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The Berylan

Many intelligent species hold up the Berylan as the prime example as to why sentient, life-loving beings should stay out of the Orion Expanse. Older than even the Nix, the Berylan have been raiding civilized space for a thousand years. The Xintrin fought a vicious war with the Berylan shortly after the first war between the Protectorate and the Imperial Freehold. Most of what the known species of the galaxy know about the Berylan come from them. The Berylan are a vicious, xenophobic, predatory species that appear to hate all other intelligent life. They believe, in their own way, that they are the only true sentience, and that everything else is an abomination. As such, they believe that everything that belongs to other sentient species is rightfully theirs for the taking. Planets, ships, and even people are raided and taken at whim. The difference between the Berylan and a species of pirates and raiders, however, is that they do not act in a covert manner. They do not feel the need to sneak, ambush or pretend to play nice. They organize into fleets, fly directly into a targets star system, destroy any opposition, and take what they want. The Xintrin get the brunt of it. But the Free Colonies and even the borders of the Protectorate have had incidents. The only species the Berylan seem to respect and fear are the Vorhasi. But then, so does everyone else. The Berylan themselves are a silicon-based species that looks humanoid, but has nothing in common internally with any of the more common humanoid species. Their bodies are covered in a silicate natural armor, and they have a decentralized internal structure. Theres no heart, stomach or lungs, or even a brain as we know it. Its all spread out among their cellular structure, with cells and groups of cells changing in a matter of moments to perform whatever function is needed at the time. This means that they only have a digestive system while they are eating and digesting. They only have an immune system when something foreign enters the body. How this works has baffled biologists of half a dozen species. The Berylan are, in every sense of the word, alien. Perhaps their most remarkable ability, however, is their ability to wrap themselves in an electromagnetic energy field. This field protects them from harm, dangerous environments, and damages other beings that attempt to do them harm. It also allows them to discorporate a limited

part of their physical structure and meld it with any device that works off of electromagnetic forceswhich means almost anything that requires power. The Berylan ships are not especially powerful, but they are one of the few species who have ships that deploy protective energy fields, which gives them a distinct advantage in combat. Berylan captains know that probably for the first several exchanges of fire, they will not take any damage, unless they are fighting a ship that significantly outclasses them. Therefore, they can charge in, blazing and driving their enemies before them, at virtually no risk to themselves. In a drawn out fight, however, their shields eventually collapse, and their ship hulls are weaker than most. The only problem is getting them to that point. The Xintrin did take some Berylan prisoner during the war, and interrogated them, usually with powerful psychic probes, since Berylan simply dont have the mindset to break under torture (and they appear to be able to decide not to have a nervous system, allowing them to disconnect from pain). The Xintrin believe, from the information they gleaned, that the Berylan are a species suffering from post traumatic stress disorder. Long ago, the Berylan delved into the Expanse looking to loot the dead worlds of long-lost species. They awoke something that shattered their empire and drove them from their home planet. It also wiped out or enslaved a massive number of their race. The shock of their brutalization by this race was so horrific that the Berylan collectively must feel and prove that they are superior to all other species, or come faceto-face with their own limitations, and the fact that they live only because a more powerful race allowed them. Some Xintrin even believe that this ancient race still farms the Berylan every few decades for more slaves. This, in turn, drives the Berylan into a psychological frenzy, fueling their raids on other species in an effort to prove themselves. Of course, this is all speculation, but no one has studied the Berylan as thoroughly as the Xintrin, so thats the best guess available at this point. Berylan Warrior R.C.C. Stats Note: The Berylan are an alien, monstrous threat and are not intended for player character use. It is impossible for a Berylan to work with a group of non-Berylan. Alignment: Diabolic or Miscreant I.Q. : 3D6+6, M.E.: 3D6, M.A.: 2D6, P.S. 3D6+12, P.P.: 3D6, P.E. 5D6, P.B. 1D6, Spd: 4D6, P.S. and P.E. are supernatural. M.D.C.: 1D4x10+ P.E., plus 2D6 M.D. per level Horror Factor: 14 P.P.E.: 2D4x10 Height: 8 to 10 feet tall Weight: 300+1D4x100 lbs. Natural Abilities: Nightvision 300 feet, see infrared and ultraviolet spectrums, see the invisible, and resistance to drugs, poisons and toxins (reduce all damage, duration and penalties by half if the warrior fails his saving throw), survive in vacuum for 3D6 minutes with no ill effect. Protective bio-field: The Berylan are able to generate an electromagnetic field that protects them from harm and allows them to merge with machines. The field gives them an additional 10 M.D.C. per level. Merging with a machine is a process where the Berylan phases part of their

body into the machine (usually an arm). After 1D4 melee rounds, the alien has the equivalent of the psychic power telemechanics with any object they are currently melded with; from pistols to even starships! Artificial Intelligences can resist an intrusion; use the same rules as possession, but the A.I. has a +3 to save. Cost: 10 P.P.E. to activate field. Duration: 10 minutes. Typical level: 1D4+2 Bonuses: +2 to initiative, +3 to strike, parry and dodge, +4 to save vs psionic attacks (due to their alien minds), +10 to save vs Horror Factor, impervious to stun, possession and pain. Combat: 6 attacks per melee. Skills of Note: Pilot Starship: (+10%), Navigation: Space (+20%), Weapon Systems (+10%), Detect Ambush (+10%), Tracking (humanoids) (+5%), Prowl (+10%), W.P. Energy Pistol, W.P. Energy Rifle, W.P. Heavy Energy, W.P. knife (claws), and Zero-G combat. Most other skills are not applicable to the warrior class, and they can gain (temporarily) the knowledge to operate any machine they meld with. Psionics: Mind block auto-defense, telepathy (limited to other Berylan), Presence Sense, Sense Dimensional Anomaly, Read Dimensional Portal I.S.P.: 1D6x10 + M.E., plus gain 1D6 per level. Considered a major psionic (need a 12 or better to save) Magic: None Allies: None Enemies: All sentient beings, with the exception of the Vorhasi.

The Xintrin Merchant Guild


The Xintrin are an intelligent alien species with technology roughly equivalent to that of the human race. They appear to be a mix of amphibian and mammal, hailing from a bog-covered world that has been almost entirely industrialized. The Xintrin control a territory of about 25 star systems under the Xintrin Merchant Guild. The Merchant Guild took over Xintrin society after an atomic war, about 100 years before it achieve faster-than-light technology.

Home System The Xintrin originate from the second planet in the Xinkul star system, known simply as Xinkul II. It is an orange dwarf star, slightly larger than the Sun, orbited by five planets; two terrestrial, two gas giants and one large asteroid. Xinkul II is covered by low-lying bogs and swamps, with shallow seas and little tectonic activity. It has one small moon that houses the Xintrin Merchant Guilds fleet command. The planet has suffered a major nuclear war, but was terraformed by the Nix to remain livable. It is heavily populated and developed, and the atmosphere is thick with smog, which does not bother the Xintrin in the least. The Xintrin use weather control technology to prevent runaway greenhouse effects and climate change. Society While militarily non-aggressive, the Xintrin are highly aggressive traders and merchants, and their entire culture is geared toward trade. Trade dominates their governmental structure, which is essentially a very powerful Chamber of Commerce. For the Xintrin, everything is for sale and there is no such thing as copyright protection or trade barriers. For some reason, mentally, they are unable to grasp concepts like intellectual property, and most species have stopped trying to teach it to them. They will sell anything to anybody, with no concern for their customers motivations or background. This, for the Xintrin, is Fair Trade Policy and anyone who wants a trade pact with them has to sign an agreement saying they will not meddle with the guilds trading policy. Xintrin goods can be found throughout the local area of the galaxy as a result. Their primary trading markets are their own worlds, the Terra Protectorate, the Free Colonies, and the Nix Star Alliance. Despite their sell anything to anyone viewpoint, they are very fair traders that have a reputation for honesty and working to satisfy a customer. The species themselves are gregarious and gruff at times, but jolly as well, overall. They tend to avoid confrontations with other species unless pushed, and try to stay on good relations with everyone, regardless of their politics or demeanor. The only prominent alien species they have not developed a good relationship with is the Arkhon Imperial Freehold. Fortunately, they are on the far side of the Terra Protectorate from the Freehold, meaning that the Arkhon will have to defeat the Terra Protectorate (and the Free Colonies) before they can threaten Xintrin space. If it looks like that is a possibility, the Merchant Guild is likely to throw its lot in with the Protectorate and fight to the death. Their entry would likely bring in the Nix Star Alliance, close allies, as well. The Arkhon dread the idea of a Protectorate-Xintrin alliance, believing that together, these two species could become THE powerhouse across known space for centuries. Accordingly, the Arkhon have launched several intelligence plots to undermine the relationship. The success of these endeavors remains to be seen. Physiology The average Xintrin stands between 4 and 5 and feet tall, and weighs between 150 to 250 lbs. Their skin ranges through various dark shades of red, green and blue and they are usually hairless. Some will, at times grow a Mohawk-like tuft of hard gristly hair, but this is viewed as

unseemly. The female Xintrin do not travel or trade, and cannot be found outside of Xintrin core worlds or established, permanent, settlements. The females do, however, have most of the high governmental positions. Xintrin parents usually have twins or triplets and have extended monogamous arrangements, like marriages. These can, like with humanity, sometimes be for life, but often are just for a few years. Xintrin generally live to be about 100 years of age and reach maturity at about age 12. Psychic abilities are rare, as is magic. But the Xintrin apparently had at least a couple historical periods where powerful mage-kings ruled their world. Still, there are some Xintrin magic-users around, but they do not figure heavily in Xintrin daily life. The Fist of Xin, named for the Xintrin hero-deity of the same name (Xintrin means Xins Children), is a secret sect of sorcerers who wish to one day rule again. There are rumors of humans joining the cult recently, causing concern among the Free Colonies. Military

The Xintrin Trade Defense Fleet guards the borders on Xintrin space and the trade routes between there and their trade partners. The backbone of the fleet is the War Galleon, which is the only Xintrin ship not for sale. Xintrin ships are of very high quality, though pricey, and all of their ships have good cargo-carrying capacity. Because the Xintrin believe a ship needs cargo space like it needs an engine, the Xintrin have never developed star fighters. The Xintrin fought a brief war with the human worlds before they became the Protectorate. It was a nearly bloodless, one-year war with both sides playing defense until there was a breakthrough in negotiations. The war stemmed primarily on the Xintrins lack of understanding

regarding intellectual properties and tariffs, which humanity took as blatant disregard. Once an understanding was reach, both sides quickly stood down and the war ended with minimal casualties and bloodshed and no major fleet engagements or ground combat. This incident led to the formation of the Protectorate, the Stellar Navy and the Colonial Marine Corps. On two separate occasions the Xintrin and Protectorate Fleets have held war games together, before the Free Colonies declared independence. But there has been little overt military cooperation since, but the two species can be considered allies. The Xintrin militarys primary concern at the moment is the Orion Expanse, the sparse, almost empty space between the Orion and Sagittarius Arm. It contains many old stars with old, mostly extinct, races. The Xintrin believe that some kind of corrupting influence spread through this area of space tens of millions of years ago, and destroyed most of the species there. Some believe this same corruption is what caused the cataclysm on earth, which is technically within the Expanse. Some also believe that it is the force behind the Fist of Xin. The Xintrin have never expanded in that direction, and while many species find it humorous that the most heavily guarded border of Xintrin space is the side that faces virtually nothing, most people who have spent any time in the Expanse would know better than to laugh. The last war the Xintrin fought was with an alien species from the Sea of Dead Stars known as the Berylan. They were successful in pushing the Berylan back and dislodging the foothold they had gained outside of the Sea of Dead Stars. Their success has been credited to their ability to out manufacture their enemies. The Xintrin, who have high population numbers, use swarming ground troop tactics to overwhelm their enemies. Those troops are supported from orbit by precision strikes. Xintrin ground pounders tend to use microwave beam weapons that kill organics, but leaves most technology intact. The Guild either uses or sells any captured goods to offset the cost of going to war. Technology The Xintrin discovered faster-than-light capabilities about 50 years before humanity did. Whereas humans cover their ships entirely in a negative mass field, the Xintrin just project a negative mass field in front of their vessels, causing them to fly into the effect. It is more energy efficient, but it is believed they have a much lower upper ceiling on FTL development in the long run, meaning that eventually the Protectorates ships will go much faster. The Xintrin make a lot of use of anti-gravity fields and negative mass fields, like humanity. They differ in that they still rely on beam weapons heavily, and they claim to be closer to making a break-through on forcefield technology. But they lag on ballistics, with almost no use of ballistic technology in their ships. They are experts of mass construction and engineering design, and have begun an ambitious, multi-centennial project around one star system to build a Dyson Ring. It is expected to take several hundred years, and is based on the belief that Xintrin technology will continue to progress and that the massive engineering problems will be solved later. The Xintrin also make heavy use of bionics and cybernetics, and there is little stigma in Xintrin society regarding cyborgs, though it is rare to find a full conversion borg. Trade

The Xintrin export starships, particularly small and medium transports, construction materials and construction machinery, weapons, and ground vehicles. They import computer technology, entertainment, some raw material, and ballistics from the Protectorate, and foods, terraforming materials, atmospheric control devices and techniques from the Nix. They have also taken a liking to beef, and it is currently an exotic food for the rich in Xintrin territory. Cultural notes The Xintrin stomp their right foot rhythmically to express approval; their version of clapping. They laugh and talk loudly, and view quiet individuals with a little suspicion. Xintrin have extended family trees and are very close to brothers and sisters, cousins and parents. Xintrin families can be very large. Xintrin love it when someone gives them a good, reasonable haggle.

Xintrin Racial Stats

Alignment: Any, no particular lean Attributes: I.Q.: 3D6, M.E. 2D6+6, M.A. 3D6, P.S. 4D6, P.P. 2D6, P.E. 4D6, P.B. 2D4, Spd.: 3D6 Hitpoints: P.E. + 2D4 per level S.D.C.: 20 S.D.C., in addition to any gained from O.C.C. of choice. Horror Factor: None Height: 4 feet to 5 and a half feet tall. Weight: 150 to 250 lbs. P.P.E.: 2D6 Natural Abilities: Resistant to gases and toxins (1/2 effect and duration), breathe underwater indefinitely. Additionally, a clear, secondary lens can be deployed over their eyes to allow them to see through murky water and hazy conditions. Reduce the effects of smoke grenades, clouds

of smoke and similar visual obstructions by half. All Xintrin can swim at 95%, due to their amphibious nature. Combat: By hand-to-hand combat skill and any other physical skills acquired. Bonuses: +2 to save vs poisons, gases and toxins, +4 to save vs. disease. Skills: By O.C.C. All Xintrin have the following everyman skills: Appraisal (+10%), Speak and Read Xintari (98%), Computer Operation (+15%), and all have at least Hand-to-Hand: Basic (part of early school curriculum). Common O.C.C.s include: Operator, Man-at-arms, cyborg (partial), head hunter, rogue scientist, rogue scholar, vagabond from Rifts Ultimate Edition. From Phase World: Space, Turbo-jockey, Galactic Tracer, Space Pirate, Runner and Colonist O.C.C.s. Rarely, a Xintrin will be a Mystic O.C.C., but with the ability to learn new spells (very, very rare and hard to find). Most such mystics are members of the Fist of Xin and are evil in alignment. Remember that in other skills, many will be geared toward space skills. Magic: Rare, as per O.C.C. only. Psionics: Rare: 2% chance of being a minor psionic, only 1% chance of being a major psionic. Only 1 in 1,000,000 are master psionics. All master psionics are mystics. Allies and Alliances: The Xintrin are closely associated with humans in both the Protectorate and the Free Colonies. Their region of space also surrounds the Nix Star Alliance on all sides, and they are perhaps closest to them. The Xintrin are very protective of the Nix, and in Xintari, the name for Nix translates to little space sisters. The two species were acquainted by radio for 20 years before the Nix landed on Xinkul II and helped the Xintrin re-terraform a world scarred by nuclear destruction. Enemies: The Xintrin see the Arkhon as likely future antagonists, and avoid them for the time being whenever possible. They also view the Vorhasi with suspicion, as the Vorhasi have destroyed several Xintrin ships which were, genuinely, intruding in Vorhasi Spacea big no-no. The Xintrin view their actions as extreme, to say the least, and are not the sort to forgive that sort of thing just because the Vorhasi are very alien in nature. Still, they know a Vorhasi scout expedition could probably clean the clocks of their entire military, so theyre not going to press the issue.

The Sigmari
The Sigmari are a physically powerful race known for their brute strength and power on the battlefield, but this stereotype has blinded many species to the soulful, spiritual side of their race. Their reputation comes from their previous role as the shock troops of the Moggtheran Empire of Many Suns. Since Moggtheran rule collapsed, the Sigmari have been trying

to rebrand themselves to the rest of the galaxy. Their lack of success has made them more and more insular over the years. Home World Sigmar, in the Ossango Star System. It is the third of 12 planets. The planet is a large world about twice the diameter of earth, dominated by grassy plains and plateaus. It is divided into a northern and southern hemisphere by a massive ocean that bands across the middle. The most startling feature is its one large moon, Kamar, which many know as simply The Shattered Moon. It appears some internal explosion blew a massive section out of the satellite, and it is trailed by a debris field of the larger pieces, which have become satellites of their own. The explosion was artificial, possibly caused by antimatter, and occurred more than 20 million years ago. Nothing else about the blast is known. Sphere of Influence The Sigmari control only two neighboring star systems in addition to their own. They appear to have no interest in ruling the Empire of Many Suns, or much of anything else for that matter. However, by concentrating their strength their star systems have become fortresses in space and most pirates fear to go there. The largest reason the Sigmari are considered influential is because they control one of the 10 Imperial jump gates. The gate and the relative safety the Sigmari provide merchant shipping has boosted trade and revenue for their people, but many still fear them and see them as a brutal, monstrous army. This viewpoint has limited the amount of influence the Sigmari can wield. Society The Sigmari are a tribal race which has been united for the past 400 years into two great tribes; the Tribe of the North and the Tribe of the South. These two were at war for many years and almost exterminated each other before a lasting peace was made. Elders and priests hold most of the power in Sigmari society, and there is very little in the way of rebellion or defiance against their rule. Sigmari also put a strong emphasis on older brothers and sisters, as well as parents and grandparents. In the north, the Sigmari live in massive underground caves and tunnel systems. In most cases, these caves have an entrance that is partially flooded (often leading out to sea) in a massive grotto. Sigmari buildings hang from the ceiling as much as they reach up from the floor and their cities are frequented by tourists on a regular basis. Due to the intense gravity of the rest of the planet, visitors are restricted to areas (usually the main entrance cave) where atmosphere and gravity can be adjusted. Northern Sigmar is the most likely place for space travelers to visit. Southern Sigmari is rather xenophobic following the forced conscriptions by the Moggtheran centuries ago. In the south, the Sigmari tend to live nomadic lives on the grassy plateaus. They have technology, but blend it with ancient ways of living off the land. They are heavily shamanic, tend to turn away outsiders, and resent the connection with the rest of the galaxy fostered by their cousins to the north. Since the planet was unified, both North and South Sigmari priests and elders have met to determine the overall course of the planet. The very conservative southern

Sigmari constantly try to pull the planet toward isolationism, and suspect that their northern counterparts are making deals and agreements with alien species that they know nothing about. Sigmari keep an oral history through song, and are excellent communicators. There is a growing movement among the Sigmari that believes the species goal in the universe is to become a species of translators throughout known space helping each civilization deal with the others. Despite all this, Sigmari are also brutal combatants who attack head on, do not mind absorbing casualties, and overwhelm their enemies with brute force and might. An angry Sigmari is frightening and often fatal to the being that angered them. There are a few Sigmari mercenary bands that still fight for whoever pays them, but for the most part the Sigmari are done being anybodys strong man. The Sigmari believe that they are transplants to their world from somewhere else and were created the way they are by an ancient race that died out or left this part of the galaxy long ago. There are sacred ruins on Sigmar that are at least millions of years old and were not made by the Sigmari. The Sigmari do not allow the sites to be disturbed, but observers who have looked at the ruins and the moon say the Sigmari may be right about their origins. The Sigmari worship guardian ancestor spirits, Sigmari heroes of legend and their unknown creator. Finding the name of their creator (if there is one) has been a religious quest by Sigmari shamans for centuries. There are a growing number, mostly in the north, that worship the Vorhasi. Sigmari value honor and truthfulness, as well as strength and wisdom. Physiology The Sigmari are large semi-aquatic reptilian humanoids with large curling horns on either side of their heads. They most closely resemble Earth turtles, but without the shells. Sigmari continue to grow with age, with young adults standing about seven feet tall, and elders topping 10 feet. Both males and females have incredibly powerful and muscular bodies which are at ease in twice the gravity of earth. The Sigmari are incredibly resilient and durable, beyond what one could expect from evolution. Some say this is additional evidence that they are an artificially engineered race. However, Sigmari are almost completely disabled in zero gravity. The Sigmari have large horns filled with hollow cavities which give the Sigmari perfect pitch. All Sigmari are excellent singers. Sigmari breed by laying eggs, with the female laying one egg at a time. The eggs are kept in a private chamber by the mother, who guards it with her life from the time it is laid until it hatches. The father provides food and additional protection as well. This is known as The Vigil. Eggs take about four earth months from laying to hatching. A Sigmari female will usually lay an egg soon after their previous child reaches maturity at age 30 and start laying at about 40-50 years old. Most lay about 4-8 in their lifetime, with eggs having a 90% rate of viability. Sigmari mate for life but quite often live away from their spouses for long periods of time, except during the Vigil. They live for about 300 earth years. Sigmari also have an aptitude for magic and many become shamans. A growing number are being trained by the Nix to enhance their magical abilities. Military

The military force of the Sigmari is simply known as the Legions (or Sigmari Legions by aliens). Every Sigmari, male or female, must serve at least 10 years after reaching maturity at age 30 (by our years). This 10-year-period is considered between childhood and adult, and a Sigmari is not a full adult until he or she has done their time in the military OR have distinguished themselves in military conflict in less than 10 years. Many go on to serve another two decades, while others leave military service and start families and careers of their own. The Legions work like shock troops and are most effective on the ground. They storm enemy positions and overrun their foes like a massive stampede. But the gravest mistake an enemy can make is to believe there is no strategy involved. The Legions movements are timed, coordinated and carefully planned. In space, the Sigmari rely on their multi-purpose Mantreen-class transports, which function as gunships, troop carriers, patrol ships and bombers. Originally reliant upon the Moggtheran or the jump gate for interstellar travel, these manta-ray shaped ships have incorporated Xintrin negative mass drives since the fall of Gargannau. The Sigmari have a few capital-class ships purchased from the Fahreen, but prefer to rely on the Mantreen, which is blessed through shamanic rituals. Technology Most modern technology on Sigmar is imported there from other races. When the Moggtheran discovered them 600 years ago, they had begun to explore the outer edges of their solar system, but had not discovered faster-than-light-travel. They still do not create their own FTL drives, and buy them from the Xintrin. Due to the intense gravity of their world and its effects on production and chemistry, the Sigmari are excellent structural engineers, capable of building structures that can endure incredible forces. Indeed, most of their buildings hang upside down from bedrock and support not only the weight of the buildings themselves (which are massive) but of hundreds or thousands of Sigmari in them as well. The Sigmari are still struggling to make a name for themselves exporting something besides their military might, however, and building colonies and facilities in extreme conditions may be the answer. Trade

The Sigmari export armor, composites, pre-fabricated structures and the Mantreen transport. They import gravity technology, negative mass drives and other advanced technology. Their planet is otherwise very self-sufficient. Relationships with other governments The Terran Protectorate: The Sigmari have had very limited contact with the Terran Protectorate, since their planets sit on the far side of the Empire of Many Suns away from the Protectorate. Most of their experience with humans has been with mercenaries, which are not the best examples of humanity. They know the humans defeated the Arkhon and have seen them fight, so they respect humans as warriors. Some humans from PHERI and other treasure hunters have enquired about ancient ruins on Sigmar, but those ruins are in the south and they have been denied access so far. The Terran Protectorate has no official contact. The Arkhon Imperial Freehold Co-Prosperity Alliance: There is some limited commerce between the Arkhon and the Sigmari, and the Arkhon are very friendly toward them, but the Sigmari suspect that the Arkhon are no better than the Moggtheran once were and wish to use them as cannon fodder. The Arkhon have lavished rogue Sigmari mercenary groups with money, overpaying them for simple assignments and treating them like kings. They then make sure those mercs take word of the generous treatment back to Sigmar. They are also attempting to develop close ties with some Northern Sigmar leaders. The Xintrin Merchant Guild: These two species have long been fairly friendly. The Sigmari like that the Xintrin state their goals of making money openly and directly. The Xintrin sell the Sigmari FTL drives and gravity control equipment, and the Sigmari have constructed a few Xintrin mining facilities in extreme environments. Some very rich Xintrin have also taken to hiring Sigmari body guards. The Xintrin are concerned about the growing link with the Arkhon and are urging the Terran Protectorate to make contact and begin to foster a relationship before its too late. In the meantime, they try to educate the Sigmari about the dangers of the Arkhon. The Sigmari also are highly respectful of the Nix, and the Nix is the only species that frequently visits Southern Sigmar, where they exchange mystical knowledge with the more powerful shamans. The Vorhasi: The Sigmari revere any ancient species and the Vorhasi are no different. Many thought the Sigmari would celebrate the destruction of the Moggtheran home world by the Vorhasi, but instead they mourned for the death of a planet. They believe the Vorhasi had a reason to do what they did, but they take no joy in the destruction of an entire biosphere. As far as anyone knows, the Vorhasi and the Sigmari have never communicated. The Empire of Many Suns: The Nation of Sigmar is a part of the former empire. They were once the shock troops of the Moggtheran and the backbone of their ground military. They deal amicably with the other species, although many in the Empire fear them due to their previous role as the Moggtheran enforcers. The Arnuban, Fahreen and Rhtharians would love to get the Sigmari as their own shock troopers, and tend to treat the Sigmari as dumb brutes. This, more than anything, has reinforced the hesitance among the Sigmari to interact with outsiders. The Sigmari surprisingly hold no grudge against individual MoggTheran, due to a

Sigmari saying that a father takes his sins to the grave which means you should not blame someones descendents for their actions. The Starfarers: The Sigmari are strongly represented in the Starfarers, particularly their shamans. They call the Starfarers the Agents of the Ancients and will always give a Starfarer their attention and respect. The Novaslayers: Most Sigmari despise the Novaslayers, as they tend to be a very socialist and community-oriented society and the Novaslayers preach against that. However, they respect Novaslayer strength and the elders warn their youth not to antagonize them. There are quite a few Sigmari Novaslayers who were swayed during Moggtheran rule. Almost all of them are warriors who gained prestige under the Moggtheran for their ferocity and strength. Unfortunately they are beings of advanced age and great power, and occasionally sway a young warrior with potential to join their ranks. The Sigmari Optional Player Race

Alignment: Sigmari have a wide range of alignments, with the general populace geared toward Scrupulous and Unprincipled, similar to humanity. Attributes: I.Q. 2D6+3, M.E. 3D6, M.A. 4D6, P.S. 3D6+20 (+1 per level), P.P. 3D6, P.E. 3D6+10, P.B. 2D6, Spd 5D6. Physical strength and endurance are supernatural. M.D.C.: 2D6x10, plus 1D6 per level. Height: Seven to 10 feet tall, reach about seven feet at maturity and grow about an inch per decade.

Weight: 450 to 900 lbs. P.P.E.: 1D4x10. Natural Abilities: Incredible endurance (fatigue at 1/4th the rate of humans), strength continues to grow as they age and they are capable of taking tremendous damage. They are semiaquatic, able to hold their breath submerged for P.E.x2 in minutes and swim to depths of 1,000 feet in normal gravity (250 feet in their own world). All have Swimming at 88%. Bioregeneration of 2D6 M.D.C. per hour. Cannot regenerate lost limbs, but can regrow digits (fingers and toes). Due to the hollow cavities in their horns working the same way musical instruments do, the Sigmari have developed perfect pitch and excellent singing abilities. All have the singing skill at +20%. Can Jump 60 feet horizontally or 30 feet vertically in Earthlike gravity. Vulnerabilities: The Sigmari are almost useless in zero gravity unless they can cast magic. They lose all combat bonuses and are reduced to one attack/action per melee due to disorientation and discomfort. They cannot learn zero-g combat and maneuvering. Magic: About 1 in 500 Sigmari have shamanic potential, but only half of them develop into full shamans. Same as the Mystic O.C.C. in Ultimate Edition Rifts. Psionics: Only those who take the Mystic O.C.C. have psychic abilities. Combat: All Sigmari have at least hand-to-hand: Expert, regardless of O.C.C. Bonuses: +6 vs. horror factor, +20% to speak any alien language. Damage: As per supernatural P.S., also have a charge attack that works the same as a power punch, but also has a 60% chance of knocking down anything their size or smaller, and a 30% chance of knocking down something up to three times their size and weight. Gore with horns does 3D6 M.D., Head butt does 1D4 M.D. Even a light slap from a Sigmari can turn an unprotected human to red paste. Skills: See natural abilities, plus all Sigmari have the skills wilderness survival (+10%), W.P. blunt and W.P. pole arm. O.C.Cs: Sigmari can take any Freelancer O.C.C., Close Combat Specialist, or Colonist (from the Phase World book), as well as the Rogue Scholar, Wilderness Scout and Vagabond O.C.C.s from the Rifts book. They can select the Mystic O.C.C. as well, but no other magic or psychic class is available. The most common O.C.C. for adventuring Sigmari will be the Hired Gun (storm trooper), Tracker (scout), Close Combat Specialist or Mystic O.C.C.

The Moggtheran

The Moggtheran are a nomadic race of saurian humanoids that originally controlled a small empire between the Xintrin Merchant Guild and Vorhasi Space. For reasons unknown, the Vorhasi destroyed the Moggtheran home world about two hundred years ago, which sent the Empire of Many Suns into a tailspin that eventually resulted in its dissolution. Now, the Moggtheran are nomadic spacers, roaming the stars in several independent fleets. They are afraid to settle another home world until theyve figured out a way to protect themselves from the Vorhasi and discover why their world was destroyed by this powerful, ancient race. Home World None. Formerly Gargannau (Great Mother Egg in Mogtu, the Moggtheran language) Sphere of Influence The Empire of Many Suns, which, in reality, no longer exists, is a space between the Xintrin Merchant Guild and Vorhasi Space; it also shares an edge with the Free Colonies and brushes against the Protectorate and the Freehold. It is a lawless collection of planet-states, each with their own rules and governments, and housing many of the minor species of the galaxy (some of these species are likely from the Aliens Unlimited book, particularly former members of the TMC, which used to control this sector of space long ago). They all used to be under the rule of the Moggtheran, but rebelled when the central government fell into disarray. Interestingly, only a couple of these worlds have Moggtheran as actual rulers. The Moggtheran nomadic fleets act

as mercenaries, hiring themselves out to one planet or another in exchange for supplies, safe ports, credits, and the use of their shipyards to build more ships. There is heavy trade with the Xintrin Merchant Guild and the Free Colonies, and, to a lesser degree, the Arkhon Empire and the Terran Protectorate. The EoMS is seen as a fertile market for pretty much anyone who can reach it. There are about 200 star systems of note in all, 30 of which have significantly inhabited worlds. Most of these star systems were never settled by the Moggtheran or their subject races, though there are countless small outposts, mining operations, mercenary and pirate bases and black shipyards (the GM should use this region of space as a sand box for any world they want to create that doesnt fit in with the other sectors of known space). Society The Moggtheran society is divided into about two dozen nomadic fleets of varying size. Four of these fleets are massive, and contain, collectively, about 1/3 of the remaining two billion Moggtheran in the galaxy. Each fleet is its own government with its own rules, though all of the fleets are patterned after the Imperial Fleet that used to rule over the space lanes of the EoMS. As such, Moggtheran society is essentially indistinguishable from a military organization. Each fleet is ruled by a council of admirals under a Great Admiral, who gains his position through power, influence, and a majority vote from the council. The Great Admiral position can only be taken away by a two-thirds vote of the council. In some fleets, Great Admiral is a lifetime position. In others, it changes every couple years, depending on the political fortunes of the admirals. Everyone in Moggtheran society has a rank, even children. In fact, gaining their second promotion is how the Moggtheran determine adulthood. Officer ranks are reserved for noble families, whose heritage stretches back to Gargannaus ruling class, though some heroic commoners have risen to low officer ranks by distinguishing themselves in combat or politics. Many Moggtheran leave the fleets and strike out on their own, a practice known as resigning your commission. They still consider their original fleet their home, but have no place in it after that. Still, a large number of Moggtheran have left the fleets and travel throughout the galaxy. Most are still nomadic, however, and few settle into one spot for very long. As one would imagine, the Moggtheran are a very disciplined people. Each one is trained in the arts of military etiquette from hatching day. They easily follow chains of command in just about any structure, and can fit in comfortably with just about any species, once they know the rules. This makes them perhaps the most well-traveled species in known space. Moggtheran can be found just about anywhere. But they are also a traumatized society. The Moggtheran had a physiological attachment to their home world that runs deeper than most other species. Most Moggtheran only mated and settled down to raise families on Gargannau or on one of its orbiting city-sized space stations. Now, that is all gone, and they have had to learn to adapt. But it has been a painful transition, and they despise the Vorhasi and how the rest of the galaxy does not see the Vorhasi as inherently evil. To make matters more confusing, the Vorhasi gave the Moggtheran time to evacuate and went out of their way to minimize casualties (the only people who died were those that refused to leave). Why the Vorhasi destroyed Gargannau is one of the great mysteries of the galaxy. The Vorhasi, while jealously guarding their borders, sometimes with deadly force, are not known as a violent or aggressive species. Destroying someones home world is incredibly uncharacteristic of

them. And the Vorhasi have not felt the need to explain their actions. As a result, several theories are currently popular: 1. It is widely known (and true) that Moggtheran technology was heavily advanced by the discovery of a crashed, ancient Vorhasi star ship on their home world. Some believe that the Moggtheran were on the verge of back engineering a major piece of Vorhasi technology that would have catapulted them to power equal with the Vorhasi, so the ancient race destroyed their world before they got the chance. This is the theory most favored by the Moggtheran. 2. The Vorhasi ship that crashed on Moggtheran was on a mission to destroy the world, which harbored some dark, ancient vault a billion years old. That vault contained an evil that could never be freed, or it would wipe out life as we know it. The Moggtheran were collateral damage. This is a theory popular among treasure hunters, FACE teams, and a wide assortment of those who have dealt with the Vorhasi on an amicable basis. Its a very popular theory among the Xintrin, also. 3. The Moggtheran had sent expeditions into Vorhasi space in order to steal more Vorhasi technology and make themselves more powerful than ever. They had used Vorhasi technology they had already back engineered and disguised their ships enough to enter Vorhasi space and pirate some Vorhasi settlements. The Vorhasi struck back and struck back hard, as a lesson to every other space faring species in the galaxy. This theory is favored by former subjects of the Moggtheran. 4. The Vorhasi, knowing of the Moggtherans deep attachment to their home world, destroyed their planet in order to force the species to adapt and evolve. They were doing the Moggtheran a favor. This theory tends to be favored by those who believe the Vorhasi are here as a shepherd race, guiding the younger races along a specific path. Physiology The Moggtheran are evolved from a dinosaur-like species, probably a predatory pack species that hunted other small dinosaur-like creatures and their eggs. They are warm-blooded, hollowboned, and highly social. They also had a very strong attachment to their home world, which some have compared to salmons attachment to their spawning ground. Moggtheran are egg layers, usually having clutches of 2D4 eggs. They mate for life. This is unlike humans, or Xintrin, who are generally monogamous, but are not bound to stay with their partners. Once Moggtheran choose their mates its for life. Interestingly, they are not strong caregivers to their children. Most Moggtheran infants are raised by their parents just to the point that they can walk and talk (about four years), and then they are put into the fleet schools. While

they likely interact heavily with their parents as adults, and some Moggtheran families amass incredible influence, their formative years are spent away from them. Most mammals have no way of knowing whether a Moggtheran is male or female, and their names are not divided along gender lines. The Moggtheran are only concerned with gender when it comes to egg laying and finding a mate. Other than that, they never refer to or judge anyone of any species by gender. Moggtheran have a lifespan of about 80 of our years (roughly 100 of their own). They stand between 6 and 7 feet tall, on average, but weigh only between about 100 and 130 lbs. This is because their bone structure is made of a hollow, cartilage-like latticework that is more flexible than bone. This gives the Moggtheran increased resistance to falls and impacts that would normally break the bones of a human, but they are overall a bit less resilient physically than most humans. The Moggtheran also have an internal gyroscope in the form of a small fluid-filled organ in their head that allows them to be very comfortable in low and zero-gravity environments. Moggtheran have excellent night vision, but their eyes are sensitive to bright lights, and they often wear protective eye gear. Because of a herd, or pack-like mentality, tempered with natural curiosity and personal initiative, the Moggtheran are excellent at dealing with other species, and built their original empire using this skill, playing one species against another. But this also means they get along very well with alien crews, making them a common sight among mercenaries, pirates, and at free ports across known space. Magic is unknown to the Moggtheran, and they do not appear capable of learning it. Psychic abilities are fairly common, with 25% of the species exhibiting minor (20%) or major (5%) psychic abilities. About one in every 5,000 is a master psionic. Physical psionic abilities tend to be the most common manifestation of these abilities. Military The Moggtheran are divided into fleets that are governments unto their own. Fleets are further divided into armadas, each one under an admiral who is a member of the council of admirals. The ranks Captain and Pilot are ranks of honor, with the title Pilot reserved for those who fly capital ships. Fighter pilots are referred to simply as warriors. The Moggtheran fleets are large, very large. The four largest fleets are comprised of tens of thousands of ships. Lesser fleets can still be made of hundreds of vessels; many of them are massive traveling population centers. But only about a third of those ships are fighting ships, the rest are support and mobile colonies and factory vessels. They also purchase ships from other races. It is not unusual to find a Venture-Class Exploration vessel or a Xintrin Free Trader as part of a Moggtheran fleet. The Moggtheran are excellent boarders, with specialized strike teams trained to take ships with minimal damage (the better to add them to the fleet). However, their ground combat capabilities are non-existent. The Moggtheran have no need to hold ground, and are more likely to bomb an enemy ground target or strategic site from orbit rather than fight a ground battle. Technology The Moggtheran are excellent shipbuilders by necessity, and are aided in the fact that at least some of their technology is reverse engineered from Vorhasi technology. While their weapon technology is generally on par with most advanced species, they have excellent FTL capabilities

and utilize mass manufacturing techniques that are at least 100 years ahead of the Terran Protectorate or Xintrin. The Moggtheran can get twice the production out of a ship yard that the Protectorate can. This means they can build a frigate in about six weeks and a cruiser in about three months. The Moggtherans Starblade Heavy Fighter is considered the finest mass production star fighter in circulation, and has been adopted by some of the better-funded mercenary groups and independent worlds. Moggtheran ships use wormhole technology, very similar to Vorhasi Gate technology, to traverse large distances. This technology is restricted to ships cruiser-size or larger, but one wormhole can carry multiple ships. Inside the Empire of Many Suns, the Moggtheran built a system of stellar wormhole gates around major worlds. Since the fall of their empire, these worlds have become hubs of commerce, travel and power that are often hotly contested. The gates can wormhole ships to any other gate on the grid (there are 10 in all) in twelve hours. Standard wormhole drives can transport a starship three light years in one day, but each three light year jump is a separate jump, requiring three hours of cool down time between jumps. Smaller ships use Xintrin Negative Mass field projector drives. Trade The Moggtheran import and export star ship technology, but are best known for selling the services of their fleets for exploration, defense and combat. They also import foodstuffs, building materials, new technology, and luxury goods. They export their services as ship builders (though their building techniques are jealously guarded secrets), and also export archaeological goods (theyve explored a lot of worlds) and navigational data as well. Moggtheran Racial Stats Alignment: Any Attributes: I.Q.: 3D6, M.E. 5D6, M.A. 2D6, P.S. 2D6+2, P.P.: 10+2D6, P.E.: 2D6, P.B.: 2D4, Spd.: 4D6 Hit Points: 1D6 per level S.D.C.: Starting S.D.C. is 15, regardless of O.C.C. Any additional bonus S.D.C. from physical skills or O.C.C. bonuses is divided by half.

Horror Factor: None Height: 6 feet to 7 feet tall Weight: 90+1D4x10 lbs. P.P.E.: 2D6 Natural Abilities: Nightvision 500 feet, superior sense of smell gives them track by smell: 35% and identify smells: 36%+4% per level, bio-regenerate limbs (except head) in 1D4 weeks, though they heal overall at about the same rate as humans. Combat: All Moggtheran have hand-to-hand expert for free (part of their upbringing), though this can be upgraded to martial arts or assassin by O.C.C. or through other skills. Bonuses: +3 to roll with punch, fall or impact, +2 to save vs. psionics. Skills: All Moggtheran have the following skills, regardless of O.C.C.; speak and read Mogtu (98%), zero-g maneuvering and combat, wilderness survival (space) (+5%), navigation: space (+10%), and military etiquette (+15%). Common O.C.C.s include: Spacer, Galactic Tracer, Space Pirate, Freedom Fighter and Runner O.C.C.s from the Rifts Dimension Book 2: Phase World; the Special Forces and Super-Spy (psychic abilities option) O.C.C.s from Rifts Mercenaries (with an emphasis on space skills), and the Merc Soldier, Robot Pilot, Operator, Burster and Mind Melter O.C.C.s from Rifts Ultimate Edition. They can also choose the FACE Agent as well. Most common Moggtheran warriors would use the Freedom Fighter O.C.C. from Phase World. The only difference is that under Other skills, change the two skills that must be from espionage to piloting skills and picking two skills from rogue is not required. Magic: None. Psionics: Fairly frequent. 20% chance of minor psionics and 5% chance of major psionics, or by O.C.C. Allies and Enemies: The Moggtheran generally get along with everyone except the Vorhasi and threat species from the Expanse, like the Berylan and Vinali Raiders. They prefer to stay out of the Vorhasis wayfor now. They will not lease their fleets services to either side in the war between the Protectorate and the Arkhon. They believe such a conflict would cost too many lives and ships, no matter how much they are paid. Additionally, the minor races in the Empire of Many Suns often bear them ill will and like to make light of their present misfortune, but not too overtly, as they are the primary purchasers of Moggtheran services.

The Arnuban
The Arnuban are a species that resembles a combination of bat, canine and humanoid who are embroiled in a war for control of the Empire of Many Suns. They are steadily building a closer alliance with humanity, but whether that is good or bad remains to be seen. They refer to their holdings as the Arnuban Colonies. Home World The planet Nubaria II, in the Nubaria Star System. It is an earthlike world with terrain as varied as Earth, but particularly known for its massive, forestcovered canyons, and the pseudo-magical appearance of the Arnuban cities. Sphere of Influence The Arnuban are arguably the most militarily powerful force currently battling for control of the Empire of Many Suns, but that is only because the Moggtheran do not appear to be trying. They are currently involved in a war against the Rhtharian racea war they are winning. They control about 20 star systems, and three of the ten all-important jump gates positioned throughout t the empire. They control an arc of space on the far side of the Empire, bordering Vorhasi space. The only thing stopping them from controlling the Empire is a lack of resources and the economic superiority of the Fahreen. The Arnuban also suspect that the Fahreen are hiding much

of their power. However, a highly passionate people, they are too focused on destroying the Rhtharians to really focus on anything else politically. Rhtharians also have a lot of influence over various pirate groups, due to their commerce raiding war philosophy essentially, they wage war through piracy. Society When humans first encountered the Arnuban, the crafty aliens had humans convinced they were a species of mages. However, it turned out that they had no such abilities. What they had was an amazing control over nanotechnology and cybernetics, which they used to emulate magic. It is a semi-scam they have been pulling on species since first contact with the Moggtheran 400 years ago. Semi-scam because, in a way, the Arnuban believe they are mages. For at least the last 1,000 years of Arnuban history, the species has used technology to emulate magic, and the trappings of magic are the cornerstone of their culture. Their language is a rune-based symbol system, alarm systems are marked by intricate wards, walls and panels are operated by glowing glyphs, and even their weaponry is designed to appear as though the wielder was hurling fireballs and lightning bolts at their enemies. According to the Arnuban, they once were actually powerful mages, but some sort of cataclysmic event wiped out everyone with the gene. Whatever this incident was, if it is anything more than myth, has been lost to antiquity. Whatever the reason, technology became akin to magic, even before the invention of advanced technology. The Arnuban society is a gerontocracy, meaning that elders hold the most power. The Arnuban do not suffer from degenerative brain diseases as they grow older, so they grow wiser without any loss of memory or cognitive abilities right until death. Thus, the knowledge of their elders is highly valued. The governmental system is set up via a descending system of councils of elders, with the Grand Assemblage consisting of one chief elder representing each citys council of elders (elected by other elders in that city). The High Council is a group of nine elders elected from the Grand Assemblage. While the Grand Assemblage is equivalent to a legislative branch, the High Council is both the executive and judiciary powerdetermining government policy, enforcing laws and deciding which laws passed by the Assemblage are valid by simple majority vote. Although they claim to stand apart from the process of government, there is also a group of powerful beings known as the Cybershamans who wield incredible power. Like wizards from some fantasy setting, they are mysterious and enigmatic, with fortified towers in remote locations. They garner respect wherever they go, and seem to be virtually above the law. They are responsible for much of the Arnubans technological advances, which they develop in secrecy in their towers. The most accomplished Cybershamans are considered some of the most powerful beings in known space, and have often been recruited by both the Starfarers and Novaslayers. In daily life and their comings and goings, business transactions and personal interactions, average Arnuban are not much different from humans; one reason the two races get along well. Physiology

The Arnuban are tall, powerfully built and appear to be true mammals in all the ways known to humanity. They bare the strongest similarities to wingless, humanoid bats and canines. They come in a wide variety of fur patterns and range in size from seven to nine feet tall. Originally, tribes were divided by fur pattern, which was determined by geography and lineage. This is still a big influence on Arnuban politics AND physiology. Some breeds are larger and stronger, while others are smaller and quicker. Fur coloration is an easy way to tell who bears which traits. The Arnubans bodies respond very well to cybernetics, organ transplants and physiological changes. This is because the Arnuban have a small degree of conscious control over their autonomic systems and immune system as well. So when an Arnuban gets the flu, they can consciously focus their immune system on fighting it. When they get a lung transplant or an artificial eye, they can consciously make their immune system ignore it. Arnuban have slightly poorer vision than humans and are near-sighted. However, their hearing is several times better than a human beings. They are physically very strong and durable. They have a greater tolerance for cold, but a much lower tolerance for heat and humidity. Military When you go to war with the Arnuban, it's more like going to war with an empire of pirates. Unless defending, they will refuse to engage enemy fleets and ships, instead focusing the majority of their efforts at raiding supply lines, convoys, industrial complexes, ship yards, you name it. Someone once jokingly suggested that "war" in Arnuban translates to "steal everything that isn't nailed down or on fire." An Arnuban captain, hearing the saying, joked that he keeps a crowbar and fire extinguisher on hand. Not only do the Arnuban themselves start raiding mercilessly during war, but they'll attempt to hire every mercenary and privateer in known space to raid and harass you as well. This tactic works every well, particularly in drawn-out campaigns...as long as the Arnuban can defend their own territory successfully. Of course, all races raid during wartime to some degree, but nobody does it like the Arnuban. The Arnuban fleet works very differently from most other interstellar combat fleets. Each captain actually owns his ship, and has bought it on loan from the government. The crew gets paid in shares of the ship's take and a stipend for "defensive" duties when the government calls on them to perform "nonprofit missions" such as defending a world, conducting a large strike that isn't likely to be profitable, etc. In return, all repairs, rearming and refueling is done at cost or by taking out loans. Damage taken while on government-requested "nonprofit" missions is repaired for free. Eventually, the Captain has earned enough money, if he's good, to pay off the initial loan, plus interest, and truly owns the ship. He can either go off on his own as a freelancer captain doing whatever he wishes with any crew he can agree to sign on, or he can sign up for another contract with the government as a Privateer Captain...except this time he's likely to make a much larger profit. Generally, during wartime, captains continue to sign up with the government, and during peace time they strike out on their own. The system works well, since the Arnuban government encourages its crews to pillage their enemies relentlessly, and the contract ensures that the fleet will be there when the government needs it, everybody seems to win. The Arnuban fleet is one of only a few in galactic history known to actually make a profit and is an actual revenue stream for the Arnuban government.

In space combat, the Arnuban like to close quickly, battering their enemy, and then engage in boarding maneuvers. Their ships are heavily armored and designed for close-in brawlsknifefighters. At long ranges, they have a disadvantage and they are not as proficient at large-scale fleet tactics as some other races. On the ground, their military is passable in large numbers, particularly since all of their soldiers rely heavily on cybernetics. But it is their intelligence-gathering abilities and Special Forces operations where they really shine, primarily thanks to young cybershamans within their ranks. Technology The Arnuban are excellent at designing cybernetics and nanotechnology. They are also masters of holographic projections and low-powered force fields (mainly used to create magical effects). They are in the process of updating their star faring technology through trades with the Terran Protectorate, in return for nanotechnology and cybernetics. The Arnuban are almost never seen carrying ranged weapons. Combatants have built-in cybernetic hand weapons that make it appear as though they are throwing magical effects at their enemies. Some, like cybershamans, have multiple weapons implanted for a variety of effects. The only weapons openly carried appear to be melee weapons, but in many cases are able to fire off some kind of energy effect at range. Arnuban technology is always couched in the trappings of magic. Rune-covered entry portals, communications pads that look like summoning circles, holographic artificial intelligences that look like spirits and demons, etc. However there is no known magic present on the planet. The only indication that there might have been magic there in the past are a number of crumbling pyramids scattered across the planet which the Arnuban claim were built to control the crossroads of life thousands of years ago. Whatever purpose they once served, the pyramids are little more than tourist sites and crumbling ruins now. Trade The Arnuban export cybernetics, nanotechnology and a variety of other items that their captains have collected from others. They import starship systems, luxury items and exotic goods. Relationships with other governments

The Terran

Protectorate: These two powers have a basic trade agreement, but distance keeps them from working more closely together. Currently, the Arnuban are on top in a war against the Rhtharians, which puts them in good standing with the general public in the Protectorate. Higher ups are concerned about the Arnuban ties to pirate organizations, however. The Arnuban see the Protectorate as a powerful potential ally and as a check against the Arkhon. However, they will not get involved in the war. The Arkhon Imperial Freehold Co-Prosperity Alliance: There is limited trade between these two groups, especially between pirate factions unofficially sponsored by the governments, but there is also tension. The Arnuban have not forgotten that the Arkhon were once allies of the Rhtharians and still have some ties, so they do not trust them. They also know that if the Arkhon thought it feasible, they would swoop down on the entire Empire of Many Suns and annex it. As long as the Arkhon are at war with the humans, that isnt likely to happen. Besides which, win or lose, the Arkhon are sure to be drained for some time to come from the conflict. The Xintrin Merchant Guild: There is brisk trade between these two groups, with the Arnuban being a major buyer of Xintrin goods. There is a major trade deficit, however, as the Arnuban have little the Xintrin, who are not interested in cybernetics, want. There has been tension in the past when Arnuban ships have preyed on Xintrin convoys, but the Xintrin have gotten tougher through the years and Arnuban raiders have turned their sights elsewhere. This has been helped by the Arnuban government declaring open season on the Rhtharians and promising to pay top dollar for anything looted from Rhtharian holdings.

The Vorhasi: The Arnuban are grateful to the Vorhasi for destroying the Moggtheran home world and breaking the races hold on the Empire of Many Suns. Also the Arnuban share a major border with Vorhasi space and have had more encounters with them than any other species. But, despite the Arnubans best efforts, the Vorhasi seem little interested in deeper ties or anything more than rudimentary communication. The Empire of Many Suns: The Arnuban Colonies are a part of the former Empire. They are currently at war with the Rhtharians. They trade with the Fahreen and the Sigmari, but they recognize that the Fahreen are trying to keep the war going as long as possible while they build up their own forces. The Arnuban and Fahreen both control three each of the ten Imperial jumpgates. The Arnuban believe that if they can get a fourth jumpgate under their control, then the economic benefits of trade through the gate will catapult them ahead of the Fahreen and into a leadership role of the Empire. The Fahreen provide the Rhtharians with just enough support (at a cost) to keep that from happening. But it is not clear how long this can be kept up. The Sigmari are often hired as ground troops for the Arnuban. The Starfarers and Novaslayers: The Arnuban are nearly worshipful of both the Starfarers and Novaslayers and tend to join each organization in roughly equal numbers. Cybershamans are frequent recruiting targets of the two groups. Arnuban Racial Stats Alignment: Any. The average Arnuban citizen is unprincipled or anarchist. Attributes: I.Q. 3D6, M.E. 2D6, M.A. 4D6, P.S. 10+4D6, P.P. 3D6, P.E. 3D6+6, P.B. 2D6, Spd. 4D6. Hitpoints: P.E.x2, plus 2D6 per level. S.D.C.: 2D6x10 plus those gained from O.C.C. of choice. Horror Factor: None. Height: 7 feet to 9 feet tall. Weight: 250 to 400 lbs. P.P.E.: 1D4. Natural Abilities: Heightened Sense of Hearing: the Arnuban can hear a whisper from 1,000 feet away. They receive a +2 to all hearing-based perception rolls. Echo-location: the Arnuban can make a clicking sound in their throat that works as a form of sonar. This allows them to operate perfectly well in the dark and to see invisible beings. While using echo-location the Arnuban cannot speak and the echo-location ability must be consciously activated; it is not an ability that is always on. Immune System Control: The Arnuban can focus their immune system to fight illness or let it run its course. They can also use it to assist with external sources of healing. As a result, disease and illnesses are half effect and half duration. This does not include poisons and toxins. Also, any healing attempts on a conscious Arnuban have double the effect, including medical treatment, magical and psychic healing powers. Bonuses: +2 to initiative, +3 to save vs disease, +15% to save vs. coma/death. Skills: By O.C.C. All Arnuban have the following everyman skills: Speak and Read Arnuban 98%, Computer Operation (+10%), Basic Mechanics (+5%), Basic Electronics (+5%).

Common O.C.C.s include: Cybershaman, Freelancer (all), Close Combat Specialist, Space Pirate, Runner and Colonist. Most tend to favor pirate and rogue-type classes or mechanics. Cannot pick any psychic or magic classes. Magic: None. Psionics: Very rare, 10% chance of minor psionics, 3% chance of major psionics. Allies and Enemies: The Arnuban are enemies of the Rhtharians and, to a lesser degree, the Arkhon, and allies with the Sigmari. They have increasingly close ties to the humans and conduct brisque business with the Xintrin and Fahreen. Note: Regardless of O.C.C., Arnuban start with two cybernetic enhancements of choice and one of the following bionic palm blasters (special to the Arnuban): Light Laser: 2D6 M.D. or 6D6 M.D. from a 3-shot pulse (cannot be done on an aimed shot), range: 2,000 feet, payload: 30 blasts per hour or by E-clip (inserted in a port in the forearm). The E-clip gives the weapon 30 shots. Impact Blaster: 3D6 M.D., plus 20% chance of knocking down targets weighing under 500 lbs. (victim loses an attack and initiative for that melee round), range: 1,200 feet, payload: 20 blasts per hour. The E-clip gives the weapon 20 shots. Plasma Thrower: 5D6 M.D., range: 800 feet. Payload: 10 shots per hour. The E-clip gives the weapon 10 shots.

Terrans
Terrans are the names of human descendents of the first explorers to leave Earth near the end of the Golden Age and colonize the planet Terra. They have no contact with Rifts Earth and believe their home world was destroyed by some terrible, mysterious power. Earth is off limits, as the entire Sol System is unstable and unsafe to approach with FTL drives. Terrans have spread extremely fast, having been fortunate enough to sit on the gateway to a wealth of systems with habitable or easily terraformable worlds and resources. The Terran species is flexible, curious, and expansion-minded as a whole. Terrans, generally, live in two regions: The Terran Protectorate, and the Free Colonies. Some can also be found scattered among the Xintrin Merchant Guild and the Empire of Many Suns.

Rolling up a Terran player character


Rolling up a Terran player character is, for the most part, exactly like creating a human in Rifts or most of Palladiums other games. They have the eight primary attributes, hit points of 1D6 per level, and use the same bonuses chart as in Rifts Ultimate Edition. However, Terrans are a special breed, genetically selected to excel. As a result of this, player characters should pick one attribute and roll an additional 1D6. If this roll puts them over 16, they do not get to roll additional dice as usual. Its best for GMs if they choose the attribute BEFORE rolling their stats, so GMs can avoid player characters min-maxing their attributes if they wish (if, however, you want your player characters to be able to stack their favorite attribute, by all means, allow them to roll that die afterwards, howeveras long as youre having fun).

They should also choose a Creche Clan heritage from the list below. Starting S.D.C. is detailed under each character class. Terrans reach adulthood at 16, have graduated high school, and at this age generally either decide on going to college or the military. Most first-level player characters will be between the ages of 16 and 20. Terrans can live to be about 200 years of age due to the high level of medical achievement in the Protectorate, but are generally inactive in public life after about 120-150 years old.

The Crche Clans

One of the most important distinctions in Protectorate society is your crche clan. Every human in the Protectorate is a descendant of someone raised and trained in one of the 10 original crches, which were like large boarding schools that were responsible for the well-being and education of every child brought along on the original mission. The crches operated for three generations, until all the frozen embryos were awakened and raised to adulthood. Since there was no true family heritage, people separated themselves by crche. The crches competed fiercely in sports, academic achievement, and later, in politics and success in society.

Today is little different, except the crche clans have more power than ever. Many people prefer to marry from within their clan, work with or under those of their clan, and most colonies and even fleets are generally dominated by the population of one clan or another. The ARCHIE A.I. that distributed the frozen embryos to each crche for care and revival decided to sort them by common genetic markers that it believed would group people together by like aptitudes and temperaments. As such, there are some common traits noticeable in each member of every clan. Ethnicity is neither a factor in clan membership, nor in Protectorate society at all. There are a few without a clear clan heritage by either birth or trait. These are known as the Clanless. While not second-class citizens by law, the lack of a protective clan to look out for their interests makes them second-class citizens in practice. No bonuses or penalties. Roll up as a normal human. Those characters, and there are many, with parents from both clans generally show traits for one or another at an early age and choose one before reaching maturity. Player characters creating a Terran character should choose one clan from below as their clan heritage. The Ares-Draconis Brotherhood The Azure Sept The Davinchians Clan Hannu Clan Hedonis The Order of Voltaire The Proletarans The Pyathenar Scholari Scions of Tellus Mater The Yoarashi

The Ares-Draconis Brotherhood


And on that morning, after you have survived your first battle, your food will taste better. The air will smell sweeter. The Sun will shine brighter. For then, for the first time, you will be truly alive, and know what it means to live. from last years commencement speech by Brother Cao Durandel, Headmaster of the Marine Officers Academy.

This is the most militant of the crche clans, and has a heavy, commanding presence in the Colonial Marines. Most clan members can be found in one of the branches of military, preferably where combat is most likely. However, they can also be found in weapons development and many, much to the clans chagrin, have found their way into pirate and brigand groups. Members of the Brotherhood (who refer to each other as Brother and Sister) are proud warriors with honor off the battlefield. However, on the battlefield they have a whatever it takes to win philosophy, backed by a generally humans first attitude when dealing with alien species. Members of the Brotherhood also have a tradition of Vendetta, a blood oath to right a wrong or avenge an insult or injury done to the clan. This is, fortunately, not something taken lightly, and as most Brothers try hard to follow Protectorate law, it rarely ends in death. This is not the case with brigands and pirates, however. Traits: Militant, proud, pro-human. Bonuses: +5% to all military skills, and may pick any one military skill for free regardless of O.C.C. +10 S.D.C and +1 to strike in both melee combat and with all ranged weapons. Also receive W.P. sword regardless of O.C.C. Penalties: -2 to M.A., tend toward abrasiveness and brusqueness, though there are some excellent leaders among them. Also receive -10% on all domestic and medical skills. Affectations: Love to wear ornate but functional melee weapons. Every member is traditionally given an ornately fashioned vibro-sabre upon reaching adulthood. Clan colors are blue and gold. A royal, five-clawed golden Chinese dragon is their clan symbol. There is a long-standing

tradition of getting tattoos after surviving major battles or overcoming major personal obstacles or enemies. Some members of the Brotherhood see this practice as archaic. But a large portion of the Brotherhood still embraces this practice. Accomplished warriors often have extensive tattoos across their entire body. The most hardcore get these tattoos done with old-fashioned bone needles and home made ink.

The Azure Sept


The Brotherhood is the steel tip, the Proletarans are the curving, strong wood holding everything in place; the Pyathenians are the keen eyes that track the harebut the Azure Sept decides when to let the arrow fly! excerpt from When Men Need Kings, biography of Lee Garnet, former Chair of the Executive Tribunal.

In many ways, the Azure Sept has declared itself the nobility of the Protectorate. Of course, their hold on that claim is rather tenuous, as the Protectorate is, by and large, a democracy with no

history of monarchy whatsoever. The ARCHIE supercomputer had access to detailed family history files on all the fetuses in storage for the original journey, or most of them anyway. The progenitors of the Azure Sept were chosen by ARCHIE for their families' histories of leadership ability, and overall social success. The embryos of the rich, powerful and influential were culled from all the rest and herded into one crche. As a result, they are the leaders of colonies, the admirals of fleets, the representatives from dozens of worlds, the heads of guilds, etc. Whats more, the original officers who led the expedition made their headquarters in the clans hereditary crche building, and the line of the ships officers can be directly traced to members of the Azure Sept. The head of the order has been, for 200 years, a direct descendent of the captain of the Hawking. The Azure Sept controls the Protectorate. Plain and simple. They are the politicians, the bureaucrats, and the corporate CEOs that keep the Protectorate going. They have an almost iron lock on the reins of power and carefully play most of the Clans like a well-tuned harp to do their bidding, although they have had problems with the more extroverted of the clans, like the Hannu and the Davinchians. Lately, particularly in the last 10 years, a combined effort by the Scions of Tellus Mater and the Yoarashi has eroded much of the Septs influence, particularly in the outer worlds. But their lock on the core worlds, particularly on Terra, remains very secure for the time being. The course of the war, and their leadership or lack thereof, will probably have a large effect on the future of the Azure Sept. Traits: Decisive, charismatic, sometimes a bit arrogant. Refined tastes. Bonuses: +1D6 to M.A. and +10% to all communication skills. Quadruple the starting money. For some reason, descendants of the original crewmembers, whose bloodline runs strong in the Azure Sept, have a higher incidence of psychic abilitiesparticularly physical psychic powers. There is a 20% chance of being a major physical psychic (same rules as Rifts Ultimate Edition) OR having one physically-based super psychic ability, such as super-telekinesis, telekinetic force field, biomanipulation, etc. Same ISP and saves as a major psionic. Any member that has this type of psychic ability is obviously a Hawkings Officer descendent and has increased stature (and expectations) in the clan. Penalties: The Azure Sept hurries for no one. All members lose 1/4 their total speed (after ALL starting bonuses and skills, such as running, have been added). Status is also incredibly important, and members of the Azure Sept must make a save vs insanity of 14 or better to take any action they know will make them lose status (becoming an outlaw, crawling around in the garbage, begging, associating with undesirables etc.). GMs, make sure common sense applies here. They will, like most, take any actions that are in the realm of common sense (such as saving their own life) without need of a roll. Affectations: Fine clothes, jewelry and fine living. Clan colors: Royal blue, red and gray. Clan symbol: A blue, inverted triangle. They also make extensive use of bodyguards.

The Davinchians
So I told him what he was saying was a total straw man. I mean, how can you equate free license agreements with interplanetary patent protection? Besides, that totally had nothing to do with whether we should take in alien refugees from the Arkhon expansion. Eventually I got fed

up, hacked his server, and replaced his porn library with my Hank Williams collection. Anonymous forum message from the Uni-Net.

Not what one first expects when one envisions a clan devoted to engineering and technology, the Davinchians are highly passionate about their work, and life in general. They are technophiles, and quite often anarchists as well, having little care for government and politics, and more concerned about building new devices to make life easier, or what the hottest new microcomputers capabilities are. Most current ship designs are the work of the Davinchian engineers, who pool their knowledge on what is known as the Uni-net; an interplanetary internet just for clan members. One of its functions is its ability to pool different developments and different technologies into one place, and bring attention to new breakthroughs that might be otherwise missed that could help new engineers. Whenever a Davinchian has access to the Uninet, they receive a +5% to all mechanical, engineering and research rolls. The Uni-net is also used to make clan decisions, which are generally arrived at by heated arguments and debates on various political forums. The Davinchians, as a political entity, will generally work toward whatever results in fewer restrictions on freedoms by the government and will increase the sharing of knowledge throughout the Protectorate. They are also strong allies of Clan Hedonis, whose sensates probably receive about 15% of all Davinchian revenue. They are the most intermarried of the clans. In fact, the Crossbow Space Superiority Fighter was designed by a married couple of a male Hedonite and female Davinchian. Interestingly, Clan Hedonis members are often the ones pining for, or pursuing, Davinchians, and are generally the ones who instigate a relationship. Some believe this is because Davinchians

are very centered and happy with themselves, a very desirable trait to Hedonites. Others think the Hedonites are just being contrary. Traits: Rebellious to authority, obsessed with technology, anarchists in the traditional sense (though most are scrupulous or unprincipled in alignment). Bonuses: Start with Computer Programming and Computer Operation at +15%. Receive a +5% to all electrical and mechanical skills, and are able to pick them as an other skill, regardless of O.C.C. +2 to I.Q., and +2 to initiative; they tend to be quick toward acting and mentally fast on their feet. Penalties: -1D4 to P.E. and -5% to all physical skills (where applicable). Tend to be very thin or a bit overweight, as physical fitness is not a big priority. Affectations: Techno-gear, visors, anything that looks techy and shiny, unnatural hair colors. The Davinchians refuse to have a clan symbol or clan colors.

Clan Hannu
I find that I am happiest with a new colony at my stern and the unknown off my bow. The Positives of a Life in Negative Mass: The Collected Poems of Arlene Hammerli

Of all the Clans, those born of Hannu long most to explore the depths of space. Members of the Hannu Clan are often great explorers, expanding the boundaries of the Protectorate. They have a high aptitude for mathematics, decryption and navigation. They are often found working as navigators, pilots, and show an excellent aptitude at intelligence analysis. Clan Hannu is one of the least politically active clans, primarily concerned with prestige through discovery as individuals. However, they are still very loyal and powerful, and hold great influence over the outer colonies and several leading exploration ventures. Traits: Curious, explorers; often struck with wanderlust. Bonuses: +5% to languages, communications skills, math skills, and any navigation skills. +2 to M.E. and +1D4 to save vs. Horror Factor. Penalties: -3 to P.S.; Clan Hannus ancestors spent so long in space that their ancestors muscles are permanently atrophied to some degree. Affectation: Spacer gear (even when not necessary). Clan colors are silver, blue and black. Clan symbol is an Egyptian galley in front of a crescent moon and the Orion constellation.

Clan Hedonis
When the Yoarashi make ace, they celebrate in our arms. When a Proletaran teen reaches adulthood, hiring one of our order is a tradition set in stone. We do not bring joy to the Protectorate. We ARE the joy of the Protectorate. We ensure that life is not just lived, but enjoyed. But, you cannot bring joy to others if you cannot bring joy to yourself. That is the focus of todays lecture. Now, if you would all kindly undress, we shall begin the lesson Professora Isabella Reece, Sensate Instructor at the House of Falling Stars.

It was very important to the original Terra colonists that, in their rush to colonize and survive, the arts were not lost. The ship had a full library of famous literature, music and visual works of art from earth, and it was deemed that an entire crche was needed to insure that the arts flourished across the new worlds of mankind. The members of Clan Hedonis are the result, mixing craftsmanship, aesthetics and the pursuit of pleasure and, above all, serenity. It is from Clan Hedonis that the Sensates spring, with 80% of all Sensates being Clan Hedonis members. Many scoff at the clan as one that is continually in the pursuit of decadent pleasure, above all things, but this is a myth. The quest for total serenity and aesthetic beauty has not only led members of Clan Hedonis to be excellent artists and entertainers, but they form the core of the Protectorates psychologists as well; using their gifts to bring peace to troubled minds and spirits. These counselors, usually empaths, are known as the Solari (which means to soothe in Latin). In addition, Clan Hedonis is rumored to have its own private assassins guild called House

Belladonna. The members of this mythical (but possibly real) assassins guild are said to believe their prey should die in peace and serenity, and that the planning and execution of such assassinations should be things of beauty. Tend to avoid studies, and people, that deal with cold, hard logic. Traits: Sensualists, sympathetic to the plights of others, highly concerned with aesthetic beauty and symmetry in all things, unrestrained in expressions of passion and attraction. Bonuses: +10% to all domestic skills and automatically get the skill Seduction at +10% (or add 10% to the skill if their OCC provides it). Also receive a +1D6 to P.B. and a +2 to all perception rolls. 20% of all members are minor sensitive psionics, and 5% are major psionics. 1 in every 10,000 has master psionic abilities. Most of these become Solari Empaths. Penalties: -2 to all saving throws vs. Horror Factor and psychic attack, -10% to all science and military skills. In addition, some clans refuse to think of them as more than eye candy or pleasure seekers and have trouble taking them seriously. Affectations: Revealing clothing, make-up, works of art, high fashion and capes. Clan colors are scarlet and black. Clan symbol is a golden lyre.

The Order of Voltaire


You see, we and the Arkhon are both apex predators. We have an instinctive drive to dominate our surroundings. When two such species clash, that clash does not end until one or the other is purged from the environment. We are both still here, so there will be war again. Dr. Hayden Lassiter, six months before the outbreak of the Second Human-Arkhon War.

The thinkers, philosophers, dreamers, and ultimately the teachers, were shunted early on into the crche that later gave rise to the Order of Voltaire. While the Pyathenians focus on numbers and logic, the Order turns its eyes inward to the human spirit and mind, as well as the lost esoteric secrets of the cosmos. Members of the Order of Voltaire can range quite a bit in personality and goals, more so than usual for the clans, which are already diverse. Some are writers, political satirists, debaters and general philosophers who never leave the core worlds. Others are guntoting adventurers who, often with the Hannu, explore the farthest reachable stars, excavating long-lost and abandoned ruins on a quest for Deep Time relics (alien artifacts which can be dated to being billions of years old). Some have begun to suspect that the Order is a much more powerful clan than anyone suspects, however, due to the large amount of knowledge they have collected throughout the years. Many in the clan believe they should push humanity toward Ascensionthe attainment of a higher state of existence that they believe explains the disappearance of many older races. They teach the children of the other clans, advise the high-ranking members of the Azure Sept on running the Protectorate, and spread new knowledge throughout the populace. They also seem to be developing deep ties with the ancient, powerful, multi-species organization known as the Starfarers. Traits: Thoughtful, philosophical, and open-minded, but driven toward the attainment of knowledge.

Bonuses: All members of the Order of Voltaire receive one free technical skill at +10% and receive +5% on all technical and medical skills they may later choose. They also receive a +3 to save vs insanity and mind control. Penalties: Tend toward physical frailty, and only roll a 1D4 for hit points per level. Also receive a -2 to save vs disease. Affectations: robes, hooded garments, glasses (almost always cosmeticcorrective surgery is standard across the Protectorate) and scholarly apparel. Clan Color: Gray. Clan Symbol: A rod or staff with a snake curled around it.

The Proletarans
Never forget that, at the end of the day, the only things you can trust to be done right are the things you have done with your own two hands. Unknown Proletaran father, speaking to his son.

A society is nothing if there is no one to build its buildings, sew its fields and pay its taxes. The Proletarans do just that, and could be described, in a way, as a clan of laborers or even peasants.

But the Proletarans do not regret this viewpoint; they celebrate it. Proletarans believe, in general, that all good comes from hard work and personal investment in the future. Even a Proletaran thief, it is said, works very hard to steal from you. They are a hearty breed and the most numerous clan in the Protectorate. They are the core of the Protectorates laborers, colonists and are a large part of the military; especially the marines. Despite the fact that they often have little to do with politics beyond a local level, every clan must curry their favor if it wishes to win elections and pass laws and ordinances. Some, like the Yoarashi in general, look on them as little more than a peasant class. Many Davinchians see them as gullible sheep. But the Hedonis see them as people who have found serenity in their work, and much of the Scions great plans would come to naught if there were no Proletarans to plant the seeds and build the dams. Not that the opinions of the other clans matter that much to the average Proletaran. Tomorrow will come, and theyll all need new houses, new ships and something on their plates besides gilding. And the Proletarans will provide, as they always have. Traits: Hard-working, strong, honest, easy going. Bonuses: +1D6 to P.S., +2 to P.E. and +1D4x10 S.D.C. Often described as corn fed. Penalties: -2 to I.Q. and -5% to Espionage and Rogue skills.

The Pyathenar Scholari


Someone once asked me what, exactly, I had learned when I discovered the eight millionth digit of pi. I told him that I learned that there were at least eight million and one. Ulysses the Lesser, theoretical mathematician.

This Crche Clan has focused its endeavors on mathematics and logic. It is from the Pyathenians that virtually all the advancements in FTL drive, and space travel in general, have been developed. Pyathenians, in general, view everything from a logical standpoint, and believe that the Unified Theory is the foundation from which all other knowledge flows. This clans members make up the core of the Protectorates scientists, and are also excellent strategists, even though their odds of victory and defeat are often thrown off by human (or alien) will or determination. They are convinced, however, that there is a mathematical formula to determine these variables as well. They just havent figured them outyet. Traits: Logical, cool and often aloof. Sometimes arrogant or anti-social. Bonuses: +10% to all science skills and automatically receive Math Advanced at +20%. +1D4 to I.Q. All Pyathenians play the Protectorate stock market and most do very well. Starts with an additional 1D6x10,000 credits and receives an additional 1D4x1,000 credits per month from investments. Penalties: Due to an early plague that swept through the Pyathenars originating crche twice in the early days of the first colonies, all Pyathenar have a damaged genetic trait that results in facial scarring (-1D4 to P.B.). Despite the Protectorates advanced gene treatments and knowledge, no one can seem to get rid of this trait, which only shows itself in the genetic lines of the Scholari. They are also -10% on all social skills, such as seduction, interrogation and public-

speaking, etc. Most Pyathenians refuse to get cosmetic surgery to cover their facial scars or defects. Some accentuate them with tattoos or make-up. Affectations: Lab coats, utilitarian clothing. Clan colors are white and black. The Clan symbol is an owl in front of an abacus.

Scions of Tellus Mater


If I may interrupt Generalevery action is like throwing a stone into a pond. We Scions like to know where every ripple is headed and how many grains of sand it will erode from distant shores. This push toward the edge of the Arkhon territories will have repercussions that you cannot yet imagine. Lady Ardalis, Master Shaper, in a televised debate on Terra Tonight! five years ago.

The Scions of Tellus Mater will be the first to tell you that they are the only reason mankind has been able to spread amongst the stars successfully. Getting there is one thing, a scion will tell you, but living on an alien world is when the real work begins. The Scions of Tellus Mater are both a blend of environmentalists, terraformers, geologists and biologists. They are responsible for shaping new worlds to allow mankind to survive there; without destroying the existing ecology. They see it as an art form; sculpting and painting with seed ship and atmospheric processing plants on the largest canvases ever known. One benefit of the teachings of the Scions is that the best of them are adept at taking the long view and able to see how the smallest ripple can affect a world, or a people, for generations to come. They are able to also process a massive

amount of information, and keep it straight in their heads, allowing them to keep in mind the relationships between a thousand different species at the same time. The Scions have a heavy hand in the politics of the Protectorate, as it is they who truly control which worlds are ready for colonization and have a large say in setting population guidelines. They also reap massive profits from made-to-order terraforming operations, and are key advisors for planning planetary expeditions and even invasions of strange, alien worlds. Some would like the Scions to develop an ecological weapon that could be introduced to Arkhon core worlds covertly, destroying the empire from within, but this would be a terrible heresy for any Scion to undertake, and they have rejected this idea wholly. Traits: Environmentalists, big picture thinkers, philosophers and pseudo-mystics. Bonuses: All scions have the skills biology and xenology at +15%, regardless of O.C.C. They also have the psychic abilities Total Recall and Clairvoyance as natural abilities. They can use these abilities three times per 24 hours with no ISP cost. Do not show up as psychic powers, they are natural talents. The Clairvoyance is more the ability to project likely outcomes, as opposed to actually seeing the future. Receive a 5% bonus to all technical skills and science skills, receive an additional other skill, but must be from science and technical. (OPTIONAL): With GM approval, a Scion can start with a pet mutant animal assistant. This can be created using either After the Bomb or other Palladium Books Mutant animal rules, or it can be a dog boy from Rifts Ultimate Edition, but without rolling on the mutant abnormality chart (use vagabond skill set, but with access to science skills at base percentage). These creations are a bit more limited in learning and development, and level at half the rate of their owner. They are intensely loyal and obedient, almost familiars. Skills should reflect that of lab assistants or body guards. Starts with clothing and basic equipment (no weapons or armor). Owner must provide them with anything else. Favorites include feline, canine, rodent and primate mutants. Skills should reflect that of a lab assistant or bodyguard. This is not available to anyone in a military profession. Owners are legally responsible for their actions and they have rights equivalent to those of juveniles. Penalties: Scions can be slow to act, thinking everything through first. They are -2 to P.P. and initiative. Affectations: Ornate gowns and robes, earth tones, and nature colors, hooded cloaks. Clan Colors are yellow, green and brown. Clan symbol is a budding twig.

The Yoarashi
Focus the tempest inside you, fold it over and over until you have shaped it into a blade; and then drive it into the beating heart of your enemy. And like any sword, after the battle is won, make sure it is securely in its sheath. From the Lessons of Hanzo Midori, Ace of Aces from the First Human-Arkhon War.

The members of this clan were selected by ARCHIE for their hand-eye coordination, as well as their personal drive and ambition. Its believed the supercomputer wanted to ensure that mankind would keep expanding through space to world after world, making the human race invulnerable to extinction. The Yoarashi, as a result, are some of the best pilots and melee fighters around. Most Yoarashi are possessed of a grace and elegance that are the envy of the other clans. To keep their accompanying aggressive tendencies in check, the Yoarashi have adopted many of the aspects of ancient Japanese culture; specifically those parts that deal with restraint and selfcontrol. It is said that every Yoarashi is a boiling cauldron of emotion, kept contained under an iron lid of self-discipline. The Yoarashi are forever pushing the Protectorate to expand; following up quickly on new worlds found by the Hannu, angling the Scions of Tellus Mater to terraform those worlds, and then settling them. The Yoarashi were instrumental in causing the war with the Xintrin; something they, as a Clan, deeply regret and have vowed to make amends for. As such, they have the best relations with the Xintrin of all the human clans. But above all, Yoarashi love space and love to fly. They love to pit themselves against opponents and the elements. They are the fighter pilots, test pilots, and martial artists of the Protectorate. They wield a significant amount of power in the military, especially the fleet, and hold a lot of influence over interplanetary trade and the outermost colonies.

The Yoarashi are often closely allied with the Ares-Draconis Brotherhood, and hold some contempt for the Davinchians undisciplined attitudes (though they respect and honor them for their engineering prowess), regularly pushing for a more controlled, more disciplined society that the Davinchians would want no part of. Traits: Self-controlled with bursts of emotion, ambitious, enjoy being challenged. Bonuses: All Yoarashi receive a +1D4 to P.P., +1 attack per melee, and +5% on all piloting and physical skills. Regardless of O.C.C., all Yoarashi can upgrade their hand-to-hand combat skill to commando for the cost of one more other skill than it would take them to get martial arts (for example, if they start at expert, and it would take one other skill to get martial arts, they can spend two other skills to get commando). Penalties: The duality of their natures, emotional but constantly striving for self-control, leaves them emotionally and mentally more vulnerable to turmoil than most. -3 to M.E. and -2 to save vs insanity. All Yoarashi MUST spend at least one other skill to upgrade their hand-to-hand combat ability one level, unless they start with hand-to-hand martial arts, assassin or commando. Affectations: Techno-Japanese style; feudal Japan meets the 24th Century, essentially. Clan Color: Dark violet. Clan symbol: A katana enveloped in lightning.

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