TEXT: A town under siege, an angry Pecos 
  Empire Warlord, and a wedding 
  gone very, very wrong—what 
  happened here?
  The Tomorrow Legion team checks 
  in on a small settlement on the border 
  of the Pecos Empire, only to find the 
  town surrounded by a force of Pecos 
  bandits. Investigation reveals that one 
  of the Warlord’s lieutenants was just 
  married to one of the town’s inhabitants, 
  but during the ceremony, a vicious 
  fight broke out. Something’s not quite 
  right here—and the heroes may soon 
  discover that a far more sinister force 
  is at work!
  Where There’s 
  Smoke…
  The legionnaires are headed to the small 
  town of Nathan’s Ford to check in on 
  the inhabitants (see The Blood Menagerie 
  One Sheet™ for more information). 
  However, there’s a plume of black 
  smoke arching up into the sky over the 
  town, and surrounding the settlement 
  are a large group of men, dog boys, 
  and D-Bees wearing the distinctive 
  clothing of Pecos bandits. Amongst 
  them is a towering grackletooth, 
  Warlord Jahuul. The smoke is coming 
  from a large building in the center of 
  town—the church, which looks like it’s 
  been through a small war—although 
  the building is no longer on fire when 
  the legionnaires arrive.
  The Warlord and his men approach 
  the heroes as soon as they are spotted. 
  The Warlord asks for their help: he’s 
  looking for someone to negotiate, 
  because the situation is dire. According 
  to Jahuul, the Pecos bandits came to 
  Nathan’s Ford to attend a wedding of 
  one of the Warlord’s lieutenants—a 
  man named Rico—to one of the local 
  women, Jannell. However, during the 
  wedding, Rico’s friends launched a 
  sneak attack on the Warlord and his 
  men, leaving Rico seriously wounded 
  and the church a smoldering ruin.
  The Warlord and his men currently 
  have an Unfriendly Reaction (see 
  Persuasion in Savage Worlds). The 
  wounded Rico, his bride, and the 
  townsfolk have a Neutral Reaction. If 
  the heroes can talk either side up to a 
  Friendly Reaction, the stand-off can be 
  resolved. Otherwise, Jahuul’s plan is 
  to take his Pecos bandits into the town 
  and raze it to the ground.
   
  E Warlord Jahuul: see Savage Foes of 
  North America.
  
   Pecos Bandits (12): see Savage Foes 
  of North America.
  A Dark Plan
  Once some kind of temporary peace 
  has been brokered, Warlord Jahuul 
  orders his men to try and repair the 
  church and insists on accompanying 
  the legionnaires personally “to get to 
  the bottom of this.”
  The legionnaires discover a couple 
  of the dead “Pecos bandits” in the 
  church are actually zombies dressed in 
  western gear. They learn this through 
  any of several means: a use of the detect 
  arcana power, a successful Tracking 
  NEGOTIATION BY FIRE
  A Savage Worlds One Sheet™ By Ross Watson for use with Savage Rifts® for Heroic characters.
  Savage Worlds is © 2016 and TM Pinnacle Entertainment Group. All Rights Reserved. Rifts® and Megaverse® are Registered Trademarks of 
  Palladium Books, Inc. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license.
  
  roll, or just by asking the right questions. From there, it is 
  a simple matter to locate the new stranger in town: Cyrus 
  Umbra. He came into Nathan’s Ford about a week ago and 
  bought up the old abandoned mill. The locals consider him 
  unfriendly but harmless, for he keeps to himself and largely 
  avoids interacting with the villagers.
  The truth of what’s going on is very dark indeed: Cyrus 
  Umbra is a Necromancer! He quietly built a small army 
  of undead beneath the abandoned mill. A member of 
  the dreaded Grim Reaper cult, Cyrus “acquired” a trio 
  of murder-wraiths and gained the loyalty of two mystic 
  knights. Cyrus’ scheme is to trigger a massacre between 
  the townsfolk, Rico’s friends, and the Warlord’s forces. Once 
  the battle is over, he plans to use all those dead bodies to 
  create a huge force of undead and use them to carve out his 
  own kingdom.
  Thanks to his divination ability, Cyrus is already aware 
  that the heroes are closing in on him. Thus, when the 
  legionnaires arrive, he’s already used his Drain PPE ability 
  to double his normal PPE capacity and cast greater armor and 
  greater deflection.
   
  E Cyrus Umbra: See below.
  
   Zombies (5 +1 per hero): see Savage Foes of North 
  America. These zombies are disguised as Pecos Bandits 
  and played the role of “Rico’s friends” during the sneak 
  attack in the church.
  
   Skeletons (5 +1 per hero): see Savage Foes of North America.
  
   Murder-Wraiths (3): see Savage Foes of North America.
  
   Mystic Knights (2): see Savage Foes of North America.
   
  E CYRUS UMBRA
  Cyrus is a conniving necromancer from the Federation of 
  Magic. Uneasy about Lord Dunscon’s madness, Cyrus struck 
  out on his own and went west. Along the way, he paused 
  in the small town of Nathan’s Ford. When the Pecos raider 
  arrived, Cyrus saw his chance to amass a large undead 
  army, and use it to create his own power base outside of 
  the Federation.
  Cyrus is as ruthless as he is arrogant. He thinks nothing 
  of killing innocents to further his own goals, and he has 
  bought the loyalty of several powerful servants through 
  blackmail and intimidation. Cyrus and the mystic knights 
  who obey his commands plan on establishing a new 
  kingdom in the ashes of Nathan’s Ford; a realm of the dead 
  where they will rule supreme.
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, 
  Vigor d10
  Skills: Fighting d6, Healing d8, Intimidation d6, Knowledge 
  (Arcana) d4, Notice d6, Shooting d8, Spellcasting d8, 
  Stealth d6
  Cha: 0; Pace: 6; Parry: 5; Toughness: 14 (7)
  Hindrances: Arrogant, Curious
  Edges: Alertness, Arcane Background (Magic), Level 
  Headed, Master of Magic, Rapid Recharge, Rock and Roll!, 
  Soul Drain, Wizard
  Powers: Armor, bolt, boost/lower Trait, deflection, drain Power 
  Points, fear, greater healing, healing, intangibility, puppet, slow, 
  slumber, zombie. PPE: 20
  Gear: TW Combat Mage Armor (+7 Armor, +1 Strength die 
  type, darksight, farsight, Rapid Recharge, Full Environmental 
  Protection), TK Machine Gun (Range 30/60/120, Damage 
  2d8+4, RoF 4, AP 2), TW flaming sword (Str+d10, AP 4, 
  Mega-Damage).
  Special Abilities:
  
   Mystic Awareness: Like Mystics, Necromancers are 
  attuned to the spiritual world. This grants them, among 
  other things, the use of the detect/conceal arcana power 
  as a free action at will, costing no PPE. They can also 
  sense powerful supernatural beings with a Notice 
  check, anywhere within line of sight. Necromancers 
  can see ghosts, ethereal beings, and anyone using the 
  invisibility power.
  
   Necromantic Focus: When using the following powers, 
  the Necromancer gains +2 to his spellcasting rolls: lower 
  Trait, drain Power Points, fear, slumber, zombie.
  
   PPE Drain: All Necromancers possess the ability to 
  drain PPE (but not ISP) as per the Draining PPE/ISP 
  Setting Rule in The Tomorrow Legion Player’s Guide. 
  The Necromancer rolls his Spellcasting, and usually 
  arranges to kill victims to gain more. Necromancers 
  can use this extra energy to supplement their own PPE 
  (up to double their personal pool). Unused PPE over a 
  Necromancer’s normal maximum fade at the rate of 1 
  PPE every round (six seconds).
  
   Raise the Undead: A far greater version of the zombie 
  power, enabling a Necromancer to summon up a small 
  army for extended periods of time. It takes an hour 
  to perform the ritual (which can be done concurrent 
  with the PPE Drain ability), and considerable blood 
  sacrifice is required. At the end of the ritual, the 
  Necromancer expends 1 PPE for each zombie or 2 PPE 
  for each skeleton he wishes to raise, and the zombies 
  can include the people he just murdered. There is no 
  upward limit, save how much PPE he has to expend, 
  although there must be a corpse or skeleton within 2 
  × his Spirit die type for each being he wants to raise. 
  Undead raised this way are under his absolute control, 
  and last until they are destroyed.
  
   Slow Regeneration: The powers of undeath seep into 
  a Necromancer’s very soul, granting a natural healing 
  roll once per day.
  
   Spiritual Channel: Similar to the Mystic ability, 
  Necromancers are able to use the divination power at 
  will, costing no PPE. Each use requires a Vigor check to 
  resist Fatigue, with a cumulative penalty of −1 for each 
  subsequent use until the Necromancer gets six hours 
  of sleep. Note the Necromancer communes with the 
  spirits of the dead, which may color the information 
  he gleans.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/RIFTS/Savage Worlds - RIFTS - One Sheet - Negotiation by Fire.pdf