TEXT: © Palladium Books®
  ®
  
  1
  Warning!
  Violence, War, Magic & the Supernatural
  The fictional worlds of Rifts® are violent, deadly and filled with aliens, war and supernatural mon-
  sters. Other-dimensional beings often referred to as “demons,” torment, stalk and prey on humans. Alien 
  life forms, monsters, vampires, ghosts, ancient gods and demigods, as well as magic, insanity, psychic 
  powers and combat are all elements in this book. All of it is fiction.
  Some parents may find the violence, magic and supernatural elements of the game inappropriate for 
  young readers/players. We suggest parental discretion.
  Please note that none of us at Palladium Books® condone or encourage the occult, the practice of 
  magic, the use of drugs, or violence.
  An epic sourcebook for the Rifts® series.
  Compatible with the entire Palladium Books® Megaverse®
  
  2
  The cover, by Charles Walton II, depicts the central story elements of the screenplay. The figure of David in Coalition Special Forces 
  Dead Boy armor, Kayla weaving a spell, the threat of the Xiticix swarm looming on one side, the power of the Coalition States Army on 
  the other, the Rift, both figurative and literal, between them, and the silhouette of the vengeful sorcerer who would see them tear each 
  other apart. Epic.
  PDF Edition – January 2018
  No part of this publication may be scanned, OCRed, reproduced or distributed in any way for electronic publication on the web/
  internet or any other medium.
  Copyright 2011 Palladium Books Inc. & Kevin Siembieda
  All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, 
  in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, 
  institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is 
  strictly coincidental.
  Rifts®, The Rifter®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, Phase World®, Splicers®, Coalition Wars®, 
  After the Bomb®, RECON®, Nightbane®, and Palladium Books® are registered trademarks owned and licensed by Palladium Books 
  Inc. and Kevin Siembieda.
  Archie Three, Arzno, Biomancy, Bio-Wizard, Black Faerie, Body Fixer, Blind Warrior Women, Bandito Arms, ‘Bot, ‘Borg, ‘Burb, 
  Brodkil, Chaos Earth, Chi-Town, City Rat, Coalition States, CS, Coalition State of El Dorado, Colorado Baronies, Combat Cyborg, 
  Coming of the Rifts, Crazy, Cyber-Doc, Cyber-Knight, Doc Reid, Dead Boy, Dog Boy, Dog Pack, D’norr Devil Man, Dinosaur Swamp, 
  Dyna-Bot, E-Clip, Emperor Prosek, Erin Tarn, Federation of Magic, Free Quebec, Glitter Boy, Grackle Tooth, Great Cataclysm, Head-
  hunter, Hero Vampire, Horune Pirates, Juicer, Lazlo, Ley Line Walker, Lone Star Complex, Lord Dunscon, Lord Splynncryth, Mad-
  haven, Magic Zone, Manistique Imperium, Master Vampire, Mind Melter, Mystic Knights, Naruni, Naruni Enterprises, New West, 
  Northern Gun, Pecos Empire, Psi-Stalker, Psyscape, Rifts Earth, Secondary Vampire, Shemarrian, Shifter, Simvan, Skelebot, Spirit 
  West, Splynn Dimensional Market, Splugorth, Minions of Splugorth, Splugorth Slavers, Stormspire, Tattooed Man, Techno-Wizard, 
  Titan Robotics, Tolkeen, Triax, True Atlantean, Ulti-Max, Undead Slayer, Vampire Kingdoms, Rifts® Game Master Guide, Rifts® 
  Book of Magic, Rifts® Dark Conversions, Rifts® Atlantis, Wild Vampires, Wilk’s, Witchling, Xiticix, Mega-Damage, M.D.C., S.D.C., 
  I.S.P., P.P.E., and other names, titles, initials, characters, character likenesses and slogans are trademarks owned and licensed by Kevin 
  Siembieda and Palladium Books Inc.
  Palladium Online: www.palladiumbooks.com
  Also visit us at Facebook.com/PalladiumBooks
  Rifts®: Path of the Storm™ is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185-7606. Printed in the USA.
  
  3
  Palladium Books® Presents:
  Rifts
  ®: Path of the Storm
  ™
  One writer’s vision for the Rifts® movie
  Screenplay by: Matthew Clements
  Based on the Rifts® Role-Playing Game created and written by Kevin Siembieda. Additional ideas and sug-
  gestions for the screenplay by Kevin Siembieda.
  Game Stats: Matthew Clements
  Rifting Hollywood by: Kevin Siembieda
  Editors: Alex Marciniszyn
               Wayne Smith
  Proofreader: Julius Rosenstein
  Cover Painting: Charles Walton II
  Interior Art: Charles Walton II
  Art Direction: Kevin Siembieda
  Typography and Layout: Wayne Smith 
  Special Thanks to Matthew Clements not only for this imagining of a Rifts® movie, but for his unbridled 
  creative energy and friendship; to Chuck Walton for his vision and artistry; and to my outstanding and hardwork-
  ing staff whom are without compare: Alex, Wayne, Julius, and Kathy. Last, but certainly not least, to the people 
  who have kept the dream of a Rifts® movie alive, Jerry Bruckheimer, Chad Oman, Mark Freedman and Rawson 
  Marshall Thurber, among others (you know who you are).
  – Kevin Siembieda, 2011
  
  4
  Contents
  Rifting Hollywood   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  6
  The saga behind the making of the Rifts movie, so far .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  6
  Fast Forward a few years .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  7
  Early cover sketches   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  8
  Finding the title .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  9
  Final cover pencils   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .10
  Rifts® Path of the Storm   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .11
  A proposed movie screenplay .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .11
  Near Xiticix Hive .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .18
  Simvan Camp – Night   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .51
  Tolkeen Ruins – Ley Line Nexus – Night   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .65
  Path of the Storm Cast   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .76
  David – CS Special Forces   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .76
  Kayla – Mystic   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .77
  Mason – Juicer   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .79
  Ginoek – Cyber-Knight   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .80
  Copeland – Ley Line Walker   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .81
  Fiona – CS Psi-Stalker   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .83
  Ayzim – Simvan Chieftain   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .84
  Holt – Full Conversion Cyborg  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .84
  Ramsey – Shifter – Villain   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .87
  Supporting Cast from Path of the Storm .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .87
  Fiona’s Dog Pack   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .87
  Bill – Pit Bull .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .87
  Spence – Doberman   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .88
  Wade – Chow .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .88
  Ramsey’s Demons   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .89
  Ernosan – Demon .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .89
  Hindra – Demon   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .90
  Nohn – Demon   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .91
  Other Supporting Cast and Equipment of Note .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .92
  Average Coalition Special Forces   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .92
  Average Xiticix Warrior   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .93
  Average Simvan Monster Rider   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .94
  Northern Gun Grenade Knives   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .95
  Cyborg Defensive Charges   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .95
  Also from Palladium Books .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .95
  
  5
  A Note from the Author:
  Rifts®: Path of the Storm™ is just one of the millions of stories that play out across Rifts Earth. It is a tale of power and revenge, of 
  the gray area between destiny and decision and the hand of fate that has so much power over us.
  Path of the Storm was my first project for Palladium Books, a screenplay I wrote with no endorsement or assurance, just hoping to get 
  some notice from the people behind the magic of Rifts®. More than just a screenplay, Path of the Storm is my journey into the universe 
  of Rifts itself, a story that unfolds upon the giant canvas that Kevin Siembieda and many others have spent years crafting. Path of the 
  Storm is my homage to a fantasy world that has inspired me in so many ways, and continues to inspire me to this day. It is my first at-
  tempt to give motion to the incredible and dynamic setting that is Rifts Earth, and to bring its unique characters to life.
  – Matthew Clements
  Dedication
  I would first like to dedicate Path of the Storm™ to all the diehard Rifts® fans out there. Keep imagining a world where Rifts has 
  comics, video games and movies and soon we’ll be there.
  I would also like to thank writer and creator extraordinaire Kevin Siembieda. You brought us the world of Rifts; all I did was dare to 
  walk around in it for a while.
  – Matthew Clements
  
  6
  Rifting Hollywood
  The saga behind the making of the Rifts® movie, so far
  By Kevin Siembieda, the creator of Rifts®
  For example, the first Pirates of the Carribean movie took 
  about two and a half years from concept to release of the 
  film, which is about as fast as it gets, but everything fell 
  into place. Other times it can take years. It is nothing for a 
  film to take 8-15 years to get launched, sometimes longer. 
  Just our luck, Rifts® is falling into the 10+ years category.
  The wait. The waiting has been frustrating and even 
  agonizing at times, especially since Palladium has had its 
  share of hard luck since signing the movie option in 2002. 
  Moreover, we must assume that the movie will never be 
  made; after all, most movie options fade away without a 
  movie ever being made.
  So why am I still excited about the possibility?
  Because there is something magical about Rifts®, and 
  Jerry Bruckheimer sees it. Regrettably, I can’t share all the 
  details and things said to me by Jerry or Chad, but I can tell 
  you they see the power and potential of Rifts®. They’ve 
  renewed the film option something like 4-5 times now over 
  the last decade. That speaks volumes in and of itself.
  I have seen at least a half-dozen film treatments – the 
  short story version of a movie before approval is given for 
  an actual script to be written – and there have been three 
  writers I know of who have taken a run at writing the 
  Rifts® movie script: David Franzoni (the author of Gladi-
  ator and Amistad), Rawson Marshall Thurber (Rifts® 
  fan, up and coming super-talent best known for the movie 
  Dodgeball, and all-around great guy), and the latest fellow 
  whose identity I cannot share at this time. We thought we 
  were finally on the right track when Rawson Thurber was 
  given the green light to write a second draft, but the powers 
  at JB Films found the screenplay wanting.
  While it has been frustrating to have had Rifts® stalled 
  at the initial script phase of development, I am glad the 
  people at JB Films are holding out for what they consider 
  a great movie and not settling for something second-rate 
  or cheesy. I am also gratified that they’d like to see Rifts® 
  become a big budget, tent-pole movie franchise; i.e. sev-
  eral Rifts® movies like Pirates of the Carribean or Star 
  Wars. That means a compelling and powerful screenplay 
  that warrants the risk of a blockbuster movie budget.
  I’m optimistic about Rifts® someday being translat-
  ed to film or television. JB Films has not been the only film 
  company to express an interest in Rifts®. Over the years, 
  we have fielded inquiries from such film companies as 
  Walden Media (director Christopher Columbus’ company) 
  Like most of you, I have always imagined the Rifts® 
  role-playing game as a movie. Somehow, it felt inevitable. 
  After all, when I conceived and wrote it, I called it “my Star 
  Wars.” As a result, there was excitement in the air when 
  someone at Jerry Bruckheimer Films called to ask if the 
  film rights were available for Rifts®.
  I had been a big fan of Jerry Bruckheimer films such as 
  The Rock, Top Gun, Days of Thunder, Armageddon, Re-
  member the Titans and many others, so it was a thrill to 
  have JB Films interested in Rifts®. The excitement grew 
  when I realized that Jerry Bruckheimer Films would be the 
  driving force behind the development and production, but 
  that they would be making the film for Walt Disney Pic-
  tures. Disney. I had followed the works, movies and espe-
  cially the animation of Walt Disney and the Disney Com-
  pany for my entire life. I had studied their animated films, 
  collected animation cels, and now I would be negotiating 
  a deal to have JB Films make a live action movie for the 
  Walt Disney Company. Our imaginations went wild with 
  the possibilities.
  Reality check.
  Like most people, we thought cutting the movie option 
  would be fast and easy, followed by a motion picture a cou-
  ple years later. I wish.
  I also discovered that when people hear the words “mov-
  ie option,” especially when used in the same sentence as 
  Jerry Bruckheimer and Walt Disney Pictures, they auto-
  matically assume a movie will be made, and that the owner 
  of the intellectual property has just become a millionaire – 
  or soon to be one. Again, I wish. The potential is there, but 
  it is neither immediate nor a certainty.
  First, only one in 10,000 movie “options” ever gets 
  made into a movie.
  Second, the “typical” movie option amount is $10,000 
  to $30,000, not millions of dollars, and usually ties up an 
  Intellectual Property (I.P.) for 2-3 years.
  Third, nothing is easy. We spent a long time negotiat-
  ing the many, many contractual details and terms. None of 
  which I can disclose.
  Fourth, you need everything to fall into place, from pro-
  ducer and script to director, to actors, budget, distribution 
  and everything else. I think it was Chad Oman at JB Films 
  who told me making a movie was “organized chaos.” He 
  explained that sometimes a movie comes together quickly. 
  
  7
  and the Donner Company (as in the folks responsible for the 
  Lethal Weapon and X-Men movies!), as well as Funimation 
  and a couple of small companies. Of course, we had to turn 
  these gents away due to the option with JB Films, and we 
  don’t know if we would have had any better luck seeing a 
  Rifts® movie made any faster if we had jumped ship to go 
  elsewhere. Besides, I have faith in Jerry Bruckheimer and 
  his people. I only met Jerry once, but the man is a class act 
  and I can tell he sees something special in Rifts®. I like 
  that. Of course, we all wish they’d find the script they need 
  to get things moving forward. Business in Hollywood is all 
  about holding your cards close to the vest. Secrecy is a ne-
  cessity, so for all I know, JB Films may be working toward 
  the goal of green-lighting the Rifts® movie right now, but 
  until things are in place, I won’t be brought into the loop. 
  All we can do is hope a movie script that JB and Disney fall 
  in love with drops on their desk soon.
  At one point, JB Films considered having me take a run 
  at writing the Rifts® movie. Let me tell you, that was in-
  credibly flattering, exciting and scary. I jumped at the op-
  portunity and put a lot of thought into it. Rifts® is so ex-
  pansive and I’m so close to the I.P. that even I had difficulty 
  finding what I felt were the right characters and story to tell. 
  While I hammered out a couple of potential movie scripts 
  in my head (and even made some notes and jotted down 
  some dialog), we couldn’t come to terms with Walt Disney 
  Pictures to allow me to write a script. The legal stuff can get 
  pretty hairy, so I wasn’t surprised, nor was I angry. It was 
  a thrill to even be considered. Afterward, I toyed with writ-
  ing and publishing my stories as novels, but the demands 
  on my time during these recent years have not allowed me 
  to do so. I’d have to spend 3-6 months working on a novel 
  and I just don’t have the time.
  There have been other exciting and memorable moments 
  over the years. Doing business with Hollywood power play-
  ers like Jerry Bruckheimer and Chad Oman is a kick all by 
  itself. I mean, I can pick up the phone and call Chad at JB 
  Films right now, and he’d take my call. That’s pretty cool. 
  It was fun meeting David Franzoni, and a kick to find out 
  Rawson Marshall Thurber is a Rifts® fan, and attributes 
  at least part of his inspiration for becoming a director and 
  screenwriter to me and his playing Rifts®. Wow. For me, 
  it doesn’t get much better than that.
  Meeting Jerry Bruckheimer was pretty cool, too. Unfor-
  tunately, I wasn’t prepared for it, so I was a jibbering, fan 
  boy monkey. Gah! Not one of my better moments. I was 
  in town for E3 and my agent set up a creative meeting for 
  me at JB Films with the two studio heads, Chad Oman and 
  Michael Stenson, along with writer David Franzoni. I was 
  prepared for them, hit it off with David Franzoni, who I got 
  to chat with for 20 minutes in the waiting area (he and I 
  both arrived early for the meeting). I got to hear a bunch of 
  great stories about the making of Gladiator and was very 
  relaxed by the time we were called into Chad’s office. The 
  creative meeting went great and I walked out of the office 
  still chatting with Franzoni. Everything was cool. I was a 
  consummate professional. While I was at the office, I had 
  heard Jerry Bruckheimer was supposed to be back at JB 
  Films that afternoon, but nobody knew exactly when he’d 
  be arriving. Jerry had been promoting the, then new, King 
  Arthur movie in Europe and was returning from his trip to 
  England any time.
  I said my thank yous and farewells and went outside to 
  wait for my taxi. I was drinking in a beautiful, sunny Cali-
  fornia spring day and decided to call Kathy Simmons to tell 
  her about my enjoyable experience. I was talking to Kathy 
  and completely unwound and out of the zone when I was 
  called back into the offices of JB Films. I figured Chad had 
  a quick question for me before my taxi arrived.
  Chad met me in the doorway of his office and walked me 
  down a short hall covered in framed movie posters. As we 
  walked, Chad caught me completely off guard with a joke 
  and a nonchalant comment that Jerry had just arrived and 
  wanted to meet me. The very next moment, I found my-
  self standing in JB’s office with Jerry smiling behind a gor-
  geous, black desk. Over Jerry’s right shoulder was the suit 
  of armor from the soon to be released King Arthur movie. 
  Over his left shoulder was a narrow table covered in Em-
  mys, Oscars and other awards.
  Jerry smiled warmly and extended his hand to shake 
  mine. In a soft voice he asked me a couple of questions 
  and I jibbered out stupid answers like a fan boy. I talked 
  too fast, offered too much too long and gave rambling re-
  sponses. The whole encounter was something of a blur. At 
  some point a short time later, Chad, or someone, ushered 
  me out the door to my waiting taxi, Jerry still smiling and 
  saying it was nice to meet me. Sheesh. The guy probably 
  thinks I’m a rambling idiot. Hey, I must not have seemed 
  like too much of a twink, because he’s had the movie option 
  renewed several times since then. Oh well, next time I hope 
  to make a more professional and coherent impression.
  The thing that impressed me most about my meeting 
  with Jerry Bruckheimer was the fact that he asked me to 
  return to the office to meet him. I mean, I’m nobody in Hol-
  lywood, and I had physically left the building. JB didn’t 
  have to call me back in to meet with me in person. The poor 
  guy was probably jet-lagged and was trying to eat his lunch 
  (chicken and a salad), but he still had me come back in to 
  meet with him. That, my friends, is a class act.
  Fast forward a few years to the appearance of Mat-
  thew Clements. In April, 2010, this twenty-something year 
  old by the name of Matthew Clements shows up at the Pal-
  ladium office. He had gone to school for creative writing 
  and had aspirations to be a screenwriter. Which explained 
  why he had written a complete Rifts® movie script on spec. 
  Matthew had talked to Alex on the phone a time or two and 
  
  8
  Alex had said good things to me about him, so when Mat-
  thew dropped by the office to deliver his Rifts® screen-
  play, I popped in to say hello. We struck up a conversation 
  and I took an immediate liking to Matthew. I don’t usually 
  read unsolicited manuscripts from people I don’t know, and 
  certainly not movie scripts. I have little influence in that 
  area with JB Films and, to be honest, I didn’t expect the 
  script to be any good. However, Matthew impressed me 
  and I agreed to read his screenplay.
  It had a number of problems, but I was impressed. Very 
  impressed. The story, characters and dialog were all very 
  good, and boy did it have a Rifts® feel. Matthew and I 
  talked some more, we hit it off, and I suggested he do a sec-
  ond draft as a learning exercise if nothing else. Matthew is 
  one of those guys who is open to criticism and ideas, so we 
  chatted about key elements to change, and he went off to 
  rewrite the screenplay. A few weeks later, I had the second 
  draft of Matthew’s Rifts® movie script in my hands. It was 
  vastly improved.
  That screenplay is what you hold in your hands. It is 
  a damn good Rifts® story. One that is 100% Rifts® and 
  should certainly appeal to Rifts® fans. I don’t know if it’s 
  the story Hollywood would want to tell, or if it would ap-
  peal to a broader audience, but I know fans of Rifts® will 
  enjoy it. I did. Which is why I decided to publish it. I sug-
  gested Matthew stat out the main characters in his screen-
  play and I called Chuck Walton to do the cover and some 
  character concept drawings.
  The cover and concept art. Matthew and I had a blast 
  helping Chuck find the right tone and look for the cover and 
  character artwork. We all collaborate well together, shar-
  ing ideas freely. Chuck would later comment that he loves 
  it when ideas and suggestions are shared freely the way 
  things unfolded with this book. It doesn’t hurt to have an 
  artist of Charles Walton’s caliber with such an open mind 
  and ability to visualize words and ideas and transfer them 
  onto paper. Matthew marveled at the collaborative process 
  of designing the cover. I art direct most of Palladium’s proj-
  ects, and working with Chuck and Matthew was pure fun 
  and raw excitement. Everybody was open to each other’s 
  ideas and they flowed like water. Chuck read the script and 
  loved it. We then talked about it and the key elements that 
  should appear on the cover. It was Matthew’s idea to have 
  the cover done in the style of a movie poster. Chuck and I 
  both agreed. Chuck went home to work up a concept sketch 
  and key characters. A few days later, the three of us met 
  again. We went over the character sketches first. Other than 
  a few minor changes or specific details, they were every-
  thing Matthew and I could have hoped for.
  
  9
  The cover was a different story. Chuck warned us that he 
  only had an initial concept and that he was not happy with 
  it. Indeed, though he had identified all the key elements we 
  wanted to see, they didn’t quite work together. The three of 
  us discussed the key elements, characters and feel we want-
  ed to see, and the pieces started to fall into place. “What 
  about this?” “How about that?” “Wait, wait, what if . . .” 
  The level of excitement was electric. As artists, Chuck and 
  I could easily convey our ideas about image and graphics 
  to each other, while Matthew offered feedback and addi-
  tional ideas. Chuck began sketching out a new cover. As 
  a writer, Matthew marveled as the amalgamation of ideas 
  took shape as a pencil rendering right before his eyes. We 
  were so in the groove that we didn’t even notice Alex (Pal-
  ladium’s long-time editor and an artist himself) pause in 
  the doorway to see what was going on. Later, Alex told me 
  he was excited by what he had seen and heard as he passed 
  by in the corridor, and that it was inspiring to see the cre-
  ative energy rippling from inside that room. He’s right, the 
  creative process can be an adrenaline rush, especially when 
  you’re working with good people on the same wavelength. 
  Heck, it’s outright magical, and the magic was flying that 
  evening.
  Finding the title. When Matthew did the screenplay, the 
  working title was “Rifts.” Now, as a published work (and as 
  a potential first film in a Rifts® movie franchise) it needed 
  a subtitle. You know, like Pirates of the Caribbean: On 
  Stranger Tides or Star Wars: A New Hope. Only Matthew 
  was stumped.
  “That’s okay,” I said, “I’m good at titles.” Only I was 
  stumped too. We solicited ideas from the rest of the Palla-
  dium crew and worked on new ideas ourselves, but they all 
  fell flat or just didn’t feel right for it.
  Finally, I walked into Matthew’s office and said, “We 
  need a title. Let’s talk this out. What are the big ideas? 
  What does the title need to say?” I started throwing ideas 
  around out loud, and encouraged Matthew to do likewise. 
  Talking out loud can often shake loose good ideas. What 
  is not evident in this script is that it was conceived as the 
  first movie in a trilogy that follows the story of our main 
  character, David. Matthew and I both know what’s in store 
  for this David, so I suggested thinking about the entire story 
  arc of all three films, as well as the main things in this first 
  one. All of a sudden, ideas started to gel. I think Matthew 
  said something about a storm or ley line storm, and that 
  clicked something in my head that came out as the Storm’s 
  Path. That seemed a bit funky and morphed into Path of 
  the Storm. Matthew liked it, but seemed a bit hesitant until 
  I said, “Matthew, think about it. The ‘storm’ it refers to is 
  the storm of violence and magic that sweeps across the sto-
  ry, but what the audience doesn’t yet realize is that David 
  is ‘the storm.’ That will become apparent in the next two 
  movies.” Matthew grinned widely and said something like, 
  “Oh my god. That’s perfect.” And so the title, Rifts®: Path 
  of the Storm, was born.
  Path of the Storm is a fun read, it should give you ideas 
  for your own adventures, provides some heroes, NPCs and 
  villains you can drop into your own games, and it gives 
  you a bit of insight to the goings-on behind the scenes at 
  Palladium Books. We’re often working on projects under 
  wraps, on spec, or in the hopes of launching a new project. 
  This was one of them. It wasn’t planned, it just happened. 
  I found a writer full of ideas who was willing to work hard 
  at realizing his dreams. I just couldn’t walk away from that, 
  so I helped him improve his movie script and sent it to Chad 
  at JB Films. For legal reasons, Chad could not read Mat-
  thew’s script, but now that Palladium has published it, he 
  can if he so desires. While we doubt this screenplay will 
  be adapted to a film, you never know. More likely, it may 
  show our friends in Hollywood what can be done with 
  Rifts®. Maybe this book provides food for thought or in-
  spires something that gets turned into a film.
  If nothing else, you, our fans, get to enjoy another story 
  in the Rifts® Megaverse®, and that’s just fine with us.
  But there’s more to this story. Matthew’s work on 
  Path of the Storm and our continued association led me to 
  eventually hire him to work on several role-playing game 
  projects. Books I think you will enjoy. Matthew’s presence 
  at the office has been positive both for him and us. He’s a 
  team player with a wonderful imagination and terrific work 
  ethic. Matthew’s goal remains to become a Hollywood 
  screenwriter for film and television. He plans on going out 
  west in January to do some preliminary job hunting. De-
  pending on how things go, Matthew may be back at Pal-
  ladium for a while longer or head back to the West Coast to 
  make his mark in Hollywood.
  However long his time may be at Palladium, Matthew 
  will leave his mark. We are glad to call him our friend and 
  have him on board for as long as that may be. I completely 
  encourage and support his efforts to follow his dreams. I 
  know firsthand the joy of living your dream, and want Mat-
  thew to achieve his. Besides, I suspect whatever the future 
  may hold for Matthew, you’ll be seeing more from him in 
  the months if not years to come.
  As for the Rifts® movie? Time will tell. Path of the 
  Storm is just one of countless stories that can be told in 
  Rifts setting. With any luck, someday soon some of those 
  stories will find their way to the silver screen.
  – Kevin Siembieda
  Publisher
  
  10
  
  11
  RIFTS
  ®: PATH OF THE STORM
  ™
  A proposed movie screenplay
  by Matthew Clements
  Set in the world of Rifts® by Kevin Siembieda
  He looks down at their toys.
    
   
  FATHER
   
  Now what’s the matter here?
    
   
  KATIE
   
  My doll won’t work. I think it’s broken.
    
   
  FATHER
   
  Is that the doll your mother made for 
  you?
    
   
  KATIE
   
  Yes.
    
   
  FATHER
   
  Then I don’t think it’s broken. Let me 
  have a look.
  He takes the doll in his hands and examines it.
    
   
  FATHER (CONT’D)
   
  Did you try like mom showed you?
    
   
  KATIE
   
  Yes.
    
   
  FATHER
   
  Well, let’s see here.
  He closes his eyes for a moment and focuses on the 
  doll. MYSTIC ENERGY transfers from his hands into 
  it.
  The doll’s eyes pop open. He sets it on the ground in 
  front of Katie and it walks up to her.
    
   
  KATIE
   
  Thanks daddy!
  She holds her hand out and infuses the doll with 
  ENERGY of her own. It looks up at her and says 
  ‘Momma.’
  EXT. FOREST’S EDGE – EVENING
  Two children play on a path next to the thick woods. 
  DAVID, five, has a pair of carved toy soldiers and 
  KATIE, seven, a handmade doll. The path is lit by 
  enchanted FLOATING LANTERNS and over the trees 
  the rooftops of a small village protrude, some adorned 
  with strange weather vanes and arcane ornaments.
  The children’s FATHER appears around a bend in 
  the trees, walking along the path with a toolkit in one 
  hand. The kids run to him when they see him.
    
   
  DAVID & KATIE
   
  Daddy!
  He drops his toolkit and scoops the kids up into his 
  arms.
    
   
  FATHER
   
  What are you two doing out here?
    
   
  KATIE
   
  Waiting for you.
    
   
  FATHER
   
  All the way out here?
    
   
  KATIE
   
  Momma told us what path you’d be on.
    
   
  FATHER
   
  Did she now?
    
   
  DAVID
   
  Yep.
    
   
  FATHER
   
  Well next time why don’t you wait for 
  me a little closer to the house? You 
  know these woods aren’t safe.
    
   
  DAVID & KATIE
   
  Yes daddy.
  
  12
    
   
  FATHER
   
  There you go. That’s it.
  He pats her on the head as she cradles her doll.
  Little David looks down at his toy soldiers, despondent.
    
   
  DAVID
   
  I can’t ever make mine work.
    
   
  FATHER
   
  It’s OK, David, you’ll get it one day.
  He kneels down and holds the toy soldiers for a 
  second, CHARGING them up. He sets them in front 
  of David and they march, chanting ‘One-Two-Three-
  Four!’
  David smiles up at his father.
    
   
  FATHER (CONT’D)
   
  Now, my little soldier, we need to march 
  on home, or we’ll be late for supper. 
  Come on Katie, you too.
    
   
  KATIE
   
  I’ll be right there, daddy.
  She runs to catch up as they walk towards town. The 
  dark forest looms behind her.
  INT. RUSTIC HOME – DINING ROOM – NIGHT
  The family sits down to a late supper by the light of a 
  MAGIC LAMP. Mother and father, brother and sister, 
  they clasp hands and say grace before beginning to 
  eat.
  EXT. FOREST – OUTSIDE VILLAGE – NIGHT
  It is a clear, moonlit night. The sounds of BIRDS and 
  INSECTS fill the trees.
  All goes quiet.
  Faint lines of ENERGY cross in the forest. They are 
  visible in brief FLASHES of blue/white light.
  A RIFT slowly opens where they cross. It unzips the 
  fabric of space and reality. An alien dimension of 
  YELLOW SKIES and RED TOWERS is visible through 
  the shifting portal.
  CREATURES begin to emerge. Carapaced, snarling, 
  four-legged demons followed by equally frightening 
  humanoid masters.
  They set off towards the village.
  INT. RUSTIC HOME – DINING ROOM
    
   
  MOTHER
   
  So I see my little helpers found you out 
  on the road?
    
   
  FATHER
   
  Yes they did. But you shouldn’t let them 
  run off like that.
    
   
  MOTHER
   
  It’s just down the path, dear.
    
   
  KATIE
   
  Yeah, daddy. We can see the house 
  from the path.
    
   
  FATHER
   
  Still, you know how dangerous those 
  woods can be.
    
   
  MOTHER
   
  Only at night, honey. You remember 
  what I told you? About worrying about 
  everything?
    
   
  FATHER
   
  I suppose you’re right.
  She leans over and kisses her husband.
    
   
  DAVID
   
  Ewww.
  They smile.
  There is a CRASH outside. Something HOWLS.
  The father jumps out of his seat and looks out the 
  window.
    
   
  MOTHER
   
  Brian, what is it?
    
   
  FATHER
   
  I don’t know, hang on.
  
  13
    
   
  MOTHER
   
  What is it?
  His expression changes to one of terror.
    
   
  FATHER
   
  Let’s go! We need to go now!
  They grab the frightened children and rush out.
  EXT. VILLAGE – NIGHT
  The village BURNS, buildings lit up by flames and the 
  faint light of the moon. Desperate VILLAGERS flee, 
  clutching children or valuables. SCREAMS can be 
  heard in the distance.
  The family runs between flaming buildings, pulling the 
  kids along. From out of the darkness, an EVIL SHAPE 
  appears: a blackened demon wielding a menacing 
  spine-mace.
    
   
  FATHER
   
  Go! Just go!
    
   
  MOTHER
   
  Brian! No!
  He pulls a shotgun on the creature, FIRING point 
  blank into its chest. The demon LAUGHS, unfazed.
    
   
  FATHER
   
  Go!
  The mother takes each child by the hand and runs, 
  sobbing. David looks back as the demon closes in on 
  his father.
  His father FIRES again and again into the creature. 
  It strides invincibly through the gunshots and pockets 
  of fire, clubbing Brian with the mace and sending him 
  sprawling.
  The last thing David sees is the demon knelt over his 
  father’s corpse. It raises its head, HOWLING up at the 
  sky with bloody jaws.
  The remaining three go on, hurrying through the center 
  of town. DEMONS stalk the fleeing REFUGEES, 
  snagging unfortunate victims from amongst the crowd.
  They reach a field beyond the village proper. The 
  cover of the forest is only a hundred feet away, but 
  more hideous DEMONS appear, chasing villagers out 
  into the open.
  One particular monster lopes on all fours towards an 
  elderly COUPLE who fall behind the rest. The creature 
  rears up, ROARING as it nears its prey. Helpless, 
  terrified, they fall to the ground, holding each other.
  Suddenly, a BURST of rail gun rounds rips into the 
  monster. It topples backwards, GURGLING death 
  throes. Two PA-06A SAMAS suits rocket overhead, 
  strafing as they go. They are armored flying 
  exoskeletons with stubby wings and jet engines.
  The mother and her children near the safety of the 
  forest. One MONSTER rushes at them, scattering the 
  family. David runs off into the woods, his mother and 
  sister forced in the opposite direction.
  Another demon continues after them while David runs 
  from the original attacker.
  In the forest, David manages to stay ahead of the 
  demon, slipping under branches and through small 
  gaps in the trees.
  The demon crashes right through them, finally 
  reaching one long arm out and grabbing hold of the 
  boy.
  It prepares to devour its victim, jaws dripping, teeth 
  gnashing, when it pauses and looks off into the woods.
  CLOSE-UP on the barrel of a C-27 PLASMA 
  CANNON. PLASMA BLASTS burn into the demon’s 
  hide.
  From the shadows a squad of COALITION SOLDIERS 
  appears, clad in old-style black armor. The monster 
  drops David, turning to face its new attackers.
  It bats one soldier aside with a massive forearm, 
  but the rest of the squad advance steadily, pumping 
  BEAM after BEAM into the creature. It dies slowly, 
  SQUEALING and HISSING.
  A SERGEANT approaches David, slinging his rifle 
  and dropping to one knee.
    
   
  SERGEANT
   
  Are you alright, little guy?
  David stares past him at the demon. One of the CS 
  
  14
  grunts kicks the creature to be sure that it’s dead. The 
  sergeant removes his helmet, looking David in the 
  eyes.
    
   
  SERGEANT (CONT’D)
   
  Did they get your family?
  David just nods, too stunned for words.
    
   
  SERGEANT (CONT’D)
   
  It’s OK. You’re safe now.
  He picks David up.
    
   
  SERGEANT (CONT’D)
   
  Secure the area, I’m gonna get him 
  back to the CP.
    
   
  GRUNT
   
  Sir.
  The sergeant approaches the treeline and stops, 
  hearing something. A four-legged DEMON charges 
  down the dark road before them towards a line of CS 
  GRUNTS forming a roadblock.
  The soldiers ready their weapons and aim but do not 
  shoot.
  Four large RAIL GUNS open fire out of the darkness, 
  cutting down the charging demon. Soldiers activate 
  floodlights, 
  revealing 
  four 
  intimidating 
  UAR-1 
  ENFORCERS blocking the road: twenty-foot tall, 
  skull-faced combat robots.
  The sergeant exits the woods as the robots march 
  past, towards the village. A SQUAD OF CS GRUNTS 
  follows after them.
  The sergeant proceeds down the road to find a half-
  dozen idling APCs with SOLDIERS milling about.
  Under one of the floodlights the CS COMMANDER is 
  studying a map of the area. The sergeant approaches, 
  setting David down.
    
   
  SERGEANT
   
  The woods are clear, sir. Seems like 
  we caught most of them pursuing the 
  locals out of the village.
    
   
  COMMANDER
   
  Good. Estimate a kill count and pack 
  things up.
   
   
  (looks at David)
   
  You make a friend out there, sergeant?
    
   
  SERGEANT
   
  Found him in the woods, sir. The 
  demons got his family.
    
   
  COMMANDER
   
  Dump him with the rest of the refugees. 
  We’ve got a town full of magic users 
  here. These people are on their own. 
  Fools probably opened the Rift that 
  these things came through.
  He gestures to a pile of demon bodies. A SOLDIER is 
  dousing them in gasoline. David grabs the sergeant’s 
  hand and squeezes it.
    
   
  SERGEANT
   
  His family is gone, sir. He doesn’t have 
  anybody. At least let me get him back 
  to Chi-Town where he can have a 
  chance.
    
   
  COMMANDER
   
  Do what you have to do, sergeant. 
  He’s your responsibility.
    
   
  SERGEANT
   
  Thank you, sir.
  The sergeant salutes and picks up David, walking 
  towards the APCs. SQUADS of men are returning to 
  the vehicles.
    
   
  SERGEANT (CONT’D)
   
  Everything’s alright now. We’re gonna 
  get you back to the city, and then I’m 
  gonna find someone to take care of 
  you.
  He enters the APC, settling into one of the jumpseats 
  with David on his lap.
  Outside, the sun begins to rise as the APCs roll away 
  one at a time, the Enforcers following after. They 
  leave behind a crowd of refugees and the SMOKING 
  remains of their village. David’s mother and sister 
  search amongst the survivors.
    
   
  MOTHER
   
  David?! David?!
  
  15
  FADE OUT.
  OPENING CREDITS
  FADE IN:
  EXT. OUTSIDE CLUB – CHI-TOWN ‘BURBS – 
  NIGHT
  It is a rain-slicked night in “the ‘Burbs,” the high-tech 
  urban slum that has grown up around the CS capital 
  of Chi Town.
  The BOUNCER at the club’s door uses a bionic eye 
  implant to scan IDs. He steps out of the way as the 
  door is flung open.
  AMANDA, early 20s, attractive, kinda drunk, emerges. 
  With her are two other GIRLS along with WRIGHT 
  and CARTER, young CS soldiers in civilian clothes.
    
   
  AMANDA
   
   
  (to bouncer)
   
  Sorry!
   
   
  (looks back inside)
   
  Come on David, we’re leaving!
  David, now in his 20s, says his goodbyes and follows 
  them out. Dressed casually, he also has the short 
  haircut and fit build of a Coalition soldier. He puts an 
  arm around Amanda.
    
   
  DAVID
   
  So what’d’ya think? The ‘Burbs good 
  enough for a Friday night?
    
   
  AMANDA
   
  It was OK, but I don’t understand why 
  we can’t just stay in the city.
    
   
  DAVID
   
  Oh come on. You gotta get out every 
  now and then. You can see the stars 
  out here. You can breathe.
    
   
  WRIGHT
   
  And the drinks are so much cheaper.
  They continue down a side street, passing BEGGARS, 
  PROSTITUTES and WEIRDOS. Lanes of HOVER 
  VEHICLES pass back and forth overhead, just a 
  trickle of nighttime traffic.
    
   
  AMANDA
   
  It’s just... I don’t know. It’s weird.
  A HOODED STRANGER hurries past them. In the 
  GLOW of the streetlights and neon the stranger’s 
  alien eyes are momentarily visible.
  Amanda squeezes David’s hand tightly.
    
   
  AMANDA (CONT’D)
   
  You see? Was that guy even human?
    
   
  DAVID
   
  I don’t know. You want me to ask him?
  Carter drunkenly grabs a discarded cup from the 
  street, turns and tosses it at the stranger.
    
   
  CARTER
   
  Hey you! You a D-Bee? You from 
  around here?
  The stranger’s eyes FLARE yellow and it turns to 
  scurry away.
    
   
  AMANDA
   
  I told you! An alien, just walking 
  around the ‘Burbs like we can’t tell the 
  difference.
    
   
  DAVID
   
  Huh. Guess you were right.
    
   
  AMANDA
   
  Well? Aren’t you going to do something?
    
   
  DAVID
   
  What do you want me to do? Arrest 
  him? I’m a soldier, not a cop.
    
   
  AMANDA
   
  But what if he does something?
    
   
  DAVID
   
  Honey, these are the ‘Burbs. Shit 
  happens. If he really is a Dimensional-
  Being then he’ll get picked up at some 
  point.
    
   
  WRIGHT
   
  Can’t hide from the Dog Packs forever.
  
  16
    
   
  AMANDA
   
  It just doesn’t seem right.
    
   
  DAVID
   
  It’s the way it is.
    
   
  CARTER
   
  Come on, I know a shortcut.
  They head down an alley, a bit dark and foreboding.
  A HOMELESS MAN sits against one wall, graffiti is 
  plastered across the other. It reads ‘DEATH TO THE 
  EMPEROR.’
    
   
  GIRL 1
   
  They trained you to read in the Army, 
  right? What does that say?
    
   
  WRIGHT
   
   
  (in disgust)
   
  Pff, nothing.
  They pass an open steel door. Inside, an improvised 
  operating room is set up. A MAN lays on a table under 
  anesthesia while a “DOCTOR” stands over him with 
  a hacksaw in hand and a cigarette clenched between 
  his teeth.
  An ASSISTANT near the door is emptying a bin full 
  of severed hands, arms and legs into a trash bag. He 
  shoves the bag into the alley and slides the door shut, 
  glaring at the revelers.
    
   
  AMANDA
   
  Oh my God.
    
   
  GIRL 2
   
  Are you sure this is the right way?
    
   
  VOICE
   
  That’s a good question.
  A figure emerges from the shadows, a big CYBER-
  SNATCHER with a bionic arm. From behind the group 
  two more CYBER-SNATCHERS appear, blocking 
  their escape.
    
   
  CYBER-SNATCHER 1
   
  Chi-Town folk.
    
   
  CYBER-SNATCHER 2
   
  Must be lost.
    
   
  CYBER-SNATCHER 1
   
  Must be. I tell you what, why don’t you 
  just empty your wallets and purses 
  and we’ll point you back in the right 
  direction?
    
   
  DAVID
   
  We’re Coalition soldiers. Let us pass.
    
   
  CYBER-SNATCHER 1
   
  Soldiers ey? Then we’re definitely 
  taking your money. Let’s go, give it up.
  The Cyber-Snatcher pulls out a Vibro-Knife. He flicks a 
  button on the handle and the blade HUMS ominously. 
  The girls gasp.
    
   
  DAVID
   
  Fine. Have it your way.
  He begins to remove his jacket.
    
   
  CYBER-SNATCHER 3
   
  No sudden moves, soldier boy.
    
   
  DAVID
   
  I can’t reach my wallet with this damn 
  jacket on. It’s OK.
  David removes the jacket and carefully folds it over 
  his arm. A grinning Coalition skull tattoo is revealed on 
  his bicep with the words ‘SPECIAL FORCES’ beneath 
  it.
  David feigns reaching into his pocket and then flings 
  his jacket into the first Cyber-Snatcher’s face.
  The Cyber-Snatcher slashes with the Vibro-Knife and 
  the leather jacket splits like it was tissue paper. David 
  is right behind it, though, and shoves the Cyber-
  Snatcher’s head into the wall. He grabs an arm, twists, 
  and suddenly the Vibro-Knife is in David’s hand.
  Behind them, Wright and Carter turn on the other 
  would-be muggers. The Cyber-Snatchers don’t stand 
  a chance against the highly-trained Coalition special 
  forces.
  David stands over the first Cyber-Snatcher. He side-
  steps as the Snatcher flails out with his bionic arm, 
  tearing bricks out of the wall. The Cyber-Snatcher 
  stands and David slices down with the Vibro-Knife, 
  severing the bionic arm.
  
  17
  The Cyber-Snatcher staggers off holding his arm 
  socket as SPARKS shoot out. The others have already 
  run for it.
    
   
  DAVID (CONT’D)
   
  At least now you can get an upgrade!
  David takes the Vibro-Knife and throws it at the brick 
  wall. It embeds itself in the brick, too deep to be 
  removed.
    
   
  DAVID (CONT’D)
   
  Do you believe that?
    
   
  WRIGHT
   
  That’s what we get for slumming!
    
   
  CARTER
   
  You see me back there?
   
   
  (mimes a few punches)
   
  Captain Pearce would be proud.
    
   
  AMANDA
   
  You guys are amazing!
    
   
  DAVID
   
  Gotta try to keep order out here in the 
  ‘Burbs.
  He says it as they leave the alley and approach a 
  checkpoint leading inside the massive fortress city of 
  Chi-Town. It is a man-made mountain of concrete and 
  steel illuminated in the moonlight. SENTRIES check 
  ID cards; in the background a pair of GRUNTS wrestle 
  an UNDESIRABLE out of the LINE.
  A bitter, matter-of-fact, middle-aged SENTRY in a 
  glass booth deals with a tattooed STREET THUG in 
  front of them.
    
   
  SENTRY
   
  Well sir, you’re all set – except for one 
  thing.
    
   
  STREET THUG
   
  What’s that?
    
   
  SENTRY
   
  This card is a fake and I’m afraid you’re 
  under arrest. Steve! Terry!
  ‘STEVE’ and ‘TERRY,’ two hulking CS grunts in full 
  armor, appear and grab the street thug.
    
   
  STREET THUG
   
  Help! Help!
    
   
  SENTRY
   
  Next. ID cards, please.
  Their special forces clearance appears on his terminal. 
  The whole interface is simple and visual; no words. 
  Virtually all CS citizens are kept illiterate.
    
   
  DAVID
   
  How’s your night going, sergeant?
    
   
  SENTRY
   
  Just the usual late shift, sir. A whole 
  lotta boring. Thought we caught a 
  vampire trying to sneak in earlier but 
  it turned out the guy just had a vitamin 
  deficiency.
    
   
  DAVID
   
  Better safe than sorry. You keep up the 
  good work.
    
   
  SENTRY
   
  Ever vigilant. Next. ID cards please.
  He yawns as they go on their way.
  The group continues down a massive concrete 
  concourse. Even at this hour there is a steady flow 
  of FOOT TRAFFIC. Small ELECTRIC TRUCKS and 
  TAXIS whir back and forth.
  They approach a bank of elevators.
    
   
  CARTER
   
  You guys coming back to quarters?
    
   
  AMANDA
   
   
  (cuts off David)
   
  No, we’re going up to level 41.
  They exchange good-byes and Amanda pulls David 
  towards a different elevator.
    
   
  DAVID
   
  So are we going to one of your friends’ 
  units, or what?
    
   
  AMANDA
   
   
  (playfully)
   
  No...
  
  18
    
   
  DAVID
   
  You know we can’t go to your dad’s 
  place – not this late. You might be his 
  little princess but I’ve gotta stay on the 
  man’s good side if I’m going to work for 
  him someday.
    
   
  AMANDA
   
  My dad...is in Iron Heart on business.
    
   
  DAVID
   
  Really?
  EXT. CHI-TOWN – EXECUTIVE APARTMENT – 
  BALCONY – NIGHT
  David stands on the balcony high above the most 
  prosperous section of the ‘Burbs. He sips his drink as 
  a pair of SKY CYCLES zip by. This is the good life.
    
   
  DAVID
   
  I don’t think I’ve ever seen a view quite 
  like this one.
    
   
  AMANDA
   
  This is how daddy likes to live. We’re 
  only two levels below the emperor’s 
  basement.
    
   
  DAVID
   
  Really?
    
   
  AMANDA
   
  Yeah, part of it extends down into 43.
    
   
  DAVID
   
  No way.
  Amanda puts her arms around him.
    
   
  AMANDA
   
  Once you get out of the army, we’ll get 
  a place just like this down on level 39 
  or 40.
    
   
  DAVID
   
  Keep dreaming, honey. You know how 
  long the waiting list is for spots on the 
  upper levels.
    
   
  AMANDA
   
  Oh David, you can be so cute 
  sometimes. Dad knows lots of people. 
  We won’t have to wait on any list.
  She rests her head on his shoulder. They are safe, far 
  from the horrors that the Rifts have brought into the 
  world.
  FADE OUT.
  FADE IN:
  EXT. NEAR XITICIX HIVE – NORTH OF TOLKEEN 
  RUINS – NIGHT
  A dozen FIGURES huddle near a strange tower, 
  kind of a giant termite mound. In the distance are a 
  few other towers, much larger. XITICIX WARRIORS 
  hover around them, giant insectsthat are just ominous 
  specks from this far off.
  At the small tower’s side, HOLT, an armor-plated 
  cyborg, grinds through the tough hive wall with a rock-
  drill built into one arm.
  The others keep watch: KAYLA, an attractive and 
  sharp-eyed young Mystic and COPELAND, clad in 
  the robes and gas mask of a Ley Line Walker. With 
  them are MASON and another JUICER, chemically 
  augmented commandos sporting drug-administering 
  Bio-Comp harnesses, as well as two purple-skinned 
  aliens:
  GINOEK and SYRTA, his mate. A few other 
  RESISTANCE SOLDIERS round out the group.
    
   
  SOLDIER
   
  This is crazy.
  RAMSEY and several more SOLDIERS arrive. 
  Ramsey is a wild eyed older man in sorcerer’s robes.
    
   
  RAMSEY
   
  Crazy? This is a new hive. This is our 
  only chance. You know how fast the 
  Xiticix breed.
    
   
  SOLDIER
   
  Let the Coalition deal with it. It’s not our 
  problem anymore.
  
  19
    
   
  RAMSEY
   
  Until every last refugee is out of the 
  city... until every sacred artifact is 
  recovered, we keep fighting. You know 
  that.
    
   
  SOLDIER
   
  Just thought we’d be fighting the 
  Coalition, not the Ticks.
    
   
  RAMSEY
   
  You’ll play your part, just you wait.
  Ramsey moves on down the line.
    
   
  SOLDIER
   
  Who the hell put him in charge?
    
   
  KAYLA
   
  After the city fell, he was the only one 
  of the commanders brave enough to 
  stay behind.
    
   
  SOLDIER
   
  Crazy enough.
  The soldier turns away. Mason leans in towards Kayla.
    
   
  MASON
   
  You sure this guy knows what he’s 
  doing, Kayla?
    
   
  KAYLA
   
  I wouldn’t be here if I wasn’t.
    
   
  COPELAND
   
  He’s the most powerful mage left in the 
  city. If anyone can pull this off, it’s him.
    
   
  MASON
   
  I hope you’re right. Because once 
  we’re inside the ant farm he’s our only 
  way out.
  Ramsey approaches the cyborg, Holt.
    
   
  RAMSEY
   
  Are we in yet?
    
   
  HOLT
   
  Almost, sir.
  Holt’s drill breaks through.
    
   
  HOLT (CONT’D)
   
  Good to go.
    
   
  RAMSEY
   
  Alright you four. Just like we practiced.
  The Juicers and Kayla hook rappelling gear to the 
  breach and lower themselves down. Copeland floats 
  down after them using his magic. Fat, white LARVAE 
  dot the tower’s interior.
  They reach the bottom, an underground chamber, its 
  walls lined with glowing fungi.
  A pair of Xiticix WORKERS scrape fungus from the 
  walls. The Juicers swiftly kill them with silenced 
  weapons, pile the bodies out of sight and take up 
  guard positions.
  Kayla pops a FLARE, filling the tunnel with BLUE 
  LIGHT.
  SURFACE
  Ramsey sees the signal.
    
   
  RAMSEY (CONT’D)
   
  We’re inside. Let’s keep it moving.
  Ginoek and Syrta hoist the lines back up.
  Ramsey and a soldier drop right into the breach like 
  divers dropping off the side of a boat. They plummet 
  down the tunnel, seemingly to their deaths.
  Kayla and Copeland ‘catch’ them with their magic, 
  setting them down gently.
  Ramsey dusts himself off and assists them in catching 
  the remaining team members.
  SURFACE
  Ginoek hooks all three lines to Holt and takes one last 
  look at the hives in the distance before he and Syrta 
  drop into the breach.
  UNDERGROUND CHAMBER
  The magic users catch Ginoek and Syrta and lower 
  Holt slowly to the ground. Soldiers unhook the lines 
  
  20
  from him and the team moves on. The last soldier has 
  a spray device connected to a backpack-mounted 
  tank. He covers their scent trail as they move deeper 
  into the hive.
  The next chamber is a route for egg-laden WORKERS 
  and a few WARRIORS, four-armed insects as tall as 
  a man carrying crude weapons made of excreted 
  resin. The team SHOOT those they come across with 
  silenced weapons and duck quickly into a side tunnel.
    
   
  RAMSEY (CONT’D)
   
  Charges!
  Soldiers ring the tunnel with explosives as more 
  XITICIX WARRIORS appear.
  The others give them COVER FIRE as they finish up 
  and fall back. A soldier activates a detonator and the 
  bombs COLLAPSE the tunnel on top of the pursuing 
  Xiticix.
    
   
  RAMSEY (CONT’D)
   
  Let’s go!
  He is already pushing on, Juicers scouting the tunnel 
  ahead.
  They stop a hundred yards further on.
    
   
  RAMSEY (CONT’D)
   
  This is it.
  Holt kneels down and begins drilling into the ground.
  Ramsey points and the rest of the team take up guard 
  positions while a few set another series of explosives.
  The soldier with the spray-device follows, looking 
  down at the tunnel floor. He looks up – right into the 
  face of a snarling XITICIX SUPER-WARRIOR, venom 
  dripping from its jaws, six twitching arms reaching 
  outward.
  The soldier, stunned by fear, gingerly extends the 
  sprayer and harmlessly squirts the giant insect. It 
  fusses for a second and then rips him to shreds.
    
   
  RAMSEY (CONT’D)
   
  Blow it! Now!
  Another soldier activates the charges, partially 
  COLLAPSING the tunnel. Two of the sappers are 
  caught in the blast.
  The Super-Warrior scrapes at the small remaining 
  opening, SCREAMING OUT for prey.
  Ramsey shoots a stream of MAGIC ENERGY at the 
  ceiling, filling in the rest of the gap.
  Holt is now standing up to his shoulders in an 
  excavated hole, the rock-drill shooting up dirt and 
  stone chips. He finally breaks through and falls down 
  into the chamber below.
  Holt slams into the ground and pulls himself back to 
  his feet as others drop in from above.
  Looming over them at the end of the chamber is the 
  XITICIX QUEEN, flanked by attending WORKERS. 
  Only partially mature, she is still an enormous beast 
  with a swollen abdomen, eggs being carried off by 
  NANNIES.
  Ramsey points in each direction and the team spreads 
  out. Holt disconnects the huge rock drill from his arm 
  and casually discards it. He takes out a replacement 
  hand, screws it on and tests his fingers. The ‘Borg 
  grabs a rail gun attached to his back and works the 
  bolt. He nods.
  XITICIX WARRIORS are starting to show at the 
  entrances to the Queen’s chamber.
    
   
  RAMSEY (CONT’D)
   
  Get the Queen! I’ll handle the others!
  The troops riddle the Queen’s attendants with 
  GUNFIRE and begin to focus on her.
  Ramsey chants, MAGIC ENERGY crackling in the 
  air around him. He casts a spell and ILLUSIONS of 
  the team begin to appear, mystic holograms. The 
  confused Xiticix attack the doubles, their jaws and 
  weapons piercing thin air.
  Ramsey makes more and more ILLUSIONS, pausing 
  just for a second to zap a Xiticix Warrior that gets too 
  close with a BOLT OF ENERGY from one hand.
  The Queen writhes in frustration as she is peppered 
  with LASERS and rail gun ROUNDS.
  The ammo belt feeding into Holt’s rail gun runs out 
  and the weapon repeatedly DRY FIRES. He ditches 
  the gun and approaches the Queen menacingly.
  Mason glances at his fellow Juicer, who nods. They 
  
  21
  shoulder their rifles and rush at the Queen.
  Holt charges in and the Queen backhands him 
  viciously. The ‘Borg latches onto her arm, though, 
  holding fast as she tries to shake him free.
  The Juicers attack with pistols and Vibro-Knives, 
  acrobatically avoiding the Queen’s flailing limbs. Holt 
  is finally thrown loose.
  Nearby, Kayla dodges a Xiticix Warrior’s attacks 
  before Copeland cooks it with MAGIC ENERGY. A 
  man-at-arms near them is picked out of the crowd of 
  magic doubles and torn apart.
    
   
  KAYLA
   
  Not gonna fool ‘em for much longer.
    
   
  COPELAND
   
  Come on!
  ON QUEEN
  The two Juicers stare down the Queen. She ROARS 
  and charges at them. They leap in different directions.
  Mason jumps on her back and is quickly plucked off 
  and thrown aside. She turns and is suddenly face-to-
  face with the other Juicer. He cracks his knuckles and 
  steps forward.
  He uses his enhanced speed to block attacks from all 
  four of the Queen’s arms. He manages to keep up for 
  a while, but her snapping jaws catch him off guard. 
  She grabs hold of him with her lower set of arms and 
  bites his upper torso right off.
    
   
  MASON
   
  Noooo!
  He races at the Queen and leaps onto her back. 
  Climbing onto her head he plunges a Vibro-Knife into 
  one eye and jumps clear.
  The Queen stumbles about in agony. Copeland 
  and Kayla appear and begin jolting her with MAGIC 
  ENERGY and FLAME.
  The Queen tries to back away but Ramsey is right 
  behind her, face lit with cold rage. He focuses his 
  power and delivers the deathblow with a pulse of 
  MAGIC ENERGY.
    
   
  RAMSEY
   
  Now! Hold them back!
  The soldiers turn their FIRE on the vengeful Xiticix 
  Warriors who have fought their way through the magic 
  illusions.
  Holt climbs atop the Queen’s corpse, ripping through 
  her armored plates, fishing around in her guts. Ramsey 
  waits beside him, removing some kind of specialized, 
  airtight container from his cloak.
  A soldier approaches him and grabs his shoulder.
    
   
  SOLDIER
   
  What the hell are you doing? We need 
  to teleport out of here, now!
  Ramsey electrocutes him with MAGIC ENERGY, rage 
  flashing in his eyes. He opens the container as Holt 
  extracts a pair of noxious, fuming green glands.
  NEARBY
    
   
  COPELAND
   
  What’s taking so long?
  Kayla turns to check and sees Ramsey sealing up the 
  glands.
    
   
  KAYLA
   
  What are you doing? We’re done here! 
  Let’s go!
  Ramsey looks up, over at her and Copeland.
    
   
  RAMSEY
   
  There’s no other way. You know every 
  ritual demands a sacrifice.
  He prepares a spell and suddenly TELEPORTS 
  himself and Holt away to safety.
    
   
  KAYLA
   
  No...
    
   
  GINOEK
   
  What?
    
   
  KAYLA
   
  He left us?
  
  22
    
   
  SYRTA
   
  What?
    
   
  KAYLA
   
  He left us! Let’s go! We gotta run!
  She pulls Copeland away from the firing line and they 
  run for their lives. The rest of the soldiers are beginning 
  to notice that something is wrong. Confusion sets in 
  as they see Ramsey is gone and the Xiticix are closing 
  in.
  The defensive falls apart. Those who don’t follow 
  Kayla and Copeland into the tunnels are cut down 
  where they stand.
  Xiticix Warriors flood the chamber. The Super-Warrior 
  pushes through them, SCREECHING its rage.
  Ginoek helps Syrta to her feet and they run. Mason 
  blazes right past them.
  Kayla twists and turns through the tunnels, breathing 
  hard, Copeland struggling to keep up. Other soldiers 
  behind them are caught by Xiticix appearing right out 
  of the walls.
  She reaches a side chamber and pulls Copeland in 
  after her.
    
   
  COPELAND
   
  Can you boost my power?
    
   
  KAYLA
   
  I can try.
  He begins summoning up a spell.
  Ginoek and Syrta stay just ahead of the Super-Warrior, 
  its claws scraping against the walls behind them.
  Mason reaches Kayla and Copeland.
    
   
  MASON
   
  Get us out of here!
  He turns back and waves for Ginoek’s attention.
  Ginoek heads for the side chamber. The Super-
  Warrior grabs Syrta at the last second and pulls her 
  away just as the teleportation spell is COMPLETE. 
  Ginoek reaches out but it is too late.
  XITICIX NURSERY
  Kayla, Copeland, Mason and Ginoek APPEAR within 
  a nursery chamber. A fat GRUB snacks on a human 
  corpse. It looks up at them and SQUEALS. Ginoek 
  grabs Copeland.
    
   
  GINOEK
   
  Where is she!? Where is she!?
  Kayla pulls him away.
    
   
  KAYLA
   
  She’s gone! There’s nothing you can 
  do!
  Copeland teleports them again and they DISAPPEAR.
  EXT. OUTSIDE XITICIX HIVE – SUNRISE
  The team REAPPEARS. Ginoek turns for the hive, 
  but Mason restrains him.
    
   
  GINOEK
   
  Let go! Let me go!
    
   
  MASON
   
  It’s over!
  Ginoek slips out of his grasp.
  A thunderous BUZZING emanates from the distant 
  hive towers. Flights of XITICIX begin pouring out, 
  swarming into the sky.
  Ginoek stops in his tracks, staring up in awe.
    
   
  KAYLA
   
  Come on.
  They turn and escape off into the woods.
  FADE OUT.
  FADE IN:
  EXT. SKIES ABOVE TOLKEEN – DAY
  A massive DEATH’S HEAD TRANSPORT soars 
  through the air. It is a huge, black cargo aircraft with a 
  
  23
  stoic skull face.
  The ruins of Tolkeen fill the horizon. Once a city built 
  by the power of magic, its impossible, mythic towers 
  now lay in ruins after a sustained Coalition siege.
    
   
  PILOT (O.S.)
   
  Be advised we are inbound to Forward 
  Base 21, ETA zero-five minutes. 
  Repeat, zero-five minutes. Crew and 
  personnel prepare for landing.
  INT. DEATH’S HEAD TRANSPORT
  David, Wright and Carter sit in the personnel section, 
  accompanied by a few SPECIALISTS, VEHICLE 
  CREW and a CHAPLAIN. They fly casually with their 
  helmets in their laps, wearing the distinct armor of the 
  Coalition Special Forces.
  In the lofty cargo hold in front of them are a handful 
  of TANKS and POWER ARMOR SUITS secured 
  carefully to the deck, along with a single giant COMBAT 
  ROBOT. A platoon of GRUNTS are lined against each 
  bulkhead in the cheap seats.
    
   
  CARTER
   
  So how was last night?
    
   
  DAVID
   
  Alright.
    
   
  WRIGHT
   
  Just “alright”?
    
   
  DAVID
   
  Well, I was gonna go AWOL and run 
  off to Free Quebec with Amanda, but 
  I knew how much trouble you guys 
  would be in without me. And my French 
  is awful.
    
   
  CARTER
   
  Yeah right. I’m just surprised you 
  actually made it in on time this morning.
    
   
  WRIGHT
   
  I’m surprised any of us made it in on 
  time this morning.
    
   
  DAVID
   
  That’s why we’re special forces. We 
  perform under adverse conditions. 
  Outnumbered, outgunned...hung over.
    
   
  WRIGHT
   
  Depleted sex drive.
  They chuckle.
  Simultaneously, monitors within the hold switch on. 
  The passengers and troops turn towards them.
    
   
  DAVID
   
  What’s this? In-flight movie?
    
   
  WRIGHT
   
  Oh! I totally forgot. The emperor’s 
  address is today.
  The Coalition flag is emblazoned across the screen. 
  It is replaced by live footage of Chi-Town, where a 
  military parade marches through the more affluent 
  sections of the ‘Burbs towards the fortress city itself.
  EXT. BURBS – OUTSIDE CHI-TOWN – SAME TIME
  ISS POLICE AGENTS in old-style Dead Boy armor 
  shoo HOMELESS PEOPLE away as the emperor’s 
  procession approaches. Cheering CS CITIZENS line 
  the streets, many of them with tiny Coalition flags.
  CLOSE-UP ON EMPEROR PROSEK
  Riding in the middle of the procession atop a hulking 
  LINE BACKER TANK is EMPEROR KARL PROSEK 
  and his son and heir, JOSEPH PROSEK. The emperor 
  waves to the crowd. He is an extremely dignified and 
  charismatic figure, mid-50s, dark hair with streaks of 
  gray at the temples.
  A reviewing stand waits at the end of the parade 
  route, occupied by a few GENERALS and a handful 
  of wounded SOLDIERS with medals. Several sport 
  cybernetic replacement limbs.
  The tank pulls up to the stand and the emperor and his 
  son climb out. They shake hands with the wounded 
  soldiers and the brass before Prosek takes to the 
  podium. He waits for the thunderous APPLAUSE to 
  stop before beginning to speak.
    
   
  EMPEROR PROSEK
   
  Citizens of the Coalition States! 
  Brothers and sisters! Fellow humans! 
  
  24
  As I stand here today I have never 
  been prouder of our men and women 
  in uniform. The once-great city of 
  Tolkeen now lies in ruins; a warning to 
  the enemies of man that collude with 
  aliens and demons from the Rifts. The 
  Coalition will not sit idly by while you 
  threaten our borders. We shall resist 
  you at every turn – with our honor, our 
  bravery, our strength. For only together 
  can we stand against the storm. Only 
  together can we reclaim our world. 
  We may all breathe easier knowing 
  that one more nation of magic users 
  has been wiped from the face of the 
  Earth. Our Earth. But our enemies 
  abound, and now, more than ever, 
  we must advance on all fronts – and 
  never retreat. Today we have liberated 
  our neighbors in Minnesota from the 
  tyranny of magic, tomorrow – will be 
  all of America! People of the Coalition 
  States, our time is now! Our mission in 
  Tolkeen – is complete!
  The crowd erupts in renewed APPLAUSE.
  DEATH’S HEAD TRANSPORT
  Some of the grunts along the hold’s sides HOOT and 
  CHEER.
  David, Wright and Carter just look at each other.
    
   
  WRIGHT
   
  Mission complete? Then why the hell 
  are we going back to the front?
  Red LANDING LIGHTS come on inside the hold. 
  Through the window behind them the terrain moves 
  weirdly as the huge aircraft slows, comes to a hover, 
  then descends. The red lights TURN GREEN.
    
   
  PILOT (O.S.)
   
  Arrival at Forward Base 21. Off loading 
  – depart to the left.
    
   
  DAVID
   
  Come on.
  The troops disembark while CREWMEN man the 
  robot and power armor suits before following the 
  infantry out.
  On the right, CASUALTIES are already coming in: CS 
  grunts and Dog Boys limping or on stretchers along 
  with damaged POWER ARMOR SUITS and even 
  a few COFFINS draped with COALITION FLAGS. 
  David and his friends don’t even seem to notice.
  EXT. FORWARD BASE 21
  Forward Base 21 is a defensive perimeter ringed with 
  RAZOR WIRE and WATCHTOWERS. A few dozen 
  collapsible BUILDINGS and a large VEHICLE DEPOT 
  sit protected by a handful of concrete bunkers. A 
  column of APCs roll by, stirring up DUST. In the 
  distance the ruined city of Tolkeen stands.
    
   
  WRIGHT
   
  Home sweet home.
  An assortment of D-BEES are lined up, waiting to 
  be loaded onto prison trucks. Aliens of all shapes 
  and kinds, many are slumped hopelessly against a 
  concrete wall; one or two weep openly. SENTRIES 
  march up and down the line, rifles slack.
  Brushing by the D-Bees, David, Wright and Carter 
  enter one of the buildings. Inside, CAPTAIN PEARCE 
  is standing in front of a map of the city, SPECIAL 
  FORCES TROOPERS assembled in front of him. A 
  photo of Ramsey is tacked to the map.
    
   
  PEARCE
   
  Nice of you ladies to join us.
    
   
  CARTER
   
  Transport got delayed, sir.
    
   
  PEARCE
   
  I’m not interested in your excuses, 
  Carter. Now sit your dumb-ass down!
    
   
  CARTER
   
  Yes sir.
    
   
  PEARCE
   
  Now that we’re all here, let’s get right 
  to it. Tonight we are pulling everyone’s 
  favorite detail...grid search.
  The troops GROAN.
    
   
  PEARCE (CONT’D)
   
  I don’t wanna hear it.
  
  25
  He points to the photo of Ramsey tacked to the briefing 
  board.
    
   
  PEARCE (CONT’D)
   
  I hope you’ve been keeping up on 
  enemy command structure, because 
  we are on the lookout for a high value 
  target: Edward Ramsey. SAMAS patrol 
  got a visual this morning but lost it in 
  the ruins. So tonight, once we’ve got 
  some dark for cover, we’re gonna go 
  snooping around and see if we can’t 
  catch him off guard. I’ll take first squad 
  and check out the west road. Collins, 
  you and second squad take the terrace. 
  Sgt. Lange, third squad, the old college 
  office is all yours.
  David, Wright, Carter and the three other members of 
  third squad nod.
    
   
  PEARCE (CONT’D)
   
  Alright, that’s it. Squad leaders, make 
  sure your people are rested and ready. 
  Get some chow, gear up and get your 
  heads straight. We’re going outside 
  the wire tonight.
  INT. COLLEGE OFFICE – THIRD FLOOR – RUINS 
  OF TOLKEEN – NIGHT
  Ramsey searches through the shot-up remains of the 
  office.
    
   
  RAMSEY
   
  Where is it?
  LIGHTS can be seen through the window. Ramsey 
  goes to check.
  RAMSEY’S POV: Coalition VEHICLES approach, a 
  GRINNING SKULL BATTLE TANK leading an APC. A 
  GUNNER aboard the tank searches the ruins with a 
  spotlight.
  Ramsey pulls back his sleeve to reveal a video 
  communicator. He activates it and Holt’s face 
  APPEARS.
    
   
  RAMSEY (CONT’D)
   
  There’s a Coalition patrol heading our 
  way. Get out of the area. I’ll meet you 
  at the old park entrance.
    
   
  HOLT
   
  Yes sir.
  Ramsey sifts through rubble and loose paper, finally 
  removing a dusty leather tome from the cluttered 
  desk. He blows on it to clear away the dust.
  ‘RIFT MANIPULATION’ is inscribed upon it in gilt 
  lettering.
    
   
  RAMSEY
   
  Ahh yes.
  He slides the book into his robes. Summoning up a 
  spell, his eyes LIGHT UP and he TELEPORTS away.
  EXT. RUINS OF TOLKEEN – NIGHT
  The ruined city is dark and quiet. Nothing moves.
  The distant sound of RUMBLING GEARS gets closer 
  until the Grinning Skull tank comes scowling into 
  the shot, the APC behind it. Moonlight glints off the 
  vehicles’ heavy armor.
  INT. APC – CONTINUOUS
  The interior of the APC is lit with RED LIGHTS. 
  David, Carter, Wright and three other special forces 
  SOLDIERS sit and wait to deploy. Carter puffs a 
  cigarette and looks out the rear porthole while David 
  loads grenades into his rifle.
    
   
  WRIGHT
   
  Hey, anybody heard anything about 
  Sgt. Mueller? No one knows when he’s 
  gonna be back.
    
   
  CARTER
   
  Not for a while, man. Mueller got hit by 
  an IED. Flipped over an enemy body 
  and a bunch of magic symbols on the 
  other side blew up in his face like a 
  pound of C4.
    
   
  DAVID
   
  That’s all it takes. Keep that in mind 
  tonight, people. We’re looking for a 
  powerful magic user; watch out for 
  strange writing, symbols, enchanted 
  
  26
  objects. Anything can be a trap. 
  Understood?
    
   
  SOLDIERS
   
  Yes sir.
  The APC rolls to a stop. The DRIVER looks back at 
  the squad.
    
   
  APC DRIVER
   
  We’re in position.
    
   
  DAVID
   
  OK, let’s go. Stay together. If you spot 
  Ramsey, report in immediately.
  The unit disembarks. Weapons search in all directions.
  A mostly intact three-story building protrudes from the 
  rubble. The soldiers hurry to a heavy, rusted door and 
  prepare to breach. Wright slaps a CHARGE on it.
    
   
  DAVID (CONT’D)
   
  Ready?
  They nod.
    
   
  DAVID (CONT’D)
   
  Hit it.
  Wright DETONATES the charge and they rush in.
  INT. COLLEGE OFFICE
  David pokes his rifle around a corner. The hallway is 
  clear. He motions for the others to move up.
  They clear an office looking out over a library floor.
    
   
  CARTER
   
  What is this place?
    
   
  DAVID
   
  Used to be part of the College of Magic.
    
   
  WRIGHT
   
  And they didn’t bomb it during the first 
  wave?
    
   
  DAVID
   
  It’s not one of the main buildings. I 
  don’t think there’s anything too scary 
  left in here.
  EXT. TOLKEEN – RUINS
  The Grinning Skull Tank and APC idle outside. The 
  gunner manning the rail gun atop the tank becomes 
  bored and lights a cigarette. He looks up at the full 
  moon.
  A can RATTLES. The gunner turns. It is a FERAL 
  DOG.
    
   
  GUNNER
   
   
  (a whisper)
   
  Get out of here.
  The dog WHINES and gets closer.
    
   
  GUNNER (CONT’D)
   
  Shoo! Shoo!
  It cocks its head to the side.
    
   
  GUNNER (CONT’D)
   
  Get outta here!
  The gunner climbs out and hops to the ground.
    
   
  GUNNER (CONT’D)
   
  Run along, you little mutt. You’re gonna 
  give away our position!
  The dog rises to its feet and transforms into a giant, 
  shaggy LOUP GAROU monster. Like a huge, muscular 
  werewolf.
  The cigarette drops from the gunner’s agape mouth.
  The Loup Garou knocks him aside viciously and 
  climbs aboard the tank. It transforms back into a dog 
  and dives in through the open hatch. SCREAMS of the 
  trapped crew issue from within and the tank ROCKS 
  from side to side.
  INT. COLLEGE OFFICE
  Wright covers David and Carter as they look through 
  papers.
    
   
  WRIGHT
   
  Anything good?
    
   
  CARTER
   
  I don’t know, man. I never paid 
  attention during literacy training. I can 
  
  27
  handle orders well enough, but not this 
  flowery bullshit.
  He holds up a parchment written in flowing cursive 
  script.
    
   
  DAVID
   
  There’s nothing worth saving. Torch it.
    
   
  WRIGHT
   
  Aye aye, sergeant.
  He BURNS the papers with the flamethrower mounted 
  under his rifle as the rest of the team appears from the 
  basement.
    
   
  SPECIAL FORCES 1
   
  Basement is clear. Nothing but rats 
  and roaches.
    
   
  DAVID
   
  Good. We’re outta here.
  A GROWL comes from a dark hallway. One of the 
  troopers trains his rifle on it.
  The feral dog emerges from the shadows.
    
   
  SPECIAL FORCES 2
   
  We got us a mutt.
    
   
  DAVID
   
  Well if it starts barking, shoot it.
  One of the special forces troopers is suddenly pulled 
  SCREAMING back into the basement.
    
   
  CARTER
   
  What the hell?
  They all turn towards the basement entrance.
  Behind Carter the dog begins to TRANSFORM, 
  looming over him.
    
   
  WRIGHT
   
  Carter!
  Carter turns just in time for the Loup Garou to tear his 
  head clean off.
    
   
  DAVID
   
  Shape-shifters!
  Everyone starts SHOOTING.
  The Loup Garou that killed Carter runs into the 
  shadows, shrinking back down to dog form. ANOTHER 
  emerges bloody-jawed from the basement.
  David FIRES after the first creature while the second 
  chases the other troopers into the next room.
    
   
  WRIGHT
   
  You killed him...YOU SON OF A 
  BITCH!
  He pours LASERS into the first Loup Garou as it 
  reemerges. David joins in and they drive the creature 
  back and kill it.
  David gestures towards the door where the other 
  monster and soldiers disappeared. Wright nods and 
  falls in behind him.
  EXT. TOLKEEN RUINS – ADJACENT ROOFTOP
  Mason, concealed amongst debris, watches through 
  a pair of compact binoculars.
  MASON’S POV – BINOCULARS: FLASHES OF 
  GUNFIRE light up the facility’s windows. A special 
  forces trooper backs into view, FIRING his weapon. 
  The Loup Garou appears in the window and rips him 
  in half.
  Mason lowers the binoculars, surprised. He sticks two 
  fingers in his mouth and WHISTLES.
  Copeland, watching the opposite direction from a 
  nearby vantage, turns his head.
  Mason points down. Copeland nods and they head 
  down into the building.
  INT. ADJACENT BUILDING
  Most of the middle floors have been blown away. 
  Copeland floats magically to the ground; Mason 
  simply drops over the edge, landing acrobatically on 
  his feet.
  They hurry over to where Kayla and Ginoek stakeout 
  a broken window.
  
  28
    
   
  MASON
   
  I think I got something.
  INT. FACILITY
  David and Wright stalk down the corridor, guns up. 
  They pass the window and the two halves of their 
  former comrade.
  David stops at the corner and points with two fingers. 
  They spring around the edge.
  The Loup Garou crouches over the body of the other 
  trooper.
    
   
  DAVID
   
  Contact!
  They OPEN FIRE.
  The Loup Garou ROARS and runs off.
    
   
  DAVID (CONT’D)
   
  Don’t let it get away!
  They hurry after it.
    
   
  WRIGHT
   
   
  (a whisper)
   
  Where did it go?
    
   
  DAVID
   
   
  (a whisper)
   
  It’s in here somewhere.
  Wright nudges a closet open with the barrel of his rifle.
  The feral dog is inside. It looks up at him and GROWLS.
  Wright is knocked to the ground by the pouncing Loup 
  Garou. He beats on it with his fists but it is too late. His 
  wounds are mortal.
  David spins around and starts SHOOTING. The Loup 
  Garou charges into him and his rifle is knocked aside. 
  The creature slips and he makes a run for it.
  David hides amongst crates and debris. He draws his 
  pistol.
  The Loup Garou stalks about. It sniffs at the ground, 
  walking right past his hiding spot.
  David leans back, relieved.
  Suddenly, the Loup Garou SMASHES through the 
  crates. David is thrown onto his back. He pulls himself 
  away desperately as the creature closes in. Saliva 
  DRIPS from its jaws.
  Copeland steps out of the shadows.
    
   
  COPELAND
   
   
  (coolly)
   
  Armor of Ithan.
  The Loup Garou snaps at David but its teeth are 
  blocked by the MAGICAL ARMOR.
  Kayla appears and blasts the monster with a STREAM 
  OF FIRE from her hands. SMOKING, it turns away 
  from David.
  Mason drops down from the rafters and lands on its 
  back. He stabs a Vibro-Knife into the monster but is 
  thrown off.
  The Loup Garou turns just in time to watch Ginoek 
  impale it with a Psi-Sword of GLOWING ENERGY.
    
   
  GINOEK
   
  You can’t morph out of this.
  The shape-shifter HOWLS and slumps to the ground, 
  dead.
  David crawls towards his rifle.
  Kayla is suddenly kneeling on his back.
    
   
  KAYLA
   
  Where do you think you’re going?
  She places one hand flat against his forehead.
    
   
  KAYLA (CONT’D)
   
  Sleep.
  David is instantly unconscious.
  EXT. TOLKEEN RUINS – OUTSIDE HIDEOUT – 
  NIGHT
  The team skirts around a still weakly glowing 
  ENCHANTED STREETLIGHT. Mason carries David 
  easily over his shoulders. Ahead is a long concrete 
  
  29
  rampart plastered with graffiti.
  They stop at a particular tag reading ‘THE END IS 
  HERE!’
    
   
  KAYLA
   
   
  (to Copeland)
   
  Would you like to do the honors?
  He nods and focuses on the rampart. A pulse of 
  MAGIC ENERGY emits from his hands.
  The concrete around the writing DISSOLVES: just a 
  mirage. A heavy, rusted door is revealed.
  Ginoek wrenches it open.
  HEADLIGHTS appear up the street.
    
   
  KAYLA (CONT’D)
   
  Go! Go!
  They rush in and Ginoek slams the door shut.
  The door’s illusory cover is RESTORED just as the 
  source of the lights nears. It is a towering SKULL 
  SMASHER ASSAULT ROBOT with an INFANTRY 
  SQUAD walking alongside. They march right past, 
  oblivious.
    
   
  SOLDIER 1
   
  Anybody catch the game last night?
    
   
  SOLDIER 2
   
  23-7 Lone Star.
    
   
  SOLDIER 1
   
  Ouch.
  Their voices DRIFT AWAY, covered by the SOUND of 
  the robot’s massive legs working.
  INT. TOLKEEN RUINS – UNDERGROUND 
  HIDEOUT – NIGHT
  The team sits around a SMALL FIRE, eating and 
  talking. David, bound, sits against a wall.
    
   
  MASON
   
  So what’s our next move, boss?
    
   
  KAYLA
   
  If the professor doesn’t show up we 
  head west. See if we can pick up the 
  trail at one of the other hideouts.
    
   
  MASON
   
  And what do we do with him?
    
   
  GINOEK
   
  I can think of a few things. Show him 
  the same respect the Coalition showed 
  my people.
   
   
  (pulls out a knife)
   
  You want to kill me ‘cause I’m not a 
  human?
    
   
  DAVID
   
  This isn’t your planet.
    
   
  GINOEK
   
   
  (laughs)
   
  You think I wanted to come here? You 
  think I wanted this?
   
   
  (gestures to the ruins all around)
   
  I had no choice. I’m just trying to get 
  by,
   
   
  (inches from David’s face)
   
  Same-as-you.
  David spits in his face. Ginoek is enraged and 
  backhands him.
    
   
  DAVID
   
   
  (spitting blood onto the cement)
   
  Monsters like you burned my village to 
  the ground! Killed my entire family! The 
  Coalition saved my life!
    
   
  GINOEK
   
  And now I’m gonna end it!
  
  30
  He grabs David’s hair, tilting his head back to expose 
  the throat.
  Suddenly, the fire FLARES UP an unnatural green 
  color.
    
   
  KAYLA
   
  Enough! If we kill him then we’re no 
  better than the Coalition!
   
   
  (to David)
   
  No better than those monsters that 
  killed your family. You think I don’t 
  understand? My father and my brother 
  were both killed by things that crawled 
  out of the Rifts, and I’d be dead too if it 
  wasn’t for the CS. But when they found 
  out we were using magic, to protect 
  ourselves, to survive – they left us to 
  die.
    
   
  DAVID
   
  They did what they had to do. You use 
  the magic. You bring the monsters 
  here.
    
   
  GINOEK
   
  You son of a...
  Kayla holds her hand out in protest.
    
   
  KAYLA
   
  What’s your name?
    
   
  DAVID
   
  David.
    
   
  KAYLA
   
  OK. Listen David – I know you think 
  we’re the bad guys, but we’re just here 
  to help get refugees out of the city.
    
   
  MASON
   
  After we wrap up some unfinished 
  business.
    
   
  DAVID
   
  Then why are you holding me? What 
  do you want?
    
   
  KAYLA
   
  We’re looking for someone. Thought 
  you might have some information.
    
   
  DAVID
   
   
  (laughs grimly)
   
  I’m not telling you shit.
    
   
  GINOEK
   
  Yeah, we’ll see how tough you are, 
  soldier boy.
  Copeland interrupts, agitated.
    
   
  COPELAND
   
  Magic ward just tripped. We’ve got 
  company.
    
   
  KAYLA
   
  We’ll talk more later.
   
   
  (to Copeland)
   
  Is it him?
    
   
  COPELAND
   
  It’s either him or another powerful 
  source of magic. Signal is strong.
    
   
  KAYLA
   
  Good enough. Everybody take cover.
    
   
  DAVID
   
  What do I do?
    
   
  KAYLA
   
  Just shut up and keep your head down. 
  We’ll handle this.
    
   
  DAVID
   
  You know I can help you if I can have 
  my weapons back.
    
   
  GINOEK
   
  Yeah, right.
  Kayla spreads her arms and the fire magically 
  SNUFFS OUT.
    
   
  KAYLA
   
  No more chatter.
  Everyone hides carefully amongst the debris.
  VOICES near, followed by SHADOWS.
    
   
  RAMSEY
   
  We’ll rest here until the nightly patrols 
  have left the area. The sooner we get 
  out of the city the better.
  
  31
    
   
  HOLT
   
  Where do you want to lay low after 
  that?
    
   
  RAMSEY
   
  There’s another resistance hideout 
  near the Rift. We can stay there until 
  the time for the ritual.
  Ramsey and Holt come into view. Holt stops.
    
   
  RAMSEY (CONT’D)
   
  What is it?
    
   
  HOLT
   
  My 
  infrared. 
  Firepit 
  is 
  still 
  hot. 
  Somebody’s been here recently.
    
   
  KAYLA
   
  Now!
  She and Copeland open with MAGIC FIRE and 
  ENERGY BLASTS.
  Ramsey throws up a MAGIC SHIELD and the attacks 
  FIZZLE OUT.
    
   
  HOLT
   
  What the hell is this?
  They take cover.
  Ramsey waits for the next round of ENERGY BLASTS 
  before poking his head around the corner.
  RAMSEY’S POV: He spots Kayla and Copeland.
    
   
  RAMSEY
   
   
  (back in cover)
   
  Kayla Lange. I must say I’m surprised. 
  Mr. Copeland, is that you as well?
    
   
  COPELAND
   
  That’s right, Professor Ramsey.
    
   
  RAMSEY
   
   
  (laughs)
   
  I haven’t been called that in quite 
  some time. I’m sorry you two had to 
  be there at the hive. You were always 
  good students – your survival is proof 
  enough of that. But I had to be sure the 
  team could get the job done.
  Mason appears out of the shadows and throws himself 
  towards Ramsey. Ramsey blocks him with a pulse of 
  MAGIC ENERGY.
    
   
  RAMSEY (CONT’D)
   
  It seems that quite a few of you 
  managed to escape the bugs. I’d love 
  to hear how, but I’m afraid I just don’t 
  have the time.
   
   
  (to Holt)
   
  You deal with them. I’ll find you 
  afterwards.
    
   
  HOLT
   
  Yes sir.
    
   
  KAYLA
   
  Run away! Run away again you son of 
  a bitch!
    
   
  RAMSEY
   
  How unladylike.
  Ramsey shakes his head at the foul language and 
  TELEPORTS himself away.
    
   
  KAYLA
   
  Damn it!
  Holt struts out into view, stretching his mechanical 
  joints.
    
   
  HOLT
   
  The professor’s stepped out. I’m gonna 
  have to finish the lesson for today.
    
   
  KAYLA
   
  You don’t have to do this. Help us! Tell 
  us where he’s going!
    
   
  HOLT
   
  Sorry, but you heard the man. The 
  mission is more important than you – 
  or me.
  Holt pulls out a plasma cannon.
    
   
  HOLT (CONT’D)
   
  Now who’s first?
  Mason jumps at Holt from behind but the cyborg 
  blocks. Holt struggles to line up the plasma cannon 
  with Mason pushing on his arm.
  
  32
    
   
  HOLT (CONT’D)
   
  You’re not that strong!
  MECHANISMS WHIR and Holt wins the struggle. 
  Mason tosses himself clear as a PLASMA BLAST 
  burns into the ceiling. Concrete collapses around the 
  impact point.
  Ginoek attacks, blocking another PLASMA BLAST 
  with his Psi-Sword. Holt throws a chunk of concrete 
  at him but Ginoek sidesteps. He gets in close but Holt 
  grabs his sword arm, holding back the blow. Three 
  CONCEALED GRENADES built into Holt’s chest 
  EXPLODE outward, sending Ginoek flying.
  Ginoek lands limply in front of where David takes 
  cover. His rifle spills out in front of him. David snatches 
  it up and checks the energy clip. He fades back into 
  the shadows.
  Copeland moves up but dodges aside as Holt opens 
  fire on him. Copeland takes cover and looks over 
  at Kayla. They count to three silently and attack 
  simultaneously with their magic.
  Holt is driven back, his plasma cannon hit. He tosses it 
  aside. Extending one arm, a hidden ion blaster rotates 
  into place and he holds them off with it.
  Kayla is hit; she drops, shocked by the ELECTRICAL 
  DISCHARGE. Copeland ducks behind a corner and 
  bounces a bolt of MAGIC ENERGY off the wall and 
  at Holt.
  Holt falls back. Mason pulls Kayla out of the line of 
  fire. He draws a pistol, nods to Copeland, and they 
  move up.
  Holt is gone. Mason and Copeland proceed cautiously.
  Suddenly, Holt bursts through the concrete, knocking 
  Copeland aside. Mason turns to shoot with his pistol 
  but Holt grabs it and crushes it.
  He squares off with Mason. They trade blows.
  Mason uses his speed to stay ahead but Holt 
  eventually catches him with a devastating blow to the 
  stomach.
  Scooping Mason up, Holt throws him against the wall.
  A MAGIC FIREBALL nails Holt.
  Kayla pulls herself up, a SMOKE TRAIL leading from 
  her outstretched hand.
  Holt growls and stomps towards her. He raises one 
  foot, about to crush her.
  David pops out of the shadows, rifle at his shoulder. 
  Holt is driven back by a full E-Clip’s worth of LASERS.
  Out of ammo, David reaches for the underbarrel 
  grenade launcher’s trigger.
  Holt’s electrical eyes go wide.
  David squeezes the trigger and a rifle grenade 
  EXPLODES right in Holt’s chest. He sags to the 
  ground, SMOKE rising from center mass.
    
   
  DAVID
   
  Everybody alright?
  He helps Kayla to her feet. Copeland approaches, 
  then Mason, supporting Ginoek.
    
   
  KAYLA
   
  Thanks.
    
   
  DAVID
   
  Don’t mention it. You guys didn’t tell 
  me you were after Edward Ramsey.
    
   
  COPELAND
   
  You know the professor?
    
   
  DAVID
   
  He’s high up on the Coalition’s most 
  wanted list. Killed a bunch of prisoners 
  during the war or something. My men 
  and I were on a mission to find him 
  when – when all this happened. What’s 
  your beef with him? I thought you were 
  all on the same side.
    
   
  COPELAND
   
  Ramsey used to teach at the College 
  of Magic.
   
   
  (gestures to Kayla)
   
  We were students of his.
    
   
  KAYLA
   
  Until that bastard tricked us and left us 
  to die.
  
  33
    
   
  GINOEK
   
  My wife. My friends.
    
   
  MASON
   
  A lot of our friends.
    
   
  KAYLA
   
  He’s up to something more, too. And I 
  know someone who knows what.
  She stands over Holt.
    
   
  KAYLA (CONT’D)
   
  Mason, get his attention.
  Mason grabs Holt by the back of the head and sits 
  him up.
    
   
  KAYLA (CONT’D)
   
  You alive in there? I know you are, I 
  can hear your life-support working.
  Holt’s synthesized voice comes out weakly.
    
   
  HOLT
   
  Just finish me.
    
   
  KAYLA
   
  What was Ramsey looking for? What 
  the hell did you pull out of that Xiticix 
  Queen?
    
   
  HOLT
   
  You’re gonna find out soon enough.
    
   
  KAYLA
   
  Copeland, shock him.
  Copeland looks uncertain, then jolts Holt with MYSTIC 
  ENERGY.
    
   
  HOLT
   
  Scent glands! We took the Queen’s 
  scent glands!
    
   
  KAYLA
   
  What is he gonna do with those?
  Holt coughs mechanically.
    
   
  KAYLA (CONT’D)
   
  Tell us!
    
   
  HOLT
   
  You really want to know? It’s a swarm! 
  He’s gonna rile up the Xiticix – then 
  teleport them right into Tolkeen...right 
  on top of the Coalition occupation.
    
   
  KAYLA
   
  How!? How is he going to teleport the 
  whole swarm!?
  Holt starts to fade.
    
   
  KAYLA (CONT’D)
   
  Zap him again.
  Copeland does so.
    
   
  HOLT
   
  He’s a hero...he’s a hero...
  His life-support mechanisms give out and Holt dies.
    
   
  KAYLA
   
  Damn it!
  They all trade glances.
    
   
  COPELAND
   
  We’ve got to stop him.
    
   
  DAVID
   
  What? I thought you were against the 
  Coalition.
    
   
  KAYLA
   
  We can’t have a massacre. We came 
  here to help people – no matter what 
  side they’re on. The Xiticix don’t care 
  whether you’re a Coalition soldier or a 
  starving refugee.
    
   
  COPELAND
   
  And apparently neither does the 
  professor anymore.
    
   
  MASON
   
  If we don’t hunt him down it’s gonna be 
  a bloodbath.
    
   
  GINOEK
   
   
  (gesturing towards David)
   
  What about him?
  
  34
    
   
  KAYLA
   
  David, you have to help us. If Ramsey 
  succeeds, it’s your friends in the 
  Coalition that are going to lose the 
  most lives.
    
   
  DAVID
   
  I don’t know...
    
   
  GINOEK
   
  You’re just gonna trust him?
    
   
  KAYLA
   
  He already had his chance to run off. 
  Besides, he’s sworn to protect the 
  Coalition against users of magic. Aren’t 
  you?
    
   
  DAVID
   
  Yeah.
    
   
  KAYLA
   
  Well, that’s exactly what you’ll be 
  doing.
  She takes his web-gear from Ginoek and thrusts it 
  into his hands.
    
   
  KAYLA (CONT’D)
   
  Gear up.
    
   
  DAVID
   
  I can’t just tag along. You know what 
  happens if I get caught with you 
  people?
    
   
  GINOEK
   
  What do you mean “you people”?
  Kayla ignores him.
    
   
  KAYLA
   
  You know if you help us, we’ll let you 
  bring in Ramsey.
  Now that gets his attention.
    
   
  KAYLA (CONT’D)
   
  Yeah, think about what your superiors 
  would do if you showed up with him. 
  Medals, promotions, state dinners. 
  And as far as we’re concerned, you 
  can tell the Coalition you brought him 
  in single-handed.
  David is torn. He finally relents after a few moments.
    
   
  DAVID
   
  Well...maybe I could – advise you, or 
  something.
    
   
  KAYLA
   
  Yes! Now all we need to figure out is 
  how Ramsey is going to teleport that 
  Xiticix swarm.
    
   
  COPELAND
   
  A Rift. Has to be. There’s nothing else 
  with enough magic energy to do the 
  job – and the vernal equinox is in two 
  days!
    
   
  DAVID
   
  What difference does that make?
    
   
  COPELAND
   
  Rifts are most active during the 
  equinoxes and solstices. Ramsey 
  knows this.
    
   
  DAVID
   
  Are you sure?
    
   
  COPELAND
   
  It was his class that taught such things 
  back at the College.
    
   
  GINOEK
   
  This is too much. What if he turns on 
  us?
    
   
  KAYLA
   
  He already could have, when we were 
  fighting with Holt. I say we give him a 
  chance – so we’re going to give him 
  a chance. Now we need to get to the 
  nearest ley line.
    
   
  DAVID
   
  Why’s that?
    
   
  COPELAND
   
  So I can do a reading and find out 
  where Ramsey is going to attract the 
  swarm.
    
   
  DAVID
   
  Oh.
  
  35
    
   
  KAYLA
   
  Exactly. If we know where he’ll be, we 
  can set up an ambush.
    
   
  MASON
   
  Now we’re talking. We got ourselves a 
  real mission.
    
   
  DAVID
   
  Good 
  old-fashioned 
  search 
  and 
  destroy.
    
   
  COPELAND
   
  Alright, let’s get out of here.
    
   
  DAVID
   
  Wait a minute. We’re just gonna walk?
  They laugh.
    
   
  KAYLA
   
  We’ve got some wheels.
  EXT. TOLKEEN RUINS – NIGHT
  The team emerges from the concealed entrance to 
  the hideout. Turning a corner, they encounter a large 
  dumpster overflowing with trash and debris.
    
   
  KAYLA
   
  Here we are.
    
   
  DAVID
   
  What? What is this?
    
   
  KAYLA
   
  Oh ye of little faith.
  She waves her arms and the MAGICAL MIRAGE of 
  the dumpster vanishes. Roughly the same shape as 
  the garbage mound is a massive MOUNTAINEER 
  ATV. Its monster-truck tires alone are over their heads.
    
   
  DAVID
   
  Whoa...
    
   
  MASON
   
  It’s the only way to travel.
  He springs up onto the vehicle with a superhuman 
  jump and lets down a sliding metal ladder.
  While the rest climb up, he drops in through the top 
  hatch. The engine RUMBLES to life.
    
   
  MASON (CONT’D)
   
  All aboard.
  ON ATV
  The ATV rolls off, mowing down a stop sign in its path.
  EXT. THICK FOREST – NIGHT
  The ATV crushes saplings and bushes that get in the 
  way.
  INT. ATV – DRIVER’S COMPARTMENT
  Mason squints at the dark road ahead.
    
   
  MASON
   
  Help me out here. I don’t know where 
  the hell I’m going.
    
   
  COPELAND
   
  Alright.
  He rolls down the window and puts one hand out, 
  sensing.
    
   
  COPELAND (CONT’D)
   
  We’re close.
    
   
  MASON
   
  Anything more specific?
    
   
  COPELAND
   
   
  (closing his eyes)
   
  Veer left.
  ON ATV
  The ATV angles to the left.
  DRIVER’S COMPARTMENT
    
   
  COPELAND (CONT’D)
   
  That’s it. Getting stronger now.
  He leans out the window and looks up. A kind of BLUE 
  ENERGY is in the air, like the glow of lights from a 
  
  36
  distant city.
    
   
  COPELAND (CONT’D)
   
  Not far now. Just up this hill.
  ON ATV
  The ATV rolls to a halt in front of a natural barrier of 
  massive trees.
  DRIVER’S COMPARTMENT
  Mason puts the vehicle in park.
    
   
  MASON
   
  Gotta walk from here. No way we’re 
  crunchin’ through those.
    
   
  KAYLA
   
  Get the keys.
    
   
  MASON
   
  Got ‘em.
  EXT. THICK FOREST – OUTSIDE ATV – NIGHT
  They drop to the ground. Mason slides the ladder 
  back up.
    
   
  MASON
   
  Alright 
  now, 
  everyone 
  remember 
  where we parked.
  Behind the ATV is a trail of wide, muddy tire tracks and 
  flattened trees and bushes.
  EXT. THICK FOREST – CONTINUOUS
  The woods are spooky at night. In addition to the 
  usual SOUNDS of insects and night animals, a 
  few STRANGE CALLS are thrown into the mix; the 
  vocalizations of animals not native to the Earth. Things 
  from the Rifts.
    
   
  DAVID
   
  So are we just wandering around and 
  hoping, or what?
    
   
  COPELAND
   
  We’re going in the right direction.
    
   
  KAYLA
   
  We are experts at this, you know.
    
   
  DAVID
   
  OK. Let’s see some expertise.
    
   
  COPELAND
   
  Wait, do you feel that?
    
   
  DAVID
   
  Feel what?
    
   
  KAYLA
   
  You guys can’t feel the magic energy? 
  It’s pretty strong.
    
   
  DAVID
   
  No, I guess I can’t.
  They crest a ridge and there it is, the LEY LINE. It is a 
  river of magical energy, blue and white, a hundred feet 
  high. Its radiating bolts of electricity light up the night.
    
   
  KAYLA
   
  I told you.
  Copeland strolls right into the energy. It channels into 
  his fingertips and NOW-GLOWING eyes.
  David holds back.
    
   
  KAYLA (CONT’D)
   
  It’s OK.
    
   
  COPELAND
   
   
  (voice distorted)
   
  Don’t be afraid. Magic is the blood 
  of the Earth, and the ley lines are its 
  veins.
    
   
  DAVID
   
  It’s not the lines that I’m worried about. 
  It’s the Rifts.
    
   
  COPELAND
   
   
  (chuckles)
   
  The Rifts, my friend, are our fault 
  entirely.
    
   
  DAVID
   
  What do you mean?
  Copeland extends his hands into the energy, soaking 
  it in.
  
  37
    
   
  COPELAND
   
  Thousands of years ago, our ancestors 
  believed in the power of magic. 
  They used it for everyday things; for 
  knowledge and wisdom – to commune 
  with nature. They built great cities and 
  temples out of stone, and commanded 
  powers that we are just now beginning 
  to understand again.
    
   
  DAVID
   
  And then what?
    
   
  COPELAND
   
  We turned our backs on it. Devoted 
  everything 
  to 
  technology. 
  Magic 
  became superstition and myth, and 
  soon enough it was forgotten. Nothing 
  but the laughable attempts of early 
  man to explain the universe around 
  him. You know what happens when 
  four thousand years of magical energy 
  builds up?
    
   
  DAVID
   
  The Rifts...
    
   
  COPELAND
   
  When they appeared, they almost 
  destroyed the planet. Ancient Atlantis 
  rose again, the seas pitched and 
  roiled. Rifts opened up to a million 
  different worlds. Entire cities were lost 
  to dimensional storms. It was nearly 
  the end for all of us.
    
   
  DAVID
   
  And out of the darkness emerged the 
  Coalition.
    
   
  COPELAND
   
  You really believe that, don’t you? 
  Don’t you understand? If the Coalition 
  has its way then we will go right back 
  to the way things were. The magic will 
  build up again and one day there will 
  be another cataclysm.
    
   
  KAYLA
   
  And maybe the planet won’t survive 
  the next one.
    
   
  GINOEK
   
  And on the way back to the apocalypse 
  the Coalition will be sure to slaughter 
  every innocent alien and magic user 
  they can.
    
   
  COPELAND
   
  You see now – why we must fight. Not 
  only against the Coalition, but against 
  the monsters that travel here to prey 
  upon the weak.
    
   
  DAVID
   
  No...the Coalition would know...
    
   
  KAYLA
   
  Oh they know. But you think they 
  want to share that knowledge with the 
  people?
    
   
  COPELAND
   
  You have been told many lies, my 
  friend.
    
   
  KAYLA
   
  Why do you think books are outlawed? 
  The Coalition doesn’t even let its 
  people read! Why do you think they do 
  that?
  His objections are failing even him.
    
   
  DAVID
   
  To...protect them. To protect them from 
  the kind of knowledge that opens Rifts, 
  that lets demons into your Goddamn 
  head!
    
   
  COPELAND
   
  To protect them from the truth.
    
   
  MASON
   
  We don’t have time for this. We can 
  de-brainwash him on the road – when 
  we’re not out here all exposed.
    
   
  KAYLA
   
  Alright, alright. Copeland, go ahead.
  Copeland nods solemnly and immerses himself in the 
  ley line. With the mystical energy flowing in and out 
  of him he ‘reads’ it, trying to feel for the presence of 
  Ramsey and his spells.
  He focuses harder, getting frustrated. Something is 
  wrong.
  
  38
    
   
  KAYLA (CONT’D)
   
  What is it? What are you getting?
    
   
  COPELAND
   
  Hang on!
  He tries harder, grimacing. The swell of magical 
  energy reaches a CRESCENDO then DRAINS AWAY 
  from him. Copeland sags to the ground, exhausted.
    
   
  GINOEK
   
  Well?
    
   
  COPELAND
   
  It’s...it’s no use. He’s using some kind 
  of jamming spell. We aren’t going to be 
  able to use magic to find him. He’s too 
  powerful.
    
   
  DAVID
   
  I thought you were experts.
    
   
  GINOEK
   
  Shit!
    
   
  KAYLA
   
  You’re kidding me.
    
   
  GINOEK
   
  What are we supposed to do?
    
   
  COPELAND
   
  We’re going to have to find him without 
  using magic.
    
   
  MASON
   
  Like, with walking around and stuff? 
  That could take weeks...even if the rest 
  of you could keep up with me.
    
   
  KAYLA
   
  We don’t have that kind of time.
    
   
  DAVID
   
  We could...well, no it’s too late for that 
  now.
    
   
  KAYLA
   
  What?
    
   
  DAVID
   
  If he’s as powerful as you say he is, 
  then I know someone who can find 
  Ramsey, no magic necessary.
    
   
  KAYLA
   
  What’s the catch?
    
   
  DAVID
   
  The catch is my friend is in the Psi-
  Stalker barracks on the north side of 
  the city. And if I have to go through 
  base security then it’s over. I’m in the 
  system. I’ll have to explain...all this.
  He indicates Copeland and Ginoek, on either side of 
  him.
    
   
  KAYLA
   
  We could take the long way around.
    
   
  MASON
   
   
  (gets excited)
   
  Yeah.
    
   
  DAVID
   
  The long way?
    
   
  KAYLA
   
  Think you can do it, Cope?
    
   
  COPELAND
   
  I don’t see why not. It’s a good, strong 
  ley line. I’ll just wait for a dimensional 
  interference and then hijack it.
    
   
  DAVID
   
  What the hell are you guys talking 
  about?
    
   
  MASON
   
  Just watch. This part is awesome.
  Copeland stands in the midst of the ley line and begins 
  chanting. The line SWELLS with power and BOLTS of 
  magic energy crackle.
    
   
  KAYLA
   
  That’s it. Now we’re talking.
    
   
  DAVID
   
  He better not be doing what I think he’s 
  doing.
  Suddenly, the ley line energy SWIRLS TOGETHER 
  into a maelstrom and a RIFT OPENS.
    
   
  DAVID (CONT’D)
   
  Oh no. I don’t think so.
  
  39
  The energy ruffles Copeland’s robes.
    
   
  COPELAND
   
  Let’s go! I can’t hold it for long!
  David is hesitant but Kayla tugs on his arm.
    
   
  DAVID
   
  No way! Not gonna happen!
    
   
  KAYLA
   
  Come on! We have to go now!
    
   
  DAVID
   
  This wasn’t part of the deal!
    
   
  COPELAND
   
  Hurry up! The Rift is moving on!
    
   
  KAYLA
   
  Let’s go, David!
    
   
  MASON
   
  No time! Gotta do this the hard way!
  Mason grabs David and uses his superhuman strength 
  to drag him through the Rift, kicking and screaming.
  Copeland relaxes, allowing the Rift to CLOSE. Ginoek 
  waits outside the ley line.
    
   
  GINOEK
   
  You think we can trust him?
    
   
  COPELAND
   
  We will certainly know after he sees 
  what’s on the other side.
    
   
  GINOEK
   
  You’re right about that.
  They walk off towards the ATV.
    
   
  GINOEK (CONT’D)
   
  You didn’t send the keys through to the 
  other dimension, did you?
    
   
  COPELAND
   
  Oh no.
  He pats his pockets.
    
   
  GINOEK
   
  I knew it. You’re as forgetful as Mason.
  Copeland removes the keys from a pocket and jingles 
  them.
    
   
  GINOEK (CONT’D)
   
  You humans think you’re so funny.
  EXT. BETWEEN DIMENSIONS
  David yells as reality disintegrates around him. 
  Passing STARS and RAINBOWS of shifting prisms 
  bombard him.
  INT. RIFT HUB – DWEOMER – FEDERATION OF 
  MAGIC
  Reality reassembles around David and he is standing 
  on a kind of ‘landing pad’ for dimensional travel, 
  surrounded by ALIENS, D-BEES and MAGIC USERS 
  of all shapes and sizes.
  David cuts himself off mid-yell as Kayla elbows him in 
  the ribs. Nearby creatures are staring.
    
   
  KAYLA
   
  Quit it, you’re gonna embarrass us.
  David looks around, wide-eyed. A scowling, humanoid 
  dinosaur type D-BEE next to them looks them over.
    
   
  DINO D-BEE
   
  First timer?
    
   
  KAYLA
   
  How could you tell?
  The dino D-Bee chuckles, revealing its intimidating 
  carnivorous teeth.
    
   
  DINO D-BEE
   
  I hear everybody gets a big rush that 
  first time. I know I did.
  He claps David on the shoulder.
    
   
  DINO D-BEE (CONT’D)
   
  It’s alright there, friend. The scary 
  part’s over.
  David is dumbstruck.
    
   
  DINO D-BEE (CONT’D)
   
  Eh, he’ll come around in a minute. You 
  
  40
  have a good day now.
    
   
  KAYLA
   
  You too.
   
   
  (to David)
   
  You gotta be more polite.
    
   
  DAVID
   
  What the hell was that?
    
   
  KAYLA
   
  He was just being friendly.
    
   
  DAVID
   
  Where are we?
    
   
  KAYLA
   
  This is Dweomer, capital of the 
  Federation of Magic. We’re gonna find 
  another Rift and port you and Mason 
  back to Tolkeen.
    
   
  DAVID
   
   
  (a whisper)
   
  We’re in the Fed?!
    
   
  MASON
   
  We’re taking a detour.
    
   
  DAVID
   
   
  (a whisper)
   
  You’re gonna get me killed!
    
   
  KAYLA
   
  Just blend with the crowd. You’ll be 
  fine.
    
   
  DAVID
   
  Take me back!
    
   
  KAYLA
   
  That’s the plan. I’m gonna port you 
  right into the middle of the field base. 
  Past security and everything.
    
   
  DAVID
   
  You can do that?
    
   
  KAYLA
   
  I can drop you almost anywhere in 
  Tolkeen using the city’s old dimensional 
  beacons.
  David is stunned.
    
   
  DAVID
   
  I thought we destroyed all the 
  dimensional beacons.
    
   
  KAYLA
   
  Only the ones in this dimension.
    
   
  MASON
   
  Far out, right?
    
   
  KAYLA
   
  That whole region is just brimming with 
  magic energy. It’s why the Coalition will 
  never be able to hold onto it.
    
   
  DAVID
   
  You sound so sure.
    
   
  KAYLA
   
  When Tolkeen stood the Rifts and the 
  ley lines were stable. That’s all gone 
  now.
    
   
  MASON
   
  Looks like this place has it figured out 
  pretty well.
  As they pass another ‘landing pad,’ a crowd of mixed 
  D-BEES and MAGIC USERS are Rifted out of the 
  dimension. A HUGE D-BEE MONSTER with a broom 
  hustles out onto the platform to sweep it down as 
  more DEPARTING TRAVELERS start to arrive.
    
   
  KAYLA
   
  The whole Earth could be like this, 
  David. The Coalition is the only thing 
  standing in the way.
    
   
  DAVID
   
  You don’t think you’re really going to 
  win me over, do you? I’ve seen a lot 
  of messed up things that came through 
  the Rifts.
    
   
  KAYLA
   
  Well, did you ever try to get to know 
  any of them?
  INT. DWEOMER – FEDERATION OF MAGIC – RIFT 
  HUB
    
   
  KAYLA
   
  OK, I hope you’re ready for another 
  
  41
  jump. I’m going to try to drop you right 
  inside the base. Then the guards won’t 
  be an issue.
    
   
  DAVID
   
  Good. Now get me the hell out of here. 
  If someone recognizes my armor I’m 
  through.
  An intimidating MAGUS GUARD notes them as they 
  pass and speaks into a magic communicator.
    
   
  MAGUS
   
  Platform 3. I think I’ve got something.
  INT. DWEOMER – FEDERATION OF MAGIC – 
  PLATFORM 3
  Kayla gets David situated on the platform.
    
   
  DAVID
   
  You sure this is going to work?
    
   
  KAYLA
   
  It’ll work.
    
   
  MASON
   
  Just go with it, man. It gets fun after 
  you get used to it.
    
   
  DAVID
   
  Sure.
  Several MAGUS GUARDS converge on the platform.
    
   
  MAGUS
   
  Hold. No Coalition are allowed in the 
  city. Hand him over.
    
   
  KAYLA
   
  It’s OK, he’s a defector.
    
   
  MAGUS
   
  We’ll be the judge of that.
    
   
  KAYLA
   
  I guess you’re both going.
    
   
  DAVID & MASON
   
  Wait – what?
  She uses her magic to CHARGE the platform and 
  suddenly they’re both GONE.
  The Magus Guards approach menacingly.
    
   
  MAGUS
   
  You’re going to wish you hadn’t done 
  that. Step off the platform.
  Kayla looks to her left. The platform below and next to 
  her is charged and ready to go.
    
   
  KAYLA
   
  Whatever you want.
  She leaps off, activating the next platform and 
  DISAPPEARING just before she collides with it.
  INT. MOUNTAINEER ATV
  Copeland drives while Ginoek looks for something in 
  the glove compartment.
    
   
  GINOEK
   
  Hold it steady for a second.
    
   
  COPELAND
   
  Trying.
    
   
  GINOEK
   
  Come on, I’m not even from this planet 
  and even I can drive stick.
  There is a knock on the top hatch.
    
   
  GINOEK (CONT’D)
   
  What the hell is that?
    
   
  COPELAND
   
  I think she’s back.
    
   
  GINOEK
   
  What?
    
   
  COPELAND
   
  Get the hatch, if you would.
  Ginoek opens the hatch and Kayla drops in.
    
   
  KAYLA
   
  Hello.
    
   
  GINOEK
   
  Welcome back.
  
  42
    
   
  KAYLA
   
  Thank you.
  Copeland holds out one of his amulets.
    
   
  COPELAND
   
  I see the Rift transponder worked, for 
  the most part.
    
   
  KAYLA
   
  It was close enough. At least it didn’t 
  port me under the truck.
  EXT. NORTHERN FIELD BASE – NEAR PSI-
  STALKER BARRACKS
  The northern field base is a series of barracks 
  buildings and a marshaling yard. A unit of ABOLISHER 
  anti-tank robots marches past, each one crowned by 
  six intimidating auto cannons. Their mechanical feet 
  pound the grass flat.
  With a CRACKLE of mystic energy, David and Mason 
  APPEAR right in the path of the walking war machines.
    
   
  MASON
   
  Whoa!
  He rolls aside, dodging the nearest Abolisher. David 
  doesn’t have the benefit of his enhanced reflexes and 
  is almost trampled. Mason pulls him out of the way at 
  the last second.
    
   
  DAVID
   
  Thanks.
    
   
  MASON
   
  Not a problem.
  A GUNNER in one of the Abolishers pops up out of 
  the top hatch as the robots move on.
    
   
  ROBOT GUNNER
   
  Watch where you’re goin’!
    
   
  DAVID
   
  Same to you, you damn robot-jockey!
    
   
  MASON
   
  And – we’re in.
    
   
  DAVID
   
  Safe and sound. I’m surprised.
    
   
  MASON
   
  What should I do if someone asks me 
  what I’m doing here?
    
   
  DAVID
   
  Just be cool. I’ll cover for you.
  They walk towards the barracks buildings.
    
   
  MASON
   
  So how long have you known this 
  chick?
    
   
  DAVID
   
  Years. She and I grew up in the same 
  orphanage.
    
   
  MASON
   
  Can we trust her?
    
   
  DAVID
   
  Oh yeah. I used to look out for her back 
  in the day. As you can imagine, a Chi-
  Town orphanage isn’t an easy place to 
  grow up.
    
   
  MASON
   
  OK, so you can trust her. But she’s 
  a Coalition Psi-Stalker. Can we trust 
  her?
    
   
  DAVID
   
  She’s used to working outside the 
  rules. We’ll be OK.
    
   
  MASON
   
  What about her Dog Pack?
    
   
  DAVID
   
  They’re a pack. They follow the leader.
  They approach the Psi-Stalker barracks buildings, 
  set a bit apart from the other structures. A STAFF 
  SERGEANT exits one of them, a bunch of orders in 
  hand.
    
   
  STAFF SERGEANT
   
  Afternoon, sergeant. I didn’t know we 
  had any special forces on base today.
    
   
  DAVID
   
  Had to make a bit of a detour.
  
  43
    
   
  STAFF SERGEANT
   
  Something to do with your friend here?
    
   
  DAVID
   
  He’s a...private contractor. Hush hush 
  kinda stuff.
    
   
  STAFF SERGEANT
   
  I see. Well Sergeant –
   
   
  (reads his nameplate)
   
  –Lange, I’m on my way to see the 
  colonel now, I’ll let him know you’re 
  here.
    
   
  DAVID
   
  Uh...thanks.
    
   
  STAFF SERGEANT
   
  Don’t mention it. I’m always running 
  back and forth for the CO.
  The staff sergeant continues, oblivious.
    
   
  DAVID
   
  We better keep this quick. If he runs 
  my name in the database he’ll know 
  something’s up.
  INT. PSI-STALKER BARRACKS
  David and Mason enter. Three DOG BOYS sit around 
  a table playing cards: SPENCE, a Doberman, BILLY, 
  a Pit Bull, and WADE, a big, furry Chow. Genetically 
  engineered, bipedal canines, the Coalition uses them 
  as cannon fodder and to track magic users.
    
   
  BILLY
   
  I’ll see your five...and here’s ten.
    
   
  SPENCE
   
  You’re full of crap. I call.
    
   
  WADE
   
  Well? Let’s see ‘em.
    
   
  SPENCE
   
  Can I help you?
    
   
  DAVID
   
  Is Fiona here?
    
   
  SPENCE
   
  Who wants to know?
    
   
  DAVID
   
  David Lange. Sergeant First Class. 
  We’re old friends.
    
   
  SPENCE
   
  Funny. I’ve never heard her mention 
  you.
    
   
  DAVID
   
  Look, is she here or not?
    
   
  FIONA (O.S.)
   
  Spence? Is something wrong?
  FIONA emerges from the next room. She is a fit and 
  attractive young soldier. Like all Psi-Stalkers, she has 
  no hair whatsoever; her head is completely bald.
    
   
  FIONA (CONT’D)
   
  David!
  She runs over and embraces him.
    
   
  FIONA (CONT’D)
   
  What are you doing here? I thought you 
  were stationed in the western sector?
    
   
  DAVID
   
  I am. I mean I was. It’s a bit of a story. 
  I brought a friend, too. This is...
    
   
  FIONA
   
  John Mason.
    
   
  DAVID
   
  You two know each other?
  Fiona hauls back and slaps Mason full in the face.
    
   
  MASON
   
  You could say that.
    
   
  FIONA
   
  You bastard! You disappeared! After 
  all we had together you just ran out on 
  me.
    
   
  MASON
   
  It’s not my fault. I’ve got an excuse.
    
   
  FIONA
   
  What? No note. No call. You’re a 
  coward. What could you possibly say?
  
  44
  He parts his web-gear and armor vest to reveal the 
  Juicer Bio-Comp harness that administers his combat 
  drugs. The tattoo on his stomach beneath it is a smiley 
  face with text around it that reads “I’M ALREADY 
  DEAD!”
    
   
  FIONA (CONT’D)
   
  Oh my God...
  FADE OUT.
  FADE IN:
  INT. PSI-STALKER BARRACKS
  Mason and Fiona sit off by themselves while David 
  plays cards with the Dog Boys in the background.
    
   
  FIONA
   
  So you have to tell me, I mean...
    
   
  MASON
   
  Why’d I get juiced?
    
   
  FIONA
   
  Yeah.
    
   
  MASON
   
  It’s alright. Don’t sweat it. I mean, I’m 
  gonna be dead in three years, right?
  David, listening in, yells over to them.
    
   
  DAVID
   
  It’s a big step. I knew a couple of 
  Coalition Juicers back when we started 
  the Tolkeen campaign. Not one of ‘em 
  lived long enough to let the drugs kill 
  him.
    
   
  MASON
   
  Sound like some good guys. A real 
  Juicer dies on his feet.
    
   
  FIONA
   
  Is that your plan?
    
   
  MASON
   
  We’ll see. When the time comes. I’ve 
  been juiced for about fourteen months 
  now. I’ve still got three or four years left 
  if I’m lucky.
    
   
  FIONA
   
  Have you thought about going through 
  detox? Getting clean?
    
   
  MASON
   
   
  (chuckles)
   
  You don’t understand. The juice 
  makes you faster, makes you stronger. 
  It changes your perception. You’re 
  moving at regular speed and everyone 
  else is stuck in slow motion. You can’t 
  just go back to normal after that. Hell, 
  you’re a soldier, you know what it’s 
  like to get that adrenaline rush. When 
  my system kicks in, I get enough 
  adrenaline in one jolt to kill an elephant. 
  Detox’ll leave you a shadow of a man. 
  Nope, I’m on this roller coaster ‘til the 
  ride ends.
  CLOSE-UP ON MASON: His eyes burn with veracity.
  Over at the poker table, David looks at his cards and 
  is not happy.
    
   
  SPENCE
   
  Something wrong?
    
   
  DAVID
   
  Is this a trick deck?
    
   
  WADE
   
  Standard issue for Dog Pack units.
  DAVID’S POV – The royalty on the cards are dogs 
  dressed up as kings and queens.
    
   
  DAVID
   
  Uh huh.
  He lays down his cards.
    
   
  DAVID (CONT’D)
   
  There, try that on for size.
  The three Dog Boys lay down their cards.
    
   
  DAVID (CONT’D)
   
  Damnit!
  
  45
    
   
  FIONA
   
  What is it?
    
   
  DAVID
   
  Did you train these mutts? Buncha’ 
  cheats.
  Spence scoops up the chips and the cards. David 
  takes the cards from him.
    
   
  DAVID (CONT’D)
   
  I’m dealing this hand. No more tricks.
    
   
  SPENCE
   
  Fine. Do what you gotta do.
  David distributes the cards. Spence looks at his hand. 
  Below the table his tail taps Billy a number of times to 
  indicate what he’s holding. Billy nods subtly.
    
   
  MASON
   
  So you’ll come with us then?
    
   
  FIONA
   
  Why not? Better than sitting around 
  here all day.
    
   
  MASON
   
  And you won’t get in trouble for, you 
  know, “going off the grid?”
    
   
  FIONA
   
  I’ll just log this as another run into the 
  city. All we do these days is patrol, 
  anyway.
  In the background, David throws down his cards.
    
   
  DAVID
   
  Damn it!
    
   
  FIONA
   
  Are you guys playing fair?
  Spence and Billy drop their tails mid-signal.
    
   
  SPENCE
   
  Yes sir. Your friend’s just got a lousy 
  poker face.
  EXT. CS FIELD BASE – OUTSIDE PSI-STALKER 
  BARRACKS
  Fiona pulls up in a JEEP. In the back are the Dog 
  Boys, armed and equipped for the field.
    
   
  FIONA
   
  Sorry John, I’ve only got room for one 
  more.
    
   
  DAVID
   
  Just what we need.
    
   
  MASON
   
  It’s OK. I can leg it back.
    
   
  DAVID
   
  How are you going to get to the 
  rendezvous?
    
   
  MASON
   
  I can do sixty miles per hour at a jog. I’ll 
  be there before you are.
    
   
  DAVID
   
  Alright. Do you want to ride along 
  through the gate, at least?
    
   
  MASON
   
  It’s OK. I’ll just let myself out.
  He steps over to the razorwire fence. A tall tree grows 
  on the far side.
  With an almost effortless jump, Mason is thirty feet up 
  the tree. He scrambles out onto a branch then leaps 
  into the next tree over, disappearing from sight.
  David hops in the passenger seat.
    
   
  FIONA
   
  Making new friends? I wasn’t extreme 
  enough for you?
    
   
  DAVID
   
  Oh, compared to you, he’s just a puppy 
  dog.
   
   
  (leans back)
   
  No offense, fellas.
  Fiona hits the gas and they speed off.
  
  46
  EXT. CS FIELD BASE – GATE
  The staff sergeant comes running out as the jeep 
  speeds past.
    
   
  STAFF SERGEANT
   
  Sgt. Lange! Sgt. Lange! They wanna 
  talk to you at command...
  David ignores him and the jeep is quickly out of 
  earshot. He doesn’t look back.
  EXT. OPEN COUNTRY – SIMVAN CAMPSITE
  A half-dozen SIMVAN WARRIORS sit around a 
  campfire. They are humanoids with pointed jaws full 
  of sharp teeth and wild manes of black hair. A massive 
  RHINO-BUFFALO, a horned riding beast the size of a 
  house, slumbers a few feet away.
  A ROBED FIGURE approaches the camp: Ramsey. A 
  SIMVAN SENTRY near the perimeter moves to stop 
  him, but Ramsey holds up one hand and the sentry is 
  instantly bound to his will.
  Ramsey nears the campfire, the sentry obediently 
  following behind. The other Simvan get to their feet 
  and grab weapons, calling out in alarm. Ramsey 
  quickly casts another hypnotic spell and the entire 
  group is brought under his command.
  With their full attention, he addresses the Simvan.
    
   
  RAMSEY
   
  I have a task for you...
  EXT. RENDEZVOUS POINT – DAY
  The jeep pulls up to an open lot amongst blasted 
  ruins. The Dog Boys in the back sniff nervously.
    
   
  FIONA
   
  Where are they? I thought they were 
  supposed to be waiting for us?
    
   
  DAVID
   
  That’s what they told me. Damn it. I 
  hope something didn’t happen.
  A broken pile of debris next to them TRANSFORMS 
  into the Mountaineer ATV. Kayla leans out the 
  passenger window.
    
   
  KAYLA
   
  Us? We were starting to worry about 
  you guys.
  Mason drops down from atop the vehicle.
    
   
  DAVID
   
  Glad to see you made it.
    
   
  MASON
   
  Glad to see you made it. I’ve been here 
  for fifteen minutes.
  He opens Fiona’s door and holds out his hand to 
  assist her.
    
   
  FIONA
   
  Ummm...thank you.
    
   
  MASON
   
  Of course.
  The team exits the ATV and gathers around the jeep.
    
   
  KAYLA
   
  So this is your friend who’s going to 
  find our sorcerer?
    
   
  DAVID
   
  Yep. 
  Figured 
  no 
  one 
  is 
  more 
  experienced at this kind of thing than a 
  Coalition Psi-Stalker.
    
   
  KAYLA
   
  I’m impressed.
  She shakes Fiona’s hand.
    
   
  KAYLA (CONT’D)
   
  Kayla.
    
   
  FIONA
   
  Fiona.
    
   
  KAYLA
   
  And this is Copeland. And this is 
  Ginoek. I take it you’ve met Mason?
    
   
  FIONA
   
  Oh I know John.
    
   
  KAYLA
   
  Good. Then let’s figure out what we’re 
  doing here.
  
  47
    
   
  DAVID
   
   
  (to Fiona)
   
  Do you have a map?
    
   
  FIONA
   
  Yeah. Spence, check the glovebox.
  Spence fishes a map out and hands it over. Fiona 
  spreads it out across the hood.
  At the top it reads ‘Minnesota – Military Personnel 
  Only.’
    
   
  FIONA (CONT’D)
   
  So all we know is that it’s a Rift near 
  Tolkeen?
    
   
  KAYLA
   
  And that a Xiticix hive is somewhere 
  nearby.
    
   
  FIONA
   
  He’s probably gonna be on the north 
  side of the city then. That’s closest to 
  the Hivelands.
    
   
  DAVID
   
  But he’s going to need a site away from 
  the active patrol zones, too.
    
   
  COPELAND
   
  That’s right. It will take him some time 
  to assume control of the Rift. It is a 
  difficult process.
    
   
  FIONA
   
  Then he’s most likely out in the suburbs. 
  One of these Rifts – here – here – or 
  here.
    
   
  DAVID
   
  So how do we narrow it down?
    
   
  FIONA
   
  Once my pack and I get close enough, 
  we’ll be able to tell.
    
   
  KAYLA
   
  Well, one way or another we should 
  split up into two groups. Each group 
  checks out a site and then reports back 
  to the other. If we don’t find anything 
  then we’ll meet up at the final Rift.
    
   
  DAVID
   
  It’s safer for us to travel separate 
  anyways. I don’t think you want to have 
  to explain if you get stopped with this 
  lot.
    
   
  FIONA
   
  Alright. What about you? You coming 
  with us?
    
   
  DAVID
   
  I think I should go with them. You 
  probably don’t want to get caught 
  with me either right now. If something 
  happens, you can still claim you and 
  the pack were out on patrol and get out 
  of this.
    
   
  FIONA
   
  Fair enough.
    
   
  DAVID
   
  Take Mason with you, he knows the 
  deal. And he’s the only one here who 
  isn’t a magic user or a purple lizard.
    
   
  FIONA
   
  You just don’t know him as well as I do.
    
   
  DAVID
   
  Keep your radio on. We’ll be in touch.
  David climbs the ladder up to the ATV as Mason hops 
  in the passenger seat of Fiona’s jeep.
  The vehicles head off in different directions.
  EXT. TOLKEEN RUINS – NIGHT
  FOOTPRINTS appear one by one in the dust and dirt 
  coating the street. The area was once a residential 
  district.
  The prints STOP outside a partially collapsed doorway 
  leading into a townhouse.
  The invisibility spell DISSIPATES and Ramsey is 
  revealed.
  He stoops to enter the townhouse. It is dark and dusty 
  inside, the moon’s light streaming in through broken 
  windows and gaps blasted in the brickwork.
  
  48
  Ramsey looks around. One wall is collapsed, debris 
  spilling in. Otherwise the house is almost intact.
  He stops and stares at the empty dining room. Dishes 
  for four still adorn the table. One of the two wine 
  glasses lays on its side, broken.
  Ramsey enters a bedroom. It is painted light pink and 
  dolls lay on the bed.
  Ramsey sits and picks up a doll. On the dresser is a 
  picture of him smiling with his two young daughters in 
  his lap.
  He looks at the photo and his eyes water. Ramsey 
  takes the picture, gently kisses it twice, and lays it 
  face down.
  He walks to the master bedroom. The moon shines 
  down through a hole in the roof. Dusty pictures of his 
  wife haunt him. He sits on the bed and holds his head 
  in his hands.
  After a moment, Ramsey regains his composure and 
  kneels next to the bed. He pulls out a small trunk from 
  underneath.
  Undoing the magical lock with a spell, he opens it to 
  reveal a collection of scrolls, amulets, magic items 
  and sacraments.
  Ramsey sits in the middle of the moonlight. He takes 
  a stick of chalk from the kit and draws a ritual circle 
  around himself. He adds strange runes and symbols, 
  then draws a triangle inset in the larger circle.
  Ramsey sets a candle at each point of the triangle. He 
  snaps his fingers by each one and they FLAME to life.
  Ramsey stares up at the moon.
    
   
  RAMSEY
   
  I know you’re listening. I’ve felt your 
  presence these last weeks.
  He takes a handful of magic dust and spreads it 
  around.
    
   
  RAMSEY (CONT’D)
   
  The Coalition has taken everything 
  from me. There is nothing left now.
  Ramsey produces a ceremonial blade. He runs it 
  across his palm and drips blood onto the runes. They 
  GLOW as the blood touches them.
    
   
  RAMSEY (CONT’D)
   
  Take my blood! Take my life!
  The ritual circle GLOWS BRIGHT.
    
   
  RAMSEY (CONT’D)
   
  But give me vengeance!
  The moon shines RED. Ramsey’s eyes burn with 
  hatred in its light; for a flash they are the eyes of a 
  reptile, not a man.
  CLOSE-UP ON PHOTO OF RAMSEY’S WIFE: Her 
  unmoving eyes watch as the demonic vassal that 
  was her husband sets off on his path of revenge.
  OUTSIDE
  Ramsey storms out, looking up at the moon and wispy 
  clouds.
  He focuses on a pile of debris and begins casting a 
  spell. Slowly, the rubble assembles itself into a CRUDE 
  GOLEM, an automaton empowered by magic alone. 
  Completed, the golem steps aside.
  Ramsey creates another and another.
    
   
  RAMSEY (CONT’D)
   
  Rise! Rise! This city will fight back one 
  last time!
  He assembles the final of a dozen GOLEMS, this one 
  with a streetlight in the place of its head.
    
   
  RAMSEY (CONT’D)
   
  Follow.
  The golems shudder to life, shuffling after him.
  EXT. PLAINS WEST OF TOLKEEN – DAY
  The towering Mountaineer ATV rumbles over the 
  rolling grassland, mowing down saplings with its 
  immense tires.
  
  49
  INT. ATV – DRIVER’S COMPARTMENT
  Ginoek drives the ATV, Copeland in the passenger 
  seat. David and Kayla are in back.
    
   
  COPELAND
   
  We’ve got a fork in the road up ahead.
    
   
  DAVID
   
  Just keep heading south. There’s an 
  ancient freeway we can follow most of 
  the way.
    
   
  GINOEK
   
  That takes us a bit out of our way, 
  doesn’t it?
    
   
  DAVID
   
  You wanted to avoid the Coalition. 
  Besides, Fiona and I are working off 
  the grid; we have to be careful.
  The wind blows across the ATV, carrying the scent of 
  exhaust on its currents.
  CLOSE-UP ON RHINO-BUFFALLO: Cresting a 
  hill, sniffing at the air. A howdah is strapped to the 
  animal, and from it SIMVAN MONSTER RIDERS 
  look about with binoculars. One points downwards, 
  spotting the ATV.
  BACK OF ATV
  Kayla lounges in her seat. Through the window, the 
  Rhino Buffalo silently begins to charge; DUST trailing 
  behind it.
  She is the first to notice.
    
   
  KAYLA
   
   
  (standing)
   
  We got problems!
  David sits up.
    
   
  KAYLA (CONT’D)
   
  Step on the gas, Ginoek! Simvan 
  raiders! We got Simvan!
  DRIVER’S COMPARTMENT
  Ginoek and Copeland look around like fighter pilots 
  trying to spot an enemy.
    
   
  DAVID
   
  I got the gun.
  He jumps out of the passenger seat and climbs a 
  ladder behind the driver’s compartment.
  CLOSE-UP as David unbuttons the hatch, popping 
  up into the rushing DUST and WIND. An old RAIL 
  GUN is mounted atop the ATV; rust SPRINKLES out 
  as David pulls back the bolt.
    
   
  DAVID (CONT’D)
   
  You gotta be kidding me!
  He shakes his head while he OPENS FIRE, picking a 
  Simvan rider off of the charging Rhino-Buffalo.
  From both sides, pairs of Simvan OUTRIDERS on 
  raptor-like OSTROSAURS appear. They speed past 
  the Rhino-Buffalo and charge toward the fleeing ATV.
  Inside, Kayla opens a side window, sticking her arm 
  out. As a pair of outriders close in, she blasts them with 
  a stream of MAGIC FLAME. One falls to the ground 
  ablaze, squealing and smoking, as its scorched mount 
  panics and runs off. The other is undaunted and leaps 
  aboard the ATV, knife in hand.
    
   
  KAYLA
   
  There’s one on the side!
    
   
  GINOEK
   
  Well what do you want me to do about 
  it!?
  Up top, David is firing controlled bursts at the pursuing 
  Rhino-Buffalo.
    
   
  DAVID
   
   
  (between bursts)
   
  Yeah! Now we’re havin’ fun!
  A SHADOW looms over him. Just as he turns, David 
  is lifted out of the hatch. He kicks wildly, and David 
  and the Simvan outrider spill onto the roof.
  Holding on for dear life, David dodges once-twice-
  three times as the outrider lunges for him with its 
  
  50
  knife. Kayla pops up out of the hatch, looking around.
    
   
  KAYLA
   
  David! Take my hand!
  He reaches for it, then pulls back as LASERS from 
  the pursuing Simvan rake the ATV’s side. The outrider 
  swings towards him with its knife, but David blocks it 
  with his armor and head-butts the creature, leaving it 
  dazed.
  The ATV bounces violently over a furrow and instantly 
  the outrider is gone, its grip lost. David blinks, stunned. 
  Kayla grabs him and pulls him roughly back in through 
  the hatch.
    
   
  DAVID
   
   
  (landing on his head)
   
  Thanks.
    
   
  KAYLA
   
  Don’t mention it.
    
   
  COPELAND
   
  There’s more incoming!
  David grabs his helmet and slaps it on.
    
   
  DAVID
   
  I’m on it. Try and slow ‘em down. Use 
  some magic or something!
  David pops up out of the hatch again. To his left, a 
  second RHINO-BUFFALO charges, coming alongside 
  the ATV. David spins up the rail gun and BLOWS 
  AWAY another pair of Simvan trying to jump aboard.
  ATV – PASSENGER AREA
  Kayla looks out the rear window at the pursuing beast. 
  She holds her hand against the glass and a MAGIC 
  NET shoots out.
  The Rhino-Buffalo charges right through it, breaking 
  up the magical fibers.
    
   
  KAYLA
   
  Come on!
  She tries again. This NET sticks, slightly hindering the 
  animal. Kayla launches one more NET. It catches on 
  the first one and tangles the Rhino-Buffalo’s front legs 
  together.
  The beast goes down hard, throwing Simvan riders 
  and BITS OF GEAR tied to its sides into the air. A 
  DUST CLOUD rises from the struggling monster as it 
  is left far behind.
  Suddenly Kayla is rocked as something HITS the ATV.
  BIRD’S-EYE VIEW: The second Rhino-Buffalo 
  shoulders into the ATV. They remain locked together 
  at high speed.
  ATV – GUNNER’S HATCH
  David FIRES OFF the last of the rail gun rounds into 
  the Rhino-Buffalo’s howdah, collapsing its canopy.
    
   
  DAVID
   
  Ahh! Not now!
  He ducks down to look for more ammo, but suddenly 
  sticks his head back up and out the hatch.
  There is a forty-foot drop in the terrain just ahead.
    
   
  DAVID (CONT’D)
   
  Ooh, here we go!
  The ATV and Rhino-Buffalo jump into mid-air. The 
  Rhino Buffalo manages to land on its feet and catch 
  itself, the Simvan riders holding on desperately.
  The ATV lands on one wheel and cartwheels over and 
  over again, getting smashed to bits.
  David is thrown out the hatch and skids to a halt in a 
  clump of bushes.
  ATV – PASSENGER AREA
  Everyone else is rattled around and thrown against 
  the roof.
  The ATV comes to rest upside down. SMOKE rises 
  from it.
  ATV – DRIVER’S COMPARTMENT
  Kayla looks over at Ginoek.
  
  51
    
   
  KAYLA
   
  You OK?
    
   
  GINOEK
   
  I think I broke my tail.
  OUTSIDE
  The Rhino-Buffalo closes in on the wreckage. Its 
  riders leap to the ground and clamber onto the ATV.
  ATV – DRIVER’S COMPARTMENT
  Copeland looks up at the sound of SIMVAN VOICES.
  COPELAND’S POV: A SIMVAN WARRIOR is right 
  there. It brings a club down on Copeland’s face.
  BLACKOUT
  EXT. BUSHES NEARBY
  David regains consciousness and sits up. He removes 
  his helmet and rubs his head.
  He ducks low when he notices movement. Dropping 
  to his belly he watches as the Simvan unload his 
  unconscious friends from the ATV, tie them up and 
  throw them aboard the Rhino-Buffalo.
    
   
  DAVID
   
  This isn’t good.
  The Simvan loot the vehicle and have the Rhino-
  Buffalo flip it over with its horns. They lash the wrecked 
  ATV to it and begin to drag the prize away.
  David stands up and retrieves his rifle. He puts his 
  helmet back on and activates the radio.
    
   
  DAVID (CONT’D)
   
  Fiona, do you read me? Come in.
    
   
  FIONA
   
  I read you. I’m at the rendezvous. 
  Where the hell are you?
    
   
  DAVID
   
  Never mind that. I’ve got a situation 
  here. We were attacked by the 
  Simvan... they’ve got the others.
  FIONA’S JEEP
    
   
  MASON
   
  What?!
    
   
  FIONA
   
  How many?
  BUSHES
    
   
  DAVID
   
  Twenty or so in the war party, but they 
  took the wrecked ATV with them, so 
  they can’t be going far.
  FIONA’S JEEP
    
   
  FIONA
   
  Probably have a campsite nearby. A 
  whole clan is too many for my pack. 
  We’re gonna need some backup.
    
   
  DAVID
   
  Negative. We cannot get CS command 
  involved.
    
   
  FIONA
   
  What, you think I only have friends 
  inside the Coalition?
  EXT. SIMVAN CAMP – NIGHT
  The Simvan HOWL and CHEER as they drag their 
  prize into camp.
  The campsite is built in a clearing amongst tall 
  trees. It is lit by torches; a half-dozen wood-frame 
  huts and a scattering of tents, lean-tos and tepees. 
  OSTROSAURS and a truck-sized FURY BEETLE 
  are tethered and tended to by HANDLERS. The other 
  Rhino-Buffalo is nearby, nursing its wounded front leg.
  The returning war party unhitch the ATV and present 
  their loot to the rest of the tribe.
  Last to come are the prisoners. Kayla, Copeland and 
  Ginoek are led out bound and under guard.
  
  52
  The crowd of Simvan ROARS their approval.
    
   
  GINOEK
   
  One of you better think of something 
  real quick.
    
   
  KAYLA
   
  They’re 
  suppressing 
  my 
  magic 
  somehow.
    
   
  COPELAND
   
  Mine too.
  The Simvan CHIEFTAIN steps forward, clad in an 
  elaborate skull headdress. One of his guards has a 
  COUGAR on a leash.
    
   
  CHIEFTAIN
   
   
  (subtitles)
   
  Our brave warriors have returned from 
  the hunt! They bring with them human! 
  And so tonight, when the moon is at its 
  height, we shall feast!
  The crowd ERUPTS anew. Wood and dried grass is 
  brought forth and a large fire is made. Wooden spits 
  and a man-sized stew pot appear and cooks begin 
  preparing herbs and roots and tossing them in.
    
   
  KAYLA
   
  I don’t like the looks of this.
    
   
  GINOEK
   
  I thought the stories about the Simvan 
  being cannibals were just a myth?
    
   
  COPELAND
   
  We’ll know in a minute, won’t we?
    
   
  GINOEK
   
  I hope you bastards like your meat 
  tough!
  EXT. RUINED WATER TOWER
  David waits as Fiona approaches, her jeep’s tires 
  kicking up a trail of DUST.
  She skids to a halt. David hops in, the Dog Boys 
  making room for a higher ranking ‘pack member.’ 
  Fiona speeds away.
    
   
  FIONA
   
  So what happened?
    
   
  DAVID
   
  They came out of nowhere. Two 
  of those big-ass horned things the 
  Simvan ride. We tried to outrun ‘em but 
  it was no use.
    
   
  MASON
   
  So how did you get away?
    
   
  DAVID
   
  I was in the top hatch when we crashed. 
  I got thrown far enough that no one 
  noticed, I guess.
  He pats his helmet.
    
   
  DAVID (CONT’D)
   
  If I didn’t have this thing on I woulda’ 
  bought it right there.
    
   
  FIONA
   
  Lucky.
    
   
  DAVID
   
  Oh yeah, lucky. The biggest catch of 
  either of our careers is getting away, 
  and the only way to find him is to 
  commit treason by rescuing a bunch of 
  magic users and aliens.
    
   
  MASON
   
  Are they alive?
    
   
  DAVID
   
  Last I saw, it looked like everyone was 
  still with it. But they won’t be if we don’t 
  get to them in time.
  EXT. MEETING POINT – FOREST
  The jeep rolls down a dirt road.
    
   
  DAVID
   
  So how did you get ahold of these 
  ‘friends’ of yours?
  She taps her head.
    
   
  FIONA
   
  Telepathy.
  
  53
    
   
  DAVID
   
  And why do you think they’re going to 
  help us?
    
   
  FIONA
   
  Their leader owes me one. A patrol 
  of ours was about to stumble into his 
  hideout. I tipped him off.
    
   
  DAVID
   
  How?
    
   
  FIONA
   
  Telepathy.
    
   
  DAVID
   
  I shoulda’ known.
  They reach the ancient and buried remains of a city, 
  now almost completely engulfed by the forest.
    
   
  MASON
   
  What is this place?
    
   
  FIONA
   
  It’s a hideout. My friends use it 
  sometimes.
    
   
  MASON
   
  It’s creepy.
    
   
  FIONA
   
  That’s why it’s a good hideout. People 
  don’t usually poke around out here.
  The Dog Boys in back are on alert, sniffing.
    
   
  DAVID
   
  So where do we meet up?
    
   
  FIONA
   
  Somewhere around here.
    
   
  DAVID
   
  You don’t even know where the meet 
  is?
    
   
  FIONA
   
  It’s not a specific place. You just don’t 
  understand psychics.
    
   
  DAVID
   
  Or magic users, apparently.
    
   
  FIONA
   
  What?
    
   
  DAVID
   
  Nothing.
    
   
  SPENCE
   
  He says he’s been fraternizing with the 
  enemy.
    
   
  DAVID
   
  Relax, Fido. I do what it takes to get 
  the job done.
  Fiona brings the jeep to a halt.
    
   
  FIONA
   
  Enough, both of you. No one is working 
  with the enemy. Besides, I think this is 
  the place.
  A VOICE projects from the shadowy trees.
    
   
  VOICE
   
  You’re right about one thing, at least.
  The speaker emerges. GULVER: a Wild Psi-Stalker 
  tribal leader, his head bald like Fiona’s. Tattoos and 
  piercings adorn his body.
    
   
  FIONA
   
  Gulver. I didn’t see you there.
    
   
  GULVER
   
  That’s the idea.
  Two dozen WILD PSI-STALKERS appear.
    
   
  FIONA
   
  You brought everybody, didn’t you?
    
   
  GULVER
   
  You said it was important.
  EXT. MEETING POINT – FOREST – SOON AFTER
  David, Fiona, Mason and Gulver are gathered around 
  the jeep. In the background the Dog Boys and the Psi-
  Stalkers seem to be getting along well.
    
   
  GULVER
   
  I know this place, and I know these 
  Simvan. 
  They’ve 
  been 
  attacking 
  
  54
  travelers in the area for the last few 
  months.
    
   
  DAVID
   
  These aren’t local boys?
  Gulver shakes his head.
    
   
  GULVER
   
  Nope, most of the local tribes have 
  been in the area for generations. These 
  guys are from down in Lone Star.
   
  Some kinda power struggle within the 
  Pecos Empire is sending ‘em north. We 
  were on good terms with the Simvan 
  until these guys started showing up, 
  made everything complicated.
    
   
  FIONA
   
  Then you’ll help us hit ‘em?
    
   
  GULVER
   
  If you think we can pull it off. It’s gonna 
  depend on the number of Simvan.
    
   
  FIONA
   
  Let’s go take a look, then.
    
   
  GULVER
   
  Let’s do it.
  EXT. OUTSIDE SIMVAN CAMP – NIGHT
  David, Fiona, Mason and Gulver crawl to a vantage 
  point hidden in the trees. From here they can see 
  the camp, the bonfire and the captives about to be 
  cooked.
    
   
  GULVER
   
  I assume we’re not too late?
  DAVID’S POV – BINOCULARS: The Simvan cooks 
  select Kayla to be first. They carry her off and set her 
  next to the fire.
    
   
  DAVID
   
  They’re still alive. But we’re gonna 
  have to move now.
    
   
  GULVER
   
  How many Simvan?
    
   
  DAVID
   
  Not sure. Maybe a hundred. Counting 
  the females and the children.
    
   
  GULVER
   
  One hundred! It’s just us against a 
  hundred Simvan!
    
   
  DAVID
   
  Looks like it.
    
   
  GULVER
   
  This is crazy! I’m telling my people to 
  pull out.
  He places one hand against his forehead. Fiona pulls 
  it away.
    
   
  FIONA
   
  Please! We can’t do this without you.
    
   
  DAVID
   
  They’re gonna die if we don’t go in – 
  now.
    
   
  GULVER
   
  That’s a tragedy, but I’m sorry, I can’t 
  just throw away my people’s lives like 
  that.
    
   
  DAVID
   
  We had a deal! We get rid of these 
  guys and you won’t have to worry 
  about them anymore.
    
   
  GULVER
   
  The deal wasn’t to get killed.
  He turns and starts to withdraw.
    
   
  FIONA
   
  You owe me, you bastard! You’d be 
  in a Coalition prison cell right now if it 
  wasn’t for me!
    
   
  GULVER
   
  Alright. You wanna pull that card? We’ll 
  back you up – but if things start to go 
  south I’m sounding the retreat. Got it?
    
   
  FIONA
   
  Got it.
  
  55
    
   
  DAVID
   
  And Gulver?
    
   
  GULVER
   
  What?
    
   
  DAVID
   
  This means a lot to me. I owe you now.
    
   
  GULVER
   
  Save it. You can thank me if we live 
  through this.
    
   
  DAVID
   
  Just stick to the plan. We’ll be alright.
  Gulver places his hand against his forehead.
    
   
  GULVER
   
  I’m telling them to move in. You two 
  better get into position.
  Fiona and David nod and crawl forward, the Dog Pack 
  trailing behind. Mason follows the Psi-Stalkers.
    
   
  GULVER (CONT’D)
   
   
  (to himself)
   
  I hope you know what you’re doing.
  BONFIRE
  The entire tribe has gathered around for the ceremony. 
  The chieftain stands in front of the blaze holding a 
  ritual staff with some strange animal skull at the top.
    
   
  CHIEFTAIN
   
   
  (subtitles)
   
  Brothers and sisters of the sacred 
  hunt! We join now to consume the 
  flesh of our foes! And as it was spoken 
  so shall their strength become ours! 
  Their power our power!
  Still surrounded by cooks, the captives are getting 
  desperate.
    
   
  GINOEK
   
  Any time now.
    
   
  KAYLA
   
  I’m trying.
    
   
  GINOEK
   
  You know we have cannibals on my 
  planet? I could have stayed home for 
  this shit!
  The Simvan COOKS chide Ginoek for talking.
  CHANTING, the chieftain bids his GUARDS to 
  bring Kayla before him. Calling out to his people, he 
  produces a wickedly curved ceremonial knife.
  TREES AROUND CAMPSITE
  David looks over at Gulver.
    
   
  DAVID
   
  Now! Go now!
    
   
  GULVER
   
  I’m on it.
  Gulver focuses his psychic power as David runs off 
  into position. Gulver stares intently at the huge Rhino-
  Buffalo. His eyes slip closed and he initiates a link with 
  the animal.
  RHINO-BUFFALO’S POV: Inside the creature’s 
  mind, Gulver looks down at ‘his’ monstrous feet, 
  lifting one then the other to be sure that he has taken 
  control of the beast.
  CLOSE-UP ON GULVER: He smiles to himself and 
  his hands twitch a bit as he instructs the Rhino-
  Buffalo to run.
  ON RHINO-BUFFALO
  The forty-ton animal rears up, breaking its tethers. 
  Simvan handlers that try to stop it are crushed.
  The Simvan around the fire scatter before the charging 
  beast.
  ON OSTROSAURS
  Fiona and her Dog Boys appear from the trees and 
  cut the agitated dinosaurs free. They panic and run in 
  all directions.
  
  56
    
   
  KAYLA
   
  What the hell is happening?!
    
   
  COPELAND
   
  I don’t know!
  ON SECOND RHINO-BUFFALO
  Tethered and still limping on three legs, the second 
  Rhino-Buffalo rears, unable to break free.
  OTHER SIDE OF CAMP
  David appears from the trees. Playing anvil to their 
  hammer, he SHOOTS DOWN warriors running 
  from the charging animals. A pair of frightened 
  OSTROSAURS tear right past him.
  David kneels and launches RIFLE GRENADES 
  into two of the Simvan watchtowers. They burst into 
  BRIGHT FLAMES.
  ON GULVER
  He is totally absorbed, sitting with his eyes shut and 
  both hands on his head.
  RHINO-BUFFALO’S POV: The monster stampedes 
  through tents and huts, then swings its head from 
  side to side, sending Simvan warriors flying.
  ON GULVER
  He angles his head left and right, faintly miming the 
  action.
  ON DAVID
  David hustles towards the captives as Mason and the 
  Psi-Stalkers burst from the woods and engage the 
  Simvan in close combat. They use psychic powers, 
  pistols and knives. The fighting is fierce.
  David reaches Kayla and unties her.
    
   
  KAYLA
   
  I thought you were dead...
    
   
  DAVID
   
  Happy to prove you wrong. Can you 
  get the others?
  She nods. David turns around – and dodges to the 
  side as the chieftain comes in swinging with his staff. 
  His rifle is knocked away.
  David pulls out a bowie knife and circles the chieftain.
  ON SECOND RHINO-BUFFALO
  The animal turns about nervously in circles.
  BONFIRE
    
   
  DAVID (CONT’D)
   
  Come on, show me what you got.
  The chieftain strikes heavily but David dodges and 
  moves in close. Over-extended, the chieftain turns 
  and bites down on David’s knife hand, forcing him to 
  drop the weapon.
    
   
  DAVID (CONT’D)
   
  Ahh God, that’s gonna get infected.
  The chieftain releases his bite and knocks David back 
  with his staff. David lands on his back.
  The chieftain raises the staff high and it begins to 
  radiate ENERGY. It emits a BOLT that strikes David, 
  burning into his armor.
  He tries to scramble away but the chief BLASTS him 
  again and again with the staff. David’s armor is dotted 
  with craters.
  The chieftain ‘aims’ the staff right for David’s face and 
  FIRES the deathblow.
    
   
  DAVID (CONT’D)
   
  Nooo!
  David squeezes his eyes shut, holds out one hand 
  and suddenly the incoming beam DISSIPATES.
  David opens his eyes. Both he and the chieftain are 
  startled.
    
   
  DAVID (CONT’D)
   
  What the...
  
  57
  He gets to his feet. The chieftain tries to use the staff 
  again but David extends his palm and a BEAM OF 
  MAGIC ENERGY appears. It knocks the staff aside.
    
   
  DAVID (CONT’D)
   
  No way.
  He shoots the chieftain down with another BEAM from 
  his hand.
    
   
  KAYLA
   
  I don’t believe it.
    
   
  DAVID
   
  Was that...?
    
   
  KAYLA
   
  Magic? It sure was.
    
   
  DAVID
   
  But what? How?
    
   
  KAYLA
   
  I guess you’ve been around some bad 
  influences.
  The team reunites and they watch as the Psi-Stalkers 
  and Fiona’s Dog Pack finish off the last of the Simvan.
  Ginoek shakes David’s hand.
    
   
  GINOEK
   
  You have my thanks.
    
   
  DAVID
   
  I’m honored.
    
   
  COPELAND
   
  You are one of us now, a child of magic.
  David looks down at his hands and laughs a bit 
  nervously.
  ON GULVER
  Gulver’s eyes slowly open and he breaks his 
  connection to the Rhino-Buffalo.
    
   
  GULVER
   
  You’re free. Now get out of here.
  ON RHINO-BUFFALO
  The huge animal shakes its head, confused, then sets 
  off for the high plains.
  ON GULVER
  Gulver stands up and goes to survey the battlefield.
  OTHER SIDE OF CAMP
  The remaining Simvan run for it. One who tries to 
  stand and fight is pounced on by Spence. He looks up 
  and GROWLS.
  Fiona steps up and puts a hand on the back of his 
  neck.
    
   
  FIONA
   
  It’s alright. Let’ em go. We’ve done 
  what we came here to do.
    
   
  GULVER
   
  I think that’s the last of ‘em.
  David slaps him on the back in congratulations.
    
   
  DAVID
   
  You see? How’s that for a plan?
    
   
  GULVER
   
  Yeah yeah, your plan worked.
    
   
  DAVID
   
  I told you! Just gotta have faith. And 
  now, my chief, you may plunder at will!
    
   
  GULVER
   
  I don’t think these Simvan have 
  anything we want.
  Two Psi-Stalkers ride past on the captured Fury 
  Beetle, CHEERING and YELLING as they go.
    
   
  DAVID
   
  Your men seem to disagree.
    
   
  GULVER
   
  Hmmm, maybe I will take a look 
  around.
  He walks off to check out the camp.
  
  58
  Copeland ZAPS the ropes tethering the second 
  Rhino-Buffalo.
    
   
  COPELAND
   
  Go on. Go home.
  The giant animal thunders off after its fellow. The first 
  Rhino-Buffalo looks back and gives out a plaintive 
  CALL.
  Kayla and David watch as the Psi-Stalkers loot the 
  camp.
    
   
  KAYLA
   
  And now I guess we’re even.
    
   
  DAVID
   
  I suppose so. So what do we do now?
  Mason appears with two CASKS of Simvan liquor, 
  one over each shoulder.
    
   
  MASON
   
  I say we get drunk. If humans can drink 
  this shit.
  A few of the Psi-Stalkers heartily agree.
    
   
  GINOEK
   
  And if they can’t, the more for me.
  EXT. CAMPSITE – NIGHT – LATER
  SERIES OF SHOTS
  -A Wild Psi-Stalker takes a mighty swig and blows a 
  FIREBALL. His comrades laugh.
  -The Psi-Stalkers dance around the fire like a pagan 
  ritual.
  -One takes Kayla, reluctant, and dances with her.
  -David and Gulver sit and watch. Gulver breaks a 
  bread loaf and hands over a piece.
  -Spence tears into a chunk of meat.
  Kayla approaches, out of breath, and sits next to 
  David. She scratches the back of Spence’s neck, a 
  bit drunk.
    
   
  KAYLA
   
  Quite a party.
    
   
  GULVER
   
  You city-dwellers forget how to let go – 
  living in your world of rules. Too many 
  walls, too many fences. Out here we 
  do what we like. Go where we please.
  Leaning back, he watches as Fiona and Mason dance 
  closer and closer together. They lock eyes and she 
  grabs him and kisses him passionately. He doesn’t 
  object.
    
   
  GULVER (CONT’D)
   
  See? Your friend still has it in her.
  He passes David a jug.
    
   
  GULVER (CONT’D)
   
  That’s what you need, my Coalition 
  friend. Loosen up, break the rules 
  sometimes.
  He lays back to look up at the stars, drunk.
    
   
  KAYLA
   
  He’s right, you know.
    
   
  DAVID
   
  Yeah, yeah. This whole trip has been 
  very enlightening.
  He hands her the jug.
    
   
  KAYLA
   
  You managed to use magic; you 
  crossed over without even thinking 
  about it. There are people who study 
  for years that can’t do that.
    
   
  DAVID
   
  That’s it? That’s all there is to it?
    
   
  KAYLA
   
  If you’re one of us, you’re one of us.
    
   
  COPELAND
   
  You can’t teach the gift.
    
   
  DAVID
   
  Oh man, now it’s ‘the gift’?
  
  59
    
   
  KAYLA
   
  Hate it or love it, it’s a part of you.
    
   
  DAVID
   
  Alright, alright. Hang on.
  David gets to his feet.
    
   
  DAVID (CONT’D)
   
  Everybody! Everybody! Hey, listen up!
  The boisterous crowd gradually quiets down.
    
   
  DAVID (CONT’D)
   
  Now I know a lot of you wouldn’t expect 
  this from a guy like me, but I want you 
  to know, from the bottom of my heart, 
  that you all are truly the finest bunch 
  of outlaws and filthy magic users that I 
  have ever worked with.
    
   
  KAYLA
   
  And you’re the sweetest Coalition 
  fascist we’ve ever met!
    
   
  DAVID
   
  Seriously – Gulver – you and your 
  people are alright. If it wasn’t for you 
  guys, we’d all be in deep shit right now. 
  Here’s to you – you beautiful mutant 
  bastard!
  He takes a hearty swig from the bottle. The others 
  CHEER.
  EXT. AROUND FIRE – NIGHT – LATER
  Almost everyone is snoring around the embers of the 
  bonfire. Mason and Fiona hold each other, sleeping 
  soundly. The chow Dog Boy Wade’s legs twitch as he 
  dreams of running.
  Kayla and David sit up talking and staring at the coals. 
  They are both quite drunk.
    
   
  KAYLA
   
  So what made you join the military?
    
   
  DAVID
   
  Oh, it’s the same old story. Lose a 
  family member to something from the 
  Rifts – join up to get revenge. Only in 
  my case I lost the entire family.
    
   
  KAYLA
   
  Oh my God. I’m sorry.
    
   
  DAVID
   
  I was very young. I can barely 
  remember my life before they were 
  taken from me.
    
   
  KAYLA
   
  How did – if you don’t mind me asking 
  – how did they get to you in Chi-Town?
    
   
  DAVID
   
  Didn’t happen in Chi-Town. I was born 
  outside the Coalition. Little town called 
  Fremont.
  Kayla’s jaw drops, but David is looking away.
    
   
  DAVID (CONT’D)
   
  That’s about all I know. Not sure about 
  the last name, no birth date, no known 
  relatives.
   
  I can remember my mother and my 
  father, and a sister. Just little bits, 
  random moments and images. And I 
  remember the night it all happened – I 
  can still see that like it was yesterday.
    
   
  KAYLA
   
  David, I need you to think back. What 
  exactly happened that night?
    
   
  DAVID
   
  They appeared out of nowhere – came 
  in from the woods. We were eating 
  dinner when there were these noises 
  outside and – all I remember after that 
  is running. Running as fast as I could. I 
  ran until the soldiers found me.
  Tears are now streaming down Kayla’s cheeks.
    
   
  DAVID (CONT’D)
   
  What is it? What’s wrong?
    
   
  KAYLA
   
  David...I was born in Fremont. I was 
  there that night the Rifts opened up. 
  Can you remember what your parents 
  did?
  
  60
    
   
  DAVID
   
  Ummm – my father was a...
    
   
  KAYLA
   
  Mechanic.
    
   
  DAVID
   
  And my mother was a...
    
   
  KAYLA
   
  Schoolteacher.
    
   
  DAVID
   
  Is this some kinda magic?
    
   
  KAYLA
   
  What was your sister’s name, David?
    
   
  DAVID
   
  It was – Katie.
    
   
  KAYLA
   
  Katherine is my real name. Only people 
  in Tolkeen call me Kayla.
    
   
  DAVID
   
  What are you saying?
    
   
  KAYLA
   
  David. I...I think you’re my brother.
    
   
  DAVID
   
  What? I don’t believe this.
    
   
  KAYLA
   
  David, think hard. What else do you 
  remember from before the Coalition?
    
   
  DAVID
   
  I remember our house. It was painted 
  this funny shade of blue. It was near 
  the woods, just on the edge of town. 
  There was this path...
    
   
  KAYLA
   
  We used to sit near that path and 
  wait for dad to come home. David, I 
  remember the blue house, I remember 
  the path, I remember your toy soldiers. 
  You are my brother.
    
   
  DAVID
   
  But I’ve always been an orphan...
    
   
  KAYLA
   
  Not anymore. David, everything up 
  until now, it all happened for a reason.
  They embrace for a moment, both overtaken by 
  emotion.
    
   
  KAYLA (CONT’D)
   
   
  (choked up)
   
  We looked for you for days. After that 
  we just had to assume the demons 
  took you. How did you escape?
    
   
  DAVID
   
  I didn’t. I was rescued. The CS soldiers 
  found me just in time. But what 
  happened to you? Where did you go?
    
   
  KAYLA
   
  Most of the villagers headed east to 
  the Federation of Magic, but mom and 
  I went back to Lazlo.
    
   
  DAVID
   
  Mom? Is she...
    
   
  KAYLA
   
  Yes, she’s still alive. And you don’t 
  
  61
  know how happy she’ll be to find out 
  that you are too. You have to come 
  back to Lazlo with me.
    
   
  DAVID
   
  What!? I can’t do that. I’m a Coalition 
  officer.
    
   
  KAYLA
   
  Well we can’t exactly come visit you in 
  the Coalition States. I use magic, your 
  mother uses magic, your grandparents 
  use...
    
   
  DAVID
   
  I have grandparents?!
    
   
  KAYLA
   
  Of course you have grandparents! You 
  have a whole family waiting for you 
  back in Lazlo.
   
   
  (puts her arm around him)
   
  You’re not an orphan, David. There 
  are people out there that love you, that 
  have never even met you. You have a 
  home.
    
   
  DAVID
   
  But the CS is my home. I can’t just...I 
  can’t just walk away from everything 
  I’ve ever known.
    
   
  KAYLA
   
  When I was a little girl, I used to try and 
  imagine what you would look like if you 
  were still alive. I guess I took it better 
  than mom. She used to cry at night, 
  when she thought I was asleep.
    
   
  DAVID
   
  I just...it’s too much...
    
   
  KAYLA
   
   
  (tears flow)
   
  You don’t understand. We dug two 
  graves in Lazlo. Two empty graves. 
  Every year on your birthday we would 
  leave flowers.
    
   
  DAVID
   
  I never knew my real birthday. On 
  my ID it says January 1st, right there 
  with all the other unknowns in the CS 
  database.
    
   
  KAYLA
   
  Well, you’re close. It’s August 25th.
    
   
  DAVID
   
  I’ll have to remember that. Do you 
  know my middle name?
  EXT. CAMPSITE – NEXT MORNING
  David’s eyes open and he sits up. Standing and 
  stretching out his aching joints, he begins to don his 
  armor.
  Nearby, Kayla, Fiona and Mason are eating breakfast 
  with a group of Wild Psi-Stalkers. Mason and Fiona 
  look at each other and smile bashfully.
  David appears in full gear and sits down. Mason slaps 
  him on the back.
    
   
  MASON
   
  Morning there, Dave.
    
   
  DAVID
   
  What’re you so happy about?
    
   
  MASON
   
  Oh, a few things. Kayla told us the 
  news. Welcome to the family!
    
   
  DAVID
   
  Who woulda’ thought.
    
   
  MASON
   
  That you would actually be related to 
  a “bunch of filthy magic users”? I could 
  tell there was something about you.
    
   
  FIONA
   
  I knew all along.
    
   
  DAVID
   
  Well thanks for keeping it a secret.
    
   
  FIONA
   
  I couldn’t bear to put you through that. 
  Here, eat something.
  She thrusts a bowl of some kind of porridge to him. 
  David digs in.
    
   
  DAVID
   
  Better than cold instant rations.
  
  62
    
   
  WILD PSI-STALKER
   
  Food not up to your standards?
    
   
  DAVID
   
  No, it’s good.
    
   
  WILD PSI-STALKER
   
  Can’t say Psi-Stalkers are known for 
  our cooking. Normally I like my prey 
  still alive.
    
   
  DAVID
   
  I suppose sucking the psychic energy 
  out of critters and killing them for their 
  meat isn’t all that different. Cheers.
  Gulver walks over.
    
   
  GULVER
   
  Everyone getting along?
    
   
  DAVID
   
  Oh yeah. You and your people handled 
  yourselves pretty well last night, 
  Gulver. You up for round two?
    
   
  GULVER
   
  What do you mean?
    
   
  MASON
   
  We’re on the way to the main event. 
  These Simvan were just an appetizer.
    
   
  GULVER
   
  What is it with you guys? Is there a fight 
  in Minnesota you don’t know about?
    
   
  KAYLA
   
  This has been a big week. We’re not 
  normally this busy.
    
   
  GULVER
   
  Alright, so what else have you got in 
  mind?
    
   
  DAVID
   
  We’ve got a lead on the most dangerous 
  sorcerer left in the city. If we don’t stop 
  him he’s gonna Rift a swarm of Xiticix 
  right into the center of old Tolkeen.
    
   
  GULVER
   
  You’re gonna wade into a Xiticix swarm 
  to protect a city that’s already been 
  destroyed?
    
   
  KAYLA
   
  There are still a lot of innocent people 
  in Tolkeen. That swarm will kill anything 
  that gets in its way.
    
   
  DAVID
   
  And a lot of my friends are in the city, 
  just trying to do their jobs.
    
   
  GULVER
   
  Well that’s a damn shame. I wish there 
  was something I could do to help...
    
   
  DAVID
   
  Come with us. Your people are great 
  fighters. You help us today and you’ll 
  keep the Xiticix off your doorstep for a 
  few more months.
    
   
  GULVER
   
  The ‘Ticks are coming whether we like 
  it or not.
    
   
  DAVID
   
  It won’t get any easier.
    
   
  GULVER
   
  Listen, I had my reservations just 
  walkin’ into those Simvan. There’s no 
  way I’m letting my people mix it up with 
  a whole swarm of Xiticix. If you want, 
  we can show you the way. The nexus 
  isn’t far from here. If you leave soon 
  you can make it by nightfall. But that’s 
  the best I can do.
    
   
  FIONA
   
  There’s gotta be something...
    
   
  GULVER
   
  There’s nothing else we can do. You 
  don’t understand. We’re just hanging 
  on out here. We can’t run back to the 
  safety of the Coalition every time things 
  get tough. This is every day for us.
    
   
  DAVID
   
  It’s alright, chief. You’ve helped us 
  enough already. You just show us 
  where he is – we’ll handle the rest.
  
  63
  EXT. NEAR LEY LINE – DAY
  The Wild Psi-Stalkers escort the team through the 
  scattered ruins to the site of the ley line. Its GLOW is 
  pale in the sunlight.
    
   
  GULVER
   
  Here it is. You follow this line due west 
  and it’ll take you where you need to go.
  Kayla shakes his hand.
    
   
  KAYLA
   
  Thanks for the rescue. If you ever need 
  anything, I’m usually in Lazlo.
    
   
  GULVER
   
  I’ll keep that in mind.
    
   
  DAVID
   
  This is your last chance to come with 
  us...
    
   
  GULVER
   
  Thanks. But no thanks.
    
   
  DAVID
   
  Alright. I had to try. You take care of 
  yourself out here.
    
   
  GULVER
   
  You do the same.
  They head off in search of the nexus.
  FADE OUT.
  EXT. TRAIL FOLLOWING LEY LINE – NIGHT
  The team hikes along the open ground around the ley 
  line, lit eerily by its STRANGE LIGHT. The tall trees 
  cast weird shadows in the shifting luminescence.
    
   
  DAVID
   
  How much further?
    
   
  COPELAND
   
  It’s hard to tell. He’s still protecting 
  himself with that spell. There’s a 
  nexus up ahead, though, but it’s been 
  unstable since the Coalition bombed 
  the energy grid.
    
   
  KAYLA
   
  If he’s gonna go through with it, it’s 
  gonna be there.
    
   
  DAVID
   
  And how much further is that?
    
   
  KAYLA
   
  Couple of miles. Not far.
    
   
  MASON
   
  You wanna sing a marching song, 
  soldier?
    
   
  DAVID
   
  Yeah, right. Like any of you have any 
  rhythm.
  The ley line CRACKLES and SIZZLES, energy 
  erupting outwards.
    
   
  DAVID (CONT’D)
   
  What the hell was that?
    
   
  COPELAND
   
  We’re getting a flare-up.
    
   
  DAVID
   
  What does that mean?
    
   
  COPELAND
   
  It could mean he’s already starting the 
  ritual. Or it could be nothing.
    
   
  DAVID
   
  Doesn’t look like nothing.
    
   
  KAYLA
   
  The storms have been getting real bad.
    
   
  DAVID
   
  Why’s that?
    
   
  COPELAND
   
  Because your friends blew up all the 
  regulating gear. This wasn’t a problem 
  before.
    
   
  KAYLA
   
  The more you push, the more the Earth 
  pushes back.
    
   
  COPELAND
   
  You can’t beat the Rifts by fighting 
  
  64
  them.
  Another BURST of energy erupts.
    
   
  DAVID
   
  I’m starting to believe you.
    
   
  KAYLA
   
  Let’s move. We can’t wait around for 
  this to clear up.
  They hurry forward. The ley line PULSES and 
  SPARKS.
    
   
  FIONA
   
  Should we be this close to it?!
    
   
  COPELAND
   
  It shouldn’t be a problem, unless...
    
   
  DAVID
   
  Unless what?
  Copeland stares up into the air. Suddenly the sky 
  becomes bright yellow. Alien creatures fly overhead 
  on massive wings.
    
   
  COPELAND
   
  Unless we hit a dimensional storm. Go! 
  Go!
  They start to run.
  The ley line PULSES again. The sky is now a pale 
  green. The flying creatures are replaced with huge 
  swimming eels and floating jellyfish.
    
   
  DAVID
   
  This is nuts!
    
   
  KAYLA
   
  Don’t look back! Just run!
  David looks down at his feet. The ground becomes a 
  seething mass of worms and maggots, then flashes 
  back to normal.
    
   
  DAVID
   
  Whoa...
  Mason drops back to jog alongside him, easily keeping 
  pace.
    
   
  MASON
   
  Come on! This ain’t the time to be left 
  behind!
  Rain falls. It STEAMS as it hits the ground.
  A GUST rushes up around Kayla. The raindrops 
  freeze into weird blue hail in mid-air.
    
   
  KAYLA
   
  It’s getting worse!
  Copeland looks around. A dark, rain-swept clearing 
  transforms into a bleak alien desert right in front of 
  his eyes.
    
   
  COPELAND
   
  It sure is.
  Billy, the pit bull, comes face to face with some kind 
  of giant desert insect. He GROWLS, refusing to back 
  down.
  Suddenly the creature is gone and the desert replaced 
  by a forest of towering fungus. Billy is confused.
    
   
  FIONA
   
  It’s OK. It’s gone.
  Ginoek takes a step and falls as the ground he walks 
  on becomes a mountain slope covered in thick, pale 
  orange snow. He slides down the incline, grabbing 
  helplessly at snowdrifts to try and save himself.
    
   
  GINOEK
   
  Help!
  Mason leaps over the edge and skis downward on his 
  feet. He grabs hold of Ginoek just before they both 
  plummet over a drop. They stare down into a gully full 
  of razor-sharp ice crystals and frozen stalagmites.
    
   
  GINOEK (CONT’D)
   
  Thanks.
    
   
  MASON
   
  Don’t mention it...whaaa!
  They are pushed over the edge as the terrain D-shifts 
  again. Arms flailing, they are just about to impact the 
  ice shards when -
  The snowy mountain becomes an unearthly bog. 
  They land in waist-deep, bright blue muck, bubbles 
  
  65
  perforating the surface. A little swamp-dwelling lizard 
  hops off a floating branch and swims away.
    
   
  MASON (CONT’D)
   
  Ah, it’s in my shoes.
    
   
  GINOEK
   
  Mine too.
  David, standing on firm ground, extends his hand.
    
   
  DAVID
   
  You guys done horsing around?
    
   
  GINOEK
   
  Thanks.
  Mason splashes blue muck on David.
    
   
  DAVID
   
  Come on! Who knows what’s in this 
  stuff?
    
   
  MASON
   
   
  (still splashing)
   
  Not me.
  David helps him out too.
    
   
  DAVID
   
  Had enough?
    
   
  MASON
   
  I don’t know. I wouldn’t mind sliding 
  down that hill again if that dimension 
  comes back.
    
   
  KAYLA
   
  Come on.
  They hurry into the woods. The trees’ color and form 
  SHIFTS constantly, making the entire forest seem to 
  move. Strange colors and light from a dozen alien 
  suns fills the branches.
  Slowly the forest goes back to normal. The patterns of 
  branches and tree bark SHIMMER and then stabilize.
    
   
  DAVID
   
  Is it over?
    
   
  COPELAND
   
  It’s cooling down. We should still keep 
  some distance between us and the ley 
  line for a while.
    
   
  DAVID
   
  I hear that.
  They parallel the ley line and continue their march 
  through the woods.
  EXT. TOLKEEN RUINS – LEY LINE NEXUS – 
  NIGHT
  Abandoned, shot-up buildings surround a massive 
  crater where the nexus complex used to stand. It 
  once served as a power station and transportation 
  grid for the city until the Coalition bombed it out of 
  existence. Four LEY LINES meet at the center of 
  the crater, illuminating the area with a haunting, pale 
  BLUE LIGHT.
  The team watches from the crater’s edge as Ramsey 
  and a trail of golems appear from within a building 
  on the far side. They walk slowly and deliberately, 
  the ritual already begun. Ramsey carries the Xiticix 
  Queen’s scent glands himself, still sealed inside their 
  enchanted container.
  Reaching the center, the procession stands before 
  the nexus. The golems spread out and begin drawing 
  large, complex runes in the dirt while Ramsey sets the 
  scent glands aside.
  With one hand, he beckons to a half-buried concrete 
  slab. It PULLS ITSELF magically up out of the ground, 
  FLOATING over to sit in front of him as an altar.
  Ramsey takes the scent glands and dumps them 
  out onto the slab. He removes a curved knife from 
  his robe and slices open the glands. They instantly 
  STEAM and BOIL with noxious pheromones.
    
   
  MASON
   
  What’s he doing? There’s no way the 
  ‘Ticks are gonna smell that from here.
  Ramsey chants a few magic words and spreads his 
  arms. WINDS puff up his robe, blowing the queen’s 
  pheromones high into the air.
    
   
  MASON (CONT’D)
   
  Oh.
    
   
  FIONA
   
  There’s gonna be Xiticix all over this 
  
  66
  place in no time.
    
   
  DAVID
   
  Then we gotta make our move now.
  Nearby, a single XITICIX SCOUT alights upon a 
  chimney sticking up out of the rubble of a house. Its 
  silhouette stands out starkly against the moon in the 
  background.
    
   
  DAVID (CONT’D)
   
  See? Let’s go.
  They move into the ruins surrounding the Rift and take 
  up hiding positions.
  Out in the open, Ramsey and his golems slowly 
  spread out in a wide circle around the Rift.
  CLOSE-UP ON RAMSEY: He CHANTS as the 
  COLUMN OF PHEROMONES continues to rise.
  The golems watch silently.
  All four ley lines PULSE. The Rift RUMBLES and 
  grows.
    
   
  KAYLA
   
  He’s good.
    
   
  COPELAND
   
  Yes, he is.
    
   
  DAVID
   
  So how do we stop him?
    
   
  KAYLA
   
  We kill him.
    
   
  DAVID
   
  That’s it?
    
   
  COPELAND
   
  If I had a spell to stop a madman, I’d 
  use it. But I think we must do this the 
  hard way.
    
   
  DAVID
   
  Isn’t that always the way it is?
  David turns to Kayla.
    
   
  DAVID (CONT’D)
   
  If I don’t make it, you tell mom what 
  happened. Tell her that her son grew 
  up to be a man.
    
   
  KAYLA
   
  We’ll make it through this. If we stick 
  together.
    
   
  DAVID
   
  If we stick together.
  They advance into the crater as more Xiticix land 
  around the perimeter. David points to the left with 
  two fingers and Fiona and the Dog Pack break off in 
  that direction. He points to the right and Ginoek and 
  Mason head that way.
  A golem focuses in on the ritual. Hearing something, 
  it turns around to see Fiona and the Dog Pack right 
  on top of it.
    
   
  FIONA
   
  Get him boys!
  The golem doesn’t stand a chance.
  Its fellows in the summoning circle break their focus.
  Ramsey pauses, noticing the attackers closing in.
    
   
  RAMSEY
   
  You? You tracked me all this way? So 
  determined. No wonder you escaped 
  from that hive.
    
   
  KAYLA
   
  We trusted you and you left us to die!
    
   
  RAMSEY
   
  What do you want – an apology? I 
  used you like any other tool.
   
   
  (to golems)
   
  Kill them. I shall finish this.
  He turns back to the Rift and focuses, pouring his 
  magic power into it.
  The Rift GROWS larger still, BOLTS OF ENERGY 
  emanating from it. Dozens of flying XITICIX are 
  illuminated in the light, circling around the Rift like 
  moths to a lamp.
  The golems turn on the team, launching a barrage of 
  
  67
  spells. FIREBALLS, ELECTRICITY, ICE.
  Billy is hit by an ICE BOLT. He drops mid-stride, hip 
  frozen, YELPING. Fiona drops to one knee to aid him.
    
   
  FIONA
   
   
  (to Spence and Wade)
   
  Advance! Don’t slow down the attack!
  A golem shoots LIGHTNING BOLTS at Mason. 
  Mason acrobatically leaps and dodges, bending and 
  contorting.
  Copeland squares off with the chief golem, its 
  streetlight head reflecting the magic light around it.
  It shoots a MAGIC BOLT – Copeland blocks it with 
  a SHIELD of ley line energy. It waits a moment then 
  FIRES another. Copeland blocks it too. They are at an 
  impasse, like boxers looking for the first opening.
  Kayla stops next to Fiona and Billy. She uses a brief 
  flash of MAGIC FIRE to MELT the ice.
    
   
  FIONA (CONT’D)
   
  Thanks.
    
   
  KAYLA
   
  Glad to help.
  Billy springs to his feet.
    
   
  FIONA
   
  Go get ‘em.
  He charges off.
    
   
  KAYLA
   
  Ready?
    
   
  FIONA
   
  Let’s go.
  They rush into combat. Fiona draws her pistol, 
  marching off to the left, firing LASERS as she goes.
  Ginoek charges at a golem preparing a spell. He cuts 
  it down before the spell is complete, breaking apart 
  the golem’s body of animated bricks and pipes.
  Copeland and the chief golem both fire BOLTS of 
  magic. They collide in mid-air and NEGATE each 
  other.
  The combatants lock ‘eyes.’ They both begin 
  channeling a spell at the same time, trying to beat the 
  other to the punch. WISPS OF DARK POWER appear 
  around the golem; LEY LINE ENERGY crackles 
  around Copeland.
  Copeland wins the quick draw. He unleashes a 
  blinding EXPLOSION OF ENERGY. The chief golem’s 
  spell FIZZLES OUT and it is overcome.
  Copeland stops to catch his breath, pulling his gas 
  mask aside for a moment.
  SURROUNDING RUINS
  More and more Xiticix come to roost. They CHITTER 
  back and forth, trying to reconcile the pheromonic 
  distress call of their supposed Queen with the 
  confusing scene before them.
  AROUND RIFT
  David drops to one knee and OPENS FIRE.
    
   
  DAVID
   
  We need to hurry up! The Xiticix aren’t 
  just gonna watch forever!
    
   
  KAYLA
   
  Alright.
   
   
  (to everyone)
   
  Let’s kick it up a notch! Time’s runnin’ 
  out!
  Copeland nods. He DRAWS IN ley line energy 
  and releases it in a massive THUNDERBOLT. It 
  ELECTROCUTES a golem in a torrent of SPARKS.
  CLOSE-UP ON COPELAND: He draws in more 
  energy and releases another CHARGE, then 
  ANOTHER.
  David turns and sees a golem close by. He reaches 
  out and takes hold of the two pieces of rubble floating 
  within its eye sockets. Deprived of its ‘eyes,’ the golem 
  flails about.
  The surviving golems are pushed into a tight circle, 
  back to back.
  Suddenly they EXPLODE in all directions.
  
  68
  Ramsey appears from their midst, arms outstretched.
    
   
  RAMSEY
   
  Enough! I must finish the ritual!
  He casts a VORTEX with one hand. Mason and 
  Ginoek are THROWN into the air.
  Kayla and Copeland move in and Ramsey blows them 
  backward with a WALL OF MAGIC ENERGY.
  Spence and Wade attack. Ramsey wraps his cloak 
  around him and Spence bounces off as if it were solid 
  steel.
  Wade GROWLS and charges Ramsey. Ramsey 
  sidesteps and ELECTROCUTES him with magic 
  energy.
  Wade drops down dead, fur SMOKING.
  Spence is filled with rage and bursts at him, teeth 
  gnashing, saliva flying.
  Ramsey waves his hand flippantly and Spence is 
  thrown tumbling through the air.
  David, Fiona and Billy are next. Ramsey gestures 
  towards them and the Xiticix pheromones WAFT in 
  their direction.
    
   
  DAVID
   
  Uh oh...
  A half-dozen curious XITICIX buzz in to investigate. 
  David and Fiona scatter. Billy manages to tackle one 
  out of the air and wrestle it to the ground.
  David pushes Kayla out of the way as more Xiticix flit 
  in.
  The Xiticix now fill the air and cover the surrounding 
  buildings, with more continuing to land. Ramsey 
  begins to chant with renewed gusto and suddenly the 
  ley line nexus GLOWS brightly.
  David removes his helmet and ducks into the huddle.
    
   
  KAYLA
   
  We don’t have much time. This is it. 
  You guys just keep everything away 
  from me and Copeland. We’ll try to 
  keep his spells in check.
    
   
  DAVID
   
  How?
    
   
  KAYLA
   
  We’ve got lots of tricks, David.
    
   
  DAVID
   
  Yeah, well I’ve got one too. We’re not 
  gonna be able to handle these bugs on 
  our own.
  David speaks into his radio headset.
    
   
  DAVID (CONT’D)
   
  This is Bravo lead calling Forward 
  Base 21. Do you read?
    
   
  KAYLA
   
  What are you doing?!
    
   
  DAVID
   
  Trust me.
   
   
  (back to radio)
   
  Negative, the rest of the patrol is down! 
  I need reinforcements right now at grid 
  47’91’37. This is a Charlie Foxtrot 
  priority! You get me?! Send everything 
  you got and tell ‘em to be ready for 
  Xiticix! Repeat. Charlie Foxtrot priority! 
  X-Rays involved! Send EVERYTHING! 
  I am not fucking around!
    
   
  GINOEK
   
  You’re gonna get us killed!
    
   
  DAVID
   
  I just saved our lives. There’s only one 
  thing that’s gonna be able to deal with 
  that swarm, and that’s full on Coalition 
  firepower.
    
   
  KAYLA
   
  I hope you know what you’re doing.
    
   
  DAVID
   
  Have I let you down yet?
    
   
  KAYLA
   
  This is a little different.
  David slaps his helmet on.
    
   
  DAVID
   
  This? This is just another day at the 
  
  69
  office for me.
  The surviving members of the team regroup and close 
  in on Ramsey, standing before the growing portal.
  David fires a grenade directly at him. The EXPLOSION 
  BENDS and wraps around his magical armor, which 
  is momentarily made VISIBLE by the attack. Ramsey 
  turns, unharmed.
    
   
  RAMSEY
   
  You won’t stop me! I’ve come too far 
  now!
    
   
  KAYLA
   
  It’s not worth the price! You’ve sold 
  your soul!
    
   
  RAMSEY
   
   
  (laughs coldly)
   
  Maybe-I-have. Now excuse me, I must 
  get back to my work.
  Ramsey draws three vertical lines through the air 
  with his open palm, and three PORTALS appear in a 
  triangle pattern around him. Out of each one steps a 
  towering DEMON, looking about for victims.
    
   
  COPELAND
   
  Oh no.
  Ramsey turns his back and continues the ritual.
  David and Mason start pumping laser beams into 
  DEMON 1 while Ginoek activates his PSI-SWORD. 
  Kayla blasts DEMON 2 with FIREBALLS as Copeland 
  begins to LEVITATE into the air. Fiona and her 
  remaining Dog Boys charge forward at DEMON 3.
  Demon 1 fires ENERGY BURSTS from its palms, 
  nailing David flatly on his armor. Mason leaps out of 
  the way.
  Demon 1 grabs David with one massive hand, lifting 
  him up off the ground while he pounds helplessly on its 
  armored skin. David goes for his sidearm, but Demon 
  1’s grip is too tight. David compromises, snatching the 
  9mm pistol he keeps in a chest-holster instead. He 
  FIRES OFF a full clip into Demon 1’s face and eyes.
  It blinks off the bullets, HOWLING with anger. It 
  squeezes David harder and harder, LAUGHING evilly 
  as he suffers. His armor makes a loud CRACK and he 
  cries out in pain.
  The demon holds David in front of it, their faces just 
  inches apart. Saliva drips from the unholy monster’s 
  ragged jaws.
    
   
  DAVID
   
  Always knew it would come down to 
  this...
  Suddenly, Fiona appears, severing Demon 1’s hand 
  mightily with a large Vibro-Blade. Demon 1 ROARS, 
  clutching its fresh stump.
    
   
  FIONA
   
  Let him go!
  She rushes forward, slashing at the monster, pushing 
  it back a few steps. Demon 1 recovers, smashing 
  its remaining fist into Fiona from above. The blow is 
  crippling and she tries to crawl desperately away.
  David tries to help, prying the still twitching fingers of 
  Demon 1’s huge severed hand off of himself.
  He’s too late though, and Demon 1 kicks Fiona brutally 
  aside. Her body rag-dolls through the air.
    
   
  DAVID
   
  Noooo!
  He finally breaks free and advances on the demon, 
  FIRING his rifle.
  Mason sees Fiona hit the ground and runs to her side.
    
   
  MASON
   
  It’s OK, just hang in there.
    
   
  FIONA
   
  John...John, come here.
  He cradles her in his arms.
    
   
  FIONA (CONT’D)
   
  Don’t give up, John. Live your life...live 
  it for me.
  Tears run down his cheeks.
    
   
  MASON
   
  Stay with me...stay with me.
  She stops breathing. Mason hangs his head. He looks 
  up to see Demon 1, LAUGHING evilly at David.
  
  70
  Mason bounds towards the demon, tackling it to the 
  ground. It ROARS in protest, but Mason’s brass-
  knuckled fists move in a blur like a hummingbird’s 
  wings, pummeling the demon with too many blows to 
  count. Its teeth shatter and its face is obliterated by 
  the superhuman beating.
  He rises off it and they turn to see Copeland and 
  Kayla still embroiled with Demon 2. It fires BLASTS 
  of energy from its hands, pinning them down. David 
  pulls the pin on a hand grenade and rolls it under 
  the demon’s feet just as Kayla launches a salvo of 
  FIREBALLS. Demon 2 is crippled in the attack and 
  collapses backward, SMOKE billowing up around it.
    
   
  KAYLA
   
  Where’s Fiona?
    
   
  DAVID
   
  She didn’t make it.
    
   
  KAYLA
   
  I’m sorry.
    
   
  DAVID
   
  Later.
  They turn on Demon 3, still fighting with Spence and 
  Billy.
  Demon 3 looms over Billy and picks him up in its jaws.
  Spence GROWLS and jumps on its face, pulling his 
  pack-mate free, clawing at the demon’s eyes.
  It stumbles backwards. The demon finally bats him 
  away. With its face clear, it looks for a new victim.
  The rest of the team is standing right there. David 
  and Mason OPEN FIRE with their guns; Kayla and 
  Copeland use MAGIC. The demon is driven backward 
  and finally brought down.
  Mason, Ginoek, Copeland, Kayla and David, battered 
  but alive, close in on Ramsey. Mason leaps ahead of 
  them, sneaking up right behind him, drawing a pair of 
  Vibro-Knives.
  Ramsey spins around with unnatural speed, suddenly 
  staring right at Mason.
    
   
  RAMSEY
   
  Be gone!
  He unleashes a huge PULSE OF ENERGY, blowing 
  Mason back.
  Ramsey stands before them, his magical exertions 
  beginning to take their toll.
    
   
  RAMSEY (CONT’D)
   
  You won’t stand in my way! If this is 
  what I must do for justice – then so be 
  it!
  He holds up the scent glands and wrings out the 
  Queen’s pheromones over his face and body. Ramsey 
  laughs as the cold reptilian GLARE returns to his eyes.
  XITICIX begin to land around him, taking up defensive 
  positions around their “leader.”
  Copeland floats up into the air, firing magical BLASTS, 
  conducting the power of the ley line. Suddenly, a pair 
  of Xiticix flit down and attack him. He crashes to the 
  ground, zapping the insects with ley line CHARGES 
  from his hands.
  David goes to his aid, batting one of the Xiticix aside 
  with the butt of his rifle and shooting it full of LASER 
  BEAMS.
  Kayla and Mason are distracted by a few more Xiticix 
  that sweep in close. Ginoek sees his chance and 
  rushes at Ramsey, PSI-SWORD appearing in hand. 
  He slices through two Xiticix Warriors that try to stop 
  him from reaching his target.
  Ramsey, still half-focused on the ritual, launches a 
  BOLT OF MAGIC ENERGY at Ginoek. He blocks it 
  with his Psi-Sword, not slowing down.
  More Xiticix land around Ginoek, swiping at him. He 
  holds them at bay, working his way back to Ramsey.
  They grapple, Ramsey using his magic to hold Ginoek 
  back. Their eyes are just inches apart.
    
   
  GINOEK
   
  I’ll see you in hell, sorcerer!
    
   
  RAMSEY
   
  No – you won’t.
  Ramsey’s eyes shoot BOLTS OF ENERGY into 
  Ginoek’s. Blinded, Ginoek cries out in pain and turns 
  – as a Xiticix Warrior impales him from behind with a 
  spear.
  
  71
    
   
  KAYLA
   
  Ginoek!
  Ramsey flees into the cover of the ruins as more 
  Xiticix land to protect him.
  David and Kayla run to Ginoek’s body. He gasps for 
  air, spitting up orange blood.
    
   
  KAYLA (CONT’D)
   
  Just hold on. You’re gonna make it.
    
   
  GINOEK
   
  Finish it. Don’t worry about me.
  He looks up at David.
    
   
  GINOEK (CONT’D)
   
  I guess I’m not going home...after all.
  His eyes glaze over.
    
   
  DAVID
   
  You’re already there. You’re already 
  there.
    
   
  COPELAND
   
  He’s getting away!
    
   
  DAVID
   
  Like hell he is...
  More and more XITICIX land around Ramsey. Too 
  many.
    
   
  COPELAND
   
  The Rift will open any second! This is 
  our last chance!
  Mason spits blood onto the ground.
    
   
  MASON
   
  You guys go after him. I’ll take care of 
  the bugs.
    
   
  KAYLA
   
  There’s too many for just you.
    
   
  MASON
   
  It’s OK. I brought friends.
  Mason pulls back a flap to reveal a set of THROWING 
  KNIVES. Their handles look an awful lot like frag 
  grenades...
    
   
  MASON (CONT’D)
   
  Cover me.
  David sets up with his rifle and OPENS FIRE.
  Mason leaps into the fray. The first Xiticix Warrior that 
  swipes at him gets a knife stuck square in its chest.
  CLOSE-UP ON KNIFE HANDLE: A RED LIGHT 
  BLINKS ON.
  The grenade/handle EXPLODES, blowing the Warrior 
  apart. The rest of the Xiticix focus on Mason.
    
   
  MASON (CONT’D)
   
  Go!
  They run past the distracted insects into the ruins.
  Ramsey stands in a clearing, still chanting, sending 
  his MAGIC ENERGY up into the Rift.
  Copeland is the first to face him. With a PULSE, he 
  CUTS OFF the flow of energy from Ramsey to the 
  Rift.
    
   
  RAMSEY
   
  Mr. Copeland. Ready for your last 
  lesson?
    
   
  COPELAND
   
  We’re not in school anymore, professor.
    
   
  RAMSEY
   
  Good. Because there are a few things 
  they wouldn’t let me teach in class.
  Ramsey reaches back with his hand in a fist. A section 
  of rubble behind him ASSEMBLES MAGICALLY into 
  an arm, grabbing Copeland and tossing him like a 
  baseball.
  David’s LASERS bounce off of Ramsey’s MAGIC 
  ARMOR. Ramsey swings the stone arm at David, 
  smashing through the ruins. David dives for cover, 
  losing his rifle.
  Kayla steps up and blasts Ramsey with MAGIC FIRE. 
  He loses concentration and the stone arm FALLS 
  APART.
  Without missing a beat, Ramsey retaliates with a 
  MAGIC VORTEX, knocking Kayla back into the ruins.
  
  72
  Unopposed, Ramsey looks up into the sky.
  SKIES ABOVE RIFT
  The Xiticix have begun buzzing around the central 
  nexus in a giant circle. The ley line nexus PULSES 
  with uncontrollable amounts of power.
  Ramsey says the final words of the incantation and 
  spreads his arms wide.
    
   
  RAMSEY (CONT’D)
   
  Now open! Open upon them!
  The Rift FLASHES and suddenly bursts OPEN. The 
  swarm of Xiticix concentrates around it.
  MISSILES streak out of the darkness, DETONATING 
  amidst the swarm. A looming behemoth appears 
  out of the clouds like a whale breaching the ocean’s 
  surface; a DEATH’S HEAD TRANSPORT outfitted as 
  a gunship. Its top-mounted cannons OPEN FIRE as 
  ports open to reveal crews of CS AIRMEN manning 
  rail guns and artillery. ‘BUG BOMBER’ is painted 
  across its side along with a cartoon of the grim reaper 
  holding a giant flyswatter instead of a scythe.
  DEATH’S HEAD GUNSHIP – GUNNERY BAY
  CREWS feed ammunition into the giant rail guns 
  and artillery. The interior is intolerably LOUD and 
  FLASHES OF GUNFIRE reflect off the crew’s armor.
  SKIES ABOVE RIFT
  SUPER SAMAS and SKY CYCLES strafe the immense 
  swarm of insects, dogfighting viciously overhead.
  ON RAMSEY
    
   
  RAMSEY (CONT’D)
   
  Nooo! Noooo! Go into the Rift! Just go 
  into the Rift!
  SKIES ABOVE
  A SUPER SAMAS twists and dodges through the air, 
  FIRING its plasma ejectors. A XITICIX WARRIOR that 
  gets too close is clipped in half by the SAMAS’ arm 
  blades.
  Another XITICIX flits in and lands atop the flying 
  power armor. The pilot paws at it with his hands but 
  the Xiticix dodges aside and plunges a fist into the 
  SAMAS’ faceplate.
  The Xiticix Warrior flies off and the SAMAS suit drops 
  like a stone, TRAILING SMOKE. In the background, 
  however, the swarm is beginning to lose cohesion.
  ON RAMSEY
    
   
  RAMSEY (CONT’D)
   
  No...so much work lost.
   
   
  (turns to David)
   
  You...you...
  Ramsey holds out a hand to MAGICALLY LIFT David 
  and holds him floating helpless before him.
    
   
  RAMSEY (CONT’D)
   
  I can’t have my revenge...but I can still 
  kill you!
  CLOSE ON DAVID’S HAND
  The Vibro-Blade built into David’s armor flicks out, 
  HUMMING with power.
    
   
  DAVID
   
  You can try.
  He gouges Ramsey, SHORTING OUT the sorcerer’s 
  magic armor and physically wounding him. David falls 
  to the ground as Ramsey loses his MAGIC GRIP, but 
  he gets right back to his feet.
    
   
  RAMSEY
   
  You Coalition pig! You can’t stop this 
  kind of power! Real power!
  He blasts David back with a MAGIC BEAM and stalks 
  forward.
    
   
  KAYLA
   
  But I can.
  She nails Ramsey with a MAGIC NET, pinning him to a 
  wall. Kayla extends her hand and begins CHARGING 
  UP a spell as Ramsey furiously tears at the net.
  
  73
    
   
  KAYLA (CONT’D)
   
  David! Help!
  David picks himself up and draws his laser pistol. 
  He EMPTIES an E-Clip harmlessly into Ramsey’s 
  flank. Ramsey rips the net and approaches Kayla 
  menacingly. David tries to reload.
    
   
  KAYLA (CONT’D)
   
  Forget the gun!
  She holds out her hand to him and he understands. 
  David drops the pistol and dives for her.
  Ramsey closes in. His eyes are mad with rage. He 
  CHARGES a spell, just about to strike and–
  David and Kayla lock hands and the magic circuit is 
  COMPLETE. Their eyes GLOW WHITE. Using David’s 
  own inner energy, Kayla channels a MASSIVE BEAM 
  OF LIGHT at Ramsey.
  Ramsey SCREAMS as the energy TEARS HIM 
  APART. He EVAPORATES, finally BLINKING OUT of 
  existence with a wave of released MAGIC POWER.
  David slumps to the ground.
    
   
  KAYLA (CONT’D)
   
  David? David!?
  She props him up in her arms.
    
   
  KAYLA (CONT’D)
   
  I lost you once, I’m not gonna lose you 
  again!
  His eyes open weakly.
    
   
  DAVID
   
  What the...what the hell was that?
  Kayla smiles and her eyes water. She holds him close.
    
   
  DAVID (CONT’D)
   
  It’s OK. I made it.
  In the air above, the swarm is beginning to break up. 
  Formations of SUPER SAMAS sweep the area; a 
  cluster of surviving Xiticix stream off over the horizon 
  in escape.
  The Death’s Head gunship looms triumphantly 
  overhead.
  Mason approaches, battered and bruised.
    
   
  MASON
   
  Where’s Copeland?
  They find him nearby at the end of a long skid trail. 
  Mason and Kayla help him to his feet.
    
   
  MASON (CONT’D)
   
  You still with us?
    
   
  COPELAND
   
  I think so.
  Coalition forces begin to secure the area as the 
  gunship chases the remains of the Xiticix swarm off. 
  SUPER SAMAS land and HELICOPTERS release 
  TROOPS on drop lines.
    
   
  DAVID
   
  You guys better disappear. I’m gonna 
  have a lot of explaining to do.
    
   
  KAYLA
   
  You can’t just go back. You have to 
  come with us. Don’t you want to meet 
  mom?
    
   
  COPELAND
   
  You have the gift, David. Such a thing 
  is not given lightly. Your training in the 
  mystic arts has only begun.
    
   
  KAYLA
   
  The Coalition will know you’ve been 
  using magic. You won’t be safe.
    
   
  MASON
   
  Don’t go, man.
    
   
  DAVID
   
  I get it, I get it. But right now, I have to 
  take care of this.
   
   
  (turns to Kayla)
   
  I’ll contact you; I’ll find some way to get 
  a message to Lazlo. Now go, please. 
  Before they see you. Go!
  He gently pushes Kayla away into the shadows of a 
  building, then turns and walks out into the open.
  David looks back toward the group one last time 
  before a SUPER SAMAS trains its lights – and its 
  guns – towards him.
  
  74
    
   
  SUPER SAMAS
   
   
  (loudspeaker)
   
  Get your hands up! No sudden moves!
    
   
  DAVID
   
  It’s OK! I’m CS!
  He walks towards the Coalition troops, hands above 
  his head.
  Kayla looks back, forlorn, before finally turning and 
  vanishing into the ruins with the rest of the team.
  ZOOM OUT. In the background David casually 
  approaches a tense group of grunts, letting them 
  scan his ID number. They march him off towards the 
  waiting helicopters.
  FADE OUT
  FADE IN
  INT. CS MILITARY BASE – PRIVATE OFFICE – DAY
  David, in dress uniform, sits with his feet up on the 
  desk, talking into a phone.
    
   
  DAVID
   
  Things just can’t go back to the way 
  they were. I have commitments.
   
   
  (pauses)
   
  I’m sorry. I can’t expect you to 
  understand. This is my life, and I just 
  have to do what I think is right. I’ll be in 
  touch, OK?
  Hanging up, he hefts a pair of overloaded duffle bags 
  and heads out into the hallway. Walking past busy CS 
  SOLDIERS, David bumps into a DESK SERGEANT.
    
   
  DESK SERGEANT
   
  Oh, sergeant, your transport to Chi-
  Town should be along any minute.
    
   
  DAVID
   
  Thanks. I’m heading down to the 
  vehicle depot right now.
    
   
  DESK SERGEANT
   
  Have fun with intel, Sgt. Lange. I 
  wouldn’t want to be in your shoes right 
  now.
    
   
  DAVID
   
   
  (yawns)
   
  Why’s that?
    
   
  DESK SERGEANT
   
  You tell me. You go off the grid for a 
  week and pop up in the middle of a 
  Xiticix swarm intentionally caused by 
  a sorcerer who just so happens to be 
  on our most wanted list. AND you’re 
  working with a bunch of magic users 
  and D-Bees? I don’t think they’re 
  gonna go easy on you.
  David is unconcerned, not even listening.
    
   
  DAVID
   
  I’ll be alright.
    
   
  DESK SERGEANT
   
   
  (shaking his hand)
   
  Well, you’re either gonna get a medal 
  or a prison term, that’s for sure. Good 
  luck, sergeant.
    
   
  DAVID
   
  Thanks.
  Continuing on his way, David comes to a door marked 
  “Vehicle Depot.” He smiles as he enters. Inside the 
  hangar, he walks by an impressive array of Coalition 
  TANKS, ROBOTS and POWER ARMOR. Up ahead, 
  a VEHICLE stops and a DRIVER and two GUARDS 
  get out. The driver asks for David.
  He turns quickly and heads up a ramp to the nearest 
  GIANT ROBOT, an IAR-4 HELLRAISER. A CREW 
  CHIEF is wiping down the side with a rag.
    
   
  DAVID (CONT’D)
   
  How you doin’ chief? I’ll be taking this 
  unit out for maneuvers.
    
   
  CHIEF
   
  You got great timing sergeant; just got 
  done washin’ ‘er down. If I could just 
  see your patrol orders...
    
   
  DAVID
   
  Of course.
  
  75
  He sets down his duffle bags, unzipping one to 
  produce a set of printed graphical orders. He hands 
  them over, then quickly places his palm against the 
  chief’s forehead.
    
   
  DAVID (CONT’D)
   
  Sleep.
  The chief slumps down, instantly unconscious. David 
  has apparently learned a few new tricks.
  He takes the two duffle bags and tosses them into the 
  small cargo area behind the pilot’s seat. The unzipped 
  bag lands in front and for the first time we can see that 
  the bags are stuffed with E-CLIPS, WEAPONS and 
  other high-tech Coalition EQUIPMENT. David slides 
  behind the controls.
  CS BASE – MAIN GATE
  The fearsome Hellraiser robot SMASHES through the 
  gates as the GUARDS on duty go nuts.
  INSIDE COCKPIT
  CLOSE-UP ON David.
    
   
  DAVID
   
  I’m comin’ home.
  ON ROBOT
  The 
  Hellraiser 
  sprints 
  away 
  from 
  the 
  base, 
  disappearing over the horizon.
  THE END
  
  76
  Path of the Storm Cast
  Game stats for use in the Rifts® RPG
  Art by Charles Walton
  David is currently invested in advancing his military career. 
  The Tolkeen conflict has given him plenty of opportunities to 
  prove himself, and David is searching for a new position that 
  doesn’t involve working in the occupation zone. He takes good 
  care of the soldiers under his command and carries out orders 
  with a level of free thinking that made his officers worry back 
  in the normal army but is seen as a bonus in the Special Forces.
  In the back of David’s mind there are still hazy memories of 
  growing up outside the Coalition, of using magic and being sur-
  David – CS Special Forces
  Coalition Special Forces Sergeant First Class David Lange 
  had a rough youth, growing up in an orphanage in Chi-Town. He 
  always felt inferior and out of place as a child and has worked 
  hard to make himself a life and career that he can call his own. As 
  part of the elite Special Forces, the kid who no one wanted is now 
  a member of an exclusive club and bears plenty of authority as a 
  high-ranking Coalition soldier.
  
  77
  rounded by it. These memories are faint, but enough to make Da-
  vid curious about the mystic arts. A handful of missions outside 
  the CS have also led David to secretly question some of the things 
  he has been taught.
  David Lange Stats
  Real Name: David Lange.
  Race: Human.
  Alignment: Unprincipled.
  Attributes: I.Q. 16, M.E. 24, M.A. 20, P.S. 18, P.P. 18, P.E. 20, 
  P.B. 16, Spd 21.
  Height: 6 feet, 2 inches (1.88 m). Weight: 214 lbs (96.3 kg).
  Hit Points: 45. S.D.C.: 42.
  Age: 25. P.P.E.: 80 (latent Mystic). I.S.P.: 54 (Latent Mystic).
  Experience: 4th level CS Special Forces.
  Description: David is athletic and clean-cut, a poster boy for the 
  Coalition military. He has light brown hair and dark eyes that 
  suggest an intellect beyond that of the normal Special Forces 
  trooper.
  Disposition: Promoted to Sergeant First Class well ahead of 
  schedule, David is a rising star amongst the Coalition Special 
  Forces Division. His quick thinking and unquestionable fight-
  ing ability make him a natural leader in a combat situation. 
  Just like any Coalition soldier, he is immersed in propaganda. 
  Unlike most, he still has a curious and open mind. David won-
  ders about some of the strange things he saw during the oc-
  cupation of Tolkeen and what else might be out there in the 
  world of Rifts Earth.
  O.C.C. Skills (CS Special Forces): Speaks American at 98% 
  and French at 82%, Boxing, Camouflage 55%, Climbing 75%, 
  Detect Ambush 65%, Electronic Countermeasures 60%, First 
  Aid 75%, Intelligence 58%, Land Navigation 62%, Lore: De-
  mons & Monsters 65%, Math: Basic 85%, Military Etiquette 
  70%, Parachuting 75%, Pilot: Hovercycles 92%, Pilot: Robots 
  & Power Armor 78%, Pilot: Robot Combat Elite: Hellraiser, 
  Prowl 70%, Radio: Basic 80%, Running, Streetwise 52%, 
  Wilderness Survival 65%, W.P. Energy Pistol, W.P. Energy 
  Rifle, W.P. Handguns, W.P. Heavy M.D. Weapons, W.P. 
  Knife, W.P. Paired Weapons.
  Special Abilities: None.
  Psionics: None.
  Magic Knowledge: None.
  Combat Training: Hand to Hand: Commando.
  Attacks per Melee: 5
  Bonuses: +2 on initiative, +2 to Perception Rolls, +1 to strike, 
  +2 to dodge or parry, +3 to roll with punch/impact, +3 to pull 
  punch, +3 to disarm and +4 to save vs Horror Factor.
  Weapons of Note: David’s primary weapon is a Dragonfire laser 
  rifle/grenade launcher. He also carries a C-20 laser pistol as 
  his standard sidearm and has a 9mm S.D.C. pistol he keeps 
  in a chest holster. David typically goes into battle with 1D4 
  plasma grenades, an S.D.C. survival knife and a laser torch 
  (1D4 M.D., 1 foot/0.3 m range) that he uses to cut through 
  locks and fences.
  Body Armor: CA-7 Special Forces armor. 100 M.D.C., -5% to 
  Climb and -20% to Prowl and perform other Physical skills. 
  Has a retractable Vibro-Blade in each arm (1D6 M.D.) and a 
  garrote cord for strangling S.D.C. targets. Armor also includes 
  a Mag-5 jet pack: 60 mph/96 km max speed, 1,200 feet/365 m 
  max altitude. Powered by 4 E-Clips, each of which provides 
  20 minutes of flight time.
  Other Equipment: David has been trained in the use of virtually 
  all Coalition field equipment, from radios to Geiger counters 
  to laser targeting devices. Almost any special equipment could 
  be assigned for a particular mission.
  Vehicles: David is familiar with most types of Coalition vehicles, 
  particularly the Special Forces Striker SAMAS and the Hell-
  raiser robot, his favorite unit of all. As he is currently deployed 
  to Tolkeen he does not have a personal vehicle at the moment.
  Cybernetics: Clock calendar and gyro-compass. David has re-
  peatedly dodged commanders’ suggestions that he receive the 
  full Special Forces bionics suite due to an almost phobia-like 
  aversion to bionics.
  Kayla – Mystic
  Kayla Lange is a perfect example of a well-adjusted magic 
  user. Despite her amazing powers, she is remarkably down to 
  earth and pragmatic, and always considerate of those around her. 
  Kayla is a born leader, and instinctively takes charge in group 
  situations.
  Growing up in Lazlo, Kayla had the benefit of a top-notch 
  education in the mystic arts. And while other places like the 
  Federation of Magic may focus on magic as a tool of power, 
  Kayla strongly believes in the Lazlo philosophy: using magic for 
  knowledge, helping others and self-defense. It is this mindset that 
  has motivated her to linger behind in Tolkeen after the war’s of-
  ficial conclusion. There are thousands of innocents left in the city 
  just trying to escape, and Kayla sees helping them as part of her 
  duty. And if she can recover a few precious artifacts while she is 
  at it, all the better.
  Kayla realizes that she is the only thing holding her little group 
  together. Without her, Mason would wander off to have adven-
  tures of his own and Copeland would probably vanish into the 
  depths of one of Lazlo’s many libraries. Kayla views her personal 
  quest as a form of repayment to a world that has given her such 
  magical powers, and always seeks to embody the best in magic 
  users.
  Kayla Lange Stats
  Real Name: Katherine Lange.
  Race: Human.
  Alignment: Scrupulous.
  Attributes: I.Q. 17, M.E. 23, M.A. 20, P.S. 13, P.P. 19, P.E. 16, 
  P.B. 17, Spd 15.
  Height: 5 feet, 6 inches (1.68 m). Weight: 110 lbs (50 kg).
  Hit Points: 39. S.D.C.: 18.
  Age: 27. P.P.E.: 132. I.S.P.: 87.
  Experience: 5th level Mystic.
  Description: Kayla is very much a magic user and dresses the 
  part. She is attractive in an almost accidental way and likes 
  to keep her hair and attire practical for journeys into the ruins 
  of Tolkeen. She is of medium height and build with brown 
  hair and a handful of tattoos depicting various supernatural 
  creatures.
  Disposition: Since a young age, Kayla has been a free spirit and 
  wanderer. It is pure curiosity and childlike wonder that drives 
  her to explore the realm of magic, not lust for power or fame. 
  
  78
  Kayla is an adventurer with no long-term goals other than to 
  live a rich and fulfilling existence.
  O.C.C. Skills (Mystic): Speaks American at 97%, French, Drag-
  onese/Elven and Faerie Speak at 80%, Dance 70%, Horse-
  manship: General 70%/50%, Land Navigation 66%, Lore: D-
  Bees 65%, Lore: Demons & Monsters 65%, Lore: Faerie 65%, 
  Lore: Magic 65%, Philosophy 75%, Play Musical Instrument: 
  Guitar and Piano 70% and Wilderness Survival 70%.
  Special Abilities: See Magic Knowledge and Psionics.
  Psionics: Clairvoyance (4), Commune with Spirits (6), Exorcism 
  (10), Healing Touch (6), Mind Block (4), Psychic Purification 
  (8), See the Invisible (4), Sixth Sense (2), Suppress Fear (8) 
  and Telekinetic Force Field (30).
  Magic Knowledge: Blinding Flash (1), Circle of Flame (10), 
  Chameleon (6), Climb (3), Cloud of Smoke (2), Detect Con-
  cealment (6), Energy Field (10), Extinguish Fire (4), Fire Bolt 
  (7), Fuel Flame (5), Ignite Fire (6), Impervious to Fire (5; 
  self), Magic Net (7), Negate Poison/Toxin (5), Resist Fire (6; 
  others), Sense Evil (2), See the Invisible (4), Sleep (10), Swim 
  as a Fish (6).
  Combat Training: Hand to Hand: Basic.
  Attacks per Melee: 5
  Bonuses: +2 to Spell Strength, +2 on Perception Rolls, +2 to save 
  vs psionics, +2 to save vs magic, +4 to save vs mind control 
  and possession, +2 to pull punch, +2 to roll with impact, +2 to 
  parry, +2 to dodge, +1 to strike and +1 to disarm.
  Weapons of Note: Kayla typically sticks to her magic, but 
  she does carry an NG-33 Northern Gun laser pistol at times 
  (though usually it stays in the glove box of the Mountaineer).
  Body Armor: Modified Urban Warrior partial armor, 50 M.D.C., 
  -5% to Prowl and perform other Physical skills.
  Other Equipment: Kayla usually has a few magic amulets and 
  talismans on her to provide additional P.P.E. and broaden her 
  capabilities.
  Vehicles: Kayla’s primary method of travel is her Mountaineer 
  ATV. Technically, the vehicle belongs to her, Mason and Co-
  peland, but Mason never remembers to maintain it and Cope-
  land is too distracted by his studies and meditations to worry 
  about material possessions.
  Cybernetics: None.
  
  79
  Mason – Juicer
  One could argue that John Mason got “juiced” out of a desire 
  for revenge, or to make up for feelings of inadequacy. It could be 
  just as easily said that he was simply bored, however, somehow 
  unable to go out and see the world for himself without a reason. 
  Well, he has that reason now, and the quick-burning fuse that has 
  become Mason’s life drives him to do and experience as much 
  as possible before death comes. The war in Tolkeen was just a 
  thrill-ride, a chance to meet interesting people and fight for the 
  side of good.
  Less than two years into his chemical conversion, Mason still 
  has a good amount of time before the symptoms of Last Call 
  catch up with him. For now, he is reckless and carefree, leaping 
  into situations where the odds are against him and trusting that 
  fate and his superhuman reflexes will see him through.
  John Mason Stats
  Real Name: John Mason.
  Race: Human.
  Alignment: Unprincipled.
  Attributes: I.Q. 11, M.E. 16, M.A. 10, P.S. 27, P.P. 24, P.E. 24, 
  P.B. 15, Spd 42.
  Height: 6 feet (1.83 m). Weight: 238 lbs (108 kg).
  Hit Points: 84. S.D.C.: 318.
  Age: 24. P.P.E.: 8.
  Experience: 4th level Juicer.
  Description: Long-haired, muscular and tattooed, Mason likes 
  to play up his Juicer image and dresses like a dirt-biker or 
  extreme athlete as much as he does a soldier. He often wears 
  dark glasses or goggles and has a preference for military com-
  bat boots and web-gear.
  Disposition: Mason is the classic adrenaline junkie. He under-
  went Juicer augmentation at a young age, before he was ma-
  ture enough to fully appreciate the consequences. His only 
  goal now is to stay one step ahead of death and squeeze every 
  ounce of living he can out of his last few years. Mason has a 
  dark sense of humor and takes nothing too seriously, even his 
  own impending demise.
  O.C.C. Skills (Juicer): Speaks American at 92%, Spanish and 
  Euro at 72%, Acrobatics, Climbing 80%, Land Navigation 
  57%, Pilot: Automobile 78%, Pilot: Hovercycle 92%, Radio: 
  Basic 75%, Recognize Weapon Quality 55%, Running, Swim-
  ming 80%, Wilderness Survival 55%, W.P. Energy Pistol, 
  W.P. Energy Rifle, W.P. Heavy M.D. Weapons, W.P. Knife 
  and W.P. Targeting.
  Special Abilities: Juicer auto-dodge and heals four times faster 
  than normal. See Rifts® Ultimate Edition for more informa-
  tion on being a Juicer.
  Psionics: None.
  Magic Knowledge: None.
  Combat Training: Hand to Hand: Expert.
  Attacks per Melee: 7
  Bonuses: +4 on initiative, +2 on Perception Rolls, +4 to disarm, 
  +5 to pull punch, +5 to roll with impact, +2 to strike, +3 to 
  parry, +3 to dodge, +2 to Juicer auto-dodge, +4 to save vs 
  psionics, +6 to save vs mind control, +8 to save vs toxic gases, 
  poisons and other drugs, +20% to save vs coma and death.
  Weapons of Note: Usually armed with an NG Super Laser Pistol 
  and Grenade Launcher, along with four or five Vibro-Blades 
  
  80
  of different sizes. Also carries 6 NG grenade knives on him 
  most of the time; Vibro-Blade versions. Mason prefers to fight 
  face to face and rarely uses rifles and long-range weapons, 
  though he does keep a JA-11 energy rifle at Kayla’s place in 
  Lazlo.
  Body Armor: Juicer Assassin plate armor: 60 M.D.C., -5% to 
  Climb, Prowl or use other Physical skills. Non-environmental.
  Other Equipment: Mason usually has some rope with him as 
  well as a canteen, flashlight and various other pieces of sur-
  vival equipment.
  Vehicles: Mason appreciates anything with high speed but also 
  enjoys driving the group’s Mountaineer off-road. He has a 
  Firefly hovercycle at Kayla’s home in Lazlo that he uses for 
  solo trips.
  Cybernetics: None.
  Ginoek – Cyber-Knight
  Ginoek is a Zalazirdi, a race of D-Bees whose home is far 
  from Rifts Earth. A few dozen of his kind were somehow Rifted 
  to Earth over the course of the Tolkeen conflict, a possible side-
  effect of the defenders’ expenditure of vast amounts of magic 
  energy to protect their city. Whatever the cause, the small groups 
  of Zalazirdi who have found themselves stranded on Earth have 
  each encountered a different reception. Those like Ginoek who 
  were lucky enough to come through a Rift inside Tolkeen were 
  
  81
  welcomed with open arms and encouraged to join the defenders. 
  Those who Rifted into areas occupied by the Coalition have all 
  been gunned down on the spot or herded into POW camps.
  Ginoek has been on Earth for two years now and questions if 
  he will ever be able to find a way home. His association with the 
  Cyber-Knights gives him some remote connection to Rifts Earth, 
  and most fellow Knights he encounters believe that the mysteri-
  ous figure who introduced knighthood to his planet centuries ago 
  may well have been Lord Coake. He has taken a mate, a fellow 
  Zalazirdi refugee named Syrta, and plans to get on with his life 
  however he can. Unfortunately, credits are hard to come by for an 
  alien and foreigner, and both Ginoek and Syrta have taken work 
  assisting Edward Ramsey with his plans in order to pay for their 
  resettlement whenever they do manage to find a new home.
  Ginoek Stats
  Real Name: Ginoek Heithe.
  Race: Zalazirdi.
  Alignment: Scrupulous.
  Attributes: (Racial averages in parentheses.) I.Q. 14 (3D6), M.E. 
  14 (3D6), M.A. 16 (3D6), P.S. 23 (4D6), P.P. 13 (3D6), P.E. 
  22 (4D6), P.B. 10 (2D6+2), Spd 19 (3D6).
  Height: 6 feet, 7 inches (2 m). Weight: 268 lbs (121 kg).
  Hit Points: 48. S.D.C.: 72 (3D6+12 racial average).
  Age: 33. P.P.E.: 26 (4D6+6 racial average). I.S.P.: 51 (Minor 
  Psychic).
  Experience: 5th level Cyber-Knight.
  Description: Tall and solidly built, Ginoek is a purple-skinned 
  D-Bee with a slightly scaly exterior and a short, reptilian tail.
  Disposition: Ginoek is serious and straightforward, a no-non-
  sense type character who doesn’t have time to laugh or joke. 
  He truly hates the Coalition for making a bad experience even 
  worse, as he and his people never asked to come to Earth and 
  are victims of the random wiles of the Rifts. He has no par-
  ticular love for magic, though, and judges magic users on a 
  case-by-case basis.
  O.C.C. Skills (Cyber-Knight): Speaks American at 94%, Drag-
  onese/Elven at 96%, Gobblely at 95% and Zalazirdi at 98%, 
  Anthropology 60%, Body Building, Climbing 75%, Gymnas-
  tics, Horsemanship: Cyber-Knight 85%/65%, Land Naviga-
  tion 68%, Lore: Demons & Monsters 70%, Paramedic 75%, 
  Swimming 85%, W.P. Energy Pistol, W.P. Energy Rifle, W.P. 
  Shield and W.P. Sword.
  Special Abilities: As a Zalazirdi, Ginoek has excellent Night-
  vision up to 1,000 feet (305 m). Like all Cyber-Knights, he 
  has the powers of Create Psi-Sword (2D6 M.D.), Create Psi-
  Shield and Meditation. Zen Combat makes enemies equipped 
  with tech -3 to dodge and -2 on melee attacks. Ginoek is +3 on 
  initiative against tech and +6 against artificial intelligence. See 
  Psionics for other abilities.
  Psionics: Resist Fatigue (4), Sense Evil (2) and Summon Inner 
  Strength (4).
  Magic Knowledge: None.
  Combat Training: Hand to Hand: Martial Arts.
  Attacks per Melee: 6
  Bonuses: +4 to initiative, +3 on Perception Rolls, +5 to pull 
  punch, +2 to disarm, +4 to dodge against tech weapons, +8 
  to parry, +5 to strike, +1 to strike with shield, +3 to roll with 
  impact, +2 to save vs Horror Factor.
  Weapons of Note: Psi-Sword and Psi-Shield. Sometimes carries 
  a Northern Gun NG-57 ion blaster. Ginoek prefers to use his 
  Psi-Sword and Psi-Shield in combat.
  Body Armor: Cyber-Armor: A.R. 16, M.D.C. 54. Regenerates 
  1D6 M.D.C. per hour. Wears a custom-made suit of partial 
  M.D.C. armor over it: 40 M.D.C., -5% to Climb, Prowl or 
  perform other Physical skills.
  Other Equipment: Ginoek has learned how to use many Earth 
  devices and gadgets. He usually has a first-aid kit on him with 
  various emergency medical supplies.
  Vehicles: None. Ginoek is unfamiliar with most Earth vehicles 
  and is only really confident driving the Mountaineer.
  Cybernetics: None.
  Copeland – Ley Line Walker
  Copeland is a skilled Ley Line Walker and devoted student of 
  the mystic arts. Much more so than Kayla, he is the one who dedi-
  cates many long hours to study and ritual, meditation and con-
  templation. For him, magic is a science as much as an art form, a 
  mystery to be picked apart and unraveled. New experiments and 
  tests have to be combined with ancient scrolls and forgotten wis-
  dom. Copeland is most at home buried in books and parchments, 
  adding to his vast knowledge and mystic acumen.
  Born in the Federation of Magic, Copeland emigrated to Lazlo 
  to escape the Fed’s atmosphere of ambition at all costs. For him, 
  there is a right way and a wrong way to cast any spell, and relying 
  on evil supernatural creatures and pacts with demons is definitely 
  the wrong way.
  Copeland Stats
  Real Name: Ewan Copeland.
  Race: Human.
  Alignment: Principled.
  Attributes: I.Q. 21, M.E. 24, M.A. 14, P.S. 12, P.P. 11, P.E. 14, 
  P.B. 12, Spd 12.
  Height: 5 feet, 10 inches (1.78 m). Weight: 173 lbs (78 kg).
  Hit Points: 34. S.D.C.: 19.
  Age: 28. P.P.E.: 234.
  Experience: 5th level Ley Line Walker.
  Description: Hiding under his gas mask and mystic wrappings, 
  Copeland’s physical appearance is not his first priority. He 
  dresses for the field and for practicing magic, and is typically 
  adorned with amulets and talismans. His hair is somewhat 
  long and rarely trimmed, but is normally kept carefully out of 
  the way under a hood or headwrap.
  Disposition: Deep and contemplative, Copeland is a student of 
  magic first and a warrior and adventurer second. His mastery 
  of the ley lines and the mystic arts make him quite formidable, 
  but Copeland finds no joy in the thrill of battle and is not a 
  born fighter. He is more comfortable buried in ancient spell 
  books than socializing with others, and pursues magic as a 
  scholar and academic.
  O.C.C. Skills (Ley Line Walker): Speaks American at 98%, 
  Dragonese/Elven and Demongogian at 85%, Literacy: Ameri-
  can 65%, Literacy: Dragonese/Elven 65%, Climbing 70%, 
  Horsemanship: Exotic Animals 60%/50%, Land Navigation 
  60%, Lore: D-Bees 60%, Lore: Demons & Monsters 65%, 
  
  82
  
  83
  Lore: Faerie 60%, Lore: Magic 60%, Lore: Psychics & Psion-
  ics 60% and Math: Basic 80%.
  Special Abilities: Sense Ley Lines and Magic Energy, Read Ley 
  Lines, Ley Line Transmission, Ley Line Phasing, Ley Line 
  Walking, Ley Line Rejuvenation, Ley Line Observation Ball, 
  Affinity with Rift & Ley Line Magic and Ley Line Force 
  Field. See Rifts® Ultimate Edition for more information on 
  Ley Line Walkers. Also see Magic Knowledge.
  Psionics: None.
  Magic Knowledge: Armor of Ithan (10), Blind (6), Befuddle (6), 
  Carpet of Adhesion (10), Cleanse (6), Concealment (6), Death 
  Trance (1), Energy Bolt (5), Eyes of Thoth (8), Fear (5), Globe 
  of Daylight (2), Impervious to Poison (5), Light Healing (6), 
  Rift Teleportation (200), Repel Animals (7), Sense Magic (4), 
  Trance (10).
  Combat Training: Hand to Hand: Basic.
  Attacks per Melee: 5
  Bonuses: +4 to save vs Horror Factor, +2 to save vs possession 
  and mind control, +3 to save vs curses, +2 to save vs magic, 
  +2 to Spell Strength. +3 on Perception Rolls; double when on 
  a ley line. +2 to pull punch, +2 to roll with impact, +2 to parry, 
  +2 to dodge, +1 to strike and +1 to disarm.
  Weapons of Note: Normally Copeland relies on his magic pow-
  ers for defense, but he often carries a TW Firebolt pistol with 
  him as well.
  Body Armor: Light concealed Ley Line Walker armor, 42 
  M.D.C., -5% to Prowl and perform other Physical skills.
  Other Equipment: A handful of Techno-Wizard devices are 
  kept in Copeland’s inventory, including a TW Language 
  Translator and a Shadow Cloak.
  Vehicles: Copeland relies on the others for normal transporta-
  tion, and has his designated seat in the back of the Mountain-
  eer. As a Ley Line Walker, however, he can use ley lines and 
  magic spells to get around. He also has a Glittermount magical 
  horse that he uses in Lazlo for his personal travels and errands.
  Cybernetics: None.
  Fiona – CS Psi-Stalker
  Like David, Fiona’s youth began in a Chi-Town orphanage. 
  Whether her parents were Wild Psi-Stalkers who abandoned their 
  child to the care of civilization or Coalition Psi-Stalkers unable to 
  raise her is unknown. However it happened, Fiona grew up with 
  only one “family member”: David Lange. David watched out for 
  her in the orphanage and she considers him her unofficial brother.
  Fiona was just old enough for the military when the Tolkeen 
  campaign went into high gear. She volunteered for service to 
  follow in David’s footsteps, but as a Psi-Stalker, her role in the 
  army is very different. Fiona enjoys being in command of her 
  Dog Pack, and her three Dog Boys are close friends as well as 
  subordinates. They all saw heavy fighting towards the end of the 
  campaign, but she still can’t believe some of the stories David 
  tells about the final collapse of the city itself.
  As a Psi-Stalker, her duty now is to patrol and guard the occu-
  pation zone around Tolkeen. Virtually every day Fiona loads her 
  Dog Boys up in a jeep or helicopter and heads out to one sector of 
  the city or another. Fiona’s senses are highly refined, even for one 
  of her kind, and her superiors have learned to rely on her expert 
  work and her ruthless pursuit of supernatural beings.
  Fiona Renner Stats
  Real Name: Jennifer Renner.
  Race: Psi-Stalker.
  Alignment: Unprincipled.
  Attributes: I.Q. 12, M.E. 14, M.A. 17, P.S. 15, P.P. 20, P.E. 15, 
  P.B. 21, Spd 17.
  Height: 5 feet, 3 inches (1.6 m). Weight: 108 lbs (49 kg).
  Hit Points: 27. S.D.C.: 30.
  Age: 24. P.P.E.: 10. I.S.P.: 94.
  Experience: 3rd level CS Psi-Stalker.
  Description: Fiona’s most noticeable feature is her Psi-Stalker 
  lack of hair or eyebrows. She is short and fit, lean-bodied from 
  CS boot camp and from feeding off of psychic energy more 
  than real food. Her bright eyes reflect boundless energy and a 
  mischievous sense of fun.
  Disposition: Fiona is all spark and fire. She was always the un-
  derdog growing up as an orphan in the CS, and viewed as an 
  outsider due to her status as a Psi-Stalker. She has become 
  tough and self-reliant as a result, and David Lange and the 
  Dog Boys in her pack are the only people she really trusts.
  O.C.C. Skills (CS Psi-Stalker): Speaks American at 98% and 
  Spanish at 79%, Body Building, Climbing 60%, Pilot: Hov-
  ercraft 75%, Pilot: Hovercycles 94%, Prowl 50%, Radio: Ba-
  sic 70%, Read Sensory Equipment 55%, Running, Weapon 
  
  84
  Systems 65%, W.P. Blunt, W.P. Energy Pistol, W.P. Energy 
  Rifle, W.P. Knife, W.P. Paired Weapons.
  Special Abilities: Sense Psychic and Magic Energy 35%/75%, 
  Sense Supernatural Beings 45%. As a Psi-Stalker, Fiona needs 
  to feed on 50-100 P.P.E. per week, but has little need for nor-
  mal food and water. See Psionics for other powers.
  Psionics: Mask I.S.P. and Psionics (7), Mind Block (4), Read 
  Dimensional Portal (6), See Aura (6), Sense Dimensional 
  Anomaly (4), Sense Magic (3), Telepathy (4).
  Magic Knowledge: None.
  Combat Training: Hand to Hand: Expert.
  Attacks per Melee: 5
  Bonuses: +3 to save vs magic, +5 to save vs mind control and 
  mind altering drugs, +3 to save vs possession and +6 to save 
  vs Horror Factor. +4 on Perception Rolls, +3 to pull punch, +2 
  to roll with impact, +3 to parry, +3 to dodge, +2 to strike, +2 
  to disarm.
  Weapons of Note: Usually carries a CP-30 laser pulse pistol as 
  her primary weapon, a large, Bowie-knife style Vibro-Blade, 
  a normal Vibro-Knife, Neural Mace and 1D4 frag grenades.
  Body Armor: CA-3 light armor. 80 M.D.C., -5% to Climb and 
  -10% to Prowl and perform other Physical skills.
  Other Equipment: Any Coalition military equipment may be 
  assigned for field duty or used as needed on the spot. In addi-
  tion, ISS equipment like handcuffs, restraints, net guns, rub-
  ber bullets and other non-lethal devices may be necessary for 
  certain missions.
  Vehicles: Fiona typically goes out on patrol in her jeep, just large 
  enough to carry her Dog Pack comfortably. She has access to 
  a variety of different CS vehicles, however.
  Cybernetics: None.
  Ayzim – Simvan Chieftain
  The Simvan of northwestern Minnesota are a fairly stable 
  group, for nomads, many of them having lived in the area since 
  the Simvan first emerged from the Calgary Rift. Ayzim’s tribe 
  of Simvan are not locals, however. They have spent many years 
  in Texas as part of the Pecos Empire. Power shifts, including the 
  prevalence of the successful Pervic Simvan tribe, have forced 
  them to relocate. The journey has led from Oklahoma north to 
  Minnesota, and the tribe of Ayzim has fought through all who 
  stood in their way, even if it has cost them many warriors.
  Real Name: Ayzim.
  Race: Simvan.
  Alignment: Anarchist.
  Attributes: I.Q. 11, M.E. 18, M.A. 10, P.S. 16, P.P. 14, P.E. 24, 
  P.B. 9, Spd 17.
  Height: 5 feet, 9 inches (1.75 m). Weight: 178 lbs (80 kg).
  Hit Points: 40. S.D.C.: 90.
  Age: 47. P.P.E.: 15. I.S.P.: 88.
  Experience: 6th level Simvan Monster Rider.
  Description: Ayzim is a graying, older Simvan with a shock of 
  white hair and a mouthful of gold and ivory replacement teeth. 
  He is slightly hunched and not quite as quick on his feet as 
  he used to be, thanks to a collection of sprains and fractured 
  bones from his youth. He dresses for his station, preferring 
  robes and cloaks to the attire of the younger hunters.
  Disposition: Ayzim is a mystical traditionalist. He worships the 
  Simvan people’s connection to animals and living things and 
  believes in the power of ancient practices like ritual canni-
  balism. Ayzim has lived amongst his nomadic species for his 
  entire life and has seen little of the cities or the human part of 
  the world.
  R.C.C. Skills (Simvan Monster Rider): Boat Building 75%, 
  Body Building, Carpentry 75%, Climbing 70%/60%, Dance 
  60%, Dowsing 70%, Fasting 78%, Forced March, General 
  Athletics, Horsemanship: Exotic Animals 80%/70%, Hunting, 
  Identify Plants & Fruit 75%, Land Navigation 80%, Outdoors-
  manship, Preserve Food 80%, Prowl 55%, Running, Sing 
  65%, Skin & Prepare Animal Hides 80%, Spelunking 80%, 
  Tracking (people) 75%, Track & Trap Animals 65%/75%, 
  Wilderness Survival 90%, W.P. Archery, W.P. Energy Pistol, 
  W.P. Energy Rifle, W.P. Knife, W.P. Paired Weapons, W.P. 
  Staff and W.P. Targeting.
  Special Abilities: Nightvision 120 feet (36.5 m). Also see Psion-
  ics.
  Psionics: Empathy (4), Mind Block (4), Mind Bond (10), Sixth 
  Sense (2) and Telepathy (4) as well as psychic affinity with 
  animals.
  Magic Knowledge: None.
  Combat Training: Hand to Hand: Assassin.
  Attacks per Melee: 6
  Bonuses: +2 to strike, +2 on initiative, +3 to pull punch, +2 to 
  roll with punch/impact/fall, +4 S.D.C. damage on all physical 
  attacks, +1 to strike with a thrown weapon, +3 to parry/dodge 
  and +2 to entangle.
  Weapons of Note: Typically carries a ceremonial blade (1D6 
  S.D.C.), as well as an enchanted staff that fires energy beams 
  (2D6 M.D.) at a range of 12 feet/3.6 m.
  Body Armor: Typically wears partial Simvan armor as a part of 
  his chieftain’s regalia. 25 M.D.C.
  Other Equipment: Normally lets his subordinates worry about 
  such things. Has access to everything in the tribe’s possession.
  Vehicles: None. As the chieftain, Ayzim is entitled to a com-
  fortable seat aboard one of the large animals when traveling, 
  or a privileged position mounted on one of the tribe’s finest 
  Ostrosaurs.
  Cybernetics: None.
  Holt
  – Full Conversion Cyborg
  Holt is somewhat of a mystery. A Full Conversion Cyborg, he 
  was living in Tolkeen as the Coalition began to tighten its grip 
  on the city and decided to join with the resistance rather than flee 
  to save himself. A fierce and powerful warrior, Holt spent many 
  years on the road from Juarez to the Colorado Baronies to the 
  Chi-Town ‘Burbs before ending up in the doomed city of magic.
  Once he arrived in Tolkeen, Holt finally decided to settle 
  down. He became enraptured with the city and its mystical quali-
  ties and for the first time in his life questioned his decision to be 
  rebuilt as a cyborg. For Holt, however, it is far too late to become 
  a magic user, so he has chosen to support his spell casting broth-
  ers and sisters in their quest to understand the realm of magic.
  When the Coalition’s threats turned into an actual invasion, 
  Holt joined the front ranks, glad to serve his city. His experi-
  ence, his ferocity and his array of mechanical upgrades kept him 
  alive during those years of bitter fighting, and Holt is continually 
  
  85
  amazed that he survived all the action he saw. He is now commit-
  ted to revenge and willing to join up with any group seeking to 
  strike at the Coalition occupiers. Holt’s heart lies in Tolkeen, and 
  he intends to die there still.
  Holt Stats
  Real Name: Jason Holt.
  Race: Human.
  Alignment: Anarchist.
  Attributes: I.Q. 12, M.E. 14, M.A. 9, P.S. 32, P.P. 12, P.E. 22, 
  P.B. 8, Spd 132 (90 mph/144 km).
  Height: 8 feet (2.44 m). Weight: 1,156 lbs (524 kg).
  M.D.C. by Location:
  Hands (2) – 40 each
  Forearms (2) – 45 each
  Upper Arms (2) – 98 each
  petuous nature. After five years fighting alongside the Tolkeen 
  resistance, he has learned to hate the Coalition and sees magic 
  as the salvation of humanity; ironic for a Full Conversion Cy-
  borg with no mystic abilities of his own. Holt has jumped at 
  the chance to help a notorious spell caster like Ramsey, espe-
  cially if it means he gets to strike back at the Dead Boys that 
  defeated him and his adopted homeland.
  O.C.C. Skills (Combat Cyborg): Speaks American at 98% and 
  Spanish at 90%, Basic Mechanics 80%, Climbing 85%, Gen-
  eral Repair and Maintenance 90%, Land Navigation 83%, Pi-
  lot: Tanks & APCs 73%, Pilot: Truck 82%, Radio: Basic 95%, 
  Read Sensory Equipment 80%, Weapon Systems 85%, W.P. 
  Blunt, W.P. Energy Rifle, W.P. Heavy M.D. Weapons, W.P. 
  Heavy Weapons and W.P. Paired Weapons.
  Special Abilities: See Cybernetics.
  Psionics: None.
  Magic Knowledge: None.
  Combat Training: Hand to Hand: Expert.
  Attacks per Melee: 5
  Bonuses: +5 to save vs possession, +3 to save vs magic and im-
  pervious to psionic Bio-Manipulation, Telemechanics (all), 
  See Aura and any attacks or weapons that do damage directly 
  to Hit Points. +3 to pull punch, +2 to roll with impact, +3 to 
  parry, +3 to dodge, +2 to strike, +2 to disarm.
  Weapons of Note: Holt’s primary weapon is a TX-500 Triax 
  Borg Rail Gun. He typically uses 390 round belts for ease of 
  carriage and generally has one in the gun and another two or 
  three on him. Also frequently carries a C-27 Plasma Cannon 
  as a backup weapon. See Cybernetics for more weapons and 
  defensive features.
  Body Armor: See M.D.C. by Location.
  Other Equipment: Holt has most of what he needs already in-
  stalled. He will use anything it takes to get the job done, how-
  ever.
  Vehicles: None. Holt relies on his cybernetic enhancements for 
  transportation and steals or buys vehicles as necessary.
  Cybernetics:
  ! Defensive Charges (new!): 3D6 M.D. to a 6 foot (1.8 m) area 
  around the front of the cyborg and those hit are -3 on initiative 
  and -1 to dodge or parry for the rest of the melee round. Single 
  use weapon.
  ! Concealed Forearm Ion Blaster: 3D6 M.D., 1,200 foot (365 m) 
  range, unlimited ammo supply.
  ! Plasma Torch: 1D6x10 S.D.C., 1D6 M.D., 2D6 M.D. or 4D6 
  M.D. settings. 3 foot (0.9 m) range.
  ! Backup Hand: Holt keeps a spare hand that he uses when the 
  mining drill is detached.
  ! Mechanical Eyes with Polarized Filters
  ! Clock Calendar
  ! Multi-Optic Eye
  ! Built-In Radio Receiver & Transmitter Headjack
  ! Optic Nerve Video Implant
  ! Heavy Mining Drill
  ! Knuckle Spikes (right hand)
  ! Shooting Knuckle Spikes (left hand)
  ! Garrote Wrist Wire
  ! Wrist Needle & Drug Dispenser
  ! Radar Sensor
  ! Grapnel & Launcher
  ! Secret Compartment (chest)
  Feet (2) – 20 each
  Legs (2) – 145 each
  Head – 110
  Main Body – 280
  Cybernetic Medium Infantry Armor – 230
  Age: 39. P.P.E.: 2.
  Experience: 8th level Combat Cyborg.
  Description: Holt is a Full Conversion ‘Borg wrapped in heavy 
  armor and loaded with weapons and accessories. His scowling 
  faceplate is custom-made, along with a few other stylistic ad-
  ditions to his armor.
  Disposition: Without much self-conviction, Holt has always 
  been subject to the designs of others and a slave to his own im-
  
  86
  
  87
  Ramsey – Shifter
  Before the war in Tolkeen broke out, Edward Ramsey was 
  just one of a vast number of powerful magic users in the city. 
  He spent years accumulating his abilities and studying the mys-
  tic arts and was on the verge of many exciting discoveries when 
  artillery and air strikes began to pound the outskirts of Tolkeen. 
  With his family at risk and his homeland under attack, Ramsey 
  vowed to join the defenders and put his incredible power to use.
  But even as a Shifter, Ramsey was not ready for the horrors 
  of war. His shifting and consorting with the supernatural were 
  always done with an academic perspective; Ramsey kept himself 
  intellectually separated from his work, and thus mostly avoided 
  becoming corrupted by the forces with which he associated. On 
  the battlefield, this kind of professional distance is not possible, 
  and Ramsey found himself making deals with creatures he never 
  would have considered before. The Coalition blood he spilled 
  and the innocents he watched die around him left Ramsey shaken 
  and mentally disturbed, but determined to fight on.
  In the last few weeks of the war, however, Ramsey’s wife and 
  two daughters were killed during a Coalition bombing attack. 
  Ramsey felt numb and disconnected even as he watched the city 
  burn around him, feelings that eventually gave way to a white-hot 
  hatred for the Coalition and everything they represent. Ramsey’s 
  mind has become frayed and wounded, and now the only thing 
  that drives him is his overriding need for revenge.
  Edward Ramsey Stats
  Real Name: Edward Ramsey.
  Race: Human.
  Alignment: Aberrant.
  Attributes: I.Q. 25, M.E. 16, M.A. 27, P.S. 9, P.P. 11, P.E. 10, 
  P.B. 12, Spd 10.
  Height: 5 feet, 11 inches (1.8 m). Weight: 167 lbs (75 kg).
  Hit Points: 68. S.D.C.: 61 (pact).
  Age: 61. P.P.E.: 740 (pact).
  Experience: 12th level Shifter, dark god pact.
  Description: Ramsey’s hair is stark white and his gaze seems to 
  convey the weight of a lifetime’s worth of consorting with the 
  supernatural. His physique is nothing but an afterthought next 
  to the power that his mind has accumulated.
  Disposition: The connection to life and the rest of humanity has 
  dissolved for Ramsey. He is a man obsessed with revenge, 
  and his calculating intellect and phenomenal magic power are 
  just tools to that end. Whatever self-doubt or restraint he once 
  had is gone, lost the moment the Coalition took his family 
  from him. His wife and daughters were the only thing ground-
  ing him in the real world, and without them Ramsey is just a 
  shadow of a man, willing to bargain with evil powers and vile 
  demons to have his vengeance.
  O.C.C. Skills (Shifter): Speaks American, Dragonese/Elven, 
  Gobblely and Demongogian at 98%, Literacy: American 98%, 
  Literacy: Dragonese/Elven 98%, Astronomy 98%, Land Navi-
  gation 89%, Lore: Demons & Monsters 98%, Lore: Dimen-
  sions 95%, Lore: Faerie 98%, Lore: Magic 98%, Math: Basic 
  98% and Wilderness Survival 95%.
  Special Abilities: Dimensional Sense, Dimensional Travel, Di-
  mensional Teleport Home, Sense Rifts and all other standard 
  Shifter abilities. See Rifts® Ultimate Edition for full details 
  on Shifters. Also see Magic Knowledge.
  Psionics: None.
  Magic Knowledge: Agony (20), Amulet (290+), Armor of Ithan 
  (10), Animate and Control Dead (20), Calling (8), Call Light-
  ning (15), Create Mummy (160), Create Rubble Golem (50; see 
  stats below), Compulsion (20), Constrain Being (20), Control 
  and Enslave Entity (80), Dimensional Portal (1,000), Domina-
  tion (10), Energy Bolt (5), Energy Field (10), Exorcism (30), 
  Expel Demons (35), Fear (5), Greater Healing (30), Impervi-
  ous to Energy (20), Invisibility: Superior (20), Multiple Image 
  (7), Power Bolt (20), Protection Circle: Simple (45), Protec-
  tion Circle: Superior (300), Reality Flux (75), Repel Animals 
  (7), Re-Open Gateway (180), Rift Teleportation (200), Rift to 
  Limbo (160), Sense Evil (2), Sense Magic (4), Shadow Meld 
  (10), Summon and Control Canines (50), Summon and Con-
  trol Rodents (70), Super-Healing (70), Sustain (12), Teleport: 
  Lesser (15), Teleport: Superior (600), Thunderclap (4), Time 
  Slip (20), Trance (10), Turn Dead (6), Tongues (10) and Wall 
  of Defense (55).
  Combat Training: Hand to Hand: Basic.
  Attacks per Melee: 6
  Bonuses: +10 to save vs Horror Factor (pact), +5 to save vs mag-
  ic (pact), +3 to Spell Strength and +5 to save vs possession and 
  mind control. +4 to pull punch, +4 to roll with impact, +3 to 
  parry, +3 to dodge, +2 to strike, +1 to disarm and +2 damage.
  Weapons of Note: None, magic is Ramsey’s weapon.
  Body Armor: None, relies on magic for protection.
  Other Equipment: Ramsey is willing to use almost anything to 
  achieve his revenge, but greatly prefers Techno-Wizard de-
  vices to normal gadgets.
  Vehicles: None. Ramsey uses magic and his mastery of the Rifts 
  and dimensional travel to get around.
  Cybernetics: None.
  Supporting Cast
  from Path of the Storm
  Fiona’s Dog Pack
  The three members of Fiona’s Dog Pack are all experienced 
  Dog Boys, tempered by the running battles that marked the end 
  of the Tolkeen conflict. They are skilled trackers as well, expert 
  Psi-Hounds. Each has received more training and seen more field 
  time than the average Dog Boy of their series, a generation who 
  was bred as little more than expendable infantry for the siege on 
  Tolkeen.
  Billy – Pit Bull
  Real Name: GEC-11-2798463-43.
  Race: Dog Boy – Pit Bull gene base.
  Alignment: Unscrupulous.
  Attributes: I.Q. 12, M.E. 11, M.A. 14, P.S. 26, P.P. 17, P.E. 24, 
  P.B. 9, Spd 26.
  Height: 5 feet (1.52 m). Weight: 182 lbs (82 kg).
  Hit Points: 34. S.D.C.: 60.
  Age: 8. P.P.E.: 13. I.S.P.: 81.
  Experience: 3rd level Dog Boy.
  
  88
  Description: A white pit bull, Billy is a short, compact mass of 
  muscle with a snarling maw that belies his greater intelligence 
  and leadership skills.
  Disposition: Billy is the de facto second in command of Fiona’s 
  Dog Pack, a bit more authoritative and confident than the others. 
  He is fiercely loyal to his pack and to the Coalition as a whole.
  O.C.C. Skills (Dog Boy): Speaks American at 88% and Drag-
  onese at 61%, Climbing 60%/50%, Intelligence 46%, Land 
  Navigation 54%, Pilot: Hovercraft 70%, Radio: Basic 65%, 
  Read Sensory Equipment 50%, Running, Wilderness Survival 
  50%, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Blunt.
  Special Abilities: Superior sense of smell, track by smell, keen 
  sense of hearing, good sight. Sense Psychic and Magic Energy 
  50%, Recognize Psychic Scent 16%/12% and Sense Super-
  natural Beings 66%/45%.
  Psionics: Empathy, Sense Evil, Sense Magic, Sixth Sense.
  Magic Knowledge: None.
  Combat Training: Hand to Hand: Expert.
  Attacks per Melee: 4
  Bonuses: +2 on initiative, +3 to strike, +2 to disarm, +4 to parry 
  and dodge, +2 to save vs disease, +2 to save vs possession, +3 
  to pull punch, +2 to roll with punch/fall/impact.
  Weapons of Note: C-20 Laser Pistol, Vibro-Claws, Neural Mace 
  and riot baton.
  Body Armor: Dog Pack DPM Light Riot Armor: 50 M.D.C., no 
  movement penalties.
  Other Equipment: Field radio, spikes, survival knife, binocu-
  lars.
  Vehicles: None. Occasionally the pack is deployed on hovercy-
  cles or other light vehicles.
  Cybernetics: None.
  Spence – Doberman
  Real Name: GEC-11-9037261-31.
  Race: Dog Boy – Doberman gene base.
  Alignment: Scrupulous.
  Attributes: I.Q. 9, M.E. 14, M.A. 11, P.S. 17, P.P. 21, P.E. 17, 
  P.B. 16 , Spd 29.
  Height: 5 feet, 9 inches (1.75 m). Weight: 163 lbs (73 kg).
  Hit Points: 21. S.D.C.: 20.
  Age: 8. P.P.E.: 17. I.S.P.: 64.
  Experience: 2nd level Dog Boy.
  Description: A bit taller and sleeker than Billy, Spence has the 
  short, black hair and brown trim of most Dobermans.
  Disposition: Spence is the team’s designated scout and tracker. 
  He is more “by the book” than any of the other pack members, 
  even Fiona, and becomes nervous when they sidestep regula-
  tions.
  O.C.C. Skills (Dog Boy): Speaks American at 88% and Demon-
  gogian at 58%, Climbing 55%/45%, Intelligence 42%, Land 
  Navigation 50%, Pilot: Hovercraft 65%, Radio: Basic 60%, 
  Read Sensory Equipment 45%, Running, Wilderness Survival 
  45%, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Sword.
  Special Abilities: Superior sense of smell, track by smell, keen 
  sense of hearing, good sight. Sense Psychic and Magic Energy 
  45%, Recognize Psychic Scent 14%/10% and Sense Super-
  natural Beings 64%/40%.
  Psionics: Empathy, Sense Evil, Sense Magic, Sixth Sense.
  Magic Knowledge: None.
  Combat Training: Hand to Hand: Expert.
  Attacks per Melee: 4
  Bonuses: +2 on initiative, +1 to strike, +4 to parry and dodge, +2 
  to save vs disease, +2 to save vs possession, +3 to pull punch, 
  +2 to roll with punch/fall/impact.
  Weapons of Note: C-18 Laser Pistol, Frag Grenades, Vibro-
  Claws, Vibro-Saber and Neural Mace.
  Body Armor: Dog Pack DPM Light Riot Armor: 50 M.D.C., no 
  movement penalties.
  Other Equipment: Field radio, spikes, survival knife, nightvi-
  sion goggles, binoculars.
  Vehicles: None. Occasionally the pack is deployed on hovercy-
  cles or other light vehicles.
  Cybernetics: None.
  Wade – Chow
  Real Name: GEC-12-7756291-52.
  Race: Dog Boy – Chow gene base.
  Alignment: Principled.
  Attributes: I.Q. 8, M.E. 10, M.A. 9, P.S. 30, P.P. 12, P.E. 28, 
  P.B. 14, Spd 17.
  Height: 6 feet, 8 inches (2.03 m). Weight: 320 lbs (144 kg).
  Hit Points: 31. S.D.C.: 60.
  Age: 7. P.P.E.: 9. I.S.P.: 50.
  Experience: 2nd level Dog Boy.
  Description: Wade is a giant mass of thick, golden fur. He is 
  about as large as Dog Boys come and spends a lot of time in 
  the gym to emphasize his hulking appearance.
  Disposition: Laid back and unworried, Wade is both casual about 
  his duties and unquestioning in his commitment to the Coali-
  tion. He follows Billy and Spence’s lead and carries out his 
  orders without hesitation. Wade is also known to fall asleep 
  on guard duty or take a few extra minutes getting ready for a 
  patrol, however.
  O.C.C. Skills (Dog Boy): Speaks American at 88% and Drag-
  onese at 58%, Climbing 55%/45%, Intelligence 42%, Land 
  Navigation 50%, Pilot: Hovercraft 65%, Radio: Basic 60%, 
  Read Sensory Equipment 45%, Running, Wilderness Survival 
  45%, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Knife.
  Special Abilities: Superior sense of smell, track by smell, keen 
  sense of hearing, good sight. Sense Psychic and Magic Energy 
  45%, Recognize Psychic Scent 14%/10% and Sense Super-
  natural Beings 64%/40%.
  Psionics: Empathy, Sense Evil, Sense Magic, Sixth Sense.
  Magic Knowledge: None.
  Combat Training: Hand to Hand: Expert.
  Attacks per Melee: 4
  Bonuses: +2 on initiative, +1 to strike, +4 to parry and dodge, +2 
  to save vs disease, +2 to save vs possession, +3 to pull punch, 
  +2 to roll with punch/fall/impact.
  Weapons of Note: C-12 Laser Rifle, Vibro-Blade and Neural 
  Mace.
  Body Armor: Dog Pack DPM Light Riot Armor: 50 M.D.C., no 
  movement penalties.
  Other Equipment: Spikes, survival knife, backpack with tent 
  and other spare gear.
  Vehicles: None. Occasionally the pack is deployed on hovercy-
  cles or other light vehicles.
  Cybernetics: None.
  
  89
  Ramsey’s Demons
  Wary of aligning himself with powerful factions from Hades 
  or Dyval, Ramsey has sought out independent demons that claim 
  neither side in the overall Minion War. He has also reached out to 
  a mysterious and evil Alien Intelligence, all in the hopes of attain-
  ing his revenge. For more information on demons and Deevils see 
  Hades: Pits of Hell™ and Dyval™: Hell Unleashed™.
  nosan. As a result, there are rogue Ernosan throughout the Mega-
  verse: evil beings, to be sure, but opposed to the route that the rest 
  of their species is taking.
  The Ernosan are thinkers and plotters, equipped with insidious 
  patience and intellect. And while they do certainly feed off the 
  P.P.E., the suffering and the blood of mortals, they are not merely 
  carnivorous predators and generally maintain control over their 
  baser instincts.
  Alignment: Diabolic (20%), Miscreant (30%), Aberrant (30%) 
  or Anarchist (20%).
  Attributes: I.Q. 2D6, M.A. 2D6, M.E. 3D6, P.S. 2D6+16 (Su-
  pernatural), P.P. 2D6+12, P.E. 1D6+16 (Supernatural), P.B. 
  1D6+4, Spd 3D6+12.
  Height: 12 feet (3.6 m). Weight: 900 lbs (405 kg).
  M.D.C.: 2D4x10+40 + P.E. attribute number.
  Horror Factor: 12
  P.P.E.: 3D4x10+10 + M.A. attribute number.
  Description: Ernosan are tall, bulky humanoids with dark gray 
  and black skin. Their faces are usually covered in magical gas 
  masks and breathing apparatuses, and their bodies are adorned 
  with plates and tubes that connect to their Techno-Wizard bi-
  onics. It can be difficult to tell where the devices end and the 
  armored hide of the creature begins.
  Disposition: The Ernosan are sophisticated and well-spoken 
  for demons. They educate themselves and rely on skills and 
  Techno-Wizard devices to go beyond their natural instincts 
  and abilities. They build impressive mystical towers and en-
  chanted fortresses and dungeons in the worlds and realms they 
  inhabit.
  Life Span: Effectively immortal.
  Natural Abilities: Supernatural P.S. and P.E., see the invisible, 
  Dimensional Teleport 20% +1% per level of experience, Bio-
  Regenerates 2D6 M.D.C. once per melee round, immune to 
  noxious gas and requires no air to breathe (see Magic Respira-
  tor, below), impervious to fire, heat, ice and cold (magic fire 
  or ice attacks inflict normal damage). All Ernosan have the 
  Energy Bolt, Sense Magic and Negate Magic abilities and can 
  use them at no P.P.E. cost.
  Create Techno-Wizard Devices (special): All Ernosan are fa-
  miliar with the creation and use of Techno-Wizard weapons 
  and magic devices, equivalent to a Techno-Wizard O.C.C. of 
  equal level.
  Sense Precious Stones (special): Gems and precious stones are 
  an essential part of creating Techno-Wizard devices, and the 
  Ernosan have learned to key in on their mystical energy. A 
  successful use of the ability will tell roughly what kind and 
  what quantity of precious stones are located within a 1,000 
  foot (305 m) radius. Base Skill: 35% +5% per level of experi-
  ence.
  Equivalent O.C.C.: Techno-Wizard or Headhunter.
  Level of Experience: 1D6 on average or as set by the Game 
  Master for NPCs.
  Attacks per Melee: Four attacks to start, +1 at levels 3, 5, 7, 9 
  and 13.
  Mega-Damage: As per Supernatural P.S.
  Bonuses: +3 to save vs magic, +3 to save vs psionics, +2 on 
  initiative, +1 to strike, +2 on all saving throws, +2 to roll with 
  punch/fall/impact, +10 to save vs Horror Factor.
  Vulnerabilities: Magic attacks are +3 to strike the magically-
  charged Ernosan. Having one of their spells fail or being 
  Ernosan – Demon
  The Ernosan are unusual amongst the world of demons. Most 
  supernatural creatures have bodies that reject bionics as part of 
  their magical healing process. The Ernosan are no different – 
  when it comes to normal bionics. Techno-Wizard devices, on the 
  other hand, are compatible with the Ernosan’s mystical physiol-
  ogy, and most of the race of demons undergoes partial recon-
  struction as a kind of initiation process.
  Their use of TW bionics and implants also makes the Erno-
  san beholden to whichever demon or dark god is in power at the 
  time. They require a suitable magic infrastructure to create their 
  enhancements, and whoever controls the Techno-Wizards, the 
  slaves and the necessary spell ingredients, also controls the Er-
  
  90
  targeted by Negate Magic or a similar spell actually causes 
  a feedback reaction, dealing 2D6 M.D. to the Ernosan. They 
  also rely heavily on their Techno-Wizard devices and im-
  plants. Destroying the TW air filter that most Ernosan use will 
  force them to breathe normal, unenchanted air, making them 
  -2 to strike, -3 to parry or dodge and -3 on initiative.
  Magic: The Ernosan are natural spell casters. They may select up 
  to 8 spells from levels 1-4 in addition to their natural magic 
  abilities. Select one spell from levels 1-5 at level 2, one from 
  1-6 at level 3 and so on.
  Techno-Wizard Cybernetics: Ernosan are intentionally modi-
  fied from their natural form early in their existence. Most Er-
  nosan have the following standard TW bionics and cybernet-
  ics:
  Magic Respirator: A Magic Respirator and Air Filter is built 
  into the demon’s face. Provides breathable air in any environ-
  ment (space, vacuum chambers, underwater, etc.) and makes 
  the Ernosan immune to gas, airborne poisons, toxins, diseases 
  and magical smoke, fumes and clouds. Activation Cost: 5 
  P.P.E. or 10 I.S.P. for 15 minutes.
  Eyes of Thoth: Eye of Thoth lenses are added to the demon’s 
  bionic helmet, allowing it to read in any language. Activation 
  Cost: 10 P.P.E. or 20 I.S.P. for 10 minutes.
  TW Weapons: The average Ernosan will also have one or two 
  TW weapons installed onto its body. The weapons feed off the 
  creature’s own P.P.E. reserve.
  Other TW Cybernetics: Throughout their existence, Ernosan 
  seek out rare and exotic Techno-Wizard devices to incorporate 
  into themselves. Sometimes they also use Splugorth symbi-
  otes and parasites or strange magical artifacts.
  Psionics: Machine Ghost (12), Object Read (6), Speed Reading 
  (2) and Telemechanics (10). I.S.P.: 4D6+20.
  Habitat: Sources of magic energy attract the Ernosan. They steer 
  well clear of Hades and Dyval, but can be found on Rifts Earth 
  (especially Atlantis) and in many other dimensions.
  Allies & Alliances: The Ernosan are out for themselves, and, 
  unlike many demons, still maintain a racial identity and col-
  lective sense of self. They work together with other Ernosan 
  to further their plots and machinations and often conspire with 
  other demons who they win over to their cause.
  Rivals & Enemies: Both Hades and Dyval are potential enemies 
  as the Ernosan took no side in the Minion War. They are op-
  posed to mortal technophiles (like the Coalition), seeing tech-
  nology as simply incomplete Techno-Wizardry.
  Note: The Ernosan are very familiar with Techo-Wizard devices, 
  and, through them, have learned to use normal guns and weap-
  ons. They may be disgusted by technology, but they will use 
  tech that they find laying around, usually discarding it after.
  Hindra – Demon
  The story of the Hindra is a sad journey. They used to be mor-
  tal beings, similar to any normal life form. A thousand years ago, 
  however, the Hindra fell into a magical civil war. They used their 
  mystical powers to unleash terrible spells upon each other and 
  their home world. In their bid for dominance, each faction called 
  upon dark powers, desperate for any advantage they could find.
  The cycle of death and destruction came to an end when one 
  group of Hindra sold themselves out to a malevolent Alien Intel-
  ligence. They had no idea of the dark forces they were bringing 
  into their world. The faction that summoned the Intelligence won 
  the war, all right. They lorded over the rest of the Hindra as con-
  querors, a new breed, the chosen minions of their new evil lord.
  Within a generation, however, the victorious Hindra were 
  hopelessly lost and corrupt. The Alien Intelligence demanded 
  greater and greater sacrifices and acts of violence from them. The 
  war that the Hindra were trying to bring to an end instead reig-
  nited and dragged on for decades as the remaining good Hindra 
  resisted their fallen brothers and sisters. They were hunted down 
  to the last, however, and the fading light of morality was extin-
  guished from the species.
  The surviving Hindra clung ever closer to their alien overlord. 
  Each generation undertook more and more dramatic pacts and 
  shows of allegiance until the Hindra were indistinguishable from 
  other supernatural evils that stalk the various planes of the Mega-
  verse. Soon their very mortality was cast aside and they became 
  true demons, bound eternally to their master and unable to exist 
  without its power. They exist now as a kind of Witch-race, born 
  into their demonic pact and mostly helpless to change their fate.
  
  91
  Alignment: Diabolic (10%), Miscreant (20%), Aberrant (40%) 
  or Anarchist (30%).
  Attributes: I.Q. 3D6, M.A. 3D6, M.E. 2D6+2, P.S. 2D6+12 
  (Supernatural), P.P. 3D6, P.E. 1D6+12 (Supernatural), P.B. 
  2D6+2, Spd 3D6+6.
  Height: 10 feet (3 m). Weight: 850 lbs (382 kg).
  M.D.C.: 1D6x10+30+P.E. attribute number.
  Horror Factor: 12
  P.P.E.: 1D4x10+10
  Description: The Hindra were once D-Bees quite similar to hu-
  mans. Their pact has made them taller and stronger, and turned 
  their blue-black skin into natural armor. Their bodies are stud-
  ded with small, thorny spikes, clustered like hair along the 
  head and eyebrows. Black and gray stripes cover their backs 
  and exposed surfaces, and some also come speckled with red 
  dots.
  Disposition: For demons, the Hindra are hesitant about their na-
  ture. They still have remnants of decency in their psychologi-
  cal makeup, and sometimes let victims live or escape without 
  thinking about it. Their mood only ranges from confused to 
  homicidal, however; there is no positive end of the spectrum 
  left for the Hindra.
  Life Span: Immortal until slain.
  Natural Abilities: Supernatural P.S. and P.E., see the invisible, 
  Bio-Regenerates 1D6 M.D.C. once per melee round, and im-
  pervious to cold (magic ice attacks do half-damage), deep 
  ocean water pressure and the vacuum of space.
  Activate Pact: While Hindra do retain some of the frailties of 
  mortal form, they can call upon their master in times of need 
  for additional power. It takes 1D4 melee rounds to activate the 
  pact, during which time the Hindra cannot attack or defend 
  itself. If uninterrupted by attacks or magic spells, the Hindra 
  will gain an additional 100 M.D.C., receives +5 to P.S. and 
  P.E. and +2 on initiative and Perception Rolls.
  Assume Humanoid Form: Hindra are also able to change 
  their form to imitate that of local mortal humanoids. They can 
  change form at will and maintain their new form indefinitely at 
  no P.P.E. cost. Counts as one melee attack/action.
  Supernatural Flight: As part of their pact, all Hindra are grant-
  ed the ability to fly magically without the need for wings. 
  Maximum speed is about 80 mph (128 km). No limitations on 
  altitude and can even be used in outer space.
  Equivalent O.C.C.: Mercenary Soldier or City Rat.
  Level of Experience: 1D6 on average or as set by the Game 
  Master for NPCs.
  Attacks per Melee: Three attacks to start, +1 at levels 2, 4, 6, 8 
  and 12.
  Mega-Damage: As per Supernatural P.S.
  Bonuses: +2 to strike, +2 on all saving throws, +10 to save vs 
  Horror Factor and +2 to save vs exorcism.
  Vulnerabilities: While immune to cold, Hindra take damage 
  from heat like mortal beings. They are also susceptible to 
  bone weapons, which inflict Mega-Damage when used against 
  them. Weapons made from the bones of a Hindra inflict dou-
  ble damage to their own kind.
  Magic: 30% of the Hindra have some additional spell casting 
  ability. Select 6 spells from levels 1-4.
  Psionics: None.
  Habitat: Hindra can be found working as slaves in both Hades 
  and Dyval and are sometimes mistaken for mortal beings on 
  certain other worlds. They are less common throughout the 
  Three Galaxies and Rifts Earth.
  Allies & Alliances: Hindra are extremely reliant upon the Alien 
  Intelligence that has cursed their species. They are no longer 
  independent enough to make important decisions or choose 
  any kind of direction for themselves.
  Rivals & Enemies: Hadean and Dyvalian demons and Deevils, 
  as well as most evil supernatural creatures. The Hindra prey 
  upon mortals and are certainly evil beings, but still reject most 
  other demons.
  Note: Hindra that are removed from the same dimension as their 
  parent Alien Intelligence for more than one month begin to 
  lose their connection. They will become somewhat disoriented 
  (-3 on initiative and Perception Rolls), but will see their Align-
  ment shift an entire category upwards towards good as the per-
  vasive voice of the Alien Intelligence leaves their mind. Penal-
  ties will wear off in 1D4 weeks, leaving a somewhat confused 
  supernatural creature no longer beholden to its pact.
  Nohn – Demon
  Brutish warriors, Nohn are summoned into existence through 
  a series of rituals that draws their essence out of a distant plane 
  of existence. They are monstrous manifestations of dark energy, 
  typically taking form with long arms and legs and gaping maws 
  full of asymmetrical teeth. Each Nohn is slightly different, though 
  they seem to follow a similar overall body plan – tall and spindly, 
  with bodies that trail a mist of darkness in their wake.
  Nohn are not the most sophisticated of demons, but they are 
  not mindless animals, either. They are simply motivated more 
  by the need to hunt, kill and torture than any kind of civilizing 
  impulse. While other demons build halls and castles with armies 
  of mortal slaves, Nohn are perfectly happy to live in caves and 
  burrows.
  With their mysterious connection to different planes of reality, 
  Nohn are particularly sensitive to the call of Shifters, Witches and 
  others who seek to collaborate with demonic forces. They can use 
  their ability to move between dimensions and planes to hide out 
  or to tirelessly pursue enemies and victims.
  Alignment: Diabolic (10%), Miscreant (25%), Aberrant (25%) 
  or Anarchist (40%).
  Attributes: I.Q. 2D6, M.A. 2D6, M.E. 3D6, P.S. 2D6+16 (Su-
  pernatural), P.P. 2D6+12, P.E. 2D6+16 (Supernatural), P.B. 
  1D6+4, Spd 3D6+18.
  Height: 15 feet (4.6 m). Weight: 1,250 lbs (567 kg).
  M.D.C.: 3D4x10+60. Nohn do not wear body armor.
  Horror Factor: 13
  P.P.E.: 6D6+20
  Description: The Nohn’s bodies are tall and lanky with over-
  sized hands and long arms. Their mouths are full of sharp, 
  protruding teeth that they do not hesitate to use in combat, and 
  that stick out at strange angles. Their physical form is loosely 
  anchored to reality, too, sometimes appearing to phase in and 
  out like a flip book or the beam from a strobe light. A mist 
  of black energy follows in the wake of the Nohn, streaming 
  behind them.
  Disposition: Nohn live predatory lifestyles, staking out dens and 
  burrows and patrolling a home territory for prey. They can 
  socialize with other demons or their own kind, but are solitary 
  creatures for the most part.
  
  92
  Life Span: Immortal. Their essence returns to their home plane 
  when their physical body is killed. The essence could be lost 
  amongst the dimensions, possibly even for thousands of years, 
  but is not destroyed.
  Natural Abilities: Supernatural P.S. and P.E., Nightvision 150 
  feet (45.7 m), exceptional hearing, see the invisible, Dimen-
  sional Teleport 25%+1% per level of experience, Bio-Regen-
  erates 2D6 M.D.C. once per melee round, impervious to fire 
  and heat.
  Plane Dodge (special): By shifting their body in and out of the 
  dimension, Nohn can break physical bonds that are restraining 
  them. Plane Dodge can be used to end a grapple or entangle-
  ment attack, free the demon from chains or bonds or to step 
  right through a net or wire. Counts as one melee attack/action. 
  Does not work on magical restraints.
  Plane Step (special): Nohn can use their ability to dimension 
  shift in order to pass through physical obstructions. Plane Step 
  allows the Nohn to walk through doors, walls or even solid 
  rock and earth. The spell will not overpower enchanted walls, 
  magically sealed doors, psionic boundaries or magic, but per-
  mits passage only through normal materials. Can only cross 
  through 10 feet (3 m) of solid matter before being forced to 
  stop. Counts as one melee attack/action.
  Equivalent O.C.C.: Wild Psi-Stalker or Mind Melter.
  Level of Experience: 1D6 on average or as set by the Game 
  Master for NPCs.
  Attacks per Melee: Four attacks to start, +1 at levels 3, 5, 7, 9 
  and 13.
  Mega-Damage: As per Supernatural P.S.; a claw strike does 2D4 
  M.D. plus Supernatural P.S. damage. Bites inflict 3D6 M.D.
  Bonuses: +2 on initiative, +1 to strike, +2 to parry, +10 to save 
  vs Horror Factor. Impervious to normal heat, fire and lava, but 
  magic versions do full damage.
  Vulnerabilities: Silver weapons deal Mega-Damage when used 
  against the Nohn. Magic attacks do double damage while the 
  demon is Plane Stepping or Plane Dodging.
  Magic: Dispel Magic Barriers (20), Mystic Portal (60), Plane 
  Skip (65), Rift Teleportation (200) and may select four other 
  spells from levels 1-10.
  Psionics: Nohn are considered Master Psychics and have the 
  abilities of Mask I.S.P. and Psionics (7), Read Dimensional 
  Portal (6), Sense Dimensional Anomaly (4) and Sense Magic 
  (3). Also select 4 psionic powers from the Healing, Sensitive 
  and Physical categories and 2 powers from the Super-Psionics 
  category. I.S.P.: 3D6x10.
  Habitat: A few Nohn live between the cracks in Hades and 
  Dyval. All of the traffic to and from Rifts Earth means they 
  are often drawn to it, as well as other dimensional travel hubs 
  like Phase World.
  Allies & Alliances: Nohn have few allies and tend to be hostile 
  towards any other being they come across, even members of 
  their own kind. They are easily lulled by Shifters and Witches, 
  however, and are much more trusting of them than normal hu-
  mans.
  Rivals & Enemies: The denizens of both Hades and Dyval are 
  not kind to the Nohn when they encounter them. Neither side 
  has made an entreaty to this peculiar race of demons.
  Note: Nohn almost never use weapons or technology, seeing 
  them as hindrances when traveling and taking up new physi-
  cal forms.
  Other Supporting Cast
  & Equipment of Note
  Average Coalition
  Special Forces
  Alignment: Any. The worst lean towards Aberrant and Miscre-
  ant.
  Average Attributes: I.Q. 12, M.E. 12, M.A. 11, P.S. 18, P.P. 14, 
  P.E. 14, P.B. 10, Spd 20.
  Hit Points: 36-44. S.D.C.: 40-50.
  Height: Six feet, three inches (1.9 m). Weight: 185 lbs (83 kg).
  Age: 19-25
  P.P.E.: 9
  Disposition: Calm, cool and collected, these professional killers 
  represent the cream of the Coalition infantry. They are reliable 
  in combat and do not flinch before potentially repugnant tasks 
  such as firing upon unarmed women or children, or poisoning 
  
  93
  an entire town’s water supply. Tend to be fiercely dedicated to 
  their country, army and cause.
  Experience Level: 4th level Special Forces Commando.
  Skills of Note: Boxing, Climbing 70%/60%, Electronic Coun-
  termeasures 60%, Intelligence 54%, Land Navigation 58%, 
  Lore: Demons & Monsters 55%, Math: Basic 80%, Pilot: Jet 
  Pack 64%, Pilot: Robots & Power Armor 88%, Pilot: Robot 
  Combat Elite: Special Forces SAMAS, Prowl 55%, Radio: 
  Basic 75%, Running, Streetwise 48%, Wilderness Survival 
  53%, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Heavy 
  M.D. Weapons.
  Combat Training: Hand to Hand: Commando.
  Attacks per Melee: 7
  Combat Bonuses: +1 to initiative, +3 to strike, +6 to parry and 
  dodge, +5 to damage, +10% vs coma/death, +3 to save vs poi-
  son and magic, +5 to roll with punch/fall/impact, +2 vs Horror 
  Factor, plus any likely bonuses from attributes.
  Other Combat Info: Knockout/stun on a Natural 20, body flip/
  throw (+1), Paired Weapons, body block/tackle, backward 
  sweep kick, disarm, automatic body flip (+1), kick: 2D6, jump 
  kick, death blow 18-20.
  Common Weapons:
  CP-50 Dragonfire: Mega-Damage: 2D6 per single blast or 
  6D6 per triple-pulse burst. Micro-fusion grenades, fired 
  from the under-barrel grenade launcher, do 6D6 M.D. to a 
  12 foot/3.6 m diameter blast area. Rate of Fire: Laser fires 
  single shots or triple pulses equal to hand to hand attacks 
  per melee round. Grenade launcher fires single shots or 
  bursts of four. Range: 2,000 feet (610 m) for laser, 1,200 
  feet (365 m) for grenade launcher. Payload: 30 laser shots 
  per long E-Clip and 12 grenades in the grenade launcher.
  CP-30 Laser Pulse Pistol: Mega-Damage: 2D4 per single 
  blast or 4D6 per triple-pulse burst. Rate of Fire: Each blast 
  or triple pulse counts as one melee attack/action. Range: 
  600 feet (183 m). Payload: 30 laser shots per long E-Clip.
  Fragmentation Grenades (4): Mega-Damage: 2D6 M.D. 
  Blast Radius: 20 feet (6 m). Throwing Range: 40 yards/
  meters.
  Heavy High Explosive Grenade (4): Mega-Damage: 4D6 
  M.D. Blast Radius: 6 feet (1.8 m). Throwing Range: 40 
  yards/meters.
  Plasma Grenade (4): Mega-Damage: 5D6 M.D. Blast Ra-
  dius: 12 feet (3.6 m). Throwing Range: 40 yards/meters.
  Vibro-Sword: Mega-Damage: 2D6.
  Extra Ammo: 16 long E-Clips, 24 micro-fusion grenades in a 
  crossover bandoleer.
  Other Equipment: Four signal flares, binoculars, Robot Medical 
  Kit, pocket computer, utility belt, air filter & gas mask, short 
  range radio (5 mile/8 km range), canteen, food rations bag, 30 
  feet (9.1 m) of climbing cord, fire starter kit, S.D.C. saw-wires 
  (3), hunting/fishing kit, compass/inertial mapper, flashlight. 
  Additional items may be made available upon assignment.
  Body Armor:
  CA-7 Special Forces Heavy “Dead Boy” Armor: Head/Hel-
  met: 75 M.D.C., Arms: 60 M.D.C. each, Legs: 80 M.D.C. 
  each, Main Body: 100 M.D.C. Weapons: Retractable fore-
  arm Vibro-Blades (2; 1D6 M.D.), Garrote cord in left wrist to 
  strangle S.D.C. opponents. Mag-5 Jet Pack: Maximum Speed: 
  60 mph (96 km), Maximum Altitude: 1,200 feet (365 m); 
  Power Supply: Four E-Clips for 80 minutes of total flight time.
  Bionics: Typically a clock calendar, gyro-compass, basic ear 
  implant with universal headjack, radar detector and oxygen 
  storage cell. Half will have a multi-optic eye, an AA-1 type 
  cyber-disguise and 1-3 additional cybernetics.
  Note: For more information on the Coalition military, including 
  full details on the Special Forces, see Rifts® world Book 11: 
  Coalition War Campaign™.
  Average Xiticix Warrior
  Alignment: Considered Anarchist or evil. Hates other intelligent 
  life.
  Average Attributes: I.Q. 10, M.E. 20, M.A. 4, P.S. 30, P.P. 20, 
  P.E. 16, P.B. 4, Spd 22 running and 120 flying (82 mph/131 
  km) with a possible maximum speed of 160 (105 mph/168 
  km).
  Height: 7 feet (2.1 m). Weight: 500 lbs (227 kg).
  M.D.C. by Location:
  Main Body – 75
  Eyes, Large (2) – 10 each
  Eyes, Small (5) – 10 each
  Antennae (2) – 20 each
  Arms (4) – 45 each
  Legs (2) – 65 each
  Wings (2) – 60 each
  Age: Average is 2-4 years.
  P.P.E.: 50
  Horror Factor: 10. 13 for a squad of ten or more.
  Disposition: Xiticix Warriors are drones and have little or no 
  personality and sense of self. They will follow the commands 
  of higher castes of Xiticix without hesitation and are unafraid 
  of death or pain. They are also simple-minded creatures and 
  may totally ignore objects or even people that do not seem to 
  be immediate threats.
  Experience Level: 1-3
  R.C.C. Skills: Detect Ambush 40%, Detect Concealment 30%, 
  Land Navigation 66%, Math: Basic 65%, Navigation: Air 
  65%, Wilderness Survival 60%, W.P. Blunt, W.P. Energy 
  Weapons (Xiticix TK weapons), W.P. Knife, W.P. Paired 
  Weapons, W.P. Spear, W.P. Sword and W.P. Whip.
  Special Abilities: Chemical Excretions: Colony Identification, 
  Chemical Alarm, Death Scent, Spit Acid and poison (see be-
  low).
  S.D.C. Poison: Bite inflicts 4D6 S.D.C. The poison causes im-
  mediate nausea, vomiting and convulsions unless a successful 
  save vs lethal poison is made. Poison damage is 6D6 S.D.C. 
  per each bite/hit, plus bite damage, along with the following 
  penalties: attacks per melee round and combat bonuses are re-
  duced by half for one melee round (15 seconds). Thankfully, 
  the pain and nausea passes soon after (15 seconds). A success-
  ful save vs poison means the character takes only 1D4 S.D.C. 
  poison damage, in addition to the 4D6 S.D.C. from the bite 
  itself. Xiticix are known to coat their close combat weapons 
  in this poison.
  Combat Training: Instinctive.
  Attacks per Melee: 5
  Combat Bonuses: +1 on initiative, +2 to strike, +4 to parry, +1 to 
  dodge, +2 to disarm, +4 to pull punch, +4 to roll with impact, 
  can perform kick attack and receives an additional +4 to save 
  vs poison and disease.
  
  94
  Other Combat Info: Grapple/Wrestle & Hit: The Warrior can 
  opt to hold or grapple with two arms and strike with the other 
  two.
  Two-Handed Paired Weapon Attack: The Warrior can attack 
  with two close combat weapons at once, counting as a sin-
  gle attack. Both attacks either strike or miss together and are 
  blocked, parried or dodged as one.
  Common Weapons:
  Hooked Short Sword: Mega-Damage: 1D6 M.D. + Super-
  natural P.S. punching damage. Bonuses: +1 to strike, +2 to 
  parry, +3 to disarm.
  Spear: Mega-Damage: 1D6+3 M.D. + Supernatural P.S. 
  punching damage. 1D4 M.D. + P.S. punch damage as a 
  blunt weapon.
  Resin Spike Gun: Mega-Damage: 1D6 M.D. per three spike 
  burst, 2 M.D. per single shot. Range: 400 feet (122 m). 
  Rate of Fire: Each three-spike burst counts as one melee 
  action/attack. Payload: 60 rounds or 20 bursts. Recharging 
  requires 24 P.P.E. or 48 I.S.P.
  TK-Rifle: Mega-Damage: 4D6 M.D. Range: 4,000 feet (1,220 
  m). Rate of Fire: Each three-blast burst counts as one melee 
  action/attack. Payload: 40 blasts. Recharging requires 20 
  P.P.E. or 40 I.S.P.
  Other Equipment: None, the Xiticix rely on their natural abili-
  ties and teamwork to accomplish tasks.
  Body Armor: None, though some Xiticix reinforce their exo-
  skeleton with resin, adding an additional 10-40% to the over-
  all M.D.C. Normally extra resin is reserved for higher-level 
  Warriors.
  Bionics: None.
  Note: For more information on the Xiticix threat, different spe-
  cies of Xiticix and Wild Psi-Stalkers, see Rifts® World Book 
  23: Xiticix Invasion™.
  Average Simvan
  Monster Rider
  Alignment: Any, but the majority are Anarchist (30%), Aberrant 
  (30%) and Miscreant (20%).
  Average Attributes: I.Q. 12, M.E. 18, M.A. 8, P.S. 18, P.P. 18, 
  P.E. 24, P.B. 8, Spd 18.
  Hit Points: 20-30. S.D.C.: 80-100.
  Height: 5 feet, 10 inches (1.78 m). Weight: 180 lbs (81 kg).
  Age: 16-30
  P.P.E.: Males: 12. Females: 20.
  Disposition: The Simvan are nomadic hunters, herders and war-
  riors. They live in close-knit tribes and outsiders must earn 
  their trust to be accepted. They are known as Monster Rid-
  ers due to their natural ability to tame and befriend dangerous 
  creatures and their affinity with all animals.
  Experience Level: 2nd
  Skills of Note: Boat Building 50%, Body Building, Carpentry 
  50%, Climbing 45%/35%, Dance 45%, Dowsing 45%, Fasting 
  63%, Forced March, General Athletics, Horsemanship: Cow-
  boy 79%/63%, Horsemanship: Exotic Animals 65%/55%, 
  Hunting, Identify Plants & Fruit 50%, Land Navigation 60%, 
  Outdoorsmanship, Preserve Food 55%, Prowl 30%, Recog-
  nize Weapon Quality 40%, Running, Sing 50%, Skin & Pre-
  pare Animal Hides 55%, Spelunking 60%, Tracking (people) 
  50%, Track & Trap Animals 45%/55%, Wilderness Survival 
  65%, W.P. Archery, W.P. Energy Pistol, W.P. Energy Rifle, 
  W.P. Knife, W.P. Targeting.
  Special Abilities: Nightvision 120 feet (36.5 m). Also see Psion-
  ics.
  Psionics: Empathy (4), Mind Block (4), Mind Bond (10), Sixth 
  Sense (2), Telepathy (4) as well as psychic affinity with animals.
  I.S.P.: 70
  Magic Knowledge: None.
  Combat Training: Hand to Hand: Expert.
  Attacks per Melee: 4
  Combat Bonuses: +1 on initiative, +1 on Perception Rolls, +1 to 
  strike, +4 to parry and dodge, +5 to pull punch, +3 to roll with 
  impact, +2 to save vs Horror Factor and +2 to save vs spoiled 
  meat/food.
  Other Combat Info: Kick attack 1D8 damage.
  Common Weapons:
  NG-L5 Laser Rifle: Mega-Damage: 3D6 M.D. Rate of Fire: 
  Each blast counts as one melee attack/action. Range: 1,600 
  feet (488 m). Payload: 10 shots standard E-Clip or 20 for 
  long E-Clips.
  M.D. Bow or Crossbow: Mega-Damage: 3D6 M.D. High Ex-
  plosive, 2D6 M.D. for M.D.C.-tipped arrows. Rate of Fire: 
  2 to 8 per melee round. See the W.P. Archery skill. Range: 
  1,500 feet (457 m). Payload: 6 arrows clipped to the bow, 
  up to 24 in a quiver.
  Vibro-Blade: Mega-Damage: 1D6 M.D.
  Extra Ammo: 4 spare E-Clips and 20 additional M.D. arrows.
  Other Equipment: Simvan Monster Riders typically carry one 
  or more good hunting knives, a backpack, saddlebag, utility 
  belt, binoculars, a few large sacks, gas mask/air filter and an 
  Ostrosaurus, Silonar or horse as a riding animal.
  Body Armor:
  Patchwork Armor: 35 M.D.C. Non-environmental. -5% to Prowl 
  or perform other Physical skills.
  Bionics: None.
  Note: For more information on the Simvan, see Rifts® World 
  Book 13: Lone Star and Rifts® D-Bees™ of North Amer-
  ica.
  Spells and Technology
  from Path of the Storm
  Create Rubble Golem
  Range: 10 feet (3 m) per level of experience of the caster.
  Duration: 72 hours (3 days).
  Saving Throw: None.
  P.P.E.: 50 per golem.
  Rubble Golems or “dirty golems” are magically-empowered 
  automatons made out of improvised materials. They may not 
  have all of the same powers as traditional Golems, but are quick 
  to make and do not require precious stones or clay figures for 
  their construction.
  These simple Golems can be used as assistants or pressed into 
  service as soldiers and defenders. They follow orders and have 
  a rudimentary intelligence, and their enchanted construct bodies 
  
  95
  are tough and resilient. Powerful magic users can even impart 
  some of their own abilities on the Golems, allowing them to fire 
  energy beams, use fire, ice or other simple spells.
  Requirements: A substantial amount of some kind of base 
  material like stone, rock or concrete rubble. Unlike other Golems, 
  Rubble Golems do not magically grow out of a much smaller fig-
  ure, and the creation process uses up an amount of rock/substrate 
  equal to the Golem’s total weight (200-300 lbs/90-135 kg).
  Rubble Golem Statistics: I.Q. 8, M.E. 6, M.A. 6, P.S. 18, P.P. 8, 
  P.E. 24, P.B. 6, Spd 14.
  Attacks per Melee: 2
  M.D.C. by Location:
  Head – 40
  Arms (2) – 30 each
  Legs (2) – 40 each
  Main Body – 60
  Spells of the Master: Each Rubble Golem may be imbued with 
  the ability to cast a single type of spell known to its creator. 
  Limited to levels 1-3.
  Golem Base P.P.E.: 35
  Northern Gun
  Grenade Knives
  Grenade knives are a simple and clever weapon that have be-
  come popular with Juicers, Crazies and others who tend to fight 
  in close combat. Grenade knives are just what they sound like, 
  knives with fragmentation grenades for handles. Once the target 
  has been stabbed, the grenade is activated and detonates, all while 
  held closely against the intended victim by the blade itself. There 
  are both normal and Vibro-Blade versions available, insuring the 
  weapons can be used against supernatural creatures and armored 
  targets. Note: W.P. Targeting is necessary to have any hope of 
  hitting a target at range. Unskilled users may be able to hit a tar-
  get within 10 feet (3 m), but are -3 to strike.
  Weight: About 1 lb (0.5 kg).
  Range: Grenade knives are much heavier than normal throwing 
  knives and have a limited range of about 30 feet (9 m).
  Mega-Damage: Normal: 1D6 S.D.C. on impact. Vibro-Blade: 
  1D6 M.D. on impact. The secondary explosion deals 4D6 M.D. 
  to the target and 3D6 M.D. to those within a 12 foot (3.6 m) ra-
  dius. Only individuals on the same side of the target where the 
  knife struck are affected; those on the opposite side are protected 
  from the blast by the main target’s body. Note that S.D.C. blades 
  will bounce harmlessly off of Mega-Damage armor and the skin 
  of most supernatural creatures.
  Cost: Normal: 1,000 credits each. Vibro-Blade: 5,000 credits 
  each.
  Cyborg Defensive Charges
  Defensive Charges are small explosives shaped to direct their 
  blast outward. They are attached to the user and mounted on 
  small armor plates that protect the cyborg from damage. Inflicts 
  3D6 M.D. to a 6 foot (1.8 m) area around the front of the cyborg, 
  and those hit are -3 on initiative and -1 to dodge or parry for the 
  rest of the melee round. Single use weapon. Cost: 12,000 credits 
  for the system, charges cost 2,000 credits each.
  Also from Palladium Books®
  Rifts® World Book: Lemuria™
  The power, secrets and magic of Lemuria revealed. Player 
  characters can use symbiotes, magic and technology to breathe 
  underwater and spend time below the waves.
  Lemuria is more than an underwater civilization of aquatic be-
  ings. They can trace their lineage as far back as the Atlanteans 
  and can survive on dry land as well as underwater. In fact, their 
  greatest secret is that there is no one resting place for the Lemuri-
  ans, their great cities are always moving. Learn about the people 
  of Lemuria, new Biomancy magic and weapons, Biomancy en-
  gineered riding animals, sea herbs, new powers of healing, sea 
  monsters, and more. Epic adventure awaits.
  ! The Lemurians, their race, history and society.
  ! New Lemurian & aquatic O.C.C.s.
  ! Biomancy Magic, symbiotes, Biomancy gardens & creatures.
  ! Biomancy armor, weapons and equipment.
  ! Sea Serpents, Sea Dragons, monsters, and riding animals.
  ! Magic and symbiotes to allow surface dwellers to breathe 
  underwater.
  ! New dangers, new challenges, adventure ideas and more.
  ! 160 pages – $20.95 retail – Cat. No. 885. December release.
  Rifts® Vampires Sourcebook™
  Unknown to most humans, deep within Mexico the vampires 
  have established entire kingdoms. There they live like tyrants and 
  gods, dominating an underclass of cattle people used as slaves and 
  food stock. Learn more about the vampires, their rivals, allies and the 
  humans who willingly serve their supernatural masters for a chance 
  to join the undead. A must-have guide for those who wish to travel 
  deeper into the Vampire Kingdoms or play as vampire hunters.
  ! More anti-vampire gear including Techno-Wizard weapons.
  
  96
  ! Magic-based Vampire Hunters and human strongholds.
  ! Profiles for Doc Reid and key Reid’s Rangers.
  ! Fort Reid, an entire city devoted to hunting the undead.
  ! Secret vampire groups that exterminate Vampire Hunters.
  ! The Yucatan Peninsula, overrun by demons and monsters.
  ! The werebeasts of Mexico and Central America.
  ! New O.C.C.s, the return of ancient gods and much more.
  ! $16.95 – 128 pages. Cat. No. 884. December release.
  ! Smuggling methods, both magical and conventional.
  ! New items from Bandito Arms & specialized smuggling gear.
  ! Tables for creating Traveling Merchants, Caravans, Mar-
  ket Outlets, Market Towns, Clubs and Bars, Body-Chop-
  Shops and more!
  ! Information on the CS prison system and border security.
  ! Size, price and release date not yet known. February 2012.
  Dead Reign® Sourcebook 3: Endless Dead™
  As time goes on, the zombie hordes only grow in size and 
  strangeness. New zombies to haunt your player characters, new 
  O.C.C.s and tons of tables for detailing Survivor Hideouts, Safe 
  Haven Communities, Death Cults and more.
  ! Many new types of zombies like the Walking Mass Grave.
  ! New O.C.C.s like the Wheelman and Zombie Researcher.
  ! Vehicle combat rules and zombie-fighting in vehicles.
  ! Generation and random encounter tables for military bas-
  es, police stations, buildings, and more.
  ! Create survivor caravans, hideouts, & Death Cults.
  ! Set campaigns days or months into the apocalypse.
  ! 96 pages – $16.95 retail – Cat. No. 233. December release.
  ! Dead Reign™ RPG – 224 pages – $22.95 retail – Cat. No. 
  230. Available now.
  ! Note: There are two other sourcebooks also available now: 
  Civilization Gone™ (Cat. No. 231) and Dark Places™ (Cat. 
  No. 232); each is 64 pages and retails for $12.95.
  Rifts® Sourcebook:
  The Black Market™
  Explore the day to day business of the market along with its 
  smuggling routes, practices, policies and nefarious products. En-
  counter the five major Black Market factions in North America 
  and foreign groups like the Yakuza, Green Scarf Sect and the 
  Underground Railroads of Atlantis and the Vampire Kingdoms.
  ! New O.C.C.s like the Con Man, Coyote & Venture Criminal.
  ! Black Market services, products, practices and customers.
  ! Criminal jobs like the Enforcer, Hit Man and others.
  ! Smuggling corridors and routes through CS territory.
  Rifts® Megaverse® in Flames™
  The Minion War spills across Rifts Earth, where demons and 
  infernals hope to recruit allies and use the Rifts as gateways of 
  destruction.
  ! Soulmancer and Blood Magic.
  ! Seven Deadly Plagues and Demon Plagues across the globe.
  ! Battleground: Earth – demons & infernals amass their legions.
  ! Rifts Calgary – also known as Hell’s Pit – described.
  ! Ciudad de Diablo and other notable Hell holes on Earth.
  ! Lord Doom, Pain and other demonic leaders.
  ! Horune treachery, Dimension Stormers and other villains.
  ! Global chaos, notable characters and many adventure 
  ideas.
  ! 192 pages – $24.95 retail – Cat. No. 876. February, 2012.
  Go to www.palladiumbooks.com for weekly up-
  dates, news, online store, message boards and more.
  Also visit us at Facebook.com/PalladiumBooks
  © Copyright & Trademarks 2011 Palladium Books Inc. All rights reserved.
  
  ● Imagine Earth transformed into an alien landscape.
  ● Humans exist – barely. And we are not alone.
  ● Aliens and monsters emerge from the Ri�s – holes torn in the fabric of 
  space and �me, connected to countless worlds and reali�es.
  ● Ancient gods, demons and magic have returned.
  ● Magic and technology clash.
  ● Hund
  ● Hundreds of character classes, many inhuman.
  ● Ri�s® Ul�mate Edi�on is the core RPG rule book.
  ● Expansive world se�ng with 90+ sourcebooks to draw upon.
  ● Ri�s®, your portal to endless adventure.
  ● Limited only by your imagina�on.
  Other RPG Worlds from Palladium Books®:
  ● Ri�s® – the ul�mate role-playing experience.
  ● Ri�s® Chaos Earth® – Play the apocalypse as it happens.
  ● Splicers® – Weird science. Bio-tech ba�les insane robot legions.
  ● Robotech® RPG – All eras of the TV show brought to life.
  ● Dead Reign® RPG – Can you survive the Zombie Apocalypse?
  ●● Palladium Fantasy RPG® – Unique world, monsters as player characters, 
  magic and more.
  ● Heroes Unlimited™ RPG – Play any hero; mutants, aliens, cyborgs, superhu-
  mans, mages, immortals and more.
  ● Nightbane® RPG – Conspiracy, magic, horror and monsters.
  ● Beyond the Supernatural™ RPG – Modern horror and suspense.
  ● Ninjas and Superspies™, and more.
  www.palladiumbooks.com
  © 2014 Palladium Books. Ri�s®, Megaverse®, Nightbane® and other �tles, slogans and likenesses are trademarks of Palladium Books, Inc.    
  Palladium Books - 39074 Webb Court, Westland, MI 48185 USA – 734-271-2903 order line.
  ®
  
  © 2014 Palladium Books. Robotech®, Robotech® The Shadow Chronicles®, Macross® Saga and other �tles and likenesses are trade-
  marks of Harmony Gold USA, Inc. Palladium Books - 39074 Webb Court, Westland, MI 48185 USA – 734-271-2903 order line.
  www.palladiumbooks.com
  ®
  Role-Playing Game and Sourcebooks
  ● Four generations of heroes and mecha ● Giant transformable robots ● Alien 
  invaders ● Battle for control of the Earth ● Combat takes to the stars ● All pre-
  sented in a core rule book and dynamic set of epic sourcebooks ● Easy to learn 
  ● Fun to play ● Quick character generation ● Fast combat ● Captures the action 
  and adventure of the anime TV series ● Isn’t it time you joined the adventure?
  Robotech® “Core Rules” – Shadow Chronicles® RPG Hardcover
  All the rules and informa�on a player needs to start a Robotech® 
  role-playing campaign with Admiral Rick Hunter and the United Earth 
  Expedi�onary Force trekking across the galaxy.
  ● Human mecha: Alphas, Betas, Cyclones & much more.
  ● Five character classes. 25 diﬀerent Military Special�es.
  ● I
  ● Invid mecha, Haydonites, and alien enemies.
  ● Quick roll character tables. Make a character in 15 minutes.
  ● A complete, stand-alone RPG.
  ● 224 pages. Cat. No. 550HC. 8½ x 11 size, hardcover.
  Robotech®: The Macross® Saga Sourcebook – Cat. No. 551
  A treasure chest packed with the iconic mecha, vehicles, weapons and 
  characters that made Robotech® famous. Valkyries, Destroids, ground 
  vehicles, aircra�, spacecra�, weapons, Zentraedi soldiers, Zentraedi 
  mecha, alien invaders, heroes, villains, and more.
  ● All the iconic Macross mecha, vehicles, weapons & characters.
  Robotech®: The Masters Saga™ Sourcebook – Cat. No. 552
  Tons of never before seen stats and descrip�ons for the many 
  weapons, armor, mecha and robots of the Army of the Southern Cross.
  ● The Army of the Southern Cross™ – all 15 branches and their mecha!
  Robotech®: New Genera�on™ Sourcebook – Cat. No. 554
  The ba�le for the libera�on of Earth starts here.
  ● Ki
  ● Kit-bashed mecha combining parts from diﬀerent mecha.
  ● Invid Hives, world overview, key characters and adventure ideas.
  Robotech®: Genesis Pits™ Sourcebook – Cat. No. 555
  The Invid Genesis Pits, their purpose, func�on.
  ● Inorganics and other war machines of the Invid Regent.
  ● Genesis Pit muta�ons and monsters.
  Robotech®: Expedi�onary Marines Sourcebook – Cat. No. 553
   Join the UEEF (United Earth Expedi�onary Force) led by Admiral Rick 
  Hunter as they travel across the galaxy libera�ng planets from the 
  bondage of the Invid Regent, the Robotech Masters and other tyrants.
  ● New mecha, weapons, and character classes of the UEEF Marines.
  ● New alien species and allies. Planet hopping and more.
  
  © Palladium Books Inc. Robotech® is a Registered Trademark of Harmony Gold USA, Inc.
  Palladium Books, 39074 Webb Court, Westland, MI 48185-7606. Order line: 734-721-2903.
  www.palladiumbooks.com
  Zentraedi Glaug Command™ – Cat. No. 55403
  This diverse pack provides your Zentraedi forces with greater tac�cal 
  capabili�es; three game pieces total. $36.95 retail.
  ● 1 Glaug Oﬃcer’s Ba�lepod – the fast and deadly mecha of Zentraedi 
  ﬁeld leaders.
  ●● 1 Quel-Regult Scout Ba�lepod – the stealthy eyes and ears of your 
  Zentraedi ba�le force; electronic warfare capabili�es.
  ● 1 Quel-Gulnau Recovery Pod – enhances the Glaug’s ability to bring 
  in Ba�lepod reinforcements. Note: This ﬁgure has NEVER before 
  been oﬀered by any company.
  Zentraedi Ar�llery Ba�lepods™ – Cat. No. 55402
  Give your Zentraedi legion greater ﬁrepower with these ar�llery and 
  support Ba�lepods; four game pieces total. $36.95 retail.
  ● 4 Zentraedi Support Ba�lepods, each of which can be made into:
  Gluuhaug-Regult – Light Ar�llery Ba�lepod
  Serauhaug-Regult – Heavy Ar�llery Ba�lepod
  TTelnesta-Regult – Experimental Par�cle Beam Ba�lepod
  Four game pieces total.
  Zentraedi Regult Ba�lepods™ – Cat. No. 55401
  Expand your Zentraedi forces with their main infantry ba�le mecha; 
  six game pieces total. $36.95 retail.
  ● 6 Regult Tac�cal Ba�lepods – the lightning quick Regults, armed with a 
  pair of par�cle cannons and auto-cannons, a�ack in wave a�er wave.
  UEDF Spartan/Phalanx Destroids™ – Cat. No. 55203
  Add some long-range power and up-close punch to your army with 
  these valuable Destroids; four game pieces total. $32.95 retail.
  ● 2 Spartan Destroids – civil defense, riot control and deadly in hand to 
  hand combat.
  ● 2 Phalanx Destroids – a walking, long-range missile ar�llery unit.
  UEDF Tomahawk/Defender Destroids™ – Cat. No. 55202
  Expand your Destroid squad with these formidable walking tanks; 
  four game pieces total. $32.95 retail.
  ● 2 Tomahawk Destroids – the main ba�le tank of Destroids, brimming 
  with powerful par�cle beam cannons for arms, and wielding a 
  ba�ery of missiles and an array of other weapons.
  ●● 2 Defender Destroids – a long-range, an�-aircra� juggernaut capable 
  of shoo�ng down incoming Zentraedi Ba�lepods and Gnerl Fighters.
  UEDF Valkyrie Wing™
  – Cat. No. 55201
  Build your ﬂeet of Earth defenders with the Valkyrie Veritech 
  Fighter; six game pieces total. $36.95 retail.
  ● 2 Valkyries in Fighter mode.
  ● 2 Valkyries in Guardian mode.
  ● 
  ● 2 Valkyries in Ba�loid mode.
  ● Mul�ple heads for making the VF-1A, VF-1J, VF-1R & VF-1S.
  Note: Each product contains plas�c game pieces requiring assembly and pain�ng. Glue not included. This is not a toy. Small parts, not suitable for children under the 
  age of 13. Adult supervision advised. Images shown here are not to scale.
  A fast-paced, strategy ba�le game that captures the speed and ac�on of Robotech®. 
  Play Earth defenders or Zentraedi invaders.
  ● Scalable from small squad skirmishes to mass ba�les.
  ● Turn-based system of play and uses D6. Two or more players.
  ● 34 highly detailed game pieces. 6mm scale.
  ● 112 page color rule book with paint guide and index.
  ● 53 laminated, color game cards.
  ● 24 cu
  ● 24 custom dice, two decal sheets and more.
  ● Assembly and pain�ng required. Glue not included.
  ● $99.95 retail – Cat. No. 55100 – shipping now!
  ● Available in North and South America, the EU, Australia & New Zealand.
  Main Boxed Game – Cat. No. 55100 – Available Now!
  
  www.palladiumbooks.com
  © Copyright 2017 Palladium Books Inc. All rights reserved. Rifts®, Palladium Books®, Megaverse®, Nightbane®, Dead Reign®, Heroes Unlimited and other published book titles, names, slogans and likenesses are trademarks of Palladium Books Inc.
  Beyond the Supernatural™ RPG        Nightbane® RPG
  Other horror titles from Palladium Books®
  Fear the Reaper™ Sourcebook
   Heroes who, like knights of old, travel the highways fighting zombies 
  and helping survivors.
  ● Comprehensive background on the Road Reapers.
  ● Their code, missions, weapons, strategies and tactics.
  ● The Terror Zombie and more.
  ● $12.95 
  ● $12.95 retail – 48 pages – Cat. No. 234. Available now.
  Graveyard Earth™ Sourcebook
   The Zombie Apocalypse across the globe; provides a world overview 
  and many adventure ideas.
  ● Many tables for settings, encounters and adventure hooks.
  ● Random Safe Havens by region, and Survivor Leaders.
  ● How to get home from abroad, zombie threat levels & more.
  ● $12.95 
  ● $12.95 retail – 64 pages – Cat. No. 235. Available now.
  Hell Followed™ Sourcebook
   This big, 160 page sourcebook begins to redefine the zombie genre. It 
  broadens the field of possibilities and expands upon the modern zombie 
  mythos. It is full of twists and surprises you will not expect.
  ● 11 new types of terrifying zombies.
  ● 7 player characters, plus Masked Lunatics – heroes or madmen?
  ● 21 disasters to complicate survival, and urban survival.
  ● 21 disasters to complicate survival, and urban survival.
  ● Government enclaves, conspiracy theories and more.
  ● $20.95 retail – 160 pages – Cat. No. 236. Available now.
  The Dead Reign® RPG series
  Dead Reign® RPG – “Core Rules.” It is the aftermath of the zombie 
  apocalypse. The dead reign and the living fight against impossible odds. 
  Can you survive? Find out with this fast-paced horror game. Easy to 
  learn. Fast character creation and combat.
  ● Zombie combat and survival rules, vehicles and equipment.
  ● 
  ● 6 iconic Character Classes plus Ordinary People (40+ occupations).
  ● 7 types of zombies, plus the Half-Living.
  ● 101 Random Scenarios, Encounters, Settings and other tables.
  ● $22.95 retail – 224 pages – Cat. No. 230. Available now.
  Civilization Gone™ Sourcebook
  Civilization has crumbled to nothing. There is no army. No govern-
  ment. No help coming. What now?
  ● Madmen, Psychopaths, villains, heroes and protectors.
  ● House, home and survivor camp tables, resources & encounters.
  ● $12.92 retail – 64 pages – Cat. No. 231. Available now.
  Dark Places™ Sourcebook
  Travel the rails and urban underground to move about undetected by 
  zombies.
  ● Worm Meat, Bug Boy, Sewer Crawler & Impersonator Zombies.
  ●● Traveling the rails, sewers and other dark places.
  ● Random encounter tables, boxcar content tables, and much more.
  ● $12.92 retail – 64 pages – Cat. No. 232. Available now.
  Endless Dead™ Sourcebook
  The zombies grow in number and strangeness. Can humankind 
  survive?
  ● Zombie amalgamations, tables and encounters.
  ● New playe
  ● New player characters & timetables for your campaign.
  ● Weaponizing vehicles, vehicle combat rules, and military bases.
  ● Creating survivor caravans, hideouts, Safe Havens & more.
  ● $16.95 retail – 96 pages – Cat. No. 233. Available now.
  Can YOU survive the Zombie Apocalypse?
  
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         175 The Rifter® #75 – $13.95
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         466 Library of Bletherad™ – $20.95
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         501 Villains Unlimited™ Revised – $24.95
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         507 Mutants Down Under™ (AB III) – $9.95
         511 Mutants of the Yucatan™ (AB IV) – $9.95
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         516 Heroes Unlimited™ G.M.’s Guide – 
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         517 Century Station™ – $24.95
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         525 Revised Ninjas & Superspies™ – $20.95
         526 Mystic China™ – $24.95
         527 Armageddon Unlimited™ – $20.95
  Robotech® RPG
         550 Robotech® The Shadow Chronicles® 
  RPG (manga size) – $16.95
         550HC Robotech® The Shadow Chroni-
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         5500HC Robotech® The Shadow Chroni-
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         551 Robotech® Macross® Saga Source-
  book – $16.95
         552 Robotech® The Masters Saga™ 
  Sourcebook (NEW in 8½ x 11) – $20.95
         553 Robotech®: Expeditionary Force 
  Marines Sourcebook – $20.95
         554 Robotech® The New Generation™ 
  Sourcebook – $16.95
         555 Robotech® Genesis Pits Sourcebook – 
  $16.95
  Robotech® RPG Tactics™  (New!)
         55100 Robotech® RPG Tactics™ – $99.95
         55105 Robotech® RPG Tactics™ Rule-
  book – $20.00
         55101 UEDF Dice Pack – $12.00
         55102 Zentraedi Dice Pack – $12.00
         55201 UEDF Valkyrie Wing – $36.95
         55202 UEDF Destroid Pack – $32.95
         55203 UEDF Spartan Pack – $32.95
         55401 Zentraedi Regult Battlepods – $36.95
         55402 Zentraedi Artillery Battlepods – $36.95
         55403 Zentraedi Glaug Command – $36.95
  Rifts® Chaos Earth®
         660 Rifts® Chaos Earth® RPG – $20.95
         661 Rifts® CE Creatures of Chaos™ – $12.95
         662 Rifts® CE The Rise of Magic™ – $12.95
         665 Rifts® Chaos Earth® First Responders™ 
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         700 Beyond the Supernatural™, 2nd Ed. 
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         702 Tome Grotesque™ – $20.95 (coming)
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  Nightbane®
         730 Nightbane® RPG – $24.95
         731 Nightbane®: Between the Shadows™ 
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         732 Nightbane®: Nightlands™ – $20.95
         733 Nightbane®: Through the Glass 
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         735 Nightbane® Survival Guide™ – $20.95
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         877 Rifts® Heroes of the Megaverse® – 
  $16.95
         878 Rifts® Sourcebook: Shemarrian Na-
  tion™ – $16.95
         880 Phase World®: Fleets of the Three 
  Galaxies™ – $16.95
         881 Rifts® WB 31: Triax™ Two – $24.95
         883 Rifts® DB 14: Thundercloud Galaxy™ 
  – $20.95
         884 Rifts® Vampires Sourcebook™ – $20.95
         885 Rifts® WB 32: Lemuria™ – $24.95
         886 Rifts® Black Market™ – $24.95
         886HC Rifts® Black Market™ Hardcover 
  Gold Edition – $60.00
         887 Rifts® WB 33: Northern Gun™ One 
  – $24.95
         888 Rifts® WB 34: Northern Gun™ Two 
  – $26.95
         889 Rifts® Sourcebook: Coalition States, 
  Heroes of Humanity™ – $20.95
         890 Rifts® Dimension Book 15: Secrets of 
  the Atlanteans™ – $24.95
         890HC Rifts® DB 15: Secrets of the 
  Atlanteans™ Gold Edition – $50.00
         891 Rifts® World Book: Sovietski™ – 
  $24.95 (coming)
         892 Rifts® Sourcebook: The Disavowed™ 
  – $16.95 (coming)
         893 Rifts® CS: Heroes of Humanity™ 
  Arsenal Sourcebook – $16.95 (coming)
         894 Rifts® Haunted Tech™ – $16.95 (coming)
         895 Rifts® Living Nowhere™ – $16.95 
  (coming)
         2510 Rifts® & The Megaverse® Art Book 
  – $22.95
         2510-HC Rifts® & The Megaverse® Art 
  Book, Hardcover – $50.00
         2510-CML Rifts® & The Megaverse® Art 
  Book, Collector’s Masterwork – $125.00
  Miscellaneous Products
         600 Deluxe Revised RECON® RPG – 
  $22.95
         2537 Gamer Coffee Mug – $10.00
         2545 Dead Reign™ Coffee Mug – $10.00
         2554 Palladium Bookmarks, Set One – $5.00
         2555 Palladium Bookmarks, Set Two – $5.00
         2561 Property of Chi-Town Library Pencil 
  – $0.50 each
         2562 Future Visions™ – The Artistry of 
  Charles Walton II – $13.95
         2566 Glitter Boy Mouse Pad – $9.95
         2567 Old Ones Mouse Pad – $9.95
         2568 Zombie Graveyard Mouse Pad – $9.95
         2575 Rifts Poker Cards 1 (full color) – $11.99
         2576 Rifts Poker Cards 2 (line art) – $11.99
  Note: T-tshirts and other products can be 
  found online: www.palladiumbooks.com
  Rifts® Miniatures
         MI8002 Xiticix Pack – $18.00
         MI8004 Coalition Dog Pack – $18.00
         MI8005 Men of Magic Pack #1 – $18.00
  
  www.palladiumbooks.com
  ®
  Rifts® Path of the Storm™
  One writer’s vision for the Rifts® movie
  This book is something special, an entire Rifts® movie screenplay written by Matthew Clements. That’s how Publisher, Kevin Siembieda 
  met Matthew. He showed up at the Palladium office with a Rifts® screenplay in hand and said, “Hi, I’m a screenwriter and I’ve written a 
  Rifts® screenplay, would you like to read it?” 
  Kevin
  Kevin read it and loved it. Now you can, too. We thought it would be fun to let Rifts® gamers see the type of Rifts® movie we at 
  Palladium Books would like to see made.
  To add to the fun, Matthew has statted out key characters, we’ve added some concept art, and Kevin Siembieda has written an introduction 
  that talks about Palladium’s experiences with Hollywood and the possibilities for a live action motion picture based on Palladium’s famed 
  Rifts® role-playing game.
  ● A complete movie screenplay, with dialog.
  ● A story that captures the look, feel and attitude of Rifts®.
  ● Characte
  ● Character stats for use in role-playing games.
  ● Take the story and ideas and use them in your own Rifts® campaign.
  ● Behind the scenes introduction from Rifts® creator Kevin Siembieda.
  ● Cover and artwork by Charles Walton.
  ● 96 pages, written by Matthew Clements. Notes by Kevin Siembieda.
  Experience the excitement and wonder of Rifts®
  $12.95
  Cat. No. 305
  Cat. No. 305
  ISBN-10: 1-57457-196-6
  ISBN-13: 978-1-57457-196-7
  One game system –
  an endless Megaverse®
  of adventure
  Rifts® Ultimate Edition
  Science fiction, fantasy, horror and adventure melded together 
  in a way never before seen in a post-apocalyptic Earth setting that 
  is more alien than a distant planet.
  ● Everything you need to play in one big, core rule book.
  ● Tech, magic, psychic and inhuman player characters, 34 in all.
  ● Power armo
  ● Power armor, giant robots, cyborgs, mutants, mages & more.
  ● Take your first step into a Megaverse® of adventure.
  ● 356 pages. A complete role-playing game by Kevin 
  Siembieda.
  Heroes Unlimited™ RPG
  The world of super-humans, villains and heroes. Rules that 
  enable you to create every type of hero imaginable.
  ● Play heroes who are
  ● Play heroes who are Aliens, Mutants, Super Soldiers, 
  Magically Endowed, Immortals, Wizards, Robots, Hardware, 
  and geniuses.
  ● Power Armor, Robots, Super-Vehicles, Mega-Heroes and 
  others.
  ● More than 100 super abilities, plus many sub-powers.
  ● Magic spells, enchanted weapons, psionics and more.
  ● 352 pages.
  ● 352 pages. A complete role-playing game by Kevin 
  Siembieda.
  Nightbane® RPG
  A superhero horror game. The Earth has been secretly invaded 
  by demons from the Nightlands. World leaders have been re-
  placed by evil dopplegangers. Their agenda: Make Earth a living 
  hell.
  ● You play the Nightbane. Humans with strange abilities and 
  magic, but to use your powers you must turn into a monster.
  ● Talents/powers, psionics and magic abilities.
  ● Demonic and treacherous enemies and monstrous minions.
  ● 224 pages. A complete role-playing game.
  Also from Palladium Books®
  
SOURCE: textdata/thevault/RIFTS/EXTRAS/novel/Rifts - Novel - Path of the Storm.pdf