Character Classes



The Crazy Warrior
Cyber Knight
Juicer
Ley Line Walker
The Mystic
Psi-Stalker



The Crazy Warrior

"Sunny day, everything is A-Okay. I'm on my way to where the air is sweet...
can you tell me how to get, how to get to Sesame Street."

~Overheard being sung by a Crazy Hero as he dismantled a Coalition squad with a Virbo Sword.

Similar to the other conversions, the Crazy Warrior is changed from what is found in the main Rifts rules book on pp 57-62. Psionics are a powerful ability in GURPS, and will not be gained through Mind Over Matter (M.O.M.) conversion. After the initial procedure, the player will not have the option to choose the insanities that develop from this augmentation process. Similar to the Juicer, this character is a doomed warrior, for as time goes on more and more insanities pile on until the character is either rendered unplayable or expires, however �Crazies� tend to live much longer than Juicers.
Like the Juicer, Crazies are not an option that players may start the game with and the augmentation must be discovered in-game..


THE PROCESS


MOM conversion is a long process that involves making direct physical modifications to the brain, and implanting nervous system enhancement bionics directly through the cranium. The process is designed to create body enhancements through alterations in the way the brain functions to cause the subject to perform like the famous Juciers, but with more longevity. The process was only ever a moderate success. The conversion process is much safer than the Juicer augmentation, with a 96% survival ratio, however the resulting subject is far less powerful than a fully enhanced Juicer. However the single most damning drawback is that the subject is driven quite insane.
The body is immersed into a life support system filled with oxygenated fluids and put into a state of suspended animation. Then the cranium is cut away in precise locations for the insertion of the bionics. The housings for the enhancements are large and stick out from the braincase in obvious protective housings, marking subjects for what they are. This gives the unusual feature disadvantage to all Crazies, and tips off those they encounter as to who they are dealing with (-1 reaction mod).
For play, unlike the Juicer, there is no reason to roll for success if a player chooses to go through the MOM enhancement procedure, PC�s are considered to automatically survive. The largest issue in becoming a Crazy will be in finding a clinic that can perform the procedure, and coming up with enough valuables to trade for the work to be done. Like Juicers, many will pledge themselves to a military/nation that is capable of the process in return for the operation, enlisting into their military in exchange for superhuman powers. Also, like the Juicer, those who willingly subject themselves to this process are most likely to be the desperate who see no other way out for themselves.
The Crazy warrior is also dooming him/herself to slow death, sinking ever deeper into a quagmire of insanity. Often, a Crazy will become so deranged that they are murdered by friendly forces as they have become dangerous to everyone around them. The process can be halted with the removal of the MOM system, which immediately drops all augmented bonuses, however any accrued insanities are permanent unless bought off. 30% of all Crazies who have the process reversed either have it replaced, or become Juicers/Cyborgs. A further 20% commit suicide, unable to cope with the loss of powers.


BENEFITS OF THE BASIC PROCESS


+2 to Strength (additional +2 to Fatigue),
+2 to Dexterity,
+2 to Speed (After base speed is calculated),
+2 to Health (additional +2 to hit points),
-1 to IQ

Combat Reflexes (pg. 20 Basic),
High Pain Threshold (pg. 20 Basic),
Rapid Healing (Pg. 23 Basic),
Very Fit (pg. 31 Comp 1)


DISADVANTAGES TO THE BASIC PROCESS


The Crazy will immediately pick up three insanities chosen from the lists below after the process has been performed. Every six months an additional insanity will be inflicted upon the Crazy Hero until eventually he becomes so plagued with problems that he is no longer playable. These additional insanities are completely random. Insanities can be �bought off� with character points so long as the �cure� is worked into the game. Roll a d6, on a 1-3 roll on table 1, on a 4-6 roll on table 2.


INSANITY TABLE 1 INSANITY TABLE 2

3) Alcoholism 3) Amnesia (-15pts)

4) Absent Mindedness 4) Pyromania

5) Bezerk 5) Charitable

6) Bully 6) Chronic Depression (-15 pts)

7) Bloodlust 7) Compulsive Gambling (-15 pts)

8) Compulsive Behavior (-15 pts) 8) Curious (-15 pts)

9) Cowardice 9) Manic - Depressive

10) Delusions (-15 pts) 10) Low Self Image

11) Fanaticism 11) Lunacy

12) Greed 12) Obsession (-15 pts)

13) Kleptomania 13) On the Edge

14) Glory Hound 14) Parthenomania (-20)

15) Pacifism (-15 pts) 15) Voices (-15 pts)

16) Phobia (-15 pts) 16) Trickster

17) Split Personality 17) Solipsist

18) Sadism 18) Short Attention Span

Some insanities are completely incompatible with each other. Blood Lust and Pacifism for one example. If conflicting insanities are generated, talk to the GM about it before generating a new one, as this could lead to interesting role playing situations! If an insanity is rolled twice, re-roll.


DISADVANTAGES GAINED BY ALL CRAZY HEROES


Overconfidence (pg. 34 Basic) (if the Glory Hound disadvantage is later rolled, replace overconfidence with it),
Unnatural Feature (MOM implants),
Jitters � 10pt new disadvantage This represents muscle spasms, jolts of adrenaline, and other small expressions of excess energy that are constantly being generated by the enhancements in the Crazy Warrior�s body. When the warrior is not in a combat, or high energy state (such as a sports game, or sprinting) he is -2 to all dexterity checks. In addition the character has a hard time sitting still for extended (more than half an hour) periods of time, and becomes grouchy, performs repetitive tasks without pause (like bouncing a ball off a wall), or talks incessantly when forced to do so.


ADVANCED MOM AUGMENTATION


There have been advancements in MOM technology since the basic procedure was made available. However these are not generally available, and will be found only in the highest technology centers such as New Lazlo and Tolkeen. The Coalition States undoubtedly has access to this technology, however they condemn the MOM conversion process and would never practice it.
The enhancements are fully compatible with the basic procedure, however only three such enhancements can be made without overloading the brain of the subject and killing him! Each enhancement costs 5 pts and must be purchase with earned CP, in addition to paying for the operation.
Each advanced augmentation is a separate surgery, and a separate module added to the cranium. The procedures are recent post-holocaust technologies and as such are much more crude than the original technology. The new additions cause stress upon the patient�s mental and physical stability. When the augmentation is purchased, roll on the table below once per procedure to determine the side effect that is gained. Re-roll any that are generated twice.

Side Effects Table



Cyber-Knights

The Way brings forth,
Its Virtue fosters them,
With matter they take shape,
And circumstance perfects them all:
That is why all things
Do honor to the Way
And venerate its power.

The exaltation of the Way,
The veneration of its power,
Come not by the fate or by decree;
But always just because
By nature it is so.

So when the Way brings forth,
Its power fosters all:
They grow, and reared,
And fed and housed until
They come to ripe maturity.
You shall give life to things
But never possess them;
Your work shall depend on none;
You shall be chief but never lord.

This describes the mystic power.

The Way of Life, Lao Tzu

The background of the Knights, what they stand for, their founder, and their practice of championing those weaker than themselves is still going to remain as is printed in pages 62 � 64 of the Rifts main rulebook. Coalition Wars book #4 goes on to give far more background about the Knights, and except where altered here, that also remains the same. Playing a Cyber-Knight is a concept more than it is a character class, it�s a set of ideals, and rigorous martial training. Virtually anyone can become a Knight, so long as they can find a master who is willing to train them in the ways of the organization, and provided they are a true believer in the Church of the Resurgent God.

The Order of Cyber-Knights was founded some 80+ years ago by a man known only as Lord Coake. He began the practice of apprenticing a warrior and training him in the high ideals of the Knighthood. Coake is from a feudal land ruled by a king and steeped in the medieval culture as it is popularly romanticized in modern moviemaking. Hence he organized his Knighthood around the concept of chivalry and Knightly honor. Where GRIFTS diverges from RIFTS is in the history of that patron. Early in his career he became close friends with a priest of a new faith known as the Church of the Resurgent God. The tenets of the religion are closely aligned with the principles of the knighthood, and he became a devoted apostle of this new faith and incorporated his organization into it. The Cyber-Knights became the protectors of the faith as well as the champions of the weak.

Often, where a traveling priest of the faith is found, a Cyber-Knight isn�t far away, protecting the cleric and doing good deeds for those in need. They are an example of everything the Knights Templar should have been but weren�t. Their devotion is strong, their faith resolute, and their direction is always forward for the good of all beings. Those who see the Church of God in the Coalition States as the antithesis of the Church of the Resurgent God expect the Knights to be the direct enemies of the Coalition, however that isn�t the case. Many are the times that Knights have aided Coalition soldiers in fights against demonic or malevolent beings. The Coalition on the other hand, sees the Knighthood as a military force that protects a dangerous cult that spreads misinformation and preaches heretical ideas about god. Though the Coalition has never pursued a military action against them as a group, they are watched closely when near Coalition territories, and are not allowed admittance into those lands.

How to become a Cyber-Knight

First one must find a master who is willing to tutor them in the philosophy of the Knighthood. This is harder than it seems. There are rumors of a monestary somewhere in the New West where the knights train and gather, a place where Lord Coake holds court and the Knights can journey to for solace, however no one seems to know where that place exists. Knights typically travel solo, in the company of a priest and his companions, or with a few like minded individuals, which makes them relatively uncommon. Windshiem is an extreme example of a place where knights are known to congregate because of the importance of the �Cathedral� to the faith.

Once a knight is found, the wannabe apprentice must then convince him or her of their conviction, desire, and aptitude for the role. Its known that the vast majority of knights are psychic, and that a person who has psychic potential has a much better chance of finding acceptance within the ranks of the Cyber-Knights than one who doesn�t. There are a rare few who join the ranks who have no psychic ability, exceptional men and women who make up for their lack in their own special ways. The way of the Knight involves very deep personal exploration and strengthening the mind as well as the body for the rigors of the world.

The following advantages are suggested to play a knight;

Fearlessness, Sanctity, Pious, Blessed,
Enhanced Parry 6pts,
Enhanced Block 6pts,
Enhanced Dodge 15 pts,
Combat Reflexes 15 pts, .

The following are required advantages and are gained as soon as an Errant is Knighted;

Ally Group (Cyber-Knights) 15 pts,
Claim to Hospitality (Cyber Knights/ wilderness folk) 10 pts,

None of these are required to play a Cyber-Knight, but any of them are recommended. Those with no points cost listed are variable.

The following disadvantages are required to play a Cyber-Knight and are assumed as soon as an apprentice �graduates�;

Code of Honor -15 pts,
Truthfulness -5,
Cannot Harm Innocents -10pts,

these cannot be �bought off� if one is to remain a Cyber-Knight. Also they can be taken over the usual 45 pt limit for disadvantages, but do not grant the player a like number of positive points to spend!

The following are suggested disadvantages for Cyber-Knights;

Proud -1pt,
Selfless -10 pts,
Humble -1,
Broad Minded -1,
Sense of Duty,
Vow,
Honesty -10pts,
Overconfidence -10pts.

Unlike the required disadvantages, these are voluntary and typically must be taken at character generation, unless the story allows them to be worked in.

The Knight�s Code of Honor can be found in the RIFTS rulebook on page 64. A more detailed description may be found on pp 41-48 of Coalition Wars #4. If you wish to read the latter please let the GM know and he will make it available to you. Please avoid perusing the book as it would give information about things to come that may ruin part of the game for the player.

Training as a Knight takes time. A two year apprenticeship is the very minimum required to become a knight. The fist six months are spent in nearly complete isolation with the master learning the codes of the Knighthood and studying the faith, as well as practicing in arms. During this time the apprentice has no standing within the Knighthood. Once this part of the training has concluded the apprentice is given the title of Knight Errant in a short ceremony, and then spends the next couple of years traveling (typically, but not always with the Master). Some never leave this position and stay an Errant all their lives. There is no dishonor in this as the Errant is expected to live up to all the ideals of the Knighthood, and anyone who strives to do so deserves great respect. During this period of the training the Errant must be in contact with his/her mentor one month out of every four for instruction.

At a point of the Master�s choosing the Errant is sent upon a great quest. These quests vary and are always a test of what the Master feel�s is his pupil�s greatest weakness. At the conclusion of the quest the Master then decides if the Errant has earned the right to Knighthood. If not, the Errant continues his or her training, undertaking more quests later in their persual of the coveted title. If the Errant passes the test, then in a three day ceremony he or she is Knighted, and presented with a force sword and a Knighted name.

No one knows from where the knights acquire the legendary weapons popularly known as force swords. However they are universally feared by the enemies of the knights, and with good reason. Using a technology far beyond anything previously seen on Earth each weapon projects a shimmering blade of crackling light three and a half feet long when activated, a �blade� of force. When used in combat, armor protects at 1/5 its value against them. Any weapon that successfully parries a force sword is shorn in half, or otherwise destroyed unless it is also a force weapon or a sonic blade. They use C cells that last for five minutes of constant use, and one of the skills taught to all Cyber-Knights is the use of these weapons and the skill to fast draw them. The weapon does either 4 dice of impaling, or 8 dice of cutting damage.

FORCE SWORDSMANSHIP


Cyber Knights are recognized everywhere as legendary swordsmen. Before being awarded their own personal Force Blade they must display high competence in the martial art form known as Force Swordsmanship. Many Knights devote their entire lives to attaining mastery of this combat form, and some view it as an art as much as a combat skill. This martial form emphasizes techniques similar to Japanese Kenjutsu, with special care taken to learn how to keep the energy blade away from the body of the user. Some grappling moves are added but rarely used, since the risks of using bare hands against force swords are enough to make anyone blanche.
True Masters of this technique (those characters who take the Weapons Mastery advantage with swords) have attained such a "oneness" with their blades that they have linked their Chi with their weapon. This allows a wilder to actually parry beam weapon attacks away from their bodies with their blades. Against modern kinetic weapons a only the first round of the first burst can be parried this way as the trailing rounds do not follow each other in a perfect line as they do with beam weapons, shotgun or similar flak attacks may not be parried at all. The parry is preformed at -3.

To learn Force Swordsmanship the player must spend 21 Pts and gains the following primary skills, Acrobatics, Katana (Force Sword), Katana Art (Force Sword)

The following Secondary Skills are learned when each of the primary skills reach 15, Jumping, Savior-Faire (Dojo), Wrestling

This form also has the optional skill of, Karate.

Combat maneuvers gained by this form are, Feint (Force Sword 2pts), Hit Location (Force Sword), Off-Hand Weapon Training (Force Swords)

When all the primary skills have reached 20+, the following optional Maneuvers (advantages) are gained, Enhanced Parry (Force Sword), Whirlwind Attack



JUICERS!

�Are you nuts? You want to die or something?�
�We all die, old man. I wanna live the good life first!�

- Conversation heard outside a body Chop-Shop.

Juicers are not available as player characters during character creation, they are simply too expensive. It is possible in exceptional circumstances to become a Juicer during game play, however such a conversion will make for a very short character lifespan as we commonly skip multiple months of game time during play, and the lifespan of GRIFTS Juicers has been altered to just 2 years! Correspondingly, they are that much more powerful. Juicer technology represents the ultimate in pushing the human body to the limits through technology without completely replacing parts of it.

There are many psychological as well as physiological ramifications of playing a Juicer. The conversion process is not 100% safe, only 70% of those who undergo the conversion survive the process. Of those who survive 20% of those suffer a complete rejection of the massive changes and stresses their bodies undergo and must immediately enter detox with all the dangers and drawbacks that entails. 10% go insane and must be destroyed before they have fully adapted to the alterations they have undergone. The result is that just slightly over 50% of those who undertake Juicer conversion actually are successful. However the resulting warrior has virtually no peer in combat and as such the expense is worth it for militaries who are looking to augment their forces.

Soldiers are never forced to become Juicers as they would become uncontrollable enemies of the organization that created them, and as such are a huge liability. Besides, there are always enough desperate individuals willing to take the risk for the power that is gained, or the money that is offered. For some, it�s one of few available options out of the squalor of poverty for them and their families. Though they are destined to die soon, their brief careers can earn them incredible wealth. Some are willing to face the risk of death, and the dangers of detox to become supermen for a short time, then detox and live in relative comfort for the rest of their lives. For others, it�s the only way to combat the demons and creatures of the Rifts that plague their communities and in such places they are viewed as martyr heroes who sacrifice themselves to save others. Most however are viewed as homicidal maniacs who have given up their humanity and become something beyond, as alien as those creatures from other dimensions, and usually even more dangerous.

JUICER PROCESS


The surgical process is neither instantaneous or painless. It requires two surgical procedures, a period of adjustment, and quite often kills the patient. The process takes a minimum of 2 months, with 10 weeks being standard. The bio-computer is added first and then IRMSS internal housing is added in a second procedure. The body then begins to undergo the drastic changes as the systems pump nano-machines and chemicals into the patients body. The patient�s progress is monitored and adjusted for a month, during which time the patient is unconscious. If the patient�s body has survived this trauma, the new Juicer will have � his final bonuses, and is awoken to start training with his new abilities.

Slowly, over the next 4-6 weeks the body toughens and strengthens, developing into the ultimate killing machine. Reflexes are pushed nearly beyond mortal limits, bones are strengthened, muscle tissue is altered and bulked up, and the nervous system is almost entirely replaced with nano-constructed wiring. From this time forward, the Juicer will need a constant supply of Juicer chemicals and replacement fluids, changing chemical bottles once a week. The harness is a collar around the neck and both wrists where the chemicals are stored. The collars are grafted to the bone through skin and muscle and cannot be removed outside of detox without killing the Juicer.

BENEFITS OF JUICER MODIFICAION

(There is no point cost to become a Juicer as it would make a character so high in point value as to become irrelevant and would not be able to be paid for regardless of how long a player plays.)
+4 to strength,
+4 to dexterity,
+8 to health,
+6 to Speed (after base speed is calculated!)
Combat Reflexes pg 20 Basic,
High Pain threshold (pg 20 Basic),
Rapid Healing (pg 23 Basic)
+1 attacks per round
Superhuman Reflexes, a Juicer gets any number of active defenses, even from melee attacks that originate from behind. If a Juicer is aware that he is being shot at, he can BLOCK projectile weapons of any kind including guns, by predicting where his opponent is aiming. However, only the attacks from one opponent can be blocked in such a way per round, and the Juicer must be able to see him. Entire bursts can be blocked this way.
Juicers NEVER sleep. They are chemically incapable of sleeping, and have a hard time sitting still for protracted periods of time. Essentially they are living in a faster state of existence than normal human beings. When a Juicer beings to burn out this often changes and Juicers being to sleep again, more and more as the burnout process advances. It is considered to be one of the primary symptoms of the onset of �last call� for a Juicer.

DISADVANTAGES OF JUCER AUGMENTATION


On the Edge (pg 93 Comp1),
Unnatural Feature (Juicer Harness) (pg 85 Comp 1),
Sterile (augmentation kills reproductive ability),
Terminally Ill (2 years) (pg 84 Comp 1),
Dependency (Juicer Chemicals) pg (pg 81 Comp 1)

COMMON DISADVANTAGES OF JUICERS


Bully (pg 31 Basic),
Bezerk (pg 31 Basic),
Bloodlust (pg 31 Basic),
Greed (pg 33 Basic),
Paranoia (often develops during �last call�) (pg 35 Basic),
Glory Hound (pg 90 Comp 1)

DETOXIFICATION


For details of the Detox process see pp 69-70 of the Rifts Book. Skip step 2, and use the following table for Detox effects.

LAST CALL


If a juicer does not (and most don�t) try the detox process he is doomed to die. The end can come suddenly, or the dying man can linger for several weeks. Sooner or later, the fist warning signs that a character does not have long to live will start to appear. The symptoms might be a mere inconvenience or might cause the Juicer almost crippling agony. A Juicer exhibiting terminal side effects is said to be n his �Last Call�. Juicers on Last Call can experience any of many physical symptoms such as migraines, memory loss, high blood pressure, the shakes, reduced healing, and muscle cramps. Psychological effects commonly experienced are paranoia, death wish, homicidal mania, and complete loss of respect for authority. All Juicers being to find sleep again once Last Call has set in.

DEATH TO JUICERS


After last call comes death, popularly known as �checking out�. Most Juicers do not wait for the inevitable and instead try to die in combat in as heroic a manner as possible. Unfortunately, the end can come suddenly and with little warning. A Juicer may be feeling perfectly well just before dropping stone dead.
Common causes of death include heart attacks, strokes, or total burnout, a state in which the Juicer�s entire system shuts down. Some more exotic and gruesome ends include the �Juicer Meltdown�, a curious phenomenon in which the Juicer�s cells literally break down, with symptoms somewhat similar to the Ebola virus. The results are the liquefaction of the victims internal organs, which is fatal in a mater of hours. Suicide is very common among those who feel what they think may be the fatal symptoms. Drug overdoses, caused by the manipulation of the bio-computer to provide excessive dosages of Juicer chemicals, or by taking other drugs is also a common way to �check out�.



Ley Line Walker



The Mystic



Psi-Stalker

35 pt racial package

The Psi-Stalker is a human mutant who preys upon supernatural creatures, including humans who possess the ability to wield magic and psionics. They exist in the wilds of North America in large hunter tribes that swarm around ley lines and particuarly Nexus points seeking prey. They are distinguished by their hairless bodies, deepset eyes with dark circles around them, and overall feral appearance and attitude. Some go to the extreme of sharpening their teeth into dagger sharp points to increase their fierce appearance, and use these teeth in actual combat.

They are common around the outskirts of the Xitixix hivelands and are natural enemies of those alien bug men. They hunt the creatures in vast numbers having accounted for over 600,000 kills since the alien invaders have rifted to Earth. Even so, they have been unable to stem the tide and the Xitixix continue to advance their lands into the domian of man. The Coalition States long ago allied themselves with a tribe of Psi-Stalkers and integrated them into their forces. Now, they are a part of the military machine, and lead packs of Dog Boys in seeking out and destroying Magic Users and supernatural creatures that attempt to hide in the Burbs of their cities. Many such creatures last sight is the growling and salivating faces of a dog pack led by a Psi-Stalker.

Psi-Stalkers are natual Pychic Vampires of a limited sort. Their powers are only useable on those who posses supernatural ability of some sort, and have no range factor at all. To drain an opponent a Psi-Stalker must wound them in hand to hand combat, and then feed on the resultant energy release, further weakening their opponent. Psi-Stalkers can develop Anti-Psi, ESP, and Telepathy as powers, and must develop Psychic Vampirism with the -20% limitation to power of �Touch Only� and the -20% limitation of �Supernatural Targets Only� (the cost for the power of this ability is reduced by 40%). All Psi-Stalkers must develop the skill�Steal Energy� from the psychic vampirism skill list, and it is reccomended that it be developed to a high level.

Psi-Stalker Powers

  1. Sense Magic and Supernatural � This power is constant and automatic, the moment such a creature or person is within range the Psi-Stalker will know it. He can attempt to identify the target (wizard, technomagic item, demon, dragon, etc) with a base skill of Mental/Hard with an automatic 1 pt in it. This skill may be improved as any other skill. If a piece of the creature to be identified is held (bot of hair, fingernail, etc) then an individual may be picked out of a crowd of supernatural creatures with a +4 to the skill, +2 if holding an item touched by the target within the last 4 hours. This power will give a general direction the target is in until it is within sight, at which point it will be recognized for what it is, even if magically disguised. If the target is activly using magic all target numbers to track it are at +1. Ranges � If not using magic a non supernatural entity can be detected at 100 ft, if using magic the range is 600ft. A supernatural entity is concidered to ALWAYS be using magic. A Ley Line will blind this power within 1 mile or Nexus point will blind this power within 2 miles.
  2. As hunters of the supernatural, Psi-Stalkers are faster and stronger than humans, their base strength, dextarity, and body is 11.
  3. Psi-Stalkers are resistant to magic and have the Magic Resistance avantags at level 5. In addition they almost never cringe in the face of the most horrific supernatural presence and have the advantage of fearless also at rank 5.
  4. Psi-Stalkers require mystical energy to feed upon, and do so through the power of Steal Energy. Each week a Psi-Stalker must steal 14 pts of energy to avoid starvation (2pts a day). Comfortable feeding is double that. This engery can be gained all at once, or spread out over the period of a week. This energy can be consumed from a Ley Line or a Nexus point, however few Psi-Stalkers choose to do so as the �taste� is comperable to dry cardboard to the human palette. Wild Stalkers call those amoung them who do this �Line Feeders� and use it as a term of derision.
  5. Empathy with Animals � Psi-Stalkers smell and feel different to animals than humans do. Animals instictivly know that Psi-Stalkers are no danger to them and hold no fear for them at all. Domestic animals will immediately assume a �Very Good� reaction to Psi-Stalkers, while wild animals will assume a �Good� reaction to them. Therefore Psi-Stalkers may operate in the wilds without disturbing the wildlife in the least (ie. startling birds or insects, or being concerned about attack from natural predators).
  6. Psi-Stalkers are wild pretatory creatures, and even the civilized Coalition Stalkers suffer from Bloodlust and Bezerk, which has given them a sinister and dangerous reputation.

back to home

back to Game Mechanics
Hosted by www.Geocities.ws

1