(Set Down By CPL Tanner, William, Armorer, 19th SF
Battallion)
(Additional Comments by: PsyWraith-CS Special Operations)
Every adventurer knows that gear makes the
man, often believing that more makes better...
What most adventurer's forget after a time is that
it doesn't matter what gear you have, it's whether or not you can use it
effectively. Lot's of dead heroes have the best equipment available, for
all the good it did their dead asses when a group who knew their inferior
equipment in and out nailed them to the wall!
Most players never look twice at equipment, just
caring about the numbers that the gear gives them. Give them a choice
between a man-pack Boom-Gun and a slick little pistol that does 5d6, fits
in the palm of the hand, and generates it's own energy when squeezed through
piezoelectric crystal generators, and most of them will take the Boom-Gun,
not even asking if it needs specail ammuntion or energy needs.
This document is good for merc's and soldiers
of fortune who care about their gear. If you don't, go check out the
graveyard, and get to know the people who will be your neighbors.
We'll start out with something most 'bots, 'borgs
and vehicles carry, a radio...
RADIO'S
Now, black market radio's seldom have the same options
as military specification equipment, and even then, most PC's have no idea
how to use the gear they have bought. So many times PC's use radio's to co-ordinate
thier efforts and then act surprised when the professional group that they
are facing turns and let's them have it like they could read thier minds.
They couldn't appreciate the comment "Of course they could read your mind,
you didn't have a single thought you didn't speak."
Here are some radio options I add into the game and
how they are used.....
SLURP-An anacronym for some type of encryption process. It can
take up to TWO minutes worth the conversation, compress it into a split second
burst, encrypt the burst, then fragment across several channels. The recieving
radio picks it up across the channels, reassembles it, decrypts it, uncompresses
it, and then plays it as if the speaker was talking normally. Try to find
and crack that! The Mechaniods, CS, Triax and the Megaversal Legion will
all be familiar with this technology and use it, knowing it takes a coordinated,
high tech foe to capture, disassemble and crack this system. For those of
you who doubt that the Megaversal Legion or the CS would own such tech, the
U.S. Army uses it regualarly now.
SCAN-Simply what it says, flip a switch and all channels are
scanned for radio traffic. If the radio detects a signal it can record the
transmission on a CD-EPROM (a CD-W)for later decryption and examination.
TRIANGULATE-Yes, Virginia, even if your running scrambled, using a
SLURP capable radio, constant commo will result in the enemy the broadcaster's
position in moments, and if an army like the CS know where you are, you can
bet your about to catch some indirect fire if someone thinks you may be a
big enough nuisance.
MULTIPLE CHANNEL OPEN-Having multiple channels open can be a big help during
a battle. Telling your officers what you want on the command channel, monitoring
normal troop chatter on another, and listening to your Forward Scouts single-click
information on the long range channel will all tie together in what is important...
the battle at hand.
LIVE MIKE SYNDROME-Also known as Hot Mike(-ing) Live mike sydrome is when the mike stays keyed, either
through damage or through operator negligence. Live mike syndrome allows
anyone with a radio on the same Freak as you (ahh, read frequency) to listen
in on the conversation, triangulate your position and feed you some 8" HE
rounds, or just laugh as you mess up your own commo. (a use for this is to
take a disposable radio, hot-wire the mike, and plant it in the enemies vehicles,
allowing you to listen in and track them all the way. CS Rangers and SF love
this stunt!)
LASER COMMO-Beuatiful thing, laser commo. The laser runs the equivalent
of a line of sight radio wave that cannot be tapped into (vairances that
make the message are too slight to be measured unless you are the target
or intercept the beam). In a tight spot, CS Rangers and SF have been known
to use their survival kit commo unit attatched to the cycling circutry in
a laser rifle to send a message out! Just simply drop the power, wire in
the commo unit, aim, and presto, jury rigged commo unit. (Some CS rifles
may have this feature build in, at the GM's option, radio's in my campaign
have the 'c' designator at the end)
SUB-SONIC COMMO-A simple, yet effective, near unjammable commo source,
even if it is a bit slow. primarily used by CS and Triax Navy, simply the
thudding boom of depth charges or the repeating actuation of a glitter-boy
suppression pylon, the sub-sonic option is simply transmitted shock waves,
usually morse code, that are picked up by the CS monitering stations. This
is a last ditch or VERY sneaky commo method. (See CS tactics for the Monitering
Stations) Although slow, it can be usefull.
IFF-TRANSPONDER-Identify Friend/Foe
transponders are built into many craft, escpecially the vehicles the CS plans
to use in upcoming Unity Campaign (What my group keeps calling it...)
IFF Transponders can be turned off and on, and are used to help pilots and
missiles distinquish between friends and foes. Many IFF's turn to Emergency
Beacons in case of downed or overly damaged vehicles. Since the Mechaniod
War of 102 PA, many militaries have started using an emergency beacon that
only becomes active if a friendly IFF transponder is detected (Too many pilots/crews
were homed in on by the advanced Mechaniods, pulled from thier vehicles and
slaughtered) or the pilot switches it on.
Probably also sees
use in ground forces up to and including infantry, expecially given the friendly
fire incidents of the history of warfare. Some IFF may be designed
only to act if it is queried. They'll do a burst broadcast when they
are painted by a friendly fire contol system (radar, laser, sonar, ect) or
a system, with a smart enough computer, may be passive and be able to cecognize
vehicle type or optical clues. Of course, if the firer doesn't paint
the target (Such as a tanker or infantry grunt firing without fire control
compensation) then they better be up on vehicle recognition training)
FREQUENCY AGILE- Previously forgotten in this listing, the ability of a radio system to broadcast a message while switching frequencies hundreds or thousands of times a second. Of course if the receiver doesn't have the current algoritym, or their radio's internal clock is off, then they are out of the radio net. Usually used in conjunction with encryption in the unlikely event that the other side can intercept and figure what the algorithim is (thoguh perhaps not so impossible, given the ability of of Pre-Rifts computer technology) Also, even if you are hopping frequencies, if the other side has listening centers with broadband search, then tey can eventually backtrack you, even if they don't understand what you are saying. It may take longer to do so, since with a broadband search they will be picking up other transient signals, but eventually, they should be able to lock down, decrypt and recontruct your radio messages.
WEAPONS
All weapons are alike except for damage and cosmetics,
right? If they both use long E-clips, have 30 shots a clip, do 1d6x10,
and have a range of 2000 ft, then who cares, take the cooler looking one.
(Says the unthinking)
Wrongo boyo, keep thinking that right until a CS sniper
puts a bolt in your ear.
CS, Triax and Megaversal legion all put something in
their weapon that you don't get when you buy the weapon off the Black Market
or from a civilian store/pawn shop. After all why give away all those nifty
things you can take off and out of the weapon before you sell it to that
gang of ruffian's coming down the aisle (read-PC's)
BUTT-KIT-Despite the funney name, the Butt Kit is an important part
of the weapon. For laser weapons it contains an extra focusing crystal; and
all weapons contain: a small handfull of spare parts; tools; cleaning utensils;
small, cheapo Swiss Army knife; mini-survival kit; and a thumbnail explosive
charge complete with 100ft of microwire and a detonator.
AUTO-DESTRUCT-A handy little "die DB scum" option that takes a second
or two to implement, but causes the rifle to explode after a random (1d10
oughta do it) number of shots for 1d6x(remaining number of shots). It can
be undone in a second or two if someone knows what they are looking for,
and it has the CS anti-telemechanics hooked into it.
ANTI-TELEMECHANICS-With the invention of psionic dampeners, based on pre-Rifts
designes, an obvious spinoff technology came about. Installed into
the electronics of a weapon system of vehicle, it was a failure as far as
an anti-psionic defense, but was a rousing success to prevent regular and
advanced telemechanics from being used on a vehicle. The CS and Triax
shared data and developed a rather nasty kickback in addition to the vehicle
or weapon appearing as static to telemechanic users. Anyone using a
form of telemechanics gets hit with 2d6 M.D.C./H.P. damage directly to the
brain. Even War of the 4 Horsemen found the anti-telemechanics to pack
a slight sting.
GM's may wish to work out a difficulty modifier
to work around this defense if a psi knows that it is in palce, a kind of
psychic lockpicking attempt.
STABALIZING EQUIPMENT-This covers bipods, tripods, gyrostabalizing harnesses,
body harnesses, slings, and 'pressor gear.
BIPODS-Bipods are an inverted v-shaped stands that attatch to
the end of the weapon to give it firing stabalization. They fold up
by springs, and need the barrel of the weapon between the ends to keeps from
closing.
TRIPODS-Tripods are 3 legged stands the support the weapon forward
of the trigger mechanism (The automatic grenade launcher in Rifts Mercenaries
is tripod mounted) and allow the weapon to be locked into place or swivel
between two locked down points. On a tripod is a bar, where the two
wheels will lock down the swivel range, and they have clicks for measurements
that allow firing directions to be relayed between gunners.
GYRO-HARNESS-Gyro-harnesses are body harnesses used for rail guns, miniguns
and other heavy kick weaponry. The gyro negates autofire penalties
by 1 per rating. The downside of them is that they reduce parry and
dodge by the rating, since the gyro wants to cancel all new movement.
BODY-HARNESS-Body harness is simply a series of straps designed to spread
the weight of the weapon across the gunners shoulders. A good example
of a body harness is what Vasquez and Drake wear in Aliens.
SLING-Slings are a simple strap, attatched to the forward handguard
and the back of the stock, the sling is loose enough to allow the weapon
to be hung from one shoulder, or diagonally across the body, held against
the back. Some people loosen it enough that the strap rests on one
shoulder, crosses the body and the weapon can be brought into play.
It's called body-slung, and many strak units frown upon it, since it lets
the weapon get tangled up pretty easy. In this I also include handgrips
in this area, since they can be an added on feature, belted or screwed onto
the weapon, at any angle. Many cyborg troopers add an additional hand
grip to a weapon for better stabilization.
Another term
for it is patrol sling, for a weapon slung across the body for immediate use,
and does require some amount of jury rigging.
'PRESSOR GEAR-Revolutionary technology taken from the Nuerani has created
a prototype weapons harness that is still in the field testing mode.
Small tractor beams/force fields, built into a web belt harness, carry the
weight and assist in stabalization of the weaponry. The tractor beams
are able to assist 'borgs, juicers, crazies and power armor pilots in using
some heavy weaponry, and resist the kick on magnetic accelleration weapon
(read: rail guns).
The CS is currently
attempting to field this as a motive system for panzers, aircraft and SAMAS,
but so far, the energy requirements are too immense for something massing
more than 125 kg.
VEHICLE ACESSORIES
POWER SOURCE
COLD FUSION With the use of the rules
for cold start of reactors, this was next to a godsend for the PC's.
Cold fusion is a self sustaining nuclear reaction that generates power with
no heat. Don't ask me how it works, but it supposedly does. The
advantage of it is: If the nukepack is breached, only fluid pours out,
with little or no residual radiation, and if the magnetic bottle is breached,
no explosion, just a shutdown.
HOT FUSION Fusing enriched helium
in a magnetic bottle, hot fusion puts out tremendous amounts of power, but
runs the risk of exploding if coldstarted to quickly. Thankfully, it
needs only hydrogen or helium to run, and a breach of the magnetic bottle
will result in merely a 4d6x1000 to a 2500 foot area explosion if the reactor
didn't shut down properly.
NUCLEAR FISSION
Nuclear Fission is splitting atoms and using
the energy released by the reaction. The big problem with it, is doing
a cold start has a tendency to pop the reactor. It requires plutonium
or enriched uranium.
SOLAR CELL Solar Cell technology is good, but undependable.
At best, backup batteries can be charged while the vehicle uses the excess
to perform, but battlefield damage can destroy the solar cells.
ENERGY CELL-Fuel Cells are electrical power plants that generate chemically,
using oxygen and hydrogen. The byproduct is water, usually released
as vapor. Normally the fueld is hydrogen with oxygen extracted from
the atmosphere. The water vapor byproduct can also be captured for
reuse, as in many CS vehicles this type of energy source. The CS also
used a hydrogen/helium artificial compound to reduce the risk of explosion.
LIQUID FUEL
Gasoline, either a synthetic or a fossil
fuel. The CS uses an enriched form of diesel fuel that needs to be
compressed before it explodes, to aviod the goold old exploding gastank problems,
or a nicked fuel line resulting in an a vapor that ignites from a bouncing
fragment of spark./
ENGINES
BLACK HOLE SOUND
SUPPRESSION Taken from old U.S. Army Apache AH-64 Attack Helicopters,
the BHSS is the reason why the choppers sounded like a loud whisper when
the stealth system was engaged. Experimentation has adapted it to SAMAS,
notably the Striker series, making it so the engines no longer roar.
It also utilizes a counter-soundwave 180 degrees out
of sync with the noise to be countered. The two sounds hit and cancel
each other out, singnifigantly dampening engine noise, but requiring it's
own frequency generator and computer controll.
ICEBERG IR MASKING
Mixes exhaust it super-cooled air (Forced air passed over superconductor
coils that are kept at approximately -100 C) to drastically reduce the Infrared
signature of the vehicle. There are also baffles
and cooling vanes inside the turbines
BODY
C.A.R.C. COATING
Camoflauge, Anti-Radar Covering. A thick, bumpy paint that scatters
radar, including Longbow radar. Often used on bots and armored vehicles.
The CS uses it infrequently, despite the fact that it is tried and proven,
preferring to stick with the sleek, black look. Covert Ops soldiers
like it, since it gives them a lower radar signature.
ABLATIVE ARMOR Ablative armor is standard armor. It protects
the vehicle by shattering away or melting, rather than caving in and mangling
the cargo.
REACTIVE ARMOR
Reactive armor is shaped explosive charges bolted to the hull of a vehicle.
Often used by rear vehicles and some rear armor, when a anti-armor round
comes within range, the armor detonates, leaving the armor unharmed, and
hopefully destroying the incoming round. As stupid as it sounds, it
actually works, as proven in modern day combat. As a matter of fact,
the armor bricks themselves can be picked up and reattatched, once the explosive
charges are replaced.
Other Types of reactive armor detonates when
struck, to disrupt the forming of a shape charges piercing metal stream.
Heavier versions exist that cause the outer plate to shift with enough mass
to break or at least turn kinetic energy rounds, though this version is heavier
and not quite as effective on shape charges as the lighter version (The shaped
charge has a bit more time to form it's penetrating stream due to the thicker
outer metal block) Attempts to counter reactive warheads include:
Tandem warheads, small explosives on a stand off probe, rapid fire to scrub-off
a reactive layer, top-attack and Explosiberly Forged Penetrators. Of
course explosively detonating armor is not too wild with nearby infantry,
escpecially on active version which may go off prematurely or versus a weapon
that wouldn't have hurt the vehicle or the nearby grunts.
TIRES
RUNFLAT
Runflat tires are designed to keep on going even when shredded. The
entire tire has to be eliminated to cripple it, although there will be loss
of handling and speed.
REINFLATING
Compressors installed in the vehicle reinflate damaged tires that have self
sealing tires. (Really exist on modern U.S. military 5-ton vehicles
as of 1993!) Works for nails, bullet holes, but not large chunks taken
out of the tires.
SPUN CARBON-Instead of a rubber bag holding air, you have a wheel made
of a spun latticework of carbon fibre. Shock absorbant, and no flats,
just ablativeness. Adds roughly 50% MDC to the tire.n Carbon
ENVIROMENTAL
N.B.C. SEAL
comes standard in every suit of armor, power armor, or Robot power armor.
The important thing about this stuff is that it protects the wearer from
chemical weapons, biological weapons, and nuclear side effects (radiation,
the flash, and fallout)
FAKE MAGE
The discovery of LNT-17, a PPE active bacteria, allowed the CS to install
this bacteria in the lining of a suit of dead boy or RPA to make it seem to
magical or psionic senses that a mage was inside. Even psi-stalkers
will think that the inhabitant of the armor is a mage. Since the bacteria
feeds on sweat and dead skin cells, each suit developes it's own signature,
and the bacteria serves a purpose. Only commandos, SF, LuRPS, or Rangers
have been issued this armor, and even then it is stripped of most mil-spec
gear to make them seem like a merc.
STEALTH
FALSE MAGE-See Fake Mage
FALSE TRAIL-Musk glands or sweat glands from other creatures are kept
alive in a chemical bath, and stimulated to release phereomones commonly
associated with other animals. This trick is often used to fool canine
troops into thinking a different race was in the area than actually was.
It reduces actual ID of an intruder by scent by 75%
SLEEK COATING-Designed by the Anchient Amerikan Empire Air Force, Sleek
coating provides a non-reflective, radar absorband, laser designator defeating
surface. It is extremely brittle, designed for sleath applications,
not combat (750 SDC, for each 10 SDC suffered, subract one percent from the
stealth deduction) Gives a -75% to being detected by mechanical means.
SENSORS
M.A.D. SCAN
Stands for Magnetic Anomoly Detector. The computer targeting system
will have armor types magnetic images on file, and will compare it to magnetic
scans. Any magnetic anomoly, or magnetic image profile, will show up.
The range is actually short, usually only 1000m and will show up on some
scanners.
THERMOGRAPHIC
Pretty easy, heat sources put out certain colors in the thermal spectrum.
Thermographic imaging displays everything by it's ambient heat, giving you
a image that at first is confusing, but soon gets easy to read. You
can tell a borg from a normal human by the high heat level,
INFRARED
Not everything in red, but it uses passive infrared to achieve night vision.
Many times an IR spotlight is used in conjuction to give a brighter, clearer
picture.
ULTRAVIOLET
Uses the ultraviolet spectrum for vision, often couple with a UV spotlight,
and definately usefull on cloudy, overcast days, since the clouds do not hinder
UV. The only problem, is without computer enhancement, the sight picture
looks very strange to anyone unused to it.
IR & UV When used with a light (UV or IR) then anyone with optics
able to pick up that radiation will see the light a lot further than those
using the light can see (just as you see a flashlight beam further away than
the flashlight reveals) Advanced thermographics installed in Rifts
Mil-Spec vehicles can produce an image almost as good as visual light.
Many images show a lot of fine detail as instead of just picking up just
picking up heat, the optic sensor is using reflected IR or UV light emitted
by the environment the same way we use reflected visible light with our own
eyes. <For those of you that think that this would not allow you
to read numbers, dials, guages, books, your wrong. Vehicle drivers
during Desert Storm were able to read maps, guages and spedometers, complete
with the numbers with their Night Vision Goggles>
RADAR
Standard to the Rifts Books
LONGBOW MILLIMETER-WAVE
RADAR OK, used in the Apache helicopter, millimeter wave radar
is rumored to be able to detect rivets in a tank hull at 5 miles. It
is not hampered by weather, provides excellent terrain mapping, but is very
expensive. Despite advances in minuteration, most armors smaller that
a UAR-1 won't pack longbow. notable exceptions are the Striker SAMAS,
Triax Glitterboy and Ulti-Max, and Scorpian Skull Walker.
Also very difficult to detect it's use unless
your detector is set for that millimeter wave. The CS uses a phase shifting
array to prevent detection (-40% on sensor systems) This system also
works in a passive mode as most object emit mellimetric wave radiation just
as they do heat, just in this case the metal and mass of the object the more
it emits. In a way it is to MAD what Thermographic sensors are to IR.
Visual Light-like image can be achieved by the system by using active scanning
(Yes, Victoria, this means that you can get unit designations off of the
armor or vehicle using active scanning. There is a slight bit of blurriness
though)
NIGHT VISION
Mk VII Normal, green screen night vision as seen on TV. Anything
over 250 meters begins to loss clarity, and it extends only to 1500 meters.
NIGHT VISION Mk
VIII Full, normal spectrum color nightvision, but the range is
only 1000 meters, with clarity dropping after 100 meters.
This advanced system incorperate a computer generated
image with a color palette as opposed to monochrome green. This makes
visual identification easier, and comes closer to a type of VR, taking input
from all the sensors to make a composite image that is much easier to interpit.
LASER ENHANCING
Laser enhancing uses low powered lasers to make sure the targets are actually
there, clears out smoke and mist.
All so known as LADAR (LAser Detecting And Ranging)
or LIDAR (Laser Imaging, Detecting And Ranging) Harder to detect and
confuse by conventional (ie: radio based) means, but it can be degraded by
smoke, mist, rain or fog, and blocked by exotic anti-laser methods like Prism
(laser reflective crystals) or BlackOut (Prism plus hot smoke/IR defeating
features) Certain laser frequencies overcome environmental effects
ACTIVE STEALTH-Sends out an exacting opposing radar wave to cancel an
incoming radar beam, it relies on subtle trickery instead of brute force
jamming. The CS phase radar array overcomes this sytem, although the
Specter IX phase Stealth Array mounted on vehicle designed specifically for
it seems to at least marginally provide some radar supression.
IR JAMMER-Uses a 'heated brick' or IR beam bouncing 'disco ball'
and randomized pulses of IR radiation to confuse IR guided weapons
LASER JAMMER/BLINDER- A jumped up LADAR, or downgraded laser weapons detects
or is handed off targetting info an incoming missile and then pulses a laser
beam at it to confuse/blind/burn out optical type (laser guided, optical
recognition, IR homing) tracker. Can disrupt wire guided missiles by
confusing the gunners sight or damaging the optics. ROBOTS TAKE NOTE!!!
A called shot with a variable setting laser rifle programmed to run across
the gambit several hundred times in a single shot may disrupt your optics!
(40% chance)
TARGET LOCK
Locks the target, providing the pilot with a +1 to strike at the target.
It will track it even if they drop out of Line Of Sight.
ELECTRONIC COUNTER
MEASURES (ECM) ECM's try to 'spoof' targeting systems, by shifting
the electronic signature of the vehicle, or burning out the targeting system
with directed electronic pulses or electromagnetic pulses.
ELECTRONIC COUNTER
COUNTER MEASURES (ECCM) are designed to fry ECM's and keep the
targeting lock.
CHAFF RADAR
TARGETING COUNTER MEASURES Chaff is merely thin, mylar strips,
radar reflective, nearly microscopic, that creates a large, impenetrable cloud
on radar. It is often used to defeat missles. It reduces the
chance of a smart missile or target system to hit by 3.
FLARE TARGETING
COUNTERMEASURES Flares are white phosphorus flares that burn at
an extreme temperature, and hopefully fool IR homing missiles into hitting
the flare instead of the vehicle. It reduces IR guided missiles chances
to hit by 3.
FLARE COMPENSATION
Locks onto the thermal signature of the vehicle, and ignores any sudden changes.
It has a 75% chance of ingnoring flares.
COMPUTER ASSISTED
FIRE CONTROL Enables a pilot to designate units displayed on the
HUD to be fired upon by designated weaponry. Each weapon only gets
one attack per rating of the computer (maximum of 5) per round. Handy,
and definately usefull.
IDENTIFY FRIEND
OR FOE SYSTEMS (IFF SYSTEMS) IFF systems are one of the reasons
CS Troops are able to aviod friendly causalties in a massive, smell the bad
breath and sweat, knock down, drag out fights. Friendly units, through
transponder or operater designation with computer tracking, are highlighted
in blue if in vision, or marked blue on the radar display, enemy units, designated
like friendlies, are highlighted in red and marked in red on the radar display.
Unknowns are marked in green.
AUTODESTRUCT CHARGES: Autodestruct charges make sure that the advanced
technology inside the sensor systems does NOT fall into enemy hands.
With the technological edge that the CS and Triax have gained over their
foes, they now have decided that if the gear falls into the wrong hands,
blow it. Any time the armor/vehicle pilot dies, the high tech (not
the standard, basic) sensors blow out, destroying themselves completely.
This is why the Black Market is having such a hard time getting ahold of
these systems. Most systems the Black Market has is retrofitted or
scavenged U.S. military gear.
Real Quick Note: Many people have written nasty
letters to me, saying that this puts an unfair emphasis on technology vs
magic, and these thing would never exist or be used. WRONGO! Many
of these exist now, and are in use. Hey, bayonets are anchient, and
sometimes still come in use on modern day battlefields. And as for
the unfair emphasis on tech, hey, crack open Federation of Magic. I
mean, come on! So what if a hot shot Ace Pilot can assign target numbers
to targets highlighted in his HUD with his interactive IFF, and then assigns
his computer to fire on them until destroyed with his CAFC. I hear:
"That means a CS soldier in a Stiker SAMAS could assign his left side missile
launchers to one target, his right side missile launchers to another, and
engage a third with his rifle, and every round, get 3 attacks instead of
his one! That's not fair! Hey, TS. My players know it works
both ways.....
Another addition. With the Campaign of
Unity finished in this campaign, and World War IV having begun, it was proven
that all of the above enhancements did not give tech an unfair advantage,
since mostly mil-spec equipment had the options people worried about.
It made the military machines more threatening, but enless PC's engaged military
troops, they had little to worry about.
Last addition: Thanks to PsyWraith, whose comments appear as the lighter colors.
Back to the Entry of Castle
Lament
Go to the Rifts Page
Go to the Ravenloft Section