TEXT: A Sourcebook for the Rifts® RPG
  By Matthew Clements, Kevin Siembieda & Carmen Bellaire
  Rifts Black Market
  TM
  ®
  Palladium Books® Presents:
  
  1
  Warning!
  Violence, War, Magic & the Supernatural
  The fictional worlds of Rifts® are violent, deadly and filled with aliens, war and supernatural mon-
  sters. Other-dimensional beings often referred to as “demons,” torment, stalk and prey on humans. Alien 
  life forms, monsters, vampires, ghosts, ancient gods and demigods, as well as magic, insanity, psychic 
  powers and combat are all elements in this book. All of it is fiction.
  Some parents may find the violence, magic and supernatural elements of the game inappropriate for 
  young readers/players. We suggest parental discretion.
  Please note that none of us at Palladium Books® condone or encourage the occult, the practice of 
  magic, the use of drugs, or violence.
  An epic sourcebook for the Rifts® series.
  Compatible with the entire Palladium Books® Megaverse®.
  
  2
  PDF Edition – November 2016
  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 2012 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®, Af-
  ter the Bomb®, RECON®, Nightbane®, The Palladium Fantasy Role-Playing Game® and Palladium Books® are registered trademarks 
  owned and licensed by Palladium Books Inc. and Kevin Siembieda.
  Anti-Monster, Archie-Bot, Archie Three, Arzno, Baby Boom Gun, Boom Gun, Bandito Arms, BigBore, Bio-Armor, Biomancy, 
  Biomancer, Bio-Constructs, Biomancer Gene-Mage, Bio-Wizard, Blind Warrior Women, ‘Bot, ‘Borg, ‘Burb, Brodkil, Chaos Earth, 
  Chicago Network, 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, Dead Boy, Deluded Vampire, Doc Reid, Dog Boy, Dog Pack, Dinosaur Swamp, Dyna-
  Bot, E-Clip, Elementum, El Oculta, Emperor Prosek, Erin Tarn, Federation of Magic, Free Quebec, Gargoyle Empire, Glitter Boy, Great 
  Cataclysm, Headhunter, Horune Pirates, Immaterial Hand, Ironmage, Juicer, Junk Crab, Lazlo, Lemurian, Le Marche Noir, Ley Line 
  Walker, Lord Splynncryth, Madhaven, Magic Zone, Market Town, Master Vampire, Meran, Metztla, Mind Bleeder, Mind Melter, Naru-
  ni, Naruni Enterprises, Naut’Yll, NGR, New German Republic, New Navy, Northern Gun, Pecos Empire, Psi-Stalker, Psyscape, Psykes, 
  Reid’s Rangers, Rifts Earth, Rift Runner, Secondary Vampire, SAMAS, Shadow Boy, Shemarrian, Shifter, Simvan, Skelebot, Splynn 
  Dimensional Market, Splugorth, Minions of Splugorth, Splugorth Slavers, Stone Magic, Stone Masters, Tattooed Man, Techno-Wizard, 
  Tolkeen, Triax, True Atlantean, Undead Slayer, Vampire Kingdoms, Rifts® Game Master Guide, Rifts® Book of Magic, Rifts® Atlan-
  tis, Wild Vampires, Wilk’s, 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® Black Market™ – A Rifts® Sourcebook is published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185-7606. 
  Printed in the USA.
  Dedication from Matthew
  To all the Palladium writers, artists and staff who came together to give us Rifts® Black Market. This book has grown and evolved 
  into a huge resource full of incredible ideas and taken on a life of its own. And none of it would be possible without hard work from 
  many different people. Everyone in the credits has my most sincere appreciation for the benefit of their unique perspective and experi-
  ence. Without further ado, it is time for a visit to the wild and diverse criminal underground of Rifts Earth.
  – Matthew Clements, 2012
  Dedication from Kevin
  To Carmen Bellaire, Carl Gleba, Chuck Walton and Mark Dudley, four friends of ours whose imaginations and energy are a constant 
  source of inspiration to me.
  – Kevin Siembieda
  The cover, by John Macdonnell, depicts a Black Market Merchant selling weapons and contraband to a pair of mercenaries.
  
  3
  Conceived by: Matthew Clements
  Written by: Matthew Clements
                     Kevin Siembieda
                     Carmen Bellaire
  Additional Writing & Ideas:
                     Taylor White
                     Julius Rosenstein
                     Alex Marciniszyn
  Editors: Alex Marciniszyn
               Wayne Smith
               Kevin Siembieda
  Proofreader: Julius Rosenstein
  Cover Illustration: John Macdonnell
  Interior Artists:
              Amy L. Ashbaugh
              Nicholas Bradshaw
              Kevin Long
              Allen Manning
              Brian Manning
              Michael Mumah
              Benjamin Rodriguez
              Charles “Chuck” Walton II
  Art Direction: Kevin Siembieda
  Typography and Layout: Wayne Smith
  Based on the RPG rules, text, characters, settings,
  concepts and Megaverse® created by Kevin Siembieda.
  Special Thanks to Matthew Clements for his efforts to expand upon the people and places of Rifts Earth; to 
  Carmen Bellaire for unleashing his unparalleled imagination on a stockpile of new weapons, armor, vehicles and 
  cool tech-designs including the Shadow Boy (what didn’t make it in this book can be found in the Northern Gun 
  books); to all of Palladium’s incredible artists, Chuck, Mike, Nick, Brian, Allen, Ben and Amy, and to the Palla-
  dium crew, Alex, Wayne, Kathy, and Julius who work so hard to keep our organization going.
  – Kevin Siembieda, 2012
  Rifts
  ® Black Market
  ™
  A Sourcebook for Rifts
  ®
  Palladium Books® Presents:
  
  4
  Contents
  The Black Market  . . . . . . . . . . . . . . . . . . . . . . . 8
  What is the Black Market?  . . . . . . . . . . . . . . . . . . . 8
  Outlets  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  What does the Black Market do?  . . . . . . . . . . . . . . . . 9
  The Black Market’s Blueprint for Success  . . . . . . . . . 9
  Contraband .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Criminal Enterprises  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Smuggling Expertise .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Black Market Criminal Underbelly  . . . . . . . . . . . . 10
  Finding the Black Market .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Market Towns  . . . . . . . . . . . . . . . . . . . . . . . 11
  Random Black Market Contact Table  . . . . . . . . . . . 11
  Black Market Businesses  . . . . . . . . . . . . . . . . . . 12
  Black Market Holdings in the West .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Salvage and Scavenging  . . . . . . . . . . . . . . . . . . . 13
  The Black Market’s Relationships & Others  . . . . . . . 13
  The Atlantean Connection  . . . . . . . . . . . . . . . . . . 13
  Pirates of the Amazon .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  The Verbrecher-Geschaeftsnetz .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  The Yakuza  . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  The Green Scarf Sect  . . . . . . . . . . . . . . . . . . . . . 15
  The Black Market on Other Planets .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  The Coalition States .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Smuggler Routes .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  The Canadian Corridor and the Lake Route  . . . . . . . . . 16
  The Texan Corridor  . . . . . . . . . . . . . . . . . . . . . . 16
  The Arkansas Corridor  . . . . . . . . . . . . . . . . . . . . 17
  Other Smuggling Routes  . . . . . . . . . . . . . . . . . . . 17
  Magical Smuggling Methods  . . . . . . . . . . . . . . . 17
  Ships and Sea Traffic  . . . . . . . . . . . . . . . . . . . 18
  Black Market Factions  . . . . . . . . . . . . . . . . . . . 19
  The Five Black Market Factions  . . . . . . . . . . . . . . . 19
  Bandito Arms  . . . . . . . . . . . . . . . . . . . . . . . . 21
  El Diablo and Area 51 .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  Las Vegas  . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  “The Strip” .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  The Jackpot  . . . . . . . . . . . . . . . . . . . . . . . . 22
  Old Las Vegas Suburbs  . . . . . . . . . . . . . . . . . . 23
  Lake Mead & the Colorado River  . . . . . . . . . . . . . 23
  Turner Collins .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  Diablo Joe .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  The Chicago Network  . . . . . . . . . . . . . . . . . . . . 26
  Chi-Town Operations  . . . . . . . . . . . . . . . . . . . . . 26
  Contraband inside the fortress city .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Real Papers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Operations away from Chi-Town .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Dealings with Large Corporations  . . . . . . . . . . . . . . 30
  Chicago Network Executive Board .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  El Oculta  . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Vampire Infiltration .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  El Oculta & Human Trafficking  . . . . . . . . . . . . . . . 33
  Feral Dog Boys  . . . . . . . . . . . . . . . . . . . . . . . . 33
  Simvan “Mule Trains”  . . . . . . . . . . . . . . . . . . . . 34
  El Oculta’s Influence in Prisons .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Mercado, Market Town .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  La Guarida  . . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Adoncia Delafuente .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 36
  Carmen Delafuente  . . . . . . . . . . . . . . . . . . . . . . 36
  Selena Delafuente .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
  The Immaterial Hand  . . . . . . . . . . . . . . . . . . . . 37
  Immaterial Hand Contraband  . . . . . . . . . . . . . . . . . 37
  The Market for Magic .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  Specialists in the Art of Magic Smuggling  . . . . . . . . . . 39
  Spells used in smuggling .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
  Dimensional Magic  . . . . . . . . . . . . . . . . . . . . 41
  Nexus Hubs  . . . . . . . . . . . . . . . . . . . . . . . . 41
  Portal Overseers  . . . . . . . . . . . . . . . . . . . . . . 41
  Contract Work  . . . . . . . . . . . . . . . . . . . . . . . 42
  The Fist  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Jacob Caine  . . . . . . . . . . . . . . . . . . . . . . . . 42
  Ava Marcuse .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 42
  Yull Thundersworn  . . . . . . . . . . . . . . . . . . . . 43
  Le Marche Noir  . . . . . . . . . . . . . . . . . . . . . . . . 43
  Old Bones  . . . . . . . . . . . . . . . . . . . . . . . . . 45
  Jean Robillard, Crime Boss  . . . . . . . . . . . . . . . . . . 45
  Black Market Internal Structure .  .  .  .  .  .  .  .  .  .  .  .  .  . 47
  Beware Favors  . . . . . . . . . . . . . . . . . . . . . . . . 47
  D-Bees in the Black Market .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
  Black Market Etiquette  . . . . . . . . . . . . . . . . . . . . 48
  Basic Rules of Etiquette  . . . . . . . . . . . . . . . . . . 49
  Black Market Hierarchy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 49
  A Black Market Crew  . . . . . . . . . . . . . . . . . . . 50
  Black Marketeers & Merchants  . . . . . . . . . . . . . . 51
  Security Within the Black Market  . . . . . . . . . . . . . . 51
  Dealing with Authority  . . . . . . . . . . . . . . . . . . . 54
  Passing Security Checkpoints  . . . . . . . . . . . . . . . 54
  Law Enforcement Encounter Table  . . . . . . . . . . . . 54
  National Borders and Lawmen .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 55
  The Coalition States .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 56
  Encounters Within Coalition Territory  . . . . . . . . . . . . 56
  CS Frontiers & Remote Borders .  .  .  .  .  .  .  .  .  .  .  .  .  . 56
  CS Farmland & Lightly Populated Areas  . . . . . . . . . 58
  CS Cities, ‘Burbs & Population Centers .  .  .  .  .  .  .  .  .  . 58
  CS Encounters Outside CS Territory  . . . . . . . . . . . 60
  Black Market Activities Within the CS .  .  .  .  .  .  .  .  .  .  .  . 61
  Some Coalition Contraband .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 61
  Books .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 61
  Book Prices  . . . . . . . . . . . . . . . . . . . . . . . . 62
  Pre-Rifts Works of Art & Artifacts  . . . . . . . . . . . . 63
  Computer and Electronic Data .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 63
  Knowledge Clubs  . . . . . . . . . . . . . . . . . . . . . 63
  Coalition War Profiteering  . . . . . . . . . . . . . . . . . . 64
  Now Hiring .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 64
  Job: Acquisitions Specialist .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 64
  Job: Combat Medic  . . . . . . . . . . . . . . . . . . . . . . 65
  Job: Courier  . . . . . . . . . . . . . . . . . . . . . . . . . . 65
  
  5
  Job: Croupier  . . . . . . . . . . . . . . . . . . . . . . . . . 65
  Job: Decoy  . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Job: Defense Attorney/Representative  . . . . . . . . . . . . 66
  Job: Documentarian .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 66
  Job: Drug Chemist  . . . . . . . . . . . . . . . . . . . . . . 67
  Job: Entertainer  . . . . . . . . . . . . . . . . . . . . . . . . 67
  Job: Escort .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 67
  Job: Fence .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 68
  Job: Hacker  . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Job: Hit Man  . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Job: Moonshiner .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 68
  Job: Muscle, Bodyguard, Security  . . . . . . . . . . . . . . 69
  Job: Surveillance Specialist .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 69
  Job: Slaver/Slave-Catcher .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 69
  Job: Transporter .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 70
  Job: Weapon Tester  . . . . . . . . . . . . . . . . . . . . . . 70
  Playing a Black Marketeer  . . . . . . . . . . . . . . . . . 70
  Creating a Black Marketeer Player Character  . . . . . . 71
  Special Abilities of the Black Marketeer  . . . . . . . . . 72
  Number of Black Market Special Abilities  . . . . . . . . 72
  Note on Rank .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 72
  Existing characters becoming Black Marketeers  . . . . . . . 73
  Quitting the Black Market  . . . . . . . . . . . . . . . . . . 74
  Black Market Benefits .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 74
  Professional Courtesy & Connections  . . . . . . . . . . . . 74
  Black Market Loans & Credit Lines  . . . . . . . . . . . . . 74
  Available Funds  . . . . . . . . . . . . . . . . . . . . . . 75
  The “Vig” – Interest Rate  . . . . . . . . . . . . . . . . . 75
  Black Market Enterprises  . . . . . . . . . . . . . . . . . . . 76
  Special Abilities of the Black Marketeer .  .  .  .  .  .  .  .  .  . 79
  Antiquities Trader .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 79
  B&E Man  . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Bulletproof  . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Fence  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Friends in High Places  . . . . . . . . . . . . . . . . . . . . 80
  Friends in Low Places .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 80
  Game Player .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 80
  Home Turf Advantage  . . . . . . . . . . . . . . . . . . . . 80
  Influential  . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Informant: Confidential  . . . . . . . . . . . . . . . . . . . . 81
  Informant: Corrupt Lawman  . . . . . . . . . . . . . . . . . 81
  Informant: Street Snitch .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 81
  No Conscience  . . . . . . . . . . . . . . . . . . . . . . . . 81
  Read Black Market Operations  . . . . . . . . . . . . . . . . 81
  Read People .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 81
  Sincerity .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 82
  Slippery  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Steady Nerves .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 82
  Street Rep: Hardcase to be Feared  . . . . . . . . . . . . . . 82
  Street Rep: Hero .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 82
  Street Rep: Trustworthy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 82
  Suave and Debonair .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 82
  Wheelman .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 82
  Work the Law .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 82
  Black Market Specialist O.C.C.s  . . . . . . . . . . . . . . 83
  Black Market Banker  . . . . . . . . . . . . . . . . . . . . . 83
  Case Man  . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  Con Artist  . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
  Enforcer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
  Expediter  . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
  Information Broker  . . . . . . . . . . . . . . . . . . . . . . 94
  Merchant  . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
  Raider  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
  Refurbisher  . . . . . . . . . . . . . . . . . . . . . . . . . 102
  Rift Runner  . . . . . . . . . . . . . . . . . . . . . . . . . 103
  Black Market Sales Outlets  . . . . . . . . . . . . . . . . 106
  Optional: Merchant’s Startup Investment .  .  .  .  .  .  .  .  .  .  106
  Weapon Availability Table  . . . . . . . . . . . . . . . . . 107
  Selling to the Black Market .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  107
  Market Value .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  108
  Black Market Traveling Merchant  . . . . . . . . . . . . . 108
  Random Generation Tables  . . . . . . . . . . . . . . . . . 108
  Black Market Retail Stores  . . . . . . . . . . . . . . . . . 111
  Market Towns .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  114
  Optional: Bar/Club Generation Tables  . . . . . . . . . . . 116
  Optional: Body-Chop-Shops Table  . . . . . . . . . . . . . 118
  100 Random Black Market Contraband Finds  . . . . . . . 119
  Traveling Shows  . . . . . . . . . . . . . . . . . . . . . . 123
  Creating a Traveling Show  . . . . . . . . . . . . . . . . . 124
  Step One: Size & Orientation .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  124
  Step Two: Traveling Show Features  . . . . . . . . . . . . 126
  A. Sponsorship .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  126
  B. Outfits .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  127
  C. Equipment .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  127
  D. Vehicles .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  128
  E. Communications  . . . . . . . . . . . . . . . . . . . 128
  F. Internal Security .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  129
  G. Defenses/Military Power  . . . . . . . . . . . . . . . 130
  H. Types of Acts .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  131
  I. General Alignment of the Personnel .  .  .  .  .  .  .  .  .  .  133
  J. Criminal Activity  . . . . . . . . . . . . . . . . . . . 133
  K. Reputation/Credentials  . . . . . . . . . . . . . . . . 134
  L. Typical Salary .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  135
  Closing Thoughts for Adventure  . . . . . . . . . . . . . . 135
  Bandito Arms Weapons  . . . . . . . . . . . . . . . . . . 136
  E-Clip Charging Stations  . . . . . . . . . . . . . . . . . . 136
  BigBore Series Weapons .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  136
  BigBore Revolver Rounds .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  137
  BigBore Shotgun Shells  . . . . . . . . . . . . . . . . . 137
  BigBore “Holdout” Derringer  . . . . . . . . . . . . . . 137
  BigBore “Big Boss” Magnum Revolver .  .  .  .  .  .  .  .  .  138
  BigBore “Buccaneer” Breech-Lock Pistol .  .  .  .  .  .  .  .  138
  BigBore “Privateer” Breech-Lock Musket  . . . . . . . 138
  BigBore “Homesteader” Light Shotgun  .  .  .  .  .  .  .  .  .  139
  BigBore “Last Stand” Scattergun  . . . . . . . . . . . . 139
  BigBore “Lawman” Automatic Shotgun  . . . . . . . . 140
  BigBore “Room Sweeper” Belt-Fed Shotgun  . . . . . . 140
  BigBore “Barking Dog” Submachine-Gun  . . . . . . . 140
  BigBore “Fire Hose” Assault Weapon .  .  .  .  .  .  .  .  .  .  141
  BigBore “Universal” Assault Rifle  . . . . . . . . . . . 141
  
  6
  Bandit 5050 “Papa Bear” Rail Gun  . . . . . . . . . . . 142
  Bandit 6000 “Big Dog” Sentry Gun  .  .  .  .  .  .  .  .  .  .  .  143
  Bandito Arms Energy Weapons  . . . . . . . . . . . . . 144
  IP-12 Ion Pistol  . . . . . . . . . . . . . . . . . . . . . 144
  IP-15 Heavy Ion Pistol .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  145
  LP2 Laser Pistol  . . . . . . . . . . . . . . . . . . . . . 145
  LP3-D Dual-Shot Laser Pistol .  .  .  .  .  .  .  .  .  .  .  .  .  .  145
  LP5 Laser Pulse Pistol .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  145
  IPR-16 Ion Pulse Rifle .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  146
  LR7 Laser Rifle  . . . . . . . . . . . . . . . . . . . . . 146
  LRP9 Laser Pulse Rifle  . . . . . . . . . . . . . . . . . 146
  LR10-VLF Variable Laser Rifle .  .  .  .  .  .  .  .  .  .  .  .  .  146
  PE-33 Plasma Ejector  . . . . . . . . . . . . . . . . . . 147
  Bandito Arms Heavy Weapons  . . . . . . . . . . . . . . 147
  MM-16 “Coffin” Pepperbox Launcher  . . . . . . . . . 147
  RG-14-LX “Baby Boom Gun” Rail Gun  . . . . . . . . 148
  RPM-6X Skyhammer Mortar  . . . . . . . . . . . . . . 149
  Notable Vehicles  . . . . . . . . . . . . . . . . . . . . . . 150
  All-Terrain Tumbler .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  150
  Big Wheel Unicycle .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  151
  Bushmaster Motorcycle .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  152
  Overdrive Hovercycle .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  152
  Road Hammer Transport  . . . . . . . . . . . . . . . . . . 153
  Romper Stomper  . . . . . . . . . . . . . . . . . . . . . . 154
  Rumble Wagon  . . . . . . . . . . . . . . . . . . . . . . . 155
  Runabout  . . . . . . . . . . . . . . . . . . . . . . . . . . 156
  Skim Sled  . . . . . . . . . . . . . . . . . . . . . . . . . . 157
  Thunderhead VTOL .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  158
  Walker Bike .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  159
  Black Market Armors & Robots  . . . . . . . . . . . . . 160
  Wrangler Riding Armor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  160
  Roadrunner Power Armor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  162
  Shadow Boy Power Armor  . . . . . . . . . . . . . . . . . 163
  Mole Prospecting Robot  . . . . . . . . . . . . . . . . . . 166
  Robot Animals  . . . . . . . . . . . . . . . . . . . . . . . 168
  Robot Animals with Hidden Compartments  . . . . . . . . 168
  Smugglers’ Robot Cat  . . . . . . . . . . . . . . . . . . 169
  Smugglers’ Robot Dog .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  170
  Smugglers’ Robot Horse .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  171
  Smugglers’ Robot Dinosaurs  . . . . . . . . . . . . . . 171
  Mega-Rex  . . . . . . . . . . . . . . . . . . . . . . . . . . 172
  Exotic Robot Steeds  . . . . . . . . . . . . . . . . . . . . 174
  Special Robot Steed Features  . . . . . . . . . . . . . . 174
  Unicorn Robot Steed .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  175
  Pegasus Robot Steed .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  176
  Monster Pegasus Robot Steed  . . . . . . . . . . . . . . 178
  Seahorse Robot Steed  . . . . . . . . . . . . . . . . . . 179
  Raptor Robot Steed  . . . . . . . . . . . . . . . . . . . 181
  Magic Contraband .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  182
  Magic Drugs .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  182
  Elementum .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  182
  Other Magic-Based Drugs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  183
  TW Wizard’s Wine Machine  . . . . . . . . . . . . . . . . 184
  TW Power Armor  . . . . . . . . . . . . . . . . . . . . . 184
  Mirage Power Armor  . . . . . . . . . . . . . . . . . . . . 184
  The Ironmage  . . . . . . . . . . . . . . . . . . . . . . . . 187
  Rift Hawk Power Armor  . . . . . . . . . . . . . . . . . . 189
  The Rifter® .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  192
  Quick Find
  Area 51  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Atlantean Connection, The  . . . . . . . . . . . . . . . . . . 13
  Bandito Arms  . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Bandito Arms: Diablo Joe .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Bandito Arms: Turner Collins  . . . . . . . . . . . . . . . . 23
  Bandito Arms: Weapons  . . . . . . . . . . . . . . . . . . 136
  Black Market, The .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Black Market: Atlantis  . . . . . . . . . . . . . . . . . . . . 13
  Black Market: Abilities  . . . . . . . . . . . . . . . . . . . . 79
  Black Market: Armor & Robots  . . . . . . . . . . . . . . 160
  Black Market: Benefits  . . . . . . . . . . . . . . . . . . . . 74
  Black Market: Blueprint for Success  . . . . . . . . . . . . . . 9
  Black Market: Businesses .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Black Market: China  . . . . . . . . . . . . . . . . . . . . . 15
  Black Market: Coalition States  . . . . . . . . . . . . . 15 & 61
  Black Market: Contraband  . . . . . . . . . . . . . . . . . . . 9
  Black Market: Crew .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 50
  Black Market: Criminal Enterprises  . . . . . . . . . . . . . . 9
  Black Market: Criminal Underbelly  . . . . . . . . . . . . . 10
  Black Market: D-Bees .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
  Black Market: Enterprises .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 76
  Black Market: Etiquette .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
  Black Market: Favors  . . . . . . . . . . . . . . . . . . . . . 47
  Black Market: Family .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 51
  Black Market: Germany .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Black Market: Hierarchy  . . . . . . . . . . . . . . . . . . . 49
  Black Market: Holdings in the West  . . . . . . . . . . . . . 12
  Black Market: Internal Structure  . . . . . . . . . . . . . . . 47
  Black Market: Japan  . . . . . . . . . . . . . . . . . . . . . 15
  Black Market: Jobs  . . . . . . . . . . . . . . . . . . . . . . 64
  Black Market: Loans  . . . . . . . . . . . . . . . . . . . . . 74
  Black Market: Magic  . . . . . . . . . . . . . . . . . . . . 182
  Black Market: Market Towns .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Black Market: Outlets .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8 & 106
  Black Market: Quitting the Black Market  . . . . . . . . . . 74
  Black Market: Relationship with Others  . . . . . . . . . . . 13
  Black Market: Sales Outlets .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8 & 106
  Black Market: Security  . . . . . . . . . . . . . . . . . . . . 51
  Black Market: Smuggling Expertise  . . . . . . . . . . . . . 10
  Black Market: Smuggler Routes  . . . . . . . . . . . . . . . 15
  Black Market: Special Abilities of Marketeers  . . . . . . . . 79
  Black Market: Traveling Merchant Tables  . . . . . . . . . 106
  Black Market: Underground Railroad in Atlantis .  .  .  .  .  .  . 13
  Black Market: Vig, The .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 75
  Black Market, What is it  . . . . . . . . . . . . . . . . . . . . 8
  Chicago Network, The  . . . . . . . . . . . . . . . . . . . . 26
  Chicago Network Executive Board .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  Chi-Town Operations  . . . . . . . . . . . . . . . . . . . . . 26
  Chi-Town Contraband inside the fortress city  . . . . . . . . 28
  Chi-Town, dropping contraband  . . . . . . . . . . . . . . . 28
  
  7
  Common Black Market  . . . . . . . . . . . . . . . . . . . . 10
  CS Black Market Activities .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 61
  CS Contraband  . . . . . . . . . . . . . . . . . . . . . . . . 61
  CS Holdings Outside of the States  . . . . . . . . . . . . . . 30
  CS Iron Heart  . . . . . . . . . . . . . . . . . . . . . . . . . 29
  CS Knowledge Clubs  . . . . . . . . . . . . . . . . . . . . . 63
  CS Lone Star  . . . . . . . . . . . . . . . . . . . . . . . . . 29
  CS Missouri .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  CS War Profiteering .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 64
  Delafuente, Adoncia  . . . . . . . . . . . . . . . . . . . . . 36
  Delafuente, Carmen .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 36
  Delafuente, Selena  . . . . . . . . . . . . . . . . . . . . . . 37
  Diablo Joe .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Dragon (see Jean Robillard) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
  El Diablo (see El Diablo & Area 51)  . . . . . . . . . . . . . 21
  El Diablo Joe  . . . . . . . . . . . . . . . . . . . . . . . . . 24
  El Oculta  . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  El Oculta Headquarters (see La Guarida) .  .  .  .  .  .  .  .  .  .  . 35
  El Oculta Leaders  . . . . . . . . . . . . . . . . . . . . . . . 36
  El Oculta Human Trafficking  . . . . . . . . . . . . . . . . . 33
  El Oculta Vampire Infiltration  . . . . . . . . . . . . . . . . 33
  Favors, Beware  . . . . . . . . . . . . . . . . . . . . . . . . 47
  Finding the Black Market .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Faction: Bandito Arms  . . . . . . . . . . . . . . . . . . . . 21
  Faction: Chicago Network, The .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 26
  Faction: El Oculta,  . . . . . . . . . . . . . . . . . . . . . . 33
  Faction: Immaterial Hand, The  . . . . . . . . . . . . . . . . 37
  Faction: Le Marche Noir  . . . . . . . . . . . . . . . . . . . 43
  Five Black Market Factions, The .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Five Factions, Summary of  . . . . . . . . . . . . . . . . . . 19
  Free Market  . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Haunted Las Vegas  . . . . . . . . . . . . . . . . . . . . . . 22
  Hidden One, The (see El Oculta)  . . . . . . . . . . . . . . . 33
  Human Trafficking (see El Oculta)  . . . . . . . . . . . . . . 33
  Immaterial Hand, The .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
  Immaterial Hand Contraband  . . . . . . . . . . . . . . . . . 37
  Immaterial Hand Leaders (see The Fist)  . . . . . . . . . . . 42
  Iron Heart (see Le Marche Noir)  . . . . . . . . . . . . . . . 45
  Jackpot, The .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Knowledge Clubs  . . . . . . . . . . . . . . . . . . . . . . . 63
  Las Vegas  . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Le Marche Noir  . . . . . . . . . . . . . . . . . . . . . . . . 43
  Magic: Dimensional Magic (used in smuggling)  . . . . . . . 41
  Magic: Drugs (see Elementum) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  182
  Magic: Immaterial Hand  . . . . . . . . . . . . . . . . . . . 37
  Magic: Immaterial Hand Contraband .  .  .  .  .  .  .  .  .  .  .  .  . 37
  Magic: Spells (used in smuggling)  . . . . . . . . . . . . . . 40
  Magic: Nexus Hubs  . . . . . . . . . . . . . . . . . . . . . . 41
  Magic: Portal Overseers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
  Magic: Render Bag or Container Invisible  . . . . . . . . . 104
  Magic: Rift Runner  . . . . . . . . . . . . . . . . . . . . . 103
  Magic: Wine Making Drug/Powder .  .  .  .  .  .  .  .  .  .  .  .  .  184
  Magic: Wine Maker Machine .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  184
  Market for Magic  . . . . . . . . . . . . . . . . . . . . . . . 39
  Market Towns .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Market Town, Mercado .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Mercenary & Black Market Jobs  . . . . . . . . . . . . . . . 64
  Now Hiring (Merc & Black Market Jobs)  . . . . . . . . . . 64
  O.C.C. Any  . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  O.C.C. Black Market Banker  . . . . . . . . . . . . . . . . . 83
  O.C.C. Case Man  . . . . . . . . . . . . . . . . . . . . . . . 85
  O.C.C. Con Artist  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 87
  O.C.C. Enforcer .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 89
  O.C.C. Expediter  . . . . . . . . . . . . . . . . . . . . . . . 91
  O.C.C. Information Broker  . . . . . . . . . . . . . . . . . . 94
  O.C.C. Merchant  . . . . . . . . . . . . . . . . . . . . . . . 97
  O.C.C. Raider  . . . . . . . . . . . . . . . . . . . . . . . . . 99
  O.C.C. Refurbisher  . . . . . . . . . . . . . . . . . . . . . 102
  O.C.C. Rift Runner  . . . . . . . . . . . . . . . . . . . . . 103
  Old Las Vegas .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  Playing a Black Marketeer  . . . . . . . . . . . . . . . . . . 70
  Real Papers  . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  Simvan Mule Trains .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Smuggler’s Robots  . . . . . . . . . . . . . . . . . . . . . 168
  Special Abilities of the Black Marketeer  . . . . . . . . . . . 79
  Specialists in the Art of Smuggling .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  Sphinx (see Yull Thundersworn)  . . . . . . . . . . . . . . . 43
  Strip, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Traveling Shows  . . . . . . . . . . . . . . . . . . . . . . 123
  TW Power Armor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  184
  TW Power Armor: Glitter Boy (see The Ironmage)  . . . . 187
  TW Power Armor: Mirage (stealth) .  .  .  .  .  .  .  .  .  .  .  .  .  184
  TW Power Armor: SAMAS (see Rift Hawk) .  .  .  .  .  .  .  .  189
  TW Wizard’s Wine Machine  . . . . . . . . . . . . . . . . 184
  Underground Railroad in Atlantis .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Random Tables
  Black Market Contact Table  . . . . . . . . . . . . . . . . . 11
  CS Encounters at Cities, ‘Burbs & Population Centers .  .  .  . 58
  CS Encounters at Farmland & Lightly Populated Areas  . . . 58
  CS Encounters at Frontiers & Remote Borders .  .  .  .  .  .  .  . 56
  CS Encounters Outside CS Territory  . . . . . . . . . . . . . 60
  Law Enforcement Encounter Table .  .  .  .  .  .  .  .  .  .  .  .  .  . 54
  Selling to the Black Market .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  107
  Merchant: Black Market Traveling Merchant  . . . . . . . 106
  Merchant: Random Generation Tables  . . . . . . . . . . . 108
  Merchant: Retail Stores  . . . . . . . . . . . . . . . . . . . 111
  Merchant: Market Town Tables .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  114
  100 Random Black Market Contraband Finds  . . . . . . . 119
  Passing Security Checkpoints .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 54
  Optional: Bar/Club Generation Tables  . . . . . . . . . . . 116
  Optional: Body-Chop-Shop Table  . . . . . . . . . . . . . 118
  Optional: Merchant’s Startup Investment .  .  .  .  .  .  .  .  .  .  106
  Traveling Shows Creation Tables (begin)  . . . . . . . . . 124
  Weapon Availability Table  . . . . . . . . . . . . . . . . . 107
  
  8
  The Black Market
  By Matthew Clements, Taylor White & Kevin Siembieda
  What is the Black Market?
  appointed by shadowy superiors. Underneath the head of the lo-
  cal cell are mid-level smugglers and “salesmen,” enforcers and 
  other muscle. The big advantage this crew of crooks has going 
  for it is the vast assortment of connections, intermediaries, thugs, 
  spies, snitches, officials on the take, decoys, mules, “friends” and 
  resources that are available to members of the organized crime 
  network known as the Black Market. Larger cities and city-states 
  may have one to a dozen Black Market outlets and cells. The exact 
  number depends on the level of corruption, crime, commitment 
  to law enforcement and hostilities in and around the community. 
  Boomtowns and regions wracked with war or lawlessness may 
  have many Black Market “outlets.” Outlets are often thinly dis-
  The Black Market is commonly referred to as if it were a single 
  entity, but that is misleading. Instead, “the” Black Market is really 
  a term for the endless variety of less than legal outlets for weap-
  ons, vehicles, contraband, drugs and anything else that can have 
  a street value attached to it. To think that the entire Black Market 
  operates under any single set of rulers, rules or principles oversim-
  plifies the vast reach and overlapping spheres of influence within 
  the sprawling criminal organization.
  On Rifts Earth, most medium to large towns and small cities 
  will have one, perhaps two principal Black Market outlets. This 
  criminal cell can be overseen by anyone from a high-ranking crime 
  lord or captain to a dedicated sales rep with entrepreneurial spirit 
  
  9
  guised dealerships, stores, garages, Body-Chop-Shops and bazaars 
  (think farmers’ market except it’s an array of Black Market goods). 
  That having been said, the majority of businesses that pander to 
  vices (drugs, booze, gambling, women and contraband) are likely 
  to be owned and operated by the Black Market.
  What does the
  Black Market do?
  In a way, the Black Market might be thought of as a network 
  of scroungers, purveyors and facilitators in acquisitions, distribu-
  tion and sales. In short, the Black Market specializes in the sale 
  of whatever the customer wants but cannot get through normal or 
  legal channels. Of course, such rare, dangerous and illegal contra-
  band comes at a price. The greater the demand and unavailability 
  of the item, the higher the price. And as criminals and opportunists, 
  the Black Market takes advantage of circumstance and jacks the 
  price up as high as the market will bear.
  The Black Market’s blueprint for success is built on the 
  simple principle of selling contraband, weapons and vice to the 
  disenfranchised. In the violent, ever changing environment of 
  Rifts Earth, the ability to acquire weapons, vehicles, armor, medi-
  cine and supplies is, for many people, a matter of life and death. 
  Thus, for a lot of communities, mercenary companies, adventurer 
  groups, rebels, criminal bands and even heroes and refugees, the 
  wares and services of the Black Market are their life’s blood and 
  only chance for survival.
  The sale of illegal weapons and weapon systems such as power 
  armor, robots, tanks and aircraft has always been the bread and 
  butter of the modern Black Market’s operations. And there has 
  been no other time in history where the entire world has become 
  a patchwork of tiny nation-states, kingdoms and city-states, all of 
  which are under threat from the savage environment and hostile 
  forces all around them. The Rifts regularly release new dangers 
  from alien worlds, and then there is the threat from other, better-
  armed neighbors, raiders, bandits, monsters and magic. With these 
  conditions in place, the Black Market has filled the void in provid-
  ing “gear” quickly, quietly, and without regard to any possible le-
  gal red tape or moral ramifications. This has enabled the domestic 
  and international arms trade to blossom into the world’s leading 
  industry, outstripping everything but food production and the col-
  lection of natural resources.
  Every individual nation and fledgling community has to have 
  its own weapons and defenses, and the Black Market is happy to 
  provide them and everything else they might need or want. The 
  Black Market specializes in the purchasing of weapons, vehicles 
  and equipment often from less than legitimate sources, sanitizing 
  and repackaging them (removing serial numbers and identifying 
  marks and repainting and repackaging them), and selling them at 
  a markup to anyone they can. Sometimes Black Marketeers steal 
  shipments of weapons and other goods themselves, but more often 
  they simply act as middlemen and distributors behind the scenes.
  Though not a weapon in and of itself, the Black Market also 
  provides methods of human augmentation that are outlawed in 
  many “civilized” kingdoms and nations. This includes virtually 
  all the services offered at Body-Chop-Shops, including Juicer and 
  Crazy augmentation, cybernetic enhancements, cyber-disguises 
  and bionic reconstruction. All are outlawed in the Coalition States, 
  Free Quebec, and many other communities, but are available at 
  all these places via the criminal underground compliments of the 
  Black Market.
  Contraband. Simply put, contraband is any item that has been 
  outlawed by the authorities. In the Coalition States, among oth-
  ers, contraband includes weapons and dangerous drugs, Juicer and 
  Crazy augmentation, pre-Rifts artifacts and books, types of magic 
  and magic items, and even types of people, animals and illegal 
  services; even education. This market for contraband, as well as 
  the Coalition’s suppression of anyone who practices magic, is the 
  central conflict in the life of the Black Market throughout North 
  America. Black Market agents who work within the Coalition’s 
  borders must face this reality every day, while operators outside of 
  the Coalition have other concerns. Despite the risks and pressure 
  by the law, the CS markets are among the criminal organization’s 
  most lucrative. In fact, some argue that if it were not for the op-
  pressive CS regime and its aggressive military, the Black Mar-
  ket would be insignificant. For example, for people living in the 
  ‘Burbs and even Coalition cities, the Black Market is the primary 
  available source for weapons, body armor, cybernetics, vehicles, 
  magic, books and other contraband on the market. They run the 
  Body-Chop-Shops, Juicer clinics and cybernetics augmentation 
  centers and provide things like books and magic that the CS strict-
  ly prohibits. Furthermore, if the surrounding mixed human-D-Bee 
  communities and practitioners of magic did not feel threatened by 
  the CS, there would be no arms escalation.
  In places like Northern Gun where weapons and equipment are 
  sold everywhere, the Black Market is forced to compete against 
  other weapon wholesalers. Why go to an illegal merchant if there 
  are perfectly safe, legal alternatives? In these circumstances, the 
  Black Market cannot compete without offering steep discounts. 
  Instead, it makes money through traditional criminal operations 
  like robbery, jacking vehicles, gaming, prostitution, drug sales, 
  and by selling contraband such as magic items, outlawed weap-
  ons and equipment hijacked from the Coalition Army and Naruni 
  Enterprises.
  Criminal enterprises. As purveyors of the illegal and difficult 
  to obtain, the Black Market also deals in vice – a money-mak-
  ing enterprise as lucrative as the arms trade. Drugs, alcohol, the 
  sex trade, gambling and other criminal operations are all part of 
  the Black Market’s business of providing immoral and/or illegal 
  goods and services to whomever wants them. This is not a political 
  or anarchist agenda by any stretch of the imagination, it is purely 
  an entrepreneurial one. Put simply, sex, drugs and vice are big 
  money. A moment after someone tells somebody they cannot own 
  or do something, a new market is created for the Black Market to 
  exploit. If there is money in it, the Black Market is there to capital-
  ize on it, especially if it is illegal.
  As a crime organization defying the law, the Black Market must 
  also engage in its share of criminal activity, smuggling and the 
  use of muscle to protect its “business” from lawmen, rivals and 
  other enemies. These defense measures include soldiers, enforcers, 
  spies, extortionists, and hit men/assassins, as well as thieves, con 
  artists and a host of other outlaws. Moreover, the Black Market 
  deals with all manner of criminals in the acquisition of its goods, 
  services and information. They purchase stolen goods, encourage 
  and support the drug and sex trade, gambling, racketeering, cor-
  ruption and all sorts of activity that can be argued to be civil dis-
  obedience and immoral. Strong-arm tactics, threats, intimidation, 
  extrotion, bribery, smuggling, lies, bloody rivalries, and murder 
  are all part of doing business for the Black Market. It just so hap-
  pens that much of the dirty, ugly side of the business takes place 
  
  10
  under the surface, out of sight of the average customer. But make 
  no mistake, the Black Market is a high stakes business run by crim-
  inals who are quick to fight to hold on to what they have.
  Structure and rules are important. It may seem counter-intu-
  itive, but the Black Market thrives on rules, a sense of community 
  and loyalty. Those who break the rules, betray the organization or 
  are proven disloyal, are dealt with in a swift, decisive and perma-
  nent manner. Meanwhile, loyalty, ingenuity and ruthlessness are 
  rewarded.
  Smuggling expertise. All of this means the Black Market must 
  excel in one area of expertise above all others: smuggling. Forg-
  ery, manufacturing fake I.D.s and other falsified documentation, 
  all comes with the territory of smuggling. It is one thing to secure 
  the illegal goods and services, it is quite another to get them into 
  the hands of the customer under the vigilant eyes and ears of law 
  enforcement and, as is the case at many communities, the military, 
  militia, and/or beings with enhanced abilities such as Juicers, Cra-
  zies, psychics, mages, shape-shifters, dragons, and the supernatu-
  ral. The Black Market excels at the arts of smuggling and forgery, 
  and offers both as services to customers outside their criminal or-
  ganization. While smuggling product is the Market’s prime opera-
  tion, smuggling outlaws and fugitives in and out of “hot zones” 
  is another part of the Black Market’s many charms and services.
  The fluidity and cellular organization of the Black Market 
  has helped it to survive and grow over the long years since the 
  Great Cataclysm. Taking out even the largest criminal cell within 
  the Black Market is only to cut off one of the hydra’s many heads, 
  and two more are sure to grow back in its place. The Coalition has 
  fought for years to crush the Black Market, attempting in vain to 
  enforce the sanctions it has laid down against arms shipments in 
  North America. Their efforts have resulted in a massive, continent-
  wide arms race as groups hurry to equip themselves before the 
  Coalition can interfere with their independence and survival. Most 
  of the time, the CS threat is more psychological than real, as the 
  majority of the Coalition’s attention and resources are focused on 
  the specific territory under their control, and resolving the after-
  math of the war in Tolkeen. Other pressing concerns about the 
  Federation of Magic, the Xiticix, and the Vampire Kingdoms also 
  keep the Coalition’s attention off the Black Market, which is one 
  of the lesser evils. Still, the CS is making moves to close all three 
  of the primary east-west smuggling corridors in North America, 
  an exercise which, if successful, would deal a massive blow to the 
  Black Market’s profits.
  Black Market holdings in the West provide natural resources 
  and secure production facilities, and are far beyond the auspices 
  of the Coalition. Most of the customers and population centers, 
  however, are in the East or center of the continent. The Coalition 
  is in between, and though there are enough customers within the 
  CS to attract the Black Market, high volume shipments rarely go 
  through Coalition territory, as security is just too tight. Caravans 
  and truck convoys must stick to the open wilderness where they 
  can avoid being discovered by CS armed forces. Due to geography 
  and military superiority, the Coalition exerts a greater influence on 
  the movement of Black Market goods than their actual territorial 
  holdings might seem to indicate.
  The majority of business on Rifts Earth is conducted through 
  barter and trade. In most cases, “credits,” a non-descript monetary 
  unit, are used for business transactions. Occasionally, trade is also 
  done in valuable items (weapons, medicine, food, other goods) or 
  services (mercenary work, prostitution, labor, entertainment, reli-
  gious reassurances) in exchange for other goods and services. Such 
  “trade” of services by local communities might include a concealed 
  location for a Black Market convoy to hole up, safe houses and 
  fronts for Black Market warehouses and manufacturing, as well as 
  cover stories and other front operations. In return, the community, 
  business or influential individual gets Black Market goods or ser-
  vices as well as favors and possibly, protection.
  In North America and most other parts of the world, the busi-
  ness of barter and trade is done on three “levels.” Each level is 
  identical in its basic construction and operations. The differences 
  are mainly in what items and services are traded, and who the trad-
  ers are themselves.
  First, there is the free market. The trade of common goods 
  like food, animal pelts, cars and sometimes magic. Nothing on the 
  free market is illegal, and very little of it is dangerous. It should be 
  noted, however, that some weapons manufacturers and high-tech 
  merchants do sell their wares on the free market. Northern Gun, 
  Wilk’s Industries, the Manistique Imperium and Triax Industries 
  are the most notable examples. Free market items and services can 
  be found almost everywhere there are societies doing business. 
  Player characters interact with very little of the free market, as 
  such transactions are not really the stuff of high adventure. Still, 
  sometimes characters need to buy everyday goods like pigs, corn 
  or blankets.
  Second, there is the common black market. The trade of il-
  legal, controlled, and dangerous items. The common black market 
  operates out of nearly every shady nook and cranny on the conti-
  nent. It has no leadership, direction, or unity. Anyone who trades 
  in drugs, illegal and alien weaponry, slaves, illegal cybernetics, 
  dangerous or outlawed magic, and in some places, books and in-
  formational material, is likely working in the black market. This is 
  the most common market that player characters interact with, since 
  it is one of the only ways to procure powerful weapons, armor and 
  robots. It also allows characters to encounter the individuals who 
  operate throughout the black market, such as wanted criminals, or 
  those looking for work. The black market and mercenaries often 
  go hand in hand, and such types can usually be hired for a variety 
  of jobs via the black market.
  Third, there is the criminal underbelly of the Black Mar-
  ket Network. The network is a vast, far-reaching criminal orga-
  nization led by an elite cadre of five competing factions and their 
  personal armies. They play against each other in elaborate games 
  involving diplomacy, intrigue and violence, following their own 
  code of ethics and etiquette. Sometimes two or three of the “Big 
  Five” join forces for a brief period or in a certain area (usually to 
  work together against a common enemy like the Coalition), but 
  such alliances rarely last. Other than its enormous resources, the 
  black market Network is made to appear identical to the common 
  Black Market. This is done intentionally by the heads of the five 
  Black Market Factions. By forgoing brand recognition for relative 
  anonymity, they are able to hide from their enemies while growing 
  steadily more powerful and influential.
  Finding the Black Market
  The Black Market inside Coalition territory and other powerful 
  states is always balancing the need to advertise their presence to 
  customers and the necessity of maintaining a low profile to avoid 
  the authorities. Unlike legitimate businesses, illegal arms mer-
  chants and the like cannot simply put up signs and billboards, but 
  are forced to use more subtle means to get the word out to custom-
  
  11
  ers. Many Black Market outlets and enterprises relocate frequently 
  to avoid entanglement with the authorities, and sometimes would-
  be customers show up to the usual shady warehouse or back alley 
  they know as a Black Market facility only to find the entire area 
  has been taped off by the authorities or has been abandonned.
  The most common means of “advertising” is by informing the 
  people who might be asked about their whereabouts. Bartenders, 
  especially in joints that cater to mercenaries and adventurers, and 
  City Rats are particularly helpful, and often get a few credits on the 
  side for referring customers to the local Black Market representa-
  tive or enterprise. Shop owners who sell legal items like food and 
  supplies that adventurers might need may also be in the know, as 
  well as mechanics, hotel owners and other service providers.
  In permissive kingdoms, no subtlety or subterfuge is necessary. 
  Black Market outlets often fulfill the role of legitimate arms mer-
  chants and businesses in places that allow it. Official Northern Gun, 
  Wilk’s or Triax outlets are unusual outside of their home countries, 
  but Black Market suppliers make their home everywhere. Far from 
  hiding in the shadows, the Black Market will have billboards and 
  fliers posted if they are allowed to operate openly, and the market 
  area may even take on a bit of a carnival atmosphere with food and 
  entertainment trying to cater to the same customer base all hours 
  of the day.
  Market Towns
  Even more open than outlets in permissive kingdoms, Market 
  Towns are usually lawless ‘Burbs, MercTowns, boom towns and 
  small communities off the beaten path that are either completely 
  controlled by the Black Market or dominated by Black Market en-
  terprises. Market Towns are the ultimate in capitalism, providing 
  anything that one could want for a price. As a result, there will be 
  many, many businesses such as gambling casinos, brothels, drug 
  dens, and dealers in weapons, robots, magic, contraband and vice 
  all out in the open. The majority of which are owned and operated 
  by the Black Market.
  Sometimes Market Towns are deliberately built by arms mer-
  chants looking for an outlet for their wares. Other times, they are 
  happy accidents that accidentally spring up around a mining camp, 
  logging camp, refugee camp, Black Market outlet or town that 
  grows fast for any number of reasons. Many Market Towns start 
  out as a temporary site and when the boom that got the town started 
  goes bust, the Black Market is the first to close up shop and leave 
  for greener pastures. This happens all the time, with the average 
  life of a Market Town being 1D4 years before it turns into a ghost 
  town or just vanishes.
  Their location away from the authorities means that Mar-
  ket Towns can openly sell anything to anyone – D-Bees, mages, 
  monsters – and offer a superior selection of weapons, equipment 
  and contraband, while supplies last. It can be difficult to smuggle 
  thirty-foot (9.1 m) tall combat robots and fifty-ton tanks inside the 
  borders of the Coalition States or within other highly organized 
  kingdoms, but out in the badlands and wilderness areas, caravans 
  and convoys that stretch for miles can go completely unnoticed 
  and the Market Town can sell anything to its heart’s content.
  Market Towns are likely to include one to several arms deal-
  ers, Body-Chop-Shops/Cyber-Docs with bionics available, Juicer 
  and Crazy augmentation centers, bars, gambling places, brothels, a 
  mercenary contract office and/or recruiting center and can support 
  semi-permanent camps for various groups and merc companies, 
  not all of whom necessarily get along.
  Random Black Market Contact Table
  01-10% Cab Driver: Cab drivers tend to work with tourists, 
  foreigners and out-of-towners. They also know the local area, and 
  there is a 01-80% likelihood that one can drive a patron to 1D6+1 
  Black Market outlets even if he isn’t being paid by the market to 
  do so. However, like bartenders, many get paid to send customers 
  their way. Of course, a savvy taxi driver also requires a few credits 
  (5-50 credits) from the customer for that information as well.
  11-20% Prostitute: At least half of the ladies of the night are 
  part of a Black Market enterprise. Like bartenders, even if they 
  don’t have direct contacts, they hear and know things from their 
  clients and odds are (01-70% chance) they can point a character to 
  1D6 Black Market operations or known Black Marketeers. These 
  workers are expected to help their employer and do not get any 
  extra money from the Black Market, though they may try to charge 
  their customer or the person inquiring 5-20 credits for the informa-
  tion. (“What’s it worth to you, handsome?”)
  21-30% Bartender/Barmaid/Exotic Dancer: Probably the 
  most common Black Market contacts, bartenders work in gath-
  ering places and social hubs where they meet a large variety of 
  people and hear all kinds of information. Odds are, even an honest 
  bartender at a legitimate tavern will have heard enough to point 
  an adventurer or hero to finding 1D6 Black Market operations or 
  known Black Marketeers (probably a sales rep). Moreover, the 
  Black Market is always looking for bartenders and hotel concierges 
  they can trust to direct business their way. These helpful “friends” 
  get a small to generous weekly payment for their help, depending 
  on how many customers they provide, and the best might even 
  get a small commission on sales or a 20% discount on goods and 
  services. Twenty percent of drinking establishments and half the 
  gambling halls are owned by the Black Market and have Black 
  Marketeers the bartender can direct them to. (“Talk to that guy.”) 
  Authorities know this as well, and some bartenders make money 
  by feeding information to both the criminal underworld and the 
  police.
  31-35% Entertainer: Only the biggest names on Rifts Earth 
  can afford to feed themselves through their art alone. Most per-
  formers are eager to find a way to augment their income, and work-
  ing at casinos and nightclubs gives them that income and a good 
  idea of the local players in the Black Market. However, these guys 
  are not likely to know about low level operators, they know the 
  middle and upper level Lieutenants, Captains and Bosses.
  36-45% Black Market Relay (or City Rat in the position): 
  Relays have one serious job: direct potential customers to the Black 
  Market. While they may have a day job or cover, a Relay makes 
  most of his money working for the Black Market. A Relay may not 
  be knowledgeable about crime or the inner workings of the Black 
  Market, but he knows about the 1D4 criminal enterprises and 2D4 
  Black Marketeers who pay him to send them potential customers.
  46-50% Peddler/Street Merchant: Street vendors and retail-
  ers who sell weapons and contraband themselves, or who cater to 
  adventurers, mercenaries and criminals, are likely to have connec-
  tions and knowledge of the local Black Market. This is especially 
  true of businesses in the ‘Burbs on the outskirts of the CS and 
  other kingdoms, as well as towns that cater to mercenaries and 
  bandits. Half of these guys probably buy some of their wares from 
  the Black Market. (01-70% chance they can point a character to 
  1D4 Black Market operations or known Black Marketeers.)
  51-55% Beggar: Beggars, including orphans, and the home-
  less are out on the street at all hours, and know to place themselves 
  
  12
  in high-traffic areas to receive more handouts. They too see and 
  hear things on the street and some make a few extra credits by 
  picking out likely customers and directing them to market zones. 
  Law enforcement and people in general tend to ignore and avoid 
  the homeless, making them invisible amongst the urban landscape 
  until they step out of the shadows with a bit of information to sell. 
  (01-70% chance they can point a character to 2D4 Black Market 
  operations or known Black Marketeers.)
  56-65% City Rats/Street Urchins: City Rats and, to a lesser 
  degree, homeless orphans make it their business to know what 
  goes down on their streets. They know EVERY Black Market op-
  eration or most (95%) of the Black Marketeers from the top to 
  the lowliest thug and snitch. Some will have done work for the 
  Black Market as runners and lookouts. Others may be paid to spot 
  adventurers, mercenaries, criminals and other potential customers 
  and direct them to Black Market facilities and service providers.
  66-75% Mercenary: Mercenaries are among the Black Mar-
  ket’s most frequent and desirable customers. A local merc or one 
  who has been in town for several weeks is likely (01-85% chance) 
  to be someone who can point an adventurer to 1D6 Black Market 
  outlets/fronts and 2D4 Black Marketeers. They are also likely to 
  know criminals by their reputation. Convincing a merc to share 
  that information might be a little tricky, however.
  76-85% Criminal: Criminals know other criminals, and they 
  certainly use the services of the Black Market (fences, forgers, 
  chop-shops, etc.). Some may also work for the Black Market doing 
  freelance jobs when they need money. As a result, most criminals 
  (01-90% chance) can point a character to 2D4 Black Market opera-
  tions and 2D4 known Black Marketeers.
  86-90% Cyber-Doc: Most Cyber-Docs work at, own or run 
  Body-Chop-Shops that are Black Market enterprises. Most others 
  (90%) may not be owned by the Black Market, but are less-than-
  legal establishments, or turn to the Black Market for exotic mili-
  tary cybernetics and weapons. Black Marketeers also keep tabs on 
  Cyber-Docs within their territory, even if they are not under their 
  employ. Such specialized services are often needed on an emer-
  gency basis and large payments are handed out to insure quality 
  work. As a result, most Cyber-Docs and underground Body Fixers 
  (01-80%) can point a character to 1D6 Black Market operations 
  and known Black Marketeers.
  91-95% The Law: While law enforcement is often a bit be-
  hind on the current word on the street and Black Market activities, 
  they’re informed about “known” criminals and Black Marketeers, 
  hear plenty through the grapevine and have their suspicions about 
  people and places. A result, 01-70% of clean police officers can 
  point a character to 1D6 Black Market operations and know 1D4 
  known Black Marketeers, by reputation if nothing else. 01-95% of 
  detectives and undercover officers know of 1D4+3 Black Market 
  operations and 3D4 Black Marketeers. Dirty Lawmen: Law offi-
  cers and government officials are bribed all the time to turn a blind 
  eye, keep quiet or help the criminal organization in some small 
  way (sell information, threaten someone, not to be someplace, 
  keep prying eyes away, cover up or lose evidence, etc.). 01-99% 
  of dirty cops and corrupt government officials know about 3D4 
  Black Market operations, 3D6 Black Marketeers, and at least one 
  Captain or Boss. Some (1D6%) are card carrying members of the 
  Black Market themselves and know EVERYONE and every place.
  96-100% A Black Marketeer: You don’t find the Black Mar-
  ket, it finds you. A Black Marketeer with his ear to the ground 
  hears about an individual or group that could use the help of the 
  Black Market (supplies, weapons, magic, protection, smuggled to 
  safety, etc.) and he reaches out to make contact. If the meeting 
  works out, he takes the new client wherever they have to go to get 
  things done. If the adventurer(s) need a special criminal service, 
  this individual knows where it can be found, provided it’s avail-
  able from his faction in a 100 mile (160 km) radius.
  Black Market Businesses
  The following businesses are typical Black Market domi-
  nated enterprises. The percentage indicates how heavily the 
  Black Market dominates that particular type of business and the 
  likelihood that it is run by them.
  80% of all Body-Chop-Shops and Juicer and M.O.M. augmen-
  tation.
  75% of all smuggling operations of every variety.
  70% of all “underground” dealers in contraband.
  65% of all fence operations (buying and reselling stolen goods).
  60% of all houses of ill-repute/sex trade.
  60% of all forgery/fake I.D.s and document enterprises.
  56% of all sports betting.
  54% of all gambling establishments.
  52% of all drug manufacturing and drug dealing.
  50% of all traveling shows.
  50% of all used arms dealers: weapons, power armor, combat 
  vehicles, robots and military grade equipment. And 50% of “legiti-
  mate” resellers knowingly or unknowingly purchase at least one 
  third of their inventory from the Black Market. That number is 
  75% to mercenaries and the criminal underworld: bandits, raiders, 
  pirates, outlaws, and other criminal groups/organizations.
  45% of all pawnshops.
  40% of all used vehicle, robot and adventure gear suppliers. 
  Another 40% of “legitimate” resellers purchase at least one third of 
  their inventory from the Black Market. That number is 60% to the 
  criminal underworld: bandits, raiders, pirates, and other criminal 
  organizations.
  40% of all job brokering for mercenaries and adventurers.
  30% of all nightclubs.
  25% of all taverns/saloons/bars.
  20% of organizing and running all high profile sporting events 
  and 40% of all “blood sports” (gladiatorial games, duels, boxing/
  fighting competitions, animal fights, and similar violent sports).
  10% of magic shops.
   2% Slavery/Slave trafficking. The Black Market tends to avoid 
  the slave business and considers Slavers to be despicable scum. 
  There is a big difference between “slavery” and smuggling refu-
  gees, wanted fugitive, spies and agents in and out of a particular 
  location. The former is avoided, the later is one of the Black Mar-
  ket’s specialties.
  35% of all other “criminal” enterprises.
  Black Market Holdings in the West
  In the American West, far from the prying eyes of the Coali-
  tion and other civilized nations, the Black Market has several se-
  cret production centers, as well as dozens of sales outlets, Mar-
  ket Towns, mines and supply caches. Bandito Arms is the market 
  faction with the largest presence in the West, and has laid claim 
  to old, abandoned military bases, established factories and even 
  occupied the top-secret Golden Age military research facility at 
  Area 51/Groom Lake. It is here that many of the products that the 
  Black Market actually manufactures originate, usually sold under 
  
  13
  the Bandito Arms brand name but sometimes destined for other 
  market factions.
  The New West is also a huge and mostly unmonitored fron-
  tier, allowing mobility to large Black Market caravans and a good 
  place to “hide” Market Towns and supply caches. The number of 
  Simvan Monster Riders in the West also helps the Black Market, 
  as El Oculta and many other groups have spent years cultivating 
  relationships with Simvan tribes and employ them to move goods 
  in “mule trains” of giant pack animals.
  Salvaging & Scavenging
  If there is money to be made then the Black Market needs to set 
  up near areas of employment, active warfare and commercial ac-
  tivity. In war zones, the Black Market sends out teams and agents 
  to act like vultures, robbing the dead of weapons, armor and any 
  other valuables. If someone is found wounded, an anonymous ra-
  dio request is sometimes made giving out the coordinates. On oc-
  casion, a field dressing is applied but that is reserved mainly for 
  those with whom the Black Market is on good terms. If someone is 
  found alive but wounded, and has a bounty on his head, the Black 
  Market agent is likely to treat the subject as a living paycheck. 
  Trusted Bounty Hunters are called in to retrieve the individual with 
  the Black Market receiving a finder’s fee in return.
  The Black Market
  and Others
  The Black Market’s Relationship
  with Weapons Manufacturers
  The Black Market has always had a strange “love-hate” rela-
  tionship with the companies who manufacture many of the weap-
  ons it sells. Arms giants like Triax, Northern Gun and Wilk’s fully 
  realize that in the unstable world of Rifts Earth, the Black Mar-
  ket fills the role of a huge sales and distribution network that they 
  could never afford to maintain. Most of their small-scale transac-
  tions involve the Black Market in some way, and ruthless competi-
  tors like the Naruni and Splugorth have no qualms about dealing 
  with the Black Market directly. However, doing business with the 
  Black Market also has its downsides. It attracts attention from the 
  Coalition, brings violence and occasional instability to a region 
  and creates a healthy resale market that cuts into the large corpora-
  tions’ profit margins.
  With the Coalition exerting more influence every year on the list 
  of acceptable clients for arms shipments, the Black Market is also 
  vital for its willingness to violate CS law. Big, high-profile com-
  panies can sidestep the Coalition’s wrath by moving their products 
  through Black Market intermediaries and claiming innocence if 
  caught. (“We had no idea Gleba Wholesale was a Black Market 
  front.”) Once most items have left the factory or sales floor, they 
  disappear and are virtually impossible to track or locate.
  Many employees of the large weapons manufacturers also have 
  some history with the Black Market. The Market’s recruiting poli-
  cies are much more lenient than those in the corporate world and 
  their back alley operations and secret warehouses can be a valuable 
  place to gain experience. The openness and universal presence of 
  the Black Market has led to an arms race on Rifts Earth the likes of 
  which the planet has never seen.
  The Atlantean Connection
  Many of the more exotic and alien weapons and magic devices 
  that find their way onto the Black Market have a single source: 
  the Splugorth’s Atlantis. Dumping old surplus weapons onto the 
  Black Market is an easy way to make a few bucks, clear up space 
  and frustrate the Coalition or the Germans. There is no real Black 
  Market within Atlantis itself, where the most nefarious goods can 
  be acquired without shame in open shops and public venues. The 
  few things that are banned by Splugorth law, such as live Xiticix 
  and vampire paraphernalia, are illegal for very convincing reasons.
  Over time, the Atlantean trade in armaments and slaves has 
  spurred the development of a series of Black Market trade ports 
  in Florida and along the Gulf Coast. These “ports” are essentially 
  pirate camps where Splugorth ships stop to unload cargo and cara-
  vans organize for trips inland. The atmosphere at these ports can 
  sometimes be tense, with Black Market enforcers and Splugorth 
  minions coming face to face surrounded by shipments of weap-
  ons, millions of credits and attractive slave girls. But considering 
  it is usually only the most despicable and amoral Black Marketeers 
  who work with the Splugorth, they usually get along fairly well. 
  Note: The majority of Black Marketeers steer clear of the slave 
  trade, but have no qualms dealing in Splugorth magic, symbiotes 
  and other dangerous contraband.
  Black Market Atlantis. The Black Market in Atlantis is forced 
  to operate differently than elsewhere. The entire realm of Lord Sp-
  lynncryth operates with few of the typical restrictions common to 
  human kingdoms. Weapons and slaves are traded openly and there 
  are outlets for drugs, the sex trade and all sorts of dark magic. This 
  limits the Black Market to only a few key market areas.
  First, they trade in goods from Naruni Enterprises and other 
  groups whose products have been outlawed by Lord Splynncryth. 
  Most of these decrees are political in nature, not restrictions based 
  on some type of moral objection. Traders in such goods are often 
  politically motivated as well; rebels or dissidents trying to upset 
  Lord Splynncryth and stir up trouble. The presence of outlawed 
  items is embarrassing for both the Lord of Atlantis and his se-
  curity experts, and prestige is something Splynncryth takes very 
  seriously.
  The Black Market Underground Railroad in Atlantis. The 
  other main source of income for Atlantean-based Black Marke-
  teers is to exploit the slave trade. Not the procurement and sell-
  ing of slaves, mind you, but the underground railroad that spirits 
  them away to safety. Slaves represent a huge quantity of Splugorth 
  wealth and investment. And unlike inanimate objects, they are 
  usually eager to be liberated from those who have purchased them. 
  Slaves, however, have little or no resources of their own, and are 
  often unfamiliar with their surroundings outside of the immediate 
  area where they live and work. Under such conditions, hiring a 
  local smuggler is the safest and surest means to escape. And who 
  specializes in smuggling? The Black Market. Black Market smug-
  glers experienced with dealings in Atlantis have an in-depth under-
  standing of the Atlantean slave system, methods of transportation, 
  trade routes, Atlantean enforcers, checkpoints and slave catchers, 
  and know how to avoid them.
  Sometimes Black Market smugglers are hired by groups of 
  slaves who pool their meager cash or steal the necessary funds. 
  Most often, however, it is a slave’s relatives or friends “on the out-
  side” who hire a Black Market rep (or mercs or heroes) to retrieve 
  their loved ones. The slave(s) to be rescued are, as a rule, unaware 
  that they are to be rescued and smuggled out of the country until 
  
  14
  they have been abducted and stashed away inside a secret com-
  partment or given a new identity. From there the journey may take 
  many routes, and is likely to be uncomfortable and dangerous.
  The illegal abduction/freeing of slaves from Atlantis is also not 
  always a pure-hearted act. Sometimes a wealthy slave owner’s en-
  emies or rivals will seek to deprive them of their most valuable 
  property. Slaves don’t ask why when they are set free, and releas-
  ing them is the only “destruction of property” crime that has a habit 
  of covering itself up from the authorities. Slaves often count for 
  more than brute labor, and freeing a specialist or highly trained 
  individual can have disastrous effects on the owner or his hold-
  ings. Freeing valuable slaves is a type of sabotage not found in 
  most other places on Rifts Earth, but Atlantis and the Vampire 
  Kingdoms are two such locales.
  In order to facilitate the trade of freeing slaves, the Black Mar-
  ket and a few abolitionist resistance groups have established a 
  handful of secret camps, docks and relay stations. They are kept 
  tightly under wraps and well concealed from vengeful Splugorth 
  Slavers and their henchmen who are eager to recapture their es-
  caped living bounty.
  The coast of the Preserves along western Atlantis is the epi-
  center of the underground railroad. It is closest to the East Coast of 
  North America and the secret staging points that human traffickers 
  use to get slaves out. The lengthy coastline is impossible to com-
  pletely secure, and a number of bays and rivers allow access to the 
  Atlantean interior. Once a slave has reached the safety of a waiting 
  boat in the Preserves, they must still pass through the threat of the 
  Bermuda Triangle and avoid the underwater habitats and patrols 
  around the island continent. Many Coyotes only take slaves east to 
  Europe or north around the Bermuda Triangle, eager to avoid its 
  supernatural horrors. Spain and Portugal are also known as drop-
  off points for rescued slaves departing Atlantis.
  As one of the largest slave-holding societies on Rifts Earth, the 
  Splugorth Kingdom of Atlantis is home to more than its share of 
  runaway slaves, slave-catchers, freedmen and sympathizers. And 
  while most of its “citizens” are monsters or supernatural creatures 
  of some sort, a massive underclass of human and D-Bee slaves ex-
  ists to serve their varied masters. Some of these beings turn out to 
  have a soft spot for the suffering of others, and are willing to assist 
  slaves in escaping their predicament. Normal humans and D-Bees 
  who have somehow come to live in Atlantis also sometimes offer 
  aid and shelter to runaway slaves.
  The vast majority of slaves who are freed, however, are helped 
  by one of three different “Underground Railroads.” The first, as 
  noted above, is the Black Market. Another is made up of dissent-
  ers and magically-empowered abolitionists who work from within 
  Atlantis itself. Primarily hailing from Lazlo, the original core of 
  magic users who started the group has expanded over the years and 
  systematically works to undermine Lord Splynncryth by freeing 
  slaves and disrupting the slave trade. They smuggle virtually every 
  slave they free to safety using Rifts, teleportation and other magi-
  cal means, and are especially hard to track because of this. The 
  entire network, sometimes known as the Lazlo Mission, numbers 
  less than one hundred members within all of Atlantis. When things 
  go wrong or they need help, they often turn to the Black Market 
  to assist in the smuggling of slaves and, as necessary, members of 
  the Lazlo Mission who need rescuing and extraction themselves.
  The third is the Euro-Underground Railroad. East of At-
  lantis are the Azores, a handful of pre-Rifts islands that used to 
  be fairly isolated in the middle of the Atlantic. Now, they are a 
  staging point for the European arm of the Atlantean Underground 
  Railroad. Based out of mainland Portugal and Spain, this network 
  of freedom fighters includes Cyber-Knights, True Atlanteans, and 
  Lemurians, as well as pirates-turned-good and normal people who 
  have become obsessed with revenge since losing family members 
  to Splugorth slave raids. They attack slave ships, raid slave stock-
  ades and infiltrate groups of Splugorth-hired pirates and mercs to 
  disrupt slave-taking operations. They also have a number of ship 
  captains who conduct “normal” business (weapons, plunder, raw 
  materials, etc.) with the Splugorth but who are also willing to 
  smuggle slaves to safety for a price.
  The Pirates of the Amazon
  – Black Market South America
  The vampire states of Mexico provide a significant obstacle to 
  the integration of the North and South American Black Market 
  networks. While some of the activities of El Oculta help to bridge 
  this gap, for the most part, the two continents’ criminal markets are 
  separate entities. There are ships that travel to South America, and 
  Northern Gun products in particular can sometimes be found there, 
  but there is little in the way of traffic from south to north. Groups 
  like the Arkhon Freehold and others are careful not to let their 
  equipment fall into the hands of criminals, and do not manufacture 
  and sell arms to outsiders. Pirate kingdoms, the nation of Lagarto, 
  and others get most of their weapons from local sources, Atlantis 
  or interdimensional arms merchants like the Naruni.
  There are regional Black Markets in Colombia and other pock-
  ets of civilization. Wherever there are laws to be broken, the Black 
  Market will exist in some form, surviving on the profit margin cre-
  ated by artificial scarcity. The pirates of the Amazon’s countless 
  islands and secretive bays often double as Black Marketeers, sell-
  ing off their hauls of captured goods and sometimes even working 
  under contract.
  The Verbrecher-Geschaeftsnetz
  – Black Market Europe
  Over in Europe, the government of the New German Republic 
  wages a similar battle against the Black Market as the Coalition 
  does in North America. The dynamics are a bit different, what with 
  Triax’s market dominance, but the Germans are just as averse to 
  letting shipments of weapons fall into the hands of potential en-
  emies as the CS.
  The main goal of Black Marketeers in Europe is to get their 
  hands on superior Triax technology. There are many kingdoms, 
  cities and mercenary groups that are legitimate Triax clients look-
  ing for weapons to resist the Gargoyle threat. These secondary 
  customers are much easier to negotiate with or steal from than the 
  German government, and market agents are sure to keep an eye out 
  for arms shipments heading out of the country. Triax produces a 
  massive volume of weapons and equipment every year, and older 
  versions are constantly filtering down from the NGR military to 
  reserve units, to other kingdoms and then onto the open market. 
  Black Market con artists and smugglers are always impersonating 
  agents from outside kingdoms, subcontractors and even NGR mili-
  tary supply officers to attempt to walk away with shipments of new 
  Triax weapons, even if they might have to actually pay for them. 
  Smaller manufacturers may sell directly to Black Market agents 
  without needing to be deceived.
  
  15
  The Yakuza
  – Black Market Japan
  In the time before the Rifts, the Yakuza were arguably the most 
  entrenched criminal system in the world. A long-time part of Japa-
  nese culture and industry, the Yakuza are most certainly criminals, 
  bandits and murderers, but with a code of honor and discipline that 
  is all their own. The Yakuza have a complex hierarchy of com-
  mand and control, as well as a tradition of ritual body-tattoos that 
  mark them specifically as fearless criminals and as Yakuza mem-
  bers in general.
  Products from Ichto Robotics, H-Brand and in particular, Gold-
  en Age tech from the Republic of Japan, are all highly desired 
  by the Japanese Black Market. The war against the Oni and other 
  demons of Japan requires plenty of weapons, and certain govern-
  ments’ restrictions on weapon ownership means the Black Market 
  is the only place to go. The state of constant terror and oppression 
  found on mainland China also provides a consistent market for the 
  Yakuza to unload surplus military gear.
  The Green Scarf Sect
  – Black Market China
  Rifts China is a nightmarish place, and its local Black Market 
  is certainly a reflection of that. While there are more traditional 
  Black Market groups within the Geofront and in some of the coast-
  al cities that see more trade and technological visitors, the Green 
  Scarf Sect (GSS) is probably the largest single market organiza-
  tion. The Sect sells high-tech weapons, drugs and contraband, to 
  be sure, but their main specialty is in the trafficking of enslaved 
  demons and magic.
  The main difference between the Green Scarf Sect’s products 
  and other enchanted goods is the duration of usability. GSS mag-
  ic items will begin to lose power slowly, and will see the rate at 
  which they decay increase if they are removed from China. This 
  forces customers to use their purchases quickly and come back for 
  more, or be forced to return and pay for their goods to be recharged 
  or replaced. Green Scarf Sect agents are also skilled in the Snake 
  Style Mystic Martial Art power and their namesake scarves are 
  supposed to represent a green viper.
  The Black Market on Other Planets
  The presence of a Black Market varies wildly depending on the 
  planet in question. Hubs like Rifts Earth and Phase World are too 
  attractive for the market to pass up, and almost inevitably end up 
  with some kind of Black Market presence. Fringe worlds and dis-
  tant colonies are also good candidates as consistent government is 
  often far removed. Sometimes a powerful market faction will take 
  hold of an entire planet or moon, turning it into a giant shopping 
  mall for mercenaries, smugglers, pirates and rebels.
  On worlds dominated by permissive rulers like the Splugorth, 
  there are usually only two outcomes. The Black Market is either 
  a huge part of the economy with nothing to hold it back, or com-
  pletely absent, unable to compete with legitimate companies that 
  provide the same services. Which result comes about depends on 
  the attitudes of the planet’s leaders and the strength of preexisting 
  competition.
  The Coalition States
  The relationship between the Coalition States and the Black 
  Market is a long and complicated one. Politics aside, the Coalition 
  is also the largest manufacturer of weapons, vehicles and military 
  equipment in North America. While Northern Gun may dominate 
  the open market, the CS churns out guns, ammo and war machines 
  at a rate with which nobody else can compete. So while it may be 
  risky to steal from the Coalition, or even to trade in their wares 
  secondhand, the CS produces so much gear that a percentage of it 
  will fall into the hands of eager Black Marketeers and resalers of 
  weapons.
  Not only does the CS manufacture a massive volume of desir-
  able military weapons, they also have the highest level of technol-
  ogy in North America (with a few exceptions like ARCHIE Three 
  and the Naruni aliens). Mercenaries, bandits and adventurers look-
  ing for the best equipment are eager to snatch up Coalition prod-
  ucts that find their way to the market, and are often willing to pay 
  inflated prices for them. The Coalition’s infantry armor and per-
  sonal weapons are good and desired, but comparable equipment 
  can be found elsewhere. It is CS vehicles, power armor, (especially 
  SAMAS suits), robots and aircraft that receive the highest mark-
  ups. Not only are adventurers and soldiers for hire looking for rare 
  Coalition finds, but manufacturers like Northern Gun, Wilk’s and 
  even Titan Robotics are willing to pay good money to acquire CS 
  tech that they can attempt to analyze and reverse engineer.
  Smuggling Routes through CS Territory. While the Coali-
  tion may control every inch of their states on a map, in reality, their 
  grip is not nearly as complete. Major cities are extremely well pro-
  tected, monitored both by the military and the ISS, and population 
  centers, factory complexes and resources like mines and power 
  plants are under careful watch. Farmland and outlying areas are 
  regularly patrolled, but unless ley lines, nexuses or hostile bor-
  ders are nearby, the level of priority is low and small-scale Black 
  Market smuggling activity can often go unnoticed. In more remote 
  areas and wilderness, patrols will be almost completely airborne 
  in nature and most ground forces consist primarily of Skelebots. 
  Hot zones like nexus points are swept regularly by sizable military 
  units, but experienced smugglers are sure to avoid such places. 
  Forces out on training maneuvers, however, are a complete wild 
  card, and can and do catch smugglers trying to sneak through the 
  countryside.
  Smuggler Routes
  The Three Corridors
  The dominance of the Coalition States is obvious to anyone on 
  Rifts Earth with access to a map of North America. The continent 
  is practically cut in half by the CS, from Iron Heart in the North 
  to Lone Star in the South. Arkansas, formerly the last independent 
  link in the chain, is becoming more of a Coalition State and less of 
  a free kingdom every day and represents the most active front line 
  between Coalition border security and Black Market smugglers. 
  To move goods between the Black Market’s holdings in the West 
  and the population centers and markets of the Northeast, the Coali-
  tion’s territory must be crossed or circumvented. This means either 
  moving through the Coalition using traditional smuggling methods 
  
  16
  or having undisguised convoys follow one of the three infamous 
  east/west corridors that avoid CS holdings.
  The Canadian Corridor
  and the “Lake Route”
  The Canadian Corridor, also known as the Northern Corridor, is 
  the least well defined of all the North American smuggling lanes. 
  Contraband travels from Ohio and Indiana, often originating in 
  the Magic Zone and the Federation of Magic, and travels west via 
  routes through Coalition territory. The goods may be intended for 
  use by the Tolkeen resistance, or the process may be reversed and 
  Bandito Arms or other western Black Market groups may send 
  their wares or raw materials across Lake Michigan, headed for 
  Psyscape, Lazlo, New Lazlo or the Federation of Magic.
  Another popular east/west route is to use the Great Lakes 
  to avoid CS turf altogether, traveling from the coast of Indiana 
  or western Michigan over to Illinois or Wisconsin. The biggest 
  problem with this route is the necessity of transferring goods be-
  tween ground and water transport, often a difficult issue on Rifts 
  Earth. And Lake Michigan, particularly the southern portion, is 
  thoroughly patrolled by the Coalition Navy as well as pirates. The 
  lake, within easy reach of Chi-Town, has been a proving ground 
  for the young naval branch, and its sailors are extremely familiar 
  with Lake Michigan and the larger rivers that lead to it. Stopping 
  and inspecting vessels suspected of carrying contraband makes up 
  a large part of the Coalition Navy’s day-to-day activities, and the 
  “Lake Route” has become a risky run for smugglers, forcing the 
  activity to move further north each year. Green Bay, in particular, 
  is developing a reputation for hiding suspicious vessels within its 
  many inlets and miles of sheltered coastline.
  Ohio, Indiana and Michigan. The eastern half of the Lake 
  Route includes New York, Pennsylvania, Ohio, Indiana, Michi-
  gan and southeast and central Canada. Any area with access to the 
  Great Lakes that is east of Chi-Town will do. Contraband follows 
  the lakes and limited land routes, some of it continuing west to 
  Wisconsin and northern Illinois, some of it being sold off at the 
  resale markets of Northern Gun and the Manistique Imperium. 
  There are also hundreds of tiny communities, settlements, logging 
  operations and pirate camps ringing the shores of the Great Lakes, 
  most of which make good customers for weapons and equipment. 
  Some smugglers who make the trip up into Lake Superior, destined 
  for Iron Heart and the surrounding cities and villages. A few, how-
  ever, head west for the shores of Wisconsin or Minnesota in defi-
  ance of the danger represented by the Xiticix Hivelands. Though 
  the giant insectoids are a serious threat to even the best prepared 
  and equipped smugglers, they also ensure that nosy authorities stay 
  far away. Some smugglers have learned to move slowly through 
  Xiticix territory in small groups, leaving the hostile bugs undis-
  turbed. Few other people are willing to go to such extremes, but 
  smugglers are known for their daring and ingenuity and are always 
  trying out unexpected routes and techniques.
  Illinois and Wisconsin. The western end of the Lake Route 
  is the coast of Wisconsin and northern Illinois. Smugglers move 
  their wares down into Coalition territory or skirt north around it. 
  The markup on goods that the Coalition’s grip creates is a tempt-
  ing opportunity, but the Internal Security Service (I.S.S.) is also a 
  threat not to be trifled with. This dynamic has created many secret 
  docks and landing sites along Wisconsin’s coast, and Green Bay 
  in particular has become a regular off-loading point for smugglers 
  and a haven for pirates, sheltering all inside from the full fury of 
  Lake Michigan’s storms and currents.
  The Texan Corridor
  Politically, the Coalition States claims control over all of what 
  was once the State of Texas. In real life, CS Lone Star is limited 
  to the northernmost reaches of Texas, and while Coalition patrols 
  range far and wide, the southern portions of the state are the terri-
  tory of the barbarous Pecos Empire, a loose federation of bandits, 
  aliens and monsters. Squeezed in between the two is the Texan 
  Corridor.
  For anyone trying to travel from the eastern US down into Mex-
  ico, the Texan Corridor is a necessary leg of the journey. Those 
  who are permitted by the Coalition State or the Pecos Empire to 
  pass through their lands may avoid it, but all others are channeled 
  into the center of the state.
  The Texan Corridor is a rough trip, especially its western leg, 
  which cuts through The Bend, one of the most forbidding areas of 
  the state. Herds of dinosaurs and Simvan Monster Riders frequent 
  the area, some following the Corridor themselves. Coalition pa-
  trols and Pecos Raiders are also threats, though most Pecos War-
  lords have learned that allowing the Black Market free passage 
  through their territory is beneficial, especially if they can squeeze 
  bribes or “tribute” out of those seeking to cross.
  The Texan Corridor seems to end abruptly at the Rio Grande, 
  along with most signs of human civilization. In truth, boats and 
  ferries wait at specific river crossings to take arms shipments and 
  other goods into northern Mexico. The Vampire Hunters who are a 
  constant presence in the region all need to be armed and equipped, 
  and the Black Market is often the only game in town. Operating 
  in Mexico is dangerous, but the high profits and constant turnover 
  of much needed goods make it a worthwhile proposition for those 
  bold enough to take it. Though there are some treacherous smug-
  glers willing to sell shipments to the vampires or their agents, the 
  Black Market is not one of them. Any Black Marketeer caught 
  selling to the undead is summarily executed. Traitors of humanity 
  are not tolerated.
  New Mexico and West Texas. The western side of the Texan 
  Corridor is where many of the weapons and goods sold by Bandito 
  Arms and El Oculta begin their journey east. From the remote 
  manufacturing sites and stockpiles of New Mexico, Arizona, Ne-
  vada, Utah and Colorado, caravans swing south to avoid CS Lone 
  Star and enter the Bend of west Texas. From there they travel 
  through central Texas before emerging in Louisiana, Arkansas or 
  Oklahoma.
  The Coalition State of Lone Star threatens this route from the 
  north just as the Pecos Empire does from the south. Each has their 
  own risk and reward. The Coalition military’s aggressive patrols 
  seek to stop goods that might benefit the Pecos Empire from enter-
  ing the territory. The Pecos Empire, on the other hand, represents a 
  welcoming market, but customers can turn into hijackers or raiders 
  in the blink of an eye. Whether a caravan follows a more northern 
  or southern course is up to those guiding it and where their sym-
  pathies stand.
  Arkansas and East Texas. The eastern portion of the Texan 
  Corridor is southwest Arkansas and east Texas. Once clear of Lone 
  Star, caravans can head north towards the Federation of Magic 
  or continue east into the Deep South and ultimately, Dinosaur 
  Swamp. The State of El Dorado pays less attention to this route 
  
  17
  than the Arkansas Corridor, and it has become a major artery for 
  contraband moving east.
  Louisiana. The Texan Corridor also leads towards Louisiana 
  and its swampy coastline. Made up of islands, bays and bayous, the 
  Louisiana Gulf Coast is rife with pirates, smugglers and Splugorth 
  Slavers. Aquatic dinosaurs and interdimensional creatures fill 
  the swamps, making travel through them treacherous. The entire 
  area is remote, wild and almost impossible for the Coalition’s 2nd 
  Fleet to monitor. A large percentage of the weapons and subver-
  sive magic that Atlantis unloads onto the American market enters 
  somewhere in Louisiana.
  The Arkansas Corridor
  The gap between the CS State of Lone Star and the southern 
  borders of CS Missouri and CS Chi-Town has always been a wide-
  open avenue for smugglers moving from east to west. In recent 
  years, as Fort El Dorado has developed and grown closer and clos-
  er to becoming the Coalition State of Arkansas, the passageway 
  for illegal travel has narrowed down into a third corridor. Fort El 
  Dorado tries to monitor who is coming and going, but for the most 
  part, Arkansas and Oklahoma are both wild lands where law and 
  order are hard to find.
  The Arkansas Corridor is usually the most active of the three 
  main smuggling lanes. While the war in Tolkeen raged on, the 
  Canadian Corridor and the Lake Route were both extremely ac-
  tive, but traffic has slowed down since large-scale resistance has 
  come to an end. As overall sales patterns have gradually returned 
  to normal, the Arkansas Corridor has once again become the busi-
  est smuggling route. It allows Black Market smugglers to travel 
  from east to west while avoiding official CS territory, is centrally 
  located in the middle of the country, and avoids the complexities 
  of tolls and tribute that one often encounters when using the Texan 
  Corridor and passing through lands claimed by the Pecos Empire. 
  In fact, many believe the CS proclaimed Arkansas to be the newly 
  formed State of El Dorado simply so it could exercise more influ-
  ence and military effort in the region. However, so far it has made 
  not difference.
  The presence of the Coalition to the north and south and the 
  well-organized kingdom of El Dorado may put smugglers at risk 
  of being caught and arrested, but these CS settlements and outposts 
  also make the area unattractive to raiding Simvan, bandits and 
  other threats that could just as easily interfere with Black Market 
  traffic. The region is a wide-open space, and while there are plenty 
  of Rifts, monsters and highwaymen, the Arkansas Corridor is safer 
  and more reliable than the northern or southern alternatives.
  Oklahoma. Oklahoma marks the western entrance to the Ar-
  kansas Corridor. Goods from the Black Market’s western holdings 
  and the Colorado Baronies must pass through here before making 
  the crossover to Mississippi. Bands of righteous Plains Indians, 
  marauding Simvan and packs of carnivorous dinosaurs sometimes 
  make this a difficult prospect, but Oklahoma is remote and deso-
  late enough for relatively safe travel.
  Mississippi and southeastern Arkansas are the other half of 
  the Arkansas Corridor. Once goods have reached this point, they 
  are clear to head north to the Federation of Magic and Psyscape. 
  The Mississippi River also intersects with the Arkansas Corridor’s 
  eastern portion and provides an easy transportation method for 
  shipments coming or going. Coalition patrols during the Siege on 
  Tolkeen had bottled up the Mississippi at several key junctions, 
  but since Tolkeen’s collapse, CS patrols are spotty at best.
  Other Smuggling Routes
  There are smaller corridors throughout North America as well, 
  local “hot spots” for Black Market smuggling. Le Marché Noir 
  has most of its weapons caches and outlets in and around Free 
  Quebec, and consistently follows land routes between Free Que-
  bec and Iron Heart. There are also trails that lead to Lazlo, but a 
  large amount of the traffic intended for the magic state travels by 
  water, down the St. Lawrence and through Lake Ontario. New La-
  zlo’s contact with Le Marché Noir is almost exclusively by water, 
  using Lake Eerie as a conduit.
  Most normal trade routes also see a steady percentage of Black 
  Market activity. This includes Northern Gun’s trade links to its 
  neighbor, the Manistique Imperium, as well as to other custom-
  ers on the Great Lakes, even the Coalition States of Chi-Town 
  and Iron Heart. Sault Ste. Marie, the main land bridge between 
  Manistique and Iron Heart, is a routine smuggling channel. Pirate 
  havens like Green Bay, the Chesapeake Bay, the Gulf of Mexico 
  (especially New Havana and the islands of Florida), the barrier 
  islands off the coast of Dinosaur Swamp, Black Bay in Lake Su-
  perior, Queenston Harbor near the ruins of Cleveland and others, 
  are also default hubs for Black Marketeers who sell weapons to the 
  pirates and employ them to deliver their goods by water.
  Tunnels. In some extreme cases, smugglers use secret tunnels 
  to penetrate the most heavily defended borders. Tunnels are ex-
  pensive and difficult to construct and conceal. They require careful 
  planning and engineering in order to avoid cave-ins, and the most 
  sophisticated will feature lighting, ventilation and tracks for pow-
  ered carts.
  The prohibitive cost of tunnel-digging ensures that most tunnels 
  only run for short stretches. There are many guarded walls and 
  fences, however, especially along the Coalition’s borders, that are 
  critical enough to warrant tunneling under. Tunnels that connect to 
  the extensive sewers and subways beneath Coalition and NGR cit-
  ies are particularly difficult for the authorities to locate and provide 
  a way in and out for those willing to get a little dirty. And while 
  cramped sewer tunnels are not a reliable method for moving large 
  cargo, their use by fugitives and insurgents is particularly troubling 
  to the CS.
  Even more troubling are tunnel-diggers such as Elemental 
  beings, practitioners of magic and D-Bee monsters with natural 
  earth-moving abilities. Such capabilities allow for the construction 
  of tunnels without significant noise or sustained activity, and at 
  virtually no cost. Coalition border security has begun to use seis-
  mometers and ground-penetrating radar to attempt to prevent out-
  siders from tunneling under border defenses, but the equipment is 
  not yet widespread and an organized national policy is not in place 
  for its use.
  Magical Smuggling Methods. Of course, for practitioners of 
  magic, physical borders and boundaries are not the same obstacle 
  as they are for normal smugglers. Portals between locations, di-
  mensions and planets are all beyond the jurisdiction of the Coali-
  tion States and other regional powers, and direct teleportation is 
  even more straightforward. It is literally impossible to even begin 
  to estimate the amount of goods that pass across borders using 
  these methods. Likewise, ley lines, which often serve as highways 
  for magic users, are difficult for those not versed in magic to patrol.
  Enemies of the Coalition States, like the Federation of Mag-
  ic, Lazlo and former Tolkeen resistance fighters, often use their 
  mystical abilities to undermine the Coalition. This kind of guerilla 
  
  18
  resistance can be very profitable, making money by arming and 
  equipping those who seek to do battle with the CS directly. The 
  Black Market supplies such forces and uses people versed in magic 
  in the smuggling of goods and people, as well as undermining mu-
  tual enemies like the CS.
  Ships and Sea Traffic
  In a world without superhighways or regular air travel, seas, 
  lakes and rivers have regained their place as the main thorough-
  fares of commerce and travel. The mighty Mississippi cuts North 
  America in half, its channels wider and deeper than ever. To the 
  north, the Great Lakes are mighty inland seas that connect many 
  trade partners and surround the kingdoms of northern Michigan, 
  industrial powers whose products can be found even on other con-
  tinents. And for those willing to face the dangers of the high seas, 
  risen ocean levels have created new ports and shipping channels 
  and submerged obstacles to sea trade like reefs and wrecks and 
  even the entire isthmus of Panama.
  The main attraction of sea trade is its efficiency and capacity 
  to move vast volumes of goods. A single merchant ship can car-
  ry as much cargo as the longest conceivable caravan of trucks or 
  pack animals. Sea routes avoid dangers on land, aggressive crea-
  tures, warlike locals and city-states seeking to protect their bor-
  ders. There are few authorities that have the power to patrol the 
  waves and even nations like Free Quebec and the Coalition Navy 
  find it impossible to secure their territorial waters. Smugglers and 
  pirate captains find the least guarded sea routes and waterways, 
  and often use magic spells, illusions and high-technology to avoid 
  being intercepted. Submarines complicate the chase even further, 
  and Atlantean Shark submarines, Horune Pirates and unidentified 
  seafarers have been reported in the Great Lakes, the Mississippi 
  River, St. Lawrence Seaway and other bodies of water thought to 
  be safe within the North American continent. Coalition patrols in 
  particular have made such missions more dangerous over the last 
  few years, but Atlantean ships, smugglers and pirates still make 
  their way past the sensor buoys and sonar nets undetected.
  The nature of waves and water confuses radar scanners and 
  makes it difficult for authorities to monitor lakes, rivers and coast-
  lines. Many smugglers choose to use small, fast boats and other 
  vessels to outrun pursuers and blaze past blockades and patrols.
  The Great Lakes are an especially active zone for trading and 
  smuggling. The ports of Northern Gun and the Manistique Imperi-
  um are busy year-round, sending out goods for delivery throughout 
  North America and sometimes beyond. Records and tracking in-
  formation are kept for most vessels while they are in port, but once 
  they leave the docks there is no telling what their actual destination 
  might be. Port authorities are more concerned with protecting the 
  Upper Peninsula from raiders, pirates and Xiticix than clamping 
  down on smugglers, many of whom work with unofficial approval 
  from the government or corporate higher-ups anyway.
  Southern Lake Michigan, the most active part of the Black Mar-
  ket “Lake Route,” sees constant activity on the part of smugglers. 
  The Coalition Navy does its best to intercept shipments, but they 
  only control a portion of the Illinois coast. The Mississippi River 
  is another hot-spot and a vast commercial highway that winds 
  through territory controlled by the Coalition, Federation of Magic 
  and several other powers.
  One of the most notorious runs in North America, however, 
  are the Straits of Mackinac. Connecting Lake Michigan and Lake 
  Huron, the straits are a narrow passage, less than five miles (8 km) 
  wide, and are carefully monitored and controlled by the Manis-
  tique Imperium. The island of Mackinac (pronounced Mack-in-
  naw), once a tourist resort, has been rebuilt as a fortress just as it 
  was in colonial times. The other islands in the Straits, Round Is-
  land and Bois Blanc, have been converted into a prison camp and 
  a naval base, respectively. And while daring smugglers and pirates 
  may attempt to run the Straits, there is a secret alternative known 
  to a handful of local fishermen and guides.
  The secret Lake Run, also known simply as “the Detour,” 
  leads from Little Traverse Bay in northwest Michigan through 
  Crooked Lake, Burt Lake and Mullet Lake, finally ending at the 
  confluence of the Cheboygan and Black Rivers, where sailors can 
  either head north to emerge at the eastern side of the Straits, or 
  south to Black Lake and northeast Michigan. The increased water 
  levels since the Coming of the Rifts help make this route passable, 
  but the Great Lakes were not affected anywhere near as much as 
  the open ocean, and in several places, magic or construction equip-
  ment have been used to expand the watercourse. A few illusions of 
  sand bars and opposing banks have even been cast upon the area by 
  magic users to make certain tributaries and shortcuts seem blocked 
  or impassable. Those in the know, however, can sail right through, 
  losing any pursuers who cannot control or see through the illusion.
  The Mississippi River. For centuries, the Mississippi River has 
  been one of the major transportation routes across North America, 
  and with few roads and airborne routes as alternatives, its strategic 
  importance has been magnified after the Coming of the Rifts. Run-
  ning from its headwaters near the Xiticix Hivelands in Minnesota, 
  it passes through both the Coalition States and the Federation of 
  Magic before emptying out into the Gulf of Mexico in Louisiana. 
  Many stretches of the wide river flow through completely unmoni-
  tored wilderness, and countless unmapped towns and small settle-
  ments adorn its banks. For the Black Market, the river is a highway 
  of legitimate goods that illegal cargo can be hidden amongst. Ships 
  with false documentation or secret compartments slip into the flow 
  of traffic and hope to go unmolested by the authorities. They often 
  stop to unload their haul at discreet bays and inlets, or slip up tribu-
  taries of the river to other hidden sites.
  Black Market trading posts are not uncommon in the less regu-
  lated reaches of the river. Far from the authorities, the main prob-
  lems are monstrous creatures and raiders looking for an easy tar-
  get. Such facilities are usually well guarded and heavily armed, 
  and relocate frequently to avoid being found out.
  The Gulf of Mexico also sees its share of speedboat runs as 
  smugglers try to outpace the Coalition fleet and supply the Pecos 
  Empire or even the dreaded Vampire Kingdoms. The Gulf is quite 
  open, though, and the presence of Splugorth Slavers and Horune 
  Pirates complicates matters and provides a threat even to other pi-
  rates.
  The Atlantic Ocean. High-quality and high-tech Triax imports 
  are a hot seller in North America, but getting them from Germany 
  across the sea to their eventual market is a difficult prospect. A 
  rag-tag collection of merchant vessels are responsible for making 
  the dangerous run, and even though many of them disappear at sea, 
  the potential profits motivate newcomers to attempt the trip all the 
  time. With the resurgence of Atlantis, vessels must detour north-
  ward to avoid the land mass, but Splugorth naval forces usually 
  ignore anything not flying the flag of the Coalition States or New 
  German Republic. Pirates, on the other hand, are a different story, 
  and typically gun for helpless merchant ships while avoiding CS 
  and NGR military vessels.
  
  19
  For pirates and smugglers with connections to Atlantis, the At-
  lantic Ocean is a giant water highway that can take them to many 
  ports of call on Rifts Earth. With its central location, smugglers, 
  pirates, slavers and raiding parties from Atlantis can strike out for 
  the eastern coasts of North and South America, western Europe, 
  Africa’s western coast and even Antarctica. Unsavory characters 
  who would be refused docking privileges anywhere else in the 
  world can enjoy fine docks and well-made harbors in the kingdom 
  of monsters that is Lord Splynncryth’s Atlantis. There are risks, to 
  be sure, but by and large, Atlantis caters to the needs of pirates and 
  smugglers with no questions asked.
  Black Market Factions
  By Matthew Clements and Kevin Siembieda
  The Five Black Market Factions
  - Bandito Arms – A major manufacturer and smuggler operat-
  ing out of the New West.
  - The Chicago Network – The mob – they are who most peo-
  ple think of when they think of the Black Market.
  - The Immaterial Hand – Black Marketeers who use magic 
  and Rifts to smuggle goods and who specialize in magic contra-
  band.
  - El Oculta – The Black Market of the American Southwest 
  and supplier to the Pecos Empire, Northern Mexico, Raiders, Ban-
  dits, and other unsavory types. Also deals in drugs and criminal 
  enterprises.
  - Le Marche Noir – The Black Market of Free Quebec and 
  Southern Canada, and the main Supplier of Glitter Boys and Triax 
  products on the Black Market.
  The head of the “official” Black Market is a group of five 
  criminal organizations, each roughly as powerful and influential as 
  any of the others, with the possible exception of the Chicago Net-
  work. Thus, a balance has been struck between the Five Factions 
  who, more or less, accept each other as the true powers within the 
  American Black Market. So far, no other group has been able to 
  gain a significant upper hand to topple any of the Five Factions. It 
  is not for lack of trying, however, requiring the Five to be on the 
  constant lookout for upstarts who might someday challenge them. 
  In fact, the Big Five constantly work to undermine and destroy 
  their competitors, as well as compete and mess with each other. 
  Though the Five Factions are all too equally matched in raw power 
  or strategic importance to truly destroy one another, some do pos-
  sess more criminal enterprises and connections. For example, the 
  Chicago Network is easily two or three times the size of any of the 
  others, but because its Network is so sprawling in both scope and 
  geography, they are more vulnerable to isolated attacks and must 
  be careful. Theoretically, if any three of the Five Factions ganged 
  up on the remaining two, they could wipe them out, but so far, no 
  one has been able to create such an alliance. For one thing, there 
  is too much distrust between the factions for any two or three of 
  them to ally for more than a short time on anything. For another, 
  they are all so successful in their own areas of specialty that, at 
  least for now, there is no reason to go to war or try to usurp another 
  Faction’s power base. As it stands, all five prosper, so they toler-
  ate each other. Few serious conflicts have erupted between them 
  in decades.
  The number of Black Market organizations has fluctuated rap-
  idly through post-Rifts history, and even today, many small and 
  medium-sized groups, operating under each the Five Factions, 
  come and go. It is only within the last 50 years or so that the cur-
  rent structural incarnation of the American Black Market has re-
  ally come into being. Since that time, the five major Black Mar-
  ket Factions dominate and control almost everything having to do 
  with large-scale criminal endeavors in the Americas. The names 
  and faces have changed, but the business is always the same. Of 
  course there are many smaller, independent Black Market groups 
  and subgroups that operate in loose association with the Big Five, 
  but none of them approach the size or level of power to compete 
  with them. In fact, when a medium-sized to large Black Market 
  organization or crime family shows weakness or vulnerability, it is 
  often devoured by one of its similar-sized competitors, or absorbed 
  by one of the Five Factions. Likewise, when an independent group 
  of Black Marketeers show impressive growth and capability, they 
  are often absorbed into one of the Five Factions long before they 
  can challenge their dominance in the market. For example, several 
  Rio Grande border gangs that showed great promise over the years 
  have been absorbed by El Oculta. The Palazzo crime family in 
  Chi-Town were once a major player before they fell apart due to 
  internal rivalries and were taken over by the Chicago Network. 
  The current roster of Black Market Factions has been in place for 
  the last 50 years. They are all firmly entrenched, though each has 
  its foibles and weaknesses that may, someday, be exploited by an 
  ambitious up-and-comer or rival faction.
  
  20
  
  21
  Bandito Arms
  Bandito Arms is unique amongst the major Factions of the 
  Black Market. Unlike their rivals, Bandito Arms actually manu-
  factures a large percentage of the goods that it sells, and maintains 
  its own mines, factories and production sites for raw materials. 
  Granted, they do steal, smuggle and sell anything they can get their 
  hands on, but products of Bandito Arms design are becoming more 
  and more popular, threatening to turn this market faction into a 
  major manufacturer and actual corporation.
  Since the discovery of an old American Air Force base called 
  Area 51 hidden deep in the Nevada desert, Bandito has had a top 
  secret headquarters and research and development center. They 
  have pulled numerous prototypes and plans for Golden Age weap-
  ons, armor and aircraft from the ruins, putting them years ahead of 
  the rest of the Black Market when it comes to technology.
  All of this has changed what was once just a group of scav-
  engers and smugglers into a giant market force. Bandito Arms is 
  quickly gaining a reputation as the Northern Gun of the West (the 
  “Western Gun,” to some), and their willingness to knock-off and 
  manufacture competitors’ products means they take a larger slice 
  of the market share than one might assume simply judging by the 
  percentage of “name brand” Bandito Arms goods that are sold.
  The Coalition States are particularly worried about Bandito 
  Arms due to the SAMAS type power armor suits that have been at-
  tributed to their manufacture. As more of the suits are encountered 
  in the East, Coalition troops and agents willing to report to the CS 
  have sent in photographs and even recovered parts and electronics. 
  Coalition Intelligence is currently trying to determine where and 
  how the Black Market is producing such high quality weapon sys-
  tems in order to put a halt to their activities. (Note: See page 171 of 
  Rifts® New West™ for more information on Bandito Arms and 
  their original product line.)
  El Diablo and Area 51
  The main feature that separates Bandito Arms from other Black 
  Market groups is their mysterious development and manufacturing 
  center, known as El Diablo. El Diablo is located at the site of what 
  was once Groom Lake Air Force Base, more famously known as 
  “Area 51,” one of the old American Empire’s most secretive high-
  tech research centers.
  The base itself is well hidden and defended. Knowledge of its 
  existence and location is restricted on a “need to know” basis, and 
  most of Bandito Arms’ employees and personnel are not kept in 
  the loop. The small number of scientists, engineers, smugglers and 
  supervisors who work at Area 51 live in an isolated, well-defended 
  village over one hundred miles (160 km) from the actual under-
  ground base and commute back and forth every few days to work 
  in shifts. To avoid attracting attention to Groom Lake, they do not 
  actually drive out to the base, but rather to a secret access point 
  several miles away that leads to an offshoot of the base’s under-
  ground facilities. From there, a lengthy tunnel and an improvised 
  electric subway system carry the base staff where they need to go. 
  Anyone looking aboveground will find no evidence of the tunnel, 
  the concealed access point or even the base itself. All surface struc-
  tures were lost to the Great Cataclysm or have been intentionally 
  bulldozed by Bandito Arms to prevent the base from being located.
  Underground is Bandito Arms’ crown jewel, and one of the 
  Black Market’s luckiest discoveries of all time. The state-of-
  the-art manufacturing, research and development complex once 
  known as Area 51 saw some of the old American Empire’s most 
  sophisticated tests in the fields of aircraft and flying power armor. 
  The dry lake bed known as Groom Lake stretches for miles in all 
  directions, providing a massive natural runway should any of the 
  experimental vehicles go wrong. And the isolation and remoteness 
  that helped the American military keep the base a secret for so long 
  is used for the same purpose by Bandito Arms.
  The old underground hangars, labs and test ranges have all 
  been refitted and repaired over the last few decades. Prototypes 
  and computer schematics for pre-Rifts technology lost for centu-
  ries are processed by Bandito Arms’ scientists and eventually re-
  worked into usable weapons and military products. The prize of 
  the lot were several experimental SAMAS suits, the designs for 
  which have served as the basis for the Sidewinder and Wild Weasel 
  SAMAS units.
  Area 51 is the most valuable possession of Bandito Arms. They 
  have gone to great lengths to sweep the area above clean of any 
  trace of human presence. The old runways connected to the ex-
  perimental hangars were already well hidden, built into the lake-
  bed and concealed from detection from anyone flying overhead. 
  A handful of scouts with binoculars, long-range rifles and mini-
  missile launchers are deployed up above at all times, watching the 
  area from vantage points, hidden in camouflage hides and in ghillie 
  suits. They report any activity to base security, which calls in the 
  emergency response team if the activity is judged to be a threat. 
  Often the security forces remain still and silent, hoping that the 
  interloper simply moves on. If the threat must be eliminated, 4D4 
  RPA Pilots (Robot Power Armor Pilots) in a mix of flying power 
  armor arrive in 1D4 minutes. They do not use any Bandito SA-
  MAS suits or weapons, instead sticking to plainly painted Triax 
  Predators, NG Red Hawks and Flying Titan units to remain anony-
  mous. In other cases, a Mega-Rex robot dinosaur or several robot 
  dinosaurs disguised in real looking animal hide coverings lumber 
  out of nowhere to “encourage” intruders to leave the area. If that 
  gentle nudge doesn’t work, the robots unleash their concealed 
  weapon systems upon them and the aforementioned 4D4 RPA Pi-
  lots fly in to make sure there are no survivors, or any evidence of 
  their presence or demise.
  The RPA Emergency Response Team will assess the threat and 
  neutralize it if they think they have sufficient firepower. If not, 
  they can call for backup in the form of three squads of ten Ban-
  dito SAMAS suits (all types). If this second force is called in, the 
  intruders are in real trouble, and will be wiped out completely to 
  prevent them from talking about what they saw or where they saw 
  it. As an extra precaution to cover their tracks, these SAMAS are 
  painted Black to resemble Coalition troops and led by at least three 
  (1D4+2) actual CS SAMAS (“acquired” by Bandito Arms). This 
  way the CS takes the blame for any reports that might get out about 
  people being slaughtered. The Emergency Response Team and the 
  backup force are both sheltered in a concealed facility on the other 
  side of the dry lake bed. Anyone who should notice either force 
  leaving the facility will not be tipped off as to the location of the 
  actual base, and intruders who are not accidentally looking right at 
  the secret exit have no idea where these “marauders” came from. 
  Most will assume they rocketed down from the mountains or had 
  been lying in wait someplace. Of course, it doesn’t really matter, as 
  most (99%) do not live to tell the tale of their encounter.
  
  22
  Las Vegas
  Las Vegas, the legendary den of sin and vice from ages past, 
  has been partially adopted by the Black Market of Rifts Earth. The 
  ruins of the glamorous gambling mecca were discovered by sur-
  veyors working for Bandito Arms, an expanse of strange decora-
  tions and casino relics sticking up out of the sand. Below ground, 
  the huge infrastructure that used to keep the city alive was pre-
  served in many places, entombed by the sand dunes. Inside were 
  dusty basements that spoke of the ancient city’s wealth. Gambling 
  halls, hotels, aquariums, exhibits and endless vaults were found, 
  packed with pre-Rifts cash, coins, chips, and machines – all worth-
  less now that centuries have passed. The scouts and explorers were 
  excited by what they found, until night fell. For night is when Las 
  Vegas has always come to life.
  With the setting of the sun, the old ruins begin to glow with an 
  unearthly radiance. Huge neon displays, elaborate fountains and 
  streams of automobiles appear and disappear at random. Crowds 
  of tourists and revelers are there one moment and gone the next. 
  It’s all a psychic disturbance that causes images and ghosts (literal-
  ly) to appear at random intervals. And amongst the ethereal images 
  of the past, real Haunting Entities, Poltergeists, and all manner of 
  other Entities.
  Bandito Arms and other Black Market groups who work out 
  west have learned to treat Las Vegas with respect. They mostly 
  stay out of the city, especially at night, and try to stick to the sub-
  urbs and outlying areas. The location of Las Vegas is too strategi-
  cally important to abandon the city altogether, however. Located 
  near Lake Mead and with access to the Colorado River, as well 
  as within arm’s reach of established Bandito Arms and El Oculta 
  smuggling routes, Vegas is the doorway to Bandito Arms’ western 
  possessions and their hidden headquarters.
  The Haunted City and “The Strip”
  Since its discovery by Bandito Arms, the Black Market has 
  slowly explored Las Vegas and developed the city into a kind of 
  “free zone” and decoy for their main base in Henderson. With its 
  reputation as a haunted, neon “fun house of death,” most travel-
  ers steer well clear of Las Vegas. The city is also distant from 
  the Coalition and others who may wish to interfere with the Black 
  Market, and its ruins are a constant source of interesting ancient 
  artifacts and historic items.
  Those familiar with the city know the cyclical nature of its 
  hauntings and have learned to avoid most of its horrors. The rules 
  are simple: During the day, most of the city is safe. Of course, safe 
  is a relative term on Rifts Earth, and monsters, vampires, dino-
  saurs, alien animals and scavengers roam through the ruins at any 
  time of day. Even they are more prevalent in the outlying area of 
  the city ruins, as animals can sense magic and the supernatural, and 
  avoid the Strip with fear and apprehension.
  “The Strip” is a famous 4.2 mile (6.7 km) stretch of old Las 
  Vegas Boulevard that used to be the heart of the city, lined with ex-
  pensive casinos and attractions. Today, it is a dead zone, avoided 
  by not just monsters and mutants, but all animals, great and small. 
  During the day, there is some wildlife and a few ghosts.
  At night, the Strip lights up majestically as the epicenter of Las 
  Vegas’ ghostly illusions. While the suburbs and much of the rest 
  of the city remain dark and silent, the Strip reflects its ancient char-
  acter with a million mirages of bright lights, revelers and vehicles. 
  The sounds of alarms and buzzers, chatter and honking horns, mu-
  sic and the sounds of slot machines ring out through the air. Laugh-
  ter and celebration can be heard for miles. Those hunkering down 
  in the rest of the city must listen to the auditory hallucinations and 
  resist the urge to walk off and join the endless party occurring on 
  the Strip. Spotlights, blimps and sometimes even fireworks fill the 
  night sky, adding to the allure.
  Those who try to cross the Strip at night will be swept up in 
  the joyous illusion all around them, and must roll to save vs mind 
  control. For those who fail to save vs psionic attack/mind control, 
  the illusion of the Strip becomes much more real, and they can 
  lose themselves for 1D6 hours in the mirage, interacting with it as 
  if it were real. They think they are partying and really gambling, 
  or just walking around enjoying the sights and sounds. And for 
  people of Rifts Earth, just walking around and seeing the wonders 
  of pre-Rifts Las Vegas is a wonder all by itself. It’s as if they have 
  been transported to the past. To the Golden Age of Humanity. And 
  hours fly by as if they were minutes. Such individuals forget about 
  what they were doing in the real world and either wander around 
  transfixed or behave like one of the illusory people, interacting 
  with the mirages as if they were real. They may engage in conver-
  sations, dance, join celebrations, play slot machines and engage 
  in all sorts of gambling. In short, they join the activities of people 
  who perished hundreds of years ago as if they were with them in 
  the past. Victims transfixed by the Strip are, for the most part, left 
  alone by Entities who feel and feed upon the emotions, psychic 
  energy and P.P.E. of the transfixed without any resistance. As a re-
  sult, the living “victim” may be drained of psychic or magic energy 
  over the hours interacting with the mirage, but is left otherwise 
  unmolested. It is only the people who keep their senses and try to 
  drag away their transfixed buddies who are attacked. The Entities 
  don’t want the living source of “food” to leave until they’ve had 
  their fill, so they try to frighten away or fight those who try to take 
  their food away. Worse, there is a 01-50% chance that these Enti-
  ties’ attacks will cause a Tectonic Entity to arrive on the scene and 
  also attack. The entire city is plagued by such beings, but most 
  of them are psychically linked to the Strip and remain close to it 
  at all times. Leave the area that is the Strip and most Entities do 
  not pursue. The exception is the malevolent Possessing Entity, but 
  they seem comparatively rare in Las Vegas.
  The Jackpot
  It is rumored that somewhere within the haunted expanse of 
  the Las Vegas Strip lies the remains of one or two pre-Rifts casino 
  vaults, loaded with hundreds of millions of credits worth of gold, 
  jewelry, ancient artifacts, computers and even weapons. The old 
  tale is that during the Great Cataclysm, the various casinos and 
  high-rollers of Vegas collected all of their wealth together in one 
  or two secret, Mega-Damage vaults, and brought in every security 
  officer, sentry ‘bot and weapon system in the city to protect it/
  them. Of course, these people all perished during the Great Cata-
  clysm, so the treasure is fair game to whoever can find it. There 
  may be other, smaller vaults, but the Jackpot, as the legendary 
  vault has become known, is the mother lode of them all. As the 
  story goes, the last security personnel to flee sealed up the vault 
  behind them forever. Whatever automated security systems and 
  defenses are all that may be left to protect it, and they may no lon-
  ger be operating after all these years. Now, centuries later, there is 
  nobody who knows the exact location of the Jackpot. The casinos 
  above have crumbled and decayed into ruins, replaced at night by 
  haunted visions of their former grandeur. One such vision is not an 
  
  23
  illusion, however, but a projected image of the forgotten vault and 
  the Jackpot, the fabled treasure trove within. Radiating gold and 
  white light, the Jackpot appears randomly throughout the Strip, 
  intermixed with the other illusions that come and go. Unlike the 
  other images, the Jackpot is not a ghostly impression of the city in 
  its pre-Rifts glory days, but an actual projection of the incredible 
  wealth contained inside the vault. Those who have seen the vision 
  are given a tantalizing glimpse of the vault’s treasures: an entire 
  city’s worth of coins, jewelry, diamonds and gems, pre-Rifts cur-
  rency, casino chips, documents, computers, collectibles, and even 
  luxury vehicles, survival gear and unauthorized heavy weapon 
  systems. Or so the story goes.
  As far as the local people living in the Las Vegas area are con-
  cerned, the Jackpot is just one of the city’s illusions and nothing 
  more than a myth. A fairy tale that attracts treasure hunters and 
  adventurers to their doom at the hands of Entities, monsters or ban-
  dits. Thousands of people have searched for the Jackpot over the 
  years – including Black Marketeers – but nobody has found it yet. 
  The earthquakes of the Great Cataclysm smashed Las Vegas’ sew-
  ers together with the Golden Age subway system, the casino in-
  frastructure and the elaborate basements and underground parking 
  garages of the city. Las Vegas below the surface, below the buried 
  ruins, is a network of subterranean tunnels that have collapsed, 
  flooded and become inhabited by animals, monsters, human 
  and D-Bee squatters, Entities and some say, demons. Searching 
  through the tunnel system is a dangerous and bewildering process, 
  and should one actually find an old casino vault they will have 
  to find a way around (or through) numerous Mega-Damage doors 
  and walls, along with whatever may have crawled inside over the 
  centuries and any robots and security systems that may have sur-
  vived and remain activated. Even then, there is no guarantee that 
  the vault is actually the site of the Jackpot or that it wasn’t found 
  and looted back in the Dark Age after the Great Cataclysm.
  Old Las Vegas Suburbs
  While the city of Las Vegas itself is haunted and unpredictable, 
  the suburbs around it are all “normal” ruins, just like those found 
  anywhere else on Rifts Earth. Spring Valley, Paradise and Sun-
  rise Manor have all been well swept by Black Market scavengers, 
  and the ruins of Nellis Air Force Base are staffed by Black Mar-
  ket guards and Enforcers tasked with watching the northeast ap-
  proach to the city (the ruins themselves have long ago been picked 
  through by opportunists looking for Golden Age military gear). It 
  is the suburbs of Winchester, Whitney and Henderson in particu-
  lar, however, that have become outposts for Bandito Arms.
  Winchester and Whitney both shelter concealed listening 
  posts, stations where Bandito Arms deploys scouts and has people 
  monitoring radio scanners and even a few passive radar systems. 
  The goal is to protect the ruins of the city and the Bandito Arms 
  caravans and shipments that pass through on their way to Hender-
  son.
  In the suburb of Henderson is Bandito Arms’ primary depot for 
  moving goods to Lake Mead and the Colorado River. Countless 
  tons of weapons, E-Clips and manufactured goods wait in secret 
  storage facilities hidden underground and amongst the ruins, ready 
  to be loaded onto vehicles or pack animals and relayed out to Las 
  Vegas Bay and the concealed docks along Lake Mead. To cover 
  their activities, Henderson appears to be a Merchant Town in the 
  middle of nowhere. As one might expect, the people who live there 
  are all Black Marketeers and their families. Even those who appear 
  to be visiting mercenaries are likely (01-75% chance) to be Black 
  Marketeers, as are the small farms and cattle ranches around it.
  Lake Mead and the Colorado River
  Lake Mead is an enormous reservoir, a man-made lake created 
  when the Hoover Dam was constructed. Spreading out from the 
  course of the Colorado River, Lake Mead and the dam that gives 
  it life have both survived the Coming of the Rifts. While Hoover 
  Dam is inactive now and most of its machinery is hopelessly bur-
  ied and clogged with debris, the dam structure is intact, creating 
  a giant concrete waterfall when the river runs high. And while it 
  does prohibit easy travel south towards Mexico on the Colorado 
  River, the dam does not block the lake itself, which has become 
  a well-used supply route for Bandito Arms as well as El Oculta.
  Lake Mead is deep enough that large ships can use it for travel. 
  The only restriction is the rapids and shallower sections of the 
  Colorado River on its eastern approach, both of which can be dealt 
  with using magic, technology, ingenuity or superhuman strength. 
  The river runs through the Grand Canyon, past the roosts of the 
  Lyn-Srial Sky Knights, but more importantly, past Arzno, city 
  of mercenaries and Vampire Hunters. Boats from Bandito Arms 
  are stopping at Arzno all the time, off-loading all manner of Black 
  Market wares to sell and trade.
  From there, the river runs up into Utah and Colorado, right to 
  the doorstep of the Colorado Baronies, and is an important natural 
  trade route. It is one of the reasons why Bandito Arms is spreading 
  so effectively throughout the New West, relying on low-tech, low-
  cost supply chains like river travel. The Coalition has virtually no 
  presence anywhere along the Colorado River, which is good for 
  merchants selling power armor suspiciously similar to CS designs.
  Turner Collins
  CEO of Bandito Arms
  Turner Collins is the “chief executive officer” of Bandito Arms 
  and official head of the organization’s corporate facade. Collins is 
  an ambitious Black Market Entrepreneur who has been working 
  inside the market since he was a teenager. He was just rising up 
  the ranks when he was hired along with a group of other up and 
  coming smugglers to head west to work at the Area 51 base out in 
  the desert of Nevada.
  Much more than the motley collection of criminals and smug-
  glers who had discovered the base decades before, Bandito Arms 
  was growing at an incredible rate. The micro-factories at Area 
  51 gave them manufacturing capabilities years beyond any other 
  Black Market faction, and the plans, designs and prototypes they 
  found in the base’s hangars and vaults would provide a range of 
  weapons and armor for Bandito Arms’ initial product line.
  Collins quickly became the unofficial overseer of Bandito’s op-
  erations out west, reporting back to the bosses in more civilized 
  eastern cities. Even supervisors and crime lords in comparatively 
  nearby states like the Colorado Baronies or Arzno are still hun-
  dreds of miles from the Diablo complex, and Collins has a surpris-
  ing amount of leeway in running the show there.
  He has pushed production and design into high gear, recruiting 
  scientists and weapons technicians to come in and reverse engi-
  neer the amazing technology from the Golden Age of Man left be-
  hind at the base. Old American infantry weapons are retooled with 
  Western styling and other looks. Meanwhile, he’s expanded their 
  
  24
  successful BigBore line of weapons and the SAMAS suits they 
  produce are painted in distinctly non-Coalition colors and sold to 
  the highest bidder. After several years of increasing sales, the cor-
  porate and manufacturing side of Bandito Arms now threatens to 
  eclipse the smuggling and organized crime that are the organiza-
  tion’s roots. Turner Collins has declared himself CEO, and as long 
  as his off-the-books profits keep going to the crime bosses and 
  gangsters that support Bandito Arms, he will be allowed to run 
  things his way.
  Bandito Arms is the ONLY independent manufacturer able to 
  produce and sell SAMAS power armors. A fact that has earned 
  the organization the enmity of the Coalition States. The CS has 
  been slow to take action against this arm of the Black Market. For 
  one, they do not yet realize that Bandito Arms has full manufac-
  turing capabilities. The CS thinks these are modifications made 
  to SAMAS stolen or captured in the field. Second, nobody knows 
  where any Black Market manufacturing is done. However, as more 
  Bandito SAMAS hit the market, the Coalition’s concerns increase, 
  and they are likely to try to locate and destroy such a facility if 
  they can.
  Turner Collins Stats
  Real Name: Collin Turner.
  Rank Within the Black Market: Boss, and second only to the 
  family heads who started the Bandito Arms faction. A position 
  Collins is certain to one day share.
  Race: Human.
  Alignment: Anarchist.
  Attributes: I.Q. 19, M.E. 15, M.A. 22, P.S. 13, P.P. 14, P.E. 17, 
  P.B. 12, Spd 14.
  Age: 45
  Experience: 9th level Black Marketeer and Faction Boss.
  Skills of Note: Speaks American at 98% and Spanish at 76%, De-
  tect Concealment 70%, Find Contraband 78%, Hand to Hand: 
  Basic, I.D. Undercover Agent 72%, Land Navigation 68%, 
  Pilot: Hovercycle 98%, Pilot: Robots and Power Armor 85%, 
  Radio: Basic 90%, Recognize Weapon Quality 70%, Salvage 
  80%, W.P. Energy Pistol and W.P. Energy Rifle at 9th level and 
  W.P. Heavy M.D. Weapons at 5th level proficiency.
  Black Market Benefits: Collins is the man to whom the lower 
  Black Marketeers of Bandito Arms turn for Loans and Lines 
  of Credit.
  Loans and Lines of Credit: He has 750 million available at any 
  given moment for loans to others.
  Enterprises: In addition to running the manufacturing, R&D, 
  and distribution of Bandito Arms products, Turner Collins 
  owns many, many smuggling, criminal operations and legiti-
  mate retail and entertainment enterprises within the Faction. As 
  CEO of Bandito Arms, Collins has a cool, one billion credits 
  of his own socked away for a rainy day, and he runs a business 
  worth billions of credits a year.
  Special Abilities of Black Marketeers: Bulletproof, Fence, 
  Friends in High Places (7 within the Bandito Arms Faction), 
  Home Turf Advantage (Area 51, Las Vegas, the Pecos Empire), 
  Influential, Informant: Confidential (three within the Pecos Em-
  pire, two at Arzno, one among the vampires of Ciudad Juarez, 
  and one within Northern Gun), Informant: Corrupt Lawman 
  (four in the Coalition State of El Dorado, two in Lone Star, and 
  one in Chi-Town), Informant: Street Snitch (hundreds inform 
  his Captains and they inform him), Game Player, Read Black 
  Market Operations, Read People, Steady Nerves, Street Rep: 
  Trustworthy and Suave and Debonair.
  Psionics: None.
  Magic Knowledge: None.
  Weapons of Note: Anything manufactured by Bandito Arms is at 
  his disposal. Always carries a Bandito Arms LP3-D Dual-Shot 
  Laser Pistol, but a PE-33 Plasma Ejector and BigBore shotgun 
  are always close at hand.
  Body Armor: Anything manufactured by Bandito Arms is at his 
  disposal. Wears a Bandito M.D.C. duster/long-coat (28 M.D.C.) 
  and always has a Naruni Enterprises personal force field on him 
  for real protection.
  Vehicles: Anything manufactured by Bandito Arms is at his dis-
  posal, but has a luxury hover limousine (240 M.D.C.) as his 
  VIP transport.
  Cybernetics: Internal radio antenna that he uses to communicate 
  with security and the supply chain, plus clock calender and 
  gyro-compass.
  Diablo Joe
  Bandito Arms has been excavating collapsed tunnels and lev-
  els, and exploring the opened levels of Area 51 for decades now. 
  They have found that many of the deeper layers had been buried by 
  by earthquakes, which is to be expected, but at least 17% has been 
  effected by dimensional shifting. In the D-Shifted areas, strips of 
  rock and sand have been embedded in each other, and every inch 
  of certain labs and storage hangars are completely merged with the 
  underground strata around them. In these cases, tables, computers 
  and items are trapped in rock and earth as if they had been filled 
  with concrete; very weird. There are also a few areas that appear to 
  be gone. Just gone. Replaced by rock and earth. The theory is they 
  may have been Rifted, in chunks, to an entirely different dimen-
  sion. Clearing out the twisted mess of collapsed and debris filled 
  tunnels and elevators is the worst job, and most time consuming. 
  Even the large sections that are free of debris, however, have their 
  challenges, as any number of unearthly animals and sometimes 
  D-Bees, demons and monsters may have moved in. Exploring, 
  excavating and claiming the underground ruins of Area 51 has 
  been a long, ongoing process. It is estimated that 25% of the secret 
  complex is completely destroyed, buried or missing; 65% has been 
  cleared out and is up and running under Bandito Arms control; and 
  the rest is still being excavated.
  It was during one of the excavations that a unique discovery 
  was made. After punching through a collapsed length of tunnel, 
  they found another sealed-off section that was still running un-
  der its own power. Everything was running at its lowest level of 
  operation, but it had power and two-thirds of the machines were 
  functional, including an experimental cybernetics lab. Inside the 
  lab they found several prototype cyborg units. The volunteers who 
  had been used as the subjects for the bionic experiments had died, 
  presumably during the Coming of the Rifts, as they were long 
  dead and mummified. One, however, was miraculously still alive! 
  His preservation pod still connected to the weakly pulsing nuclear 
  power unit located below the base. Bandito Arms technicians care-
  fully revived the cyborg and reactivated him.
  After the shock of waking up hundreds of years in the future to 
  the a post-apocalyptic Earth reshaped by alien energy, Rifts and 
  alien invaders wore off, the cyborg agreed to join his rescuers and 
  
  25
  help in any way he can. Though he has provided Turner Collins 
  and others at the Area 51 compound with some useful informa-
  tion, the cyborg can not remember his own name and retains only 
  flashes of memory from his life prior to the Great Cataclysm. He 
  is a relic from the Golden Age of Man and has many stories to 
  tell, but he cannot remember his own past. Not his family, not his 
  life before becoming a cyborg, nothing about himself. The Bandito 
  Arms techs have no idea why this may be. It is almost as if his own 
  history has somehow been erased. The last thing he remembers is 
  going in for full bionic reconstruction to become, in effect, a Com-
  bat Cyborg. Indeed, the corrupted, partial surgical log indicates 
  he was test subject J-10013. The bionic construction was near the 
  final stages of completion when the Great Cataclysm struck the 
  base. Panic ensued, and his surgeons chose to place him inside 
  an experimental preservation/stasis pod to keep him safe until the 
  crisis blew over. Apparently, this section of the base was cut off 
  from the rest and the personnel never had the time or capabilities 
  to come back for him. The preservation pod was designed for as-
  tronauts to use on long space journeys. The technicians at the base 
  had no time to finish the augmentation, but didn’t want to kill or 
  abandon their patient on the operating table three-quarters of the 
  way through the procedure. Instead, they put him in the stasis pod 
  and unwittingly consigned him to the future. Almost three hundred 
  years later, the Black Market Cyber-Docs finished the procedure 
  and woke their subject to a new life.
  Since the Black Market operation started out of the town El-Di-
  ablo S-4, the techs dubbed this strange time traveler “Diablo Joe.” 
  He rather liked the idea that he has “beaten the devil” to survive 
  what should have been certain death, and has accepted the name 
  as his own. Diablo Joe has decided he must have been fated to end 
  up in the time of the Rifts and tries to make the best of his life in a 
  world that seems alien and surreal. Earth seems more like an alien 
  planet or weird dream, than reality. Though Diablo Joe has come 
  to terms with what the Earth has become, he is a living relic from 
  the past who is afraid to make a new life in the present. He has only 
  seen isolated glimpses of Rifts Earth in and around Area 51 and 
  the ruins of Las Vegas. He has never traveled more than 100 miles 
  (160 km) from the secret base, which is mostly scrub, desert and 
  dinosaurs. He has encountered mercenaries, other cyborgs, and a 
  handful of D-Bees and mages, but always in a hostile situation. As 
  a result, his image of the world is one of violence and the bizarre.
  Diablo Joe can’t shake the feeling he has survived 300+ years 
  for an important reason. That he is fated to be in this world for a 
  reason yet unknown. However, he is reticent to figure out what that 
  something might be. He prefers to stay underground in the old base 
  that represents the world he once knew. He feels uncomfortable 
  and out of place whenever he sets foot above ground, so he avoids 
  it. Worse, Joe only knows what his “handlers” at Area 51 have de-
  cided to tell and show him about the world. They have convinced 
  him that Bandito Arms is part of a heroic underground that pro-
  vides the downtrodden and disenfranchised people of the continent 
  with the means to defend themselves, prosper and fight tyranny. 
  The worst of those tyrants is the Coalition States, who have, un-
  fairly, branded them as criminals. Joe’s not an idiot, so he realizes 
  Bandito Arms and the Black Market are all about making money, 
  but he also believes they do plenty of good. Ultimately, however, 
  Diablo Joe has been unable to bring himself to leave the safe haven 
  of Area 51 and make his way in the world outside its doors.
  Diablo Joe had been an invaluable source of information on 
  pre-Rifts North America, and would be considered an incredible 
  asset (and threat) by the Coalition States if they were to ever be-
  come aware of his existence. Of course, others like Erin Tarn and 
  the scholars of Lazlo would love to pick his brain. CEO Collins has 
  explained this reality to Diablo Joe, and it is one of the reasons Joe 
  is happy to stay hidden amongst his friends at Bandito Arms, and 
  far away from the politics of the outside world.
  His work at Bandito Arms falls into three main areas. One, he 
  functions as a pre-Rifts consultant and advisor about Area 51 and 
  what may be located where. Joe seldom realizes how much he 
  knows until put the test with very specific questions. Two, as a 
  base defender. With his superior, ancient and modern bionic sys-
  tems, and obvious combat experience, Diablo Joe makes a good 
  soldier. He is also honest and loyal to his new friends, including 
  the D-Bees among them, making him a reliable protector. Last, 
  he is a source of entertainment and knowledge about the nearly 
  forgotten past before the Coming of the Rifts. Turner Collins, 
  himself, has dinner with Joe at least three times a week, during 
  which they chat about everything under the sun about days past: 
  the people, society, buildings, machines, life, entertainment, and 
  much more. Of course, Joe’s memory is spotty, and everything 
  he relates is done from a third person, observer’s point of view, 
  seldom his own. That having been said, there is music and images 
  that touch Diablo Joe deeply and must have some personal mean-
  ing to him. Oddly enough, Joe doesn’t seem to mind not remem-
  bering his past or being a full conversion cyborg. Still, he is a man 
  lost and set adrift. Killing time and hiding under the ground until . 
  . . something moves him to find his fate.
  Diablo Joe Stats
  Real Name: Unknown, but he answers to Joe, Diablo Joe and el 
  Diablo. His real name is Howard Mercer, but whether he ever 
  remembers that or any part of his old life is yet to be seen.
  Race: Human.
  Alignment: Unprincipled with leanings toward good.
  Attributes: I.Q. 11, M.E. 17, M.A. 13, P.S. 26 (Robotic), P.P. 24, 
  P.E. 19, P.B. 10, Spd 132 (90 mph/144 km).
  Age: 34 and 293 years in stasis. Joe has been active for four years.
  Experience: 6th level Combat Cyborg.
  Skills of Note: Basic Mechanics 75%, Camouflage 55%, Com-
  puter Operation 98%, History: Pre-Rifts 95%, Land Navigation 
  61%, Language: American at 98%, Literacy: American 98%, 
  Philosophy 75%, Pilot: Automobile 98%, Pilot: Tanks and 
  APCs 66%, Pilot: Truck 75%, Radio: Basic 85%, Read Sensory 
  Equipment 70%, Weapon Systems 74%, and W.P. Knife, W.P. 
  Energy Rifle, W.P. Heavy M.D. Weapons and Hand to Hand: 
  Expert, all at 6th level.
  Black Market Benefits: Joe has not taken advantage of any Black 
  Market benefits, but lives at the secret, underground complex 
  that is Area 51 where ALL of his needs are taken care of. On top 
  of that, he draws a modest annual salary (for what he knows and 
  does) of 120,000 credits as a defender and consultant. Most of it 
  (437,000 credits) is in a Black Market bank account. He could 
  command much more, but doesn’t realize it, and doesn’t have 
  many needs or wants.
  Enterprises: None.
  Special Abilities of Black Marketeers: Friends in High Places 
  (namely Turner Collins and several others at Area 51), Home 
  Turf Advantage (Area 51, Las Vegas area only), Steady Nerves 
  and Street Rep: Trustworthy.
  Psionics: None.
  
  26
  Magic Knowledge: None.
  Weapons of Note: Likes to use rail guns, BigBore weapons, and 
  other heavy weapons.
  Bionic Body: Full Conversion Combat Cyborg. Some of Joe’s bi-
  onics are superior to what is available on Rifts Earth.
  M.D.C. by Location: Body is of pre-Rifts manufacture and is an 
  experimental unit.
  Head – 120
  Hands (2) – 60 each
  Forearms (2) – 70 each
  Upper Arms (2) – 90 each
  Feet (2) – 35 each
  Legs (2) – 125 each
  Main Body – 368 (pre-Rifts body)
  Bionic Body Armor: Has access to anything available to Ban-
  dito Arms, but tends to prefer Medium Infantry Armor (+230 
  M.D.C.), or Heavy (+360 M.D.C.) when he knows he’s going 
  into serious combat.
  Bionics: Amplified Hearing, Bionic Booster Jet, Bionic Lung with 
  Gas Filter and Oxygen Cell (one hour), Built-In Loudspeak-
  er, Built-In Radio Receiver and Transmitter Headjack, Climb 
  Cord, Clock Calender, Computer and Calculator, Cyber-Nano-
  Robot Repair System (pre-Cataclysm; advanced), Fingerjack, 
  Forearm Heavy Laser (4D6 M.D.; 1,600 feet/488 m), Forearm 
  Particle Beam (6D6+6 M.D.; 1,000 feet/305 m), Multi-Optic 
  Eye, Radiation Sensor, Sound Filtration System, Universal 
  Headjack and extendible/retractable Vibro-Blade Short Sword 
  (2D4 M.D.) in his left forearm. Note: The built-in energy weap-
  ons are pre-Rifts and draw upon the power supply of the cy-
  borg, providing an effectively unlimited payload.
  Special Feature: The Nano-Bots in Joe’s body are superior to 
  anything available on Rifts Earth, and were an experimental, 
  advanced system even for the Golden Age of Pre-Rifts Science. 
  Unless Joe is atomized, or suffers more than 150 M.D. below 
  his normal Main Body M.D.C. of his bionic body, his organic 
  parts will be repaired and kept alive.
  Furthermore, there is an even more revolutionary nano-bot 
  repair system that repairs his M.D.C. mechanical body (one 
  M.D.C. per hour), provided it doesn’t suffer more than 150 
  M.D. below zero. This applies only to bionic body parts (arms, 
  legs, lungs, body, implants, etc.), NOT bionic body armor that is 
  worn nor weapon systems even though they are built-in. Note: 
  Neither Joe nor the Bandito Arms techs are even aware these 
  features exist. They have never been required to come online.
  Vehicles: Joe likes all-terrain vehicles and military vehicles such 
  as tanks and APCs. Has a Big Boss ATV he uses as his personal 
  vehicle.
  The Chicago 
  Network
  The “heart” of the North American Black Market will always 
  be within the Domain of Man – including the Coalition States, 
  CS territories and southern Canada. The population density alone 
  makes it the premier marketplace where weapons and armor are 
  traded alongside illegal cybernetics, drugs, vice, magic items and 
  pre-Rifts artifacts, like books. There are numerous Black Market 
  Factions and subgroups within this region. Generally, there is one 
  main Boss or sub-faction and several smaller ones for every Co-
  alition city and ‘Burb. But all answer to the Faction known as the 
  Chicago Network. Outside groups like El Oculta or the Immate-
  rial Hand may also have a Black Market outlet in these territories, 
  and/or work with or sponsor one of the small local factions, but 
  they usually do so only after getting permission from one or more 
  of the families that run the Chicago Network.
  The real Black Market power within the CS is a shadowy crimi-
  nal organization known as the Chicago Network. It is the oldest 
  and arguably most powerful of the Five Factions. The Network 
  grew up with the Coalition States themselves, and has evolved 
  many times as different crime families and aggressive Bosses have 
  come and gone, and the Coalition itself has expanded and matured. 
  Born out of the bloody infighting that spelled the end of the infa-
  mous Staverone crime family, the modern day Chicago Network 
  learned its lesson from that savage turf war, a conflict which forced 
  the ISS and CS military to put more pressure on the Black Market 
  than it had ever done before. The Chicago Network has proven to 
  be an extremely organized and elusive opponent impossible for the 
  Coalition authorities to pin down or stamp out. In fact, the Chicago 
  Network almost always seems to be one step ahead of the Coali-
  tion authorities, leading some to believe that a high-ranking CS 
  officer or political figure must be in their pocket.
  Just like any Black Market group, the Chicago Network makes 
  the majority of its profits from the sale of weapons, contraband and 
  vice. Though inside CS territory, they also profit from smuggling 
  D-Bees, free thinkers, rebels and fugitives of all kinds, in and out 
  without their being captured by CS authorities. As for contraband 
  such as books, movies, pre-Rifts artifacts, magic and alien wares, 
  there is no other market that has such a steady supply of customers, 
  even if most of them are looking for an illegal book or fake I.D. 
  instead of a ten-million credit weapon system.
  Chi-Town Operations
  The city of Chi-Town is the home base of the Chicago Network, 
  with most of the crime families living in the well established Old 
  Town ‘Burbs. However, the Chicago Network controls Black Mar-
  ket operations at all the Coalition States, particularly in the ‘Burbs, 
  where the Network does the majority (70%) of its business. They 
  have agents and salespeople throughout the States’ less reputable 
  areas, while most of the organization’s higher-ups live safely with-
  in the oldest ‘Burbs. It is also rumored that one or two Chicago 
  Network crime families live within the actual fortress city of Chi-
  Town itself. While many dismiss such rumors as lies and urban 
  myths, there are others who insist it is true. If so, this might explain 
  
  27
  
  28
  why the Chicago Network often seems to be a step or two ahead of 
  the efficient Coalition authorities; or that may be why some people 
  assume there must be a crime family within the CS itself.
  The Chicago Network’s highest ranking bosses pretend to be 
  upstanding members of society, with cover jobs and fine homes 
  amongst the oldest and safest city ‘Burbs. They use bribery and 
  their near limitless supply of credits and luxury goods to sweet-
  en the deal with CS police and even politicians who are willing 
  to play ball with them under the table. In the highly monitored 
  and regulated world of the Coalition States, “off-the-books” cash, 
  gold, gems and Universal Credits are the only way to make certain 
  transactions.
  Outside the fortress city, the Chicago Network is nearly as pow-
  erful and elusive. It is said they have eyes and ears everywhere 
  within the Domain of Man. Their web of informants, bribed sen-
  tries, corrupt law officers and observant low-life snitches keeps the 
  Chicago Network well aware of actions undertaken on the part of 
  the authorities, other Black Market Factions, their underlings and 
  independent operators (the latter includes other criminals, merce-
  naries, rebel forces, heroes and adventurers). By staying one step 
  ahead and offering up token “busts” to the police, the Chicago Net-
  work artfully plays the game of convincing CS citizens that the 
  authorities’ war on crime is working. The Chicago Network often 
  gets rid of old or broken merchandise during these staged raids 
  and captures, as well as getting rid of rivals, upstart competitors 
  and loose cannons within the organization. Using their intimate 
  knowledge and close connections with the Coalition States crimi-
  nal system, the Chicago Network remains unchallenged within the 
  CS and may be the oldest criminal organization in North America. 
  They are certainly the slickest and one of the oldest in the entire 
  world. The organization can actually trace its roots to a group of 
  rough and cagey Dark Age smugglers and scavengers who grew 
  up (and maybe even infiltrated polite society) within the Coalition 
  States as it grew into a world power.
  Contraband inside the fortress city. As things stand, the Chi-
  cago Network has exclusive control of the flow of illegal goods 
  into the fortress city of Chi-Town itself, and is even reputed to be 
  able to smuggle people in and out of the city. A feat that is sup-
  posed to be impossible. Of course, the Chicago Network is very 
  careful about who they offer this service to, and the cost is great – 
  millions – to sneak outsiders into Chi-Town. The Network doesn’t 
  want to lose this capability, so they are careful NOT to smuggle 
  in rebels and freedom fighters who might engage in acts of assas-
  sination or terrorism. No matter how the Black Market may paint 
  themselves, they are not patriots. They are a criminal underground 
  that is not going to sacrifice a valuable avenue of income to high 
  ideals or a noble cause like the assassination of the Emperor. Not 
  for any amount of money. The Coalition States and their tyran-
  nical policies are a gold mine for the Black Market. If anything, 
  the Chicago Network secretly helps the authorities to preserve the 
  CS and keep the Emperor and other CS officials safe. Thus, most 
  of the Chicago Network’s smuggling operations inside Chi-Town 
  involve secretly smuggling wealthy city dwellers out to enjoy the 
  vices of the ‘Burbs (also controlled by the Black Market Faction) 
  without the authorities knowing about it. They also smuggle mil-
  lions of credits worth of contraband such as drugs, books, pre-Rifts 
  artifacts and alien doodads (half of which are forgeries) into the 
  city where wealthy citizens of Chi-Town – and remember, they are 
  some of the wealthiest people in all of North America – are willing 
  to pay top dollar for them.
  Getting goods in, let alone people out and back in, is not an easy 
  prospect. Chi-Town is not known as a fortress city for nothing, and 
  while many of its defenses and security precautions are designed 
  to detect and intercept magic users, psychics, monsters and the su-
  pernatural, everything and everyone that tries to enter the city is 
  thoroughly scanned and documented. In order to bypass security, 
  there are only a few methods.
  1. Right in the Front Door: For bold smugglers with small 
  shipments, sometimes the quickest, easiest way to fool security 
  is to go right through it. Concealing the package on one’s own 
  body and walking through the guards and metal detectors is a risky 
  proposition, but as long as the contraband is not metallic, magical 
  in nature or particularly fragrant, it should not arouse the suspicion 
  of the Dog Packs and Psi-Stalkers posted at each entrance. The 
  flow of traffic in and out of the city can be quite heavy, especially 
  during the morning and evening rush hour when people come and 
  go from their jobs or homes out in the ’Burbs. In this press of 
  humanity, a single smuggler can often go unnoticed as long as his 
  appearance does not arouse suspicion and he avoids being selected 
  for a random pat-down or strip-search. Those who are picked out 
  of the crowd will be checked out in guarded, security isolation 
  chambers nearby and are either released or whisked off to a real 
  ISS interrogation cell depending on what they may be hiding.
  2. Service and Maintenance Entrances: In addition to the pe-
  destrian checkpoints that lead into Chi-Town, there are a number 
  of cargo clearance gates that allow vehicles to enter with bulk ship-
  ments of food, trade goods and raw materials. The security proce-
  dures are different for those areas, as many of the drivers, load-
  ers and deliverymen are not cleared for access into the Chi-Town 
  interior and some are not even CS citizens. With this in mind, the 
  cargo delivery areas are locked off from the rest of the city and 
  anyone who wishes to go inside must pass similar clearance proce-
  dures to those in place at the pedestrian checkpoints outside.
  Hiding Black Market shipments within perfectly legal deliver-
  ies is an age-old smuggling trick. Coalition security is very good, 
  especially at fortress cities like Chi-Town and Iron Heart, and that 
  includes the cargo scanners and customs agents in the delivery 
  areas. Many of them are civilians, however, and not military or 
  ISS, and can often be easier to bribe than government employees. 
  Moreover, vast amounts of goods enter the city every day, and it is 
  simply impossible to check every individual crate or box. As long 
  as the magic detectors do not go off and the psychics remain undis-
  turbed, a shipment is unlikely to receive much attention. Packages 
  marked for VIPs also receive preferential treatment, and while 
  they are sure to pass through customs more quickly, they will also 
  get a more thorough inspection from security.
  3. Window Drops/Window Grabs: The most daring way to 
  get items into the city is to fly by one of Chi-Town’s windows or 
  verandas. This is dangerous for many reasons and is often consid-
  ered a last resort or technique only fit to be employed in heavy fog, 
  harsh weather or during dark, moonless nights.
  A smuggler using a hovercycle, rocket bike, jet pack, magic 
  or other means of flight zips by a prearranged location and sim-
  ply drops a package to be picked up by a waiting courier. Private 
  windows and balconies are the ideal choices for drop-sites, as pub-
  lic areas are typically well monitored by guards. And though the 
  “concrete mountain” of Chi-Town is riddled with private windows 
  and vent shafts that can be used for drop-off purchases, ISS Sky-
  cycle patrols, and SAMAS in pairs and wings of six, circle the 
  city and the surrounding ‘Burbs twenty-four hours a day. All CS 
  
  29
  patrols are notably aggressive in policing the “no-fly zone” that 
  extends around the fortress city of Chi-Town, and reinforcements 
  can join the pursuit within 1D4 minutes. It is important to note that 
  when an unauthorized flyer is spotted, the authorities zoom in like 
  screeching eagles ready to tear the perpetrator to pieces. Capture 
  and interrogation is optional. Death is the most common outcome. 
  Moreover, the Coalition patrols will pursue the intruder to the ends 
  of the Earth if necessary. This means unless the Black Marketeer 
  can somehow evade and lose his CS pursuers, the chase will end 
  with his destruction. Deadly force is always used in such chases. 
  Some Coalition patrolmen even mark their vehicles or helmets 
  to indicate the number of “kills” they’ve made. On average, that 
  number is 40, but the best of the best may have 150 or more kills.
  All of the above makes a “drop-off” dangerous enough, but a 
  “pick-up” is even worse. The best pick-ups involve zooming in, 
  grabbing the package while on the fly, and zooming away. Having 
  to stop and hover, or worse, stop and get out of the vehicle, is ex-
  tremely dangerous. The rule of thumb is: if a pickup takes more than 
  one minute, abort and get out. If you were reported by someone a CS 
  patrol is likely to arrive to investigate, guns blazing, in 1-4 minutes, 
  with two or three minutes being the average. Get out before two 
  minutes have elapsed and you can probably make a clean getaway. 
  Linger longer than three, and you are probably dead meat.
  Sometimes the goal is not to get contraband or passengers into 
  the city, but to sneak them out. Daring hovercycle pilots have, a 
  mere handful of times in the past, been able to pick up a passenger or 
  a package from a window or balcony and rocket away before the ISS 
  can give an effective chase. In order to counter “window grabbers,” 
  many of the windows and balconies on the lower, poorer levels of 
  the city have been enclosed or shrouded by gates, bars or fencing. 
  Wealthier citizens on the higher levels are hesitant to accept such 
  eye-sores, even if they mean better safety for the city overall. Still, 
  the CS perimeter patrols and flybys are so frequent and so skilled, 
  it is extremely hard to avoid them. Likewise, Coalition citizens are 
  very conscientious and report intruders and suspicious behavior im-
  mediately, which brings the authorities zooming in to investigate.
  Real Papers. The Chicago Network employs more Forgers 
  than any other Black Market Faction. Their job is to provide all 
  of the fake documents that the Network sells and uses for its own 
  criminal purposes. In addition to convincing fakes and forgeries, 
  however, the Chicago Network also has the connections and the 
  know-how to get the real thing.
  Real papers are just as good as any official citizen documenta-
  tion. They require paying off or otherwise coercing a ranking Coali-
  tion civil official or getting hackers and inside agents into just the 
  right places. Real papers are extremely expensive (10,000-100,000 
  credits depending on what it is), and the Chicago Network offers no 
  guarantees they will work in every situation. Thorough investigation 
  of the individual’s citizenship records is likely to reveal inconsisten-
  cies that are not found in normal citizens’ files. This investigation 
  process is an extreme step, however, not seldom undertaken even if 
  the person in question is being charged with a crime.
  Operations away from Chi-Town
  The Coalition State of Chi-Town, encompassing Iowa and parts 
  of Illinois, is the Chicago Network’s back yard. And while Chi-
  Town and the ‘Burbs are the Network’s mainstay and primary 
  marketplace, it takes a complex criminal infrastructure to keep the 
  flow of contraband moving at all times, and much of this infra-
  structure is based in Illinois and Iowa.
  There are numerous other population centers throughout the 
  State of Chi-Town that, unlike Chi-Town itself, are designed along 
  normal lines with no highly secure central fortress city. This makes 
  them easier targets and simpler operating grounds for the Black 
  Market, and a large amount of the contraband going into Chi-
  Town begins its journey at one of these outlying cities.
  CS Lone Star. The establishment of CS Lone Star was an im-
  portant CS military maneuver to protect the Lone Star Complex 
  and to undermine the activities of the Black Market and Pecos Em-
  pire. While it has secured the former, the Coalition’s presence in 
  the northern tip of Texas has done little to curtail the operations of 
  the Black Market or damage the Pecos Empire. CS military opera-
  tions are handily sidestepped, and if anything, the increased CS 
  presence has only provoked the Pecos Empire to be more openly 
  hostile toward the States. Meanwhile, El Oculta has long estab-
  lished connections with the Pecos Empire and other local bandits 
  and independents in the Southwest and Deep South, as does Ban-
  dito Arms, who services the entire New West territory, including 
  Texas and the southwest. This has left the Chicago Network only 
  the Coalition NW quadrant as a potential sales zone.
  When Lone Star was nothing but soldiers and CS engineers, 
  the Black Market had a tough time finding a place for itself. Popu-
  lations have grown in the last twenty years, however, as well as 
  the number of soldiers deployed to protect them. Along with more 
  people come greater opportunities for enterprising criminals, and 
  more Coalition credits to be had.
  The line of demarcation between territory claimed by El Ocul-
  ta and Bandito Arms, and the Chicago Network is actually quite 
  clear. The former service the Pecos Empire and the distant fron-
  tiers, and have a very limited presence within Coalition-claimed 
  territory. The Chicago Network, on the other hand, is mostly made 
  up of “city-boys” from elsewhere in the Coalition, and normally 
  confines their activities to Lone Star City and other settlements in 
  northern Texas. When the Chicago Network has a shipment they 
  think is better slated for the Pecos Bandits or New West, they most 
  often sell it directly to El Oculta or Bandito Arms, respectively. 
  Unlike the simmering state of near-war between the Chicago Net-
  work and Le Marché Noir, the relationship between it, El Oculta 
  and Bandito Arms is much more cordial. With El Oculta it is an 
  uneasy truce and friendly rivalry. With Bandito Arms it is as a 
  friendly business partner happy to exchange goods and services 
  and help each other out. It is rare that agents of any of these Fac-
  tions try to rip each other off, and never with permission from their 
  superiors. At this point, the Network still believes it is easier to 
  unload goods to El Oculta and Bandito Arms than for them to cul-
  tivate a relationship with the “Pecos Barbarians,” and it is unlikely 
  for the Chicago Network to attempt any southward expansion.
  CS Iron Heart. The Coalition State of Iron Heart has become a 
  contested zone over the last few years. Since the secession of Free 
  Quebec, Le Marché Noir has expanded greatly and increased their 
  presence in CS Iron Heart. The Chicago Network has been in Iron 
  Heart for decades, and the appearance of unwelcome competition 
  has complicated matters between these two factions. There have 
  been several assassinations, bombings and gun battles between en-
  forcers of the two organizations. The prospect of a full-scale gang 
  war is becoming more likely every day.
  Ever since Iron Heart was inducted into the CS, it has been an 
  irresistible target for the Chicago Network. Among the first planes 
  and ships carrying Coalition ambassadors and military advisors 
  were agents of the Black Market looking to extend their reach. And 
  
  30
  as ties have developed between the States, so have the Chicago 
  Network’s holdings in Iron Heart.
  Centered at the City of Iron, the Iron Heart branch of the Chi-
  cago Network attempts to insinuate itself into the large manufac-
  turing and mining efforts in the region. They provide illicit en-
  tertainment to the industrial workers within the urban centers and 
  the miners, and to the farmers and lumberjacks outside of town. 
  With Northern Gun and the Manistique Imperium so close at hand, 
  the Black Market has the opportunity to steal military equipment 
  before it has even been delivered and placed on the open market. 
  This includes secret shipments of cutting-edge Coalition hardware, 
  which can disappear in the vast amount of commercial traffic that 
  comes and goes from Manistique and Ishpeming’s ports to Iron 
  Heart and Chi-Town. It is a dangerous game stealing from the CS, 
  Northern Gun (Ishpeming) and Manistique, but far less danger-
  ous than stealing from military bases and active duty units’ supply 
  depots. Unknown to many people, both manufacturing empires se-
  cretly build parts, weapons and additional combat vehicles for the 
  Coalition Army, which means CS gear can be acquired in the same 
  fashion. The Chicago Network is also the Number One purchaser 
  of “questionable merchandise” from pirates operating in the Great 
  Lakes and along the Saint Lawrence River.
  Plagued by long, fierce winters and proximity to the Xiticix 
  Hivelands, regional Iron Heart military commanders are often hap-
  py to skip patrols during bad weather or periods of intense Xiticix 
  activity. The local Black Market and the Chicago Network both 
  use this to their advantage, hiding caravans and weapons caches 
  in remote regions. During the worst months of winter, even the 
  Xiticix often prefer to stay inside, and their partially dormant sta-
  tus means smugglers in warm clothes have the run of the place. 
  When Free Quebec was still a member state, Quebecois scouts 
  were brought in to help police the Great Lakes and trade zones 
  around them, but the local replacements who have taken over since 
  Quebec’s secession are not quite as skilled or professional.
  CS Missouri. Coalition Missouri is a state dominated by farms, 
  slaughterhouses and agriculture. Even so, the Chicago Network 
  has enterprises and Black Marketeers within the rural communities 
  and the handful of urbanized cities like New Chillicothe.
  Missouri is a fairly low priority for the ISS, and the Chicago 
  Network takes advantage of this by hiding weapons caches and 
  moving supply caravans through the mostly unwatched forests and 
  remote reaches between stretches of farmland.
  The state of Whykin, on the list to join the Coalition States, 
  is an important base of operations for the CS and the Chicago 
  Network. For one, it is another predominantly human nation. For 
  another, while it is relatively secure, the ISS and Coalition Army 
  have yet to set up shop in Whykin, and the Chicago Network cur-
  rently runs circles around the local cops and military. Whykin even 
  maintains a significant number of D-Bee slaves, and while Coali-
  tion representatives discourage the practice, the Black Market is 
  happy to help out, with its more sinister members providing the 
  slaves and others making a profit off of smuggling slaves out.
  The city-state of Kingsdale, on the other hand, is an independent 
  kingdom that is politically distant from the Coalition. It has become 
  the unofficial headquarters of the Chicago Network’s operations in 
  the Missouri region. From Kingsdale, smuggling shipments are sent 
  to Whykin where they blend in with the significant amount of trade 
  conducted between Whykin and the CS, and between Kingsdale, 
  Lazlo and the now destroyed Kingdom of Tolkeen.
  Holdings Outside the CS. One of the ways the Chicago Net-
  work stays ahead of the Coalition military, ISS and other authori-
  ties is by constantly moving goods in and out of the Coalition’s 
  borders. While enemy military deployments and supernatural men-
  aces in the vicinity are immediately noted and dealt with by Coali-
  tion forces, unobtrusive convoys and caravans can sometimes slip 
  through unnoticed, or ignored, through the forests and farmlands. 
  Using Lake Michigan and other water routes is a regular solution, 
  but traffic must approach Chi-Town by a roundabout method as 
  Old Chicago is heavily patrolled and monitored.
  The farms and outlying communities around the Coalition 
  are a kind of gray zone of which the Chicago Network takes full 
  advantage. Many villages, towns and clusters of farmhouses are 
  not technically part of the CS, but are still protected by Coalition 
  military forces and far-ranging patrols. They do not receive much 
  attention from the ISS, however, and are outside normal spheres 
  of jurisdiction. This is the perfect situation for smugglers, as the 
  Coalition military keeps watch for demons, D-Bee raiders and 
  monsters, but the ISS coverage of the area is half-hearted at best. 
  Smugglers, Black Marketeers and mercenaries masquerading as 
  farmers and simple tradesmen can move about invisibly, blending 
  into the populace and playing dumb if they are asked any ques-
  tions. If their cargo is discovered, they can claim to be naive farm-
  ers or passers-by who were paid to deliver “secret cargo” with no 
  questions asked. As long as they are human, the ISS tends to show 
  considerable lenience, depending on the cargo, of course.
  Dealings with Large Corporations
  More so than any of the other Black Market factions, the Chi-
  cago Network has a long history of working with large corpora-
  tions like Wilk’s, Wellington, Northern Gun and the Manistique 
  Imperium. Over the years, they have infiltrated agents into the 
  headquarters and executive boards of such companies, and always 
  have people placed throughout the rank and file. Insiders provide 
  shipment information to the Chicago Network’s thieves and hi-
  jackers, and even arrange for cargo to be intentionally rerouted or 
  “misplaced.”
  The best corporate espionage agents do their jobs, stay in the 
  shadows and remain undetected. They never actually steal goods 
  themselves, preserving their anonymity and their place within 
  the corporate system. Some Black Market agents even abandon 
  the crime organization to “go legit,” devoting themselves fully to 
  what used to be only a cover job. Cutting one’s ties to the Black 
  Market is a risky proposition, though, especially considering that 
  other Black Market sleeper agents are sure to be placed inside the 
  company.
  The Chicago Network, with its vast wealth and scores of civi-
  lized and educated gangsters, has had better luck infiltrating North 
  American corporations than other Black Market Factions. The one 
  notable exception is Titan Robotics. Despite their best efforts, the 
  Chicago Network has never been able to get a sleeper agent pro-
  moted to a position of power within the mysterious robot manu-
  facturer. A few robot detailers and low-level salesmen have been 
  hired who secretly work for the Chicago Network, but they have 
  found management positions, and even jobs in the repairs depart-
  ment, beyond their grasp to attain. The various leaders of the Black 
  Market attribute this to a close-knit corporate culture, and continue 
  their fruitless efforts to plant people inside the company.
  
  31
  Chicago Network Executive Board
  “The Executive Board” is the insider term for the council of 
  crime lords that runs the Chicago Network. Each is the head of a 
  powerful crime family within the Chicago Network Faction. They 
  are assembled from all walks of life, with some Board members 
  raised inside the Coalition States and a few being ambitious outsid-
  ers. They each control a certain territory and have access to third 
  parties who can provide the Black Market with weapons, contra-
  band and resources.
  James Coville, Chi-Town Crime Boss and Head of the 
  Board: 11th level Smuggler and criminal mastermind (I.Q. 23, 
  M.E. 21, M.A. 24). Coville is an extremely wealthy individual who 
  lives within the fortress city of Chi-Town. He has used his Black 
  Market profits to purchase several legitimate businesses – compa-
  nies he uses to cover his smuggling operations. He lives the life of 
  an upstanding CS citizen, and has even dined with the Emperor at 
  a handful of public events. Coville is driven first and foremost by 
  greed, cares little for the politics, and has no desire to undermine 
  the Emperor or the Coalition States. He loves the Coalition and 
  happily sings their praises as the greatest bastion of humanity in 
  the world. Coville’s goal is to make lots and lots of money, and he 
  is perfectly positioned to do so for the rest of his luxury-filled life. 
  His alignment is Aberrant.
  Trent Agon, Expediter (and secret Northern Gun Repre-
  sentative): 8th level Merchant Black Marketeer, Trent is a “for-
  mer” mid-level executive from Northern Gun. Agon packed up his 
  family and everything they owned, and moved to Chi-Town six 
  years ago with his young family. “Officially” he has cut all ties 
  with Northern Gun and the Republic of Ishpeming, and works as 
  a consultant for a large manufacturing firm in the Coalition State 
  of Chi-Town, but outside the fortress city. In reality, he is a Black 
  Marketeer working for the Chicago Network as the middleman be-
  tween the Black Market and Northern Gun. This means Agon is 
  also still on Northern Gun’s payroll.
  When Emperor Prosek declared war on the “enemies of the Co-
  alition States” in his famous Campaign of Unity speech in 105 
  P.A., it was also announced that Northern Gun had become an “of-
  ficial” ally of the CS. That deal required Northern Gun to agree 
  not to supply those deemed enemies of the CS (Tolkeen, the Fed-
  eration of Magic, Lazlo, the Pecos Empire, numerous groups of 
  resistance fighters, criminals, etc.). In return, the Coalition States 
  agreed to respect the sovereignty of Northern Gun and their right 
  to manufacture and sell arms. Agon’s job is to sidestep this treaty. 
  He does so by secretly directing certain Northern Gun shipments 
  into the hands of the Black Market for resale. This is done via 
  fake raids, hijackings and other incidents that sound convincing 
  to CS government officials, but which really place NG product 
  into the hands of the Chicago Network. This deal enables NG to 
  circumvent the restrictions of their treaty with the Coalition, puts 
  money in the pockets of Northern Gun and the Black Market, and 
  has catapulted young Trent Agon into the ranks of Major Players 
  in the Black Market. His alignment is Aberrant.
  Charles Macon, CS Lone Star Crime Boss: 9th level Bounty 
  Hunter, Raider and Black Marketeer. Macon is a crime figure who 
  lives a double life as a Black Marketeer and as a trusted Boun-
  ty Hunter for the Coalition Army. As a subcontractor for the CS 
  Army, Macon travels constantly back and forth between Lone Star, 
  the Pecos Empire, Chi-Town and the State of El Dorado, bringing 
  “Criminals of the State” to justice. Most of the bounties he brings 
  in have been sold out by their own comrades, and Macon maintains 
  close ties to both El Oculta and the various warlords of the Pecos 
  Empire. He uses his trips out into the bush to disguise his secret 
  meetings with Pecos Bandits, smugglers from Bandito Arms, inde-
  pendent raiders and members of El Oculta. Macon made his name 
  and fortune as a Raider, attacking towns throughout the middle-
  Americas, Southwest and Deep South, but his favorite targets were 
  CS military bases and patrols, as well as Splugorth traders and 
  coastal pirates along the Gulf Coast. He still maintains connections 
  with several disreputable bands of raiders, bandits and mercenary 
  companies. His alignment is Diabolic.
  John Millsly, CS Missouri Crime Boss: 10th level Smug-
  gler. A high-ranking member of the CS Agriculture Committee, 
  Millsly’s day job is to oversee all of the agricultural supply depots 
  and granaries of CS Missouri. He uses his power and oversight 
  to hide stashes of Black Market goods and contraband, and slips 
  them past CS authorities. He, his family and his crew of Black 
  Marketeers make a handsome profit smuggling an array of goods 
  and people in and out of the Chi-Town ‘Burbs and Coalition Ter-
  ritories across the country. He pads his coffers even more by using 
  his office and authority selling corn, grain and animal products 
  that he has personally had marked “contaminated” and removed 
  from normal distribution. Rather than the tainted product being de-
  stroyed, it is funneled by his Black Market enterprises for resale by 
  the Black Market. His alignment is Miscreant.
  Dominic Palazzo, New Town ‘Burb Crime Boss: 7th level 
  Master Assassin. Dominic Palazzo is the last surviving member of 
  the Palazzo crime family that used to be a major player in the Chi-
  cago Network. The family, led by the legendary Augusto Palazzo, 
  became greedy and power hungry, and spawned the fratricidal gang 
  war that brought about the destruction of the Palazzo empire. Domi-
  nic was only six years old at the time and was spared the family’s 
  destruction. As he grew up, Dominic gathered together anyone he 
  could find who was still loyal to his family, and over time, has man-
  aged to take control of Black Market operations within Firetown and 
  a few other New Town Burbs. He has collected hundreds of stories 
  about the glory days when the Palazzo family was on top and has 
  plans to restore the family to its rightful place of power within the 
  Chicago Network. To do so, he is willing to consider almost any-
  thing to supplant the rest of the Executive Board. Until that becomes 
  a realistic option, however, he bides his time, plays at politics with 
  the other Crime Bosses of the Chicago Network and appears to be a 
  loyal member the Faction. His alignment is Miscreant.
  June Sydell, Old Town ‘Burb Crime Boss: 13th level Bank-
  er/Fence. The prominent criminal figure in the Old Town ‘Burbs, 
  June Sydell is a sharp-minded, charismatic predator who seeks 
  profits and enjoys outwitting the authorities. She has kept things 
  moving quietly in Old Town for the last 49 years, and sees more 
  contraband go through her territory than any other member of the 
  Executive Board. Her alignment is Anarchist.
  Cassy Taylor, Federation of Magic Agent: 9th level Con Art-
  ist. Cassy Taylor was born within the Federation of Magic. Though 
  she is not a practitioner of magic, she is nonetheless a Federation 
  patriot and fiercely loyal to her homeland. Since she has no magical 
  abilities, she was selected to infiltrate Chi-Town many years ago. 
  Her mission is going better than planned, and her superiors from 
  the Federation have turned her over from intercepting information 
  to funneling weapons and magic items into the hands of dissidents 
  and rebels within the CS via the Black Market. This “connection” 
  to the Federation and magic items, albeit on a limited basis, has 
  helped her rise through the ranks of the Chicago Network and onto 
  the Board of Directors. Her alignment is Aberrant.
  
  32
  
  33
  El Oculta
  In the American Southwest and northern Mexico, much of the 
  Black Market trade is dominated by a single cartel known as El 
  Oculta, “the Hidden One.” True to its name, the command struc-
  ture of El Oculta has remained outside the reach of Coalition 
  authorities and vengeful competitors for years, melding into the 
  shadows whenever their true identities and vital operations are at 
  risk.
  Descended from the drug cartels of ages past, El Oculta is argu-
  ably the most violent Faction of the Black Market in the Americas. 
  They use torture, intimidation, kidnaping and gangland murder 
  to maintain their share of the market and keep competitors away. 
  And with clientele like the Pecos Empire, numerous bandit groups 
  and raiders, rebels, terrorists, the Federation of Magic, and some 
  say, even the Vampire Kingdoms, it pays to maintain a tough im-
  age. Those who try to cross El Oculta often end up buried in mass 
  graves out in the desert.
  Ever since the establishment of CS Lone Star in 68 P.A., Black 
  Market activity in Texas has been forced to circumvent the north-
  west portion of the state. The motley collection of gangs, bandits 
  and D-Bees that would evolve into the Pecos Empire were already 
  excellent customers for weapons and the local Black Market, but 
  sales only increased due to the presence of the Coalition Army. 
  Routes were developed that cut south through “the Bend,” an in-
  hospitable region of west Texas, connecting the Pecos Bandits and 
  the marketeers who supply them to the American West.
  As the Black Market developed holdings in Nevada and oth-
  er areas, the trade routes became increasingly valuable. The ap-
  pearance of more and more Coalition troops made it harder for 
  the Black Market to supply the growing Pecos Empire and other 
  southwestern customers, and competition for the Texan Corridor 
  became fierce.
  El Oculta is the product of that forty-year struggle for the Texan 
  Corridor and the arms traffic into Mexico. There are many other 
  Black Market groups in the area, but they are all small potatoes 
  compared to El Oculta, and many exist essentially as “subcontrac-
  tors” for the larger organization, working in specific zones like the 
  Louisiana Gulf Coast or Rio Grande border and specializing in 
  particular goods or clientele. It has been years since El Oculta has 
  had to really go to war with a Black Market competitor, though oc-
  casionally, a Pecos Warlord will capture a caravan or market outlet 
  and violence will flare up for a time between their troops and the 
  cartel’s enforcers.
  Vampire Infiltration
  The question regarding vampires is not if they have infiltrated 
  El Oculta, but to what extent. Vampires are regularly uncovered 
  within the cartel’s ranks, and as they operate extensively in Mexi-
  co and often work at night, El Oculta is highly exposed to the un-
  dead. The somewhat careless nature of cartel security also makes 
  a full sweep very unlikely. Sometimes new recruits are “tested” by 
  being placed in sunlight or exposed to garlic, but there are always 
  ways around such eventualities, especially for highly motivated 
  vampire agents.
  The main way the Vampire Kingdoms procure weapons from 
  the Black Market is to use intermediaries to disguise their involve-
  ment. It is ironic that the vampires have to lie to do business even 
  with the Black Market, but many Black Marketeers absolutely re-
  fuse to sell their products to vampires and prefer to outfit Vampire 
  Hunters. Vampires sometimes try to use loyal human and D-Bee 
  servants to infiltrate El Oculta to get a way around this problem. 
  Such a vampire pawn can clear shipments for travel south of the 
  Rio Grande, divert weapons meant for Vampire Hunters or mer-
  cenaries, and act as an inside man when vampires decide to steal 
  Black Market property. However, whenever such an individual is 
  discovered he is either killed straight out, or used as lure to kill 
  both slave and master.
  El Oculta & Human Trafficking
  Besides guns, drugs and the flow of CS contraband into Lone 
  Star, El Oculta also does a tidy business in the trafficking of hu-
  man beings. Beyond the usual Black Market trade in women and 
  fugitives on the run from the authorities, the El Oculta cartel also 
  makes good money smuggling people north and south of the Rio 
  Grande.
  The Vampire Kingdoms are always looking for new “cattle 
  people” for consumption. For Black Marketeers who are desperate 
  for cash or devoid of morals, abducting helpless villagers or travel-
  ers, and delivering them in lots to the vampires is always a reliable 
  way to make a quick buck. The temporary camps El Oculta builds 
  in the desert north of the Rio Grande are usually host to groups of 
  desperate souls in some stage of their journey south. But just as the 
  most ruthless elements of the Black Market are beyond the pleas 
  for help from the victims they deliver, they are also no friend to 
  the vampires. Cattle people already imprisoned are desperate to 
  get away, willing to trade everything they have to a Black Market 
  smuggler for a chance to escape to the north. There are several se-
  cret outposts that El Oculta operatives have in Ciudad Juarez and 
  other parts of northern Mexico that form a kind of “underground 
  railroad” that exists for the sole purpose of smuggling people out 
  of the Vampire Kingdoms. This includes adventurers and Vam-
  pire Hunters who have gotten in over their heads and need to be 
  secretly removed from Mexico before the undead can sink their 
  teeth into them. And as the secret shipments of people go out, gar-
  lic, holy water and weapons and bullets made of silver come in to 
  be marked up and sold to eager Vampire Hunters and people in 
  need of protection against the undead. It is important to note that 
  no Black Marketeer has ever been known to help or become one 
  of the denizens who work for vampires and track down and slay 
  Vampire Hunters. Such villains are regarded as beyond despicable 
  and traitors to humanity.
  Feral Dog Boys
  El Oculta employs more mutants and D-Bees than any other 
  Black Market Faction. The Coalition Lone Star Complex, located 
  in Texas, is the primary genetic engineering facility of the CS. 
  Millions of Dog Boys and other mutant animals have been cre-
  ated there. As a side-effect, the American Southwest has the high-
  est population of rogue or “feral” Dog Boys living outside of the 
  Coalition States. El Oculta is quick to recruit runaway and rogue 
  mutants and bring them into their fold where they can find work 
  as Enforcers, scouts and Black Marketeers. This means El Oculta 
  has more Feral Dog Boys and runaway Coalition mutants than any 
  other organization outside of the CS itself. Only the Pecos Empire 
  even begins to come close, as many of these runaways end up as 
  part of the Pecos Empire, or living in the Deep South, far from 
  the CS. Those mutants who feel they have a bone to pick with 
  the system that created them are recruited by El Oculta and Pecos 
  
  34
  Warlords, and used to raid Coalition bases, supply convoys and 
  even armored patrols.
  Dog Boys have mutant psychic powers that also make them 
  useful for detecting magic users, vampires and monsters from the 
  Rifts, all threats that El Oculta smugglers have to deal with on a 
  regular basis. Beyond that, their sense of smell lets them act like 
  intelligent bloodhounds able to follow trails, detect intruders and 
  generally maintain a superior sense of what is going on upwind. 
  Most El Oculta (and other Black Market and Pecos) caravans and 
  convoys traveling through the desert will have at least one or two 
  Dog Boys amongst their numbers and using their superior senses 
  to keep the smugglers out of trouble. All Dog Boys dislike Simvan 
  and absolutely loathe vampires and the supernatural, and are not 
  big fans of practitioners of magic either.
  In addition to their use as runners, messengers, trackers, detec-
  tors, and fighters, many feral Dog Boys are born within Lone Star 
  itself, making them familiar with the Pecos Empire and the op-
  erations of bandits, raiders and warlords. Runaways trained by the 
  Coalition Army understand CS military operations, strategies and 
  tactics. Some may even know current deployments in the field. The 
  boldest Dog Boys may be willing to go into CS Lone Star cities, 
  ‘Burbs and military camps by donning their old military uniform 
  or body armor. Most Coalition officers and security pay little atten-
  tion to the underclass of Dog Boys and are unlikely to distinguish 
  between one mutant dog and another. The big exceptions to that 
  are Psi-Stalkers and Pack Leaders, and of course other Dog Boys.
  Simvan “Mule Trains”
  Following the westernmost leg of the Texan Corridor takes 
  one perilously close to the Coalition-held northern quadrant of the 
  state. While outsiders mock the feeble attempts to colonize and 
  establish human settlements in this small corner of Texas, the fact 
  is the Lone Star Complex is a sprawling CS military base. While 
  the creation of genetically engineered Dog Boys is Lone Star’s 
  primary function, it is a full, functioning army base. As such, it 
  fields thousands of Coalition troops, power armor, giant robots 
  and combat vehicles. In fact, many outsiders have speculated that 
  the pacification of the Pecos Empire is the Coalition Army’s next 
  target in its Campaign of Unity. While the surrounding country 
  is mostly a rugged mix of canyons, scrub, prairie and mountain 
  ranges, CS radar stations, air patrols and reconnaissance flights 
  often spy merchant caravans, smugglers’ vehicles and suspicious 
  activity. When this happens, any nearby Coalition ground patrol or 
  SAMAS or Skycycle wing is radioed the coordinates for intercep-
  tion and investigation. If no patrols or aerial wings are in the area, 
  such a complement of troops, or a Death’s Head Transport full of 
  troops, will be dispatched from the Lone Star military base. Such 
  CS patrols or transports usually arrive on the scene within the hour.
  El Oculta has found a number of ways to avoid the Coalition’s 
  electronic surveillance and flybys. One simple, low-tech way is the 
  use of mule trains. Groups of Simvan warriors are hired to trans-
  port shipments using Rhino-Buffalos, dinosaurs and other massive 
  beasts of burden. Such mountains of meat may be large, but they 
  barely register on Coalition radar and produce no radio traffic or 
  other electronic signals that can be intercepted. Moreover, Simvan 
  caravans are a common sight in Lone Star and the New West, and 
  attract much less attention than any other method of cargo hauling. 
  The Black Market employs other means of deception, including 
  the use of magic and robots disguised to appear like an ordinary 
  herd of dinosaurs. Inside the bellies of the disguised robots is con-
  traband.
  Thanks to their usefulness in the Bend, the Simvan of the Pe-
  cos Empire have developed a relatively close relationship with El 
  Oculta and Simvan warriors are present amongst the cartel’s ranks. 
  Migratory tribes and war parties of Simvan are frequently con-
  tracted to make runs throughout the Pecos Empire as well as out on 
  the Great Plains and across the New West. The Black Market also 
  uses Simvan and disguised robot dinosaurs to travel unobtrusively 
  through Dinosaur Swamp and the Deep South.
  El Oculta’s Influence in Prisons
  As a large, criminal organization in the American Southwest, 
  El Oculta is well represented amongst the prison population of CS 
  Lone Star. If a gang needs something smuggled into a prison, they 
  need El Oculta – “the Hidden One” – and the amount of influ-
  ence, information and favors owed that the cartel has accumulated 
  behind bars makes it, by default, the most powerful group within 
  the prison-gang system in the States of Lone Star and El Dorado 
  (Arkansas). The Faction has some influence in other CS prisons, 
  but it’s nothing compared to the clout it wields in Lone Star and 
  El Dorado.
  El Oculta members enjoy a kind of protected status in jail; po-
  tential enemies know that attacking a cartel agent is an easy way to 
  end up being unable to procure weapons, ammunition or even such 
  prison essentials as cigarettes and junk food. As the number one 
  payer of bribes to prison officials, it is also El Oculta who may be 
  able to free a convict or arrange for circumstances that could lead 
  to an easy escape.
  In order to circumvent the influence that El Oculta’s leaders 
  have within the prison system, many high-ranking criminals are 
  sent back to Chi-Town for incarceration. The wardens there have 
  no contact with cartel money-men behind the scenes, and even the 
  most powerful El Oculta smugglers are treated like common street 
  trash by the guards in the North. For an El Oculta member, serving 
  time in Chi-Town (or even worse, Iron Heart) is a very different 
  punishment than the same stretch in Texas. As long as one’s prison 
  sentence is in Lone Star or El Dorado, life can remain compara-
  tively comfortable.
  Mercado, Market Town
  Deep in the back-country of southwest Texas, within the territo-
  ry claimed by the Pecos Empire, is the Market Town of Mercado. 
  This dusty, muddy little city is the commercial headquarters of El 
  Oculta, a giant, open-air marketplace where Pecos warlords, Sim-
  van tribal chieftains and infamous outlaws come from hundreds 
  of miles to do their shopping. Mercado is a one-stop shop for all 
  El Oculta has to offer. Goons and enforcers hang around provid-
  ing security, while others are ready to accept contracts from po-
  tential employers. Weapons and ammunition are everywhere and 
  robots, power armor and vehicles are wrapped in tarps to protect 
  them from the dust. Numerous saloons, gambling halls, drug dens, 
  brothels, and other places of “entertainment” are set up around the 
  town’s perimeter. In fact, travelers can get a stiff drink and find 
  something to spend their money on just about anywhere in town.
  The secret of Mercado, and the main reason why a Coalition 
  strike force has not already leveled the city, is that it is always 
  moving, relocating itself to stay ahead of the authorities. Almost 
  all of the buildings and market-stalls are temporary structures and 
  
  35
  many of Mercado’s products are sold out of the backs of trucks or 
  right off of the giant pack animals that deliver them.
  When word comes that there is good reason to relocate, the 
  entire town is packed up and carted off to a new site. The cause 
  could be anything: seasonal storms, severe ley line activity, or a 
  tip that the Coalition plans to hit the mobile town. Maybe tensions 
  have been mounting with the regional warlord. Whatever the justi-
  fication, Mercado seems to move every three or four months, set-
  ting up shop somewhere else within the Pecos Empire, Arizona or 
  northern Mexico. The new site might be hidden away in a canyon 
  or deep within a forest. It could be up in the mountains or in an out-
  of-the-way valley where no one unwanted is likely to check. Ne-
  gotiations with the local warlord have hopefully already secured 
  military protection, usually not a difficult task for someone who 
  can offer discounts on guns and power armor. Riders are sent out 
  to the various faction leaders within the empire to inform them 
  of Mercado’s new location, and from there the information filters 
  down to mercenaries, bounty hunters, outlaws and other interested 
  parties who could be potential customers. This system works re-
  markably well, and the traveling town has avoided a CS attack for 
  years now.
  Groundwork is relatively minimal, with specialized engineers 
  and practitioners of magic creating a few dirt roads, earthworks, 
  flat areas for shops, and maybe a basic sewer system if there is 
  time. Trucks and caravans of exotic beasts converge on the area, 
  unloading their haul as tents and shops are erected. Merchants be-
  gin selling things almost immediately, and sometimes customers 
  who are “in the know” are already waiting, eager to burn through 
  some hard earned credits.
  El Oculta keeps their traveling weapons bonanza well-stocked 
  and supplied, as it is often the preferred outlet for Pecos Warlords 
  looking to gear up before launching a military campaign or large-
  scale raid. Mercado is also well-guarded, especially when on the 
  move. Roughly 400 El Oculta enforcers make up the city’s normal 
  defensive complement, at least one quarter of whom are psychics 
  and magic users, another quarter cyborgs and troops in power ar-
  mor. When the town relocates, the enforcers are especially orga-
  nized and alert for trouble, moving about in aggressive patrols and 
  sweeping a wide area in front of the vulnerable caravan.
  Inside the market there are no weapons restrictions. Customers 
  are free to walk around with the guns they came to town with as 
  well as their new acquisitions, fully loaded and ready. With every-
  one in the area heavily armed and weapons literally everywhere, a 
  kind of honor system is in place. Anyone who starts shooting will 
  be gunned down by the enforcers immediately, no questions asked. 
  The sales staff are also armed to the teeth and have an eye out for 
  suspicious activity. Members of Don Marco’s Silver Dagger Gang 
  are carefully watched and sometimes banned from the town en-
  tirely as thieves and troublemakers.
  Thanks to El Oculta’s relationship with Chief Zimchex and the 
  Pervic Simvan of the Grande Range, Mercado often sets up shop 
  within their territory. El Oculta is always hiring Simvan to move 
  their shipments (one of the few ways the nomadic D-Bees can 
  come across Universal Credits without having to kill for them), 
  and when Mercado relocates, there are usually hundreds of Simvan 
  and their giant animals involved in the process or standing about 
  happy to assist for the right trade goods.
  When not sited in the Grande Range, Mercado may be hidden 
  anywhere in the rough terrain of the Bend. In west Texas, the 
  Bend is located closest to the Texan Corridor and Bandito Arms’ 
  holdings in Nevada, and minimizes the amount of time it takes 
  to resupply the Market Town or escape into the openness of the 
  New West. El Oculta is wary of overusing the Bend, however, and 
  is sure to choose a more easterly locale for Mercado if Coalition 
  patrols seem to be increasing in regularity.
  La Guarida
  The headquarters of El Oculta is not a Market Town or a way-
  point like Crossroads or another of the Pecos Empire’s “cities.” 
  Instead, it is the well concealed stronghold of the Delafuente sis-
  ters; the “hidden” in El Oculta’s “the hidden one.”
  The location of La Guarida is not advertised to El Oculta’s cli-
  ents nor business partners, not even to Pecos Warlords who may be 
  protecting or assisting the organization. It is sited east of Edward’s 
  Plateau, near the Colorado River (not the major Colorado River 
  that runs through the Grand Canyon, but another river with the 
  same name that is completely confined to Texas), but far enough 
  from the water that river traffic will not notice the town. It is here 
  that the cartel’s enforcers rest and assemble, and where higher-ups 
  can reside safely without need to worry about the Coalition or ret-
  ribution from rivals, raiders or enemies.
  Bulk product almost never goes through La Guarida, and what 
  is sent through the secret HQ is sure to be the rarest and most ex-
  pensive items that El Oculta can get its hands on. Enforcers come 
  and go using the nearby river, stopping at one of three departure 
  points where boats can dock and let off passengers. From there, 
  they follow trails with camouflaged entrances through the rough 
  country into the actual base camp. VIPs are transferred back and 
  forth in hover vehicles.
  La Guarida itself is a collection of large tents, rustic cabins and 
  fairly elaborate wooden haciendas that the Delafuentes and their 
  highest-ranking Bosses and Captains have built for themselves. 
  They live like queens and kings off of their illicit profits and im-
  port all manner of pleasures for their amusement. In addition to 
  stately homes for the three sisters and a dozen El Oculta big-wigs, 
  La Guarida features swimming pools, several restaurants, taverns, 
  drug dens and an exclusive market just for El Oculta members and 
  their personal, special guests. And guests are truly special. Most 
  luxury goods that pass through the cartel’s hands are first offered 
  to and picked through by La Guarida Market and higher-ups before 
  being offered elsewhere or shipped out to normal customers. This 
  includes things like Triax and Naruni weapons, new Coalition gear 
  in good condition, exotic alien drugs, nuclear power packs and 
  powerful magic items. The cartel’s leaders and higher-ups get first 
  crack at rare and special goods before the public ever sees them. 
  Prices are fair and straightforward, usually at 60-70% of list price. 
  Anyone who is allowed to visit La Guarida may shop at the mar-
  ket, though strangers not escorted by El Oculta members will stand 
  out and are regarded with suspicion throughout the entire town.
  2D4x100+150 El Oculta personnel of various types can nor-
  mally be found at La Guarida at any given time – from the Dela-
  fuente sisters and their personal entourages and bodyguards to 
  visiting smugglers, high-ranking Black Marketeers, “dignitaries” 
  and “special guests.” The latter two categories may include col-
  orful adventurers, mercs, Cyber-Knights, Reid’s Rangers, heroes 
  and anyone who has impressed the heads of the cartel and who has 
  been invited to enjoy the town’s luxuries and exclusive market. 
  Security is tight, and the atmosphere is close-knit enough that the 
  guards tend to know every resident and guest’s face. They spot in-
  truders instantly and take immediate action to neutralize intruders. 
  Wilderness Scouts, Simvan and Psi-Stalkers also roam a perimeter 
  
  36
  of about 30 miles (48 km) around La Guarida in all directions, 
  and are quick to report bands of Pecos Raiders or, God forbid, a 
  Coalition patrol. In such instances, the Delafuente sisters and other 
  non-combat VIPs are immediately rushed to high-speed vehicles 
  or ships waiting concealed near the river while the town’s defen-
  sive complement decides whether to stand and fight or attempt to 
  melt into the countryside.
  Adoncia Delafuente
  The Black Widow, Head of El Oculta
  El Oculta has a reputation for being the most bloodthirsty and 
  vindictive of North America’s Black Market Factions, a reputa-
  tion that emanates from their leader, Adoncia Delafuente. Adon-
  cia, known to outsiders as la Viuda Negra, “the Black Widow,” 
  is fond of chopping off arms and legs as a form of revenge, and 
  is also infamous for sending the severed heads of her enemies to 
  their comrades, families and friends. This notoriety gives low-life 
  criminals and rivals pause before they decide to rip off El Oculta, 
  and no one intentionally crosses Adoncia herself unless they have 
  a serious death wish.
  Adoncia Delafuente was born in the gutters of Ciudad Juarez. 
  She knew only hardship and poverty growing up, and was working 
  as a prostitute to support herself and her two younger sisters while 
  still only a teenager. After a series of black eyes and beatings, 
  Adoncia killed the abusive pimp she worked for in a particularly 
  grisly fashion, and took over the business as madam and overseer.
  Within a few years, she had murdered and seduced her way to 
  the top and was one of the most powerful underworld figures within 
  Ciudad Juarez. Anyone who crossed Adoncia ended up hacked to 
  pieces and dumped out in the desert, their heads delivered in neat 
  packages to their next of kin, boss, partner or associate. Her two 
  younger sisters joined her in the expanding criminal enterprise, 
  and the trio and their enforcers gradually became known through-
  out the region as Beso de la Muerte, “the Kiss of Death.” Anyone 
  deceived by their flirtatious demeanor and innocent appearance is 
  said to be already doomed to die under the sisters’ spell.
  Beso de la Muerte soon expanded into a true Black Market 
  powerhouse. Their only major competition came from El Oculta, 
  a sprawling cartel that had already come to dominate the old high-
  ways, the desert watering holes and mountain passes of northern 
  Mexico and the American Southwest. And despite repeated efforts, 
  El Oculta refused to sacrifice market share or negotiate for terri-
  tory. The Delafuente sisters had to try something else, so they fell 
  back on their old, tried and true methods of seduction and murder.
  Selena Delafuente, youngest of the three, fled to an El Oculta 
  camp, injured and in tattered clothing. When it was found out who 
  she was, she was taken to the current crime boss of El Oculta, an 
  ambitious Pecos Warlord. She told him that her sisters had forced 
  her out of the group and tried to have her killed. Selena offered 
  inside information and the help of the Beso de la Muerte enforc-
  ers still loyal to her as insiders to destroy her sisters. Her only 
  condition, she would rule over El Oculta as queen. The crime boss 
  accepted, won over by her charms and her radiant beauty. By the 
  morning after he declared her his second in command, he was 
  dead, but it would take Adoncia and her sisters another two years 
  before they killed off enough of El Oculta’s leadership to take 
  complete control of the cartel and make it their own. They have 
  kept the name, however, as it is already known to many of their 
  best customers within the Pecos Empire and northern Mexico. 
  Besides, keeping the name, the Hidden One, seemed to feel right 
  and it also served as something of a trophy to their cunning and 
  ruthlessness. The three sisters rule the El Oculta Faction with iron 
  fists inside velvet gloves. All are ruthless, criminal masterminds 
  steadfast in their loyalty to each other. But even the younger sisters 
  fear Adoncia.
  Adoncia Delafuente Stats
  Real Name: Adoncia Delafuente.
  Race: Human.
  Alignment: Miscreant.
  Attributes: I.Q. 21, M.E. 22, M.A. 25, P.S. 11, P.P. 13, P.E. 14, 
  P.B. 19, Spd 12.
  Experience: 9th level Black Marketeer Assassin.
  Skills of Note: Speaks Spanish at 98% and American at 90%, Con-
  cealment 66%, Detect Concealment 80%, Escape Artist 85%, 
  Find Contraband 75%, Hand to Hand: Expert, I.D. Undercover 
  Agent 70%, Intelligence 82%, Interrogation Techniques 85%, 
  Land Navigation 85%, Pick Locks 75%, Pick Pockets 70%, 
  Pilot: Hovercycle 98%, Prowl 80%, Radio: Basic 95%, Rec-
  ognize Weapon Quality 80%, Salvage 85%, Seduction 67%, 
  Streetwise 67%, and W.P. Energy Pistol, W.P. Knife and W.P. 
  Sword, all at 9th level.
  Special Abilities of the Black Marketeer: Fence, Friends in 
  Low Places (many throughout the American Southwest and 
  Northern Mexico), Home Turf Advantage (Pecos Empire and 
  Ciudad Juarez), Influential, Informant: Confidential (Ciudad 
  Juarez, Lone Star), Informant: Street Snitch (many throughout 
  the Southwest and Northern Mexico), Game Player, No Con-
  science, Steady Nerves and Street Rep: Hardcase to be Feared.
  Psionics: Minor Psychic with the abilities of Intuitive Combat (10) 
  and Telepathy (4). 61 I.S.P.
  Magic Knowledge: None.
  Weapons of Note: Has a penchant for Vibro-Blades and loves ma-
  chetes and bowie knives.
  Body Armor: Wears light body armor whenever going out into 
  the public or when expecting violence.
  Vehicles: Personally enjoys hovercycles, but is normally escorted 
  around in a black. armored hover car (220 M.D.C.).
  Cybernetics: Has a cybernetic computer implanted in her forearm 
  that allows her to instantly check El Oculta’s inventory and oth-
  er information on shipments, schedules, payments and payrolls.
  Carmen Delafuente
  Carmen is an 8th level Black Market Entrepreneur and is the 
  logistical brains behind El Oculta. While her two sisters run the 
  cartel and mastermind acts of revenge and displays of violence to 
  intimidate and maintain the cartel’s reputation of fear amongst the 
  Pecos Warlords and all rivals, it is Carmen who makes sure that 
  supply caravans are moving and outlets stocked. She pays Simvan 
  contractors, calculates losses from raids and Coalition interfer-
  ence, arranges bribes and bonuses and keeps an eye on the orga-
  nization’s day to day affairs. Carmen is usually flanked by a pair 
  of 6th level full conversion cyborg bodyguards, a Triax Marauder 
  and a Triax Stopper – elite Headhunters who have served the cartel 
  for years and were sent to Europe at great risk and expense to be 
  rebuilt into cutting-edge war machines.
  Alignment: Miscreant.
  Attributes: I.Q. 22, M.E. 19, M.A. 18, P.S. 9, P.P. 14, P.E. 13, 
  P.B. 18, Spd 10.
  Psionics: None.
  
  37
  Special Abilities of the Black Marketeer: Fence, Friends in High 
  Places (many in the Pecos Empire and Northern Mexico, a few 
  in CS Lone Star, CS El Dorado, and the Magic Zone; one in 
  Triax), Friends in Low Places (many throughout the American 
  Southwest and Northern Mexico), Home Turf Advantage (Pe-
  cos Empire and Ciudad Juarez), Influential, Informant: Corrupt 
  Lawman (several at Ciudad Juarez, a few at CS Lone Star and 
  CS El Dorado), Informant: Street Snitch (many throughout the 
  American Southwest and Northern Mexico), Steady Nerves, 
  Street Rep: Trustworthy and Work the Law.
  Selena Delafuente
  Selena is a 6th level Black Marketeer Master Assassin. She is 
  the youngest of the sisters, only 24, and is known to take personal 
  satisfaction in carrying out El Oculta’s acts of intimidation and 
  revenge. Selena uses her youth, her beauty and her innocent de-
  meanor to get close to targets who would never expect that she is 
  Black Market royalty and an elite cartel assassin. She prefers small 
  weapons like the NG Holdout, Wilk’s derringer, poison darts and 
  Vibro-Knives, and never appears overtly armed.
  Alignment: Miscreant with sadistic tendancies.
  Attributes: I.Q. 20, M.E. 20, M.A. 23, P.S. 14, P.P. 20, P.E. 15, 
  P.B. 24, Spd 17.
  Psionics: Major Physical Psychic with the abilities of Alter Aura 
  (2), Deaden Senses (4), Impervious to Poison (4), Mind Block 
  (4), Nightvision (4), Telekinesis (varies), Telekinetic Punch (6) 
  and Telekinetic Push (4). 68 I.S.P.
  Special Abilities of the Black Marketeer: Bulletproof, Friends in 
  Low Places (many throughout the American Southwest, North-
  ern Mexico and CS El Dorado), Home Turf Advantage (Pecos 
  Empire and Ciudad Juarez), Informant: Street Snitch (many 
  throughout the American Southwest and Northern Mexico), No 
  Conscience, Read Black Market Operations, Read People, Sin-
  cerity, Steady Nerves, Street Rep: Hardcase to be Feared, and 
  Suave and Debonair.
  The Immaterial Hand
  The most worrisome segment of the Black Market in the eyes 
  of the Coalition States is the Immaterial Hand, Black Marketeers 
  who use Rifts, ley lines and magic to circumvent the authorities 
  (and their competitors) as well as traffic in magic items. The activi-
  ties of the Immaterial Hand are almost impossible for the Coalition 
  to trace. Based extensively within the Federation of Magic, but 
  selling Techno-Wizard (TW) and magic items across the conti-
  nent, the Immaterial Hand is located right on the Coalition’s door-
  step, albeit on the other side of a well-defended border.
  The Immaterial Hand traces its roots back to the original con-
  flict between Chi-Town/theCoalition States and the Federation of 
  Magic. After the Federation’s defeat, their subsequent retreat into 
  the Magic Zone, and the onslaught of the Bloody Campaign, the 
  fledgling Coalition States outlawed all magic and its practitioners. 
  In so doing, they instantly created a market for illegal magic goods 
  and the Immaterial Hand was born.
  The group started as an outlaw corps of freedom fighters, a third 
  of whom had been magic-using citizens of Chi-Town. Cast out 
  of the CS and branded as untrustworthy criminals, they vowed to 
  keep the flow of magic and free thinking alive in CS territory, but 
  evolved over time into magic arms merchants and magic smug-
  glers. Canny outlaws who made their living defying the will of the 
  Coalition Army and selling wares and services in the same region 
  as the Chicago Network, without directly competing with them. 
  Furthermore, the Immaterial Hand’s use of magic, Teleportation, 
  ley lines and Rifts to transport cargo and contraband to foil Coali-
  tion intervention, made them a valuable ally to the Network. As a 
  result, the Chicago Network and other Factions, large and small, 
  would often hire the Immaterial Hand to smuggle contraband in 
  and out of places via magic and Rifts.
  However, while the Immaterial Hand did okay for itself, it 
  didn’t begin to grow in prominence until many years later, when 
  TW items became more commonplace. Even then, the Black Mar-
  ket Faction was comparatively insignificant. Some felt they were 
  little more than the wheelmen and porters for the rest of the Black 
  Market. It has only been within the last twenty years that the Im-
  material Hand started to become a significant commercial force 
  in the Black Market by increasing their trade in magic. The Chi-
  cago Network and other Factions didn’t mind, because magic was 
  a commodity that seemed to have a very limited clientele and was 
  a product none of them carried. As a result, the Immaterial Hand 
  could coexist because they were not direct competition. They had 
  carved out their own niche in the market. Even then, the organi-
  zation functioned primarily as an elite smuggling operation using 
  magic and Rifts lines to smuggle goods and people into hostile 
  areas.
  The Coalition-Tolkeen War was a boon to the Immaterial Hand, 
  helping it to explode onto the scene and rise to become one of the 
  top Five Factions of the Black Market in a few short years. A Fac-
  tion that is growing more powerful and influential every year. It 
  is ironic that the Faction started out as idealistic freethinkers and 
  advocates of freedom against the nascent Coalition States, because 
  today, the members of the Immaterial Hand, even its most dedi-
  cated practitioners of magic, care nothing about such lofty ideals. 
  These Black Marketeers may pretend to care about people, free-
  dom and the right to use magic, but in truth, all they care about 
  is profits and influence in the Black Market. And even influence 
  and power take a back seat to money. Less than one percent of 
  the practitioners of magic within the Faction care about revenge 
  against the Coalition States. And none want to see the CS Empire 
  toppled. Like many of their Black Market brethren, they jokingly 
  thank to the CS for opening the door of opportunity to them, and 
  laugh about how they’d be nobodies if it were not for the actions 
  of the CS. Yes, the fall of Tolkeen was a tragedy, but for the Im-
  material Hand, it was an incredible boon that catapulted them to 
  landmark profits, prominence and power within the criminal un-
  derworld.
  Immaterial Hand Contraband
  The Immaterial Hand sells a wide range of the standard weap-
  ons, gear, vehicles and vices offered by the Black Market, but their 
  area of specialty is magic. Whenever they can, this Faction will 
  sell or trade magic potions, magic-based drugs and services, magic 
  
  38
  
  39
  scrolls, TW weapons and devices, and even some TW body armor, 
  power armor and vehicles.
  The organization had always dabbled in the sale of magic and 
  magical contraband, including gems and components for magic, 
  but they did not become a major player until the Coalition States 
  declared war on Tolkeen. War is often a boon to Black Marketeers, 
  and the Immaterial Hand took full advantage of their expanding 
  connections with the denizens of the Magic Zone to provide magic 
  components, weapons and armor to the fighting forces in Tolkeen. 
  The Faction’s increased connections to the mages of the Magic 
  Zone and Tolkeen opened doors to other communities of magic 
  users and rebels. In the process, it enabled them to exponentially 
  increase their entire magic business as countless others worried 
  about the war spilling over to effect them.
  While one might think the fall of Tolkeen and the razing of 
  every one of that Kingdom’s major cities would cause a dramatic 
  decline in sales, it has not. Sales of magic have remained just as 
  steady as when the war was going at full tilt. The very display of 
  Techno-Wizard war machines and weaponry during the four-year-
  long war served to increase people’s awareness of, and desire for, 
  magic weapons and devices. Nobody outside of the Federation of 
  Magic had ever seen such a display of magic or such an array of 
  Techno-Wizard power. Indeed, many of the TW combat vehicles 
  and weaponry were new or seldom seen creations. Creations that 
  had stymied and held the Coalition Army at bay for years longer 
  than anyone had imagined possible. Magic was put on display like 
  no one in North America had ever seen, and it impressed.
  Techno-Wizard items and all forms of magic are more alluring 
  than ever before, and the Immaterial Hand has been able to exploit 
  that like nobody else. It is a turn of events the Coalition States 
  (and, honestly, most observers, including scholars and mages of 
  Lazlo and the Federation of Magic) had not seen coming. For the 
  CS, this is a nightmare, as the entire purpose of destroying Tolkeen 
  so utterly was to show how the Coalition would not tolerate the use 
  of magic and would destroy all who did so. While that message 
  was received loud and clear, many people now see magic as a valu-
  able, even vital, deterrent to the technological superiority of the 
  Coalition States. The many types of magic and magic weaponry 
  introduced to an unsuspecting world during the war has impressed 
  everyone, and many want some of it for themselves.
  (See the Magic Contraband Section of this book for full de-
  scriptions of some of the most notable magic and Techno-Wizard 
  (TW) items sold on a regular basis by the Immaterial Hand, as well 
  as some other Black Market outlets.)
  The Market for Magic
  The Immaterial Hand use their mystic knowledge and under-
  standing of ley lines and Rifts to transport magical contraband and 
  explore distant, new markets. To move cargo in ways that defy the 
  laws of physics gives the faction a tremendous leg up, especially 
  against enemies like the Coalition who know little about the work-
  ings of magic.
  Their presence in the Federation of Magic is encouraged by the 
  Federation’s leaders, who see the Immaterial Hand as both a valu-
  able ally and a face to the outside world that is not, strictly speak-
  ing, that of the Federation of Magic. Let’s face it, the Federation 
  of Magic has a colorful and bloody history that is off-putting even 
  to other practitioners of magic. Many outsiders are quite simply 
  afraid to have dealings with the Federation. Not just because of the 
  Federation’s own dangerous reputation, but because of the Coali-
  tion States’ unrelenting campaign to destroy them and anyone who 
  has had even passing contact with them.
  Enter the Immaterial Hand, who acquires 65% of its magic 
  items from the Federation of Magic, 20% from non-affliated mag-
  es within the Magic Zone and the rest from various other sources, 
  including the Colorado Baronies and purchases from individuals, 
  salvage operators, adventurers and others. They, in turn, sell magic 
  items direct to the consumer as well as wholesale to other Black 
  Market Factions. The Immaterial Hand provides 87% of all magic 
  goods sold by the other four factions. And with practitioners of 
  magic being distrustful of people they don’t know – and the Fed-
  eration being crazy-paranoid – few “outsiders” are allowed to es-
  tablish new lines of trade. This gives the Immaterial Hand, who 
  have proven themselves trusthworthy and reliable for generations, 
  complete dominance of magic within the Black Market. Of course, 
  there are many practitioners of magic who are entrepreneurs and 
  sell direct to consumers and others, but they tend to be located in 
  faraway communities of magic, like Lazlo, New Lazlo, the City of 
  Brass, and Dweomer, among others. And with the obliteration of 
  the Kingdom of Tolkeen, arguably the most powerful kingdom of 
  magic outside of the Federation, and the CS keeping up the pres-
  sure on user of magic and magic items, a great many people are 
  giving such communities a wide berth.
  As the established and time proven middleman, members of the 
  magic community have turned to the Immaterial Hand to sell their 
  wares and broker deals with other Black Market Factions and out-
  side groups. Yet even with all these connections and years of trust, 
  the flow of magic via the Black Market remains limited. This is 
  due, in part, to the fact that magic items are all one-of-a-kind items 
  made by hand, and cannot be mass-produced. This, alone, limits 
  the number of items that can be put on the open market. Moreover, 
  many items such as scrolls can only be used by other practitioners 
  of magic. Even most Techno-Wizard items can only be used by 
  magic users and psychics. To complicate matters further, many 
  communities of practitioners of magic are hoarding and stockpil-
  ing magic items in case they are the next target of the Coalition’s 
  war on magic. Other mages do not like to see magic in the hands 
  of those who do not truly understand or appreciate it. (Most mages 
  tend to be elitist snobs who do not trust magic in the hands of those 
  not initiated in the mystic arts. Many deny it, but it’s a fact.) And 
  while it may sound crazy, the Coalition’s decades of propaganda 
  against magic has worked like a charm. Many people, especially 
  ordinary hardworking people, are convinced magic is dangerous or 
  evil, or both. There is a massive number of people, including expe-
  rienced warriors, bandits and adventurers, who will not use magic 
  items under any circumstances. Most people look upon Ley Line 
  Walkers, Mystics and other mages with a certain amount of suspi-
  cion and fear. They are quick to blame mages for everything that 
  goes wrong or seems unnatural. As a result, the market for magic, 
  at least in the Americas, is a tricky one that is very limited and 
  scattered at best. All that said, when it comes to items available on 
  the Black Market, odds are the Immaterial Hand made it possible.
  Specialists in the
  Art of Magic Smuggling
  Most Black Marketeers in the Immaterial Hand use magic and 
  magic items, but only about one quarter of the Faction’s members 
  are practitioners of magic, with another 10% possessing Major 
  Psionics and 5% Master Psionics. Before they exploded onto the 
  scene as purveyors of magic items, the Hand became experts at 
  
  40
  using magic for smuggling, concealing and transporting cargo and 
  contraband. In fact, they are so expert, that even members of the 
  Federation of Magic may turn to the Immaterial Hand and hire 
  them to smuggle people and products. Any good Ley Line Rifter 
  or Temporal Wizard can open a Rift so that a caravan from point 
  “A” can travel to point “B” a thousand miles apart in a matter of 
  a minute, but that’s not smuggling and it definitely isn’t stealthy. 
  A Rift tearing open at a ley line nexus creates a magical vortex 
  that rises a mile (1.6 km) or more into the sky. Such a stunt is 
  useless if hostile forces are waiting on the other side or zoom in 
  minutes later, weapons blazing. The Coalition, Raiders, Splugorth 
  Slavers and Minions, dragons, evil mages and others either claim 
  and use many nexuses themselves, or lie in wait to ambush un-
  suspecting travelers using magic and Rifts. The Immaterial Hand 
  knows which nexus points, ley lines and places are safe and which 
  are not. They know when and where the CS and Raiders lie in wait 
  or make regular patrols. They have paid some of those who have 
  claimed a particular nexus as their own and keep it by force, to al-
  low them safe passage. They know to send scouts ahead, and may 
  have armed escorts waiting at the rendezvous point and switch to 
  conventional means of transportation when it is appropriate or less 
  expensive.
  Magic is also used to cover the trail of conventional vehicles 
  and to hide cargo and personnel. Though some think of the Im-
  material Hand as little more than “truckers” and package haulers, 
  the Faction is much, much more. They have perfected the art of 
  smuggling and transporting goods via magic, especially in and out 
  of hot zones and secured areas.
  A wide range of magic spells are used to help in the smug-
  gling of all manner of goods, magical and non-magical. Using 
  magic on ordinary people/Black Marketeers can get cargo loaded 
  and unloaded at an impressive speed without heavy machines. 
  Turning cargo Featherlight can enable ordinary people with nor-
  mal strength to unload crates that weigh hundreds of pounds. En-
  hance their capabilities further by casting Superhuman Strength 
  and Superhuman Speed on them, and workers can get a truck 
  loaded and unloaded in record time. Superhuman Endurance and 
  Mystic Fulcrum can also come in handy. All these spells are effec-
  tive on ordinary humans, but are more effective when cast upon 
  large, strong D-Bees. The use of Levitation, Telekinesis, and other 
  spells can also be of help. In some cases, Animate and Control 
  Dead is a fantastic way to load, unload, or carry and haul cargo on 
  foot. Summoning forth Lesser Elementals, demons or other crea-
  tures with Supernatural Strength is sometimes employed as well, 
  but they are a lot more tricky to handle than animated corpses or 
  enchanted mortals.
  While some of the magic used by the Immaterial Hand mages is 
  high level spells, such as Open Dimensional Portals and Teleporta-
  tion, the vast majority of spells used for concealment, cargo haul-
  ing and smuggling are Eighth Level or lower. Elemental Magic 
  may be used to cover one’s trail, conceal passage (fog, etc.), cross 
  water, ice and so on, and to slow down or lose pursuers (storms of 
  all kinds, etc.). Temporal Magic is great for opening and closing 
  Rifts and using Dimensional Pockets and other dimensional magic 
  to hide contraband.
  The following spells are excellent for moving cargo, loading 
  and unloading.
  Circle of Travel (600)
  Dimensional Envelope (60 or 380)
  Dimensional Pockets (20 or 140)
  Dimensional Portal (1000)
  Dimensional Teleport (800)
  Featherlight (10)
  Float in Air (5)
  Influence the Beast (12)
  Invulnerability (25)
  Levitation (5)
  Giant (80)
  Metamorphosis: Animal (25)
  Mystic Fulcrum(5)
  Mystic Portal (60)
  Re-Open Gateway (180)
  Rift Teleportation (200)
  Superhuman Endurance (12)
  Superhuman Strength (10)
  Superhuman Speed (10)
  Tame Beast (60)
  Telekinesis (8)
  Teleport: Lesser (15)
  Teleport: Superior (600)
  As well as the use of Elementals and controlled animals and 
  supernatural beings, Temporal Magic, and other spells.
  The following spells are excellent for concealing and pro-
  tecting cargo.
  Chameleon (6)
  Cloud of Smoke (2)
  Cloak of Darkness (6)
  Concealment (6)
  Detect Concealment (6)
  Energy Disruption (12)
  Extinguish Fire (4)
  Frequency Jamming (15)
  Globe of Silence (20)
  Impervious to Fire (5)
  Invisibility (any; 6 or 20)
  Multiple Image (7)
  Mystic Alarm (5)
  Shadow Meld (10)
  Sheltering Force (20)
  Watchguard (10)
  Words of Truth (15)
  And all manner of illusions are used to conceal cargo and hid-
  ing places, as well as others.
  The following spells are excellent for scouting, mystic com-
  munication and checking out travel routes.
  Calling (8)
  Chameleon (6)
  Climb (3)
  Commune with Spirits (25)
  Compulsion (20)
  Distant Voice (10)
  Eyes of the Wolf (25)
  Fly as the Eagle (25)
  Invisibility (any; 6 or 20)
  Locate (30)
  Magic Pigeon (20)
  Memory Bank (12)
  Metamorphosis: Animal (25)
  Metamorphosis: Insect (60)
  Phantom Mount (45)
  
  41
  Oracle (30)
  Reduce Self (20)
  Second Sight (20)
  See the Invisible (4)
  See Wards (20)
  Sense Evil (2)
  Tongues (12)
  The following spells are excellent for preventing an alarm 
  from being sounded or to get past checkpoints without incident 
  or without harming anyone. With a little luck and proper execu-
  tion, the smugglers can pass without being discovered or anyone 
  being the wiser.
  Aura of Death (12)
  Aura of Doom (40)
  Aura of Power (4)
  Befuddle (6)
  Blind (6)
  Blinding Flash (1)
  Calm Storms (200)
  Charm (12)
  Charismatic Aura (10)
  Domination (10)
  Fool’s Gold (to distract and bribe; 10)
  Force Bonds (25)
  Frequency Jamming (15)
  Horror (10)
  Mask of Deceit (15)
  Mute (50)
  Negate Mechanics (20)
  Seal (door, gate, etc.; 7)
  Sleep (10)
  And all manner of illusions.
  The following spells are ideal for stopping or slowing pursu-
  ers without killing anyone.
  Befuddle (6)
  Carpet of Adhesion (10)
  Circle of Flame (10)
  Cloud of Smoke (2) and other magic clouds.
  Light Target (6)
  Magic Net (7)
  Sleep (10)
  Speed of the Snail (50)
  Wall of Wind (40) and other magic walls.
  Wind Rush (20)
  And all manner of illusions, storms and obstacles created by 
  magic.
  Dimensional Magic
  One of the Immaterial Hand’s primary smuggling techniques is 
  the placing the package or cargo outside our own dimension. This 
  means the use of Dimensional Pockets and Envelopes to transport 
  goods, and hide and deceive the authorities. The ability to bend the 
  laws of physics makes magic smugglers a particular concern for 
  those monitoring borders using traditional methods.
  Dimensional Pockets are small Pocket Dimensions that have 
  been created and affixed inside an enchanted container such as a 
  jacket pocket, purse, backpack, or luggage. A Dimensional Pocket is 
  generally compact and can only accommodate objects small enough 
  to fit through the actual, physical entrance point. Dimensional Pock-
  ets inside pockets can only fit objects smaller than the pocket itself, 
  making them suitable only for smuggling handheld items, ammo, 
  letters, and small pieces of contraband. Backpacks, duffel bags and 
  sacks may be large enough to fit bigger objects, even people, but rid-
  ing along as a passenger inside a Dimensional Envelope can be an 
  uncomfortable, disorienting and frightening experience.
  Even the largest Dimensional Envelopes are only the size of 
  a closet or small room and their constrictive entrances limit their 
  use even further. Experiments with larger envelopes and even full-
  fledged Pocket Dimensions have been attempted, but the magic 
  used to create them is unstable and such tests have led to lost car-
  gos, missing personnel and D-Envelopes that access unwanted 
  realms such as Hades or Dyval.
  Nexus Hubs
  The Immaterial Hand’s primary facilities are known as Nexus 
  Hubs. Built around a ley line nexus, they are fortified camps that serve 
  as launching points for magic-powered smuggling vehicles, portal 
  jumps, opening Rifts, transporting cargo and so on. Convoys and in-
  dividual blockade runners depart, following the ley lines off into the 
  distance, and get to a location that can be thousands of miles away 
  in the time it takes to open and go through a Rift. The energy of the 
  central nexus is also drawn upon to cast magic spells necessary to ex-
  pedite loading, unloading, concealment, protection or transportation.
  At established Black Market Nexus Hubs, the area around the 
  nexus is heavily guarded and locked down in case something un-
  wanted should emerge from the Rift. Soldiers, Techno-Wizards, 
  Ley Line Walkers, Rifters and Shifters are always present and 
  available to work whatever magic is necessary to send smugglers 
  and cargo on their way.
  Nexus Hubs can be found in random locations in the Magic 
  Zone and a few other places, including the ruins of the City of Tol-
  keen, the ruins of Old Chicago, the ruins of Old Detroit and Wind-
  sor, northern Mexico, Madhaven and Dinosaur Swamp. They also 
  have arrangements to use one or more nexus points that are under 
  the jurisdiction of the Federation of Magic at the City of Brass, 
  Dweomer, Stormspire and other locations, as well as the Colorado 
  Baronies, Lazlo, New Lazlo, Mexico, and the Splynn Dimensional 
  Market. There may be others, but all are closely guarded secrets of 
  the Immaterial Hand Faction. Of course, the organization may use 
  any nexus point or ley line network without asking the permission 
  of local governments or inhabitants. When this happens, the Black 
  Marketeers do not linger. They use the nexus or lines and keep 
  moving. Wherever there is a relatively stable ley line nexus not 
  already in use, there is a chance of finding the Immaterial Hand.
  Portal Overseers
  The most powerful and highest-ranking spell casters within the 
  Immaterial Hand are known as Overseers. The rank of Overseer 
  is unique to this Faction and refers to a mage who specializes in 
  magic involving the use of ley lines, nexus points, Rifts, and di-
  mensional magic. They are roughly equal in rank to a Lieutenant 
  in the Black Market, but regarded as elite specialists and are given 
  much respect and protection. It is the Overseers who handle the 
  most complicated rituals to control Rifts and open portals to de-
  sired locations. The typical Overseer is a Ley Line Walker, Ley 
  Line Rifter, or Shifter, and usually 7-12th level of experience. 
  They will have good amounts of personal P.P.E. and often use 
  Techno-Wizard batteries and magic items to provide more energy. 
  Overseers are generally accompanied by 1D4+1 bodyguards who 
  
  42
  escort them to and from different locations, and sometimes assist 
  in the magic ceremonies and Rift openings. Overseers are the ul-
  timate VIPs of the Immaterial Hand, and without them the entire 
  operation would be unsustainable.
  Ley Line Drops. A favorite tactic is to travel along ley lines to 
  a drop-off point or supplier. Coalition forces like to avoid ley lines 
  unless they are engaged in an active search and destroy mission, 
  and the speed and power granted to practitioners of magic and TW 
  vehicles by the ley line is always to the Immaterial Hand’s advan-
  tage. Sometimes promised shipments are delivered to a meeting 
  place along a ley line and then chrono-shifted so that the shipment 
  only appears at a designated time. Other deliveries are shielded 
  by illusions to look like ruins, trash or open ground, concealed in 
  shadows, and so on. It is “outside-the-box” thinking like this that 
  makes the Immaterial Hand’s shipments so well protected.
  Contract Work
  As noted, the Immaterial Hand uses magic to deliver all types of 
  Black Market goods and contraband, most of it non-magical, and 
  are hired by all Black Market Factions. However, the other Fac-
  tions and smaller local organizations usually hire the Immaterial 
  Hand only when they need a shipment delivered fast, or delivered 
  to a place where conventional delivery is difficult, impractical or 
  virtually impossible. The Hand’s expertise is often used to circum-
  vent military forces and disaster areas, and to transport valuable 
  cargo a great distance. The “cargo” may be a small package or let-
  ter that can be carried by one mage or courier, or it may be a skid 
  of merchandise to a convoy of vehicles. Other times the cargo is 
  not goods at all, but a person or people.
  The Immaterial Hand makes good money offering their expertise 
  to fellow Black Marketeers and practitioners of magic, but enjoys 
  other advantages as well. For one, they can spy on their comrades 
  and clients in the course of doing normal business with them. All the 
  Black Marketeers of the Immaterial Hand need to do is keep their 
  eyes and ears open. If more information is desired, spy techniques 
  and the utilization of magic and psionic abilities can garner even 
  more valuable data. Information they can sell or use themselves to 
  gain an upper hand in the market or against rivals and enemies.
  The Fist
  Unlike the other Black Market Factions, the Immaterial Hand is 
  not run by a single crime boss, family or shadowy board of directors. 
  Rather, a trio of powerful, unrelated individuals have managed to 
  work their way to the top. While there are powerful crime families 
  within the Faction, they defer to the proven cunning, skill and power 
  of the Fist. While the name “Fist” suggests one leader, there are 
  actually three, each a practitioner of magic and notorious smuggler/
  wholesaler in his or her own right. Each worked his or her way up 
  the ladder within the organization and is highly respected. It has been 
  the insight and coordinated effort of these three, working together, 
  that has turned the Immaterial Hand from a mid-sized and notable 
  Faction into one of the Top Five Factions in the Black Market.
  In their capable hands, the Immaterial Hand threatens to be-
  come even more rich and powerful, so the rest of the Bosses, fami-
  lies and crews in the organization have all agreed to step back and 
  let the Fist run the show. At least for now. After a century of being 
  a second-string player in the Black Market, everyone loves be-
  ing a powerhouse, and they don’t want to do anything to change 
  that. It is interesting to note that with such dramatic leadership, 
  growth and prosperity, nobody has challenged nor resents the Fist. 
  All three are valued and celebrated by their comrades within the 
  Faction. Their reign has likely only just begun.
  All three are known and trusted by myriad members and Fac-
  tions of the Black Market and Federation of Magic. They are also 
  known to many individual practitioners of magic, magic commu-
  nities and smugglers. Black Marketeers from the Immaterial Hand 
  enjoy a reputation for getting the job done right and being reliable 
  and honest in all their “business dealings.” This means the Fist de-
  mands a lot from their crews, and anyone found cheating the Fac-
  tion or its customers will pay for their crimes in a severe manner.
  Jacob Caine
  Caine is a powerful Ley Line Walker (10th level) with a myste-
  rious past and a long history with the Federation of Magic as well 
  as the defunct Kingdom of Tolkeen. The level of trust shown to 
  him by Lord Dunscon and many others within the paranoid and 
  evil Federation is nothing short of astounding. The other two in the 
  Fist are accepted and trusted, but not to the same degree as Caine. 
  As a result, Jacob Caine is the go-to guy in all dealings with Lord 
  Dunscon and elite members of the Federation of Magic, a role in 
  which he excels. He is also happy to handle other evil sources of 
  magic. The various warlords, factions and cities within the Fed-
  eration are the Immaterial Hand’s largest suppliers of magic items 
  for resale. That said, he also has excellent relations and many ties 
  to the Black Market, mercenary companies, bandits, pirates and 
  places like MercTown, Arzno, the Pecos Empire, and Calgary, the 
  Kingdom of Monsters.
  Jacob Caine is a handsome and charming forty-something hu-
  man with a calm, relaxed manner that elicits trust and confidence. 
  However, behind his smile and warm eyes is a ruthless predator 
  quick to seize opportunity and quietly destroy his enemies, rivals 
  and those who disappoint or fail him one time too often. He and 
  Ava Marcuse are lovers and outstanding business partners. To-
  gether they can accomplish anything.
  Alignment: Aberrant.
  Attributes: I.Q. 21, M.E. 21, M.A. 24, P.S. 15, P.P. 12, P.E. 14, 
  P.B. 22, Spd 11.
  P.P.E.: 167
  Experience Level: 10th level Ley Line Walker Black Marketeer.
  Psionics: None.
  Special Abilities of the Black Marketeer: Bulletproof, Friends in 
  High Places (several in the Black Market, Federation of Magic 
  and Magic Zone, two survivors in the aftermath of Tolkeen, 
  one in the City of Chi-Town and one in New Lazlo), Friends in 
  Low Places (many throughout the American Southwest, Magic 
  Zone, Federation of Magic and Chi-Town ‘Burbs), Home Turf 
  Advantage (Magic Zone and Federation of Magic), Influential, 
  Informant: Street Snitch (many throughout the Magic Zone, 
  Federation of Magic, Black Market, and Chi-Town ‘Burbs, 
  a few in Lazlo, New Lazlo and Old Bones in Free Quebec), 
  Read Black Market Operations, Read People, Sincerity, Steady 
  Nerves, Street Rep: Trustworthy, and Suave and Debonair.
  Ava Marcuse
  Ava is an Elf trader born in Lazlo but whose parents emigrated 
  from another world. She is a 9th level Rift Runner with a head for 
  numbers, logistics and organization. She is a player in the criminal 
  underworld of the Black Market and loves the success they have 
  
  43
  enjoyed within the Immaterial Hand. Without her connections, 
  the Immaterial Hand would have had a much more difficult time 
  purchasing magic from honest and upstanding mages. She has no 
  love for the Coalition, the Federation of Magic and the Splugorth, 
  and thinks of them all as monsters and narrow-minded brutes con-
  sumed with a lust for power and revenge. As a result, she enjoys 
  using the Federation to her own ends and stealing from the Coali-
  tion States and the Splugorth and their allies (e.g. Horune Pirates, 
  Slavers, etc.). Ava is an Elven beauty who looks to be twenty-
  something, but is really 40 years old.
  Alignment: Anarchist, through and through.
  Attributes: I.Q. 20, M.E. 19, M.A. 19, P.S. 14, P.P. 20, P.E. 13, 
  P.B. 26, Spd 12.
  P.P.E.: 152
  Experience Level: 9th Level Rift Runner Black Marketeer.
  Psionics: Major Psychic with the abilities of Detect Psionics (2), 
  Mind Block (4), Object Read (6), Read Dimensional Portal (6), 
  See the Invisible (4) and Sixth Sense (2). 71 I.S.P.
  Special Abilities of the Black Marketeer: Bulletproof, Fence, 
  Friends in Low Places (many throughout the New West, Magic 
  Zone, Black Market and criminal circles), Home Turf Advan-
  tage (Lazlo and Chi-Town ‘Burbs), Informant: Street Snitch 
  (many throughout Chi-Town ‘Burbs, Lazlo and the American 
  Southwest; a few in the Federation of Magic and Magic Zone), 
  Read Black Market Operations, Read People, Steady Nerves, 
  Street Rep: Trustworthy, and Suave and Debonair.
  Yull Thundersworn
  One of the most powerful spellcasters within the entire Imma-
  terial Hand (14th level Ley Line Rifter), Yull Thundersworn is an 
  expert in opening portals, controlling Rifts, using Ley Line Magic 
  and traveling across dimensions. Though few know it, Yull is a 
  Sphinx hailing from a far-off world. He has a vast knowledge of 
  magic, dimensions and planes of existence. He comes and goes at 
  times, searching for rare magic artifacts and other items not found 
  on Earth that catch his interest. Yull is often willing to send adven-
  turers to exotic and dangerous realms simply because it entertains 
  him, though he is almost always arrogant and condescending to-
  wards non-magic humans and other “lower species” and is more 
  likely to honor a request from a dragon, Elf or other higher life 
  form. When meeting with humanoids or making a public appear-
  ance, Yull Thundersworn takes the form of a handsome human 
  male 25 years of age, but is really 450 years old. Yull often uses 
  metamorphosis magic to take other forms, including the human 
  form, and only his two partners and a tiny handful of other trusted 
  people know he is really a Sphinx.
  Alignment: Aberrant.
  Attributes: I.Q. 21, M.E. 22, M.A. 12, P.S. 23 (Supernatural), P.P. 
  18, P.E. 23, P.B. 22, Spd 20 running (14 mph/22.4 km), but 100 
  flying (72 mph/115 km).
  P.P.E.: 258
  Experience Level: 14th level Ley Line Rifter Black Marketeer.
  Bonuses of Note: +3 on Perception Rolls, +4 on initiative, +7 to 
  strike, +8 to parry, +6 to dodge, +7 to dodge in flight, +3 to 
  disarm, +6 to pull punch, +4 to roll with impact, and +2 on all 
  saving throws.
  Natural Abilities of Note: As a Sphinx, he magically understands 
  and speaks all languages at 98%, literate in Dragonese/Elven, 
  American, Spanish, Euro and Demongogian at 98%, Math 
  98%, Prowl 60%, Swim 40%, never tires when flying, Nightvi-
  sion 120 feet (36.6 m), leap 30 feet (9.1 m) high and 200 feet 
  (61 m) across, bite does 3D6 M.D., claw strike does 4D6 M.D., 
  power strike 6D6+10 M.D.
  Psionics: Major Psionic with the abilities of Empathy (4), Mask 
  I.S.P. & Psionics (7), Mask P.P.E. (4), Meditation (0), Read Di-
  mensional Portal (6), Sense Dimensional Anomaly (4), Sense 
  Time (2), and Total Recall. 98 I.S.P.
  Special Abilities of the Black Marketeer: Antiquities Trader, 
  Bulletproof, Friends in High Places (Federation of Magic and 
  Atlantis), Friends in Low Places (many throughout the Ameri-
  can Southwest, Magic Zone, and Atlantis), Game Player, In-
  fluential, Informant: Corrupt Lawman (one in the Federation 
  of Magic, two in Atlantis and one in the Chi-Town ‘Burbs), 
  Read Black Market Operations, Read People and Street Rep: 
  Hardcase to be Feared.
  Le Marché 
  Noir
  Throughout the Coalition States, the Black Market has set up 
  countless operations and small syndicates, taking advantage of the 
  Coalition States’ prohibition of magic, books and weapons. There 
  are subgroups within each Coalition State, normally taking their 
  orders from or competing with the Chicago Network. Free Que-
  bec, however, has always stood apart from the rest of the Coali-
  tion, and their native Black Market is a reflection of their desire 
  for sovereignty. Le Marché Noir has never really integrated with 
  other Black Market groups, and since Free Quebec’s declaration of 
  independence, it has become even more aloof.
  Le Marché Noir has been around for decades, catering to the 
  needs of the Quebecois underworld and Canada at large. In addi-
  tion to their grip on most of Free Quebec’s Black Market activity, 
  they also service Lazlo, New Lazlo and eastern Canada, and are 
  increasing their presence every year in the Coalition State of Iron 
  Heart. They control vast portions of Old Bones, the semi-lawless 
  “gray zone” that is left somewhat undisturbed by the police, and 
  deal with pirates operating in the Atlantic, the Great Lakes and 
  St. Lawrence Seaway. There have even been rumors of collusion 
  between Le Marché Noir’s higher-ups and the more shadowy ele-
  ments of Free Quebec’s government, and there is a potential turf 
  war brewing between Le Marché Noir and the Chicago Network 
  over dominance of Iron Heart. Both think of it as their own.
  Since Free Quebec’s break with the other Coalition States, Le 
  Marché Noir has enjoyed a boost in sales and access to new mar-
  ket shares. As part of the Coalition States, Free Quebec had par-
  tially integrated its own security apparatus with the Internal Secu-
  rity Service (ISS) based out of Chi-Town. Smugglers and market 
  thugs had to deal with the Coalition’s large database of wanted 
  criminals, as well as pressure from Chi-Town for Free Quebec to 
  meet certain quotas and investigate specific activities like Juicer 
  augmentation or anti-Prosek sentiments. Now that Quebec is in-
  dependent, it has to deal with the Black Market underworld on its 
  own, and the Quebecois government is much more willing to turn 
  a blind eye to certain crimes, especially if the perpetrators confine 
  their activities to Old Bones and locations outside Free Quebec.
  
  44
  
  45
  Part of the difference is also accessibility. The Black Market 
  bosses who lead Le Marché Noir have never had the kind of power 
  or reach needed to buy off the authorities in Chi-Town, especially 
  when the local Chicago Network crime faction had already beaten 
  them to the punch. Now that Chi-Town is out of the picture, Le 
  Marché Noir has extended its influence within the Quebecois bu-
  reaucracy, with many powerful officials on the payroll and even 
  some of its own people infiltrated within the government. Le 
  Marché Noir is enjoying a kind of renaissance as the organization 
  expands and reinvents itself, directing its attention and energies 
  towards new markets in Iron Heart, the Lazlos, and America’s East 
  Coast, whose growing fishing villages and pirate coves are in need 
  of protection from Splugorth slavers and Shemarrian war parties.
  Old Bones
  Old Bones is an interesting place for Le Marché Noir. On one 
  hand, it is a bonanza of crime and illegal arms sales that is impos-
  sible for the Black Market to avoid. On the other hand, Le Marché 
  Noir is somewhat suspicious of Old Bones after several of their 
  larger outlets simply disappeared overnight. The leadership of Le 
  Marché Noir is not sure of the cause for their misfortune. Monsters 
  from the Rifts or Atlantis, hijackers, vengeful competitors from the 
  Chicago Network or Horune Pirates, and even le Surete du Quebec 
  are all suspect, but Le Marché Noir has no evidence to point to 
  any of them. All they know is that three times, a well-planned and 
  established operation has vanished into thin air, with none of the 
  goods ever recovered and none of the smugglers and salespeople 
  ever seen again. Granted, Old Bones is a dangerous place, but Le 
  Marché Noir never expected to be targeted as a whole and is still 
  somewhat perplexed that any other criminal element would dare 
  cross them, even pirates or the Splugorth of Atlantis.
  What Le Marché Noir does not know is that Old Bones is es-
  sentially run by the Quebecois government. Old Bones is a highly 
  secretive project, and even Le Marché Noir’s contacts within the 
  government have been unable to access the necessary information 
  to prove the case to their superiors. All the higher-ups within Le 
  Marché Noir know is that there is some other force at work within 
  Old Bones, and suspect that it is some kind of conspiracy of mages 
  or powerful interdimensional creatures.
  Le Marché Noir and Iron Heart
  Iron Heart is quickly becoming the front line between Le 
  Marché Noir and the Chicago Network. Just as the CS and Que-
  bec have their difficulties, so do Le Marché Noir and the Chicago 
  Network. Though they both operate within human supremacist 
  countries, the two factions have found little other common ground. 
  The Chicago Network cannot believe that Le Marché Noir has the 
  audacity to trade within Iron Heart, still an important CS member 
  state and relatively fresh territory that has been earmarked to serve 
  as a base for Chicago Network expansion.
  Le Marché Noir sees nothing stopping it from taking advantage 
  of demand for their product in Iron Heart, and is quickly solidi-
  fying the trade connections that link it and their holdings within 
  Free Quebec. The two nations are not all that far, geographically, 
  and Quebecois smugglers are always on the move traveling back 
  and forth. Quebec’s secession has made their job slightly more 
  difficult, but most of Le Marché Noir’s more seasoned personnel 
  already have connections within Iron Heart left over from when 
  FQ was considered a vital part of the CS. They also have dealings 
  with Northern Gun, the Manistique Imperium and pirates active in 
  the Great Lakes, all of which are near Iron Heart.
  The Iron Heart division of the ISS takes particular offense at 
  this upstart group of Quebecois criminals. They are notably ruth-
  less and relentless in their pursuit of the organization, and the 
  Chicago Network is always happy to lend a hand by selling out 
  the competition to the authorities whenever possible. A number of 
  busts made on Le Marché Noir smugglers attribute their success to 
  “anonymous tips,” many of which no doubt come from Chicago 
  Network agents.
  Le Marché Noir trafficks in all the things the rest of the Black 
  Market offers, except magic; they avoid it as much as possible. 
  There are two things they have, however, that few others can of-
  fer. One is Glitter Boy related items. The Marché Noir sells parts 
  and repair services for Glitter Boys (they have for generartions), 
  as well as Glitter Boy ammunition (the famous Boom Gun shells) 
  and even the occasional hijacked Glitter Boy power armor from 
  the Quebec military. Two, Free Quebec has more open and regu-
  lar trade with the New German Republic, which means le Marché 
  Noir is North America’s primary source for Triax weapons, gear, 
  and power armor. Since they deal with pirates, they are sometimes 
  able to get items from Atlantis, England, Europe and Africa, but 
  not on a consistent or regular basis.
  Jean Robillard
  Crime Boss of Le Marché Noir
  Jean Robillard is the unchallenged head and overseer of 
  Le Marché Noir. He is a shadowy figure, a legend in the Que-
  becois underground even before he took the reins of power over 
  Le Marché Noir itself. His background is part of the legend. Jean 
  started out as an orphan in the streets of Free Quebec, working as 
  a pickpocket just to stay alive. From such humble beginnings, he 
  has risen up through the ranks of the Black Market to become one 
  of its most powerful crime bosses.
  What his closest associates know that others do not, is that this 
  backstory is all a fabrication. There are no records of Jean Robil-
  lard before 79 P.A., and even the most veteran criminals in Free 
  Quebec do not remember him from their youth. The reason for 
  this is simple: Robillard is actually a Royal Frilled Dragon, an 
  obsessive hoarder who insinuated himself into the Black Market 
  a few decades ago in order to chase down some exotic items, and 
  eventually fell into the habit of living in human form. He does not 
  intend to stay with Le Marché Noir and is actually beginning to tire 
  of Rifts Earth. He plans on casually moving on in another decade 
  or two once he has filled out his collection a bit more.
  Robillard runs Le Marché Noir for several reasons. He enjoys 
  organizing and leading humanoids, hates the Coalition States and 
  sees the leadership of Free Quebec as naive. The main reason he 
  maintains his elaborate cover and position of responsibility, how-
  ever, is to help add to his hoard. Dragons are famous for their trea-
  sure troves and secret caches of gold and jewels, but Robillard is 
  known as a pack-rat and collector even amongst his own kind. His 
  hoard is hidden in a massive cave he constructed that can only be 
  accessed from a remote valley up in Quebec’s Laurentian High-
  lands. Inside, hidden from thieves, competitors and even his own 
  people at Le Marché Noir, is Robillard’s meticulously organized 
  and maintained collection. Priceless pre-Rifts artifacts, several an-
  cient Glitter Boy suits, new weapons and vehicles from the Co-
  alition, Triax, the Naruni, exotic pieces from Japan, the Arkhon 
  Freehold, Atlantis and others, are all included in the collection. 
  
  46
  There are rare and expensive Techno-Wizard devices, powerful 
  magic objects, Golems in storage, mountains of gold, silver and 
  jewels and a number of strange creatures and beings kept in sus-
  pended animation. Jean Robillard has active Golems and a hand-
  ful of other supernatural servants that guard his treasure trove, but 
  they, too, are actually part of his “collection.” After decades of 
  careful collecting and storage, Jean likes to think his treasure trove 
  might be the largest dragon hoard on Rifts Earth. (Unlikely, though 
  it may be one of the most eclectic.) Of course, anything that moves 
  through the warehouses of Le Marché Noir that strikes his fancy, 
  he takes for his own.
  Sometimes other smugglers who are part of Le Marché Noir 
  wonder where the best items have gone, but Robillard assures 
  them that he has personally found well-paying clients, and dumps 
  enough credits (basically worthless to him in the long haul) into 
  the organization’s accounts and coffers to discourage suspicion.
  In addition to his obsessive hoarding habits, Robillard also likes 
  to use his shape-changing abilities to keep his people on their toes. 
  Only his inner circle know that he is not human, and only a few 
  amongst even them are aware of his true dragon identity. When 
  he wishes to test his salespeople or security, he simply assumes 
  a different form and uses it to pass unnoticed. This practice is ex-
  tremely unnerving for those who work for him, who never know 
  if the new customer or smuggler they are working with is actually 
  their boss. To help cover his dual identity, it is common knowledge 
  that there are at least two dragons and a handful of shape-changers 
  under his employment.
  Jean Robillard likes to lay his plans out carefully, sometimes 
  taking months or years to procure a particular item, or waiting pa-
  tiently until he can manipulate things to come his way. This is true 
  of collectibles, treasure and building Le Marché Noir to be a force 
  of influence and power. For the truly impossible finds and elabo-
  rate schemes, Robillard may spend weeks away from the organi-
  zation, using his magic and psionics to infiltrate rival and enemy 
  groups and impersonating others. He constructs elaborate plans for 
  these situations, and such schemes and chess-like games are his 
  greatest personal joy and the best part of his “hobby.” With his 
  vast range of magical and psionic powers, as well as his ability to 
  shock and impress as a dragon (or smash right through walls and 
  vault-doors), there is almost nothing out of reach for Robillard, and 
  his reptilian patience assures that he always gets what he wants.
  Robillard’s standard human form is a thin, mustachioed, 
  middle-aged man who tends to dress in black and has expensive 
  tastes in clothes, jewelry and works of art. His position of power 
  in Le Marché Noir has made him extremely rich, and none of the 
  other Faction Bosses suspect he is anything other than a human 
  smuggler with psionic abilities. Spells like Lightblade and Magic 
  Shield, two of his favorites, are often mistaken for Psi-Sword and 
  Psi-Shield, as are other magic abilities and insight gleaned from 
  magic rather than psionics. Of course, as a dragon, he also has 
  genuine psychic abilities.
  Jean Robillard Stats
  True Name: Gennerabarde (a carefully guarded secret).
  Aliases: Francois Robitaille, Adrien Robespierre, and Benedict 
  Black the Dragon.
  Race: Royal Frilled Dragon.
  Alignment: Anarchist.
  Horror Factor: 14 as a dragon. No Horror/Awe Factor in human 
  form, thanks to Jean’s convincing disguise and human imper-
  sonation.
  Attributes: I.Q. 25, M.E. 19, M.A. 26, P.S. 30 (Supernatural), P.P. 
  18, P.E. 23, P.B. 28, Spd 17 running, 70 flying.
  Height: (human) 5 feet, 11 inches (1.8 m). Weight: (dragon) 17 
  tons.
  M.D.C.: 3,700.
  Age: Appears to be in his mid-50s, but is actually 819 years old. 
  He is still considered a Hatchling Dragon as dragons do not 
  reach adulthood until 1,000 years of age.
  P.P.E.: 314. I.S.P.: 272.
  Experience: 10th level Smuggler/Dragon.
  Disposition: For a dragon, Robillard is warm and open, at least to 
  those who work for him within Le Marché Noir. To outsiders, 
  he is much more likely to forget about his “human act” and 
  let his natural dragon arrogance and callowness take hold. He 
  loves to scheme and plan and trick others as much as he does 
  accumulating treasure.
  Skills of Note: Literate in Dragonese/Elven and American at 98%, 
  French, German and Spanish at 90%, Appraise Goods 90%, 
  Archaeology 90%, Animal Husbandry 95%, Camouflage 80%, 
  Computer Operation 98%, Detect Concealment 90%, Field Ar-
  morer & Munitions Expert 98%, Find Contraband 64%, Histo-
  ry: Post-Apocalypse 95%, Impersonation 78%, Lore: Demons 
  & Monsters 85%, Lore: Faeries & Creatures of Magic 85%, 
  Lore: Magic 85%, Pick Locks 90%, Pick Pockets 85%, Pilot: 
  Airplane 98%, Pilot: Boat: Ships 98%, Pilot: Truck 88%, Rec-
  ognize Weapon Quality 85%, Salvage 95%, Streetwise 68%, 
  Tailing 90% and Undercover Ops 90%.
  Special Abilities of the Black Marketeer: Antiquities Trader, 
  Fence, Friends in Low Places (many throughout Southeastern 
  Canada, Free Quebec, Iron Heart, and amongst pirates operat-
  ing in the region), Game Player, Home Turf Advantage (Free 
  Quebec), Influential, Informant: Corrupt Lawman (several in 
  Free Quebec and Iron Heart, one in Lazlo), Read Black Market 
  Operations, Sincerity, Slippery, and Work the Law.
  Natural Abilities: Understands and speaks all languages, Nightvi-
  sion, Bio-Regeneration and others as per page 162 of Rifts® 
  Ultimate Edition under the Royal Frilled Dragon and its natu-
  ral abilities.
  Psionics: Master Psychic with 221 I.S.P. and the following abili-
  ties: Alter Aura (2), Astral Projection (8), Clairvoyance (4), De-
  tect Psionics (6), Machine Ghost (12), Mask I.S.P. and Psionics 
  (7), Mask P.P.E. (4), Mentally Possess Others (30), Mind Block 
  (4), Object Read (6), Read Dimensional Portal (6), Remote 
  Viewing (10), Restore P.P.E. (4+), Psychic Omni-Sight (15), 
  Sense Dimensional Anomaly (4), Speed Reading (2), Teleki-
  nesis, Telemechanics (10), Telemechanic Possession (50), Te-
  lepathy (4), and Total Recall (2).
  Magic Knowledge: Armor of Ithan (10), Aura of Power (4), Blind 
  (6), Carpet of Adhesion (10), Call Lightning (15), Chameleon 
  (6), Concealment (6), Death Curse (special), Death Trance (1), 
  Detect Concealment (6), Dispel Magic Barriers (20), Distant 
  Voice (10), Electric Arc (8), Energy Disruption (12), Energy 
  Bolt (5), Escape (8), Eyes of Thoth (8), Familiar Link (55), 
  Fool’s Gold (10), Frostblade (15), Globe of Daylight (2), 
  Greater Healing (30), Heal Wounds (10), Ley Line Transmis-
  sion (30), Lightblade (20), Light Target (6), Locate (30), Magic 
  Pigeon (30), Magic Shield (6), Manipulate Objects (2+), Mask 
  of Deceit (15), Memory Bank (12), Metamorphosis: Mist (250), 
  Mystic Alarm (5), Mystic Portal (60), Mute (50), Negate Mag-
  ic (30), Orb of Cold (6), Reduce Self (20), Re-Open Gateway 
  (180), Rift Teleportation (200), See Aura (6), Sense Evil (2), 
  
  47
  Sense Magic (4), Sleep (10), Transferal (50), and Wall of De-
  fense (55).
  Weapons of Note: Robillard is rarely armed, preferring to rely on 
  his natural abilities if he gets into trouble.
  Body Armor: None.
  Vehicles: Robillard’s personal vehicle is an imported, Triax Z-
  Type Luxury Hover Sedan. It has been up-armored for a total 
  of 160 M.D.C.
  Cybernetics: None.
  Do not be fooled, the Black Market seldom does anything that 
  does not benefit it in the long run. They are in business to make 
  a profit and are very good at doing their job. Sometimes, what 
  seems to be, on the surface, a random act of kindness is actually a 
  component of a deeper Black Market plan. Often, in lieu of money, 
  the Black Market will accept (or demand) some information or a 
  service. Something that may seem rather harmless and trivial to 
  the person doing it, but may turn out to be a vital component in 
  an elaborate scheme or operation of the Black Market to turn a 
  sizable profit, or to get the upper hand on a rival, or to win over a 
  new client.
  Beware Favors
  It is important to understand that a “favor” from the Black Mar-
  ket is not the same as doing an act of charity or kindness. A favor 
  is a debt.
  When you receive anything the Black Market identifies as “a fa-
  vor,” it means if you take it, you owe them a favor in return. Black 
  Marketeers are like elephants, they NEVER forget. And though 
  it may be tomorrow or two decades later, at some point the Black 
  Market will call in that favor.
  Failure to return the favor, quid pro quo, always has dire con-
  sequences. Such consequences seldom involve physical injury, but 
  it will definitely have adverse results. For example, one’s account 
  with the Black Market may be suddenly closed or short of funds, 
  a loan may be called in, the person may find himself blacklisted 
  from Black Market services and/or that the price of everything he 
  wants to purchase is 50% to 200% more expensive, or, for him, 
  never in stock. Really anger the Black Market and you might find 
  yourself implicated in wrongdoings or framed to be the scapegoat 
  for a crime or act of treachery you had nothing to do with. From a 
  Black Market business viewpoint, favors are another type of cur-
  rency. And they are skilled at collecting interest and turning big 
  profits on all of their investments.
  Despite their proclivity to sometimes earn an honest buck, so to 
  speak, there is one thing that still holds true and should not be lost 
  sight of: The Black Market is a criminal organization. Granted, 
  sometimes legitimate businesses may engage in questionable prac-
  tices at times, but these businesses are still, ostensibly, trying to 
  operate within the confines of the law. The same can not be said 
  for the Black Market. The Black Market is not a legitimate com-
  pany. They are not like Wilk’s, Triax or Northern Gun. Even Titan 
  Robotics, which is essentially a front corporation for A.R.C.H.I.E. 
  Three in his plans for global domination, still adheres to local laws 
  in its operations. The Black Market, on the other hand, violates 
  Black Market Internal Structure
  By Matthew Clements, Kevin Siembieda & Alex Marciniszyn
  The Black Market has become a formidable force on Rifts 
  Earth. Since their inception, they have spread their tentacles across 
  the width and breadth of North America. Their influence even 
  reaches into places where they are officially outlawed, such as the 
  Coalition States. To the many adventurers who travel throughout 
  the continent risking life and limb in the quest for freedom, fame, 
  wealth, or glory, the Black Market can be their best friend or worst 
  nightmare.
  Overall, the Black Market operates very much like organized 
  crime of the pre-Cataclysm era. Much like their pre-Rifts counter-
  parts, the Black Market often becomes involved with legitimate 
  businesses, in addition to their less than legal activities. This is 
  not done for altruistic reasons. Whenever the Black Market does 
  business, they expect to get some type of “payoff” to make their 
  time and effort worthwhile. This means big profit, insider informa-
  tion, the illusion of respectability, a front for criminality, and/or 
  some other benefit. Not only will many legitimate Black Market 
  businesses serve as outlets for their products and services, but by 
  aiding honest people or other companies, the Black Market estab-
  lishes ties to the local community. This results in a more positive 
  and friendly public image, so that the Black Market is less likely to 
  be perceived as a danger or bad influence by the local people and 
  the political powers that be. It can also garner much needed local 
  support if the Black Market is called to account for its less repu-
  table enterprises. It also creates a strong network of friends, allies, 
  contacts and ears to the ground that can warn of brewing trouble or 
  opportunity. Thus, for these reasons and others, the Black Market 
  realizes that though legitimate businesses are less given to earning 
  the “big score,” they can prove to be far more valuable on a long-
  term basis on a strategic level.
  Most dealings with the Black Market are akin to gambling at 
  an honest casino. The odds – and the rules – favor the house win-
  ning in the long run, but every now and then, some lucky gambler 
  will hit it big. This is usually okay with the casino because any 
  payout is offset by the huge profit made from the losers, who are 
  many, many times more numerous. Moreover, it allows the casino 
  to demonstrate that they run an honest operation and to point to 
  the winners as examples to encourage the other gamblers to keep 
  gambling as “their time will eventually come.” While the example 
  is that of a gaming and gambling enterprise, this business practice 
  is used throughout many Black Market operations to keep old and 
  new customers coming to the Black Market over and over again. 
  As result, the Black Market will sometimes do things that benefit a 
  loyal customer, a local community, group, company, or individual 
  for what seems to be nothing more than a token fee or, in some 
  cases, at no charge at all.
  
  48
  with impunity any rules, regulations and laws that stand in its way. 
  At the end of the day, the Black Market is a pack of crooks. They 
  may be better equipped and far more organized than a local street 
  gang, and may have excellent public relations and sales people, but 
  the bottom line is, they are criminals who defy the law and do as 
  they please to turn a profit.
  an equal opportunity employer who would rather hire competent 
  D-Bees than stay with humans who are incapable of doing the job. 
  Also, having D-Bees on the payroll is good public relations and 
  encourages other D-Bees to support the Black Market. In fact, an 
  estimated 40% of low- to mid-ranking Black Marketeers are not 
  human. In a world where D-Bees are treated like second-class citi-
  zens, or worse, D-Bees flock to the Black Market, where they are 
  treated with respect and equality.
  Black Market Etiquette
  The Black Market’s secretive and distrustful nature keeps their 
  operations unseen by most outsiders. It exists in the underbelly of 
  society (or what passes for it anyway), and is reasonably subtle 
  and well concealed. The Five Factions do not keep large standing 
  armies like many nations and mercenary companies. They have 
  soldiers, to be sure, but large armies require many resources that 
  Black Marketeers would rather keep for profit. Food, housing, 
  weapons, training and medicine all drain the bottom line. Armies 
  are also highly visible. They can be seen easily from the air or by 
  the marks of their passing. It would be simple for rivals to track the 
  path of a large group of soldiers, tanks, and robots. Not only that, 
  but large armies can produce traitors and stool pigeons, and can 
  be infiltrated by spies. The Black Market prefers to defend itself 
  and its holdings by flying under the radar. By making their most 
  important leaders and resources difficult to recognize and locate, 
  they stay safe from enemies.
  This clandestine, shadowy nature means that interaction be-
  tween the Five Factions and other outside groups is usually quite 
  personal and often face-to-face. Similar to the way the gods of 
  ancient myth politicked and bickered and made deals amongst 
  each other, the Black Market leaders operate the same way. If they 
  do not meet with outsiders (like the player characters) personally, 
  they will send a direct representative.
  For this purpose there are rules and ways of doing business that 
  all Black Marketeers are expected to live by. This not only fos-
  ters a culture of professionalism and mutual respect (most of the 
  time), it creates a sense of family, and alienates outsiders who try 
  to squeeze their way into the Five Factions.
  The etiquette is never discussed or written down, or intention-
  ally altered in any way. It is simply how business is done, and 
  something everyone in the organization is supposed to know, 
  whether they practice it or not. Likewise, outsiders who show re-
  spect and courtesy, or an understanding of Black Market etiquette, 
  are likely to win their respect and an audience with Black Marke-
  teer Lieutenants, Captains and Bosses. Over time, such etiquette 
  may earn outsiders favor and connections with Black Marketeers. 
  Being introduced as a “friend of ours” (as in a friend of the Black 
  Market) is the highest honor an outsider can get. It tells everyone 
  who understands how the Black Market works, that this is a “friend 
  of the Black Market” and someone who can be trusted and relied 
  upon. Someone who would never do anything to hurt, betray or rat 
  out any Black Market operation. A “friend of mine” is someone 
  trusted by a specific Black Marketeer, but who has yet to be proven 
  a friend of the entire Black Market. As a result, the individual is 
  viewed with suspicion by all who do not know him, and he is ac-
  cepted by others only because a Black Marketeer has “vouched” 
  for him. Because no one ever really talks about what the rules are, 
  it is difficult to understand every nuance in any particular interac-
  tion, as noted above.
  D-Bees in the Black Market
  Unlike many of the human-dominanted kingdoms of America, 
  the Black Market does not harbor any official prejudices against 
  non-humans. They are willing to deal with D-Bees and other inhu-
  man beings as readily as with humans. To the Black Market, every-
  one is a potential customer, and a person’s financial status and their 
  willingness to share their wealth with the Black Market far transcend 
  minor matters such as religion, political allegiances, or species.
  The Black Market is well known for providing goods, services, 
  and information that would be more expensive or unobtainable if go-
  ing through normal channels. Sometimes, due to various reasons – 
  usually economic, social and/or political “concerns” (i.e. prejudice) 
  – some retailers and even manufacturers may jack up their prices 
  to certain customers or outright refuse to sell them their products. 
  These disenfranchised people are the bread-and-butter customers 
  who keep the Black Market in business. Moreover, this “open-mind-
  edness” allows many Black Marketeers to convince themselves that 
  they are providing a valuable service, not only in assisting people in 
  getting things that they would not otherwise be able to obtain, but in 
  promoting the spread of free trade and freedom.
  This accepting attitude toward all people extends beyond the 
  Black Market’s role as seller. The organization is, more or less, 
  
  49
  Basic Rules of Black Market Etiquette:
  1. Be respectful in all business dealings and public affairs, 
  and be worthy of respect. Respect is everything to Black Mar-
  keteers, especially when dealing with the Five Factions and other 
  Bosses, leaders and criminals. Respect gets you the right kind of 
  attention. It will make important people listen to you. It can build 
  trust, which can lead to opportunities in the various criminal enter-
  prises. Although the Five Factions can be heated rivals, and even 
  deadly enemies, they are still respectful of each other most of the 
  time.
  2. If you’re going to “hit” someone (take their holdings, as-
  sets, or lives), hit them directly and as hard as possible. This 
  shows respect for one’s rivals, keeps from disrupting business too 
  much, and keeps aggressive actions quick and quiet. Black Marke-
  teers do not generally fight their enemies with prolonged battles or 
  armed forces. Better to use intimidation and extortion, and when 
  necessary, send in an assassin or saboteur where you need him. It is 
  also important to not be cruel, especially with Black Market rivals. 
  It’s an unspoken rule to not let your rivals suffer. Also, it is good 
  form to finish what you start and never let your enemy escape your 
  wrath, unless there is some advantage in it for you. A vengeful 
  enemy on the loose can only complicate matters and come back 
  to haunt you.
  3. Deal with whomever you want, but never with demons, 
  and only with the Coalition when exceptionally advantageous. 
  This rule is broken probably more than any others. Many Black 
  Marketeers trade with, if not outright work with, demons and 
  other supernatural beings, as well as various types of monsters, 
  aliens, dragons and creatures of magic. Dealing with the Coali-
  tion is generally considered to be less desirable than dealing with 
  demons, but it is done more than anyone is willing to admit. Of 
  course, blackmailing or corrupting a CS lawman and using him to 
  your own advantage, or having a Coalition goon “in your pocket” 
  (bribed to betray the CS and help you), is not only acceptable, but 
  a feather in the Black Marketeer’s cap, provided it doesn’t backfire 
  on him. Coalition snitches and agents are NEVER to be trusted 
  completely. Never. Dealing with the CS and demons are both con-
  sidered bad form, so it is done behind closed doors and usually 
  handled by high-ranking members, such as Captains and Bosses 
  within the Black Market. Furthermore, such disreputable and dan-
  gerous “contacts” are seldom identified by name even to the lower 
  members of the Black Marketeer’s own “crew.”
  4. Honor tradition. Tradition lets others know what to expect. 
  It also lets you know what you’re supposed to be doing. It dis-
  courages radical changes to due process and etiquette. Many tradi-
  tions practiced by Black Marketeers have been passed down from 
  before the Coming of the Rifts. Many more are interpretations 
  based on discovered pre-Rifts documentaries, historical files and 
  pure fiction based on organized crime.
  5. Leave weapons at the door. This is many times a hard rule 
  to honor and enforce. Many Black Market operations, especially 
  those that are open to the public, like bars, casinos, and brothels, 
  require patrons to disarm before entering. “In matters of etiquette,” 
  it is generally assumed that no one has weapons on them during the 
  business transaction, meeting, or public function.
  As a rule of thumb, the presence of a weapon generally means 
  someone intends to do harm. This doesn’t always mean that every-
  one is completely unarmed, they just have to be discreet about it. 
  Hidden compartments and cybernetics are popular for this. Natu-
  rally, psychics and mages have little to fear, because they possess 
  natural abilities, and because of this they are sometimes treated 
  with extra caution, or declined from participating.
  6. Respect and fear magic. Some Black Marketeers do not 
  trust magic at all. They either avoid dealing in it and the people 
  who practice it, or use extreme caution when dealing with mages 
  and magic. On the other hand, some love it, welcome its practitio-
  ners, and may actively participate in magic themselves. There are 
  even some Black Market crews and the Immaterial Hand Faction, 
  that embrace magic and use it all the time with impressive results. 
  Some of the small groups within the Black Market are barely dis-
  cernable from a cult or brotherhood of wizards, especially in CS 
  territory. Generally, the use of magic is discreet. The accidental 
  unleashing of destructive forces is always a possibility, and bad 
  for business.
  7. Never sell out. Nothing will lose you respect in the Black 
  Market more than going straight or ratting out your old comrades 
  to the law. This is always a possibility. The Coalition States, au-
  thorities and rival Black Market groups are willing to pay big for 
  information that could compromise any large operation of the Five 
  Factions. A traitorous Black Marketeer snitch might think he is 
  getting over by taking the money and putting away a bunch of 
  criminals, but in reality, he just made himself a target and proved 
  he cannot be trusted. Once someone is connected to the Black Mar-
  ket, he can leave the organization, but is never again trusted, and 
  may be monitored in case it looks like he might want to sell out. 
  Sell-outs are dealt with harshly and seldom live to tell the tale of 
  their motives for betraying their brethren.
  Black Market Hierarchy
  Friend of Mine
  Friend of Ours
  Runner
  Black Marketeer
  Soldier
  Merchant/Sales/Business
  Enforcer
  Lieutenant
  Advisor/Counselor
  Captain
  Boss
  Top Boss/Crime Lord/Director/Crime Family Leader/Godfa-
  ther
  A Friend of Mine: This is someone a Black Marketeer of any 
  rank is willing to vouch for. He is known to that one or a few 
  Black Marketeers. This character is not a Black Marketeer, but an 
  associate or friend of one or a few members in the organization. 
  The individual may be a criminal, mercenary, adventurer, hero or 
  just a friend.
  A Friend of Ours: This is someone known to several Black 
  Marketeers and who has proven himself over time to be a loyal, 
  trustworthy friend of the Black Market (or at least that particular 
  Faction). He still needs a Black Marketeer to vouch for him, and 
  this character is not a Black Marketeer, but an associate or friend 
  of numerous people in the organization, including a few higher-
  ups. This individual will be someone who has regular dealings 
  with the Black Market, be he a fellow criminal, mercenary, adven-
  turer or hero, and may be a politician, business person, scholar or 
  ordinary citizen.
  
  50
  Runner: This character is likely to be a City Rat, Bandit, Vaga-
  bond or small-time criminal who does work for the organization, 
  or at least one of the low ranking Black Marketeers. Runners are 
  often Black Marketeers in training and do not need previous train-
  ing or an established O.C.C.; can be any occupation or unskilled 
  and looking to develop a life of crime.
  Black Marketeer: This is a full-fledged member of the Black 
  Market. Joe Average Black Marketeer is typically a low ranking, 
  ground level member of the organization who answers to those 
  above him. May also be considered a “Grunt.” Has no authority 
  over others. Can be any O.C.C./R.C.C. whatsoever.
  Soldier: This is the nuts and bolts “muscle” and “doer” of the 
  Black Market. A Soldier is always 100% loyal, dedicated to the 
  organization and does its dirty work without question or a reason. 
  A soldier is a notch higher than a Grunt/Black Marketeer and may 
  have authority above them. A Soldier may work alone or with oth-
  er Soldiers, Enforcers and members of the Black Market. Soldiers 
  are willing to do anything asked of them by their superiors, and 
  usually perform the task with brutal efficiency. Many are, or start 
  out as, thugs, tough guys and roughnecks who enjoy fighting and 
  physical combat on any level and in any field of battle. All carry 
  “heat” (weapons), use threats and intimidation tactics, and can be 
  any Men-at-Arms O.C.C. as well as many Adventurer O.C.C.s like 
  City Rat, Wilderness Scout, Hunter, Professional Thief, and Vaga-
  bond, and may even be any psychic or practitioner of magic who 
  likes violence and combat. The Case Man, Refurbisher and Expe-
  diter fall under this category, though the most cunning and ambi-
  tious of them can rise to higher ranks in the organization.
  Merchant/Sales/Business: Merchants, Bankers, Con Art-
  ists, Fences, Information Brokers, Smugglers, and Traders all 
  fall into this category, as do most other “gentleman” criminals. 
  These Black Marketeers deal in cunning, smarts and manipulat-
  ing businesses or people. Black Market Merchants and the other 
  Black Market O.C.C.s that fall under this category may function 
  as part of a crew, as independent operators or specialists called in 
  as needed. Black Market Merchants enjoy the benefits and protec-
  tion of that organization, and pay a 10-20% tithing, based on their 
  profit, on everything they make to the Faction. Each Crew Boss 
  gets 1-2% of that tithing for keeping everything running smoothly 
  and the rest goes to the Top Boss.
  Enforcer: This is the heavy hitter of the Black Market when 
  it comes to defense, protection and murder. They might be con-
  sidered elite “special forces.” Most Enforcers are skilled killers, 
  assassins and man-hunters. They can be any Men-at-Arms O.C.C. 
  but tend to be the more elite and deadly classes of warrior, includ-
  ing Assassin, Bounty Hunter, Commando, Crazies, Headhunter, 
  Juicer, Fallen Cyber-Knight, Military Specialist, Ninja, Special 
  Forces and similar. And, of course, the Black Market Enforcer 
  O.C.C. described elsewhere in this book. May also include psy-
  chics and practitioners of magic.
  Lieutenant: This Black Marketeer leader equates very well to 
  the military rank of the same name. He or she is the right-hand-
  man of his Captain and leads and manages the lower ranking mem-
  bers, Soldiers, Merchants and underlings of his Captain’s “crew.” 
  A Lieutenant can be absolutely any O.C.C., but many tend to be 
  Men-at-Arms and psychics. A Lieutenant answers only to his Cap-
  tain, Boss, and Crime Lord, and has a fair amount of autonomy 
  regarding getting “the job” done. Most Captains and Boss don’t 
  care how a job/mission/assignment gets done or by whom, as it is 
  done correctly and expediently.
  Advisor/Counselor: A Black Market advisor can be any 
  O.C.C. but tends toward Adventurers and Scholars, practitioners 
  of magic and psychic O.C.C.s. Most are versed in the area of law 
  and/or commerce, can see the big picture, and have a head for strat-
  egy and tactics. An Advisor answers only to the Captain and Boss 
  of the Crew he works for. Though a high ranking Black Marketeer, 
  a Counselor can NOT lead a crew or command men. He is an ad-
  visor to the leadership only, not a field agent. As such, they are 
  never completely trusted by Soldiers, Enforcers, Lieutenants and 
  higher-ups, and most Black Marketeers resent that the Counselor 
  has the ear of their Boss and makes more money than they do. 
  Black Market Advisors/Counselors are often respected attorneys at 
  law, business people and politicians with no criminal record, just 
  criminal associations.
  Captain: This is the crew leader and the man who calls the 
  shots on the street and in the trenches. The Captain can be male or 
  female, and handles most of the day to day responsibilities of his or 
  her Boss’ criminal enterprises, and perhaps legitimate businesses 
  as well. He can be equated to the rank of Colonel or Major-General 
  in the Army and is the leader of the troops. Like a real army, there 
  can be few or many Captains in the Boss’ army. The Lieutenants 
  are the Captain’s right hand, and everyone of lesser rank answers 
  to the Captain.
  Boss or Crew Boss: This is the head of an established Black 
  Market gang/crew, smuggling ring or criminal organization within 
  the Black Market. He may be thought of as the General. There 
  can be more than one Boss in a crime family or criminal network, 
  but each runs his own, independent crew, and his crew – his men/
  troops – answer only to him, not any other Boss. In fact, the vari-
  ous Bosses in a crime family are often rivals. Some are friendly ri-
  vals, others hate each other with a passion. Each Boss runs his own 
  crew/network of Black Marketeers and criminal operations. The 
  Captains and Lieutenants answer to the Boss and jump at his every 
  command. Some Bosses are very hands on, while other Bosses 
  may have little contact with the lower ranking Black Marketeers. 
  However, all know, respect and fear their Boss, and do whatever 
  he says when he does appear. There is never any question among 
  Black Market crews who the Boss is or that it is he whom they 
  ultimately serve. A Boss may be any O.C.C., but is likely to have 
  years of experience in crime and the Black Market. He’ll also have 
  a strong reputation and carry considerable clout even with other 
  Factions. A Boss is responsible for everyone in his organization, 
  but he answers only to the Crime Lord/Top Boss.
  Crime Lord/Top Boss/Faction Boss. Also known as Criminal 
  Mastermind, Director, Head of the Crime Family and Godfather. 
  This is the big boss. The person everyone within a particular Fac-
  tion or segment of a very large Faction answers to. He is the Five 
  Star General who runs the show. Everyone, including the Bosses, 
  answers to him/her, the head of the syndicate or family. Many, 
  though not all, Top Bosses are members of crime families that 
  have been members of the Black Market for generations. Some 
  can trace their heritage back into the Dark Age, and at least one 
  third inherit their position from a retiring parent or other family 
  member. A Crime Lord can be any O.C.C.
  A Black Market Crew
  The term “crew” refers to the gang of Black Marketeers, Sol-
  diers, Enforcers, Lieutenants, Captains, and Counselor who work 
  for a specific Boss. In military terms this might be equated to a mil-
  itary company. Within that company or Boss’s crew, are smaller 
  
  51
  “crews” or platoons led by a Black Market Captain. Only a Boss 
  can have two or more Captains and crews working for him.
  A Captain can only have one crew. All who rank beneath him 
  serve the Captain, the Boss and, ultimately, the Top Boss/Faction 
  Boss. However, most lower ranking crew NEVER interact with or 
  even meet the Top Boss. Only the Boss and, sometimes, a Captain, 
  Counselor or Enforcer ever meets the Top Boss. A crew led by a 
  Captain functions like a platoon, with the Captain as the platoon 
  leader. He answers to the Boss (General) who answers to the Top 
  Boss/Crime Lord (Five Star General).
  Others who are not Black Marketeers may be hired to do work 
  or favors for a Black Market crew, Lieutenant, Captain, or Boss, 
  but they are freelance, third party subcontractors, or runners, 
  friends, or stooges (dupes tricked into doing Black Market busi-
  ness, usually for free).
  Black Market Family
  The Family is generally all of the Black Marketeers and crews 
  who work under the auspices of a particular Black Market Crime 
  Lord within a Faction. He is a Top Boss and holds the highest 
  position within the Faction, though that position may be shared by 
  several Top Bosses. His own family members, including siblings, 
  uncles, aunts, nephews, nieces and cousins are likely to hold posi-
  tions of power under him, such as Boss and Captain, or Merchant 
  with a criminal enterprise to run, though many start at the bottom 
  as ordinary Black Marketeers and work their way up.
  Black Marketeers & Merchants
  Though the Black Marketeer and Merchant rank toward the 
  bottom of the criminal organization’s hierarchy when it comes to 
  power and authority within the Black Market, there is no disrespect 
  in being either one. The less ambitious Black Marketeers may be 
  grunts, but they make good money, have respect and connections, 
  and some wield a considerable amount of influence. Many Black 
  Market Merchants who run business enterprises within the organi-
  zation are wealthy and powerful in their own right. They may have 
  influence and power within the civilian community, as well as in-
  fluence within the organization. The ranks above Black Marketeer 
  and Merchant only represent levels of authority and power within 
  the leadership of the organization.
  Security Within the Black Market
  Transport Security. Shipments of goods from one location 
  to another often include a security contingent which is generally 
  proportional to the size and value of the goods being shipped. In 
  addition to security escorts, the route along the way is cleared 
  by advance scouts and enforcers who stay in regular contact via 
  encrypted radio links or magic with the primary carrier group. 
  Encrypted communications, burst transmissions and magic com-
  munication ensure a difficult time for anyone trying to eavesdrop. 
  
  52
  Escape plans and alternative routes are planned in advance to avoid 
  ambushes, washed out roads and other “obstacles” that may come 
  up. Likewise, if a convoy comes under fire from bandits or needs to 
  avoid the authorities, these detours and alternate routes will come 
  in handy. As a rule, supply caravans fight only long enough to get 
  away and use another route. In some cases, the Black Marketeers 
  will have several security teams establish positions along the travel 
  route in advance of the caravan. The idea is to prevent would-be 
  attackers and hijackers from setting up at likely ambush junctions 
  in the first place. By remaining at these likely strike points, they 
  can get the drop on suspicious characters and deter them until the 
  caravan passes. If the suspicious characters are obvious/known 
  bandits, raiders or law enforcement, the advance team can warn the 
  convoy to take an alternate route or try to take them down before 
  the caravan arrives to that point. In most cases, a warning suffices 
  and the advance team may stay there to keep an eye on the enemy 
  force or slip away to join the caravan and provide additional back-
  up. Most of the time, there is no problem at these danger zones or 
  ambush spots, so when the transport caravan passed that junction, 
  the security team (2-8 Black Market scouts and fighters) waits till 
  the caravan passes, and moves out to follow from behind as a rear 
  guard for the shipment. In this capacity they can warn the caravan 
  if enemies show up from behind, and they can provide reinforce-
  ments if the caravan is attacked up ahead. There are usually 2-4 
  such advance security teams placed at strategic points along the 
  route; more if the route is especially long.
  Savvy Black Market Bosses also enlist the help of locals along 
  their travel route to protect their property. This is usually accom-
  plished by offering steep discounts and bulk prices on items the 
  locals need, or paying out small amounts of credits or goods for 
  their help. As above, the locals warn the caravan about the pres-
  ence of suspicious outsiders, lawmen or known enemies and rivals 
  so the transport team can take an alternate route. Locals can also 
  help by providing Black Market enemies false information and do-
  ing any number of things to create confusion and delays to help 
  the caravan slip past undetected. Local leaders know that helping 
  the Black Market can be highly profitable and it always pays to 
  stay in the Market’s good graces. Sometimes Coalition troops even 
  unknowingly protect Black Market shipments, assigned to the duty 
  by commanders who have been corrupted and paid off in advance.
  Magic-reliant groups like the Immaterial Hand may have slight-
  ly different security techniques that compensate for their heavy use 
  of Rifts, dimensional portals, ley lines, illusions and magic. Gener-
  ally, Rift and portal guards are stationed at appropriate points and 
  work to prevent supernatural monsters and demons from interfer-
  ing with the operation.
  Supply caravans and regular shipments are not always care-
  fully protected, however. Sometimes, circumstances, bad luck and 
  enemies/law enforcement force Black Marketeers to move their 
  goods without adequate protection, ahead of schedule or through 
  unsavory territory. The Black Market is always making such snap 
  decisions and compromises, and taking calculated risks to do their 
  job. Smuggling contraband has its challenges.
  Primary Location Security. This would include security for 
  top Black Market personnel and their residences. Main depots for 
  aircraft, vehicles, military equipment, contraband and other expen-
  sive goods also fall under this security umbrella. Only the most 
  trusted operatives will draw this duty and often live in or near such 
  locations. Remote surveillance of these locations by key members 
  of Black Market security teams will be ongoing 24/7 and magic 
  surveillance and protection may also be deployed. A loss of con-
  tact brings about an automatic response even if mechanical faults 
  are suspected. There is a triple redundancy built into the system so 
  if one communication link fails, a second comes online, and a third 
  link is available in that rare event that the first two malfunction. 
  Elaborate levels of encryption, code words and magic alarms and 
  barriers are all used to keep the odds of discovery and invasion 
  very low, and the odds of a successful defense or escape in their 
  favor.
  Secondary Location Security. Secondary Locations are de-
  fined as small caches of contraband, weapons and other goods the 
  Black Market sells or uses itself. Defenders and users of the cach-
  es are only given information that is basic to them and “need to 
  know,” so, if captured and questioned, they can tell the authorities 
  little and know nothing of similar locations or about higher-ups 
  in the organization. They are partially expendable should the au-
  thorities find them and count as “necessary losses” in doing busi-
  ness. Those captured may even have been given disinformation by 
  their immediate superior to feed to and confound the authorities/
  enemies and throw them off the trail.
  Supply Location Security. Warehouses and caches of large 
  quantities of contraband are usually stored far from a Black Market 
  seller’s location. Secret facilities built and used by the Black Mar-
  ket are usually well guarded at some remote or unlikely location.
  However, two thirds of Black Market goods are kept at legiti-
  mate businesses. For example, a truck yard, warehouse district, 
  or factory, may be paid or blackmailed into hiding Black Market 
  goods on their premises. In other cases, a Black Market front man 
  may rent the warehouses, store fronts or offices of a struggling 
  business owner or landlord who has no idea he’s dealing with a 
  member of the Black Market. Similarly, businesses that have 
  closed down and even homes may be rented or purchased by Black 
  Marketeers and used to store good or function as a front for crim-
  inal enterprises. Black Marketeers like to appear legitimate and 
  innocent whenever possible. Similarly, the Black Market posing 
  as a legitimate business may hire a legitimate trucking company, 
  transport company, shipper, mercenary group or adventurers to 
  transport or store goods that are, unknown to them, illegal con-
  traband. Those crates or boxcars designated as containing “farm 
  equipment” or “blankets” may actually contain drugs, weapons or 
  any number of illegal goods.
  Legitimate companies who find themselves in financial diffi-
  culty or are just plain greedy or stupid may agree to hide Black 
  Market contraband among their own legitimate goods at their legal 
  place of business. Other times, a business owner who is in debt to 
  the Black Market, or owes them a “favor,” may be leveraged into 
  fronting for the criminals or into hiding their contraband. The same 
  is done with manufacturing. At least half of the goods sold by the 
  Black Market are manufactured by legitimate companies paid off 
  or leveraged to do the work for the Black Market, or to skim goods 
  from their own inventory, or to have it fall off one of their trucks 
  and into the hands of the Black Market.
  Bulk purchasers from a buyer who is not part of the Black Mar-
  ket can arrange to buy goods at a retail front for the organization 
  that appears legitimate, at a Market Town, or at a predetermined 
  location of his or the Black Market’s choosing. Depending on the 
  merchandise, sometimes the Black Marketeers are flexible about 
  the location of the delivery and sometimes they are not. How 
  things often work is, an encrypted order is placed for goods stored 
  there by a Black Market seller to a code-named contact who deliv-
  ers the goods at a pre-arranged time and location to the buyer. If 
  the buyer fails to show up or tries to negotiate a lower price at the 
  
  53
  agreed upon delivery place, they usually receive no sale and are 
  blacklisted by that local Black Market seller or all Black Market 
  sellers in the area. After all, the potential buyer may be working for 
  the authorities and trying to determine if a potential Black Market 
  enterprise is a big enough fish to be taken down.
  Anyone who stumbles upon a Black Market storage facility 
  and is not immediately spotted by site security (i.e. an Enforcer, 
  guard or guy with some binoculars or watching live surveillance 
  camera footage) should get out fast and keep his mouth shut to 
  avoid trouble. Anyone who shoots his mouth off to the authori-
  ties, a rival, or otherwise makes his discovery known in town, will 
  end up being threatened and beaten, disappear (discreetly silenced/
  killed) or killed in a way to make a public statement to others to 
  stay out of Black Market business. Such an incident is never left 
  unpunished. It also causes the Black Market to reassess their other 
  secret holdings and whether or not they need to move their other 
  established operations.
  Contraband and resources that fall into the hands of the authori-
  ties or rivals, may be abandoned as a loss. However, if there is a 
  way, they’ll try to steal it back. This is done, if for no other reason, 
  to show the persons responsible they cannot pull one over on the 
  Black Market. In some cases, the criminals would rather see it de-
  stroyed or fall into the hands of ordinary people or heroes than a 
  rival, enemy or lawmen. This is considered just part of the cost of 
  doing business.
  Booby Traps. Hideouts and storage facilities may be booby 
  trapped with high explosive surprises and/or magic to kill interlop-
  ers even if it means losing the goods stored there. In some cases, 
  the Black Marketeers rig it so that the entire cache is blown up and/
  or catches fire. They have found that fire is an excellent method 
  to create confusion, fear and time to escape. The smoke obscures 
  other activities like grabbing the most valuable loot and making 
  an escape, the heat and flames can hold intruders at bay in one 
  part of the building while they flee or do more in another part, 
  and it destroys evidence better than an explosion. However, using 
  small amounts of explosives in booby traps at doors and other en-
  try places is an excellent method of killing or harming invaders as 
  well as unmistakably announcing their presence. In the end, what 
  is most important is that high level contraband and any evidence 
  of who might have been involved is destroyed, while buying time 
  for any Black Marketeers inside to get away. Again, any losses are 
  considered part of the cost of doing business.
  Blind Alleys and Decoys. Misinformation, clues and red her-
  rings that lead the authorities, rivals and enemies on a wild goose 
  chase or to dead ends are a favorite tactic of some Black Market 
  outfits. They love to leave authorities and rivals chasing their tail 
  and spending time trying to make a case on a small-time Black 
  Market outlet or setup, while they go about their business free of 
  legal involvement. Some use this tactic to implicate and take down 
  a troublemaker or rival within the organization, as well as crimi-
  nal and legitimate competitors in their way. Other times, they’ll 
  use decoys and blind alleys to lure the attention of authorities and 
  rivals away from their real objective or true money making activ-
  ity. It’s a simple matter of sleight of hand trickery to make your 
  audience/enemies look in one direction while the real magic/crime 
  is happening unseen elsewhere. Of course, some Black Marketeers 
  are better with such “games” than others, and some don’t use these 
  tactics at all.
  Dealing with Infiltrators. Spies and undercover agents some-
  times try to infiltrate the Black Market. They can be government 
  agents, lawmen, competitors or enemies, but they are all out to 
  gather damaging intelligence and evidence to undermine, shut-
  down or destroy that particular Black Market crew or operation. 
  This may involve all types of sabotage and surveillance, from 
  destroying supply caches and taking down key agents within the 
  organization, to wire taps/bugs and moles transmitting important 
  and damaging information to their partners on the outside. When 
  an infiltrator is discovered inside a Black Market operation, the 
  Captain or Boss may use him to turn the tables by feeding him 
  false information to mislead his people or hurt a rival. However, 
  in most cases, the infiltrator is not killed unless absolutely neces-
  sary. The spy is taken prisoner, thoroughly interrogated, probably 
  roughed up and held for ransom. Ransom can include a trade for 
  an imprisoned Black Market operative, certain confiscated goods, 
  or Universal Credits. The exception is when such an agent is found 
  targeting a high level Black Marketeer for assassination, in which 
  case, he is savagely interrogated, tortured and killed, or shot im-
  mediately.
  Internal Black Market Investigations and Security. There 
  are Black Market Enforcers and operatives assigned to police the 
  Black Market and its members. This is especially true of Black 
  Market merchants and sales reps. The concern is that such sellers 
  might decide to charge a little more and keep it for themselves 
  or skim off the top. Skimming and cheating your Black Market 
  employer or partner is frowned upon. To make sure everyone is 
  operating on the up and up, occasionally a Black Marketeer will 
  pose as a new customer or employee to make sure everything is 
  run on the level. These Black Market undercover operations are 
  usually handled by one or two Professional Spies, Enforcers, Con 
  Artists or psychics, but can be anyone the crew Boss trusts. The 
  Black Market is strict about reporting income and getting its share 
  of the enterprises it helps fund and support. Just as bad is an outfit 
  of yahoos or brutes that regularly cheats or harasses its clientele or 
  creates an atmosphere of fear that damages the Black Market’s be-
  nevolent reputation. Once such infractions are uncovered by an in-
  vestigator, action is taken to correct the problem. The individual(s) 
  involved may be reprimanded, warned and given a second chance, 
  or beaten, warned, and forced to make recompense based on what 
  the Boss decides is fair and given a second chance; or the infrac-
  tion may result in his disappearance and replacement. Disappear-
  ance usually means the perpetrator is quietly removed, killed and 
  disposed of in such a way that he is never found. In other cases, 
  the perp may be killed and left for all to see as a warning not to let 
  this happen to you.
  Serious External Security Breaches. Sometimes, someone 
  stumbles upon a Black Market operation and decides to go to the 
  authorities or lets the Black Market know that they will keep quiet 
  for a price. The Black Marketeers fingered may try to pay off the 
  individual to keep quiet, or for the authorities to turn a blind eye or 
  forget about what they uncovered. This can be a large single pay-
  ment, especially in the case of a citizen, or a regular monthly, quar-
  terly or annual payment, especially when it involves the authorities 
  or government officials. However, more often than not, the aver-
  age Joe or do-gooder adventurers disappear or suffer a deadly ac-
  cident or are found murdered, and word on the street is that nobody 
  should cross or threaten the Black Market.
  The Coalition military, ISS police and other lawmen and he-
  roes are a bigger problem, requiring more sophisticated solutions. 
  There may be threats and “near-accidents” to intimidate the per-
  son or group to back off, but there is seldom outright murder. 
  The Black Market may also try to pay such authorities off, or use 
  blackmail or trickery (decoys and misinformation) to get them off 
  
  54
  their tail. If the law officers prove to be honest and unshakeable, 
  refusing bribes or threats, murder may be considered, but in most 
  cases, the Black Market crew shuts down its operation and moves 
  to a new location in the community and starts up again, but more 
  quietly and subtly than before. If the harassment and loss of busi-
  ness continues, the crew and criminal enterprise packs its bags for 
  good and moves to a completely different community, sometimes 
  a great distance away.
  Dealing with Competitors and Troublemakers. This is the 
  job of Enforcers, though any member of the Black Market crew 
  may join in for the fun or to make a point.
  Minor Competitors. The average competitor is usually a guy 
  who sets up shop offering competing services, goods or contra-
  band. He is generally not considered a true competitor, just a guy 
  trying to earn a few credits on the side. If his business has no im-
  pact on the Black Market’s own, he is ignored. If he plans to close 
  up shop after he sells what he has, or is just passing through for 
  a week or two, he is ignored. This includes adventurers, bandits 
  and independent criminals selling off loot and artifacts, traveling 
  merchants and shows, and minstrels and entertainers. Such indi-
  viduals are ignored by the Black Market unless they cause them 
  grief somehow, deliberately or accidentally. In the latter case, 
  troublemakers and annoyances are chased off with threats, damage 
  to their business or supply stock, and, when deemed necessary, 
  physical intimidation. Fight back too hard and someone might end 
  up seriously hurt or dead, and it won’t be a Black Marketeer. And 
  if it is a Black Marketeer, the people responsible had better run for 
  their lives and never come back. And even that may not be enough 
  to save their lives.
  Serious Competitors. As suicidal as it sounds, some hustlers 
  move in to a known Black Market area and either try to steal from 
  them, figuring the Black Marketeers cannot go to the authorities, 
  or make it a point to offer goods and services in direct competition 
  at superior prices. Both are asking for trouble and border on sui-
  cidal behavior. Once they’ve caught the Black Marketeers’ atten-
  tion, they are given one warning to get out. That warning may be 
  friendly or come with a show of force. Failure to heed the warning 
  invites an unending string of trouble and violence. The business 
  is targeted with unrelenting harassment, sabotage and “incidents” 
  like destructive vandalism, a string of robberies, muggings, fire, 
  customers being chased away, and even trouble with the authorities 
  and local government. (“Where’s your permit?”) If the competitor 
  doesn’t move on within 1D4 weeks, the business will find ALL 
  its goods stolen or the place burnt to the ground, or one or more 
  key people in the competing business are blackmailed to close up 
  or move out, or kidnaped and ransomed. The terms of the ransom 
  always require at least a token payment and a solemn promise to 
  close up and get out within 48 hours, or die. Failure to do as agreed 
  results in the murder of the owner and anyone else who gets in the 
  way, which may include a spouse and children.
  Tit for tat. The Black Market tends to be an eye for an eye 
  type organization. Kill one of theirs, and the person or persons 
  responsible will be hunted down and slain. Likewise, any offense, 
  especially those that embarrass or hurt the Black Marketeers, will 
  feel the heat of retribution. And retribution is usually 2-10 times 
  more severe than the offense. Be warned.
  Dealing with Authority
  The enemy of the Black Market, by its very nature, are the au-
  thorities that try to prohibit and police their products and activities. 
  Whether this is Coalition ISS Peacekeepers, Atlantean Overlords 
  or Federation Magus Guards, the game of cat-and-mouse that 
  smugglers and law enforcement play is the same. The rules and 
  the risks may vary dramatically, but it is safe to say that no Black 
  Marketeer takes the possibility of arrest or execution lightly.
  Passing Security Checkpoints
  When there is no other way, smuggling often boils down to 
  simply walking or driving contraband through security check-
  points and hoping for the best. Well organized systems like those 
  found in the Coalition States and Free Quebec are difficult to by-
  pass, and almost impossible if one is carrying Techno-Wizard de-
  vices or other magic items. Less wealthy states and communities 
  enforce their laws and protect their borders as best they can, but it 
  is impossible to fully search everyone who passes through. What 
  follows is a table of the basic chances of passing through security 
  undetected with contraband.
  Chance of Passing Through Security with Contraband
  Maximum Security: 01-10%. Coalition fortress city or other 
  ultra-secure, high-tech or heavily secured facility.
  Secured Checkpoint: 01-15%. Coalition or other professional 
  military/police security checkpoint, Black Market meet-up, mili-
  tary inspection/pat-down or prison inmate processing.
  Standard Security: 01-35%. City gate, non-military check-
  point, guarded entrance, or basic pat-down.
  Lax Security: 01-50%. Rushed or non-professional pat-down, 
  hurried inspection.
  Visual Check: 01-85%. Visual “once over” or passing within 
  a few feet of law enforcement officials who eye the character/ve-
  hicle.
  Sloppy/Careless/Distracted Security: 01-90%. It doesn’t 
  matter where or who, if the security force is unhappy, distracted 
  and doesn’t care about their job, odds are they’ll miss contraband 
  and shady characters. Heck, they may barely look at the person 
  or his I.D., let alone pat down or look inside the vehicle, crates or 
  bags.
  Note: All practitioners of magic and supernatural creatures suf-
  fer a penalty of -25% to pass through any type of Coalition State or 
  similar security. Those carrying magic items or under the effect of 
  a magic spell are also -25%. Psychics are -5%. In short, the CS and 
  those like them have systems and people (Dog Boys and psychics) 
  in place to sense/detect the presence of magic and the supernatu-
  ral, and such people and items are almost certain to be discovered, 
  even by careless security.
  Law Enforcement Encounter Table
  “Law enforcement” can mean many different things on Rifts 
  Earth. In some communities, the “police” are just soldiers assigned 
  to the streets or mercenaries hired to intimidate ruffians and keep 
  things quiet. Other places have well trained police forces, sheriffs, 
  city guards, border patrols and other organized forces. Whatever 
  the case, law enforcement is always on the lookout for criminals 
  and is often a bit overbearing in its authority.
  
  55
  01-20% No Reaction. The police patrol or town guardsmen 
  could be distracted, intimidated or might be rushing to respond to 
  a serious crime or call for help, or fun. Maybe the player charac-
  ters are not seen as a threat or have concealed their weapons/items 
  well. The police let them walk right on by without a second glance. 
  They might even respond with a polite greeting or tip of their hats.
  21-40% Visual Inspection. As the law enforcement agents 
  pass by, they give the characters a quick once-over just like any 
  other pedestrian or member of a crowd. As long as there are no 
  obvious illegal weapons or contraband visible, outlawed magic or 
  other reason to investigate further, the player characters walk past 
  without incident. Should something suspicious be seen or over-
  heard, roll again on this Law Enforcement Encounter Table. If 
  something is indeed amiss, a small bribe or “civic donation” may 
  likely clear up the situation, or the characters may be in trouble.
  41-60% Stop and Search. The law enforcement or security 
  members stop and question the characters, asking simple things 
  like where they are going/coming from, what their business is 
  and the names of everyone in their group. Identity cards/papers 
  are likely to be requested and the player characters receive a basic 
  pat-down. Unless some piece of contraband or outlawed weapon 
  is found, or something else suspicious happens, they are allowed 
  to continue on their way. Often the goal of such simple searches 
  is not actually to find anything, but to impress/harass passers-by 
  and make the citizens feel like the police are active on the streets. 
  Should something illegal actual be turned up it may only require 
  a few credits or a good explanation and apology to convince the 
  law officer to ignore the infraction and let them continue. Note: 
  Of course, a serious infraction of the law is likely to get the item 
  confiscated, the infringer arrested and his “associates” taken into 
  custody for further questioning. Trying to bribe an honest cop only 
  makes matters worse. Resisting arrest, running or fighting opens 
  up a whole other can of worms. Let the role-playing ensue.
  61-80% Precautionary Detainment. While not officially un-
  der arrest, security or law enforcement detains the player char-
  acters to question them and inspect their possessions much more 
  thoroughly. If everything checks out they’ll be allowed to continue 
  on. Any concealed weapons or contraband are almost certain to 
  be discovered (01-95%) and likely to make matters worse. Par-
  ticularly suspicious and dangerous individuals may be kept inside 
  police vehicles or handcuffed for this procedure. Bribes are still a 
  possible solution at this point, but might cost a hefty sum. Trying 
  to bribe an honest cop only makes matters much worse. Resisting 
  arrest, running or fighting opens up a whole other can of worms. 
  Let the role-playing ensue.
  81-95% Arrested on the Spot. Whether the player characters 
  smart-off to law enforcement, behave or say something suspicious, 
  or illegal weapons or contraband are noticed, the law officers/se-
  curity move to arrest one or more of the player characters. Even 
  if not originally targeted, any “friend” who tries to intervene with 
  an explaination or cover story is arrested for questioning. For that 
  matter, anyone associated with the person(s) being arrested is like-
  ly to be taken into custody for further questioning and a thorough 
  inspection of his possessions. Any vehicles will be impounded and 
  searched as well. If they come up clean or are guilty of a minor 
  infraction, they’ll be given a fine, may have to make bail, and may 
  be given a court date. Carrying illegal weapons or contraband, tres-
  passing, drunk and disorderly conduct, brawling, minor crimes, 
  being disrespectful, making a threat, hitting an officer of the law, 
  and possibly a trumped-up charge because the lawman took a dis-
  like to a character (hates D-Bees or that type of D-Bee, mages, 
  etc.) are all things that can get a person arrested. If things have 
  come to this, the time for a bribe has likely come and gone. Trying 
  to bribe an honest cop only makes matters much worse. Resisting 
  arrest, running or fighting opens up a whole other can of worms. 
  Let the role-playing ensue.
  96-00% Weapons Drawn! For whatever reason, the authori-
  ties perceive the player characters as an immediate and serious 
  threat. They may be mistaken for other criminals, or recognized 
  as wanted criminals/fugitives, have a bounty on their heads, or 
  the law enforcement agents may simply be acting out of fear or 
  a misplaced sense of responsibility or revenge. There is no way 
  the player characters can charm or bribe their way out of this one. 
  The law has weapons drawn. They are shouting that the group is 
  under arrest and to get on the ground. There are only three possible 
  responses: Allow themselves to be arrested and hope for the best, 
  make a run for it, or fight. Resisting arrest will bring gunfire, rein-
  forcements and hot pursuit.
  National Borders and Lawmen
  All communities will have their borders and area of jurisdiction. 
  At most independent towns, ‘Burbs and cities, it ends at where the 
  community ends, or a short distance beyond. Only big nations may 
  claim more land and have military, police or security forces patrol-
  ling those borders.
  Atlantis: Being an island, Atlantis’ “border security” consists 
  of ships, submarines, magic and aquatic minions. The military 
  and slave-catching apparatuses do a good job of patrolling the sea 
  lanes, above and below the waves, and traditional smugglers and 
  blockade-runners are not much of a problem for the Splugorth 
  Minions. Few people try to infiltrate the continent of Atlantis, and 
  the border guards are mostly preoccupied with trying to seal off 
  escape routes to keep runaway slaves from leaving the island. In 
  addition to monstrous animals, Conservators, in particular, pa-
  trol the frontiers and wildernesses, making travel through them a 
  risky proposition. Unknown to most outsiders, the waters around 
  Atlantis are inhabited by Splugorth Slavers in their natural form, 
  Conservators and the giant monsters known as Metztlains. All of 
  whom keep a sharp eye from below the waves for trouble from 
  outsiders and surface dwellers.
  Federation of Magic: The borders of the Federation are not 
  well defined and the level of security varies dramatically between 
  different cities and regions. The City of Brass, Dweomer, Storm-
  spire and other major settlements will have good security, relying 
  on mages, Golems, Elementals, creatures of magic and supernatu-
  ral beings. Gates, bridges and entrances are also sometimes en-
  chanted to detect tech-based enemies, demons and other monsters 
  and to record those who pass by.
  Free Quebec: Free Quebec’s border security is quite different 
  than the Coalition States. The Quebecois are even more extreme 
  human supremacists than the CS, to the point that they refuse to 
  use Psi-Stalkers, Dog Packs and psychics to detect practitioners 
  of magic and supernatural beings. They consider all those troops 
  to be “inhuman” monsters and mutants. Instead, they rely on iso-
  lation, experienced human troops and brute force, such as their 
  Glitter Boy legions and other technological deterrents. M.D. walls 
  and guard towers stand at the most critical junctions and at least 
  a pair or quartet of Glitter Boys (often 6-12 G.B.s) stand guard at 
  such locations. Perimeter patrols of Rangers and Wilderness Scout 
  contractors familiar with the Canadian wilds patrol the woodlands 
  that surround most Quebec cities and towns. It is their job to take 
  
  56
  note of smugglers, raiders and pirates long before they reach the 
  walls of a Free Quebec city. Mages, mutants, monsters and suspi-
  cious characters are reported by the patrol and a squad of SAMAS 
  and/or Glitter Boys are dispatched to chase them off or destroy 
  them on the spot. The Quebec Army is filled with thousands of 
  Glitter Boys, and Free Quebec has its own version of the SAMAS 
  and other fighting units to guard checkpoints and entrances and to 
  respond to potential trouble from non-humans and villainy.
  Lazlo and New Lazlo: Lazlo and New Lazlo both have similar 
  magically-monitored borders. Golems, enchanted watching devic-
  es and mystic border guards using magically enhanced senses are 
  all part of the nations’ territorial limits. Books, devices of magic 
  and other Coalition contraband are freely traded, but one must take 
  care if they are transporting dark magicks and stolen goods, and 
  will be in serious trouble if caught trafficking in slaves; human, 
  D-Bee or supernatural.
  New German Republic: Unlike in the Coalition, the NGR’s 
  borders are less geared towards detecting infiltrators and D-Bees 
  and more akin to military defenses and anti-aircraft sites. While 
  D-Bees are still a threat, they are tolerated and sometimes per-
  mitted to live within the NGR. Gargoyles, on the other hand, are 
  huge, powerful and surround Germany on several fronts. There 
  is no mistaking them for humans or smaller D-Bees, and German 
  troops do not have to develop the same discerning eye that CS bor-
  der guards and the ISS depend on. While tight military patrols may 
  make it impossible for certain smugglers to operate, those with 
  good cover stories and well-disguised cargoes may deceive the 
  soldiers more easily than they would trained Border Patrol Agents.
  Pecos Empire: This is the Wild West where one has to worry 
  more about bandits and Simvan raiders than the law. All borders 
  are in dispute, and there may be several factions (the CS, the Pe-
  cos Empire, Native Americans, Simvan and others) who claim 
  the same land areas. What passes for the law at most places are 
  local Sheriffs and Gunfighters. In the northern corner, the Coali-
  tion Army and their Dog Boys, as well as experimental mutants, 
  patrol the area around Lone Star with an iron fist. CS patrols some-
  times push into the south and southwest and may chase those they 
  believe are Black Marketeers or bandits halfway across the New 
  West when provoked to do so, but most stay close to home base.
  The Coalition States
  The Coalition is a large police state wedged right into the mid-
  dle of the utter chaos that is Rifts North America. Their efforts 
  to keep magic and high-tech weapons out of the hands of their 
  own people have created a lucrative market for the continent’s 
  criminals. The location of the various Coalition States also cre-
  ates several natural channels through which the majority of North 
  America’s contraband flows.
  For most people in North America, the Coalition and “the au-
  thorities” are one and the same. Even for populations that do not 
  live within its borders, the Coalition’s mandates, its economic 
  might and its occupying armies all have a profound effect on the 
  geopolitical landscape. One day the Coalition States may be a dis-
  tant threat, the next day, Death’s Head Transports have deployed 
  an entire battalion of Dead Boys to patrol the area. Many small 
  kingdoms near the Coalition go through this experience once or 
  twice a year, and with all the resources at its disposal there is no-
  where within the Midwest that is outside the reach of the CS.
  Coalition Border Security. In the Coalition States, providing 
  border security is a responsibility shared by the military and Inter-
  nal Security Service (ISS). The military has specific units stationed 
  along every major border, especially those near areas of magic or 
  trouble zones like the Federation of Magic and the Tolkeen oc-
  cupation zone. These soldiers provide a flexible defense as well as 
  the first eyes and ears to detect incoming threats and attacks. Mili-
  tary patrols are constant, but may only include SAMAS units, Sky-
  cycles or other aircraft in remote areas. Likewise, Skelebot patrols 
  (robot drones) are most active out in the country, away from major 
  cities and urban areas, and unprepared smugglers may wind up the 
  target of a fully automated CS robot attack. In areas with concen-
  trations of ley lines and heavy activity by monsters and demons, 
  Dog Packs and CS Psi-Stalkers are a common sight, tracking down 
  and destroying their supernatural prey. Intercepting Black Market 
  shipments is not their first priority, but they will certainly arrest or 
  eliminate smugglers who they come across.
  Once one enters the cities, suburbs and even the more populous 
  stretches of farmland, the presence of the Internal Security Ser-
  vice greatly increases. ISS agents may man roadblocks and check-
  points in areas known for the trafficking of contraband, and use 
  Psi-Stalkers and Dog Boys extensively as living sensor systems 
  to sniff out magic and the supernatural. Locals are instructed to 
  report suspicious activity, and most are happy to do so, as they see 
  the ISS, Dead Boys and Dog Boys as “the good guys.” Except in 
  parts of the ‘Burbs and some outlying communities, practitioners 
  of magic, D-Bees, the Black Market and outsiders with dangerous 
  ideas are the “bad guys.”
  Encounters Within
  Coalition Territory
  CS Frontiers & Remote Borders
  The loosely monitored frontiers and unpopulated regions are 
  the first layer of defense for the Coalition States. Most of the time 
  this area includes the outer border or frontier of the “State,” but 
  can overlap with areas that the CS monitors but has not politically 
  claimed. Most of the time this area is lightly populated, is patroled 
  by the CS military and may be used for military exercises and 
  training maneuvers.
  01-05% Coalition Power Armor Unit. This is probably a train-
  ing exercise or there has been a report of a heavy hitting enemy force 
  such as a gang of Brodkil or other demons, one or more dragons, 
  heavily armed raiders or mercenary group, and so on. The military 
  unit includes a SAMAS or Super SAMAS and 1D4+2 Maulers, Ter-
  ror Troopers, or Glitter Boy Killers, or a mixed group of them all.
  06-10% Coalition Rangers. Trained to operate in the vast wil-
  derness, CS Rangers are usually deployed far from urban centers. 
  They work in pairs or small groups (1D4+2) and can be extremely 
  stealthy and difficult to detect. A single Ranger will observe and 
  pursue, while units of them may try to set ambushes or attack the 
  suspicious characters or apparent enemies. May be on foot or 
  equipped with hovercycles, rocket cycles or jet packs.
  11-15% Coalition RCSG Scientists. A team of 1D4+1 Coali-
  tion field scientists are conducting experiments or investigating a 
  ley line or some other natural or unnatural occurrence. They will 
  be escorted and protected by one CS Ranger or CS Psi-Stalker, two 
  Dog Boys and two Grunts.
  
  57
  16-20% Coalition Juicers or Cyborgs. These are special 
  operations forces, so they are either on exercises or deployed in 
  search of something dangerous. They work in pairs or small groups 
  (1D4+2) and can be extremely quick and deadly. A single Juicer or 
  CS Cyborg will observe and pursue, while a unit of them may try 
  to set ambushes or attack the suspicious characters and apparent 
  enemies directly. May be on foot or equipped with hovercycles, 
  rocket cycles or jet packs.
  21-30% Light SAMAS/Sky Cycle Patrol. Monitoring its long 
  borders is much easier from the air than the ground, and the Coali-
  tion has numerous light airborne systems that are perfect for the 
  job. Smiling Jack SAMAS units and Sky Cycle patrols are the 
  most common, but jet pack equipped infantry and helicopters are 
  also used for aerial patrols. The average patrol consists of 1D4+1 
  SAMAS units (any style), 1D4+1 Sky Cyclists, one or two heli-
  copters, or a helicopter and a pair of SAMAS, or 1D4+2 Grunts 
  with jet packs.
  31-45% Skelebot Patrol. Coalition Skelebots deployed every-
  where, especially in remote areas. They are somewhat indiscrimi-
  nate killing machines that are typically deployed away from CS 
  citizens and property. Units led by human supervisors work nearer 
  to habitation, while totally automated patrols are often sent out into 
  remote areas and regions known for or suspected of danger. A stan-
  dard Skelebot patrol is 2D4+2 Skelebots, one armed with a C-27 
  plasma cannon or CR-1 rocket launcher and the others equipped 
  with C-200 rail guns or CS-213 variable frequency laser rifles. A 
  medium-sized squad is 2D4+8. A large patrol is platoon-sized with 
  3D6+20 Skelebots. All are programmed to kill hostile forces, non-
  humans and practitioners of magic. This patrol is always on foot.
  46-60% Military Dog Pack. Dog Packs are used by both the 
  ISS and the military for normal patrols, tracking fugitives, sniffing 
  out mages and monster hunting. Military Dog Packs will be more 
  heavily armed and armored than those on urban patrols, but may 
  have a mission that precludes their investigation of outsiders or 
  criminal activity. Dog Packs on wilderness patrols are led or ac-
  companied by a CS Psi-Stalker or CS Ranger and include 1D4+2 
  Dog Boys. This patrol is always on foot.
  61-70% Dead Boy Patrol. A squad of 1D4+3 soldiers accom-
  panied by two Dog Boys or two CS Psi-Stalkers. This is a basic 
  perimeter patrol or reconnaissance patrol.
  71-76% Super SAMAS Strike Force. Two or three Super SA-
  MAS and a Windjammer Sky Cycle or Warbird Rocket Cycle.
  77-82% Special Forces/Commando Squad. Special Forces 
  units are experts at urban warfare, hostage rescue and breaching 
  assaults. When neither the army nor the ISS feel comfortable about 
  dealing with an enemy target or facing a particularly well equipped 
  or powerful enemy, they may request Special Forces troops or 
  Commandos to complete the job. Better armed and better trained, 
  they can handle situations that require both firepower and finesse. 
  Normally, Special Forces and Commando units operate in small 
  squads of 1D4+4 individuals. Sometimes, one or two of them will 
  be equipped with a Striker SAMAS or ground power armor, or 
  robot like a Hellraiser or Hellfire. Or one or two of the members of 
  the Commando Squad may be a Coalition Cyborg or Juicer.
  
  58
  83-89% Death’s Head Transport Reaction Force. Most Co-
  alition cities and military outposts maintain a reaction force. A 
  unit of soldiers kept on alert and standing by, ready to pile into 
  a transport and head out to wherever they may be needed. If you 
  spot one of these coming in for a landing – run! Standard comple-
  ment includes two Mark V APCs capable of carrying 20 CS troops 
  each, two UAR-1 Enforcers or other giant robots, one Spider-Skull 
  Walker and 96 infantry soldiers.
  90-96% Training Maneuvers: Less organized than war games 
  or military exercises, training maneuvers are conducted simply to 
  test a unit’s organization and discipline. Troops out on training 
  maneuvers are less heavily armed than normal soldiers, but will 
  be moving about in large units. One is likely to encounter squads 
  (6-10 soldiers), platoons (20-40 soldiers) and companies (120-180 
  soldiers) while out on maneuvers.
  97-00% Military Exercises/War Games. Full-scale military 
  exercises are rare, but impressive. Tank and robot units churn up 
  the terrain while thousands of infantrymen hustle from one po-
  sition to another. Soldiers in these kinds of war games are fully 
  equipped and planning on expending a lot of ammunition, and will 
  have no problem gunning down Black Market smugglers, wizards, 
  non-humans or insurgents who they may stumble across. Tank and 
  robot platoons of 2D4 vehicles, and power armor squads of 2D6 
  units are common war game elements, as well as all types of com-
  bat squads, platoons and companies of infantry.
  CS Farmland &
  Lightly Populated Areas
  More populated border regions and the periphery around large 
  cities is where the defenses really thicken. The ISS mounts regular 
  sweeps and patrols within this range, and units of soldiers are con-
  stantly moving around between deployments and exercises. Civil-
  ian traffic is heavier, and the chances of being reported by a normal 
  citizen increase dramatically.
  01-15% Skelebot Patrol. Coalition Skelebots are deployed 
  everywhere, especially in remote areas. Closer to civilization, 
  they are dispatched in smaller numbers and carefully programmed 
  not to hurt civilian citizens. A standard Skelebot patrol is 2D4+2 
  Skelebots, one armed with a C-27 plasma cannon or CR-1 rocket 
  launcher and the others equipped with C-200 rail guns or CS-213 
  variable frequency laser rifles. A medium-sized squad is 2D4+8. 
  A large patrol is never let loose in lightly populated areas. All are 
  programmed to kill hostile forces, non-humans and practitioners of 
  magic. This patrol is always on foot. While outsiders may be terri-
  fied of Skelebot patrols, Coalition citizens breathe a sigh of relief 
  and feel safer when they see one shamble past them.
  16-25% CS Militia/Reserves. The various Coalition States 
  each have their own military forces, in addition to an emergency 
  militia that can be called out in case of invasion or emergency. The 
  militia is composed of veterans, off-duty ISS and volunteers. They 
  are armed with old-style Coalition equipment and/or weapons and 
  armor from the Northern Gun or the Manistique Imperium (no 
  contraband like Naruni weapons or magic items). Militia units are 
  most common in remote communities that are somewhat cut off 
  from military support. This patrol may be on foot or in vehicles; 
  probably commercial vehicles or light military fare.
  26-35% ISS Dog Pack with Military Equipment. ISS Dog 
  Packs working away from ISS stations and military bases are more 
  heavily equipped and better armed than urban police units. Old-
  style Coalition weapons, grenades and rifles are all available for 
  these Dog Packs. Coalition citizens love Dog Boys and always 
  feel safer when they see a squad on patrol. A standard Dog Pack 
  squad is a CS Psi-Stalker leading 1D4+3 Dog Boys. This patrol is 
  always on foot.
  36-45% ISS SAMAS/Sky Cycle Patrol. Death’s Head SA-
  MAS units and old-style Sky Cycles are pieces of equipment that 
  the Coalition has stockpiled by the thousand. ISS stations, reserve 
  units and specially trained patrollers all use these power armor and 
  light aircraft to monitor and patrol Coalition territory. 1D4+2 old-
  style SAMAS or Sky Cycles.
  46-55% Long-Range ISS Patrol. As the Coalition’s anti-
  crime specialists, the ISS sometimes chases smugglers and bandits 
  out of city limits or looks for them in known havens and hideouts. 
  While soldiers can also be used for this task, the ISS is trained and 
  equipped to bring at least one person back alive for questioning. 
  This patrol is always on foot.
  56-65% Military Ground Patrol. Dead Boy Infantry Troops. 
  Infantry and power armor units are the most common in the Co-
  alition military. Millions of Dead Boys serve the CS and infantry 
  units are always in various stages of training and deployment. This 
  is a standard patrol of 1D4+2 infantry soldiers/Grunts and two Psi-
  Stalkers and/or two Dog Boys, and is always on foot.
  66-75% Dead Boy Skelebot Patrol. Two Grunts, one CS Psi-
  Stalker and 1D4+2 Skelebots under the command of the human 
  squad leader.
  76-85% Military “Armored” Ground Patrol: Infantry. Mil-
  lions of CS power armor are a standard part of CS military opera-
  tions and “armored units” are always in various stages of training 
  and deployment. This is a standard patrol of 1D4+1 Maulers or 
  Terror Troopers, or one Hellraiser, Hellfire or Scout Spider-Skull 
  Walker and two Maulers or Terror Troopers. (G.M.s may substi-
  tute with 1D4+1 CS Cyborgs or a Terror Trooper or Hellraiser or 
  Scout Spider-Skull Walker and two CS Cyborgs.) This patrol is 
  always on foot.
  86-92% Military Ground Patrol: Mechanized. Mechanized 
  units rely on larger numbers of APCs, tanks and giant robots. They 
  will be faster on the move and pack more firepower than groups 
  of infantry or power armor, though their overall numbers are less. 
  1D4 APCs and/or tanks, or one or two giant robots or spider-Skull 
  Walkers.
  93-00% Military Ground Armored Unit. Armored units are 
  made up completely of troops in vehicles and robots. They will 
  have more important orders than to search for criminals and tres-
  passers, but good luck to any who get in their way. Armored troops 
  will not be in a hurry to dismount, and fleeing into ruins, thick for-
  ests and other impassable terrain can provide an escape for Black 
  Marketeers and enemies of the State who are not on the unit’s list 
  to destroy or seem to represent a minimal threat. Of course, the 
  unit is likely to report the sighting and a small patrol, like those 
  above, is likely to be dispatched to investigate or exterminate. A 
  standard Armored Unit includes two Spider-Skull Walkers, 1D4 
  giant robots, 1D4+1 light robots such as the Hellraiser, Hellfire 
  and Scout Spider-Skull Walker, 1D6+1 ground power armor units, 
  1D4 tanks, and one APC with 1D6+6 Dead Boys riding inside.
  CS Cities, ‘Burbs
  & Population Centers
  Within twenty miles (32 km) of cities and important posses-
  sions, security becomes an even tighter grid. Military units are less 
  present, but the ISS watches every corner and every alley. Urban 
  
  59
  zones mean more people are around and there are more eyes on 
  outsiders and suspicious visitors (the player characters?). Coalition 
  citizens are trained to spot magic and supernatural activity and are 
  eager for the acclaim (or bonus credits) that comes when they re-
  port suspicious activity. Neighborhood watch-style organizations 
  may not pose a direct threat, but they can direct ISS Peacekeepers 
  or soldiers right to the criminal or outsider’s location.
  Remember, while people outside the Coalition States consider 
  it to be an oppressive, fascist regime built around fear, lies and 
  tyranny, most CS citizens – as in 95% – trust and believe their 
  government, their leaders and the authorities. They cheer when 
  soldiers march or drive by, and they quickly and happily report 
  crime, wrongdoing and suspicious activity to the police. This is not 
  as often the case in the ‘Burbs, where there is much more tolerance 
  and openness to other ideas, non-humans and magic, but it is in 
  the cities, towns and communities of 100% human citizens of the 
  Coalition States.
  01-15% Dutiful CS Citizens. Coalition citizens are always on 
  the lookout for D-Bees, supernatural phenomena, and the presence 
  of magic and suspicious outsiders. Since grade school, they have 
  been conditioned to report such people and incidents to the State 
  authorities. A few unarmed citizens may not be much of a threat, 
  and they seldom take direct physical action themselves, but they 
  make a quick call to the ISS. And ISS Peacekeepers (CS police) 
  are quick to respond, arriving to investigate reports, on average, 
  within 1D6+1 minutes, half that time if people are in immediate 
  danger. Note: Most CS citizens have telephones and State Internet 
  with which to report trouble via audio reports or selecting various 
  icons. The CS internet is all based on images, video and audio, not 
  written words.
  16-25% CS Neighborhood Watch. Neighborhood Watch 
  groups are not found in all CS communities. They are most com-
  monplace in outlying rural communities, small towns, and com-
  munities that border the ‘Burbs with their uncouth inhabitants 
  and the poor. They are also found at places where the ISS and 
  military cannot afford to patrol constantly, as well as communi-
  ties with a history of crime, civil unrest or trouble from outsiders 
  (D-Bees, Raiders, bandits, practitioners of magic, monsters, refu-
  gees, nomads, and the disenfranchised populace from the ‘Burbs 
  or neighboring non-CS communities, and so on). Still there is an 
  ISS Peacekeeper force that tries to respond within 2D4+3 minutes 
  to most calls for help or reports of trouble. All members of CS 
  Citizens Watches are unarmed, but carry flashlights and radios. 
  Only the most aggressive and paranoid members may also carry 
  clubs/bludgeons or things like shovels, axe handles, hammers and 
  butcher knives for protection in case they need it. They shouldn’t 
  need it such items because the authorities tell them NOT to take ac-
  tion themselves, but to report, observe from a distance and wait till 
  help arrives. Help, by the way, is likely to be 2-4 old-style SAMAS 
  flying in or 1D4 hover patrol cars arriving with sirens blaring, with 
  two ISS Peacekeepers inside each. Reinforcements consist of more 
  ISS law enforcement officers, Dog Boys and Psi-Stalkers all work-
  ing under the auspices of the ISS. And when necessary, the Coali-
  tion military.
  Most communities can receive help, in an emergency, from a 
  nearby base or mobile Death’s Head Transport within 1D6+4 min-
  utes, half that time in many cases. However, the military only be-
  comes involved when the ISS calls for such intervention, and that 
  usually happens only when under attack by heavily armed forces, 
  practitioners of magic or monsters.
  Note: It is illegal for the human citizens living in an urban area 
  to own firearms of any kind. Those in rural areas are allowed to 
  bear arms for their own protection. Being caught in the possession 
  of a firearm, especially M.D. weapons, results in steep fines, crimi-
  nal charges on one’s permanent record, and repeat offenders or 
  those who use a weapon in the commission of a crime or violence, 
  face loss of citizenship or imprisonment, or both. Losing one’s citi-
  zenship means being stripped of all rights and the individual is re-
  moved from his family and community, loses his job, and is exiled 
  from the CS. At best, such “criminals” can live in a nearby ‘Burb, 
  but will always be branded as a criminal, dissident and non-citizen, 
  and NEVER allowed to live in any official CS community. Once 
  citizenship is lost, it is almost impossible to regain.
  26-35% ISS Dog Pack – Urban Equipment. Standard ISS 
  Dog Packs will be armed only with Vibro-Blades, Neural Maces 
  and pistols, but are on the hunt night and day and can always sum-
  mon reinforcements. Each Dog Pack is led by a Psi-Stalker, and 
  if they cannot handle the job themselves they will call for backup 
  from military forces.
  36-45% ISS Peacekeeper on Patrol. ISS Peacekeepers always 
  work in pairs; either a pair of ISS officers, or an ISS Peacekeeper 
  and a Dog Boy or Psi-Stalker. Each pair is assigned a hover police 
  car and a pair of hovercycles and jet packs to use as the situation 
  dictates. When backup is requested, two additional squad cars ar-
  rive on the scene. If armed combat is involved, 1D4+4 police cars 
  arrive, and so might 1D4 ISS old-style SAMAS or Psi-Net agents. 
  Military support can be requested at any time. The first to respond 
  from the military is usually 2D4 SAMAS or Sky Cycles as part 
  of the quick response. They are followed by whatever forces are 
  deemed necessary to quell the disturbance or threat.
  46-60% ISS Peacekeeper Squad. Squads of 1D6+6 human 
  Peacekeepers work together to quell all manner of serious dis-
  turbances and investigation of organized crime and trouble from 
  small, outside groups. The ISS very much function in the role of 
  police, but tend to have much more flexibility and latitude in their 
  investigations and interrogations of non-humans, outsiders and 
  known or suspected criminals. Strong-arm tactics, threats and lies 
  are permissible, and outsiders/non-citizens, whether they are hu-
  man or not, have NO RIGHTS whatsoever.
  61-68% ISS Specters. 1D4 Coalition ISS Specters are on 
  the job. Specters are well-trained detectives backed up by all the 
  resources of the ISS and the Coalition Army. Specters are only 
  deployed for serious crimes such as murder, terrorism, extortion, 
  kidnapings, and all matters involving magic and the supernatural. 
  Their presence alone is enough for most criminals to worry and 
  cease whatever they were doing to lie low or get out of town for a 
  while. Specters are feared and respected.
  69-77% ISS SAMAS Patrol. Peacekeepers equipped with old-
  style SAMAS suits are the primary airborne units of the ISS. Their 
  exoskeletons allow them to chase down flying threats, make quick 
  responses to critical situations and provide fast backup, and their 
  superior firepower makes short work of most criminals, raiders, 
  D-Bees and invaders. Like most ISS operations, a standard patrol 
  is two old-style SAMAS, but can be as many as four or six if cir-
  cumstances or the threat level warrant it. ISS patrols are a common 
  sight above the streets, back alleys and borders of CS cities, towns 
  and commmunities.
  78-83% ISS UAR-1 Enforcer on Patrol or Standing Guard. 
  Originally intended for use in urban settings, the CS Enforcer ro-
  bots that have been retired from front-line duty have been eagerly 
  
  60
  snatched up by the ISS. Enforcers are the heavy-hitters of ISS raids 
  and defense. The giant robots are used as bulldozers, riot control, 
  overwatch towers, walking shields and heavy weapons platforms 
  for assaults and defense. When large monsters and gangs of ban-
  dits, Raiders or D-Bees strike, the UAR-1s are called in. One or 
  two UAR-1s usually stand ready at every ISS Peacekeeper station, 
  main city gates, hospitals, and other strategic locations.
  84-88% CS Army Infantry Squad. Even in cities and areas 
  with high populations and established ISS forces, the military is 
  an intrinsic part of maintaining peace and order. Troops patrol city 
  streets and rough districts all the time, and often without the famil-
  iarity or restraint of ISS Peacekeepers. Infantry units are as likely 
  to gun down criminals as arrest them, making them an excellent 
  deterrent to crime. This is a standard patrol of 1D4+2 Grunts and 
  two Psi-Stalkers and/or two Dog Boys, and is always on foot.
  89-92% Dead Boy Skelebot Patrol. Two Grunts, one CS Psi-
  Stalker or Dog Boy and 2-4 Skelebots under the command of the 
  human squad leader patrol the streets. This patrol is always on foot.
  93-95% CS Army Power Armor Patrol. Power armor units 
  are perfect for urban operations. They possess heavy armor and 
  firepower, all while staying small enough to fit down streets and 
  into most doorways. Power armored troops are typically deployed 
  for a specific purpose, however, not simply out conducting patrols. 
  Probably 2-4 Maulers or Terror Troopers or Smiling Jack SA-
  MAS, occasionally Glitter Boy Killers.
  96-98% Urban Military Commando/Special Forces Squad. 
  One of the most dangerous encounters in a CS city is with a Co-
  alition Special Forces/Commando team. Special Forces teams are 
  only called in for the most critical tactical strikes, and to see one 
  inside a CS community is a sure sign that something big is about 
  to happen. Such teams usually consist of four CS Special Forces or 
  Commandos, two CS Juicers, one EOD Specialist, one CS Cyborg, 
  and one Dog Boy or Psi-Stalker (or sometimes a Master Psychic).
  99-00% Military Armored or Mechanized Squad. Mecha-
  nized units are 1D4+4 CS military APCs and tanks or giant ro-
  bots accompanied by 4D6+20 Dead Boys plus one Spider-Skull 
  Walker. They are usually called in as a show of force, to protect a 
  particular border area or strategic location, or to deal with a pos-
  sible invasion force, Raiders, wizards or monsters.
  Coalition Encounters
  Outside CS Territory
  01-15% Long-Range Reconnaissance Squad. Patrols outside 
  of Coalition territory are typically made up of CS Rangers, Coali-
  tion Expeditionary Force squads, CS Psi-Stalkers and Dog Boys, 
  or mercenary contractors, or some combination of them. Special 
  Forces, Commando units and Juicer squads also frequently work 
  outside the territories claimed by the Coalition States. Most scout-
  ing, search and rescue, seek and destroy, and missions of sabotage, 
  are assigned to small squads (6-10 troops), but some may be car-
  ried out by a whole platoon (20-40 troops). Typically travel on foot 
  or in light, fast vehicles.
  16-30% RCSG Team. Rift Control Study Group teams are part 
  science, part military lock-down. They are most commonly found 
  around Rifts and along ley lines, as well as other locations of magi-
  cal, supernatural, or unexplained activity. They study the flow of 
  mystic energy and the supernatural creatures that are drawn to it, 
  as well as engage in other scientific operations. Encounters with 
  Black Marketeers, criminals or adventurers will be an unwelcome 
  surprise to the researchers, but the security element of the team 
  should have no problem figuring out how to respond. 2D4 RCSG, 
  1D4+1 Grunts, two Psi-Stalkers, two Dog Boys, and two SAMAS 
  (any type) or other power armor is a typical security team for long-
  range ops in hostile territory.
  31-45% Coalition Expeditionary Force (CEF). The Coalition 
  Expeditionary Force works outside official borders and often dis-
  guises its identity. CEF troops sometimes use foreign equipment, 
  armor and uniforms while carrying out the will of the Coalition 
  States. The player characters might not even know who they have 
  encountered, and assume they are a mercenary squad or company, 
  or military unit from a small kingdom, or adventurers like them. 
  Size varies from squad to company in size, depending on the ob-
  jective of the mission.
  46-60% Coalition Probe. Probes are military units sent out 
  into regions adjacent to Coalition borders. Their mission is simply 
  to map and chart areas and seek out pockets of resistance. Probes 
  may have orders to avoid damaging civilian property or instruc-
  tions to burn down any villages and unlicensed settlements in their 
  path, especially if infested by D-Bees or practitioners of magic.
  61-70% Skelebot Seek and Destroy Squad. Coalition Skel-
  ebots are deployed everywhere, especially in remote areas. This 
  patrol is likely programmed to destroy all D-Bees, monsters and 
  practitioners of magic they encounter. A Skelebot Squad of this 
  nature will range from 10-40 (platoon-size). It keeps pressing for-
  ward and follows trails, slaughtering targets until they are them-
  selves destroyed or completely run out of ammunition and return 
  to a mobile or established CS base. This patrol is always on foot.
  71-80% SAMAS Patrol. SAMAS are sent out to on long-range 
  patrols with various mission goals. 01-25% Reconnaissance/Inteli-
  gence gathering. 26-50% Search and destroy smuggler caravans. 
  51-75% Search and destroy known and identifiable hostile enemy 
  forces. 76-00% Troop support or flyby to intimidate enemies. Such 
  a patrol consists of 1D4+2 Smiling Jack SAMAS units (any style) 
  and one Super-SAMAS.
  81-90% Undercover Operation. A squad of CS troops, prob-
  ably a mixed group of 1D4 infantry soldiers, 1-2 Psi-Stalkers, 1-2 
  Special Forces or psychics, a CS Juicer or CS Cyborg, a CS Rang-
  er and a CS Robot Pilot in power armor or an NG combat robot, 
  all dressed and disguised as a band of adventurers, mercenaries, 
  heroes or refugees. They have NOTHING to give them away as 
  military or soldiers of the Coalition Army. Their purpose is likely 
  to gather information about enemy and criminal operations that 
  could threaten the CS, and they fight only when threatened.
  91-00% Coalition Strike Force. A CS strike force is out on a 
  direct mission. Its most likely mission is to seek out and destroy 
  enemy or criminal camps, smuggler caravans and related targets 
  that have been designated as threats by military high command. 
  Strike forces are fast, effective and ruthless, leaving few alive to 
  report their actions or organize a counter-attack. They will be a 
  mixed force of Coalition soldiers and range from platoon to com-
  pany size (40-160 troops).
  
  61
  Black Market Activities Within the Coalition States
  to D-Bees. As far as the Coalition is concerned, Black Marketeers 
  who traffic in magic items are just as bad as the practitioners of 
  magic who make them. Death sentences and long prison terms are 
  common for such offenders, even if the smuggler or seller knows 
  nothing about magic or how the item works. Just possessing a 
  magic item, especially a weapon, is a capital offense. As a rule, 
  the military and police authorities in the ‘Burbs will seize magic 
  items in the hands of adventurers, mercs and people who don’t 
  seem to be a serious threat to the security of the CS, followed by 
  a severe beating and threats. However, sellers and practitioners of 
  magic are often killed on the spot (before they can use their in-
  ventory against the lawmen), no questions asked, and the magic 
  seized. Magic items are taken to the legendary Black Vault where 
  they are locked away at a secret, secured location in the CS. Any 
  practitioner or seller of magic taken into custody for interrogation 
  is likely to wish he had been killed. After a period of brutal inter-
  rogation, the criminal faces mandatory public execution. A serious 
  punishment that somehow fails to deter the endless number of ea-
  ger Black Marketeers. (See page 29 of Coalition War Campaign 
  for more information on the Coalition legal system.)
  Some Coalition Contraband
  There are many types of goods that are considered contraband 
  within the Coalition States that are perfectly legal in most places 
  in North America. This ranges from military grade weaponry and 
  magic items to simple things like books and video discs. Items that 
  can be acquired legally and cheaply outside the Coalition States 
  and then sold within its borders for a significant markup. This is a 
  thriving industry, especially with the Black Market.
  Books
  Smuggling books and other printed materials is a consistent 
  source of income for the Black Market. Setting up printing presses 
  outside the Coalition is cheap and easy, and low-quality copies of 
  the Bible, the works of Erin Tarn, various classic authors, history 
  books, picture books showing pre-Rifts Earth, graphic novels, and 
  pornography are churned out on pulp paper. The Bible is a big 
  seller, as are the plays of Shakespeare, but many works considered 
  trivial in their time have also made a surprising comeback with 
  the resurgence of civilization after the Great Cataclysm. The vast 
  majority of books did not survive the ravages of nature, the sweep-
  ing purges of the Coalition or the effects of time upon them over 
  the centuries, and whatever random bits and pieces have survived 
  all carry the same pre-Rifts mystique, whether they are famous 
  novels or poorly written garbage. Digital data storage devices of-
  ten break down faster than paper, and few of the digital libraries 
  from the Golden Age of Man have been preserved and recopied. 
  In this information blackout, a pulp romance novel, a cookbook, 
  role-playing game, comic book or a collection of nursery rhymes 
  may be the only window on a specific piece of forgotten human 
  culture and history.
  While punishment for selling or distributing printed materials is 
  harsh, the operation is essentially risk-free for those on the produc-
  tion end, and the smugglers who do the dirty work face the same 
  risks whether they are transporting a shipment of weapons or nov-
  els. For the vastly illiterate CS populace, however, simple political 
  cartoons, picture books, comic books, cartoons, and collections of 
  Nowhere else is the Black Market under as much pressure as 
  within the Coalition States. Nowhere else are the profit margins 
  and demand for product as high, especially in the ‘Burbs. The Co-
  alition is a security state, highly committed to keeping magic, D-
  Bees and demons outside its borders. Citizens are not allowed to 
  own modern weapons, body armor, war machines, magic, books or 
  pre-Rifts relics, and the Coalition military and the Internal Secu-
  rity Service (ISS) see to it that this law is strictly enforced, which 
  includes keeping careful watch over the cities and trade links of 
  the CS. It is interesting to note that with the possible exception of 
  books and pre-Rifts artifacts, most Coalition citizens have no in-
  terest in any of those items. Most are fiercely law-abiding citizens 
  who trust their leaders, obey the law and respect the military and 
  police who protect and serve. It is a different story in the ‘Burbs.
  One must remember that the ‘Burbs are a sort of political no-
  man’s land. According to CS law, the ‘Burbs themselves are unof-
  ficial and illegal habitats. Every inhabitant is a squatter and non-
  citizen who lives there at his or her own risk. They have no rights 
  under CS law, and even long-established ‘Burbs are unofficial and 
  could be bulldozed by the CS anytime it chooses to do so. This non-
  existence means Coaliition authorities can do whatever they please 
  to whomever they please without serious ramifications. They can 
  beat-up and kill “suspects” without fear of charges against them, 
  and innocent people are injured all the time in raids, but are simply 
  collateral damage of no consequence. So why do people flock to 
  the ‘Burbs? The answer is simple, the rest of the continent is so 
  hostile and frightening that millions of people, including D-Bees 
  who are routinely hunted, dragged out and killed in the street by 
  CS authorities, would prefer to take their chances with the CS than 
  live elsewhere.
  The ‘Burbs are where the hopeful (and desperate) gather. At 
  least two-thirds are people who dream of becoming Citizens of the 
  Coalition States or to at least find work and live in the relative safe-
  ty of the ‘Burbs. When the innocent and hopeful gather, it attracts 
  opportunists, criminals and bad guys. It is in the ‘Burbs where the 
  Black Market thrives like a weed. The Coalition’s strict laws and 
  long list of contraband have created a rich market and thriving in-
  come for the Black Market. The Black Market offers every luxury 
  and every illegal item and service one can imagine: drugs, vice, 
  magic, items, guns, body armor, vehicles, illegal bionics, books, 
  education, pre-Rifts artifacts, historical documents, magic items, 
  all things alien, and so much more. To add to the fun, Black Mar-
  keteers make money thumbing their nose at the Coalition.
  If the denizens of the ‘Burbs are the Black Market’s biggest 
  market, their customers inside the fortress cities are the elite. Co-
  alition citizens in the big cities and fortress cities pay a premium 
  to purchase contraband that has been smuggled past the check-
  points and security patrols. Black Market goods are more expen-
  sive within the Coalition fortress cities and all CS cities, towns and 
  secured urban districts. Even in the ‘Burbs, half of which are cast 
  in poverty, prices are higher than many other places outside the 
  CS, but the range of Black Market goods and services available at 
  the ‘Burbs is unsurpassed.
  The Black Market faces intense pursuit and constant investi-
  gation by the ISS and Coalition military, both of which work to 
  shut down the most serious criminal offenders even in the ‘Burbs. 
  Among the most serious offenses is selling weapons, power armor, 
  robots, magic and magic items, as well as establishments that cater 
  
  62
  photographs or works of art from the past and from the modern, 
  outside world are the most popular printed contraband.
  Small “pirate presses” using efficient printers have begun pop-
  ping up in communities away from the Coalition States, further 
  exasperating the efforts of the authorities to suppress the flow of 
  information to the people. The cheap, stapled-together, instantly 
  recognizable “pirate pamphlets” produced are often the only for-
  mat in which a book is available. Pirate pamphlets generally don’t 
  last long and fall apart after being passed around between readers 
  long enough. Still, in a world without libraries, copiers/printers 
  or the internet (as we know it), pirate presses are one of the only 
  methods of manufacturing and distributing books.
  The illiteracy rate and lack of books and formal education in 
  most parts of the country have kept the book market small. This 
  has created an environment for bard-like characters: Traveling 
  scholars who come to a town and read from a book or use oral 
  tradition, song and storytelling to inform the largely illiterate 
  masses. Most are greeted with great excitement and treated like 
  VIPs. With the exception of communities like Tolkeen, Lazlo and 
  the Federation of Magic, the average person cannot read or write. 
  That includes 95% of the CS population. Of course, such bards and 
  scholars are criminals outlawed in the Coalition States, the ‘Burbs 
  and CS controlled territory. Hence their being branded as “Rogue” 
  Scholars. Erin Tarn is such a Rogue Scholar. She has spent the 
  better part of her life wandering the Americas, teaching, reading 
  and telling stories so that people could have a better understanding 
  of the world, their past and ideas other than those taught by the 
  Coalition States and other self-serving governments. Her crimes 
  against the CS were compounded when she began writing books of 
  her own and others began to memorialize and publish everything 
  the woman said. Today, the caring humanitarian is the Coalition 
  States’ “Enemy Number One.”
  Book Prices
  New books are recent publications printed for the CS literate 
  elite (not meant for others) or publications produced and distribut-
  ed by various scholastic and criminal undergrounds, including the 
  Black Market. A typical novel, paperback book, magazine, comic 
  book, or basic video disk costs 20 credits. Educational books, disks 
  and digital files of instructional manuals and books dealing with 
  subjects of history, science, medicine, social studies, philosophy, 
  how to do it yourself, and similar, cost about 30-60 credits. Forbid-
  den books blacklisted by the CS, such as Erin Tarn’s Traversing 
  Our Modern World, can cost anywhere from 50 to 800 credits (on 
  average, 2D4x100), depending on the seller.
  Old, Pre-Rifts books vary greatly in price depending on the 
  condition of the book itself, its subject matter, rarity and the state 
  of the current collectors’ market. Technological journals of all 
  kinds tend to get top dollar. Here are some typical prices:
  Periodicals: Including comic books, newspapers, and maga-
  zines. 200-1,200 credits each.
  Paperback Books: Novels, children’s books and other types of 
  trade paperbacks command 300-1,200 credits each.
  Hardcover Works of Fiction: 400-1,600 credits each.
  Hardcover History Books: Includes art books and photo-
  books. 1,000-4,000 credits each; 5-10x more if truly ancient, rare 
  and coveted.
  Hardcover and Softbound Natural Science Books: Includes 
  school, mass market, and reference books. 1,000-6,000 credits 
  each; 5-10x more if truly ancient, rare and coveted.
  Hardcover and Softbound Science Manuals and Instruc-
  tional Books: Includes cookbooks, sheet music, scientific data 
  or methodology, and books with construction plans, experiments, 
  elaborate data, how-to instructions, and data with practical appli-
  cations. 10,000-60,000 credits each; 5-10x more if truly ancient, 
  rare and coveted.
  Valuable Technical Journals: Books with step-by-step in-
  structions, construction diagrams, how-to-build instructions, blue-
  prints, schematics, formulas, etc. 40,000-240,000 credits each; 
  2-5x more if truly valuable, ancient, rare and coveted. Some high-
  tech journals/instruction manuals can be worth millions and all are 
  highly illegal in the CS.
  Electronic Data: The same prices and CS restrictions apply 
  to audio, videos and digital files of the same nature. Add 50% to 
  excellent instructional films, including microfilm and videotapes 
  and disks.
  Note: All Pre-Rifts books and recordings (film, audio and digi-
  tal files) are outlawed in the Coalition States. If a book is found, it 
  is to be given to the authorities without being read. There are also 
  new books that the CS has found to be dangerous and are forbid-
  den. They are usually books that speak against the Coalition, like 
  the Erin Tarn series of history and geography books, or are deemed 
  to be anarchist or subversive in content and/or ideas. Included are 
  true history (the CS has rewritten history) and ideas like freedom 
  of speech, equality to all, literacy, philosophy, magic (even magic 
  in a fairy tale context!), religion (because of its mystical/magic 
  aspects), and similar ideas. Any citizen or visitor found to read, 
  collect, distribute or sell such contraband anywhere in CS terri-
  tory is severely punished. As a result, books and other recordings 
  are hot items on the Black Market and sold in carefully guarded, 
  secret, transactions.
  
  63
  Pre-Rifts Works of Art and Artifacts
  Pre-Rifts relics and artifacts have great value to some people 
  – typically historians, scholars, scientists, collectors and the edu-
  cated. As pieces of Earth History, even things we might consider 
  junk, have value.
  Mementoes of the Past: Old soda pop cans, bottles, bottle 
  caps, cell phones, knickknacks, children’s toys, costume jewelry, 
  glasses, cups, containers, etc., sell for anywhere from 50-600 cred-
  its each.
  Old Melee Weapons: Knives, swords, spears, etc., sell for 200-
  1,200 credits each; 10-20x more if truly ancient, rare, unique and 
  coveted (i.e. is 1,000+ years old).
  Old guns (S.D.C. weapons): Any type of handgun, rifle, etc. 
  sells for 300-1,800 credits each; 10-20x more if truly ancient, rare 
  and coveted).
  Pre-Rifts Advanced Weaponry: Military grade M.D. energy 
  weapons, explosives, etc., sell for 3D6x10,000 credits each; 2-5x 
  more if truly powerful, unusual, rare and coveted.
  Pre-Rifts Advanced Electronics: Cameras, computers, re-
  corders, radios, household appliances, etc., sell for 2D6x1,000 
  credits; 2-3x more if truly unusual, rare and coveted; 3-5x more 
  if it still works!
  Pre-Rifts Commercial Vehicles: Any. 2D6x10,000 credits; 
  2-3x more if truly unusual, rare and coveted; 5-10x more if it still 
  works!
  Pre-Rifts Military Vehicles: Any military grade vehicle sell 
  for 1D6x100,000 credits each; 2-3x more if it is truly unusual, rare 
  and coveted; 4-6x more if it still works!
  Pre-Rifts Glitter Boy or SAMAS: Ancient versions of these 
  power armors are practically considered to be sacred relics and 
  worth 2x the cost of a modern day version/knock-off; 3-5x more 
  if it still works!
  Pre-Rifts Unknown Military Grade Technology: This could 
  be a vehicle, power armor, robot or heavy weapon. Super-Rare. 
  5D6 million credits; double if it still works.
  Pre-Rifts Jewelry: This is anything made of real precious met-
  als and gemstones. Modern value x2 for its historical value; 4-10x 
  more if truly ancient, unique, rare or coveted (i.e. is 1,000+ years 
  old).
  Pre-Rifts Art: This can be anything from a drawing, paint-
  ing, print or sculpture to anything someone might consider to be 
  “art.” Modern pre-Rifts works can sell anywhere from 50 credits 
  to 50,000 credits. A genuine old master work of art (i.e. the art 
  depicted in art books and once hung in the museums of the world) 
  can sell for millions to tens of millions.
  Computer and Electronic Data
  A smaller niche market exists for those looking for comput-
  erized information within and outside the Coalition States. Few 
  people in the CS have access to unregulated computers and know 
  how to use them. Those who do are the Coalition elite such as aca-
  demics, scientists, political and military leaders, and Rogue Schol-
  ars and political dissidents who read and study in secret. While 
  most citizens have computers and the internet, there are few writ-
  ten words, no typed data exchanges and file-sharing (as we know 
  it) is basically a thing of the past. Everything is audio-visual (the 
  spoken word and video) and icon-based. The computers respond to 
  the spoken word and key icons. Communication is an audio or vid-
  eo feed. Furthermore, there are few forums and message boards, 
  and it is ALL monitored 24/7 by the Department of Propaganda. 
  Most of the material and services “online” are all provided by the 
  government, and include CS approved (and created) games, pub-
  lic service announcements, government news, government educa-
  tion, government entertainment shows, State provided services, 
  and similar. Again, only the CS elite, military and the privileged 
  classes have “private” computers and access to restricted databases 
  and sharing.
  Among CS citizens, digital files and video disc sales are a tiny 
  and discreet part of the Black Market’s operations, and often rep-
  resent the only interaction between the Black Market and the up-
  per crust of Coalition society. Beyond the Coalition’s borders, the 
  Black Market must compete with legitimate publishers and sees 
  its profit margins greatly reduced. Still, there are the ‘Burbs and 
  other kingdoms where certain discs, books, entertainment and 
  knowledge are forbidden, or the level of technology is too low to 
  produce them locally, and the Black Market finds demand for their 
  products.
  Knowledge Clubs
  Under the restrictive and repressive Prosek regime, “the truth” 
  is oftentimes a rare and valuable commodity. In this environment, 
  underground “knowledge clubs” have sprung up; groups of free-
  thinkers, academics and dissidents who celebrate and spread il-
  legal knowledge, information and truth. They engage in rogue 
  studies, read forbidden books, engage in philosophical debate, and 
  find and stockpile pre-Rifts books, films, documents, etc., preserve 
  them, copy them and do their best to piece together the incom-
  plete historical record left behind by the Dark Age that followed 
  the Great Cataclysm. They also produce and distribute writings 
  and videos that raise forbidden ideas and ideals, question CS state-
  ments and policies, reveal the real truth about history and behind 
  current events, and generally encourage freethinking, personal 
  freedom and open debate. Of course, such Rogue Scholars, Rogue 
  Scientists and freethinkers are dismissed and labeled by the Coali-
  tion as terrorists and subversives, and ranked as a higher priority 
  for the ISS than murderers and practitioners of magic.
  The Black Market has long ago learned about the profits to be 
  made from providing members of knowledge clubs not only with 
  books, disks and artifacts, but with secret meeting places, protec-
  tion and escape routes if raided. Most Knowledge Clubs feature 
  a number of Rogue Scholars, one or more Rogue Scientists and 
  sometimes include surprisingly wealthy, powerful individuals 
  from across the country, and sometimes even from the Coalition’s 
  upper class. All of these people value secrecy and have the re-
  sources and necessity to pay for a safe, secure place to gather with-
  out Coalition intervention. To be caught is a death sentence, but it 
  can also destroy entire generations of families if such subversive 
  activity becomes public. And the CS always makes the exposure 
  and execution of such a criminal public. This can destroy the repu-
  tation and business for the dissident’s family members, business 
  associates and friends, all of whom will be assumed to have known 
  and kept quiet, or worse, also involved in anti-government activity. 
  They are usually shunned, their businesses and livelihoods ruined, 
  and they, their children and children’s children forever live under 
  the shadow of suspicion. Who is better suited to provide such se-
  crecy and than the Black Market?
  Secret Schools and Underground Libraries. Many of these 
  Knowledge Clubs also double as schools and mobile libraries that 
  meet at secret locations to teach youngsters and adults reading, 
  writing and arithmetic. More advanced classes may include sci-
  
  64
  ence, history, creative writing, art and other advanced instruction 
  and education. Knowledge Clubs that have been in place for many 
  years grow and develop into Secret Schools or Underground Li-
  braries. Inside the CS cities and ‘Burbs, such institutions take a 
  long time to mature, and often have a connection with some out-
  side supporting group like a circle of Lazlo scholars or agents pro-
  vocateur from the Federation of Magic. And whether their inten-
  tion is the noble pursuit of truth and education, or to destabilize the 
  Coalition, such groups are the beginning of the chain for getting 
  contraband books and information to the citizens of the CS. Secret 
  Schools have a mission to spread the truth and educate everyone 
  they can. It is this altruistic quest, and the Coalition’s violent sup-
  pression of it, that fuels their shadowy war of ideas.
  Coalition War Profiteering
  As the Coalition is years ahead of any other (known) technolog-
  ical power in North America, CS equipment has a reputation for 
  quality and commands a high markup. There are numerous Black 
  Market manufacturers who sell knock-off versions of CS guns and 
  armor, but there is no substitute for the real thing. And no knock-
  off artist on Earth has the skill to recreate large units like Coalition 
  power armor, robots and vehicles.
  Quartermasters, supply officers and thieves within the Coali-
  tion military are aware of the credits to be made, and war profi-
  teering has always been a problem for the Coalition. While large, 
  expensive pieces of military hardware are carefully catalogued and 
  protected, the Coalition States manufactures millions of infantry 
  weapons, Vibro-Blades, E-Clips, field kits and ration packs. The 
  CS military consumes vast amounts of food and fuel, and has a 
  constant need for everything from extended E-Clips to officers’ 
  dress shoes. These lesser items are far easier to steal, misplace, or 
  “fall off the back of a truck,” and they represent the vast majority 
  of the goods that disappear from CS supply depots every year.
  Since the CS military’s expansion and modernization prior to 
  the war on Tolkeen, a huge amount of military equipment has been 
  shifted from front-line units to reserves, the ISS Peacekeepers and 
  long-term storage. Everything from old SAMAS suits and Dead 
  Boy body armor to tanks, aircraft and even UAR-1 Enforcers have 
  been moth-balled in case of some unforeseen emergency. Millions 
  of personal weapons alone are kept in regional storage depots. This 
  equipment, while kept under lock and key, remains vulnerable to 
  some degree of theft and improper allocation. This, and the im-
  proving quality of knock-offs, has led to a marked increase in the 
  amount of old-style Coalition gear on the Black Market. New-style 
  Coalition equipment still sells for a premium, but older CS armor 
  and weapons do not have quite the same forbidden appeal that they 
  once did. Realistic customers do not care, however; they are sim-
  ply happy to purchase superior equipment at a more reasonable 
  rate.
  Major military bases and cities are prime targets for profiteers, 
  as well as occupation zones. The Tolkeen front has been a rich 
  source of stolen goods for the Black Market and the Chicago Net-
  work in particular. So was the standoff between the CS and Free 
  Quebec. Before these two powers came to an understanding, pi-
  rates and Black Marketeers stole what they could. It was a fraction 
  of what occurred at Tolkeen, but there was theft and losses. All 
  intense and large-scale conflicts consume a huge amount of am-
  munition, supplies and gear, and a measurable, if small, percentage 
  disappears into the hands of eager smugglers and thieves every 
  year.
  Now Hiring
  By Taylor White
  Additional jobs and text by Kevin Siembieda
  There are numerous different jobs and tasks for the Black Mar-
  ket that do not necessarily require specialized Occupational Char-
  acter Classes (O.C.C.s). The following jobs are routinely sought 
  out by Black Market operations for specific missions and short-
  term operations. Similar work and salaries are also offered by 
  other criminal organizations, mercenary companies, well-funded 
  adventurer groups, foreign agents, governments, some businesses 
  and even wealthy individuals. Taking a job from the Black Market 
  (or merc company) can be a source of quick cash or even regular 
  work. Being employed by the Black Market does not make the 
  character a Black Marketeer.
  A Note about Pay: Most Jobs list a range in pay by dice roll, 
  e.g. 2D6x100 credits. This is a tool for the Game Master for a 
  quick, random determination. However, the G.M. may set a specif-
  ic fee, such as 200 credits or 1,200 credits, etc., as he deems fit for 
  his players. Moreover, the money listed is a guideline. Depending 
  on the situation, the employer doing the hiring, and the experience 
  and reputation of the characters being hired for the job, pay for the 
  job could be 50% lower than the lowest suggested range or 200% 
  higher than the highest, and everything in between.
  In many situations, a savvy business person will try to get the 
  best people for the job at the best price – meaning the lowest price. 
  When it is important that the job is done right, the employer may 
  be willing to pay top dollar or a premium price (more than the go-
  ing rate), and does so by hiring the best, most experienced person/
  people for the job. In game terms, that means the higher the experi-
  ence level, the better the pay. The same holds true for a good repu-
  tation. Fame and renown is a double-edged sword, but can come 
  in handy when haggling a price. Whether the acclaim is deserved 
  or not, characters of repute can often demand top or premium pay. 
  Though not always.
  A character or group can be the best of the best, but sometimes 
  the potential employer just does NOT have the money they want 
  or are normally paid. This is when a character must decide whether 
  he’ll take the job anyway at the lower price or not, even if it’s the 
  lowest pay possible. In some instances, and for a good cause, the 
  characters may find themselves taking a job for peanuts or even 
  doing it for free. An alternative when dealing with mercs, bandits, 
  pirates, the Black Market and some business people, may be what 
  is referred to as getting paid on the “back end,” by agreeing to 
  take a cut of the sales or value of the merchandise. A typical cut is 
  5-20%, but this is risky on many levels. The job has to be a success 
  and you have to trust that your business partner/employer won’t 
  cheat you.
  Job: Acquisitions Specialist
  Description: This is for characters who are skilled at tracking 
  down and “acquiring” (this usually means stealing) contraband, 
  weapons, medicine or whatever the client wants “acquired.” Most 
  of the time, an Acquisitions Specialist is a con artist, thief, smug-
  gler or other criminal type, but not always.
  Pay: Typically a set price for the goods to be “acquired.” Low-
  end items may only be 1D6x100 credits while high-end pay could 
  be in the thousands. Vital, rare and dangerous/powerful acquisi-
  
  65
  tions could pay out hundreds or even millions of credits, but it is 
  typically in the 3D6x1,000 credits range.
  Job: Combat Medic
  Description: Smuggling and other criminal enterprises are a 
  risky business, and discreet doctors, nurses and paramedics are al-
  ways in demand. Moreover, there are skirmishes, wars, rebellions, 
  and gang wars going on all the time. For the more warlike situa-
  tions, a combat medic will be needed to patch up the injured. A 
  qualified field medic – let alone a Medical Doctor and surgeon – is 
  a treasured rarity on the battlefields of Rifts Earth. When Mega-
  Damage weapons, explosives and magic start going off, a medic 
  will be necessary to tend to the wounded. Not only that, but sol-
  diers, mercs, tribal warriors and gang members suffer from other 
  ailments, disease, dehydration, malnutrition, broken bones, infec-
  tion, parasites, pregnancy, and insect bites, poison and so on, all of 
  which require a trained physician.
  Combat Medics are expected to work under intense pressure, 
  even in the middle of a heated battle. They usually try to pull the 
  wounded to cover before working on them, even though moving 
  the wounded individual may be harmful to their patient. There 
  are few rules to warfare in the world of Rifts, and many evil and 
  selfish-aligned characters will fire at a Body Doc or field medic the 
  same as they would any other enemy.
  The best Combat Medics are Body Fixers and Cyber-Docs, 
  because their training covers a wide variety of afflictions. Spell 
  casters and psychics with healing powers are equally efficient and 
  qualified, and in some cases, may be even better at getting the 
  fallen back up and back into the fight than a conventional doctor.
  Minimum Attribute Requirements: As per medical O.C.C. 
  and skill requirements.
  Skill Requirements: Medical Doctor and Field Surgery, but 
  additional Medical skills are all applicable and useful; the more, 
  the better.
  Pay: Low-end pay is 1D6x100 credits per day of work. High-
  end pay is 1D6x1,000 credits per day. The Body Fixer gets paid 
  the per day rate whether he has no patients, 5 patients or 50 a day. 
  He is, in effect, on retainer when there is no work/patients. Treat-
  ing a single, high-profile customer on the quiet, gets the highest of 
  the high-end pay rate and sometimes 2-5x more, especially if the 
  doctor’s work is excellent and there are no complications.
  Job: Courier
  Description: Couriers in the world of Rifts are more than just 
  delivery boys. They must be able to travel through any territory, 
  through any kind of weather, day or night, and handle any type of 
  threat that comes their way. When a Courier accepts a package, he 
  or she is taking full responsibility for it (even though the contents 
  are likely a mystery) and agrees to protect it with his life until it 
  is delivered. This is serious business. He must survive in harsh 
  environments, avoid the authorities, probably hide and protect the 
  package, and contend with all dangers and impediments that come 
  his way. And he must do all of this with no help at all from his 
  employer or the recipient of the package. No one hires a Courier 
  when the job is easy.
  The best Couriers are fast. Fast on their feet, fast with their 
  tongues, fast with their wits, and when necessary, fast with their 
  weapons. Though a good percentage of Couriers are Juicers, Trav-
  eling Merchants, smugglers and spies, the only real requirement is 
  being able to get the package delivered quickly and quietly, and 
  without compromising the employer or the recipient in any way. 
  Couriers usually travel alone, in pairs or among small groups of 
  travelers, mercenaries, and adventurers. Their delivery destination 
  and target can be a specific person, a specific place of business, 
  organization, dwelling or a drop point.
  Couriers are entrusted with a package and promise to deliver it 
  to the designated person or location without fanfare or damage to 
  the item. Such packages are almost always one, relatively small 
  item, such as an envelope containing important information or 
  documents, a letter meant for one specific person’s eyes only, a 
  briefcase of guns/gems/valuables, a duffle bag of drugs, a magic 
  item, ancient artifact, and on and on. In most cases, the “pack-
  age” to be delivered is in a sealed container not to be opened by 
  the Courier for any reason. Thus, the Courier has no idea what it 
  contains. It could contain incriminating photos, jewelry, a birthday 
  card, or a bomb. For a professional Courier, it doesn’t matter what 
  the package contains, it’s all about getting it to its destination.
  Minimum Attribute Requirements: I.Q. 10, M.E. 12, and 
  P.E. 10.
  Skill Requirements: Land Navigation, and at least two Pilot 
  skills (Horsemanship can count as one of the piloting skills). Con-
  cealment, Detect Ambush, Palming, Streetwise, Roadwise and 
  other Rogue and Espionage skills can be very handy, but are not 
  required.
  Pay: Varies with the level of danger and complexity. A simple 
  delivery or drop is 1D6x100 credits. Moderately dangerous or 
  complex delivery is 3D6x100 credits. A dangerous, complex or 
  long-range delivery is 2D6x1,000 credits. A highly dangerous or 
  complicated delivery that involves dodging the Coalition authori-
  ties, Federation of Magic, Minions of Atlantis, demons, murderous 
  criminals, and similar, can range from 1D4x10,000 to 5D6x10,000 
  credits. Note: Employers of Couriers typically pay 10-20% up-front 
  to cover expenses, and the balance after delivery. Employers always 
  follow up with their destinations to make sure that the delivery was a 
  success. Couriers who run off with the package, lose or destroy it, or 
  get their employer or the recipient arrested, injured or killed, make 
  enemies very quickly and have short careers (and probably a short 
  life). Some employers pay a 10-20% bonus if the delivery was made 
  much faster than they expected and without incident.
  Job: Croupier
  Description: The character works in a casino or gambling 
  den. He must be knowledgeable regarding the rules of games of 
  chance and must be able to handle drunk, obnoxious and frustrated 
  gamblers. Most importantly, he must know how to spot a cheater 
  and discreetly alert security to the presence of anyone trying to rip 
  off the house. They must also be trusted enough to handle large 
  amounts of money and have references that can vouch for their in-
  tegrity. Some, but not all, Croupiers are trained to nudge the games 
  in the favor of the casino as well. The work is generally pretty 
  safe. Most casinos are in cities and towns with a standing defense 
  force, and the casino will have its own security team. Professional 
  Gamblers, Con Artists and City Rats can make some of the best 
  Croupiers.
  Minimum Attribute Requirements: I.Q. 10, M.A. 10, P.P. 11 
  and P.B. 9.
  Skill Requirements: Gambling. Of course skills such as Gam-
  bling (Dirty Tricks), Palming, Pick Pockets, and Concealment are 
  all helpful, but not required.
  Pay: 3D4x100 credits for a week.
  
  66
  Job: Decoy
  Description: The character’s task is to keep the eyes of the 
  authorities, rivals and enemies away from his employer. This is 
  a very dangerous job, as the position of Decoy involves causing 
  distractions, and deliberately stepping into harm’s way to draw at-
  tackers and enemies away while his employer makes his escape, 
  slips by unnoticed or continues his own task without interference. 
  The pay can be very good, and just about anyone with daredevil 
  courage and quick wits can do it. At the very least, it shows initia-
  tive, which can be great if the character is trying to get better work. 
  Of course, the real trick is for the Decoy to be able to elude his 
  attackers/pursuers and get away himself.
  Minimum Attribute Requirements: None, though a high 
  I.Q., M.A. and Spd are a plus. A high Perception Roll bonus and/
  or initiative are beneficial, but not required.
  Skill Requirements: None, though skills such as Detect Am-
  bush, Detect Concealment, Escape Artist, I.D. Undercover Agent, 
  Running, Streetwise, and Horsemanship or various Pilot skills are 
  a big plus.
  Pay: Low-end pay is 2D4x100 credits a week; high-end pay for 
  skilled and experienced Decoys is 2D6x100+1,000 credits a week, 
  or per job. The latter can boil down to one day or even a few hours 
  of work.
  Job: Defense Attorney/Representative
  Description: Sooner or later, a Black Marketeer is likely to run 
  afoul of the law. Whether they are accused of a crime or arrested, 
  they’ll need someone who knows the law and can argue their in-
  nocence in a court of law. Or at least get them released so they can 
  jump bail and make a run for it. A Defense Attorney or similar rep-
  resentative is needed. Though in most civilizations of Rifts Earth, 
  anyone, including the accused, can plead his own case, it is often 
  best if a respected member of the community or an attorney serves 
  as his “mouthpiece” – legal representative. When an actual lawyer 
  is not available, preachers, politicians, community leaders, busi-
  ness leaders, Rogue Scholars, Cyber-Knights and other heroes, or 
  those with a gift for gab, including con artists and anyone with a 
  high M.A., P.B. and good to excellent speaking skills, make some 
  of the best legal representatives.
  Black Market Defense Attorneys are NPCs (Non-Player Char-
  acters) who are on the payroll and in the pocket of a Black Market 
  Faction. Actually, many medium and large Black Market “crews” 
  are likely to have their own Defense Attorney on retainer. Such 
  individuals are usually corrupt, self-serving individuals, who care 
  nothing about justice, only about getting their criminal clients off 
  scott-free or with the lightest charges, fines and punishments pos-
  sible. Defense Attorneys working for the Five Black Market Fac-
  tions are some of the best in the world. As such, they command 
  great respect, money, and power within their Factions and among 
  their peers.
  Minimum Attribute Requirements: I.Q. 14, M.A. 14 and 
  P.B. 12 or higher.
  Skill Requirements: None for a well-meaning representative 
  with no professional training as an attorney.
  Professional attorneys must have at least Law (General or Spe-
  cific), Research and Literacy. Skills such as History, Interroga-
  tion, Lore (various), Performance, Philosophy, Public Speaking, 
  Seduction and Streetwise are helpful and all are common amongst 
  professional Defense Attorneys employed by the Black Market. 
  Note: Black Market Defense Attorneys are Black Marketeers and 
  are likely to have all (or most) of the following Special Abilities of 
  the Black Marketeer: Friends in High Places, Friends in Low Plac-
  es, Home Turf Advantage, Informant: Confidential, Read People, 
  Sincerity, Slippery, Street Rep: Trustworthy, and Work the Law.
  Pay: Professional Defense Attorneys get the big bucks. Getting 
  a low bail set is 1D6x1,000 credits.
  Getting minor charges dropped completely without going to 
  trial: 3D4x1,000.
  Getting major charges dropped completely without going to 
  trial: 2D4x10,000 credits.
  Going to trial and getting an acquittal (chance of getting an ac-
  quittal at trial is 50% chance +5% per level of experience, +10% 
  for an M.A. greater than 20, +5% for a P.B. greater than 20): 
  4D6x1,000 credits for minor offenses; 3D6x10,000 credits for a 
  major offense. Double for high profile crimes, quadruple for mass 
  murder, terrorism, attempted assassination of a powerful political 
  figure, and similar grievous crimes.
  Defense Attorneys on retainer with the Black Market only takes 
  clients the Black Market tells them to take, which means they 
  only defend the Black Marketeers who work for their employer, 
  the employer himself and his friends and associates. (This could 
  be a “favor” from a Black Marketeer.) Retainers are 2D6x1,000 
  credits a week on average, but the best attorneys may get paid 
  2D6x1,000+12,000 credits a week.
  Job: Documentarian
  Description: Rifts Earth is a strange place. The landscape is 
  peppered with alien beings, demonic creatures, undead aberra-
  tions, anomalies of magic and other weirdness. The ley lines and 
  nexus points continue to be a mystery to many; erratic doorways 
  to other worlds that seem to follow few patterns and defy conven-
  tional science. The wilderness is dangerous, full of deadly beasts 
  and raiders. There are many scientists, scholars, and artists who 
  work in capturing the world of Rifts on video. They observe super-
  natural creatures, D-Bees, and chaotic ley line events in the wild, 
  usually trying not to be noticed. They feel it is important to record 
  life’s events for future generations and/or profit. Idealists want to 
  capture such events for posterity so that others can study and learn 
  from it, and so knowledge and history can be passed on to future 
  generations. Others are in it for the money. They like to produce 
  film pieces that shock, terrify and entertain a paying audience.
  Documentary films can cover just about anything, from the ter-
  ritorial habits of dragons, to a year spent with the Noli Bushmen, 
  to a portrait of a CS war hero, to a charming love story between a 
  Blind Warrior Woman and an enslaved cyborg, gladiatorial fights, 
  war, and an endless array of subjects. Depending on the funding 
  of the documentary, it could be done for a variety of purposes and 
  subjects, and shown to different audiences. Some films are shot 
  just for select groups, and some more altruistic filmmakers make 
  hundreds of small documentaries which are mass-produced and 
  sold. The Black Market is big into purchasing, distributing and 
  selling sensational, violent and bloody films, making them one of 
  the major patrons of filmmakers of all kinds. Since many of these 
  films contradict official Coalition Propaganda, they are, of course, 
  banned in CS territories, which makes some of these films more 
  desirable and pricey.
  Other Documentarians work for an employer to capture and 
  memorialize a specific event on film/video. This can be for any 
  number of reasons. Black Marketeers, Bounty Hunters, Mercenar-
  
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  ies, adventurers and others sometimes need proof of a kill or the 
  successful completion of a job; be it murder, sabotage, a raid, etc. 
  Employers of these individuals and groups seldom trust video or 
  documentation from the people they’ve hired for the job, but they 
  trust Documentarians they have hired themselves. In fact, many 
  Documentarians make big bucks working for the Black Market, 
  Bounty Hunters, mercenaries, governments and even the authori-
  ties. Trustworthy, reliable, professional Documentarians are in big 
  demand by these employers.
  Characters who engage in such documentary work for under-
  ground organizations and independent operatives find that they 
  need to be much more than filmmakers. They have to be able to 
  keep up with the critical action, stay out of the way, get the “money 
  shots” and take care of themselves. That means they may have 
  to talk or fight their way out of trouble and most important, they 
  cannot be a burden or annoyance to the people they are traveling 
  with, and possibly documenting. These film makers must work on 
  staying unbiased and need strong stomachs, as they are likely to 
  be documenting murder, beheadings, combat, death and brutality. 
  Some of the best documentary-makers are Rogue Scholars, Rogue 
  Scientists, Wilderness Scouts, and City Rats. Although really, just 
  about anyone can make themselves useful on a documentary shoot.
  Minimum Attribute Requirements: I.Q. 9, M.E. 10 and P.E. 
  10. A high Spd may also be beneficial.
  Skill Requirements: TV/Video and Photography are a must. 
  Research, Public Speaking, Lore skills, and certain Physical skills 
  such as Climbing, Prowl, Running and Swimming all come in very 
  handy and are recommended, but are not necessities.
  Pay: Depends largely on the funding of the documentary and 
  the whims of the producers or employer. Low-end payment is 
  2D6x10 credits per day of work. High-end shoots and jobs with 
  the Black Market, mercs and other groups pay 1D4x1,000 cred-
  its per day and maybe a bonus of a few thousand to 1D6x10,000 
  credits for outstanding work or something captured on film that is 
  of tremendous benefit to the employer, above and beyond what the 
  filmmaker was hired to do.
  Job: Drug Chemist
  Description: Drug Chemists are highly trained individuals 
  who create or cut batches of drugs for resale. While the workers 
  in drug labs may be simple laborers, the specialists who actually 
  perform the delicate chemistry must know exactly what they are 
  doing or else they could ruin the product or even kill users. Certain 
  alien and magical substances require individuals with experience 
  in magic, alchemy, and/or the alien substance. In addition to Drug 
  Chemists who specialize in recreational drugs, there is also a valu-
  able market for those who are familiar with the drugs used in the 
  Juicer augmentation process. The process itself is well document-
  ed throughout the criminal underworld, but that knowledge and 
  augmentation is useless without the special chemicals necessary to 
  maintain the enhancements after the process. Chemists with Juicer 
  experience can often name their own price when negotiating with 
  criminals interested in setting up a conversion shop.
  The best Drug Chemists are Rogue Scientists, Body Fixers, Cy-
  ber-Docs, other doctors and alchemists, but many are not doctors 
  or scientists, but chemists who specialize in the drug trade.
  Minimum Attribute Requirements: I.Q. 10 or higher.
  Skill Requirements: Brewing: Medicinal, Chemistry, Chem-
  istry: Pharmaceutical and Mathematics: Basic. And Chemistry: 
  Analytical, Medical Doctor and Juicer Technology if working with 
  Juicer chemicals. As one might suspect, the more Medical and Sci-
  ence skills, the wider the range of the Drug Chemist’s abilities.
  Pay: Varies depending on the difficulty of processing the drug 
  and its rarity. Typically 2D6x1,000 credits per week, but can be 
  double or triple that in areas where drug demand is high or if a 
  Juicer chemist.
  Job: Entertainer
  Description: The character is expected to hold the attention of 
  a crowd of people by providing entertainment. Entertainment can 
  be just about anything, but is typically music shows, comedy acts, 
  feats of acrobatics or strength, gladiatorial contests, rodeo feats, 
  and similar. Entertainers can find work just about anywhere, but 
  typical venues are bars, saloons, nightclubs, casinos, festivals, 
  traveling shows, fundraising events, parties, and private functions. 
  Some Black Marketeers are well known for hosting parties with 
  outstanding entertainment, as well as acts for those who run enter-
  tainment establishments.
  Entertainment is big business in some parts of the world. The 
  New German Republic has entertainment corporations, producing 
  television shows which require actors, and cover major music acts, 
  sporting events, and other events. While there are Entertainers such 
  as athletes, race car drivers, and gladiators on Rifts Earth, others are 
  traditional entertainers with no combat training or special powers.
  Minimum Attribute Requirements: M.A. 14 or higher. A 
  good I.Q., P.E. and P.B. are always a plus.
  Skill Requirements: Performance and/or Public Speaking and 
  at least one entertainment-type skill such as Dance, Play Musi-
  cal Instrument, Sing, Acrobatics, Boxing, Wrestling, and/or others 
  suitable to entertaining an audience in the character’s chosen field 
  of entertainment. For example, a stage magician could use various 
  Rogue skills such as Palming and Pick Pockets to great effect, a 
  rodeo performer would need Cowboy skills, and so on.
  Pay: 2D6x100 credits for one night’s work, sometimes less, 
  but rarely more unless the individual is a “name act” with a well 
  known reputation.
  Job: Escort
  Description: Considered more high-class than a mere prosti-
  tute, there are Escorts who do not have sex with their clients, but 
  specialize in being enchanting companions who know how to make 
  the client look good. Escorts attend parties, business events and 
  social functions with their clients. Many people think an Escort’s 
  only real requirement is to look good and keep good manners, but 
  that’s not true. A professional Escort is intelligent, charming and 
  able to impress and engage in conversation on a wide range of 
  subjects. An Escort is never the life of the party, but is usually one 
  of its gems. As a result, good-looking Rogue Scholars, Con Art-
  ists, and characters with a flair for entertainment, song, dance and a 
  suave and debonaire demeanor are ideal. Shape-changers can also 
  excel in this line of work. They can maintain an attractive appear-
  ance and even tailor their appearance to their client’s whims and 
  desires. An Escort must also be able to deal with snide remarks, in-
  sults and awkward situations without getting emotional. Only one 
  third of these types of Escorts regularly agree to performing sexual 
  favors for their client.
  Minimum Attribute Requirements: M.A. 14 and P.B. 14. In 
  both cases, the higher these attributes, the better. A good to excel-
  lent I.Q. is also a plus.
  
  68
  Skill Requirements: Dance and Wardrobe & Grooming are a 
  must. Public Speaking, Art, Lore and/or History skills and Seduc-
  tion can prove to be valuable assets. The more versatile the indi-
  vidual, the better.
  Pay: 1D6x1,000 credits for one night’s work.
  Job: Fence
  Description: Fences deal in the buying and selling of stolen 
  goods and contraband. They have underground contacts who know 
  how to work around the authorities and connecting with discreet 
  purchasers, be they a collector or underground retail outlet such 
  as the Black Market. Fences require a delicate touch and a certain 
  amount of street know-how. Often Fences are legitimate business-
  men during their “day jobs” and move illegal products around un-
  der the cover of normal commerce and special contacts.
  Minimum Attribute Requirements: I.Q. and M.A. of 9 or 
  higher.
  Skill Requirements: Appraise Goods, Barter, Find Contra-
  band, and the right connections and a good mind for business are 
  all it takes. Skills such as Recognize Weapon Quality, Research 
  and Streetwise are also valuable, as is connections with the Black 
  Market.
  Pay: Most Fences take a cut or commission from the goods 
  they move, usually between 10-25 percent. Some Fences under 
  long-term employment by groups of smugglers or Black Market 
  Factions are paid a regular salary, ranging from 10,000-40,000 
  credits per week depending on their effectiveness and the volume 
  of material they unload, plus a 10-15% cut.
  Job: Hacker
  Description: Hackers are people with computer experience 
  who use their skills to penetrate computer databases, break code 
  protection and passwords and design viruses. The intention may 
  be to steal information, acquire blueprints and security system lay-
  outs, classified intelligence, and other useful data for heists, black-
  mail, framing others for crime, creating distractions, and some-
  times to erase incriminating information and criminal records. 
  Hacking can be a subtle way to empty a bank account of credits, 
  monitor the authorities, circumvent security systems and so on. 
  Many Hackers prefer to keep their identities unknown – ghosts in 
  the machine – and use a go-between or other representatives. That 
  means even the Hacker’s employer may not know his real identity. 
  Many Hackers lead secret lives. City Rats, Professional Thieves, 
  Freelance Spies, and some psychics make the best Hackers.
  Minimum Attribute Requirements: I.Q. of 12 or better.
  Skill Requirements: Computer Hacking, Computer Operation 
  and Computer Programming. Cryptography may be necessary for 
  certain jobs and Computer Repair, Surveillance, Sensory Equip-
  ment, TV/Video and Electronics skills are all helpful.
  Pay: Varies with the level of danger and complexity. A simple 
  hack is 2D4x100 credits. Moderately dangerous or complex hack-
  ing is 3D6x100 credits. A dangerous or complex hack is 2D6x1,000 
  credits. A highly dangerous or complicated hack that involves the 
  authorities, government, the Coalition States, Triax, Northern 
  Gun, Federation of Magic, the Black Market, other dangerous 
  criminals, and similar, can range from 5D6x1,000 to 3D6x10,000 
  credits. Note: Employers of Hackers typically pay 30% up-front 
  and the balance after success is shown and the information or de-
  sired results delivered. Hackers who hack their employers, betray 
  their clients, or get their employer arrested, injured or killed, make 
  enemies very quickly and have short careers (and probably a short 
  life). Some employers pay a 10-30% bonus if the hacker provides 
  valuable data or service above and beyond what he was paid to do.
  Job: Hit Man
  Description: A Hit Man is a hired killer, however, anyone will-
  ing to kill can be hired as a Hit Man. The average person hired to 
  make a hit is not a professional assassin. Men-at-Arms O.C.C.s 
  make the best Hit Men, but many classes and R.C.C.s may engage 
  in murder for hire. The idea behind hiring a Hit Man, however, is 
  that the individual will make a successful “hit” and not get caught. 
  If he does get caught, the Hit Man is expected to take the rap and 
  not reveal the identity of his employer.
  The kill can be for any reason: revenge, hate, to eliminate a 
  competitor or enemy, to intimidate others, a show of force, politics 
  and so on. Most Hit Men do not need to know the reason, nor do 
  they care.
  Minimum Attribute Requirements: P.E. of 9. A high M.E. 
  and I.Q. are also helpful.
  Skill Requirements: At least Hand to Hand: Basic and one 
  Weapon Proficiency.
  Pay: Depends on the client and the target. Killing a nobody, Joe 
  Citizen, or petty crook costs 1D6x1,000 credits. Killing someone 
  with a moderate reputation or notoriety costs 3D6x1,000 credits. 
  Killing someone with notoriety, money or clout costs 5D6x1,000 
  credits. Taking down a person in a position of power such as a 
  lawman, business leader, political figure, mage, Master Psychic, 
  Lieutenant or Captain in the Black Market or high-profile target 
  costs 2D4x10,000 credits, sometimes more. Bonuses are possible 
  but a rarity. Most Hit Men insist on the payment being paid half 
  up-front and half upon successful completion of the job.
  Job: Moonshiner
  Description: Like the Drug Chemist, the Moonshiner creates 
  intoxicating substances for sale to the Black Market and/or other 
  customers. Unlike the Drug Chemist, most Moonshiners do not 
  enjoy much of a traditional education and typically come from 
  backgrounds where a person has to fend for oneself. Many frontier 
  folk could be considered Moonshiners by default simply because 
  they convert their excess crops into alcohol to trade, to make a few 
  extra credits or for personal enjoyment. They become Moonshin-
  ers when they sell their services and stock to retailers, traveling 
  shows, and the Black Market who are eager to score cheap liquor 
  for bars and saloons.
  Minimum Attribute Requirements: None.
  Skill Requirements: Brewing. Holistic Medicine is helpful in 
  making a quality, smooth and tasty moonshine, but is not a neces-
  sity (+200 credits a week for a Moonshiner with that skill).
  Pay: Moonshining is not terribly dangerous work, and normal-
  ly only pays 3D6x10+80 credits per week to make the booze for a 
  customer like the Black Market. Under such a deal, someone else 
  picks up the brew to transport, distribute, sell and profit from it.
  Otherwise, a typical bottle of moonshine gets 4-5 credits when 
  sold wholesale, 8-10 credits retail and double for high quality 
  shine, sometimes triple. A typical, small-time moonshine opera-
  tion can distill 1D4x10 bottles a week. More for larger operations.
  
  69
  Job: Muscle, Bodyguard, Security
  Description: Hired Muscle is just that, a thug who is tough, 
  strong and enjoys using his physical strength (and usually size) 
  to intimidate, protect and coerce. Anyone who is big, strong and 
  not afraid to fight or hurt people, even innocent people, can be 
  hired Muscle. Most are also adept in at least two different types of 
  weapons, many are familiar with several. The Black Market, other 
  criminals, some businesses, mercs, and others, hire Muscle to pro-
  vide security, guard people and locations, act as a bouncer and to 
  break legs, exact revenge, interrogate, and intimidate. Muscle may 
  be hired for a specific task, but most often the job is a position to 
  be filled, and those on duty may be required to take action at a mo-
  ment’s notice. As a bodyguard, the Muscle is expected to put him-
  self in harm’s way to protect and defend whatever or whomever 
  he’s been hired to protect.
  Minimum Attribute Requirements: P.S. 15 or greater (the 
  stronger the better). A high P.P. and P.E. attribute are always help-
  ful, but not required. Any large, muscular, dangerous or intimidat-
  ing character can get work as Muscle, but most are Men-at-Arms 
  O.C.C.s.
  Skill Requirements: Two or more W.P. skills and at least 
  Hand to Hand: Expert. Magic, psionics, natural ability and addi-
  tional fighting skills are all a bonus in this line of work.
  Pay: Varies with the level of danger and difficulty of the job. 
  Simple work like standing guard at a fixed location (e.g. door) or 
  work as a “bouncer” is 1D4x100 credits a day. Moderately danger-
  ous or complex jobs, such as a bodyguard who escorts a specified 
  person or cargo, are 2D4x100 credits a day. High-profile or very 
  dangerous or complex situations are 1D4x1,000 credits per day. 
  Note: Employers of guards and security details typically pay 25% 
  up-front and the balance after the job is complete. A day’s work 
  is often 12-24 hours. A bonus of 10-50% more than the usual pay 
  may be awarded for outstanding service, protection, heroism and 
  professionalism. Sadly, muscle is not highly respected and consid-
  ered easy to find. Still, those with an outstanding reputation and 
  experience (7th level or greater) can command 50% above the high 
  end of the pay scale.
  Job: Surveillance Specialist
  Description: This is someone who is skilled at following oth-
  ers, observing, recording and gathering intelligence on a specified 
  target, individual or location. This usually involves following the 
  target without being seen or recognized, to get information on the 
  subject’s routine, habits, and/or incriminating evidence. While 
  cameras, video and listening devices/bugs may all be used, some-
  times surveillance is simply tailing the individual and taking the 
  right notes. The authorities use surveillance on criminals, but the 
  Black Market and other criminals and organizations may use the 
  same techniques to keep tabs on their own employees and opera-
  tives, rivals, enemies, targets of extortion, lawmen and juries. Of-
  tentimes, the Surveillance Specialist has no idea why he’s been 
  hired to spy on a person or place, nor how his information will be 
  used, as it could be used to help, hurt or blackmail someone. He 
  just gathers the intel, passes the information on and walks away.
  Minimum Attribute Requirements: I.Q. 10, P.P. 10 or great-
  er. High M.A., M.E. and P.E. attributes are also helpful, but not re-
  quired. Any character with good skills of observation and a knack 
  for not being noticed is the man or woman for the job. Most Sur-
  veillance Specialists are Men-at-Arms, spies, psychics and crimi-
  nal O.C.C.s, but can be anyone.
  Skill Requirements: Intelligence, Prowl and Tailing or Sur-
  veillance Systems are a must. Other Espionage and Rogue Skills 
  are a plus, as are magic, psionics, and certain natural abilities, es-
  pecially invisibility and shape-changing.
  Pay: Varies with the level of danger and difficulty of the job. 
  Simple jobs like domestic situations is 2D6x10 credits an hour. 
  Moderately dangerous or complex jobs get 3D6x10 credits an 
  hour. Dangerous surveillance work such as following a lawman, 
  ranking official in the Black Market, a high-profile or very dan-
  gerous individual or monster is 2D4x100 credits per hour. Note: 
  Employers may typically pay 25% up-front and part of the bal-
  ance every week until the job is done or cancelled. ALL notes and 
  surveillance data, photos, film, etc., are given to the client at the 
  end of the job or as requested. Nothing is kept by the Surveillance 
  Specialist. A day’s work can be 8-24 hours, though the high-end 
  of the pay scale is given for 24 hour surveillance. A bonus for 
  outstanding service, evidence or valuable information is entirely at 
  the employer’s whim, and can range from one thousand to 10,000 
  credits.
  Job: Slaver/Slave-Catcher
  Description: The practice of forcing other intelligent beings 
  into servitude resurfaced sometime during the Two Hundred Years 
  Dark Age. It was stomped out in most civilized lands about the 
  same time as the Coalition came to power. For the most part, slav-
  ery is practiced only by demons and monsters, including demon 
  kingdoms such as Calgary, the Vampire Kingdoms and Atlantis, 
  but there are small pockets where slavery is also practiced by hu-
  mans and D-Bees. With some exceptions, the Five Black Market 
  Factions do not engage in the purchase or selling of intelligent life 
  forms.
  Nevertheless, there are markets for slaves, with the Slave Mar-
  kets of Atlantis being the biggest customer. Likewise, Horune Pi-
  rates who sell to Atlantis, and if you go far enough into the wilder-
  ness, or deep enough into the criminal underbellies of some cities, 
  towns and nations, you can find small-time slavery rings. These 
  groups are always looking for skilled hunters and trappers to round 
  up defenseless people for sale. These slaves are usually sold to 
  wealthy, private landowners, living far away from civilization, or 
  monstrous and alien beings.
  The same types willing to work as Slavers often accept work 
  as Slave-Catchers. Slave-Catchers are similar to Bounty Hunters, 
  only they specialize in tracking down and returning escaped slaves 
  to their owners. Slave-Catchers may find employment within 
  slave-owning societies.
  The best Slavers and Slave-Catchers are characters with hunt-
  ing and trap-setting skills; Bounty Hunters, Highwaymen, Cow-
  boys, Wilderness Scouts, Psi-Stalkers and Professional Raiders 
  amongst them. They also need to be able to handle large groups, 
  usually in tandem with 2D4 other Slavers. Mind Bleeders, Mind 
  Melters and Smugglers also make good slavers.
  Minimum Attribute Requirements: As per the requirements 
  of the related O.C.C.
  Skill Requirements: To be a Slaver or Slave-Catcher, the 
  villain needs to have Wilderness Survival, Hunting, Prowl, and 
  Tracking (People). Other Espionage, Rogue and Wilderness skills 
  are also handy, are psionic abilities and magic. Only the truly des-
  perate, morally corrupt, or cruel engage in slavery.
  Pay: Varies. 1D4x100 credits per head for most slaves; half 
  for the sick and elderly. 2D4x100 credits for exotic and attractive 
  
  70
  specimens, or strong workers and attractive children. 1D4x1,000 
  credits for the truly rare, exotic, and magical, such as Faeries and 
  Zenith Moon Warpers. The same holds true for collection con-
  tracts per runaway slave. However, on occasion, that amount can 
  be as high as 3D6x10,000 credits depending on how badly the 
  buyer/slave owner wants his escaped prize.
  Job: Transporter
  Description: Transporters deal in moving large amounts of cargo 
  from one place to the next. These shipments of cargo could be just 
  about anything, but there is a whole lot of it. Most of the time, Trans-
  porters know what it is they are carrying, and whether they need to 
  look out for authorities. While there are many shipping companies 
  around, they can get expensive. Hiring a mercenary or group of ad-
  venturers to carry and deliver cargo can be much more equitable.
  Just about any O.C.C. that travels can find work in transporta-
  tion. All that is required is one or more vehicles capable of hauling 
  the designated cargo. Smugglers, Mercenaries, Traveling Mer-
  chants, and traveling shows tend to be most attracted to such jobs, 
  but heroes and others are always considered.
  Minimum Attribute Requirements: None.
  Skill Requirements: None other than an appropriate piloting 
  skill. That having been said, skills such as Camouflage, Detect 
  Ambush, Land Navigation, Roadwise, and some W.P. skills are 
  a big help.
  Pay: Varies with the amount and type of cargo, distance and 
  danger of the route. 2D6x100 credits per truckload of legal goods. 
  1D6x1,000 credits per truckload of illegal goods and contraband. 
  Double pay if delivery requires going through or into hostile terri-
  tory (bandits, monsters, the CS, and so on).
  Job: Weapon Tester
  Description: There are many weapons manufacturers out 
  there, and most of them are not willing to risk their highly-paid 
  scientists and engineers by blowing them to smithereens during 
  a faulty weapons test. For this reason, weapon makers look for 
  people outside the company to do extensive testing. “Testing” is 
  defined, in this case, by taking a weapon prototype or experimental 
  knock-off into different combat scenarios. Any scientist can point 
  the weapon at a wall or bottle and fire off a round. For thorough 
  testing, however, the weapon must function well in a wide range of 
  environments and under all sorts of unfavorable conditions. Tech-
  nically, anyone can be a Weapon Tester, but most makers look to 
  hire Men-at-Arms and adventurers out in the field facing enemy 
  combatants or monsters. The best Weapon Testers should know a 
  lot about weapons in order to give the research and design team a 
  detailed report on the weapon’s performance, problems and pos-
  sible improvements.
  Minimum Attribute Requirements: None, unless a heavy 
  weapon, then usually a high P.S. (21 or greater) is likely to be 
  required.
  Skill Requirements: Modern Weapon Proficiencies that fit the 
  weapon to be bested. Recognize Weapon Quality, Literacy, and 
  T.V./Video may also be helpful.
  Pay: 2D6x1,000 credits for at least three major battles or three 
  months in the field with the weapon to be tested as the primary 
  weapon of choice. A known and trusted Weapon Tester who pro-
  vides detailed notes and video in the field is likely to command 
  25-50% higher pay.
  Playing
  a Black
  Marketeer
  By Kevin Siembieda
  Some additional ideas and text
  by Matthew Clements & Taylor White
  
  71
  Creating a new character
  in the Black Market is simple
  He or she can be almost any O.C.C. or R.C.C. That means a 
  Combat Cyborg, Operator or mage (and countless others) can be a 
  Black Marketeer.
  A Black Marketeer character starts as an established member 
  of the criminal organization. As such, it is already built into the 
  character’s back story that he has made all the requisite contacts 
  and gone through everything necessary to be accepted as a trusted, 
  card-carrying member of the Black Market. Of course, in the eyes 
  of the law and many heroes, he or she is an outlaw.
  With the exception of a few heroic O.C.C.s, the Black Mar-
  ket recruits people from all walks of life and has a need for most 
  O.C.C.s (Occupational Character Classes) in their organization. In 
  addition to obvious criminal occupations such as Assassins, Ban-
  dits, Forgers, Smugglers, Thieves and others, the Black Market 
  needs men-at-arms, Body Docs, City Rats, Cyber-Docs, Opera-
  tors, Psychics, Rogue Scientists, Vagabonds, practitioners of mag-
  ic, lookouts, runners, laborers and most other character classes.
  For most people, becoming a Black Marketeer means turning 
  to a life of crime. For others it means working under the radar of 
  the law or against the established authorities. In the latter case, 
  this may mean the Black Marketeer considers himself to be an 
  anarchist or a simple opportunist. Others may see themselves as 
  rebels, freedom fighters, patriots, or even heroes. Of course, “the 
  law” (and perhaps other heroes!) may consider such “rogues” to 
  be criminals, dissidents or terrorists. Speaking of “rogues and out-
  laws,” the very nature of a person’s race or occupation may brand 
  him as a “criminal” in some places and a hero at others. For ex-
  ample, in territories under the thumb of the Coalition States, prac-
  titioners of magic, Rogue Scholars, Rogue Scientists, D-Bees and 
  freethinkers are all branded as “Enemies of the State” and “crimi-
  nals.” For that matter, anyone caught with a book is likely to be 
  charged as a subversive, criminal, smuggler or malcontent. As a 
  result, a tiny percentage of people and groups within the Black 
  Market may actually be “good guys,” at least early in their Black 
  Market careers. It is, however, quite difficult to hold onto one’s 
  high ideals and moral compass when you associate with criminals 
  and engage in lawlessness.
  It is important to note that there is a big difference between 
  being a Professional Black Marketeer and a free agent or subcon-
  tractor who does odd jobs for the Black Market, or fences his loot 
  through them, or buys Black Market equipment. Everyone outside 
  of the Coalition States has purchased items from the Black Mar-
  ket. Without arms dealers like Northern Gun and underground 
  organizations like the Black Market, many a fledgling town and 
  kingdom would never have had a chance to rise from their humble 
  beginnings or survive against raiders, monsters and hostile forces. 
  The same is true of adventurers, mercenaries and heroes.
  Creating a Black Marketeer
  Player Character
  1. Pick an O.C.C.; almost any O.C.C. or R.C.C. can become 
  a Black Marketeer. Select any O.C.C. (or R.C.C.) except heroic 
  ones like Cyber-Knight, Reid’s Ranger, Vampire Hunter, Tundra 
  Ranger, and similar, and then join the Black Market Faction that 
  seems most appropriate for your character. Congratulations, your 
  character is now a career criminal or carpetbagger-type opportun-
  ist in a criminal organization.
  Note: D-Bees are welcomed. There are few human commu-
  nities and groups where D-Bees are treated with respect and are 
  able to earn a great amount of money. The Black Market is one 
  such place. A D-Bee can reach the rank of Lieutenant, own one or 
  more small Black Market enterprises, and hold a position of power 
  in which he leads or commands humans as well as other D-Bee 
  underlings. In Rifts North America, that is a rarity to be treasured, 
  so many D-Bees are attracted to the Black Market and it is a big 
  employer of D-Bees.
  An estimated 40% of low- and mid-ranking Black Marketeers 
  are D-Bees. D’norr Devilmen, Elves, Fennodi (especially out west), 
  Larmacs, Grackle Tooth, Quick Flex Aliens, N’mbyr Gorilla Men, 
  Nuhr Dwarves, Tirrvol Sword Fists, Vanguard Brawlers, and Yeno 
  are all common faces in the underground organization. Big, nasty 
  and aggressive D-Bees like the Bruutasaur, Greot Hunter, Lano-
  taur Hunter, Lyvorrk, Malvoren, Mastadonoid, Vernulian, and 
  Vintex Warrior find easy positions as bodyguards, leg-breakers, 
  enforcers, and hit men within the Black Market; shape-changers 
  and psychics get work as spies and extortionists; and fast talkers 
  like Fingertooth Carpetbaggers, Kraks, and Phlebus find easy em-
  ployment as sales reps, merchants and con artists. That being said, 
  90% of the top positions are held by humans.
  2. Alignment Check. Characters with a good alignment are 
  not likely to join the Black Market. True heroes of Principled and 
  Scrupulous alignments may have dealings with the Black Mar-
  ket and work with Black Marketeers as necessary, but NEVER 
  become Black Marketeers themselves. Even Unprincipled char-
  acters have trouble reconciling the notion of becoming a Black 
  Marketeer criminal. Cyber-Knights and other O.C.C.s and R.C.C.s 
  that appeal predominantly to heroes and people of good alignment 
  seldom join the Black Market, though a Fallen Cyber-Knight and 
  other rogues and outcasts can become Black Marketeers.
  While some people who join the Black Market may try to justify 
  the good done by the organization to soothe their own conscience 
  or justify their choice, the Black Market is a criminal enterprise 
  and Black Marketeers are outlaws. The crime organization and its 
  “operatives” ignore the laws, treaties and trade agreements of com-
  munities and nations, and sell illegal weapons, contraband, drugs 
  and vice to anyone who wants them. Intimidation, extortion and 
  racketeering are common “business tactics” and the Black Mar-
  ket is structured as a Mafia-like organization. While some good 
  aligned characters can find a place as Black Marketeers, most good 
  characters will NOT do so.
  As a general rule of thumb, selfish and evil aligned characters 
  are most attracted to positions within the Black Market. However, 
  some self-styled revolutionaries, underground activists and politi-
  cal criminals, as well as Bounty Hunters, Mercenaries and enemies 
  of the Coalition States, may find becoming a Black Marketeer to be 
  a means to a well-intentioned end. However, while such characters 
  may start out with a good alignment and noble intentions, their 
  close association with the shady criminal elements of the Black 
  Market is likely to lead them down an eventual path of crime. Play-
  ers running such characters must be prepared to see the G.M. drop 
  their characters’ alignment to selfish or evil. Many Black Marke-
  teers are simply opportunists of Anarchist and evil alignments who 
  see working within the Black Market as a way to make a small 
  fortune or rise to a position of power and respect in an already 
  dangerous and difficult existence. Others see it as a way to exact 
  revenge upon the likes of the Coalition States.
  
  72
  3. Pick one of the Five Factions. All Black Marketeers are 
  allied to and affiliated with one of the Five Factions. Even if the 
  character is a member of a small, independent Black Market group, 
  he and that group will be at least loosely affiliated with one of the 
  Five Factions. Without such an affiliation, Black Market Benefits 
  and Special Abilities of the Black Marketeer are not possible. Pick 
  one:
  - Bandito Arms
  - The Chicago Network
  - The Immaterial Hand
  - El Oculta
  - Le Marche Noir
  Which Faction a character is directly affiliated with is usually 
  decided by a person’s geographic location and base of operations; 
  e.g. someone living in the Chi-Town ‘Burbs is likely to join the 
  Chicago Network. Sometimes an occupation or special ability (e.g. 
  mage or psychic) has better prospects with a particular Faction that 
  specializes in his particular area of ability such as magic, and has 
  need for a person with his “special” skill set. Thus a mage operat-
  ing in the Coalition States may elect to join The Immaterial Hand 
  rather than the Chicago Network.
  4. Black Market Benefits.
  - Black Market Professional Courtesy and Connections.
  - Black Market Line of Credit.
  - Black Market Business Enterprises (one or more).
  All Black Marketeer O.C.C.s automatically get the three Black 
  Market Benefits, described below. The character’s position and 
  reputation within the crime organization provides him with influ-
  ence and resources that the average adventurer and free enterprise 
  business person does not have. All Black Marketeers are members 
  of an organized crime family, and that membership has its benefits. 
  Whether the character takes advantage of them or not is up to him.
  5. Special Abilities of the Black Marketeer. The character 
  keeps all the skills of his primary O.C.C. (Robot Pilot, Juicer, Op-
  erator, Ley Line Walker, or whatever), but also gets a few Special 
  Abilities of the Black Marketeer. He is not just an ordinary Opera-
  tor or Juicer, he is a “Black Marketeer Operator” or “Juicer,” or 
  whatever O.C.C. Regardless of the O.C.C., the Black Marketeer 
  character gets at least a few Special Abilities of the Black Mar-
  keteer. Abilities, skill bonuses and resources developed as a di-
  rect result of his membership and connection in, and work for, the 
  Black Market.
  List of Special Abilities of the Black Marketeer:
  Antiquities Trader
  B&E Man
  Bulletproof
  Fence
  Friends in High Places (counts as two Special Abilities)
  Friends in Low Places
  Game Player
  Home Turf Advantage
  Influential
  Informant: Confidential (counts as two Special Abilities)
  Informant: Corrupt Lawman (counts as two Special Abilities)
  Informant: Street Snitch
  No Conscience
  Read Black Market Operations (counts as two Special Abili-
  ties)
  Read People (counts as two Special Abilities)
  Sincerity
  Slippery
  Steady Nerves
  Street Rep: Hardcase to be Feared
  Street Rep: Hero
  Street Rep: Trustworthy
  Suave and Debonair
  Wheelman
  Work the Law
  The number of Black Market Special Abilities available:
  ! Criminal O.C.C.s: Unless stated otherwise under a specific 
  O.C.C., all criminal O.C.C.s (Bandit, Cyber-Snatcher, Forger, 
  Highway Man, Smuggler, Pirate, Professional Thief, and simi-
  lar) who become a Black Marketeer get four Special Abilities 
  of the Black Marketeer of choice.
  ! Non-Criminal O.C.C.s: Adventurers, Men-at-Arms, Practitio-
  ners of Magic, Psychics, Scholars and all other O.C.C.s who 
  become a Black Marketeer start with three Special Abilities 
  of the Black Marketeer of their choice. Note: O.C.C.s such 
  as Assassin, Bounty Hunter, Gunslinger, Mercenary, Privateer, 
  Slaver, Spy and similar may have disreputable reputations and 
  may associate with criminals, but they are not criminal O.C.C.s. 
  In fact, most of the ones listed above fall under the category of 
  Men-at-Arms.
  6. Getting additional Special Abilities of the Black Marke-
  teer: All abilities are cumulative.
  +1 ability upon reaching the rank of Lieutenant.
  +2 abilities upon reaching the rank of Captain.
  +2 abilities upon reaching the rank of Boss.
  More if O.C.C. Related skills are traded. As a Black Marketeer 
  the Special Abilities of the Black Marketeer may be regarded as 
  more important than O.C.C. Related Skills. When that is the case, 
  the player can trade two O.C.C. Related Skills for one Special 
  Ability of the Black Marketeer. If so desired, the character can 
  trade as many O.C.C. Related Skills as he has available to acquire 
  several additional Special Abilities of the Black Marketeer. This 
  should be done when the Black Marketeer character is first created.
  Furthermore, the character can refrain from taking a new 
  O.C.C. Related Skill(s) when he advances in experience. Instead, 
  every time he has accumulated two such skill choices, he can trade 
  them in for one new Special Ability of the Black Marketeer. Any 
  Special Ability acquired later starts at level one proficiency and in-
  creases with experience starting after the level of experience when 
  the ability was acquired. Note: Most Special Abilities are not skills 
  and do not increase with level advancement.
  Secondary Skills can not be traded for Special Abilities of the 
  Black Marketeer.
  Note on Rank: A when a character attains a rank within a 
  crew, such as Lieutenant or Captain, it is a layer of additional re-
  sponsibility. The character can not run off adventuring with his 
  buddies any time he feels like. He now helps to manage and run 
  a specific Black Market crew. He has people under him to direct 
  and control, and answers to one or more superiors (Boss and Top 
  Boss, for example). This also means a ranking Black Marketeer is 
  assigned tasks and jobs he is obligated to fulfill. If the men under 
  him make a mess of things, he pays the price for it, so he needs to 
  make sure it all goes well.
  
  73
  Optional: Existing characters
  becoming Black Marketeers
  An existing character of any level can also become a Black 
  Marketeer – provided your Game Master allows it – but it will not 
  be as easy as starting a Black Marketeer character from scratch. 
  It will require role-playing, time and commitment. Assuming the 
  G.M. even allows it.
  First, the character needs to find and connect with an active 
  Black Market operation.
  Second, the character must earn the Black Market’s trust and 
  approval. This requires a lot more than buying and trading goods 
  with the Black Market or saving a Black Marketeer’s life. It re-
  quires building an ongoing, long-term relationship and exhibiting 
  loyalty and value to the Black Market, or at least its local opera-
  tives. This is likely to entail doing work for the Black Market, 
  proving oneself capable and dependable, and exhibiting skills and 
  loyalty that appeals to a Black Market boss. And the character 
  who wants in will have to prove himself repeatedly, time and time 
  again.
  Third, the character needs a compelling and convincing reason 
  why he wants to join a particular Black Marketeer crew.
  Fourth, the character must find someone who is trusted and 
  has some level of authority within the Black Market to “vouch” 
  for him. Without a sponsor to vouch for his trustworthiness, no 
  one is allowed to join the Black Market. And should that trust be 
  a mistake, the one who vouched for him will pay for that mistake 
  along with the new recruit.
  Fifth, the character asking to join must be willing to make a 
  lifetime commitment to the organization and be willing to take or-
  ders from his Black Market superiors, even if he doesn’t agree with 
  them or finds what they ask to be distasteful or horrible. This isn’t 
  a college fraternity or fan club. Joining the Black Market is like 
  joining the military as a career. It has military structure, rules and 
  protocols you are expected to follow, a hierarchy you are expected 
  to obey, and you need to accept that you are a small cog that serves 
  a much larger organization where you will answer to superiors/
  bosses.
  A Black Marketeer can make plenty of money for himself, but 
  ultimately, he has responsibilities to the Black Market organiza-
  tion, and its continued existence. He has to answer to his immedi-
  ate superiors above him, take care of the crew he belongs to or 
  leads, and accept his new life of crime.
  Sixth, the character must work his way up the organization to 
  gain freedom, power and respect. All new Black Marketeers must 
  join an existing crew and take orders from the boss of that crew, 
  until the Black Market superiors believe they have proven them-
  selves trustworthy. A process that usually takes years!
  Seven, outsiders, who join the Black Market later in life, will 
  always suffer the stigma of suspicion. No matter what they do, or 
  how many times they prove themselves loyal, they will NEVER be 
  trusted one hundred percent. That also means they will never have 
  the full level of respect enjoyed by those who start their careers 
  as Black Marketeers at level one, and will never earn a top posi-
  tion in the organization. Lieutenant or Counselor or Consiglierie, 
  is the best they can ever expect to achieve. Captain (an upper-level 
  “boss” who leads his own crew) and Boss (top command) are nev-
  er a possibility. Furthermore, even after decades of loyal service, 
  there will always be some question as to where their hearts and 
  loyalties truly lie. These are people with a past outside the Black 
  Market. As criminals know all too well, the past has a nasty way 
  of coming back to haunt you. Will the outsider turned Black Mar-
  keteer disobey when asked to betray, rob or kill an “old friend” 
  from his life before joining Black Market? Will those old loyalties 
  and emotions make him do something stupid, or worse, something 
  that hurts the organization? Can his past be used to leverage him to 
  betray the Black Market? The answer, more often than one might 
  think, is yes. And that’s something other Black Marketeers never 
  forget and always have to worry about. It also means, when an out-
  sider who is embraced and allowed to join, betrays the Black Mar-
  ket, the repercussions are always bloody and extreme. The Black 
  Market feels ashamed and angry for letting an outsider fool them 
  into taking him in. Thus, retribution is brutal for that individual 
  and everyone around him.
  Joining the Organization
  and Becoming a Black Marketeer
  If the player character accomplishes all of the above, follow 
  Steps 1-4 under Creating a Black Marketeer Player Character, 
  except the character’s O.C.C. remains unchanged. Do not pick a 
  new one; it is the same as it was and continues to improve with 
  experience as a Black Marketeer.
  #5 and #6 are different.
  5. Special Abilities of the Black Marketeer: An experienced 
  character who becomes a Black Marketeer later in life only selects 
  ONE Special Ability. This is in addition to his pre-existing O.C.C. 
  skill set.
   6. Additional Special Abilities of the Black Marketeer. 
  An experienced character who becomes a Black Marketeer late 
  in life (such as a 5th level character), may choose to trade half 
  of his O.C.C. Related Skills for additional Special Abilities of the 
  Black Marketeer. When this happens, the old skills he traded away 
  become so rusty from lack of practice that they can only be per-
  formed at half their base level and without benefit of any bonuses 
  whatsoever. Subtract the O.C.C. bonus and improvements gained 
  through experience and level advancement and cut the base skill 
  level in half. The traded away skills revert to half their bottom 
  level starting base and NEVER improve. Not even if the character 
  quits the Black Market. Once traded away, skill proficiencies in 
  those areas are gone.
  The character’s new focus is on his career in the Black Market 
  and his new Special Abilities of the Black Marketeer. They take 
  precedence over the skills he gave up. Of course, the Special Abili-
  ties of the Black Market start at first level proficiency and only 
  advance from the character’s level at the point in which he became 
  a Black Marketeer. So a sixth level character who becomes a Black 
  Marketeer gets Special Abilities that are level one proficiency and 
  do not advance (if applicable) till 7th level. Furthermore, while the 
  character gets these Special Abilities when he becomes a Black 
  Marketeer, he does not get the bonuses many of these abilities pro-
  vide until he reaches his next level of experience. (If 6th level, that 
  would be at 7th.) Note that most Special Abilities do not advance 
  with experience to begin with, but provide contacts and bonuses 
  for other skills. Note: Special Abilities of the Black Marketeer de-
  velop as a direct result of one’s membership, experience and con-
  nections in the Black Market.
  The character can refrain from taking a new O.C.C. Related 
  Skill(s) when he advances in experience. Instead, every time he 
  has accumulated two such skill choices, he can trade them in for 
  one new Special Ability of the Black Market. Any Special Abil-
  ity acquired later starts at level one proficiency and increases with 
  
  74
  experience starting after the level of experience when the ability 
  was acquired.
  Secondary Skills can not be traded for Special Abilities of the 
  Black Marketeer.
  As usual, the character keeps all the skills of his primary O.C.C. 
  (Robot Pilot, Juicer, Operator, Ley Line Walker, whatever) except 
  as noted above.
  Quitting the Black Market
  WARNING: Once you join Black Market,
  you can get out – but you cannot come back
  When a character forsakes the Black Market, whether he retires 
  or quits (the reason for quitting doesn’t matter), it is nearly impos-
  sible for him to get back into the organization. Once you leave “the 
  organization,” you are NEVER trusted again. While a member of 
  the Black Market is allowed to quit and leave the organization at 
  any time, for any reason, he is not allowed to change his mind and 
  rejoin.
  Benefits Revoked. Upon quitting – usually referred to as “retir-
  ing” – all of the ex-Black Marketeer’s Benefits are revoked, and 
  other Black Marketeers treat him the same as any customer, not as 
  an insider or friend. He loses ALL his contacts within the organiza-
  tion and the bank is closed to him; no loans or lines of credit. Go 
  live your new life.
  No criminal enterprises. The character must also give up ALL 
  his illegal Black Market business enterprises, but is allowed to 
  keep one or two of his legitimate business enterprises, provided 
  he had any.
  Diminished Special Abilities. Bonuses from Special Abilities 
  of the Black Marketeer are reduced by half.
  When you quit the Black Market, they quit you. Your Black 
  Market “friends,” associates and contacts are gone. Period. The 
  ex-Marketeer needs to start a new life without the Black Market 
  and his old criminal pals in it. The ex-Black Marketeer may have a 
  few “favors” he can call in, but that’s it, and such favors should be 
  held onto until absolutely necessary.
  A shroud of suspicion will forever hang over those who 
  choose to quit the organization. And it is astonishing how quick-
  ly word and rumors spread about those who quit, so every Black 
  Marketeer seems to know about it in a matter of days. Since the 
  Black Market Boss seldom pries into the reason for “retiring,” one 
  of the following is assumed: 1. That the individual “lost his nerve 
  and couldn’t take it anymore.” 2. “Found God,” a euphemism re-
  ferring to any Marketeer who decides to quit his criminal ways and 
  turn over a new leaf. 3. Was quietly “forced out” by his superiors 
  for a serious wrongdoing or costly mistake. 4. Turned “snitch” and 
  has become a spy and informant for the authorities or other enemy 
  of the Black Market. Don’t trust him.
  On the rare occasion that a “retired” Black Marketeer 
  manages to get accepted back into the fold, he is not likely to 
  ever be completely trusted. Not ever. Worse, many Marketeers, 
  especially the young up-and-comers, will treat him like a second-
  class member of the organization who is weak and not worthy of 
  their respect.
  Black Market Benefits
  Joining the Black Market has its benefits. You are part of a mas-
  sive, criminal organization and enjoy special perks and benefits of 
  being a Black Marketeer regardless of your occupation (O.C.C.) or 
  position within the organization. All Black Marketeers enjoy the 
  following benefits thanks to their membership in the Black Market.
  - Black Market Professional Courtesy and Connections
  - Black Market Line of Credit
  - Black Market Business Enterprises (one or more).
  Professional Courtesy & Connections
  Black Marketeers tend to see each other as brothers and sisters 
  in the same, big, underground organization. As a courtesy, even 
  members of rival factions are, as a general practice, regarded as 
  comrades-in-arms rather than enemies, and treated with respect 
  and courtesy. Sure, competition and rivalries can get heated at 
  times, but the Five Factions have each carved out their place in 
  the market and, for the most part, support each other. This means a 
  fellow Black Marketeer will generally take the word of his brother 
  over that of an outsider or “mark” (customer), and certainly over 
  that of the authorities.
  This trust and camaraderie demands a degree of loyalty and 
  trust in return. As a result, Black Marketeers make it a rule to be 
  honest, fair and sincere with each other, to the point of admitting 
  accidents, wrongdoings and mistakes. It is better to admit to, and 
  pay the price for, a stupid mistake or misstep than lie to a fellow 
  Black Marketeer within the same Faction, and NEVER to a Boss.
  Another benefit of being a member of an organized crime syn-
  dicate is connections. A fellow member of the Black Market al-
  ways gets a small discount on anything purchased from the Black 
  Market. A better deal may be possible if the character is a regular 
  customer, a Boss, a big spender or friend. This includes discounts 
  at Body-Chop-Shops and other professional services. The Black 
  Market is a network of criminal operations and services, and fel-
  low Black Marketeers are insiders who are part of that network. 
  As such, they are expected to bring the Black Market opportunities 
  and profit, and the organization reciprocates by providing work, 
  services and information in return.
  A Black Marketeer can also count on truthful (though possibly 
  incomplete or withheld) information, provided it doesn’t require 
  giving up trade secrets that could hurt a brother’s business. Fel-
  low Black Marketeers are happy to share rumors and word on the 
  street, offer warnings of trouble from the law and outsiders (but 
  not necessarily from within the Black Market itself), and offer up 
  the location of Black Market Body-Chop-Shops, dealers, fences 
  and other Black Market facilities and services. They may even be 
  willing to make an introduction to a Lieutenant or Captain of a lo-
  cal crime crew.
  Bonuses: +10% to the skill Find Contraband when it is through 
  the Black Market. Most Black Market Fences pay 5% more to fel-
  low Marketeers than they do to outsiders, and most sell goods and 
  services to fellow Black Marketeers at a 10% discount.
  Black Market Loans & Credit Lines
  A Black Marketeer has one advantage over most other player 
  characters. If he needs a quick influx of money for a deal, he can 
  usually get it with no problem through the Black Market. Loans 
  and lines of credit are made by going to an NPC Black Market 
  
  75
  Banker, Captain or Boss at a local Black Market facility that knows 
  him personally or by reputation (even if he’s just starting out). Oth-
  erwise, he’ll need a known and trusted Black Market “associate” 
  (again, probably an NPC/Non-Player Character) willing to vouch 
  for him to a higher up, or willing to lend him the money himself.
  The money lent doesn’t just magically appear, the character 
  must have access to his account at a Black Market bank and he’ll 
  be given a Black Market debit card with the available funds. Once 
  approved, a Black Market bank can have the funds ready within 
  30 minutes.
  Available Funds for a Black Market Loan or Credit:
  How much a Black Marketeer can borrow depends on the char-
  acter’s experience, reputation and clout within the organization, 
  as well as on his personal assets: house, criminal enterprises, drug 
  stash, etc.
  25,000 credits per level of experience; double if he has plenty 
  of known personal assets worth at least 10 times the amount he 
  wants to borrow.
  +50,000 additional credits per level of experience for a char-
  acter with a sterling reputation in the Black Market for reliability, 
  making money or having repaid past loans and vig without inci-
  dent. Must be at least second level and a rising star.
  +200,000 additional credits per level of experience if a high 
  ranking NPC (Non-Player Character), such as a Black Market 
  Captain, Boss, Family or Faction, endorses the character for whom 
  the line of credit is being secured. This is likely to require some 
  role-playing to attain.
  All these amounts are cumulative, provided the character meets 
  the requirements.
  Note: A line of credit works just like a loan. The full amount 
  requested is made available in the character’s account, and interest 
  begins to accrue immediately on the entire amount, whether the 
  character has spent it or it sits in his Black Market bank account.
  Collateral: In all cases, it is understood by the borrower that 
  everything he owns is automatically put up as collateral for the 
  loan. Failure to pay the loan and the vig in full, when due, means 
  seizure of the necessary assets owned by the borrower to cover the 
  loan, or worse.
  Alternative Black Market Loans: In all cases, loans and lines 
  of credit made via the Black Market are expected to be repaid with-
  in 90-180 days, with interest compounded weekly. There are only 
  two exceptions:
  1. Money lent to a character by a friend who agrees to much 
  more reasonable terms and time to pay, but such terms are dictated 
  by the lender, and while more fair, they may remain odious, espe-
  cially if that friend is a fellow Black Marketeer.
  2. When a Black Marketeer player character calls in a “favor” 
  to get a loan, it is usually he who dictates the terms. If the fa-
  vor is coming from a friend, business or anyone with whom the 
  Black Marketeer wishes to maintain a good business relationship, 
  the terms will be fair for both parties. (Something like 10% in-
  terest compounded monthly and payment in full expected at the 
  end of one or two years.) If the “favor” is being demanded from 
  someone the character has no need or desire to maintain a good 
  relationship with, the borrower can make any demand he wants 
  (1% interest compounded annually and due in 20 years). However, 
  unfair favors are likely to create a new enemy, so even then it is 
  wise to make a fair deal. (Something like 5% interest compounded 
  monthly or annually, and payment in full expected at the end of 
  2-5 years.)
  Note: Borrowing money via the Black Market and calling in 
  favors are effective when handled with tact and diplomacy, and for 
  enterprises that have a very high likelihood of a quick return and 
  handsome profit. They are not long-term and are costly even in the 
  short term. A Black Marketeer getting a loan through the Black 
  Market organization had better know what he is doing or he could 
  find himself in a world of hurt.
  This is why most Black Marketeers would rather get money 
  the good old-fashioned ways: robbery and extortion. Both can 
  be dangerous during the initial acquisition of funds, but once ac-
  quired, there is no vig nor requirement to repay the money. Of 
  course, Black Marketeers with business savvy can also earn a nice, 
  steady income and save piles of credits via criminal and legiti-
  mate Black Market enterprises. However, owning and overseeing 
  a business is not for everyone, and business has its own perils.
  The “Vig” – Interest Rate:
  The “vig” on personal loans is an interest rate of 20% com-
  pounded weekly. No questions asked.
  Payment in full, plus interest, is expected no later than 90 days 
  later. Some lenders may demand a weekly payment with interest, 
  while others are willing to wait for the entire amount, plus interest, 
  at the end of the 90 days. In the latter case, interest accrues the en-
  tire time and weekly interest is applied to the original loan amount 
  plus the increasing interest that grows weekly. The longer it takes 
  to repay the loan, the more money is owed when it is repaid. A 90 
  day extension of the loan may be negotiated at a retroactive 30% 
  interest rate that starts from the initial date of the loan.
  A loan for a one-time opportunity, such as a heist, purchase 
  for resale, etc., requires a 30 day repayment of the loan and no 
  extension is likely. In this case, the lender gets a 25% cut from the 
  transaction off the top instead of the usual 20% vig. So if the “op-
  portunity” yields a return greater than what a personal loan would 
  have been, the lender gets that greater amount; 25% of the take. If 
  the opportunity fails to yield a profit, the lender expects to get his 
  loan repaid in full, without any additional vig. It is a risk he took 
  for a bigger slice of the pie, and he’s okay with that. Black Mar-
  keteers are risk takers. However, that’s only if the deal really is a 
  dud. If the lender finds out that the borrower is holding out on him 
  and made back his own investment or a secret profit, the lender is 
  likely to extract payment by “messing up” the borrower – a brutal 
  beating and breaking both legs or severing a limb (a couple fingers, 
  hand or foot) and/or seizure of assets up to double the loan amount. 
  All of which is allowed by the Black Market for such an infraction.
  If the loan is for a business enterprise, the “vig” is 25% com-
  pounded weekly, with repayment of the loan in full plus interest 
  due in 180 days. In the alternative, no vig and no repayment is 
  required if the lender gets a permanent 10% “buy in” to the busi-
  ness. However, the lender is a permanent partner and gets weekly 
  or monthly payments from the profit of the business. The more the 
  lender makes, the happier he is and things go well. If there is no 
  profit after three years from the date of his initial investment, or if 
  the profit is less than the money lent plus vig, the full amount of the 
  loan plus the usual vig, compounded weekly over that three year 
  period, is expected to be paid, or else. Any profit sharing paid to 
  the lender during that time period is not applicable to the return of 
  the loan plus vig, even if it was almost the full amount.
  If the borrower does not have the money, but the lender believes 
  the business has genuine profit making potential “under new man-
  agement” – his own – the lender has the right to seize the business 
  
  76
  and all assets in that business, but the borrower is released from his 
  debt whether the business goes on to make money or fails.
  If the business is worthless and the borrower cannot repay the 
  loan plus vig, the Black Market lender can seize the borrower’s as-
  sets until the loan and the vig are paid in full. If that is not enough, 
  the lender may insist the borrower perform one or more services 
  sufficient to cover his debt. In the alternative, the lender has the 
  right to extract penalties that can include forfeiture of the borrow-
  er’s life and/or the lives of the borrower’s family, business partners 
  and teammates. Of course, a benevolent lender will not take such 
  extreme measures as a “favor” or reward for some other service or 
  benefit rendered to him by the borrower. If a favor, it means the 
  borrower owes the lender a BIG debt and can expect that favor to 
  reflect that whenever it may be called in.
  he can hold that right in reserve and start one up (as per level of 
  experience) at a later point in time; or never.
  Common Criminal Enterprises
  of Black Marketeers
  The following are the types of businesses Black Marketeers 
  tend to gravitate toward. Pick one of the following, provided the 
  character has the money to cover at least one month’s expenses to 
  get started and the funds to cover any possible loss every week. 
  Starting a business is a Benefit and a potential means of making 
  money, but a Marketeer player character does not have to run a 
  business enterprise.
  Business Note: In most cases, the main disadvantage of these 
  enterprises, especially illegal ones, is the Black Marketeer may be 
  a target of robbers, rivals and the authorities. Some portion of the 
  goods or services are, as a rule, stolen or contraband, and most, if 
  not all, are probably procured from the Black Market. Measures 
  must be taken to protect the character’s place of business, inven-
  tory and employees, and restock to replace items sold.
  The amount listed under Operating Cost and Average Sales is 
  always on a per week basis.
  1. Arms Dealer: Weapon Sales. The Black Marketeer buys 
  and sells weapons, weapon accessories, ammunition and possibly 
  related items. This “business” may be conducted from the back 
  of a truck, a hidden location, traveling show (not just a traveling 
  merchant) or a legitimate looking storefront, probably at a fron-
  tier town, Market Town or a ‘Burb. This does not include the cost 
  of continuing to acquire and purchase stolen or wholesale wares 
  for resale, their manufacture, repair, or the sanitizing of weapons 
  (filing off serial numbers and repainting stolen items, etc.). The 
  advantage here is that weapons are usually in ready supply and are 
  always in demand. Adventurers and mercs are always turning to 
  Black Marketeers to sell and purchase weapons and ammo. Oper-
  ating Cost: 50,000 credits per week. Average Sales: 3D6x10,000 
  credits per week.
  2. Arms Dealer: Armor and Vehicles. Same as above, only 
  the Black Marketeer deals in M.D.C. body armor, power armor, 
  vehicles and possibly robots. The costs and risk of dealing in such 
  high profile items are much higher, but the monetary rewards are 
  better. Operating Cost: 1 million credits per week. Average 
  Sales: 1D6 million credits per week.
  3. Contraband Books/Movies/Media Dealer. The illegal 
  media market is a reliable one, and downright “hot” in the Coali-
  tion States and other communities where such items are outlawed 
  and banned. Books, digital files, video discs, writing tools, and 
  such sell outside the CS, but at a fraction (30%) of the CS mar-
  ket, and almost never with the kind of profit margin necessary to 
  build the market. The numbers listed here are for operating only 
  where the media market (or items offered) is outlawed. Otherwise, 
  it becomes a legitimate business. Digital files are among the hot-
  test selling format, but physical books, especially pre-Rifts books, 
  magazines and disks, are even hotter to customers who see them 
  as “collectible, pre-Rifts relics and artifacts” or that a purchase is 
  an act of defiance in the face of the authorities. Some Black Mar-
  keteers enjoy the bonus of sticking it to the Coalition. Operating 
  Cost: 20,000 credits. Average Sales: 1D6x10,000 credits.
  4. Contraband Magic Dealer. The sale of contraband mag-
  ic – Techno-Wizard devices, potions, scrolls and other types of 
  magic items – is a hot market in Coalition held territories, espe-
  cially the ‘Burbs and other communities where magic is outlawed 
  Black Market Enterprises
  Unless noted otherwise under a specific Black Market O.C.C., a 
  Black Marketeer character can start with one criminal enterprise of 
  choice, from the list below. This represents his personal business 
  within the Black Market.
  Each of these enterprises has both an operating cost and an 
  average profit every week. These figures are fluid, changing con-
  stantly depending on the circumstances. If the character conducts 
  business well – through successful skill rolls and role-playing – 
  the profit should always outpace the cost. The character must re-
  member to keep tabs on his enterprises, however, because things 
  can change every week. If the costs grow higher than the profits, 
  the character needs to make some changes, such as firing people, 
  beefing up security, scaling back activity, hiring a new manager, 
  liquidating rivals, moving to a new location or liquidating the en-
  tire enterprise.
  As the Black Market character gains experience levels, he can 
  choose to do nothing, invest more into this initial enterprise and 
  expand that operation, or diversify his criminal portfolio by gain-
  ing new holdings. If the character chooses to invest more into an 
  enterprise, it doubles both the profit and the operating cost. If, at a 
  later level, he invests again, the profit and cost are triple the initial 
  amount, and so on. The opportunity to expand or add a new enter-
  prise happens at levels 3, 5, 7, 9, 11 and 13. New holdings can be 
  gained through forcibly taking them from others, winning them 
  in gambling, buying them (from an NPC or player character), or 
  starting them from the ground up. Such a business enterprise may 
  be illegal or legitimate.
  As noted elsewhere, not everyone is cut out to own and operate 
  a business, so the player character (and NPCs) is not required to 
  start one. If a player elects not to start a Black Market Enterprise, 
  
  77
  and banded. Some Black Marketeers enjoy the bonus of stick-
  ing it to the Coalition. The numbers listed here are for operating 
  only where magic is illegal. Otherwise, it becomes a legitimate 
  business. Magic items, potions, scrolls, TW devices and magical 
  services (healing, empowerment, etc.) always seem to be in high 
  demand, especially at CS ‘Burbs and locations rife with civil un-
  rest and war. The disadvantage is that dealing in magic is likely 
  to require the employment of a reliable practitioner of magic to 
  make or purchase new inventory, and run the shop. Magic shops 
  are a high profile operation, making them a target of robbers, rival 
  mages, the authorities, and possibly, members of the Federation 
  of Magic. Likewise, unless the Black Marketeer is an experienced 
  mage himself, he’ll need one to accurately identify and purchase 
  magic items for inventory. Extra precautions, including defenses 
  against sorcerers and creatures of magic, may be in order to pro-
  tect the sales location, inventory and employees. Operating Cost: 
  2D6x100,000 credits. Average Sales: 4D6x100,000 credits.
  5. Drugs. Bigger than your average street dealer, the charac-
  ter manufactures, refines, sells and distributes illegal narcotics and 
  performance-enhancing drugs. The major costs here involve hiring 
  people to do the actual work and procuring raw materials for mak-
  ing the drug(s) or acquiring the finished, processed drug (probably 
  stolen). The Black Marketeer needs chemists, package-handlers, 
  dealers and street pushers. He will also need a discreet or hidden 
  workshop and security. Operating Cost: 50,000 credits. Average 
  Sales: 3D6x10,000 credits.
  6. Fence Operation. The Black Marketeer is in the business 
  of purchasing stolen goods for pennies on the dollar and reselling 
  them to pawnshops, wholesalers and merchants for a profit (typi-
  cally 2-3 times what he paid for it). May or may not have his own 
  retail outlet; many do not. Operating Cost: 1D6x10,000 credits. 
  Average Sales: 4D4x10,000 credits per week. Plus an additional 
  4D6x1,000 credits from a “big sale” once a month.
  Common items: Adventuring gear, binoculars, cameras, com-
  puters, and electronics to common tools, vehicles and alleged pre-
  Rifts artifacts and unknown alien/D-Bee items are purchased for 
  10% of the common market value and resold for 30% wholesale. 
  Note: Clothing, toys, household goods and food seldom have any 
  market value, except under unusual circumstances such as famine 
  and war, and are not generally purchased.
  Gems, Jewelry and Collectible Art: Are purchased for 15% of 
  the common market value and resold to wholesalers and merchants 
  for 30-50% wholesale. Obviously very valuable and rare jewels 
  may be purchased for as much as 30% of their value and resold 
  for 60-120%.
  Magic Items: Purchased for 25% of the common market value 
  and resold to wholesalers and merchants for 50% wholesale. Obvi-
  ously valuable and rare magic items may be purchased for 40% of 
  their market value and resold for 80-300% of their value.
  Medicine, Illegal Drugs and Other Contraband: Are purchased 
  for 20-30% of the common market value and resold to wholesalers 
  and merchants for 50-90% wholesale. High demand and rare drugs 
  (for whatever reason) may be purchased at 40-60% of their market 
  value and resold for 150-400% of their normal market value.
  Used Weapons, Body Armor and Power Armor: Are purchased 
  for 10-15% of the common market value and resold for 30-40% 
  wholesale. Coalition weapons and Dead Boy armor are purchased 
  for 15-20% of their market value and resold at 40-90% of their 
  value. Heavy and rare CS weapons, armor and gear are purchased 
  for 25-30% of their market value and resold for 60-200% of their 
  market value.
  Giant CS robots and armored vehicles: Such items are often too 
  hot to handle for most Black Market Fences and are usually turned 
  away or directed to larger Black Market Merchant establishments. 
  One is lucky to get 5% from a sale.
  New Weapons, Body Armor and Power Armor: Same as above 
  plus and extra 5-10%, but is sold for 5-10% more.
  7. Forgery: Artwork and Artifacts. The Black Marketeer 
  owns a small counterfeit operation that makes fake collectibles, 
  including pre-Rifts artifacts, jewelry, books and artwork. Forg-
  ers who specialize in making fake artifacts and relics are good at 
  making new items and materials appear aged and authentic. These 
  Forgers are also likely to be able to create false identity cards, trav-
  el papers, permits, bills of sale, and similar documents, but are not 
  as good at it as the ones who specialize in such articles (see #8, be-
  low). Fake I.D.s and documents made by these Forgers will easily 
  pass without scrutiny, but often be revealed as fakes (15% chance) 
  upon close and careful inspection, but remain hard to trace to the 
  source that made them (3%). However, fake artwork and artifacts 
  look like the genuine article (only a 10% chance of detection by 
  a trained eye, 2% by someone untrained). Makers and sellers of 
  forged artifacts and art may claim innocence when caught trying to 
  pawn off a fake, and are likely to refund the customer’s money (if 
  he has the funds available) or offer to exchange it for a different, 
  better fake, he claims is the real deal. Of course, word of sloppy 
  forgeries that get people angry spreads like wildfire and gets the 
  business shut down and the seller/forger branded as unreliable or 
  a crook. Operating Cost: 20,000 credits (with most of that go-
  ing to pay the forger and the rest for materials). Average Sales: 
  1D8x10,000 credits.
  8. Forgery: Counterfeit Documents. The character owns a 
  small counterfeit operation. Most Forgers specialize in creating of-
  ficial documents such as false identity cards/I.D.s, travel papers, 
  permits, bills of sale, and similar. As usual, Coalition States I.D.s, 
  travel documents and other “papers” (actually they are often read-
  able I.D. cards with digital data) are hot sellers in the Coalition 
  States and CS controlled territories. The major advantage here is 
  that especially skilled Forgers create documents that are nearly im-
  possible to detect (only a 2% chance) and even harder to trace to 
  the source who made them (1%). Furthermore, forged documents 
  and I.D.s are sold to clients who know full well that they are taking 
  a risk and that the forgery may not pass close scrutiny. As such, 
  there is little danger of the Black Marketeer providing the forger-
  ies of being caught, and there are no refunds. Of course, word of 
  sloppy forgeries that get people in trouble with the authorities or 
  killed, spreads like wildfire and gets the business shut down and 
  the provider/forger killed by friends of those who fall victim to 
  his shoddy handiwork. This keeps all sides square and the Black 
  Marketeer providing the best forgeries possible. Operating Cost: 
  130,000 credits (with most of that going to pay the forger and the 
  rest for materials). Average Sales: 1D6x100,000 credits.
  9. Forgery: Sanitization of Stolen Goods. The Black Marke-
  teer owns a small counterfeit operation that specializes in “sanitiz-
  ing” stolen goods/weapons/vehicles. “Sanitizing” means removing 
  or replacing serial numbers and manufacturer I.D.s, other identify-
  ing marks, and repainting or customizing the item to change its 
  appearance. A fake bill of sale and/or ownership history may also 
  be provided. When the sanitization is finished, there is no remain-
  ing evidence of it being a stolen item or of its previous owner or 
  manufacturing lineage. Skilled “sanitizers” refurbish stolen items 
  and create convincing bills of sale that are nearly impossible to 
  prove stolen, fake or traceable to a previous owner (only a 1% 
  
  78
  chance). It is even harder to trace back to the source of the forgery 
  (1%). Sanitized items are expected to pass even intense inspection. 
  There may be evidence of tampering, but nothing left to implicate 
  the current owner in any illegal activity or indication of previous 
  ownership. As such, there is little danger of the Black Marketeer 
  providing the service or goods being caught selling stolen items. 
  Besides, anyone buying goods from a known Black Market busi-
  ness should know to not ask questions and to assume they are get-
  ting a deal because the item is stolen or illegal. There are no re-
  funds. Of course, word of sloppy work that gets people in trouble 
  with the authorities, jailed or killed, spreads like wildfire and gets 
  the business shut down and the provider/forger killed by friends 
  of those who fall victim to his shoddy work. This keeps all sides 
  square and the Black Marketeer providing the best forgeries pos-
  sible. Operating Cost: 225,000 credits (with half of that going to 
  pay the forgers and santizers and the rest to the purchase of stolen 
  goods for sanitizing and resale). Average Sales: 2D4x100,000 
  credits.
  10. Gambling Establishment or Betting Parlor. The Black 
  Marketeer owns and operates his own gambling den, betting par-
  lor, small back alley casino or engages in numbers running. Al-
  though gambling is legal in most places, it is also tightly regulated 
  and taxed by whatever government the business is located in. A 
  Black Market gambling establishment is an illegal, underground 
  operation where the house offers a much wider range of betting 
  and games, and takes all profits. Such illegal gambling places will, 
  as a rule, offer and take bets on anything, from the winners of races 
  and gladiatorial games to political elections and the outcome of a 
  war, and everything in between. Many also offer unconventional 
  games such as animal fights, gladiator battles, and “lady or the 
  tiger” games. Black Market gambling establishments are likely to 
  sell plenty of alcohol, drugs, and illegal services (prostitution, etc.) 
  as well as provide free entertainment attractions such as live music 
  and dancers to keep patrons happy and distracted from all the mon-
  ey they are losing. In the alternative, there may be illegal “back-
  door” Black Market gambling behind the scenes at legitimate plac-
  es of business such as drinking establishments, nightclubs, dance 
  halls, bingo parlors, restaurants, and even storefronts. Operating 
  Cost: 60,000 credits. Average Sales: 3D8x10,000 credits.
  11. Lascivious Enterprise. The Black Marketeer runs a strip 
  club, escort service, brothel or similar enterprise involving the 
  sex trade. The cost of doing business is likely to include renting 
  or purchasing a location for the girls (or guys) to conduct busi-
  ness, clothing, paying bribes to local government and law en-
  forcement officials, protection and management. Operating 
  Cost: Small Time Operation: 2D6x1,000 credits. Medium-Size 
  Operation: 4D6x1,000 credits. High-Class or Expansive Opera-
  tion: 4D6x1,000 credits. Average Sales: Small Time Operation: 
  4D6x1,000 credits. Medium-Size Operation: 1D6x10,000 credits. 
  High-Class or Expansive Operation: 3D6x10,000 credits.
  12. Mercenary Services Broker. Though the Black Marketeer 
  is not a mercenary himself, his own business specializes in finding 
  and selling information and finding work for military personnel, 
  hired guns, and muscle. A broker, he sniffs out data about jobs, 
  war, bounties and conflicts where combat personnel are wanted. 
  A Black Market enterprise that offers “mercenary services” then 
  brokers freelance jobs for adventurers and mercenary companies. 
  Such work can range from bodyguards and armed escorts to work 
  as a sheriff, bounty hunting, and military service in a full-scale 
  war. The Black Marketeer, in effect, acts as the warriors’ “agent,” 
  negotiating deals with prospective clients in exchange for combat 
  personnel and their services. He handles the exchange of money, 
  makes sure each participating member of the mercenary company 
  or adventuring group is paid according to the contract, and takes 
  a percentage (typically 10-20%) as his cut. He also vets the client, 
  meaning he makes sure the client is capable of paying, and may 
  try to have a portion of the pay made up-front or put in an escrow 
  account. The Black Marketeer does not “lead” the mercenary com-
  pany in to the field, he only arranges the work and pay. If the client 
  fails to pay on the mercenary contract, the Black Marketeer steps 
  into try to leverage payment using the strength of his connections 
  in the Black Market, intimidation and threats. Operating Cost: 
  50,000 credits (mostly procuring accurate information). Average 
  Profit: 3D4x10,000 credits.
  13. Protection Racket. The character sells “protection” to other 
  businesses, entrepreneurs and even other Black Market enterpris-
  es. Protection may also extend to fugitives, outlaws and others who 
  need protection from their enemies, rivals or the law. This could 
  translate to actual protection, such as bodyguard services, but also 
  includes intimidating other businesses into giving the Black Mar-
  keteer a cut of their revenue to insure their safe operations. Those 
  who refuse to pay up usually run into a string of bad luck and ac-
  cidents, suffer vandalism and arson, and/or have their employees 
  go missing or materials stolen or damaged. “Protection” by the 
  Black Marketeer makes sure these “problems” come to an end. 
  Profits can be high, but the Black Marketeer gains little respect for 
  this kind of operation. In fact, he usually just ends up making a lot 
  of enemies. Operating Cost: 2D6x1,000 credits (spent mostly on 
  hired thugs and his own protection). Average Profit: 4D6x1,000 
  credits.
  14. Raiding/Hijacking/Banditry/Piracy. The Black Marke-
  teer handles the appraisal and fencing (reselling) of stolen goods 
  taken by raiders, bandits, highway-men and pirates. While similar 
  to #6 Fence Operation, this character goes a step farther by sug-
  gesting targets to hit and procuring schedules, routes and locations 
  of cargo ships, trucks, convoys and storage facilities for his thiev-
  ing clients. He may even help devise plans and strategies for an 
  attack and pay-off inside men to leave a door unlocked, call when 
  a delivery arrives, and so on, at no extra charge. He gets his cut 
  from the profit made fencing the stolen goods. That being said, he 
  typically offers the lowest purchase price for stolen goods (see #6 
  above for prices paid). This can be a highly profitable enterprise, 
  as long as the Black Marketeer can keep the thieves from implicat-
  ing his involvement. Furthermore, there is the risk of an unhappy 
  client. Raiders and pirates, in particular, tend to be the worst of 
  cutthroats, and have a reputation for leaving their former business 
  partners a bloody corpse or pile of ashes. It is always best to deal 
  honestly with them and as fairly as possible. This operation of bold 
  raids, bribing insiders and more high-profile robberies is likely to 
  get lawmen and private detectives (player characters?) searching 
  hard for the fence or mastermind of these attacks. And when they 
  are on the Black Marketeer’s trail, he may very well have to close 
  up shop, move and start again in another town elsewhere. Big prof-
  its and bold moves mean big risks. Operating Cost: 1D6x10,000 
  credits. Average Sales: 3D6x10,000 credits.
  15. Smuggling People. The Black Marketeer has a small-time 
  smuggling operation going on, usually involving some City Rats, 
  trade caravans, bandits, adventurers, Smugglers and possibly some 
  Slavers. The character leaves most of the actual smuggling work 
  to his hired experts, but is likely to be very hands-on managing the 
  business, picking clients and jobs, and working behind the scenes 
  to make sure everyone gets paid and things run smoothly. In this 
  
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  case, the smuggling operation involves getting people in and/or 
  out of specific places. This can include getting D-Bees and mages 
  in and out of places they don’t belong (like CS territory), getting 
  assassins, spies, outlaws and fugitives out of “hot zones” where 
  they are being hunted by the authorities, or into places where they 
  can do their business, and similar. This service is likely to include 
  safe houses and contacts for getting necessary supplies and medi-
  cal care (one safe house per level of experience). As with the #14 
  Raiding enterprise, this is a high risk business, and when the au-
  thorities are on the Black Marketeer’s trail, he may very well have 
  to close up shop, move and start again in another town. Big profits 
  and bold moves mean big risks. Operating Cost: 60,000 credits. 
  Average Profit: 3D6x10,000 credits, but high-risk. Note: Smaller 
  operations are possible for about one third the weekly cost and 
  profits listed here.
  16. Traveling Merchant. Think trading post on wheels or horse 
  and wagon. The items sold are probably a mix of common neces-
  sities, adventurer supplies, a small selection of weapons, booze, 
  and a bit of contraband. Or he may specialize in one area, sell-
  ing a large selection of alcohol or weapons, or whatever, and little 
  else. The Black Marketeer buys and sells these items as a traveling 
  merchant, riding from town to town, ‘Burb to ‘Burb, hawking his 
  wares. Operating costs do not include the continuing acquisition of 
  (stolen or wholesale purchased) goods, their manufacture, repair, 
  or the sanitizing of weapons (filing off serial numbers and repaint-
  ing stolen items, etc.). The real danger is being robbed oneself. 
  Operating Cost: 2D6x1,000 credits per week; 1D6x1,000 for a 
  one- or two-man operation. Average Sales: 5D6x1,000 credits per 
  week; 2D8x1,000 for a one-or two-man operation.
  17. Legitimate Business. Probably something in retail or enter-
  tainment. Bars/taverns, dance halls, nightclubs, pawnshops, tattoo 
  parlors, theaters, restaurants, barbershops and storefronts tend to 
  appeal to Black Marketeers. The operating costs vary greatly de-
  pending on the business. Note: G.M.s, use your discretion. FYI: 
  A successful business should be making twice what it spends on 
  operating expenses. A very successful business should be making 
  3-4 times its operating expenses.
  G.M. Note: Feel free to allow any commercial enterprise that 
  makes sense and with which you, as G.M., feel comfortable. Just 
  because a Black Marketeer player wants to start a particular en-
  terprise, doesn’t mean you have to let it happen. There are a lot of 
  reasons (insufficient funds or customers, lack of supplies or supply 
  routes, pressure and violence by rivals, enemies and/or the law, 
  too much competition, bad location, etc.) to not allow any given 
  enterprise. Ultimately, it is your choice, and the player(s) doesn’t 
  have to agree with your decision or reasons.
  Body-Chop-Shop Note: This business is usually out of the 
  range of most startup enterprises. Operating Cost: 2D6 million 
  credits per week. Average Profit: 4D6 million credits per week, 
  but high-risk and expensive to start. Note: Smaller operations are 
  possible, for about one third the weekly cost and profits listed here, 
  if half or more of the bionics are procured from Cyber-Snatchers. 
  However, this is the sleaziest and most disreputable of Body-
  Chop-Shops.
  Special Abilities
  of the Black Marketeer
  All “official” members of the Black Market get to select at least 
  one or two Special Abilities that provide additional resources, con-
  nections, extra bonuses and sometimes, skills developed while 
  building a career as a Black Marketeer. Most are, of course, based 
  in criminality and may only apply to crime and/or the Black Mar-
  ket.
  As noted under Creating a Black Marketeer Player Char-
  acter, Criminal O.C.C.s (unless stated otherwise under a specific 
  O.C.C.) turned Black Marketeer start with three Special Abilities 
  of choice.
  Non-Criminal O.C.C.s turned Black Marketeer start with two.
  Additional Special Abilities of the Black Marketeer may be ac-
  quired by trading O.C.C. Related Skills; see #6 under Creating a 
  Black Marketeer Player Character earlier in this section.
  Note: In all cases, the bonuses for the skills listed only apply 
  to skills the character actually possesses in the first place. If he 
  doesn’t have one or more of the skills listed, the bonus has no 
  meaning. Skills gained from a Special Ability can not be traded 
  away.
  Special Abilities of Black Marketeers
  Alphabetical List
  Antiquities Trader
  B&E Man
  Bulletproof
  Fence
  Friends in High Places (counts as two Special Abilities)
  Friends in Low Places
  Game Player
  Home Turf Advantage
  Influential
  Informant: Confidential (counts as two Special Abilities)
  Informant: Corrupt Lawman (counts as two Special Abilities)
  Informant: Street Snitch
  No Conscience
  Read Black Market Operations (counts as two Special Abilities)
  Read People (counts as two Special Abilities)
  Sincerity
  Slippery
  Steady Nerves
  Street Rep: Hardcase to be Feared
  Street Rep: Hero
  Street Rep: Trustworthy
  Suave and Debonair
  Wheelman
  Work the Law
  Descriptions
  Antiquities Trader. The allure of pre-Rifts artifacts seems to 
  have no end to it. Such artifacts are junk and scraps to some people 
  – the leftovers of a long-gone civilization dug up in a farmer’s 
  field. But to many others, pre-Rifts artifacts are valuable pieces 
  of history and collectibles marking humanity’s lost past. To such 
  
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  individuals, including this Black Marketeer, ancient artifacts rep-
  resent humanity’s history and its golden age, and are just cool and 
  fun to have. As a result, there is always a market for them, espe-
  cially among the educated, freethinkers, historians and mages. An-
  tiquities Traders can supplement their income or even make a nice 
  living tracking down, acquiring, restoring and selling pre-Rifts ar-
  tifacts (i.e. “old junk”). Every once in a while, they come upon a 
  true rare find or a significant piece of lost technology, but most of 
  the time, the Antiquities Trader is up to his elbows in old news-
  papers, books, video disks, broken appliances, bottles, tarnished 
  jewelry, old toys, and other assorted relics from the past. Antiqui-
  ties Traders recognize the monetary value in what they dig up and 
  possess a fair knowledge of Earth history even if it’s only based 
  on the writings of Erin Tarn. Many tell sweeping, epic stories and 
  make big, dramatic speeches to help sell their goods; some are true 
  and accurate, others pure fiction to make the sale. Even though he 
  may have nothing but a box of soda bottles or aluminum cans, a 
  character with this ability knows how to work the angles to make 
  the items appeal to potential buyers.
  Bonuses: Automatically gets the skill History: Pre-Rifts (+20%). 
  A character with this ability knows the difference between genuine 
  artifacts and counterfeit items. He can look at all the details and see 
  the little intricacies that make the difference between an authentic 
  item and a cheap knock-off or fake, and gets a +5% bonus at lev-
  els 2, 4, 8, and 12 to skill rolls identifying, appraising, buying, or 
  selling Pre-Rifts artifacts, including art, jewels, weapons and high 
  technology. And +5% bonus to the skills Appraise Goods, Barter 
  and Forgery (making or identifying fake artifacts), when they ap-
  ply to ancient Earth/pre-Rifts artifacts only.
  B&E Man. The Black Marketeer got his start with breaking 
  and entering (B&E) robberies and he remains a skilled burglar. 
  Bonuses: Automatically gets the skills Basic Electronics and Lock-
  smith (+20% for both), and gets a +5% bonus on the skills Com-
  puter Operation, Prowl, Pick Locks and Surveillance.
  Bulletproof. The Black Marketeer has a highly placed, secret 
  admirer, friend, or someone of influence who can get him out of 
  any minor offenses and criminal charges on his home turf or main 
  base of operations. This includes disorderly conduct, drunkenness, 
  and petty crimes as well as serious crimes in which the character 
  has a reasonably good alibi or convincing story as to why it is 
  all a terrible misunderstanding. Bonus: This secret ally also owes 
  him one “favor” so big that he can get the charges of any crime, 
  even murder or a terrorist act, dropped one time, but one time only. 
  Furthermore, after the big favor is used up, the “friend” owes the 
  Black Marketeer nothing else, and he is no longer Bulletproof 
  even from an offense as minor as jaywalking. As a consequence, 
  this big favor should be kept in reserve until the character needs it 
  the most. In all cases, the dropping of charges applies only to the 
  Black Marketeer, not his associates.
  Fence. The character has a background in recognizing the value 
  in items and knowledge of what they sell for on the open market. 
  Bonuses: Automatically gets the skills Appraise Goods and Gem-
  ology (+10% for both, or a +15% bonus if he already has those 
  skills), and enjoys a +5% bonus to the skills Barter, Forgery, and 
  Recognize Weapon Quality.
  Friends in High Places (counts as two special abilities). The 
  Black Marketeer has connections with 1D4 lieutenants and per-
  haps 1D4 other higher ups (business operators, smugglers, fences, 
  etc.) and even one Boss within his Faction of the Black Market.
  In addition, he has a total of 1D4+1 well placed “friends” in 
  the local community spread out among the government, influential 
  business owners, media and/or the local authorities/police. These 
  civilian friends in high places already owe the Black Marketeer 
  a “favor” or are corrupt, so when properly motivated with bribe 
  money or enticed with the right opportunity or means to their own 
  goal, or in exchange for a favor from the Black Marketeer, they 
  can pull strings to get criminal investigations or charges dropped, 
  provide insider information, and otherwise assist the Black Mar-
  keteer in subtle and even direct ways, provided their help does not 
  get them entangled in public controversy or cost them their ca-
  reer or fortune. Likewise, having these “friends” enables the Black 
  Marketeer to get 50% more money from Black Market loans and 
  lines of credit. Note: These power brokers like to flex their muscle 
  to help “friends” but are likely to expect a favor in return when 
  asked, and show no leniency if a loan they endorsed is not repaid 
  or comes up short. Additional friends in high places are possible 
  through role-playing.
  Friends in Low Places. This Black Marketeer knows his share 
  of 3D4 thugs, thieves, drug dealers, pimps, streetwalkers, beggars, 
  snitches, gamblers, gang-bangers, Cyber-Snatchers, City Rats, cut-
  throats and lower echelon criminals and lowlifes within the Black 
  Market and outside of it. He has cultivated a network of reason-
  ably reliable friends, associates and contacts within the local Black 
  Market Faction and groups of other criminals, mercenaries, bounty 
  hunters, bandits, and saloon owners in the community where he 
  lives or does business. All of these “friends” are unsavory sorts 
  of low character. Still, they have their ears and eyes on the street 
  and may be able to provide information, warnings, rumors, inside 
  information, suggest jobs and criminal opportunities, or come to 
  the Black Marketeer with loot to fence, targets to rob, and provide 
  temporary places for him to hole-up and hide out when he needs 
  to lie low. Bonus: The Black Marketeer gets an additional 10% 
  discount on most Black Market purchases and transactions from 
  these lowlifes only. Additional friend in low places are possible 
  through role-playing.
  Game Player. Whether the Black Marketeer is a criminal or 
  heroic freedom fighter working at odds with the law, the individual 
  knows how to “work the system,” go through channels and get 
  what he wants out of the Black Market, including acquiring forged 
  documents, smuggling refugees in and out of territories, fencing 
  stolen property, and acquisition of stolen property at an additional 
  10% discount or 5% better rate, even if they are from a rival Fac-
  tion. He is also likely to finagle special services and assistance 
  not readily available to everyone. Bonuses: +5 to save vs charm, 
  impress, intimidation and Seduction at the hands of fellow Black 
  Marketeers, +5% to Find Contraband through Black Market chan-
  nels, and can get 10% more from Black Market loans and lines of 
  credit plus an extra 60 days to pay them.
  Home Turf Advantage. The character has become extreme-
  ly familiar with his home turf and, after a few years of operation 
  there, knows virtually every nightspot, watering hole, hideout, 
  criminal enterprise, back alley, road, trail, tunnel, safe house, and 
  operation run and owned by the Black Market in town. This gives 
  the character a huge advantage when moving about his home turf, 
  intercepting contacts, tailing rivals and enemies, setting up, avoid-
  ing ambushes, looking for information and contraband, and so on. 
  Bonuses: +5% to all skills that apply to familiarity with his home 
  territory or base of operations, including all Rogue skills, Barter, 
  Detect Ambush, Detect Concealment and Intelligence on his home 
  turf only. He can secure a loan within 12 hours and borrow 10% 
  more than usual on familiar turf where he is known. +2 on all Per-
  ception Rolls within his Home Turf, particularly when it comes to 
  
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  avoiding trouble, recognizing spies, rivals and enemies, finding the 
  best deals and contraband, and so on.
  Influential. The Black Marketeer enjoys a position of clout or 
  holds a position or level of trust and influence within his specific 
  Faction of the Black Market or within his local community. In the 
  latter case, the Black Marketeer may be a business person, ad-
  venturer, mercenary or hero of renown whose voice has influence 
  among the local community or law enforcement or government. In 
  some cases, the character may actually represent the law or work 
  as a law enforcement officer, or as a town defender, militia leader 
  or town councilman. People of lower positions or unsure of them-
  selves will always defer to the Black Marketeer. The character may 
  even be in a position to issue orders or take charge of a situation, 
  request police assistance, or have access to people and places that 
  the average person in the community, or Black Market, does not. 
  Bonuses: +5% to all matters of etiquette and +5% to Public Speak-
  ing and Law (General).
  Informant: Confidential. The Black Marketeer has ONE 
  confidential informant – well placed mole, spy or snitch within 
  an existing group, organization or business. This may include a 
  soldier or police officer in the Coalition, a member of the govern-
  ment or media, or even someone within a rival or friendly Black 
  Market group or Faction. The well placed confidential informant 
  feeds the character information about that particular group, op-
  portunities he may be able to exploit, warnings of attacks leveled 
  at him by said group or at his friends and business interests, and 
  other inside information that may benefit the Black Marketeer. The 
  identity of this “mole” is a highly valued and protected secret asset 
  that should never be shared even with trusted friends. Bonus: Add 
  one additional confidential informant to his network at levels 5, 10 
  and 15. Others may be acquired through role-playing at the G.M.’s 
  discretion.
  Informant: Corrupt Lawman (counts as two special abili-
  ties). The Black Marketeer has one corrupt law enforcement offi-
  cer (police officer, detective, sheriff, deputy, ISS agent, CS soldier, 
  or similar) on the take and feeding him information for regular, 
  weekly cash payments. This information includes letting the Black 
  Marketeer know about investigations or the possibility of a bust 
  on him or his business enterprises, members of his crew/friends 
  or associates being investigated, as well as warnings about raids 
  and sting operations, the schedule of police patrols, and similar 
  beneficial data about police operations. Such corrupt police also 
  look the other way whenever their Black Marketeer is involved in 
  a crime. Weekly cash payments are typically in the range of 500-
  1,500 credits. However, the bad cop is likely to sell big informa-
  tion and do other things for 5,000-15,000 credits or a 5-10% cut 
  of the profit from a crime job he helps to pull off. This includes 
  covering up and losing or stealing evidence of the Black Marke-
  teer’s involvement in a crime, helping him “hit” and rob a rival 
  criminal or underground operation (i.e. crooks, mercs, adventurers 
  or heroes who are not members of the Black Market or a crew from 
  a rival Black Market Faction), misleading the authorities on an 
  investigation, or creating a diversion while the Black Marketeer’s 
  crew pulls off a robbery elsewhere, helping them getaway, or pro-
  vides information that leads to a big score for the Black Marketeer, 
  or finding the location of a hated rival or enemy. Bonus: Add one 
  additional corrupt police informant to his network at levels 4, 8 
  and 12. Others may be acquired through role-playing at the G.M.’s 
  discretion.
  Informant: Street Snitch. The Black Marketeer has 1D4+1 
  Street Snitches in his pocket. These are usually petty criminal, 
  low-life scoundrels and underworld figures. Prostitutes, drug deal-
  ers, junkies, drunks, shady bartenders or pawnshop managers, City 
  Rats, Cyber-Snatchers, bandits, and low-ranking muscle can all be 
  informants who trade information for small amounts of cash, booze 
  and small favors. Such informants and snitches tell the Black Mar-
  keteer about the activities of his rivals and enemies, offer juicy 
  secrets they might stumble across, share the word on the street, and 
  are happy to keep an eye open and an ear cocked for anything or 
  anybody the Black Marketeer might ask them to find or watch out 
  for. This includes the whereabouts of specific individuals, sched-
  ules for deliveries and patrols, and just about any data that can be 
  learned from someone willing to carefully ask a few questions, 
  listen in on conversations and do a little tailing. Bonus: Add one 
  additional Street Snitch to his crime network at levels 2, 4, 6, 7, 8, 
  9, 11, 13 and 15. Others may also be acquired through role-playing 
  at the G.M.’s discretion.
  No Conscience. This Black Marketeer is a ruthless cutthroat 
  whose primary concern is himself. He is always looking for an 
  angle to get the most out of any situation and strategic sacrifices. 
  In the end, nothing and nobody matters more than his own best in-
  terests and whims. He won’t hesitate at tricking, cheating or killing 
  an enemy, rival or sucker, and probably engages in strong-arm tac-
  tics, threats and blackmail. This guy enjoys getting over on others 
  and making people squirm. No appeal to his basic human goodness 
  is likely to move this character, unless he can figure out some way 
  to make it work to his advantage, even if it makes him look good 
  or someone else look bad. Bonuses: +1 on Perception Rolls per-
  taining to his best interests and self-preservation, +1 on initiative, 
  and +4% bonus on the skills Gambling Dirty Tricks, Recognize 
  Weapon Quality and Streetwise.
  Read Black Market Operations (counts as two special abili-
  ties). The character is good at recognizing and assessing Black 
  Market operations of all sizes. He can tell which Faction the group 
  belongs to and guess at what kinds of criminal enterprises the 
  group/crew is engaged in, the strategies and tactics they are most 
  likely to use, and estimate the group’s strength, level of aggres-
  sion, penchant toward violence, and level of success (struggling, 
  doing adequate, successful, etc.). He looks for indicators and de-
  tails such as gang/faction/group affiliation, identifying tattoos and 
  marks, word on the street, style of dress, indication of drug use, 
  attitudes, behavior, the level of tension (if any) and other telling 
  observations. This also gives the character a pretty good chance to 
  spot a spy, double agent, or undercover officer. Note: This ability 
  does not apply to law-abiding citizens, legitimate businesses and 
  organizations, but it may help to spot a criminal in the organiza-
  tion or regular person about to commit a crime. Base Skill to Read 
  Black Market Operations: 60% +3% per level of experience. Bo-
  nuses: Adds a bonus of +5% to the skills I.D. Undercover Agent, 
  Intelligence, Streetwise, Research (by talking to people as well as 
  reviewing data), and Tailing.
  Read People (counts as two special abilities). After years 
  dealing with customers, criminals, the authorities and fellow Black 
  Marketeers, as well as engaging in confidence games and crime 
  himself, the character has a knack for judging people and gauging 
  what they are capable of doing. He is astute at recognizing tells 
  and judging body language, and noticing other subtle cues, such 
  as clothing, shifting eyes, shaking hands, tone of voice, overall 
  demeanor and other signs. He can often tell if the person is a cop, 
  criminal or something more than he seems, and is able to read des-
  peration, lust, hate, hunger for revenge, criminal intent, lying or 
  holding something back, sincerity, goodness and evil/untrustwor-
  
  82
  thiness/suspicion like others read street signs. To do so in game 
  terms, both he and the person he is trying to assess roll 1D20. If 
  the Black Marketeer’s roll is higher, he can make a good guess. 
  If they roll the same number, the Black Marketeer isn’t sure. If 
  the other roll is higher, he can’t make a read . . . yet. Skilled liars 
  such as con artists, smugglers, spies, assassins/hit men and evil 
  supernatural beings get a +2 bonus to their roll. Innocent and good 
  people not used to lying suffer a -2 penalty on their roll. Note: 
  While the character may not be deceived by an individual, or know 
  the suspect is hiding something, lying or is suspicious, the Black 
  Marketeer cannot be sure of what that might be, nor can he make 
  him tell the truth or reveal a secret. Role-playing is necessary for 
  that. Bonuses: +1 on all Perception Rolls, +1 to dodge, and enjoys 
  a +10% bonus on the skills Interrogation, I.D. Undercover Agent 
  and Streetwise.
  Sincerity. Many Black Marketeers have become skilled at 
  appearing honest, truthful, friendly and sincere. This is ideal for 
  Black Marketeers involved in con games, sales, smuggling, es-
  pionage and undercover operations. It also helps Enforcers appear 
  more intimidating when they issue warnings and threats, and helps 
  the character seem convincing when he lies under interrogation. 
  Bonuses: +1 to M.A. attribute, +5% to the skills Barter, Imper-
  sonation, Interrogation (and resist interrogation), Public Speaking, 
  Seduction and Undercover Operations.
  Slippery. The Black Marketeer is a slippery character who has 
  developed an awareness, skills and techniques to avoid and escape 
  trouble. Bonuses: +1 on Perception Rolls, +1 to dodge, automati-
  cally gets the Escape Artist skill with a +15% bonus, and a +5% 
  bonus to the skills Detect Ambush, Disguise, Impersonation, I.D. 
  Undercover Agents, Law (General) and Undercover Operations.
  Steady Nerves. Many Black Marketeers are accustomed to 
  keeping their heads under fire, bluffing authorities and walking 
  past security and checkpoints with a smile on their faces even 
  when packing heat or transporting a trunk full of contraband. This 
  practiced skill at remaining calm during stressful and even terrify-
  ing moments provides the character with nerves of steel and calm 
  resolve. Bonuses: No Perception Roll penalties apply under du-
  ress, +2 to save vs Horror Factor and insanity, driving penalties for 
  trick/evasive maneuvers are half, +6% to all Demolitions skills and 
  +5% to the skills Disguise, Impersonation and Undercover Ops, 
  and +1 to M.A. attribute.
  Street Rep: Hardcase to be Feared. This character has a rep 
  for being a ruthless, unsympathetic tough guy who takes no guff 
  and is quick to punish, hurt and kill anyone who gets on his wrong 
  side. If especially violent, he may have a reputation for being a 
  mad dog killer. Bonuses: +10% bonus on Interrogation skill, +10% 
  to intimidate and evoke fear (not trust), and has a base intimidation 
  of 50% even if the character’s M.A. isn’t high enough to normally 
  be intimidating. When angry or threatening, this guy exudes a Hor-
  ror Factor of 14. Anyone who fails to save vs H.F. suffers the usual 
  penalties or has the option to back down and immediately leave 
  without further incident. Note: This is the character’s rep “on the 
  street,” and is not necessarily what the Black Market or the au-
  thorities may think of him.
  Street Rep: Hero. This Black Marketeer has earned the love 
  and respect of City Rats and the poor and downtrodden of his home 
  turf or someplace he frequents and does business at. It doesn’t mat-
  ter that he is an outlaw and a criminal. On one hand, the Black 
  Marketeer may rob and cheat people, sell drugs or services that are 
  harmful to others or even to his own customers (e.g. drugs), but he 
  has also done something big, or continues to do things, that greatly 
  benefit the disenfranchised people in his local community, home 
  turf or place of business. He may give out gifts to the children, 
  support schools or has built a hospital. He may throw community 
  parties, support local businesses, and help the needy, especially 
  good people and hard workers who have fallen on hard times (not 
  junkies and lazy lowlifes). He may also be a hero because he defies 
  an unjust authority/ruler and/or protects the locals from them, or 
  defends the locals from raiders, bandits, the Coalition, evil mages, 
  monsters and other threats. He may also be a sort of an avenger. 
  Hurt or kill an innocent on his turf, and he and his crew will hunt 
  down those responsible and make them pay in kind. Any one or all 
  of the above has made him a hero on the streets where he is known. 
  Note: Best suited to characters with an Aberrant, Anarchist or Un-
  principled alignment. This is the character’s rep “on the street,” 
  and is not necessarily what the Black Market or the authorities 
  may think of him. Bonuses: +5% to Find Contraband, Intelligence, 
  Streetwise and Roadwise wherever he’s a considered a hero. He 
  is also protected by the people who think of him as a hero. They 
  will warn him of any trouble coming his way, will lie for him, hide 
  him and the members of his crew, share rumors and information to 
  benefit him, and show other acts of good will and affection.
  Street Rep: Trustworthy. Word on the street is this guy is fair 
  and honest in his business dealings and can be trusted by fellow 
  Black Marketeers, crooks and outlaws. He is in good standing with 
  his clientele and he may have a rep for being the “go to guy” when 
  looking for “X” – whatever that may be. “X” probably ties into one 
  of the character’s criminal enterprises or a particular Black Market 
  service with which he is affiliated or run by a friend or crime boss. 
  Note: This is the character’s rep “on the street,” and is not neces-
  sarily what the Black Market or the authorities may think of him. 
  Bonuses: +5% bonus to the skills Barter, Gambling, Gambling 
  Dirty Tricks and Pick Pockets.
  Suave and Debonair. The character comes across as charming, 
  smooth, confident, likeable and a gentleman with manners, even 
  if he is really a brutal killer. Bonuses: +1 on initiative, +15% to 
  Seduction, Public Speaking, and Wardrobe and Grooming, +5% 
  bonus to Undercover Ops, and +2 to M.A. attribute.
  Wheelman. The character has a love for fast vehicles and an 
  expertise in piloting them. Bonuses: +10% to Roadwise, +5% to 
  Land Navigation, +10% to the Piloting skill of his favorite type of 
  vehicle, and he gets to select 1D4 additional Piloting skills allowed 
  by his O.C.C. of choice (+10% bonus for each).
  Work the Law. The character understands the law and knows 
  how to work it to his advantage. On his own turf he knows the 
  reputations of the lawmen, criminal prosecutors and judges, and 
  who is lenient, who is tough as nails, and rumors of who can be 
  bribed and bought-off. Bonuses: Automatically gets the skill Law: 
  General (+10%), and a +5% bonus to the skills I.D. Undercover 
  Agent, Research, Seduction, and Streetwise. He is also likely to 
  recognize lawmen and heroes of great renown and hear about their 
  presence in town 10 minutes after their arrival.
  
  83
  Black Market Specialist O.C.C.s
  By Kevin Siembieda, Julius Rosenstein and Taylor White
  Black Market Banker
  Case Man
  Con Artist
  Enforcer
  Expediter
  Information Broker
  Merchant
  Raider
  Refurbisher
  Rift Runner
  Note: The character types and O.C.C.s that follow can be al-
  lowed as player characters as well as used by Game Masters to 
  create Non-Player Characters (NPCs).
  When most people think of Black Marketeers, they generally 
  think of the entrepreneurs and free traders, or criminals. Although 
  it is true that these Jack-of-all-trades, rank-and-file operatives are 
  the face of the Black Market seen by the public, they are supported 
  (frequently behind the scenes) by a network of specialists.
  Although it is uncommon for these specialists to rise to the very 
  top levels of power and authority in the Black Market, enough 
  of them manage to achieve positions equivalent to upper-middle 
  management and the lower rungs of upper management to entice 
  talented people to join the ranks of the Black Market.
  Black Market Banker
  Banker. Sounds boring, right? Not if you’re a Black Market 
  Banker.
  The Black Market has its hands in a lot of different pies, but 
  the one thing that is always of paramount importance is making 
  money. The bottom line is: “If the Black Market doesn’t make a 
  profit, they won’t stay in business.” For this reason, the organi-
  zation needs people with business and financial expertise. People 
  who know how to handle money and how to make money. Such 
  individuals are called Bankers, Financiers and “Fixers” within the 
  organization.
  However, unlike the stereotypical bean counters who never 
  stray from the security of their air-conditioned offices, Black Mar-
  ket Bankers often find themselves on the front lines and in the 
  thick of things. A lot of Black Market Bankers make it a point of 
  being very hands-on and present wherever financial transactions 
  are taking place. They have to be able to take care of themselves in 
  complicated and volatile situations in back alleys as well as in the 
  boardroom. As a result, most Black Market Bankers are part high-
  stakes financiers and part “James Bond” – cool, calm and looking 
  dapper and professional while packing heat and unafraid to cheat, 
  con, blackmail, threaten, fight and kill to make a deal happen or 
  to preserve the assets of the Black Market. This makes the Black 
  Market Banker a team player who helps his fellow Black Marke-
  teers and others whom he believes can advance his position and his 
  personal bank account.
  As a money man and team player, the Banker is always looking 
  for ways to optimize the upside of every situation for all members 
  
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  of his Black Marketeer team. This has earned the Banker the nick-
  name of “Fixer,” because he’s always trying to fix finances, fix 
  problems, cut the best deals and make all of his fellow Black Mar-
  keteers a profit. This makes the character fiercely loyal to his Black 
  Market Faction first, his Top Boss second, and his Crew Boss and 
  members of the crew next. Other Black Marketeers come last in 
  his list of priorities, but a Banker will never cheat or con a fellow 
  member of the same Faction. Other Factions and rivals are another 
  story. It also means that, with a few exceptions, everyone else are 
  marks, suckers and dupes to be taken to the cleaners. When “the 
  fix is in,” it means someone is about to get burned while the Black 
  Market is about to reap a handsome profit.
  “Fixing” is a way of life for Black Market Bankers, and that 
  includes setting up people and businesses, especially rivals and 
  enemies, to take a fall so that the Black Market benefits in some 
  way. The typical Fixer never offers someone outside the Black 
  Markt more money or a fair deal if he’s confident the sucker will 
  take less. Bankers always play hardball with outsiders, rivals and 
  enemies.
  Many Black Market Financiers, especially when young, are 
  hungry sharks who like to go out in the world to cut deals, rip peo-
  ple off, and help fellow Black Marketeers make money. Many go 
  so far as to join adventurer groups, mercenaries, and bands of out-
  laws to acquire contraband and valuables for resale via the Black 
  Market, or to scout locations and prospects for Black Market/
  criminal business enterprises. Protection services, mercenary com-
  panies, trading companies, smuggling rings, and outlaws fighting 
  for liberty and the overthrow of a ruling power are always potential 
  opportunities. Of course, helping freedom fighters and rebels is not 
  done out of any sense of charity or justice, but rather the simple 
  fact that patriots are very passionate about their causes. Passion is 
  wonderful and powerful, but it can also blind rebels and freedom 
  fighters to the risks they take and inspire them to take brash action 
  and high-stake chances that can benefit the Black Market. More-
  over, play your cards right and those freedom fighters will consider 
  the Black Market to be a friend and ally. A friend and ally who 
  sends more customers their way. And should the upstarts triumph, 
  the Black Market has an instant “in” with the new ruling party. If 
  the rebels lose, well, it was good business while it lasted.
  It is later in life, when a Fixer retires from field duty, that he is 
  likely to become one of the fat cats who is a keeper of the purse 
  strings for a Black Market crew or Faction. Every Boss has at 
  least one Banker in his crew. In this role, the Banker functions 
  as accountant, financial planner, investment adviser, loan maker, 
  and advisor to anything that involves keeping the money flowing 
  and increasing profits. Their earlier experience makes older Black 
  Market Bankers equally at home dealing with adventurers and 
  mercenaries as they are business people and other bankers.
  Special Abilities of the
  Black Market Banker O.C.C.
  1. Black Market Benefits: All three Benefits are available to 
  this character, plus the Banker can get 30% more money for any 
  loan, and he has twice as long to pay his vig (interest rate). How-
  ever, given his specific background and circumstances, Bankers 
  are not allowed to exploit their position (i.e. make too much of a 
  profit at the expense of their colleagues).
  2. Special Abilities of the Black Marketeer: The Fixer starts 
  with Game Player and Read People. In addition pick one of choice 
  at level one and one additional at levels 4, 8 and 12.
  3. Market Trends: The Banker is not just someone who counts 
  the money when (and if) it comes in, he is the catalyst that brings 
  it in. Whether through study or by natural instinct, Bankers can 
  spot opportunities and economic trends, and formulate fiscal strat-
  egies to best take advantage of them. These strategies may entail 
  legitimate or illicit action, or a combination of both. Bankers also 
  keep abreast of local laws and politics. If the local kingdom has 
  upcoming legislation affecting health care, then setting up some 
  type of insurance scam may be an opportunity. +2 on Perception 
  Rolls about things that could have an impact on sales, business 
  operations and money matters.
  4. Banker O.C.C. Bonuses: +1 to M.A., +2 to M.E. attributes, 
  and +1 save vs Horror Factor and mind control.
  Black Market Banker O.C.C. Stats
  Also Known As: Fixer and Financier.
  Alignment Restrictions: Usually a selfish or evil alignment, 
  though many gravitate toward Anarchist and Aberrant.
  Attribute Requirement: I.Q. 12 or higher.
  Race Restrictions: None.
  O.C.C. Skills:
  Appraise Goods (+20%)
  Barter (+20%)
  Cardsharp (+14%)
  Computer Operation (+10%)
  Find Contraband (+14%)
  Gambling (+15%)
  I.D. Undercover Agent (+20%)
  Language: Native Tongue at 98%.
  Language: One of choice (+20%).
  Literacy: Native Language (+25%)
  Law (General, +10%)
  Mathematics: Basic (+40%)
  Pilot Hovercraft or Hovercycle (+10%); pick one.
  Radio: Basic (+10%)
  Research (+10%)
  Wardrobe & Grooming (+20%)
  W.P. Energy Pistol
  W.P.: One of choice (any).
  Hand to Hand: Basic; can be changed to Hand to Hand: Expert 
  at the cost of two O.C.C. Related Skills, or Martial Arts for 
  three.
  O.C.C. Related Skills: Select six other skills at level one, and two 
  additional skills at levels 3, 7, 9 and 11. All new skills start at 
  level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below. Note: O.C.C. Related Skills 
  may be traded at a rate of two skills for one Black Market Spe-
  cial Ability, described earlier in the Black Marketeer O.C.C. 
  section.
  Communications: Any (+5%).
  Cowboy: None.
  Domestic: Any.
  Electrical: None.
  Espionage: None.
  Horsemanship: General only.
  Mechanical: None.
  Medical: First Aid only.
  Military: Recognize Weapon Quality only (+5%).
  Physical: Any.
  Pilot: Any.
  Pilot Related: Sensory Equipment only.
  
  85
  Rogue: Any (+5%).
  Science: Anthropology and Mathematics: Advanced only 
  (+15%.
  Technical: Any (+5%).
  W.P.: Any.
  Wilderness: Carpentry and Wilderness Survival (+5%) only.
  Secondary Skills: The character also gets to select four Secondary 
  Skills from the Secondary Skills list in Rifts Ultimate Edition, 
  page 300. These are additional areas of knowledge that do not 
  get any bonuses, other than any possible bonus from having a 
  high I.Q. Skills start at the base skill level.
  Standard Equipment: One weapon for each W.P., 1D6 extra 
  clips of ammunition for each, PC-3000 hand-held computer, 
  a full-sized portable computer, PDD pocket audio recorder, 
  portable language translator, pocket flashlight, pen flashlight, 
  pocket notepad, 1D4 legal pads, 1D4+1 pens, 1D6+2 pencils, 
  two spare sets of traveling clothes, one set of dress clothes, 
  business suit, trench coat, briefcase, knapsack, backpack, satch-
  el, canteen, a high quality forgery of a Coalition Citizen’s I.D. 
  card along with a weapons permit (for the same identity), and 
  some personal items.
  Money: 4D6x1,000 in credits to start, plus 2D6x1,000 in Black 
  Market contraband/tradeable goods.
  Cybernetics: None to start. Few Black Market Bankers get any-
  thing more than a handful of implants. The Cyber-Camera Eye 
  and Cyber-Disguises are both popular. They have found pre-
  serving their humanity and humanoid appearance is important, 
  as people are generally less trusting and open to machines and 
  partial machines. Bankers want to inspire their clients with con-
  fidence and sincerity, so they tend to wear formal dress such as 
  dark suits for men, pantsuits or below-knee length dresses for 
  women. Even when the occasion calls for casual wear, Bankers 
  will still dress in a conservative manner.
  Case Man
  The Black Marketeer known as the Case Man is an expert in 
  security and surveillance. More importantly, it is his job to identify 
  whether or not he and his bosses, associates, Black Market enter-
  prises, etc., are being observed, followed, bugged, recorded, pho-
  tographed or under surveillance. The Case Man knows where to 
  look for surveillance systems, bugs and tails, can assess the quality 
  of locks and the level of security systems, and how to counter or 
  bypass them.
  The Case Man has another area of expertise: he knows how to 
  case the locations of rivals and targets for hits and robberies by 
  assessing their security and the best way to break in, achieve his 
  objective, and get out without getting caught. Whether it be Coali-
  tion Dead Boys, Federation Magus Guards or mercenaries hired 
  for the job, every security force has its own standards and proto-
  cols. They also develop almost unavoidable patterns and habits. A 
  skilled Black Market Case Man knows all the common patterns 
  and practices of police, military and criminals, but he can pick up 
  on and determine those of specific groups, guards and patrols after 
  a period of careful observation. This gives the Case Man an excel-
  lent sense of timing and knowledge to determine the exact moment 
  to attempt to pass through security unseen, when and where a tar-
  get is at its most vulnerable, finding holes in security and defenses, 
  and finding a window of opportunity and knowing how long that 
  window should remain open, and whether that window can be used 
  to get out or another exit route is necessary.
  On a personal level, the typical Case Man has an excellent pok-
  er-face, holds his cards close to the vest in all matters, and tends to 
  be secretive and suspicious of all outsiders, rivals and those who 
  
  86
  want to get close to him, his boss or teammates. He is cautious, 
  careful and always aware of his surroundings. A master at hiding 
  in plain sight, he is constantly surveying his surroundings in a sub-
  tle manner, taking note of the people and things around him to see 
  if he or his group is being watched or tailed or in jeopardy of being 
  ambushed. The entire time he is working out in his head alterna-
  tive escape routes, ways to lose a tail or attacker, and how best to 
  protect and get those he may be charged with protecting, in and out 
  without being seen or caught on surveillance devices. Every Case 
  Man wants to know everything he can about those with whom he 
  has to work or have business dealings. As a consequence, many 
  have a thing about picking pockets to take a quick look at wallets, 
  I.D.s and possessions to confirm a person’s claimed identity and 
  glean things about him. The Case Man then slips the wallet/I.D./
  items back before the target realizes they were ever missing or puts 
  it someplace where the target might have dropped or left them. A 
  Case Man is also likely to tail and investigate people of whom he is 
  suspicious, and he is suspicious of just about everyone he doesn’t 
  know well, and sometimes he’s suspicious of those he knows.
  Special Abilities of the Case Man O.C.C.
  1. Black Market Benefits: All three Benefits are available to 
  this character.
  2. Special Abilities of the Black Marketeer: The Case Man 
  starts with B&E Man and Slippery. Pick two others of choice at 
  level one and one more at levels 4, 8 and 12.
  3. Counter-Surveillance: A Case Man always tries to be aware 
  of his surroundings and of the possibility of being observed. The 
  Case Man has learned to turn his head and body, cock his hat, wear 
  the right apparel and to position himself in such a way (cloaked 
  in shadow, standing just outside the range of a security camera or 
  at an angle that conceals his face, showing no identifying marks, 
  etc.) that he can not be clearly seen, identified or photographed 
  unless he gets careless. Furthermore, he is always looking to see 
  if he is being followed and, as a precaution, always takes evasive 
  action to lose himself in a crowd or in traffic, takes indirect routes 
  to meetings and uses other countermeasures to make sure he is not 
  being tailed or recorded. His Surveillance and Tracking skills are 
  used in conjunction with this special ability for covering his own 
  trail and leaving no incriminating evidence that can lead back to 
  him or his associates. Bonus: Anyone trying to follow/tail, surveil 
  or photograph this character does so with a penalty of -20%. Base 
  Skill: 72% +2% per level of experience.
  4. Master of the Heist: The hallmark of the Case Man is his 
  ability to “case” a location for robbery, raid or other access without 
  being identified or captured. This makes him good at pulling off 
  heists and improvising when things go wrong, including having 
  two or more alternative escape routes and a hideout planned. When 
  directly involved in a heist, raid or infiltration/breaking and entry 
  operation, the character will forgo other projects, responsibilities, 
  and social contacts to focus intently on the job. Prior to the heist 
  he gathers the necessary research and resources, assembles a team 
  (if needed), plans the entry and escape, makes sure all the bases 
  are covered, and tries to leave as little room for error as possible.
  Bonus: When working on a heist or infiltration, the character 
  gets a +5% to all skill rolls pertaining to the heist, but suffers a pen-
  alty of -10% on all skill rolls NOT pertaining to the job. The +5% 
  bonus increases by 1% per every level of experience. All bonuses 
  and penalties are cumulative.
  5. O.C.C. Bonuses: +2 on Perception Rolls involving security, 
  surveillance and being watched, followed or bugged, +10% to find 
  a surveillance device when looking for them; +2D6 to S.D.C., +1 
  to disarm, +1 to dodge, +2 to save vs Horror Factor, and +1 to save 
  vs mind control and possession.
  Case Man O.C.C. Stats
  Also Known As: Breaker and A Pair of Eyes.
  Alignment: Any, but typically a selfish or evil alignment.
  Attribute Requirements: I.Q. and M.E. 11 or higher.
  Race Restrictions: None.
  O.C.C. Skills:
  Basic Electronics (+15%)
  Basic Mechanics (+10%)
  Camouflage (+30%)
  Computer Operation (+10%)
  Electronic Countermeasures (+20%)
  Find Contraband (+5%)
  I.D. Undercover Agent (+15%)
  Language: Native Tongue at 98%.
  Literacy: Native Language (+10%)
  Locksmith (+20%)
  Mathematics: Basic (+20%)
  Palming (+10%)
  Pick Locks (+10%)
  Pick Pockets (+20%)
  Pilot: One of choice (+10%).
  Research (+10%)
  Sensory Equipment (+10%)
  Streetwise (+10%)
  Surveillance (+20% to tail, +10% to all other aspects of this 
  skill).
  Tracking (people; +10% to track, +20% to cover his tracks).
  T.V./Video (+10%)
  W.P. Handguns
  W.P. Modern: One of choice, but usually Energy Pistol.
  Hand to Hand: Basic can be changed to Expert at the cost of two 
  O.C.C. Related Skills or Martial Arts (or Assassin if evil) for 
  the cost of three skill selections.
  O.C.C. Related Skills: Select four other skills at level one, plus 
  one additional skill at levels 3, 6, 9 and 12. All new skills start 
  at level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below. Note: O.C.C. Related Skills 
  may be traded at a rate of two skills for one Black Market Spe-
  cial Ability, described earlier in the Black Marketeer O.C.C. 
  section.
  Communications: Any (+5%).
  Cowboy: None.
  Domestic: Any.
  Electrical: None.
  Espionage: Any.
  Horsemanship: Any.
  Mechanical: Automotive only.
  Medical: First Aid only.
  Military: Recognize Weapon Quality (+5%) only.
  Physical: Any.
  Pilot: Any (+5%), except Military Pilot skills.
  Pilot Related: Any.
  Rogue: Any (+10%).
  Science: Mathematics: Advanced (+5%) only.
  Technical: Any.
  W.P.: Any.
  Wilderness: Land Navigation (+10%) only.
  
  87
  Secondary Skills: Four Secondary Skills of choice at first level, 
  +1 at levels 4, 8 and 12. Selections are made from the Sec-
  ondary Skill list on page 300 of Rifts Ultimate Edition. These 
  are additional areas of knowledge that do not get any bonuses, 
  aside from any possible bonus from having a high I.Q. attribute. 
  All Secondary Skills start at the base skill level.
  Standard Equipment: One weapon for each W.P. plus two ad-
  ditional E-Clips/ammo magazine, Vibro-Knife (1D6 M.D.), 
  pocket knife (1D4 S.D.C.), suit of light M.D.C. body armor, 
  suit of medium or heavy body armor, several different sets of 
  clothes, traveling clothes, black or dark business suit, trench 
  coat, baseball cap, one wide-brimmed hat (probably a Fedora), 
  one pullover cap, one ski mask, a pair of thin leather gloves, a 
  box of 100 surgical gloves (plastic and disposable), 1D4 hand-
  kerchiefs, lock picking kit, tool kit, large crowbar (2D6 S.D.C.), 
  bolt cutters, Wilk’s Laser Torch, Wilk’s Laser Scalpel, pocket 
  laser distancer, binoculars, Multi-Optics Helmet, Language 
  Translator, handheld portable computer, communicator, digi-
  tal camera, large flashlight, pen flashlight, 1D4 Tracer Bugs, 
  Pocket Scrambler, M.D.C. briefcase, small duffle bag, large 
  duffle bag, backpack, large suitcase, wallet, tinted goggles, sun-
  glasses, air filter, gas mask, and some personal items. Note: Has 
  access to surveillance equipment when doing a specific job for a 
  Black Market Boss, otherwise must buy his own gear.
  Money: Starts with 2D6x1,000 credits and 1D6x1,000 credits in 
  Black Market goods.
  Cybernetics: None to start. Hidden compartments, concealed 
  weapons, cybernetic disguises and voice modulators are all 
  popular.
  Con Artist
  The Con Artist or “confidence artist” is a common feature of 
  the Black Market and its sales operations. Con Artists prowl the 
  marketplace like sharks in the shallows, always looking for a new 
  “mark” – an individual or group who can somehow be exploited. 
  The tools of the confidence artist – better known as a “con artist” 
  or “con man” – are sincerity, deception and trickery. First, he or 
  she works to gain a target’s confidence (hence the name), before 
  setting them up, leading them into trouble or ripping them off. The 
  Con Artist’s greatest gift, however, is the ability to convincingly 
  pretend to be something or someone he is not, and to sell lies as 
  truth. By the time the “mark” realizes he has been “had” – robbed, 
  deceived or tricked, the Con Artist is long gone.
  A Con Artist can work alone, in pairs or with a group of other 
  people. Most have a gift for gab and can find easy work as a sales 
  person, entertainer, guide or public speaker. Within the Black Mar-
  ket and military operations, a Con Artist can make an excellent 
  thief, decoy, undercover operative and espionage agent for the pur-
  pose of gathering intelligence, stealing documents, planting evi-
  dence and similar, non-combat missions. They can be an essential 
  part of pulling off a heist and/or throwing the authorities/pursuers 
  off the trail.
  A master of improvisation and quick thinking, a Con Artist 
  can spin lies and react to any given situation without missing a 
  beat. They may pose as a customer, innocent bystander, victim of 
  a crime, or masquerade as a store clerk, the authorities or, well, just 
  about anybody. Their number one scam is to con someone out of 
  money and valuables that are paid up-front for a particular item or 
  service, then vanish with the money before the victim realizes he’s 
  
  88
  not going to get what he paid for. They are also good at switching 
  a package or documents, evidence, valuables, etc., with fakes or a 
  package that contains junk or nothing at all. Selling real estate and 
  property that is not actually theirs, is another popular con game, 
  as is framing someone for a crime that person didn’t commit. A 
  fast and loose frame job may be used to create a distraction by 
  causing a commotion while the Con Artist or his associates make 
  good their escape or go about something criminal. A well planned 
  frame job may be done to incriminate someone other than those 
  really responsible, eliminate a rival or enemy and for the purpose 
  of blackmail. Stealing evidence to use against someone is another 
  ploy. Con Artists are often employed by Black Marketeers, mercs 
  and espionage operatives to help them gain access to secure loca-
  tions, cheat big customers and pull off elaborate schemes. Not all 
  “con men” are men, either. There are plenty of female Con Artists. 
  Men tend to be a sucker for a pretty face or a damsel in distress. 
  Male or female, Con Artists are accustomed to deception and mind 
  games, and the most clever and daring always seem to find new 
  people and opportunities to exploit.
  Special Abilities of the Con Artist O.C.C.
  1. Black Market Benefits: All three Benefits are available to 
  this character.
  2. Special Abilities of the Black Marketeer: The Con Art-
  ist starts with Read People and Sincerity. In addition, pick one of 
  choice at level one and one additional at levels 4, 8 and 12.
  3. Plausible Believability: The Con Artist is an experienced 
  and sincere actor, making it extremely difficult to determine when 
  he is telling the truth or lying, even for psychics and magic users. A 
  Con Artist can lie right to your face and is expert in creating those 
  little details that make a lie seem truthful/genuine. A Con Artist 
  can make someone believe his story or identity just like another 
  character might roll to charm or impress.
  In fact, use the Trust and Impress percentage number under the 
  M.A. attribute to determine Plausible Believability. The player 
  still has to role-play his explanations, lies and deceptions, and the 
  lie must seem plausible or it doesn’t work. For example, the Con 
  Artist cannot make an outrageous or obvious lie such as, “Stand 
  aside, fool, I’m Emperor Prosek!” and have any hope for it to be 
  accepted by anybody. This is not magic nor mind control. The lie 
  or deception must be convincing and plausible for the situation. 
  While claiming to be Emperor Prosek won’t fool anyone, pretend-
  ing to be a terrified and innocent bystander in need of protection 
  or comfort when a gunfight is taking place across the street should 
  work like a charm. However, Plausible Believability only gets the 
  Con Artist accepted or through the front door, the rest has to be 
  role-played. Fumbling for words, making mistakes and contradic-
  tions will completely shatter the lies or con he is trying to pull. 
  Worse, people hate liars and strongly react and even overreact 
  when they realize someone is lying to them or trying to trick, rob 
  or cheat them. Bonus: If the character’s M.A. attribute number 
  is 15 or less, increase it to 16 and roll 1D6 and the result to the 
  character’s M.A. attribute number. If it was 17 or higher to begin 
  with just add the 1D6 bonus. Furthermore, regardless of the Con 
  Artist’s M.A., he enjoys a +2% Believability bonus per level of 
  experience; maximum possible is 97% even with bonuses.
  4. O.C.C. Bonuses: +2 on Perception Rolls to recognize when 
  others are trying to pull a con, pass off a forgery or pull a fast one, 
  +1D4+2 +1 to save vs psionic and magical mind control and il-
  lusions, and Interrogators suffer a penalty of -3% per level of the 
  Con Artist. Also see #3 Plausible Believability, for M.A. attribute 
  bonus.
  Con Artist O.C.C. Stats
  Also Known As: Con Man, Confidence Artist and Scammer.
  Alignment: Any, but most Black Marketeers are selfish or evil.
  Attribute Requirements: M.A. of 12 or higher.
  Racial Requirements: None.
  O.C.C. Skills:
  Begging (+15%)
  Concealment (+10%)
  Disguise (+10%)
  Gambling (Dirty Tricks) or Cardsharp (+15%).
  I.D. Undercover Agent (+12%)
  Imitate Voices & Sounds (+10%)
  Impersonation (+12%)
  Language: Native Tongue at 98%.
  Language: Other: One of choice (+20%)
  Mathematics: Basic (+15%)
  Palming (+5%)
  Performance (+20%)
  Pick Pockets (+10%)
  Prowl (+5%)
  Seduction (+10%)
  Streetwise (+15%)
  Undercover Ops (+20%)
  Hand to Hand: Basic; can be changed to Expert at the cost of 
  two O.C.C. Related skills or Martial Arts (or Assassin if evil) 
  for the cost of three skill selections.
  O.C.C. Related Skills: Select four other skills at level one. Add 
  one additional skill at levels 3, 6, 9 and 12. All new skills start 
  at level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below. Note: O.C.C. Related Skills 
  may be traded at a rate of two skills for one Black Market Spe-
  cial Ability, described earlier in the Black Marketeer O.C.C. 
  section.
  Communications: Any (+5%; +10% to all Language skills).
  Cowboy: None.
  Domestic: Any (+5%).
  Electrical: Basic Electronics only.
  Espionage: Any (+10%).
  Horsemanship: Any.
  Mechanical: Automotive and Basic Mechanics only.
  Medical: First Aid only.
  Military: Military Etiquette and Recognize Weapon Quality 
  only (+5%).
  Physical: Any, except Boxing.
  Pilot: Any (+5%), except Military Pilot skills.
  Pilot Related: Any.
  Rogue: Any (+10%).
  Science: Mathematics: Advanced (+5%) only.
  Technical: Any (+10% to History, Law, Lore, and Research 
  skills only).
  W.P.: Any.
  Wilderness: Land Navigation (+10%) only.
  Secondary Skills: Four Secondary Skills of choice at first level, 
  +1 at levels 3, 6 and 9. Selections are made from the Secondary 
  Skill list on page 300 of Rifts Ultimate Edition. These are ad-
  ditional areas of knowledge that do not get any bonuses, aside 
  from any possible bonus from having a high I.Q. attribute. All 
  Secondary Skills start at the base skill level.
  
  89
  Standard Equipment: One weapon for each W.P., 1D6 ex-
  tra clips of ammunition for each, one suit of light or medium 
  M.D.C. body armor, several different sets of clothes for assum-
  ing different identities, traveling clothes, backpack, satchel, 
  sleeping bag, 1D4 sacks, pocket computer, digital camera, pen 
  flashlight, pocket notepad, 1D4 pens or markers, canteen, a 
  high quality forgery of two different names and identities along 
  with weapons permits for the same identities, wallet or purse, 
  pocket mirror, cigarette lighter, small bottle of whiskey or rum, 
  and some personal items.
  Money: Starts with 2D6x1,000 credits and 2D6x1,000 credits in 
  Black Market goods.
  Cybernetics: None to start. Hidden compartments, stun guns, cy-
  bernetic disguises and voice modulators are all popular. They 
  have found preserving their humanity and humanoid appear-
  ance is important, as people are generally less trusting and open 
  to machines and partial machines such as cyborgs.
  Enforcer
  Despite their pretense to be legitimate business people, the 
  Black Market is a criminal organization. As such, they are hardly 
  in a position to go running to the authorities when trouble occurs. 
  Whenever the Black Market is faced with such problems, the task 
  of resolving them falls to the Boss and his crew. When that resolve 
  requires putting someone in line or “eliminating a problem,” the 
  Enforcer is called in.
  One of the most common problems for the Black Market is 
  dealing with deadbeats – people who owe money or interest on a 
  loan, a gambling debt, and so on. Among their many dealings, the 
  Black Market does a good deal of loan sharking (lending money 
  and/or other capital at high interest rates). Sometimes, the borrow-
  er is poor at conducting his business or just plain unlucky. In either 
  case, he needs to pay up, or else. The Enforcer is the “or else.” The 
  Black Market often employs the carrot-and-stick method of moti-
  vating their clients; i.e. rewarding good conduct and punishing bad 
  behavior. The Enforcer’s role is definitely that of the stick. They 
  are there to make sure that any problems are dealt with quickly and 
  efficiently through threats and violence.
  Despite their stereotypical reputation, a good Enforcer is more 
  than just a brawny goon who is willing to smack around or kill 
  anyone who creates trouble for the Black Market. A skilled En-
  forcer is a combination of clinical psychologist, motivational 
  speaker and father confessor. Other than to serve as an example 
  and warning to others, and exacting revenge, killing a client is not 
  likely to result in payment, so a good Enforcer is one who knows 
  how to get results. Killing is a last resort unless it so decreed by 
  his Boss. The other secret to being an effective Enforcer is say-
  ing and doing the right things to get the desired reaction. A lot of 
  deadbeats are willing to take a beating themselves, so it is often 
  more effective to figure out what they love or value more than 
  themselves and threaten it. That can be a beloved vehicle, work of 
  art, house, business, or, of course, friends and loved ones. Threat-
  ening a man’s spouse, sibling, parent or child has a way of getting 
  amazing results. And you’d be surprised how many people will do 
  almost anything to save a favorite pet. The trick to this tactic is to 
  be serious and go through with the threat if the deadbeat doesn’t 
  come through. An effective Enforcer never makes threats he’s not 
  willing to make happen. Simply knowing that an Enforcer is will-
  ing to use violence inspires many people to avoid it at all costs.
  Also, Enforcers often have to deal with clients who are more 
  than willing to honor their commitments to the Black Market but 
  are simply unable to do so. In situations like these, Enforcers may 
  actually take on the role of “good cop” and intercede with their 
  superiors on the client’s behalf. By calling in an Expediter or In-
  
  90
  formation Broker to work out some type of alternative payment, 
  the problem may be resolved to the benefit of all parties concerned. 
  However, if no alternative solution can be found, and if the Boss or 
  Captain of a crew designates someone for a hit, the Enforcer makes 
  the hit. And don’t think Enforcers are nice guys who “care.” They 
  aren’t and they don’t. They try to do what’s best for business, and 
  if murder is what’s best, they do it without hesitation. Anyone who 
  gets in the way goes down too. If no witnesses can be left behind, 
  they die too.
  Of course, there are just some people who need killing, and 
  that’s the Enforcer’s speciality. Killing. Killing without leaving 
  evidence that can lead back to him or implicate his Boss or Fac-
  tion. An Enforcer is not a thug, soldier or hired gun off the street. 
  Enforcers are professional killers, and that means doing the job 
  right. As noted, most of the time, doing the job “right” means kill-
  ing the target quietly and leaving the body to be found many hours 
  after the murder, and without any trace of who might be respon-
  sible. One-third of professional “hits” requires the victim to sim-
  ply vanish without a trace or hint of violence. In that instance, the 
  Enforcer (an Enforcer or two and his crew) will lure or abduct the 
  target, take him someplace quiet, removed from witnesses – usu-
  ally out in the wilderness – and kill him and bury him there. This 
  is done as much as an intimidation tactic or an act of revenge as 
  it is an efficient way to make a kill. Not knowing what happened 
  to a friend, loved one or associate – but suspecting and always 
  wondering – is harder to bear for most people than knowing he or 
  she was murdered.
  There are times that a message needs to be sent, and these mur-
  ders are usually brutal, ugly, filled with blood or multiple body 
  counts. The Enforcer might even stage the murder scene to get the 
  point across or deliver the right message to the appropriate individ-
  uals. If a really loud message needs to be sent, the building might 
  be set on fire afterward, or blown up, or multiple hits made in the 
  same night. Such tactics are, as a rule, reserved for hated enemies 
  and despicable rivals.
  Anyone can draw a gun or knife and take a life. Self-proclaimed 
  “hit men” and would-be assassins are a dime a dozen. Most are 
  loud, sloppy, and full of bravado. Not so the Enforcer. He is a 
  cousin to the Master Assassin and that makes him a consummate 
  pro. An artist in the methods of killing. If a hit needs to look like 
  an accident, it does. If the person needs to disappear, he does. If a 
  statement needs to be made, it’s made. While amateur hit men may 
  take out their targets with a barrage of missiles or flashy magic 
  spells, those methods produce untold collateral damage. That in 
  turn, draws unwanted attention to the death of their target, and 
  possibly, back to the client or Boss. The Enforcer never leaves 
  anything to implicate his Boss or client, and if necessary, takes the 
  rap himself.
  Enforcers are Black Market hit men. Their loyalty and most 
  of their work is for the Black Market. While there are some inde-
  pendent Enforcers who work for any Black Market Boss or Cap-
  tain on a job-by-job basis, and may even do work for two or more 
  Factions, most Enforcers belong to a specific Faction and crew. 
  However, one of the “services” offered by some Black Market en-
  terprises is professional hits. Meaning, an outside client can “put a 
  hit” on someone and the Black Market will send one of its Enforc-
  ers to take care of it. This requires a minimum payment of half 
  upon placing the hit, and the balance paid within 24 hours of the 
  hit. Failure to pay up means the client is killed, usually within 48 
  hours. Run, and you’ll be tracked down, or your family or business 
  will be targeted for retribution. If the client is a complete unknown, 
  payment in full may be insisted upon. Since the Black Market has 
  a reputation for living up to its contracts, there is zero risk of the 
  money being stolen. That said, children targets are usually off lim-
  its, and the hit man has the right to refuse the job for any reason, 
  in which case the money is returned (or the Boss finds a different 
  Enforcer to do the job).
  The cost of a hit. Cost for a hit on Joe Nobody or Bob Aver-
  age Citizen is 10,000-20,000 credits for a professional hit by an 
  Enforcer (half by amateurs). Targets with a reputation or moderate 
  local fame or importance cost 25,000-40,000 credits. Killing Joe 
  Average Police Officer or military personnel costs 40,000-60,000 
  credits. Killing a person with enhanced abilities, including sorcer-
  ers and psychics, costs 100,000-200,000 credits. Killing a famous 
  local cop, military officer, hero or politician is 200,000-400,000 
  credits. Taking down a beloved famous individual, superstar, head 
  of a major corporation, or head of state costs 1-6 million cred-
  its. As a professional courtesy, Black Marketeers will NOT take a 
  contract on another member of the Black Market, not even if that 
  target is a hated rival or enemy in a different Faction. Extenuating 
  circumstances, conditions, security, risk and danger can see any of 
  these prices doubled, tripled or quadrupled.
  Special Abilities of the Enforcer O.C.C.
  1. Black Market Benefits: All three Benefits are available to 
  this character, however, most Enforcers do not have other busi-
  nesses, and if they do, it is only one.
  2. Special Abilities of the Black Marketeer: The Enforcer 
  starts with Steady Nerves and Street Rep: Hardcase to be Feared. 
  Pick two others of choice at level one and one more at levels 4, 7 
  and 11.
  3. Intimidation (special): First and foremost, an Enforcer is 
  there to provide an incentive to the victim (oops, I meant client) 
  to cooperate. This usually takes the form of avoiding unpleasant 
  consequences for a lack of cooperation. When violence can be 
  avoided, everybody wins (or, at least, hopefully, the Black Market 
  wins). In the carrot-and-stick method of motivation, the Enforcer 
  represents the stick. The Enforcer is a master at looking fierce, 
  stern, scary and threatening. This is done through facial expres-
  sion, body language, tone of voice, words and a bit of theatrics. 
  Base Skill: 56% +2% per level of experience, and an M.A. bonus 
  of +2% per M.A. point above 15.
  4. Sanitizing a Crime Scene (special): Enforcers wear gloves 
  and know all the ins and outs to avoid leaving forensic evidence at 
  a crime scene. They may even pick up shell casings and cigarette 
  butts, wipe down anything that might have fingerprints or identi-
  fying fluids, use certain cleansers, and similar methods and tech-
  niques. Base Skill: 50% +5% per level of experience.
  5. O.C.C. Bonuses: +3D6+4 to S.D.C., +3 on Perception Rolls 
  pertaining to possibly incriminating evidence, +1 on initiative at 
  levels 2, 6 and 12, +1 attack per melee, +1 to strike on Called 
  Shots/Aimed Shots, +1 to disarm, +2 to pull punch, and +2 to save 
  vs Horror Factor.
  Black Market Enforcer O.C.C. Stats
  Also Known As: Hit Man, Mechanic and Contractor.
  Alignment Restrictions: Any, but most Black Market Enforcers 
  are Anarchist, Aberrant or other evil alignment.
  Attribute Requirements: P.S. and P.E. of 12 or higher. Magic 
  and psionics are always a plus.
  
  91
  Race Restrictions: Any. Intimidating looking D-Bees are of-
  ten hired as hit men. The Black Market has found that having 
  members of a different race can be effective since the target 
  is less likely to identify with them and will react with greater 
  fear and apprehension. D’norr Devilmen, Quick-Flex Aliens, 
  Grackle Tooth, Lanotaur Hunters, Lyvorrk, Malvoren, Van-
  guard Brawlers and various shape-shifters are among the most 
  commonly encountered D-Bees who opt for this O.C.C.
  O.C.C. Skills:
  Basic Mechanics (+5%)
  Detect Ambush (+10%)
  Find Contraband (+8%)
  Intelligence (+10%)
  Interrogation (+25%)
  Language: Native Tongue at 94%
  Physical: Two of choice, any.
  Pilot: Two of choice, any.
  Prowl (+15%)
  Radio: Basic (+10%)
  Streetwise (+10%)
  Surveillance (+10%)
  Tracking (people; +10%)
  W.P. Blunt
  W.P. Knife
  W.P. Energy Pistol
  W.P. Modern, three of choice (any).
  Hand to Hand: Assassin or Martial Arts (if preferred or not 
  evil).
  O.C.C. Related Skills: Select five other skills, of which at least 
  two must be from Espionage or Rogue. Add one skill at lev-
  els 3, 6, 9 and 12. All new skills start at level one proficiency. 
  These selections get the benefit of any bonuses that may be not-
  ed below. Note: O.C.C. Related Skills may be traded at a rate 
  of two skills for one Black Market Special Ability, described 
  earlier in the Black Marketeer O.C.C. section.
  Communications: Any (+5%).
  Cowboy: None.
  Domestic: Any (+10% to Wardrobe only).
  Electrical: None.
  Espionage: Any (+10%).
  Horsemanship: General only.
  Mechanical: Basic Mechanics only.
  Medical: First Aid only.
  Military: Camouflage and Recognize Weapon Quality only 
  (+10%).
  Physical: Any, except Acrobatics.
  Pilot: Any.
  Pilot Related: Weapon Systems only.
  Rogue: Any (+5%).
  Science: Mathematics: Basic (+15%) only.
  Technical: Any (+5%).
  W.P.: Any.
  Wilderness: Carpentry, Hunting, Land Navigation and Wilder-
  ness Survival only.
  Secondary Skills: The character also gets to select four Secondary 
  Skills from the Secondary Skills list in Rifts Ultimate Edition, 
  page 300. These are additional areas of knowledge that do not 
  get any bonuses, other than any possible bonus from having a 
  high I.Q. Skills start at the base skill level.
  Standard Equipment: Two suits of M.D.C. body armor (usually 
  one light and one heavy), two weapons for each W.P., +1D4+3 
  E-Clips or equivalent clips of ammunition for each, Vibro-
  Knife (1D6 M.D.), Wilk’s Laser Scalpel (1D6 S.D.C.), a sur-
  vival knife (1D6+1 S.D.C.), brass knuckles (1D4 + punch dam-
  age and P.S. damage bonus), garrote (strangle cord, 1D6 S.D.C. 
  +P.S. damage bonus), 60 feet (18.3 m) of lightweight climbing 
  cord, military fatigues, pair of black leather gloves, two black 
  jump suits and ski masks, one set of traveling clothes, one set 
  of dress clothes, small wardrobe of clothing, language transla-
  tor, laser distancer, pen flashlight, box of plastic surgical gloves 
  (100 pair), gas mask and air filter, tinted goggles, knapsack, 
  backpack, canteen, a high quality forgery of one different name 
  and identity along with a weapons Permit for the same identity, 
  and some personal items.
  Cybernetics: Starts with Clock Calendar and Gyro-Compass im-
  plants. Due to the nature of their work, Enforcers tend to uti-
  lize cybernetic implants more than actual bionic reconstruction. 
  Still, partial ‘Borgs and Headhunters as Enforcers are accept-
  able. Most Enforcers try to obtain cyber-ware overtime but 
  always in the form of weaponry, cyber disguises and combat-
  oriented enhancements. Enforcers have little use for any cy-
  bernetics that do not improve their combat and assassination 
  capabilities.
  Money: 4D6x1,000 in credits, and 1D6x1,000 in Black Market 
  items.
  Appearance: Enforcers primarily rely on two things: intimidation 
  and force. To achieve this, Enforcers dress to scare and/or fight. 
  Enforcer clothing is usually loose enough to allow freedom of 
  movement. Many Enforcers favor the City Rat look (leather 
  jackets or long trench coats, mirrored sunglasses, spiked ob-
  jects in the clothes, etc.). For formal occasions, some Enforcers 
  have their suits altered so that weapon bulges are apparent (and 
  hopefully, intimidating) to anyone nearby.
  Expediter
  Expediters are procurement specialists. These are the guys who 
  make things happen and get things done.
  An Expediter is part troubleshooter, part scrounger, part deal-
  maker and part talent agent. He keeps his ear to the ground, ever 
  alert for new opportunities or trouble brewing, and lets the right 
  people know about it. If the Information Broker is an expert at 
  gathering information, the Expediter is an expert at using it – at 
  putting information together, drawing connections and using it to 
  his benefit and the benefit of others. For example, an Expediter 
  might contact a Case Man about an opportunity for a heist, or a 
  Con Artist about a scam with a big payoff. He may also warn a 
  Black Market Merchant, Lieutenant or Captain about the activities 
  or plans of a rival or enemy, and pass along rumors (or hard facts) 
  about a police raid coming their way sometime soon.
  Some of this helpfulness is a service the Expediter does as a 
  gesture to ingratiate himself with the higher-ups in a Black Market 
  Faction as well as business people and buddies. Expediters love 
  to have people owe them favors, big and small, and use favors as 
  currency better than any other Black Marketeer. Other data he sells 
  for a fair price or he may use to “squeeze” or leverage someone to 
  do what he wants. Blackmail is such an ugly word, and one that 
  an Expediter never uses, even though it is what he does all the 
  time. The thing is, he does it so smoothly and in such a friendly, 
  matter of fact way, many people don’t even think of it as black-
  mail. That’s because the Expediter rarely blackmails for money. 
  
  92
  It’s usually calling in a favor. When a person who owes him a 
  favor hesitates, he reminds them of the favor (or many favors) he’s 
  done for them and says, “You owe me. I need this. Make it right.” 
  If there is more resistance, the iron fist in the velvet glove tightens 
  with, “I’m sorry. You need to do this. Or else . . .” And or else is 
  never good.
  Expediters frequently try to couch their services in the form 
  of casual favors to preferred clients. Some of these “favors” may 
  seem innocuous or trivial to the performers of the service, but could 
  ultimately prove invaluable to the Expediter or his Black Market 
  Boss. For example, an honest restaurant owner may be short on his 
  wait staff. An Expediter provides him with a hardworking waiter 
  in exchange for a token favor, say, a 50% discount on one meal 
  per month. This seems like a small price for the restaurant owner 
  to pay to keep the Expediter happy, and he now has an excellent 
  new employee. The new waiter owes the Expediter because he has 
  a much needed job, so both of them are happy with the Expediter. 
  And are also beholden to him. The Expediter then tells the waiter 
  to listen in on any adventurer-types or Coalition officers, local 
  law enforcement, etc. who dine at the restaurant, and pass what he 
  hears on to the Expediter. Again, that may seem like a small favor 
  to the waiter, but it may lead to giving the Black Market insight 
  and information they would not otherwise possess, and who knows 
  where that might lead.
  If done with enough subtlety, many people who would not 
  normally assist an organization such as the Black Market will do 
  so unwittingly or unknowingly, especially if the Expediter is not 
  publicly known to be connected to the Black Market or crime. Ex-
  pediters often pass themselves off as benevolent business people, 
  concerned citizens, scholars and helpful Good Samaritans.
  The middle name of all Expediters should be “Networker” or 
  “Can Do.” They listen to everything, seem to know everyone (or at 
  least know about them) and have a knack for being able to put their 
  knowledge, connections and skills together to make things happen. 
  Need to cover up a murder or get rid of a dead body before the au-
  thorities find it? The Expediter can handle it. Need to sell some hot 
  stolen goods? He can arrange it. Need the help of a Black Market 
  Con Artist, Enforcer, mercenary or hero? The Expediter will get 
  right on it. Need to acquire something that’s hard to find? Need 
  drugs, medical supplies, machine parts, weapons, contraband? The 
  Expediter is the guy to find it. He’ll add 10-20% to the price as his 
  “finder’s fee” and the item may have a steep price tag, but nine 
  out of ten times, if the item is available in his area of influence, 
  the Expediter can find it. For a heist, he’ll find the opportunity, put 
  together the right team, get schedules, timetables and other vital 
  data, put it in the hands of the right people on the team, and then 
  arrange for the hot goods to be fenced or smuggled to wherever 
  they have to go afterward. This makes the Case Man, Information 
  Broker, Professional Thief, Rift Runners, fences and smugglers the 
  Expediter’s best friends. Black Market Merchants, too.
  An Expediter’s network of connections doesn’t end there. He 
  makes friends and contacts with everyone, from bartenders and 
  bouncers, to the local City Rats, merchants, mercs, adventurers 
  and even heroes and lawmen. In fact, Expediters love to broker 
  jobs for mercenaries and adventurers. In many cases, those he has 
  befriended or chatted up have no idea he is a Black Marketeer. 
  Making the Expediter arguably the most street savvy of all the 
  Black Market specialists, even more so than the Information Bro-
  ker.
  Special Abilities of the Expediter O.C.C.
  1. Black Market Benefits: All three Benefits are available to 
  this character, but most Expediters do not own their own business. 
  Instead, most have a 10% stake in many businesses as a silent part-
  ner for helping to put the business together and get it started. When 
  it comes to a money-making venture the Expediter helps to line 
  up or put into motion, he gets a cut. Typically 5-10%, even if he 
  was not actually involved in pulling off the deed. He’s also the go 
  to guy for putting together “teams” for robberies, raids, and any 
  criminal operation, as well as helping to put together and start or 
  fix a business enterprise. Again, his cut for helping a business get 
  off the ground is 10% of the profit as a silent partner.
  2. Special Abilities of the Black Marketeer: The Expediter 
  starts with Street Rep: Trustworthy and Friends in Low Places; 
  
  93
  especially within the Black Market. Pick two others of choice at 
  level one and one additional at levels 3, 6, 9, 12 and 15.
  3. Art of the Deal: This is an area of expertise rather than an 
  actual skill, per se. Using information, forging alliances (often 
  temporary) and cutting deals is what this character does for a liv-
  ing. Good Expediters are able to see the big picture, the risks and 
  the potential of a given deal or situation. It is not surprising that 
  Expediters are often good at games such as Go or Chess that re-
  quire strategy. Talented Expediters can size up a situation and look 
  ahead several moves.
  As many Expediters explain, “the Art of the Deal” is not just 
  knowing what you want, but also what the other participants want 
  as well. Once you know those facts, you are in a stronger bargain-
  ing position. Next, you have to figure out what you actually need 
  and what you are willing to accept. This puts the deal-maker in an 
  even stronger position. Then, it all comes down to trying to get the 
  most you can for the lowest cost. If you can come up with a deal 
  that you are happy with, that’s good! However, if you can work 
  out a deal that the other guy is happy with as well (so that he’ll talk 
  you up to his friends and be willing to deal with you in the future), 
  that’s even better.
  Sometimes, Expediters will seem to lose the negotiations and 
  get what seems to be a bum deal. However, this is usually not the 
  case. Experienced Expediters sometimes take a short-term loss to 
  set up a greater reward later on or a bigger, better deal next time; 
  much like a chess master sacrificing a piece to improve his position 
  on the board.
  4. Charm and Impress: As per the P.B. attribute, but regard-
  less of the character’s P.B., he gets an additional +15% bonus to 
  charm and impress and an extra +5% bonus to the Seduction skill. 
  Note: Expediters are expected to share any inside information and 
  use their skills to aid their Black Market colleagues. Many do this 
  as a means of staying on good terms with their colleagues and 
  working up some favors that may be called in if needed later. Ex-
  pediters are big on currying favor.
  5. O.C.C. Bonuses: +2 on Perception Rolls indicating trouble 
  and opportunity as well as recognizing clues and windows of op-
  portunity, +1D4 to M.A. and +2 to P.B. attributes, +2D6 S.D.C., 
  +1 on initiative, and +1 to save vs magic and psionic charms and 
  mind control.
  Black Market Expediter O.C.C. Stats
  Alignment Restrictions: Any, but most Black Market Expediters 
  are Anarchist, Aberrant or other evil alignment.
  Attribute Requirements: I.Q. 10 and M.A. 11 or higher.
  Race Restrictions: None, per se. However, certain races that have 
  a low Mental Affinity (M.A.) may not be suited to this position. 
  Also, the Black Market generally prefers an Expediter to be 
  attractive, as most people (human and otherwise) are more re-
  laxed and amenable to dealing with good-looking and/or char-
  ismatic people. Thus, most are human beings or human-like.
  O.C.C. Skills:
  Language: Native Tongue at 96%.
  Language: Other: Two of choice (+15%).
  Barter (+15%)
  Computer Operation (+10%)
  Dance (+15%)
  Find Contraband (+20%)
  Intelligence (+10%)
  Mathematics: Basic (+20%)
  Photography or T.V./Video (+10%).
  Pilot: Two vehicles of choice (+10%), any, except Military.
  Prowl (+5%)
  Radio: Basic (+10%)
  Salvage (+10%)
  Seduction (+12%)
  Streetwise (+20%)
  Surveillance Systems (+10%)
  Wardrobe & Grooming (+12%)
  W.P. Any, two of choice.
  Hand to Hand: Basic
  O.C.C. Related Skills: Select four other skills at level one. Select 
  one additional skill at levels 2, 4, 6, 10 and 15. All new skills 
  start at level one proficiency. These selections get the benefit 
  of any bonuses that may be noted below. Note: O.C.C. Related 
  Skills may be traded at a rate of two skills for one Black Market 
  Special Ability, described earlier in the Black Marketeer O.C.C. 
  section.
  Communications: Any (+10%).
  Cowboy: None.
  Domestic: Any, but +10% to Brewing, Cooking, Fishing, and 
  Recycling only.
  Electrical: Basic Mechanics and Computer Repair only (+5%).
  Espionage: Intelligence and Undercover Ops only (+5%).
  Horsemanship: Any.
  Mechanical: Basic Mechanics and Automotive only (+5%).
  Medical: First Aid only.
  Military: Field Armorer & Munitions and Recognize Weapon 
  Quality only (+10%).
  Physical: Any.
  Pilot: Any.
  Pilot Related: Any.
  Rogue: Any (+10%).
  Science: Any.
  Technical: Any (+10%).
  W.P.: Any.
  Wilderness: Any.
  Secondary Skills: The character also gets to select three Second-
  ary Skills from the Secondary Skills list in Rifts Ultimate Edi-
  tion, page 300. These are additional areas of knowledge that do 
  not get any bonuses, other than any possible bonus from having 
  a high I.Q. Skills start at the base skill level.
  Standard Equipment: A suit of light or medium M.D.C. body 
  armor, one weapons for each W.P., +1D4+2 E-Clips or equiva-
  lent clips of ammunition for each, a Vibro-Knife (1D6 M.D.), 
  pocket knife (1D4 S.D.C.), pair of black leather gloves, a black 
  jump suit and ski mask, one set of traveling clothes, one set of 
  dress clothes, a small wardrobe of clothing, language transla-
  tor, a PC-3000 hand-held computer, a full-sized portable com-
  puter, language translator, PDD pocket audio recorder, pocket 
  flashlight, notepad, 1D4+3 pens or markers, gas mask, air filter, 
  sunglasses, cigarette lighter, tinted goggles, backpack, satch-
  el, briefcase, canteen, three high quality forgeries of different 
  names and identities along with weapon permits for the same 
  identities, and some personal items.
  Cybernetics: The Black Market’s view of cybernetics is mixed. 
  Although not opposed to cybernetics, per se, they realize that 
  augmentation can make an individual more recognizable and 
  therefore easier to hunt down. However, due to the nature of 
  their work, Expediters tend to utilize cybernetics more than 
  some of their fellow Black Market brethren. Black Market Ex-
  pediters start out with only one cybernetic augmentation, with 
  
  94
  the most common choices being either the Fingerjack or the 
  Language Translator. Much like the Information Brokers, Ex-
  pediters favor implants that lend themselves to dealing with 
  information. However, Expediters are more concerned with 
  communication as opposed to information gathering. As they 
  progress in experience, most Expediters attempt to acquire 
  more cyber-ware that will enhance their senses (auditory and 
  visual) and their awareness of their nearby surroundings, such 
  as motion detectors.
  Money: 3D6x1,000 in credits, and 1D6x1,000 in Black Market 
  items.
  Appearance: Expediters try to present themselves as being ca-
  pable professionals who just happened to be fortunate enough 
  to be on hand to assist the client in getting a great bargain. To 
  this end, Expediters have become social chameleons who dress 
  and act like the people with whom they associate. Many dress 
  somewhat flashy and flamboyantly – think in terms of publi-
  cists, Hollywood agents – to try to talk up the deal or benefits 
  the client will receive. A good Expediter sizes up what ap-
  proach is required and tailors himself to fit the bill.
  Information Broker
  Information Brokers live by the old adage: knowledge is pow-
  er. They are experts in gathering intelligence and it is their job to 
  know what’s going on all the time, as well as finding specific info 
  when assigned to the task.
  Information Brokers are always street savvy individuals who 
  know how to keep a secret when called for, handle themselves in 
  a scrap when it comes to that, and keep their cool in a crisis. They 
  have a range of duties that one might associate with investigative 
  reporters and detectives. Which means they don’t just collect in-
  formation, they analyze it, cross-reference it, recognize important 
  clues, and assess the importance and value of the data in their 
  hands.
  Trained Information Brokers are spies who engage in espionage 
  to collect information. They know where to find information, how 
  to identify fact from fiction and have a network of sources they can 
  trust to obtain and pass on information. These sources are a diverse 
  gamut of people ranging from friends, associates and snitches to 
  government officials, members of the scientific and academic 
  community, and law enforcement. Some are friends and associ-
  ates, some are looking for favors and some are paid informants. 
  Among friends, associates and those looking for favors, City Rats 
  are at the top of the list. They run the streets and one City Rat or an-
  other is likely to catch word of anything going on in the ‘Burbs and 
  cities. Such friends tend to work on the premise of “you scratch 
  my back, and I’ll scratch yours.” This can mean easy access to 
  cybernetics or contraband or something as simple as a good word 
  to the Crew Boss or admission to the hot new nightclub in town. 
  And you might be surprised how loyalty and information can be 
  bought with small acts of kindness and little luxuries like candy, 
  cigarettes, video disks, food, wine and other alcohol.
  Some of these “sources” may not even be aware that they are 
  providing the Information Broker with any data of value. Like the 
  Expediter, the Information Broker seems to have an endless net-
  work of contacts and friends. However, unlike the Expediter, Info 
  Brokers tend to be less flashy and more sneaky. They are masters 
  at eavesdropping and most have incredible memories. Minor and 
  Major Psychics with the psionic powers of Empathy, Speed Read-
  ing, Telepathy, and Total Recall find easy work as Black Market 
  Information Brokers. Even those with any one or two of those 
  abilities can find work.
  Empathy helps the Broker to “read people” and gauge a po-
  tential source of information’s emotions. For someone like the 
  Information Broker who is already skilled at reading people and 
  assessing information, Empathy can be used as a sort of psychic 
  Geiger-counter letting the snoop know when the individual is 
  nervous, happy, sad, concerned, and a range of other emotions. 
  Knowing how the other person feels can provide helpful “tells” 
  and confirm the validity of information. A happy chap shooting 
  off his mouth about making a big score tomorrow is probably tell-
  ing the truth. A suspicious or concerned individual may be hid-
  ing something or holding back. An angry man who has just gotten 
  fired or treated unfairly by his boss is probably a reliable source 
  of information about that boss, his business, schedules, security, 
  and so on. And if the offended individual seeks revenge, he may 
  be willing to provide even more damaging information or serve as 
  the inside man for a heist. Similarly, Empathy helps the Informa-
  tion Broker know when he is pushing an information source too 
  
  95
  far and he needs to change tack or walk away. Speed Reading has 
  its obvious advantages. Telepathy enables the Information Broker 
  to hear surface thoughts, which can provide more tells and bits of 
  unspoken information such as a time, date or name of a particu-
  lar person, maybe even an address. However, what most people 
  don’t realize is that humans and D-Bees are visual beings, so rather 
  than the address number or the full name of a person, Telepathy 
  may show the psychic what the building looks like, or an image 
  of the room that contains the safe or documents desired, or a man 
  or woman’s face, and so on. Still, all of this is useful information, 
  especially when compared to other bits of info. And that’s where 
  Total Recall comes in handy. Additional psionic abilities such as 
  Clairvoyance, Object Read, Sense Evil, Sense Magic, Sixth Sense, 
  and any of the Telemechanic abilities are all a plus, but the four de-
  scribed above, especially Telepathy and Total Recall, are enough 
  to give an Information Broker a huge advantage.
  Information is a commodity many people underestimate or 
  overlook. But not the Black Market. For it, information can be 
  worth more than gold.
  What would you pay to know when and where to be to take ad-
  vantage of an opportunity, or where not to be to avoid a trap? How 
  much is it worth to know you can trust this person but not that one? 
  That kind of knowledge is the stock in trade of the Black Market 
  Information Brokers. It is their job to tap into the flow of infor-
  mation and know which info is legitimate and which is baloney. 
  Information that the Black Market can utilize directly, indirectly or 
  as leverage for favors.
  The Black Market found long ago it was best to keep well in-
  formed of the activities and schedules of local law enforcement, 
  rivals, enemies and friends. It pays to know who is in charge of 
  which patrols and how amenable someone might be to cooperating 
  with the Black Market, or how willing they are to accept a bribe. 
  Such details can mean the difference between failure and success. 
  Making a profit or going to prison. With so much happening, espe-
  cially in the ‘Burbs and large cities, it pays to know what’s going 
  on. In the case of the Black Market and criminal enterprises, there 
  are almost always opportunities for those aware of them. Competi-
  tion can be fierce and have deadly outcomes, so again, information 
  is extremely valuable. The Black Market is not about to let any op-
  portunity slip through its fingers or let competitors or the authori-
  ties get the upper hand on them.
  Information is worthless if you don’t know where to find it or 
  how to use it. That’s where the expertise of Information Brokers 
  come in. a) They are masters at gathering information. b) They are 
  gifted at sifting through data, and comparing, compiling and see-
  ing, not only the meaning, but the value and opportunities that it 
  provides. They then use that information themselves or turn it over 
  to their Boss, teammates or other associates.
  Part spy, part detective and part “broker,” the character knows 
  how to package and sell the information he uncovers. Though an 
  Information Broker may use information to leverage someone into 
  doing something or win favor, most are more interested in mak-
  ing a buck with their skills. Many are willing and able to perform 
  detective-style investigations, tail and surveil targets, gather dirt 
  on them, or engage in industrial espionage. On their own they may 
  steal and sell such secrets, and often the first person they call is the 
  one they stole it from. “I assume you don’t want this information 
  to fall into the wrong hands (or go public).”
  Their spy and investigative detective sensibilities make many 
  Information Brokers clever extortionists who make a nice living 
  at blackmail. They rarely engage in actual kidnaping. They don’t 
  have to. They deal in information and secrets. And the best secrets 
  are usually the ugliest or most dangerous, so people are willing to 
  pay a great deal of money or do crazy and criminal things to keep 
  them secret.
  As a broker of secrets and valuable information, the char-
  acter is always happy to purchase or trade for more secrets. Of 
  course, he or she always downplays the true value or validity of the 
  information being offered for sale, and most Information Brokers 
  have wonderful poker faces that belie the truth. They do this so 
  they can purchase the info for as little as possible.
  Depending on what the information is and how savvy the seller 
  is about its value, it may be purchased for the price of a dinner, a 
  bottle of booze, or thousands of credits. It may surprise some peo-
  ple to learn that the average piece of information is purchased for 
  1D6x100 credits. Much more valuable secrets – those potentially 
  worth tens of thousands or hundreds of thousands of credits – are 
  often purchased for as little as 1D6x1,000 credits and rarely more 
  than 4D6x1,000 credits. Even big ticket info worth a million or 
  several million seldom garners more than 2D6x10,000 credits. The 
  reasons for these low-ball prices are many, but here are the main 
  ones. 1. How does the Information Broker know the info is genu-
  ine and accurate? 2. Who else knows this info? How many other 
  people has the seller or his associates sold this to, or shot their 
  mouths off to? 3. How does the purchaser know the seller won’t 
  tell it to someone else as soon as he leaves? 4. The buyer is the 
  one taking all the risk. He’s willing to only pay so much, because 
  he may not be able to profit from it. 5. How many people actually 
  have a use for this information and are willing to pay for it? Not 
  many. In fact, one of the advantages of selling info to an Informa-
  tion Broker is that they have a long-standing reputation of paying 
  for it rather than beating or torturing it out of the seller. A claim 
  other criminals, mercenaries, and the authorities cannot make.
  As a result, the negotiation usually ends with the Information 
  Broker saying, “I’ll give you X. Take it or leave it.” It is only when 
  a seller of something truly valuable gets up to walk away that an 
  interested Broker may make a better offer or engage in haggling. If 
  the price is too steep, or the Information Broker is honestly not in-
  terested, instead of buying the info himself, he may offer to “broker 
  a deal” between the seller and one of the Broker’s many contacts. 
  For this, he usually gets a broker’s fee of 10-20% of the amount 
  that is paid to the seller. Only sellers who really know what they 
  have and what it is worth will get top dollar or better than usual.
  Information Brokers are also masters of providing disinforma-
  tion. The Black Market has found that for certain transactions, it 
  can be very useful to have one’s adversaries and rivals (and even 
  one’s partners) operating with inaccurate or less than complete 
  knowledge of the true situation. Information Brokers know how 
  to seed false leads and information, clues and red herrings that 
  send people on wild goose chases and lead to dead ends, as well 
  as planting misleading evidence and subtly encouraging wrong as-
  sumptions and bad ideas to misdirect, confuse and distract.
  Special Abilities of the Information Broker O.C.C.
  1. Black Market Benefits: All three Benefits are available to 
  this character, but most Information Brokers stay focused on their 
  information business, supplemented by extortion rackets and de-
  tective and espionage work. Any formal business is likely to be 
  related to these, such as a detective agency. For most, buying and 
  selling information is their business, and they do very well at it.
  2. Special Abilities of the Black Marketeer: The Informa-
  tion Broker starts with Informant: Confidential, Informant: Street 
  
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  Snitch, Street Rep: Trustworthy and Friends in Low Places, espe-
  cially within the Black Market. Pick one other of choice at level 
  one and one additional at levels 2, 4, 8, 12 and 15.
  Speaking of contacts, put an Information Broker together with 
  an Expediter, a Con Artist and a Case Man and watch out. In fact, 
  these Black Marketeers often gravitate toward one another. The 
  right combination of these personalities can create a force to be 
  reckoned with, especially when part of a larger crew with muscle 
  and other skills. But the wrong personalities can turn these com-
  plementary O.C.C.s into cutthroat rivals or bitter enemies.
  3. Information Grapevine: The Information Broker’s stock in 
  trade is information and he cannot afford to be too fussy about 
  where or how he gets his information. Brokers do not wait for in-
  formation to drop into their laps, they are proactive and set up net-
  works for gathering (and disseminating) information. These net-
  works or “grapevines” may consist of a number of different things, 
  but rely on operatives, contacts and snitches. Note: Part of that 
  grapevine is a street reputation that the Information Broker pays 
  for reliable information on many subjects.
  An Information Broker’s grapevine network may come from 
  all walks of life, ranging from strategically placed personnel in 
  various media, law enforcement, military offices, researchers at 
  universities, to workers and clerks at businesses, bartenders, pros-
  titutes (they can learn a lot from their customers in the sack!), City 
  Rats, crooks and homeless street people. The motives of operatives 
  in the grapevine also vary. Some do their tasks just for profit of 
  some type – cash, status, power (real or imagined), trade goods, a 
  paying job, etc. – while others may be paying off a debt or favor, or 
  have an ulterior reason (wants to become a Black Marketeer, likes 
  having connections to the Black Market, seeks revenge against the 
  government, law or business, is a spy or undercover agent himself 
  and is spying on the Information Broker or the Black Market, or 
  feeding them information for his own purposes, and so on). What 
  positions these contacts hold and what information they can gather 
  (or spread) is dependant on the role-playing skills of the player and 
  the discretion of the G.M.
  4. Spyware: Information Brokers do whatever it takes to gather 
  information, and that includes expert use of bugs, listening devic-
  es, cameras and surveillance equipment. Both high-tech spyware 
  and mystical devices can provide a Broker with invaluable (and 
  very profitable) information. Starts with 1D4 of each type of bugs 
  and surveillance devices; see the equipment section of Rifts® Ul-
  timate Edition.
  5. Psionics: Two-thirds of Black Market Information Brokers 
  are at least Minor Psychics who possess abilities suited for spying 
  and gathering information and intelligence. Roll percentile dice for 
  a random determination or pick one, provided the G.M. allows this.
  01-33% No psionic abilities, but a bonus of +1D4+1 to the 
  character’s M.A. and M.E. attributes and +1 to Perception Rolls 
  regarding information and recognizing clues and opportunities.
  34-43% Minor Psychic with the psionic abilities of Empathy 
  and Telepathy. I.S.P. is M.E. attribute number +2D6 to start and 
  +1D6 per level of experience.
  44-53% Minor Psychic with the psionic abilities of Speed 
  Reading and Total Recall. I.S.P. is M.E. attribute number +2D6 to 
  start and +1D6 per level of experience.
  54-63% Minor Psychic with the psionic abilities of Telepathy 
  and Total Recall. I.S.P. is M.E. attribute number +2D6 to start and 
  +1D6 per level of experience.
  64-73% Minor Psychic with the psionic abilities of Empathy 
  or Telepathy, and one Sensitive ability of choice. I.S.P. is M.E. 
  attribute number +2D6 to start and +1D6 per level of experience.
  74-83% Minor Psychic with the psionic abilities of Speed 
  Reading or Total Recall, and one Sensitive ability of choice. I.S.P. 
  is M.E. attribute number +2D6 to start and +1D6 per level of ex-
  perience.
  84-88% Major Psychic with the psionic abilities of Empathy, 
  Telepathy, Speed Reading and Total Recall plus four other Sensi-
  tive abilities of choice. I.S.P. is M.E. attribute number +4D6 to 
  start and +1D6+1 per level of experience. Reduce the number of 
  starting O.C.C. Related Skills in half.
  89-93% Major Psychic with the eight Sensitive abilities of 
  choice. I.S.P. is M.E. attribute number +4D6 to start and +1D6+1 
  per level of experience. Reduce the number of starting O.C.C. Re-
  lated Skills in half.
  94-98% Master Psychic such as a Mind Melter, Mind Bleeder 
  (rare), Psi-Ghost, or Psi-Tech. I.S.P. as per the appropriate Psychic 
  O.C.C. Do NOT select ANY O.C.C. Related Skills at first level.
  99-00% Mystic with psionic and magical abilities suitable for 
  an Information Broker. I.S.P. and P.P.E. as per the Mystic O.C.C. 
  Do NOT select ANY O.C.C. Related Skills at first level.
  6. O.C.C. Bonuses: +1 on all Perception Rolls, +1 to M.A. at-
  tribute, +2D6 S.D.C. and +1 to save vs psionic and magic illusions.
  Information Broker O.C.C. Stats
  Alignment Restrictions: Any, but most lean toward Anarchist 
  and Aberrant.
  Attribute Requirements: I.Q. 12 or higher, a high M.A. and M.E. 
  are also recommended, but not required.
  Race Restrictions: None.
  O.C.C. Bonuses: Tends to be methodical, +3 on Perception Rolls.
  O.C.C. Skills:
  Computer Operation (+20%)
  Computer Programming (+5%)
  Computer Hacking (+12%)
  Intelligence (+25%)
  Language: Native Tongue at 98%.
  Language: Two others of choice (+20%).
  Literacy: Native Language (+20%)
  Lore: Three of choice (+10%).
  Mathematics: Basic (+20%)
  Prowl (+15%)
  Pilot: One of choice (+5%).
  Radio: Basic (+10%)
  Research (+20%)
  Streetwise (+15%)
  Surveillance Systems (+12%)
  W.P.: Any two of choice.
  Hand to Hand: Basic; can be changed to Expert at the cost of 
  two O.C.C. Related skills.
  O.C.C. Related Skills: Select four other skills of choice plus one 
  additional skill at levels 2, 4, 8 and 12. All new skills start at 
  level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below. Note: O.C.C. Related Skills 
  may be traded at a rate of two skills for one Black Market Spe-
  cial Ability, described earlier in the Black Marketeer O.C.C. 
  section.
  Communications: Any (+15%).
  Cowboy: None.
  
  97
  Domestic: Any, but +10% to Play Musical Instrument and Sing 
  only.
  Electrical: Basic Mechanics and Computer Repair only (+5%).
  Espionage: Disguise, Escape Artist, Forgery, Impersonation 
  and Undercover Ops only (+10%).
  Horsemanship: Any.
  Mechanical: Basic Mechanics only.
  Medical: First Aid only.
  Military: Military Etiquette only.
  Physical: Any, except Gymnastics and Boxing.
  Pilot: Any.
  Pilot Related: Any.
  Rogue: Any (+10%).
  Science: Any.
  Technical: Any (+5%; +10% to History, Law and Lore skills 
  only).
  W.P.: Any.
  Wilderness: Identify Plants and Fruit and Wilderness Survival 
  only.
  Secondary Skills: The character also gets three Secondary Skills 
  at level one and one additional at levels 4, 8 and 12, from the 
  Secondary Skills list in Rifts Ultimate Edition, page 300. 
  These are additional areas of knowledge that do not get any 
  bonuses, other than any possible bonus from having a high I.Q. 
  Skills start at the base skill level.
  Standard Equipment: One weapon for each W.P., +4 extra clips 
  of ammunition for each weapon, top-of-the-line computers in-
  cluding two handheld computers, a portable computer, a full-
  size desktop computer and monitor with all necessary peripher-
  als and heavy filters (A.R.: 17, S.D.C.: 75), portable electronics 
  tool kit, pocket recorder, language translator, digital camera, 
  flashlight, pen flashlight, pocket-size notepad, 1D4 pens, two 
  spare sets of traveling clothes, one set of dress clothes, two high 
  quality forgeries of different names and identities along with 
  weapons permits for the same identities, and some personal 
  items.
  Cybernetics: None to start. Psychics tend to avoid them. Non-
  psychics may get cybernetic implants suitable for gathering and 
  recording information, including sensory enhancements and 
  cyber-disguises.
  Money: 4D6x1,000 in credits, and 1D6x1,000 in Black Market 
  contraband.
  Merchant
  Black Market Merchants are independent freebooters who buck 
  the CS and the authorities. Many see themselves as rebels who 
  may even work outside the Five Factions in order to strike out on 
  their own. Many get a rush defying the authorities. They answer 
  to no one, except their clients, customers, and Black Market Boss. 
  That’s all fine to the Black Market Merchant because he’s out to 
  make money, not save the world or strike down evil. He doesn’t 
  care about magic powers or battling demons or ancient secrets. He 
  cares about making a buck.
  Black Market Merchants, also known as Traders, often have 
  two or more business enterprises going at once. That way, if one 
  gets taken down by the authorities, a rival, or random monster 
  from the Rifts, he still has income flowing in. What types of busi-
  ness and criminal activities he’s into will depend on the interests of 
  the Merchant and opportunity. Some have their hands in just about 
  everything illegal. Some focus on smuggling and selling goods 
  wholesale. Many open storefronts, bars, or merchant caravans to 
  sell retail where there is a bigger profit to be made. Others invest 
  everything into one or two holdings and milk them for all they 
  are worth. And some go adventuring to scout out territory, acquire 
  relics or magic, and make connections. Along they way, they sell 
  whatever loot they get, and work as go-betweens for their adven-
  turous associates and the Black Market.
  While starting a business and improving cash flow is first prior-
  ity to most Black Market Merchants, there is more to them than 
  just signing papers and counting inventory. The Merchants who 
  own their own businesses set goals and procedures, but then often 
  hire staff to handle the day to day grind while they seek new op-
  portunities or satisfy cravings for adventure.
  Merchants tend to be risk-takers who think quickly on their feet 
  and try to adapt to changing situations, or at least that’s the M.O. of 
  the most successful ones. If they have a disadvantage in the field, it 
  is that most are not fighters and may find themselves in over their 
  heads in combat, especially large battles. Many are also city folk 
  
  98
  who take a while to get adjusted to traveling through the wilder-
  ness or going off on exploratory campaigns. That said, adventure 
  and travel are second-nature to most Merchants as they desire to 
  see the world and to find new merchandise to sell and areas to 
  exploit.
  A Black Market Merchant can set up an enterprise almost any-
  where. While a storefront, tavern, restaurant, hotel or office seems 
  logical, those with limited resources selling contraband or running 
  criminal enterprises may start out from a back room, street corner 
  or out of the trunk of a car. Some of the more daring just takeover 
  an abandoned building or house and work there until the authori-
  ties or the owner catch wind of the operation and come to arrest 
  them or force them out. This works out fine for many illegal busi-
  nesses, as it may be best to “move around” to keep the law off their 
  backs anyway. And using a building without paying for rent or 
  having to worry about its upkeep is a profitable move that pays off 
  more often than not.
  Traveling Black Market Merchants are some of the boldest, 
  most inventive and creative of merchant entrepreneurs. They risk 
  life, limb and product to make their sales, but they get to see the 
  world, forge new ground and enjoy a certain amount of adventure, 
  for those who crave it. And the person wouldn’t be a Traveling 
  Merchant if he didn’t seek adventure. It is the Traveling Black 
  Market Merchant who is at the forefront of carving out new ter-
  ritory. They are also much more likely to find or be approached 
  with exotic, alien and magic weapons, devices and artifacts. And 
  they’re also the ones who will have face to face contact with infa-
  mous outlaws, mercenary companies, rebels, monsters, and resis-
  tance fighters, as well as Cyber-Knights, Reid’s Rangers (vampire 
  hunters), and other heroes.
  Over time, many Traveling Merchants establish a specific route 
  and traverse the same circuit, making regular stops. This enables 
  them to form business and personal relationships with the people 
  they meet in towns and trading posts along the way. Low-level 
  (1-4) Traveling Merchants tend to target small towns and trading 
  posts in remote regions or make the rounds to the newer ‘Burbs and 
  refugee camps, hitting 6-10 settlements at least twice in a year, of-
  ten 4-6 times. They expand from their humble beginnings by slow-
  ly building their route, adding new stops, taking different routes, 
  and establishing a few permanent or semi-permanent sales outlets 
  or trading posts of their own. Some small and mid-sized Traveling 
  Black Market Merchants become part of a mercenary company 
  or traveling show. Mid-level (5-8) Traveling Merchants expand 
  from a small mobile operation to a larger traveling caravan or a 
  couple of merchant caravans and/or traveling shows, carnivals or a 
  circus. While some prefer life on the road, others quit traveling to 
  establish permanent Black Market stores and criminal enterprises 
  at one or more established trading posts, towns or ‘Burbs where 
  they have enjoyed their best sales when on the road. Or the mer-
  chant might set up a few permanent locations and continue run-
  ning one or two Traveling Merchant operations. High-level (9+) 
  Traveling Merchants take extended trips across the country in 
  large merchant caravans or may establish one or two expansive 
  operations at one or more towns, cities and/or ‘Burbs. The most 
  successful may start his own Merchant Town and/or establish one 
  or more permanent enterprises at someone else’s Merchant Town, 
  provided he’s allowed to do so by the group who started it, or takes 
  it over for himself.
  Traveling Merchants are usually willing to buy and trade for 
  just about anything. They keep tons of gear, some of it useful, 
  some not. Some believe that everything is useful to somebody, at 
  some point, so they may trade you that rusty shovel for a micro-
  wave dinner. Many merchants are willing to take a loss on a deal 
  in the short term, if they think they can get something rare, quirky, 
  or interesting to sell later and make a nice profit then. Some also 
  create their own unique folk art, knickknacks, herbal medicines, 
  moonshine, elixirs (often moonshine), and micro-brewed beer to 
  sell. Others sell a small selection of booze or moonshine but also 
  offer entertainment and put on shows, which is always a big hit in 
  communities in remote areas.
  Game Note: A Traveling Merchant or any Black Market Mer-
  chant can be a fun player character in the right player’s hands. 
  They also make great NPCs (Non-Player Characters) for Game 
  Masters. As an NPC, the merchant can offer a player group in-
  formation, jobs, clues, warnings and instigate trouble and adven-
  ture. They can also be a life-saver if encountered when the player 
  characters are short on supplies or in need of help. There will be a 
  charge for “help” (and most everything else, for that matter), but it 
  can also lead to adventure.
  Special Abilities of the Merchant O.C.C.
  1. Black Market Benefits: All three Benefits are available to 
  this character.
  2. Special Abilities of the Black Marketeer: The Merchant 
  starts with Fence and Friends in Low Places. Pick two additional 
  of choice at level one and one more at levels 3, 7, 10 and 13.
  3. Travel Information & Tips: Traveling Merchants are not 
  usually a front for Bandits or Raiders. Nor are they aggressive or 
  combative. When away from home and friends, Traveling Mer-
  chants need to be on their friendliest behavior, especially when try-
  ing to sell something. Spending so much time out on the road, most 
  Traveling Merchants form a loose network for buying, selling and 
  information gathering. The information end of things means be-
  ing tapped into a rumor mill, but with a lot more truth and accu-
  racy. Traveling Merchants have a code of honor among their peers. 
  They may lie to their customers, but rarely to each other. Those 
  who do lie are never trusted again and no longer given professional 
  courtesy, and fall into all sorts of trouble.
  The usual trade-off is one important bit of information for an-
  other. Important information would be about recent bandit or mon-
  ster attacks, strange activity at local ley lines, demon and monster 
  sightings, CS troop movements in the area, mercenary operations, 
  natural disasters, strange anomalies, warnings of trouble, politics 
  and gossip at local towns, sales leads, good rest stops, watering 
  holes, a safe place to hole up, customers who can or cannot be 
  trusted, and any other information that might have value. If it is 
  an unsubstantiated rumor, it will be represented as such, but may 
  still be a possible lead. When none of these things are going on, 
  Traveling Merchants talk shop, discuss their vehicles, the weather, 
  their families, deals gone wrong, and other small talk. And some-
  times, they just like to gossip about one another. Base Skill: 52% 
  +4% per level of experience. A successful roll means the character 
  learns something important, interesting, or mysterious from a col-
  league. NPC merchants will reveal a rumor or clue.
  4. O.C.C. Bonuses: +1 on Perception Rolls pertaining to a 
  good deal, +3D6 S.D.C., +1 to M.A. and +2 to P.E. attributes.
  Black Market Merchant O.C.C. Stats
  Also Known As: Trader and Traveling Merchant.
  Alignment: Any, but most Black Marketeers are selfish or evil 
  alignments.
  
  99
  Attribute Requirements: M.A. of 9, P.E. of 10.
  Racial Restrictions: None; D-Bees are common for this occupa-
  tion.
  O.C.C. Skills:
  Appraise Goods (+20%)
  Barter (+20%)
  Detect Ambush (+5%)
  General Repair & Maintenance (+10%)
  Horsemanship: General or Horsemanship Exotic (+10%), pick 
  one.
  Land Navigation (+5%, but +12% along his usual route).
  Language: Native Tongue at 90%.
  Language: Two of choice (+15%).
  Law: General (+5%)
  Mathematics: Basic (+25%)
  Pilot: Hovercraft (+10%)
  Pilot: Truck (+16%)
  Public Speaking (+5%)
  Recognize Weapon Quality (+10%)
  Roadwise (+10%, but +20% for Traveling Merchants).
  W.P. Rifles or Shotgun, pick one.
  W.P. Energy Pistol or Energy Rifle, pick one.
  Hand to Hand: Basic; can be changed to Expert at the cost of 
  two O.C.C. Related Skills or Martial Arts (or Assassin if evil) 
  for the cost of three skill selections.
  O.C.C. Related Skills: Select five skills at level one and one ad-
  ditional skill at levels 3, 6, 9 and 12. All new skills start at level 
  one proficiency. These selections get the benefit of any bonuses 
  that may be noted below. Note: O.C.C. Related Skills may be 
  traded at a rate of two skills for one Black Market Special Abil-
  ity, described earlier in the Black Marketeer O.C.C. section.
  Communications: Any (+5%).
  Cowboy: Lore: Indians (+10%) only.
  Domestic: Any (+10% to Brewing and Wardrobe & Grooming 
  only).
  Electrical: Basic Electronics only.
  Espionage: None.
  Horsemanship: Exotic Animals (+10%) only.
  Mechanical: Basic Mechanics and Automotive only.
  Medical: Brewing: Medicinal and First Aid only (+5%).
  Military: None.
  Physical: Any, except Acrobatics, Gymnastics, Boxing and 
  Kick Boxing.
  Pilot: Any (+2%), including military vehicles.
  Pilot Related: Any.
  Rogue: Any (+10%).
  Science: Mathematics: Advanced only (+10%).
  Technical: Any (+10%).
  W.P.: Any.
  Wilderness: Wilderness Survival (+5%) only.
  Secondary Skills: Four Secondary Skills at first level. Select one 
  additional skill at levels 3, 6, 9 and 12. Selections are made 
  from the Secondary Skill list on page 300 of Rifts Ultimate Edi-
  tion. These are additional areas of knowledge that do not get 
  any bonuses, aside from any possible bonus from having a high 
  I.Q. attribute. All Secondary Skills start at the base skill level.
  Standard Equipment: One weapon for each W.P. plus 1D4+4 
  E-Clips for each or equivalent ammunition. (Note: Many Mer-
  chants prefer light weapons with larger payloads and good 
  range, mostly just to scare away animals and lightly-armed 
  bandits.) Body Armor is typically light or medium, but may 
  also have some heavy armor for when traveling through hostile 
  territory. Of course, they can use anything in their inventory, 
  provided they know how to operate it.
  Merchants tend to be pack rats, and have a smattering of 
  personal effects, including a decent-sized wardrobe of cloth-
  ing for all occasions, photographs, souvenirs, pre-Rifts artifacts 
  and other oddities. In addition, most have a large folding tent, 
  sleeping bag, 100 feet (30.5 m) of rope, binoculars, language 
  translator, a canteen and water filtration device, sunglasses and/
  or tinted goggles, a map of several trade routes, compass, air 
  filter, gas mask, a couple of backpacks, a satchel, several sacks 
  of various sizes, and 1D4 large and small wooden crates to store 
  cargo.
  Business gear includes a large sign printed on a tarp or vinyl 
  material that can be rolled up and unrolled with ease, though 
  some have lighted neon signs or painted signs. Some also paint 
  the sides of their trucks and vehicles, though this can be an open 
  invitation to bandits and raiders when traveling through hos-
  tile territories. Other gear includes a small safe, shelving and 
  display materials, a portable electric generator, a portable elec-
  tronic credit transfer device, a portable computer with software 
  to help in business transactions and to keep track of inventory, 
  one or more timepieces, a dozen pens, markers and pencils, a 
  dozen notepads and other odds and ends.
  The character starts with a small, inexpensive vehicle with 
  better than average cargo space, such as a robot horse with a 
  hitch to pull a cart, or a beat-up old hover jeep, pickup truck, 
  van or mini-van. If a Traveling Merchant, the vehicle should be 
  capable of managing rough terrain and wilderness conditions. 
  The character will want to invest in better transportation as soon 
  as he can.
  Money: 2D6x1,000 credits to start and 4D4x1,000 in tradeable 
  goods.
  Cybernetics: None to start, but may acquire cybernetic systems 
  as they desire. Exactly how much cybernetics a Merchant may 
  acquire depends entirely on the individual and his success. 
  However, merchants have found preserving their humanity and 
  humanoid appearance is important, as people are generally less 
  trusting and open to machines and partial machines such as cy-
  borgs.
  Raider
  An Independent Operative
  – not a Black Market O.C.C.
  The term “raider” is used loosely by the people of Rifts Earth to 
  describe any individuals or groups who stick mostly to the fringes 
  of civilization and rely on sacking and looting as a means of sur-
  vival. Raiders attack small towns and villages, caravans, and trav-
  eling adventurers. They steal food, weapons, armor, magic items, 
  vehicles, livestock and occasionally take captives. Raiders may 
  also pillage and rape, though the smart ones refrain from devastat-
  ing damage so they may return to raid the people repeatedly. They 
  vary in degrees of ruthlessness and cunning, but most Raiders are 
  violent bandits who enjoy fighting and taking what they want. In 
  many cases, Raiders have no other means of support, or at least 
  no honest work they are willing to accept. For many wilderness 
  people, these armed bullies and cutthroats are a part of daily life, 
  and they are constantly alert in defense against them. However, un-
  
  100
  less a wilderness community has one or more powerful defenders, 
  they are at the mercy of Raiders. Some communities even strike a 
  bargain with the villains, agreeing to leave a designated amount of 
  food, livestock or supplies on the edge of town at specified dates 
  and times, or upon demand. Many communities consider this dis-
  tasteful deal as a sort of tax or levy they must pay to survive.
  Most Raider bands consist of 4D6 individuals, armed with 
  medium to heavy Mega-Damage weaponry. Many of these gangs 
  consist of D-Bees and monsters with unnatural powers. Beings 
  such as Brodkil, Psi-Goblins, Worm Wraiths, Simvan Monster 
  Riders, Horune Pirates and various mutants, barbaric D-Bees, evil 
  psychics and practitioners of magic, especially outcasts, take to 
  preying on others, as do a wide variety of sub-demons such as 
  Gargoyles, Lesser Demons and other monsters. Very few raiders 
  have any level of formal education though they may possess psy-
  chic or magic abilities, and all are well trained in combat. They 
  use hit-and-run tactics, striking from ambush or at night, taking 
  as much as they can grab before running off. Anyone who dares 
  to stand against them becomes a target and is taken down. Many 
  Raiders are vicious and cruel cutthroats who murder anyone who 
  raises a fist against them, and some engage in wanton pillaging, 
  the burning of towns, rape, and slavery. Some of the worst engage 
  in the practice of Necromancy, human sacrifice, and cannibalism, 
  and other dark arts or demon worship. While the average raiding 
  party is 7-12 (1D6+6) strong, larger groups have 2D6+14 mem-
  bers and the largest may have 2D4x10+12 members. The boldest 
  Raiders of any size are known to even attack Coalition patrols, 
  mobile bases and supply convoys. Again, using hit and run, grab 
  and snatch tactics.
  Raider attacks are more organized than many people give them 
  credit for, though they are often undisciplined, wild, and sloppy. 
  Moreover, when they get caught up in rage and bloodletting, Raid-
  ers may fight till their last dying breath or until everyone else is 
  slaughtered. When Raiders launch an attack, it is often without 
  warning and involves whooping, hollering, war-cries and gunfire 
  as well as lobbing grenades, setting fires and doing whatever they 
  can to scare the hell out of their victims. But these tactics are more 
  than acts of malicious destruction and violence. They are designed 
  to catch people off-guard, create confusion, draw out town defend-
  ers and keep them busy in one part of town while the majority of 
  the Raiders snatch whatever valuables they can in another part of 
  town, before taking off in every direction. This practice usually 
  involves many injuries, casualties and property damage for the vic-
  tims, and minimal casualties for the Raiders, who have a plan of 
  attack and rendezvous point. Conducting raids, however, is always 
  a gamble, and Raiders can take a considerable losses, especially 
  when they lose the elements of surprise and terror, or face combat 
  veterans defending a community.
  Professional Raiders are individuals who have been members 
  of a raiding party for a long time, often their entire lives. Some 
  were born into it, some were taken as children and indoctrinated 
  into the life of a Raider, and some just ended up that way after 
  leaving civilization behind for whatever reason. The difference is 
  that while most raiders are poorly educated barbarians who prey 
  on others like animals, the Professional Raider is exceptionally 
  talented at this sort of lifestyle. And uneducated is not that same 
  as stupid. Many Raiders are cunning, ruthless and experienced 
  fighters. Their leaders are always smart, charismatic and capable 
  of using military-style strategies and tactics in their attacks. Raider 
  leaders know how to use terrain features, psychology, and tactics 
  to get what they want. Many also have sense enough to conduct 
  raids with a minimum expenditure of resources and casualties. If a 
  targeted community quickly proves to be too tough, a smart leader 
  will cut his losses, take what they can and ride off. However, Raid-
  ers tend to pride themselves on being the toughest and deadliest, 
  and do not take defeat well. Odds are, they’ll be back, only next 
  time they’ll bring more men and/or firepower and plan better. Not 
  only will they seek to prove themselves, but they automatically 
  believe the communities with the best defenses and fighters must 
  
  101
  also have something valuable worth protecting and they want it. 
  Many leaders of Raiders are so personable, intelligent and admired 
  by other cutthroats, that they can attract members from rival raid-
  ing parties or bandits to join them on big raids and attacks where 
  everyone can share in the loot. Many a merchant caravan or adven-
  turing group may seek to negotiate if they learn a particular Raider 
  has his people set on attacking them. The well-known Raider may 
  often show mercy to his victims, if for no other reason than to 
  plunder them again, and to let stories of his power and influence 
  spread further so he does not have to put his own people in danger.
  If left unchecked, Raiders can grow into upstart warlords, lead-
  ing armies of hundreds or even thousands of Bandits and Raiders. 
  These large-scale operations can absolutely decimate small towns 
  they run through, and have been known to attack cities as large as 
  Kingsdale and El Paso. Once they get this large, however, they tend 
  to leave the truly powerful groups alone. No Professional Raider 
  wants to ruin all he has worked for by bringing down the full force 
  of the CS Army, Cyber-Knights, mercenary companies, the Five 
  Black Market Factions, or the Pecos Empire upon his head.
  Raiders are involved the Black Market primarily as a seller of 
  stolen goods and purchaser of weapons and supplies. Small black 
  market groups are the biggest buyers of ill-gotten gains from Raid-
  ers, buying up new and used weapons, armor, vehicles and magic 
  items for barter and trade. The Black Market sometimes employs 
  Raiders and mercenaries as escorts and defenders of large mer-
  chant caravans and sometimes to attack and raid the caravans of ri-
  vals and enemies. Some will also pay Raiders “protection money” 
  to insure that their cargo and operations are not sacked and carried 
  off, especially if the fee is not steep.
  Special Abilities of the Raider O.C.C.
  1. Black Market Benefits: None. Not a member of the Black 
  Market and Raiders are never admitted to the Black Market, unless 
  retired and taking on a new career (rare). Raiders never have their 
  own business. Raiding is their career.
  2. Special Abilities of the Black Marketeer: Though not a 
  member of the Black Market, these criminals get the equivalent 
  of the Black Market Abilities of Home Turf Advantage, Street 
  Rep: Hardcase to be Feared and either No Conscience or Steady 
  Nerves. Does not get any others with experience.
  3. O.C.C. Bonuses: +2D6+6 S.D.C., +2 on initiative, +3 to pull 
  punch, +2 to roll with impact, and +1 to save vs Horror Factor at 
  levels 2, 4, 7, 9, 12 and 15.
  Raider O.C.C. Stats
  Alignment: Selfish or evil, though most tend to be Anarchist 
  (30%), Miscreant (30%), Diabolic (20%) and Aberrant (15%).
  Attribute Requirements: I.Q. 9 and P.E. 11.
  Racial Requirements: None. Anywhere from one-third to two-
  thirds of a Raider group can be D-Bees or even more monstrous 
  beings, as well as humans.
  O.C.C. Skills:
  Speak Native Language at 86%.
  Language: One of choice (+20%).
  Radio: Basic (+10%)
  Camouflage (+20%)
  Detect Ambush (+20%)
  Find Contraband (+5%)
  Horsemanship: General or Exotic Animals (+20%).
  Intelligence (+10%)
  Pilot: Any except water vessels, one of choice (+10%).
  Land Navigation (+20%)
  Recognize Weapon Quality (+15%)
  Streetwise or Roadwise (+10%).
  Wilderness Survival (+15%)
  W.P. Ancient: Two of choice.
  W.P. Modern: Two of choice.
  Hand to Hand: Expert; can be changed to Martial Arts (or As-
  sassin if evil) for the cost of two O.C.C. Related Skill selec-
  tions.
  O.C.C. Related Skills: Select six skills at level one, and one ad-
  ditional skill at levels 3, 5, 7, 9, 12, and 15. All new skills start 
  at level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below.
  Communications: Any (+10%).
  Cowboy: Any.
  Domestic: Any.
  Electrical: Basic only.
  Espionage: None.
  Horsemanship: Any (+5%).
  Mechanical: Basic only.
  Medical: None.
  Military: Any (+5%).
  Physical: Any.
  Pilot: Any (+5%).
  Pilot Related: Any.
  Rogue: Any (+10%).
  Science: Mathematics only.
  Technical: Any (+5%).
  W.P.: Any.
  Wilderness: Any (+10%).
  Secondary Skills: Three Secondary Skills at first level and one 
  additional at levels 4, 8 and 12. Selections are made from the 
  Secondary Skill list on page 300 of Rifts® Ultimate Edition. 
  These are additional areas of knowledge that do not get any 
  bonuses, aside from any possible bonus from having a high I.Q. 
  attribute. All Secondary Skills start at the base skill level.
  Standard Equipment: One weapon for each W.P., 1D4+2 addi-
  tional E-Clips/ammo clips for each, a Vibro-Blade, large sur-
  vival knife (does 1D6+1 S.D.C.) or machete (2D4 S.D.C. dam-
  age), medium to heavy M.D.C. body armor (including Bandito 
  Arms types or Northern Gun and modified Coalition and Dog 
  Boy armor), holster and belt for pistols and revolvers, wide-
  brimmed hat or baseball cap, poncho, spurs, set of riding/travel-
  ing clothes, a set or two of additional clothing, leather gloves, 
  bandana/large handkerchief, 1D4 disposable cigarette lighters, 
  flashlight, passive nightvision goggles, binoculars, tinted gog-
  gles or sunglasses, small folding tent, bedroll, backpack, two 
  saddlebags or satchels, two large sacks, two small sacks, 20 
  feet (6.1 m) of rope, utility belt, air filter, two canteens or water 
  skins, and some personal items.
  Starts with a good quality horse or other riding animal; if the 
  G.M. allows it, this could be a robot animal. In the alternative, 
  it can be a slightly battered hover vehicle, or all-terrain ground 
  vehicle that fits the character’s Piloting skill.
  Money: Starts with 2D4x1,000 in credits and 1D6x1,000 in Black 
  Market items.
  Cybernetics: None to start, but many acquire cybernetic systems 
  and bionic limbs and weapons over the course of their lives. 
  Exactly how much cybernetics a Raider may acquire depends 
  entirely on the individual and what he can afford.
  
  102
  Refurbisher
  One of the major sources of income for the Black Market is the 
  sale of “used” and “stolen” weapons, armor and equipment. This 
  requires someone to inspect, clean and make sure the items are in 
  good working order. That’s where the Black Market Refurbisher 
  comes in.
  Refurbishers are sometimes likened to the “poor man’s Opera-
  tor” as they are not thought to be as well-rounded or adept as the 
  more famous and respected Operator. However, this is not quite 
  the case. It is a matter of unique specialization and the fact is that 
  the Black Market requires Refurbishers to have a different set of 
  priorities and skills.
  Although Refurbishers service, modify, adapt, and repair a 
  whole gamut of technological hardware, their focus is on getting 
  such items up and running in “good enough” condition. Since the 
  customer usually expects secondhand equipment to malfunction or 
  break down sooner than if they had purchased the item new from 
  the dealer showroom, Refurbishers clean them up to look like new 
  and make only the most necessary repairs and modifications. Their 
  Black Market employers want Refurbishers to gear repairs toward 
  a shortened lifetime and good enough performance, because then 
  the customer has to return to the Black Market sooner to buy a 
  replacement or get it repaired.
  Of course, a Refurbisher can do quality work, but that takes 
  more work and time, and this mechanical whiz-kid doesn’t do that 
  for free. A Refurbisher is happy to offer a full weapon inspec-
  tion, cleaning and calibration for 500-1,000 credits, and return 
  the weapon in like-new working condition. Vehicle inspections to 
  find problems and potential trouble cost 150 credits, and robot and 
  power armor inspections cost 250 credits. Each repair is an addi-
  tional charge of 150 credits per hour of labor plus parts.
  The odd thing about Refurbishers is most fancy themselves 
  not as grease monkeys, but as swashbuckling artists who work 
  in weapons and machine parts. To get the best work out of these 
  prima donnas, one needs to pay them whatever they ask without 
  complaint and heap compliments on their work and craftsmanship. 
  Even the most friendly Refurbisher tends to be a bit full of himself 
  and haughty toward others. They are also short-tempered with neg-
  ative comments about the quality of their work. Customers who 
  don’t treat a Refurbisher with respect and high praise can expect 
  shoddy, second-rate work or deliberate sabotage that doesn’t be-
  come apparent until the customer is in the field of battle.
  Special Abilities of the Refurbisher O.C.C.
  1. Black Market Benefits: All three Benefits are available to 
  this character, but few Refurbishers get involved in owning or run-
  ning a business themselves. It is too demanding and no fun. They 
  would rather focus on their “art” and let someone else worry about 
  the business details. Instead, a Refurbisher may work for one or 
  more Black Market enterprises owned by another Black Marke-
  teer, or work on a freelance basis with whomever he pleases.
  2. Special Abilities of the Black Marketeer: The Refurbisher 
  starts with Game Player and Influential. Pick one other of choice 
  at level one and one more at levels 4, 8 and 12.
  3. Sanitize Stolen Goods: When it comes to sanitizing weap-
  ons, armor and vehicles, nobody is better. As you may know, the 
  “sanitizing” of used and stolen goods refers to the art of remov-
  ing serial numbers and identifying marks of “hot” equipment so 
  they cannot be traced to the commission of a crime or identified as 
  stolen. A Refurbisher will also clean, paint and customize equip-
  ment (and vehicles) to either look new or completely different than 
  when they were first placed in his capable hands. When a Refur-
  bisher is done, not even the manufacturer will be able to identify it. 
  If he has the time, he’ll often replace old serial numbers and iden-
  tifications with new false ones. None of this is in the Operator’s set 
  of skills, and most honest mechanics wouldn’t even consider doing 
  it. Refurbishers are also skilled salvagers and experts at recogniz-
  ing and removing parts from “hot” or junked weapons, vehicles 
  and equipment as spare parts for future usage or resale. When a 
  more well-rounded and skilled mechanic is needed to rebuild an 
  engine or perform complex repairs, a Refurbisher might be able 
  to do it, but even he would rather call in an Operator. If you need 
  something dirty made clean and untracable, the Refurbisher is an 
  artist. Base Skill: 74% +2% per level of experience.
  4. Improvisational Jury-Rigging Skill: In the Technical skills 
  category, there is a skill called Jury-Rig that enables its user to 
  repair almost anything and even build something out of salvaged 
  components. The Improvisation ability of the Refurbisher is es-
  sentially the Jury-Rig skill on steroids.
  
  103
  Even though most of their assignments call for the finished 
  quality of their work to be less than ideal due to the “planned ob-
  solescence” factor of the Black Market, Refurbishers are expected 
  to be problem-solvers and make things work. Often, their materials 
  are sub-standard, their working conditions are dismal, and they are 
  not allowed the proper time or resources to do what most people 
  would consider necessary for the tasks at hand. Yet, Refurbish-
  ers are still able to repair or produce gear of an acceptable “good 
  enough for a while” level of quality from what they have to work 
  with. This is what has led many Refurbishers to develop their pri-
  ma donna complex and the notion that they are “artists” not mere 
  journeyman Operators or mechanics. With the right parts, a Re-
  furbisher could jury-rig almost any repair. Skill Note: Improvisa-
  tional Jury-Rigging is the same as the Jury-Rig skill as described in 
  Rifts® Ultimate Edition, but repairs are made in half the time and 
  last for twice as long. The character also starts with a much higher 
  base skill. Base Skill (for the Refurbisher only): 60% +3% per 
  level of experience.
  5. O.C.C. Bonuses: +3 on Perception Rolls involving weap-
  ons, their quality, value and “sanitization” (removing identifying 
  marks and recognizing when something has already been sanitized 
  by someone else. Can even tell if it was likely to have been done 
  by a Refurbisher), +1 to I.Q. and P.P. attributes, +2D6 S.D.C., and 
  +1 to save vs fatigue and disease.
  Refurbisher O.C.C. Stats
  Alignment: Any, but most Black Marketeers are Selfish or Evil.
  Attribute Requirements: I.Q. 12 and P.P. 12.
  Race Restrictions: None. An aptitude with machines is all that 
  is required. Among D-Bees, Kremin Cyborgs, Malvoren and 
  Techno-Faeries are especially prized by the Black Market as 
  Refurbishers.
  O.C.C. Skills:
  Appraise Goods, but limited to weapons, ammunition, armor 
  and power armor only (+20%).
  Art (+10%)
  Automotive Mechanic (+5%)
  Basic Electronics (+5%)
  Computer Repair (+5%)
  * Field Armorer & Munitions Expert (+20%)
  General Repair & Maintenance (+15%)
  Language: Native Tongue at 92%.
  Optic Systems (+4%)
  Pilot Hovercraft (+10%)
  Pilot: Two of choice (+5%).
  Radio: Basic (+10%)
  Recognize Weapon Quality (+30%)
  Salvage (+15%)
  Sensory Equipment (+8%)
  Vehicle Armorer (+10%)
  Weapon Systems (+10%)
  W.P.: Modern: Two of choice.
  Hand to Hand: Basic; can be changed to Expert at the cost of 
  two O.C.C. Related Skills.
  * Includes the Basic Mechanics skill at 30% +5% per level. 
  Also see the Improvisational Jury-Rigging skill under Special 
  Abilities, above.
  O.C.C. Related Skills: Select four other skills at level one and 
  one additional skill at levels 3, 5, 7, 9 and 12. All new skills 
  start at level one proficiency. These selections get the benefit 
  of any bonuses that may be noted below. Note: O.C.C. Related 
  Skills may be traded at a rate of two skills for one Black Market 
  Special Ability, described earlier in the Black Marketeer O.C.C. 
  section.
  Communications: Any (+5%).
  Cowboy: None.
  Domestic: Any.
  Electrical: None.
  Espionage: None.
  Horsemanship: Any (+5%).
  Mechanical: Locksmith (+5%) only.
  Medical: First Aid only.
  Military: Any (+5%).
  Physical: Any, except Acrobatics or Gymnastics.
  Pilot: Any (+5%), except Robots and Military vehicles.
  Pilot Related: Any.
  Rogue: Any (+5%).
  Science: Any, except Astrophysics, Biology, Botany, Xenology 
  and Zoology only (+10% to Math skills only).
  Technical: Any (+5%).
  W.P.: Any, but prefers modern weapons.
  Wilderness: None.
  Secondary Skills: Three Secondary Skills at first level and one 
  additional at levels 4, 8 and 12. Selections are made from the 
  Secondary Skill list on page 300 of Rifts® Ultimate Edition. 
  These are additional areas of knowledge that do not get any 
  bonuses, aside from any possible bonus from having a high I.Q. 
  attribute. All Secondary Skills start at the base skill level.
  Standard Equipment: A suit of light or medium M.D.C. body 
  armor, two weapons for each W.P. plus 1D6 extra ammo clips 
  for each, a portable tool kit with an electric screwdriver and 
  additional interchangeable heads, wrenches, etc., large tool kit, 
  soldering iron, a roll of duct tape, and a roll of electrical tape. 
  Additional equipment includes a Wilk’s Portable Laser Torch 
  (for welding), a large crowbar (does 2D6 S.D.C. damage as a 
  weapon), a large flashlight, pen flashlight, 50 feet (15.2 m) of 
  lightweight rope or cord, two four foot (1.2 m) lengths of chain, 
  a couple knives, notebook, portable disc recorder, protective 
  goggles, work gloves, utility belt, pocket notepad and two pens, 
  magnifying glass, micro-scale, backpack, satchel, large sack, 
  canteen, spare set of traveling clothes, one set of dress clothes, 
  one high quality forgery of a different name and identity along 
  with a weapons permit for himself and one for the fake identity, 
  and some personal items.
  Cybernetics: None to start (unless a Kremin Cyborg), but Refur-
  bishers usually acquire cybernetic implants and light bionic en-
  hancements that help in their work.
  Money: 1D4x1,000 in credits, and 5D6x1,000 in E-Clips and am-
  munition, and/or weapons.
  Rift Runner
  The Rift Runner is part Ley Line Walker and part Smuggler. 
  He uses both conventional and magical methods and techniques in 
  the concealment and smuggling of contraband and people. A good 
  number of the Immaterial Hand’s ranks are made up of Rift Run-
  ners, as well as Ley Line Rifters, Ley Line Walkers, Mystics and 
  other practitioners of magic who use their unique knowledge and 
  abilities to smuggle and transport people and contraband. How-
  ever, while many mages do work for the Immaterial Hand, only 
  
  104
  half are members of the Black Market, but ALL Rift Runners are 
  official members of the organization.
  The difference between the Rift Runners and other mages is 
  that they have attuned their magic, skills and focus to the purpose 
  of smuggling. The vast majority of spells they use, if not all, have 
  to do with concealment, smuggling and transportation. (See the 
  Immaterial Hand for more ideas about using magic for smug-
  gling.) Furthermore, most Rift Runners come from a long tradition 
  of families who learn to tailor their magic and skills to smuggling, 
  so there are families of Rift Runners who pass on the trade to gen-
  eration after generation, rather than a broader discipline or guilds. 
  These families rose from within the Black Market and are almost 
  exclusive to them. There are, of course, always a few who break 
  from tradition or the criminal life and use their skills and magic 
  knowledge for good, but they are the minority.
  Most Rift Runners pride themselves on their blend of magic, 
  their wits and resourcefulness. They tend to be bold, daring and 
  charismatic rascals who get a thrill from sneaking contraband past 
  the authorities and enemies and outwitting rivals. They especially 
  love defying the odds and pulling off the impossible. As smug-
  glers and Black Marketeers, Rift Runners are professional crimi-
  nals who know how to hold their cards close to the vest, be discreet 
  and keep secrets. Most are decent in a fight with a gun too. To help 
  conceal their cargo, many learn a nice range of magic illusions and 
  other spells useful in deception. In addition to the Immaterial Hand 
  where most Rift Runners originate, other Black Market Factions, 
  criminals and fugitives are often eager to hire such specialists to 
  move goods and to slip in and out of hostile territories without 
  anyone being the wiser.
  Rift Runner O.C.C. Abilities
  1. Black Market Benefits: All three Benefits are available to 
  this character, though they are having so much fun and make so 
  much money as smugglers, they seldom start up a business at a 
  permanent site until after they retire; and most don’t retire until 
  late in life.
  2. Special Abilities of the Black Marketeer: The Rift Run-
  ner starts with Street Rep: Trustworthy and Wheelman or Slippery. 
  Pick one additional of choice at level one and one more at levels 
  4, 8 and 12.
  3. Sense Ley Line and Magic Energy: Same as a Ley Line 
  Walker.
  4. Read Ley Lines: Same as the Ley Line Walker.
  5. Render Bag or Container Invisible: A subtype of the In-
  visibility: Simple spell exclusive to Rift Runners and a closely 
  guarded secret, the Render Bag/Container Invisible spell conceals 
  a single container such as a pouch, backpack, bag, purse, briefcase 
  or small-sized suitcase and everything inside of it! As long as the 
  bag/case remains within 3 feet (0.9 m) of the spell caster, it re-
  mains invisible. Maximum weight that can be contained is 10 lbs 
  (4.5 kg) per level of experience. If the weight is exceeded, the bag/
  container becomes visible and the container/bag cannot have any 
  dimension (length, height, width) greater than two feet (0.6 m). 
  The invisible container remains a solid object with physical mass, 
  and the weight of the container will register on scales. It can be 
  seen on infrared and ultraviolet optic systems, and anything warm 
  contained inside will register on thermal imaging and heat sensing 
  devices. Likewise, anything making noise inside may be detected 
  by normal hearing, let alone sensors. Range: The container is en-
  chanted by touch or line of sight up to three feet (0.9 m) away. Du-
  ration: 3 minutes per level of experience provided the container is 
  in the Rift Runner’s possession or within three feet (0.9 m) of him. 
  Saving Throw: None for inanimate objects, standard for any liv-
  
  105
  ing being inside the container. P.P.E. Cost: 9. Note: Considered a 
  Fourth Level spell invocation.
  6. Initial Spell Knowledge (Specialized): Select 8 spells from 
  the list below. These are part of the Rift Runner’s permanent spell-
  casting capabilities. Once selected, they cannot be changed.
  Blinding Flash (1)
  Chameleon (6)
  Cleanse (6)
  Cloak of Darkness (6)
  Concealment (6)
  Detect Concealment (6)
  Dimensional Envelope (60 or 380)
  Dimensional Pockets (20 or 140)
  Featherlight (10)
  Float in Air (5)
  Lantern Light (1)
  Locate (30)
  Invisibility: Simple (6)
  Manipulate Objects (2+)
  Mystic Alarm (5)
  Mystic Portal (60)
  Plane Skip (65)
  Re-Open Gateway (180)
  Rift Teleportation (200)
  Seal (7)
  See the Invisible (4)
  Teleport: Lesser (15)
  Teleport: Superior (600)
  Watchguard (10)
  7. Learning New Spells: At level 2, select eight more spells 
  from the list above.
  At level 3, select the remaining eight spells from the list above. 
  That should include ALL of them.
  At level 4, select two new spells from any of those listed under 
  the Immaterial Hand, starting on page 40, and useful for transport-
  ing goods and smuggling.
  At level 5, select two new spells from any of those listed under 
  the Immaterial Hand, starting on page 40, and useful for transport-
  ing goods and smuggling.
  At level 6, select 1D4 spells of choice. They can be selected 
  from invocation levels 1-6 only. They can be ANY spell invoca-
  tion, but are still likely to be the types helpful in smuggling, hiding 
  and transporting contraband.
  At level 7, select 1D4 spells of illusion equal to or below the 
  character’s own experience level.
  At level 8, select two new spells from any of those listed under 
  the Immaterial Hand, starting on page 40, and useful for transport-
  ing goods and smuggling.
  At level 9, select 1D4+1 spells of choice. They can be selected 
  from invocation levels 1-9 only. They can be ANY spell invoca-
  tion, but are still likely to be the types helpful in smuggling, hiding 
  and transporting contraband, which includes illusionary magic.
  From level 10 on, the character can learn 1D4 new spells per 
  each new level of experience.
  8. P.P.E.: Like all men of magic, the Rift Runner is a living bat-
  tery of mystic energy. Permanent P.P.E. Base: 2D6x10+35 plus 
  P.E. attribute number. Add 2D6 P.P.E. per additional level of ex-
  perience. The Rift Runner can also draw P.P.E. from ley lines (10 
  points per melee round), nexus points (20 points per melee round 
  – 40 points when a Rift is actually present, opening or closing!), 
  and other people through blood sacrifice and when freely given. 
  See the Pursuit of Magic section of Rifts® Ultimate Edition for 
  more details.
  9. P.P.E. Recovery: For the Rift Runner, spent P.P.E. recovers 
  at a rate of five points per hour of sleep or rest. Meditation restores 
  P.P.E. at 10 per hour and is equal to two hours of sleep when it 
  comes to recovery from fatigue and physical rest.
  10. O.C.C. Magic Related Bonuses: +3 on Perception Rolls 
  involving Rifts, magical illusions and concealment, +4 to save vs 
  Horror Factor, +2 to save vs possession, +1 to save vs magic at 
  levels 1, 3, 6, 9 and 12, and +1 to Spell Strength at levels 2, 4, 8 
  and 12.
  Rift Runner O.C.C. Stats
  Alignment: Any, but Anarchist (40%), Aberrant (20%), Miscreant 
  (20%), and Diabolic (10%) are common. Fewer than 5% are 
  good alignments.
  Attribute Requirements: A high I.Q. and M.A. are helpful.
  Racial Requirements: None.
  O.C.C. Skills:
  Camouflage (+20%)
  Concealment (+10%)
  Detect Concealment (+10%)
  Find Contraband (+14%)
  Language: Native at 94%.
  Languages: Two of choice (+20%).
  Literacy: One of choice (+15%).
  Lore: Magic (+15%)
  Mathematics: Basic (+25%)
  Palming (+15%)
  Pick Locks (+15%)
  Streetwise (+14%)
  Surveillance (+10%)
  W.P. Energy Pistol or Energy Rifle, pick one.
  W.P. One of choice.
  Hand to Hand: Basic; can be changed to Expert at the cost of 
  two O.C.C. Related Skills.
  O.C.C. Related Skills: Select four other skills at level one. Add 
  one additional skill at levels 3, 6, 9 and 12. All new skills start 
  at level one proficiency. These selections get the benefit of any 
  bonuses that may be noted below. Note: O.C.C. Related Skills 
  may be traded at a rate of two skills for one Black Market Spe-
  cial Ability, described earlier in the Black Marketeer O.C.C. 
  section.
  Communications: Any (+10%).
  Cowboy: None.
  Domestic: Brewing, Cook, Dance and Wardrobe only.
  Electrical: Basic Electronic only.
  Espionage: Escape Artist, Impersonation, Intelligence, and 
  Wilderness Survival only (+5%).
  Horsemanship: Any.
  Mechanical: Basic Mechanics only.
  Medical: First Aid and Holistic Medicine only.
  Military: Recognize Weapon Quality (+5%) only.
  Pilot: Any, except Robot piloting skills and military vehicles.
  Pilot Related: Any (+5%).
  Rogue: Any (+10%).
  Science: Any (+5%).
  Technical: Any (+5%, but +10% to Research and any History 
  and Lore skills).
  W.P.: Any.
  Wilderness: None.
  
  106
  Secondary Skills: Two Secondary Skills at levels 1, 5 and 10. Se-
  lections are made from the Secondary Skill list on page 300 of 
  Rifts® Ultimate Edition. These are additional areas of knowl-
  edge that do not get any bonuses, aside from any possible bonus 
  from having a high I.Q. attribute. All Secondary Skills start at 
  the base skill level.
  Standard Equipment: One weapon for each W.P., plus 1D6 
  ammo/E-Clips, for each, light M.D.C. fabric armor or partial 
  M.D.C. body armor, notepad, sketch pad, 1D4 markers or 
  pens, 1D6 pencils, 1D4 pieces of charcoal, cigarette lighter, a 
  small wardrobe, traveling clothes, two hooded cloaks, shoulder 
  pouch, satchel, knapsack, backpack, bedroll, 1D4 small sacks, 
  one large sack, six wooden stakes and mallet, small silver cross, 
  canteen, binoculars, tinted goggles, sunglasses, air filter and gas 
  mask, and some personal items. Loves magic items of all variet-
  ies and will try to acquire some throughout his career.
  May also have a vehicle of some kind, usually a horse, robot 
  horse, TW vehicle, hovercycle or ATV.
  Money: 2D4x1,000 credits and 3D6x1,000 credits in Black Mar-
  ket goods.
  Cybernetics: None, and avoids them because they interfere with 
  spell casting.
  Black Market 
  Sales Outlets
  Traveling Black
  Market Merchants
  Sometimes the best way to make a sale is to take the product 
  to the customers. Moving from town to town, Traveling Black 
  Market Merchants are often the only available source of weapons, 
  high-tech equipment and supplies in frontiers and remote areas.
  In the more civilized reaches and within cities themselves, trav-
  eling merchants fill a different function, usually providing highly 
  specialized goods and contraband that is too hot or too danger-
  ous to keep at a permanent store location. Furthermore, they have 
  found sales to be much more brisk when limited, rare and exotic 
  items are made available for the short period of time the traveling 
  merchant is in town. Within Coalition territory, such merchandise 
  offered by Traveling Black Market Merchants includes books, vid-
  eo disks, pre-Rifts artifacts, alien items, and magic goods. Travel-
  ing merchants and traveling shows, many of which front for the 
  Black Market and smuggle contraband, tend to travel the outer 
  edge of town or set up camp a short distance away from town, but 
  may also pitch a tent or camp in the seedier parts of town where 
  they are least likely to be noticed, monitored, investigated or pes-
  tered by the authorities. Purveyors of books, computer disks, drugs 
  and other lightweight, high-value items may also choose to store 
  their goods in a backpack or the trunk of a vehicle instead of leav-
  ing them at a fixed location. Others commandeer an abandoned 
  building to use as a temporary storefront, or set up a temporary tent 
  store or street corner kiosk.
  Large and organized groups of Traveling Black Market Mer-
  chants often base their operations out of a large vehicle, a small 
  convoy of vehicles, a caravan of large pack animals, or as part of 
  a large traveling show. The ever popular traveling circus, carnival, 
  medicine show and freak show are often (at least half of the time) 
  fronts for Black Market smugglers and Traveling Merchants. In the 
  most isolated parts of Rifts Earth, they represent the only “stores” 
  available to wilderness people, settlers in distant lands and war-
  riors in the field. As a result, they tend to be light on luxury items 
  and heavy on a wide range of dry goods, foods, booze, survival 
  and hunting gear, ammunition, E-Clips, repair kits, basic weapons 
  and armor, adventuring gear, and other sundries that may not be 
  normally considered Black Market goods.
  Not all traveling merchants are Black Market operations, but 
  the majority are. An estimated 70% of traveling merchants are 
  Black Market operations, and at least half of them are open about 
  it. The rest are fronts for the Black Market who deny any criminal 
  affiliations. Of Traveling Shows, it is estimated that half of the 
  circuses and carnivals, 60% of Freak Shows, and 65% of Medicine 
  Shows are fronts for Black Market Traveling Merchants.
  Optional:
  Merchant’s Start-Up Investment
  If the Game Master allows it, a Black Market Merchant can 
  get a windfall of goods and/or credits to start a retail enterprise. 
  This could have been an inheritance from a relative, winnings from 
  gambling, a repossession, profitable purchase from someone going 
  out of business, a gift from a Boss or grateful client, a bribe, or an 
  accidental discovery. This is considered “seed money” or “whole-
  sale goods” for the character to get his business rolling. Choose 
  one from below or roll percentile dice for a random determination.
  01-25% Weapons and Ammo: 5D6 fully-charged E-Clips, 
  2D6x1,000 rounds of rail gun ammunition, 4D6x100 rounds of 
  various conventional ammunition, 3D6x100 special rounds (sil-
  ver, hollow point, armor-piercing, etc.), 2D6 grenades, 1D4 mini-
  missiles, 2D4 low-powered energy rifles OR two high-powered 
  energy weapons, 1D4 energy pistols, 1D6 various other melee and 
  S.D.C. weapons, and an additional 1D6x1,000 in Universal Cred-
  its.
  26-50% Food and Water: 1D6x100 gallons of clean drink-
  ing water, 244 plastic bottles, 3D6 large plastic jugs, 4D6 large 
  sacks of grain, corn or wheat. 4D6 crates of fresh vegetables. 1D4 
  freshly-slaughtered pigs or cows (will need refrigeration, salting, 
  or chemical preservatives), 2D6x10 cases (24 cans or boxes to a 
  case) of processed food suitable for humans and D-Bees, plus an 
  additional 1D4x10,000 in Universal Credits.
  51-75% Pre-Rifts Artifacts: 3D4x10 old books, 4D6x10 plastic 
  discs with digital information (music, video, software), 1D4x10 
  pieces of Pre-Rifts art (could be any style or time period), 1D6 Pre-
  Rifts firearms (ballistic or energy, functional or not), 1D4x20,000 
  in various other Black Market goods, and an additional 10,000 in 
  credits.
  76-00% Just Straight Cash: 4D6x10,000 in Black Market cred-
  its to spend on the acquisition of wholesale goods for the purpose 
  of resale only. The character is free to spend it on whatever he 
  wishes, provided it is for resale, but should invest wisely.
  
  107
  Weapon Availability Table
  This is the likelihood of having a particular item in stock. A 
  Weapon Availability bonus increases the likelihood of having the 
  item in stock. So if the chance was 01-50% and the bonus is +10%, 
  the odds are increased to 01-60%. Of course, Weapon Availability 
  penalties reduce the odds.
  01-75% S.D.C. melee weapons such as knives, swords, maces, 
  and similar.
  01-35% Large and exotic S.D.C. melee weapons such as 
  battle axes, claymores, samurai swords, and pole arms. Staves fall 
  into this category only because there isn’t much of a market for 
  them.
  01-60% Small S.D.C. firearms such as revolvers and pistols.
  01-50% Large S.D.C. firearms such as rifles and shotguns of 
  all types, including military grade weapons.
  01-30% Heavy S.D.C. and exotic military grade weapons 
  such as grenade launchers, rocket launchers, hand grenades, explo-
  sives, machine-guns and flamethrowers.
  01-60% Common Vibro-Blades. Knife, short sword and 
  sword.
  01-70% Common M.D. energy pistols.
  01-40% Coalition M.D. energy pistols.
  01-75% Common M.D. energy rifles.
  01-45% Coalition M.D. energy rifles.
  01-50% Common Heavy M.D. Weapons.
  01-75% BigBore weapons and ammo.
  01-60% Black Market knock-offs of brand weapons.
  01-60% Wilk’s weapons and tools.
  01-55% Northern Gun weapons and gear.
  01-45% Manistique Imperium weapons and gear.
  01-30% Triax Weapons; limited selection (double the likeli-
  hood for le Marche Noir Faction).
  01-35% Glitter Boy Boom Gun and ammo and G.B. repair 
  capabilities (double the likelihood for le Marche Noir Faction).
  01-30% Vampire slaying weapons and ammo (double the 
  likelihood for El Oculta and Bandito Arms).
  01-10% Naruni Weapons (double the likelihood for the Im-
  material Hand).
  01-15% Atlantis Kittani weapons.
  01-10% * Atlantis magic weapons or Rune Weapons.
  01-25% * Magic or TW Melee Weapons.
  01-25% * Magic or TW pistols.
  01-20% * Magic or TW rifles and long-range weapons.
  01-10% * Magic potions or scrolls.
  01-15% * Magic body armor and/or power armor.
  01-20% * Alien/otherworldly weapon or magic item.
  01-65% Body armor of Bandito Arms.
  01-60% Common M.D.C. body armor.
  01-45% Large to full range of body armor; excluding magic 
  armor.
  01-65% Power armor of Bandito Arms.
  01-50% Power armor of Northern Gun manufacture.
  01-20% Power armor of the Coalition States.
  01-20% Power armor of Triax (double for le Marche Noir 
  Faction).
  01-10% Glitter Boy power armor (triple for le Marche Noir 
  Faction).
  01-60% Robots and vehicles of Bandito Arms.
  01-40% Robots and vehicles of Northern Gun.
  01-20% Robots and vehicles of other manufacturers.
  01-05% Robots of the Coalition States.
  01-15% Military vehicles of the Coalition States.
  Note: * Triple the likelihood for merchants of the Immaterial 
  Hand.
  Selling to the Black Market
  Black Market Merchants and opportunists are always looking 
  to purchase contraband, used and stolen weapons and valuables, 
  magic items and pre-Rifts artifacts, for resale. Their best clients 
  for selling them such goods, as well as purchasing them, are ban-
  dits, thieves, raiders, pirates, mercenaries and adventurers. Unfor-
  tunately, the wholesale purchase price is never anywhere near the 
  selling price. This is basic marketing. The retail price is always 
  much more expensive than the raw cost to produce or purchase an 
  item. The cost is increased by overhead expenses and other people 
  who get a cut of the sale price for their involvement, like a me-
  chanic who makes a used or damaged gun or vehicle look like new 
  and run smoothly, or the forger who has to make false bills of sale 
  or registration, and the city official who must be bribed, and so on.
  The following is a list of the prices Black Market Merchants 
  and Fences are usually willing to pay for different categories of 
  items slated for resale. All numbers are the percentages of the av-
  erage retail market price. A few odd items list current prices in 
  credits. Note: When it lists a “resold for X% wholesale,” that’s 
  the price a Fence or Merchant resells the item to a buyer for resale. 
  The buyer then typically marks it up to the current retail market 
  price, which is usually 2-3 times greater than what he paid for the 
  item. Black Market Merchants, of course, try to pay as little as pos-
  sible (as noted below) and sell the item in their own retail outlet 
  at the current retail price or some attractive discount. Buying sto-
  len and used goods on the cheap enables Black Market Merchants 
  to undercut their legitimate business rivals, often selling the same 
  goods for 10-30% less. If not resold for wholesale price is listed, 
  assume it is usually 30-40% of the normal retail price.
  Common Items: Adventuring gear, binoculars, cameras, com-
  puters, and electronics to common tools, vehicles and alleged pre-
  Rifts artifacts and unknown alien/D-Bee items are purchased for 
  10% of the common market value and resold for 30% wholesale. 
  Note: Clothing, toys, household goods and food seldom have any 
  market value, except under unusual circumstances such as famine 
  and war, and are not generally purchased by a Fence, but may be 
  desired by a Merchant.
  Gems, Jewelry and Collectible Art: Are purchased for 15% of 
  the common market value and resold to wholesalers and merchants 
  for 30-50% wholesale. Obviously very valuable and rare jewels 
  may be purchased for as much as 30% of their value and resold 
  for 60-120%.
  Magic Items: Purchased for 25% of the common market value 
  and resold to wholesalers and merchants for 50% wholesale. Obvi-
  ously valuable and rare magic items may be purchased for 40% of 
  their market value and resold for 80-300% of their value.
  Medicine, Illegal Drugs and Other Contraband: Are purchased 
  for 20-30% of the common market value and resold to wholesalers 
  and merchants for 50-90% wholesale. High demand and rare drugs 
  (for whatever reason) may be purchased at 40-60% of their market 
  value and resold for 150-400% of their normal market value.
  Weapons, Body Armor and Power Armor: Are purchased 
  for 10-15% of the common market value and resold for 30-40% 
  wholesale. Coalition weapons and Dead Boy armor are purchased 
  for 15-20% of their market value and resold at 40-90% of their 
  
  108
  value. Heavy and rare CS weapons, armor and gear are purchased 
  for 25-30% of their market value and resold for 60-200% of their 
  market value.
  Weapon Energy Clip: Fully charged E-Clips will get 10% to 
  20%.
  Weapon Energy Clip: Used and empty 10%.
  Vibro-Weapons: Once high-priced items, they are currently 
  bought at 10-25% of their market value and resold for 40%.
  Used Weapons, Body Armor and Power Armor: Are purchased 
  for 10-15% of the common market value and resold for 30-40% 
  wholesale. Coalition weapons and Dead Boy armor are purchased 
  for 15-20% of their market value and resold at 40-90% of their 
  value. Heavy and rare CS weapons, armor and gear are purchased 
  for 25-30% of their market value and resold for 60-200% of their 
  market value.
  New Weapons, Body Armor and Power Armor: Same as above 
  plus an extra 5-10%, but are also sold for 10-20% more.
  Giant CS Robots and Armored Vehicles: Such items are often 
  too hot to handle for most Black Market Fences and are usually 
  turned away or directed to larger Black Market Merchant estab-
  lishments. One is lucky to get 5% from a sale to a Fence, if he’ll 
  take it at all. An established merchant of such goods will moan and 
  groan about costs, overhead, risk and liability to keep the selling 
  price low, but is usually happy to pay as much as 20% of the mar-
  ket price, though he’ll always start at 10%.
  Robot Weapons and Vehicle Parts: 10-15% of retail price.
  Commercial Vehicles: 10-20% of retail price.
  Cybernetic Parts: 15-30% of retail price.
  Bionic Parts & Cybernetic Components: Always in demand and 
  purchased for 20-30% of their market value.
  Complete Crazies M.O.M. System: 70,000 credits.
  Complete Juicer Bio-Comp and Drug System: 100,000 credits.
  Electronic Equipment: 10-20%.
  Modern-Day Forbidden Books: 10-30%.
  Pre-Rifts Trinkets: 10-20%.
  Pre-Rifts Books, Comics, Magazines: 15-25%.
  Pre-Rifts High-Tech Technical Manuals: 20-40%.
  Pre-Rifts Jewelry: 20-30%.
  Pre-Rifts Coins/Precious Metals: 20-40%.
  Pre-Rifts Clothing and Miscellaneous: 15-25%.
  Wilderness Items: Furs, 15-30%.
  Wilderness Items: Herbs and drugs, 10-20%.
  Wilderness Items: Horses and exotic animals, 15-20% untamed, 
  25-30% tamed/trained.
  Note: Specialists, such as Antiquities Dealers, Body-Chop-
  Shops and others may be willing to pay 5-20% more for certain 
  items.
  Market Value
  What a Black Marketeer is willing to pay and sell product for 
  depends greatly on supply and demand.
  As opportunists and criminals, the Black Market has no qualms 
  or hesitation to corner a market on a particular item or category 
  of items and resell them for 2-10 times the normal market cost. 
  If medicine is desperately needed in a plague or war zone, some 
  Black Marketeer/Merchant is happy to supply it for many times the 
  usual price. Selling a bottle of water 10-20 credits to people suf-
  fering in drought is the kind of thing they love to do. Desperation 
  makes an excellent short-term gain. Sometimes a huge gain. This 
  is especially true of carpetbagger types who flock in like hungry 
  locusts to capitalize on a crisis or boom situation and then vanish 
  when it is over and they’ve made a huge profit. It is not so true of 
  local Black Market enterprises and Traveling Black Market Mer-
  chants who have a regular route of stops and customers. Local op-
  erations have to live with these people after the crisis or boom time 
  ends. If they rip people off without mercy in the bad times, they’ll 
  be despised and run out of business during the good times. As a 
  result, local Black Market operations will either use front-men or 
  more likely, only jack prices up two or three times normal. Experi-
  ence has shown that is about the limit of people’s acceptance for 
  being gouged. Anything more creates lasting animosity, which is 
  bad for long-term business.
  Market demand will also have an impact on what the Black 
  Market Merchant is willing to pay for goods. If he can get two or 
  three times the normal market price, or more, the merchant is like-
  ly to be willing to pay 50-75% of its full retail price, maybe even 
  full retail. Of course, such speculation is risky, because as soon 
  as the inflated demand drops back to normal, the Black Marketeer 
  could be stuck with trucks of merchandise he way overpaid for.
  Black Market
  Traveling Merchant
  Random Generation Tables
  Step One: Size
  The actual number of merchants and vehicles or pack animals 
  that make up the group. Larger merchant groups are more com-
  mon in less-developed and lightly inhabited areas as they have 
  less competition with fixed-location stores and need to haul a wide 
  range of goods.
  01-20% One-Man Operation: A single traveling salesperson 
  who roams across the wilderness or urban jungle in search of cus-
  tomers. The sales rep may use a mule, horse, dinosaur or other 
  pack animal to carry his goods or to pull a wagon of supplies. Some 
  types of D-Bees or beings with Supernatural P.S. and capable of 
  carrying much greater weights than humans may work as their own 
  pack animal, and pull a cart or wagon by hand. Most, however, 
  will drive a truck of some sort. Large and expensive Black Market 
  goods like robots and heavy power armor are not going to be part 
  of this merchant’s inventory.
  21-40% Business Partners: Twice the size of the One-Man 
  Operation, this dynamic duo may be two Black Market Merchants 
  or one may be a dedicated salesperson and the other something 
  else: warrior, con artist, thief, smuggler, Operator, entertainer, 
  craftsman or other specialist. While the two-man operation is like-
  ly to carry a similar selection to the One-Man Operation, they tend 
  to provide a greater range or degree of goods and services and can 
  handle more customers at any given time. They’ll share a much 
  larger truck or drive two separate cargo vehicles. Large and expen-
  sive Black Market goods like robots and heavy power armor are 
  not going to be part of these merchants’ inventory.
  41-60% Small Setup: A small setup is 1D4+2 trucks, small 
  mule train or other modest Black Market mobile operation. A few 
  smugglers, salespeople, defenders and other Black Marketeers are 
  part of this enterprise. Stumbling across such an outfit can be a 
  real boon to a small mercenary company or other force looking 
  to re-equip. Such an operation is likely to have a Body-Fixer or 
  
  109
  healer to offer medical services and will have a much larger range 
  of weapons and goods, maybe even a few suits of body armor and/
  or power armor, but probably just one or two types.
  61-80% Medium Setup: A medium-sized Traveling Black 
  Market Merchant setup has 1D6+4 cargo vehicles or a very large 
  truck, and often incorporates a small supply caravan along with the 
  actual core sales outlet/vehicles. A merchant outfit of this size is 
  likely to have a few different types of body armor and power armor, 
  a few light vehicles (motorcycles or hovercycles), and may well 
  have one or two military vehicles. It is much better stocked than 
  smaller operations and is likely to offer medical services, drugs, 
  weapon repair, E-Clip recharging, Juicer replacement chemicals, 
  and possibly even a couple of dancing girls or prostitutes.
  81-00% Large Traveling Black Market Outlet: This is a 
  veritable traveling bazaar or shopping center. A dozen or more 
  large trucks (1D6+10) or giant pack animals carry a nice selection 
  of goods from wilderness supplies, weapons and ammo to light 
  vehicles and a few military or special vehicles, maybe even 1-6 
  different types of robot vehicles (probably Northern Gun; one of 
  each). A large range of alcohol, food, clothing, tobacco, drugs, 
  food, supplies, medical care, a place to bathe and clean up, and 
  other goods and services will be offered. Secondary services in-
  clude field armorers, Operators for vehicle repair and painting, 
  drug den, bar, prostitutes, entertainers, tattoo artists, barbers and 
  the like. +5% to all Weapon Availability Table rolls and there are 
  numerous salesmen and security staff.
  Step Two: Type of Goods
  of the Traveling Merchant
  Even within the same Black Market territories and amongst the 
  same sponsors, different types of merchants can be encountered. 
  Most smugglers and Black Market types have no regular product 
  or set schedule and buy and sell whatever they can acquire cheap, 
  for a good marked-up price. That means they’ll buy goods from 
  mercs, adventurers and communities along the way, but a Travel-
  ing Merchant has one of the following areas of specialty. This is 
  his biggest and best selection of goods or services.
  01-10% Supplies and Legal Items: The merchant is trying 
  to unload a surplus of legal and/or “local” goods. That probably 
  means food, grains, animal pelts, articles of clothing, as well as 
  common supplies and items that fit the broadest needs of the peo-
  ple in the area. This always includes a small selection of popular 
  and common Black Market weapons, ammo, drugs, alcohol and 
  other odds and ends.
  11-20% Commercial Service Provider: Rather than a true 
  wholesale enterprise, these traveling merchants offer two or more 
  of the following services and basic materials and goods necessary 
  to perform those services: Armor repair, medical/Body Fixers/
  healers, bionics and cybernetics/Cyber-Docs, Juicer augmentation 
  and chemical replenishment, vehicle and machine repair Opera-
  tors, food preparation/restaurant, tailor, entertainment, appraisers 
  of artifacts/pawnshop, and other services. Plus they offer at least a 
  basic selection of vice such as gambling, prostitution, alcohol and 
  drugs. These merchants may not have much in the way of goods 
  for sale, but could have services to offer that are hard to find in the 
  region or vital to a group’s survival. Such Service Providers often 
  travel from one Black Market town or mercenary camp to another, 
  plying their various trades. In remote frontiers, doctors, barbers 
  and entertainers may be specialized enough to form a traveling 
  show or merchant group.
  21-30% Criminal Service Provider: These Black Marke-
  teers offer criminal and mercenary services such as assassination, 
  blackmail, bounty hunting, forgery, providing false documents and 
  I.D.s, smuggling, confidence games, theft, raiding, intimidation/
  threats, revenge, sabotage, spying/surveillance, protection and 
  murder. These kinds of merchants are a necessary fixture of life 
  under Coalition rule and may include forgers, hired thugs and spies 
  amongst their ranks.
  31-40% Contraband: These merchants sell goods that are il-
  legal and outlawed in the area. +5% to Weapons Availability Table 
  rolls involving CS, Triax, Glitter Boy and magic items, provided 
  the merchant sells such things in the first place.
  41-50% Arms Dealer: The Traveling Merchant specializes in 
  the sale of weapons and ammunition. May include a small selec-
  tion of body armor and power armor. +20% to all Weapon Avail-
  ability Table rolls.
  51-60% Entertainment. This will be a traveling show: Medi-
  cine Show, Freak Show, Carnival or Circus. However, there is a 
  01-50% chance the show is a front for a Black Market operation. 
  Whether independent or a Black Market front, the entertainment 
  merchant is likely to offer 1D4 of the following: booze, drugs, 
  gambling, prostitution, strip shows, animal fights, or gladiatorial 
  contests. They also sell playing cards, dice, darts, and a selection 
  of board games.
  61-70% Robots. Traveling Merchants specializing in the sale 
  of robot horses and other animals, robot vehicles (limited selec-
  tion) and may include a small selection of power armor. +5% to 
  all Weapons Availability Table rolls as they apply to robots only.
  71-80% Vehicles. The Traveling Merchant specializes in the 
  sale of vehicles. May be low-end conventional fuel vehicles or 
  high-end nuclear powered vehicles, including a selection of hov-
  ercycles, rocket bikes, hover cars, hover trucks, jet packs, canoes, 
  rafts, small boats and other vehicles. May include a small selection 
  of hopping or flying power armor and 1D4 giant robots. +5% to all 
  Weapons Availability Table rolls as they apply to vehicles only.
  81-90% Full Black Market Store Operation: This traveling 
  depot offers weapons, ammunition, normal supplies and a myriad 
  of other goods, both legal and illegal. However, they stock only 
  the most common and popular items, as well as items that are slow 
  sellers and hard to move. The latter is at a 20-40% discount. May 
  also have a small selection of body armor, and they likely have a 
  few pieces of serious military hardware for sale. +5% to all Weap-
  on Availability Table rolls.
  91-00% Mercenary and Adventurer Outfitters: These mer-
  chants make their living selling to mercenaries, private armies and 
  regional defenders. Ammunition is plentiful, the variety of weap-
  ons is good to outstanding, and body armor, power armor, combat 
  vehicles and maybe even a few giant robots are part of their inven-
  tory. +10% to all Weapon Availability Table rolls.
  Step Three: Sponsorship or
  Allegiance of the Traveling Merchant
  With such fierce competition for clients amongst the Black 
  Market on Rifts Earth, even Traveling Shows and Merchants are 
  often sponsored by a well-equipped backer or a larger organiza-
  tion. There are definitely lone wolves and small groups of mer-
  chants and speculators who make money competing with the 
  larger market factions, but “independents” are losing ground every 
  year to the slow creep of organized crime.
  
  110
  01-24% None. Independent: A large portion of Traveling 
  Merchants are independent operators who owe no allegiance to 
  any particular Black Market Faction. Independent Traveling Mer-
  chants are most common in more remote and uncivilized areas, as 
  they sometimes become targets for intimidation or outright attack 
  when entering a market zone that has already been claimed by the 
  Black Market, criminal elements or business monopolies.
  25-38% Bandito Arms: Most often encountered in the Ameri-
  can Southwest, the New West, and the border of northern Mexico, 
  Bandito Arms merchants travel between small cities, towns, camps 
  of Tolkeen refugees, farm towns, new frontier settlements, mining 
  camps and bands of bandits, raiders, pirates, mercenaries, adven-
  turers and vampire hunters. Such traveling merchants sell predom-
  inantly (90%) Bandito Arms merchandise.
  39-52% El Oculta: Prevalent in Texas and throughout the 
  American South and northern Mexico, El Oculta sponsored mer-
  chants tend to deal in weapons, drugs and the sex trade. Rogue 
  and morally deprived Traveling Merchants and Oculta operatives 
  willing to work and deal with the Vampire Kingdoms sell slaves 
  to the undead, as well as weapons, body armor and other supplies 
  and information.
  53-66% The Chicago Network: Most prevalent in middle and 
  northern America and southern Canada. Merchants sponsored by 
  them sell a wide range of weapons and armor (including CS and 
  Northern Gun weapons and gear), contraband, services and vice.
  67-80% Le Marché Noir: Agents of the Quebecois Black 
  Market may be encountered in the eastern half of Canada and the 
  American Northeast. Merchants sponsored by them sell a wide 
  range of weapons and ammo (including Triax gear and Glitter Boy 
  ammo, parts, Boom Guns and even the occasional Glitter Boy), as 
  well as other goods, services and vice.
  81-94% The Immaterial Hand: Traveling Merchants allied 
  to the Immaterial Hand can be found anywhere in North America, 
  and traffic in magic items, TW weapons and devices and magic 
  services, as well as ley line and Rift traveling and cargo hauling 
  services.
  95-00% Other: While not as large or infamous, there are oth-
  er Black Market criminal syndicates that have significant market 
  shares and Traveling Merchants. There are also manufacturers and 
  sellers such as Northern Gun, the Manistique Imperium, Wilk’s, 
  Naruni Enterprises, Golden Age Weaponsmiths, and many others 
  who send out or sponsor Traveling Merchants in and outside of the 
  Black Market.
  Step Four: Security
  Personnel & Defenses
  Black Market agents sell expensive, dangerous and desirable 
  items and often to well-armed and/or well-trained clients. Keeping 
  guards and security forces on hand is almost always a necessity, 
  especially in a criminal market known for theft and dishonesty.
  01-20% None: The only security comes from the salespeople 
  themselves. While they may be heavily armed or wield magic or 
  psionics, they are not dedicated enforcers or protectors, and may 
  be caught off-guard during a sales transaction.
  21-30% Bodyguard/Security Specialist: A single specialist 
  is tasked specifically with providing security. He may be an aug-
  mented trooper like a Combat Cyborg, Crazy or Juicer, a psychic, 
  a magic user, powerful D-Bee or other type of “muscle.” Probably 
  low or mid-level experience (1D6 level).
  31-40% Security Team: 1D4+2 protectors are tasked specifi-
  cally with providing security. They can be any Men-at-Arms or 
  criminal O.C.C. but tend to be basic fighters, mercenaries, bandits 
  and the like. There won’t be more than one “heavy hitter,” if any, 
  in the group. That one can be an assassin, augmented trooper like a 
  Combat Cyborg, Crazy or Juicer, a psychic, a magic user, power-
  ful D-Bee or other type of “muscle.” Probably low or mid-level 
  experience (1D6 level each).
  41-60% Medium Security: 1D6+4 guards of any Men-at-
  Arms or criminal O.C.C. but tend to be basic fighters, mercenaries, 
  bandits and the like. Each is 1D6 level in experience. All armed 
  with military grade weapons. Plus two “heavy hitters,” such as an 
  assassin, Combat Cyborg, Crazy, Juicer, a Master Psychic, a prac-
  titioner of magic, or a powerful D-Bee or other type of “muscle;” 
  1D6+2 level.
  61-70% Heavy Security: A full squad (1D6+6) of experienced 
  (1D4+2 levels of experience) “heavy hitters.” They can be any one 
  or combination of the following: Augmented trooper like a Com-
  bat Cyborg, Crazy, Juicer or power armor troops, and/or Master 
  Psychic, practitioners of magic, powerful D-Bees, Sub-Demons or 
  Lesser Demons, or creatures of magic. May include one or two gi-
  ant robots or Greater Demons or a Dragon Hatchling. These forces 
  are usually experienced (1D4+2 level each) and led by an overseer 
  or security chief that is 1D4+4 level.
  71-81% Armored Security: A full squad (1D6+7) of experi-
  enced (1D4+2 levels of experience each) “heavy hitters.” Half are 
  cyborgs or power armor troops and half pilot robot combat vehi-
  cles or tanks. If more magically oriented, the “power armor” troops 
  will be clad in TW body armor or TW power armor, and the giant 
  robots will be Iron Juggernauts or Automatons, Golems or some-
  thing similar. Or the ‘bots may be replaced by one adult dragon or 
  two or three creatures of magic or young dragon hatchlings or two 
  Greater Demons. The squad leader will be a practitioner of magic 
  or powerful Master Psychic with 1D4+4 levels of experience.
  82-95% Paranoid: A company of 3D6+10 protectors of mixed 
  Men-at-Arms O.C.C.s, 1D4+4 “heavy hitters,” 1-2 practitioners of 
  magic, 2 Master Psychics and 1D4 giant robots. Each truck, pack 
  animal or salesperson may have their own individual guard and all 
  personnel carry a gun and a knife. Average level of the security 
  force is 1D4+3. Specialists like mages and psychics, as well as 
  1D4 squad leaders, are 1D4+5 level experience. Stealing from or 
  trying to stick-up such an operation is not recommended.
  96-00% Small Army: Same as Paranoid, above, but double the 
  number of defenders/fighters. Stealing from or trying to stick-up 
  such an operation is suicide.
  Step Five: Willingness to Sell
  Without the luxury of conducting business under normal condi-
  tions, Black Market salesmen often sell out of popular items with 
  no way to restock them quickly. In addition, they may be on the 
  run from the authorities and not have time to exchange goods and 
  credits. And unlike certain retail stores, the Black Market always 
  reserves the right to refuse service, sometimes at gunpoint. Other 
  times, the Traveling Black Market Merchant may be in a hurry to 
  meet schedules or stay ahead of pursuers, and unwilling to stop and 
  sell their wares, or must do so quickly.
  01-20% Closed Doors/Out of Stock: The merchant is nearly 
  out of stock and almost everything he carried is sold out. Even if 
  the merchant can be persuaded to open his doors he has little to sell 
  or trade. -60% on Weapon Availability Table rolls.
  
  111
  21-40% Picked Clean: The merchant has had a run on product 
  that has reduced his normal level of supplies by 2D4x10%! Small 
  arms and common goods may be available but large, expensive 
  items, vehicles and magic items are long gone. -30% on Weapon 
  Availability Table rolls.
  41-60% No Hurry to Sell: The merchant is open to customers 
  and has a decent selection of common goods, but nothing rare, 
  exotic or expensive. He is in no hurry to unload his wares, so there 
  are no discounts or specials.
  61-80% Let’s Deal: The Traveling Merchant is an aggressive 
  sales person willing to offer deals and discounts on select items, 
  bulk purchases (10% discount), BigBore weapons (25% discount), 
  BigBore ammo (10% discount), big ticket items like power armor, 
  robots and vehicles (10-20% discount), and there may be some 
  “special sale items” (20-40% discounts). However, some of these 
  sale items may be stolen and “hot.” +10% on Weapon Availability 
  Table rolls.
  81-00% Everything Must Go! Not only is the traveling mer-
  chant set up and ready to do business, but he has been suffering 
  through a terrible sales slump, so he is eager to sell. EVERY-
  THING, except the most exotic and rare items, is being offered at 
  a 10-20% discount, including weapons, armor and vehicles. Big-
  Bore weapons (not the ammo), used weapons and gear, knock-off 
  weapons (if available), and most common goods are at a 40% dis-
  count. +5% on Weapon Availability Table rolls. Salespeople may 
  even be open to further haggling and provide deals up to 50% off 
  other select items.
  Black Market
  Retail Stores
  In the larger towns, ‘Burbs, and cities, as well as trading posts 
  along travel routes, the Black Market is likely to have a few to 
  several permanent business operations. Most will be retail outlets, 
  others service providers and places of entertainment. Some will 
  be legitimate, some legitimate businesses that front for criminal 
  enterprises, and others criminal enterprises that may be secret or 
  completely out in the open depending on the town and how the 
  locals and the law regard the Black Market, drugs and vice.
  Step One: Store Size
  01-20% Hole in the Wall: There are just 1-2 people onsite at 
  any given time running the place and there is a very limited supply 
  of goods or a singular service. This might be an E-Clip charging 
  station and small gun shop (sells a small selection of weapons, 
  ammo and E-Clips), a small Black Market book shop, liquor store, 
  small bar, drug paraphernalia shop (sells drugs behind the coun-
  ter), drug den, tobacco shop, tiny pawnshop or resale shop (the 
  “good stuff,” i.e. contraband or weapons, is sold in the back or in 
  the basement), small jewelry store (probably a front for something 
  illegal), tiny magic shop, appraiser (may also be a fence and/or 
  smuggler), forger (sells fake I.D.s), tattoo parlor, massage parlor 
  (may be a front for prostitution, drugs or gambling), fortune-teller/
  psychic, barbershop, blind pig (illegal gambling), or other small 
  operation. -30% on Weapon Availability Table rolls.
  21-40% Retail Store: A storefront of small to medium size. If 
  in a community where the sale of weapons is not illegal, the store 
  may be an arms dealer, seller of body armor, seller of power armor 
  and/or robots, a vehicle store, etc. In a town where the Black Mar-
  ket is not viewed as a criminal enterprise, or where contraband and 
  vice is acceptable, legal and illegal Black Market business enter-
  prises will be out in the open. Their goods, from books, weapons 
  and magic, to drugs, gambling and women, all proudly displayed 
  for all to see.
  Some Black Market “stores,” especially those in remote areas 
  away from civilization are, in effect, a “general store” that has a 
  good selection of weapons, body armor, power armor, combat and 
  wilderness/outdoors gear, hunting gear, electronics (which in this 
  case may include communications, surveillance, camera, sensory 
  and computer gear), and tools, as well as some clothing and com-
  mon goods everyone can use, including clothes, fabric and sewing 
  gear for making clothes, grain and dry goods, candy, a selection of 
  alcohol, and perhaps even some produce, especially local fruits, 
  vegetables, honey, jam and similar. The same store may also have 
  an area where they offer drugs and contraband.
  Large and expensive items, such as vehicles larger than a car, 
  power armor suits, robots and magic are not available at small to 
  medium-sized stores, but almost any other goods or service may 
  be. -10% on Weapon Availability Table rolls.
  41-60% Service Enterprise: This can be a small, medium or 
  large facility. Services include hotels, boarding houses, restau-
  rants, live theaters, film theaters, garages for vehicle repair, garage 
  for armor and robot repair, taxicab services, car and truck rental 
  service, courier service, Body-Chop-Shops, medical clinic, bars/
  saloons, comedy clubs, nightclubs, strip clubs, dance halls, gam-
  bling halls, small casino, other types of gambling, animal fights 
  (and betting), boxing and duels (and betting), small-scale gladi-
  atorial games (and betting), and tattoo parlors, as well as criminal 
  operations such as protection/guard service, escort, forgery, fenc-
  ing, smuggling, hit man, drugs, and so on. Many service-based 
  
  112
  enterprises also offer a small selection of products or other services 
  that might appeal to their clientele. For example, a bar may offer a 
  small selection of something to eat and/or sell drugs, or have gam-
  bling upstairs, or a small selection of weapons or power armor in 
  the basement, and so on. -40% on Weapon Availability Table rolls.
  Warehousing is also a service that the Black Market offers to 
  other Black Marketeers, traveling merchants, mercenaries and ad-
  venturers. Many towns and most cities do NOT allow mercs and 
  adventurers to waltz into town inside power armor or driving gi-
  ant robots, tanks and other military vehicles. A convoy of trucks 
  and caravans of pack animals will need a safe place to park their 
  vehicles and store their wares, especially if they are only stopping 
  for the night or few days. The Black Market (and other business 
  people) have short- and long-term rentals of warehouse space. A 
  30x30x30 foot (9x9x9 m) space costs a meager 20-40 credits per 
  24 hour period. The storage space can be increased in increments 
  of 30 feet (9.1 m). Add 50 credits per day for a storage area that 
  has an alarm and video surveillance, or 150 per day for one armed 
  guard. Of course, these options can be combined, and a customer 
  can hire as many guards as he’d like. It is common knowledge 
  that customers who hire even one armed guard at a known Black 
  Market storage warehouse have some of the best security in town, 
  because few thieves and raiders are foolish enough to cross the 
  Black Market. That is not the case if the warehouse operation is in 
  a community where the Black Market is underground. The Black 
  Market (and others) offer similar boarding and care for pack ani-
  mals, including dinosaurs.
  61-80% Large Retail Enterprise: This is either a large depart-
  ment store-style outlet, shopping mall, or strip mall with numerous 
  different types of goods and services available. It is the large Black 
  Market stores where shoppers can find new and used commercial 
  vehicles, combat vehicles, power armor, giant robots, and riding 
  animals and pack animals, including dinosaurs and alien beasts of 
  burden. A large Black Market enterprise may also include gam-
  bling casinos, race track, sports arenas and gladiatorial arenas. 
  +5% on Weapon Availability Table rolls.
  81-00% Black Market Expo: A rare sight outside of permis-
  sive kingdoms, market expos are concentrations of different Black 
  Market vendors, suppliers and traveling merchants. A small per-
  centage (2D6+4%) may allow local and non-Black Market ven-
  dors to set up small and medium shopping areas/stores and kiosks. 
  Mountains of weapons, ammo, E-Clips, body armor, power armor 
  and gear abound, and large military items like combat robots, tanks 
  and long-range missiles are likely to be available. There will be 
  plenty of service people around and competition may well drive 
  prices down by 3D6 percent. There may also be sales and auc-
  tions of select items (G.M.’s discretion) with discounts of 20-40%. 
  +10% on Weapon Availability Table rolls.
  Step Two: Retail Store Types
  Different market zones and different parts of town often require 
  specific market outlets to serve their customers. Arms merchants, 
  forgery shops, brothels and other facets of the Black Market often 
  occupy different buildings or sites, catering to different customers 
  and under a varying level of pressure by local police forces.
  01-20% Legitimate Business: The store offers legitimate 
  goods or services. It may be a front for another type of Black Mar-
  ket operation or be involved in laundering money, or is simply a 
  legitimate business. Whatever it is that the business offers, it is in 
  good supply/availability.
  21-40% Criminal Service Provider: These Black Marketeers 
  offer criminal and mercenary services such as assassination, black-
  mail, bounty hunting, forgery, provide false documents and I.D.s, 
  courier service, smuggling, confidence games, theft, raiding, in-
  timidation/threats, revenge, sabotage, spying/surveillance, protec-
  tion and murder for hire. These kinds of merchants are a necessary 
  fixture of life under Coalition rule and may include forgers, hired 
  thugs and spies amongst their ranks.
  41-60% Arms Dealer: The retailer sells combat gear. This 
  could be a general weapons store that sells a little bit of all kinds 
  of weapons and combat gear, body armor, etc. Or the store may 
  specialize in one or two lines or types of weapons and combat gear, 
  such as Black Market guns and knock-offs, guns and body armor, 
  heavy weapons and power armor, used weapons and armor, Ban-
  dito Arms weapons and hovercycles, body armor and power armor 
  only, robots only, combat vehicles only, armor and vehicles, Ban-
  dito Arms and CS weapons only, magic and TW weapons only, 
  and so on. +10% to all Weapon Availability Table rolls for the 
  item or items the store specializes in.
  61-70% Robots: The merchant specializes in the sale of robot 
  horses and other animals, or robot vehicles (limited or huge selec-
  tion) and may include power armor (some types or a wide range). 
  +10% to all Weapon Availability Table rolls when it comes to ro-
  bots and power armor only.
  71-80% Vehicles: The merchant specializes in the sale of ve-
  hicles. May be low-end conventional fuel vehicles, or high-end 
  nuclear powered vehicles, including a selection of hovercycles, 
  rocket bikes, hovercars, hover trucks, jet packs, canoes, rafts, 
  small boats and other vehicles. May include a small selection of 
  hopping or flying power armor and 1D4 giant robots. +15% to all 
  Weapon Availability Table rolls when it comes to vehicles and 
  robot vehicles only (does not include power armor).
  81-90% Full Black Market Store Operation: The store of-
  fers common and popular weapons, ammunition, E-Clips, body 
  armor, and adventuring gear as well as a wide range of legal and 
  conventional supplies that fill the needs of the local community. 
  It may also offer a myriad of other goods and services, both legal 
  and illegal. They are likely to have a few pieces of serious military 
  hardware for sale or something exotic. +5% to all Weapon Avail-
  ability Table rolls.
  91-00% Mercenary and Military Outfitter: These merchants 
  make their living selling to mercenaries, private armies and re-
  gional defenders. Ammunition is plentiful, the variety of weapons 
  is good to outstanding, and body armor, power armor, combat ve-
  hicles and maybe even a few giant robots are part of their inven-
  tory. +12% to all Weapon Availability Table rolls.
  Step Three: Black Market Ties
  Most Black Market business enterprises are established by one 
  of the Five Factions which is able to purchase, run and protect a 
  permanent facility. Keeping any Black Market enterprise running 
  
  113
  and safe may require secrecy, regular bribes and a measure of in-
  fluence over the authorities and/or ruling body.
  01-20% None/Independent: This is an independent merchant 
  with no allegiance to any particular Black Market Faction. Inde-
  pendent storefronts are allowed to exist by the Black Market to 
  help keep the authorities off their backs and to blend in with other 
  legitimate businesses.
  21-30% Common Black Market: This storefront is operated 
  by the common black market or other criminal or questionable 
  group without official ties to any of the Five Factions. They are 
  good scapegoats for the operations associated with the Five Fac-
  tions, and are often “set-up” to take the fall for the Black Market.
  31-40% Bandito Arms: Though most prevelant in the Ameri-
  can Southwest, the New West, and the border of northern Mexico, 
  Bandito Arms products and merchant outlets are spreading across 
  North America. In other cases, other Black Market Factions sell 
  Bandito wares because it is a Black Market brethren, offers excel-
  lent discounts and the Bandito Arms brand is growing in popular-
  ity.
  41-50% The Chicago Network: As the largest and arguably 
  most influential of the Five Factions, a Black Market retailer found 
  anywhere in North America may be sponsored and have ties with 
  the Chicago mob.
  51-60% The Immaterial Hand: As a distributor of contraband 
  and cargo for itself and ALL Factions of the Black Market, com-
  mon black market, other criminals, mercenaries, the Federation 
  of Magic and others, the Immaterial Hand has retail and service 
  outlets, especially when it comes to Black Market owned magic 
  shops, warehouses and cargo transport services, all across North 
  America.
  61-00% The Dominating Faction of that Region: In most 
  cases, a Black Market store will be sponsored or affliated with 
  the dominant Faction for that part of the country. With the ex-
  ception of the Immaterial Hand, the Five Factions tend to domi-
  nate and control one or more geographic regions. There may be 
  some overlap and some friendly rivalry, but for the most part, the 
  dominating Faction for that region runs most of the Black Market 
  operations for that location. Thus, Bandito Arms and El Oculta 
  dominate the New West, the American Southwest and northern 
  Mexico. The Chicago Network dominates the Domain of Man/
  CS territory with some overlap and unfriendly rivalry from Le 
  Marche Noir. Le Marche Noir dominates the southern Canadian 
  landscape and Free Quebec. Even the Immaterial Hand, who pro-
  vides its services everywhere to the other four Factions, outlaw 
  groups, mercenaries, and businesses, has its main base of opera-
  tions in the Magic Zone and greatest influence in communities of 
  practitioners of magic.
  Step Four: Store Security
  Market retail operations represent a significant investment of 
  resources and are well protected. Physical defenses and security 
  staff are one of the benefits of setting up shop in a fixed location. 
  In most cases, the establishment is owned by one of the Five Fac-
  tions, or a lesser faction. In the ‘Burbs, cities and towns, this means 
  there is a Boss and his crew of Black Marketeers running and pro-
  tecting their personal criminal operations and their Faction’s hold-
  ings. There are likely to be a few Bosses and crews in towns and 
  several in cities, large and small. Mess with one of the Boss’s per-
  sonal business enterprises or a holding of the Faction he belongs 
  to, and he and his crew will respond, and mob justice is usually 
  much more immediate, brutal and deadly than the law.
  01-20% None: The only security comes from the salespeople 
  themselves and their reputation. The knowledge that a business is 
  a Black Market enterprise is enough to send most would-be crooks 
  and troublemakers on their way without incident. Most people 
  are smart enough to avoid messing with a business owned by the 
  Black Market. While there is no tangible or immediate security 
  at this store, odds are that if any of the Black Market Bosses or 
  a member of their crew finds out who was responsible for theft 
  or trouble at one of the Faction’s business holdings, there will be 
  contact made with those responsible for recompense and amends, 
  or bloody retribution.
  21-40% Basic Security or Guards: One or two Soldiers or 
  hired muscle guard the premises, the people and property inside 
  during business hours only. When the business is closed there is 
  an alarm and security camera in place. Muscle can be any Men-
  at-Arms O.C.C. from mercenary to Combat Cyborg or Juicer, or 
  a practitioner of magic, psychic or powerful D-Bee or creature 
  of magic. In most cases (60%), the “muscle” are members of the 
  Black Market. Note: There is typically a day shift and a night 
  shift.
  41-60% Around the Clock Security: 1D4+2 Soldiers and one 
  Enforcer, or hired muscle, watch over the premises, the people 
  and property inside during business hours. When the business is 
  closed, there are security cameras and an alarm in place. Half of 
  the security team remains on duty inside and half stand guard out-
  side at the main entrance and back entrance. All respond to any 
  trouble at the facility within 1D6 melee rounds. Muscle can be any 
  Men-at-Arms O.C.C.s or practitioners of magic, psychics, power-
  ful D-Bees or a combination of some or all. In most cases (65%), 
  the “muscle” are members of the Black Market. Note: There is 
  typically a day shift and a night shift.
  61-80% Heavy, Full-Time Security: 1D4+2 Soldiers, 1D4+1 
  Enforcers or other “heavy hitters” (Juicers, Crazies, power armor 
  units, Master Psychic, mage or monster), and security special-
  ists who often consist of 1-2 psychics and/or 1-2 practitioners of 
  magic, guard the premises during business hours. When the busi-
  ness is closed, there are security cameras and an alarm in place, 
  and the Soldiers patrol and guard the outside. Half of the Enforc-
  ers/heavy hitters and security specialists remain on duty inside. 
  The other half go home but are on call. Those on-site respond 
  to any trouble at the facility within 1D6+1 melee rounds. Those 
  off-site respond as backup within 1D4+3 minutes. Members of 
  the Heavy Security Force can be any Men-at-Arms O.C.C., prac-
  titioner of magic, psychic, powerful D-Bee or a combination of 
  some or all. In most cases (75%), the “muscle” are members of 
  the Black Market. Note: There is typically a day shift and a night 
  shift.
  81-00% Paranoid: Same as Heavy Security above, except the 
  entire force stays on-site when the shop closes and the day security 
  team is on call and will come running as reinforcements to the lo-
  cation within 1D4+1 minutes. Furthermore, each salesperson has 
  access to a weapon kept unseen under various counters and secret 
  locations, Black Marketeers working at the location carry con-
  cealed weapons, and there are, of course, silent and blaring alarms 
  and security cameras in place. There may even be a high-level 
  (1D4+5) practitioner of magic, Master Psychic, Dragon Hatchling 
  or a giant combat robot assigned as one of the guards or responders 
  to trouble. Note: There is a day shift and a night shift of defenders.
  
  114
  Step Five:
  Store Selling Attitude & Supply Level
  Market outlets are built to do business and are almost always 
  better supplied than traveling merchants. Most have long hours 
  and some are open around the clock, 24 hours a day.
  01-25% Low Inventory: There isn’t much left on the shelves. 
  The merchant had a run on product that has reduced his normal 
  level of supplies by 2D4x10% and he’s waiting for one or more 
  shipments of product. Small arms and ordinary goods may be 
  available, but even common goods may be sold out or few in num-
  ber. Large, expensive items, vehicles and magic items are probably 
  sold out. At the G.M.’s discretion, there may be a few special items 
  that were overlooked or held in reserve for a specific customer who 
  has yet to pick them up. Or maybe the store recently purchased 
  a small amount of weapons or goods from adventurers or mercs, 
  but hasn’t had time to inspect or inventory it yet; purchase at your 
  own risk. Until a new shipment arrives, there is only what’s on the 
  shelf. There is nothing else the store can do for the customers ex-
  cept maybe direct them to another Black Market retail location, if 
  there is one. Note: If the shipment is late, it could mean trouble; it 
  may have been hijacked or delayed due to unusual circumstances, 
  being held ransom, etc., and it could be an adventures hook. -40% 
  on Weapon Availability Table rolls.
  26-65% Well Stocked and Open for Business: It is a normal 
  day for this particular market outlet. The site is well stocked and 
  there may be special deals on certain items. The store has 1D6+2 
  of everything they normally sell. Exotic and expensive items can 
  be special ordered, but it will take 1D6+6 days to arrive. Special 
  orders require a payment of half up-front for the order to even be 
  placed, and the balance when the item(s) arrives. Business is good 
  so there are no sale items. +10% on Weapon Availability Table 
  rolls.
  66-85% Let’s Deal: The merchant is an aggressive salesper-
  son or has a bunch of new inventory on its way and he needs to 
  make shelf-space for it. As a result, he is willing to offer deals and 
  discounts on select items (20%), bulk purchases (10% discount, 
  20% for those willing to haggle), BigBore weapons are on sale at 
  a 25% discount (+5% more for bulk orders of 6 or more weapons), 
  BigBore ammo is on sale at a 10% discount, big ticket items like 
  power armor, robots and vehicles (if available) are on sale for 15-
  20% discounts, and used weapons and gear along with some “spe-
  cial sales items” are on sale for 30-40% discounts. However, some 
  of these sale items may be stolen and “hot.” +15% on Weapon 
  Availability Table rolls.
  85-00% Everything Must Go! Pick one of the following or 
  roll 1D4.
  1. Only sells used items and knock-offs (half of which are sto-
  len and “hot”) – EVERYTHING IS HALF OFF!
  2. The merchant has a ton of new inventory on its way and he 
  needs to make shelf-space for it – EVERYTHING in the store is 
  marked down 30%.
  3. The merchant has been suffering through a terrible sales 
  slump, so he is eager to get business going with a sale: EVERY-
  THING, including all goods and services except the most exotic 
  and rare of items, are being offered at a 20% discount! But there 
  are other sales going on! Hunting and camping gear is marked 
  down 30%, weapons, armor, vehicles, BigBore weapons (not the 
  ammo) and knock-off weapons are all marked down 30%, any 
  used weapons, power armor, gear and vehicles (if available) are 
  marked down 40%. +10% on Weapon Availability Table rolls.
  4. Big Season or Holiday Blow-Out Sale! EVERYTHING 50% 
  OFF!! No lay away. Nothing put aside and held for a customer for 
  any reason, even if it is only a few minutes.
  As customers make purchases, the owner and his security team 
  and/or most trusted workers and friends are loading up one or 
  more trucks with the most valuable and rarest product, money and 
  personal effects. They have 4D6+12 minutes before this business 
  is raided or attacked! The owner has gotten word from his Crew 
  Boss or a Friend in High Places that the authorities or a powerful 
  enemy are coming to close him down and seize his goods, or kill 
  him and burn him out! He plans to be gone in 20 minutes. And he 
  plans to sell as much as he can and get out before that happens. The 
  situation is such that the Black Market’s hands are tied and they 
  cannot help him avoid the inevitable. Heck, maybe he crossed the 
  wrong Faction Top Boss, stole from the wrong person, or has got-
  ten the Coalition, Federation of Magic, a dragon, a Demon Lord or 
  other powerful force looking for revenge.
  Market Towns
  Market Towns are what serious Black Market customers are 
  looking for. Why? Because two-thirds of the towns’ businesses 
  are owned and run by the Black Market and offer the most com-
  plete and wide range of Black Market products, contraband, sto-
  len goods, vehicles, weapons and combat gear anywhere shy of 
  MercTown or the Splynn Dimensional Market. They are rare 
  settlements established by one or two Black Market Factions and 
  dedicated to moving the kinds of serious hardware mercenary com-
  panies, rebels, bandits, raiders, criminals, adventurers, D-Bees and 
  monsters are hungry for. Market Towns are always well defended, 
  armed camps and may include the headquarters for one or more 
  local Black Market Bosses and his/their crew. Market Towns only 
  develop outside of the sphere of influence of nations and cities, or 
  near nations and cities that allow it. Most of the really big ones are 
  almost always deep within the wilderness or secretly protected by 
  the local government.
  Step One: Town Size
  The actual number of merchants, buildings and vehicles that 
  make up the site will vary with type, age and traffic. Game Master 
  discretion.
  01-20% Black Market Mobile Trade Camp: This is a mobile 
  Market Town comprised of scores of trucks, giant tents and easy 
  to put up and tear down or abandon buildings. Others sell from the 
  back of their trucks and boxcars, or set up open-air market areas 
  that resemble flea markets and car lots. Mobile Trade Camps usu-
  ally spring up in remote areas along trade routes, and the outskirts 
  of war zones. They are mobile to avoid the authorities, military 
  forces and other dangers, or to take advantage of conflicts at nu-
  merous locations.
  21-50% New Market Town: A recent development, this is an 
  Old West-style (or New West, for that matter) “boom town.” It can 
  seem to appear overnight and grows and grows. A New Market 
  Town may crop up near a war zone or mercenary camp, but more 
  often than not, it appears at the crossroads or supply route of a 
  growing town or settlement where it can offer the locals, visitors 
  and travelers a wider range of products, services and vice. It may 
  also crop up in areas where bandits, mercenaries and raiders go to 
  hide from the authorities and their enemies. A New Market Town 
  
  115
  is usually half the size of an established one, but still offers a huge 
  selection of goods. +10% on Weapon Availability Table rolls.
  51-80% Established Market Town: A developed hub of 
  Black Market activity, established Market Towns have had some 
  time to garner a reputation and attract various merchants, as well as 
  to stockpile numerous items. +15% on Weapon Availability Table 
  rolls.
  81-00% Veritable Market Town: A notorious haven for mer-
  cenaries, bandits, criminals, rebels and roughnecks. The largest of 
  Market Towns are often set up deep within areas controlled by 
  a Black Market Faction or allowed by a permissive government. 
  Virtually anything the Black Market has to offer is available, and 
  there are a full range of goods and services. +20% on Weapon 
  Availability Table rolls.
  Step Two: Town Area of Specialty
  ALL Market Towns generally carry a wide range of Black Mar-
  ket goods and services, but most also grow and develop their own 
  individual atmosphere and area of specialization. Some Market 
  Towns are open-air weapons markets that cater to mercenaries, 
  adventurers and armies. Others may be Las Vegas-style dens of 
  sin and entertainment, with prostitutes, gambling, lone sharks and 
  other such accommodations.
  01-10% Drugs: There is a sizeable portion of town that caters 
  to drug users and Juicers. There are drug dens and taverns every-
  where. Most drugs and Juicer chemicals can be purchased at a 10-
  20% discount, booze for 30% less and moonshine for a few credits 
  above cost. Ironically, there are also drug rehab and Juicer detox 
  clinics and half-way houses.
  11-20% Magic: In addition to the usual Black Market products 
  and services, this Market Town specializes in the sale of magic 
  items and magic services, such as healing, transportation, Rifting, 
  magic cargo hauling, illusions for entertainment, etc. The town 
  caters to practitioners of magic and creatures of magic, as well 
  as psychics and scholars on all levels, from weapons to entertain-
  ment. This means there will be many bookstores and stationary 
  shops, magic shops, shops that sell magical/TW components, 
  nice hotels and bed and breakfast places, restaurants, gentlemen’s 
  clubs, pubs, at least one public library, at least one large park for 
  Warlocks and Druids, possibly a zoo, and other places that appeal 
  to mages and intellectuals.
  21-30% Augmentation: In addition to the usual Black Market 
  products and services, this is the place to go to get turned into Juic-
  ers, Crazies, Headhunters and Cyborgs. Cybernetics and bionics of 
  all kinds are available, and usually at prices 10-20% below market. 
  Body-Chop-Shops seem to be on every block, and the town caters 
  to augmented customers such as ‘Borgs, Juicers, Crazies and oth-
  ers on all levels, from weapons to entertainment.
  31-40% Service Provider: Medical. In addition to the usual 
  Black Market products and services, this Market Town special-
  izes in advanced medical care and the types of grievous wounds 
  suffered in combat. Includes Body-Chop-Shops and cybernetic 
  implants and bionic augmentation, enhancements and cybernetic 
  Bio-Systems. It is also likely to offer psychic and magic healing.
  41-50% Service Provider: Entertainment: In addition to the 
  usual Black Market products and services, this Market Town ca-
  ters to giving its visitors a place to relax and spend their money on 
  entertainment. It is filled with hotels, boarding houses, brothels, 
  casinos (at least 1D6+6), gambling halls, dance halls, nightclubs, 
  taverns, restaurants, movie theaters, theaters for live acts (plays, 
  concerts, etc.), videogame parlors, pawnshops, shooting ranges, a 
  race track and either a sports arena or gladiatorial arena.
  51-60% Service Provider: Vice: This Market Town is a den 
  of sin and vice. Drugs, prostitution, gambling, blood sports and 
  contraband. Of course it offers the usual Black Market products 
  and services.
  61-65% Criminal Service Provider: Muscle and Death: 
  Looking for Raiders, Master Assassins, Bounty Hunters, Juicers, 
  Crazies, Gunslingers, Gunfighters, mercenaries, armed escorts, 
  guards, and other Men-at-Arms to take a town, kill an enemy, mess 
  up a rival, exact revenge, provide protection, etc.? This Market 
  Town is crawling with them. This is also the place to find merce-
  nary jobs, bounties and other work that involves hired guns and 
  dangerous missions. Of course, it also offers the usual Black Mar-
  ket products and services.
  66-70% Criminal Service Provider: Vehicle Repair: In addi-
  tion to the usual Black Market products and services, this Market 
  Town is packed with garages to fix vehicles, robots and power 
  armor.
  71-75% Criminal Service Provider: New and False Identi-
  ties: In addition to the usual Black Market products and services, 
  this Market Town specializes in forged documents and I.D.s, cy-
  ber-disguises, and magic to change one’s identity and sometimes 
  appearance.
  76-80% Criminal Service Provider: Smuggling: In addition 
  to the usual Black Market products and services, this Market Town 
  is packed with retail outlets that cater to smugglers, sell robot ani-
  mals that look real and have secret cargo containers and holds in-
  side of them, as well as a wide range of smuggler services.
  81-90% Weapons: Melee weapons, guns, heavy weapons, 
  more guns, power armor, more guns, combat robots, more guns, 
  bionic weapons, Juicer weapons and gear, combat vehicles, and 
  more guns, and possibly a small selection of magic weapons. If 
  any Black Market Faction offers the weapon, this Market Town 
  is likely to have it. That includes BigBore, Triax, Northern Gun, 
  Wilk’s and the weapons of most other manufacturers. +20% on 
  Weapon Availability Table rolls.
  91-95% Robots: In addition to the usual Black Market prod-
  ucts and services, this Market Town specializes in the sale of robot 
  vehicles, robot animals, robot horses and companions, drones and 
  other robot vehicles. Huge selection, many brand name manufac-
  turers, including Bandito Arms and Northern Gun. +20% to all 
  Weapon Availability Table rolls when it comes to robots and pow-
  er armor only.
  96-00% Vehicles: In addition to the usual Black Market 
  products and services, this Market Town specializes in the sale 
  of vehicles, but NOT robot vehicles or robot animals. Includes a 
  wide range of hovercycles, rocket bikes, cars, motorcycles, jeeps, 
  ATVs, hover vehicles, hover trucks, jet packs, canoes, rafts, small 
  boats and other vehicles. +15% to all Weapon Availability Table 
  rolls when it comes to vehicles only (does not include robots or 
  power armor).
  Step Three: Town Faction Affiliation
  Market Towns rarely spring up on their own, and almost always 
  in remote wilderness areas. Most of the time, better sited and con-
  nected Market Towns are the result of planning and preparation 
  made by one of the big Market Factions. As immobile and very 
  appealing targets, Market Towns unable to call on a larger organi-
  zation for defense and supply rarely last long.
  
  116
  01-05% None/Independent: There are few independent Mar-
  ket Towns in North America, and those that exist usually have 
  the support of a regional warlord, local government or powerful 
  criminal figure.
  06-23% Bandito Arms: Bandito Arms has a pair of Market 
  Towns in southern Nevada, situated a good distance away from 
  Area 51 so as not to attract attention to the secret facility. They 
  are also setting up a Market Town near Carlsbad, New Mexico to 
  help move more goods to the warlords of the Pecos Empire and 
  into Mexico.
  24-40% El Oculta: In addition to Mercado, El Oculta has a 
  permanent Market Town located along the Texan coast outside of 
  the ruins of Odem, near the site of pre-Rifts Corpus Christi. There 
  are also rumors of El Oculta-controlled Market Towns in northern 
  Mexico and somewhere along the Louisiana Gulf Coast.
  41-58% The Chicago Network: The Chicago Network is so 
  large and has such an influence in the ‘Burbs of all the Coalition 
  States, it rarely finds the opportunity or necessity to set up actual 
  Market Towns. Such an endeavor requires a lot of room and trust-
  worthy, bribed officials, a difficult set of circumstances to arrange 
  inside Coalition territory. However, the Chicago Network has a Mar-
  ket Town not far from Kingsdale as well as having a considerable 
  number of holdings in that small nation and another in Michigan 
  along the lake, near the ruins of South Haven. The Network had two 
  Market Towns in southern Minnesota and one in Wisconsin, but shut 
  them both down a couple years into the Coalition’s war on Tolkeen.
  Twice a year, once in May or June and once in the fall, the 
  Chicago Network holds a massive “Market Expo.” The expo is a 
  secret affair that is announced through Black Market and merce-
  nary channels a month in advance so people start to keep an eye 
  out for it, then it just springs up somewhere within the Coalition 
  State of Illinois or Missouri, or sometimes Oklahoma or Kansas. 
  It is a sprawling temporary town that lasts for only 1D4 weeks 
  before packing up its wares and melting back into the criminal 
  underground. The event is short to avoid CS intervention. As soon 
  as word has it that the CS has uncovered the location, the Mar-
  ket Expo shuts down and vanishes before CS troops arrive. And 
  somehow, the Chicago Network always knows when that is. Infor-
  mation on the expo’s location is very valuable, both to interested 
  customers and to the authorities, and every year the ISS ramps 
  up their efforts for a month or two in an effort to locate the expo, 
  shut it down and arrest as many shoppers as possible. So far, that 
  scenario has never happened.
  59-76% Le Marché Noir: Le Marché Noir operates a Market 
  Town to the east of Iron Heart that occasionally relocates, and an-
  other located near the ruins of Wingham to service clientele from 
  Lazlo and the communities around it, as well as pirates and pri-
  vateers operating in the Great Lakes. The Faction does not have a 
  single such facility in Free Quebec, but has numerous enterprises 
  in the ‘Burbs and many of the towns and cities.
  77-94% The Immaterial Hand: The Immaterial Hand main-
  tains a single large Market Town within the Magic Zone, south-
  west of the ruins of Cincinnati. It is a hub of magic items and 
  Techno-Wizard gear, as well as conventional weapons and sup-
  plies. Of course, the Faction also has enterprises and influence at 
  all the major cities of the Federation of Magic, as well as Lazlo 
  and New Lazlo.
  95-00% Other: Other Black Marketeers, mercenaries and busi-
  ness people may establish Market Towns when and where they 
  can, but a third are often bought out and taken over by the Black 
  Market or also include Black Market goods and businesses. Pecos 
  Warlord Don Marco of the Silver Dagger Gang, for example, has a 
  Market Town of his own in New San Antonio, a bone of contention 
  between his war band and the El Oculta cartel.
  Step Four: Town Security
  Market Towns are the jewels in the crown of the various Black 
  Market syndicates. They are the preferred shopping outlets for 
  mercenary companies, agents of local militaries, large criminal 
  groups and adventurers seeking hard-to find items. Many of whom 
  are quick to join defenders of the Market Town should it fall under 
  attack. As such, most thieves, bandits, raiders and even enemy na-
  tions consider such places hornets’ nests best left alone.
  Security is left to each individual retail outlet. See Step Four: 
  Store Security, in the previous set of tables for Black Market retail 
  stores.
  Peacekeeping Force. That having been said, there is a Sheriff 
  and 2D6 Deputies charged with keeping the peace. They are a mix 
  of Men-at-Arms O.C.C.s with a couple psychics and mages tossed 
  in for good measure.
  Black Market Crew Offers Additional Security. There is 
  likely to be 1D4+1 local Bosses and their crews of 6D6x10+6 
  Black Market operatives (Soldiers, Enforcers, etc.) in addition to 
  the security of each retail outlet, who keep an eye on their Top 
  Boss’s assets and operations.
  In short, only the most daring, stupid, or heavily armed combat 
  force will consider hitting a Market Town.
  Step Five:
  Store Selling Attitude & Supply Level
  Again, roll per each individual retail outlet as described under 
  Step Five: Store Selling Attitude & Supply Level, in the previ-
  ous set of tables for Black Market retail stores.
  Optional:
  Bar/Club
  Generation Tables
  The most common types of “legitimate” businesses operated by 
  the Black Market are bars and nightclubs. As both social gathering 
  places and dens of vice, such establishments provide the perfect 
  outlet for meeting contacts, dealing drugs, providing prostitutes 
  and laundering money. Even from the inside there is often no way 
  of telling who really runs a particular joint, and with frontmen and 
  intermediaries, the real owners never even have to set foot in the 
  place.
  The most traditional arrangement is a kind of partnership be-
  tween the establishment’s owner and the Black Market. The owner 
  comes to the Black Market for startup money to build or open the 
  club and possibly, muscle to protect it. In return, the Market re-
  ceives a share of the profits, (an amount that varies wildly by cir-
  cumstance) and normally retains the rights to use the bar or club 
  as a platform for their nefarious activities. This arrangement puts 
  a legitimate name on the business while fulfilling all of the Black 
  Market’s needs. It is one of the very few ways that the Black Mar-
  ket is known to be helpful to the small businessman.
  
  117
  Step One: Type of Bar
  There are many different types of establishments, from restau-
  rants with a beer and wine list to full-fledged nightclubs to drug 
  dens. The type of establishment is the primary factor for determin-
  ing the clientele and type of business that comes and goes through 
  the building’s doors.
  01-30% Bar: This place is a pretty standard tavern/saloon, and 
  may range from a neighborhood bar or watering hole, to a rough 
  and tumble tavern that caters to thugs and men-at-arms, to a classy 
  microbrewery or large beer hall.
  31-50% Nightclub/Lounge: With dimmed lights and a cool 
  and casual atmosphere, nightclubs and lounges are the place to 
  go to see musicians and live acts, meet people and enjoy a more 
  sophisticated (and expensive) experience than what’s found at a 
  normal bar.
  51-60% Restaurant that Serves Alcohol: A sit-down estab-
  lishment that has numerous booths and tables as well as a large 
  kitchen and refrigerator or pantry area. A fine restaurant may have 
  a large selection of libations that are uncommon, such as a large 
  selection of fine wine, champagne, brandy, flavored drinks and ex-
  otic beverages imported from other countries, perhaps even other 
  worlds! Low-class eateries may serve only beer and hard liquor or 
  moonshine.
  61-70% Dance Club: Equipped with a large dance floor, fancy 
  lighting and a bar, dance clubs are congregations that mainly cater 
  to the young and energetic. The building may also have a stage for 
  concerts and live bands, and definitely has a DJ booth and speaker 
  system or magically-generated music.
  71-80% Pub or Gentleman’s Club: This club has a refined 
  atmosphere that appeals to scholars, mages, business people, poli-
  ticians and gentlemen. It is likely to have a lively but restrained 
  and more polite clientele, and may offer games of darts, pool, gam-
  bling, a library and/or private sitting rooms (costs 50-100 credits 
  an hour), as well as other services behind closed doors for their 
  wealthy customers, such as high-class call girls, animal fights, 
  high-stakes card games, and so on.
  81-87% Strip Club: Sex appeal and booze are the attractions 
  that draw customers into this club. Topless girls (human and D-
  Bee), stripteases and lap dances are available in addition to stiff 
  drinks. The site may be a thinly-veiled front for actual prostitution 
  and escort services.
  88-95% Gambling Hall or Casino: All sorts of games of 
  chance are made more fun with all kinds of alcoholic beverages, 
  from wine and beer to flavored drinks and hard liquor.
  96-00% Drug Den: This place is similar to a bar, only it serves 
  Earthly intoxicants such as hashish, opium and cocaine. Some may 
  also offer alien or magical drugs. Many drug dens are run-down 
  dives, though there are upscale drug dens for sophisticated clien-
  tele. Drug dens are often dangerous places and are rarely adver-
  tised publicly like bars or clubs.
  Step Two: Club Size
  Any type of establishment can grow to almost any size. Even 
  classic “dive bars” can sometimes expand into a large, popular 
  place.
  01-09% Hole-in-the-Wall: A small, easily passed-by location, 
  probably acquired because it was cheap and available. Whichever 
  type of bar or club occupies this spot, it is going to be limited in 
  its facilities and likely a bit dirty and distasteful. Drug dens of this 
  scale may not be organized at all, simply groups of users clustered 
  together in alleyways or squatting in abandoned apartments.
  10-59% Small/Modest: While limited in space, this site is a 
  true bar or club with all the amenities. It may represent small busi-
  ness owners who are just starting out or a location which exists 
  solely as a front for the Black Market and only keeps up the bar to 
  maintain its cover.
  60-89% Medium-Sized: A good-sized bar or club with no 
  cramped or congested feel. Has all the necessary touches in place, 
  including bathrooms for each gender and likely a porch, veranda 
  or upper floor. May feature extras like karaoke, darts, billiards, etc.
  90-97% Large Establishment: A true beer hall, dance hall, 
  casino or other large establishment which features multiple bars, 
  stages for performers and acts, dance floors, games and side ac-
  tivities. On Rifts Earth, these entertainments could include almost 
  anything, from bands, to magicians (real magic, most likely), to 
  comedians, to alien dancing girls, to Juicer sports or gladiator 
  death matches.
  98-00% Mega-Club: Few and far between, Mega-Clubs are 
  super-successful establishments that are likely located along trade 
  routes or in popular sections of large towns and cities. No matter 
  what type of club, bar, or entertainment spot of this size, it has 
  taken years to develop and garnered a reputation as the only place 
  to be on the weekends and at night. It has all the features of a Large 
  Establishment only with greater variety and may be several dif-
  ferent clubs and entertainment rolled into one big venue. The big-
  gest traveling acts on Rifts Earth are likely to stop by and several 
  thousands of guests will be in attendance on busy nights. In addi-
  tion, the bouncers at a Mega-Club are well trained and organized 
  superhuman (augmented, super-powered, psionic or magically en-
  dowed) individuals to keep the peace. Juicers are frequently em-
  ployed as bouncers as their reflexes and advanced perception are 
  extremely useful in a crowded, noisy club environment, and they 
  can do their job without need for bulky weapons or armor.
  Step Three: Criminal Activity
  Even bars and clubs not owned by the Black Market are mag-
  nets for criminal activity. They make most of their money on the 
  sale of alcohol and turn a blind eye to vice, so selling to, or work-
  ing for, the Black Market is not a difficult step to take.
  01-20% Clean/Legitimate: Whether it is a legitimate front 
  for the Black Market or however it happened, the establishment is 
  clean and safe. Well, as safe as a bar or nightclub can be.
  21-40% Disorganized Crime: Pickpockets, prostitutes, drug 
  dealers, con artists and other small-time criminals use the bar or 
  club to find new marks/customers. There is no organized criminal 
  presence and the owners may shoo away unsavory characters from 
  time to time.
  41-60% Criminal Activity: The Black Market and the bar or 
  club’s owners have come to an arrangement, and the Black Market 
  (or other criminals) are allowed to ply their trade inside with few or 
  no consequences. While not really run by the Black Market, they 
  have a substantial presence here.
  61-70% Black Market Backdoor Establishment: The bar or 
  club may not advertise the fact, but it is owned and run by the 
  Black Market, which means there is likely to be gambling, prosti-
  tution, drugs and/or contraband available at the place. Ask the right 
  questions of the right person and the criminal products or services 
  are made available.
  
  118
  71-80% Black Market Front: Though it is always denied, the 
  Black Market owns and operates this establishment. While the bar 
  or nightclub is the front, and is always busy, the real money is the 
  secret criminal enterprise going on in secret rooms, a hidden base-
  ment, the upper floors or the “closed” part of the building.
  Likely crime businesses behind the scenes are, 01-10% Broth-
  el. 11-20% Gambling. 21-30% Body-Chop-Shop. 31-40% Arms 
  dealer. 41-50% Seller of contraband (books, magic, drugs, etc.). 
  51-60% Fence. 61-70% Forgery. 71-80% Fight club (humanoids, 
  animals, robots, or all). 81-90% Automobile/robot chop-shop (sto-
  len vehicles are either chopped and sold off for parts or the vehi-
  cles are “sanitized,” repainted and shipped off for resale). 91-00% 
  Criminal service or services. And if one knows who and how to 
  ask, they may be referred up the food chain to the regional Black 
  Market Boss or Crime Lord.
  81-90% Black Market Hub: This joint is known throughout 
  town as a Black Market enterprise and a place to make contact with 
  the mob, fences, smugglers, arms dealers, mercenaries, hit men, 
  forgers, Safecrackers and other criminal specialists.
  91-00% Criminal Headquarters: The site is the personal 
  hangout and headquarters for the local Black Market Bosses or 
  Top Boss and his “family.” They may hang out anywhere in the 
  establishment and brush shoulders with the ordinary patrons, but 
  there is always an area of the place reserved for Bosses and their 
  crew. This could be a quieter area away from the day-to-day busi-
  ness activity, a private floor, basement or back rooms where the 
  Bosses and the members of their crew meet to relax, drink, eat 
  and talk business. There will also be a secured room for private 
  meetings with clients, and a private, secured lounge with a private 
  bar, bathroom and a bedroom for the Boss to sleep it off when 
  necessary or engage in extracurricular activities. There may also 
  be secret weapon caches, a hidden safe for valuables and even con-
  cealed escape tunnels. Only the Boss, his or her goons and escorted 
  guests are allowed in the private areas.
  Armed thugs are present and scattered throughout the establish-
  ment, many of whom look like patrons. The head bartender and his 
  second, as well as other members of management or select workers 
  are all Black Marketeers and armed, or have weapons within easy 
  grasp (under the bar, in the kitchen), for additional security.
  Optional:
  Body-Chop-Shops
  The term “Body-Chop-Shop” has come to refer to any illegal, 
  substandard or less than legitimate cybernetics conversion center. 
  There are few places where someone who isn’t connected to a large 
  military or corporation can receive legal cybernetic conversion, so 
  the majority of independent adventurer and mercenary cyborgs re-
  ceive their augmentation from a Body-Chop-Shop.
  Body-Chop-Shops are so named for their habit of recklessly 
  swapping out parts and accepting still-attached bionics for “trade-
  in value” or in lieu of payment. Most Cyber-Docs who run such 
  establishments are “morally flexible,” and unlikely to ask where a 
  certain piece of bionics came from before removing it, sometimes 
  with a meat cleaver or a hacksaw.
  The Body-Chop-Shop is the place to be for cyborgs looking 
  for an upgrade. In the worst areas of the Coalition ‘Burbs and im-
  poverished cities, Body Chop-Shops are often crude, improvised 
  facilities set-up and dismantled in a hurry. In cities where cyber-
  netic augmentation is legal, such as MercTown and most of the 
  Northern Gun, “Body Chop-Shops” may be well-stocked medical 
  clinics with attached showrooms that have their wares on display. 
  Normally they exist somewhere in between both extremes, and the 
  best may be booked for weeks or even months in advance.
  Optional:
  Body Chop-Shop Generation Table
  There are several different types of cybernetics and bionics out-
  lets, each with a different focus and specialty. Most can handle 
  basic procedures, but more complex and specific tasks should be 
  relegated to the necessary specialists.
  01-20% Prosthetics Clinic: Equipped for replacing limbs and 
  organs, this facility is oriented towards repairing injuries rather 
  than building war machines. Weapons, cybernetic armor and most 
  gadgets are not available, but for those looking to replace a lost 
  arm, leg, eye or even a kidney or other internal organ, this is the 
  place to be. 01-50% chance they offer life-like Bio-System pros-
  thetics.
  21-40% Augmentation Center: This is a standard Body 
  Chop-Shop that takes customers and turns them into Headhunters 
  or Full Conversion ‘Borgs. They will be less capable of dealing 
  with strictly medical implants and emergency transplants like the 
  Prosthetics Clinic, but can handle the entire augmentation process 
  from beginning to end. Weapons, armor and gadgets will be on 
  hand.
  41-60% Military Cybernetics Specialists: This is an arms 
  merchant who specifically caters to cybernetic soldiers as custom-
  ers. Built-in weapons, armor, gadgets for combat or spying and 
  cyborg systems intended for military use are all in stock, as well 
  as parts and ammo.
  61-80% Cybernetics Complex: The largest and best equipped 
  “Body Chop-Shops” are like a cross between a gun store and a 
  small hospital. Medical cybernetics (artificial eyes, lungs, organs, 
  etc.), Bio-Systems, and prosthetics are available, along with cy-
  bernetic implants, weapons, gadgets and armor. This is a one-stop-
  shop for all of a character’s cybernetics needs.
  81-90% Medical Facility: This the place you go to when you 
  don’t want a hospital or the police to know about your injuries. 
  Discretion and privacy are par for the course. This facility also 
  specializes in all forms of plastic surgery, cybernetic disguises and 
  can provide the new identity card and papers that come with the 
  new or changing face.
  91-00% One-Stop Shopping: This facility provides all of the 
  above.
  Organ Trafficking and Chop-Shops
  Even in the high-tech world of Rifts Earth, the majority of king-
  doms and population centers do not have unlimited access to the 
  amazing genetic and cybernetic technology that could prolong and 
  improve their lives. The alternative is old-fashioned organ replace-
  ment, sometimes assisted by magic or improved surgical proce-
  dures. The high cost that many are willing to pay to continue living 
  in good health has created a market for harvested organs. And in a 
  world where poverty and desperation are commonplace, there are 
  plenty of people willing to sell their organs.
  Body-Chop-Shops are one of the places to come to sell organs 
  and have them harvested as well as installed. Not all Body-Chop-
  Shops are willing or able to engage in this business, but many can, 
  
  119
  and some specialize in it, particularly the ones that are medical 
  facilities. Such shops buy organs for 2D6x1,000 each, double if the 
  donor is already known to be a match for a specified recipient or 
  when purchased from an Organ Trafficker. They resell and surgi-
  cally implant the organ for 2D6x10,000 credits, sometimes more.
  Similar to Cyber-Snatchers, there are Organ Traffickers – the 
  worst scum that the Black Market associates with. These butch-
  ers are disreputable M.D.s and surgeons willing to kill and maim 
  innocent people to turn a profit. They have few personal morals 
  and beliefs, or at least none that stand in the way of their sinister 
  practices. Organ Traffickers may harvest the organ of a prisoner 
  after interrogation when there is no need to keep him alive, or kid-
  nap victims pulled of the street. The latter can be drunks, junkies, 
  street people, refugees, travelers and others not likely to be missed. 
  Some Organ Traffickers are careful to keep the victim alive during 
  the process, others simply chop up their helpless victims and leave 
  them for dead.
  02% Atlantean – Kittani Power Armor: 1D4 suits of Kittani 
  power armor, likely K-Universal Light or Manling models. Could 
  be a single Flying Fox, Raptor or Equestrian.
  03% Atlantean – Kittani Small Arms: 3D6 Kittani pistols 
  and 2D6 Kittani rifles along with 1D4x10 E-Clips.
  04% Atlantean – Market Goods: Alien spices, strange met-
  als, exotic foods, technology and other trade goods. Value is 
  3D6x10,000 credits.
  05% Atlantean – Symbiotes and Parasites: 1D6 Atlantean 
  Symbiotes and 2D4 Parasites.
  06% Bandito Arms Power Armor: A single flying suit like 
  the Sidewinder or Wild Weasel or a pair of ground power armor 
  suits.
  07% Bandito Arms Small Arms: 2D6 Bandito pistols and 
  1D6+2 rifles or shotguns, along with 2D6 E-Clips and 1D4x100 
  BigBore revolver shells and 4D6x10 heavy BigBore rounds.
  08% Coalition – Basic Military Supplies: 2D6+4 walkie-
  talkies or communicators, one field radio, 3D6 pairs of combat 
  boots, 2D4 Coalition field uniforms, 1D6x10 CS ration kits and 
  small, portable field kitchen.
  09% Coalition – Body Armor – New-Style: 1D6 suits of new-
  style “Dead Boy” body armor, light or heavy.
  10% Coalition – Body Armor – Old-Style: 2D4 suits of old-
  style “Dead Boy” body armor, light or heavy.
  11% Coalition – Citizen’s Papers: 1D6+1 citizen’s I.D.s with 
  valid computer chips installed in them. These are actual, stolen 
  identification papers and will work – but have the name, descrip-
  tion and photo of the original holder linked to their I.D. number.
  12% Coalition – Infantry Weapons – New-Style: 2D6 vari-
  ous new-tyle CS pistols and 2D4 various new-style CS rifles and/
  or plasma cannons.
  13% Coalition – Infantry Weapons – Old-Style: 2D6+2 
  old-style C-18 laser pistols and 2D6 various old-style rifles and/
  or plasma cannons.
  14% Coalition – ISS Equipment: Two suits of old-style Dead 
  Boy armor, 2D4 Neural Maces, 1D6 Vibro-Knives, 1D6 tear gas 
  grenades, 1D6 sets of handcuffs and a pair of riot shields.
  15% Coalition – Robot – Abolisher: A single Abolisher robot 
  with 1D4x10+45% of its M.D.C. and the majority of its weapon 
  systems intact. May be disassembled for smuggling purposes and 
  is unlikely to include much ammunition for the auto-cannons. May 
  substitute for an older-style Northern Gun Robot or two old-style 
  CS Sky Cycles.
  16% Coalition – Robot – UAR-1 Enforcer: A single En-
  forcer robot with 1D4x10+40% of its M.D.C. and the majority of 
  its weapon systems intact. May be disassembled and may or may 
  not include any ammunition for its rail guns and missile launch-
  ers. May substitute with a CS Hellfire robot or Scout Spider-Skull 
  Walker!
  17% Coalition – SAMAS: Two old-style Coalition SAMAS 
  suits with 75% of their total M.D.C. Each has a single drum of rail 
  gun ammunition and two mini-missiles.
  18% Coalition – Sky Cycles: 1D4 old-style Coalition Sky Cy-
  cles. May or may not have ammunition for their missile launchers. 
  May be substituted with two new-style CS Sky Cycles or two CS 
  Death Wings.
  19% Coalition – Visitor’s Visas: 2D4+2 Coalition Visitor’s 
  Visas, good for 48 hours of clearance inside any Coalition city!
  20% Fugitives: 1D4 fugitives on the run from the local au-
  thorities. They could be political prisoners guilty of offending the 
  state, heroes, rebels, Federation of Magic mages (and bad guys), or 
  100 Random
  Black Market
  Contraband Finds
  The following table presents Common Black Market items that 
  might be found at a Black Market supply cache, depot, backroom, 
  small warehouse, truck or hidden away inside a secret compart-
  ment. At the Game Master’s discretion, he can increase the amount 
  for large shipments, or roll on this table to include additional items 
  or add things of his own design. We encourage Game Masters to 
  use such tables as a guideline and source of ideas for their own 
  story elements. As always, please adjust and modify the items as 
  you deem fit.
  01% Atlantean – Faeries or D-Bee Slaves: 2D6+10 Faerie 
  Folk of various kinds in containers, cages and magical cells, or a 
  mixed group of D-Bees. See Rifts® World Book 2: Atlantis and 
  WB 21: Splynn Dimensional Market for exotic D-Bees or the 
  slaves can be any D-Bees found in North America.
  
  120
  really nasty criminals wanted for murder or worse. They won’t be 
  happy to get intercepted before reaching their intended destination.
  21% Refugees: 2D6+2 refugees are being smuggled in or out 
  of someplace. They are likely to be displaced by war or fleeing an 
  oppressive regime such as the CS, Federation of Magic, Vampire 
  Kingdoms, Atlantis, Calgary or elsewhere. They have few or no 
  possessions and there may be 1D4 small, melee weapons or M.D. 
  pistols among them. They are frightened and have skills equivalent 
  to 1st or 2nd level farmers, Cowboys or Vagabonds.
  22% V.I.P.: A single important individual is being smuggled 
  in or out of someplace by the Black Market. He or she could be 
  a political leader or rebel, a high-ranking Black Market criminal, 
  assassin, spy, whistle blower, Rogue Scholar, hero, D-Bee, and 
  so on. Odds are, the player characters will have no idea who this 
  individual is or that he is important unless the V.I.P. says or does 
  something to indicate otherwise. The person is not happy to get 
  intercepted before reaching his intended destination.
  23% Free Quebec – Body Armor: 1D4 suits of Quebecois 
  body armor.
  24% Free Quebec – Infantry Weapons: 2D6 various Quebe-
  cois pistols and 2D4 Quebecois rifles.
  25% Free Quebec – Power Armor: A single suit of Violator 
  SAMAS or Power Trooper armor. May substitute with a suit of 
  Glitter Boy armor and one full ammo drum.
  26% Livestock – Cattle: 3D6+2 cows of various ages and gen-
  ders.
  27% Livestock – Chickens: 2D4x10 egg-laying chickens and 
  1 rooster.
  28% Livestock – Horses: 2D6 adult horses in good health.
  29% Livestock – Nodosaurus or Other Medium-Sized Di-
  nosaur: 1-2 Nodosaurs or other medium-sized dinosaurs like Tric-
  eratops (Tri-Tops) or Hadrosaurs (Duckbilled Honkers). Could be 
  a mother and 1D4+1 babies.
  30% Livestock – Pigs: 3D6 adult pigs of various sizes.
  31% Livestock – Rhino-Buffalo or Large Dinosaur: A sin-
  gle Rhino-Buffalo, Fury Beetle, sauropod (Brachiosaurus or other 
  long-neck dinosaur) or other giant, alien pack animal.
  32% Livestock – Silonar or Ostrosaurus: 1D6+2 Silonar or 
  1D6+1 Ostrosaurus.
  33% Luxury Goods – Clothing: Fashionable, well-made 
  clothing, including outdoor gear, shoes, undergarments, pants, 
  skirts and shirts. Value of 4D6x1,000 credits.
  34% Luxury Goods – Consumer Electronics: Mini-comput-
  ers, video disc players, radios, speakers, light bulbs, circuits and 
  assorted wires and switches. Value of 3D6x1,000 credits.
  35% Luxury Goods – Food and Drink: Dried food stores, 
  frozen meat, salted fish, jerky, pressed cider, juice, spring water 
  or almost any other consumable is included. Value of 1D6x1,000 
  credits.
  36% Luxury Goods – Gold and Jewelry: A small shipment 
  of frontier gold and silver coins, alien ingots, mixed jewelry, pearls 
  or other precious metal, stones or jewels. Value of 2D6x10,000 
  credits.
  37% Luxury Goods – Tobacco and Alcohol: Bales of tobac-
  co, cartons of cigarettes, boxes of cigars, barrels of beer and bottles 
  of liquor. Value is 1D6x10,000 credits.
  38% Magic Artifact – Supportive: A magical artifact that can 
  cast a single supportive or non-damaging magic spell from levels 
  1-4. May be used once every 12 hours. May substitute with a TW 
  device.
  39% Magic Artifact – Weapon: A magical artifact that can 
  cast a single damaging or offensive spell from levels 1-4. May be 
  used once every 12 hours. May substitute with a TW weapon or 
  other type of magic weapon.
  40% Naruni Body Armor: 1D4 suits of various Naruni body 
  armor.
  41% Naruni Infantry Weapons: 2D4 various Naruni rifles 
  and shotguns with 1D6 E-Clips and 1D4x10 plasma cartridges.
  42% Naruni Pistols: 2D6 various Naruni pistols along with 
  1D6+2 E-Clips and 1D4x10+10 plasma cartridges.
  43% Naruni Power Armor: A single suit of Naruni Mecha-
  Knight power armor or Earth Angel power armor, or 1D4+1 NE-
  BA-40 Infantry body armor suits or one Stealth Armor (see Rifts® 
  Dimension Book 8: Naruni Wave 2).
  44% Northern Gun Body Armor: 2D4 suits of various types 
  of Northern Gun body armor.
  45% Northern Gun Hovercycles: 1D6+1 Northern Gun hov-
  ercycles.
  46% Northern Gun Labor Drones: 4 Northern Gun Light La-
  bor Drones or a single Heavy Labor Drone.
  47% Northern Gun Pistols: 2D6+4 various Northern Gun pis-
  tols and 3D6+4 E-Clips.
  48% Northern Gun Power Armor: 1D4 suits of Samson, Red 
  Hawk or other power armor suits, or a mix of different types.
  49% Northern Gun Rail Guns: 1D4 NG-101 light rail guns 
  and 1D6 NG-202 heavy rail guns, along with 1D6x10,000 rounds 
  of rail gun ammo.
  50% Northern Gun Rifles: 2D4+2 various Northern Gun ri-
  fles/plasma ejectors and 3D6+2 E-Clips.
  51% Northern Gun Hunter Mobile Gun: A single Hunter 
  Mobile Gun robot. May be disassembled for smuggling purposes. 
  Comes with 1D6x1,000 rounds of rail gun ammo and no missiles. 
  May substitute with a different NG Robot. (See Rifts® World 
  Book 33: Northern Gun One for a variety of robots.)
  52% Northern Gun Sky King: A single NG Sky King hov-
  ercraft. Comes with 2D4x1,000 rounds of rail gun ammo and one 
  load of missiles. May substitute with some other NG or Black Mar-
  ket flying vehicle.
  53% Raw Materials – Coal: Sacks, crates or open containers 
  of coal. Value of 2D6x1,000 credits.
  54% Raw Materials – Credits/Gold: A payment or cash ship-
  ment. Gold, pelts or 2D6+6 Universal Credits worth a total of 
  1D6x10,000 credits!
  55% Raw Materials – Lumber: Felled trees destined for the 
  lumberyard or finished boards and planks. Value of 1D6x1,000 
  credits.
  56% Raw Materials – Ore: Ore containing iron, copper or 
  some other valuable metal. Value of 1D6x10,000 credits.
  57% Raw Materials – Salt: Sacks of salt. Value of 1D6x1,000 
  credits.
  58% Raw Materials – Precious Stones: Gems and other 
  stones useful to Techno-Wizards and valued for jewelry. Value of 
  1D6x10,000 credits.
  59% Raw Materials – Steel: Sheet steel, I-beams, poles or 
  other steel items; weighs a ton. Value of 2D6x1,000 credits.
  60% Raw Materials – Sugar/Honey: Sacks of sugar or jars of 
  honey. Value of 1D4x1,000 credits.
  61% Slaves – D-Bee: 3D6 slaves of various D-Bee races. May 
  include children.
  
  121
  62% Slaves – Feedstock: 4D4 human captives intended as 
  food or slave stock for vampires, demons or other monsters. They 
  are tired, dehydrated and frightened; possibly includes children.
  63% Special Equipement: 4D6 language translators and/or 
  4D6 first aid kits and 1D6 RMK Robot Medical Kits or a box with 
  2D4x10 doses of antibiotics.
  64% Spare Parts – Commercial Vehicles: Spare parts for 
  ATVs, motorcycles, automobiles, hovercycles and hovercars. Val-
  ue of 2D6x10,000 credits.
  65% Spare Parts – Engines: Engines and electric motors. 
  Value of 2D6x10,000 credits.
  66% Spare Parts – Farm Equipment: Parts for tractors, 
  threshers and other agricultural machines. Value of 3D6x10,000 
  credits.
  67% Spare Parts – Generators: Generators and parts for gen-
  erators. Value of 2D6x10,000 credits.
  68% Spare Parts – Military Vehicles: Extra armor, vital spare 
  parts and electronic systems. Value of 4D6x10,000 credits.
  69% Spare Parts – Nuclear Power Cores: Nuclear power 
  cores and secondary equipment. Value of 1D6x100,000 credits.
  70% Spare Parts – Tools and Construction Equipment: 
  Spare parts for power tools, industrial equipment and construction 
  systems. Value of 2D4x10,000 credits.
  71% Supplies – Munitions: 4D6 E-Clips, 2D6x1,000 rounds 
  of rail gun ammunition, 288 rounds of heavy BigBore shells, and 
  3D6 mini-missiles or 4D6 hand grenades.
  72% Supplies – Basic Military Equipment: 2D4 walkie-talk-
  ies, 1 field radio, 2D6 pairs of combat boots, 2D4 field uniforms, 
  1D4x10 ration kits and a small, portable field kitchen.
  73% Supplies – E-Clips: 1D6x10 normal E-Clips, 5D6 Long 
  E-Clips and 2D6 Forward Sliding E-Clips.
  74% Supplies – Full-Sized Missiles: One of the following: 
  2D6+2 short-range missiles, 2D4 medium-range missiles or 1D4 
  non-nuclear long-range missiles.
  75% Supplies – Gasoline/Diesel Fuel: 1D6x1,000 gallons of 
  gasoline, diesel or ethanol.
  76% Supplies – Scientific/Medical: 1D6 Micro-Scales, 1D6 
  Bio-Comp Monitors, one Compu-Drug Dispenser, one Computer 
  Portable Field Unit, one Portable Bio-Scan & Bio-Lab, one por-
  table Laboratory, one Multi-Optics Helmet, and a case of 1D6x100 
  disposable, plastic surgical gloves.
  77% Supplies – Mini-Missiles: 1D4x10+40 mini-missiles of 
  various types.
  78% Supplies – Radar System: A single, short-range radar 
  system including a radar dish and monitoring terminal. Range of 
  50 miles (80 km). Capable of tracking up to 50 individual targets.
  79% Supplies – Rail Gun Rounds: 4D6x1,000 rounds of rail 
  gun ammunition. May be substituted with BigBore rounds.
  80% Supplies – Vibro-Blades: 3D6 Vibro-Knives, 1D6 Vi-
  bro-Swords and 1D6 pairs of Vibro-Claws.
  81% Supplies – Wilderness Gear: 2D6 pairs of binoculars, 
  1D6 field stoves, 4D6 canteens, 100 water purification tablets, 
  1D6x10 ration packs, 1D6 backpacks, 1D6 sleeping bags, and 2D6 
  sets of wilderness survival clothing. May substitute with fishing 
  gear.
  82% Techno-Wizard Gadgets: 3D6 various Goblin Bombs or 
  1D4 Techno-Wizard gadgets like Eyes of Thoth reading glasses, 
  Shadow Cloaks, Language Translators, Thieves’ Gloves or Super 
  Swimmer Diver’s Suits.
  83% Techno-Wizard Small Arms: 2D6+2 Techno-Wizard 
  pistols and 1D6 Techno-Wizard rifles along with one charged 
  P.P.E.-Clip in each weapon and 3D6 additional.
  84% Titan Robotics – Combat Titan: A single Titan Com-
  bat Robot, possibly disassembled for smuggling purposes. Comes 
  with 4D4x1,000 rounds for the rail gun and one load of missiles. 
  May substitute with a Bandito Arms or Northern Gun Robot.
  85% Titan Robotics – Recon Robot: A single Titan Recon-
  naissance Robot with full weapons and armor. May substitute with 
  a Bandito Arms or Northern Gun Robot.
  86% Titan Robotics – Titan Power Armor: 2 suits of Fly-
  ing Titan or Footman power armor. May substitute with a Bandito 
  Arms or Northern Gun power armor.
  87% Triax Body Armor: 1D6 suits of Triax body armor such 
  as the Explorer or Commando Scout, or 1D4 suits of Cyclops 
  battle armor. May substitute with Bandito Arms or Northern Gun 
  body armor.
  88% Triax Power Armor: 2 suits of Terrain Hopper power ar-
  mor or a single Ulti-Max robot or Predator X-10A. May substitute 
  with a Bandito Arms or Northern Gun power armor.
  89% Triax Small Arms: 2D6 various Triax pistols, 2D4 vari-
  ous Triax rifles and 1D4x10 Forward Sliding E-Clips.
  90% Vehicles – ATV: A single, large ATV like the Big Boss 
  or Mountaineer. May substitute with a Bandito Arms or other 
  Northern Gun vehicle.
  91% Vehicles – Automobiles/Hovercars: 1D6 personal auto-
  mobiles or hovercars intended for road use.
  92% Vehicles – Farm Tractors and Harvesters: 1D4 farm 
  tractors and one large piece of equipment like a harvester or 
  thresher.
  93% Vehicles – Hovercycles: a total of 2D4 Northern Gun and 
  Manistique Imperium hovercycles of various types.
  94% Vehicles – Jet Packs: 2D4 jet packs and two Juicer Icarus 
  Flight Systems (see Rifts® World 10: Juicer Uprising for the 
  latter).
  95% Vehicles – Light Armored Vehicle: One or two ATVs 
  outfitted with extra armor (+100 to main body M.D.C.) or 1D4 
  Juicer vehicles such as the Tarantula, Road Boss, Rolling Thunder 
  or rocket bikes (see Rifts® World 10: Juicer Uprising for the 
  first three listed).
  96% Vehicles – Motorcycles: 2D6 motorcycles or hovercy-
  cles of various types. May substitute with Bandito Arms bikes and 
  hovercycles or with robot riding animals.
  97% Wellington Industries Small Arms: 2D4 submachine-
  guns, 1D4x100 rounds of heavy ramjet ammo, 1D6 grenade 
  launchers and 1D4 mini-missile launchers along with 3D6+2 gre-
  nades and 2D6+1 mini-missiles.
  98% Wilk’s Electronics: Circuit boards, computer processors, 
  disc-reading lasers, mini-computers, computer memory and other 
  electronic components. Value of 2D6x10,000 credits.
  99% Wilk’s Pistols: 3D6 various Wilk’s pistols, along with 
  5D6 E-Clips.
  00% Wilk’s Rifles: 2D6 various Wilk’s rifles, along with 5D6 
  E-Clips.
  
  122
  
  123
  Traveling 
  Shows
  By Kevin Siembieda
  Freak Shows, Circuses,
  and Traveling Shows
  Entertainment in the big cities is as varied in the world of Rifts 
  as it is in our own modern world of today. The typical big city like 
  Lone Star, Chi-Town, and Free Quebec, offers a hundred or more 
  television and radio channels, movie theaters, live theaters, com-
  edy clubs, taverns, bars, bowling alleys, casinos, parks, sports sta-
  diums, etc. A few, like the Coalition States, even offer local, state 
  owned and government operated Internet and computer capabili-
  ties. However, even in these cities, a traveling show, especially a 
  circus or carnival, is something special that brings out the crowds. 
  For towns, villages, and small kingdoms located in remote areas, 
  and even the ‘Burbs spread around cities, it is a different matter. 
  There, life is hard, entertainment is minimal and traveling shows 
  are an exciting diversion from a gloomy, laborious routine.
  Freak shows are, as a rule, small operations run by unscrupu-
  lous individuals. Such shows deliver on shock value rather than 
  real performing arts. They present shrunken heads, wild men, mon-
  sters, mutants, and the exotic. In many cases, the living attractions 
  are prisoners, D-Bees and animals locked up in cages. The exhi-
  bition of oddities is likely to present strange weapons, the bones 
  of monsters, man-eating plants, fossils, magic items, and alien or 
  pre-Rifts artifacts. Each and every item has a wondrous yarn spun 
  around it, none of which are likely to be true. In fact, many of the 
  items themselves are fakes, created by the show’s staff or com-
  missioned from artists. Freak shows may also sell souvenirs such 
  as small statues, pottery, blankets, animal claws, rattlesnake tails, 
  trinkets and animal teeth, which may be passed off as the fangs of 
  vampires, werebeasts or other monsters. Some also sell live pets 
  such as birds, snakes, turtles, lizards and the occasional exotic ani-
  mal, and many sell elixirs of all kinds (usually with a narcotic or 
  alcohol for a little zing), beer, moonshine, candy and exotic foods. 
  Some freak shows sell decadent and illegal goods and services. 
  These may include genuine pre-Rifts artifacts, though mostly com-
  mon items, as well as weapons, E-Clips, batteries, body armor, 
  healing potions, and the services of psychic healers and mages, as 
  well as the services of prostitutes, tattoo artists and fortune-tellers.
  The circus is much larger than other traveling shows and it is 
  the most professional. A traveling circus will have its own museum 
  of oddities, freak show, and merchants hawking their wares, but 
  the main distinction is its emphasis on performance. Circuses are 
  full of live acts. Something is going on all the time at a circus, with 
  a dozen different attractions and small shows going on throughout 
  the day. They include animal rides, mechanical rides, fortune-tell-
  ers, mind readers, minstrels, singers and sing-alongs, dancers and 
  dancing, games of skill like knife-throwing, archery and shooting, 
  and carnival games. There is often a 1-2 hour variety show in the 
  afternoon, but the main event is a 3-4 hour blockbuster show in the 
  big tent in the evening. Entertainment includes clowns, comedians, 
  jugglers, dance acts, musicians and singers, sing-alongs, acrobats, 
  tightrope acts, magicians (often the real McCoy), animal acts, and 
  feats of daring and wonder. Some even show movies, and those 
  with pre-Rifts movies attract the largest crowds. Other attractions 
  may include a petting zoo or a traveling zoo of exotic, beautiful 
  and dangerous animals. Crime: At least half to two-thirds of cir-
  cuses are honest, legitimate businesses, but even honest shows will 
  attract their share of con artists, pick pockets and crooks, or have 
  a few dishonest members of the show. And those run by the Black 
  Market are a great way to smuggle contraband, scope out potential 
  merchant routes, spy on local towns and authorities, and even sell 
  weapons and contraband out in the open where it’s not illegal.
  Carnivals are part small circus, part freak show and part medi-
  cine show. They’ll have a few acts, some clowns and jugglers, 
  but nothing like a circus, plus a freak show area, a medicine show 
  area where booze, drugs and contraband are sold, and other at-
  tractions you’d expect. The big difference between a carnival and 
  other shows is there are few live acts and theater, and more rides 
  and games. Rides always include old favorites such as the merry-
  go-round and the ferris wheel, and may include 2D4 others such 
  as bumper cars, swings, spinning swings, and spinning rides of all 
  kinds. Games include all kinds of amusement park/boardwalk type 
  games of skill such as knocking down bottles with a ball, pitch-
  ing coins, throwing darts, shooting moving targets with a pellet 
  gun, racing remote control cars, and even outright gambling with 
  slot machines, card games, dice games and other games of chance. 
  Crime: Only one third of carnivals are honest, legitimate business-
  es. Most are fronts for Black Market operations and other crimi-
  nals. Those run by the Black Market sell or smuggle contraband 
  and vice, spy on local towns and authorities, and sell weapons, 
  contraband and vice out in the open where it’s not illegal.
  Traveling shows and medicine shows are usually 1-6 wagon 
  shows run by 3-30 individuals. Like the freak show, the scam is 
  usually selling something shocking or frightening, tasty or fun but 
  illegal. The smallest shows will have one main attraction and one 
  or two other points of interest, from spectacle to material goods. 
  Most sell moonshine and a vast variety of potions to fix what ails 
  you; many of which are heavy on alcohol, narcotics, or hallucino-
  gens. The larger shows will have 6-8 wagons and offer 2-3 main 
  attractions, as well as sell many more potions, tonics, charms, 
  booze, candy, and exotic services. Services often include fortune-
  telling, tattoo artists, barbers, psychic or magical healing and doc-
  toring, veterinary doctoring, and the selling of herbs, books, tools, 
  weapons, E-Clips, artifacts and news; traveling shows are a great 
  way to learn about rumors and events taking place in the region. 
  Vice includes gambling, drugs, drink and women. Crime: Only 10-
  20% of traveling shows and medicine shows are honest businesses. 
  Most are Black Market operations or run by other criminals. Many 
  1-3 wagon shows are run by con artists, thieves, petty criminals 
  and small-time Traveling Merchants, any of whom may, or may 
  not, have ties to the Black Market. Those run by the Black Mar-
  ket sell and smuggle contraband and vice, spy on local towns and 
  authorities, and sell weapons, contraband and vice out in the open 
  where it’s not illegal.
  The success of any traveling show varies from town to town 
  and time to time. Thus, the price of admission, at least for the 
  smaller shows, can range from 1-10 credits and may include all 
  attractions, but not rides or special shows. Sometimes each indi-
  vidual attraction has a price of admittance, and other times, admis-
  sion may be free if the show is a con-game designed to trick people 
  into buying goods, especially worthless goods like fake potions 
  
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  and medicine that are really alcohol or placebos. Most shows will 
  accept items in trade rather than credits as many wilderness com-
  munities do not deal in credits. Items accepted as trade include sil-
  ver, gold, precious and semiprecious gems, artifacts, quality magic 
  or high-tech weapons and equipment, animal pelts/furs, alcohol/
  moonshine, common supplies, fresh fruit and vegetables, jams and 
  honey, grain, other foods, fresh drinking water, fuel, trinkets that 
  can be resold, and other supplies.
  During the worst of times, even the best and most reputable 
  shows may offer a spectacular performance or services, including 
  manual labor, in exchange for a hot meal, feed for the animals and/
  or gasoline for the vehicles and a warm bed to spend the night.
  A Source of Evil and Adventure
  Traveling shows have the opportunity to use their unique situ-
  ation to earn a profit above and beyond mere showmanship. The 
  shows are wonderful sources for gathering information and mak-
  ing contacts with a large variety of people. As they travel from 
  town to town, the performers can make road maps and map a town 
  accurately, noting places and people of importance. They can in-
  conspicuously study the people, their philosophies, laws, defenses, 
  armies, leaders and defenders. They can make note of the commu-
  nity’s wealth or poverty, its racial mixture, the people’s loyalties, 
  and their leanings toward magic and other activities.
  This information has many, many applications. It can be sold 
  to the highest bidder, criminals or other interested parties (like the 
  Coalition States), and used for blackmail and wrongdoing. The 
  least scrupulous not only spy on unsuspecting towns, but may act 
  as agents, performing reconnaissance for the Black Market, ban-
  dits or mercenaries (or the CS and other groups), or may be bandits 
  or criminals themselves, and work as con artists, thieves, smug-
  glers, extortionists, terrorists and scoundrels of all sorts. This is 
  less true of the circuses, especially the larger and older circuses, 
  but all too commonplace among freak shows, carnivals and other 
  small traveling shows. In many cases, the owner and his perform-
  ers are con men, criminals or hardened mercenaries to begin with, 
  and the traveling show is just a front for the brigands. The op-
  portunity for easy money can’t be resisted. Such evil and illicit 
  deeds have given medicine men, in particular, a bad reputation, 
  with freak shows not far behind them.
  Game Master’s Note
  About Traveling Shows
  Traveling shows operated by unscrupulous opportunists and 
  brigands can lead to many fun and strange encounters, as well as 
  clashes with unique enemies. The freak show, circus, carnival or 
  medicine show can be much more than a bunch of run-of-the-mill 
  crooks, which can go a long way to adding color, suspense and ac-
  tion to a story. On the down side, to really make a sideshow work, 
  a fair amount of thought and character development is required on 
  the part of the G.M., but it can pay off big if done right and if used 
  as continuing characters and villains. Remember, these scoundrels 
  travel all over the country.
  Of course, not all are operated by evil villains, but even the 
  most honest and friendliest traveling show can be a source of infor-
  mation, news, rumors and help. Many can provide medical treat-
  ment and/or sell food and supplies, including weapons (it depends 
  on the specific show). If nothing else, the show can provide some 
  amusing entertainment.
  Creating a
  Traveling Show
  Step One:
  The Size and Orientation
  Sideshow
  Freak Show
  Medicine Show
  Traveling Troubadours
  Small Circus or Carnival
  Large Circus
  Traveling shows come in all sizes and varieties. There are six 
  basic types of shows presented here along with the total available 
  points one can spend on show features. The smaller the show, few-
  er the less features available. G.M.s with specific needs, ideas and 
  requirements may bend these rules, because the design rules for 
  the traveling shows are meant to serve as a guideline, not consis-
  tent rules and data for all shows. Also, while the emphasis is in the 
  design of unscrupulous and crime-based operations, the same fea-
  tures can be used to create honest and good traveling shows; just 
  skip the Criminal Sponsors, Criminal Activity and select Anarchist 
  or better for the alignment.
  Each basic type of show lists the initial number of points one 
  can spend on the features of the show. The sponsoring force be-
  hind the show can also add points that can be spent on features, 
  though some of these may have to be spent on a specific feature. 
  
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  Obviously, the smaller shows have fewer all-around features and 
  resources, which is as it should be. Specific, individual characters 
  in the show may add to the overall power and dangerousness of 
  the performers.
  Note: For random determination of size and type of show, roll 
  1D6. When “X points” are listed in addition to the main number, 
  those bonus points must go to that specified feature only.
  1. Sideshow. This is a very small show, usually consisting of 
  6-12 people, including the show’s owner, performers, and opera-
  tives. The typical sideshow offers a combination of entertainment 
  such as minstrels, tumblers, acrobats, jugglers, magic, fortune-tell-
  ers (a must, whether the fortune-teller is a real psychic or a char-
  latan), and an array of oddities. The oddities are mostly inanimate 
  objects, including supposedly alien devices and pre-Rifts artifacts, 
  stuffed animals, strange or monstrous skulls or skeletons, and 
  usually one “live” freak, which is the main attraction (and often 
  a fake). Most sideshows run on a shoestring budget and have very 
  few resources and even less political power (virtually none; con-
  sidered to be second rate and charlatans by most). Often return to 
  the same towns and places where they have done well in the past.
  110 POINTS, +10 bonus points for Vehicles and +30 points 
  for Acts.
  2. Freak Show. Most freak shows are about twice the size of a 
  sideshow and have 6-36 personnel, but are frequently just as poor-
  ly funded as a sideshow. The show’s owner, performers, workers 
  and the freaks, are usually willing participants of the show, even if 
  some of the “freaks” or “monsters” are caged when an audience is 
  around. The emphasis of a freak show is the bizarre, horrific and 
  the frightening. Other than the show’s barker (announcer/host) and 
  the possible inclusion of a juggler, tumbler, fortune-teller, minstrel 
  or magician, there are no performers. The freaks are the show,
  There will be at least 6-10 living freaks, which may include rare 
  and unusual D-Bees, mutants, shape-changers, aliens, creatures of 
  magic and monsters; some of whom may be fakes, but at least half 
  will be genuine and truly impressive, and at least one or two will 
  be a show stopper. As rule, few of these freaks or monsters are as 
  disgusting or dangerous as they appear. A great deal of hype and 
  theatrics are involved in the best traveling shows and that means 
  putting on a show for the “customers.”
  In addition to the living freaks, a freak show always has a 
  display of the strange and exotic. Much like the sideshow, these 
  include alleged pre-Rifts and alien artifacts, demon and monster 
  skulls and/or skeletons, taxidermy animals, the occasional strange 
  or cute live D-Bee animal(s), supposed magic items, castings of 
  footprints, mummies, a corpse with a stake in its chest that is sup-
  posedly a slain vampire, and other oddities, many of which are 
  fake, but fun to see. All will have a convincing and funny or scary 
  story delivered by a guide to the attractions or one of the barkers.
  Freak shows are seen as a bit off-color and potentially danger-
  ous, both of which are part of the attraction. They are usually run 
  on a shoestring budget and have few resources and even less politi-
  cal power (virtually none; considered to be rogues and charlatans 
  by most), but some are very popular and successful. Freak shows 
  often return to the same towns and places where they have done 
  well in the past.
  150 POINTS, +20 bonus points for Freaks (Acts) and +10 
  points for Equipment.
  3. Medicine Show. The infamous medicine show can be as 
  small as 2-5 people or as many as 10-30 people with entertain-
  ers and sideshow freaks, but the emphasis is always SELLING 
  product. Medicine shows are almost always a vehicle for flim-flam 
  men, con artists and charlatans. The typical show will offer a num-
  ber of potions, tonics, salves, herbs, alcohol and charms to cure 
  whatever ails you. Often the selection of brews is staggering and 
  can number over a hundred! Some also sell illegal drugs, narcotics 
  and hallucinogens.
  In most cases, the vast majority of the potions, tonics and elixirs 
  are useless fakes, sugared or spiced water or fruit juices spiked 
  with alcohol or narcotics. Only the herbs and illegal drugs are 
  mostly authentic and even then it is best if one knows exactly what 
  he’s buying rather than trusting the salesperson. Generally, S.D.C. 
  poisons, herbs for holistic medicine, garlic, wolf’s bay/wolfsbane, 
  mushrooms, spices, candy, salt, pepper, fruit juices, beer, wine and 
  moonshine are available in abundance. Some medicine shows of-
  fer a small selection of Faerie Food or magic potions, amulets, 
  talismans, scrolls and similar items (usually kept behind the closed 
  doors of a special wagon for that special customer), though it is 
  rare that more than 1D4x10% of these magic items are genuine. 
  ANYTHING offered for sale at a medicine show should be viewed 
  with great suspicion!
  Entertainment is likely to include stage magic focusing on 
  sleight of hand (palming, escaping from handcuffs, etc.) and a 
  minstrel/singer or tumbler (great distractions while another mem-
  ber or two of the show slips through the crowd picking the rich-
  est pockets). A fortune-teller (psychic or not) and healer or doctor 
  (may only know first aid!) are also typical members of a medicine 
  show. The rest of the show’s members are salespeople, workers, 
  con men, pick-pockets, guards and assistants. The show may re-
  turn to the same places where they have done well, but will avoid 
  places where they ran afoul of the law or were accused of fraud or 
  other illicit activity.
  140 POINTS, +10 points for Internal Security and +30 points 
  for Criminal Activity.
  4. Traveling Troubadours. Unlike the previous three travel-
  ing shows, troubadours or minstrel shows are all entertainment. 
  Generally, the troupe will put or a half dozen to a dozen short per-
  formances, each about a half hour long, throughout the day, ending 
  in a big, two hour nighttime show. The big show can be 01-30% a 
  musical, 31-50% a comedy play, 51-60% drama, 61-70% stand-up 
  comedy, 71-80% a pre-Rifts movie (always fascinating), 81-90% 
  music or 91-00% music and dance for everyone. The pre-Rifts 
  movie, musicals, comedy plays, and music and dance, especially 
  if the townsfolk can dance along, are the most popular attractions 
  and pack them in every time. The shorter daytime shows can in-
  clude musicians playing instruments, singers, sing-alongs, short 
  comedy plays, story-telling, puppet shows, comedy skits, comedic 
  juggling, and similar types of fun. Minstrel shows often return to 
  the same places where they have done well in the past.
  160 POINTS, +10 points for Equipment and +20 points for 
  Outfits.
  5. Small Circus or Carnival. The small circus has all the usual 
  elements already discussed, but on a smaller scale and less variety 
  of acts. Entertainment includes a main nightly show that lasts 2-3 
  hours, preceded by several smaller acts during the day involving 
  acrobats, tumblers, jugglers, clowns, comedic skits, magicians, 
  fortune-tellers, animal tamers, some games of chance and souvenir 
  and concession stands. They may or may not have a freak show, 
  though most do. Some show modern or pre-Rifts movies. A small 
  circus will employ 200-400 people.
  Carnivals are similar to circuses except that there is less em-
  phasis on performances (no long show) and more emphasis on 
  
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  rides, sideshows, freak shows, medicine shows, and a lot of games. 
  The typical traveling carnival has 100-400 workers and performers 
  and offers at least a dozen different rides, a house of illusion (us-
  ing real illusory magic as well as mirrors and holograms), two or 
  three performances with showgirls, one magic show, a freak show, 
  museum or library, concessions area and a couple dozen games of 
  chance, as well as fortune-tellers, tattoo artists, etc. Some of the 
  larger and/or more wild carnivals offer gambling an possibly and 
  arena area for boxing matches, wrestling, animal fights or even 
  gladiatorial matches with a cash prize. The fights often allow chal-
  lengers from the audience to fight one of several champions, for 
  a price, of course. Rides and experiences can include traditional 
  carnival rides like the ferris wheel and less traditional rides like 
  zooming along on a Sky Cycle or TW Tree Trimmer, riding gi-
  ant robots, riding tame dinosaurs or monsters or exotic animals, 
  and so on. Entertainment may include wandering clowns, jugglers, 
  minstrels, and similar. Carnivals also sell a larger array of alcohol, 
  elixirs, trinkets, toys, and candy.
  240 POINTS are available to small circuses and carnivals, +50 
  points on Acts and +10 on Reputation.
  6. Large Circus. The circus is still the favorite of all the travel-
  ing shows, consequently, there are a number of large traveling cir-
  cuses throughout the world. Circuses are especially popular among 
  frontier and rural communities that don’t have access to technol-
  ogy, television and other types of entertainment. A typical circus 
  employs 300-800 people, including performers and workers, but 
  the largest may have more than 1,000. A circus offers a huge venue 
  of diverse acts and entertainment as previously discussed.
  300 POINTS are available, +90 points on Acts and +20 on 
  Reputation.
  Note: The points listed are the total available points for all the 
  different show features. Even with 410 points, selecting features 
  can be difficult. Remember that if no points are spent on a par-
  ticular feature, say Security, then the traveling show automatically 
  has the worst level, #1-NONE, in that feature. Bonus points for 
  specific Features like Acts and Reputation MUST be spent on that 
  feature. The points cannot be spent on some other area.
  Step Two:
  Traveling Show Features
  A. Sponsorship
  Exactly who is controlling the traveling show, providing them 
  with their leadership, goals, and their real source of funds? Select 
  one. There is no cost for this necessary feature.
  1. NONE. Independent Enterprise. The show is owned and 
  operated by an entrepreneur or group of owners who like the busi-
  ness and run the show. Sometimes funded by a larger private busi-
  ness. The ultimate goal of the Independent Operator is to make 
  enough money for the owners and employees to live well while 
  doing work they enjoy. The owner(s) are responsible for the up-
  keep of the show, the selection of its attractions, paying employ-
  ees and performers, food, supplies and virtually everything else. 
  The owner(s) answer to no one and go where they please. Note: If 
  owned by a Black Marketeer, the business is one of his legitimate 
  businesses.
  Add +20 points to Acts and +20 points wherever desired.
  Show Cost: None.
  2. Secret Benefactor. The performers and staff have no idea 
  who is really behind the organization or what hidden motives there 
  might be in their assignments to stay alert and gather information. 
  For the moment, they are their own bosses, given a free hand at 
  what they want to do, provided they stay within the framework of 
  the organization. The features and equipment of the show are paid 
  for by this mysterious benefactor.
  Add +10 points for the purchase of additional Acts, +10 points 
  to Defense, and +30 points wherever desired, but remember, they 
  don’t know who they are working for or toward what purpose. 
  Player characters may find themselves working on assignments 
  they do not want, or told to do things that may compromise their 
  morals (if the sponsoring agency is corrupt). G.M.s should take ad-
  vantage of this as a continuing story subplot. Note: If owned by a 
  Black Marketeer, a mercenary company or other notorious group, 
  the business may be, 01-60% a legitimate business, or 61-00% a 
  front for smuggling, spying or any number of criminal enterprises 
  or nefarious purposes.
  Show Cost: None.
  3. Criminal. Small-Time Operation. The traveling show is 
  run by a gang or band of smugglers, thieves, con artists or crooks 
  NOT affiliated with the Black Market. They mainly use the show 
  as a means to cheat and rob the people in the local communities 
  they visit (e.g., sell snake oil, worthless trinkets, offer shows and 
  services that cater to vices, as well as rob and pick pocket cus-
  tomers who look like they have money, and may even break into 
  homes while people are at the show!). The group may also sell and 
  trade with locals, but some of the goods (1D4x10%) traded to the 
  people may be stolen. As a rule, common folk are given a show 
  and offered variety of “opportunities” and merchandise.
  Illicit shows include dancing girls, striptease acts and cabaret 
  shows that are likely to include audience participation and are 
  much more risque than anything the community is likely to offer. 
  The show may also offer illicit services such as prostitution, drug 
  dens, gambling (01-50% the games are fair, 51-00% the games are 
  fixed in the show’s favor, but even fair and legitimate gambling is 
  always tipped heavily in management’s favor. For example, black-
  jack offers some of the best odds for the player, with a 42% chance 
  of winning.), and sell a variety of contraband, alcohol, drugs, 
  books, medicine, weapons and equipment of which 2D4x10% is 
  certain to be stolen goods.
  Add +30 points for Criminal Activity and +10 points wherever 
  desired.
  Show Cost: None.
  4. Criminal: Black Market Front. The show is a big-time 
  crime outfit used by the Black Market as a means to covertly 
  smuggle and sell Black Market and stolen weapons, gear, criminal 
  services, and contraband. This is likely to include weapons, drugs, 
  CS outlawed items, a mobile Body-Chop-Shop for cybernetics and 
  bionics, M.O.M. conversions, Juicer augmentation and supplies 
  and EVERYTHING from #3 but on a larger and more covert scale.
  Add +10 points to Internal Security, +10 points to Defense, and 
  +50 points to Criminal Activity.
  Show Cost: None.
  5. Government. This kind of show is secretly sponsored by a 
  local government, usually one of the smaller kingdoms, and may 
  follow the government’s moral viewpoint and legal framework. 
  The group’s covert agenda may be crime-busting and defending 
  the innocent, or smuggling and aiding rebels/fighting injustice, sci-
  entific research/field investigation, spying on enemies and rivals to 
  get useful intelligence (or other types of espionage), establishing 
  trade or trade routes, or engaging in criminal enterprises, ferreting 
  out moles/spies from other governments or criminal operations, 
  
  127
  finding and stopping terrorists, covertly investigating and elimi-
  nating supernatural monsters and dangers without frightening the 
  public, and so on. Note: Not necessarily an evil force, may be good 
  or Anarchist in nature.
  Add +10 points to Internal Security and +50 points wherever 
  desired.
  Show Cost: None.
  6. Coalition Front (or other Big Nasty). Sponsored, controlled 
  and secretly owned by the Coalition States – or other powerful 
  force such as Free Quebec, the Federation of Magic, the Vampire 
  Kingdoms, the Kingdom of Monsters in Calgary, Pecos Empire, 
  the Splugorth of Atlantis, and so on. A whopping 80% of the man-
  agement, 75% of the show defenders, and 33% of the workers and 
  performers are operatives of the Coalition (or whatever govern-
  ment/agency is fronting the show). The show is a front for a trav-
  eling espionage network used to spy on enemies and rivals and 
  identify rebels, dissidents, spies and criminals, and to gather other 
  intelligence. It is also used for terrorism, sabotage, blackmail and 
  assassination. The traveling organization is free to set its own poli-
  cies and to wage war against enemies of the Coalition States (or 
  whatever sponsoring agency) as it sees fit; this can include burning 
  a town to the ground and slaughtering hundreds if it can be ac-
  complished without blowing the show’s cover or implicating the 
  sponsoring government/organization. Either way, the characters 
  represent a special team of operatives who utilize robots, cyborgs, 
  high technology, psychic powers and other combat and espionage 
  technology, magic, and personnel. The organization should be pre-
  dominately evil.
  Add +10 points to Internal Security, +20 points to Defenses, 
  +10 points to Equipment and +40 points to wherever desired.
  Show Cost: None.
  B. Outfits
  The quality and flamboyancy of the clothing worn by perform-
  ers and workers. Replacement of any show outfit is automatic.
  1. None. The characters are responsible for their own clothing. 
  Costumes tend to be plain and simple. No replacements of any 
  kind are available.
  Show Cost: None.
  2. Utility Outfits. The show has standard uniforms for all its 
  employees and colorful costumes for its performers. Quality is 
  good and designs are nice, but nothing spectacular.
  Show Cost: 5 points.
  3. Open Wardrobe. A complete range of clothes, uniforms, 
  and costumes of superior quality. Bright colors, spectacular de-
  signs, rhinestones, sequins, feathers, capes, hats, and masks are 
  available to all employees and performers. Quality is excellent; 
  replacements and new designs are regularly available.
  Show Cost: 10 points.
  4. Specialty Clothing. The absolute BEST in uniforms and 
  costumes. A similar array as described in number three are avail-
  able, only more dynamic, imaginative and colorful. Includes stage 
  armor, fluorescent colors, glow in the dark fabric, wigs, masks, 
  hats, and props, as well as standard uniforms, clothing and special 
  gear. Even civilian clothing is fairly classy, equivalent to what’s 
  available in expensive clothing stores.
  Show Cost: 20 points.
  5. Gimmick Clothing. A full range of quality clothes and cos-
  tumes equal to Number Three (+10 points to be equal to #4), but 
  also includes an array of colorful wigs, fright wigs, masks, com-
  plete make-up kits, disguises, and grease paint; plus “gimmick” 
  costumes like clothes with hidden pockets, body armor, concealed 
  items (flowers, coins, tools, weapons, etc.), wings that are func-
  tioning gliders, jet packs, concealed optical systems built into hel-
  mets/hats/goggles, etc. The quality is high, very fashionable and 
  believable.
  Show Cost: 30 points.
  6. Unlimited Clothing. All the quality costumes, uniforms, 
  specialty outfits, and gimmick clothing one could ever want. All 
  quality levels are available and the top designers are on call to 
  specially make appropriate outfits for any need. Replacements and 
  new designs are frequently available.
  Show Cost: 50 points.
  C. Equipment
  This describes the general equipment and supplies provided 
  free of charge by the management of the traveling show. Replace-
  ment of any lost or damaged, equipment is usually automatic and 
  at the expense of the management. Note: Unlike other categories, 
  it is possible to pay points to purchase more than one of the fol-
  lowing equipment features. For example, by spending 15 points, a 
  show would provide both Electronic (#3) and Medical (#4) equip-
  ment as described below.
  1. None. The characters are responsible for buying and replac-
  ing their own equipment.
  Show Cost: FREE.
  2. Cheap Gear. Each performer has the basic equipment, 
  props, and materials for his craft and up to 7,000 credits of ad-
  ditional equipment available to him. Damage or lost items may 
  not be easily replaced, especially expensive things like cybernetic 
  implants, weapons and vehicles.
  Show Cost: 2 points.
  3. Electronic Supplies and Good Gear. Good quality gear 
  is provided, along with up to 40,000 credits’ worth of common 
  sensory, recording, video camera, communication, computer, sur-
  veillance, and miscellaneous equipment (like language translators, 
  electro-adhesive pads, etc.) are available for each major performer 
  and 10,000 credits worth for secondary performers. This selection 
  is limited to electronic items only.
  Show Cost: 5 points.
  4. Medical Equipment. First-aid and paramedic type equip-
  ment and pharmaceuticals are available. Includes antibiotics, pain-
  killers, anesthetic, protein healing salve, sodium pentothal (truth 
  serum), dosimeter, E.K.G. and E.E.G. machines, portable lab, bio-
  scan, oxygen, all commonly available robot medical kits (RMK, 
  IRMSS, Compu-drug dispenser, etc.) and two basic life support 
  units. Plus a budget of 750,000 for emergencies requiring hospital-
  ization and cybernetic organs or prosthetics.
  Show Cost: 10 points.
  5. Medical Clinic. The traveling show is equipped with full 
  medical facilities equal to a small medical clinic. There are 1D4 
  full-time doctors (M.D. or Holistic), 2D4 nurses and one or two 
  psychic healers (or mages with healing magic), two paramedics 
  and 1D4+1 assistants. In addition, the show has an emergency 
  medical budget of 1D4x2 million credits for cybernetics and hos-
  pitalization. There is also a small veterinary facility for any circus 
  animals. Replacement of lost or damaged equipment is automatic, 
  but the total amount of medical equipment can never exceed 10 
  million credits.
  Show Cost: 20 points.
  6. Unlimited Equipment. The traveling show is a high-tech 
  operation equipped with high quality equipment, electronics, com-
  
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  puters, communication systems, props, and all the materials and 
  equipment needed for the acts and to run the show. In addition, 
  there is a superb mobile mini-hospital that can accommodate as 
  many as 40 patients, has six life support systems, three surgery 
  rooms and one cybernetic surgery unit (cybernetics can be repaired 
  and replaced safely). 1D6+3 medical doctors, 1D4+1 psychic heal-
  ers (or mages with healing magic), 1D4 Cyber-Docs, six paramed-
  ics and eighteen nurses, plus administrative and other staff, man 
  this operation. Plus 1D4 million credits’ worth of common cyber-
  netic and bionic items are in stock and there is an emergency medi-
  cal fund of 2D6+20 million credits. There is also a comparable, 
  state-of-the-art veterinary clinic to care for all circus animals.
  Show Cost: 50 points.
  D. Vehicles
  Transportation provided by the management of the show to the 
  characters. Also includes information on the show’s fleet of ve-
  hicles.
  1. None. Can you run? Fly? Swim? We sure hope so, because 
  you’re not going to get any kind of ride from the traveling show. 
  The owner has two horse-drawn wagons: his personal wagon and 
  living quarters and the supply wagon. Both are so filled with equip-
  ment that there is no space for others. Characters must provide 
  their own transportation and tents.
  Show Cost: None.
  2. Basic Transportation. The traveling show has just enough 
  vehicles to accommodate their needs. A third are horse (or exotic 
  animal/dinosaur)-drawn wagons, a third are trucks and motor-
  home trailers, and the remaining third are old hover trucks pulling 
  trailers. Living quarters are cramped and must be maintained by 
  the people living in them. Performers may purchase their own ve-
  hicles but maintenance is their responsibility and cost.
  Show Cost: 3 points.
  3. Company Fleet of Vehicles. The management of the show 
  maintains a fleet of trucks, trailers, motor-homes, and wagons. All 
  are fairly new and well maintained hover vehicles. 1D4+2 con-
  struction vehicles such as cranes and bulldozers, and two giant 
  NG-V10 robot labor vehicles complete the standard fleet. In addi-
  tion, the performers may be assigned their own personal hovercar, 
  hovercycle, or minivan. Living accommodations are pleasant, spa-
  cious personal trailers for top performers and their families and 
  reasonably spacious accommodations shared by two to six laborers 
  or minor performers. Special traveling arrangements and expenses 
  for commercial airline flights are available upon authorization, 
  with about 500,000 credits in the expense account.
  Show Cost: 10 points.
  4. Deluxe Fleet of Vehicles. The fleet of vehicles includes new 
  and constantly maintained hover trucks, trailers, motor-homes, 
  wagons, construction vehicles (8), four NG-V10 robot labor ve-
  hicles, six mountaineer ATVs, and a small fleet of personal luxury 
  vehicles for the show’s star performers (their choice). An expense 
  account for vehicle maintenance, fuel, and rentals, including char-
  tered aircraft and boats, is also maintained at a level of four million 
  credits. All vehicles are high quality, with special vehicles being 
  the top in luxury and performance. Living accommodations for the 
  stars are spacious and luxurious, equipped with video and music 
  disc stereo systems, rich furnishings and attractive in design. Per-
  sonal trailers for minor performers and workers are also spacious 
  and attractive though shared by families or two to six individuals.
  Show Cost: 20 points.
  5. Specialty Vehicles. This fleet contains a number of specially 
  designed vehicles, especially large trucks, trailers, animal trail-
  ers, vans, motor-homes and construction vehicles (12). Includes 
  six NG-V10 robot labor vehicles, a dozen NG-W10 heavy labor 
  robots, six NG-W9 light labor robots, and two dozen T-21 Terrain 
  Hopper power armor suits or other light Northern Gun, Bandito 
  Arms or Triax power armor. Twenty percent of the vehicles are 
  outfitted with additional armor (+20% the normal M.D.C.), special 
  sensors (radar, etc.), electrical (computers and short-range com-
  munications), surveillance (camera and bugs), and security sys-
  tems (locks and alarms) worth about 100,000 credits; 25% are out-
  fitted with long-range radios (6 mile range/9.6 km). Also, a variety 
  of conventional vehicles and luxury vehicles for star performers, 
  hover vehicles and a few light aircraft or helicopters are available 
  on a limited basis. All vehicles are of top quality, heavy-duty con-
  struction, and constantly maintained; ten million credits budget. 
  A team of four Operators, one or two Techno-Wizards and 12 as-
  sistant mechanics are employed full time. Living accommodations 
  are luxurious (identical to #4).
  Show Cost: 30 points.
  6. Unlimited Vehicles. Most commercial vehicles are avail-
  able to this traveling show, including rare and expensive pre-Rifts 
  models used in the show, jet packs, aircraft, and all the specialty 
  vehicles and robots listed in number five. Half of the vehicles are 
  outfitted with additional armor (+40% more than normal armor), 
  and all have the same security systems and features described in 
  #5, above. Half also have light to medium weapon systems, if al-
  lowed by the Military/Defense feature), and some may be modified 
  with Techno-Wizard systems. Up to 500,000 credits may be spent 
  on a vehicle that is important to the show. All are outfitted with 
  short-range radios (6 mile range/9.6 km) and 35% have long-range 
  radios. Living quarters are the most luxurious. The full-time staff 
  of Operators and assistants is double that of #5.
  Show Cost: 50 points.
  E. Communications
  This is a measure of how good the communications network 
  and devices are in the traveling show.
  1. None. Characters must buy their own and/or relate messages 
  by word of mouth.
  Show Cost: None.
  2. Basic Service. The traveling show has one long-range, wide-
  band radio (500 mile/800 km range), one portable language trans-
  lator and a walkie-talkie (3 mile/4.8 km range) in each vehicle. No 
  scramblers or bug detectors available.
  Show Cost: 2 points.
  3. Secured Service. Two long-range radios, all personnel have 
  a walkie-talkie or other short-range type radio, all with scramblers, 
  six language translators, two mini-radar systems, one PC-3000 
  pocket computer, and a portable video camera and player.
  Show Cost: 5 points.
  4. Full Range System. Every tent and major vehicle is equipped 
  with a short-range (6 mile/9.6 km range) radio and language trans-
  lator, plus there are four long-range radios on line, and all person-
  nel have a short-range walkie-talkie available to them. All radios 
  have scrambler capabilities and one of the long-range radios has 
  a laser booster system that doubles its range (1,000 miles/1,600 
  km). All key administrators have a full computer as well as the 
  PC-3000 and a language translator, lesser administrative person-
  nel have only the PC-3000. Employees have reasonable access to 
  a variety of commercial audio and video recorders and players. A 
  
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  public announcement system is wired throughout the show and a 
  full sound and video recording studio trailer monitors and controls 
  the music and announcements piped through the PA system. It is 
  also used to mix and prepare music, sound effects and videos for 
  the show. Two full-time communication specialists, two electrical 
  engineers and five assistants are on staff. All equipment is good 
  quality and well maintained.
  Show Cost: 15 points.
  5. Deluxe Communication Network. Identical to #4 except 
  that all the equipment is of the highest quality, the communications 
  staff is twice as big, equipment is more plentiful and readily avail-
  able, there are two recording studios, and a small video theater tent 
  or vehicle.
  Show Cost: 25 points.
  6. Theater and Superior Communications. Not only does this 
  show have everything provided in #5, but it also has two large-
  screen video theaters, and a massive full-screen theater with a 
  complete pre-Rifts film projection system with the best surround 
  sound system. This package also provides computerized lighting, 
  emergency generators, and a laser light show system. The two au-
  dio, video and film studios have state of the art editing, production 
  and duplicating facilities. Plus a communications command cen-
  ter monitors, regulates and controls the PA system, lighting, sur-
  veillance/security cameras, sensor systems, and communications. 
  All administrators have full-size and pocket-size computers and 
  language translators. Two dozen or more sets of video cameras, 
  lenses, filters, and other portable recording equipment are avail-
  able to personnel for business and personal use.
  Show Cost: 50 points.
  F. Internal Security
  This is the level of internal infiltration to which the traveling 
  show is, itself, vulnerable. Internal Security is the only thing that 
  prevents spies, enemies and intruders from being placed within the 
  organization. Enemy agents, moles, “turned” employees and su-
  pernatural interlopers can only be prevented with high levels of 
  Internal Security.
  1. None. No security, anyone can walk in or out, and employ-
  ees are not screened or given background checks. No supernatural 
  safeguards other than the characters’ own awareness and powers.
  Show Cost: None.
  2. Lax. A pair of security guards or muscular thugs stand at 
  the main entrance and another pair walk the show with an eye out 
  for thieves and troublemakers. The guards may be any O.C.C. of 
  1D4 level experience, but are most likely to be men-at-arms and 
  psychics. No special identification cards or codes are necessary, 
  everybody knows who is an employee and who is not. Only the 
  owner’s property and the most important vehicles and attractions 
  have locks and alarms. There is a 01-25% chance that one out of 
  every ten employees has a criminal, Coalition or suspicious back-
  ground, or is an infiltrator secretly working for himself (skimming 
  off the top) or for another organization. No mystic safeguards oth-
  er than the player characters’ own awareness and powers.
  Show Cost: 2 points.
  3. Tight. Alert security guards and circus personnel keep one 
  eye open for intruders and troublemakers at all timex. Everybody 
  works as a team. One out of every 20 employees is a man-at-arms 
  whose job is security, plus two security guards protect the main 
  trailer (office/money) and the main attraction, another two watch 
  the entrance, and 1D4+1 psychic O.C.C.s, D-Bees with keen 
  senses or practitioners of magic (or combination of them all), 1D6 
  Psi-Stalkers or Feral Dog Boys, and 1D6+3 men-at-arms walk the 
  grounds alert for supernatural trouble and serious danger. Average 
  experience level of the security team is 1D4+1, with a couple of 
  leaders who are 1D4+3. All show vehicles and living quarters have 
  good, solid locks and electronic alarms.
  Larger shows have the performer and living areas guarded by 
  an additional security force of 1D6+4 protectors (same as above), 
  and may require employees to wear electronic picture I.D. cards 
  and have surveillance cameras filming and monitoring the most 
  important areas. A rigid check of prospective employees reduces 
  the chance of infiltration by nefarious individuals working for an 
  enemy or rival. 01-15% chance of one infiltrator among every 20 
  employees. The members of the traveling show are fairly close-
  knit and protective of each other and of the show.
  Supernatural safeguards include a security staff familiar with 
  common supernatural and magic occurrences and how to handle 
  them (items such as silver crosses, garlic, and holy water are avail-
  able). In addition to the security force, psychic sensitives and 
  magic trained members of the show assist in the event that there is 
  trouble. Most large shows have at least one practitioner of magic, 
  1D4 psychics (healers or fortune-tellers), and 1D4 people with 
  Minor or Major psionic abilities among their performers and staff 
  who can assist in ferreting out and fighting magical, psychic and 
  supernatural forces out to harm the show.
  Show Cost: 10 points.
  4. Iron-Clad. Every entrance, exit, attraction and area of im-
  portance is under constant video monitoring and guarded by one 
  or two members of the security force. The security force represents 
  a quarter of the overall staff (they also assist in tearing the show 
  down, putting it up, and other chores). As a general rule, 5% are 
  Robot Pilots in combat robots, 10% are power armor troops, 10% 
  of the force are partial reconstruction cyborgs or Combat Cyborgs, 
  10% are Juicers and/or Crazies or other augmented humanoid/D-
  Bee/mutant, 10% are Psi-Stalkers or Dog Boys, 20% are Men-at-
  Arms O.C.C.s, 5% are psychics of one sort or another even if a 
  Minor Psychic, and 5% are practitioners of magic. The rest possess 
  some level of combat or street experience such as Black Marke-
  teers, City Rats, Wilderness Scouts, Vagabonds and so on. All are 
  1D4+2 level, the head of security will be 1D4+5 level. Common 
  M.D. and S.D.C. weapons, body armor, optical enhancements, and 
  sensors are provided by the management with good availability. 
  All have M.D.C. body armor and M.D. weapons.
  Other security measures include high quality locks and alarms 
  on all show vehicles and attractions, hidden compartments/safes, 
  floodlights, emergency generators, motion detectors, heat sen-
  sors, mini-radar, and camera surveillance of areas of importance, 
  including the personnel’s living area, and magic alarms and de-
  fenses at strategic locations off-limits to the public. Patrons attend-
  ing the show are asked to check weapons at the door and a metal 
  detector is used to scan those entering (01-15% chance of slipping 
  by or around the scanner). Robots are not permitted on the show 
  grounds.
  Supernatural safeguards include the previously mentioned mage 
  and psychic characters on the force, as well as psychic and magic 
  performers, and the occasional protection circle, amulet, and talis-
  man. The security staff is familiar with common supernatural and 
  magic beings, powers and dangers, and how to handle them (items 
  such as silver crosses, garlic, and holy water are available). The 
  members of the show are a tight-knit family that watches out for 
  each other and the show. A rigid check of prospective employees 
  reduces the chance of unwanted enemy and criminal infiltrators to 
  
  130
  01-10%. A criminal past is okay if the character is up-front about 
  it.
  Show Cost: 20 points.
  5. Paranoid. Top security and then some. This show, regard-
  less of size, has all the measures taken in #4, above and more. Sus-
  picious characters may be strip-searched or denied entrance, and 
  no one can so much as enter a bathroom without surveillance. Mul-
  tiple checkpoints and constant personnel checking prevent intrud-
  ers from entering the restricted areas of the show. Several Master 
  Psychics such as Mind Melters, Bursters, Zappers, Psi-Slayers, 
  Psi-Warriors and Major Psychic Sensitives, as well as mages, are 
  employed as part of the security force. The average level of the 
  security force is 1D4+3 (1D6+4 for the head of security and his 
  second). In addition to the human security force, eight NG-W9 
  Light Labor Robots with illegal military/defense programs and 
  two Triax Dyna-Bots patrol the area, plus one Triax Ulti-Max or 
  Glitter Boy, or two Shadow Boys or two Bandito Arms SAMAS 
  are deployed at all times.
  Supernatural safeguards include a dozen protection circles, am-
  ulets and scrolls (including Negate Magic, Dispel Magic Barrier, 
  Turn Dead, Exorcism, Constrain Being, Remove Curse, Globe of 
  Silence, Globe of Daylight, Locate, Negate Poison, Purification, 
  and Apparition; 1D4 of each). The rooms of the show manager 
  and chief of security are protected by a Sanctum spell and sev-
  eral Mystic Alarms. Superior protection circles, wards, and similar 
  safeguards are scattered throughout the compound. The members 
  of the show are an extremely tight-knit family that watches out for 
  each other and the show. There is only a 01-05% chance of en-
  emy infiltration. A criminal past is okay if the character is up-front 
  about it, and may even be expected if the show is a Black Market 
  operation.
  Show Cost: 40 points.
  6. Impregnable! A vast amount of time and resources have 
  gone into this security system. Similar to #5, above, only with the 
  absolute best locks, alarms, equipment and experienced personnel; 
  add one experience level to each member of the security forces 
  and double the number of psychics and mages. The security force 
  has developed a system of secret verbal signals and hand signs and 
  counter-signs to warn each other of danger and trouble. Reaction 
  to trouble is swift and discreet. Surveillance cameras, motion de-
  tectors, heat sensors, and other measures protect the attractions and 
  property of the show. The personnel’s living area is protected by a 
  microwave fence, in addition to the other safeguards, and a full ra-
  dar and ground sensor system is also in place. The members of the 
  show are fanatically protective of their people and property. There 
  is only a 2% chance of an infiltrator making his way anywhere in 
  the organization.
  Show Cost: 60 points.
  G. Defenses/Military Power
  The amount of military force that the show can command di-
  rectly. This is the number of defenders and special defensive 
  weapons, giant robots and equipment available to security and per-
  sonnel in the event of attack.
  1. None. Everyone must provide their own weapons and equip-
  ment and fend for themselves or rely on the internal security force, 
  if any.
  Show Cost: None.
  2. Basic Defenses. A small number of basic arms have been 
  distributed to the members of the show. These include basic, in-
  expensive body armor like the Urban Warrior, the Bandito, and 
  Plastic Man, and common weapons, including Black Market 
  knock-offs and used M.D. pistols and rifles. BigBore weapons are 
  probably as close as one gets to “heavy weapons.” Anti-vampire 
  weaponry includes wooden crucifixes, garlic, wooden stakes and 
  mallets, spears, and the occasional (about one in eight) crossbow 
  with wood bolts. The management also provides six Highwayman 
  motorcycles with machine-gun mounts, four ATV or hover cycles 
  with laser mounts, two suits of low-end or used power armor (no 
  Glitter Boys, Shadow Boys, SAMAS or other powerful and ex-
  pensive units) and two giant robot combat vehicles of the more 
  common and basic variety like Titan products or NG-V7 Hunter.
  Show Cost: 5 points.
  3. Weapons & Armor. A more deadly selection of arms and 
  armor has been distributed to the members of the show. Any type 
  of body armor is available, with the majority being medium and 
  heavy armor such as Wrangler Riding Armor, Branaghan Armor, 
  Crusader, Bushman, Explorer, and similar armors. 10% of the per-
  sonnel have Northern Gun Samson, Titan, TX-Hopper and similar 
  power armor. 40% of the vehicles have been fitted with light to 
  medium vehicular energy weapons and rail guns. In addition, the 
  organization has a special rescue team of ex-military and combat 
  personnel who comprise a 12 man force. At least two have psionic 
  powers and two are practitioners of magic. All have the best weap-
  ons and equipment, four wear power armor of choice (excluding 
  Glitter Boy and Ulti-Max), two pilot giant robot combat vehicles, 
  and all are 1D4+2 level in experience.
  Show Cost: 10 points.
  4. Militia. The traveling show has a 32 man force of warriors; 
  all are 1D4+1 level, and have excellent quality weapons, medium 
  to heavy body armor, field communications capabilities and other 
  standard combat gear. Six wear power armor, six are cyborgs or 
  augmented warriors like Juicers and Crazies, six pilot giant robots, 
  four are Major or Master Psychics, and four are practitioners of 
  magic. The remaining are experienced fighters, and may include 
  D-Bees, Psi-Stalkers, and mutants. All have their own vehicle, 
  probably a hovercycle, other hover vehicle, jet pack, jeep, etc.
  All show personnel have the same type of equipment listed in 
  number three, as well as performers who may know magic or pos-
  sess psionics or other powers. 50% of the commercial vehicles 
  are fitted with weapons, sensory systems like radar and 30% more 
  M.D.C. armor. Weapons and equipment are of good quality and 
  damaged or lost items are immediately repaired or replaced. 20 
  million credit budget for weapons and defense.
  Show Cost: 20 points.
  5. Private Army. A small unit of 2D6+40 combat veterans 
  comprise this elite force, all of whom are 1D4+3 level. One is a 
  Glitter Boy, Shadow Boy, or a giant robot of choice, six pilot giant 
  robots (probably Black Market or Northern Gun), 12 pilot power 
  armors (probably Black Market or Northern Gun), four are Master 
  Psychics, four are practitioners of magic, and the rest are expe-
  rienced fighters from the Men-at-Arms, criminal and adventurer 
  categories; may include mutants and D-Bees of any kind. All are 
  equipped with excellent quality weapons including heavy weapons 
  such as rail guns, particle beam weapons, plasma ejectors, mini-
  missiles, and so on. Anti-vampire weapons, explosives, jet packs, 
  and body armor of all variety are available to the private army. 
  Half of the private army is on duty at any given time, and all are 
  ready to mobilize at a moment’s notice! In addition to the human 
  troops, there are 12 NG-W10 drones with black market military 
  programs, armed with pulse rifles or light rail guns, on constant 
  patrol. As usual, light to medium weapons and basic body armor 
  
  131
  have been issued to all personnel, and 60% of the vehicles have an 
  extra 3D4x10 M.D.C. armor and may have light, vehicular weap-
  ons added to them. Weapons and equipment are new and excellent 
  quality. Any damaged or lost items are immediately repaired or 
  replaced. 35 million credit budget for weapons and defense.
  Show Cost: 40 points.
  6. Strike Force. Identical to #5, above, plus the following ad-
  ditions to personnel and equipment: Seven Triax Dyna-Bots, four 
  more psychics or mages, four Psi-Stalkers, mutant animals or D-
  Bees with heightened senses or sensitivity to the supernatural, two 
  Combat Cyborgs or Juicers, two men of magic, two Body Fixers or 
  other healers, one additional Glitter Boy or two other power armor 
  such as a Bandito Arms SAMAS or Shadow Boy, two additional 
  combat robots (probably Northern Gun or Bandito Arms) or one 
  other type of heavy hitter such as a Dragon Hatchling or other crea-
  ture of magic or supernatural being (Lesser or Greater Demon or 
  Sub-Demon?), and twelve additional men-at-arms or other fighting 
  specialists. All members of the Strike Force are 1D4+5 level in 
  experience.
  As usual, weapons and armor have been issued to all person-
  nel and 60% of the vehicles have an extra 4D4x10 M.D.C. armor 
  and weapons added to them. Ammunition is plentiful. Weapons 
  and equipment are new and excellent quality. Any damaged or lost 
  items are immediately repaired or replaced. 50 million credit bud-
  get.
  Show Cost: 60 points.
  H. Types of Acts
  There are no limits to the number of acts or combinations of 
  acts that one can purchase from this feature. The same act can be 
  selected as often as three times – although the same basic routine, 
  each is different from the others. The more spectacular shows are 
  the most costly but also the biggest money-makers. Game Masters, 
  please feel free to add your own ideas for acts.
  1. Average Clowns. Six clowns, all are first and second level 
  Vagabonds who have a knack for comedy and any one or two of 
  the following skills: Dance, Juggling, Gymnastics, Performance 
  and Sing or Play Musical Instrument. All paint their faces and wear 
  funny, colorful costumes. A typical clown can make funny voices 
  and faces, tell jokes, dance, sing, tumble, juggle and perform short, 
  silly pantomime and stories with a lot of sight gags and slapstick.
  Show Cost: 1 point per group of four.
  2. Expert Clowns. Four clowns, all are excellent comedians 
  and experienced clowns; 1D4+2 level, can be any O.C.C., re-
  tired, turned to clowning, provided they have the right skills (see 
  #1 above). These men and women can usually sing, dance, play a 
  musical instrument, do backflips, cartwheels, tumble, and balance 
  (Gymnastics skill), as well as the usual funny clown antics.
  Show Cost: 3 points per group of four.
  3. Jugglers. Four jugglers, all first or second level Vagabonds 
  with high physical prowess and a knack for juggling and comedy. 
  Can usually dance and tell funny stories too, nothing more.
  Show Cost: 1 point per four jugglers.
  4. Expert Jugglers. Four jugglers, all are experienced perform-
  ers (1D4+1 levels, any O.C.C. turned performer). These fellows 
  can dance, juggle and throw knives (W.P. Targeting), and perform 
  sleight of hand (Concealment, Palming, and Pick Pockets) and 
  may be tumblers as well (Gymnastics).
  Show Cost: 5 points four jugglers.
  5. Expert Tumblers. Four people skilled in tumbling, falling, 
  rolling, pulling punches, backflips, cartwheels, balance and other 
  feats of physical prowess on the ground; requires the Gymnastics 
  skill and good physical condition.
  Show Cost: 5 points per group of four.
  6. Average Minstrels. Four performers (P.B. 10+) that can 
  sing, dance and play at least two different musical instruments 
  each and speak at least two languages. Reasonably good quality.
  Show Cost: 2 points per group of four.
  7. Expert Minstrels. Four attractive and charismatic perform-
  ers (M.A. 13+ and P.B. 14+) who sing, dance, can play at least 
  three different musical instruments, tell stories, and speak at least 
  three different languages (50% are literate in one).
  Show Cost: 5 points per group of four.
  8. Expert Sideshow Barker (1). This is the charismatic indi-
  vidual who stands outside the tent or wagon and shouts out de-
  scriptions about the wonders of the show or exhibit that awaits 
  within. Barkers also serve as announcers and guides to attractions 
  that require descriptions and have stories around them. Barkers are 
  consummate salespeople and often Bartenders, Con Artists, Ex-
  pediters, Rogue Scholars and others who possess knowledge and 
  like to talk and meet people are the best for the job. Barkers speak 
  loudly, quickly, clearly, and have a knack for exciting people with 
  their words.
  Typical attributes required: I.Q. and M.A. of 11 or better. A 
  high P.E. and P.B. are nice assets but not a requirement. Typical 
  skills: Radio: Basic, T.V./Video, First Aid (is always there for the 
  public), Performance or Public Speaking, and skills such as An-
  thropology, Archaeology, History, Lore, Mathematics, Mythology 
  and the ability to speak two or more languages are always helpful.
  Show Cost: 5 points per each Barker.
  9. Fortune-Teller (Non-Psychic). This your classic reader of 
  tarot cards, tea leaves, crystals, palms, lumps on the head and crys-
  
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  tal balls. They tend to create a lot of atmosphere and suspense but 
  their predictions and intuition are just showmanship; none of it is 
  real. Actors, Con Artists and others with a knack for performance 
  and the ability to “read people” are perfect for the job. A typical 
  fortune reading is 10-20 minutes long and costs 30-60 credits de-
  pending on the skill of the reader, the length and the complexity 
  of the reading.
  Show Cost: 2 points per each Fortune-Teller.
  10. Psychic or Mystic Fortune-Teller. These are the real Mc-
  Coy. True psychics or sorcerers with the ability to see into the 
  future and/or sense emotions and thoughts. These guys can pull 
  in the big bucks, 2D4x100 credits per individual reading, and are 
  always amazingly accurate. Psychic Sensitives and Mystics with 
  three or more of the following abilities are most suited for the 
  position: Clairvoyance, Commune With Spirits, Empathy, Object 
  Read, Telepathy, and See Aura are the very best! They can see 
  the future and use Empathy and Telepathy to read the customers’s 
  emotions and thoughts to tell the person exactly what he wants to 
  hear. Object Read is great for locating people or telling whether a 
  lost person is alive or dead. Many magic spells can produce similar 
  results.
  Show Cost: 6 points per each Psychic or Mystic Fortune-Teller.
  11. Expert Stage Magician. The stage magician knows no real 
  magic but is a master of tricks, performance and sleight of hand. 
  They are frequently Con Artists, City Rats, Vagabonds and thieves 
  who have turned their unconventional skills toward entertainment. 
  However, they may be encouraged to continue their criminal ways 
  by the management of the less scrupulous traveling shows to pick 
  pockets and fleece the public. Common skills of Stage Magicians 
  include Concealment, Escape Artist, Juggling, Palming, Per-
  formance, Pick Pockets, Pick Locks, and Streetwise, and even a 
  couple psionic abilities like Ectoplasm, Levitation, Object Read or 
  Telepathy can come in handy. (“Think of a number” and “Look at 
  your playing card, remember it . . .”) 1D4+4 levels of experience.
  Show Cost: 6 points.
  12. Pickpocket and Shill. This can be an act, or a criminal 
  activity, or both. In the latter case, the individual pretends to be 
  an ordinary member of the audience, a fellow spectator. As a 
  shill, the person helps work the crowd by being amazed by per-
  formances and claims or statements of fact with loud oohs, ahhs, 
  excited exclamations, fear, fainting, applause, etc., or to provide a 
  supposedly independent verification of facts (“I’ve been a trapper 
  in these hills for years an’ I kin say thet thing is real. An’ I ain’t 
  never seen nothing like it.”). Similarly, the shill may volunteer to 
  drink potions and tonics with immediate and wonderful effect, and 
  so on. As a pickpocket and a shill, the individual helps to focus 
  the attention of the audience on the performers, while he carefully 
  picks pockets, or slips away to break into vehicles. Con Artists and 
  thieves are best for the job.
  Show Cost: 6 points.
  13. Expert Acrobats. A group or family (01-80% likelihood of 
  being a family) of 6-8 individuals of varying ages; two are attrac-
  tive females. These performers have learned the art of acrobatic 
  performance from an early age and are professionals. The two old-
  est members will be 30+3D6 years old and have 1D6+6 levels of 
  experience, the youngest will be 6+2D6 years old and have 1D4 
  levels of experience, and the other four will be 18+1D6 years old 
  and have 1D4+3 levels of experience as acrobats. Skills include 
  Acrobatics, Body Building, Climbing, Dance, Gymnastics, Gen-
  eral Athletics and Running. Juggling and other performance skills 
  may be included.
  Show Cost: 15 points per group.
  14. Expert Animal Tamer. One star animal tamer (1D6+5 lev-
  els of experience), two secondary tamers (1D6+2 levels of experi-
  ence) and six assistants, two of whom are Psi-Stalkers or Simvan 
  Monster Riders (1D4 levels).
  Show Cost for Performers: 15 points.
  Show Cost per Anima1 Act: Each specific animal act must be 
  purchased separately. Select as many acts as desired.
  12 trained dogs of all kinds; dance and do tricks. One point.
  24 snakes for snake act. One point.
  Four bears; dance and do tricks. Three points.
  Six horses; dance, leap and do tricks. Four points.
  Six elephants; dance and do tricks. Five points.
  Four lions; leap through flaming hoops and do tricks. Five 
  points.
  Two tigers; same tricks as lions. Five points.
  Two leopards or other felines; same tricks as lions. Five points.
  Small dinosaur; tame, does tricks and can be ridden. Five points.
  Larger herbivore dinosaur; same tricks as small. 10 points.
  Common monster; tame, does tricks, can be ridden. Five points.
  Exotic monster (like Gryphon, Pegasus, Rhino-Buffalo, etc.: 20 
  points wild, 30 points tamed.
  15. Real Magic Act! An experienced 1D4+3 level Wizard – 
  probably a Ley Line Walker or Mystic, but can be any practitio-
  ner of magic – and one or two assistants perform an exciting, but 
  safe, magic show using real magic. Illusionary magic is ideal as 
  are spells like Concealment, Escape, Fly, Fool’s Gold, Levitate, 
  Ignite Flames, Impervious to Fire, Invisibility, Trance, Superhu-
  man Strength, and many, many others.
  Show Cost: 12 points.
  16. Healer (Psychic or Magic). This is a service oriented per-
  former of any level of experience, who provides conventional doc-
  toring along with magic or psychic healing. The more complex the 
  ailment the more costly the service. This can be a very lucrative 
  feature, especially in areas where medical treatment is costly, poor 
  or not available at all.
  Show Cost: 12 points.
  17. Showgirls! Eight voluptuous and attractive women usu-
  ally 1D4+1 level of just about any O.C.C., but must have the 
  Dance skill. The skills Performance, Seduction, Sing, Wardrobe 
  & Grooming, and the ability to speak two or more languages are 
  always a plus.
  Show Cost: 10 points per group.
  18. Live Freaks. Two strange, alien, D-Bee, frightening look-
  ing mutant, or disfigured intelligent life forms (not necessarily 
  humanoid). Or 6 fake freaks (make-up and an act; look very con-
  vincing).
  Show Cost: 12 points per pair.
  19. Sideshow Attractions. 12 inanimate oddities. Can include 
  alleged magic items, pre-Rifts artifacts, the skulls or skeletons of 
  aliens or monsters, inanimate mummies, strange plants and simi-
  lar.
  Show Cost: 10 points per dozen oddities.
  20. Pre-Rifts Movie! The showing of pre-Rifts movies is al-
  ways an incredible draw. People are fascinated about life before 
  the time of the Great Cataclysm and will watch bad movies with 
  utter fascination. 10-40 credits is the typical price for average to 
  terrible movies. Horror and monster movies are too close to real-
  ity and are among the least popular. Some comedies also miss the 
  mark as they are often not humorous in this future world. Other-
  wise, people want it all: love stories, dramas, slapstick comedies, 
  
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  action-adventure, super-hero movies (which they often believe are 
  real) and others. They sit glued to their seats, just to see what the 
  world was like. A world they have never known. Color movies 
  about city life are among the most popular. High quality, block-
  buster action/adventure movies, historical, and science fiction 
  movies are also extremely popular and can command 50 to 100 
  credits a person! Some movies can get even more.
  One of the most famous movies is called The Day of Destruc-
  tion, which claims to show the Great Cataclysm caused by the 
  arrival of the Rifts. What this clever entrepreneur did was acquire 
  a cache of super-rare disaster movies, made copies, spliced, edited 
  and redubbed them together to show the destruction of the Earth. 
  The three hour movie spectacle includes scenes from numerous 
  classic pre-Rifts movies, including Independence Day and many 
  others.
  Other shows have exhibited unedited copies of The Wizard of 
  Oz, 2001: A Space Odyssey, the Star Wars trilogy, Terminator and 
  Taxi Driver to standing room only crowds for years. The films are 
  under exclusive ownership and NOT reproduced or sold to others; 
  too lucrative to flood the market.
  Show Cost: 15 for projector/theater system (FREE if Commu-
  nications #6 has been selected). Plus the cost of the film.
  Lousy film of any kind: 5 points (3 if black and white).
  Good film drama, gangster, adventure: 10 points.
  Great film drama, gangster, adventure, and urban settings: 15 
  points.
  Great science fiction and Superhero movies! 20 points.
  21. Rides.
  Pony ride, six animals: 1 point.
  Horse ride, six animals: 2 points.
  Elephant ride, four animals: 4 points.
  Exotic animals, two animals, Pegasus and similar fantastic 
  creatures: 10 points.
  Unusual animals, two animals such as camels, llamas, buffalo, 
  ostriches, etc.: 5 points.
  Tamed Dinosaurs, two animals, typically the big, lumbering 
  herbivores common to the American New West, Southwest and 
  Mexico, but may also be robot dinosaurs disguised as the genuine 
  animal (two animals). 8 points.
  Carnival rides like those typically found in modern traveling 
  carnivals (ferris wheel, spinning rides of all kinds, etc.). Note that 
  big rides like roller coasters require too much construction, materi-
  als, time and labor for a traveling show. Cost 3 points each.
  22. Games of Chance. These are all types of simple games of 
  skill and chance, like throwing knives or darts, tossing a hoop over 
  a target, target shooting, and similar arcade games.
  Show Cost: 1 point per each game.
  23. Gladiatorial Arena. Patrons may challenge the show’s 
  champions. Credits or prizes may or may not be offered as a re-
  ward to the participants. Taking bets is usually allowed. The typi-
  cal arena is a large tent with a roped off area indicating the com-
  bat zone. Fights are usually limited to fisticuffs and ancient style 
  weapons (swords, maces, etc.). Fights are rarely to the death. Set-
  up comes with one 1D4+7 level warriors, typically a Crazy, Juicer, 
  Assassin, or other powerful or skilled fighter. The animal tamer 
  may allow one of his bears or other animals to fight as well.
  Show Cost: 15 points
  24. Dancing Dinosaur Rider! One large dinosaur medium-
  sized or large carnivorous dinos. This is often a deception in which 
  one of Bandito Arm’s riding robot dinosaurs or giant robot ve-
  hicles, with fake skin and all the cosmetic features to appear real, is 
  used to perform amazing stunts and tricks. Of course, get a Simvan 
  Monster Rider or someone else who can really control dinosaurs 
  and monsters, and you have the real deal, but increased danger 
  if the monster spins out of control. Note: May be substituted for 
  some other type of “daredevil” or death-defying act.
  Show Cost: 15 points.
  I. General Alignment of the Personnel
  The majority of the workers and performers (80%) fall into one 
  of these categories:
  1. Evil: Miscreant and Diabolic. Show Cost: None.
  2. Evil: Miscreant and Aberrant. Show Cost: None.
  3. Anarchist. Show Cost: 2 points.
  4. Anarchist and Unprincipled. Show Cost: 4 points.
  5. Unprincipled and Scrupulous. Show Cost: 6 points.
  6. Scrupulous and Principled. Show Cost: 8 points.
  J. Criminal Activity
  In addition to petty crime, con jobs, theft and brutality, the trav-
  eling show has some very developed areas of criminal expertise. 
  The following are special personnel skilled in the criminal arts, 
  offering illegal services like assassination, blackmail and coercion 
  (beat people up, break legs). Like the Acts and some other fea-
  tures, several Criminal Activities can be purchased and the same 
  one can be purchased as often as four times to increase the number 
  of people involved in that criminal pursuit.
  1. One Medicine Man. This is a Con Artist and barker who 
  pitches and sells fake, stolen, dangerous, illegal and mostly worth-
  less medicines and other goods. He’s called a Medicine Man or 
  “Snake Oil Salesman” because the focus of his business is to sell 
  elixirs, tonics, booze, herbs and components that are supposed to 
  possess medicinal properties to help fix what ails you. Also fills in 
  as an announcer and guide to attractions that require descriptions 
  and have stories around them. Barkers are consummate salespeo-
  ple and usually a Con Artist or Expediter, but can be any silver-
  tongued crook. They speak loudly, quickly, clearly, and have a 
  knack for exciting people with their words.
  Show Cost: 5 points.
  2. Three Prostitutes. Ladies of the night who sell sexual favors 
  for money or trade of goods or service. The ladies may also be 
  used to put customers in compromising situations and blackmail 
  schemes, as well as gathering information and spying. P.B. attri-
  bute is 2D6+12. A high M.A. is helpful but not required.
  Show Cost: 5 points.
  3. One Expert Forger. Typically a 1D4+4 level Scholar, Sci-
  entist or Military Specialist turned to crime. Skills of note: Forg-
  ery, literacy in at least three languages, Basic Math, Art, Photogra-
  phy, and Computer Operation.
  Show Cost: 10 points.
  4. Three Expert Worms. Two warriors trained in espionage 
  (Military Specialist, Spy, Special Forces, Commando, Ranger, 
  Wilderness Scout, etc.) and a City Rat, Case Man or Expediter; all 
  are 1D6+2 level. Their job is to “case” the area around the trav-
  eling show making note of people, homes and businesses to rob 
  or blackmail, mapping the streets and layout, assessing the capa-
  bilities of the community’s police and defenders, taking note of 
  possible spies and undercover agents and suspicious visitors, and 
  mapping escape routes. They are called worms because they worm 
  their way in unnoticed, or at least unnoticed for the threat they are 
  or that they are casing the place.
  
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  Show Cost: 10 points.
  5. One Cyber-Doc. A Cyber-Doc and one assistant and one 
  nurse who are happy to engage in the sale and installation of illegal 
  cybernetics, bionics and other types of human augmentation.
  Show Cost: 10 points.
  6. Pickpocket team. A pair of 1D4+4 level pickpockets whose 
  job is to remain unnoticed and work their way through the crowd 
  stealing currency cards (work like debit cards), valuables, weap-
  ons, illegal contraband (the victim can’t call the authorities) and 
  information. A favorite ploy is to steal only one third to half of the 
  money in a wallet or on a currency card. That way the victim isn’t 
  sure that he was robbed, and is likely to think he spent more than 
  he realized. Special bonus of +10% to Pick Pockets and Palming 
  skills, and +5% to Prowl.
  Show Cost: 8 points.
  7. Gang of Robbers. While the show is going on, a gang of 
  2D4+2 thieves and thugs rob the empty houses and target select 
  businesses (the ones easy to rob and which offer a good haul), 
  and some may even mug people in the alleys and dark places. The 
  robbers can be Bandits, Highwaymen, Professional Theives, City 
  Rats, Vagabonds, and anyone tough enough and brave enough to 
  break-in, enter and rob. These are thieves, not killers, so they try 
  hard not to seriously injure or kill anybody, but will restrain and 
  beat up victims as necessary. No member of the gang is official-
  ly affiliated with the traveling show and they keep a low profile 
  around the show. However, an observant individual will notice 
  these shady characters hanging around the circus and they do have 
  a secret hideout in the show’s living area.
  Show Cost: 10 points.
  8. Smugglers and Sellers of Contraband. 1D6+2 specialists 
  in smuggling; each has 1D4+3 levels of experience. They buy, sell 
  and transport scarce, illegal, or dangerous goods and contraband, 
  as well as carry and deliver secret packages, contraband and infor-
  mation for clients.
  Show Cost: 15 points.
  9. One Master Assassin. An evil, 1D4+4 level Master Assas-
  sin, Black Market Enforcer or any warrior who specializes in mur-
  der for hire and is good at it.
  Show Cost: 15 points.
  10. One Psychic Enforcer. A powerful, 1D4+2 level Master 
  Psychic – Mind Melter, Psi-Slayer, Burster or other, whose job is 
  to enforce the wishes of his boss and defend the traveling show.
  Show Cost: 15 points.
  11. One Fence. This 1D6+3 level criminal is an expert in the 
  appraisal, barter, buying and selling of goods, especially illegal 
  contraband. May be a Black Market Banker, Merchant or Expe-
  diter, provided he has the Special Ability: Fence, and other ap-
  propriate skills.
  Show Cost: 15 points.
  12. Special Operatives. A pair of super warriors used for spe-
  cial missions such as jail breaks, assaults/raids, and murder. Typi-
  cally a pair of 1D4+3 level Crazies, Juicers, or a Dragon Hatchling 
  or powerful, inhuman being, creature of magic or supernatural be-
  ing, mage or Master Psychic.
  Show Cost: 20 points.
  K. Traveling Show’s Reputation/Credentials
  Just what is the reputation of the show? The credentials de-
  termine just how well known and respected the traveling show is 
  and the reputation of the people and performers associated with it. 
  Reputation may also indicate how likely the authorities are to cut 
  them a little slack or look away at minor infractions of the law, and 
  how much the traveling show can charge for its attractions.
  1. Hunted. The traveling show and/or its owner has a “bad” 
  reputation. It may even be rumored to be a front for criminals or 
  harbor troublemakers and bad sorts. As a consequence, anyone as-
  sociated with the traveling show is viewed with great suspicion 
  by everybody who encounters them. Moreover, the authorities of 
  several towns and/or one or more bands of heroes are hunting them 
  for questioning concerning one or more “incidents” in their com-
  munity, or for smuggling, robbery, murder or other crimes, or for 
  damage they caused to the town of the people hunting them. There 
  is a 01-40% chance that one of these hunting parties will find them 
  whenever the show stays in or near a community more than three 
  days from the townspeople they have victimized (roll for each 
  day). Due to their reputation, the show personnel finds cooperation 
  from the authorities, particularly police and militia, to be slow and 
  reluctant, if at all, and anything they claim is not trusted. Still, the 
  show will draw a crowd. Note: This show gets the typical level of 
  pay for its employees.
  Show Cost: None.
  2. Scoundrels. The traveling show and its personnel are viewed 
  with suspicion. The public assumes them to be a group of crimi-
  nals, outlaws, flim-flam men, quacks, freaks or fanatics. Word is 
  they are to be feared and not trusted, but they still draw a decent 
  crowd. Cooperation from authorities, particularly police and mi-
  litia, will be slow and reluctant to non-existent. It is immediately 
  assumed they are responsible for any wrongdoings, and this group 
  might be run out of town for crimes they did or did not commit. 
  Note: Decrease the typical level of pay for this show by 10%.
  Show Cost: 1 point.
  3. Unknown. No one has even heard of the traveling show. 
  They get no special cooperation and receive no overt attention 
  from the town or the authorities. The event draws good crowds, 
  but is probably considered new or second-rate. Communities will 
  try to be fair and give the visitors the benefit of the doubt on most 
  matters, and do not immediately assume they are responsible for 
  wrongdoings, but the authorities will tend to side with fellow 
  citizens and other authorities over the word of the show and its 
  performers. Note: This show gets the typical level of pay for its 
  employees.
  Show Cost: 5 points.
  4. Known. The show is known to have been around for years 
  or is seen as a source of good entertainment and good products. 
  There are no rumors about the show having ever been involved in 
  criminal or negative activities, regardless of whether the show is a 
  criminal operation or not. It draws large and excited crowds. The 
  local authorities will help with matters that are in their jurisdiction 
  and the show is looked upon in good favor. Note: Increase the 
  typical level of pay by 25%.
  Show Cost: 10 points.
  5. Excellent Reputation. The traveling show has a reputa-
  tion for providing high quality entertainment and goods. Even if 
  there are rumors of trouble or crimes, nobody holds it against the 
  show. After all, hooligans follow such popular shows to prey on 
  the attendees and the innocent show gets blamed! Or the show is so 
  spectacular that people are willing to overlook any bad press. The 
  management are known as “good guys” who deserve all the help 
  they can get. The show draws excellent, big and excited crowds. 
  Police overlook minor infractions such as brawls and drunkenness, 
  and gladly dismiss minor criminal charges like petty larceny if the 
  show’s management makes restitution to the victim, pays a big 
  
  135
  fine (double the usual amount) and promises to keep out of further 
  trouble. Authorities give the traveling show their full cooperation, 
  treat them like celebrities, and tend to give the show the benefit of 
  the doubt when accusations are made against it. Note: Increase the 
  typical level of pay by 50%.
  Show Cost: 25 points.
  6. Famous or Infamous! The traveling show either has a spar-
  kling reputation or one of villainy and trouble. Regardless, it is 
  also known to be sensational, with must-see attractions, spectacu-
  lar acts and amazing performances. The performers are bigger-
  than-life stars displaying incomparable skill, death-defying cour-
  age and the best entertainment around! Any authority or citizen 
  would jump at the chance to have the show visit their community, 
  even if it means risking trouble that may come with it. The show 
  always receives favorable press, gets lots of free advertising, is 
  swamped with adoring fans, and draws huge crowds.
  Shows with sterling reputations, and which are not known to 
  be evil or a front for a criminal enterprise, receive the same level 
  of cooperation and adulation as visiting dignitaries, perhaps bet-
  ter. The show and especially its star performers are always given 
  benefit of the doubt and the authorities always side with the show 
  unless there is concrete evidence to the contrary. Even then, most 
  charges are dismissed and the punishment for even serious crimes 
  often turns into a slap on the hand and a request for an autograph.
  Traveling shows with infamous reputations, notorious for 
  bringing or causing trouble and controversy (and crime) wherever 
  they go (it may even be known to serve as a front for a smuggling 
  operation or other serious accusations), are still accepted with open 
  arms because they are known for spectacular entertainment. These 
  performers have the same star status and are adored by thousands, 
  but the difference is that a cloud of controversy and trouble puts 
  the authorities on edge. The law and government leaders regard 
  the show as trouble and would rather not have it in their com-
  munity, but cannot ignore its popularity, so they put up with it. 
  They do their utmost to prevent trouble and may increase police 
  patrols or call in the militia just in case there is trouble. Authorities 
  may suspect otherwise, but will always give the show and most 
  of its star performers the benefit of the doubt unless there is hard 
  evidence of wrongdoing. Brawls, drunkenness, larceny, and petty 
  theft are completely ignored. Even major crimes may be ignored 
  (especially if the show is leaving soon) out of fear of retribution by 
  the show’s dark forces.
  Note: Double the typical level of pay for famous and infamous 
  shows.
  Show Cost: 50 points.
  L. Typical Salary
  The amount of money received weekly by the employees varies 
  depending on the size of the show, its reputation and the amount 
  of money made.
  1. None. The performers pass the hat and hope for the generos-
  ity of the spectators. Criminal groups make their real money fleec-
  ing the crowds and selling alcohol, drugs and contraband. The take 
  is generally small and varies dramatically from crowd to crowd. 
  The performers’ accommodations, food and costumes may be pro-
  vided on loan from the management of the show or may be the 
  responsibility of the performers. A Typical Week’s Pay: 3D6x10 
  credits for workers and 5D6x10 credits for performers.
  Show Cost: None.
  2. Freelance. The performers and workers are paid a small 
  commission based on the profit of each show. No profit means 
  no additional pay, but they receive free living quarters, food and 
  the use of the show’s other resources (costumes, props, housing, 
  vehicles, etc., but it is all owned by management). Performers and 
  workers have no binding contract and can be fired or quit with a 
  moment’s notice. Typical Week’s Pay: 4D6x10 credits for labor-
  ers, thugs and lesser performers. 4D6x10+150 credits for experi-
  enced and headline performers as well as criminal specialists.
  Show Cost: 2 points.
  3. Pittance Salary. The show employs the characters on a full-
  time basis, but always seems to be strapped for money. The show 
  provides living quarters, food, supplies, costumes, transportation, 
  and access to other facilities and benefits at no charge. Perform-
  ers are likely to be signed to 1-4 year contracts. Typical Week’s 
  Pay: 2D6x10+160 credits for laborers, thugs and lesser perform-
  ers. 6D6x10+300 credits for experienced and headline performers 
  as well as criminal specialists.
  Show Cost: 5 points.
  4. Good Salary. In addition to room, board, transportation and 
  access to the show’s resources, the employees receive a good sal-
  ary. All performers and important laborers sign a 2-4 year con-
  tract. Typical Week’s Pay: 2D6x10+200 credits for laborers and 
  minor performers, 3D6x10+300 credits for most performers, and 
  1D4x100+800 credits for star performers and expert criminal spe-
  cialists. Bonuses of 1D6x1,000 credits are paid to star performers 
  every quarter and 1D4x100 to all others.
  Show Cost: 10 points.
  5. Excellent Salary. In addition to room, board, transportation 
  and access to the show’s resources, the employees receive an ex-
  cellent salary. All performers and important laborers sign 3-6 year 
  contracts. Performers and key people may get additional perks in 
  the way of special accommodations, a private vehicle, star billing, 
  and so on. Typical Week’s Pay: 3D6x10+350 credits for laborers 
  and minor performers, 5D6x10+400 credits for the average per-
  former, and 3D6x100+1,200 credits for star performers and expert 
  criminal specialists. Bonuses of 2D6x1,000 are paid to star per-
  formers every quarter and 2D4x100 to all others.
  Show Cost: 20 points.
  6. Outrageous Salary. All of the usual, plus additional perks in 
  the way of special accommodations, a private vehicle, star billing, 
  and so on. Typical Week’s Pay: 1D6x100+240 credits for labor-
  ers and minor performers, 1D6x100+700 credits for the average 
  performer, and 1D6x1,000+4,000 credits for star performers and 
  expert criminal specialists. Bonuses of 1D6x10,000 are paid to star 
  performers and expert criminals every quarter and 1D4x1,000 to 
  all others.
  Show Cost: 40 points.
  Closing Thoughts for Adventure
  Each traveling show should have a name, logo/insignia, and 
  banners. It’s a good idea to come up with an owner/manager, an 
  executive officer, a couple of star performers, and a few other key 
  characters. Remember that interesting guards, performers and 
  scoundrels can make a traveling show much more memorable. The 
  more colorful the details, the greater the atmosphere. Game Mas-
  ters, think of a traveling show as a mobile source of random fun 
  and large shows as traveling towns. All of which offer avenues of 
  adventure and opportunities for trouble and employment. A show 
  may be looking to hire one, a few or all of the player characters as 
  laborers, armed escorts/protectors or as performers.
  
  136
  Bandito Arms Weapons
  By Carmen Bellaire. Some additional ideas & text by Matthew Clements & Kevin Siembieda. Art by Brian & Allen Manning.
  Charging Capacity: 1D4+6 E-Clips per 40 gallons (151 liters) of 
  fuel.
  Cost: 1.5 million credits, plus the cost of fuel which can range 
  from 50-400 credits a gallon (3.8 liters), when you can find it. Pays 
  for itself within 6-10 months when utilized to is full potential.
  Solar Powered: Solar E-Clip chargers draw power right from 
  the sun; unfortunately, they have a very limited capacity compared 
  to gas or nuclear versions.
  Weight: 240 lbs (108 kg).
  Charging Time: 30 minutes.
  Charging Capacity: 1D4+1 E-Clips per 6 hours of sunlight; holds 
  a maximum of 48 hours of sunlight based energy, but that takes 
  several day to capture.
  Cost: 1.7 million credits, pays for itself within 8-12 months when 
  utilized to is full potential.
  Note: Double charging time in cloudy weather. Cannot draw pow-
  er at night or indoors.
  Nuclear Reactor: Miniature nuclear reactors are the ultimate 
  in power generation, and due to their use in vehicles, robots and 
  power armor are relatively common on Rifts Earth. They are ex-
  pensive, however, and more dangerous than the alternatives.
  Weight: 100 lbs (45 kg).
  Charging Time: 5 minutes.
  Charging Capacity: 12 E-Clips per hour and has a 1D4+5 year life!
  Cost: 65 million credits, pays for itself within 6-8 months when 
  utilized to is full potential.
  Note: Reactor casing has 50 M.D.C. Rupturing the casing will spill 
  radiation throughout a 50 foot (15 m) radius, contaminating any-
  one or anything within the area. When the nuclear core has been 
  compromised, the charger no longer functions and is dangerous to 
  be around.
  BigBore Series Weapons
  Bandito Arms’ line of BigBore weapons has proven to be a 
  huge success for the Black Market, as eager consumers all around 
  Rifts North America have snatched them up. So much so, that the 
  Coalition States has considered adding all “BB” weapons to their 
  blacklist of illegal weapons and technology. Only their relatively 
  low damage output (compared to most CS energy weapons) and 
  the limited ammunition supply of the BigBore weapons has pre-
  vented them from being blacklisted to this point. The popularity 
  of BB weapons has prompted Bandito Arms to find new ways to 
  expand their BigBore weapons line with new western patterned 
  arms for their customers in the New West, a new line of combat 
  grade BigBore weapons for the hardcore mercenary and adven-
  turer market, and even a few designs patterned after 18th century 
  flintlock muskets and pistols for the pirates and privateers of the 
  Great Lakes and Gulf of Mexico. All in all, it is quite an impressive 
  lineup of new guns.
  A common selling points for BigBore weapons has to do with 
  them firing projectiles instead of energy blasts. The marketing 
  goes as follows, “Since sooo many types of power armor, mon-
  sters, psychics and men of magic have some form of immunity to 
  E-Clip Charging Stations
  A necessary supporting industry for the arms market is ammu-
  nition sales. Without ammunition, all the weapons in the world 
  are useless. On Rifts Earth, the majority of weapons use E-Clips 
  (energy clips), simplifying the process of replenishing their am-
  munition. Whereas in previous eras, the manufacture of ammo re-
  quired giant factories and shifts of workers, now those times are 
  gone, replaced with simple E-Clip Charging Stations. Though 
  the Black Market maintains facilities for manufacturing ammuni-
  tion, especially the simple iron and lead slugs that rail guns use 
  and BigBore rounds, E-Clip charging makes up the majority of 
  ammunition sales and is fast and easy. Every Black Market arms 
  dealer, including their traveling merchants, will have one, a few or 
  even a bank of E-Clip Charging Stations tucked away behind the 
  storefront.
  New E-Clip Costs: All are new and fully charged.
  Standard and Short E-Clips: 5,000-6,000 credits.
  Long E-Clip: 7,000-9,000 credits.
  Triax Forward Sliding E-Clip: 7,500-10,000 credits.
  Coalition CE Canisters: 10,000-15,000 credits.
  Electric Vehicles and Power Armor Batteries: 11,000-14,000 cred-
  its.
  NG Power Packs/Batteries for Powered Robots and Large Vehi-
  cles: 75,000-100,000 credits.
  Note on Used E-Clips: Previously owned clips are only slightly 
  less, reduce price by 10%; 20-30% when on sale.
  E-Clip Recharging Rates:
  Standard and Short E-Clips: 1,500 credits.
  Long E-Clip: 2,000 credits.
  Triax Forward Sliding E-Clip: 2,200 credits.
  Coalition CE Canisters: 2,300 credits.
  Charging Electric Vehicles and Power Armor Batteries: 3,500 
  credits.
  Charging NG Power Packs/Battery-Powered Robots and Large 
  Vehicles: 25,000 credits.
  Note: The prices above are the “standard market price” charged 
  by most arms dealers, the Black Market amongst them. During 
  sales, the price may be reduced, but not by much, typically 10-
  25%. Some retailers charge more, with prices 20-40% higher than 
  those listed above.
  E-Clip Charging Stations: Maintaining an E-Clip charger is 
  one of the simplest ways to make money on Rifts Earth. Anyone 
  who has access to one of the machines is equipped to dispense a 
  high-demand product: energy ammunition. E-Clip chargers can be 
  powered by gas/diesel generators, solar panels or nuclear cores. 
  Each type has its own advantages and drawbacks.
  Gasoline/Diesel: Gas/diesel models are small and portable, but 
  require a reliable source of fuel. Since only a few kingdoms and 
  states have sizable oil refining capabilities, gasoline is somewhat 
  rare, quite a contrast to the pre-Rifts days of plenty.
  Weight: 85 lbs (38.3 kg).
  Charging Time: 20 minutes.
  
  137
  energy weapons – Zappers, Psi-Slingers, Mystic Knights, a mage’s 
  Impervious to Energy spell, the Glitter Boy’s laser resistant armor, 
  etc. – it is better to have a weapon that fires a good old physi-
  cal projectile that is ‘guaranteed’ to do (at least some) damage to 
  your target. When you add in the BigBore’s unprecedented knock-
  down feature, you more than make up for the fact that some energy 
  weapons might do more damage than a BigBore weapon. So why 
  take chances?”
  It’s surprising just how often this little sales pitch clinches the 
  deal and sells the BigBore to new customers. In reality, many en-
  ergy weapons do more damage, are more lightweight and have a 
  larger payload, but the Black Market’s sales pitch and weapon line 
  are a runaway hit.
  From the manufacturing and sales perspective of Bandito Arms, 
  the real advantage of BigBore weapons is not the sale of the guns 
  themselves, but the repeat business generated by the need for re-
  placement BigBore ammunition. Bandito Arms makes truckloads 
  of credits on the sale of BB ammunition. Bandito Arms researchers 
  have concluded that for any given BigBore weapon sold – or given 
  away as a promotional item, for that matter – Bandito Arms makes 
  approximately thousands of credits in ammunition sales over the 
  functional life of the BigBore weapon, sometimes much more. For 
  rapid-fire BB weapons, the figure is well over a million credits, and 
  at least two million for the BigBore rail guns. These figures repre-
  sent the revenue from ammunition sales alone and do not include 
  replacement parts, maintenance and repair fees, which tend to be 
  higher for BigBore weapons than comparable energy weapons due 
  to the BigBore’s moving parts and higher levels of stress when 
  firing projectiles. This has led to a real marketing and engineering 
  push of BigBore weapons by Bandito Arms.
  BigBore rounds. There are two basic types of BigBore rounds 
  the small BB – known as the “BigBore revolver round” as they 
  were first used in the BB-6 revolvers, and the large BB rounds – 
  dubbed the “BigBore shotgun shell” as they are roughly the same 
  size and shape as a large gauge S.D.C. shotgun shell. But if you 
  break open either sized shell, you will find pretty much the same 
  thing, a metallic ball (large or small), that resembles a steel ball 
  bearing or marble. This “marble” is an impact explosive sealed in 
  a light M.D. ferro-carbon, compression casing. When the BigBore 
  casing undergoes a catastrophic impact, like when striking a target, 
  the casing implodes around the explosive, detonating in a powerful 
  blast of concussive force and shrapnel. The rest of the round/shell 
  is a solid propellant similar to that used in the Wellington Indus-
  tries caseless S.D.C. ammunition and is completely consumed in 
  the combustion when the BB shell is fired.
  Whether a BigBore projectile is called a bullet, round or shell is 
  mostly a matter of style since they all pretty much mean the same 
  thing. It is important to note, however, that most guns in the Big-
  Bore “Shotgun Series” that use the BB shotgun shells can also 
  fire conventional S.D.C. shotgun shells (the damage is 4D6 S.D.C. 
  for buckshot or 5D6 S.D.C. for solid slugs) as well as wooden 
  or silver shells designed for fighting vampires and certain other 
  supernatural beings. When loaded with silver or wooden rounds, 
  the projectile does double its listed M.D. shotgun damage straight 
  to the Hit Points of the creatures, such as vampires, vulnerable 
  to such things. Note: Other BigBore weapons cannot fire conven-
  tional shotgun shells even if they use the BigBore shotgun shells, 
  due to their firing mechanism or other factors that would cause 
  these rounds to shred inside the weapon’s internal components 
  during firing, jamming it. While the damage of a BB bullet/round/
  shell can vary based on how many rounds are fired or how it is de-
  ployed, the knockdown effects of the two types of BigBore rounds/
  shells tend to remain consistent regardless of the firing mechanism.
  BigBore “Revolver” Rounds
  Mega-Damage: 1D6 M.D. per single BB revolver round/bullet 
  fired, plus knockdown.
  Knockdown Effect (Revolver): Human and human-sized D-Bees 
  who are shot must roll a 20 sided die to maintain their footing. 
  This balance roll must equal or surpass the attacker’s natural roll 
  to strike.
  A successful save vs knockdown means the character feels like 
  he’s been kicked, but remains standing and suffers no penalties, 
  except he loses initiative if he had it.
  A failed roll means the victim is knocked off his feet, and falls 
  back onto the ground (falls back 1D4 feet/0.3 to 1.2 m), loses 
  initiative (if he had it) and loses one melee attack/action! Even 
  characters in M.D.C. body armor will be knocked down, however, 
  those in power armor, full conversion cyborgs, robots, giants, su-
  pernatural beings (demons) and creatures of magic (metamorphed 
  dragons, etc.) are not.
  Cost of BB Revolver Rounds: 80 credits per round or 10,000 cred-
  its for a gross (box of 144 rounds).
  BigBore “Shotgun” Shells
  Mega-Damage: 2D4 M.D. per single BB shotgun shell fired, plus 
  knockdown.
  Knockdown Effect (Shotgun): Human and human-sized D-Bees 
  must roll a 20 sided die with a -6 penalty to stay standing. The roll 
  must equal or surpass the attacker’s natural roll to strike.
  A successful save vs knockdown means the character is stag-
  gered, feels like he was kicked by a mule and loses the initiative.
  A failed roll means the victim is knocked off of his feet and flung 
  8-10 feet (2.4 to 3 m) before hitting the ground! The victim loses 
  initiative, is momentarily dazed (reduce all combat bonuses by half 
  for one melee round per each blast endured), and loses one melee 
  attack/action!
  Knockdown Note: Even characters in M.D.C. body armor 
  are knocked down and suffer the penalties above. Those in power 
  armor or who are full conversion cyborgs, man-sized robots (11 
  feet/3.3 m or smaller), lesser supernatural beings and lesser crea-
  tures of magic (including Dragon Hatchlings) are +6 to save vs 
  knockdown. If knocked down they are staggered with each shot 
  and lose initiative. True Giants (20 feet/6.1 m and larger), giant 
  robots (12 feet/3.7 or larger), Demon Lords, deific level supernatu-
  ral beings and powerful, giant creatures of magic such as adult and 
  ancient dragons and Greater Elementals take damage only. They 
  do not lose initiative, nor do they suffer knockdown or related pen-
  alties.
  Cost of BB Shotgun Rounds: 120 credits per BB shotgun shell or 
  16,000 credits for a gross (box of 144 shells).
  BigBore “Holdout” Derringer
  Also known as the “BB-2” (for two-shot)
  The BigBore “Holdout” is a large, western-style derringer us-
  ing the same high explosive shells, small grenades really, as the 
  classic BB-6 Bandit Revolver. The weapon is roughly the size of 
  a light automatic pistol. The BigBore derringer packs all the man 
  stopping power of the revolver, but only has two rounds, meaning 
  that the outlaw using a Holdout had better be damn sure of his aim. 
  
  138
  The weapon’s weight (for its size) and gas venting means the gun 
  is very stable when fired, negating its recoil and providing a steady 
  aim for the shooter. The Holdout is a favorite among gamblers, 
  card sharks, saloon girls, shopkeepers, bartenders, con artists, City 
  Rats and bankers throughout North America, but especially in the 
  New West.
  Weight: 3 lbs (1.4 kg).
  Range: 50 feet (15.2 m).
  Mega-Damage: 1D6 M.D. per revolver round/bullet. See the Big-
  Bore Revolver Rounds above for the knockdown effect.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: Two rounds; breech loaded.
  Bonus: Steady aim; +1 to strike on Aimed Shots; no bonus when 
  shooting wild due to its weight and gas venting.
  Cost: 4,500 credits for the gun, 80 credits per revolver round or 
  10,000 credits for a box of 144 rounds.
  Payload: Four shells; revolver-style cylinder weapon.
  Cost: 12,000 credits for the gun, 120 credits per shotgun shell or 
  16,000 credits for a box of 144 shells.
  BigBore “Big Boss” Magnum Revolver
  Also known as the “BB-4” (for four-shot revolver)
  Using the same rounds/shells as the BigBore Sawed-Off Shot-
  gun, the BB-4 is a “Magnum” revolver designed for use by aug-
  mented humans such as cyborgs, Juicers, Crazies, and others with 
  Augmented or better Physical Strength (P.S.), including fighters 
  clad in suits of power armor. The “Big Boss” has quickly become 
  the symbol of male machismo in the New West, and every des-
  perado, bandito and two-bit crook in the West thinks owning one 
  makes him a man. Of course, this is great for Bandito Arms sales, 
  and they milk it for all it’s worth! The BB Magnum revolver is a 
  monster of a weapon that is intimidating even to the bravest oppo-
  nents, with a Horror Factor of 11 when pointed in someone’s face.
  Note: A P.S. of 22 or an Augmented P.S. of 16 or better is 
  required to fire the BB-4 without the shooter suffering ill effects 
  himself. Those with lower P.S. are -2 to strike, are knocked on 
  their butts each time they fire the weapon, take 1D4 S.D.C. dam-
  age and lose one melee attack/action. An Augmented P.S. of 20 or 
  greater is required to fire it one-handed.
  Weight: 4 lbs (1.8 kg).
  Range: 200 feet (61 m).
  Mega-Damage: 2D4 M.D. per single BB “shotgun” shell. See the 
  BigBore Shotgun Shells above for the knockdown effects.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  BigBore “Buccaneer”
  Breech-Lock Pistol
  In order to capture a piece of the arms market among the pirates 
  and privateers of the Great Lakes and Gulf Coast, Bandito Arms 
  has designed a simple breech-lock pistol that looks and feels like 
  an 18th Century flintlock pistol. The firing mechanism of the “Buc-
  caneer” is incredibly simple, nothing more than a striking hammer 
  that looks like an antique flintlock hammer, but is aligned with the 
  rear of the weapon, not the side (functions like a revolver’s ham-
  mer). The Buccaneer has to break open at the breech to reload in 
  the same manner as a conventional double-barreled shotgun. The 
  loose tolerances of the pistol’s construction means that it vents a 
  lot of smoke and gas when fired, reducing its range. The venting 
  gas also limits the kick/recoil generated by the weapon and allows 
  it to be fired by even mortal pirates single-handed.
  The handle and body of the pistol is made of wood which is 
  hand carved by locals living near Bandito’s facilities. Only the 
  barrel and firing mechanism are made of M.D.C. materials, which 
  makes the Buccaneer extremely cheap to produce; approximately 
  100 credits, about 50-60 credits for the M.D.C. components, 10-30 
  credits for the handle and another 10 credits or so in miscellaneous 
  parts. In fact. the Buccaneer is so cheap to produce that Bandito 
  Arms has decided to give out a free Buccaneer with the purchase 
  of each box of BigBore rounds in the Great Lakes and Gulf Coast 
  target markets in an attempt to dominate the pirate market. Once 
  Bandito has saturated the market, they plan on ending the free Buc-
  caneer promotion and increase the price of the gun to 4,000 credits 
  to maximize their profits.
  Weight: 3 lbs (1.35 kg).
  Range: 120 feet (36.6 m).
  Mega-Damage: 1D6 M.D. per round/bullet. See the BigBore Re-
  volver Rounds above for the knockdown effects of the BigBore 
  rounds.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: One round; breech loaded.
  Cost: Current price for the gun alone is 2,500 credits; free in the 
  Great Lakes, Gulf Coast regions when purchased with a box of 
  ammo. 80 credits per round or 10,000 credits for a box of 144 
  rounds.
  BigBore “Privateer”
  Breech-Lock Musket
  The “Privateer” is patterned on the 18th century Brown Bess 
  flintlock musket and looks similar to the T.W. Firebolt Musket fa-
  vored by many pirates, but the weapon’s hammer is rear-aligned 
  like that of the Buccaneer, and the Privateer’s barrel is thicker and 
  
  139
  larger than a normal musket’s barrel. With the Privateer’s long 
  barrel and the use of the BigBore shotgun shell, the weapon has 
  impressive range and minimal kick for a BigBore weapon. It is 
  quickly becoming a favorite weapon among those pirates who 
  would rather murder their enemies at a distance than wait for the 
  up-close swordplay. A normal strength of 14 or better is required 
  to fire the Privateer as a two-handed weapon. Those with a weaker 
  P.S. are -2 to strike even with an Aimed Shot, and -6 when shoot-
  ing wild. The musket can not be fired single-handed, unless the 
  shooter has an Augmented P.S. of 16 or greater (normal P.S. of 
  22), it is simply too long and awkward otherwise.
  The construction of the Privateer is similar to that of the Buc-
  caneer, including using local help to carve the wooden body and 
  stock of the weapon. As such, Bandito Arms has included the 
  weapon in its sales pitches to the pirate communities. One of which 
  is a special offer of a Privateer musket for only 1,000 credits with 
  each box of BigBore shells purchased by a pirate customer. (The 
  1,000 credits, the Black Market sellers insist, is the cost to make 
  the weapon. The real cost is only 500 credits, so they are mak-
  ing a bit of a profit.) Once Bandito Arms begins to dominate the 
  pirate weaponry market, this promotion will be discontinued and 
  the Black Market price of the weapon will jump to 6,500 credits, 
  which is still a very fair price. Money is money, after all.
  Weight: 8 lbs (3.6 kg).
  Range: 600 feet (183 m).
  Mega-Damage: 2D4 M.D. per single shell/bullet. See the BigBore 
  Shotgun Shells above for the knockdown effects. If loaded with 
  silver or wooden rounds a round does double its listed M.D. to 
  vampires and creatures vulnerable to such things.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: One shell; breech loaded. Note: The Privateer can also 
  fire conventional S.D.C. shells and wooden or silver shells de-
  signed for fighting vampires, making it a terrifying weapon against 
  the undead.
  Cost: Current price for the gun alone is 3,500 credits; 120 credits 
  per shell or 16,000 credits for a box of 144 shells.
  rounds, the weapon can not be loaded with conventional shotgun 
  shells like the other guns in the BigBore shotgun series.
  Weight: 8 lbs (3.6 kg).
  Range: 400 feet (122 m).
  Mega-Damage: 1D6 M.D. per round/bullet, or 2D6 per double-
  barreled blast. Note: There is NO knockdown effect with this 
  weapon.
  Rate of Fire: Each shot, single or double-barreled blast, counts as 
  one melee attack.
  Payload: Two rounds; breech loaded. Takes three melee actions 
  for most people to reload, twice as long for those not familiar with 
  weapons.
  Cost: 9,000 credits for the gun, 80 credits per round or 10,000 
  credits for a box of 144 rounds.
  BigBore “Homesteader” Light Shotgun
  The BB Homesteader is a simple breech-loading “shotgun” but 
  it uses the BigBore revolver rounds. It is marketed to adventurers, 
  bandits, ranchers, farmers and homesteaders all across the New 
  West and wildlands everywhere. Its simple, durable construction 
  means that the Homesteader shotgun is going to fire when it is 
  needed and that the weapon is easy to clean and maintain. Using 
  the lighter shells of the BB revolver means that the Homesteader’s 
  heavier frame and long barrels absorbs almost all of the weapon’s 
  recoil/kick, allowing this light shotgun to be handled by the aver-
  age person, even women, without penalty. However, the weapon’s 
  length is enough that it is too awkward to be fired single-handed 
  with a P.S. less than 22 (or an Augmented P.S. of 16 or better). 
  Unfortunately, because the Homesteader uses the lighter revolver 
  BigBore “Last Stand” Scattergun
  When Bandito wanted to expand its range of BigBore shot-
  guns, a member of the design team brought up the idea of making 
  a “scattergun.” Unfortunately, the BigBore rounds don’t actually 
  scatter that much. So what they came up with was a five barreled 
  weapon whose individual rounds converge at the point of impact 
  to detonate and spray an area in lethal M.D. shrapnel and con-
  cussion force. While the idea worked flawlessly, the final weapon 
  design was heavy and the firing mechanism dictated that it had to 
  be a breech-loader, limiting it to just one shot before reloading. 
  But even with these problems the “Last Stand” has still proved to 
  be a sales success. Buyers, especially physically strong D-Bees, 
  as well as cyborgs, Juicers, Crazies and even bandits in the New 
  West, love the western styling with the Last Stand’s real wood 
  stock and multiple barrels. The weapon’s gatling gun appearance 
  and massive bore also make it an intimidating looking weapon and 
  even the bravest opponent suffers a Horror Factor of 12 when this 
  monster is pointed in his face.
  Note: A P.S. of 22 or an Augmented P.S. of 16 or better is re-
  quired to fire the scattergun as a two-handed weapon without the 
  shooter suffering ill effects himself. Those with a lower P.S. shoot 
  with a -2 penalty to strike, are knocked on their rear each time they 
  fire the weapon, take 1D6 S.D.C. damage and lose one melee at-
  tack/action. An Augmented P.S. of 26 or greater is required to fire 
  it one-handed.
  Weight: 20 lbs (9 kg).
  Range: 150 feet (46 m).
  Mega-Damage: 3D6 M.D. per simultaneous five shell blast to ev-
  erything within a six foot (1.8 m) blast radius.
  4D6+6 M.D. when leveled against a man-sized target at point-
  blank or close range (within 20 feet/6.1 m), and he alone takes 
  most of the blast damage and full knockdown effect (reduce the 
  usual bonus to save vs knockdown for large and supernatural be-
  ings by half). Anything or anyone else within the six foot (1.8 m) 
  blast radius only takes 2D4 M.D. without risk of knockdown.
  
  140
  5D6+10 M.D. when fired upon a giant target, such as the side 
  of a wall, giant combat robot, tank, large vehicle, dragon and gi-
  ant (beings 15 feet/4.6 m or taller). No knockdown effect on these 
  targets.
  Rate of Fire: Each five shell blast counts as one melee attack.
  Payload: Five shells, breech loaded, but that is only enough shells 
  to fire the scattergun once. Note: The Last Stand can not fire with 
  fewer than five shells, and only fires BigBore shotgun ammunition. 
  Its firing mechanism will tear normal S.D.C. shotgun shells apart, 
  jamming the weapon and rendering it unable to fire if anything but 
  BB shotgun rounds are used.
  Cost: 20,500 credits for the gun, 120 credits per shell or 16,000 
  credits for a box of 144 shells.
  BigBore “Room Sweeper”
  Belt-Fed Shotgun
  The Room Sweeper could be the definitive use of BigBore shot-
  gun technology. Also known as the “Cantina Clearer” and “Ban-
  dito Broom,” it is a heavy support weapon meant to be used at 
  point blank-range for clearing out rooms, caves, trenches and other 
  close-quarters environments. The shotgun system has three rotat-
  ing barrels and connects to an ammo belt that allows an unbeliev-
  able amount of firepower to be unleashed within a very small area. 
  The Room Sweeper can also fire conventional S.D.C. shells and 
  wooden or silver shells designed for fighting vampires, making it 
  a terrifying weapon against the undead. Its chief advantage is its 
  large payload and multi-round firepower.
  Note: A P.S. of 24 or an Augmented P.S. of 17 or better is 
  required to operate the Room Sweeper as a two-handed weapon 
  without the shooter suffering ill effects himself. Those with a low-
  er P.S. shoot with a -4 penalty to strike, are knocked on their butts 
  each time they fire the weapon, take 1D6 S.D.C. damage and lose 
  one melee attack/action. An Augmented P.S. of 26 or greater is 
  required to fire it one-handed (or a Robot P.S. of 20, or a Super-
  natural P.S. of 15).
  Weight: 20 lbs (9 kg) plus the ammo pack worn on the shooter’s 
  back weighs 42 lbs (19 kg).
  Range: 200 feet (61 m).
  Mega-Damage: 2D4 M.D. for a single shell, 4D4 M.D. per short 
  burst of three shells or 5D6 M.D. for a long burst of six shells, plus 
  knockdown effects. (Note: When loaded with silver or wooden 
  rounds, the Room Sweeper does double damage to those vulner-
  able to such material, but half damage to all others.)
  Rate of Fire: Each shot or burst counts as one melee attack.
  Payload: Ammo pack carries 180 shells.
  Cost: 30,500 credits for the gun, including the ammo pack, 120 
  credits per shell or 16,000 credits for a box of 144 shells. An ad-
  ditional empty ammo pack costs 2,000 credits.
  BigBore “Lawman” Automatic Shotgun
  This new weapon in Bandito’s BigBore shotgun series is popu-
  lar among bartenders, shopkeepers, the Tundra Rangers, Cyber-
  Knights and lawmen of all types, earning the weapon the nickname 
  of the “Lawman,” an odd moniker for a weapon produced by the 
  Black Market, but a fitting one. The Lawman Auto-Shotgun is a 
  sturdy weapon that can be handled by most ordinary people with 
  reasonable effectiveness. The gun uses a pair of alternating side-
  by-side barrels to maintain a high rate of fire and give it that in-
  timidating double-barrel shotgun look. Its low recoil is achieved 
  with “floating” barrels that partially retract into the gun when fired 
  to absorb some of the impact. Of course the big advantage is a sig-
  nificant payload, making it unnecessary to stop and reload, every 
  one or two blasts.
  Note: A normal P.S. of 18 or an Augmented P.S. of 14 (or bet-
  ter) is required to shoot the Lawman Automatic Shotgun. Those 
  with lower P.S. shoot with a -3 penalty to strike, double when 
  shooting wild. An Augmented P.S. of 22 or greater is required to 
  fire it one-handed.
  Weight: 12 lbs (5.4 kg).
  Range: 300 feet (91.5 m).
  Mega-Damage: 2D4 M.D. per single shell/bullet, 4D4 per double-
  barreled blast, plus knockdown effect. If loaded with silver or 
  wooden rounds the Lawman will do double its listed M.D. shotgun 
  damage straight to the Hit Points of vampires and other beings 
  vulnerable to such rounds.
  Rate of Fire: Each single shot or double-barreled blast counts as 
  one melee attack.
  Payload: 18 round drum magazine. Note: The Lawman can also 
  fire conventional S.D.C. shells and wooden or silver shells de-
  signed for fighting vampires, werebeasts, and certain demons, 
  making it a popular weapon among Vampire Hunters and people 
  throughout Mexico and the American Southwest.
  Cost: 24,000 credits for the gun, 120 credits per shell or 16,000 
  credits for a box of 144 shells. An extra empty drum magazine 
  (hold 19 rounds) costs 500 credits each.
  BigBore “Barking Dog”
  Submachine-Gun
  Bandito has introduced a bulky looking, rapid-firing subma-
  chine-gun using their BigBore revolver rounds. The weapon some-
  what resembles the famous Pre-Rifts Thompson submachine-gun 
  (better known as the “Tommy Gun”) and was dubbed the “Bark-
  
  141
  ing Dog.” The name is earned, because the weapon’s loose fittings 
  absorb some of the SMG’s recoil, but cause the weapon to report 
  so loudly that it can be heard from miles away when fired. In the 
  hands of the military or a law enforcement agency, this is of little 
  concern, but for someone relying on stealth to get away, this is an 
  insurmountable handicap.
  The chattering, noisy and jumpy BigBore SMG has met with 
  mixed reviews. Cyborgs, Crazies and mercenaries looking for a 
  heavy short-range weapon favor the BigBore SAW (described 
  next) or rail guns, but many adventurers, mercs, warriors, town 
  militias and bandits love the Barking Dog submachine-gun. Many 
  Gunfighters and Gunslingers, on the other hand, tend to feel that 
  submachine-guns, SAWS and rail guns are weapons for barbarians 
  and raiders who lack skill and any sense of elegance or style, and 
  won’t touch them.
  Note: A normal P.S. of 18 or an Augmented P.S. of 14 (or bet-
  ter) is required to fire a burst from the Barking Dog SMG without 
  penalty. Those with lower P.S. shoot with a -2 penalty to strike 
  (double when firing long bursts and shooting wild). They are also 
  knocked on their rears each time they fire the weapon, whether it’s 
  a single shot or burst, suffer 1D4 S.D.C. damage and lose one me-
  lee attack. An Augmented P.S. of 22 or greater is required to fire it 
  one-handed with any accuracy.
  Weight: 12 lbs (5 kg).
  Range: 300 feet (91.5 m).
  Mega-Damage: 1D6 M.D. per single round, 2D6 M.D. per short 
  burst of three rounds or 4D6 M.D. for a long burst of six rounds. 
  See the BigBore Revolver Rounds for the knockdown effect.
  Rate of Fire: Each shot or burst counts as one melee attack.
  Payload: 18 round short magazine or a 45 round “banana” style 
  long magazine.
  Bonus: Laser targeting optional (costs extra) for +1 to strike on 
  Aimed shots only.
  Cost: 25,500 credits for the gun, 80 credits per round or 10,000 
  credits for a box of 144 shells. Extra empty magazines cost 100 
  credits each (regardless of size). The Barking Dog SMG can also 
  be equipped with an optional under-barrel laser targeting sight for 
  an additional 1,500 credits (+1 bonus to Aimed shots only).
  Though the Fire Hose SAW cuts into on the Black Market’s 
  sales of light rail guns to a small extent, Bandito believes that the 
  prodigious rate of fire will lead to even greater BigBore munition 
  sales, so in the long run, the BigBore SAW means a higher level 
  of profit, not less.
  Note: A P.S. of 24 or an Augmented P.S. of 17 or better is 
  required to fire the BB SAW as a two-handed weapon without the 
  shooter suffering ill effects himself. Those with a lower P.S. shoot 
  with a -4 penalty to strike with bursts, are knocked on their rear 
  each time they fire the weapon, take 1D6 S.D.C. damage and lose 
  one melee attack/action. An Augmented P.S. of 26 or greater is 
  required to fire it one-handed (or a Robot P.S. of 20, or a Super-
  natural P.S. of 15).
  Weight: 25 lbs (11 kg) plus the ammo pack worn on the shooter’s 
  back. Standard ammo pack (180 rounds) weighs 42 lbs (19 kg). 
  The Cyborg ammo pack (240 round) weighs 64 lbs (28.8 kg).
  Range: 600 feet (183 m).
  Mega-Damage: 2D4 M.D. for a single shotgun shell, 4D4 M.D. 
  per short burst of three shells, 5D6 M.D. for a medium burst of 
  six shells, and 1D6x10 M.D. for a long burst of 12 shells, plus full 
  knockdown effect. Knockdown is without benefit of any bonuses 
  to stay standing when 12 shells are fired. (Note: When loaded with 
  silver or wooden rounds, the Room Sweeper does double damage 
  to those vulnerable to such material, but half damage to all others.)
  Rate of Fire: Each shot or burst counts as one melee attack.
  Payload: A 46 rounds “banana” style magazine or standard ammo 
  pack with 180 rounds or cyborg ammo pack with 240 rounds.
  Cost: 46,500 credits for the gun, 120 credits per shell or 16,000 
  credits for a box of 144 shells. Extra empty magazines cost 100 
  credits each, an empty standard ammo drum costs 2,000 credits 
  and a heavy, cyborg drum costs 3,500 credits.
  BigBore “Fire Hose” SAW
  – Squad Assault Weapon
  Another rapid-fire weapon added to Bandito Arms’ new weapon 
  lineup is the BigBore Squad Assault Weapon (SAW). This weapon 
  is favored by mercenaries, adventurers and heavy hitters looking 
  for firepower. It fires BB shotgun shells, has a smoother firing 
  mechanism and higher rate of fire than the Barking Dog SMG, 
  and offers a lot more firepower. In fact, the “Fire Hose” can take 
  the place of a light rail gun or heavy energy weapon, though with 
  much shorter range. Like its namesake, the Fire Hose can unleash 
  a stream of destruction or spray an area in a hail of BigBore shells, 
  covering an ally’s retreat or leading an assault.
  BigBore “Universal”
  Variable Assault Rifle
  This weapon is intended to be the foundation of Bandito’s new 
  military line of BigBore weapons: a large, dependable and ver-
  satile assault rifle. While Bandito Arms could have simply used 
  the BigBore shotgun shells in a fairly standard rifle, they wanted 
  something more. Around the same time, Bandito was researching 
  ways to increase the range of BigBore weapons, and as part of 
  this testing the lab boys used a variable breech and barrel system 
  that allowed them to test different rounds and tolerances without 
  having to make a new test weapon every time. This testing rig was 
  seen in action by one of Bandito Arms’ head honchos. Impressed 
  with the rig, he demanded that it be incorporated into their new 
  assault rifle design and the researchers were left to figure out how 
  to make that possible.
  The final design of the variable breech assault rifle allows it to 
  use BigBore revolver rounds, BigBore shotgun rounds, conven-
  tional S.D.C. shotgun shells, Triax pump rounds and even con-
  
  142
  ventional S.D.C. rifle rounds of various caliber sizes, as well as 
  wooden and silver shotgun shells designed for fighting vampires 
  and the supernatural.
  An added benefit of the variable breech is tighter control of the 
  weapon’s gas venting properties, thereby reducing the rifle’s over-
  all recoil and increasing the muzzle velocity of the weapon. In fact, 
  the Universal rifle is currently the longest ranged BigBore weapon 
  that doesn’t fall under the category of rail gun. And the gas vent-
  ing means that the rifle may be used normally by humans without 
  penalty, although a P.S. of 22 or higher (16 for Augmented P.S.) 
  is necessary to fire the weapon one-handed (it’s simply impossible 
  for weaker shooters) and even then, the one-handed shooter is -3 
  to strike with the big gun.
  The exceptional flexibility of the variable assault rifle allows 
  it to be used in most combat roles, including close assault, squad 
  fire support, jump infantry, pilot sidearm, etc., while its fold down 
  stock, short barrel length (it has a bull-pup configuration) and very 
  robust construction allow the weapon to be used in combat situa-
  tions where a larger weapon is impractical. Even the folding rifle 
  stock was designed to hold three spare short magazines in a top-
  down storage slot and to be completely removable in order to in-
  crease the flexibility of the stock. The weapon’s flexibility is only 
  improved by the availability of an optional laser targeter and scope 
  package, as well as an optional under-barrel grenade launcher. 
  Overall, Bandito Arms has produced one of the best modern fire-
  arms on the market, even at ten times its bottom barrel price!
  Weight: 20 lbs (9 kg), plus another 2 lbs (0.9 kg) for the optional 
  laser targeting scope package.
  Range: 1,000 feet (305 m) firing BB and Triax rounds and shotgun 
  shells of any kind. 2,000 feet (610 m) for S.D.C. rifle rounds.
  Mega-Damage via Rifle & Shotgun Rounds: Varies with the type 
  of rounds used:
  BigBore Revolver Rounds: 1D6 M.D. per single round/bullet, 
  2D6 M.D. per short burst of three rounds or 4D6 M.D. for a long 
  burst of six rounds plus knockdown effect.
  BigBore Shotgun Shells: 2D4 M.D. per single shell, 4D4 M.D. 
  per short burst of three shells or 5D6 M.D. for a long burst of six 
  shells plus the knockdown effect.
  Triax Pump Rounds: 4D6 M.D. per single round or 
  1D4x10+10 M.D. per short burst of three rounds. Longer bursts 
  are not possible as they generate an excessive amount of heat that 
  will cause the Universal assault rifle to explode (does 2D4x10+20 
  M.D. to the shooter).
  S.D.C. Rifle Rounds: Conventional S.D.C. rifle rounds vary in 
  damage based on their caliber: from 3D6 S.D.C. damage per single 
  round to 6D6 S.D.C. damage per single round. A three round burst 
  will do double the damage and a six round burst will do double the 
  damage of a single rifle round. Cost and availability of S.D.C. rifle 
  rounds varies widely.
  Rate of Fire: Each single shot or burst counts as one melee attack.
  Payload: 15 round short magazine, 36 round long magazine, or 
  a 45 round, “banana” style long magazine. Note: Only a single 
  type of round may be loaded into a single magazine, no mixing of 
  ammunition types, and this includes conventional S.D.C. shells, 
  or wooden or silver shells designed for fighting the supernatural.
  Bonus: Laser targeting and scope package optional (costs extra): 
  +1 to strike on Aimed shots. The package includes a scope with 
  both telescopic and nightvision capabilities out to a range of 3,000 
  feet (914 m).
  Cost: 45,000 credits for the gun. Extra empty magazines cost 100 
  credits each regardless of size. The optional laser targeter and 
  scope package costs another 5,000 credits.
  Ammunition Cost: Varies in cost based on type.
  BigBore Revolver Rounds: 80 credits per round or 10,000 cred-
  its for a box of 144 rounds.
  BigBore Shotgun Shells: 120 credits per shell or 16,000 credits 
  for a box of 144 shells.
  Triax Pump Rounds: 400 credits per round with poor avail-
  ability of the genuine shells, but fair availability for Black Market 
  knock-offs, but the cost can vary by as much as 300%.
  Optional Second Weapon System for the Universal:
  An Under-Barrel Grenade Launcher: The assault rifle can be fit-
  ted with a six-round grenade launcher for an additional fee. The 
  grenade launcher is mounted under the barrel just in front of the 
  rifle’s ammo magazine.
  Weight: Adds another 8 lbs (3.6 kg) to the weight of the rifle.
  Range: 500 feet (152 m).
  Mega-Damage: 2D6 M.D. per single round/grenade. Damage is 
  inflicted to everything in a 12 foot (3.6 m) radius.
  Rate of Fire: Each single grenade fired counts as one melee attack.
  Payload: Six hand-loaded grenades. It takes one melee round (15 
  seconds) to reload the launcher by hand with six grenades (or one 
  melee action to load two grenades); takes three times as long for 
  those not familiar with military grade weapons. A reusable speed 
  loader will load all six grenades in just one melee action.
  Cost: An additional 10,000 credits for the grenade launcher, 2,000 
  credits for a speed loader and 500 credits per each grenade. These 
  are the same grenades used in the Bandit 6000 “Big Bang” Gre-
  nade Launcher (see Rifts® World Book 14: New West for de-
  tails) and are interchangeable with it.
  Bandit 5050 “Papa Bear”
  Enhanced BigBore Medium Rail Gun
  In 105 P.A., Bandito Arms began its expansion of the BigBore 
  line of weapons. A lot of emphasis was placed on BigBore weap-
  ons that could fire in longer bursts and at extended ranges. The 
  development would result in such weapons as the Room Sweeper, 
  Barking Dog SMG and the BigBore Squad Assault Weapon, Uni-
  versal Assault Rifle and with the “Big Bear” Light Rail Gun, its 
  longest ranged weapon. This item continues to be a popular weap-
  on among mercenaries, adventurers, bandits and raiders, as well 
  as for the defense of towns and merchant caravans. (See Rifts® 
  World Book 14: New West for details about this weapon. Note: 
  Stat correction: Fires BB revolver rounds that do 2D6 M.D. per 
  short, three round burst, and 4D6 M.D. per six round, long burst).
  With advancements in technology and a push to sell BigBore 
  weapons, the Bandit 5000 “Big Bear” became the blueprint for 
  the new 5050 “Papa Bear” with internal components designed 
  to handle the larger BigBore “shotgun” shells without sacrificing 
  range or payload. The Papa Bear can fire single shots (each pull of 
  the trigger is one melee attack) or in bursts, including sweeping an 
  area in a hail of BigBore shells.
  
  143
  Note: A P.S. of 24 or an Augmented P.S. of 17 or better is 
  required to operate the Papa Bear as a two-handed weapon with-
  out the shooter suffering ill effects himself. Those with a lower 
  P.S. shoot with a -3 penalty to strike, are knocked on their rear 
  each time they fire the weapon, take 1D6 S.D.C. damage and lose 
  one melee attack/action. An Augmented P.S. of 26 or greater is 
  required to fire it one-handed (or a Robot P.S. of 20, or a Super-
  natural P.S. of 15).
  Weight: Gun 27 lbs (12 kg), including the weight of the E-Clip. 
  Standard ammo pack (180 rounds) weighs 42 lbs (19 kg). The cy-
  borg ammo pack (240 rounds) weighs 64 lbs (28.8 kg).
  Range: 2,000 feet (610 m); the E-Clip provides the extra “zip” for 
  range.
  Mega-Damage: 2D4 M.D. per single shell, 4D4 M.D. per short 
  burst of three shells or 5D6 M.D. for a long burst of six shells.
  Rate of Fire: Each shot or burst counts as one melee attack, but the 
  bursts are less controlled and less accurate (so all shells fired do not 
  hit the intended target).
  Payload: 180 BigBore shotgun shells for a standard ammo drum 
  backpack. A cyborg ammo drum with 240 rounds can be substi-
  tuted provided he has the P.S. to handle one. The E-Clip can fire 
  240 bursts before needing to be replaced.
  Bonus: Laser targeting standard; +1 to strike on Aimed shots.
  Cost: 65,500 credits for the gun, 120 credits per shell or 16,000 
  credits for a box of 144 shells. Extra empty magazines cost 100 
  credits each, an empty standard ammo drum costs 2,000 credits 
  and a heavy, cyborg drum costs 3,500 credits.
  computer and targeting system picks the target, typically the near-
  est or largest – and plots the line of fire to engage the target. Once 
  it has locked onto a target within range, the sentry gun continues 
  to fire until the target stops moving, retreats beyond its range, or is 
  blown into multiple small pieces. This is repeated every time a new 
  target comes within range, with the closest taking the fire until it 
  stops moving or a new, closer target becomes available (e.g. a new 
  target passes the original and gets closer to the gun, at which point 
  the gun trains on it and fires).
  The automatic nature and programming of the Big Dog Sentry 
  Gun enables it to cover its full field of fire even against multiple 
  targets. However, the Big Dog is not intelligent and cannot make 
  arbitrary selections of targets or focus on any one specific target 
  (unless it is the nearest, largest or the sentry gun is signaled to 
  do so by a human operator a safe distance away). The sentry gun 
  can be preprogrammed or controlled remotely via radio (observed 
  from a distance via binoculars or remote cameras).
  The Big Dog is not recommended for civilian defense, as 
  the sentry gun cannot distinguish between friend and foe (FoF) 
  without a more advanced and expensive FoF targeting computer 
  system (costs 25,000 credits), and attacks anyone who enters its 
  proximity. The Sentry Gun does come standard with six Friend or 
  Foe identification “tags.” Wearing one of these “tags” tells the Big 
  Dog that the person is a friend and not a foe/target. The sentry gun 
  will not fire on anyone wearing a Friend I.D. Tag. Likewise, it can 
  be programmed to exclude a given area or path from its field of 
  fire, allowing the Big Dog’s owner to create safe zones within the 
  weapon’s line of fire.
  Weight: 75 lbs (33.7 kg), including the weight of the entire unit, 
  E-Clip, mounting stalk, pylons and ammunition drum.
  Range: 2,000 feet (610 m); the E-Clip provides the extra “zip” and 
  distance.
  Mega-Damage: Fires BB revolver rounds, inflicting 2D6 M.D. per 
  three round burst or 4D6 M.D. per burst of six rounds, plus knock-
  down. Can be programmed to fire short or long bursts.
  Rate of Fire: Four attacks/bursts per melee round.
  Payload: A large ammo drum that holds 600 BigBore revolver 
  rounds (100 long bursts) comes standard with the Big Dog Sentry 
  Gun. The E-Clip can fire the Big Dog’s full 600 rounds before 
  needing to be replaced.
  Notable Features: The computerized sensor suite and target-
  ing module has a detection range of 2,500 feet (762 m) with an 
  equivalent Sensory Equipment skill of 88%. Its targeting computer 
  provides the equivalent of +2 to strike on a burst and has four at-
  tacks per melee round. The sentry gun can turn 180 degrees on 
  its mounting stalk and point up and down in a 180 degree arc of 
  fire, enabling it to fire directly above and below it and anywhere 
  in between.
  M.D.C. by Location:
  Control Pad (1) – 15 M.D.C. (tiny target; attackers are -9 to 
  strike)
  Mounting Stalk (1) – 80 M.D.C. (narrow target; attackers are 
  -4 to strike)
  Sentry Gun (main body) – 200 M.D.C.
  Cost: 150,000 credits for the entire Big Dog Sentry Gun, control 
  pad, mounting stalk and six Friend or Foe I.D. tags, and an empty 
  ammo drum. An extra, empty ammo drum costs 5,000 credits. 80 
  credits per individual BB revolver rounds or 10,000 credits for a 
  box of 144 rounds. Additional Friend or Foe I.D. tags may be pur-
  chased for 3,000 credits each.
  Bandit 6000 BigBore “Big Dog”
  Automated Sentry Gun
  Simple but effective, the “Big Dog” is a modified Big Bear light 
  rail gun (see Rifts® World Book 14: New West for details about 
  this weapon) mated to an extendable mounting stalk containing an 
  anchoring pylon which was inspired by the USA-G10 Glitter Boy 
  anti-sway pylons. Once the owner of the Big Dog Sentry Gun has 
  chosen a place to mount the weapon, four small, clawed feet drop 
  from the sides of the mounting stalk to hold the weapon in place 
  while the anchoring pylon activates. Once firmly in anchored, the 
  gun can be raised as high as eight feet (2.4 m) on the mounting stalk 
  before being armed, allowing for the best possible lines of fire.
  The Big Dog has a simple computer and sensor array that in-
  cludes a short-range radar, motion sensors, heat detector and cam-
  era eye. When placed on automatic, the sensor module detects the 
  presence of human-size or larger targets and fires – the internal 
  
  144
  Bandito Energy Weapons
  With Bandito’s current push toward expanding their market-
  ing opportunities in North America with BigBore weapons, their 
  line of energy weapons is comparatively small. The old IP-10 ion 
  pistol and the LP1 laser pistol are still available, but mainly on 
  the second-hand market and sale specials. These two older weap-
  ons have been “unofficially” phased out to make room for Ban-
  dito Arms’ line of new energy weapons with superior damage and 
  range, and BigBore items. All but a few of the facilities that used 
  to produce the old weapons have been completely retooled for the 
  new line of guns.
  Bandito Arms has carefully studied the weapons market 
  throughout North America through its own Black Market shops 
  and its network of spies, thieves and informants among other 
  manufacturers. This led the company to concentrate their new pro-
  duction on the dozen most popular energy weapon designs. More 
  revealing was the purchasing trends of buyers, which broke down 
  into five major geographical regions and weapon types: 1. The 
  New West with their fascination for Old West patterned revolvers, 
  rifles and shotguns. 2. The Domain of Man or Civilized Region, 
  including the Coalition States and their territories, who favor the 
  sleek, high-tech weapons produced by companies like Wilk’s La-
  ser Technologies, Triax and Naruni Enterprises, as well as North-
  ern Gun. 3. Mercenaries and militias who want no nonsense, rug-
  ged, military grade weapons with a hardware or Northern Gun/
  Manistique Imperium styling. 4. The pirates and privateers of the 
  Great Lakes and Gulf of Mexico with their love of 18th century 
  style, mock flintlock muskets and pistols. 5. The Magic Zone – 
  actually all the various practitioners of magic across the continent.
  It was noted that many, many buyers in these markets will pass 
  over a superior weapon to the one they want based on little more 
  than the styling and outward appearance of the weapon.
  To sell their energy weapons to as many customers as possible, 
  the Black Market, in general, led by Bandito Arms, have devised 
  a modular system whereby they build the “guts” (internal compo-
  nents) of every weapon exactly the same, or close to it, and then 
  simply encase the guts of the weapon in the different exterior cas-
  ings that appeal most to the particular buyers in that region or group.
  Each energy weapon has a group designation added to its model 
  name as follows: “W” for customers in the New West, who prefer 
  the weapon styles of the American Old West for a variety of west-
  ern revolvers, rifles and shotguns made of M.D.C. gray or silver 
  brushed steel with carved bone, pearl or wood handles and stocks, 
  and are often sold with a leather belt and holster. “D” for custom-
  ers in the Domain of Man, in which the casing for the weapon is 
  designed along the lines of a Wilk’s or Triax product with sleek 
  lines, and a hard, light M.D. plastic exterior, but the finish is a 
  shiny chrome plating or brushed steel. “M” for buyers who pre-
  fer mercenary/military hardware, for which the casing is made out 
  of rugged M.D.C. composites and materials in a similar fashion 
  to Northern Gun or Coalition weapons. “P” for customers who 
  liken themselves to pirates, privateers and buccaneers. The casings 
  for these “pirate” weapons are designed to look like 18th Century 
  style flintlocks, blunderbuss, muskets and weapons with ornate, 
  hand-carved wooden stocks and grips. And “E” standing for ex-
  otic, with a fanciful or steam-punk styling that appeals to many 
  mages and resembles Techno-Wizard or Splugorthian Bio-Wizard 
  weapons in appearance. Note: Bandito Arms and the Black Mar-
  ket, in general, does not manufacture Techno-Wizard weapons for 
  resale. Any TW and magic items sold by the Black Market tend to 
  be things they acquired by other means (trade, stole, etc.).
  Such designations are simply added to the end of the alphanu-
  meric name of the weapon (e.g.: an IP-12M Ion Pistol is the Merc/
  Military version of the IP-12 ion pistol).
  Cheap imitations. There is one final designation that is never 
  discussed with potential customers: “K” series weapons. “K” for 
  knock-off. The Black Market has been dealing in “knock-offs” 
  – cheap imitations of other manufacturers’ most popular brand 
  weapons. The most common Black Market “knock-offs” are the 
  weapons of Northern Gun, Wilk’s, Triax and the Coalition Army. 
  For each of the weapons, the Black Market will produce a number 
  of different, standard knock-off casings (see the “K” Series en-
  tries below) for all of the most popular weapons (NG, CS, Triax, 
  Wilk’s, etc.) on the market. However, the Black Market, Bandito 
  Arms included, makes no effort to make their knock-offs actually 
  function as well as the weapon being imitiated. That would take 
  time, work and money the organization would rather not spend. As 
  a result, Black Market “K” series imitations always do one or two 
  dice less in damage and the range is 1D4x10% shorter. Only the 
  outward appearance of the weapon is copied, as well as any fea-
  tures that simply cannot be faked, like the adding or removing of a 
  scope or the inclusion of an under-barrel grenade launcher (same 
  stats as the actual grenade launcher) or similar features.
  The actual guts of the knock-offs are, as a rule, the same or 
  modifications of existing Black Market weapons. New knock-offs 
  are added to the various K series weapons all the time, within just 
  a few months of a competitor’s release of a new design. Some 
  people would think this is stupid and that the Black Market would 
  get caught in the fraud, but who is going to take apart their new 
  energy rifle just to see if its components are of genuine Triax or CS 
  manufacture? Besides, even the average adventurer and even sol-
  dier doesn’t know the internal workings of his weapons that well 
  and rarely pays attention to manufacturer markings and stylings. 
  (Remember, we’re talking about high-tech energy weapons, not 
  bolt-action.) Furthermore, “K” series knock-offs are sold on the 
  secondhand market as “stolen” and “used” weapons at discount 
  prices (compared to the new, genuine article), so most buyers ex-
  pect the “used” item may not be up to perfect specifications. Even 
  if caught in the act, the Black Market reps and agents swear it’s the 
  real McCoy and deny with their last dying breath the existence of 
  “K” series knock-offs. They are criminals, after all! Note: Many 
  arms dealers and merchants who acquire portions of their stock 
  from the Black Market are innocent dupes who have no clue any 
  of the items they’ve purchased are knock-offs. With their new 
  production setup, Bandito Arms is quickly becoming the leader in 
  K series weapons. Regardless of the manufacturer or location of 
  manufacture, the weapons described in the pages that follow are 
  sold by ALL Black Market outlets.
  IP-12 Ion Pistol
  The new IP-12 is the replacement for the old Eye-Pie Ten ion 
  pistol, with a slightly higher damage output and much better range. 
  This simple ion pistol design is the cheapest model that Bandito 
  Arms has to offer and is reliable and dependable. Even though 
  the IP-12 does superior damage to the TX-25, the Triax knock-
  off model of the IP-12 constantly outsells the other variants of the 
  weapon, proving sales requires more than just a good weapon.
  Weight: 3 lbs (1.4 kg).
  “K” Series: Q1-02 “Stopper” Ion Pistol, TX-25 Ion Pistol.
  
  145
  LP5 Laser Pulse Pistol
  Pulse lasers are able to deliver significantly more damage than 
  conventional single beam lasers for only a modest increase in en-
  ergy consumption. Of course, the three pulse bursts are not quite 
  as accurate as a single shot laser, but when you want to riddle your 
  opponent with blasts of coherent light, nothing beats a pulse laser.
  Range: 500 feet (152 m).
  Mega-Damage: 3D6 M.D. per blast.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: 10 shots from a standard short E-Clip, 20 shots with a 
  long E-Clip.
  Bonus: +1 to strike, due to the weapon’s light weight and balance.
  Cost: 10,000 credits.
  gun. This gives them better stopping power with the same excel-
  lent accuracy and reliability they have come to depend on.
  Weight: 2 lbs (0.9 kg).
  “K” Series: C-18 and C-20 Laser Pistols, Q1-01 Laser Pistol, NG-
  45LP Long Pistol, TX-20 Short Laser Pistol, TX-22 Precision La-
  ser Pistol, Wilk’s 320 Laser Pistol, Wilk’s-Remi 130 “Six-Shoot-
  er” and 136 “Big Man”, and WI-LP24 Laser Pistol.
  Range: 800 feet (244 m).
  Mega-Damage: 2D6 M.D. per blast.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: 18 shots from a standard short E-Clip, 36 shots with a 
  long E-Clip.
  Bonus: +1 to strike due to this weapon’s laser focusing optics and 
  light weight.
  Cost: 17,000 credits.
  IP-15 Heavy Ion Pistol
  The IP-15 sacrifices range for higher damage output, but suf-
  fers from a quicker depletion of the weapon’s energy reserves as a 
  result. Even with these drawbacks, arms buyers seem to favor the 
  increased damage. Models of the IP-15 are quickly outstripping 
  the IP-12 models in overall sales.
  Weight: 4 lbs (1.8 kg).
  “K” Series: NG-57 Heavy-Duty Ion Blaster, TX-24 Ion Pulse Pis-
  tol (made to appear to pulse).
  Range: 400 feet (122 m).
  Mega-Damage: 4D6 M.D. per blast.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: 8 shots from a standard short E-Clip, 16 shots with a long 
  E-Clip.
  Cost: 15,000 credits.
  LP2 Laser Pistol
  The new LP2 is the replacement for the old No Lip laser pistol, 
  with a slightly higher damage output and the same superior laser 
  focusing optics. The LP2 laser pistol has nearly the same large 
  payload as the old LP1 and for that reason more than any other, 
  many owners of the older weapon have been trading up to the new 
  LP3-D Dual-Shot
  Laser Pistol
  Much like the Wilk’s weapons that inspired the new “Dual-
  Shot” laser pistol, this weapon uses two individual sets of focusing 
  lenses to produce a double laser blast capable of inflicting twice 
  the damage. The only problem with the LP3-D is that with two 
  barrels firing, the weapon runs out of energy twice as fast as the 
  LP2. The range is also diminished slightly due to photon interfer-
  ence between the two beams. But all and all, the Dual-Shot is an 
  effective weapon.
  Weight: 5 lbs (2.25 kg).
  “K” Series: Wilk’s 227, 237, 247 and 330 Laser Pistols, Wilk’s-
  Remi 137 “Kingdom Come.”
  Range: 700 feet (213 m).
  Mega-Damage: 2D6 M.D. per single blast or 4D6 per double blast.
  Rate of Fire: Each single shot or double blast counts as a melee 
  attack.
  Payload: 18 shots from a standard short E-Clip, 36 shots with a 
  long E-Clip. A double blast uses up two shots.
  Cost: 25,000 credits.
  
  146
  Weight: 5 lbs (2.25 kg).
  “K” Series: C-30 Laser Pulse Pistol, TX-23 Laser Assault Pistol.
  Range: 700 feet (213 m).
  Mega-Damage: 1D6 M.D. per single shot, or 3D6 M.D. per three 
  shot pulse.
  Rate of Fire: Each shot or three shot pulse burst counts as a melee 
  attack.
  Payload: 18 single shots from a standard short E-Clip, 36 with a 
  long E-Clip. A pulse burst uses up three shots.
  Cost: 24,000 credits.
  Bonus: Precision laser targeting standard; +2 to strike with single 
  Aimed shot!
  Cost: 21,500 credits.
  IPR-16 Ion Pulse Rifle
  Ion pulse rifles are a favorite of anyone who prefers damage 
  potential over range. Bandito’s new IPR-16 ion pulse rifle incor-
  porates all the features a rugged adventurer needs in a great en-
  ergy rifle; excellent damage output, good energy reserves, accurate 
  pulse bursts and respectable range for an ion pulse rifle.
  Weight: 8 lbs (3.6 kg).
  “K” Series: NG-IP7 Ion Pulse Rifle, TX-30 Ion Pulse Rifle.
  Range: 1,100 feet (335 m).
  Mega-Damage: 3D6 M.D. per single shot, or 6D6+3 M.D. per 
  three shot pulse burst.
  Rate of Fire: Each shot or pulse burst counts as a melee attack.
  Payload: 15 shots from a standard short E-Clip, 30 shots with a 
  long E-Clip. A pulse burst uses up three shots.
  Cost: 24,000 credits.
  LR7 Laser Rifle
  The LR7 is a precision, heavy laser rifle used as the basis for 
  more knock-off designs than any of the other Bandito Arms energy 
  weapons. Reliable, with great range and good damage, the LR7 is 
  also becoming a hot seller on its own, especially in the wilderness 
  communities and outposts, where the LR7’s range can be put to 
  its best use in hunting and defending the rural settlements from 
  monstrous Mega-Damage creatures, hostile D-Bees and maraud-
  ing bandits.
  Weight: 6 lbs (2.7 kg).
  “K” Series: C-10, C-12 and C-14 Laser Rifles, NG-L5 and NG-
  LG6 Laser Rifles, NG-SR3 and NG-SSL20 Sniper Laser Rifles, 
  TX-11 and TX-43 Laser Rifles, TX-SL12 Sharpshooter Laser Ri-
  fle, Wilk’s 447, 547 and 587 Laser Rifles, Wilk’s-Remi 147 “Sharp 
  Shooter” and 150 “Volcanic,” WI-SL13 Gunfighter Laser Rifle.
  Range: 2,000 feet (610 m).
  Mega-Damage: 3D6 M.D. per blast.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: 18 shots from a standard short E-Clip, 36 shots with a 
  long E-Clip.
  LPR9 Laser Pulse Rifle
  The LPR9-P laser pulse rifle does a little less damage than the 
  standard laser rifle on a shot per shot basis, but is able to do sig-
  nificantly more damage through the use of a triple pulse burst. The 
  LPR9-P is Bandito’s assault rifle designed for serious consumers, 
  and most of the LPR9-Ps are sold as “D,” “M” and “W” models to 
  various mercenary groups, adventurers and small militaries.
  Weight: 7 lbs (3 kg).
  “K” Series: CP-40 and CP-50 Pulse Laser Rifles, Q2-10 and Q2-20 
  Laser Pulse Rifles, NE-600 Pulse Laser, TX-42 Laser Pulse Rifle, 
  Wilk’s 457 and 567 Laser Pulse Rifles, Wilk’s-Remi 157 “Judg-
  ment Day,” WI-AL18 Assault Laser Rifle.
  Range: 1,800 feet (548.6 m).
  Mega-Damage: 2D6 M.D. per single shot, or 6D6 M.D. per three 
  shot pulse burst.
  Rate of Fire: Each shot or three shot pulse burst counts as a melee 
  attack.
  Payload: 15 single shots or 5 pulse blasts from a standard short E-
  Clip. 30 single shots or 10 pulse blasts from a long E-Clip. A pulse 
  blast uses up three shots.
  Bonus: Laser targeting standard; +1 to strike on Aimed shots or 
  triple pulse.
  Cost: 30,500 credits.
  LR10-VLF Variable
  Light Frequency Laser Rifle
  Designed based on stolen technology from Wilk’s Laser Tech-
  nologies, the new LR10-VLF variable laser rifle is intended to 
  overcome laser resistant alloys such as the chromium armor of the 
  Glitter Boy PA. The LR10-VLF is a marvel of weapons technol-
  ogy. The variable frequency laser has 12 different light frequencies 
  (much fewer than the equivalent Wilk’s weapon) in its memory 
  and automatically resets itself after one attack if the target proves 
  to be resistant to that frequency of light.
  Weight: 8 lbs (3.6 kg).
  “K” Series: CV-212 and CV-213 VLF Laser Rifles, Wilk’s 557 
  VFALR “Chameleon.”
  Range: 1,800 feet (548.6 m).
  Mega-Damage: 2D6 M.D. per single shot, or 5D6+2 M.D. per 
  three shot pulse.
  
  147
  Rate of Fire: Each single blast or three shot pulse burst counts as 
  one melee attack.
  Payload: 33 single shots or 11 pulse bursts from a standard short 
  E-Clip, 51 single shots or 17 pulse bursts with a long E-Clip. A 
  rapid-fire pulse uses up three shots.
  Bonus: Laser targeting standard; +1 to strike on Aimed shots.
  Cost: 28,500 credits.
  three mini-missiles, there is a chance that it can simply avoid or 
  dodge the incoming warheads! While this may sound unbeliev-
  able, it’s true. Bandito Arms has recovered pilot video after pilot 
  video clearly showing the target simply sidestepping an incoming 
  missile and letting it go sailing harmlessly past him. This has been 
  witnessed being done by Juicers, Crazies and Cyber-Knights, as 
  well as power armor, aircraft, dragons and monsters. But if the 
  volley is comprised of four or more of mini-missiles, it appears 
  the target is unable to avoid the volley. A four missile volley is the 
  sweet spot, because five or more missiles don’t seem to have any 
  greater ratio of success. So Bandito Arms has created the MM-16 
  pepperbox mini-missile launcher that only fires in volleys of four 
  mini-missiles.
  The MM-16, often called the “Coffin” due to its shape, is ap-
  proximately four feet (1.2 m) long, flaring slightly along its length 
  so that the rear of the weapon is about three feet (0.9 m) wide, 
  while the nose of the weapon is only two feet (0.6 m) wide and 
  the whole launcher is about two feet (0.6 m) thick. This odd coffin 
  wedge is due to the internal venting which is required to direct the 
  rocket exhaust of the launching mini-missiles around the remain-
  der of the payload to prevent a possible “cook-off” and explosion 
  of the remaining mini-missiles. With its four launch tubes, target-
  ing system and venting, the pepperbox launcher is quite hefty, but 
  the overall design and a special sliding internal counterbalance 
  makes the launcher able to be slung and fired from the shoulder 
  of most Combat Cyborgs, power armors and others with suffi-
  cient strength. Even when the weapon is fired there is little recoil 
  to speak of, but both hands are required to balance and aim the 
  launcher on the shooter’s shoulder and keep his eye aligned with 
  the targeting system.
  Note: A P.S. of 28, an Augmented P.S. of 22, or a Robot P.S. 
  of 18 or better is required to handle the MM-16 Coffin as a two-
  handed weapon. Those with a lower P.S. shoot with a -3 penalty 
  to strike. An Augmented P.S. of 36 or greater is required to fire it 
  one-handed (or a Robot P.S. of 26, or a Supernatural P.S. of 22).
  Weight: 85 lbs (38 kg), including the weight of the mini-missiles.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type. Any mini-missile can be 
  used, but it comes standard with armor piercing (1D4x10 M.D.) or 
  plasma (1D6x10 M.D.). Fragmentation (5D6 M.D.) may be used 
  for anti-personnel operations.
  Rate of Fire: One volley of four mini-missiles per melee attack. 
  Can only fire in volleys of four missiles, not more nor less, each 
  attack.
  Payload: 12 mini-missiles (can fire three volleys of four missiles).
  Bonus: Advanced targeting system provides a bonus of +3 to strike 
  for the mini-missiles.
  Cost: 62,000 credits for the mini-missile launcher, plus the cost of 
  the mini-missiles loaded into it.
  PE-33 Plasma Ejector
  Bandito’s new plasma ejector is on par with plasma rifles made 
  by the other weapons manufacturers operating in North America. 
  Though it does consume quite a bit of energy when fired, the only 
  real drawback of the PE-33 is that Bandito Arms cannot manufac-
  ture them fast enough.
  Weight: 15 lbs (6.75 kg).
  “K” Series: C-27 and C-29 Plasma Cannons, NE-195 Assault 
  Rifle, NE-1000 “Modified” Plasma Ejector Rifle, NG-E4 and NG-
  E12 Plasma Ejectors, NG-E15 Pulse Plasma Ejector (made to ap-
  pear to pulse).
  Range: 1,400 feet (426.7 m).
  Mega-Damage: 1D4x10 M.D. per blast.
  Rate of Fire: Single shot only. Each shot counts as a melee attack.
  Payload: 6 single shots from a standard short E-Clip and 12 shots 
  with a long E-Clip.
  Cost: 33,000 credits.
  Bandito Heavy Weapons
  Bandito Arms wants to expand its range of heavy weapons in 
  an attempt to drum up high volume sales among the various mer-
  cenary units and small independent militaries throughout North 
  America. Up to this point, their sales of heavy weapons have been 
  limited to various light rail guns and the Big Bang grenade launch-
  er, but with their expanded range of products come the problems of 
  safely smuggling the weapons to their new customers without run-
  ning afoul of the CS. This has caused them to limit their range of 
  new heavy weapons to just the most profitable designs, particularly 
  those that rely on the use of ammunition and require the customer 
  to return to the Black Market for more rounds, shells, missiles, etc.
  MM-16 “Coffin” Pepperbox
  Man-Portable Multiple
  Mini-Missile Launcher
  The new MM-16 multiple missile launcher was designed after 
  careful study of battlefield tactics. From eye witness reports and 
  battlefield footage, it is obvious that a mini-missile is not quite as 
  effective as most soldiers believe. Beyond the obvious hazard of 
  the mini-missile being shot down before it can strike its target, it 
  has become clear that if a target is assaulted by one, two or even 
  
  148
  RG-14-LX “Baby Boom Gun”
  Light, Rapid Acceleration
  Electromagnetic Rail Gun
  Area 51 held many secrets when it was unearthed. As a re-
  search and testing base for the U.S. Armed Forces, the secrets held 
  there are among the most prized of the Golden Age knowledge, 
  but prized among all others was the secret of how to create the 
  mighty Glitter Boy and its infamous Boom Gun. Unfortunately for 
  the Black Marketers who found the base, this secret was not among 
  them. Though the USA-G10 Glitter Boy was tested at the base, the 
  power armor itself was never constructed at the base, nor were the 
  plans and schematics for its manufacture kept there. And while 
  the Glitter Boys were tested and maintained at Area 51, it did not 
  have the super-dense chromium armor forging facilities required 
  to build a suit of Glitter Boy power armor, and so building their 
  own Glitter Boys would be impossible.
  Unable to build a full suit of USA-G10 armor the Black Mar-
  ket researchers turned their attention to building a working Boom 
  Gun. Here too, they met with disappointment. It appears that the 
  secret to building a Boom Gun lies, in part, in the ability to create 
  the super-dense chromium armor. The forces generated in firing 
  the RG-14 rail gun are so massive that only the chromium com-
  posite material, forged on a molecular level, can stand up to them. 
  The Black Market has tried building copies of the Boom Gun out 
  of lesser M.D.C. materials only to have gun after gun explode in 
  their faces. The infamous Boom Gun accelerates its flechette style 
  rounds to a speed of Mach 5 and actually creates a sonic boom 
  when fired. It wasn’t until the researchers tried scaling down the 
  speed of the rail gun accelerators that they were able to create a test 
  gun that didn’t explode the first time it was fired.
  The result is the RG-14-LX Light Rapid Acceleration Elec-
  tromagnetic Rail Gun, dubbed the “Baby Boom Gun.” This new 
  weapon is actually very different than the fabled Boom Gun, but 
  has its uses as a heavy weapon. The Baby Boom Gun lacks the two 
  mile (3.2 km) range of the original Boom Gun, does around a third 
  of the damage, and it does not cause an ear-shattering sonic boom 
  every time the weapon is fired. But the Black Market found these 
  things to be an advantage, as they have, in effect, created an auto-
  cannon that has excellent range and destructive power without re-
  quiring the extensive system of rocket motors and support pylons 
  in order to fire. Only a single reaction jet is needed to counter most 
  of the recoil generated by the Baby Boom Gun.
  Since the new weapon is still quite loud (cannon-shot loud) 
  when fired, even if it does not create a sonic boom, it has been 
  dubbed the “Baby Boom Gun” or “Baby Boom.” The RG-14-LX 
  is more or less a smaller version of the classic Glitter Boy Boom 
  Gun in both general appearance and basic design, but has many 
  other differences. From a cosmetic point of view, the Baby Boom 
  Gun is smaller, about 6 feet (1.8 m) from end to end, not nearly 
  10 feet (3 m) like the geniune article. Nor is it reflective chro-
  mium, but a medium-gray brushed metal, dark gray brushed metal 
  or painted black. More important differences are that the weapon 
  is not attached to a suit of power armor, but rather used like a giant 
  sniper rifle with a built-in bipod to lay the weapon on the ground 
  to fire, or to support it on some other sturdy surface (wall, boulder, 
  the hood of a vehicle, etc.). It also has a recoil suppression jet built 
  into the rear of the massive rail gun to keep it stable after each shot.
  The Baby Boom Gun is far too heavy to be fired by a single in-
  dividual while standing, even if that person is a Combat Cyborg or 
  power armor clad soldier. For best results and accuracy, the Baby 
  Boom Gun should be fired by a single shooter lying flat on the 
  ground with the weapon supported in the front on its bipod, and the 
  back of it angled over the shooter’s shoulder and back. A standing 
  shooter will be knocked off his feet and thrown 50 feet (15.2 m) by 
  the weapon (he loses initiative and two melee attacks, and suffers 
  2D4 S.D.C. damage) even with the recoil suppression jet. Even full 
  conversion cyborgs, dragons, Juicers, mutants and D-Bees with a 
  Supernatural P.S. of 30 or more are incapable of using the weapon 
  with any measure of accuracy while standing. (Note: -10 to strike 
  if they can aim it at all. Beings with a Supernatural P.S. greater 
  than 30 or a Robot P.S. greater than 50 can fire it as a two-handed 
  weapon from a standing position with a -6 penalty to strike.) It 
  takes 3-4 strong, normal humans, or one combat cyborg or power 
  armor, to carry and set up the Baby Boom Gun for use. The ad-
  ditional men assist in carrying the weapon and ammo. After the 
  weapon is in place on the ground or from a rooftop, they assist the 
  shooter by spotting targets, defending the firing position, reloading 
  the weapon and carrying extra ammunition canisters. Note: Even 
  Combat Cyborgs and power armor troops must lie prone to use the 
  Baby Boom with any measure of accuracy. The Baby Boom Gun 
  can also be mounted on a heavy, armored vehicle such as an APC, 
  tank, giant robot, or patrol boat.
  Weight: Baby Boom Gun: 350 lbs (157.5 kg), plus ammo. Self-
  Feeding Ammo Canister: 55 lbs (24.7 kg).
  Range: 5,000 feet (1,524 m).
  
  149
  Mega-Damage: One Boom Gun flechette round holds 200 slugs 
  that inflict 1D6x10+10 M.D. when fired by this weapon. The 
  rounds of the RG-14-LX are fired at lower speeds and do not cause 
  a sonic boom when fired; no deafening boom nor collateral shock 
  wave damage. It does have a very loud report (a pop like a big fire-
  work or small cannon going off) and can be heard for at least one 
  mile (1.6 km) away; double or triple if carried by the wind and the 
  ambient sound level is quiet.
  Rate of Fire: Single shot. Each blast counts as one melee attack. 
  Bursts and sprays are not possible.
  Payload: 100 rounds (shots) loaded in a large, self-feeding ammu-
  nition canister. The ammo canister can be reloaded by hand, one 
  round at a time, as necessary, but it takes 15 minutes to reload 20 
  rounds into an ammo canister. It takes only two melee rounds (30 
  seconds) for a two-man team to attach a new ammo canister onto 
  the weapon. Note that these are the same Boom Gun rounds used 
  by the Glitter Boy and are completely interchangeable with rounds 
  from a standard Glitter Boy Boom Gun. The energy to fire the 
  weapon is provided by six E-Clips, which can fire a full canister 
  (100 rounds) before they need to be recharged, or can be linked 
  to a vehicle’s nuclear power supply for unlimited firing capacity.
  Bonus: Laser targeting standard; +1 to strike on Aimed shots.
  Cost: 550,500 credits for the Baby Boom Gun. An empty ammo 
  canister costs 10,000 credits and the Boom Gun rounds cost 1,000 
  credits each, with fair to good availability through the Black Mar-
  ket. They have sold the ammo for decades, after all!
  be “hot-loaded” into the tube before the drum magazine is clipped 
  into place.
  Weight: 20 lbs (9 kg).
  Range: 3,500 feet (1,067 m), but only 200 feet (61 m) when firing 
  directly at an intended target.
  Mega-Damage: Varies with the type of warhead used:
  Armor Piercing: 6D6 M.D. to a blast radius of 3 feet (0.9 m).
  Fragmentation: 3D6 M.D. to a blast radius of 12 feet (3.6 m).
  High Explosive: 4D6 M.D. to a blast radius of 5 feet (1.5 m).
  Plasma: 1D4x10 M.D. to a blast radius of 10 feet (3 m).
  Flash-Bang Shell: Everyone in a 6 foot (1.8 m) radius must 
  save vs being blinded for 1D4+1 melee rounds.
  Fire Retardant: Extinguishes all fires in a 15 foot (4.6 m) ra-
  dius.
  Parachute Flares: Bursts into a glowing flare at 3,500 feet 
  (1,067 m) and it slowly glides down and burns to illuminate a 60 
  foot (18 m) radius for 1D6 minutes.
  Smoke: Creates a cloud of smoke that hangs over the ground in 
  a 20 foot (6.1 m) radius. Smoke may be used as cover or to mark a 
  target area. Colors of smoke: Black, white, blue, green, yellow or 
  red. Duration of Smoke: 1D6 minutes, but reduce radius of effect 
  and duration in winds stronger than 10 mph (16 km).
  Tear Gas: Everyone in a 6 foot (1.8 m) radius must save vs 
  non-lethal poison (16+) or suffer the effects of the tear gas for 1D4 
  minutes. Victims of the tear gas are -6 on initiative, -3 to strike, 
  parry and dodge, and lose one melee attack for the duration. Re-
  duce the radius of effect and duration by half of the gas in winds 
  stronger than 10 mph (16 km).
  Rate of Fire: Each shot counts as one melee attack.
  Payload: 6 shells in the drum magazine, plus a single shell hand-
  loaded into the tube. A carrying case containing 12 shells is avail-
  able; padded interior with individual compartments to hold the 
  mortars. The case has 5 M.D.C.
  Cost: 115,500 credits for the weapon, the mortar shells cost as fol-
  lows: 170 credits for Fire Retardant, Parachute Flare and Smoke. 
  250 credits for Fragmentation. 300 credits for High Explosive and 
  Armor Piercing. 350 credits for Plasma. 400 credits for Tear Gas 
  or Knockout Gas.
  RPM-6X Skyhammer
  Rocket-Propelled Mortar
  The Skyhammer Rocket-Propelled Mortar resembles a small 
  mini-missile launcher more than a traditional mortar, and is fired 
  from the shoulder like a missile launcher, not from the ground. 
  The Skyhammer shells have warheads equal in strength to mini-
  missiles, but lack a mini-missile’s propellant reserves and guid-
  ance systems, making the RPM shells much lighter and the overall 
  weapon a lot easier to carry by the average human. Of course, these 
  same factors also limit the weapon’s range and make it much less 
  accurate (-3 to strike a specific aerial target; -6 to strike targets 
  moving faster than 15 mph/24 km), even when fired with care and 
  taking time to aim. On the upside, when properly fired, these rock-
  et-propelled mortars are launched on an upward arcing trajectory 
  and are allowed to fall back onto a target on the ground. Striking 
  from above may catch ground troops off-guard and make it hard 
  for the target to simply dodge out of the way (-2 to dodge an in-
  coming mortar shell). At close range, 200 feet (61 m) or less, the 
  Skyhammer may be directly fired at its intended target, eliminat-
  ing the need for arcing fire, but the penalties to strike (and dodge) 
  remain in place; it is not a precision weapon. The Skyhammer’s 
  drum magazine can hold six mortar shells and a seventh shell can 
  
  150
  Notable Vehicles
  is damaged or dented, the performance of the vehicle remains 
  unaffected since the magnetic fields that turn the spheres are un-
  impeded by such minor imperfections. Even the total loss of two 
  spheres only slows down the Tumbler since the vehicle can drag 
  itself along on the remaining two spheres, but it is a bumpy and 
  miserable ride. But replacing a damaged sphere is as easy as shut-
  ting off the magnetic field, rolling away the damaged sphere, roll-
  ing up a new one, and engaging the magnetic field. With the new 
  road sphere in place, the Tumbler can continue on as if nothing 
  had happened.
  This vehicle is extremely popular in the New West and loca-
  tions with few trees. Smugglers, Vampire Hunters, Wilderness 
  Scouts, non-Traditional Native Americans, Pecos Bandits, and 
  traveling merchants have found this vehicle to be very attractive 
  and fun to drive even though it does not have any weapon sys-
  tems. Best of all for smugglers and merchants, any contraband 
  not damaged by rolling around can fit within the hollow wheels/
  road spheres. The road spheres are designed to open by separating 
  along their centerline. The normally hollow interior of the sphere 
  can be filled with anything the smuggler desires, then the cargo is 
  strapped in place and the sphere closed up. At pre-arranged Black 
  Market locations, the smuggler can make a quick drop simply by 
  driving up to the drop site where 1-4 empty, replacement wheels 
  are waiting. He pulls up, releases the sphere or spheres filled with 
  smuggled goods, has them rolled away and empty replacements 
  rolled up, and he drives away. A prepared drop team can have the 
  smuggler on his way in less than 30 seconds. His partner(s) at the 
  drop site then simply rolls the cargo spheres away, unpacks it and 
  has the sphere(s) ready for the next drop. It doesn’t get any faster.
  Model Type: USAF-MEV-002
  Manufacturer: Bandito Arms.
  Class: Martian Exploration Vehicle.
  Crew: One pilot.
  M.D.C. by Location:
  * Headlights (8, two in between each set of road spheres) – 2 
  each
  Road Spheres (4) – 110 each
  All-Terrain Tumbler
  Among the various finds unburied at Area 51 by Bandito Arms 
  was something labeled the “Mars Tumbler.” A vehicle being de-
  veloped and tested for use on the planet Mars and other planets. It 
  is unclear if the vehicle was ever used, or whether is was an im-
  proved, new generation Mars Tumbler slated for future use.
  The Tumbler is an all-terrain ground vehicles, but instead of 
  wheels or tracks, the Tumbler rolls on four large, metal spheres 
  that are held to the hull of the vehicle via sets of crisscrossing 
  magnetic rails. To turn the spheres, the sets of magnetic rails are 
  activated, spinning the sphere up/down or left/right depending on 
  which rails are used. By using a combination of rails and varying 
  the speed of the accelerators in them, the spheres can be made to 
  spin in any direction. Repeat this mechanism in all four spheres 
  and you have a vehicle that can spin completely around in place, 
  move in any direction at full speed and maneuver erratically. But 
  this is just part of the Tumbler’s tricks.
  The cockpit of the Tumbler is a sphere noticeably smaller than 
  the road spheres and is free floating within its gyroscopic frame, 
  allowing it to automatically right the cockpit if the Mars Tumbler 
  rolls over. Moreover, it can rotate 360 degrees, enabling the pilot 
  to stop and rotate to look in any direction, even upside down. In-
  deed, there is no real “up” for the Tumbler, and the top and bottom 
  of the vehicle are essentially identical. With spheres for wheels, 
  the Tumbler cannot find itself balanced on its side or nose because 
  it automatically falls over on all fours. And that’s the beauty of this 
  system, if the ATV Tumbler gets flipped over on its “back,” the 
  cockpit rolls to accommodate the new position and the vehicle can 
  continue to move at full speed. This makes the Tumbler incredibly 
  fun to drive as long as the pilot’s stomach can take all the flipping 
  and bouncing around. It also makes roll-over crashes nearly im-
  possible in a Tumbler and the vehicle is perfect for rugged, uneven 
  terrain, though not one with many trees.
  The four hollow road spheres are made of a durable M.D.C. 
  metal alloy and are dimpled like a golf ball. If one of the spheres 
  By Carmen Bellaire
  Additional ideas and text by Kevin Siembieda
  The following notable vehicles are available from many Black 
  Market sellers and at most Merchant Towns.
  
  151
  Reinforced Pilot’s Compartment (cockpit) – 75
  ** Main Body/Frame and Pilot’s Sphere (1, center) – 220
  * A single asterisk indicates a small or difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -4 to strike.
  ** Depleting the M.D.C. of the main body will shut the vehicle 
  down completely, making it useless. It too is a difficult target to hit 
  and is -2 to strike even with a “Called Shot.”
  Speed:
  Maximum Speed: 130 mph (208 km).
  Cruising Speed: 70 mph (112 km) or slower.
  Range: 400 miles (640 km) per electric battery charge. Unlimited 
  with a nuclear power supply, the preferred power source of smug-
  glers.
  Flying: Not possible.
  Underwater Capabilities: Can drive along the bottom of the sea or 
  lake bed at 35 mph (56 km). Maximum Ocean Depth is 800 feet 
  (244 m).
  Statistical Data:
  Wheel Diameter: 5 feet (1.5 m).
  Overall Height: 7 feet (2.1 m) tall.
  Width: 16 feet (4.9 m).
  Length: 20 feet (6.1 m).
  Weight: 5,875 lbs (2,644 kg).
  Cargo: Each of the four hollow “road wheels” is designed with 
  hooks and straps inside to secure cargo storage, plus plenty of 
  crates and packages can be attached to the vehicle frame, but with 
  a maximum payload not exceeding a total of five tons. Can pull an 
  additional five tons on a separate flatbed or trailer, but obviously, 
  the trailer could not be flipped over. There is also a small area in-
  side the cockpit for the pilot’s personal items, as well as a weapon 
  bin that has room for two rifles, two pistols, one light body armor, 
  three canteens and food rations (4 week supply), plus a 10 gallon 
  (37.8 liters) water cooler is built into the cockpit as well.
  Power System: Electric engine and battery.
  Cost: 245,000 credits for the electric version, 2.1 million for ve-
  hicles with a nuclear power source which has a 10 year life.
  Weapon Systems: None.
  Equipment of Note: The ATV Tumbler has a rebreather/CO2 
  scrubber that recycles the air inside the cockpit, keeping its air 
  fresh and breathable indefinitely, as well as an eight hour backup 
  oxygen supply if needed. There is also a set of two breathing masks 
  in case the cockpit’s environmental seal is breached.
  Big Wheel Unicycle
  Manufactured by Titan Industries, the Big Wheel Unicycle is 
  a strange vehicle built for those who feel too exposed on a two-
  wheeler motorcycle or hovercycle. The Big Wheel is a unicycle 
  (single wheeled), but a unicycle with a difference. The tire on the 
  Big Wheel is huge (ten feet/3 m tall) and the pilot rides inside 
  the wheel seated in a completely enclosed cockpit inside the gi-
  ant wheel. The rider is protected by a pair of clamshell doors that 
  close around the pilot and enclose all of the unicycle except for the 
  bike’s all-terrain tire. The rider sees the road/surroundings though 
  a series of cameras set into the doors, and the bike’s built-in gyro-
  scope helps to stabilize the bike and prevent it from falling over. 
  Visual images can also be linked and transmitted to any HUD dis-
  play system in helmets, goggles or cybernetic eyes.
  The Big Wheel can move at full speed moving forward or back-
  ward; since the pilot sees via cameras, moving in either direction 
  is easy and not disorienting. Due to the design of the clamshell 
  doors and gyroscopic balancing system, it’s nearly impossible to 
  fall over in the Big Wheel when the doors are buttoned up tight. If 
  the vehicle does fall on its side, it will right itself without any aid 
  from the driver at all. Even the steering is achieved through ma-
  nipulating the gyroscope instead of the pilot leaning from side to 
  side as he would on any type of bike. Only when the doors are open 
  and the gyroscope is turned off can the Big Wheel be knocked over 
  or fall on its side.
  With the Big Wheel being so well protected and agile a ride, it 
  was inevitable that various adventurers, criminals and mercenaries 
  would try to arm the unicycle, but it cannot be done. The prob-
  lem with arming the unicycle is that only two weapons of identi-
  cal weight can be mounted on the doors, and even then it causes 
  a problem with the gyroscope and balance, so this is an unarmed 
  vehicle. Even without an available weapon system, the Big Wheel 
  Unicycle is a very capable one-man transport vehicle. Its very nar-
  row profile and wheeled shape make it difficult to shoot (-1) when 
  it is coming straight at or away from someone and it can zoom 
  down narrow alleyways, hallways, and around traffic the same as 
  a motorcycle, and even along narrow ledges and what might be 
  considered footpaths. It can handle the streets, alleyways and side-
  walks of any urban setting like a dream, and does equally well 
  on dirt and gravel roads, open grasslands and moderately rough 
  terrain. Reduce speed by 25% in light scrub, but cannot navigate 
  through trees and even very thin forests and heavy scrub are im-
  possible for it to travel through. Wherever it goes it looks like a 
  giant plate or disk rolling down the road on its edge.
  Model Type: BAU-03
  Manufacturer: Titan Industries.
  
  152
  Class: Armored Enclosed Unicycle.
  Crew: One pilot.
  M.D.C. by Location:
  * Vision Cameras (2) – 2 each
  * Headlights (2) – 2 each
  Clamshell Doors (2) – 65 each
  All-Terrain Tire – 65
  ** Main Body – 130
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -4 to strike.
  ** Depleting the M.D.C. of the main body shuts the vehicle 
  down completely, making it a useless wreck.
  Speed:
  Maximum Speed: 75 mph (120 km).
  Cruising Speed: 50 mph (80 km) or slower.
  Range: 800 miles (1,280 km) per electric charge. Unlimited with 
  a nuclear power supply but increase cost by 500,000 credits (10 
  year life).
  Flying: Not possible.
  Underwater Capabilities: Not possible.
  Statistical Data:
  Height: 10 feet (3 m) tall.
  Width: 4 feet, 1 inch (1.2 m).
  Length: 10 feet (3 m).
  Weight: 640 lbs (88 kg).
  Cargo: Small storage area for extra supplies and personal weapons.
  Cost: 80,000 credits.
  Weapon Systems: None.
  Bushmaster Motorcycle
  The Bushmaster is a classic “enduro” style motorcycle designed 
  for off-road and on-road driving. The motorcycle is powered by a 
  simple flex-fuel engine allowing it to operate on a variety of fos-
  sil fuels, including gasoline, kerosene, jet fuel, diesel and distilled 
  alcohols. Sensors in the engine management system automatically 
  detect which fuel is being used and alter the engine’s burn rate to 
  match. Anti-lock braking, traction control, solid rubber tires, a pair 
  of saddlebags, active stabilization, and fully active and adjustable 
  suspension are all standard features on the Bushmaster.
  The Bushmaster also includes a set of jump jets patterned after 
  those on the infamous Juicer Tarantula Jump Bike, but those on the 
  Bushmaster are smaller and intended for non-augmented, normal 
  human pilots. When the jump jets are engaged, the Bushmaster can 
  jump up to a height of 15 feet (4.6 m) and/or a distance of 30 feet 
  (9 m) on a single jump. The jump jets are fueled by the same com-
  pressed natural gas (CNG) used by the Tarantula, which is stored 
  in a separate tank with a ten jump capacity. Great for hopping over 
  wreckage and narrow ravines and chasms, and even over power 
  armor and enemy vehicles, though landing can be a little tricky for 
  the average pilot (-20% on piloting skill roll, but those with special 
  driving skills and bonuses are likely to have a much reduced pen-
  alty or even no penalty at all).
  The best features of the Bushmaster motorcycle are are low cost 
  (for what it can do), dependability and ease of repair. Popular with 
  Wilderness Scouts, Rangers of many varieties, Cyber-Knights and 
  City Rats everywhere, and with scouts, Native Americans, Sher-
  iffs, lawmen and Pecos Bandits in the New West. The Bushmaster 
  is just finding its market in the East and is selling well in the Magic 
  Zone, where Techno-Wizards love to soup it up with all kinds of 
  TW gizmos.
  Model Type: BAM-05
  Manufacturer: Bandito Arms.
  Class: Enduro All-Terrain Motorcycle.
  Crew: One pilot with one additional rider possible in emergencies.
  M.D.C. by Location:
  * Headlights (3) – 2 each
  * Wheels (2) – 12 each
  * Jump Jets (2; bottom and rear) – 25 each
  ** Main Body – 80
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and then the at-
  tacker is -3 to strike.
  ** Depleting the M.D.C. of the main body will shut the vehicle 
  down completely, making it useless.
  Speed:
  Maximum Speed: 200 mph (320 km).
  Cruising Speed: 100 mph (160 km).
  Range: 900 miles (1,440 km) per tank of fuel.
  Jump Jets: The maximum distance the bike can jump is 15 feet (4.6 
  m) high and 30 feet (9.1 m) long on a single jump. The bike can 
  jump up to ten times before the jump tanks need to be refueled with 
  more compressed natural gas (CNG).
  Flying: Not possible.
  Underwater Capabilities: Not possible.
  Statistical Data:
  Height: 4 feet, 1 inch (1.2 m).
  Width: 3 feet, 10 inches (1.18 m).
  Length: 6 feet (1.8 m).
  Weight: 480 lbs (216 kg).
  Cargo: Small storage area for extra supplies and personal weapons.
  Power System: Flex-fuel internal combustion, with compressed 
  natural gas (CNG) for the jump jets.
  Cost: 30,000 credits.
  Weapon Systems: None.
  Overdrive Hovercycle
  It is difficult to come up with a hovercycle that has features to 
  set it apart from all the Northern Gun bikes flooding the market, 
  but Bandito Arms has come up with something new using a turbo-
  thrust jet engine to provide an extra boost of raw power.
  The Overdrive is built on a hovercycle frame around the turbo-
  thrust jet engine, making it a hybrid that falls somewhere between 
  a hovercycle and a Coalition Rocket Bike. This becomes apparent 
  when you look at the bike’s overall appearance and performance. 
  The vehicle can take its rider from a stationary hover to its hov-
  ercycle speed of 200 mph (320 km) in just 7 seconds (two melee 
  actions) and up to its maximum turbo-thruster speed of 300 mph 
  (480 km) in one melee round (15 seconds), making it the fastest 
  hovercycle on the market. The bike’s acceleration is so extreme 
  that the pilot is held in place by a contoured seating arrangement 
  and leg clamps that hold his feet on the foot pegs during high-
  speed take-offs.
  The high performance hovercycle also has full VTOL (Vertical 
  Take-Off and Landing) capabilities and in-flight stabilization to 
  keep the ride smooth and the rider seated even during maximum 
  acceleration. As the Overdrive was only intended as a high-speed 
  
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  recreation and exploration vehicle, its heavy-duty frame and de-
  sign is such that only one light energy weapon and a pair of mini-
  missiles can be added to the nose of the hovercycle without ruining 
  the bike’s aerodynamics and slowing it down. This has not hurt 
  sales, as you buy the Overdrive when you have the need for speed.
  Model Type: BAH-07
  Manufacturer: Bandito Arms.
  Class: High Performance Hovercycle.
  Crew: One pilot.
  M.D.C. by Location:
  * Headlights (3) – 2 each
  * Landing Struts (3, tricycle-style) – 8 each
  * Undercarriage Hover Jets (4, bottom) – 10 each
  * Rear Mounted Maneuvering Jets (3, small) – 20 each
  Main Turbo-Thruster Jet Engine – 75
  ** Main Body – 115
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Depleting the M.D.C. of the main body shuts down the ve-
  hicle completely, making it useless.
  Speed:
  Maximum Speed: Like most hovercycles, the Overdrive hovers 
  2-10 feet (0.6 to 3 m) above the ground, and it has a maximum 
  speed of 300 mph (480 km).
  Maximum Altitude: 750 feet (228.6 m) and can handle drops of up 
  to 600 feet (183 m).
  Maximum Range: 500 miles (800 km) with a fully charged electric 
  engine; unlimited with a nuclear power supply.
  Engine: Electric or nuclear.
  Underwater Capabilities: The large turbo-thruster provides good 
  mobility and control underwater and a speed of 40 mph (64 km); 
  cannot ride on the surface of water. Maximum Ocean Depth: 800 
  feet (224 m).
  Special Bonuses & Penalties: +1 to dodge for every 100 mph (160 
  km) of speed, and +10% bonus to piloting skill for handling leaps 
  and dives, but -10% piloting penalty when driving faster than 250 
  mph (400 km).
  Statistical Data:
  Height: 5 feet (1.5 m).
  Width: 4 feet, 6 inches (1.4 m).
  Length: 8 feet, 6 inches (2.6 m).
  Weight: 1,200 pounds (540 kg); lightweight frame.
  Cargo: None.
  Power System: Electric or nuclear.
  Cost: 315,000 for electric, 985,000 for nuclear with a 10 year life.
  Weapon Systems: None to start. A light laser (Range, 2,000 
  feet/610 m, 2D6 M.D., single shot, linked to the power supply 
  for unlimited payload) is common and costs an additional 50,000 
  credits.
  Road Hammer Transport
  This big transport is currently the largest civilian cargo hauler 
  that Bandito Arms produces. The Road Hammer is a heavy-duty, 
  single-body transport designed to carry cargo within its enclosed 
  frame or on its flatbed with the collapsible cargo frame removed. 
  The truck also comes with a pintle hook for pulling various trailers 
  and wagons. The transport can haul a total of 40 tons of freight, 
  which is slightly more than what a pre-Rifts semi-tractor could 
  haul. For hauling larger loads, the Black Market will generally 
  steal (Why buy it after all?) one of Northern Gun’s huge Big Ber-
  thas.
  Unlike the more famous NG transport, the Road Hammer is a 
  wheeled vehicle, riding on twelve, four foot (1.2 m) tall and three 
  foot (0.9 m) wide, solid rubber and alloy wheels, four wheels in 
  the front turning in tandem for steering and eight in the rear for 
  carring the load. The tires are heavy enough and wide enough that 
  they leave a temporary pathway of packed earth behind them as 
  they move (similar to a rolling earth compactor), allowing lesser 
  wheeled vehicles to follow in their wake. This has earned them 
  the nickname “Road Hammer” since they leave a temporary road 
  behind them as they travel. Unfortunately, the wild environment 
  of Rifts Earth means that these temporary packed earth roads re-
  turn to their natural state in just a week or two due to the actions 
  of wind, rain, wildlife and plant growth. Although a few towns 
  
  154
  in the New West which are located very close together use these 
  vehicles to keep a road open between their settlements. Of course, 
  the vehicle cannot plow through even light forest and must find an 
  alternate route.
  The cab of the Road Hammer is designed for the comfort of 
  the driver and a single passenger, and cab includes two long-haul 
  seats, two bunks for sleeping, full climate control, entertainment 
  suite, storage, refrigerator and cook top. Many drivers prefer stay-
  ing in their Road Hammer rather than sleeping in an inn or board-
  ing house when on the “road.” They feel safe, tucked away inside 
  and they can guard their truck and cargo. A simple alarm hooked 
  onto the rear cargo doors goes off when the doors are opened un-
  less a code is punched in. The Road Hammer Transports oper-
  ate mainly in the prairies and the far-flung reaches of the New 
  West, Southwest, and northern Mexico as the Coalition’s vendetta 
  against Bandito Arms makes it too dangerous to operate the large 
  vehicles anywhere near CS territory.
  Model Type: BA-AT-903 Transport
  Manufacturer: Bandito Arms.
  Class: All-Terrain Heavy Cargo Hauler.
  Crew: One pilot with room for a single passenger, although 5-6 
  additional passengers can cram tight into the bunk area.
  M.D.C. by Location:
  * Driver’s Mirrors (2) – 2 each
  * Headlights (4) – 2 each
  Rubber and Alloy Wheels (12) – 70 each
  Cargo Box/Removable Cargo Frame – 100
  Cargo Bay Doors (2, rear, open down the middle) – 40 M.D.C. 
  each
  Reinforced Pilot’s Compartment (cab) – 75
  ** Main Body – 300
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Depleting the M.D.C. of the main body will shut the vehicle 
  down completely, making it useless.
  Speed:
  Maximum Speed: 100 mph (160 km).
  Cruising Speed: 75 mph (120 km).
  Range: Varies with type. 1,000 miles (1,600 km) per fully charged 
  electric battery. 500 miles (800 km) per fully charged, super-ef-
  ficient solar cell system. The solar collector array is on the roof 
  of the cargo bay and cannot be used when in flatbed mode. The 
  system requires a full 10 hours of sunlight to recharge completely. 
  It recharges at half rate while running/driving and one third during 
  overcast days. Nuclear power supply costs more but has unlimited 
  range and a 10 year life.
  Flying: Not possible.
  Underwater Capabilities: Not possible, but may ford through water 
  up to 12 feet (3.6 m) deep.
  Statistical Data:
  Height: 22 feet (6.71 m) tall.
  Width: 18 feet (5.5 m) wide.
  Length: 52 feet (15.85 m).
  Weight: 26.5 tons, plus cargo.
  Cargo: The cargo box measures 12 feet x 12 feet x 40 feet long 
  (3.6 m x 3.6 m x 12.2 m) and can hold 40 tons. The cargo box 
  is removable for occasions when a flatbed hauler is required, but 
  this feature is rarely used. The Road Hammer can also pull up to 
  120 tons with its pintle hook, but reduce speed by half. The cab 
  is very roomy and comfortable, like a cross between a pre-Rifts 
  semi-tractor cab and a recreational vehicle.
  Power System: Electrically powered with electric motors in all 12 
  wheels, with super-efficient solar cells on the roof.
  Cost: 550,000 credits for an electric engine. 850,000 for the solar 
  cell engine. 1.6 million for a nuclear power supply.
  Weapon Systems: None.
  Romper Stomper
  Without a huge Research and Development division like North-
  ern Gun or the Coalition States, Bandito Arms makes a point to 
  try to replicate any pre-Rifts technology they can find at Area 51 
  and elsewhere, and incorporate it into new designs they can mass 
  produce and sell. The Wild Weasel SAMAS is one such example, 
  as are the Baby Boom Gun and Shadow Boy. Inspired by a piece 
  of farm equipment apparently designed to travel over a field of 
  tall crops on long, wheeled legs, the Bandito research team came 
  up with the Romper Stomper, an all-terrain vehicle which rides 
  on a set of electrically driven wheels mounted on four long, ex-
  tendable, robotic legs (maximum extension is twenty feet/6.1 m). 
  Driven like any other automobile until the pilot encounters terrain 
  unsuitable for a wheeled vehicle, the Romper Stomper can rise 
  up on its legs and roll over an obstacle without fear of damag-
  ing the undercarriage or main vehicle itself. Furthermore, while 
  the cab of the vehicle is elevated, the independent suspension and 
  shock absorbers of the legs are such that the vehicle can bounce in 
  and out of potholes and craters, drive across debris covered roads 
  and shattered pavement, roll through tall underbrush, and drive 
  through standing water up to 18 feet (5.5 m) deep. Skilled drivers 
  can even drive over the wreckage of vehicles and even animals or 
  people standing in the road (with some considerable risk that the 
  animal will step into the wheels/legs of the moving vehicle and get 
  hurt), and those truly familiar with the Romper Stomper make such 
  
  155
  maneuvers at cruising speed! In order to reach its top speed, the 
  Stomper must collapse its legs to a height no taller than 10 feet (3 
  m), but cruising speed (60 mph/96 km) is possible even at higher 
  elevations.
  The vehicle has room for the pilot and up to three passengers, 
  one next to him and two riding behind him. There is ample room 
  for the kind of gear carried by most adventurers and the cab is well 
  armored. The Romper Stomper was built with Wilderness Scouts, 
  Psi-Stalkers, hunters, explorers, adventurers, mercenaries and oth-
  er wilderness people in mind, so the vehicle has plenty of hooks 
  and clamps for attaching additional gear and cargo. There are also 
  three hard points on the top, exterior of the vehicle where weapon 
  systems can be integrated. The most common being a manned or 
  unmanned gun or gun turret mounted on the back.
  One of the most interesting modifications is the “Grand Theft 
  Auto Package” in which a set of four winches are added to the 
  undercarriage of the vehicle. With the Romper Stomper’s wide 
  chassis and each winch cable ending in a magnetic clamp, it is an 
  easy proposition to raise the cab of the vehicle, drive over a smaller 
  vehicle, hovercycle, motorcycle or even cargo crates or a pallet 
  of supplies, release the cables or magnetic clamps, attach them to 
  the vehicle or cargo below, and raise it off the ground and drive 
  away with it! The design was originally intended to haul additional 
  supplies and transport broken-down vehicles, but Black Marke-
  teers quickly came up with the application for stealing cars and 
  equipment. Of course, this opened up a whole new market among 
  Raiders, Bandits, Black Marketeers, car thieves, smugglers, and 
  criminals of all kinds, as well as merchants. Car thieves connected 
  to the Black Market or other car stealing rings can hastily drive to 
  the nearest Black Market vehicle chop-shop and drop it off within 
  minutes. Or carry it off to a back alley, tear it down for parts, and 
  drive off before the authorities have time to respond. The Coalition 
  States have already outlawed the vehicle within the limits of their 
  towns and cities, though the Romper Stomper is allowed in the no-
  man’s lands that are the ‘Burbs.
  Model Type: RS-101-ATVV
  Manufacturer: Bandito Arms.
  Class: All-Terrain Variable Vehicle.
  Crew: One pilot with up to three additional passengers inside. 
  Two more can easily ride outside on the back of the vehicle.
  M.D.C. by Location:
  * Headlights (2) – 2 each
  * Optional Weapon Turrets (1-3) – 50 each
  Extendable Robotic Legs (4) – 115
  * Wheels (4) – 50 each
  Reinforced Pilot’s Compartment (cockpit) – 75
  ** Main Body – 225
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “called shot,” and even then the 
  attacker is -3 to strike.
  ** Depleting the M.D.C. of the main body will shut the vehicle 
  down completely, making it useless.
  Speed:
  Maximum Speed: 100 mph (160 km).
  Cruising Speed: 60 mph (96 km).
  Range: 500 miles (800 km) per electric charge; unlimited if nu-
  clear.
  Flying: Not possible.
  Underwater Capabilities: Not possible.
  Speed Note: Reduce to cruising speed when driving through under-
  brush and rugged terrain, as well as when carrying another vehicle 
  or heavy load on the undercarriage. Reduce to 30 mph (48 km) or 
  slower when driving through water deeper than 8 feet (2.4 m).
  Statistical Data:
  Height: 5 feet (1.5 m) with its legs at their shortest, to 25 feet (7.6 
  m) from the bottom of the wheels to the roof of the vehicle with the 
  legs at their full 20 foot (6.1 m) extension.
  Width: 11 feet (3.3 m) wide between the wheels/legs. Overall 
  width is 14 feet (4.3 m).
  Length: 18 feet (5.5 m).
  Weight: 15,000 lbs (6,750 kg).
  Cargo: Inside the vehicle is ample space for the pilot and pas-
  sengers personal items behind the backseats, including a tent and 
  bedrolls and similar bulky items, as well as a weapon bin that has 
  room for two rifles, two pistols, a suit of light body armor, tool kit 
  and a canteen.
  Power System: Electric engine and battery or nuclear power sys-
  tem.
  Cost: 400,000 for the electric version, 950,000 for the nuclear. 
  The Grand Theft Auto Package costs an extra 120,000 credits, and 
  most add-on light to medium weapon systems cost 50,000-150,000 
  credits each (three maximum). Note: Current production cannot 
  keep up with demand, causing used Romper Stompers to sell for 
  new vehicle prices and new ones to sell for 30-50% more than the 
  standard list price, above. Current availability is poor.
  Weapon Systems: None standard, however, it is common to have 
  a manned rail gun or medium to heavy energy weapon mounted on 
  the back of the vehicle (180 degree rotation, 90 degree arc of fire, 
  range and damage vary per weapon), and a light laser (range 2,000 
  feet/610 m, 2D6 M.D., single shot or pulse, linked to the power 
  supply for unlimited payload) on the top front or middle of the 
  vehicle and typically fired by the pilot. A second weapon system, 
  often a small mini-missile launcher (8 mini-missile payload), can 
  be added on the roof. Cost varies per weapon system.
  Combat Notes:
  Physical Strength: The extendible legs have the equivalent of a 
  Robotic P.S. of 24.
  Bonuses: +1 to dodge when running or driving, reduce pilot 
  skill penalties by half when driving across rough terrain and bro-
  ken concrete, and can drive through tall weeds, standing water and 
  debris strewn roads.
  Equipment of Note: The Romper Stomper can be environmental-
  ly sealed but cannot travel underwater. It has a twelve hour oxygen 
  supply if needed. There is also a set of three breathing masks in 
  case the cockpit’s environmental seal is breached.
  Grand Theft Auto Package winches can lift a total of 5 tons 
  (1.25 tons each) and the cables are 40 feet (12.2 m) long. Each 
  winch and cable has an effective strength equal to a Robotic P.S. 
  of 50. Cost to install is 120,000 credits.
  Rumble Wagon
  All through the backwoods and prairies of the New West, a 
  single, ubiquitous light cargo vehicle can be seen pulling plows, 
  hauling hay on old semi-trailers or hand-built farm carts, and per-
  forming a hundred other simple tasks. It is the Rumble Wagon, a 
  durable, dependable, all-purpose work vehicle built for decades of 
  service. While not the type of vehicle you would think for sale by 
  the Black Market, demand for a reliable all-purpose truck is high 
  
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  in the New West and other remote areas. This one, of apparent 
  military design, as it was a common work vehicle at Area 51, can 
  do it all, ride rough terrain, carry and pull cargo, plow fields and 
  handles well on most surfaces. The Rumble Wagon has been a pe-
  rennial moneymaker for Bandito Arms and has been knocked off 
  and manufactured by Titan Industries. (Actually, both companies 
  use the same pre-Rifts designs.) The Rumble Wagon has outsold 
  all other Bandito Arms vehicles in that category.
  The Rumble Wagon is powered by a flex-fuel power plant en-
  abling it to operate on fossil fuels, propane, compressed natural 
  gas (CNG) or distilled alcohol (very popular in the New West), 
  depending on what is available. The vehicle has three different 
  fuel tanks to prevent the needless mixing of fuels, and sensors in 
  the engine’s management system automatically detect which fuel 
  is being administered and adjust the engine’s burn rate to the fuel 
  being used.
  The Rumble Wagon is a six-wheeled, all-terrain truck with a 
  reinforced frame and towing package to enable it to pull trailers, 
  wagons, plows and other equipment. In fact, it can pull just about 
  anything a farm tractor can handle. The bed of the Rumble Wagon 
  is similar to a large pickup truck, but a fifth wheel hitch can be 
  raised up out of the truck bed to pull semi-trailers and a standard 
  pintle hook is mounted on the rear of the vehicle. Built for work, 
  not comfort, the wagon’s cramped cab only has room for a driver 
  and a single passenger, but many a peasant farmer would sell their 
  own soul for one of these tough, ugly trucks.
  Model Type: BA-AT-601 Truck
  Manufacturers: Bandito Arms and Titan Industries.
  Class: All-Terrain Cargo Hauler.
  Crew: One pilot with room for one passenger.
  M.D.C. by Location:
  * Headlights (2) – 2 each
  * Tractor Fifth Wheel – 70
  * Wheels (6) – 40 each
  Push Bar/Ram (1) – 90
  ** Main Body – 190
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Depleting the M.D.C. of the main body will shut the vehicle 
  down completely, making it useless.
  Speed:
  Maximum Speed: 100 mph (160 km).
  Cruising Speed: 60 mph (96 km).
  Range: 400 miles (640 km) per tank of fuel, with another 100 miles 
  (160 km) for the backup electric charge.
  Flying: Not possible.
  Underwater Capabilities: Not possible.
  Statistical Data:
  Height: 6 feet, 8 inches feet (2.0 m).
  Width: 10 feet (3 m) wide.
  Length: 12 feet (3.6 m).
  Weight: 4,152 lbs (1,868 kg).
  Cargo: Small storage area for extra supplies and personal weapons 
  in the truck and a large pickup bed for cargo, measuring 8 feet x 
  8 feet x 4 feet deep (2.4 m x 2.4 m x 1.2 m), with the tractor fifth 
  wheel mounted in the middle. The Rumble Wagon can pull up to 
  40 tons with its fifth wheel or pintle hook.
  Power System: Flex-fuel internal combustion, with an electric bat-
  tery backup. Optional nuclear power system has a 20 year life.
  Cost: Flex-fuel truck costs 89,000 credits and is the most common 
  and popular. Nuclear costs 585,000 credits.
  Weapon Systems: None.
  Runabout ATV
  The Runabout All-Terrain Vehicle, sometimes called the 
  “Backwoods Buggy,” is a light, zippy, little, six-wheeled vehicle 
  designed to bounce along at high speed on oversized, rubbery 
  flex-tires. The ATV can carry up to four people and their baggage 
  comfortably, or up to eight people if they squish in and leave their 
  luggage behind or strap it to the roof. The Runabout is a depend-
  able, comfortable design that has become nearly as ubiquitous as 
  the Rumble Wagon out in the New West and Pecos Empire. Think 
  of the Runabout is an off-road sedan or roadster.
  The Runabout’s active suspension allows it to adjust to road 
  conditions and climb steep inclines garnering the ATV a reputa-
  tion even in hilly and mountainous regions and Mexico. The buggy 
  is powered by the same flex-fuel power plant as the Rumble Wag-
  on, allowing it to use whatever fuel is available at hand. The flex-
  tires are made of a rubbery composite material that reacts like an 
  air-filled tire when in motion but cannot be flattened or punctured 
  by enemy fire or tire shredding obstacles. The vehicle package is 
  rounded out with full six-wheeled steering (all six tires turn when 
  the vehicle turns, not just the front two wheels), anti-lock braking 
  on all six wheels, traction control, auto-compensating shock ab-
  sorbing for a smooth ride and a full roll cage just in case the pilot 
  manages to roll the buggy.
  
  157
  While the Runabout is sold as an unarmored vehicle, many mer-
  cenary companies and small militaries buy the Runabout ATV for 
  use as a recon and sentry vehicle, often adding extra armor (can be 
  increased 50%) and 2-3 weapons to the buggy to make it combat 
  worthy. The buggy’s speed and maneuverability make it perfect 
  for the advance recon role, especially in desert and plains regions.
  Model Type: BA-AT-602 Sedan.
  Manufacturer: Bandito Arms.
  Class: All-Terrain Passenger Vehicle.
  Crew: One pilot with up to three additional passengers, or seven 
  under cramped conditions.
  M.D.C. by Location:
  * Headlights (2) – 2 each
  * Wheels (6) – 30 each
  ** Main Body – 155
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called shot,” and even then the 
  attacker is -3 to strike.
  ** Depleting the M.D.C. of the main body will shut the vehicle 
  down completely, making it useless.
  Speed:
  Maximum Speed: 150 mph (240 km).
  Range: 400 miles (640 km) per tank of fuel, with another 100 miles 
  (160 km) for the backup electric charge.
  Flying: Not possible.
  Underwater Capabilities: Not possible.
  Statistical Data:
  Height: 5 feet (1.5 m).
  Width: 10 feet (3 m) wide.
  Length: 12 feet (3.6 m).
  Weight: 2,975 lbs (1,339 kg).
  Cargo: Average sized storage area for a commuter vehicle (a trunk) 
  with room for extra supplies and personal weapons.
  Power System: Flex-fuel internal combustion, with an electric bat-
  tery backup. Optional nuclear power system has a 15 year life.
  Cost: Flex-fuel version costs 68,000 credits and is the most com-
  mon and popular. Nuclear costs 560,000 credits.
  Weapon Systems: None.
  Skim Sled
  The Skim Sled is an unusual, low speed, ground hugging, 
  stealth vehicle designed to penetrate guarded zones and high se-
  curity perimeters undetected. Think hover surfboard with a wind-
  shield and aircraft-like steering mechanism for the hands. The pilot 
  lies flat on his belly and the sled slides along the ground on a series 
  of tiny, relatively quiet hover jets. The jets are much quieter than 
  a hovercycle or vehicle and its black or camouflage color and low 
  profile make it difficult to see. It can reach a height of four feet (1.2 
  m), but usually hugs the ground at about 6-12 inches (0.15 to 0.3 
  m). This allows the sled to avoid radar and most visual detection. 
  Only when popping up to avoid an obstacle will the Skim Sled be 
  easily detectible. Skimming just above the ground also prevents 
  the sled from setting off most land mines or trip wires, and skims 
  over dangers that would only harm someone on foot, like caltrops, 
  punji-stakes, poisonous plants, insects or animals, etc.
  Calling the Skim Sled a vehicle is a bit of a misnomer, as this 
  is not something you would ride for transportation, but used to 
  scout the perimeters of enemy positions and sneak onto bases, 
  camps and buildings. Designed for stealth and infiltration, the 
  Skim Sled’s cruising speed is only 15 mph (24 km), but it can 
  achieve a maximum speed of 40 mph (64 km); enough to outrun 
  a dog and most ordinary animals, as well as pursuers on foot. The 
  hull of the skimmer is matte black, with a slim profile and coated 
  in a radar absorbent layer to enhance its stealth properties (-15% 
  penalty against those trying to spot the sled via Detect Ambush and 
  Detect Concealment, and -30% to Sensory Equipment at cruising 
  speed). The Skim Sled also has a couple of unique tricks to help 
  with its mission profile. First, the sled can conceal itself by shoot-
  ing out powerful jets of air, covering itself and its rider in sand, 
  loose dirt, leaves and debris. This type of covering is not likely to 
  blow off when traveling at cruising speed or slower. This increases 
  the penalty to spot the Skim Sled by another -10%. This makes it 
  ideal for use in the desert, dry forests and urban settings, but less 
  effective in swamps, bogs or rocky terrain. The second feature is 
  a low-power laser intended for cutting through wooden palisades, 
  wire fencing, perimeter walls and other security barriers (S.D.C. or 
  light M.D.C.). Designed to slowly, secretly and quietly cut a hole 
  large enough for the sled and its rider to slide through, the laser is 
  not a suitable offensive weapon. The prefered tactic is to float over 
  to a fence or wall undetected, cut a hole through it and slip in and 
  out of the hole. The pilot is usually a Case Man, criminal, scout, 
  spy, saboteur or special forces, who then continues forward on the 
  sled or on foot for the purpose of gathering intelligence, robbery, 
  murder, sabotage, break someone out of a prison camp, and simi-
  lar action. If the operative has remained unseen, once the deed is 
  done, he can slip out the way he came in and vanish before anyone 
  knows he was ever there.
  Possession of the Skim Sled is strictly illegal in CS territory 
  and owning one is an instant death sentence. As such, most Skim 
  Sled sales are to criminals, mercenaries and other Black Marke-
  teers with a need for such a limited and specialized vehicle. Of 
  course, if you do need the sled, then the price is right even at twice 
  the credits.
  Model Type: BA-SS-01X
  Class: One-Man Stealth Hovercraft.
  Crew: One pilot.
  M.D.C. by Location:
  * Ultraviolet Headlight (2) – 2 each
  * Concealed Low-Power Laser (1, nose) – 10
  * Undercarriage Hover Jets (50, bottom) – 1 each
  ** Main Body – 50
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -4 to strike.
  ** Depleting the M.D.C. of the main body will shut the vehicle 
  down completely, making it useless.
  Speed:
  Ground Speed/Hovering: The hover propulsion system enables the 
  Skim Sled to hover stationary up to four feet (1.2 m) high or skim 
  across the surface of the ground. Maximum flying speed is 40 mph 
  (64 km), but cruising speed is considered to be around 15 mph (24 
  km), slower while prowling along the ground. Maximum altitude 
  is limited to four feet (1.2 m).
  Flying: Not possible, this vehicle hovers above the ground.
  Range: Electric is 500 miles (800 km), a nuclear power system 
  gives the Skim Sled roughly five years of life under constant use, 
  10-20 years if not often used.
  
  158
  Underwater Capabilities: None. Cannot hover on the surface of 
  water deeper than four feet (1.2 m).
  Statistical Data:
  Height: 2 feet, 6 inches (0.8 m).
  Width: 3 feet, 6 inches (1.1 m).
  Length: 7 feet (2.1 m) long.
  Weight: 120 pounds (54 kg), built on a lightweight frame.
  Cargo: None.
  Power System: Nuclear; average energy life is only 5 years!
  Cost: 575,000 credits.
  Weapon Systems:
  1. Concealed Low-Powered Laser: Concealed in the nose of 
  the Skim Sled is a low-powered laser used to cut through wooden 
  palisades, wire fencing, perimeter walls and other barriers. While 
  not meant as a weapon, the laser can be fired as a normal laser but 
  only does a limited amount of damage and it has a hard time hitting 
  a target at range.
  Primary Purpose: Cutting/Breaking and Entering.
  Secondary Purpose: Defense.
  Range: 10 feet (3 m) for cutting. 20 feet (6.1 m) as a weapon.
  Mega-Damage: 3D4 M.D. per laser blast when used as a weapon. 
  When used for slow cutting, the continuous beam laser will do 3D6 
  M.D. per melee round to fixed obstacles with fine precision, allow-
  ing the sled to cut an opening large enough for the vehicle to slip 
  through perimeter barriers or for its pilot to crawl through.
  Rate of Fire: Single shot only. Each blast counts as one melee at-
  tack.
  Payload: Effectively unlimited.
  Penalty: Not designed as a weapon, -3 to strike any moving target 
  beyond a range of ten feet (0.3 m).
  Thunderhead
  VTOL Flyer
  The Thunderhead is a VTOL aircraft that resembles the North-
  ern Gun Sky King in several design details, but is actually a pre-
  Rifts model, cargo hover-lifter with great strength and power. It 
  is able to hoist up to 70 tons and suspend it from cables on short 
  booms below the lifter. Those in the know suspect that the Sky 
  King is also a pre-Rifts design, simply armed and armored for 
  fighting. According to documents (owner’s manuals) found in 
  three Thunderheads unearthed near Las Vegas, the VTOL lifter 
  was designed to replace the more mundane sky crane helicopters 
  of the era.
  While the overall appearance of the Thunderhead is similar to a 
  Sky King, the VTOL lifter requires two crewmen, one is the pilot 
  and the other the winch cable operator whose job it is to see that 
  the load is properly hooked and lifted safely into the air. Once the 
  load has been lifted up and held close to the Thunderhead’s under-
  belly, the pilot flies the aircraft and its cargo to wherever it needs 
  to go. The Thunderhead’s hover jets are far larger than those of the 
  Sky King and give the craft a bloated belly appearance which more 
  than a few onlookers have compared to an oversized bumblebee, 
  as its cable booms look a lot like insect legs.
  The Thunderhead VTOL was designed to operate in and be-
  tween pre-Rifts buildings on construction sites, in forests and other 
  dense cover, in and around other aircraft, and on any job that re-
  quired slow, but precision heavy lifting capabilities. These same 
  abilities have made it ideal for excavating pre-Rifts ruins or mov-
  ing supplies and equipment.
  While the Thunderhead is strictly a non-combat craft (it is sold 
  without weapons), it is well armored for an aerial lifter to ensure 
  that it can perform its job under dangerous conditions, like storms, 
  hurricanes, forest fires, and even on a battlefield under-fire where 
  it is used to evacuate damaged vehicles, field hospitals, insert and 
  extract troops and giant robots, and other combat functions. The 
  aircraft’s powerful frame and enormous lifting capacity make it 
  desirable by mercs and adventurers who have found adding a nose 
  gun and wing missiles to be a simple matter without adverse effect 
  on the performance of the aircraft.
  Model Type: TH-VTOL-100L
  Manufacturer: Bandito Arms.
  Class: All-Purpose Heavy VTOL Lifter.
  Crew: One pilot and one winch operator.
  M.D.C. by Location:
  * Headlights (6) – 2 each
  * Landing Struts (3, tricycle-style) – 35 each
  Concealed Winches (4) – 60 each, the cables have 5 M.D.C. per 
  1 foot (0.3 m) of length.
  Control Vanes (1 top, 1 bottom) – 50 each
  Extendable Cable Booms (4) – 50 each
  * Small Maneuvering Jets (4 nose, 2 rear, 2 on each side) – 55 
  each
  Main Lifting Jets (3, bottom) – 175
  
  159
  Main Propulsion Jets (2, rear) – 125
  Reinforced Pilot’s Compartment (cockpit) – 75
  ** Main Body – 250
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Depleting the M.D.C. of the main body will shut the vehicle 
  down completely, making it useless.
  Speed:
  Ground Speed: Not possible. The Thunderhead has no ground 
  wheels, just a set of landing struts.
  Flying: The rocket propulsion system enables the VTOL Lifter to 
  hover stationary up to 1,000 feet (305 m) or fly. Maximum flying 
  speed is 570 mph (912 km), but cruising speed is considered to 
  range between 100 and 200 mph (160 and 320 km). Can move no 
  faster than cruising speed when lifting cargo over 10 tons. Maxi-
  mum altitude is limited to 10,000 feet (3,048 m).
  Flying Range: The nuclear power supply gives it decades of life, 
  but the hover jets get hot and need to cool after a maximum of 12 
  hours of flight when traveling at speeds above cruising, and 48 
  hours with rest stops and/or at cruising speeds.
  Underwater Capabilities: Not possible.
  Statistical Data:
  Height: 17 feet (5.2 m).
  Width: 11 feet, 5 inches (3.5 m), not including the extendable 
  winch booms which can reach out another 15 feet (4.6 m) to each 
  side of the Thunderhead as needed.
  Length: 22 feet, 10 inches (7 m) long.
  Weight: 10,875 lbs (4,894 kg), not including cargo.
  Cargo: Minimal storage space; about four feet (1.2 m) behind seats 
  for extra clothing, weapons, and personal items. Of course the 
  Thunderhead can hoist up to 70 tons suspended from its winch 
  cables hanging below the lifter.
  Power System: Nuclear; average energy life is only 15 years.
  Cost: 1.8 million credits.
  Weapon Systems: None.
  Walker-Bike
  Have you ever wanted to stomp around in a robot vehicle, but 
  you’re not a Robot Pilot? Or have you ever been racing through the 
  back roads on your Highway-Man or Wastelander motorcycle and 
  get bogged down in high grass or deep mud? Well, if you answered 
  yes to either of these questions, Bandito Arms, has just the ride for 
  you: the Walker-Bike!
  So what does a Walker-Bike look like? Glad you asked. The 
  Walker-Bike resembles your standard street bike, but this one 
  appears to be fully kitted out with hard saddlebags and a touring 
  trunk on the rear. On closer inspection, you notice that the saddle-
  bags are actually a pair of humanoid robot legs folded tight at the 
  knee and rolled back to the rear of the bike so that the foot and shin 
  are pointing skyward. The foot too is folded down to form the final 
  “saddlebag” arrangement. Likewise, the front forks are actually a 
  pair of humanoid robot arms holding the front tire on either side 
  by its center axle. The front tire suspension is provided by a subtle 
  flexing of the arms.
  At the flip of a switch, the legs rotate forward, unfolding to 
  lift the rear wheel off the ground, while either one or both (rid-
  er’s choice) of the hands let go of the front tire, readying them for 
  use. In a standing position the legs remain connected to the bike’s 
  frame and the bike’s seat stays parallel to the ground with the rider 
  perched on top. The arms hang down from the faring in a goril-
  la-like fashion, allowing them to assist in climbing and moving 
  through rough terrain. The Walker-Bike’s pilot remains in control 
  of the Walker-Bike through the handlebars and foot controls, as 
  well as specific verbal commands given through the radio receiver 
  or high-gain microphone built into the vehicle.
  In bike mode, the vehicle features anti-lock braking, traction 
  control and an active suspension, which detects potholes and other 
  dangers in the road surface and automatically adjusts the height 
  and firmness of the front “suspension” arms, providing the best 
  handling possible. The vehicle also features solid rubber tires, a 
  bulletproof windshield (light M.D.C.) and a large touring trunk, 
  with a set of external mechanical clamps for storing a weapon, 
  tent, or other supplies.
  While the Walker-Bike has no built-in weapons of its own, the 
  pilot can use handheld weapons, or have it grab a weapon with the 
  robot arms in walking mode. Even with a weapon, however, the 
  Walker-Bike is really not a combat robot, it’s just a vehicle (pilots 
  only need the Pilot: Motorcycles skill to pilot the bike in either 
  mode) that has the extra all-terrain feature of bipedal movement to 
  walk through tall grass and underbrush, climb over debris and so 
  on. It does not provide any augmented combat capabilities.
  Model Type: BAW-09
  Class: All-Terrain Robotic Motorcycle.
  Crew: One pilot with one additional rider possible in emergencies.
  M.D.C. by Location:
  * Headlights (3) – 2 each
  * Bulletproof Windshield – 5
  * Wheels (2) – 12 each
  Arms (2) – 80 each
  Legs (2) – 100 each
  ** Main Body – 150
  
  160
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -4 to strike.
  ** Depleting the M.D.C. of the main body will shut the vehicle 
  down completely, making it useless.
  Speed:
  Maximum Speed: 200 mph (320 km).
  Cruising Speed: 100 mph (160 km).
  Running: In addition to driving on its wheels, the Walker-Bike can 
  run in walker mode at a speed of up to 75 mph (120 km).
  Leaping: The robot legs can leap up to 15 feet (4.6 m) straight up 
  or lengthwise.
  Range: 900 miles (1,440 km) per electric charge.
  Flying: Not possible.
  Underwater Capabilities: Can walk or drive along the bottom of 
  the sea or lake bed at about 25% of its normal running or cruising/
  maximum speed, or “swim” at a speed of 3 mph (4.8 km or 2.6 
  knots). Maximum Ocean Depth: 800 feet (244 m), but the rider 
  will require some form of independent oxygen supply or full envi-
  ronmental body armor.
  Statistical Data:
  Height: 4 feet (1.2 m) in bike mode, but 7 feet, 6 inches (2.2 m) in 
  walking mode.
  Width: 4 feet, 4 inches (1.3 m), including saddlebags/legs.
  Length: 10 feet (3 m) long.
  Weight: 1,850 lbs (832.5 kg).
  Cargo: A large touring trunk for personal items and small weap-
  ons, with a set of external mechanical clamps for storing a weapon, 
  tent, bedroll, supplies or the front tire when the bike is in walker 
  mode.
  Power System: Electric engine and battery.
  Cost: 645,000 credits.
  Weapon Systems: None, but in walking mode the vehicle can use 
  any human or cyborg-sized M.D. rifle, rail gun or melee weapon.
  Combat Notes:
  Physical Strength: In walker mode, the vehicle has the equiva-
  lent of a Robotic P.S. of 26.
  Bonuses: +1 to dodge when running, +2 to dodge driving, and 
  +1 to roll with impact.
  Mega-Damage: May perform some limited hand to hand at-
  tacks. The number of attacks are the same as the driver’s and each 
  robot’s action counts as one of the pilot’s attacks.
  Restrained Punch: 1D4 M.D.
  Full Strength Punch: 1D6 M.D.
  Power Punch: 2D6 M.D. (counts as two melee attacks).
  Kick: 1D6 M.D. (it’s not a fighting machine).
  Leap Kicks and Stomp: Not possible.
  Black Market
  Armors & Robots
  By Carmen Bellaire, Kevin Siembieda
  and Matthew Clements
  Wrangler Riding
  Body Armor
  Styled after Bandito’s famous Branaghan armor, which the 
  company has produced for years, the Wrangler Riding Armor is 
  a heavier armor, but one that is specifically designed for riding in 
  the saddle for long periods of time. The seat of the armor where 
  the legs come together has more articulation than a normal suit of 
  armor and padding. The inside seam is made from layers of en-
  hanced Kevlar and mesh fabrics that keep the suit’s environmental 
  seal, but allow for comfort while seated on the saddle of a horse, 
  robot steed, or other riding beast, as well as the seat of a motor-
  cycle or hovercycle.
  The body armor itself is pretty standard, but does have a definite 
  Western flare to it. The top of the helmet resembles a cowboy hat, 
  and has a flip-up visor/faceplate that can be sealed for full environ-
  mental protection when locked in a down position. The Wrangler 
  has a pair of built-in holsters for side arms and several clips and 
  clamps along the waist for ropes, bolas and similar cattle/herd-
  ing gear. Its excellent mobility and ruggedness make the Wrangler 
  perfect for riding, roping and handling ornery Mega-Damage di-
  nosaurs and herd animals of the New West and Mexico (Duck-
  billed Honkers, Tri-Tops, Rhino-Buffalo, etc.), protecting the 
  wearer without impairing his actions. An optional M.D.C. long-
  coat is available for the Wrangler armor to keep the rain off and 
  provide that little extra bit of style and protection, not to mention 
  that Western cowboy look. Available in male and female models.
  Weight: 16 lbs (7.2 kg), plus another 7 lbs (3 kg) for the optional 
  long-coat.
  Mobility: Excellent, no movement penalty, designed for horseback 
  riding, but only good mobility when wearing the optional long-
  coat, -5% movement penalty.
  M.D.C. By Location:
  Helmet – 70
  Arms – 32 each
  Legs – 45 each
  Main Body – 85 (+28 with M.D.C. long-coat).
  Cargo: Standard attachment points for a hardened backpack, waist 
  rope clips and a built-in pistol holster on each hip.
  Cost: 47,000 credits, plus another 12,000 credits for the long-coat 
  (or for the long-coat alone).
  Special Features:
  1. All standard properties for Full Environmental Body Ar-
  mor: See the Rifts® Ultimate Edition rule book, page 267.
  2. Saddle Clamps: The Wrangler allows even a novice rider to 
  sit in the saddle like an old pro, with a set of integral clamps which 
  can be used to securely hold the rider in the saddle, and even a sick 
  or wounded rider can’t fall from the saddle when these clamps 
  
  161
  
  162
  are engaged. One clamp is located at the rider’s groin to hold the 
  saddle horn or the front edge of a motorcycle’s or hovercycle’s 
  seat and two clamps on the rear hips of the armor to hold the rear of 
  the saddle or seat. Two additional clamps are located on the inside 
  of the armor’s knees to provide additional support if needed. With 
  the clamps properly affixed it is nearly impossible to fall out of the 
  saddle/seat, only a 01-05% chance, even if unconscious or dead!
  3. Optional M.D.C. Armored Long-Coat: The long-coat or 
  overcoat, also known as a “duster,” is a favorite among Bandits, 
  Cowboys, Gunfighters, Gunslingers, Saddle Tramps, and Sher-
  iffs because it is both stylish and offers a surprising amount of 
  protection, as well as providing pockets and serving as a raincoat 
  – waterproof and a good article of clothing in which to hide a Big-
  Bore shotgun or rifle. The entire long-coat is lined with a type of 
  Mega-Damage fabric similar to an enhanced form of Kevlar, with 
  plates over the shoulders and chest for extra protection. Additional 
  M.D.C. protection when worn: Main Body: 28, Arms: 12 each and 
  Legs: 8 each. Cost: 12,000 credits from the Black Market, 13,000-
  15,000 credits from most other sellers.
  also be used to slow the descent of falls to land on its feet like a cat 
  and suffer no or little damage from a height of 1,200 feet (366 m).
  Model Type: PA-002G
  Class: All-Terrain Power Armor.
  Crew: One pilot.
  M.D.C. by Location:
  * Helmet – 75
  Arms – 45 each
  Legs – 80 each.
  Thruster Jump Pack (1, back) – 60
  Main body – 135
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then he 
  is -3 to strike.
  ** Depleting the M.D.C. of the main body will shut the armor 
  down completely, making it useless. Until the wearer can remove 
  it, he moves at one third his normal speed and all combat bonuses 
  are -2 due to the dead weight of shredded armor.
  Speed:
  Running: Triple the usual speed of the wearer. For most people, 
  that is in the range of Spd 35-50 or 24 mph (38.4 km) to 35 mph 
  (56 km), and obviously faster for those with a Spd attribute of 20 
  or higher. The act of running does tire its operator, but only at 20% 
  of the usual fatigue rate.
  Leaping: The robot legs can leap up to 10 feet (3 m) high and 15 
  feet (4.6 m) across unassisted by the thrusters, and increase height 
  and distance by 50% with a fast, running start. A jet thruster-assist-
  ed leap can propel the unit up to 60 feet (18.3 m) high and 120 feet 
  (36.6 m) across without actually attaining flight.
  Flying: Not possible. Hovering off the ground is possible, but only 
  for 1D4+1 melee rounds before getting wobbly and shutting off. 
  However, it can be used to slow the descent of falls and land on 
  one’s feet.
  Underwater Capabilities: Swimming: The thrusters provide good 
  mobility and control underwater and a speed of 15 mph (24 km); 
  22 mph (35.2 km) on the surface of the water. The Roadrunner 
  can also walk along the bottom of the sea or lake bed at 25% of 
  its normal walking/running speed. Maximum Ocean Depth: 1,000 
  feet (305 m).
  Statistical Data:
  Height: 7 feet (2.1 m).
  Width: 3 feet (0.9 m).
  Length: 2.8 feet (0.85 m).
  Weight: 101 lbs (45.5 kg), including built-in thruster pack.
  Physical Strength: Robot P.S. of 26.
  Cargo: None. Only what the person can carry.
  Power System: Nuclear; average energy life is 10 years.
  Cost: 670,000 credits.
  Weight: 101 lbs (45.5 kg), including VT pack.
  Mobility: Excellent, no movement penalty.
  Power Armor Features: Standard properties for Full Environmen-
  tal Body Armor; see the Rifts® Ultimate Edition rule book, page 
  267.
  Weapon Systems: There are no weapon systems built into this 
  armor.
  1. Handheld Weapons: Any hand-held weapon can be used 
  by the Roadrunner, but large, bulky items, such as heavy energy 
  weapons, grenade launchers and rail guns, will reduce running 
  speed and jumping distance by 20%.
  Roadrunner
  Power Armor
  The Roadrunner power armor is a light, inexpensive suit of ba-
  sic power armor. Its simple design is to give the wearer enhanced 
  speed, Robotic P.S. and jump capabilities. In fact, due to the jet 
  pack thrusters that give the Roadrunner its ability to leap and 
  bound, the armor is sometimes nicknamed the Grasshopper and 
  Antelope.
  A vectored thrust unit built into the back provides increased 
  agility and mobility without actual flight capabilities. Brief appli-
  cations of the thrusters enables the Roadrunner to engage in leap 
  kicks, pouncing attacks, bounding dodges out of the way, and to 
  close in on an opponent with a few quick leaps. The thrusters can 
  
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  2. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. See Ground-
  Based Power Armor Training on page 352 of Rifts Ultimate Edi-
  tion. Damage as per Robot P.S. 26.
  Restrained Punch: 1D4 M.D.
  Full Strength Punch: 1D6 M.D.
  Power Punch: 2D6 M.D. (counts as two melee attacks).
  Kick: 2D4 M.D.
  Short Leap Kick: 4D4 M.D., but counts as two attacks.
  Flying/Thruster Launched Leap Kick: 4D6 M.D. and has a 01-
  50% chance of knocking down man-sized opponents weighing 
  up to 500 pounds (225 kg), but counts as two attacks. Those 
  knocked off their feet lose initiative and one melee attack.
  Thrust-Assisted Body Block or Pounce Attack from Above: 
  +2D6 S.D.C. damage on a restrained attack, 2D4 M.D. on a 
  full weight attack, plus a 01-66% chance of knocking down 
  man-sized opponents weighing up to 500 pounds (225 kg), but 
  counts as two attacks. Those knocked off their feet lose initia-
  tive and one melee attack.
  3. Bonuses: The body armor’s augmentation, agility and jump 
  capability give the pilot the following: +1 on initiative, +2 to au-
  tomatic dodge (the act of dodging does not use up a melee attack), 
  +2 to roll with impact, 01-66% chance of landing on his feet (no 
  damage) from a fall at heights as great as 1,200 feet (366 m) and 
  grants the user the ability to run along narrow ledges and trails as 
  thin as five inches (12.7 cm) wide at full speed.
  Shadow Boy
  Power Armor
  With the limited success of the “Baby Boom Gun,” the Bandito 
  researchers turned their attention once more to the plans for the 
  USA-G10 Chromium Guardsman, or Glitter Boy as it is known 
  today. With its complete plans and schematics in their possession, 
  they considered reproducing the Glitter Boy out of some other 
  M.D.C. material, spraying it silver and pawning the resulting infe-
  rior armor off to would-be Glitter Boy Pilots, greenhorns and los-
  ers unable to tell the real thing from a fake. However, it was decid-
  ed that such an inferior product and obvious deception would bring 
  a terrible backlash on the Black Market, so the idea was scrapped. 
  Furthermore, conventional armor cannot handle the boom of the 
  Boom Gun, and the Black Market cannot make the dense, laser 
  resistant armor, so they can’t make a poor man’s Glitter Boy that 
  lasts more than a few minutes in combat; its own Boom Gun in-
  flicting damage to the power armor and the pilot inside.
   One day, one of the researchers came up with a simple, new 
  idea. What if they made a Glitter Boy out of inferior material, gave 
  it the Baby Boom Gun and some different weapons and features, 
  painted it black so there could be no confusing it with “the” Glitter 
  Boy, and sold it as something entirely new and different, under a 
  different name. The fact that it still resembled a Glitter Boy would 
  give the armor a sense of heroic history and the iconic Glitter Boy 
  “vibe” that should appeal to power armor pilots, mercs and adven-
  turers, and the Black Market could sell it for a fraction of the cost 
  of a real Glitter Boy. After much debate, that’s what Bandito Arms 
  did, and it has been their hottest-selling new power armor since the 
  release of the Bandito Arms SAMAS.
  The marketing team thought the name “Shadow Boy” was ap-
  propriate and humorous, as its power level is a “shadow” of the 
  Glitter Boy’s. The Shadow Boy is made from the exact same de-
  sign and molds as the traditional Glitter Boy, but with a lighter, in-
  ferior M.D.C. armor. This armor can NOT reflect lasers (takes full 
  damage from them), and in place of the big Boom Gun, it uses the 
  Baby Boom Gun mounted on the exact shoulder housing as the tra-
  ditional Boom Gun. With the extra support of the shoulder mount-
  ing, the power armor has sufficient strength to fire the Baby Boom 
  Gun without the anti-sway pylons and recoil dampening thrusters. 
  As a result, the anti-sway pylons were eliminated, clearing space 
  in the design for something new. In the space left in the legs, the 
  Bandito engineers installed a pair of powerful jump jet thrusters. 
  On the back, they left the Glitter Boy Recoil Suppression System, 
  which now functions as another jump jet system that propels the 
  Shadow Boy a good distance, especially with a running start. The 
  jets in the back augmented by the jump jets in the lower legs enable 
  the Shadow Boy to perform jet-assisted leaps and bounding high-
  speed travel like that performed by the Triax T-21 Terrain Hop-
  per. The Shadow Boy might be thought of as the faster, bounding 
  cousin to the USA-G10 Glitter Boy, twice removed. It all works 
  surprisingly well, though the Shadow Boy is a bit top and front 
  heavy when leaping with the Baby Boom Gun extended forward 
  in a firing position. The armor is much more balanced when the 
  weapon is in its stowed position behind the right shoulder.
  In addition to the Baby Boom Gun are a number of additional 
  backup weapons to add some flexibility and versatility to the Shad-
  ow Boy. A compact variable laser is mounted on the right forearm, 
  a forearm plasma ejector is built into the left forearm, and each 
  arm has a retractable/extendable Vibro-Sword that slides out from 
  a housing on the forearm.
  The Shadow Boy operates on the battlefield in a very different 
  way from a traditional Glitter Boy, running, jumping, bobbing and 
  weaving as it goes. It can certainly stand its ground like a Glitter 
  Boy too, but this is not an effective use of the power armor. As its 
  name suggests, the Shadow Boy can hide in the shadows or use 
  the darkness of night to mount its attacks or strike from an ambush 
  point. It can also leap from rooftop to rooftop, sniping at the enemy 
  or using hit and run tactics. The best Shadow Boy pilots are always 
  on the move, sneaky and above all, fight smart.
  Model Type: Bandito-G10-SX
  Class: Stealth Infantry Personnel Assault Unit.
  Crew: One pilot.
  M.D.C. by Location:
  Baby Boom Gun (1) – 100
  Ammo-Drum (1, back) – 80
  * Forearm Variable Laser (1, right) – 40
  * Forearm Plasma Ejector (1, left) – 50
  * Concealed Vibro-Swords (2) – 70 each
  * Hands (2) – 35 each
  Arms (2) – 100 each
  Legs (2) – 170 each
  * Leg Jump Jets (2, rear of legs) – 20 each
  * Main Thruster/G.B. Recoil Suppressor System (1, back) – 90
  ** Head – 115
  *** Main Body – 312
  Reinforced Pilot’s Compartment – 150
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -4 to strike.
  ** Destroying the head will eliminate all forms of optical en-
  hancement and sensory systems. The pilot must rely on his own 
  
  164
  
  165
  vision and senses. In addition, all combat bonuses are lost. The 
  head is a comparatively small, moving target and can only be hit 
  when an opponent makes a Called Shot and even then, the attacker 
  is -1 to strike.
  *** Depleting the M.D.C. of the main body will shut the power 
  armor down completely, making it useless.
  Speed:
  Running: 80 mph (128 km) maximum. Note that the act of run-
  ning does tire its operator, but only at 10% of the usual fatigue rate 
  thanks to the power armor’s robotic exoskeleton.
  Leaping Without Thrusters: The robot legs can leap up to 15 feet 
  (4.6 m) straight up or lengthwise unassisted by the thrusters. Add 
  10 feet (3 m) with a running start.
  Power Jumping and Travel: A jet thruster-assisted leap from a sta-
  tionary position can propel the unit up to 80 feet (24.4 m) high and 
  across. Double the distance with a running and leaping start.
  The powerful jump jet thrusters enable the Shadow Boy to leap 
  into the air and across distances in a bounding style of movement. 
  Getting a running start and engaging the thruster in a forward di-
  rection, the Shadow Boy is propelled 160 feet (49 m) lengthwise. 
  The height of the leap is controlled by the pilot and generally rang-
  es between 20-50 feet (6 to 15.2 m). By leaping, landing, continu-
  ing to run a few dozen yards/meters, and power leaping again, the 
  pilot can attain and maintain an impressive ground speed of 110 
  mph (176 km), even through scrub and light forest. Speed should 
  be reduced to 40% when traveling through dense vegetation, water 
  greater than hip deep, deep mud, deep snow, or other hazardous 
  terrain. Failure to do so will result in jarring and potentially dam-
  aging collisions (2D6 M.D.), accidents (damaging or hurting oth-
  ers, 2D6 M.D.), and falling. (01-50% chance every landing under 
  adverse conditions. A fall causes the power armor to lose momen-
  tum, lose one melee attack/action and the crash can alert enemies 
  to the Shadow Boy’s presence and position.) Note: Power Jump-
  ing Travel in a light to heavy forest makes a considerable amount 
  of noise as this heavy power armor crashes through tree branches, 
  makes a thundering landing and repeats. There is no chance of 
  stealth leaping through trees and underbrush. It makes a lot of 
  noise and alerts predators, enemies and others to one’s position. It 
  also reduces the pilot’s vision and awareness: -3 on initiative and 
  Perception Rolls, and -1 to strike, parry, and dodge due to obscured 
  vision and rate of travel.
  Directional control by the pilot is surprisingly good, but the pi-
  lot can NOT stop in mid-air, nor can he hover above the ground 
  for more than a second or two. He can change direction/trajectory 
  in mid-leap in as much as a 45 degree angle, and he can land softly 
  when desired (makes a light thud). However, having to suddenly 
  engage the jump jet thrusters in mid-flight to avoid a collision or 
  bad landing will slow the pilot’s speed, burns up one melee attack/
  action and is done with a penalty of -3 to dodge and strike.
  Flight: Not possible.
  Underwater Capabilities: The thruster system provides good mo-
  bility and control underwater but at a sluggish speed of 15 mph (24 
  km or 13 knots) swimming; same speed on the surface of water. 
  The armor can also walk along the bottom of the sea or lake bed at 
  about 25% of its normal walking/running speed. Maximum Ocean 
  Depth: One mile (1.6 km).
  Statistical Data:
  Height: 10 feet, 5 inches (3.1 m).
  Width: 4 feet, 4 inches (1.3 m).
  Length: 4 feet (1.2 m).
  Weight: A little less than one ton fully loaded.
  Physical Strength: Equal to Robot P.S. of 30.
  Cargo: Minimal storage space; a one foot (0.3 m) compartment 
  and storage for a rifle, pistol, survival knife and first aid kit.
  Power System: Nuclear; average energy life is 25 years.
  Cost: 12 million credits.
  Weapon Systems:
  1. Baby Boom Gun (1): This main weapon is the RG-14-LX Light 
  Rapid Acceleration Electromagnetic Rail Gun, based on the 
  icon Boom Gun. The Baby Boom Gun has a range better than 
  most rail guns, does good damage, and makes a loud “boom” 
  when fired, but not so loud as to cause an ear-shattering sonic 
  boom. The Baby Boom Gun is, in effect, an auto-cannon that 
  has excellent range and destructive power without requiring the 
  extensive system of rocket motors and support pylons in or-
  der to fire. Only a single reaction jet built into the weapon is 
  required to counter most of the recoil generated by the Baby 
  Boom Gun. And it still fires the Boom Gun flechette shells, just 
  at a slower speed.
  Weight: Baby Boom Gun: 350 lbs (157.5 kg): plus ammo. Uses the 
  same ammo drum as the Glitter Boy with 1,000 rounds!
  Range: 5,000 feet (1,524 m).
  Mega-Damage: One Boom Gun flechette that inflict 1D6x10+10 
  M.D. when fired by this weapon. The rounds of the RG-14-LX 
  are fired at much slower speeds and do not cause a sonic boom 
  when fired; no deafening boom nor collateral shock wave damage. 
  It does have a very loud report (a pop like a big firework or small 
  cannon going off) and can be heard for at least one mile (1.6 km) 
  away; double or triple if carried by the wind and the ambient sound 
  level is quiet.
  Rate of Fire: Single shot. Each blast counts as one melee attack. 
  Bursts and sprays are not possible.
  Payload: 1,000 rounds (shots) loaded in the standard Glitter Boy 
  ammo drum mounted on the back of the power armor. The ammo 
  canister can be reloaded by hand, one round at a time as necessary, 
  but it takes 15 minutes to reload 100 rounds into the ammo drum. 
  It takes only two melee rounds (30 seconds) for a two-man team 
  to attach a new ammo drum onto the back. Note that these are the 
  same Boom Gun rounds used by the Glitter Boy and are complete-
  ly interchangeable with rounds from a standard Glitter Boy Boom 
  Gun. The energy to fire weapon is provided by the power armor’s 
  nuclear power supply.
  Bonus: Laser targeting standard, but on the Shadow Boy, the 
  weapon has no bonus to strike even on aimed shots.
  2. Variable Forearm Laser (1, right arm): A simple, compact 
  variable laser is built into the forearm of the right arm. It is in-
  cluded to provide some additional ranged firepower. The vari-
  able frequency laser cannon is designed to overcome laser resis-
  tant armor and has 18 different light frequencies in its memory. 
  It automatically resets itself after one attack if the target proves 
  to be resistant to that frequency of light.
  Primary Purpose: Anti-Aircraft/Anti-Missile.
  Secondary Purpose: Anti-Personnel.
  Range: 2,000 feet (610 m).
  Mega-Damage: 3D6 M.D. per singe blast.
  Rate of Fire: Each single shot counts as one melee attack.
  Payload: Effectively unlimited.
  3. Arm-Mounted Short-Range Plasma Ejectors (1, left arm): 
  Mounted on the left forearm is a powerful, but short-ranged 
  plasma ejector for devastating short-range combat.
  Primary Purpose: Assault.
  
  166
  Secondary Purpose: Defense.
  Range: 800 feet (244 m).
  Mega-Damage: 5D6 M.D. per single blast.
  Rate of Fire: Each shot counts as one melee attack.
  Payload: Effectively unlimited.
  4. Concealed Vibro-Swords (2): An extendable Vibro-Sword is 
  concealed in the underside of each forearm weapon housing.
  Primary Purpose: Anti-Personnel/Close Combat.
  Secondary Purpose: Defense.
  Range: Melee combat only, with a two foot blade (0.6 m) length.
  Mega-Damage: 2D6 M.D. per strike.
  5. Handheld Weapons: Giant-sized M.D. rifles, giant melee 
  weapons and rail guns may be used in addition to the built-in 
  weapon systems, as desired. However, most Shadow Boy pilots 
  stick to the weapons they have.
  6. Hand to Hand Combat: Rather than use a weapon the pilot can 
  engage in Mega-Damage hand to hand combat. See Ground-
  Based Power Armor Training on page 352 of Rifts® Ultimate 
  Edition. Characters of the Glitter Boy O.C.C.s, ONLY, use 
  their usual Power Armor Combat Elite: Glitter Boy (see pag-
  es 72-73 of Rifts® Ultimate Edition). However, the fighting 
  styles of the Glitter Boy and Shadow Boy are completely dif-
  ferent.
  7. Sensor System Note: The Shadow Boy has all the normal sen-
  sors and features standard to environmental power armor (see 
  the Rifts® Ultimate Edition rule book, page 271), plus the fol-
  lowing:
  1. Optical Systems: Full optical systems, including laser target-
  ing, telescopic, passive nightvision (light amplification), ther-
  mal-imaging, infrared, ultraviolet, and polarization.
  2. Other Features: Built-in language translator and depth gauge.
  Mole Prospecting Robot
  Not everyone who wishes to hunt for gold, silver and valuable 
  ore wants to throw away their humanity and become a Mining 
  ‘Borg or risk life and limb without armor, though many do. For 
  them, the best option is the Mole Prospecting Robot. Bandito Arms 
  has put all its expertise in designing mining equipment for cyborgs 
  into the Mole robot. The actual robot design is a prototype sto-
  len by the Black Market from Northern Gun. The Mole is heavily 
  built with powerful robotics and heavy armor in case of cave-ins. 
  Should the armor get trapped underground for an extended period 
  of time, it is equipped with a rebreather/CO2 scrubber, a water 
  recycling system and a small refrigeration unit for holding food; 
  enough to last two weeks. Due to the demands of mining, the pilot 
  of the Mole sits at a small control console in the chest of the ‘Bot. 
  With the Mole’s weight and purposeful design, the mining robot 
  is short, squat, and ponderous, but then the Mole doesn’t need to 
  make a sneak attack on a vein of gold or to dig up coal.
  While the Mole is not a combat power armor, most of its mining 
  systems make impressive weapons if an enemy gets close enough 
  to the Mole for them to be effective. One arm, either the right or 
  the left, ends (no hand) in a powerful mining drill, which, in turn, 
  is surrounded by four laser emitters. The Mole’s laser cutters are 
  used to cut through stone and steel and can fire individually, in 
  pairs or all four. Mounted on the forearm of the mining drill arm 
  is a hydraulic jackhammer that can extend far past the drill bit to 
  batter stone and rock into powder. The opposite arm, left or right, 
  from the mining drill has a modular forearm and modular hand 
  housings that allow either of them to be swapped out for a variety 
  of mining attachments, the same type of tools used by the Mining 
  Cyborg, only larger (see Rifts® World Book 14: New West™, 
  page 187, for the Mining ‘Borg Attachments and add 1D6 dam-
  age to the robot versions). And mounted on the back of this arm 
  (just above the modular housing connection) is a ferro-concrete 
  sprayer, which can be used to spray down streams of ferro-con-
  crete foam which starts to instantly harden (in 1D4 melee rounds) 
  into a strong, M.D.C. structural support for reinforcing the walls 
  and ceiling of a mine to prevent cave-ins. The Mole has everything 
  the prospector could want in a piece of mining equipment.
  Model Type: R-050 – The Mole Prospecting Robot.
  Class: Prospecting and Mining Powered Armor.
  Crew: One.
  M.D.C. by Location:
  Mining Drill – 50
  Hydraulic Jackhammer – 100
  * Cutting Laser Emitters (4) – 15 each
  * Ferro-Concrete Sprayer – 25
  Ferro-Concrete Holding Tank (1; on back) – 80
  Modular Forearm – 100
  * Modular Hand – 45
  Shoulders & Upper Arms – 150 each
  Legs – 180 each
  ** Head (low profile) – 120
  *** Main Body – 420
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -4 to strike.
  ** Destroying the head will eliminate all forms of optical en-
  hancement and sensory systems. The pilot must rely on his own 
  vision and senses. In addition, all combat bonuses are lost. The 
  head is a comparatively small, moving target and can only be hit 
  when an opponent makes a Called Shot and even then, the attacker 
  is -2 to strike.
  *** Depleting the M.D.C. of the main body shuts the robot 
  down completely, making it useless.
  Speed:
  Running: Only 30 mph (48 km) maximum. Cruising speed is a 
  more cautious 15 mph (24 km). Note that the act of running does 
  not tire out its operator.
  Leaping: Not possible.
  Flight: Not possible.
  Underwater Capabilities: The Mole cannot swim, but can walk 
  along the bottom of the sea or lake bed at about 25% of its normal 
  walking/running speed. Maximum Ocean Depth: One mile (1.6 
  km).
  Statistical Data:
  Height: 15 feet, 9 inches (4.8 m) from head to toe.
  Width: 10 feet (3 m).
  Length: 8 feet, 6 inches (2.6 m).
  Weight: 8.4 tons.
  Physical Strength: Equal to a Robotic P.S. of 40.
  Cargo: Small area for the pilot’s personal items, as well as a weap-
  on bin that has room for one rifle, one pistol, light body armor and 
  a canteen. A four gallon (15 liters) water cooler and a compact 
  refrigerator are built into the robot.
  Power System: Nuclear; average life is 20 years.
  Cost: 7.9 million credits, but interchangeable mining attachments 
  cost extra.
  
  167
  
  168
  Weapon Systems:
  1. Mining Drill: In place of one of the Mole’s hands and forearm 
  (buyer’s choice as to which one) is a huge, powerful drill made 
  for making large holes (a man can fit his head into one of these 
  holes) in rock and metal and for drilling away rock.
  Primary Purpose: Mining.
  Secondary Purpose: Defense.
  Range: Melee combat only, with an 8 foot (2.4 m) reach.
  Mega-Damage: 6D6 M.D. per strike.
  Attacks per Melee Round: Each attack counts as one melee attack.
  2. Hydraulic Jackhammer: Mounted on the back of the min-
  ing drill is a heavy-duty Jackhammer designed to break rock 
  into small pieces, typically used on rock that has already been 
  drilled in order to clear rock during mining.
  Primary Purpose: Mining.
  Secondary Purpose: Assault.
  Range: Melee combat only, with an 9.6 foot (2.9 m) reach.
  Mega-Damage: 3D6 M.D. per strike. A full melee round of rapid-
  fire jack-hammering to a stationary target does 2D4x10+6 M.D. 
  and may cause faults in rock and materials to crack and weaken. 
  Note: Does half damage to M.D.C. hatches due to their armored 
  design and locking mechanisms.
  Attacks per Melee Round: Equal to the number of combined hand 
  to hand attacks of the pilot and his Robot Piloting skill.
  3. Cutting Lasers (4): There are four cutting lasers mounted 
  equally spaced around the top and side of the mining drill. They 
  are designed to cut through steel, roots, earth and rock. While 
  not meant as a weapon, the cutting laser can do a lot of damage 
  at short range.
  Primary Purpose: Mining.
  Secondary Purpose: Anti-Armor/Anti-Robot.
  Range: Normal range as a tool is only 50 feet (15.2 m), and usu-
  ally much closer. In a pinch, the lasers’ range can be extended to 
  200 feet (61 m), but it takes two full melee rounds (30 seconds) to 
  recalibrate them. Normally used at a range of just 10-20 feet (3-6.1 
  m), or less.
  Mega-Damage: 2D6 M.D. per single laser, 4D6 M.D. per dual 
  blast, 6D6 M.D. for a simultaneous triple blast and 1D4x10+4 
  M.D. for a quad blast. When each laser fires simultaneously at the 
  same target it counts as one melee attack.
  Rate of Fire: Single shot, but can fire simultaneously. When 2-4 
  lasers are fired simultaneously at the same target, it counts as one 
  melee attack.
  Payload: Effectively unlimited.
  Penalty: Not designed as a weapon, -2 to strike any target beyond 
  a range of 50 feet (15.2 m).
  4. Ferro-Concrete Sprayer: The sprayer looks a lot like the noz-
  zle of a fire hose, but sprays ferro-concrete foam from a large 
  liquid storage tank on back of the Mole. Used for reinforcing 
  the walls and ceiling of a mine to prevent cave-ins.
  Primary Purpose: Mining.
  Secondary Purpose: Defense.
  Range: Only 30 feet (9.1 m)!
  Mega-Damage: None, just immobilization of the target. A suc-
  cessful dodge means the target is not struck with the concrete. If 
  the dodge is not successful, the victim is covered in ferro-concrete 
  spray that hardens in four melee rounds. If allowed to harden, a 
  single “spray” of the foam has 15 M.D.C., and can, in effect, freeze 
  the joints of limbs, cover and block sensory arrays (they don’t 
  work), cover windows, and cover the barrel of a weapon, prevent-
  ing the weapon from firing (the barrel explodes and the weapon is 
  knocked out of use if it is tried). Frozen joints can impair (reduce 
  by half) movement and speed of legs, immobilize arms and legs, 
  and knock out hover jets and thrusters. None of which work until 
  the cement can be removed, usually by chipping it away; using 
  M.D. energy weapons or fire works faster, but half the damage 
  inflicted also damages the robot, power armor or vehicle it is being 
  leveled against. Magic spells that turn stone to other materials are 
  ideal, but the material will still have to be removed, which takes 
  2D6 minutes. Note: The best countermeasure is to wash the con-
  crete off within the first minute (four melee rounds) before it starts 
  to harden. Washing it off or diving into a body of water cleans the 
  residue off in one melee round (15 seconds).
  Rate of Fire: Each use counts as one melee attack.
  Payload: The sprayer holds enough ferro-concrete foam for 20 
  “sprays” in total. Replacement liquid foam costs 5,000 credits for 
  another tank of 20 sprays.
  Penalty: Not designed as a weapon, -3 to strike any moving or 
  dodging target. It is designed to spray on wooden support beams, 
  arch supports, walls, ceilings and floors as necessary.
  5. Handheld Weapons: Giant sized melee weapons and wooden 
  or iron beams, or stone may be picked up and used as weapons, 
  but typically, no ranged weapons.
  6. Hand to Hand Combat: Rather than use a weapon the pilot 
  can engage in Mega-Damage hand to hand combat. Due to its 
  design, use Heavy Vehicular Style Robots Training on page 352 
  of Rifts Ultimate Edition, plus the following and as per Robot 
  P.S. of 40.
  Slow and ponderous: -3 to dodge all attacks, but no penalties 
  to strike or parry.
  Restrained Punch: 1D4 M.D.
  Full Strength Punch: 2D6 M.D.
  Power Punch: 4D6 M.D., but it counts as two attacks.
  Kicks and Leap Kicks: Not possible.
  7. Sensor System Note: The Mole Prospecting Robot has all the 
  standard sensors of robot vehicles (see the Rifts® Ultimate 
  Edition rulebook, page 273).
  Robot Animals
  Bandito Arms, Northern Gun, Titan Robotics, and the Manis-
  tique Imperium have found a surprisingly lucrative market making 
  and selling robot animals. It started out with robot horses, but has 
  expanded into other animals such as robot cat and dog compan-
  ions, and more exotic fare. Bandito Arms leads the way in this 
  area, and are the only ones to offer robot animals with compart-
  ments for smuggling..
  Robot Animals
  with Hidden Compartments
  “Here it is, your delivery.” Zimov gestured towards the Nodo-
  saurus that stood in front of them.
  “What are you talking about? Inside the dino?”
  “You could say that, yes.”
  “Wow, that’s cold-blooded.”
  “What?”
  “You just fed it all those guns? We’re never gonna get ‘em all 
  out.” Harold paced around the hulking creature. “We’re gonna 
  have to kill this thing and slice it open now. I thought you Simvan 
  took care of your animals?”
  
  169
  Zimov smiled and produced a small remote from a satchel.
  “I do not think you fully understand.”
  He pressed one of the buttons on the remote.
  The Nodosaur shuddered and began to shake slightly. Its broad, 
  armored back disconnected from the rest of the animal and began 
  to rise up on hydraulic pistons. Under the facade were wires and 
  mechanisms, along with flaps of leathery, artificial skin. Inside the 
  body itself were dozens and dozens of rifles packed in straw and 
  wrapped in bundles. Northern Gun models, mostly, but Harold 
  could see a few Wilk’s products too.
  “Well I’ll be damned.”
  “I know we Simvan don’t really get along with machines, but 
  I have to make an exception for this one.” Zimov patted the robo-
  Nodosaur’s head. The dim-witted robot didn’t respond.
  “That’s a nice trick there, Zimov. What about the E-Clips?”
  Zimov pressed another button on the remote. The Nodosaur’s 
  mouth opened and the creature began to cough up dozens and doz-
  ens of E-Clips, along with a few belts of rail gun ammo.
  Harold laughed heartily and shook hands with Zimov.
  “Very nice, my friend. Very nice.”
  In the New West, robotic horses, pack animals and canine com-
  panions have always been hot-selling items, sometimes designed 
  to resemble actual flesh-and-blood animals. Such models can be 
  expensive, but recreate the look and feel of a real creature while 
  maintaining the abilities of a sophisticated robot.
  Black Market Smugglers have expanded upon this concept, 
  creating robot animals with hidden compartments for hiding and 
  transporting contraband. As this is a big secret and used exclu-
  sively by Black Market Smugglers, animal robots with compart-
  ments are sold ONLY to trusted, fellow Black Marketeers who 
  still marvel that nobody else has thought of this. The Black Market 
  has been using fake animals, especially large creatures, for almost 
  a decade, but it is such a closely held secret and handled with such 
  discretion, that nobody else knows about this Black Market Smug-
  gler’s trick. Not even the majority of Black Marketeers. Unlike 
  the example above, the Black Market Smugglers never unload 
  merchandise in front of others, not even other Black Marketeers, 
  and sometimes not even in front of other Black Market Smugglers. 
  The effectiveness of these disguised cargo transports would be 
  destroyed if a wide number of people knew about them or if the 
  robots were offered on the open market.
  Bandito Arms, Northern Gun and Titan Industries have been 
  making robot cats and dogs to function as companions and wilder-
  ness scouts and selling them on the commercial market for years. 
  But only Bandito Arms has a secret smugglers’ line of such ani-
  mals with a small internal space for storage. Such small animals 
  are ideal for smuggling drugs, jewels, currency cards, E-Clips, pis-
  tols and other small items. Horses, mules and camels are all large 
  enough to support big inner cavities for smuggling larger items and 
  more contraband. They also make good riding animals, and all are 
  sold as conventional robot steeds. As clever as this may be, Ban-
  dito Arms has taken the idea even farther by creating much larger 
  robot animals for the sole purpose of smuggling.
  The largest and most impressive artificial animals are robotic 
  Rhino-Buffalos, Nodosaurs and other dinosaurs that can carry tons 
  of cargo in concealed compartments in their bellies. And while 
  such complex robots are expensive, it is easier to craft convincing 
  fake dinosaur scales and thick Rhino-Buffalo hide than to actually 
  build a realistic horse or dog, and the naturally unexpressive nature 
  of such beasts helps preserve the deceptive illusion. The real trick 
  to making these smuggling operations a success is to cover the 
  robots in fake skin. Since all of these creatures are herd animals, 
  you can hide an entire convoy of contraband inside a disguised 
  robot herd and nobody is the wiser. Since herds of the giant beasts 
  are more deadly than a few animals, most people give them a wide 
  berth. The plan is pure genius. The perfect cover, especially in the 
  New West, Southwest, Deep South, Dinosaur Swamp and Mexico. 
  Then a Black Marketeer R&D guy took it another step. To help 
  keep the smuggler’s herd protected, what about creating a few gi-
  ant robot predators like the T-Rex? Tyrannosuarus Rex, Raptors 
  and other big predators often trail and shadow such herds, attack-
  ing when one or two stray from the rest of the herd. In this case, the 
  faux predator hangs back to protect the herd of fake robot beasts 
  carrying cargo. If the herd is approached by Simvan, bandits or 
  travelers, 2-3 Tyrannosaurus come charging out. Both scatter no-
  mads and potential troublemakers in a heartbeat. Nobody hangs 
  around to fight such monsters if they don’t have to.
  El Oculta have a special group of Simvan Monster Riders they 
  use to haul actual, low value cargo such as grains, clothing and 
  the like. A third of the animals the Simvan ride and use as cargo 
  haulers are real, living creatures, the rest are cargo robot dinosaurs/
  animals made to look real. The robots also haul low-end cargo, 
  and carry the valuable goods inside their bellies. This is perfect 
  when traveling through areas controlled by the more opportunis-
  tic elements of the Pecos Bandits and other raiders. Loaded with 
  harmless sacks of corn or beans, the animals are unlikely to draw 
  enough attention for anyone to discover the secret treasure trove 
  inside their life like bodies. And remember, NOBODY suspects 
  the Black Market even has such disguised cargo hauling robots.
  The following are the most popular versions of artificial ani-
  mals with smuggling compartments. We start with small, common 
  animals and work our way up to monster cargo haulers and robot 
  steeds. Note that cargo haulers seldom have as much M.D.C. as a 
  robot steed or animal companion for the consumer market.
  Smugglers’ Robot Cat
  Robot cats are small and can be effective for their ability to 
  mimic a cat that is asleep or resting. They are quite convincing 
  and virtually indistinguishable from the real thing, especially when 
  carried in its owner’s arms or purring as it is petted in his or her 
  lap. Little does anyone know that there is a Vibro-Knife, energy 
  pistol, magic item or a few million in gems inside.
  M.D.C. by Location:
  Head – 10
  
  170
  Legs (4) – 10 each
  * Main Body – 25
  * Destruction of the main body renders the robot useless. De-
  struction of the head shuts it down. Destroying one leg hobbles the 
  robot and reduces speed and leaping distance and height by 30%.
  Speed:
  Running: 10 mph (16 km) maximum.
  Leaping: 5 feet (1.5 m) high or across.
  Flying: Not possible.
  Underwater Capabilities: None; the robot’s hollow insides allow it 
  to float for a short while (2D6 minutes), but it is unable to swim or 
  maneuver in the water.
  Statistical Data:
  Height: About 1 foot (0.3 m).
  Width: About 0.5 feet (0.15 m).
  Length: About 1.5 feet (0.45 m), plus a tail of a foot (0.3 m) long.
  Weight: 10 pounds (4.5 kg) empty.
  Color/Appearance: Available in black, gray, orange, brown, white 
  and tabby.
  Attributes of Note: Robot P.S. of 6, Spd 15.
  Power System: Rechargeable battery or E-Clip. A single charge or 
  E-Clip can power the animal for up to one week of walking and 
  moving around, or up to a month if the drone can remain mostly 
  still. A nuclear power supply (10 year life) is available but seldom 
  used.
  Cargo: The cat’s internal compartment is roughly half the size of a 
  shoebox and can hold up to 20 pounds (9 kg).
  Cost: 290,000 credits.
  Weapon Systems: None.
  Combat Notes: The robot is designed to move and act just enough 
  to make it seem real. Complex actions like combat are not included 
  in the robot drone program, nor is the robot designed for much else 
  other than walking.
  provide for a larger internal compartment. Unlike the Bandit K-9 
  companion, they are unarmed and possess a very rudimentary arti-
  ficial intelligence programmed to behave like a loyal pet.
  M.D.C. by Location:
  Head – 30
  Legs (4) – 20 each
  * Main Body – 50
  * Destruction of the main body renders the robot useless. De-
  struction of the head shuts it down. Destroying one leg hobbles 
  the robot and reduces speed, leaping distance and height by 30%.
  Speed:
  Running: Up to 25 mph (40 km).
  Leaping: Five feet (1.5 m) high and 10 feet (3 m) lengthwise.
  Flying: None.
  Underwater Capabilities: None; the robot’s hollow insides allow it 
  to float for a short time (2D6 minutes), but it is unable to swim or 
  maneuver in the water.
  Statistical Data:
  Height: Usually about 3 feet (0.9 m) at the top of the head.
  Width: 1.6 feet (0.5 m).
  Length: Approximately 3-4 feet (0.9-1.2 m), plus a tail that varies 
  with breed.
  Weight: 24 pounds (11 kg) empty.
  Color/Appearance: German Shepherds, Retrievers, Labs, Pit Bulls 
  and a few other large dog breeds are available.
  Attributes of Note: Robot P.S. 10, Spd 35.
  Power System: Rechargeable battery or E-Clip. A single charge or 
  pair of E-Clips can power the animal for up to one week walking 
  and moving around, or up to a month if the drone can remain still. 
  Nuclear power supply has a 15 year life.
  Cargo: The dog’s internal compartment is slightly larger than a 
  shoebox and can hold up to 50 pounds (22.5 kg).
  Cost: 620,000 credits for an electric powered version, 1.3 million 
  for a nuclear powered one.
  Weapon Systems: None to start.
  Combat Notes: The robot is designed to move and act just enough 
  to make it seem real. Complex actions like combat are simple 
  like a real dog, with three attacks per melee; bite attack does 2D4 
  S.D.C. damage.
  Smugglers’ Robot Dog
  Robot dogs are larger and sturdier than the cat model and de-
  signed for long periods of walking and prolonged activity. They 
  are usually modeled after medium or large-sized dogs in order to 
  
  171
  Smuggler’s Robot Horse
  Includes Mules, Camels, Cows & Oxen
  Robot Animals such as workhorses, mules, cows, oxen and buf-
  falo, as well as other work and riding animals, offer much more 
  space to conceal contraband and cargo in their bellies. And, again, 
  once they are covered in fake padding and fur, they look like the 
  genuine, living animals. Smuggler robots intended to carry con-
  cealed goods inside them may be presented as livestock being tak-
  en to market (often mixed with live animals), ridden as a normal 
  riding animal, or utilized as a work animal that hauls a load of little 
  value, but carries the “good stuff” inside its robot body. Smug-
  glers’ robots have no combat capabilities and light M.D.C. com-
  pared to robot animals designed for actual riding, but are still quite 
  sturdy and suitable for riding, work and hauling wagons and carts. 
  On Rifts Earth, horses are not the only riding and work animals, 
  so nobody thinks twice about camels, oxen or even elephants and 
  dinosaurs being used. The fake skin and flesh coverings accurately 
  replicate that of the particular real animal.
  M.D.C. by Location:
  Head – 50
  Legs (4) – 45 each
  * Main Body – 100
  * Destruction of the main body destroys the robot. Destruction 
  of the head shuts it down. Destroying one leg hobbles the robot and 
  reduces speed, leaping distance and height by 30%.
  Speed:
  Running: Up to 35 mph (56 km).
  Leaping: None.
  Flying: None.
  Underwater Capabilities: None; the robot’s hollow insides allow it 
  to float for a short time (1D6 minutes), but it is unable to swim or 
  maneuver in the water.
  Statistical Data:
  Height: Varies by type of animal.
  Width: Varies by type of animal.
  Length: Varies by type of animal.
  Weight: Varies by type of animal. Most robots of this class weigh 
  between 400-700 pounds (180-315 kg) empty.
  Color/Appearance: Horses are available in black, brown, chestnut 
  and tan. Mules and camels are usually brown or sandy colored; 
  designed to mimic the actual animal.
  Attributes of Note: Robot P.S. 22, Spd 50.
  Power System: Rechargeable battery or nuclear, average life 15 
  years. A single charge can power the animal for up to one week if 
  it is forced to walk and move around, or up to a month if the drone 
  can remain still.
  Cargo: Internal compartments are roughly the size of a footlocker 
  and can hold up to 200 pounds (90 kg) and the robot can pull an 
  additional one ton.
  Cost: 850,000 credits for the electric battery model, 1.5 million 
  nuclear.
  Weapon Systems: None to start.
  Combat Notes: The robot is designed to move and act just enough 
  to make it seem real. Complex actions like combat are not included 
  in the robot drone program, nor is the robot designed for much else 
  other than walking and basic riding.
  Smugglers’ Robot Dinosaurs
  Nodosaur, Tri-Tops or
  Other Medium-Sized Dinosaurs
  Smugglers’ Robot Dinosaurs are usually based on the four-
  legged herbivores that have large, round body shapes with lots of 
  internal space. Nodosaurs, in particular, are commonly used as rid-
  ing, work and livestock animals throughout the New West, South-
  west and Mexico, so again, noboby is likely to think twice about 
  seeing people ride them or use them to pull wagons. Nor is anyone 
  going to question a herd of (presumably) wild dinosaurs munching 
  their way across the New West. Dinosaur skin is easier to simulate 
  than mammalian fur and flesh, because it is hard, tough and cool to 
  the touch and does not need convincing hair or fur.
  M.D.C. by Location:
  Head – 90
  Legs (4) – 100 each
  * Main Body – 200
  * Destruction of the main body renders the robot useless. De-
  struction of the head shuts it down. Destroying one leg hobbles 
  the robot and reduces speed, leaping distance and height by 30%.
  Speed:
  Running: Up to 35 mph (56 km).
  Leaping: None.
  Flying: None.
  Underwater Capabilities: None; the robot’s hollow insides allow it 
  to float for a short time (1D6 minutes), but it is unable to swim or 
  maneuver in the water.
  Statistical Data:
  Height: 6 feet (1.8 m) tall at the shoulders.
  Width: 8 feet (2.4 m).
  Length: 13-20 feet (4-6.1 m) long.
  Weight: 2 tons empty.
  Attributes of Note: Robot P.S. 28, Spd 50.
  Power System: Rechargeable battery or nuclear, average life 15 
  years. A single battery charge can power the animal for up to one 
  week if it is forced to walk and move around, or up to a month if 
  the drone can remain still.
  Cargo: Dinosaurs have much larger internal compartments, rough-
  ly the size of a large refrigerator, typical closet or large crate. A 
  single robot can carry one ton of additional weight inside of it and 
  pull an additional two tons.
  Cost: 1.9 million credits with an electric battery, 3.2 million nu-
  clear.
  Weapon Systems: None to start.
  Combat Notes: The robot is designed to move and act just enough 
  to make it seem real. Complex actions like combat are not included 
  in the robot drone program, nor is the robot designed for much else 
  other than walking.
  
  172
  Mega-Rex
  One of the best ways to smuggle Bandito Arms’ products 
  through the wild, especially the New West, and past any border 
  is to place the goods inside an artificial animal robot. While this 
  works out well with riding animals, when you want to move large 
  loads in this manner, nothing beats a simulated herd of wild dino-
  saurs. The simulated herd can be set to rendezvous with the smug-
  glers at a predetermined spot where the goods are to be intercepted 
  and unloaded, and the herd turns around to get another load of 
  goods, or new cargo going back the other way is loaded into them 
  and sent back home.
  So those are the secret Smugglers’ Robot Dinosaurs whose pur-
  pose is to look and behave like real animals and smuggle concealed 
  contraband inside of their bodies. This means they look like actual 
  animals complete with skin coverings.
  The problem then is, how do you keep an eye on your precious 
  cargo inside the faux wild dinosaur herd? The answer: You tail it 
  in a fake dinosaur carnivore!
  The “Mega-series” of fake dinosaurs are built on a similar con-
  cept as the cargo robots, and may also have a few medium-sized 
  storage bays inside of them, but they are disguised with an entirely 
  different purpose: the defense of the cargo robots. Think man-
  piloted, giant combat robots that look like predatory dinosaurs. 
  These combat robot dinosaurs are also given a realistic, animal 
  hide covering, but they also possess concealed weapon systems, 
  lasers, and M.D. claws and fangs. Note: So far, these disguised 
  cargo haulers are exclusive to the Black Market and are a well kept 
  secret!
  Here’s just what every young boy has always wanted, a giant 
  mechanical dinosaur – the Mega-Rex! But seriously, this oddball 
  idea came out of a serious need, and it works.
  The Mega-Rex is the preferred fake dinosaur robot defender. 
  The robot body can be “dressed” in fake dinosaur flesh to make it 
  look like a variety of big carnosaurs, like the Alien Rex, Allosau-
  rus, Devilsaurus, and Tyrannosaurus Rex, just to name a few of 
  the most fearsome and common in North America. With the fake 
  dinosaur hide in place, the combat robot is indistinguishable from 
  the real beast simulated to all but an expert dinosaur hunter, who 
  might be able to spot the fake by its movements and other small 
  details. Even then, the expert needs to carefully observe the fake 
  for an extended period of time. (-35% penalty to Lore: Dinosaurs 
  and related skills that might reveal the fake.)
  The purpose of sending out these predator robots is to defend 
  the cargo herd. Since predators tail and hunt such herds, no one 
  passing by is likely to question a T-Rex or other large predator off 
  in the distance waiting to make its move on a weak animal or one 
  that strays from the herd. Moreover, long-range optic systems al-
  low the pilot of the protector robot to tail the herd from as far away 
  as a mile or two (1.6 to 3.2 km) and it may not even be noticed by 
  people passing near the herd. This is especially true in the open 
  plains, prairies and desert environments. Having a “manned” robot 
  means there is a human mind determining when the cargo herd is 
  in trouble and when to make a move.
  To maintain the deception of ordinary animals, the pilot of the 
  Mega-Rex is likely to charge onto the scene bellowing with great 
  ferocity. This is enough to scare away most travelers all by itself, 
  as few people, even heavily armed warriors, want to tangle with 
  one or more Tyrannosaurus Rex if it can be avoided. As long as the 
  
  173
  people run off, everything is cool and the faux T-Rex wanders off 
  or chases the herd until they are all likely to be out of the sight of 
  third party observers. Even then, just in case, the pilot will make it 
  look as if the T-Rex got tired and gave up the chase. The disguised 
  robot herd is programmed to run away when the fake T-Rex makes 
  an appearance, so everything works out well, and nobody is the 
  wiser.
  If the travelers are not so easily frightened, the pilot may make 
  threatening actions against them to motivate their retreat. This 
  works 95% of the time just fine. Violence is not necessary as long 
  as the unwanted observers/travelers do not follow the fleeing cargo 
  herd. And, again, the T-Rex can go lumbering away. However, if 
  the travelers attack the T-Rex robot or any of the members of the 
  cargo herd, the pilot has a few options. First, there are usually 
  2-4 Mega-Rex defenders following a herd like this. If the other 
  one or more have not made an appearance yet, this is the time. 
  While some hunters and heroes are willing to face down a single 
  T-Rex, few are willing to take on 2-4 of them. The second option 
  is to attack like a T-Rex. Sometimes stubborn travelers need that 
  extra push of feeling like their lives are in immediate danger before 
  running off. Attacking with tooth and claw usually does the trick 
  in this case. The third option is to attack with high-tech weapons 
  blaring. This usually works out very well for the protectors in the 
  Mega-Rex, as nobody is expecting energy blasts or rail gun rounds 
  pouring out of a dinosaur. This gives the pilots inside the Mega-
  Rex(s) the element of surprise and initiative. The only downside is, 
  once the pilot goes down this avenue, he (they) must kill everyone 
  in order to keep the Black Market’s dirty little secret about robot 
  dinosaurs.
  The Mega-Rex’s primary weapons are arguably its teeth and 
  Vibro-Claws, but the robot does come loaded with a number of 
  concealed weapons. The main weapon system would be its chest 
  mounted BMM-48 mini-missile launcher. To fire, the mini-mis-
  siles tear through the fake flesh on the chest between the Mega-
  Rex’s tiny arms, with the back blast of the launching mini-missiles 
  being vented though the robot and out the rear in a hellish dinosaur 
  fart of smoke and sound. Silly, perhaps, but effective, and it pre-
  vents the fake flesh from taking more than cosmetic damage that 
  can be fixed with a simple repair kit after the battle. The missile 
  launcher is backed up by a pair of laser eyes and a plasma cannon 
  located in the mouth. The weapons package is rounded out by a 
  pair of belt-fed rail guns mounted in the nostrils of the Mega-Rex. 
  When fired, the plastic disintegrating links of the rail gun rounds 
  melt and come dribbling out of the nose like gooey plastic snot. 
  Again odd, but effective, as the liquid plastic running from the 
  nose prevents it clogging up the rail guns.
  Model Type: Strategic Stealth Carnosaur Robot.
  Class: MRR-01X
  Crew: One pilot and one co-pilot or passenger; it helps to have a 
  companion on long cargo runs.
  M.D.C. by Location:
  * Concealed BMM-48 Mini-Missile Launcher – 30
  * Arms (2, small) – 80 each
  * Clawed Hands (2) – 25 each
  Legs (2) – 200 each
  Clawed, Three-Toed Feet (2) – 130 each
  ** Tail – 200
  *** Head – 200
  Reinforced Pilot’s Compartment – 100
  **** Main Body – 400
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Destroying the tail will unbalance the robot, causing a -1 
  penalty to strikes and all other combat maneuvers; reduces running 
  speed by one third and reduces leaps by half.
  *** Destroying the head of the robot eliminates all forms of 
  optical enhancement and sensory systems. The pilot must rely on 
  his own vision and senses. In addition, all combat bonuses and 
  weapons in the head are lost.
  **** Depleting the M.D.C. of the main body shuts the robot 
  down completely, rendering it useless scrap metal.
  Speed:
  Running: 80 mph (128 km) maximum; cruising speed is half.
  Leaping: The robot legs can propel the armor 30 feet (9.1 m) high 
  or across.
  Flying: Not possible.
  Underwater Capabilities: Cannot swim, but can walk along the 
  bottom of the sea or lake bed at 20 mph (32 km). Maximum Ocean 
  Depth: 1,000 feet (305 m).
  Statistical Data:
  Height: 30 feet (9.1 m) standing fully erect.
  Width: 14 feet (4.2m) at the hips, 7 foot (2.1 m) thick/wide body.
  Length: 40 feet (12.2 m) from snout to tail tip.
  Weight: 30 tons.
  Physical Strength: Robotic P.S. of 42.
  Cargo: Minimal storage space, enough for some extra clothing, 
  weapons, and a few personal items. Plus, a weapons locker with 
  room for two energy rifles, two energy pistols, two canteens and 
  enough water and food rations for two weeks.
  Power System: Nuclear; average energy life is 20 years.
  Cost: 62 million credits.
  Weapon Systems:
  1. BMM-48 Concealed Mini-Missile Launcher: A concealed 
  mini-missile launcher mounted in the dino-bot’s chest. The 
  launch tubes are covered in fake dinosaur scales.
  Primary Purpose: Assault.
  Secondary Purpose: Anti-Aircraft/Anti-Robot.
  Range: One mile (1.6 km).
  Mega-Damage: Varies with missile type. Any mini-missile can be 
  used, but it comes standard with armor piercing (1D4x10 M.D.) or 
  plasma (1D6x10 M.D.). Fragmentation (5D6 M.D.) may be used 
  for anti-personnel operations.
  Rate of Fire: One at a time or in volleys of 2, 3, 4 or 6.
  Payload: 48 mini-missiles total.
  2. Mouth Plasma Cannon (1): Concealed in the mouth of the 
  Mega-Rex is a light plasma cannon.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Assault.
  Range: 1,000 feet (305 m).
  Mega-Damage: 6D6 M.D. per blast.
  Rate of Fire: Single shot only. Each blast counts as one melee at-
  tack.
  Payload: Effectively unlimited.
  3. Eye Lasers (2): Each of the Mega-Rex’s eyes sockets contains a 
  laser for additional defense and offense capabilities.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 1,200 feet (366 m).
  
  174
  Mega-Damage: 2D6 M.D. per blast, or 4D6 M.D. for a dual, linked 
  blast.
  Rate of Fire: Each single or linked blast counts as one melee at-
  tack.
  Payload: Effectively unlimited.
  4. Nose Rail Guns (2): Mounted in the nose of the Mega-Rex are 
  a pair of light rail guns that only fire in twin linked bursts. The 
  nose rail guns are intended for self-defense and anti-personnel 
  use.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: A twin linked burst is 20 rounds from each rail gun 
  and inflicts 1D4x10+6 M.D.; can only fire bursts.
  Rate of Fire: Each burst counts as one melee attack.
  Payload: 4,000 round drum, that’s 100 twin linked bursts. Reload-
  ing a drum takes a trained Operator or Refurbisher about 10 min-
  utes; double without the right equipment.
  5. Handheld Weapons: Not applicable, the arms cannot hold 
  weapons.
  6. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat. Each hand 
  ends in Vibro-Claws, but the arms are tiny and ineffectual ex-
  cept in close combat, and even then are weak compared to the 
  powerful legs and mouth. The small arms can be used for rip-
  ping and tearing; their reach is about four feet (1.2 m). The pilot 
  uses the legs to kick and claw, the tail to slap and hit, and the 
  giant maw to bite. See Heavy Ground Robot Training on page 
  352 of Rifts® Ultimate Edition, plus the following:
  Restrained Punch/Claw Strike: 1D6 M.D.
  Full Strength Claw/Tear/Rip: 3D6 M.D.; punch is not possible.
  Power Punch/Claw Strike: Not possible.
  Kick or Rake with Foot Claws: 5D6 M.D.; 12 foot (3.6 m) 
  reach.
  Leap Kick: Not possible.
  Leaping Pounce: 1D4x10+10 M.D.; 30 foot (9.1 m) reach, ef-
  fective only against targets/victims smaller than 20 feet (6.1 
  m) tall and counts as two melee attacks. 01-85% likelihood of 
  knocking any opponent weighing less than 12 tons off its feet. 
  Victims lose initiative and two melee attacks.
  Tail Strike: 4D6 M.D.; 20 foot (6.1 m) reach, but requires turn-
  ing and pivoting the entire body.
  Head Butt: 3D6 M.D.
  Bite: 1D4x10 M.D.
  Body Block/Ram (short running start): 1D4x10 M.D. and has a 
  75% chance of knocking a truck-sized opponent over or down; 
  95% for man-size to 15 feet (4.6 m) tall opponents, motorcy-
  cles, and small cars. Victim loses initiative, one melee attack 
  and is knocked back 2D6 yards/meters (x10 for human-sized 
  targets, who also lose two melee attacks/actions unless they are 
  supernatural beings, then they only lose one attack). A body 
  block/ram counts as two melee attacks.
  Stomp: 6D6 M.D. (only against opponents 10 feet/3 m tall or 
  shorter).
  7. Sensor Systems and Features of Note: The Mega-Rex has all 
  the standard sensors of the Coalition UAR-1 Enforcer (see the 
  Rifts® Ultimate Edition rule book, page 250), plus loudspeak-
  er and a magnified, terrifying roar and bellow that sounds like 
  the real creature.
  Exotic Robot Steeds
  Since the huge success of the Bandito Arms line of robot hors-
  es, part of Bandito’s new marketing plan is to expand as far as 
  possible into every market area they can identify in North Amer-
  ica, especially the few they dominate. Since they are one of the 
  few manufacturers of robot horses, they have decided to expand 
  the market for robot steeds. This has also opened inroads to the 
  one region that always seemed to be elusive for them, the Magic 
  Zone. Practitioners of magic seem to prefer Techno-Wizard weap-
  ons over the conventional M.D. weapons available from Bandito 
  Arms. Even their normal line of robot horses has limited appeal to 
  the citizens of the Magic Zone, though more so than conventional 
  vehicles. It wasn’t until Bandito Arms came up with the idea of 
  doing Exotic Robot Steeds that they found a place in the markets 
  of the Magic Zone.
  Conventional and Exotic Robot Steeds also have a wide ap-
  peal to many other people, which has surprised the manufacturer. 
  Another surprise is that many customers do not want the cosmetic 
  features to make the robot steeds appear to look like the real ani-
  mal. At least half of their customers like the idea of riding a “ro-
  bot,” and find its mechanical appearance to be exotic and desirable. 
  Mages tend to be the exception, but Bandits, Cowboys, Cyborgs, 
  Gunslingers, Raiders, Rangers and many others often like the ro-
  bot appearance. And it trims off the comparatively minor expense 
  of the cosmetics to make it look real.
  In many cases, Bandito Arms has done nothing more than 
  to tweak and modify its existing line of robot horses with new 
  features to resemble fanciful creatures such as the Unicorn and 
  Pegasus. All Exotic Robot Steeds use the same programming and 
  features as the RH-1000 series robot horses. The RH-1000 series 
  of robot horses from Bandito Arms (Northern Gun offers identical 
  horses for 10% more) was originally developed with the adventur-
  er, gunslinger and lawman in mind, but they have proven popular 
  among a much wider demographic.
  Not only are the robot horses and Exotic Robot Steeds stron-
  ger and faster than their living counterparts, but they can be pro-
  grammed to be much more intelligent and tame. The average one 
  can follow complex commands, recognize its owner and up to 96 
  of its owner’s friends, associates and enemies, is programmed to 
  warn the rider about the approach of enemies, as well as identify 
  and warn the rider about 300 hostile life forms, including snakes, 
  lions, alien predators, and others, without being afraid itself. The 
  robot steed responds completely to the physical and voice com-
  mands of the rider, and can be programmed to respond to and obey 
  six other people of the owner’s choice. This means the robot will 
  not allow unauthorized people to ride or command it. Most robot 
  steeds are programmed to act like the genuine animal (without the 
  fear response), but for an extra 100,000 credits, it can be given 
  voice recognition and response (talks) capabilities!
  Robot horses are a favorite of Cyber-Knights, Gunslingers, and 
  heavy or oversized D-Bees and cyborgs because the robots can 
  carry much more weight without fatigue or developing back prob-
  lems. New, favorite robot steeds include the Unicorn, Pegusus and 
  Raptor.
  Special Robot Steed Features
  Items listed below are “extras” that can be purchased for one’s 
  robot steed. All prices listed are for the “basic,” robot-looking ani-
  mal.
  
  175
  ! Extra armor: Add 30% to all M.D.C. for the deluxe, armored 
  model, but also add 30% to the cost.
  ! Life-like fur, scales or skin covering with padding and fake 
  musculature, tail, mane and hoof coverings: 14,000 credits un-
  less noted otherwise.
  ! Voice recognition and response (talks): 100,000 credits.
  ! Secret compartments can be built into the upper legs and body 
  of the robot. The largest possible is approximately 12 inches 
  (0.3 m) long and six inches (0.15 m) deep. As many as eight 
  large compartments can be installed. Small compartments are 
  half the size of a cigar box or roughly the size of a video-cas-
  sette box. Two small compartments can be installed in place 
  of a large one. Cost: 1,200 for each small one, 4,000 for each 
  large. Locks cost an additional 200 credits for each. Not appli-
  cable for ‘Bots with fur. Excellent for holding small valuables, 
  pistols, grenades, flares, an extra canteen, and so on.
  Weapon Options: Weapon extras are rarely part of the basic 
  package and always cost extra. Full price applies even during sales. 
  All weapons tend to be small and unobtrusive to avoid obstructing 
  the rider (or looking too obvious).
  Chemical Spray: Built into the mouth. Basically the same as 
  the cyborg unit, only with double the payload. Cost: 45,000 credits 
  plus cost of the chemicals.
  Concealed Weapon Rod (shoulder): Concealed in the robot’s 
  shoulder. Damage and range are the same as the light laser or ion 
  blaster, depending on which is selected.
  Ion Blaster (head): 3D6 M.D. or 6D6 from a dual system. 
  Range is 800 feet (243.8 m), payload is effectively unlimited. Cost: 
  32,000 credits each. Typically built into the eyes (reduce range by 
  20%) or along the muzzle. As many as two, one on each side of the 
  muzzle, can be installed.
  Light Laser (head): 1D6 M.D. or 2D6 from a dual system. 
  Range is 1,200 feet (366 m); payload is effectively unlimited. Cost: 
  15,000 credits each. Typically built into the eyes (reduce range by 
  20%) or along the muzzle. As many as two, one on each side of the 
  muzzle (or in each eye socket), can be installed.
  Heavy Laser (head): 2D6 M.D. or 4D6 from a dual system. 
  Range is 2,000 feet (610 m), payload is effectively unlimited. Cost: 
  30,000 credits each. Typically built into the eyes (reduce range by 
  20%) or along the muzzle. As many as two, one on each side of the 
  muzzle, can be installed. Depending on the robot, sometimes the 
  weapon can be built into the mouth.
  Double-Barrel Heavy Laser (shoulder): 2D6 M.D. per single 
  shot or 4D6 damage per simultaneous double shot. Range is 2,000 
  feet (610 m), payload is effectively unlimited. Cost: 60,000 cred-
  its. A double-barrel unit can be built into each shoulder. They are 
  low profile and can be fixed forward or have an arc of fire of 30 
  degrees in all directions.
  Light Machine-Gun (head or shoulders): 1D4 M.D. per burst of 
  50 rounds, range: 2,000 feet (610 m), payload is 600 rounds (12 
  bursts). Cost: 10,000 credits. Typically built into the eyes (reduce 
  range by 20%), or along the muzzle. As many as two, one on each 
  side of the muzzle, can be installed. The feed runs up through the 
  neck.
  Mini-Missile Launchers (shoulders): As many as two small, 
  dual system launchers can be added; one on each side, or some-
  times in the chest. The small launchers fire two mini-missiles each; 
  payload is two each with manual reloading (not possible while 
  moving). Cost: 60,000 credits.
  Note: Most of the new Exotic Robot Steeds incorporate a pair 
  of small, vector thrust jump jets into their design. In the Unicorn 
  they are used to provide its power jumping and travel ability, in 
  the Seahorse they provide buoyancy to allow the robot to swim 
  through the water using its shark tail, and for the Pegasus and 
  Monster Pegasus, the jump jets carry the bulk of the robot and rid-
  er’s weight, allowing the robot to seem to fly using beating wings 
  like the real mythological animals. In reality, the wings are used to 
  glide and change direction, but they look impressive.
  In addition to the jump jets, each robot has at least one built-in 
  weapon system that enhances its use as a combat mount. Mystic 
  Knights, Cyber-Knights, Tundra Rangers, the 1st Calvary, a wide 
  range of practitioners of magic and others with a whimsical bent 
  or flair for theatrics, like the idea of riding a “mythological” beast. 
  It is interesting to note that 80% of mages prefer their robot steed 
  to look like the genuine animal and almost always acquire the cos-
  metic, life-like covering.
  Unicorn Robot Steed
  Based upon the Appaloosa robot horse chassis, the Unicorn is 
  a bit tougher than the original pony, but it is still smaller than the 
  other robot steeds. They are sturdy and reliable, with good speed 
  and carrying capacity. The Unicorn’s slight build is perfect for fe-
  male riders and small D-Bees.
  
  176
  Model Type: MRH-1001E
  Class: Light Robot Steed.
  Crew: One humanoid rider with one additional rider possible in 
  emergencies.
  M.D.C. by Location:
  * Concealed VT Hover Jets (2; on the underbelly) – 30 each
  * Vibro-Horn – 50
  Head – 100
  ** Legs (4) – 100 each
  *** Main Body – 220
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Destroying one leg hobbles the robot steed and reduce speed 
  and leaping distance and height by 30%.
  *** Depleting the M.D.C. of the main body shuts the robot 
  down completely and renders it useless.
  Speed:
  Running: Maximum speed of 75 mph (120 km).
  Leaping: 10 feet (3 m) high and 20 feet (6.1 m) lengthwise, with 
  a running start. A vector thruster jet-assisted leap can propel the 
  unit up to 60 feet (18.3 m) high and 200 feet (61 m) across without 
  actually attaining flight.
  Power Jumping and Travel: The powerful jump jet thrusters en-
  able the Unicorn to leap great heights and distances. By leaping, 
  landing, continuing to run a few dozen yards/meters, and power 
  leaping again, the Unicorn can attain and maintain an impressive 
  ground speed of 100 mph (160 km), even through desert scrub and 
  light forests. Jump-travel is NOT possible traveling through dense 
  forests and vegetation. The rider must keep a tight hold during 
  each landing and leap to ensure he or she stays in the saddle, and 
  body armor with saddle clamps is recommended when riding the 
  Unicorn.
  Directional control is excellent. The capabilities of the jump 
  jet thrusters allow the pilot to slow down and change direction or 
  trajectory, as well as slow descents so that the robot steed lands on 
  its feet with minimal impact. It can NOT hover or fly. Moreover, 
  having to suddenly engage the jump jet thrusters in mid-leap to 
  avoid a collision or bad landing will slow one’s speed, causes the 
  rider to lose one melee attack/action and makes the steed and its 
  rider an easier target for attack. Likewise, crashing through the 
  underbrush makes a lot of noise, alerting predators and the enemy 
  to one’s presence, and reduces the rider’s vision and awareness (-3 
  on Perception Rolls and initiative, -1 to strike, parry, and dodge 
  due to obscured vision and rate of travel).
  Flying: Not possible. The vector thruster jets are there to aid in 
  leaping and for power jumping travel.
  Underwater Capabilities: The robot can function in/under water, 
  able to walk along the bottom of the sea at about 20% its normal 
  running speed, or swim at a speed of 3 mph (4.8 km or 2.6 knots). 
  Maximum Depth is 500 feet (152.4 m).
  Statistical Data:
  Height: Usually about 13.2 hands (or 4 feet, 4 inches/1.34 m) at 
  the shoulders.
  Width: 2.6 feet (0.8 m).
  Length: Approximately 6.6 feet (roughly 2 m).
  Weight: 800 lbs (360 kg).
  Color of Hide: The Unicorn generally comes in pure white or pure 
  black, but other colors are available on demand, including an iri-
  descent white-silver and gold. The mane can also range in color 
  from red, yellow and gold, to blue, green, violet, black and white.
  Attributes of Note: Robotic P.S. of 26, P.P. 20, P.B. 10 (15 with 
  hide), Spd 110; equivalent I.Q. 9.
  Power System: Nuclear, average life of 15 years.
  Cargo: Can carry one rider and one companion (if both are roughly 
  human-size, otherwise space may be tight for the companion rider, 
  and this second seat is never comfortable for long periods; an hour 
  or more), up to 1,000 pounds (450 kg). The robot horse can pull 
  up to two tons!
  Cost: 3 million; a fake fur hide costs an extra 25,000 credits.
  Weapon Systems:
  1. Silver-Coated Vibro-Horn: The primary melee combat weap-
  on of the Unicorn, the silver-coating means that they are equal-
  ly effective against werewolves, vampires and other creatures 
  vulnerable to silver.
  Primary Purpose: Assault.
  Secondary Purpose: Defense.
  Range: Melee combat only, with a 2½ to 3 foot blade (0.76 to 0.9 
  m) length.
  Mega-Damage: 2D6 M.D. per strike.
  Attacks per Melee Round: Equal to the number of attacks of the 
  pilot.
  2. Other Weapon Systems: Optional. The purchaser can acquire 
  a couple of additional built-in weapons for his steed, but each 
  has an additional cost.
  3. Combat Notes:
  Attacks per Melee Round: Three without a pilot controlling the 
  steed.
  Bonuses: +2 on initiative, +1 to strike and parry in melee combat, 
  +3 to dodge when running (increase to +5 when jumping) and +2 
  to roll with impact.
  Mega-Damage:
  Restrained Hoof Strike: 1D4 M.D.
  Full Hoof Strike: 1D6 M.D.
  Kicks: 2D4 M.D.
  Rear Kick/Power Kick: 2D6 M.D.
  Stomp or Bite: 1D4 M.D.
  Running Body Block: 1D4 M.D.
  Pegasus Robot Steed
  Designed to look like the regal, flying horse of myth, the Pega-
  sus Robot Steed is as beautiful as the real breed; tall, sleek, and 
  graceful, with long, thin (but powerful) legs. This robot steed is 
  normally treated with synthetic fur, skin and musculature which 
  gives it the look of the real creature. The Pegasus has the same 
  upgraded skill program as the Arabian. The Pegasus is easily the 
  fastest flier of the steeds.
  Model Type: MRH-1003G
  Class: Medium Robot Steed.
  Crew: One humanoid rider with one additional rider possible in 
  emergencies.
  M.D.C. by Location:
  * Concealed VT Hover Jets (4; on the underbelly) – 20 each
  Head – 100
  ** Wings (2) – 120 each
  *** Legs (4) – 90 each
  **** Main Body – 240
  
  177
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Destroying a wing or one of the vector thrust hover jets will 
  force the robot to hover down to a clumsy landing, as forward 
  flight is no longer possible. If the robot loses both wings or two 
  jets (or one of each) it crashes to the ground immediately and takes 
  5D6 M.D.
  *** Destroying one leg hobbles the robot steed and reduces 
  speed and leaping distance and height by 30%.
  **** Depleting the M.D.C. of the main body shut the robot 
  down completely and renders it useless.
  Speed:
  Running: Maximum speed of 120 mph (192 km).
  Leaping: 20 feet (9 m) high and 50 feet (15.2 m) lengthwise, with 
  a running start. A vector thruster hover jet assisted leap can propel 
  the unit up to 150 feet (45.7 m) high and 300 feet (91.5 m) across 
  without actually attaining flight.
  Flying: The vector thrust hover system and wings enable the robot-
  steed to hover stationary up to 400 feet (122 m) and fly. Maximum 
  flying speed is 150 mph (240 km). Maximum altitude is 600 feet 
  (183 m), double in a strong wind or when leaping into the air from 
  a cliff or rooftop. Can dive from heights as great as 10,000 feet 
  (3,048 m) and glide downward to a 1,200 foot (366 m) flight level 
  or land safely!
  Flying Range: The nuclear power system gives the unit 10 years of 
  life, but the vector thrust hover jets that keep the robo-steed in the 
  air do need to be cooled down after 24 hours of constant or near 
  constant flight.
  Underwater Capabilities: The robot does not function well in or 
  under water. It is able to walk along the bottom of the sea at about 
  10% its normal running speed, or swim at a speed of 3 mph (4.8 
  km or 2.6 knots). Maximum Depth is 500 feet (152.4 m).
  Statistical Data:
  Height: Usually about 15 hands (or 5 feet/1.5 m) at the shoulders.
  Width: 3 feet (0.9 m); with a wing span of 18 feet (5.5 m).
  Length: Approximately 9 feet (2.7 m).
  Weight: 1,800 lbs (810 kg).
  Color of Hide: A solid body color, with dark brown, light brown/
  tan, white and black available, but the latter two are the most popu-
  lar colors. Some prefer the steed to have “stockings,” a different 
  color, on the lower legs, and/or a color marking (usually white) on 
  the top of the head, but other colors are available on demand. The 
  realistic looking, feathered wings are normally the same color as 
  the steed, but they may come in any natural color available in real 
  bird wings, including red and blue.
  Attributes of Note: Robot P.S. 28, P.P. 22, P.B. 11 (17 with hide), 
  Spd 180; equivalent I.Q. 9.
  Power System: Nuclear, average life of 10 years.
  Cargo: Can carry one rider and one companion (if both are roughly 
  human-size, otherwise space may be tight for the companion rider, 
  and this second seat is never comfortable for long periods; an hour 
  or more), up to 1,200 pounds (540 kg). The robot horse can pull 
  up to four tons!
  Cost: 8.2 million; a fake fur hide costs an extra 25,000 credits and 
  wings, covered in real feathers cost an extra 50,000 credits.
  Weapon Systems:
  1. Eye Lasers (2): Each of the Pegasus’s eyes is actually a light 
  laser designed to be the robot’s primary weapon system.
  Primary Purpose: Assault.
  Secondary Purpose: Defense.
  Range: 1,200 feet (366 m).
  Mega-Damage: 1D6 M.D. per single eye blast or 2D6 M.D. for a 
  dual linked blast.
  Rate of Fire: Each single or dual blast counts as one melee attack.
  Payload: Effectively unlimited.
  2. Other Weapon Systems: Optional. The purchaser can acquire 
  a couple of additional built-in weapons for his steed, but each 
  has an additional cost.
  3. Combat Notes:
  Attacks per Melee Round: Three without a pilot controlling the 
  steed.
  Bonuses: +3 on initiative, +2 to strike and parry in melee combat, 
  +5 to dodge when running (increase to +7 when flying) and +2 to 
  roll with impact.
  Mega-Damage:
  Restrained Hoof Strike: 1D4 M.D.
  Full Hoof Strike: 1D6 M.D.
  Kicks: 2D4 M.D.
  Rear Kick/Power Kick: 2D6 M.D.
  Stomp or Bite: 1D4 M.D.
  Running or Flying Body Block: 1D6 M.D.
  
  178
  Monster Pegasus
  Robot Steed
  This robot steed is black or charcoal gray with a flowing black 
  mane, red eyes, large bat-like wings, a serpent’s or dragon’s tail 
  that ends with a Vibro-Blade, and taloned feet like those of an 
  eagle. A pair of horns sits atop its head. In fact, some might con-
  sider it a demonic version of a Pegasus. The Monster Pegasus can 
  breathe “fire” (a plasma cannon), as well as slash with the Vibro-
  Claw talons on all four feet. This makes the Monster Pegasus a 
  great combat mount. They are tough and reliable, with good speed 
  and cargo capacity.
  The Monster Pegasus and Pegasus robot steeds are able to fly 
  because they have concealed vector thrust hover jets mounted on 
  their underbellies, between the pairs of fore and rear legs. But the 
  robots actually fly by flapping their wings just like the real crea-
  tures, the hover jets just hold up the weight of the robot and rider.
  Also Known As: Dark Pegasus
  Model Type: MRH-1002F
  Class: Heavy Robot Steed.
  Crew: One humanoid rider with one additional rider possible in 
  emergencies.
  M.D.C. by Location:
  * Concealed VT Hover Jets (4; on the underbelly) – 20 each
  Head – 120
  Serpent Tail – 90
  * Tail Vibro-Blade – 30
  ** Wings (2) – 120 each
  *** Legs (4) – 120 each
  **** Main Body – 300
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Destroying a wing or one of the vector thrust hover jets will 
  force the robot to hover down to a clumsy landing, as forward 
  flight is no longer possible. If the robot loses both wings or two 
  jets (or one of each) it crashes to the ground immediately and takes 
  5D6 M.D.
  *** Destroying one leg hobbles the robot steed and reduce 
  speed and leaping distance and height by 30%.
  **** Depleting the M.D.C. of the main body shuts the robot 
  down completely and renders it useless.
  Speed:
  Running: Maximum speed of 100 mph (160 km).
  Leaping: 15 feet (4.6 m) high and 40 feet (12.2 m) lengthwise, with 
  a running start. A vector thruster hover jet-assisted leap can propel 
  the unit up to 110 feet (33.5 m) high and 200 feet (61 m) across 
  without actually attaining flight.
  Flying: The vector thrust hover system and wings enable the robot-
  steed to hover stationary up to 400 feet (122 m) and fly. Maximum 
  flying speed is 110 mph (176 km). Maximum altitude is 600 feet 
  (183 m), double in a strong wind or when leaping into the air from 
  a cliff or rooftop. Can dive from heights as great as 10,000 feet 
  (3,048 m) and glide downward to a 1,200 foot (366 m) flight level 
  or land safely!
  Flying Range: The nuclear power system gives the unit 10 years of 
  life, but the vector thrust hover jets that keep the robo-steed in the 
  air do need to be cooled down after 24 hours of constant or near 
  constant flight.
  
  179
  Underwater Capabilities: The robot does not function well in or 
  under water. It is able to walk along the bottom of the sea at about 
  10% its normal running speed, or swim at a speed of 6 mph (9.6 
  km or 5.2 knots) using its serpent tail as a rudder and locomotion. 
  Maximum Depth is 500 feet (152.4 m).
  Statistical Data:
  Height: Usually about 15 hands (or 5 feet/1.5 m) at the shoulders.
  Width: 3 feet (0.9 m); with a wingspan of 16 feet (4.9 m).
  Length: Approximately 8 feet (2.4 m) in length, with a 4 foot (1.2 
  m) long, serpentine tail.
  Weight: 2,000 lbs (900 kg).
  Color of Hide: The Monster Pegasus comes in various shades of 
  black, deep red, and dark green; solid color with highlights on 
  lower legs, and golden feet with silver claws. The realistic looking 
  leathery wings are dark brown, dark grey, black, alizarin crimson 
  or green.
  Attributes of Note: Robot P.S. 28, P.P. 20, P.B. 9 (14 with hide), 
  Spd 148; equivalent I.Q. 9.
  Power System: Nuclear, average life of 10 years.
  Cargo: Can carry one rider and one companion (if both are roughly 
  human-size, otherwise space may be tight for the companion rider, 
  and this second seat is never comfortable for long periods; an hour 
  or more), up to 1,400 pounds (630 kg). The robot horse can pull 
  up to four tons!
  Cost: 9.6 million; a fake fur or leathery hide costs an extra 25,000 
  credits; comes with leathery-looking wings.
  Weapon Systems:
  1. Eye Lasers (2): Each of the Dark Pegasus’s eyes is actually a 
  laser designed to be the robot’s primary weapon system.
  Primary Purpose: Assault.
  Secondary Purpose: Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 2D6 M.D. per blast, or 4D6 M.D. for a dual, linked 
  blast.
  Rate of Fire: Each single or dual blast counts as one melee attack.
  Payload: Effectively unlimited.
  2. Mouth Plasma Cannon: Concealed in the mouth of the Mon-
  ster Pegasus is a light plasma cannon that has been firmly throt-
  tled open so that plasma comes out in a weak, dribbling spray to 
  simulate the dragon-like breath of the real animal.
  Primary Purpose: Anti-Armor.
  Secondary Purpose: Assault.
  Range: 100 feet (30.5 m).
  Mega-Damage: 4D6 M.D. per blast.
  Rate of Fire: Single shot only. Each blast counts as one melee at-
  tack.
  Payload: Effectively unlimited.
  3. Vibro-Blade Tail: The tail of the Monster Pegasus is prehensile 
  enough to slash up, down, and sideways to cut opponents.
  Primary Purpose: Aerial Assault, slashing at it flies by.
  Secondary Purpose: Defense.
  Range: 10 feet (3 m).
  Mega-Damage: 2D6 M.D. per strike.
  4. Vibro-Blade Talons: Each foot ends in a wicked, four-toed 
  talon.
  Primary Purpose: Aerial and Ground Assault, slashing as it flies by 
  or as it rears up or kicks.
  Secondary Purpose: Defense.
  Range: 6 feet (1.8 m).
  Mega-Damage: 3D4+3 M.D. per strike.
  5. Combat Notes:
  Attacks per Melee Round: Four.
  Bonuses: +2 on initiative, +2 to strike and parry in melee combat, 
  +1 to strike with ranged weapons, +3 to dodge when running (in-
  crease to +5 when flying), and +2 to roll with impact.
  Mega-Damage:
  Restrained Hoof Strike: 1D4 M.D.
  Full Hoof Strike: 1D6 M.D. + Vibro-Blade damage if so de-
  sired.
  Headbutt with Horns: 2D6 M.D.
  Kicks: 2D4 M.D. + Vibro-Blade damage if so desired.
  Rear Kick/Power Kick: 2D6 M.D. + Vibro-Blade damage if so 
  desired.
  Stomp or Bite: 1D4 M.D.
  Running or Flying Body Block: 1D6 M.D.
  Seahorse Robot Steed
  The Seahorse is Bandito Arms’ most ambitious and unusual 
  robot steed: a Seahorse with land and water capabilities. It has a 
  stocky build, thick front and rear legs, extra armor and the basic 
  shape of a Clydesdale, but with the addition of a large, shark-like 
  tail. The rear legs of the Seahorse fold up and under its mechani-
  cal, shark-like tail for swimming, and on land the shark tail can 
  stick back like the tail of a T-Rex, or can be held up and over the 
  rider much like a scorpion holds its tail up and out of the way. It is 
  designed for amphibious operations and aquatic use.
  Model Type: MRH-1004H
  Class: Heavy Robot Steed.
  Crew: One humanoid rider with one additional rider possible in 
  emergencies.
  M.D.C. by Location:
  * Concealed VT Hover Jets (4; on the underbelly) – 20 each
  Head – 120
  ** Front Legs (2) – 180 each
  ** Rear Legs (2) – 150 each
  *** Shark Tail – 250
  **** Main Body – 380
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Destroying one leg hobbles the robot steed on land and re-
  duces speed and leaping distance and height by 30%.
  *** Eliminating the shark-like tail will reduce the Seahorse’s 
  swimming speed to just 3 mph (4.8 km or 2.6 knots).
  **** Depleting the M.D.C. of the main body shuts the robot 
  down completely and renders it useless.
  Speed:
  Running: Maximum speed of 75 mph (120 km).
  Leaping: 15 feet (4.6 m) high and 40 feet (12.2 m) lengthwise, 
  with a running start. A vector thruster jet-assisted leap can propel 
  the unit up to 80 feet (24.3 m) high and 100 feet (30.5 m) across 
  without actually attaining flight.
  Flying: Not possible; the vector thrusters are there to aid in leaping 
  and to help propel the Seahorse in the water.
  Underwater Capabilities: The robot can function in and under wa-
  ter, able to walk along the bottom of the sea at about 25% its nor-
  mal running speed, or swim at a speed of 45 mph (72 km) by using 
  its shark-like tail as a rudder and means of locomotion augmented 
  
  180
  by the thrusters to propel it through the water; 35 mph (56 km) on 
  the surface of the water. Maximum Ocean Depth: Two miles (3.2 
  km), but the rider will need power armor or other means to survive 
  such depths. For emergencies, there is a rebreather apparatus and 
  dive mask located at the base of the Seahorse’s neck, and provides 
  six hours of breathable air.
  Statistical Data:
  Height: Usually about 16 hands (or 5.4 feet/1.6 m) at the shoulders.
  Width: 3.8 feet (1.1 m).
  Length: Approximately 10 feet (3 m) in length, with a 6 foot (1.8 
  m) long, shark-like tail.
  Weight: 3,000 lbs (1350 kg).
  Color of Hide: Various shades of silver, grey and green; may be 
  speckled or striped along the body and tail.
  Attributes of Note: Robot P.S. 30, P.P. 20, P.B. 9 (14 with hide), 
  Spd 110; equivalent I.Q. 9.
  Power System: Nuclear, average life of 10 years.
  Cargo: Can carry one rider and one companion (if both are roughly 
  human-size, otherwise space may be tight for the companion rider, 
  and this second seat is never comfortable for long periods; an hour 
  or more), up to 2,000 pounds (900 kg). The robot horse can pull up 
  to five tons on land, and eight tons on the surface of water.
  Cost: 12.2 million; a fake hide with fish-like scales along the body 
  and tail costs an extra 45,000 credits.
  Weapon Systems:
  1. Blue-Green Eye Lasers (2): Each of the Seahorse’s eyes is 
  actually a blue-green laser designed to be the robot’s primary 
  weapon system and is useable underwater, as well as on land.
  Primary Purpose: Assault.
  Secondary Purpose: Defense.
  Range: 2,000 feet (610 m).
  Mega-Damage: 2D6 M.D. per single blast or 4D6 M.D. for a dual, 
  linked blast.
  Rate of Fire: Each single or dual blast counts as one melee attack.
  Payload: Effectively unlimited.
  2. Tail Swat: The tail of the Seahorse is prehensile enough to slash 
  up, down, and sideways to strike an opponent. The end of the 
  tail is a long, wide M.D.C. plate.
  Primary Purpose: Aquatic Assault, slashing as it swims by.
  Secondary Purpose: Defense.
  Range: 10 feet (3 m).
  Mega-Damage: 3D6 M.D. per strike on land, 2D6 M.D. underwa-
  ter.
  3. Combat Notes:
  Attacks per Melee Round: Four.
  Bonuses: +2 on initiative, +2 to strike and parry in melee combat, 
  +1 to strike with ranged weapons, +3 to dodge when running or 
  swimming, and +2 to roll with impact.
  Mega-Damage:
  Restrained Hoof Strike: 1D4 M.D.
  Full Hoof Strike: 2D6 M.D.
  Rear Kick/Power Kick: 4D6 M.D.
  Stomp or Bite: 1D6 M.D.
  Running or Swimming Body Block: 2D4 M.D.
  
  181
  Raptor Robot Steed
  This is another departure from the traditional horse and similar 
  riding animals, and it has been a huge success. It seems to be espe-
  cially popular in the Pecos Empire and the New West. The Raptor 
  steed can be clothed in fake dinosaur musculature, skin and scales 
  to make it look like a real dinosaur, but many (68%) prefer it in its 
  robot form. Bandits and Raiders insist it is even scarier in robot ap-
  pearance than as an animal. Really, no kidding. The Bandito Arms 
  Velociraptor, depicted here, is given some additional plate cover-
  ing for those who want to ride it robot-style (see illustration of the 
  Grackle Tooth making a hasty getaway, on page one). Of course, 
  with the fake dinosaur hide in place it is indistinguishable from the 
  real thing to all but a trained paleontologist or an expert dinosaur 
  hunter, who might be able to spot the fake by its movements and 
  other small details.
  The Raptor steed’s main armaments are undoubtedly its scythe-
  like Vibro-Claws on its feet, and small Vibro-Claws on the hands 
  of its forelimbs. A bite can inflict some hefty damage as well. Eye 
  lasers provide additional firepower and long-range capabilities.
  Model Type: MRH-5100D
  Class: Heavy Combat Robot Steed.
  Crew: One humanoid rider with one additional rider possible in 
  emergencies.
  M.D.C. by Location:
  Head – 120
  * Arms (2) – 40 each
  ** Legs (2) – 135 each
  *** Tail – 90
  **** Main Body – 290
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Destroying one leg hobbles the robot steed and reduces 
  speed and leaping distance by 75%!
  *** Destroying the tail makes the steed less balanced and im-
  pairs movement. Reduce running speed and leaping distances by 
  one third, and reduce combat bonuses by half, round down.
  **** Depleting the M.D.C. of the main body shuts the robot 
  down completely and renders it useless.
  Speed:
  Running: Maximum speed of 75 mph (120 km).
  Leaping: 15 feet (4.6 m) high and 20 feet (9 m) lengthwise, with a run-
  ning start. Note: The Raptor steed does not have vector thruster jets.
  Flying: Not possible.
  Underwater Capabilities: The robot can function in/under water, 
  able to walk along the bottom at 20% its normal running speed, or 
  swim at a speed of 5 mph (8 km or 4 knots). Maximum Depth is 
  500 feet (152.4 m).
  Statistical Data:
  Height: Stands 10 feet (3.0 m) tall fully erect.
  Width: 5 feet (1.5 m) at the hips.
  Length: 10 feet (3 m) long from snout to rump; 20 feet (6.1 m) long 
  from snout to tail tip.
  Weight: One ton.
  Physical Strength: Equal to a Robotic P.S. of 28.
  Power System: Nuclear; average energy life is 10 years.
  Cost: 15-20 million credits; varies with regional demand.
  Weapon Systems:
  1. Eye Lasers (2): Each of the Raptor’s eyes has a light laser 
  weapon for ranged attacks. For an additional 45,000 credits, the 
  
  182
  light lasers can be upgraded to do double the damage listed be-
  low with a range of 2,000 feet (610 m).
  Primary Purpose: Defense.
  Secondary Purpose: Anti-Personnel.
  Range: 1,200 feet (366 m).
  Mega-Damage: 1D6 M.D. per blast, or 2D6 M.D. for a dual, linked 
  blast.
  Rate of Fire: Each single or linked blast counts as one melee at-
  tack.
  Payload: Effectively unlimited.
  2. Vibro-Blade Talons, Feet (2): Each foot ends in a wicked, 
  three-toed talon.
  Primary Purpose: Assault, slashing and tearing at enemy armor 
  and via kicks.
  Secondary Purpose: Defense.
  Range: 6 feet (1.8 m).
  Mega-Damage: 3D6+6 M.D. per strike, which takes into consider-
  ation the Robot P.S.
  3. Vibro-Blade Claw, Hands (2): Each arm ends in a wicked, 
  three-fingered talon.
  Primary Purpose: Assault, slashing and tearing at opponents and 
  armor.
  Secondary Purpose: Defense.
  Range: 3 feet (0.9 m).
  Mega-Damage: 2D4+6 M.D. per strike, which takes into consider-
  ation the Robot P.S.
  4. Biting Jaws: The mouth is lined with small, sharp teeth, and 
  when combined with Robot P.S., can do some serious damage.
  Primary Purpose: Assault.
  Secondary Purpose: Defense.
  Range: Close Combat.
  Mega-Damage: 2D6+3 M.D. per bite.
  5. Mouth Ion Cannon (1), Option: A short-range, ion cannon 
  can be built inside the mouth of the Raptor steed but impairs 
  any vocal capabilities that might be desired (it cannot talk and 
  growls and shrieks are a bit muffled). Costs 30,000 credits to 
  install.
  Primary Purpose: Anti-Armor/Anti-Robot.
  Secondary Purpose: Defense.
  Range: 500 feet (152 m).
  Mega-Damage: 4D6+2 M.D. per blast.
  Rate of Fire: Single shot; each blast counts as one melee attack.
  Payload: Effectively unlimited.
  6. Combat Notes:
  Attacks per Melee Round: Four.
  Bonuses: +3 on initiative, +3 to strike, +1 to parry in melee com-
  bat, +1 to strike with ranged weapons, +3 to dodge when running, 
  and +1 to roll with impact.
  Mega-Damage:
  Restrained Punch, Head Butt or Kick: 1D6 M.D.
  Full Strength Head Butt: 2D6 M.D.
  Bite: 2D6+2 M.D.
  Kicks: 2D4 M.D. without slashing Vibro-Blade claws.
  Leap Kick: 2D6+2 M.D. without Vibro-Blades.
  Leap Kick with Vibro-Blades: 3D6+6 M.D.; takes into consid-
  eration the Robot P.S. damage.
  Stomp: 1D4 M.D.
  Running Body Block: 1D6+2 M.D.
  Tail Slash: Not possible.
  Magic Contraband
  By Matthew Clements.
  Additional text & ideas by Kevin Siembieda
  The following magic items, drugs, Techno-Wizard (TW) items 
  and war machines are primarily offered by the Immaterial Hand 
  Faction. Though other Black Market Factions and outlets may of-
  fer some of these and other magic items, the Immaterial Hand has 
  a stranglehold on the magic sector of the underground market. A 
  whopping 80% of magic items sold via the Black Market are pro-
  vided by the Immaterial Hand.
  Magic Drugs
  Rifts Earth is a melting pot of different species, a crossroads 
  of worlds and dimensions. Travelers bring with them an almost 
  unlimited assortment of plants and animals, foodstuffs and medi-
  cines, some of which have very strange effects on other D-Bees 
  and humans. Sometimes, especially with magic substances, the in-
  tended effect will be the same upon the user regardless of species. 
  Other times, a simple medicine to one species may be a poison 
  to another, or a potent hallucinogen, or a staple food. Over time, 
  some of the most notorious effects have been discovered and iso-
  lated, and various alien drugs have become popular in Rifts North 
  America.
  Remember, the duration of the bonuses, penalties and emotions 
  – good and bad – cannot be shortened or turned off. Once a drug 
  is taken, the user is stuck with the effects and consequences for the 
  full duration.
  Elementum
  Elementum is a series of four different magical drugs, each one 
  tailored to a specific type of Elemental Magic. Each element has 
  very different properties, and can produce random Warlock spells 
  as a side effect. Elementum is sold as a brightly colored, powdery 
  or leafy substance, yellow for air, green for earth, red for fire and 
  blue for water. It is smoked like tobacco, and makes vivid clouds 
  of the corresponding color when exhaled.
  Each type of Elementum has a different range of magical side 
  effects. For game purposes, consider each instance of the side ef-
  fect as a single casting of the corresponding spell named, at first 
  level strength and with no bonuses. Three spells are listed for each 
  Elementum and they “go off” in the order they are listed or as in-
  dicated in the table. Roll 1D6 on the following table for each dose 
  of Elementum consumed. +1 to the roll for fresh/strong batches, 
  -1 for an old, stale or watered down batch. Unmodified roll for a 
  typical drug off the shelf.
  Here’s how the + or – works: If +1 is the case and a 3 was 
  rolled, +1 makes it #4, and so on. If a #6 was rolled, +1 makes it 
  7, which means all the effects of #6 with all three magic spell side 
  effects occurring, and the buzz/drug high lasts 50% longer.
  If -1 is the case and a 3 was rolled, -1 makes it #2, and six is 
  not possible. If #1 was rolled, -1 makes it 0, which means all the 
  effects of #1, but reduce the sensation by two-thirds.
  1. Weak buzz, reduce duration of the sensation by half and there 
  is NO magic spell effect.
  2. First magic spell effect only.
  3. Second magic spell effect only.
  
  183
  4. Third magic spell effect only.
  5. The first two of the three side effects occur, one a few min-
  utes after the other. Both times the effect is likely to be stronger 
  than level one (roll 1D4 to determine the level of potency).
  6. All three side effects occur in random order 1D4 minutes 
  apart at level 1D4+1 potency. The user does not know which side 
  effect to expect next.
  Duration of Magic Spells: As per the usual effect of the spell.
  Duration of the Drug High (Bonuses and Penalties): 4D6+12 
  minutes unless stated otherwise.
  Cost: Elementum typically sells for about 200-400 credits per 
  “dose.” The price can be up to twice as much for a well enchanted 
  or particularly fresh and potent batch.
  Elementum Air. Air creates an energetic, talkative condition 
  in the user who feels alert, energetic and sharp. Bonuses: +1 to 
  Perception Rolls, +1 on initiative, +1 to dodge, and +2% on skill 
  performance. Penalties: Feels antsy, nervous and cannot sleep or 
  remain still; becomes a bit claustrophobic when confined indoors 
  in rooms that are smaller than 400 square feet (37 sq m), which 
  makes him -2 on Perception Rolls and initiative, -2 to dodge, 
  and -5% on skill performance while in confined areas, unless it 
  involves an effort to leave. Penalties and bonuses last for the du-
  ration of the drug high. Spell Side Effects: Silence, Create Mild 
  Wind, Cloak of Darkness.
  Elementum Earth. Earth is calm and sleepy, but strong, pro-
  ducing a somewhat meditative state of introspective self-aware-
  ness. Users on Earth will find themselves drawn to nature, forests, 
  and animals, and become lost in deep thought and conversation. 
  They will seek respite from technology, bright lights and crowded 
  areas and often have deeply reflective experiences. Bonuses: +5% 
  on all nature related skills, +5 to P.S. attribute (temporary), +2 to 
  save vs poison and disease, and +2 to save vs Horror Factor. Penal-
  ties: -2 to Perception Rolls unless it involves nature, then it’s +2, 
  -1 on initiative, -5% on skill performance and reduce Spd by 20%. 
  Penalties and bonuses last for the duration of the drug high. Spell 
  Side Effects: Chameleon, Dowsing, Grow Plants.
  Elementum Fire. Fire Elementum creates an inner heat and 
  burning desire. The character will want things with a deep yearn-
  ing, and the drug is reputed to double a person’s sexual prowess. 
  The character is also given to hot emotions, instilling the drug user 
  with a sense of physical power and aggression. Fire Elementum 
  makes the user bold, short-tempered and quick to action. The char-
  acter is likely to seek out action, adventure or physical contests like 
  arm wrestling, boxing, racing and tests of strength and skill. Those 
  high on Fire are much more likely to get involved in bar fights, 
  resist arrest or attempt brazen acts. Bonuses: +5% on all skills used 
  in a contest or display of prowess/ability. +1 on initiative, +1 to 
  strike and disarm, +5 to Spd attribute (temporary). Bonuses last for 
  the duration of the drug high. Penalties: -2 to Perception Rolls un-
  less it involves winning a contest, -5% on skill performance, feels 
  tired and worn out, and is -1 on all combat bonuses for 2D6x10 
  minutes after the drug high wears off. Spell Side Effects: Blinding 
  Flash, Cloud of Smoke, Fuel Flames.
  Elementum Water. Water produces a feeling of peace and se-
  renity, but has the sensation that he is moving through water and 
  his movements are slow and may mimic the kind of movement one 
  would have under water. Water Elementum also distances the user 
  from his own perceptions, making heat, cold, pain and other con-
  ditions seem far away. Users of Water Elementum are somewhat 
  tranquilized and may have difficulty holding up a conversation or 
  committing to a specific course of action. Bonuses: +3 to dodge 
  (the character just flows out of the way of danger), +2 to roll with 
  impact, +1 to save vs mind control and possession, and +4 to save 
  vs Horror Factor. Penalties: -2 to Perception Rolls and initiative, -1 
  attack per melee, -10% on skill performance and things take twice 
  as long to do, and reduce Spd by 20%. Penalties and bonuses last 
  for the duration of the drug high. Spell Side Effects: Color Water, 
  Create Fog, Swim as a Fish.
  Other Magic-Based Drugs
  Note: Taking more than one dose does NOT increase the ef-
  fects, bonuses, penalties or duration, but it will cause a severe 
  headache and make the user feel sick to his stomach and vomit for 
  the next 1D4 hours (reduce Spd and all combat bonuses by half).
  Faerie Flight. Though reputed to be made from wings plucked 
  from Faeries and Sprites, the actual drug is made from a variety 
  of different herbs imbued with magic. The powder can be snorted 
  through the nostrils, mixed with a cup of tea or other drinks or 
  baked in cookies. It creates a euphoria in which the drug user feels 
  calm, mellow, happy and positive. The world seems strangely 
  beautiful and everything will be alright. At the same time, the af-
  fected person is sluggish and believes he can fly. It is not unusual 
  to have a person under the influence of Faerie Wings to exclaim 
  something like, “Don’t worry, I’ll go get him (or it),” close his 
  eyes and strike a pose with arms out and standing on one leg as 
  if he were flying, a big grin of delight etched on his face. Some-
  times oohs and ahhs can be heard. In the drug-addled mind of the 
  individual he imagines he is flying, and the magic makes him feel 
  as if he is. This imagined flight lasts for 1D4 melee rounds unless 
  the character is physically shaken or knocked to the ground. When 
  told he was standing perched on one leg and not flying at all, the 
  typical response is, “Really? Are you sure? Because . . . it was 
  beautiful.” Or simply, “That’s weird.” And odds are he strikes a 
  pose and tries flying again.
  Drug Bonuses: The individual feels happy, friendly, calm and 
  at peace. It takes a great deal to provoke him to anger or wanting 
  to fight even if the character is normally predisposed to rage and 
  violence. +2 to save vs mind control and possession while under 
  the influence, +3 to save vs aggression and fear-based magic and 
  psionic attacks, and +3 to roll with impact.
  Drug Penalties: -3 on Perception Rolls and initiative, -15% on 
  skill performance and they take 50% longer to perform, -2 to save 
  vs happy or beautiful illusions, reduce Spd by 20%, -1 attack per 
  melee round and -1 on all combat bonuses.
  Duration: 2D6+12 minutes and works on dragons and other 
  creatures of magic, and Gargoyle and Brodkil Sub-Demons. Dura-
  tion is twice as long for Horune Pirates, Lanotaur Hunters, Loaks, 
  Greot Hunters and other reptilian D-Bees; triple duration for the 
  naturally laid-back and lazy Larmac.
  Cost: 50-100 credits per dose.
  Powercide. The dangerous drug Powercide is a magical inebri-
  ant, a pill based on the Aura of Power spell. Instead of impressing 
  the effect upon others, however, it works on the drug user, instill-
  ing him with a sense of overconfidence, strength and power.
  Bonuses: +1 on initiative, +5% to all Physical skills, and +10% 
  to charm, impress, intimidate and seduced while fueled by Pow-
  ercide.
  Penalties: People under the effects of Powercide become confi-
  dent to the point of arrogance and foolishness. They dramatically 
  overestimate their own abilities and are quick to challenge others 
  to contests, brawls and duels, and think nothing of being outnum-
  
  184
  bered. The day after taking Powercide, users are -10% on all skills 
  and -1 to save vs Horror Factor for 1D4+4 hours.
  Duration: 3D6+15 minutes on humans, Dwarves, Elves and 
  Ogres, but duration is 20% longer for most mammalian D-Bees, 
  20% shorter for reptilian D-Bees, and has no effect on plant and 
  mineral based D-Bees, supernatural beings or creatures of magic.
  Cost: 250 credits per dose.
  Sorcerin. This substance was discovered in an attempt to create 
  a drug that would allow the user to see auras. The experiment was 
  a success, but the side effects are so powerful that Sorcerin is not 
  very reliable for use in tense situations. Those under its effects can 
  definitely see the auras of the people and creatures around them, but 
  become extremely sensitive to the nature of the aural energy.
  Bonuses: Gains the See Aura ability, is +1 to dodge, +1 to save 
  vs magic and psionic attacks, and +1 to save vs possession, and can 
  recognize supernatural beings, creatures of magic, evil and practi-
  tioners of magic by their aura.
  Penalties: Reduce all bonuses and skill performance by half 
  while bedazzled by the surreal experience of seeing the life auras 
  of all living things. People under the effect of Sorcerin are impact-
  ed by the auras they see and sensations that come out of nowhere. 
  Evil auras are terrifying and can cause the user to sweat profusely, 
  suffer panic attacks or even black out. If forced to face the indi-
  vidual, the evil person has an increased Horror Factor (+3, or H.F. 
  13 if the character doesn’t normally have an H.F.) and the drug 
  user is -2 on all combat maneuvers leveled against him.
  Conversely, good auras are mesmerizing and transfixing, and 
  characters using Sorcerin feel extremely supportive and concerned 
  towards characters of good alignment, becoming unusually attached 
  and desiring to help or protect that person(s). (+1 on Perception 
  Rolls and all bonuses when used to help or protect a good person.)
  To see a demon or evil entity, or a sublime dragon or benevo-
  lent Godling while under the effects of Sorcerin is an overwhelm-
  ing and indescribable thrill capable of overloading the human cen-
  tral nervous system, causing the character to faint for 1D4 melee 
  rounds. If the source of the excitement is still present when the 
  character awakens, he must roll to save against a 13 or he pass-
  es out again for 1D4 melee rounds. Note: Because the focus of 
  this drug is the aura of living things, there is a 01-55% chance the 
  character would not recognize the physical face and appearance of 
  someone whose aura he’d know in an instant.
  Duration: The See Aura ability, bonuses and penalties last for 
  1D4x10+12 minutes, but the things the person saw while under the 
  influence, beautiful and terrifying, may last for a lifetime. Duration 
  is half for most D-Bees.
  Cost: 1,000 credits per dose.
  Wizard’s Wine. A pack of powder remaniscent of sugar, that 
  when mixed with ordinary fruit juice, turns it into wine. One dose 
  transforms 16 ounces (0.47 liters) into a good quality wine. Does 
  not work on water or alcoholic beverages. (See TW Wine Ma-
  chine, below.)
  Duration: The wine must be consumed within 3D6+50 minutes 
  or it turns back into a non-alcoholic beverage.
  Cost: 40-50 credits per dose.
  TW Wizard’s Wine Machine
  Wizard’s Wine Machine is a Techno-Wizard device manufac-
  tured within the community of New Lazlo. It is not itself a bev-
  erage or a drug. Instead, Wizard’s Wine Machines are similar to 
  coffee-makers or beverage dispensers, except that they have been 
  enchanted with the Water to Wine spell. When filled and activated, 
  the wine-maker transforms perfectly normal water into a fairly 
  good quality wine. It’s certainly not the best wine possible, but 
  definitely enjoyable. There are different devices to make red wine, 
  white wine and a bubbling champagne, and the Techno-Wizards 
  and wine experts at Wizard’s Wine are hard at work trying to syn-
  thesize more specific tastes. The machines are extremely popular 
  in communities of magic like New Lazlo, Lazlo and the Federation 
  of Magic, but have recently been the subject of an expose within 
  the Coalition media and are being watched for by the ISS and car-
  go inspectors. P.P.E. Cost to Activate: Only six P.P.E. points are 
  required to activate the enchanted mechanism to make enough for 
  six glasses of wine (8 ounces/0.236 liters per glass). Cost: Average 
  price is 10,000 credits per unit for wine-makers, and 15,000 credits 
  for champagne-makers.
  TW Power Armor
  Mirage Power Armor
  The Mirage is a light power armor designed for stealth, espio-
  nage and reconnaissance. It has no built-in weapon systems, but it 
  is light and slim enough to use any man-sized weapons. Further-
  more, the power armor does augment its wearer, provides M.D.C. 
  protection and has a number of magic spells that can be activated 
  through the armor to help it in its stealth role.
  Mirage Espionage Power Armor
  Model Type: TW Mirage
  Class: Techno-Wizard Strategic Armored Military Stealth Suit.
  Crew: One pilot.
  M.D.C. by Location:
  * Head – 70
  Arms (2) – 45 each
  Legs (2) – 65 each
  Armor of Ithan – 50
  ** Main Body – 200
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Depleting the M.D.C. of the main body shuts the armor 
  down completely, making it useless.
  Speed:
  Running: 30 mph (48 km) maximum, but only for 60 minute in-
  tervals, five times a day. Double speed and duration when on a ley 
  line. Due to the magic infused into the Mirage, the act of running 
  or fighting does not begin to tire its operator till after six hours of 
  use. At that point the pilot begins to feel the effects of fatigue, but 
  only at 10% of the usual rate.
  Leaping: The robot legs and magic enable the wearer to leap up to 
  15 feet (4.6 m) high and 30 feet (9.1 m) across.
  Silent Movement: When moving slower than, Spd attribute of 22 
  (15 mph/24 km!), the Mirage power armor makes NO NOISE. No 
  footsteps, clicks, or clunks. +15% to Prowl skill.
  Climb: Magic and built-in features enable the Mirage to climb any 
  porous surface, including concrete walls, most steel beams, and 
  similar, but he cannot hang upside down from a ceiling and he 
  
  185
  must continue to climb. Stopping for more than four melee rounds 
  (one minute) causes the armor to lose its grip and fall. Climbing 
  speed is at the character’s normal running speed.
  Flying: Not possible, under its own power, but can use a jet pack 
  or pilot vehicles.
  Underwater Capabilities: As per Swim as the Fish spell for 30 min-
  ute intervals, five times a day. Double speed and duration when on 
  a ley line. Swimming speed is 30 mph (48 km) maximum at depths 
  up to one mile (1.6 km). The act of swimming does NOT tire its 
  operator.
  Statistical Data:
  Height: 7 feet (2.1 m).
  Width: 2.5 feet (0.76 m).
  Length: 2 feet (0.6 m).
  Weight: 140 lbs (63 kg).
  Physical Strength: Supernatural P.S. of 20.
  Cargo: None, only what can be carried.
  Power System: P.P.E. battery. Has a 100 P.P.E. point reserve to 
  activate weapons and features. The pilot can also use his or her 
  own P.P.E./I.S.P. to power the armor’s TW equipment.
  Cost: 1.3 to 2 million credits. Not normally available on the Black 
  Market. The Immaterial Hand has only crafted a hundred or so, 
  and so far, have sold most of them to fellow Black Marketeers.
  Weapon Systems:
  1. Handheld Weapons: Any man-sized and cyborg weapons are 
  suitable for use by this power armor.
  2. Armor of Ithan: A small device produces the Armor of Ithan 
  enchantment to provide an additional 50 M.D.C. The effect 
  lasts for five minutes or until the M.D.C. is destroyed, which-
  ever comes first. Requires 10 P.P.E. from the suit’s battery.
  3. Other Magic (P.P.E. cost in parentheses): The following 
  spells can be cast by the pilot via the Mirage. The P.P.E. for 
  them can be drawn from the power armor’s P.P.E. battery or 
  channeled from the pilot’s own P.P.E. reserve (assuming he has 
  sufficient P.P.E.). Note: Practitioners of Magic cannot cast their 
  own spells while inside the Mirage as being enclosed by the 
  power armor prevents their use of magic. They can only cast the 
  spells imbued within the TW power armor when it was created.
  Spells of the Mirage: In this case, all the spells are designed for 
  stealth, espionage and reconnaissance. All are cast at 5th level 
  potency. Armor of Ithan (10), Chameleon (6), Cloak of Dark-
  ness (6), Escape (8), Multiple Image (7), Shadow Meld (10) and 
  Tongues (12).
  4. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat. See Ground 
  Based Power Armor Training on page 352 of Rifts® Ultimate 
  Edition.
  Supernatural P.S. of 20 means the armor does M.D. damage 
  in hand to hand combat.
  Restrained Punch or Kick: 3D6 S.D.C.
  Full Strength Punch: 1D6 M.D.
  Power Punch: 2D6 M.D., but counts as two attacks.
  Kick Attack: 2D4 M.D.
  5. Sensor System Note: All the normal sensors and features stan-
  dard to environmental power armor (see the Rifts® Ultimate 
  Edition rule book, page 271), plus built-in language translator 
  and depth gauge.
  
  186
  
  187
  The Ironmage
  Magically Resurrected
  TW Glitter Boy Power Armor
  The most infamous power armor on all of Rifts Earth is the 
  notorious Glitter Boy. It is the weapon of heroes and champions, 
  a shining, laser-resistant symbol of freedom and defiance against 
  both alien invaders and the overbearing Coalition States.
  The GB-10 Glitter Boy’s configuration is an ancient design cre-
  ated by the old American military to fill the role of walking tank. 
  Its Boom Gun is so devastatingly powerful that the whole suit must 
  be anchored temporarily to the ground and jet thrusters engaged to 
  compensate when it fires. And to top it off, the exterior is coated 
  with a reflective finish that cuts damage taken from laser weapons 
  in half.
  After being handed down through generations of constant war-
  fare since the Great Cataclysm, the interior of a Glitter Boy suit 
  is imprinted with the essences of many fallen champions, some 
  of whom met their end inside the suit itself. Those who can read 
  auras can see an ancient Glitter Boy armor almost as a living thing, 
  a war-torn record of victories won from the Golden Age of Hu-
  manity, to the Dark Age that came after the Coming of the Rifts, 
  to the modern day. The slain demons and wicked warriors who 
  have perished under its gun all combine to charge the exoskeleton 
  full of psychic resonance and latent P.P.E. energy. Recently manu-
  factured suits do not share the same long and storied history, and 
  register to psychics and other sensitives as nothing but spiritless 
  hunks of metal.
  The Techno-Wizard weaponsmiths of the Immaterial Hand 
  have recently discovered that very old GB-10 suits (180-315 years 
  old) are potent conductors of magic energy. A handful of the trea-
  sured artifacts were located, some damaged seemingly beyond re-
  pair, and ritually “resurrected” as enchanted war machines.
  The most skilled TW technicians and sorcerers were called in 
  for the solemn procedure. The Glitter Boys were lovingly restored 
  and carefully hand-painted with magic symbols, runes and wards. 
  Techno-Wizard devices were built-in and spell after spell was cast 
  upon the venerated suits in order to give them abilities that they 
  were never meant to have.
  The end result is the Ironmage, one of the most sophisticated 
  creations in the history of Techno-Wizardry. The Boom Gun has 
  been rebuilt into the devastating Shriek Cannon, an overwhelming 
  weapon that uses a magical shock wave of sound as its means of 
  destruction, whereas the original rail gun’s was just a sonic side ef-
  fect. Its energies can also be redirected as a Starfire machine-gun, 
  a weapon that compensates beautifully for the Shriek Cannon’s 
  slow rate of fire. The left forearm has been outfitted with a Gob-
  lin Bomb launcher capable of unleashing projectiles with a whole 
  array of magical side effects. The launcher excels at neutralizing 
  short-range opponents. Wards and runes replace the laser-resistant 
  skin to imbue the armor with various protections and close-range, 
  spell-like attacks and abilities such as See the Invisible and Sense 
  Evil. Symbols on the hands can be activated to grant magic climb-
  ing ability, and the Chameleon spell makes the Ironmage disappear 
  into the background where it stands, effectively concealed until it 
  is ready to move or attack. The Heavy Breathing invocation is used 
  for intimidation, making the menacing power armor seem to be a 
  living, armored beast.
  To increase the slow Glitter Boy’s mobility, a Ley Line Booster 
  is built into the back. Along ley lines, the Ironmage’s speed and 
  magical invocations are enhanced and the Levitation spell that is 
  normally only used to balance out the Shriek Cannon can raise the 
  Ironmage into the air up to 150 feet (45.7 m) for attacks from an 
  elevated position.
  The human or D-Bee pilots of an Ironmage claim that pilot-
  ing the power armor even for the first time, feels like putting on 
  a comfortable set of clothes and completely natural. Many insist 
  they feel more confident and heroic inside the Ironmage, especially 
  when fighting the forces of evil, and some even claim they can hear 
  the whispers of past heroes offering advice in their ears or sending 
  them sudden flashes of insight or ideas for strategies and tactics to 
  use in combat.
  Ironmage TW Resurrected Glitter Boy
  Model Type: TW Resurrected GB-10 Power Armor.
  Class: Techno-Wizard power armor. Extremely rare.
  Crew: One pilot.
  Pilot Restrictions: The Ironmage is not believed to possess any 
  sentience, awareness or alignment of its own, despite the claims of 
  some who insist the armor is inhabited by the spirit of several to all 
  of those heroes who ever piloted it. However, only the following 
  O.C.C.s can get the power armor to function, and all must be of 
  good alignment (Scrupulous or Principled only): Glitter Boy Pi-
  lot (and variations like Free Quebec’s “Descended” and Japan’s 
  Glitter Force Trooper), Battle Magus, Controller Magus, High 
  Magus, Ley Line Walker, Mystic, Mystic Kuznya, or anyone who 
  the armor accepts and allows to pilot it! As a general rule, charac-
  ters of selfish alignments can pilot an Ironmage but get NO power 
  armor bonuses, no additional attacks per melee, and the usual dam-
  age, range and the effects of spell magic are reduced by half. Evil 
  pilots cannot get the power armor to function at all; it will not 
  move an inch nor fire a weapon. For whatever reason, an Ironmage 
  will not respond to Biomancers regardless of alignment.
  M.D.C. by Location:
  Shriek Cannon – 155
  * Head – 26
  * Hands (2) – 100 each
  Arms (2) – 250 each
  Legs (2) – 440 each
  Reinforced Pilot’s Compartment – 150
  ** Main Body – 676
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Depleting the M.D.C. of the main body will shut the armor 
  down completely, making it useless. SPECIAL: Magic Armor 
  Regeneration: Ironmage power armor and weapons “heal” from 
  damage at a rate of 1D6x10 M.D.C. per hour when on a ley line 
  (2D4x10 at a nexus) but this requires standing absolutely motion-
  less like a statue. The moment the power armor is made to take any 
  type of action whatsoever, the healing stops. No healing is possible 
  when even just walking along a ley line or standing there and look-
  ing around. The Ironmage pilot himself heals at a rate of 1D4 per 
  hour if he meditates or sleeps inside an Ironmage.
  Speed:
  Running: 60 mph (96 km) maximum, increase by 50% along ley 
  lines. Note that the act of running does tire its operator, but only at 
  10% of the usual fatigue rate.
  Leaping: The robot legs can leap up to 12 feet (3.6 m) high or 
  across. Add 10 feet (3 m) with a running start, double height and 
  
  188
  distance at ley lines. Also while on a ley line, the TW Levitation 
  system enables the magic to lift the Ironmage (much heavier than 
  the spell’s normal capacity to handle) up to 150 feet (45.7 m) into 
  the air for a better view or an elevated firing position; can rotate 
  360 degrees and height can be regulated as desired. Remember, 
  Levitation is limited to up and down action. Horizontal movement 
  is not possible.
  Underwater Capabilities: Swimming: The suppressor thrusters in 
  the back enable the Ironmage to propel itself underwater but at a 
  sluggish speed of 15 mph (24 km); same speed on the surface of 
  the water, double if traveling along a ley line. The Ironmage can 
  also walk along the bottom of the sea or lake bed at about 25% of 
  its normal walking/running speed. Maximum Ocean Depth: Two 
  miles (3.2 km) and the pilot is magically protected.
  Statistical Data:
  Height: 10 feet, 5 inches (3.1 m).
  Width: 4 feet, 4 inches (1.3 m).
  Length: 4 feet (1.2 m).
  Weight: 1.2 tons fully loaded.
  Cargo: Minimal storage space; a one foot (0.3 m) compartment 
  and storage for a rifle, handgun, survival knife and first-aid kit.
  Power System: P.P.E. battery. Has a 350 P.P.E. point reserve to 
  activate features. The pilot can also use his or her own P.P.E./I.S.P. 
  to power the suit’s TW weapons, equipment and the spells it can 
  cast upon itself. The P.P.E. battery recovers spent P.P.E. at a rate 
  of 10 P.P.E. per hour that the power armor is not using its weapons 
  or casting magic. On a ley line, the Ironmage can draw upon 15 
  P.P.E. per melee round and 30 P.P.E. at a ley line nexus to power 
  the weapon or cast magic.
  Cost: Not normally available on the Black Market. The Immate-
  rial Hand has only crafted a couple of dozen Ironmages, most of 
  them for champions and rich clients who have provided the ancient 
  GB-10 power armor themselves. When they are resold, they fetch 
  35-50 million credits.
  Weapon Systems:
  1. Shriek Cannon: When the original Boom Gun was fired, its 
  recoil produced an actual sonic boom that emanated from the 
  weapon. For the Shriek Cannon, the sonic boom is the weapon. 
  Crafted to look like an open-beaked eagle, the Shriek Cannon 
  screams a wave of sound energy at its targets. The magical 
  sound blast strikes a specific target and does impressive dam-
  age, and those in close proximity suffer all the same effects as 
  the Sonic Blast spell: Everyone within a 20 foot (6.1 m) radius 
  of the Ironmage is temporarily deafened for 2D4 minutes and 
  suffers the following penalties for the duration of that time: 
  Lose two melee actions/attacks, are -8 on initiative, -3 to parry 
  and dodge, and -25% on skill performance. Those caught in the 
  blast will also be shaken by the shock wave of the boom, with 
  a 01-40% chance of being knocked off their feet (lose another 
  one melee action), while windows are rattled and livestock and 
  children terrified. Saving Throw: Reduce penalties by half if a 
  successful roll to save vs magic of 15 or better is made.
  The weapon can also be “dry-fired” to cast the Thunderclap 
  spell, useful for intimidation and fake-outs. As an intimidation 
  device, it will momentarily startle and distract everyone other 
  than the spell caster. This provides the creator of the thunder 
  with a bonus of +5 on his initiative, +1 to strike, parry and 
  dodge, and creates a Horror Factor of 8 (all characters within 
  30 feet/9.1 m must roll to save vs Horror Factor, except the pilot 
  who made the thunder).
  Primary Purpose: Assault.
  Secondary Purpose: Anti-Aircraft.
  Range: 5,000 feet (1,524 km).
  Mega-Damage: 1D4x10 M.D., and increase to 1D6x10 M.D. when 
  on a ley line and against creatures of magic and supernatural be-
  ings.
  Rate of Fire: The Shriek Cannon takes a moment to charge up and 
  may only be fired once per melee.
  Payload: Each blast requires 12 P.P.E. from the suit’s P.P.E. bat-
  tery. “Dry-firing” requires 2 P.P.E.
  2. Starfire Machine-Gun: The eagle shaped housing of the Shriek 
  Cannon can activate its eyes to be used as a Starfire machine-
  gun. The weapon provides flexibility and allows the pilot an 
  alternative to the devastating main gun.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Anti-Aircraft.
  Range: 1,500 feet (457 m).
  Mega-Damage: 3D6 M.D. for a single blast, 6D6 M.D. for a dual 
  blast from both eyes.
  Rate of Fire: Each single or dual blast counts as one melee attack.
  Payload: Each single blast requires 5 P.P.E. from the suit’s P.P.E. 
  battery, 10 P.P.E. for dual blasts.
  3. Goblin Bomb Launcher: Goblin Bombs are compact, enchant-
  ed explosives that have a variety of different magical effects. 
  Carpet of Adhesion, Fear, Lightning and Fire are all the most 
  common types, but almost any low level enchantment can be 
  turned into a Goblin Bomb by a Techno-Wizard.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: 800 feet (244 m).
  Mega-Damage: Varies by grenade type. Fire is 4D6 M.D. to a 6 
  foot (1.8 m) radius, lightning 2D6+2 M.D. to a 3 foot (0.9 m) radi-
  us. See Coalition Wars® Rifts®: Siege on Tolkeen™ – Chapter 
  One for complete details on Goblin Bombs. Optional: May sub-
  stitute with Fire Bolt spell at the cost of 4 P.P.E. per bolt (range: 
  125 feet/38 m, 4D6 M.D. or 1D6x10 S.D.C. per blast as desired 
  by the pilot).
  Rate of Fire: Each grenade fired counts as one melee attack.
  Payload: The suit has an ammo hopper that holds 8 Goblin Bombs 
  and can select which one to fire next. A bandoleer or satchel/pouch 
  slung over the shoulder or hung from a belt with 16 spare bombs is 
  typically carried by Ironmage pilots.
  4. Other Magic (P.P.E. cost in parentheses): The following 
  spells can be cast by the pilot via the Ironmage. The P.P.E. for 
  them can be drawn from the power armor’s P.P.E. battery or 
  channeled from the pilot’s own P.P.E. reserve (assuming he has 
  sufficient P.P.E.). Note: Practitioners of Magic cannot cast their 
  own spells while inside the Ironmage, as being enclosed by the 
  power armor prevents their use of magic. They can only cast the 
  spells imbued within the Ironmage when it was created. All are 
  cast as 7th level potency.
  Spells of the Ironmage: Blinding Flash (1), Chameleon (6), 
  Climb (3), Cleanse (6; in this case, the spell instantly cleans-
  es the Ironmage only), Cloud of Smoke (2), Frostblade (15), 
  Globe of Daylight (2), Heavy Breathing (5), Impervious to Fire 
  (5), Levitation (5), Lightblade (20), Magic Shield (6), Mystic 
  Fulcrum (5), See the Invisible (4), Sense Evil (2), Tongues (12), 
  and one additional spell of choice from Invocation Levels 1, 2 
  and 3 as all Ironmages are a little different.
  5. Handheld Weapons: Giant-sized M.D. rifles, giant melee 
  weapons and rail guns suitable for use by power armor and cy-
  
  189
  borgs may be used in addition to the built-in weapon systems 
  and magic, as desired.
  6. Hand to Hand Combat: Rather than use a weapon, the pilot can 
  engage in Mega-Damage hand to hand combat. See Ground-
  Based Power Armor Training on page 352 of Rifts® Ultimate 
  Edition. Characters of the Glitter Boy O.C.C. (and its variants), 
  ONLY, use their usual Power Armor Combat Elite: Glitter Boy 
  (see pages 72-73 of Rifts® Ultimate Edition).
  7. Sensor System Note: All the normal sensors and features stan-
  dard to environmental power armor (see the Rifts® Ultimate 
  Edition rule book, page 271), plus built-in language translator 
  and depth gauge.
  Rift Hawk Power Armor
  Techno-Wizard SAMAS
  Over the years in North America, the occasional SAMAS suit 
  that hails back from the early days of the Coalition, or in some cas-
  es, even before, finds its way onto the Black Market. The venerable 
  SAMAS has been protecting the innocent against monsters from 
  the Rifts for generations and though not as impressive or powerful 
  as the Ironmage Glitter Boy, such experienced suits carry the psy-
  chic stain of war upon them. Fortunately for the Techno-Wizards 
  of the Immaterial Hand, these SAMAS units turned out to be less 
  averse to magic than the pilots who once flew them. With great 
  care and ceremony, they can be reborn as enchanted exoskeletons, 
  rearmed and renewed to fight on against the enemies of man.
  The primary weapon of the Rift Hawk is the Ricochet Rifle. 
  Enchanted with the Ricochet Strike spell, the dumb-dumb rounds 
  fired by what is essentially a Techno-Wizard rail gun take on the 
  enchantment as they leave the barrel and bounce around in an ee-
  rily intelligent pattern, impacting one target before ricocheting di-
  rectly into the next and then a third.
  The Rift Hawk also fires a Barrage Beam from the left hand, 
  a Techno-Wizard spell-projector that casts a version of the Bar-
  rage spell that is effective both against large vehicles/monsters and 
  groups of smaller targets. Its final trick is the Armor of Ithan spell 
  that provides an additional, magic 50 M.D.C. that can be activated 
  to provide additional protection during strafing runs, tense dog-
  fights and close escapes.
  
  190
  Otherwise, the power armor handles like a SAMAS and has all 
  its usual standard features.
  Rift Hawk Power Armor
  Model Type: TW SAMAS.
  Class: Techno-Wizard Strategic Armored Military Assault Suit.
  Crew: One pilot.
  M.D.C. by Location:
  * Ricochet Rifle – 50
  * Ammo Drum – 60
  Shoulder Wings (2) – 30 each
  TW Flight System (2) – 60 each
  Levitation Systems (3) – 25 each
  * Head – 70
  Arms (2) – 60 each
  Legs (2) – 100 each
  Armor of Ithan – 50
  ** Main Body – 250
  * A single asterisk indicates a small and difficult target to strike, 
  requiring the attacker to make a “Called Shot,” and even then the 
  attacker is -3 to strike.
  ** Depleting the M.D.C. of the main body shuts the power ar-
  mor down completely, making it useless.
  Speed:
  Running: 60 mph (96 km) maximum, increase by 10% on a ley 
  line. Note that the act of running does tire its operator, but only at 
  10% of the usual fatigue rate.
  Leaping: The robot legs can leap up to 15 feet (4.6 m) high or 
  across unassisted by the thrusters. A jet thruster assisted leap can 
  propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) 
  across without actually attaining flight.
  Flying: The rocket propulsion system enables the SAMAS to hov-
  er stationary up to 200 feet (61 m) or fly. Maximum flying speed is 
  300 mph (480 km), but cruising speed is considered to be 150 mph 
  (240 km). Maximum altitude is limited to about 500 feet (152 m); 
  increase speed and altitude by 30% when riding along a ley line.
  Underwater Capabilities: Swimming: The thruster system pro-
  vides good mobility and control underwater but at a sluggish speed 
  of 15 mph (24 km); same speed on the surface of the water. The 
  Rift Hawk can also walk along the bottom of the sea or lake bed at 
  about 25% of its normal walking/running speed. Maximum Ocean 
  Depth: One mile (1.6 km).
  Statistical Data:
  Height: 8 feet (2.4 m).
  Width: Wings down: 3.5 feet (1.06 m). Wings extended: 10 feet 
  (3 m).
  Length: 4 feet, 6 inches (1.4 m).
  Weight: 340 lbs (153 kg).
  Physical Strength: Robotic P.S. of 30.
  Cargo: None.
  Power System: P.P.E. battery. Has a 200 P.P.E. point reserve to 
  activate weapons and features. The pilot can also use his or her 
  own P.P.E./I.S.P. to power the armor’s TW equipment.
  Cost: Not normally available on the Black Market. The Immate-
  rial Hand has only crafted twenty or thirty of the suits, mostly for 
  champions and clients who have provided the SAMAS suits them-
  selves. When they are resold, they fetch 4-6 million credits.
  Weapon Systems:
  1. Ricochet Rifle: The Ricochet Rifle looks and fires much like a 
  conventional rail gun, and most targets do not realize they are 
  taking fire from a magical weapon until they witness the effects 
  of its enchanted ammunition. Roll to strike as normal for the 
  first target, then use the same strike roll for up to two additional 
  targets if they are within 30 feet (9 m) of the first. The projectile 
  bounces off the first target (if it hit) to strike the second target 
  and then bounces off it, to strike a third or the first target again. 
  If the projectile is parried it will ricochet and strike another tar-
  get as normal, but if it misses or is dodged, the ricochet effect 
  ends and the attack misses everyone entirely.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Anti-Aircraft.
  Range: 3,000 feet (914 m).
  Mega-Damage: Damage is progressively less per each target struck 
  by the magical shell. The first target takes 3D6 M.D., the second 
  2D6 M.D. and the third/last 1D6 M.D.
  Rate of Fire: Single shot only. Each shot counts as one melee ac-
  tion.
  Payload: The Rift Hawk’s compact ammo drum holds 432 rounds. 
  Any heavy rail gun ammunition may be used. Enchanting each 
  round drains 1 P.P.E. from the energy reserve.
  2. Barrage Beam: A heavy-duty version of the Barrage enchant-
  ment can be fired from the left hand.
  This spell unleashes a succession of force blasts to batter its 
  intended target like a swarm of tiny comets striking one after the 
  other. Each energy blast is visible, about the size of a softball 
  with a vapor trail, and is fast moving. Once unleashed against 
  a target, the “barrage” continues until all blasts are used up. 
  Even if the victim runs, flies up, or dives for cover, the barrage 
  will follow him like tiny guided missiles. However, because the 
  blast pulses are reasonably large and visible, the character can 
  try to dodge or parry them with a weapon. A successful dodge 
  means the magical blast misses and dispels. A successful parry 
  means it is batted away and the blast dispels without damage on 
  impact. Of course, the down side is that the barrage of magic 
  force will either strike, injure or distract the targeted victim, and 
  probably cause him to spend his time and combat actions trying 
  to defend against the attack!
  In addition to taking damage (each blast that hits does two 
  M.D.), the victim is distracted from events and activity around 
  him (focused on the pounding attack) and is -3 to defend against 
  any other attack(s) leveled at him during the barrage. Worse, 
  even if the character stands his ground and takes the pummeling 
  of force, he loses two melee attacks/actions, because he can not 
  take any offensive action (only parry and dodge) while being 
  hammered by the barrage!
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Assault.
  Range: 310 feet (95 m).
  Mega-Damage: Two M.D. per force blast, blast radius of 20 feet 
  (6.1 m). When used against a one man-sized target, he is barraged 
  by 1D6+2 force blasts. When directed against a group of man-
  sized targets, 1D6+4 of them within the blast radius are struck by 
  one of the barrage blasts. When leveled against one giant robot, 
  large combat vehicle, dragon or similarly large monster, the target 
  sustains 2D6+2 force blast impacts.
  Rate of Fire: The Barrage Beam may be activated once per melee 
  round.
  
  191
  Payload: Each Barrage requires 10 P.P.E. from the suit’s battery.
  3. Armor of Ithan: A small device produces the Armor of Ithan 
  enchantment to provide an additional 50 M.D.C. The effect 
  lasts for five minutes or until the M.D.C. is destroyed, which-
  ever comes first. Requires 10 P.P.E. from the suit’s battery.
  4. Other Magic (P.P.E. cost in parentheses): The following 
  spells can be cast by the pilot via the Rift Hawk. The P.P.E. for 
  them can be drawn from the power armor’s P.P.E. battery or 
  channeled from the pilot’s own P.P.E. reserve (assuming he has 
  sufficient P.P.E.). Note: Practitioners of Magic cannot cast their 
  own spells while inside the Rift Hawk, as being enclosed by the 
  power armor prevents their use of magic. They can only cast 
  the spells imbued within the TW SAMAS when it was created.
  Spells of the Rift Hawk: In this case, all the spells are designed 
  to protect the pilot in the event the armor is severely damaged 
  or on the verge of being destroyed. One or more can also be 
  placed on the pilot when he exits or enters the power armor. All 
  are cast at 5th level potency. Armor of Ithan (10), Breathe with-
  out Air (5), Climb (3), Death Trance (1; the pilot appears to be 
  dead and an enemy is likely to leave him as such), Impervious 
  to Fire (5), Light Healing (6), and Tongues (12).
  5. Handheld Weapons: Large power armor and cyborg-sized 
  M.D. rifles, rail guns, and similar, suitable for use by power 
  armor, may be used in addition to the built-in weapon systems 
  and magic, as desired.
  6. Hand to Hand Combat: Rather than use a weapon, the pilot 
  can engage in Mega-Damage hand to hand combat. See Flying 
  Power Armor Training on page 352 of Rifts® Ultimate Edi-
  tion.
  7. Sensor System Note: All the normal sensors and features stan-
  dard to environmental power armor (see the Rifts® Ultimate 
  Edition rule book, page 271), plus built-in language translator 
  and depth gauge.
  Enchanting Other
  Antique Technology
  Like the Glitter Boys used to create the Ironmage, other pieces 
  of aged power armor or body armor can be potent conductors of 
  psychic and magic energy. NEMA weapons that have been dug 
  up or miraculously preserved are good candidates, as well as any 
  “hand-me-downs” or armor that has been around for several gen-
  erations. Age itself, however, is not a guarantee that the process 
  will work. A suit of ancient power armor that has sat in a vault and 
  never been used is as poorly conductive as a brand new version. In 
  order to acquire its magic potential, the piece of technology must 
  be used. It must have a history. It must be experienced.
  
  192
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  ● 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 
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  ● Robotech® RPG – All eras of the TV show brought to life.
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  ● Four generations of heroes and mecha ● Giant transformable robots ● Alien 
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  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
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  ● 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 
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  ● 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 
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  © Palladium Books Inc. Robotech® is a Registered Trademark of Harmony Gold USA, Inc.
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  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 
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  ● 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
  Dead Reign™ RPG
  It is the aftermath of the zombie apocalypse. Civilization is gone, the 
  dead reign, and the living fight to survive against impossible odds. Tales 
  of zombies, human survival and horror as a fast-paced, easy to learn 
  game and sourcebooks.
  ● Zombie combat rules, vehicles and equipment.
  ●● Six iconic Apocalyptic Character Classes and Ordinary People 
  with 40+ occupations to choose from.
  ● Seven types of zombies plus the Half-Living.
  ● Secrets of the Dead and tips on fighting zombies.
  ● Death Cults, their Priests, power over zombies and goals.
  ● 101 Random Scenarios, Encounters and Settings.
  ● 100 Random Corpse Searches and other tables.
  ● Quick Roll Characte
  ● Quick Roll Character Creation tables (10 minutes).
  ● A complete role-playing game by Siembieda and others.
  ● $22.95 retail – 224 pages – Cat. No. 230. Available now.
  Civilization Gone™
  Dead Reign™ Sourcebook One
  ItIt has been months since the dead rose to attack the living. Civiliza-
  tion has crumbled. There is no army, no government, no help coming. 
  You are on your own and things are only getting worse.
  ● Madmen and Psychopaths including the Zombie Master, Ghost 
  Walker, Backstabber, Messianic Leader, Zombie Lover, Deathbringer 
  and others.
  ● Bandits and Raiders who prey upon other survivors.
  ● Street Gang Protectors and their mission to save lives.
  ● Phobia and Obsession tables. Many adventure ideas.
  ● House and home resource and encounter tables.
  ● Random encounter and survivor camp creation tables.
  ● Additional world information and survival advice.
  ● $12.92 retail – 64 pages – Cat. No. 231. Available now.
  Dark Places™
  Dead Reign™ Sourcebook Two
  Secrets of survival, including using railroad tracks and the urban 
  underground to travel unseen and undetected by zombies.
  ● Worm Meat, Bug Boy, Sewer Crawler and Impersonator Zombies.
  ● “Live Bait” zombie lures with human beings as bait.
  ●● Traveling the rails and boxcar encounter tables.
  ● Traveling sewer tunnels, steam tunnels & other dark places.
  ● The pitfalls and dangers of the urban underground.
  ● Diseases, infection and additional world information.
  ● Random encounter tables, boxcar content tables, and more.
  ● $12.92 retail – 64 pages – Cat. No. 232. Available now.
  Endless Dead™
  Dead Reign
  Dead Reign™ Sourcebook Three
  The zombie hordes grow in number and strangeness. Can humankind 
  survive? Where is the military?
  ● New types of zombies like Fused Zombies and Walking Mass Grave.
  ● New O.C.C.s including Wheelman and Zombie Hunter.
  ● Info & tables for weaponizing vehicles and vehicle combat rules.
  ●● Random encounter tables for military bases, police stations, gun 
  stores, buildings, suburbs, industrial parks, small towns, farmland 
  and wilderness.
  ● Tables to make Survivor caravans, hideouts, Safe Havens & more.
  ● Timetable for setting zombie campaigns & many adventure ideas.
  ● $16.95 retail – 96 pages – Cat. No. 233. Available now.
  Fear the Reaper™      Graveyard Earth™      Beyond the Supernatural™ RPG      Nightbane® RPG series
  Other horror titles from Palladium Books®
  © Copyright 2012 Palladium Books Inc. All rights reserved. Rifts®, Palladium Books®, Megaverse®, Nightbane®, Heroes Unlimited, Dead Reign and other published book titles, names, slogans and likenesses are trademarks of Palladium Books Inc.
  Can YOU survive the Zombie Apocalypse?
  
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  www.palladiumbooks.com
  ®
  Rifts® Black Market™
  A Rifts® Sourcebook
  Rifts® Black Market™ is an epic, 192 page sourcebook that contains a wealth of information about the inner workings of the Black 
  Market, the Five Factions, new Bandito Arms/Black Market weapons and gear, how to make any O.C.C. a Black Marketeer, special abilities 
  of the Black Marketeer, criminal enterprises, Black Market loans, merc and crime jobs, and much more. This book has it all. AND best of all, 
  a lot of it can be easily adapted to just about any world setting, not just Rifts Earth.
  ● New Bandito
  ● New Bandito Arms weapons, power armor and robot riding animals.
  ● New BigBore weapons and other weapons and gear.
  ● Black Market Techno-Wizard weapons and items.
  ● Major Black Market smuggling corridors and routes.
  ● Any O.C.C. (or R.C.C.) can become a Black Marketeer.
  ● Special abilities and benefits of the Black Marketeer.
  ● 10 Specialized O.C.C.s of the Black Market including Con Artist, Enforcer, Expediter and Rift Runner.
  ●● The Five Black Market Factions that wield the greatest power in North America: Bandito Arms, The Chicago Network, The Imma-
  terial Hand, El Oculta and Le Marche Noir.
  ● Criminal enterprises and inner workings of the Black Market.
  ● Smuggling methods, both magical and conventional.
  ● Traveling Shows: Freak Shows, Medicine Shows, Circuses and more.
  ● 192 pages written by Matthew Clements, Kevin Siembieda and Carmen Bellaire. Additional material by Taylor White, Julius 
  Rosenstein and Alex Marciniszyn.
  Unleash your imagination!™
  $24.95
  Cat. No. 886
  ISBN-10: 1-57457-198-2
  ISBN-13: 978-1-57457-198-1
  At stores
  everywhere
  Rifts® World Book One:
  Vampire Kingdoms™
  ● Everything you need to know about vampires.
  ● Vampire Hunters, vampire slaying weapons & undead combat tips.
  ● Weird creatures, dinosaurs, vampire slaves and more.
  ● Ciudad Juarez mapped and described, town creation and encounters.
  ●● The Vampire Kingdoms, ideas for adventure and more. 224 pages.
  Rifts® Vampires™ Sourcebook
  ● Reid’s Rangers, Fort Reid, desert survival & traveling shows.
  ● The villains who slay vampire hunters for the undead.
  ● Vampire Hunter Mages, Techno-Wizard weapons and vehicles.
  ● The Yucatan, Camazotz, Werebeasts and more. 176 pages.
  Rifts® Northern Gun™ 1
  and 
  and Rifts® Northern Gun™ 2
  ● Background on Northern Gun, the largest independent weapon, 
  robot, vehicle and equipment manufacturer in North America.
  ● A new catalog of NG combat robots, drones and vehicles.
  ● A new catalog of NG power armor, weapons and gear.
  ● The Robot Gladiatorial Arena and much, much more.
  ● 224-256 pages each. Epic adventure. Tons of gear.
  One game system – an endless 
  One game system – an endless 
  Megaverse® of adventure
  Also from Palladium Books®
  
SOURCE: textdata/thevault/RIFTS/Sourcebook/Rifts - Sourcebook - Black Market - PAL886P.pdf