This is my Christmas gift to you all. You're welcome.
Based on material by Josh Hilden in The Rifter #0
A Few Words About Deities
It has been said that the great Thoth had the following to say regarding his fellow higher beings during a conversation he had with the young Olympian Hermes.
“There are many ways that gods come into existence in our grand reality. First there are the oldest of the gods that have been here since before this revolution of reality. Oh, you were unaware that this was but one of the cycles of existence?” Thoth asked with a smirk on his face.
Hermes nodded his head slowly, captivated by Thoth’s words and actions.
“Yes Hermes, I believe that there may have been as many as 7 preceding cycles of existence. Of course, that makes this the 8th……….” Thoth trailed of for a moment, his eyes glazing over as if lost in the depths of his own mind. He shook his head and continued, “But all of that is irrelevant to your original question, ah what was that again?”
“Where do gods come from? I asked Zeus and all he would say was that it was complicated.” Hermes replied, a confused expression washing over his features.
“Oh yes, of course the oldest are the fabled Old Ones, they were, of course, before your time. Ask Zeus someday about the war with them, you may think that your leader is mighty and brave but at the time of the war with the Old Ones he was but another scared child. Of course that is fitting considering that his father was one of their foot soldiers.
Next come the children of the Oldest, those of us that fought and defeated the Old Ones and their allies. Technically, some of the Old Ones’ allies could be considered in the same group, but that is a discussion for another day. Needless to say we are the children of the oldest beings in this reality.
After the first spawning of children things get a little complicated. For instance, Herakles is the son of Zeus and a mortal woman, he was then elevated to godhood. But then Thor is the son of Odin and his wife both first spawning gods. And then there are cases such as Lictalon, a mortal Elf who was raised to the status a god due solely to worship by other beings.”
“But are such beings real gods? I once heard Triton say that mortals who possess not divine blood are not true gods, merely pretenders.” Hermes asked, his attention now fully engaged in the discussion.
“My boy, some of the most noble and heroic deities that I have ever encountered began their lives as simple mortals.” Thoth paused and thought for a moment, then a smile spread across his face
“Hermes, if you have the time I would like to tell you a tale. The story of a creature you may or may not be familiar with.”
Hermes nodded quickly with excitement, eager to hear the words of one as learned as Thoth.
“Excellent, my boy, in you I feel I see a little of myself. You are open to new ideas and willing to hear new ideas. It all began on the realm of Earth, a world that we are all familiar with. And a man of great virtue, a man named Nicholas.”
Almost every child before the cataclysm grew up hearing the stories of Santa Claus, and celebrating a Christmas that wasn’t based on religious faith but was instead a celebration of family, generosity, and the inherent goodness of the human soul. Then the Great Cataclysm came, and things that were once believed to be myth and legend became real.
Was Santa a real creature before the Coming of the Rifts? That is a question that he is asked by people the world over. The answer to everyone’s great surprise is yes.
Many stories of St. Nicholas, a Bishop in Asia Minor, have been told throughout the centuries. But it was the explosion of the belief in Santa Claus in the early to mid 19th century that Santa himself believes led to his ascension to godhood. To hear him tell the story, one day he lay dying in his bed at his church in the late 1400’s and fell asleep. Then he simply woke up in the early 1800’s with a complete memory of all the stories of Santa and the full knowledge that he was, and always will be, the one true Santa.
For over two hundred years Santa enjoyed his existence, explored and developed his deific realm, Winterland, and gathered friends and helpers from across the Megaverse. The magic energies on earth were at their lowest at this time in history, but Santa was still able to affect the mortal world. Especially around the time of the winter solstice, when energies spiked and allowed him and his helpers to enter the world and do their good work. They inspired joy and fellowship, healed the sick, and as everyone knows, rewarded the good and noble children of the earth.
When the Rifts came, they affected Santa and his realm worse than any other deity in the Megaverse. As Santa and his helpers prepared for their annual excursion into the mortal world, the mystic shock wave of the Great Cataclysm slammed into his realm via its portal at the North Pole. Fully two thirds of Winterland’s inhabitants died as quakes and ley line storms ripped through the tranquil land. Alton, the Great Workshops’ “Master Craftsman,” likes to tell the story of how Santa used all of his might and nearly died as he closed over 50 random rifts, and temporarily severed Winterland’s connection to Earth.
Santa and his fellow survivors spent the next 22 months repairing the damage to Winterland, and mourning the dead. When they once again opened the connection to Earth, they were shocked and horrified to see what had become of the lands and peoples that they had all loved.
At first they did what they could, small gifts for the children and as much help as they could spare for the families. These acts are still remembered with great fondness by the peoples of Germany, Australia, Great Britain, and South America in their folktales.
But in North America, Santa and his helpers took a more active hand. The special bond that they had always felt for the people of North America led to a great change that would forever alter Santa and his mission. During a savage attack by Chaos Demons near the shattered ruins of what had once been Columbus, Ohio, a group of refugees began to pray to any deity for salvation. In particular, a small girl asked “Santy Caus” to save her and her mommy. At that moment, Santa, who couldn’t stand to watch from the sidelines any longer, suddenly appeared. Spinning his staff like a man possessed, Santa, and the people who would become the core members of the Yule Guard, fell upon the demons.
Although outnumbered 100 to 1, Santa and his forces soundly defeated the minions of darkness before they could savage the helpless mortals at their mercy. Santa was filled with the first genuine rage of his entire existence, and he almost slipped into the clutches of his emotions. However, he felt a tug on the sleeve of his robe, looked down and saw a small child. Her name was Amy Walters, the very same girl whose prayers had brought Santa to this heart-breaking and desolate corner of the Earth. Looking just past her, Santa observed to his horror the crumpled body of the girl’s mother lying in the ashen snow.
Santa knelt down beside the little girl, took her hand in his, watched the grateful smile from beneath her tear soaked face, and for the first time since the day the Cataclysm wreaked its havoc on Earth and Winterland, Santa felt the warm glow of happiness and hope spread throughout his body. He could still make a difference; he would just need to adjust his tactics a bit.
What followed next was unsettling to Santa; people began to pray to him for protection and guidance. At first, Santa recoiled at the very notion of being worshiped and venerated by the very people that he considered his extended family. He was no GOD! But then Santa heard the calm voice of pragmatic reason he had come to rely on for so many years, his head elf Alton, who came to him with a proposal. They would send forth people to speak for Santa, to spread his beliefs and to inspire hope in a world that seemed bereft of it. Quickly, from the founding of the first Great Hall that was established in the fledgling city of Tolkeen, the faith of Santa and the “Grand Fellowship” spread across the continent.
From that moment forward, Santa continued to defend all the good peoples of the Earth. But he knew that compared to many of the dark and dangerous creatures that were attempting to wreak havoc and chaos on the weak and the innocent, he was a minor power and vulnerable to their attacks. A decision had to be made; Santa and his people began to work behind the scenes. They helped to encourage learning and tolerance, but they also began to undermine the various dark powers, supernatural and mortal.
Then Lord Splynncryth established the basis of his dark empire on the still barren continent of Atlantis. Santa thought he learned of the invasion early enough to head it off. He mobilized the Yule Guard and attacked Splynncryths’ beachhead on Atlantis. Initially, it seemed as if they had the enemy on the run, but wave after wave of Kydian and Kittani warriors poured through the rifts, and Santa and his warriors were forced to retreat back to Winterland. The first battle had been lost, but Santa vowed that the war had only begun. From that point to the present, Santa has made it his priority to disrupt Splugorth activities on Earth whenever and wherever he can.
Winterland is the deific realm inhabited by Santa Claus and his “helpers.” Permanently linked to Earth via a concealed rift at the North Pole, Winterland is a place of stark beauty. The temperature is a consistent 0 degrees Celsius, and the land is always covered in a moderate layer of snow. Yet the skies are always bright and sunny. The realm is approximately the size of the Pre-Rifts state of Rhode Island, ringed by gigantic snow covered mountains that mark its dimensional borders.
Geography:
Winterland is shaped in a perfect circle, surrounded by one continuous mountain range of unbelievable height. It is impossible for anyone to reach the summit, or in any other way, cross over or beyond the mountains. One day on a lark, Santa and Alton took out the sleigh and attempted to get to the top. But no matter how long they flew upward, they were never able to break the 5,000 foot level. Alton was frustrated after the 6 hours of flight, but Santa thought it was one of the funniest experiences of his life. To this day, retelling the story will make Santa laugh so hard that tears stream from his eyes.
In the direct center of Winterland is a hill 200 feet high, and growing directly from the center of the hill is the “Grand Tree,” the 2000 feet high Millennium Tree that many believe created Winterland. Other than the tree, the realm is lightly covered in an evergreen forest with various arctic and tundra flora and fauna spread throughout the land. The Grand Tree hill is the only other significant elevation in Winterland; the rest of the land is a gently rolling plain perpetually covered in 3 to 6 inches of crisp, white snow.
A single city has developed in Winterland - Winter City. The Grand Tree is in the very center of the city, and it is from the Grand Tree that the inhabitants receive almost 90% of their food. The city itself is the residence for 175,000 of the 200,000 residents of Winterland. The remainder of the population is spread throughout the realm in small villages and camps that have grown up around the affiliated industries of herding (reindeer), tree farming, and mining. The remaining 25,000 souls earn their living and do their part to make the world a better place.
Only two ley lines exist in Winterland. They run perfectly with the cardinal directions (north/south and east/west) relative to entering and exiting the realm, via the permanent portal at the North Pole on Earth. The portal opens to the Grand Tree in the center of the realm.
Inhabitants:
Winterland has a population oscillating around 200,000. The breakdown is divided between Elves, Dwarves, Humans, Bearmen, and Kankoran. All of the races have the standard attributes, abilities, and diversities common to their species. The breakdown of the races is as follows; 85% Elves, 10% Dwarves, 2% Kankoran, 2% Bearman, and 1% Human. Each race came to be in the Winterland realm in its own unique way.
The Elves were there first. They tell a story that thousands of years ago their forbearers were saved from a mysterious mystical cataclysm in their home dimension by the Grand Tree. One minute, they were barely clinging to life on their world, and the next, they were safe and in the presence of the most magnificent tree they had ever seen. When Santa arrived in Winterland almost two thousand years later, the small population of less than a hundred Elven refugees had exploded to several thousand. Santa himself was dumbfounded by the fact that the Elves already had full knowledge of the mythology surrounding him and his good works. And they were ready to help.
Next, the Dwarves arrived, with 72 of them rifting into Winterland one day in the early twentieth century. They were the survivors of a new transdimensional transportation device being tested by the United Worlds of Warlock (see Rifts Dimension Book 2: Phase World for more details) that went horribly wrong. They were all experienced Techno-Wizards and associated technicians. When it became apparent that they were not going to be able to return home anytime soon, they decided to throw in with Santa and the Elves, soon becoming invaluable members of the Winterland fellowship.
The Kankoran and Bearmen arrived together during the Great Cataclysm. They were the inhabitants of a village in the Northern Hinterlands of the Palladium world (see the PFRPG Book 11: The Northern Hinterlands for details) that were scooped up during Earth’s destruction and deposited on the comparatively safe harbor of Winterland. They were a peaceful group who had been dedicated to nature and semi-pacifism on their home world.
The Humans are a special case. They were all the descendents of orphaned children that Santa, as well as members of the Yule Guard and Speakers, brought back to Winterland. As new children are brought back to Winterland, they are quickly adopted by people wanting children to help and nurture.
The one significant thing that has happened to the peoples of Winterland is that everyone who has been born there, or has lived there for five years or more, has been changed. Many believe that these changes are gifts from the Grand Tree and give thanks every day for their uniqueness. Long life and enhanced physical attributes are the main changes bestowed upon the denizens of Winterland.
Noteworthy Locations in Winter City:
1. Santa’s Workshop – A gigantic handicraft and Techno-Wizard factory that dominates the skyline in the center of the realm.
- Santa’s private quarters
- The Research and Development Labs
- Main factory area
- The Vault
2. The Grand Hall – The main hall from which all the halls across the Earth have been inspired.
- The Arborarium, where saplings from the “Great Tree”, Holly, Poinsettias, and Mistletoe are grown.
- Headquarters of “The Grand Fellowship.”
- The “Grand Roll,” a listing of all who have given their lives in the service of Santa and the Fellowship, bound in a giant, heavy leather book.
- The Library of Winterland is located in the Grand Hall.
3. The Grand Tree – A Millennium Tree in the shape of a giant Douglas Fir pine tree.
- Size: 2,000 feet (610 m) tall.
- Alignment: Principled.
- All standard Millennium tree powers.
- Santa and many of Winterland’s inhabitants believe that the tree created Winterland and chose them to be the caretakers of its realm.
4. The Grand Monument – A hundred foot obelisk inscribed with names and ages of all who have perished doing their noble works when the cataclysm washed across Winterland.
5. The High Guard Tower – Headquarters of the Yule Guard.
Noteworthy Residents:
Other than Santa there are several notable people living in Winterland.
1. Alton Silverhammer – 14th level Ley Line Walker. An aged Elf, Alton is the head of the Workshop and the second in command of all of the goings-on in Winterland.
2. Tenrus White Eyes – 12th level Elite Yule Guardian. A pure white Bearman, Tenrus is the General in command of the Yule Guard.
3. Perus Ryxus – 10th level Speaker, Kankoran High Speaker of the Grand Fellowship, and thus the senior of all Speakers.
4. Dimet Ironlink – 13th level Techno-Wizard. Dwarven craftsman and head of Research and Development at the Workshop.
5. Amy Walters – 8th level Mystic Yule Guardian. Human Captain in the Yule Guard and head of Santa’s personal security detachment, and also Santa’s adopted daughter.
O.C.C.s of Winterland
Speaker of the Grand Fellowship:
*use the Rifts Priest O.C.C. in Rifts Conversion Book 2: Pantheons of the Megaverse as a template*
Yule Guardian:
*use the Rifts Knight O.C.C. in the Rifts World Book 3: England as a template with the following change, Hand to Hand: Commando, and 2 extra Weapon Proficiencies*
Elite Yule Guardian:
*use the Rifts Knight O.C.C. in the Rifts World Book 3: England as a template with the following change, Hand to Hand: Commando, and 3 extra Weapon Proficiencies*
Mystic Yule Guardian:
*use the Mystic O.C.C. in the Rifts Ultimate Book as a template with the following changes, Hand to Hand: Commando, +5% to all military skills, and 4 extra Weapon Proficiencies*
Other Available O.C.C.s in Winterland:
Headhunter, Yule Guardian (see above), Elite Yule Guardian (see above), Body Fixer, Cowboy, Huntsman-Trapper, Operator, Rogue Scholar, Rogue Scientist, Vagabond, Villager, Wilderness Scout, Conjurer, Herbalist, Ley Line Walker, Mystic, Mystic Yule Guardian (see above), Priest-Speaker (see above), Burster, Mind Melter, Nega-Psychic, and Zapper.
Races of Winterland
Alignment: Any but they tend to be Principled and Scrupulous.
Attributes: I.Q. 3D6+4, M.E. 4D6, M.A. 3D6, P.S. 3D6+3, P.P. 4D6+2, P.E. 4D6, P.B. 6D6, Spd 4D6
Hit Points: P.E. attribute +1D6+2 per level of experience.
S.D.C.: 25 plus those gained through O.C.C.
M.D.C.: None to start
Natural Armor Rating: None
Horror Factor: None
P.P.E.: 6D6 (if a practitioner of magic adds to permanent base)
Size: Six feet, 2 inches to seven feet tall (1.8 - 2.1 m)
Weight: 100 to 300 pounds (45 - 135 kg)
Average Life Span: 1200 years
Appearance: A highly attractive human with pointed ears
Natural Abilities: Night vision 500 feet (152 m), automatically See Sura, Impervious to Cold.
Bonuses: One extra attack with a bow if the archery skill is taken, +2% to all Wilderness skills.
Psionics: Standard
O.C.C.s: Restricted to the above available O.C.C.s.
Alignment: Any but they tend to be Scrupulous or Unprincipled.
Attributes: I.Q. 3D6+4, M.E. 3D6, M.A. 3D6, P.S. 5D6+3, P.P. 2D6+2, P.E. 5D6, P.B. 3D6, Spd 3D6
Hit Points: P.E. attribute +1D6+2 per level of experience.
S.D.C.: 40 plus those gained through O.C.C.
M.D.C.: None to start
Natural Armor Rating: None
Horror Factor: None
P.P.E.: 1D6 (if a practitioner of magic adds to permanent base)
Size: Three feet, 2 inches to five feet tall (0.9 - 1.5 m)
Weight: 175 to 300 pounds (79 - 135 kg)
Average Life Span: 800 years
Appearance: A small, somewhat rough looking human-like creature.
Natural Abilities: Night vision 200 feet (61 m), automatically See Aura, Impervious to Cold, see Rifts Conversion Book 1, revised for complete list of Dwarven natural abilities.
Bonuses: +1 to save versus magic, +2 to save versus possession, +2 to save versus Horror Factor, +5% bonus to all Mechanical, Military, Electrical and Computer skills.
Psionics: Standard
O.C.C.s: Restricted to the above available O.C.C.s.
Alignment: Any but they tend to be Principled and Scrupulous.
Attributes: I.Q. 3D6+4, M.E. 3D6, M.A. 3D6, P.S. 3D6+3, P.P. 5D6+2, P.E. 4D6+3, P.B. 4D6, Spd 5D6
Hit Points: P.E. attribute +1D6+2 per level of experience.
S.D.C.: 30 plus those gained through O.C.C.
M.D.C.: None to start
Natural Armor Rating: None
Horror Factor: None
P.P.E.: 6D6 (if a practitioner of magic adds to permanent base)
Size: Six feet, 2 inches to seven feet tall (1.8 - 2.1 m).
Weight: 100 to 200 pounds (45 - 90 kg).
Average Life Span: 225 years
Appearance: Humanoid fox
Natural Abilities: Night vision 500 feet (152 m), automatically See Aura, Impervious to Cold.
Bonuses: +5% to all wilderness skills, +3 to initiative, +2 to pull punch, +1 to save versus Horror Factor at levels 1, 2, 3, 5, 7, 9, 11, 13, 15.
Psionics: Standard
O.C.C.s: Restricted to the above available O.C.C.s.
As their name suggests, Bearmen are giant, humanoid bears. Like real bears, they are hulking, lumbering creatures of muscle, fang and fur, standing 9-10 feet tall. They are recognizable by their white, black, or brown fur, and their surly dispositions. Normally, Bearmen are a cantankerous lot who seem to resent their very existence. They are generally mean, bellicose, and intolerant of those around them, preferring to be left alone. A constantly cheerful and friendly humanoid bear is mostly likely a mutant animal or other D-Bee, not a Bearman of the North.
The Bearmen of Winterland, on the other hand, are much less antisocial and less easily agitated than their counterparts from other lands. These hulking mounds of muscle have a great respect for life and nature. They have a soft spot for the young and innocent, and show uncharacteristic degrees of patience when dealing with children and animals. Winterland's Bearmen still have a tendency to be brusque and bossy with others, but they've learned to keep their volatile temperaments in check. They rarely attack without being provoked, and seldom fight with murderous intent or to engage in meaningless slaughter. While they've learned to live peacefully with others, the big brutes continue to prefer solitude, and are often found living by themselves in large cottages or caves scattered throughout the wilderness of Winterland.
Bearmen are simple creatures who live off of the land and explore its wonders. Most have no interest in power or treasure. In fact, their main vices are usually alcohol and sweets. In Winterland, they often work as nomadic wilderness scouts, huntsman-trappers, reindeer farmers, and Yule Guardians. Despite their solitary lifestyle, however, all the Bearmen of Winterland would, without hesitation, come to the defense of Santa and the other Winterlanders were trouble to ever arise.
Alignment: Bearmen tend to lean heavily toward honorable alignments and therefore. 90% of all Bearmen are Principled or Aberrant.
Attributes: I.Q. 3D6, M.E. 3D6, M.A. 3D6, P.S. 6D6 (equivalent to bionic strength), P.P. 4D6+2, P.E. 5D6, P.B. 4D6, Spd 4D6
Hit Points: P.E. attribute +3D6 per level of experience
S.D.C.: 3D6x10 plus those gained through O.C.C.
M.D.C.: None to start
Natural Armor Rating: 13 only applicable to SDC attacks.
Horror Factor: 14
P.P.E.: 3D6 (Bearmen have no aptitude for magic)
Size: Nine feet, 4 inches to eleven feet tall (2.8 - 3.35 m)
Weight: 1,300 to 2,000 pounds (585 - 900 kg)
Average Life Span: 300 years
Appearance: A humanoid bear
Natural Abilities: Night vision 100 feet (30.5 m), automatically See Aura, Impervious to Cold, +1 attack per melee, keen sense of smell track by smell 30+5% per level, identify smell 45+3% per level, bite and claws do 3D6 SDC plus P.S. bonus, Swim 70%, Climb 60%/50%, recognize poison 90%.
Bonuses: +2 attacks per melee, + 1 to initiative, +1 to save versus Horror Factor at levels 1, 2, 3, 4, 5, 6, 8, 10, 12, 14.
Psionics: Standard
O.C.C.s: Restricted to the above available O.C.C.s.
The flying reindeer of Winterland are creatures of magic - not unlike unicorns and fairie folk. The stories say that Santa created these enchanted beasts by feeding magic corn to a herd of normal Earth reindeer. Overnight, they became larger, supernaturally strong, and capable of running through the air as though it were solid ground! He brought the beasts to live with him in Winterland, and was pleased to discover that the magical attributes of the originals passed on to their offspring. In the centuries since, the wilds of Winterland have become well stocked with flying reindeer, and it's a common sight to see them racing across the sky. It is from the best and brightest of these beasts that Santa selected the draft reindeer famed for pulling his sleigh.
Winterland's flying reindeer are much smarter than their non-magical counterparts; they possess the equivalent of a very low human intelligence. They don't have the vocal chords to speak like people, but are capable of conveying simple thoughts and ideas via Telepathy. The creatures have a naturally friendly and even-tempered disposition.
Alignment: Although animals, Winterland's reindeer lean toward the Scrup-ulous and Unprincipled alignments.
Attributes: I.Q. 2D6, M.E. 3D6, M.A. 2D6, P.S. 4D6+5 (supernatural), P.P. 4D6, P.E. 3D6, P.B. 4D6, Spd. 8D6 (running and flying).
Hit Points (on S.D.C. worlds): P.E. attribute +2D6 per level.
S.D.C. (on S.D.C. worlds): 4D6+20.
M.D.C.: P.E. attribute +45, plus 2D6 per level.
Natural Armor Rating: 6
Horror Factor: None.
P.P.E.: 3D6.
Size: 5 to 6 1/2 feet (2.5-3 m) tall, not counting antlers.
Weight: 100 to 250 lbs.
Average Life Span: 250 years.
Appearance: Flying reindeer all look like typical specimens of Earth's reindeer species (Rangifer tarandus), albeit slightly larger and with a visible glint of intelligence in their eyes. Also, unlike normal reindeer, flying reindeer don't shed their antlers during the winter months; they retain their antlers all year round.
Natural Abilities: Swim 60%, Prowl 60%, supernatural strength, can run and fly at double its usual speed for 2D4x10 minutes, bio-regenerates 2D6 M.D. per minute, can see into the ultraviolet spectrum of light, can't speak but can communicate telepathically, and magically understands all languages.
Actions Per Melee: 5.
Bonuses: +3 to initiative, +2 to strike, +2 to parry, +6 to dodge on the ground, and +7 to dodge while flying. These are in addition to any potential attribute bonuses.
Psionics: All flying reindeer are minor psychics with the powers Telepathy, Empathy, and Sixth Sense.
I.S.P.: M.E. attribute +4D6.
O.C.C.s: Not applicable.
Note: Winterland is also home to thousands of normal, non-magical reindeer. These hearty animals are a big part of life and industry in Winterland. Use the Deer template in Monsters & Animals, 2nd Edition for their stats.
Centuries before the coming of the rifts, legends abounded with tales of shape-changing men and demon-men who appeared to be normal humans by day, but were transformed by moonlight into beasts. The werewolf is the most notorious of these beast men, but legends from other lands tell of a great variety of werebeasts. Canines seem to have been the most common, especially in Europe, but other animals include
bears, panthers, jaguars and tigers.
Werebeasts are shape-changing predators of supernatural origin. Then true form is that of half-man and half-beast; e.g., the wolf-man, or similar to the intelligent mutant animals that are becoming so common to North America. However, werebeasts can preform a magical metamorphosis into a completely animal or human shape. The animal transformation is always limited to the type of creature the werebeast is; i.e., a werewolf can only turn into a wolf, a weretiger into a tiger, and so on. When in complete animal guise, the only things that distinguish the werebeast from the normal animal kingdom is its size, nearly twice as large as the typical animal, and its apparent human intelligence.
Most werebeasts are fairly intelligent. The werejaguar and panther are among the most intelligent and can easily disguise themselves as human beings for brief periods of time. However, all werebeasts are creatures born to hunt and kill. That is their life, purpose, and pleasure, and they cannot disguise this aggressive, animal tendency for long. Nor can the werebeasts tolerate being cooped up in a confined environment, they need to run free.
Alignment: Lean toward Unprincipled and Anarchist.
Attributes: I.Q.: 2D6, M.E.: 3D6, M.A.: 3D6, P.S.: 4D6 (never less than 16), P.P.: 4D6 (never less than 16), P.E.: 5D6, P.B.: 3D6, Spd 5D6 in human form or 50 (35 mph/56 km) as a reindeer.
Hit Points (Special): 6D6 + 20; see Natural Armor Rating.
S.D.C./M.D.C. (Special): None; see Natural Armor Rating.
Natural Armor Rating: Special! Like the vampire, the werebeast is invulnerable to virtually all weapons, including mega-damage energy weapons, explosives, bullets, fire, wood, and poison/drugs. However, also like vampires, werebeasts are vulnerable to ordinary silver. Weapons that have at least a 50% silver content inflict double damage to the supernatural things. Thus a silver-plated dagger, which normally inflicts 1D6 S.D. damage, inflicts 2D6 points of damage direct to the monster's hit points. Although werebeasts possess bio-regenerative powers, they are nothing like the vampires' so being bludgeoned or stabbed by silver can kill the creature without requiring decapitation and staking.
Horror Factor: 12 as humanoid reindeer-thing. The horror factor does not apply to human or reindeer forms.
P.P.E.: 2D4x10+10.
Natural Abilities: The abilities listed are specifically for the were-reindeer; other werebeasts may differ. Speak while in animal shape, prowl 80%, swim 50%, track by smell 70%, nightvision 300 ft (91.5 m), and bio-regeneration: restores hit points at a rate of 4D6 H.P. an hour.
- Limited Invulnerability: See natural armor rating description. The creature is vulnerable to magic, psionic attack and weapons made of silver (double damage). Wolfbay and garlic will hold all werebeasts at bay, like a vampire, but the cross, sunlight and running water have no adverse effect. Powerful mega-damage attacks and explosions that inflict great amounts of damage may knock the creature down or stun it. Same Knockdown/Impact table as for vampires.
- Shape-Changing Power: The myth is that a werebeast is human by day and beast by night, but this is not true. The creature can shape-change at will, day or night. The metamorphosis takes about 15 seconds (one melee) and there is no limit to the number of times the creature can perform a metamorphosis or how long he can maintain that particular shape. As stated previously, the creatures are quite cunning, thus they generally assume the less frightening form of human or reindeer during the bright sunlight hours when humans are on the prowl, and into the monster-reindeer humanoid form during the night. The three shapes are human, reindeer, and its natural shape of reindeer-humanoid (half-man, half-reindeer).
Psionics: Sixth Sense, See the Invisible, and Mind Block.
I.S.P.: 5D6.
Combat: Four (4) attacks per melee in any of the forms.
Bonuses: In addition to probable attribute bonuses, the were-reindeer is + 1 on initiative, + 2 to strike and parry + 3 to dodge, + 1 to pull punch, +2 to roll with impact/fall, +6 to save vs horror factor, +2 to save vs psionics, and +2 to save vs magic.
Damage: Varies depending on physical form. Note that all attacks from hooves or antlers inflict full damage to the hit points of vampires and other werebeasts.
R.C.C. Skills: Were-Reindeer can speak Gobblely and American or Euro at 98%, Land Navigation (+15%), and Track Animals ( + 20%). They can also learn a total of seven additional secondary skills at first level and two additional skills at levels four, eight, twelve and fifteen. Use the same experience table as the Psi-Stalker. Hit points and skill proficiency increase with each level; no special skill bonuses unless otherwise indicated. Available skill categories include: domestic, espionage, science (basic math only), technical (language, lore, and photography only), pilot (automobile, motorcycle, hover vehicle, boat, and horsemanship only), rogue (any except computer; +5%), W.P. any (lean toward ancient), wilderness (any, +10%).
Average Life Span: 300 years
Size: 6 to 7 feet (1.8 to 2.1 m) tall in human and humanoid monster form, 4 to 5 feet (1.2 to 1.5 8 m) tall at the shoulders in animal form.
Weight: 200 to 300 Ibs (90 to 136 kg).
This centauroid species, part man and part reindeer, are a proud and noble people. Reintaurs prefer the outdoors and, as such, are usually found in the fields and forests of Winterland. They only venture into Winter City to run errands and pick up supplies.
Traditionally, reintaurs prefer bow weapons to any other. They are skilled at making long bows, compound bows, crossbows, and all kinds of arrows and bolts. Their next favorites are spears and pole arms for hand to hand combat. Like their centaur cousins, reintaurs are somehow linked to nature and are free spirits, driven to adventure and wandering. They can not live in captivity. Even a few weeks in chains may kill them or drive them to make desperate attempts to escape.
Alignment: Any, but mostly principled or other good alignments.
Attributes: I.Q. 3D6, M.E. 2D6, M.A. 2D6, P.S. 3D6+3, P.P. 4D6, P.E. 4D6, P.B. 3D6, Spd 6D6x2
Hit Points: Standard
S.D.C.: 40 plus those from physical skills.
M.D.C.: None, body armor or bionics.
Natural A.R.: None, requires body armor or bionics.
P.P.E.: 4D6
Horror Factor: 12
Size: 4 to 5 feet at the reindeer's shoulders, and about 8 to 9 feet from the top of the head to the hoof. Antlers generally add another two feet. Tail is typically 5.5 to 8 inches long.
Weight: 500 to 750 lbs.
Appearace: Reintaurs look like large, powerful reindeer with a human torso rising out of the shoulders. The head, hands, arms, and chest are almost entirely human. A large pair of antlers adorns the head, and some have additional fur running along their back and shoulders.
Natural Abilities: Prowl 60%, Track 77%, and great physical en-durance.
Combat: Three attacks per melee plus those from hand to hand combat training.
Bonuses: +4 to damage and +2 to dodge when running; both are in addition to possible attribute bonuses.
Damage: Kick with front legs does 1D6+2 S.D. damage, kick from rear legs 3D6 S.D. damage, head butt with antlers is 2D6 S.D., and ram attack with antlers is 4D6 S.D.
Magic: By O.C.C.
Psionics: Standard.
Average Life Span: 90 years
Skills of Note: Wilderness Survival 88% and Land Navigation 82%.
O.C.C.: Restricted to the above available O.C.C.s.
Kris Mother*$#@&$% Kringle
"Ho, ho, ho! Splugorth, eh? (sound of a gun cocking) Guess which list you're on..."
Santa has changed greatly since the Coming of the Rifts. Although he is still a jolly and happy soul, he has developed a hard edge that has allowed him to make some tough decisions and sacrifices for “the greater good.” But he will still move the heavens and earth if he can alleviate the suffering of a child.
Name: Santa Claus, Saint Nicholas, Jolly Old Saint Nick, Sinter Klaus, Perre Noel, Kris Kringle, the Gift-Bringer... too many others to list. When visiting Earth posing as a normal human, he goes by the name "Nick Saint."
Real Name: Nicholas, son of Alexander.
Alignment: Scrupulous
M.D.C.: 22,000 (in Winterland), 8,500 (on Rifts Earth)
S.D.C./Hit Points (for non M.D.C. worlds): 4,500 S.D.C., 800 Hit Points.
Height: 6 feet, 9 inches (2 m).
Weight: 459 lbs (206.5 kg).
Species: Started out life as a mortal human, now a god. But still considers himself a human being.
Attributes: I.Q. 27, M.E. 36, M.A. 30, P.S. 25 (supernatural), P.P. 19, P.E. 27, P.B. 20, Spd 12
Disposition: Santa is the portrait of the kindly old man that everyone has met at one time or another. He is generous and kind; he always has time for children and animals. But over the last 200+ years he has developed a practical edge that allows him to make hard decisions. But he will always make his greatest effort to do what’s right.
Description: He appears to be a Caucasian man in his later years of life. Santa is a very large man of considerable girth which belies his energy and spryness. Although Santa finds the images of himself from the 20th and 21st century very enjoyable, the fact of the matter is that he prefers to dress closer to the depictions of him from the Victorian Era. Red, green, white, and gold robes with some sort of wreath on his head is his normal mode of dress.
Awe/Horror Factor: 14 (awe to good beings, horror to evil); 0 to children.
Experience Level: 12th level Ley Line Walker, 8th level Air/Water Warlock, 10th level Techno-wizard.
Natural Abilities: Night vision 2,000 yards, see the invisible, turn invisible at will, bio-regenerate 2D6x20 M.D.C. per minute, impervious to cold (does zero damage), Teleport Self 90%, Dimensional Teleport 82%, healing touch restores 1D4x10 S.D.C./Hit Points/M.D.C. per touch, impervious to poisons and disease, commune with animals (same as the psychic power), reads and speaks all languages.
- Special: Environmental Manipulation: Santa has the natural ability to change the Weather and environment around him to a miniature version of his realm of “Winterland”. Ambient temperature of 0 degrees Celsius, a snow covering of 6 inches, sunny skies and no wind. The effect is in a radius of 200 yards with Santa as the center, and lasts for 1 hour after Santa leaves the area. The transformations are instantaneous and cost Santa no P.P.E.
- Special: Create Holy Water: Santa is capable of blessing water. Besides the usual anti-vampire applications, holy water is needed in exorcisms and for blessing people and items. The amount blessed is irrelevant, but it is not possible to bless natural bodies of water. Requires one melee round to make the blessing and lasts until the holy water is mixed with normal water. Costs Santa no P.P.E.
- Special: Blessing: Santa can also bless people and objects. Blessed people are at +2 to save vs. Psionics and Magic, and get a temporary bonus of +2 to M.E. Blessed objects are effective as weapons against the supernatural, regardless of the monster's vulnerabilities, similar to Magic Weapons. There is no multiplier to damage; straight rolls just like using the item as a normal weapon. The blessing takes one melee round, and requires that Santa touch the intended person or item while bestowing some kind of holiday declaration, such as "Peace on Earth, and goodwill to all men." The blessing lasts for 1 to 6 hours (roll 1D6). Costs Santa no P.P.E.
Skills of Note: All Domestic skills 98%, all Horsemanship skills 98%, all Wilderness skills 98%, Lore: Demons & Monsters 88%, History: Pre-Rifts 92%; History: Post-Rifts 88%, W.P. Blunt, W.P. Bow, W.P. Knife, W.P. Sword, W.P. Staff, and W.P. Targeting.
Combat Skills: Hand to Hand: Expert (remnant from when he was mortal)
Number of Attacks: Seven hand to hand attacks per melee or psionics, or four by magic.
Damage: Restrained Punch – 1D6x10+15 S.D., Full Strength Punch or Kick – 5D6 M.D., Power Punch – 1D4x10+5 M.D. (counts as two actions).
Bonuses: +4 on initiative, +5 to strike, +10 to parry and dodge, +8 to pull punch or roll/fall with impact, +17 to save versus Horror Factor, +6 to save versus magic, +8 to save versus psionics.
Magical Knowledge: Knows all Air and Water Elemental spells, knows all General Invocations level 1-10, and knows Anti-Magic Cloud, Create Magic Scroll, Remove Curse, Reopen Gateway, See in Magic Darkness, Summon and Control Animals, Sanctum, Close Rift, Dimensional Portal, Dimensional Teleport, Enchant Weapon, Teleport Superior, and Sanctuary (Spell of Legend). Also knows how to use, design and construct Techno-Wizard items.
P.P.E.: 7,200
Psionics: All Sensitive, Physical, and Healing powers, as well as Empathic Transmission, Hypnotic Suggestion, Mind Block Auto-Defense, and Psychic Omni-Sight.
I.S.P.: 2,150
Allies: Santa has few allies among his fellow higher beings, but there are a few that he can call on in a time of crisis: Thoth, Hermes, Viracocha, Mithras, and Odin. Furthermore, there are literally millions of mortals that would sacrifice everything they have to help Santa.
Minions: Winterland elves, dwarves, humans, kankoran, bearmen, were-reindeer, and reintaurs. Santa supposedly also has rarer troops at his disposal, such as gingerbread men, candy cane people, and abominable snowmen.
Enemies: All servants of evil. Santa also has a personal desire to use everything in his arsenal to expel Lord Splynncryth and his minions from the Earth.
Weapons and Equipment:
1. “Santa’s Sack”
- Mystical Bag
- This bag is Santa’s signature item. It is a large red bag with silver trim and white drawstrings that always seems to be bursting with fullness.
- Bag is actually a tiny permanent portal to the vault in the basement of Santa’s workshop.
- Santa reaches into the sack, concentrates on the desired object from the vault for 1 second and then pulls it out.
- Indestructible
- Travel is only one way.
- There is NOTHING in the sack and it CANNOT actually carry anything.
2. “Santa’s Robe”
- Heavy Red, Green, Gold, Silver, and White robe.
- 500 M.D.C.
- +3 strike, parry, dodge, roll, fall, and pull while wearing.
- Invisibility
3. “Santa’s Head Wreath”
- Wreath consisting of interwoven mistletoe and ivy.
- +8 to save versus psionics.
- Mystic aura, 150 M.D.C.
- +5 P.B.
4. “Santa’s Staff” – A Greatest Rune weapon and gift from the Norse god Odin.
- A long honey colored wooden staff highlighted with red and white stripes and engraved with silver runes.
- All Standard rune powers.
- I.Q. 20
- Damage 2D6x10 M.D. (double damage to vampires and the undead)
5. “The List”
- Appears to be a tattered and ancient roll of parchment.
- Indestructible
- Although the list is fabled to contain an annual accounting of all of the “naughty and nice” children in the world, this list is a constantly self updating rundown of the best and worst people in the world and a short description of what the person did to deserve their inclusion, plus an image of each person is included.
6. “Santa’s Sleigh”
- An ornate Victorian era sleigh large enough to seat 10.
- 400 M.D.C.
- Fly at up to 1,000 miles (1,600 km) per hour.
- +10 to dodge while in flight.
Santa's Personal Combat Suit
"Ho, ho, ho! Merry FISTmas!"
Of Santa's vast arsenal of wondrous personal gear, perhaps nothing evokes more awe and dread among Winterland's foes than the deific Kringle-5000 robotic exoskeleton; better known as the "Season's Greetings." Built in Santa's Workshop by his most skilled elven and dwarven craftsmen, this blood-red war machine is Santa's ultimate weapon and his answer to the endless hordes of demons and monsters that plague Rifts Earth. The suit exists for one singular purpose: to show those on the Naughty List that Christmas isn't just a time of Yuletide cheer, but righteous Yuletide wrath, as well. Santa doesn't use the suit often; only for large battles or when facing particularly vicious opponents such as vampires and Splugorth Minions. Thus, when Saint Nick makes an appearance clad in the Kringle-5000, everyone knows he means business.
Model Type: K-5000.
Class: Winterland Powered Armor.
Crew: One.
M.D.C. by Location:
Shoulders & Upper Arms- 180 each
Legs- 200 each
**Head (low profile)- 150
*** Main Body- 500
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a "Called Shot," and even then the attacker is -4 to strike.
** Destroying the head will eliminate all forms of optical enhancement and sensory systems. The pilot must rely on his own vision and senses. In addition, all combat bonuses are lost. The head is a comparatively small, moving target and can only be hit when an opponent makes a Called Shot and even then, the attacker is -2 to strike.
*** Depleting the M.D.C. of the main body shuts the robot down completely, making it useless.
Speed:
Running: 65 mph maximum. Cruising speed is a more cautious 40 mph. Note that the act of running does not tire out its operator.
Leaping: Not possible.
Flight: Not possible.
Underwater Capabilities: The Kringle-5000 cannot swim, but can walk along the bottom of the sea or lake bed at about 25% of its normal walking/running speed. Maximum Ocean Depth: One mile (1.6 km).
Statistical Data:
Height: 10 feet, 5 inches from head to toe.
Width: 5 feet.
Weight: 1,100 lbs.
Physical Strength: Equal to a Robotic P.S. of 50.
Power System: Christmas Cheer. When in short supply, Cheer can be substituted with Peace and/or Goodwill to all men.
Cost: Not available. One-of-a-kind.
Sensor Systems & Features of Note: The Kringle-5000 has all the standard sensors for power armor.
Weapon Systems:
1. The Kringle-500 "Spirit of Giving" Rapid Acceleration Gauss Gun (1): The Season's Greetings most powerful weapon is a high-powered gauss rifle dubbed the "Spirit of Giving." With its candy-striped barrel and poinsettia-adorned muzzle, the gun doesn't initially seem too fearsome. Unlike rail guns, gauss weapons use electromagetic coils to accelerate ferro-magnetic projectiles. In Santa's case, the gun fires powerful explosive rounds. The Spirit of Giving achieves the same damage as a Boom Gun, but without needing to shoot its rounds at equivalent velocities. This means that there is no debilitating sonic boom each time the gun is fired, nor is a recoil suppression system necessary; the intensity of the weapon's report and recoil are said to be comparable to a Shemarrian rail gun (so it's still loud and kicks like a mule, but manageable).
When not in use, the gauss gun is usually stowed on Santa's back by way of a tactical sling. To use it, he simply swings the weapon forward. The gun is braced against the hip when fired, and requires two hands to adequately use. It is capable of using standard rail gun ammunition.
Primary Purpose: Anti-Monster and Anti-Robot.
Secondary Purpose: Anti-Personnel.
Range: One mile.
Damage: 3D6x10 M.D. per burst of 100 explosive rounds. Each burst has a five foot blast radius.
Rate of Fire: Bursts of 100 rounds only. No single shots.
Payload: There are 1,000 rounds per ammo canister. This means that each canister provides 10 bursts. It takes a full melee round to replace the canister. A belt feed isn't an option since that would leave the explosive rounds too exposed.
2. The Kringle-600 "Holly Jolly" Quad-Energy Rifle (1) : A short, box-like gun that is actually a four-in-one energy weapon. The Holly Jolly can fire laser, ion, plasma, or particle beams. Each type of energy can be fired individually, or all four can be fired simultaneously as one single destructive quad-blast. Santa can effortlessly cycle between the different settings, as needed.
Primary Purpose: Anti-Personnel.
Secondary Purpose: Assault.
Range: Laser: 2,000 feet. Ion: 600 feet. Plasma: 600 feet Particle Beam: 1,000 feet.
Damage: Laser: 4D6 M.D. Ion: 5D6 M.D. Plasma: 6D6 M.D. Particle Beam: 1D4x10 M.D. When all four beams are fired simultaneously, the gun does an impressive 3D4x10 M.D.!
Rate of Fire: Single shots only; no bursts.
Payload: The Holly Jolly runs solely on long E-Clips, so as not to drain the Kringle-5000 of the Christmas Cheer that powers it. The weapon can fire 16 individual blasts of whichever energy beam, or can fire 4 quad-blasts.
3. The "Ho, Ho, Homicide" War Hammer (1): A massive, double-headed sledge hammer adorned with spikes and boughs of holly. This epic item of war is enchanted to hurt everything from vampires, to incorporeal beings (spirits, elementals, etc.), to humbugs, and more. As with Santa's other war gear, the hammer is in his signature color of Christmas red.
Weight: 80 lbs..
Range: Melee combat only, with a 7 foot reach.
Damage: 4D6 M.D., plus hand to hand damage.
Attacks per Melee Round: Equal to Santa's number of hand-to-hand attacks..
Special Features: Despite its cumbersome weight and design, the hammer is enchanted so that it can be thrown with the same effectiveness as a dedicated throwing weapon. In Santa's hands, the hammer has a 300 foot range; bonuses from W.P. Targeting apply. Furthermore, the hammer returns to Santa on his very next action; all he need do is shout "Ho, Ho, Homicide!" and the item automatically flies back to his outstretched hand. The hammer always returns as long as it's able; only a minimum Supernatural Strength of 40 or a minimum Robotic Strength of 30 can prevent the item from moving.
4. Handheld Weapons: In addition to the war hammer described above, Santa has a number of other melee weapons that he can employ, as the opponent or situation demands.
5. Hand to Hand Combat: Rather than use a weapon, Santa can engage in hand to hand combat. Due to the suit's design, use Heavy Vehicular Style Robots Training on page 352 of Rifts Ultimate Edition.
- Restrained Punch: 1D4 M.D.
- Full Strength Punch: 2D6 M.D.
- Power Punch: 4D6 M.D., but it counts as two attacks.
- Kicks and Leap Kicks: Not possible.