Shanxi Province, the 11th Hell
The 11th and Final Hell holds about 2 million people, and less than 4000 of the hated and banned D-Bees, and no demons, dead or damned. The province is ruled by the First Emperor of China, Qin Shi Huang-di (and yes, I know there's half a dozen alternate spellings) returned from the dead. The First Emperor is a man about whom much has been written, truth, lies, history, and myth. He has, for instance, been described as the son of a god, of Tzu Chu the King of Chin, or the bastard child of Lu Pu Wei, the merchant who masterminded Tzu Chu's ascension and served as Minister for many years. I grew up on the latter story, but I understand many historians now believe it to have been a later fabrication. Anyways, three things I can confirm is that he went to war with his mother's lover Lao Ai, who raised an army to install his sons as Emperors. He went for public works in a big way, building a precursor to the Great Wall, the great canal at Ling qu, and a system of roads. Legend also has it that he stopped China from flooding. Finally, he believed in strict legalism (obey the king, his nobles and the law, and that is right) and burned all books (and some scholars) that disagreed.
Huang Di is a normal person, outside of not aging and having 2 MDC. He has no mystic martial arts, no magic or psionics, but he has people with all of these talents. He emerged just 70 years ago, easily conquered Shanxi with his Terracotta Army, and has largely been consolidating ever since. He has built a wall around Shanxi, 150 feet tall and wide, with an enclosed railroad.
The Terracotta soldiers are all just a bit stronger than the stronget humans, with tons of endurance, but limited speed and intellect. They have 17-27 MDC and PPE naturally, and can regenerate instantly on a 1:1 basis. They can also easily turn any clay into 50 MDC armor. Each Terracotta soldier, given enough PPE and clay, can create a duplicate, and run up to 10 bodies at once as a hive mind. Even if all bodies are destroyed, the mental portion of the Terracotta soldier will merely be knocked out for 1-6 weeks. 80% of the Terracotta army is just grunts, though between them any gorup of a hundred will know how to survey and map, build and use siege equipment, and make an impressive demolition team. 10% of the army are engineers and sappers, 5% are scouts and the remaining 5% are officers with an extra 1-8 MDC, a variety of skills including horsemanship, and for ranking officers the ability to hijack other Terrcotta soldiers' physical bodies. 0.1% of Terracotta soldiers are skilled blacksmiths.
There are at least 100,000 Terracotta soldiers, maybe four times that. This doesn't count the legions of tiny Terracotta soldiers, 4-18 inches tall who serve sometimes as scouts, infiltrators and assassins. The people inside the walls of Shanxi are... well, wretched serfs.
Bit of Analysis: Rifts
Moderator: NecronLord
- Ahriman238
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Re: Bit of Analysis: Rifts
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- Ahriman238
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Re: Bit of Analysis: Rifts
I like a couple of the local flavor demons, the Preta, the Chinese Vampire, the White Monkey, and Red Dmeon Child. I see the very Hindu Mo-Lo and Yakasha (Raksasha for China.) Most of the others are pretty forgettable with average demonic powers and interests. Of, and there's two kinds of fox spirits, which I thought was more of a Japanese thing.
But yeah, I consider myself effectively done. So, as promised, one or two loose ends with the magic system, and I'm wrapping up the thread.
New Temporal Magic
Some of the new spells intoduced in story in the Three Galaxies, by study of the planet Ghenhey.
VIII
See Temporal Anomalies- see time holes, time jumps and tears in time.
Sense Temporal Anomaly- like above, but can sense RIfts and how long ago anomalies formed.
IX
Time Warp: Stop Time- freeze time for up to five minutes, 7-37 foot radius, depending on level.
X
Double Paradox- be in two places at once! With half normal MDC, PPE, and ISP.
XI
Resist Time Warps- become immune to time warp effects
XI
Time Warp: Causality Loop- 15 minute time loop for a 10 foot per level radius, 1 more repetion than the caster level, with each repetition giving a slightly better save to recognize the loop and break free, something a Temporal Wizard will do automatically by the second loop.
Living Fire Magic
A Russian school of magic I neglected before. This is the trickset of the Russian Fire Sorcerer, who shares more than a few spells with a Fire Warlock. But has his own thing as a worshipper of Svarozhich, the slavic fire god, and Perun, the storm god. Fire Sorcerers are immune to normal (non-magical, non-MDC) heat and fire, as well as to smoke and blinding light. They start with 3 Fire Magic spells levels 1-4, gain 1 a level and are expected to seek out the resti n their own time. Fire sorcerers cna laso learn spells from the standard list.
I
Cloud of Smoke- create a cloud of smoke.
Finger Sparks- good for lighting cigarettes, starting campfires, or just looking cool.
Handle Flame- pick up a fire, keep it going in your hands.
Smoke Smell- create scent of something burning
II
Bright Sun- Globe of Daylight, under a different name.
Column of Smoke- make 12 ft. per level pillar of smoke from a fire.
Extinguish Fire
Locate & Identify Fire- sense fire heat and size, as well as if it's magical or artificial
Toxic Smoke Cloud
III
Circle of Flames- like the Fire Warlock Spell
Fists of Fire- light your hands on fire, 1-6 MD plus 1 MD per level with a punch.
Insect Chaser- fire or incense that repels bugs
Ignite Fire
Impervious to Fire
MD Firetorch- enchant torch to do 2-12 MD.
IV
Blessing of Svarozhich- makes others lucky enough to not get burned around fires.
Climb Smoke- climb smoke as though it were solic rock, Good with column of smoke spell.
Fireblast- 3-18 MD
Firebolt- 4-24 MD
Fire Shield- deflects energy attacks, does 1-4 MD to physical attackers.
Fire Meld- merge with/ hide inside a camprfire-sized flame.
V
Armor of Svarozhich- conjure red-hot chain mail, 12 MDC per caster level.
Purifying Bonfire- remove disease or spoiling, incinerate the dead and undead
Fire Ball- only 1-4 MDC per level, but long range and highly accurate, caster-guided.
Fumigate: Insects- magic smoke kills all bugs.
Spiral Fire Blast- Area of effect attack, 3-18 MD plus 1-6 per level.
VI
Fire Blossom- a flickering, harmless flame that can be triggered into an inferno.
Fire Sword- light melee wepaon on fire, doing 4-24 MD to attackers.
Healing Fire- green fire that heals and exorcises instead of hurting.
Perun's Celestial Bolt of Fire- 10-60 MD plus 2 per level to supernatural, 3-18 +1 per level normal.
VII
Ballistic Fire- make it rain fire, one 1-6 MD firebolt per level, to be exact.
Expulsion Bonfire- fills ghosts and lesser demons with mortal terror, forcing their flight
Fire Gout- flamethrower from the hands, 6-36 MD plus 1 MD per level
Perun's Fire Scourge- lightning bolt from hand sets demons aflame, 6-36 MD a round.
VIII
The Torch and Wheel- ritual to stop crop blight
IX
Desiccate the Supernatural- later became a standard spell
Dragonfire- breathe fire 10-40 MD.
XII
Metamorphosis: Smoke- turn into smoke, like a vampire can turn to mist.
But yeah, I consider myself effectively done. So, as promised, one or two loose ends with the magic system, and I'm wrapping up the thread.
New Temporal Magic
Some of the new spells intoduced in story in the Three Galaxies, by study of the planet Ghenhey.
VIII
See Temporal Anomalies- see time holes, time jumps and tears in time.
Sense Temporal Anomaly- like above, but can sense RIfts and how long ago anomalies formed.
IX
Time Warp: Stop Time- freeze time for up to five minutes, 7-37 foot radius, depending on level.
X
Double Paradox- be in two places at once! With half normal MDC, PPE, and ISP.
XI
Resist Time Warps- become immune to time warp effects
XI
Time Warp: Causality Loop- 15 minute time loop for a 10 foot per level radius, 1 more repetion than the caster level, with each repetition giving a slightly better save to recognize the loop and break free, something a Temporal Wizard will do automatically by the second loop.
Living Fire Magic
A Russian school of magic I neglected before. This is the trickset of the Russian Fire Sorcerer, who shares more than a few spells with a Fire Warlock. But has his own thing as a worshipper of Svarozhich, the slavic fire god, and Perun, the storm god. Fire Sorcerers are immune to normal (non-magical, non-MDC) heat and fire, as well as to smoke and blinding light. They start with 3 Fire Magic spells levels 1-4, gain 1 a level and are expected to seek out the resti n their own time. Fire sorcerers cna laso learn spells from the standard list.
I
Cloud of Smoke- create a cloud of smoke.
Finger Sparks- good for lighting cigarettes, starting campfires, or just looking cool.
Handle Flame- pick up a fire, keep it going in your hands.
Smoke Smell- create scent of something burning
II
Bright Sun- Globe of Daylight, under a different name.
Column of Smoke- make 12 ft. per level pillar of smoke from a fire.
Extinguish Fire
Locate & Identify Fire- sense fire heat and size, as well as if it's magical or artificial
Toxic Smoke Cloud
III
Circle of Flames- like the Fire Warlock Spell
Fists of Fire- light your hands on fire, 1-6 MD plus 1 MD per level with a punch.
Insect Chaser- fire or incense that repels bugs
Ignite Fire
Impervious to Fire
MD Firetorch- enchant torch to do 2-12 MD.
IV
Blessing of Svarozhich- makes others lucky enough to not get burned around fires.
Climb Smoke- climb smoke as though it were solic rock, Good with column of smoke spell.
Fireblast- 3-18 MD
Firebolt- 4-24 MD
Fire Shield- deflects energy attacks, does 1-4 MD to physical attackers.
Fire Meld- merge with/ hide inside a camprfire-sized flame.
V
Armor of Svarozhich- conjure red-hot chain mail, 12 MDC per caster level.
Purifying Bonfire- remove disease or spoiling, incinerate the dead and undead
Fire Ball- only 1-4 MDC per level, but long range and highly accurate, caster-guided.
Fumigate: Insects- magic smoke kills all bugs.
Spiral Fire Blast- Area of effect attack, 3-18 MD plus 1-6 per level.
VI
Fire Blossom- a flickering, harmless flame that can be triggered into an inferno.
Fire Sword- light melee wepaon on fire, doing 4-24 MD to attackers.
Healing Fire- green fire that heals and exorcises instead of hurting.
Perun's Celestial Bolt of Fire- 10-60 MD plus 2 per level to supernatural, 3-18 +1 per level normal.
VII
Ballistic Fire- make it rain fire, one 1-6 MD firebolt per level, to be exact.
Expulsion Bonfire- fills ghosts and lesser demons with mortal terror, forcing their flight
Fire Gout- flamethrower from the hands, 6-36 MD plus 1 MD per level
Perun's Fire Scourge- lightning bolt from hand sets demons aflame, 6-36 MD a round.
VIII
The Torch and Wheel- ritual to stop crop blight
IX
Desiccate the Supernatural- later became a standard spell
Dragonfire- breathe fire 10-40 MD.
XII
Metamorphosis: Smoke- turn into smoke, like a vampire can turn to mist.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- Ahriman238
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Re: Bit of Analysis: Rifts
Index
Basics:
World Overview
Coalition of States and Federation of Magic
Four Great Perils
MDC vs. SDC
Men at Arms:
Glitter Boys
Juicers
Japes
Crazies
Mindwerks Crazies
Cyber Knights
Cyborg & implants
revised
Psychic classes:
Psionics
Bleeder powers
Mind Melter & Burster
Zappers
Crazies
Cyber Knights
Psi-Stalkers
Mindwerks Psychics
Mind Bleeders
Men of Magic:
Magic Basics
Standard Spell List
Part II
Revised
Millenium Items
African Magic
Blood Magic
Herbal Magic
Living Fire Magic
Nature Magic
Necromancy
Necromancy II
Bone Magic
Stone Magic
Tattoo Magic
Tattoo Magic II
Temporal Magic
Temporal Magic II
Ley Line Walker & Techno-Wizard
Shifters & Witches
Mystics
Warlock & EF
Druids
Priests of the Old Gods
Blood Shamans
African Priest
African Shaman
Medicine Man
Mystic Kuznya
Old Believer
Living Fire Sorcerer
Dragons
Gods & Demigods
Coalition:
Overview
Dead Boys
Dog Boys
Psi-Stalkers
Skelebots
SAMAS & Sky-Cycle
SAMAS variants
Skull-Spider Walker
Enforcer mech
Mk. V APC
Death's Head Transport
Globe-trotting:
Vampire Kingdoms
Vampire Intelligence
Vampires
Vampire Kingdoms
Human "Kingdoms"
Yucutan
Atlantis
History
Stone Magic
Tattoo Magic
Tattoo Magic II
Splugorth
BW I: Zehnbahk & Eylor
BW II: Faeries & Entities
BW III: Symbiotes & Rune Weapons
High Lords
Overlords
Other Minions
Demographics & Slaves
Underseas
Underseas I
Underseas II
NGR navy
England
History
Temporal Magic
Temporal Magic II
Children of the Earth & Stars
Millenium Items
Druids
Triax & the NGR
History
Triax power armor & mecha
Triax armor
Triax aircraft
Triax mobile base
D-Bees
Victor Lazlo
Mindwerks
History
Herrenisels
Mindwerks Crazies
Mindwerks Psychics
D-Bees of Mindwerks
Gene-Splicers
Neo Roma
Wolves of Rome
Africa
History
Phoenix Empire
PE monsters
PE monsters II
PE demons
Four Horsemen
Necromancy
Necromancy II
African Magic
Mind Bleeders & Blood Shamans
Victor Lazlo
Russia (Warlords of Russia, Mystic Russia)
History & Warlords
Armies of the Warlords
Cybernetics old & new
Soviet Cyborgs
Warlord Cyborgs
Russian casters (Kuznya, Old Believer)
Living Fire Sorcerer
Necromancy II
Russian Demons
Russian Demons cont'd
China (Yama Kings & Heroes of the Celestial Court)
History
Yama Kings
Yama Kings II
Yama Kings III
Yama Kings IV
Terracotta Soldiers
Damned Souls
Enlightened Demons
Martial Arts
Chinese Warriors
Chinese Monks
Chinese Diviners
Demon Quellers
Geofront
Geofront classes
Basics:
World Overview
Coalition of States and Federation of Magic
Four Great Perils
MDC vs. SDC
Men at Arms:
Glitter Boys
Juicers
Japes
Crazies
Mindwerks Crazies
Cyber Knights
Cyborg & implants
revised
Psychic classes:
Psionics
Bleeder powers
Mind Melter & Burster
Zappers
Crazies
Cyber Knights
Psi-Stalkers
Mindwerks Psychics
Mind Bleeders
Men of Magic:
Magic Basics
Standard Spell List
Part II
Revised
Millenium Items
African Magic
Blood Magic
Herbal Magic
Living Fire Magic
Nature Magic
Necromancy
Necromancy II
Bone Magic
Stone Magic
Tattoo Magic
Tattoo Magic II
Temporal Magic
Temporal Magic II
Ley Line Walker & Techno-Wizard
Shifters & Witches
Mystics
Warlock & EF
Druids
Priests of the Old Gods
Blood Shamans
African Priest
African Shaman
Medicine Man
Mystic Kuznya
Old Believer
Living Fire Sorcerer
Dragons
Gods & Demigods
Coalition:
Overview
Dead Boys
Dog Boys
Psi-Stalkers
Skelebots
SAMAS & Sky-Cycle
SAMAS variants
Skull-Spider Walker
Enforcer mech
Mk. V APC
Death's Head Transport
Globe-trotting:
Vampire Kingdoms
Vampire Intelligence
Vampires
Vampire Kingdoms
Human "Kingdoms"
Yucutan
Atlantis
History
Stone Magic
Tattoo Magic
Tattoo Magic II
Splugorth
BW I: Zehnbahk & Eylor
BW II: Faeries & Entities
BW III: Symbiotes & Rune Weapons
High Lords
Overlords
Other Minions
Demographics & Slaves
Underseas
Underseas I
Underseas II
NGR navy
England
History
Temporal Magic
Temporal Magic II
Children of the Earth & Stars
Millenium Items
Druids
Triax & the NGR
History
Triax power armor & mecha
Triax armor
Triax aircraft
Triax mobile base
D-Bees
Victor Lazlo
Mindwerks
History
Herrenisels
Mindwerks Crazies
Mindwerks Psychics
D-Bees of Mindwerks
Gene-Splicers
Neo Roma
Wolves of Rome
Africa
History
Phoenix Empire
PE monsters
PE monsters II
PE demons
Four Horsemen
Necromancy
Necromancy II
African Magic
Mind Bleeders & Blood Shamans
Victor Lazlo
Russia (Warlords of Russia, Mystic Russia)
History & Warlords
Armies of the Warlords
Cybernetics old & new
Soviet Cyborgs
Warlord Cyborgs
Russian casters (Kuznya, Old Believer)
Living Fire Sorcerer
Necromancy II
Russian Demons
Russian Demons cont'd
China (Yama Kings & Heroes of the Celestial Court)
History
Yama Kings
Yama Kings II
Yama Kings III
Yama Kings IV
Terracotta Soldiers
Damned Souls
Enlightened Demons
Martial Arts
Chinese Warriors
Chinese Monks
Chinese Diviners
Demon Quellers
Geofront
Geofront classes
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- gigabytelord
- Padawan Learner
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- Location: Chicago IL. formerly Livingston TX.
Re: Bit of Analysis: Rifts
Nice list Ahriman. You know I was thinking that maybe this should be stickied or something as it makes for a very convenient quick check up location, and nice reference guide.
- Ahriman238
- Sith Marauder
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- Joined: 2011-04-22 11:04pm
- Location: Ocularis Terribus.
Re: Bit of Analysis: Rifts
Thank you gigabytelord, I figure linking to the directory should be enough.
For the sake of completness and ease of use:
The New Rifts Thread
The Dimension Book Thread
For the sake of completness and ease of use:
The New Rifts Thread
The Dimension Book Thread
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud