature, either traveling alone or with a mate and possibly a 
  child. They intensely dislike having to work with others; an Aederond who travels with a group is 
  a rare individual indeed, 
  The only other race that the Aederond can be said to respect on 
  Jarnaka are the Kinsitata, whom they believe to love their home planet and the beauty of the 
  nature as much as they do themselves. The Ulithlogg, Chorrdali, and Blarnogl are considered to 
  be plotting, plodding (ilth by the Aederond, and they will have absolutely nothing to do with the 
  creatures of those races unless given no alternative. In general. the Aederond are fairly private 
  and secretive, and live like hermits, avoiding all others whenever possible. 
  The Aederond philosophy of life is to experience everything possible. 
  They have a 
  burning desire to see everything, to create everything to do everything possible within their 
  lifetimes. 
  As such, most Aederond have tumed out to be jacks-of-all-trade but masters of 
  nothing. In some ways. they are like children, demanding to do the impossible, especially when 
  the action is forbidden to them. They are fearless questers of the truth and new things, and 
  anyone attempting to stand in their way will probably be in for big trouble. Their curiosfty is not 
  only limited to Jamaka, either; 
  Aederond have been known to travel to Wormwood. Phase 
  World. Rifts Earth. Hrogrythlor, Qem'Chomudu, and many other assorted worlds and dimensions 
  as well. The desire to learn and see everything is the guiding instinct which rules the lives of 
  most Aederond. This. above anything else imaginable. is the most important dimension of their 
  lives. 
  THE SWAMPLANDS 
  The Aederond like to live and travel along the swampy shorelines on the continents of 
  Jarnaka. known collectively as the Swamplands. 
  These marshes are comprised mostly of 
  saltwater whh a slight sulfuric content, which does not particularly bother the Aederond but can 
  make other creatures traveling through the area nauseous. 
  Without proper ventilating gear, 
  creatures caught in this area are -2 on any initiative roll and -3 on all rotls to strike, parry, and 
  dodge. The Aederond are equally comfortable living on the land or beneath the boggy waters. 
  In the past few years, two other groups 01 creatures have begun to make their homes 
  amidst the Swamplands as well. The first such group are 1he Draykonis, the ancestral oHshoots 
  of the dragons. Until recently, most draykonis had lived comfortably within the mountains and 
  caves of the Mogotu Peaks. With the introduction ot the demonic Mogar into these mountains, 
  though, a pitched battle began for the right to claim the mountains. This is a battle that in recent 
  years has turned in favor of the Mogor. Being driven out of the Mogotu Peaks. the draykonis 
  have sought to find a new home in which to establish themselves. The relatively uninhabited 
  regions of the Swamplands. so far. have served their needs adequately. Unfortunately for the 
  other creatures of Jarnaka. this means that one of the deadliest creatures imaginable now 
  predominately inhabits the region of the Swamplands as well. 
  The Rifts supervillain known as Tristan Spyre has also set up many military outposts 
  among the Swamplands. While he has maintained his scientific laboratories in more secluded 
  regions scattered around Jarnaka, his mercenary military bases has been primarily located in 
  these areas of marshlands. Part of the reason for using the Swamplands as a home base is 
  because the presence of the draykonis and the noxious fumes serves as a natural deterrent 
  against unwanted intruders. Also. the harshness of the region helps to toughen up the training of 
  his mercenary soldiers. Finally, the bases are strategically located near several key strategic ley 
  line nexuses of Jarnaka. 
  From these locations, Spyre could field a small army at several 
  locations on Ritts Earth or other dimensions at a moment's notice. The Aederond, so far, have 
  been the only sentient beings in recent times to traverse the Swamplands with little difficulty. All 
  other beings have faced some nasty encounters when going through 1he Swamplands. 
  50 
  
  AEDEROND 
  s 
  The Aederond Gliders are not 
  they are 
  parasitic creatures living in the 
  The 
  are 
  large, canvas-like amoebas which 
  by them. 
  They cannol move on their own: 
  anywhere, they are either 
  by water 
  currents or have to allach themselves 10 
  Under normal conditions. they 
  dormant beneath sand or just below the water's 
  snagging with lightning speed any being 
  that happens to slep on them. Removing a Glider lrom the skin. once it has firmly latched itself 
  onto the body. is exceedingly difficult The Glider possesses thousands of microscopic hooks all 
  Over 
  body, which tightly imbed themselves into the flesh upon initial contact. Only fire directly 
  applied to the skin of both the parasite and the host can effectively cause the Glider to detach. 
  This poses no problem for mega-damage creatures who have Gliders attached to them, as 
  standard flame can 
  the parasites. but normal creatures unfortunately have to suffer in order 
  to have the Gliders removed. Physically removing the Glider from a person is an extremely bad 
  idea. The Gliders have 
  known to rip the limbs off of their hosts rather than let go, included 
  those of mega-damage 
  Their hooks are mystic in nature and virtually indestructible. 
  Fire is the only relatively 
  way to remove a Glider from its host 
  The Aederond learned. 1hough, tha1 by placing the Aederond Gliders along the lengths of 
  their arms and partially running down the lorso. the Gliders could farm viable 
  for a 
  humanoid. This property. in reality. owes more 10 magic than to physics. By expending a 
  point of P.P.E. lor each Glider attached to the body. the Glider can allow the host nearly a 
  day's worth of flight capability. The 
  do not lire: they can function as wings for the 
  duration of the 
  During this time. the host can fly like a bird, going nearly lour miles into the 
  sky before the 
  no longer have the 
  to maintain flight and will force the 
  host downward to a more breathable height. 
  can also allow their host to reach 
  speeds of 90 mller per hour. and up to one hundred fifty 
  an hour in a downward power 
  dive. The Aederond. using 
  Gliders. have leamed to travel 
  distances in little time using 
  Ihese parasites. 
  Another useful function of the Gliders is that they can be used as shields. Each Glider 
  possesses 75 M.O.C, They may 
  used to parry aHacks in hand to hand combat. The Gliders 
  also provided their hosts a 
  bonus to parry in combat. as they have a vested interesl in 
  keeping their hosts and food 
  alive. Many Aederond have 
  it useful to attach 
  Gliders to their arms for no other reason but to help defend themselves in case of attack. 
  The main problem with the 
  is that their are parasites. In 
  to the P,P,E, 
  they consume by allowing the host to fly, they also will drain 1D4 additional P.P.E. 
  day from 
  their hosts. If the P.P.E. of the hast is completely drained, then they will begin to 
  out blood 
  from 
  host instead, causing the host to lose a 
  of P.E. instead for the 
  It 
  su~)pIElrnE,ntE~d later with P.P.E. or if the Gliders is 
  removed, the lost P.E. will return in 
  Gliders will continue draining P.E. in the meantime until their host 
  zero. 
  will die. The Gliders also have a voracious appetite for speifcasting costs. If a 
  Glider attalche~s 
  to a spellcaster, the magician in question will lose tour times the l"IfI I"1mJ'l I 
  amount 01 P.P.E. that a regular person would lose. The 
  are mindlass parasites which 
  care only about 
  an the P.P.E. of other creatures. 
  THE AEDEROND R.e"C. 
  (Optional Player Character) 
  Alignment: Any. 
  Attributes: 1.0. 206. M.E. 4D6, MA 
  2D6, P.P. SDB. P.E. 4D6. P.B. 306, Spd 7D6 
  HIt 
  None. 
  M.D.C.: 
  0 
  Harral' Factor: 10 
  51 
  
  P.P.E.: 406+6 
  I.S.P: 3D6 
  Weight: 100 to 150 Ibs 
  Height: 4 to 5 feet 
  Average Experience Level! 106 for NPCs. 
  Natural Abilities: Night vision. acute hearing. and see the invisible. 
  Combat: 
  Typically hand to hand: expert. 
  The number of attacks 
  with the level of 
  experience and combat skills. 
  Damage: As per combat abilities. 
  Bonuses: +7 to strike. +5 to parry/dodge. +4 to roil/fall wnh punch/impact. +3 to save versus 
  magiclpsionics/poison. +9 to save versus horror factor, +2 on initiative. 
  Magic: None. 
  Psionic.s: None. 
  R.C.C. Skills: 
  Math: Basic 
  Wilderness Survival {1-5 %
  } 
  land Navigation (+50/0) 
  Identify Plants & Fruits (+ 1 OO/o) 
  Preserve Food (+10'%) 
  Track Animals 
  Running 
  1...1\:1111,.111 Lore (+ 15%) 
  (+1501,,) 
  Prowl (+5%) 
  Anthropology (+5'%) 
  language: Dragonese 
  Hand to Hand: Expert 
  W.P. Blunt 
  W.P. of choice 
  (Hand to Hand: 
  Expert can be changed to Hand to Hand: Martial Arts or Hand to Hand: 
  Assassin at the cost of one "other" skill.) 
  R.C.C. Related 
  Select six other skills. plus two other skills at levels three, 
  nine. and twelve. All new skills 
  start at level one proficiency. 
  Communications: Any 
  Domestic: Any 
  Electrical: Any 
  Espionage: Any (+50/0) 
  Mechanical: Any 
  Medical: Firsl aid only 
  Military: Any 
  Physical: Any (+5%,) 
  Pilot Any, except spacecraft and robots 
  Pilot Related: Any 
  Rogue: Any (+10%) 
  Science: Any (+5%) 
  Technical: Any 
  W.P.: Any 
  Wilderness: Any (+SY,,) 
  Secondary Skills: The character gets 10 select six secondary skills from the previous list. 
  These are additional areas of knowledge that do not receive any of the possible bonuses listed in 
  parentheses (). All secondary skills start at their base level. Also, skill availability is limited as 
  previously indicated in that list (any, only, none). 
  Weapons: Can preny much use anything. Normally armed with S.D.C. clubs, spears, or other 
  hunting weapons when traveling through Jarnaka. 
  52 
  
  Vehicles: None. 
  None. Starts with preferred weapons as lis1ed above. 
  Cybernetics/Bionics: None. Will refuse to ever acquire such equipment. 
  Additional Notes: Like the Kinsitata Wanderers, the Aederond are consumed by a desire to 
  experience everything possible within their lifetime. This means that their lives are often placed 
  in jeopardy due to their curiosity. and that they also usually do not realize that they are often in 
  trouble. The Aederond tend to be a little selfish, trying to uphold their interest above everyone 
  else's, even their friends. The Aederond are usually the first to volunteer to undertake something 
  that sounds extraordinarily brave and daring (not to mention stupid). Their apparent lack of fear 
  is controlled by their des'lre to be the best at everything and to learn all about the universe that 
  they iive in. 
  T 
  JUGG 
  NAUT 
  (Not Available as a Player Character) 
  The Juggernaut is a living, thinking, mass of P,P.E. energy. It floats slowly over the 
  surface 01 Jarnaka a 
  glowing, ominous sphere, moving along at a plodding pace while arcs 
  of magical energy spark from Its surface towards the ground and 
  tendrils bum everything in 
  sight. The Juggernaut has no known point of origin or known purpose. AI! that is known about 
  their race is tha1 they first appeared on 1he surface of Jarnaka when the Chorrdali and the 
  Kinsitata strove to bring the Scarlet Waters to Jarnaka. 
  Twelve Juggernauts in all are known to 
  swarm over the surface of the planet; ~ is unknown if these creatures can reproduce. 
  The Juggernaut has been known to randomly annihilate random villages of creatures, 
  The mystical being will slowly hover over an inhabited area, and proceeded to bombard the 
  entire area with bolts of magical energy until everything once living below the Juggemaut has 
  died, Much like a magical sacrifice. the Juggernaut is capable of absorbing twice the normal 
  amount of P,P.E. available to a person at the moment of death. The Juggernaut has been 
  known to kill hundreds oi individuals at once. absorbing thousands of P,P.E. in mere minutes as 
  the slaughter continues, 
  What makes the Juggernaut one of the deadly creatures known in the multiverse is that 
  it is virtually impossible to kill. II is immune to nearly every form 01 attack. Railguns. hand to 
  hand weapons capable 01 inflicting mega-damage, and their like have some effect on the 
  creature, but conventional energy weapons and plasma weapons have no effect on the 
  Juggernaut. Worse, magical attaCks (even summoned creatures) and psionic effects add to the 
  strength of the Juggernaut. The appropriate P.P.E. and I.S.P. values of these forms of attacks 
  are merely added into the P.P. E. total for the Juggernaut. A well-meaning magical attack on a 
  Juggernaut can actually do more harm than good. 
  However, if the Juggernaut is somehow 
  drained of all its own P.P.E" it would be slain instantly. 
  Juggernauts also have no known 
  methods of communication, and cannot be reasoned with. They are simply enigmatic machines 
  of total destruction. 
  Class: Juggernaut 
  Alignment: Aberrant 
  M.D.C. by Location: 
  Tendrils (12) - 1300 each 
  'Main Body - 10.400 
  WDepleting the main body will completely destroy the Juggernaut creature, 
  Statistical Data: 
  53 
  
  Height: 
  The Juggernaut is a spheroid creature 700 feet in diameter. 
  Its tendrils are 
  approximately 200 feet in length. 
  Width: As per height above. 
  Weight: Unknown 
  Speed: The Juggernaut hovers at a height of about 100 feet and constantly moves along at a 
  speed of 10 miles per hour. It has never been recorded as moving taster than this. 
  Supernatural Physical Strength: 40 
  Mega-Damage: 
  Restrained Slap (Tendrils) - 606 S.D. 
  Full Slap (Tendrils) - 5D6 M.D. 
  Power Slap (Tendrils) - 106*10 M.D. 
  Power Blast (Sphere) - 206*10 M.D. This blast, which emerges from the main sphere of 
  the Juggernaut much like a bolt of lightning, will also drain double the amount of all 
  P.P.E. present in a creature if the blast kills the creature in question and adds the P.P.E. 
  to the Juggernaut's total P.P.E. 
  Number of Attacks per Melee Round: Six by slap or power blast. 
  Bonuses: +2 on initiative, +4 to strike, + 1 to parry and dodge. 
  Horror Factor: 18 
  Attributes of Note: 1.0., M.E., M.A., and P.E.: not applicable ; P.P.: 4D6, P.B.: 1010 
  Abilities of Note: Absorbs the P.P.E. and I.S.P. of magic and psionic attacks into its own source 
  of P.P.E.; immune to cold, fire, illusions, poison, mind control, drugs, gases, horror factor, and 
  energy attacks; takes half damage from physical at1acks. 
  Maaic Powers of Note: None known. P.P.E.: 4000+10D10 
  Psionic Powers of Note: None known. ~ 
  200+1006 
  tlQ1e..: Normally travels alone. 
  THE DRA YKONIS 
  (Not Available as a Player Character) 
  The race of the draykonis are genetic offshoots of ancient dragons. While the race of 
  dragonkind became more intelligent and more cultured, the draykonis became more savage, 
  powerful, and violent. Modern dragons consider the draykonis to be little more than primates. if 
  they do believe in them at all. The draykonis is thought of as more a creature found in fairy tales 
  than in life. 
  However, the draykonis are quite real, and inhabit the world of Jarnaka. They had 
  inhabited the Mogotu Peaks peaceably for many centuries, but with the intrusion of the Magar in 
  these mountains, the draykonis have slowly begun migrating to the Swamplands of Jarnaka. 
  The draykonis are more powertul than the Magar, but are less in number. Only fifty or SO 
  draykonis inhabn the entire world of Jamaka. 
  A new draykonis is perhaps born every other 
  century, to the draykonis population is not going to grow substantially any time soon. 
  The draykonis physically resembles a normal dragon in many ways. The closest breed 
  of dragon that they resemble in appearance is the fire dragon. However, the draykonis has two 
  heads, each sprouting from two slender necks stemming in the upper body. The draykonis also 
  has a large eye imbedded in its chest. about thirty feet in diameter. The eye, according to 
  folklore, is called the Eye of St. Antioch. 
  Saint Antioch was supposedly a knight kom the 
  medieval times of the history of Rifts Earth who slew a draykonis in single combat by destroying 
  the eye with his lance. However, in reality, destroying the Eye on a real draykonis would have 
  little eHect except to enrage the draykonis. The Eye possesses no power of sight. Instead, it is 
  capable of unleashing a massive bolt of energy capable of paralyzing as well as hurting its 
  enemies. Draykonis are also not capable of teleporting by natural means or changing their form. 
  54 
  
  While the draykonis are crafty fighters, they are greedy and sneaky by nature. They 
  never attack anything outright when they can first steal trom it and slit its throat in the dark of 
  night. 
  Draykonis love to hoard stolen treasure and other ill-gotten booty in their cavernous lairs. 
  They regularly lie, cheat and cheat to get whatever they want. 
  A draykonis is never 10 be 
  trusted. 
  Draykonis are also fairly dumb. 
  Foes of the draykonis have often found it more 
  beneficial 10 negotiate with the evil creatures rather than fight with them, as the draykonis are 
  easily duped. Once tricked, though, a draykonis will do all in 
  power to hunt down and kill 
  those who it believes deceived it. 
  While not very bright, the draykonis have an instinctual grasp of temporal magic (as per 
  the book Rifts England). 
  such, they are 
  of 
  and utilizing any temporal spell 
  they wish at the 14th level 
  ability. They are not 
  of teaching this 
  to anyone 
  although they might try to trick 
  into 
  Setween their spells, their 
  physical brawn. and their 
  nature, the 
  are dangerous opponents who should 
  never be 
  or ignored. 
  Draykonis 
  Alignment: Jiabolic or 
  M.D.C. by location: 
  Forearms (2) . 360 each 
  Eye 01 St. Antioch - 700 
  Tail - 380 
  Wings (2) . 640 each 
  'Depleting both heads will kill the Draykonis creature. 
  Hind Legs (2) - 490 
  -Heads (2) - 460 each 
  "Main Body - 1280 
  "-Depleting the main body will completely destroy the Draykonis creature. 
  Statistical Data: 
  "-'-"'~"" Approximately two hundred 
  high and 
  hundred feet long (including tail). 
  hu ndred twenty 
  Ninety tons 
  can move along the ground at 
  reaching sixty miles per hour. 
  Draykonis can fly at speeds of two hundred 
  per 
  reaching three 
  hour if 
  in a power dive. 
  ~!Sill!Sill.!!:aL1::~~J;;i1[ruJ..!Jt.D..; 40 
  ctr,"n<Uf Claw -
  S.D. 
  Full Claw . 4D6 M.D. 
  Claw· 1D6'10+10 M.D. (counts as two an8:CKS 
  Tail Slap - 6D6 M.D. 
  Bite - 3D6 M.D. 
  Flame 
  - 8010 M.O. 
  Combined 
  (heads) - 10020 M 
  (counts as two CUlCl ..... "' .. 
  Power Blast 
  of 
  Antioch) - 5D10 M.D. Also required attacked individual to 
  a standard 
  throw; 
  indicates that 
  attacked individual's 
  attacks 
  for the round are halved. 
  and UULIUI"I. 
  10 save versus 
  poisons. 
  2D6, M 
  6D6. M.A 
  P.E.10D6, P.P. 406, P.B.: 4D6 
  Immune to cold, fire (including plasma). and illusions; takes half damage from 
  energy weapons. 
  55 
  
  M9~B~!§Jill:!.Q!!~ As 14th level Temporal 
  (see Ritts England). 
  1200 
  Psionic Powers of Nole: None known. 
  200 
  Note: Normally travels alone or in 
  THE 
  GOR 
  Not Available as a Player Character) 
  The 
  of the race of the Mogor is completely unknown. It is commonly thought that 
  they are demons 
  some sort 
  hellish dimension. but no person known 
  been able to 
  concretely prove any1hing thus 
  What is known is that the Magar now live in Jamaka. and 
  bring death and mindless destruction wherever they roam on the small planet. 
  The Mogor were originally brought to Jarnaka quite by accident. In the at1empt to heal 
  their world, the Chorrdali and the Kinsnata brought over a few alien creatures to Jamaka as 
  as bringing the cleansing Scarlet Waters through a rift. One kind of these creatures was the 
  Magar. At first, the Magar did nothing, unsure of 
  they were or for what reason 
  were 
  brought to Jamaka. When no answers were immediately forthcoming, they decided that they did 
  not care about the answers to their questions. They began to make their home in the Mogotu 
  driving outlhe draykonis living there through trickery and through brute force. 
  Mogor are close to twenty 
  tall, and resemble the descriptions of demons and devils 
  from ancient lore. They have goat's heads, dark reddish scaly skin. large bat wings which allow 
  them to fly at incredible speeds. and spiked tails which can fatally poison their foes. The Magar 
  do 
  they can to encourage the belief that they are indeed demons from hell, as it helps to 
  intimidate olhers in battle. 
  In general. the Mogor are brutish. nasty, and just plain vicious, They delight in torturing 
  innocents 
  taking advantage of those weaker than themselves. 
  They have no sense at 
  compassion or decency, and simply take what they want from others without considering the 
  consequences of their actions, They 
  are extremely tough-minded, and love to fight. They 
  refuse to back down from fights, even ones that will 
  mean their own destruction. 
  Because of their bloodthirsty, vicious disposition, the Mogor are extremely dangerous opponents 
  to any adventurer. 
  Mogar 
  Alignment: Diabolic or Miscreant 
  M.D.C. by Location: 
  Arms (2) • 310 each 
  Tail - 210 
  Wings 
  - 330 each 
  "Depleting the head will kill the Mogar creature. 
  (2) - 400 
  ·240 each 
  ""Main Body - 810 
  ""'Depleting the main 
  will completely destroy the Mogor creature. 
  Height: Eighteen feet. 
  Width: Nine feet. 
  -'-'-"<..:.l;I.!.= Four tons 
  The Mogor can move along the ground running at speeds reaching one hundred 
  per hour. Once airborne. the Magar can fly at 
  of three hundred miles per hour, reaching 
  four hundred fifty miles 
  hour it engaged in a power 
  ~~~~~~~~~~~ 40 
  56 
  
  Mega-Damage: 
  Restrained Punch/Kick - 606 S.D. 
  Full Punch/Kick - 506 M.D. 
  Power Punch/Kick - 106·10 M.D. (counts as two attacks) 
  Btle - 206 M.D. 
  Head Butt - 206 M.D. 
  Tail Slap - 606+ 10 M.D. Also, if the spikes on the tail touch the bare skin of the 
  oppcnent. that creature must make a standard saving throw. Failure to save means 
  instantaneous death. A successful save means the opponent takes an additional 06 of 
  mega-damage. 
  Number of Attacks per Melee RQund: Six. 
  Bonuses: +5 on initiative, +10 to strike and parry, +12 to dodge, +8 to save versus drugs, 
  poisons. and toxins, immune to horror factor. 
  Horror Factor: 16 
  Attributes of Note: 1.0. 204. M.E. 5D6, M.A. 2D4, P.E.B012, P.P. 1006, P.B.: 106. 
  Abilities of Note: Immune to cold and fire (including plasma); takes half damage from energy 
  weapons. 
  Maaic Powers of Note: None. P.P.E.; 606+20 
  Psionic Powers of Note: None. ~ 
  306+10 
  Note: Normally travels in groups ranging in size from two to four. 
  THE KUNISAT 
  Not Available as a Player Character) 
  The Kunisat are simian cousins of the Kinsitata. Actually, the Kunisat are probably more 
  closely related to the African gorillas of Rifts Earth than to the Kinsi1ata. 
  The Kunisat are 
  typically close to ten feet tall, and also resemble regular in every way except for the fact that 
  they have dark blue fur. They live mostly in the deepest parts of the jungles of Jarnaka, in even 
  more secluded areas than the Kinsitata. 
  They live in packs ranging from four to eight 
  individuals, and rarely travel more than five miles beyond the areas which they call their home 
  territory. 
  Unlike the Kinsitata, the Kunisat cannot talk and are not very culturally sophisticated. 
  However, they are still fairly intelligent, and occasionally display intuitive flashes of brilliance. If 
  they encounter sentient beings whom they judge to be friendly, the Kunisat will at1empt to 
  communicate with these individuals by drawing pictures in the dirt or through hand gestures. 
  The Kunisat still have not developed the use of tools, and still perform all functions of their daily 
  lives either through the use of their hands or not at alL 
  Kunisat can be brutal creatures in provoked, but in general are very gentle and shy. 
  They will approach no other creature at any time, except for other Kunisat, unless they are given 
  a good reason to believe that strangers will be friendly for some reason. Once they feel they 
  have befriended a creature, the Kunisat will attempt to help out that being in its own limited form 
  of understanding. However, once that being leaves the Kunisat's territory, the Kunisat will rarely 
  follow its new friend beyond those borders. If the Kunisat is betrayed or ;s attacked, though, the 
  Kunisat will usually run unless others of its kind, particularly young Kunisat, are endangered. 
  Then, it will defend its friends to the death. The Kunisat is a simple but powerful being which is 
  one of the brighter aspects of the world of Jarnaka. 
  Class: Kunisat 
  Alignment: Unprincipled or Anarchist 
  M.D.C. by Location: 
  57 
  
  Arr.lS 
  - 1 00 each 
  'Head 90 
  Legs (2) - 120 
  "Main Body - 420 
  "Depleting ~he head will kill the Kunisat creature. 
  ··Depleting the main body will completely destroy the Kunisat creature. 
  Statistical Data: 
  Height: Eight feet. 
  Width: Six feet. 
  Weight: Two tons, 
  Speed: The Mogor can move 
  remarkably 
  In 
  of 
  hour. 
  Punch/Kick - 606 
  Full Punch/Kick -
  M.D. 
  Power Punch/Kick 
  106"10 M.D. 
  Bite· 104 M.D. 
  Head Butt -
  M.D. 
  ~.!..l...!.!:<""-!....~...!..\.L!,~::!...I.:.lo<.!.....i~!..><.lo:...:!...U~~ Seven. 
  or swinging from tree I'\rO,,,,..h to tree branch 
  Kunisat can reach 
  up to thirty miles 
  as two attacks) 
  ~'"""""'~ +1 on initiative, +4 to strike, +6 to parry and dodge, +2 to save versus drugs, I"'\/'\'er\r,c> 
  and toxins, + 1 to save versus horror 
  ~w..::::.!~~:.w 12 
  106, ME 306. M.A. 406, 
  6, P.P. 606, P.B.: 304. 
  half damage from cold 
  fire (including plasma); can see the invisible. 
  ~~~~~~~~ None. 
  . 406 
  L::!i1Q!]!,!;;.J::.Qltli~LQ1..tl!;!li[. No ne . 
  406 
  Normally travels in 
  ranging in 
  from four to 
  HEROES AND VILLAINS 
  OFJARNAKA 
  long ago, all beings of Jarnaka were one. We were the children of the Scarred 
  Gods, and all things were good. It seems to me 
  as we grew older, as 
  wisdom 
  replaced 
  our races drifted 
  only by common 
  of one 
  another. 
  beating heart, a demon heart, drove cold iron spikes through our own souls, 
  making our world a place of strife instead of happiness. 
  "Now, as the sands of the 
  fall, grain by grain, we begin not only to 
  other 
  kinds, but our own kind as well. 
  Vernaliks of Chorrdalis once claimed that slavery 
  necessity of all 
  If that is indeed the case, then 
  are the 
  of the 
  hthl.I""IJ"f",-; Of the Aederond? Fortunately. I 
  not have to answer 
  as the most 
  recent 
  Vernaliks, such as that blackhearted bastard Chorrdahsi. do not even 
  to 
  such pretentious 
  as excuses for their 
  cruelty. 
  the 
  of being born into power, 
  that to 
  natural right of 
  would be to 
  sacrifice the power. 
  I in 
  position, I cannot 
  say that I would 
  up such power. either. 
  58 
  
  "But I am no!. I am a 
  "Others like me 
  Chondali, 
  Blarnogl, 
  and 
  even creatures from other 
  in the common bond of freedom that 
  unites the souls of all thinking beings. 
  thai the ways of 
  Kingdom 0/ 
  Chorrdalis are 
  but that the people have not 
  this 
  A war. hopefully 
  final war 
  of this world of ours, must be fought in the name of freedom. 
  For while 
  reigns on 
  Jarnaka. I cannot be satisfied to know that not all creatures 
  the same autonomy that I 
  personally have at this very moment. 
  "The storm of revolution is in the air. It is only a matter of time 
  the firs: bo~ of 
  lightning strikes the ground." 
  . From the journals of Vardiba D'£xile 
  contlict on Jarnaka as the current moment exists between the r.hf\rrI1:lli 
  government and the 
  Barbarians. Some form of revolution is going to be inevitable 
  between the ~wo factions. Also getting involved in this conflict, in one form or another, are the 
  Blarnogl and the Ulithlogg. This presents several 
  for possible adventures besides the 
  other hints and 
  presented elsewhere in this 
  Some 
  adventure topics, 
  whether the player characters are from Jarnaka or not: 
  • 
  player characters are 
  by Chorrdali officials as pan of Vardiba 
  group 
  are 
  They must either prove their 
  or escape from prison. 
  • 
  The player characters are contracted by the Ulithlogg to deliver suits of their power armor to 
  Phase World as a military escort. 
  • 
  While investigating other things in the Kingdom of Chorrdalis, the player ch~ua(jel's learn of 
  a 
  to kill one of the Vernaliks. 
  • 
  The player characters come across a draykonis, which is determined to annihilate a Kinsitata 
  village for mysterious reasons. 
  • 
  Encountering a small military 
  of 
  the player characters learn that the Blarnogl 
  have decided to re-establish a claim to 
  on 1"''' .... .,,1.<·.,. 
  • 
  The player characters are mistakenly ambushed by Ch,nrrli>lll I:3SlrbsnsrlS who believe the 
  characters to be spies for the government oi Chorrdalis. 
  • 
  The 
  that an Ulithlogg Assassin 
  be contracted to kill C!f'In"'lAh,Mv 
  important in the Kingdom of Chorrdalis. but the person's IrI/:lt'tltv is unknown. The characters 
  must learn who is to be murdered and 
  the 
  from taking 
  These concepts can be further 
  out and modified by the GM to bettsr fit into an 
  individual campaign. 
  now are listed some of the more important NPC residents of 
  BLACKFIST TORBIT AK 
  Torbitak Wehjaivaign, Ullthlogg AssaSSin 
  Alignment: Anarchist 
  Attributes: LQ.l0, 
  20, MA 9, P.S. 31, P.P. 
  Hit Points/M.D.C.: 140 
  P.P.E.: 145 
  LS.P.: 39 
  Horror Factor: 10 
  O.C.C.: 
  Level of 
  i 1 th 
  P.E. IS, P.B. 9, Spd 32. 
  Na1uraJ Abilities: Phasing. and can see in the inh·",,,,,,,ti spectrum. Blackfist is also a cunning 
  and resourceful opponent, 
  is never 
  to take 
  59 
  
  Psionic Powers: None. 
  Magical Knowledge: None. 
  Combat Abilities: 
  Melee Round: Six (includes boxing skill) 
  Bonuses: +2 on initiative, + 10 to strike/parry, +910 dodge, +6 to roH/iall with punch/impact, +8 
  to save versus horror factor, +210 save versus magicfpsionics/poison. 
  Skills of Note: Basic Math (98%). Advanced Math (93°/,,), Land Navigation (98Of.:.). Interrogation 
  (98%). Radio: 
  (9S%). Radio: Scramblers (98%). 
  Electronics (93%), 
  Surveillance Systems (980/0). Pick Locks (98%), Forgery (94%). 
  Artist (94"/0), 
  Intelligence (98%). Computer Operations (98'%). Computer Programming (98"'/0). 
  Computer Hacking (98%), Weapons Systems (74%.). Prowl (980/0), Boxing, Running, 
  Streetwise (93%). Wilderness Survival (98°/,,), Track Animals (98%), Horsemanship 
  (47%). Demon Lore (93% ), Faerie Lore (93"/0), Body Building, Language: Dragonese 
  (98%), Language: American (74%). 
  (74°/o), Robot Armor Elite: 
  Chianes Power Armor, Robot Armor 
  Hand to Hand: Assassin, W.P. Knife, W.P. 
  W.P. Blunt, W.P. Submachinegun. W.P. 
  Pistol, W.P. Energy Rifle. W.P. 
  Heavy Energy Weapons. 
  Standard Equipment: 
  binoculars, sleeping 
  blanket. traveling 
  I'lnlh"",," and a week's worth of food rations. 
  Weapons: Wears Chianes Power Armor in battle. Also usually carries a 
  gun and a 
  Skullknife at all times. 
  Transportation: As 
  armor worn 
  Money: Very little; usually no more than 200 Coalition credits at any given time. 
  Cybernetics & Bionics: None. 
  Torbitak Wehjaivaign, better known on Jarnaka and in 
  other dimensions as 
  Blackfist 
  is one of the 
  known in the multiverse. His unconventional 
  rnc",nA'"'' of infiltration and attack, 
  with his ability to 
  make trying to stop him 
  nearly impossible. He is also 
  founder and 
  of the 
  of the Many. the Ulithlogg 
  Guild. making him one of the covert intelligence 
  of 
  known universe. Very 
  on politically in 
  world or 
  that Btackfist 
  is not aware of. 
  most Ulithlogg, Blackfist Torbitak is slightly 
  currently 
  he is 
  a 
  puppet being controlled by some invisible cosmic god, 
  that soon 
  god will cut his 
  strings and kill him. Hence, he has a very morbid outlook on 
  that is tempered with an 
  extremely wicked black sense of humor. 
  He is not really 
  anything or 
  to accomplish the impossible on a regular basis 
  he only has a 
  tenuous grasp on reality anyway. 
  only thing that Torbitak treats seriously is the Hands of 
  Many. This 
  he 
  with an iron hand and is constantly striving to make 
  as 
  he believe 
  is 
  one legacy he can 
  to other Ulithlogg that can 
  a 
  Blackfist Torbitak is slightly vain 
  but a seemingly friendly individual. 
  However. he is 
  very sly and deceitful. He will shamelessly use and exploit 
  to get 
  what 
  wants. He is very gregarious 
  outgoing. if not a little 
  in his 
  and is 
  always trying to get people's attention. Torbitak always likes to know what is 
  him. and will rarely leap into a situation without fully understanding 
  However. 
  can be impulsive if challenged, and always will try to prove, if 
  that 
  is the 
  in the multiverse. 
  GRAND VERNALIK CHORRDAHSI 
  Chorrdahsi von Ruleghbist, Chorrdali Soldier 
  Alignment: Aberrant 
  Attributes; 1.0.15. ME 12. M.A.19, P.S. 20, 
  17, 
  30, 
  Hit Points/M.D.C.: 78 M.D.C. (has bathed in the Scarlet Waters) 
  P.P.E.: 37 
  60 
  13. Spd 30. 
  
  · 25 
  Horror Factor: Not applicable. 
  C.C.C.: Chorrdali Soldier 
  Level of Experience: 9th 
  Natural Abilities: Chorrdahsi is a resourceful opponent who 
  on treachery to obtain his 
  goals. 
  PSionic Powers: Minor psionic. Powers include: empathy, telepathy, clairvoyance. see aura, 
  astral projection, detect psionic, total recall, psychic diagnosis, and hypnotic suggestion. 
  Magical Knowledge: None. 
  Combat Abilities: 
  Melee Round: 
  (includes boxing skill) 
  Bonuses: 
  to strike/parry. +6 to dodge. +4 to roll/fall with punch/impact, +3 10 save versus 
  magic/psionics/poison. 
  of Note: Basic Math (98"/0), Radio: Basic {98'%}, Radio: Scramblers (82'%), Computer 
  Operation (91'%), Gymnastics (93~%). Body 8uilding, 80xing, Interrogation (82",10), 
  Streetwise (98",10), Climbing (9scl/o). Running, Intelligence (87%,), Prowl (98%,), Track 
  Animals (93%), Wilderness Survival (98%). Pilot: Hovercraft (71%}, Weapons Systems 
  (82"/,,), Language: Dragonese (98"/0), language: American (716/0), Language: Spanish 
  (7P/o). Hand to Hand: Expert. W.P. Archery, W.P. Sword, W.P. Blunt, W.P. Energy 
  Pistol, W.P. Energy Rifle. W.P. Chain, W.P. Heavy Energy Weapons. 
  Standard Equipment: Radio transceiver. traveling clothes, formal 
  clothing, and two 
  weeks' worth of food rations. 
  Weapons: Normally 
  a 
  Club at any gNen time. 
  Transportation: Has access to 
  of 
  manufacture. 
  Money: Has much gold. the equivalent of 60,000 Coalition credits. 
  Cybernetics & Bionics: None. 
  Chorrdahsi von Ruleghbist is the current ruler of the Kingdom of ChorrdaJis. He is n01 
  really a despotic leader, but firmly 
  that the traditions and the old customs at Chorrdalis 
  must be upheld. 
  He is a powerlul speaker who has electrified 
  noble populace with his 
  "'1'\~'t:I"'ln""", about the 
  of Chorrdalis and the dominance of the nobility throughout the 
  Chorrdahsi is currently married to two noble women and 
  four 
  children. 
  Chorrdahsi was born into a 
  noble family nearly forty 
  He served for a 
  long time as 
  of a Chorrdali 
  patrol group. constantly in 
  of c""",aIJC7U 
  and the Chorrdali Barbarians. It was during this tenure that 
  a strong contempt for 
  the 
  and for 
  and a passionate hatred for 
  Blarnogl. After his tenure with 
  Ihe military was over, he 
  that it was time 10 
  something in 
  political arena. A daring 
  skilled fighter. 
  challenged the Vernalik of the city of 8ehdilna 
  slew him in one of the 
  death matches. 
  defending 
  position over fifty 
  in the next ten 
  gained a reputation for getting things done. for being outspoken, and for being 
  notoriety eventually gained Chorrdahsi the position of Grand Vemalik four 
  ago. when 
  Grand Vernalik 
  and the position was vacated. 
  Chorrdahsi was 
  unanimously chosen by the other Vernaliks. 
  In his tenure as 
  of the Kingdom of Chorrdaiis, Chorrdahsi has tightened the laws 
  regarding slavery and 
  the military power of 
  kingdom greatly. 
  say that 
  Chorrdahsi eventually 
  on warfare, perhaps with the Ulithlogg, but Chorrdahsi simply 
  in maintaining and displaying the power of the Chorrdali tor the rest of Jarnaka to see. 
  He believe firmly that the Chorrdali 8arbarians must 
  destroyed, as they threaten the Chorrdali 
  way of life. Chorrdahsi is a person that is 
  loved or hated by his subjects, and he serves as 
  a center of controversy that even now is bringing about change in one form or another in the 
  Kingdom of Chorrdalis. 
  61 
  
  V ARDIBA D~EXILE 
  Vardiba Uberduervar, Chorrdali Barbarian 
  Alignment: Unprincipled 
  Attributes: LQ.11.M.E.15,MA 
  P.P. 
  P.E. 
  Hit Points/M.D 
  . 91 M.D.C. (has bathed in the Scarlet Waters) 
  P.P.E.: 41 
  I.S.P.: 29 
  Horror Factor: Not 
  . Chorrdali Barbarian 
  Level of Experience: 9th 
  Natural Abilities: Chorrdahsi is a 
  and daring fighter. 
  12. 
  33. 
  Psionic Powers: Minor 
  Powers include: empathy, telepathy, clairvoyance, see aura, 
  astral projection. 
  psionic, total recall. psychic diagnosis, and hypnotic suggestion. 
  Magical Knowledge: None. 
  Combat Abilities: Martial Arts 
  Attacks per Melee Round: Five (Includes boxing skill) 
  Bonuses: +8 to strike/parry. +9 to dodge, 
  to roll/fall with punch/impact, +3 to save versus 
  magic/psionicslpoison. 
  Skills of Note: Basic Math (98
  %
  ), Advanced Math (91 %), Wilderness Survival (98%), Land 
  Navigation (98%»), Holistic Medicine (98%). First Aid (91%). Body Building, Boxing, 
  Climbing (98%), Gymnastics (93"/,,). Running, Prowl (980/0), Streetwise (93%), 
  Interrogation (91 
  ,Intelligence (91 
  Preserve 
  (98%), Faerie Lore (98<%.), 
  Demon Lore (93%). 
  Dragonese (98%
  ), Language: American (76%,). 
  , ......... """'. Euro (71 "/0). 
  Spanish (71%). 
  to Hand: Martial 
  W.P. 
  Archery, WP. Sword, W.P. 
  W.P. 
  Pistol, 
  Energy Rifle. 
  Standard Equipment: Radio transceiver, traveling 
  stone armor. and two to four 
  weeks' worth of food rations. 
  Normally only 
  a 
  Sword or Stone Club at any given time. 
  Transportation: None 
  Money: Has access to gold, the equivalent of 4000 Coalition credi1s. 
  & Bionics: None. 
  Vardiba Uberduervar. a former 
  in the 
  city of Oligalis, 
  become the 
  mosl hunted criminal in 
  history of the Kingdom of Chorrdalis. 
  Now known as Vardiba 
  he 
  organized the Chorrdali Barbarians and other runaway 
  into a military 
  laction capable of challenging the Kingdom's own military forces. 
  Vardiba was born a slave thirty-three years ago. His master was a cruel and sadistic 
  man, and often beat young Vardiba and his fellow slaves for no reason at all. The friends of 
  Vardiba's master were also violent and unnecessarily brutal, and as far as the slave could see, 
  all slaves were treated as cheap and worthless property. Vardiba learned about pain and 
  suffering at an early age, and 
  young Chorrdali came to believe steadfastly that no sentient 
  being should ever suffer in this manner. 
  At the 
  of twenty, Vardiba decided that he could no longer allow his master to keep 
  inflicting his cruelties upon others. One night, Vardiba crept up to his master's bed while the 
  arrogant noble slept, and sl~ his throat with a stone knife. Vardiba and three other 
  made 
  a break for freedom and the city walls, but only Vardiba successfully eluded the Chorrdali 
  soldiers. 
  other were caught and hung. 
  Once outside the city. Vardiba wandered aimlessly for several months, always careful to 
  escape 
  notice of wandering Chorrdali patrol. Eventually, Vardiba discovered the Chorrdali 
  who welcomed him and allowed him to join their ranks. Vardiba quickly became one 
  of the outspoken 
  of the 
  and it was his 
  beliefs in freedom and 
  equality for all that first 
  Blarnogl 
  and other aliens amidst their ranks. It 
  62 
  
  was during this time that one 
  the Barbarians. a cyborg from Rifts 
  named 
  gave 
  Vardiba the name "Vardiba D'Exile". It was meant as a joke, but the name stuck. 
  Vardiba is a tenacious fighter who would gladly sacrifice 
  life in the name of freedom. 
  However. he is not reckless enough to throw his life away in some meaningless attack. He 
  currently plots to overthrow the 
  of Chorrdalis 
  the Grand Vernalik, biding 
  tima 
  building his forces until the lime is right. 
  is a humorous and talkative person among 
  followers, and has won their unwavering loyalty and confidence. 
  PREACHER FiNDA YLE 
  Findayfe Makinika, Kinsitata Druid 
  Alignment: Scrupulous 
  Attributes: I 
  18. M.E. 20, MA 15, 
  14, P.P. 12, P.E. 14, P.B. 9, Spd 20. 
  Hit Points/M.D.C.: 91 M.D.C. (has bathed in the Scarlet Waters) 
  P.P.E.: 163 
  I.S.P.: 31 
  Horror Facior: 8 
  a.c.c.: Kinsrtata Druid 
  Level of Experience: 8th 
  Natural 
  Night 
  and acute 
  Psionic Powers: Minor psionic. Powers 
  empathy, telepathy, clairvoyance, see aura, 
  astral projection, detect psionic. and psychic diagnosis. 
  Magical Knowledge: Can cas! all Kinsitata druidical spells. Is also linked to a Korgata Tree. 
  Combat Abilities: Expert 
  Attacks 
  Melee Round: 
  . +4 to strike, +5 to parry/dodge, +3 to roll/fall with punch/impact, 
  to save versus 
  magic/psionics/poison. 
  Skills of Note: Basic Math (98%), Advanced Math (91%). Wilderness Survival (98%
  ), Land 
  Navigation (95'%). Holistic Medicine (98'%», First Aid (79%), Identify Plants & Fruits 
  (98<>/0), Prowl (95% ), Track Animals (98%), Climbing (98°/13), Gymnastics (98%), Running, 
  Preserve Food (98 % ), Anthropology (79%), 
  Lore (98%,). Demon Lore (98%). Sing 
  (98%), Play Flute (98%,), 
  Drums (98%
  ), 
  Dragonese, Hand to Hand'. 
  Expert, W.P. Archery. W.P. Blunt, W.P. Sword, W.P. 
  Pistol. 
  : Traveling clothes. a Ring of the Weasel. a 
  of the Dragon, 
  two 
  to four 
  worth of food rations. 
  Weapons: Normally only wields a 
  Club at any given time. 
  Transportation: None. 
  Money: None. 
  & 
  None. 
  Findayle Makinika is a member of the Chorrdali Barbarians. While he is a pacifist who 
  only fights when he absolutely 
  to do so, he also believes that the Chorrdali Barbarians and 
  Vardiba D'Exile are 
  best chances to reunite 
  world of Jarnaka. He is often referred to as 
  counsel for Vardiba and the other 
  of the Barbarians, as he is a 
  pragmatic and 
  logical person. Preacher Findayle, as he is affectionately called, 
  a knack for making sense 
  out of difficult situations. 
  Preacher Findayle was the druid for a small Kinsnata village for many years. 
  day, 
  his village was approached by aliens - representative of Naruni Enterprises. These creatures 
  promised the amazed Kinsitata the chance to see many astonishing and exciting things. 
  Findayle warned his village not to listen to 
  aliens, 
  his words were ignored. All of the 
  village, save for Findayle, followed the Naruni 
  their were promptly sold into 
  a 
  of harsh slavery on 
  World. 
  63 
  
  Alone, 
  began 10 move onward. traveling aimlessly over Jamaka. 
  He 
  eventually came across some Chorrdali Barbarians. who asked the 
  lonely druid if he would 
  join their 
  Imrigued by the offer, Findayle traveled 10 Ihe Caves of Gethsalij, where he met 
  Vardiba 
  the (est of the Barbarians. Seeing their hot tempers and tendencies towards rash 
  and violent 
  he stayed on with them, serving as the word of caution among their group. 
  His 
  is well-respected and admired by nearly all the members of the Chorrdali Barbarians. 
  OFFWORLDERS ON 
  JA NAKA 
  I' ..... ,,,"'.o,I"It,,, of freedom and 
  in theory, if not in 
  The 
  would 
  nice. To think that all 
  are 
  same, are 
  would mean that 
  world of ours could 
  a utopian 
  It 
  1"\"' .... "',.,.,. world could be established. 
  though, are the dreams of liberal idealist who refuse to recognize the 
  world for what it truly 
  We do not live in a world dominated by intellect and reason, but by 
  savage 
  Only the strang can survive and rule, and the weak must follow or perish. 
  Mankind. for all 
  is still nothing but a race of 
  animals. 
  thousand 
  strife. and warlare 
  preached this obvious lesson. To think 
  is to 
  fool. 
  "Alexander the 
  understood the 
  and Hitler. They strove to unite the weak 
  direct and control humanity. 
  may call 
  I call 
  visionaries. 
  oe<:!,l'\nr:: of power. So did Napoleon, and. Stalin, 
  of the world under an iron grip of power to better 
  men despots, dictators, madmen, I 
  "The time has come once mare for humanity to 
  by a firm hand. I see the 
  away at the foundations of society - drugs, 
  gang warlare, 
  the iike, The 
  1"\1'\\/"'." ..... """ .. 
  " of 
  world merely compromise and falter when they 
  these 
  for 
  they want to 
  everyone. That is the nature of 
  In order to try to benefit the 
  majority. power must be 
  until it is virtually 
  Once mare, one man must 
  One 
  man must dOMinate everything, and be trusted to act for the 
  of the world. 
  "Who would 
  better than myself? 
  "I possess the raw power and 
  to maintain 
  I will not talter 
  others 
  have fallen before me. Some may call it 
  but I know beyond a shadow of a doubt that I 
  am the only man 
  capable 01 guiding the world as its leader. Only I can save the world from 
  nselfc 
  "And if I cannot rule the world. then I shall certainly destroy it '''C'''''-:lt't 
  • from the book -'-=:....<..> ......... """""""-'-"""''''. 
  an early twenty-first century 
  autobiography of Tristan Spyrs 
  Most beings currently residing an Jarnaka originally from Rifts Earth have some 
  connection with the villain Tristan Spyre. Spyre has developed a small military force, utilizing 
  Ulithlogg technology, that is mast likely capable of taking over the Coalition State of Lone Star. 
  However, this is far from the end of Spyre's dreams. The time that he lives in may have 
  changed, but his plans have not. He still wants to take over the world known as Earth. In fact. 
  he believes that his task will be even simpler now, as the forces controlling the nations of Rifts 
  Earth are less powerful and less centralized than in the twenty-first century. He is a man hell-
  bent on conquest, and so are his followers. 
  Nothing can change Tristan Spyre's dream for 
  complete conquest of Rifts Earth. 
  presents 
  ideas for possible adventures besides 
  64 
  
  rn,,,,..,nfC presented ,'""",wn",,,,,, in this book. Some possible adventure topics, 
  are from 
  or not: 
  traveling through 
  nation of Tolkeen, learn that followers of a man 
  Cray 
  been disappearing. 
  them to 
  • 
  The player characters encounter a group of homicidal crimson robots while exploring 
  Jarnaka. 
  • 
  The Coalition government of Lone 
  secretly hires the player characters to locate Spyre's 
  main base on Jarnaka. 
  • 
  The player 
  from twenty-first century Rifts 
  who want to 
  Spyre with the characters' help. 
  • 
  The player characters discover an apocalyptic cult on either Jamaka or Rifts 
  who 
  have 
  commit1ing terrorist attacks against Tolkeen for the Wizard Damizhon, 
  • 
  The player 
  are hired by a mercenary group to hunt down and capture the 
  cyberkn:ght 
  who is wanted 
  the Coalition government. 
  • 
  player 
  come across a computer disk partially detailing Spyre's plans to 
  invade 
  Coalition State of Lone 
  These concepts can be further fleshed out and modified by the GM to better fit into an 
  individual campaign. Below now are listed some of the more important NPC oHworlders residing 
  on Jarnaka. 
  CARDINAL eRA Y 
  Cray Donovan, Human Mind Melter 
  Alignment: Aberrant 
  Attributes: I 
  19, M.E. 21, MA 12, P 
  9, P,P. 12, 
  Hit Points/S.D.C.: 36/32 
  P.P.E,: 7 
  I.S.P.: 240 
  Horror Faetor: Not applicable. 
  O.C.C.: Mind Melter 
  Level of Experience: 7th 
  Natural Abilities: None. 
  15, P.B. 15, 
  25. 
  Psionic Powers: 
  pSIOniC. Powers 
  empathy, telepathy, clairvoyance, see aura, 
  projection, sixth sense, alter aura, mind black, detect psionic, total recall, psychic 
  mind 
  possess others, object read, telemechanics, empathic 
  ectoplasm, resist fatigue, impervious to poison/toxin, bio·manipulation, and 
  hypnotic suggestion. 
  Magical Knowledge: None, 
  Combat AblHties: 
  Attacks 
  Melee Round: 
  (includes boxing skill) 
  Bonuses: +2 to strike, 
  to parry/dodge, +2 to roll/fall with punch/impact. critical strike on roll 
  of18,19,or20. 
  Skills of Note: Basic Math (94%), Advanced Math (94%), Wilderness Survival (980/0), 
  Building, Boxing, Climbing (79'%.), Running, Prowl (64'%), 
  (62%), 
  Concealment (62''10), Palming (69%), Plck 
  (840/0). Intelligence (74"/0), Faerie 
  (74"/0), Demon 
  (74"/0), Literacy: American (9a'Yo). Language: 
  (98%), 
  language: Euro (98%), Language: Spanish (98%), Pilot Motorcycle (98°/",). Pilot 
  Hovercraft (95% ), Hand to Hand: 
  W,P. 
  Pistol, W.P. !-1"I"'r""J 
  Standard Equipment: 
  transceiver, traveling 
  modified 
  (80 M 
  , Wilk's 447 
  and two to four 
  worth of food ra1ions. 
  Weapons: Wilk's 447 
  
  : Wastelander Motorcycle 
  Money: 
  access to 2000 Coalition credits. 
  Cybernetics & Bionics: None. 
  Cray Donovan was a petty con 
  ior a lang time before he met 
  with the villain 
  Tristan Spyre. He is still wanted in 
  all the Coalition 
  Northern 
  and the Free 
  State of 
  on hundreds at 
  of extortion, fraud. and 
  He was an the run 1rom 
  Coalition soldiers just outside Lane 
  when 
  to came across a man 
  Spyrs. 
  The two, atter talking with one another for a while, realized 
  together they could make a 
  formidable team. It was Spyre's idea to have Cray 
  operating as a religious 
  so as to 
  convince people utilizing his psychic powers that 
  Coalition government was evil. 
  Cray 
  currently spends his time shuttling 
  an Jarnaka and 
  home base in 
  Tolkeen, a place known to 
  majority of the 
  as the 
  of 
  Wyrm. AJlegedly a 
  church promoting the 
  of 
  brainwashes people into committing 
  attacks 
  the govemment within 
  Church. 
  as he is popularly known, is a vain and cowardly man. 
  He would 
  and 
  to save 
  own hide from danger, 
  is a bully, and 
  the respect 
  popularity he 
  gained through 
  false church. He is a short man with 
  long 
  hair pulled into a ponytail, and always wears the 
  clothing he can buy. Cray 
  avoids lighting whenever possible, preferring instead to manipulate others with his psychic 
  KIRSAH 
  DAMNED 
  Lo Kang Sinn. Chiang-Ku Dragon 
  Alignment: Miscreant 
  Attributes: 1.0. 
  M.E. 
  M.A. 28, P.S. 
  P.P.17, 
  19, P.B. 20, 
  25. 
  Hit Points/M,D,C.: 1400 human form 12400 dragon from 
  p, 
  . 700 
  LS.P.: 80 
  Horror Factor: 13 
  D.C.C.: Chiang-Ku Dragon 
  Level of 
  8th 
  Natural Abilities: Impervious to poisons/toxins/drugs, nightvision, see the 
  1ire and 
  cold resistant (half damage), bio-regenerate 1 D4"1 0 M.D. 
  five minutes, and 
  metamorphosis. 
  Psionic Powers: Major psionic. Powers include: telepathy. clairvoyance, see aura, sixth 
  sense, alter aura, mind block, 
  psionic, 
  recall, object 
  , resist fatigue, 
  Magical 
  Instinctive ability to use 
  Also a master tattoo magician. 
  Magical Tattoos: 
  of Knowledge, Flaming Sword, Heart Encircled by Chains. Silver Cross, 
  Heart Impaled by a Stake, Cloud in Chains, Three Eyes, Ughtning Batt, Eye with 
  Dagger, Rose of Healing, Phoenix Rising from the Flames, Skull Encircled by Chains, 
  Animal: Horse, Simple Weapon: Broadsword, Simple Weapon: 
  Sword. Magic 
  Weapon: Flaming Shield, and 
  Weapon: Flaming Broadsword with Wings (inflicts 
  2D6 M.D,. 406 M.D. to other dragons). 
  Combat Abilities: Martial Arts 
  Attacks per Melee Round: Four 
  boxing skill) 
  Bonuses: +4 to strike, +6 to parry/dodge, +4 to rolilfall with punchlimpact, 
  of 18, 19, or 20, +1 to save versus psionics, +4 to save versus horror 
  versus magic. 
  Skills of Note: Cook (85%), Dance (80%), Fishing (90%), Play 
  (85''10), Sewing 90"/0). Sing 
  85%), Basic Math (98%), land Navigation (78%). Wilderness Survival (80'%), Art (95%), 
  66 
  
  Disguise (80%). Streetwise (620/0). Climbing (90'%), Faerie Lore (90o/c), Holistic Medicine 
  (7S%) Demon Lore (80'%.). Literacy: Dragonese (98%,). Language: Dragonese (980/0). 
  Language: American (9B%). Pilol Motorcycle (98°!.:.). Pilot Hovercraft (95"/0). 
  Horsemanship {72%}. Hand to Hand: Martial 
  W.P. 
  Pistol. W.P. Energy 
  Rifle, W.P. Heavy Energy Weapons. W.P. Chain. W.P. Sword, W.P. Blunt. 
  Standard Equipment: Radio transceiver. traveling c!othes. Coalition Firebreather. and two 10 
  four weeKS' worth of iood 
  Weapons: Coalition 
  : Typically rides on horseback. whenever 
  Money; Has access to 500 Coalition credits. 
  Cybernetics & Bionics: None. 
  La Kang Sinn is a megalomaniac Chiang-Ku dragon who has sought to dominate others 
  tor many millennia. He believes that he should rule over all humans and other lesser creatures 
  divine rig:-n. The Chiang-Ku dragon. though, always seems 10 have 1ate working against him. 
  In his 
  attempl to 
  over and subjugate humans. in iourth-century Jerusalem. Lo Kang Sinn 
  was badly injured 
  a mysterious and powerful wizard. It was during this time that the dragon 
  developed the name of Kirsah the Damned. 
  Fearing death, the dragon put himself into a 
  magical slumber. 
  through the centuries as his body slowly healed. 
  The dragon was 
  two years 
  by Tristan Spyre, who accidentally awoke the 
  beast while exploring some caves. The two, realizing that they were kindred spirits, decided to 
  team up. Kirsah became 
  man (or dragon) in his 
  all 
  command 
  when 
  is 
  from 
  However, 
  of one another, 
  each plots to betray the 
  is 
  though. 
  two act as friends. 
  Kirsah is prone to explosive 
  of 
  often acts 
  before he thinks. He 
  to 
  in human 
  whenever 
  many of Spyre's 
  other henchmen do not 
  the true nature of Kirsah. 
  Chiang-Ku dragon is an extremely 
  violent creature who treats 
  he 
  to 
  inferior as insignificant 
  highly 
  Kirsah the 
  delights in cruelty 
  trouble. and is a dangerous 
  for 
  DARNIZHON 
  Darnizhon Vatekl Human Mystic 
  Alignment: Diabolic 
  Attributes: 1.0. 
  M.E. 22. M.A. 19, 
  Hit POinls/S.D.C.: 51/20 
  P.P.E.: 193 
  I.S.P.: 104 
  Horror Factor: Not applicable 
  C.C.C.: Mystic 
  Level of 
  12th 
  10. 
  9. 
  13, 
  7. 
  16. 
  Natural Abilities: Sense supernatural 
  open oneself to the supematural. 
  Psionic Powers; Major psionic. Powers include: exorcism. clairvoyance, sixth sense. see the 
  invisible, presence sense. 
  psychic surgery, and bio-manipulation. 
  Magical Knowledge: 
  to cast and use many mystic spells. 
  MagIcal Spells: Cloud of Smoke, Death Trance, See Aura, Concealment. Fear, Turn Dead, 
  Armor of Ithan. Energy Bolt, Paralysis: Lesser. Ignite 
  Shadow Meld. Trance. Magic 
  Net. Domination. Horrific Illusion, Compulsion, Apparition, Constrain Being, Second 
  Sight, Metamorphosis: Human, Wisps of Confusion. Protection Circle: Simple. Summon 
  & Control Canines, Control/Enslave Entity. Mystic Portal, Create Mummy. Create Magic 
  Scroll, Summon & Control Entity. Create 
  Combat Abilities: Expert 
  67 
  
  Attacks per Melee Round: Four 
  Bonuses: +2 ',0 strike, +3 to parry/dodge. +2 to roll/fall with punch/impact, critical strike on roll 
  of 18. 19, or 20, +410 save versus psionics, +2 to save versus horror factor. +4 to save 
  versus magic, 
  Skills 
  Note: 
  (98<'10), Play Guitar (98% ), Radio: 
  (98%.), Wilderness Survival 
  (980/0), Athletics (General), Disguise (98'%). Escape Artist (9B%,), Climbing (98'%,), 
  Lore (9B%,). Anthropology (9B%), Archaeology (98%
  ), Holistic Medicine (98%) Demon 
  Lore (98
  % ). Literacy: Dragonese (98%). Literacy: American (98%), Language: 
  Dragonese (980/0), Language: American (98%), Language: Euro (98%), Language; 
  (98%), Pilot Motorcycle (98%), Horsemanship (98°/c). Hand to Hand: Expert. 
  Pistol, W,P. Energy Rifle, W.P. Sword. 
  Standard Equipment: Radio transceiver, walking staff, normallongsword, and two to four 
  weeks' worth of food rations. 
  Weapons: Usually just a 
  or wooden 
  Transportation: Typically rides on horseback, whenever possible. 
  Money: None. 
  Cybernetics & Bionics: None. 
  Very Idle is known about the past of the 
  Darnizhon, If 
  claims to be 
  over 
  thousand years 
  and based on his detailed 
  of being significantly involved in 
  the 
  revolutions. 
  word may 
  true. 
  Darnizhon is a born 
  troublemaker. 
  delights in 
  anarchy and 
  the current moment, 
  is 
  indirectly helping 
  on Rifts 
  by forming apocalypse cults, which believe that the end 
  the world is near. However. 
  has actually never met Spyre or any of his lieutenants. 
  Oarnizhon serves a demonic entiiy with god-like 
  called the 
  In 
  ior being granted 
  magical abilities 
  creates mayhem on many different worlds and ritually 
  human 
  Voordinaz. Darnizhon is a flippant, 
  individual with little regard for 
  Hves 
  others. He is more 
  in making 
  trouble than 
  and will do 
  incredibly 
  or 
  things in the name of creating 
  He is a tall human, 
  a 
  feet tall, and only wears simple black hooded 
  Damizhon is 
  his 
  head. bright red 
  and a purple tattoo (non-magical) of a dragon 
  right 
  his 
  RYOGA 
  AN 
  Ryoga Dan, Human Cyberknight 
  (Original Concept by Eric Mee) 
  Alignment: 
  Attributes: I.Q. 14. M.E. 17. MA 10. 
  Hit Points/S.D.C.: 44/70 
  P.P.E.: 7 
  LS.P.: 44 
  Horror Factor: Not applicable 
  O.C.C.: Cyberknight 
  Level of 
  6th 
  17, 
  21. 
  Natural Abilities: Able to create psi-sword 
  M.D.) 
  14, P.B. 15. Spd 30. 
  PSionic Powers: Minor psionic. Powers include: mind block, psi-sword. sixth sense, and 
  object read. 
  Magical Knowledge: None. 
  Combat Abilities: 
  Arts 
  Attacks per Melee Round: Four 
  
  + 1 to initiative. +5 to strike. +6 to parry/dodge, +2 to roll/fall with punchlimpact. 
  critical strike on roll of i 8, 19. or 
  +4 to save versus psionics, +2 to save versus horror factor. 
  +4 to save versus magic. 
  of Note: Basic Math 
  Advanced Math (750/0), Computer Operation (70%.), Computer 
  Programming (60'%,), Radio: Basic (750/0), Radio: 
  (65':0;0), Swimming (80%). 
  Wilderness Survival (98%). Athletics (General). 
  (80'%). Land Navigation (72"'/0). 
  Escape Artist (60%), Climbing (70%,). Faerie 
  Anthropology 
  Demon Lore 
  (70%.). literacy: American (BOO/o), Language: 
  (96%), 
  American (96%), 
  Language: 
  (90'%,), Robots and Power Armor (74%), Robot Power Armor: Basic, Pilot 
  Motorcycle (840/0), Horsemanship (79%), Hand to Hand: Martial Arts. W.P Energy Pistol, W.P. 
  Energy Rifle, W.P. Sword. W.P. Chain, W.P. Blunt, W.P. Submachinegun. W.P. Rifle, W.P. 
  Heavy Energy Weapons. 
  Standard Equipment: Radio transceiver, gas 
  tinted goggles, tent, knapsack, and two to 
  four weeks' worth of 
  rations. 
  Weapons: A normal katana 
  Rifle are 
  usual weapons, in addition to the 
  Transportation: Typically fIdes on horseback or a Highwayman motorcycle, whenever possible. 
  Money: Has about 400 Coalition credits. 
  Cybernetics & Bionics: Cyber-Armor 
  M.D.C.), amplified hearing, mUlti-optic 
  Ryoga 
  is a troubled man with a troubled past. 
  originally was bam in 
  formerly known as China, where he 
  his cyberknight abilities to help out and 
  other 
  Ryoga Dan was a 
  hero. 
  village was attacked wi1hout warning by four adult dragons. For 
  reasons 
  he cannot 
  he 
  survived. 
  awoke 
  the 
  with a tattoo of a 
  dragon's tooth imbedded on his lett arm. Somehow, he 
  that 
  was a symbol of his 
  ultimate destiny. 
  After traveling through many 
  worlds for 
  years, Ryoga Dan found 
  in 
  NorthAm 
  of Rifts 
  mercenary group called 
  Banwok 
  Hunters at this time 
  Dimension 
  The Banwok Hunters for details). and joined 
  their 
  He became good friends with the Undead Slayer Archimedes, and became almost 
  maniacally 
  with destroying the Banwok. whom he believed to be evil incarnate. At 
  last, Ryoga 
  thought he had found his purpose in li1e. 
  A 
  ago, the cyberknight was thought slain by his comrades. 
  Fighting several 
  8anwok on the world of Hrogrythlor. Ryoga Dan was mortally wounded by Banwok laser fire in a 
  surprise attack, 
  the Banwok Hunters were forced to retreat without the body of their friend. 
  Watching the battle unbeknownst to all, though, was Tristan Spyre. He had heard of the 8anwok 
  Hunters - in fact. he had tought them once before - and wanted to see what their capabilities in 
  combat amounted to. 
  He also wanted to learn about the Banwok. 
  both sides left the 
  battlefield. Spyre took Ryoga Dan's body, and retumed to one of his bases on Jarnaka. There. 
  he was 
  to return Ryoga Dan back to life. 
  With 
  help of Cardinal Cray. Spyre reprogrammed parts of Ryoga Dan's mind. Ryoga 
  Dan remembers very 1"rt1le regarding the truth of his past. and believes that Spyre is a 
  attempting to free the people of Rifts 
  from evil factions such as the Coalition, 
  the Banwok Hunters. Spyrs plans to use the young cyberknight 
  against his former 
  allies, although 
  has not 
  developed a detailed 
  for doing so. However. while Ryoga 
  Dan 
  been 
  access to much information regarding 
  true plans, certain 
  of Spyre and 
  cohorts 
  Ryoga 
  to believe that Spyre is not the benevolent 
  protector of humanity that he claims to be. The only 
  that Ryoga 
  has confided his 
  doubts to is 
  of 
  inner circle, a woman 
  Cheshire, whom the cyberknight has 
  fallen in love with. Both 
  Spyre might be up to something 
  sinister, and are both 
  quietly trying to find concrete proof of 
  actions, 
  Ryoga Dan, off the 
  is a cold and calculating 
  who tries to look at all 
  situations quite logically and analytically. In a fight, he 
  in a berserking rage. fighting with 
  such a 
  that 
  often scares 
  allies as well as his enemies. He is a short man, though 
  69 
  
  features and long, jet-black hair. He prefers to use his psi-sword in 
  being a part of Spyre's forces at the moment. is an honorable and good man. 
  CHESHIRE 
  Monica GaMble! Mutant Superhero 
  (Original Concept by Rick Schmidt) 
  Alignment: Unprincipled 
  Attributes: La. 
  M.E. 19, MA 11. P.S. 30 (supernatural). 
  Hit Points/M.D.C.: 800 M.D.C. 
  P.P.E..: 5 
  -6 
  Horror Factor: Not applicable 
  D.C.C.: Mutant Superhero (from Rifts Conversion Book) 
  Level of Experience: 7th 
  29, 
  34, 
  19, Spd 71. 
  Natural Abilities: 
  has several 
  all listed in 
  Rifts 
  Book. 
  Among these powers are: flight. invulnerability, super-strength. and claws (capable of 
  inflicting 4D6 M.D.C.) 
  Psionic Powers~ None. 
  Magical Knowledge: None. 
  Combat Abilities: 
  Arts 
  Attacks 
  Melee Round~ Four 
  Bonuses: +8 to strike, 
  to parry/dodge, +2 to roll/fall with punch/impact, critical strike on roll 
  of 18,19. or 20. 
  Skills of Note: Basic Math (850/0). Advanced Math (85%,), Computer Operation (7S0/c), Computer 
  (65'%). 
  Repair 
  Computer Hacking (50'%.). Chemistry 
  :1"1,:>,,,,,,,':'1 
  Analytical (600/0), Cryptography (70%), 
  Basic (80'''10). Radio: 
  ",,,,'-:lIT',h 
  (75"/0). Acrobatics. Gymnastics, Swimming (80%), Prowl (65"/o), Wilderness 
  Survival (65%), Athletics 
  Land Navigation (65%), 
  Intelligence (66"/0), 
  Concealment (SSO/o), 
  Artist (60%), Climbing (70%). 
  Literacy: American (96%), Literacy: Euro (65%), 
  American (96''1.:,), Language: 
  (85%,), Pilot Motorcycle (88%). Pilot Helicopter (80%), Pilot Automobile (840/0), 
  Horsemanship 
  Hand to Hand: Martial 
  W.P. Energy Pistol, W.P. Energy 
  Rifle, 
  . Sword. W.P. Revolver. W.P. Submachinegun, W.P. Rifle. 
  Standard Equipment: Radio 
  gas 
  tinted 
  infrared binoculars, 
  jumpsuit. knapsack. and two to four weeks' worth of food rations. 
  Weapons: Claws. and a NG-Super 
  Pistol/Grenade Launcher 
  Transportation: Uses her powers of 11ight 
  Money: Has about 1500 Coalition credits. 
  Cybernetics & Bionics: None. 
  Monica Gamble was born in 
  Br~ain in one of the many parallel dimensions of Rifts 
  Earth. A bright young woman. she graduated from Cambridge at a fairly young age and worked 
  as a chemical engineers for a few years. It was at this time that her inborn mutant powers 
  10 manifest themselves. Seeing a potential to make the world better, Monica abandoned her 
  normal life and joined the United Nations~sponsored team of superheroes called U.NJ.STAR. 
  Adopting 
  name of Cheshire, 
  quickly became one of the most popular heroes of 
  U.N.LSTAR 
  in Munich. With a flair for the dramatic as well as being beautiful 
  and stubbom, 
  found 
  suddenly to 
  one of the most popular women on the 
  planet. She fell in love with the leader of U.N.I.STAR 
  at this time, a daredevil super-
  life 
  like some sort of perfect fairy-tale. 
  The man who 
  this dream existence was the most notorious villain known in 
  that particular dimension of Rifts Earth: 
  Spyre. In one of his most infamous plots of the 
  70 
  
  a nuclear 
  beneath the city of Chicago, attempting to 
  blackmaillhe city for 
  billion dollars. U,N.I.STAA 
  was 
  in to aid U.N.I.STAR 
  America in finding and disarming the device before it could go off. 
  heroes Wonder Guy and 
  Feedback managed to find the device, but while at1empting to disarm the bomb, they 
  accidentally opened up a temporary rift, which brought them to the current Rihs Earth. However, 
  to the public 
  at home, they were thought to be dead. 
  Wanting vengeance, Cheshire volunteered to hunt down Spyre, who had fled from the 
  forces of U.N.I.STAR into the future, using an experimental time machine. Unfortunately, when 
  the time machine brought her to Rifts Earth, she landed unconscious in one of Spyre's bases. 
  Spyrs seized 
  opportunity, and used Cardinal Cray to 
  her memories. 
  She currently 
  believes that she and 
  were formerly superheroes from Earth's distant past, and were 
  accidentally brought to Rifts Earth in a 
  accident. 
  believes that Spyre is trying to work 
  for 
  01 humanity, and is completely unaware that both Wonder Guy and Feedback are 
  on Rifts Earth. However, while Cheshire has been purposely denied access to much 
  information regarding Spyre's true plans, certain actions of Spyrs and his cohorts 
  led 
  Cheshire 10 believe that Spyre is not the benevolent protector 01 humanity that he claims to be. 
  The only person that Cheshire has confided her doubts to is another of Spyre's inner circle, a 
  cyberknight called Ryoga Dan, whom the heroine 
  fallen in love with. Both 
  that Spyre 
  might be up to something quite 
  and are both quietly trying to find concrete proof of these 
  actions_ 
  Cheshire was one 01 the tactical leaders of U.N 
  Europe, and still fights quite 
  intelligenlly 
  shrewdly. She is a stunningly beautiful woman, with tresses of long, curly red 
  hair. She normally is qu 
  mischievous and has a 
  sense of humor with her friends, but her 
  recent time spent with Spyre 
  her a more somber individual. She is a thoughtful 
  young woman who 
  in protecting the good of humanity, and 
  always acts in 
  of others, 
  being 
  with 
  at the nn:;;,eDlrn 
  TRIST AN SPYRE 
  Tristan Spyre, Mutant Supervillain 
  (Original Concept by John Geoghegan) 
  Alignment: Aberrant 
  Attributes: 1.0. 
  M.E. 24, MA 17, P.S. 40 (supernatural), P.P. 30, P.E. 
  Hit Points/M.D,C.: 800 M.D.C. (normal). 3200 (with the 
  Heart 
  P.P.E.: 550 (with the Runes1aff of Judas) 
  I.S.P.: 6 
  Horror Factor: Not !:InnJ.!'''' 
  . Mutant Supervillain 
  Level of Experience: 14th 
  Rifts Conversion Book) 
  Natural Abilities: Spyre 
  several super-powers, all 
  in the 
  Among these "'".,""""= are: flight, invulnerability, magnetism, 
  telepathy, 
  and emotion control. 
  Psionic Powers: 
  Magical Knowledge: Only what is available to him using the Demon Heart and the Aunestaff of 
  Combat Abilities: Martial Arts 
  Attacks per Melee Round: Eight (including boxing, and the 
  of Judas) 
  10 initiative, +8 to strike, +9 to parry/dodge. +2 to roillfall with punch/impact, 
  strike on roll of 18, ; 9, or 20. 
  Skills of Note: Basic Math (98°/.,), Advanced Math (98°/.,). Computer Operation (98%), Computer 
  Programming (98<%), Computer Repair (98'%), Computer Hacking (98"10), 
  (98%). Chemistry: Analytical (98'%), Anthropology (98%), Astronomy 
  (98<>/0), 
  (98%), Cryptography 
  Surveillance Systems 
  71 
  
  (98%), Radio: Scramblers (98%). Play Violin (98'%), BasIc Electronics (98%), Electrical 
  Engineer (98%), 
  Electronics (98%). Aircraft Mechanics (98'%), Mechanical 
  Engineer (98%,). Robot Mechanics (98% ), Weapons Engineer (980/,,). Forensics (98%). 
  Medical Doctor (980/0), M.D. 
  (98%). Demolitions (98%), Acrobatics, 
  Gymnastics, Boxing. Swimming (98%), Prowl (98%), Wilderness Survival (98C./.:.), 
  Athletics (General), Land Navigation (98%), Intelligence 
  Delect Concealment 
  (98'%). Navigation (98%), Read Sensory Equipment 
  (98%).Escape Artist (98%) , Climbing (98%), Literacy: American 
  (98'%). 
  Spanish (98
  Oc/o), Literacy: Dragonese 
  Language: AmAril~::!n 
  Language: Euro (98"/0), Language: Spanish (98%). Language: Dragonese (980/0), 
  Motorcycle (98%). Pilot Robots and Power Armor (98%,), Pilot Airplane (980/,,), Pilot 
  Hovercraft (98%), Pilot 
  (98':>/0), Pilot Automobile (98%), Horsemanship (98%), 
  Hand to Hand: Martial Arts, 
  Combat: 
  W.P. Heavy Energy Weapons. W.P. 
  EnEirgy Pistol. W.P. Energy 
  W.P. Sword, W.P. 
  W.P. Submachinegun. 
  W.P. 
  Standard Equipment: Radio 
  gas mask, tinted 
  infrared i:unOClllars, 
  lmn<::iln knapsack, and two to four weeks' worth of 
  rations. 
  Weapons: The Runestaff ot 
  and special forearm blasters (normally inflicts 606 M.D.; if 
  in conjunction with magnetic powers, inflicts 3010·10 M.D.) 
  Transportation: Uses his powers of flight. 
  Money: Has access to over 
  million Coalition credits. 
  Cybernetics & Bionics: None. 
  Tristan Spyre was born in the late twentieth century in a parallel dimension of Earth. His 
  parents were Antonio and Claudia Spyre, two world-renowned psychologists who taught at Yale 
  University.' At an early age, Tristan's parents noticed how frighteningly 
  their child was. 
  They also noticed 
  young Tristan seemed to have no instinctual concept of morals. They 
  tried to give him a good, sound, moral 
  to draw upon, but somehow it was always flawed. 
  Tristan Spyre regarded everyone around him as his intellectual inferior, including his parents. 
  The child quickly passed through school. and gained some notoriety as a child 
  the age of eleven, he had graduated from M.LT. with a triple doctorate in genetics, 
  computers, and chemistry with perfect 
  He taught at Yale for a few years after 
  but 
  quickly grew 
  with the monotony of his existence. 
  he had secretly noticed his 
  mutant powers, 
  had kept their 
  As soon as he was old enough, he 
  the 
  military, 
  part of the Airborne 
  He 
  in the military for about 
  and was 
  discharged as a Captain 
  the Air Force. 
  time, realized that he was far physically and intellectually 
  to 
  on the Earth. He decided that it was 
  destiny in life to 
  rule or 
  destroy the (est of 
  world. 
  formed a group of like-minded supervillains called MAYHEM, 
  which strove for world domination. 
  this group was almost always thwarted by the 
  superhero group called U.N.LSTAR, and Spyre served several sentences in jail 
  of this 
  group (Spyre, though, invariably broke out of prison a 
  months after being incarcerated). He 
  became known as the world's most dangerous criminal. 
  a failed attempt to destroy the city 01 cnlca'lO using 
  weapons. though. 
  found t~at he was being hunted and persecuted to an extreme extent He was thought to 
  be guilty of the presumed murders of the heroes Wonder Guy and 
  This made it 
  nearly impossible to exist in his own world. 
  who had been secretly developing an 
  experimental time machine for several governments in the Middle East, decided to escape into 
  the future, Using one of 
  machines, Spyre fled hundreds of years into the future. When he 
  awoke after a long 
  in his time machine, he discovered that he was in the New German 
  Republic in Rifts Earth. 
  At first, Spyre attempted to take over the government of the NGR. He augmented a 
  Tyrannosaurus Rex into genius levels, which became his 
  Jericho (see Ritts 
  Dimension Book: The Banwok Hunters) for details. However, 
  never developed the forces 
  nec:es~;ary to become successful, and was almost killed in a fight with the mercenary 
  n 
  
  called the Banwok Hunters. Regrouping his efforts. Spyre began exploring diHerent dimensions. 
  Irying to find a way to gain more power. In Jamaka. he found his way. In an ancient Chorrdali 
  tomb. he found the Demon Heart and 
  of Judas. With these items. he 
  10 
  build his forces once more, plotting to lake of the 
  State of Lone Star. which he oell!eVElS 
  to be a more 
  first target than the New German Reput)llc. 
  Spyre is not a unnecessarily cruel villain, but will 
  do whatever is 
  to 
  accomplish his 
  He is a lali, powerfully built man, with long blond hair and a gOl~tela. 
  normally wears a simple black jumpsuit. He is a fearsome fighter, but not overly 
  or 
  stupid. which makes him extremely dangerous. 
  ARTIF ACTS OF JARNAKA 
  Mast of the strange 
  wonderful artifacts 
  on Jamaka did not originally come 
  from that world. However, their presence on Jarnaka is now known, and these 
  have the 
  potential 10 make a significant impact on Jarnaka's 
  future. 
  BLOODSORROW 
  Magical Power Armor 
  Model Type: Wolfen3302 
  Class: Military Assault Armor 
  Crew: One 
  M.D.C. by Location: 
  Forearm Short-Range Missile Launchers (2) - 140 each 
  Shoulder Medium-Range Missile Launchers 
  - 230 each 
  Right 
  Rail Cannon - 100 
  Legs 
  - 190 
  Head - 100 
  Arms 
  - 160 each 
  Ion 
  (3) - 130 
  Chest 
  Cannon - 270 
  "Depleting the M.D.C, of the main body will shut down the armor, rendeling it completely U::>!:;"It;.;:,;:, 
  and unusable. 
  across. 
  Statistical Data: 
  ~;;[!t; 29 feet 
  15 ieet 
  ~~:.!.t 7ieet 
  can allow the armor to 
  up to 20 feet high or 
  adciiticlnal 
  feet with a rur:rninlQ start. 
  Y:.!.ff.tlQ.!:!t 2.7 tons fully loaded . 
  .Ehll.Sl!,;.au;~nru.b.; Equa I to a P. S. 30. 
  =-",,= l\iI"",.....,,1 cargo space; enough room is available for a hand-held weapon and personal 
  gear. 
  Power System: 
  ectlnc,wi;~arld; the energy life is thought to be well over 200 
  Black Markel Cost: 
  BloodsofroW armor is unique; the price, it offered for 
  would most 
  likely be well over one hundred million credits. 
  Weapon Systems: 
  73 
  
  1. Wolfen Forearm Rail Cannon: A high powered railgun is mounted over the right forearm of 
  the power armor. When not in use, the gun can be contracted back inside the armor plating. 
  Primary Purpose: Assault 
  Secondary Purpose: Anti·Armor 
  Mega-Damage: 1 D8~1 0 M.D. for a burst of thirty rounds. 
  Rate of Fire: Equal to the number of the hand to hand attacks of the pilot. 
  Maximum Effective Range: 3000 feet 
  Payload' Three hundred rounds of ammunition, allowing ten bursts from the gun before 
  being reloaded. 
  2. Wolfen Chest Ion Cannons: Three small but powerful ion cannons are mounted into the 
  chest unit of the power armor. These cannons cannot be rotated: the armor must directly face 
  the intended target to use these weapons against an opponent. 
  Primary Purpose: Assault 
  Secondary Purpose: Defense 
  Mega-Damage: 2D4*10 M.D. per cannon 
  Rate of Fire: Equal to the number of the hand to hand attacks of the pilot. 
  Maximum Effective Range: 1600 feet 
  Payload: EHectively unlimited. 
  3. 
  Wolfen Chest Laser Cannon: A large and powerful variable-frequency laser cannon is 
  mounted into the chest unit of the power armor. This cannon cannot be rotated: the armor must 
  directly face the intended target to use this weapon against an opponent. 
  Primary Purpose: Assault 
  Secondary Puroose: Anti-Aircraft 
  Mega-Damage: 4D6·10 M.D. per cannon 
  Rate of Fire: Equal to the number of the hand to hand attacks of the pilot. 
  Maximum Effective Ranae: 2400 feet 
  Payload: Effectively unlimited. 
  4. Wolfen Short-Range Missile Launchers: A short-range missile launcher is located right 
  over each of the robot armor's wrists, each with a payload of two short-range missiles. 
  Primary Purpose: Anti-Personnel 
  Secondary Purpose: Defense 
  Missile Type: Any type of short-range missile can be used. 
  Mega-Damage: Varies per missile. 
  Range: Varies per missile. 
  Rate 01 Fire: One at a time, or in volleys of two or four. 
  Payload: Four, two per launcher. 
  5. Wolfen Medium-Range Missile Launchers: Two large medium-range missile launchers are 
  located right over each of the robot armor's shoulders, each with a payload of twelve medium-
  range missiles. 
  Primary Purpos~ Assault 
  Secondary Purpose: Anti-Aircraft 
  Missile Type: Any type of medium-range missile can be used. 
  Mega-Damage: Varies per missile. 
  Range: Varies per missile. 
  Rate of Fire: One at a time, or in volleys of two, four, eight, or twelve. 
  Payload: Twenty-four. twelve per launcher. 
  6. Hand to Hand Combat: Either by using its blades or more conventional means, the power 
  armor can be used in hand to hand combat. Because the armor is so unique, the user must 
  have the Robot Power Armor: Elite skill to use the combat bonuses available. 
  74 
  
  ~!..!..!Yau~!J"Q;~ +2 to initiative, + 7 to strike/parry/dodge, +6 to roll with 
  or 
  fall/impact. 
  Qa.o:J.a~ Restrained punch/kick 106 M.D., full strength punch 206 M.D., power punch 
  406 M.D. (counts as two attacks), judo fliplthrow 104 M.D. 
  7. Sensor Systems: The Bloodsorrow Power Armor also has important sensory features: 
  1, Thermoimager: A 
  optical sensor allows the infrared radiation of warm oblE~cts 
  to be converted into visual 
  Enables the pilot to see in the 
  through smoke. and in 
  shadows. 
  3000 
  This optical system projects beams of ultraviolet and 
  Inlr'::!r,::;,n light. allowing the 
  10 see in those particular spectrums. Note: Others with these 
  detection systems will see these 
  them to trace the source. 
  3. Ion Beam Taraeting: Applies to 
  missile launchers. the ion cannons, the rail 
  cannon, and the laser cannon. Adds +5 to strike. 
  The armor called Bloodsorrow was originally created by the 
  (see 
  Rifts Dimension Book: The Banwok Hun1ers) for its former master Orcas 
  years 
  ago. Orcas, a 
  lord, wished to have two suits of power armor, one meant for brutal 
  power. one meant for more covert operations. Bloodsorrow represents sheer force. After Orcas 
  was slain, the armor lay abandoned until it was discovered by several traveling Chorrdali 
  Barbarians, who 
  it back with 
  to Jarnaka. While none of the Chorrdali Barbarians 
  are quite sure how to properly use the armor, they do 
  plan to use the armor in an 
  attack againsl the Kingdom of Chorrdalis. 
  THE RUNEST AFF OF JUDAS 
  (Also known as 
  Damnation Rod; Dark Betrayal) 
  Iscaras 
  Cursed Rune 51aff 
  Alignment: Miscreant 
  Known Powers: Gives the wielder the following 
  500 P.P.E., 600 M.D.C., the ability to 
  cast three 
  spells of any level once per day, +2 
  +2 to 
  206 M.D. 
  and kills an unarmored opponent instantly on a roll of a natural 
  telepathically with its wielder. 
  Iscaras Freisson was born on the medieval world of Maelstrom 
  now known as Udzalle 
  the forthcoming Rifts Dimension Book: The Crimson Maelstrom for more details}. An 
  elven noble ~n a militaristic society. he was ridiculed for his intellee; and his weak ph~lsical 
  nature. Iscaras grew 
  twisted as 
  grew older, eventually killing his older hrr,th"f 
  Vanir. the leader of the 
  kingdoms. For his 
  Iscaras was banished from Maelstro:m 
  to a world called Palladium. 
  Obsessed with 
  power, Iscaras joined two other 
  wizards -
  von 
  a wolfen 
  to be known as Solomon; and 
  Zechiara, a dernenlted 
  human magician 
  to 
  known as 
  This small 
  referred to itself as the 
  Storm. In order to 
  control of this 
  Palladium, 
  wizards learned that they 
  could gain much 
  by killing the 
  known as Merlin on Earth. 
  Storm 
  journeyed to 
  and fought together ~l1l:l;in'c:f 
  They lost. Merlin trapped the 
  of the three in rune weapons as punishment for their 
  insolence. For reasons still unknown, Merlin renamed the 
  - Iscaras was renamed Judas -
  and placed a 
  curse on the three weapons, should they be reunited. 
  were 
  then scattered to 
  far comers of the Earth. Judas was found, used, and 
  by many 
  petty and 
  men for thousands of years, eventually making his way to a tomb in Jarnaka. 
  There, he was 
  by Tristan Spyre. Judas bargained with Spyre, granting him his powers in 
  exchange for a chance to help dominate the world. 
  intent on commanding the multiverse 
  anyway, agr'e9':1. 
  75 
  
  Judas regards most lIving beings as 
  and 
  Thousands of years of hate 
  have made Judas incredibly smart, knowledgeable, and prejudiced. The only living being 
  Judas probably has ever respected is Spyre. who is fulfilling Judas' dreams of long ago. 
  He 
  cares little for Spyre's lieutenants, though, and probably would not aid them if they got into 
  trouble. 
  The Runestaff of Judas is carved from mahogany. and is indestructible to any known 
  means of attack. The walking end of the Staff is capped with gold, and the head of the staff is 
  carved into a unicorn's head. Along the length of the Staff, carved in Celtic runes. is one word. 
  repeated over and over again· 
  THE DEMON HEART 
  Known Powers: Gives the wielder the following abilities: 1800 M.D.C., bio-regeneration at the 
  rate of 1010'10 per round, immunity to 
  psionics, and the ability to see into the future 
  once per day. (GM's note: obviously, the exact future of 
  campaign can never readily be 
  told. What 
  Demon Heart show are not fact, but logical possibilities that the future hold. The 
  into the fulure that 
  bearer of 
  Demon Heart looks, the more possibilities that can 
  occur will 
  shown until 
  future is nothing but a ju 
  mess. Make it perfectly 
  to the 
  should they ever use 
  Demon Heart. that 
  they see are the most probable 
  outcomes of 
  Also, 
  deliberately 
  in describing the future; use 
  like "a 
  or "a few" 
  of 
  at cetera. Use your best judgment in trying to 
  predict the 
  try not to give any too much information.) 
  The Demon Heart was 
  by the godling called Ulith, who wanted to help his 
  followers guide their future. Instead, 
  Demon 
  became a catalyst for years of war 
  of 
  bloodshed. as 
  who learned 
  powers 
  to know the future. 
  stone was thought 
  lost at the 
  of 
  war for the 
  Heart. but in 
  it was stolen 
  a young Chondali 
  soldier named Irewarg. 
  Badly wounded in battle. he 
  with his 
  in an 
  Chorrdali tomb. He died in that tomb next to 
  Runestaff of Judas. never realizing how much 
  power had been so close to his grasp. 
  Both the Runeslaff and the Demon Heart were discovered by 
  preliminary explorations of Jarnaka. The Runestaif told 
  of 
  Demon 
  Spyre immediately 
  the slone. He currently wears 
  on a titanium chain around his neck. 
  has never told anyone that 
  actually has discovered the Demon Heart, 
  has hinted to the 
  Ulithlogg thai he knows where the stone is located in order to gain their help. 
  The Demon Heart. for all its power, is not sentient. It has no idea of the 
  and 
  sorrow that it is responsible for. The stone itself is black and heart-shaped, about the 
  of a 
  human fist and is indestructible to any known means of attack.. Two purple flaws. 
  lines, run 
  and criss-cross over the surface of the Demon Heart. The magical stone is the most coveted 
  and holy item known on Jarnaka: thousands would gladly kill in order to possess it. 
  GOBLINTHORNE 
  Magical Power Armor 
  Model Type: Wolten 0502 
  Class: Military Assault Armor 
  Crew: One 
  by 
  Upper 
  Short-Range 
  Launchers 
  Shoulder Mini-Missile Launchers (2) - 100 
  Forearm 
  Laser 
  (2) - 110 
  Head - 80 
  Chest Ion Cannons (2) - 130 each 
  76 
  -140 
  (2) 
  150 each 
  Arms (2) - 130 each 
  *Main Body - 490 
  
  'Depleting the M.D.C. of the main body will shut down the armor, rendering it completely useless 
  and unusable. 
  Speed: 
  .:...=:..:..:..:..:.:..:.= 50 mph maximum 
  .b.e.;aQ!Jo.g,,; The powerful robot legs can allow the armor 10 
  up to 20 feet high or 
  across. Add an additional twenty leet wi1h a running start. 
  Statistical Data: 
  18 feel 
  8 feet 
  5 feet 
  1.5 tons fully loaded. 
  ~~~~~~ Equal to a P.S. 30. 
  ("; 
  space; enough room is available for a hand-held weapon 
  personal 
  gear. 
  Power System: Technowizard; the energy 
  is thought to be well over 200 
  Black Market Cost· The Goblinthorne armor is unique; the 
  if offered for 
  would most 
  likely be well over one hundred million credits. 
  Weapon Sy~;terns: 
  1. Wolfen Chest Ion Cannons: Two small but powerful ion cannons are mounted into the 
  chest unrt at the power armor. These cannons cannot be 
  the armor must directly face 
  the intended 
  to use these weapons 
  an opponent 
  .tI!.!lI!.eJlYJ::lL!l~~ Assa u It 
  ~;;Qj]~Y.llm~~ Defense 
  .M..eg.a:Jla.m..a~ 204 '10 
  per cannon 
  Rate of Fire: 
  to the 
  the hand to hand attacks of the pilot. 
  Maximum EHective Range: 1600 feet 
  Payload: Effectively unlimited. 
  2. Wolian Chest Laser Cannons: Two large and powerful variable-frequency laser cannon are 
  mounted into the 
  of the 
  armor. When not in use, 
  guns can be contracted 
  the armor plating. 
  cannon 
  '"'"'''''''' of the hand to hand atta:cks of the pilot. 
  M.allin.umM~illB..arl..Qa; 2000 feet 
  4. 
  Wolten Short 4 Range Missile Launchers: A pair of short-range 
  are 
  located on each 
  thigh of the power armor, each with a payload of six short-range missiles. 
  ~~~~~:~Anti-personnel 
  of 
  missile can 
  per missile. 
  missile. 
  at a time, or in volleys of two, 
  or twelve. 
  six per 
  5. Wolfen Mini-Missile Launchers: Two small retractable mll"_nru<:'~II .. launchers are located 
  right over each of the robot armor's shoulders, each with a payload of 
  mini-missiles. 
  77 
  
  at a time, or in volleys of 
  four, 
  or 
  '--"".L!-"':"'""'-t Thirty-six, 
  launcher. 
  S. Hand to Hand Combat: Either 
  using 
  blades or more conventional means, the power 
  armor can 
  used in hand to hand combat. Because the armor is so unique, the user must 
  the Robot Power Armor: Elite skill to use the combat bonuses available. 
  ='-'-""~'"""'"'=~ +4 to initiative, +9 to strike/parry/dodge, +13 to roll with punch or 
  fall/impact 
  Restrained punch/kick 1 06 M.D .. full strength punch 206 M.D., power punch 
  406 M.D. (counts as two attacks), judo fliplthrow 104 M.D. 
  7. Sensor Systems: The Goblinthome Power Armor also has important sensory features: 
  ""-'--'-'-""":.!.:.='""""'"~ A special optical sensor allows the infrared radiation of warm objects 
  to 
  into 
  images. 
  pilot to see in the dark, through smoke, and in 
  shadows. Range: 6000 feet. 
  optical syS1em projects beams of ultraviolet and 
  infrared light. allowing the pilot to see in those particular 
  Note: Others with these 
  \I""U"<:O will see 
  allowing 
  to trace the source. 
  Applies to all the 
  the ion cannons, the rail 
  +9 to 
  armor called Goblinthorne was originally created 
  the 
  Rifts Dimension Book: The Banwok Hunters) for its former master Orcas about thirty 
  Orcas, a vampire lord, wished to 
  two suits 
  power armor, one meant for brutal 
  power, one mean1 for more covert operations. Bloodsorrow represents a more subtle approach 
  to combat. After 
  was slain, the armor lay abandoned until i1 was discovered by several 
  traveling Chorrdali Barbarians. who brought it 
  with them to Jarnaka. While none of the 
  Chorrdali Barbarians are quite sure how to properly use the armor, they do eventually plan to use 
  the armor in an attack against the Kingdom of Chorrdalis. 
  THE ARMOR OF CHARLEMAGNE 
  Known Powers: 
  Grants the wielder the following abilities: an additional 350 M.D.C., +1 on 
  initiative, +2 attacks, and immunity to spells. 
  If the 
  M.D.C. is depleted, the armor is 
  completely destroyed. 
  The Armor of Charlemagne was thought to be a mythical suit of armor used thousands 
  of 
  ago by the warrior Roland. In fact, it is quite real. The armor was recently discovered 
  on Rifts Earth by the Undead 
  Archimedes (see Rifts Dimension Book: The Banwok 
  Hunters), 
  was 
  to 
  the armor on 
  armor was found 
  again by chance, by a patrol of Chorrdali soldiers. 
  gave this armor to the 
  Vernalik 
  Chorrdahsi as 
  Chorrdahsi takes great pride in this armor, and now wears it into battle. 
  The armor may only 
  wam by a honorable man, and while Chorrdahsi is an extremely 
  prejudiced individua1, 
  does have honor. The armor is an enchanted suit of medieval plate 
  mail armor, 
  weighs virtually n01hing at all. On the chest of the armor is a faded, painted 
  crest of a German 
  WRAITH 
  (Also known as the Axe of Vampires) 
  7H 
  
  Josiah Wraith, Cursed Battle Axe 
  Alignment: Diabolic 
  Known Powers: Gives the wielder the following abilnies: able to teleport as per the teleport: 
  spell once 
  day, inflicts triple 
  on a critical hit, and can automatically parry any 
  it 
  or missile. 
  not 
  to magical 
  psionic 
  1 D1 0-1 0+50 M.D. Can communicate telepathically with 
  wielder. The axe possesses 
  600 M.D.C. 
  - finis -
  previously published: 
  rifts dimension book: the banwok hunters (hrogrythlor) 
  forthcoming: 
  rifts dimension book: four keys 
  (qem'chomudu) 
  rifts dimension book: 
  crimson maelstrom (liclzalle) 
  79 
  
  NDERONE 
  ''where reality and fantasy become one" 
  
SOURCE: textdata/thevault/RIFTS/RIFTS (palladium)/3rd Party/Rifts - Adventure Book Netbook - Demon Heart Falling.pdf