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The Rifter® #83 is part of an RPG sourcebook series published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185.
Printed in the USA by Bradford and Bigelow of Massachusetts.
#83
Sourcebook and Guide to the Palladium Megaverse®
Contributing Writers:
Carl Gleba
Hendrik Härterich
Ian Herbert
Matt Reed
Kevin Siembieda
Interior Artists:
Sires Jan Black
Mark Dudley
Michael Mumah
Benjamin Rodriguez
Special Thanks to Carl, Hendrik, Ian, Matt, Julius and all our contributing writers and artists this issue, intro-
ducing Sires Jan Black (you’ll see more of her work in Garden of the Gods and other books), and to the hardwork-
ing Palladium staff. Our apologies to anybody who may have gotten accidentally left out or their name misspelled.
– Kevin Siembieda, 2019
Palladium News botics™, The Rifter® #84, and a number of other books. Art is
being done for all the above, as well as writing by me and free-
lance authors.
By Kevin Siembieda, the guy who should know The advantage of having several books in various stages of
production at the same time is we should be able to release sev-
eral books one after the other very quickly, just like we used to
Rifts® Bestiary™ do in the good old days. Sweet! For example, I have been making
Hot off the presses, available now notes and writing parts of various books the entire first half of the
year. In addition, I have been assigning and coordinating artwork
Yep. By the time you read this, the Bestiary will have shipped and writing for a number of titles at the same time. Getting art for
to distributors and those who pre-ordered it. And it will be at Gen a book is often 2-3 months of time, sometimes more all by itself.
Con. 256 pages of awesomeness. 80+ creatures. Maps. Great art. And a lot of these books have been art heavy.
Fodder for countless encounters, adventures, creatures for your The bottom line is you’ve got 4-5 new titles coming for the
characters to use and command, and more. It’s epic and expan- rest of the year. And that’s not counting the Rifts® Bestiary™
sive. And designed to help, wow, and inspire both players and Vol. One softcover and hardcover editions. We are so excited. I
Game Masters. hope you are too.
I hope people use the notes under Life Span, regarding mat-
ing, young, juvenile, and adult animals, and the varying power
levels and sometimes different behavior at different ages, to en- A smash hit! Available Online Only
joy different experiences with the same animal. And watch out Palladium Fantasy RPG® Interactive Character Sheet
for momma or a mated pair protecting their young! Editor Alex
Gamers are going wild over the new Palladium Fantasy
Marciniszyn was correct when he said the Rifts® Bestiary™ is
RPG® Interactive Character Sheet. This is a digital – online
“written as if it were a real field guide about real animals. All
product only. Available directly from Palladium Books AND
fitting into a complete ecosystem.” We wanted to make these
DriveThruRPG.com. We are thrilled so many of you have dis-
beasts feel real and make sense in the Rifts® world. And cre-
covered and are enjoying this helpful and fun product.
ate a stronger sense of continuity than ever before. I think we
The Palladium Fantasy RPG® Interactive Character
have succeeded in giving you a monster book unlike any other.
Sheet is a Microsoft Excel-based character management system.
Enjoy.
Packed with features and data collected from every official Pal-
Oh, and for those of you who love hardcovers and collectibles,
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don’t miss out on the limited, signed and numbered Gold Hard-
with each character you create.
cover Edition. Only 400 available while supplies last. Histori-
cally, Palladium Books’ Gold Editions have doubled, tripled or Features & Benefits:
increased in value many times over.
! The Main Character Sheet Page collects the important data
from across multiple tabs and puts it in one place for quick and
Garden of the Gods™ – available easy reference.
As I write this, I’m also working on wrapping up the Palla- ! Separate sheets examine character construction (workta-
dium Fantasy® Sourcebook, Garden of the Gods™. With any ble), Skills, Magic, Psionics, and Combat in greater detail.
luck, I finished it up in time so that it is back from the printer the ! Built-in leveling system that calculates skill advancement
same time as The Rifter #83 and is shipping in July and appearing for you!
at Gen Con. ! Experience Tables for over 80 O.C.C.s already pro-
It’s pretty epic too. And another book designed to blow minds, grammed.
wow and inspire both players and Game Masters. I’m having a ! Recognizes the percentages for nearly 150 skills, plus com-
blast writing it with Matthew Clements. More than 40 forgotten bat bonuses for over 20 Weapon Proficiencies and 7 Hand
gods, secrets and fun. This book is an adventure factory for G.M.s to Hand styles.
and a valuable resource for players to get quests, inspirations, ! Calculates the speed and distance a character can run and
blessings and artifacts from the gods. I love it. jump based on character Attributes.
! Archie’s secret kingdom and plans for the future. Product Note
! New O.C.C.s and key Non-Player Characters (NPCs).
! Android executives, security and much more. Just because a specific title is not mentioned does not mean it
! Wellington Industries, Campaign prompts and more. is not coming out, it simply means there is nothing to report other
! Art by Zeleznik, Walton, Cummings, Atkins, and others. than we are “working on it” and there is no “tentative” release
! Written by Matthew Clements and Kevin Siembieda. Cov- date yet. We are trying not to show exact dates of releases until
er by Zeleznik. we feel strongly we can hit them. We are working on a vast num-
! 160-192 pages (tentative) – $22.99 retail (or $26.99) – Cat. ber of projects for a large number of our game lines.
No. 899. Fall or winter 2019 (tentative).
14
15
Operation
between tribes, this appears to help retain their “Ogre-ness” to a greater
degree. The same goes for Ogre settlements that are far from human
populations and are therefore, unable to rely on human abduction to
keep their numbers up. Therefore, Hogres are much rarer amongst the
Minotaur
Ogre populations of the Yin-Sloth Jungles, Baalgor Wastelands, and
Old Kingdom Mountains. The Ogres of the Silver Range Mountains
and the part of the Old Kingdom Mountains that borders the Timiro
Kingdom are a special case, comprising a number of large Ogre tribes
in one area, but having survived for millennia by raiding the human
kingdom in the lands below. For this reason, there tends to be more
“spontaneous” Hogre emergence here, where a union between a hu- An Adventure for
man woman and a male Ogre with an unwittingly human-centric lin-
eage results in a Hogre child. These Hogres are most likely to find Beyond the Supernatural™
themselves alone amongst a population of Ogres, living a life of hard-
ship and mistreatment, or abandoned by their tribe. Some of these dis- By Hendrik Härterich
placed Hogres have banded together to form tiny, independent Hogre Think Indiana Jones meets The Dirty Dozen on a horror trip and
tribes, hiding themselves from both Ogres and humans. you are in the right frame of mind to G.M. this adventure. Follow me
Favorite Weapons: Large clubs, maces, axes and spears, mainly for the back to the war-torn 1940s with an evil greater than many supernatural
reasons mentioned previously. Spears are a favorite hunting weapon. enemies, dark secrets and a mystery worthy of a tall tale.
Other notes:
1. May worship the gods of their Ogre or human parents (if any)
or none at all. Druidism is becoming popular among those commu-
nities that live in isolation in the wild. Evil gods and demons offer Introduction
a tempting path for anyone who has been mistreated by their own
Operation Minotaur was conceived as a 4-6 hour gaming one-shot for
people, be they humans or Ogres.
the Palladium Open House 2012 and designed to showcase one of the
2. Often forced by circumstance to sell their services as merce-
many options of how to play Beyond the Supernatural (“BtS”). Contrary
naries, hired thugs or laborers. May be willing to work for or with any
to the far more frequent mystery or detective type BtS game, this adven-
races in order to make a living.
ture offers an action packed and epic fight of good versus evil against the
3. Can wear any type of armor, provided it can be found in their
historical backdrop of World War II.
size. Most prefer a simple surcoat of chain mail or double-mail, or
Like many motion pictures, as diverse as for example Raiders of the
leather armor, as it enables them to stay quiet while hunting game.
Lost Ark, Hogan’s Heroes or Captain Corelli’s Mandolin, this adventure
4. Can learn any skill a human or Ogre can – education depends
makes use of stereotypes for easy conveyance of flair. If you do not like
largely on where and how they were raised.
them or they have the wrong feel for you: change them! None of the
5. Tends to view all other races with suspicion. Finds it dif-
stereotypes employed are meant to reduce anyone to an unhappy extract.
ficult to fit in and to find their place in the world among any group
The adventure you find here is more filled out than its open house
of people.
version was; likely, you will not have the same time constraints at home
6. Less belligerent and competitive than Ogres. May work well
as you would when playing at a convention. At the end of this article,
in a group so long as the Hogre feels accepted by the other members
you will also find some ideas for further adventures and tips on how to
of the group and is receiving their rightful recognition, respect, and
turn the adventure into a whole campaign, To New Horizons. However,
share of loot and supplies. Hogres are happy and cooperative when
you might have other good reasons to play a tight game of about 5 hours;
treated like an equal, not a second class citizen or worse.
for example, you may want to showcase BtS to your group. To help you
Designer’s Note: Although the Palladium Fantasy RPG has gen- with that I have designated several encounters as “optional” – drop those
erally been ill-disposed towards hybrid or “half-races” as a whole, to speed the game up.
I always thought there was potential in expanding on the one “half- Operation Minotaur is perfectly suited for female characters. Just
race” that exists in Palladium canon – the Ogre-human hybrid. The because women usually were not part of the army in WW2, do not let
fact that such a creature is essentially just another Ogre felt like a yourself be confused by this. Hundreds of thousands of women served
missed opportunity. It is true that too many interbreeding races valiantly on all sides, some in irregular roles, such as agents or in the
23
Some characters will only receive a phone call, others will be dragged
out of bed in the middle of the night, and yet others may be picked up at
work, literally plucked from their office desk. Another character may not
come back from a walk with his dog, etc. If you do not play the adven-
ture as a one-shot and have one or more long gaming nights of adventure
ahead, by all means: play this out – it will increase the 1940s spy thriller
/ action movie flair!
BtS Flair Note: If you have time to play this out, remember that BtS
is all about building up tension. Characters with automatic abilities – like
premonitions, omens, etc. – will have a fitful sleep or may see the first signs
of danger and the supernatural lurking to come into their life. Perhaps there
are extra-dark clouds in the sky. Perhaps there is a sudden lightning storm
and a blurry face can be seen suddenly illuminated in a dark corner, only
Orders in Aldershot
teresting civilian characters, you should also have no problem to get them
into the service of the crown. A French or Polish refugee, a German “en-
emy of the Third Reich,” etc. would also be a great fit. It is wartime after
all and SOE drew from all walks of life. However, you are not restricted In this chapter the party will get their orders and meet General Mont-
to fit all characters into the SOE. Especially British commando units, like gomery.
Royal Marines Commandos or a Layforce commando, are well suited. BtS Flair Info: The whole chapter is x1 Proximity to the Supernatu-
Whatever the characters signed up for, they all signed a slip of paper ral. Even though the characters are not literally placed under the micro-
that they might be activated at any time. It sounded adventurous at the scope, they are in a “mundane,” albeit quite special, Army compound.
time, but they are not so sure now. Instinctively, they will not want to draw attention to themselves. Also,
there is absolutely nothing supernatural around them.
Modern Skills in WW2
You can essentially use all the skills in a WW2 game, but for the most Location Description: “Monty’s HQ”
modern ones. All computer skills are unusable as science is not there yet The whole scene takes place in a Victorian house, a former battalion
(the first functioning computers by Konrad Zuse were built in 1941 (Z3) command, which has probably not been in use since the end of Queen
/ 1943 (Z4) and ENIAC by Eckert/Mauchly between 1942 and 1946 – Victoria’s reign.
this knowledge would be rather esoteric at the time of this game). Anoth- The ground floor has been converted to quarter the party. They will
er example for science not being quite there yet is Aircraft: Jet. Replace find a sufficient number of well-furnished if dusty rooms, and, luxury of
any skills you find not to fit with an appropriate alternative skill, such as luxuries, each will get his own. There is also a large dining room that is
Military Etiquette, or give a free choice from an appropriate skill family. used as a mess hall as well as a movie theater. There is no evidence as to
That said, no skill would convey knowledge inappropriate to the year of what the mission is about on the ground floor. A set of rather unwelcom-
the game. Mind, if a skill potentially covered certain knowledge but such ing military policemen, none below the rank of sergeant, guard the house
would have to be considered to be very rare in 1941, e.g. restricted to and its perimeter. No one is allowed to enter without written orders or a
elite scientists, give stiff skill check penalties (-30, -50 or even worse!). special pass issued by General Montgomery. There are also two guards
at the foot of the stairs to the upper floor at all times. All guards have
Basic Parachute Infantry sidearms and rifles and look prepared to use them. Apparently, whoever
is in charge here means business and has something to protect. Charac-
Crash Course and SOE Training
ters ranking higher than the guards will be treated politely but the guards
There have been quick parachute infantry courses in the war, e.g. for will not let them pass (“I am sorry, Sir. Orders from the general.”)
chaplains for the (later) D-Day invasion. Such parachutists spent two weeks Messengers can be seen running to and from the 1st floor. The house
training at Hardwicke in Derbyshire. They had to complete training, go has the air of an active military command post. The party will be well
through assault courses, and do runs of up to 10 miles (16 km). They also cared for. Orderlies are present in the dining room and will serve tea and
had to pass psychiatric interviews to test if they were mentally suited for biscuits, sandwiches or hearty meals at the appropriate times. Any rank
parachute operations. SOE training was a bit tougher and included hand-to- and file soldier will also be served whiskey, tobacco, and such, but only
hand combat training, picking locks, forgery and radio set use. The follow- on request by an officer or NCO.
ing represents the knowledge gained in these two training courses. A large staircase, covered with a plush Persian carpet, leads upstairs.
Whether you make up new characters or modify existing ones, all For the last two days, General Montgomery and his staff have used
characters, no matter what the occupation, get the benefit of some of the the upper floor to plan Operation Minotaur and assemble task force The-
following skills at first level as additional Secondary Skills (unless you seus. The whole upper floor looks more like a field command post than
as G.M. deem this not appropriate for whatever reason, of course), i.e. anything else. Maps of Crete and the Southern Mediterranean theater
the player will not have to spend a skill selection for it. Should a char- hang from the walls, pins in it with small note papers showing estimated
acter already have one of the skills or rather invest a skill slot, they will allied and enemy positions and numbers. There is a room with three sec-
receive a +5% one-time bonus to the existing skill and, obviously, have retaries typing up orders, memos, etc. Montgomery has his whole staff
the advantage that the skill is not merely a Secondary Skill but either an present; apparently, he is not only preparing for the operation of task
Occupational or Elective Skill and, thus, will be used with more aplomb. force Theseus but for a whole campaign in Africa. No wonder, Opera-
tion Battleaxe just failed yesterday; the Empire scrambles what it can.
S.O.E. & Parachute Infantry Crash Course: Our party is part of what is perhaps a last ditch effort.
The cellar contains a goodly assortment of old wine bottles and old
All characters will receive
furniture, but nothing much else.
! Military Etiquette
! Parachuting
All characters will further receive two of the following skills or a +5
Flair Info: Props and Sources
bonus if already selected: What works best flair-wise are original pictures, movies, and maps.
01-10% One Weapon Proficiency (choose from W.P. Rifle, W.P. They are not reprinted here for copyright reasons. I have not given links
Submachine-Gun, W.P. Pistol or W.P. Knife) for the same reason and because, over time, they may become outdated.
11-20% Forced March WW2 strategic maps and a map of Crete are easy to find on the net.
21-30% Disguise Print one out and let Monty put it on the table.
27
Theseus Rising!
about the orders. I would not answer any questions by the party at this
point; there is no one there whom they could ask after all.
As an alternative to doing it on gameday itself, to get to a quick start
The party members arrive at Aldershot, U.K., within a few hours you may want to send Handout 3 – Ops Order to the players. I recom-
from each other. They will arrive between the early morning and noon mend sending Handouts 2 and 3 only to the designated party leader, i.e.
of the 18th June 1941 and be confined to the ground floor of the Vic- the character you make captain. This will give them a head start and you
torian house described above. Don’t give the players too much time at can jump into the adventure faster. Only sending the orders to the officer
the beginning of the game, just enough to start worrying if whatever the in charge also increases the military flair.
powers-that-be want from them is about Crete and will be extremely
dangerous and then brief them. The orderly arrives again. “If it pleases the captain, General
The player characters may know each other from SOE training or Montgomery would like to welcome him and his men.”
the parachute crash course, but you may decide they have not met yet. If
they did not know each other, you would want to give them some time to If they do not follow the invitation immediately, the orderly will in-
get acquainted. A chat after the movie showing may be just it. form them with crisp politeness and in no uncertain terms that the Gen-
While the players get to know each other before or after the movie eral is not used to waiting and does not take kindly to it. When you do
you could play some music of the era for added flair. There is a gramo- not play this as a one-shot but in the course of a Second World War
phone in the dining room! You could play a Vera Lynn record: “White campaign, any obstinate or disrespectful character will learn the hard
Cliffs of Dover,” “We’ll Meet Again,” or “After the Rain” – all were way that Monty is a very strict and quite unforgiving man (just read his
English hits in the war; play them if you dare. autobiography; that man really was in touch with his inner grudge bear).
He is also a dangerous enemy: as history tells us, only a year hence in
You’ve barely had time to have a smoke and talk a bit. All 1942 Monty will command the 8th army and seal his way to the top with
of you wonder why you were shown a movie about the latest di- his victory at El Alamein.
saster in Crete when an orderly arrives saluting the captain, “Sir, However, let us assume that the party follows the “invitation” right
with compliments from General Montgomery,” and hands over away. They will be led to a simple and practically furnished study on the
an envelope. upper floor of the former battalion command building and meet General
Bernard Law Mongomery. Monty will usually not speak before being
Make a copy of Handout 3 (Orders). This should further serve to saluted by the Captain but do not let that hold the game.
help set the tone and scene. Normal protocol would be for the command-
ing officer – the freshly minted captain – to read the orders alone and “Welcome! You have been selected to form task force The-
then to instruct the men, but let the players do with that as they please. seus. I assume you know your orders. These are dark days. Much
It is a special situation after all, and leeway will be granted to the valiant depends on you to turn the tide. Questions?”
members of the just newly formed task force: Theseus. Besides, it is a
28
“Not all you need to know is in the orders you received; not *Jagdgeschwader = lit. hunter squadron, i.e. a fighter squadron.
everything is fit to be written down. The following is highly clas-
sified. We have obtained information that the Nazis are experi-
menting on humans to make soldiers more resilient. They call
this Project Wiedergänger. Find out about this project; obtaining Parachuting into Crete
more intelligence about it is paramount.”
The party will board the plane of wing commander Huxley and fly
out of Aldershot to Gibraltar, refuel, and then fly towards Crete. Leaving
in the evening of the 18th, they will jump into eastern Crete about 36
BtS Flair Info hours later before dawn on the 20th. Flying somewhere took a lot longer
in 1941 than it does today.
Those characters who know Language: German will know what
Wiedergänger literally means (see under Strange & Disconcerting In-
telligence). That should worry the party already a bit. BtS Flair Info:
A successful roll on either Lore: Mythology or Lore: Demons and Mon- (1) The whole chapter is x1 Proximity to the Supernatural but for the
sters will yield that Wiedergänger is a term referring to various corporeal and moment when the characters are actually parachuting; this is a life and
non-corporeal undead, usually vengeful and out to kill the living, all quite dis- death situation, any jump kind of is, and touching down on “supernatu-
concerting. The Nordic Draugur are described as the drowned dead coming rally beset Crete” deserves a x2 Proximity to the Supernatural. Make
back to land to kill with their supernatural strength, only to be killed when sure you describe the adrenaline rush and the uncanny feeling they have.
beheaded. Some are Headless Horsemen, as the Hessian from the story of While “proximity to the supernatural” is not a Geiger counter for the
Sleepy Hollow. Others are the Huckopp or Aufhocker, undead waylaying supernatural, you can use a cool description, without giving the mul-
wanderers. The Huckopp usually had suffered a brutal death, like from mur- tiplier, to build tension and give them a signal that “something strange
der. He will jump on the back of the living, holding on so tight that they cannot and dangerous” is happening. Mind, the characters will probably not be
be shrugged off, and become heavier and heavier until their victim is crushed able to use the extra points gained through the x2 I.S.P./P.P.E. during the
by their weight. Usually, the Huckopp will force the victim to carry him to jump, but gaining power is not the only reason to give the multipliers.
the place where his corpse was hidden. Others, like the Nachtzehrer (Night- The multiplier will revert to x1 a few breaths after landing.
eater), are more akin to vampires in their description but with a twist. They (2) This chapter contains an optional encounter. Whether or not you
will telepathically link with a victim, usually the people of their own village, play it, is your decision. You may decide to speed up the game and fore-
and draw on their life energy (P.P.E. perhaps) from afar while still sitting in go playing out the encounter.
their graves and gnawing on their own funeral cloth or bones. Victims will die (3) As said, BtS is all about building tension. Build it up like a steady
either from emaciation after a few days or suffer from the plague. If a deceased drumbeat in the background that gets more and more intense. Make sure
is suspected to become a Nachtzehrer, he will be buried face down. It is said to ask the players what they do during the flight. They will probably
that this makes it impossible for a Nighteater to rise. check equipment and get to know each other. Give them a little time,
General Montgomery does not believe in the occult. He is sure that this maybe 10 minutes, to role-play getting better acquainted and talking
is only some crazy reference to something mundane. Probably, the Germans about the mission, but make sure to put them in the right frame of mind
experimenting on drugs to make their soldiers tougher and stronger or on before that. Now, imagine yourself in the situation of our heroes. They
prisoners to make them fight for the Nazis. Mind, Monty does take this very have just been taken out of their normal lives and this is their first mis-
seriously because, no matter what, the Allies must find out what is going on. sion. They did not have much training, but now go straight into mostly
Knowing the average role-player, I would dare to bet that at least one unknown danger. Nothing is worse than waiting – the long hours of the
in your party will ask for special equipment. Monty knows that at least flight will be stressful. Drive that point home to them. I am sure one or
some in the group are veterans and will listen to any reasonable request. several players will play it super cool and say that they will catch some
If the party members overdo it, he may cut them short by saying, “All the sleep. That makes sense but it is also a golden BtS G.M. opportunity.
equipment you will need will be on the plane.” Monty is not a lowly sup- (4) Characters with automatic abilities (Diviner: Omens & Portens;
ply officer, after all. You as G.M. can decide which of the special wishes Latent Psychic: Precognitive Dream; etc.) may see/dream something
will be there as well. After all, the group is going to parachute in so they about the future during the long flight. They are getting closer to Crete
29
31
33
35
Special Feldpost
In the messenger bag are several letters. All letters are German “Feld-
post,” i.e. soldiers’ letters home to their loved ones as well as some low-
level official stuff, like supply requests, letters to inform relatives of the
passing of their son in action, etc. If the party takes the time to study the
official correspondence, they will learn that...
! The SS company has a strength of 120 men.
! A “zoo transport cage, steel-reinforced, size: elephant” has been re-
quested for delivery at the earliest.
For the best effect, use Handout 4 (Hummelburg’s letter) as pro-
! A letter to a General Baron von Hackelburg informs that one Leutnant vided here.
der Luftwaffe, named Hans von Hackelburg, died in the service of
his country while on a crucial test flight due to an explosion of the
aircraft during vertical lift off – the letter is signed by “SS-Sturmban- BtS Flair Info:
nführer Artur Emil Hartlaub, commanding.” (1) The letter was in the hands of von Hummelburg, he wrote it per-
! A lot of high-quality aircraft fuel has been requested. sonally, and he was the last owner.
(2) This is one of the many instances were Sensitive Psionics may
Even if no one of the party is able to read German, Adelpha will be come in handy. Remember, sensitive psionics may sometimes seem like
able to translate for the party. a thorn in the G.M.’s side as the party is sometimes getting high-level
Further, there is a very intriguing letter by an SS Colonel and scientist information but actually, this is an asset. The G.M. controls what exactly
named Heinrich von Hummelburg, which cannot be older than a couple the vision, dream, etc. yields and he should use this actively to increase
of days. Here is the translation: the tension and mounting feeling of horror.
“... Lieber Heinrich, I am happy and honored to be able to report that (3) If anyone in the party has Object Read and uses it, this will be a
Ahnenerbe Archaeological Expedition Minos is within reach of the most good moment to shine and for the G.M. to pass on ominous but, at least
exciting archaeological find. A find that will even surpass Schliemann’s partially, helpful information. Clairvoyance may yield a clairvoyant vi-
discovery of Troy! At long last, we will be able to prove without a shred sion or a clairvoyant flash of insight when focusing on the letter and the
of doubt the link between Aryan and Atlantean as well as the existence compound, which the party will soon visit. Precognition – Premonitions
of Atlantis. I expect to hold the first Atlantean artifact in my hands soon, about the Future will yield better results, though; this would probably
although I have to admit this will depend on the results of further experi- be a dream vision. Remember, dream visions may also occur uninten-
ments with the Minoans. The Minoan, the one I wrote about, informed us tionally and uncalled for, i.e. the G.M. can call it and pass on an eerie
of a “rainbow bridge under the water” that would lead to the “treasure precognitive dream vision of the compound or perhaps of the laboratory
chamber of the masters.” Heinrich, my friend, it is as you always said: experiments to a character with this sensitive psionic ability, even if the
“Rainbow bridge” and “masters.” If that is not perfect further evidence player did not think about using it himself! This may even lead to the
that the Nordic master race was ever present, I do not know what is. chance to use Remote Viewing later.
Aryans have ruled then and now. The circle will be complete for another (4) Knowledge is power but the right bits of knowledge work to fos-
1,000 years! The Greek also said that “the Atlanteans used a lance that ter fear or excitement. If the party uses its abilities and gets to know more
could shoot rays of sunlight capable of destroying a war chariot in the about what is really happening here, the G.M. may decide – depending
37
Atlanteans their dead. Getting to the caves would be difficult and dangerous (-30 to
climbing checks).
39
42
43
45
To New Horizons:
imbued with false ectoplasmic life seems to even have some intelligence
of its own that mirrors broken shards of the knowledge the creature had
in life. Many can even speak (60%) but only in their mother tongue, most
can manipulate objects according to their former knowledge (80%) and
all will likely follow simple orders (90% per order) if the “operator” can
communicate in the language of the Draugur. The current process has
194x Eerie Company BtS
two main drawbacks: 50% of the Draugur are insane (1D4 insanities) The 20th Century was torn by war, none greater and more devastat-
and all will “die” after a period of 1D6-1 days (if the result is “0” the ing than WWII. Man dealt horrible blows to Man, but the horror of the
body will collapse after a few hours). battlefield paled in comparison to the industrial genocide created by the
The program is now down to lower funding again. It turned out that Third Reich. The free world fought for its survival against an implacable
the energy requirements were very high, thus the cost. That would not and seemingly over-mighty enemy. However, where there is darkness
have been so bad but without speeding the process up, getting the insan- there is also light. Many feats of great heroism from this struggle are
ity rate down, and achieving a higher (un)life expectancy, the results told to this day. Your players have the opportunity to add to these tales
were just not sufficiently viable for soldier mass production. Still, the in 194x Eerie Company BtS. You as G.M. have the chance to take them
program has its uses for the Nazi secret service and the historical re- back in time to the war-torn 1940s to face an evil greater than many
search program of von Hummelburg. Both Telepathy and Commune with supernatural enemies, dark secrets and ancient mysteries worthy of a
Spirits works on the Draugur. tall tale.
46
47
Step Two: fensive Driving, and supplements driving skills by helping to make the char-
acter a master of the roads when driving automobiles, jeeps, trucks, motor-
cycles, and other ground vehicles, giving a definitive advantage to him.
Education & Skills In game mechanics, skill penalties for tricks, vehicular attacks, and
evasive maneuvers are reduced by half when this character is at the
wheel, plus he is +2 to dodge when driving, +2 to roll with a crash/im-
The Secret Operative falls into the educational category of “Special
pact, can fire a weapon from a moving vehicle at only a -2 penalty, and
Training,” with an emphasis on tradecraft, covert actions, and surveil-
can even make an Aimed or “Called Shot” (at -2 to strike) while in or on
lance. The following skill selections reflect the narrow training.
a moving vehicle. This skill has no progression levels.
DO NOT roll to determine education level and skill programs. Only
Note: With Combat Driving and the “Steel Behind the Wheel” abili-
the following skill areas are available to the Operative. These skills are
ty, the operative gains additional ways to negate penalties. Combat Driv-
in addition to Infiltration and Ubiquity, below.
ing focuses mostly on vehicular combat, while Steel Behind the Wheel
focuses more on terrain and vehicular penalties.
Common & General Skill Program
Pilot Automobile (+10%)
Pilot: Two of choice (+10%; any). Superskills
Mathematics: Basic (+15%)
Speak/Write Native Language (+25%)
Speak/Write two other languages (+20%). Infiltration 70% +2% per level
Computer Operation (+20%)
The Secret Operative is the character most likely to infiltrate enemy
1D6+6 Secondary Skills.
bases, deal with roving patrols, avoid security systems, and in short, be
on their own and be expected to accomplish much in the process. As
Military Program (Special) such, the Operative is expected to have a variety of skills at his disposal
Running to ensure mission completion. As with the Super Sleuth, and the Stage
Climbing (+20%) Magician, the Secret Operative gains a superskill to help him on the job.
Military Etiquette (+20%) His superskill is called Infiltration, which covers Prowl, Surveillance
Radio: Basic (+25%) Systems, and Tradecraft, combining them all into one skill. At any time
W.P. Pistol the Operative needs to roll any of these three skills, he instead rolls Infil-
W.P. Semi- and Automatic Rifle tration. Covert reconnaissance, enemy avoidance, and years of spycraft
W.P. Energy Pistol training put before you, all at your fingertips, for use in your game. Any
W.P. Energy Rifle gadget or bonus that covers Tradecraft, Surveillance Systems, or Prowl,
Demolitions (+15%) works for Infiltration in that situation. E.g., if you have a gadget that adds
Two Military or W.P. skills of choice (+10%). +10% to Prowl, when you use Infiltration to sneak around, you may add
that +10% bonus.
Espionage Program (Basic) Characters with Infiltration may also use this skill to help them un-
derstand what they need in order to gain access to areas. An Operative
Hand to Hand: Martial Arts without Locksmith or Electrical Engineer may still glean information on
Military Intelligence (+20%) how to deal with an unusual lock. E.g., special key cards, biometrics, or
Wilderness Survival (+15%) remote identification may be needed.
52
54
Assassin
Backstab
Requires Expert Training (Melee). One strike, one foe, maximum ef-
ficiency.
Rank 1: When striking a foe in melee that is unaware of your pres-
ence, add +10 damage to that initial hit. You may not use this attack
again on this foe, nor anyone who witnessed it, for a full day.
Rank 2: Add +15 damage to the initial hit, instead of +10.
Coup-De-Grace
Requires Expert Training (Melee) or (Hand to Hand), and two other
Assassin abilities. When they end up vulnerable, you move in for the kill.
Rank 1: When a foe has no remaining S.D.C., is helpless, or other-
wise deemed vulnerable by the G.M., your next attack against him gains
+2 to strike, and deals an extra +10 damage. You may not use this attack
again on this foe, nor anyone who witnessed it, for a full day.
56
58
59
Step Four: Determining Four clips of non-standard ammunition (Dum-Dums, Glasers, Tef-
lon) of your choice.
61
Other Stuff
Alignment: Secret Operatives, more than most other power cat-
egories, have most likely had a role in which they performed morally
questionable actions. Whether it be destabilization or assassination, Op-
eratives have most likely been put in a position where they need to be
more pragmatic than idealistic, ranging from unprincipled to aberrant.
Whether or not the Secret Operative still feels this way or not is a valid
question. That said, heroes are generally of a good alignment.
Structural Damage Capacity (S.D.C.): As noted previously, the
Secret Operative starts with 1D6x10+40 S.D.C.
Attacks per Melee (Hand to Hand): As with all heroes, the Secret
Operative automatically gets two attacks per melee, plus those gained
from hand to hand combat skills and boxing (typically five total to start).
Weapons and Equipment: In addition to gadgets and starting equip-
ment caches, the character may purchase conventional weapons, armor,
gear, and equipment of his own.
The Game Master may allow the character to have special weapons
and ammo listed in the Hardware section (provided by the organization
or bought on the black market). Cybernetics is an option for the Secret
Operative, and can easily replace the Gadget designs if wanted. Opera-
tives generally would want a focus on disguise, infiltration, and subtle
work.
Ninjas & Superspies™ Option: If the G.M. allows it, players can
select any of the various Super-Spy or Gizmoteer O.C.C.s from Ninjas
& Superspies™ as a base, adding in the gadgets and abilities. If adding a
full Martial Art Form to the Secret Operative, cut the abilities amount in
half, and refrain from choosing abilities that alter combat.
Ninja Option: The Secret Operative makes a good template for a
ninja as well. Taking the Ninja option, is to forsake all technological
skills and abilities (such as Computer Operation, most of the Wheel-
man abilities, and such). Gadget points are halved, and gadgets must be
decidedly low-tech. Ninjas may select the “Expert Training” abilities
multiple times to further increase their skills, and they also receive one
additional ability every time they gain abilities (including creation) that
must be used in the Assassin category of abilities.
Sample Characters
White Witch
Alias: Demeter.
Name: Elna Nakamea.
Land of Origin: South Africa.
Alignment: Scrupulous with Unprincipled leanings.
Description: White Witch is a beautiful black woman in the prime of her
life, full of poise and smooth muscle. Athletic and stout, she stands
out in a crowd. When left to her own devices, she wears her hair in
a series of layered braids over one side of her face, adding a layer of
mystique to her look.
Disposition: Clever, snarky, and passionate, Elna is confident in her
abilities, and has enough to discretion to realize when a situation is
over her head. She’s headstrong as well, which has made life for her
handlers difficult. She’s already called off two missions while in the
field due to her own personal judgment, much to the disapproval of
her superiors.
63
Helsin
Alias: None.
Name: Albuin Friedeberg.
Land of Origin: Germany.
Alignment: Scrupulous.
Description: Albuin is a thin, blonde man with sharp cheekbones and
stout shoulders. His complexion is pale and wan, with almost a sickly
tone to him. He usually wears high collar suits to help cover a very
noticeable scar across his throat. When on the job, he wears a full
face mask that vaguely denotes an owl, and a full overcoat filled with
specialized gear.
Disposition: Helsin puts a lot of faith in his rules. His list of rules are a
constant reminder of his position in the world, and what he needs to
do to survive. An introvert and loner, Albuin rarely seeks out any sort
of contact unless he is on a mission. When he does deign to speak
casually, he is blunt, and unapologetic to a fault. Albuin is a burdened
soul, and always tries to keep people in the dark about his activities,
to keep them from having to make the same choice he did.
History: Albuin Friedeberg is a member of the modern day Black Cat
Society, an anti-supernatural quasi-government agency that spans
most of Europe. Albuin’s family line has worked for the Society
since the 1800s, and knowing what he knows about the supernatural
world, he didn’t feel he had a choice except to continue the family
legacy. Albuin started specialized training as an infiltrator and mon-
ster assassin at the age of nine, where his father put him in harm’s
way against a group of animated dead.
Forced to confront the fact that the supernatural exists within the
world, even among the governments of many major countries, Albuin
deemed that it was important to remove them from power. Six years
64
Intrigue
Alias: Agent Belladonna, the Nuclear Option, the Unknown.
Name: Avigal Sayar.
Land of Origin: Israel, raised in Turkey.
Alignment: Aberrant.
Description: An achingly gorgeous Israeli woman of dark eyes, high
eyebrows, and a slight frame. Intrigue is limber, svelte, and triple-
jointed. A woman of haunting eyes, and a fearsome dedication to the
art of spycraft and manipulation.
Disposition: An expert at playing a multitude of roles, Intrigue can shift
from one personality to the next in a heartbeat and make you believe
it. The woman’s frighteningly quick at her work, as well as finding
the right way to manipulate assets. While nobody is ever certain if
they have ever talked to more than a shell of her true disposition, it is
likely that she is a stoic, calculating woman that is prepared for any
situation.
65
In Conclusion
and resources for cybernetics. After that, there’s no telling where
she’ll go.
Age: 43
Level: 13 Secret Operative. The Secret Operative has joined the ranks of the Super Sleuth, Physi-
Stats: I.Q. 18, M.E. 16, M.A. 20, P.S. 16, P.P. 23, P.E. 5, P.B. 28, Spd cal Training hero, and Stage Magician, and brings its own specific style
5/12 with basic prosthetics. to the fight. While most of these power categories do have some ele-
ments in common, their ability to stunt, catch people off guard, work the
S.D.C.: 45. H.P.: 41 (physical capability has been greatly reduced due
right angles, and show off their readiness, ends up defining them more
to her injury).
than your standard mutants who are defined mostly by what they can do,
Infiltration: 98% not who they are.
Notable Skills: Acting (+10% Quality), Disguise, Cryptography, As always, I’d like to thank my crew, the Guides to the Megaverse®
Computer Operation, Radio: Scramblers, Psychology, Basic Elec- podcast, for their thoughts, concerns, and occasional playtesting involv-
tronics, Pilot Aircraft, Detect Ambush, Concealment, Detect Con- ing these rewrites. The GTTM podcast has now hit one thousand down-
cealment, Ground Vehicle, Jet, Submersible, multiple languages, loads, and has one hundred uploads, all available at guidesmegaverse.
Streetwise, all at 98%, Seduction 74%, Perception 80%, Intuition podbean.com. Until next time, Game on!
60%.
66
Education and Skills ambush. Given the levels of foes that the Hunter deals with, they tend
to exploit every advantage they can, for a swift, brutal, victory. As such,
the Hunter has spent years working on his craft, learning to blend in
Education is fairly diverse, and with a specific focus. The main em- with his surroundings. Stealth, whether long term or short term, is almost
phasis involves hunting, tracking, wilderness survival, psychology, and about as vital to the Hunter as it is to the Secret Operative. As such, the
surveillance. DO NOT roll to determine education level and skill pro- Hunter’s superskill Ambusher combines Prowl, Camouflage, and Track
grams. The Hunter’s new special skill set, (seen below), encompasses Humanoids. Any time one of these three skills are needed, the Hunter
most of the prime wilderness skills once listed here. The following skill rolls Ambusher instead, giving it a higher chance of success.
programs are all part of the Hunter’s education.
Common & General Skills 3. Hunter’s Instinct: 60% +3%/level
Pilot: Automobile (+10%) Part psychology, part instinct, Hunter’s Instinct is all about observing
Pilot: Boat of choice (+10%). how people and animals operate at their most base nature. The Hunter
Pilot: One of choice (+10%, any). can speculate on what a character under pressure might choose to do, the
Mathematics: Basic (+10%) directions that people would move towards during a disturbance, or how
Language: Native Language (+25%) they might respond to threats. He understands their habits, their instincts,
Literacy: Native Language (+20%) with a deep level of psychology that differs from the psychology taught
Language and Literacy: Two other languages of choice (+15%). in colleges. This is a speculatory skill that doesn’t necessarily guarantee
And 2D4+3 Secondary Skills. that the Hunter knows his foe’s course of action, but that the Hunter can
Weapon Proficiency Program see the most likely outcomes. Once he gets into a prey’s head, and knows
what they’re capable of, he can predict basic reactions, and instinctive
Two W.P.s of choice (both with an additional +1 to Strike bonus). responses. A successful Hunter’s Instinct skill roll might give a basic
Two additional W.P.s of choice. course of action for a player, without exactly predicting his prey’s ac-
Diligence Program tions. He might ascertain that a prey would most likely choose to fight,
or would be more likely to flee the city than hole up. The Hunter can
Computer Operation (+10%) use this skill to manipulate his opponent into going in certain directions,
Research (+15%) allowing him to lure the quarry into a trap, or anticipate a person’s move-
Intelligence (+20%) ments enough that he can lie in wait with an ambush. The Hunter’s In-
Two Rogue or Espionage skills of choice (+10%). stinct superskill contains the skills of Surveillance and Detect Ambush,
Legwork Program as well as some basic levels of Psychology.
Example: Maduin the City Hunter is keeping surveillance on his cur-
Hand to Hand: Expert*
rent target. He decides that he needs his quarry to flee the area in order to
Swim (+20%)
be cornered and questioned. Maduin successfully rolls Hunter’s Instinct.
Climb (+15%)
The G.M. tells Maduin’s player that most likely his prey would choose to
Find Contraband (+20%)
fight, but if enough unknown vehicles were in the area, he would likely
Athletics
flee instead, due to not knowing who else may be a part of this ambush.
Streetwise (+20%)
Maduin then seeks out allies to help rig up this ambush properly.
69
Sample Traps were controlling some bad enough people. The latter was humanity at
work, and nothing she had a stake in, but when things went supernatural,
Bear Trap – A classic trap for a reason. The bear trap is a hard-to- that’s when she stepped in.
remove bonecrusher, and best of all, it can be hammered to a spot to The spirit, she figured, was at least six hundred years old, and all this
force the victim to stay in its agony, unless they take extreme measures. must be disorienting to him. All this technology, all these bright colors
Considering a bear trap is a real item and doesn’t need to be improvised, surrounding him. He may as well be agoraphobic. He had to be here,
we can use the Weapon-Based trait for the trap itself, which generally but would find blending in to be a challenge. Someone rich, powerful, an
deals a powerful 3D6+4 damage. As the trap is specifically meant to executive or an assistant.
break bone, we can add the Hobbling trait to it. If the Hunter spikes it Her eyes scanned the tent, looking for anyone out of place. Most of
into the ground or otherwise uses the chain to anchor it, the trap can be the people alone were on their phones, but a six hundred year old ghost
considered Tethering, forcing the victim to stay there. For three traits, probably wasn’t going to use that form of social camouflage, was he?
the bear trap is a powerhouse for the trap-based Hunter. They could even No, the one with the booklet was more likely... And now she waited for
tighten up the springs on it, or sharpen the teeth to add the Damage trait those instincts to kick in, telling the so-called “Final Girl” exactly what
for an extra 2D6 if they had the ability to do so. she needed to do to drop this creature...
Buffeter – A simple setup trap that is meant to push someone into
the path of something else, with the intent of keeping the target off bal- Hunters work so much better in combat after they observe and stalk
ance. A simple spring hidden up against a wall, or a series of boxes their prey. The Hunter learns movement, subtleties, standard habits, go-to
meant to fall over onto someone, to push them in a certain direction, are moves, and reactions to danger. When left to his own devices, the Hunter
examples of Buffeter traps. These traps have the trait of Chain Trap as will spend days, even weeks, to learn how his foe works, and how best to
it is meant to push someone in a direction more than anything else. All neutralize him. To do so is to use the Predator System, a mechanic for the
other traits are left open, perhaps to deal Damage or Disorient, or even Hunter that represents how well they research their Prey before they strike.
use Chemical-Based to spray oil onto the victim, where the next trap To begin, understand that a Prey is generally a single person that
will take advantage of that. A clever Hunter could even use Chain Trap the Hunter has selected as a target. The bonuses delivered by this sys-
twice, having the Buffeter set off two other traps simultaneously. tem apply solely to this single Prey. A G.M. may rule, however, that
Pistol Surprise – A semi-automatic pistol is the main focus of this enough similarly disposed foes, that fall into the same category, may be
trap, hidden in a cardboard box placed at about chest level. When the applicable to be Prey as well. If a Hunter selects a Mafia crime syndi-
72
73
76
77
You’ve chosen to expand what you can hunt, and nothing is safe.
Trapper
Alien Hunter Safe to set up, deadly to your foes. All that you need now is to have
the two meet.
When they come to Earth, you are ready for them.
Rank 1: You may now use your Predator abilities on alien foes, but
the time to gain Predator Points against them is doubled.
Extra Trap Trait
Requires two other Trapper abilities. You’re always fine-tuning
Cape Hunter things to squeak out a little bit more to work with
Rank 1: Traps you create may have up to four traits.
Villains with super abilities are in your crosshairs now.
Rank 1: You may now use your Predator abilities on foes with Su-
per Abilities, except Aliens and Super-Invention heroes. Mystically
Fine-Tuned Traps
Bestowed characters may fall under this category, unless they also cast More often than not, your targets taste the bite of your traps.
spells. The time to gain Predator Points against them is doubled. Rank 1: When selecting the Calibrated trait for your traps, your trap
gains an additional +2 to Strike.
Good Instincts Rank 2: The additional Strike bonus increases to +3.
Rank 3: The additional Strike bonus increases to +4.
Requires one other Predator ability. It is as if their weakness is sim-
ply broadcast to you.
Rank 1: The time it takes for you to gain a Predator Point via surveil- Lethal Traps
lance or research is lessened to 10 minutes per act of research or surveil- You do your best to ensure nobody survives your best.
lance. Against unusual foes, like the other power categories mentioned Rank 1: When selecting the Damage trait for your traps, you may
here, the time to gain a Predator Point is reduced to standard, i.e. fifteen deal an extra 1D6 bonus damage. This bonus damage does not repeat if
minutes per act of surveillance or research, and five minutes per combat you select Damage multiple times.
scene researched. Rank 2: Your bonus damage increases to 2D6.
Rank 3: Your bonus damage increases to 3D6. So the initial selection
Instant Prey of Damage deals 5D6 damage, and each additional selection of Damage
(under Trap Traits, above) adds the standard +2D6 more damage.
Requires two other Predator abilities. Blood in the water...
Rank 1: When you gain your first Predator Point against a foe, you
gain two instead. Master Trapsmith (Concealing)
You know all the ins and outs of trapsmithing, probably because
Lasting Prey you’ve been in and out of most every trap out there.
Rank 1: You gain a +10% Quality bonus to Ambusher when using
Requires one other Predator ability. While you might’ve moved
Camouflage.
on to a new target, you tend to remember the marks you’ve hunted
Rank 2: Your Quality bonus increases to +20%.
before.
Rank 1: When you change your Prey target, you may keep an addi-
tional Predator Point from the last quarry you were hunting. Normally, Master Trapsmith (Revealing)
you may only keep two Predator Points. You know all the ins and outs of trapsmithing, because you know
where to look.
Mage Killer Rank 1: You gain a +10% Quality bonus on Trapsmith when using it
for Detect Concealment.
Your training encompasses how to fight men of magic. Rank 2: Your Quality bonus increases to +20%.
78
The type and amount of equipment is limited by the character’s bud- Stakeout Kit
get. While a good amount of the Hunter’s budget can go to weaponry
and armor, actual field equipment is just as important. Surveillance gear, Not all prey make it easy to study them, or the Hunter needs more
paid informants, proper weaponry, transport, all these things should be information than just whom to assault. Both of these reasons account
considered as part of the budget. for the need for a good observation kit. This sort of kit is meant for the
long stakeout, where the Hunter quietly watches the actions in a location.
Rank 1: The basic surveillance kit includes all you’d need for a rudi-
Budget mentary stakeout without much in the way of high-tech gear. Binoculars,
01-15% $10,000 a scoped camera, hand mirrors, thermal blankets, energy bars and waste
16-29% $15,000 disposal elements are all required when managing a week-long hunt.
30-45% $20,000 Weight: 20 lbs (9 kg). Cost $900.
46-60% $30,000 Rank 2: With the upgraded kit, twelve audio bugs are included, al-
61-75% $40,000 ready tuned to a specific channel. A laptop computer records each indi-
76-89% $50,000 vidual bug’s feed to help pinpoint specific voices. Infrared capability is
90-00% $60,000 included, with an extra battery. Basic lock picks are also included, as
well as a crowbar. Two small battery-powered cameras of standard make
and model can also transmit directly to a computer, and can be activated
79
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