Bit of Analysis: Rifts II
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- Ahriman238
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Re: Bit of Analysis: Rifts II
New Navy smallarms, nothing terribly new or impressive. Pretty much all ion-blasters which provide comparable punch to everyone else's lasers, but work underwater.
Navy combat armor has 45 MDC, an unspecified air supply, is rated to dive down to a thousand feet, and has a triggerable flotation device.
Marine armor is pretty much a heavier version of the above, 85 MDC and rated for 2,000 feet. If you can't see the helmet logos, in the picture the Marine is the one kneeling with the rifle.
The standard power armor for the Pre-Cataclysm USMC is the APA-15 "Semper Fi" armor. 300 MDC, on land can run at 60 mph/96 kph for ten times longer than the wearer can normally run, and jump twelve feet high or long, plus ten from a running start. On or under the water, it has a thruster pack that can manage 34 knots (40 mph/64 kph) and can dive down to a mile underwater. For more land-based missions, the sea-pack can be swapped for a SAMAS flight-pack with similar capabilities, but that's relatviely rare. Air and water supply for six days. Integral weapons include six mini-missiles on the shoulders, and wrist ion-blasters (4-24 MD). Standard rifle is the M-90 "beach stormer" MWAS (Multi-Weapon Assault System) which features a big rapid-fire ion gun (20-70 MD) with an underslung launcher for a dozen mini-missiles or torpedoes and a vibro-bayonet (4-24 MD) capable of carving open other power armor.
Marine Power Armor doctrine is six-man squads, 40-60 suits in a platoon. A company averages 160. There were 1200 on the Big T when she launched, plus 40 Glitter Boys. The Navy usually has a platoon of these on each ship.
The Iwo Jima hovercraft IFV is the standard troop transport for the New Navy. 225 MDC with a top speed of 100 mph (160 kph) about 20 feet over any surface. Carrying capacity is just about a squad, 10 infantry, 6 if they're wearing Semper Fis, or about 5 tons of cargo. Carries a dozen missiles, eight heavy, four light, a anti-armor ion gun turret (30-120 MD) and a smaller anti-personnel version (10-60 MD). It also has a few firing slits on the side for troops to use.
It's a surface craft, can't be launched underwater, but if one is disabled and sinks, they've got a crush-hull depth of a bout 500 ft and a three-day air supply.
At launch, Ticonderoga had 200 of these, divided into two mechanized infantry battalions. Each of which also had a thousand troops and 80 tanks. According to it's own section, the Big T now carries just 60, but there are over 550 more being operated out of the Navy's other fleets and bases, so it seems they've been manufacturing them, at least.
There's no picture of the New Navy's standard amphibious tank, the Merovingian. We know it's a French design, with six balloon-tires instead of treads, with a missile-side box on the turret. Crew of three, commander/main gunner, secondary gunner and the driver. It's meant to double as a small attack boat.
550 MDC. Best land speed is 70 mph/112 kph, in water it's 50 mph/80 kph. Not a sub, but same rescue characteristics of the IFV with an extra hundred feet of depth. Main cannon is a two-barrel, top is a laser (30-130 MD) and the lower is a 200 mm autocannon capable of launching a variety of shells, mostly HE and armor-piercing sabot (20-120 MD) and HEAT (30-180 MD) with 60 rounds in the ammo locker. Bow-mounted laser turret (10-40 MD) 4 long-range missiles, 32 mini-missiles, and a pintle-mount laser (5-30 MD).
520 of these on the Ticonderoga, or 72 depending on whether you trust the tank's or the ship's entry. 160 at each major base, and Salvation is the primary manufacturing center for these.
Navy combat armor has 45 MDC, an unspecified air supply, is rated to dive down to a thousand feet, and has a triggerable flotation device.
Marine armor is pretty much a heavier version of the above, 85 MDC and rated for 2,000 feet. If you can't see the helmet logos, in the picture the Marine is the one kneeling with the rifle.
The standard power armor for the Pre-Cataclysm USMC is the APA-15 "Semper Fi" armor. 300 MDC, on land can run at 60 mph/96 kph for ten times longer than the wearer can normally run, and jump twelve feet high or long, plus ten from a running start. On or under the water, it has a thruster pack that can manage 34 knots (40 mph/64 kph) and can dive down to a mile underwater. For more land-based missions, the sea-pack can be swapped for a SAMAS flight-pack with similar capabilities, but that's relatviely rare. Air and water supply for six days. Integral weapons include six mini-missiles on the shoulders, and wrist ion-blasters (4-24 MD). Standard rifle is the M-90 "beach stormer" MWAS (Multi-Weapon Assault System) which features a big rapid-fire ion gun (20-70 MD) with an underslung launcher for a dozen mini-missiles or torpedoes and a vibro-bayonet (4-24 MD) capable of carving open other power armor.
Marine Power Armor doctrine is six-man squads, 40-60 suits in a platoon. A company averages 160. There were 1200 on the Big T when she launched, plus 40 Glitter Boys. The Navy usually has a platoon of these on each ship.
The Iwo Jima hovercraft IFV is the standard troop transport for the New Navy. 225 MDC with a top speed of 100 mph (160 kph) about 20 feet over any surface. Carrying capacity is just about a squad, 10 infantry, 6 if they're wearing Semper Fis, or about 5 tons of cargo. Carries a dozen missiles, eight heavy, four light, a anti-armor ion gun turret (30-120 MD) and a smaller anti-personnel version (10-60 MD). It also has a few firing slits on the side for troops to use.
It's a surface craft, can't be launched underwater, but if one is disabled and sinks, they've got a crush-hull depth of a bout 500 ft and a three-day air supply.
At launch, Ticonderoga had 200 of these, divided into two mechanized infantry battalions. Each of which also had a thousand troops and 80 tanks. According to it's own section, the Big T now carries just 60, but there are over 550 more being operated out of the Navy's other fleets and bases, so it seems they've been manufacturing them, at least.
There's no picture of the New Navy's standard amphibious tank, the Merovingian. We know it's a French design, with six balloon-tires instead of treads, with a missile-side box on the turret. Crew of three, commander/main gunner, secondary gunner and the driver. It's meant to double as a small attack boat.
550 MDC. Best land speed is 70 mph/112 kph, in water it's 50 mph/80 kph. Not a sub, but same rescue characteristics of the IFV with an extra hundred feet of depth. Main cannon is a two-barrel, top is a laser (30-130 MD) and the lower is a 200 mm autocannon capable of launching a variety of shells, mostly HE and armor-piercing sabot (20-120 MD) and HEAT (30-180 MD) with 60 rounds in the ammo locker. Bow-mounted laser turret (10-40 MD) 4 long-range missiles, 32 mini-missiles, and a pintle-mount laser (5-30 MD).
520 of these on the Ticonderoga, or 72 depending on whether you trust the tank's or the ship's entry. 160 at each major base, and Salvation is the primary manufacturing center for these.
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- Ahriman238
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Re: Bit of Analysis: Rifts II
I've been talking about carriers for a while, so it must be time to talk aircraft.
The Striker Helo is the Navy's multi-role workhorse. It can lift a small number of infantry (6 normal, 4 in power armor) or with an attack loadout can threaten medium sized ships in small groups. 275 MDC, top flight speed is 300 mph/480 kph with a flight ceiling of 20,000 feet. VTOL, naturally, with pontoons to land on the sea or land. Can stay in the air four to ten hours before overheating becomes a problem, depending on speed. There is a liquid fuel variant on the standard nuclear power with a 500 mile (800 km) range. 48 mini-missiles in fixed launchers on the wings, two nose lasers (4-24 MD each) and a smaller turret with 360 degrees (3-18 MD). If loaded for bear, the chopper can carry 16 medium missiles on the wings in packs of four, and 10 depth charges in the passenger/cargo area.
The Manta Ray air-sub is the culmination of two Pre-Cataclysm technologies, MDC armor and a thruster that works in the water and air. So we have a fighter jet that is also a mini-sub. This is especially good for the sub-carriers that can launch Mantas out of special launch tubes while submerged, though they do have to eventually surface for recovery operations. Admittedly, the multi-environment design entails some compromises, the Manta is pretty slow for a jet fighter. 250 MDC, top airspeed is Mach 1.5 (1005 mph/1617 kph) with no listed altitude or range limits, the Manta is VTOL capable. It can plunge directly into the water without issue, as long as the pilot slows to 250 mph/400 kph and doesn't come in at a shallow enough angle to skip. Surface speed is 300 mph/483 kph, while underwater is 58 mph/92 kph. Max depth is 2 miles (3.2 km). Default eject looses the entire cockpit, which is watertight and floats.
Weapons include two ion pulse guns (10-60 MD) and a highly variable loadout of missiles and/or torpedoes. Up to 16 short-range, 8 medium, 4 long-range or a single cruise missile/superheavy torpedo.
The thruster system is surprising quiet and, aside from being tough enough to slam into the ocean at hundreds of miles per hour, the material the Mantas are made of is radar and sound-absorbent, making them stealthy little buggers. They have radar and sonar of their own, but their primary means of underwater detection is range-finding lidar, which is pretty good for a mile or so, but much longer than that and they usually rely on targeting telemetry from their base or carrier. They use a laser-based communication system with a fifty mile range, though it can be interrupted by anything intercepting the beam.
The Tinconderoga carries 80 Mantas. The smaller carrier-subs, a dozen.
The S-14 Sea Hawk fighter is a (9th gen?) carrier bird, and kind of the heavy-hitting part of the New Navy's air-wings. VTOL, which is convenient, and it can also eject the whole cockpit section if the pilot would feel better surrounded by MDC armor as he waits for rescue, or just the seat. 210 MDC, flight is Mach 3.2 (2144 mph/3450 kph) with a flight ceiling of 63,000 feet. It can stay up for 18 hours nonstop, though as a matter of policy the Navy tries to avoid people staying in power armor or cockpits longer than 12 hours. And it's not a sub, so the carrier has to actually surface and start lifting them onto the flight deck to deploy.
Carries 48 mini-missiles for dogfights, and 48 small bombs or depth charges (20-80 MD for both) in a concealed bay, 6 long-range missiles on the wings, 2 nose lasers (5-30 MD) and a retractable laser belly turret for strafing ground targets or getting that one guy off the tail (4-24 MD).
A stealth variant, the S-16S, exists. Pretty much the same stats, but make it pretty much invisible to radar, dial the speed back to Mach 2, and replace the belly turret with an advanced sensor system and baffles.
Ticonderoga carries 60 Sea Hawks and 10 Stealth Hawks.
The Striker Helo is the Navy's multi-role workhorse. It can lift a small number of infantry (6 normal, 4 in power armor) or with an attack loadout can threaten medium sized ships in small groups. 275 MDC, top flight speed is 300 mph/480 kph with a flight ceiling of 20,000 feet. VTOL, naturally, with pontoons to land on the sea or land. Can stay in the air four to ten hours before overheating becomes a problem, depending on speed. There is a liquid fuel variant on the standard nuclear power with a 500 mile (800 km) range. 48 mini-missiles in fixed launchers on the wings, two nose lasers (4-24 MD each) and a smaller turret with 360 degrees (3-18 MD). If loaded for bear, the chopper can carry 16 medium missiles on the wings in packs of four, and 10 depth charges in the passenger/cargo area.
The Manta Ray air-sub is the culmination of two Pre-Cataclysm technologies, MDC armor and a thruster that works in the water and air. So we have a fighter jet that is also a mini-sub. This is especially good for the sub-carriers that can launch Mantas out of special launch tubes while submerged, though they do have to eventually surface for recovery operations. Admittedly, the multi-environment design entails some compromises, the Manta is pretty slow for a jet fighter. 250 MDC, top airspeed is Mach 1.5 (1005 mph/1617 kph) with no listed altitude or range limits, the Manta is VTOL capable. It can plunge directly into the water without issue, as long as the pilot slows to 250 mph/400 kph and doesn't come in at a shallow enough angle to skip. Surface speed is 300 mph/483 kph, while underwater is 58 mph/92 kph. Max depth is 2 miles (3.2 km). Default eject looses the entire cockpit, which is watertight and floats.
Weapons include two ion pulse guns (10-60 MD) and a highly variable loadout of missiles and/or torpedoes. Up to 16 short-range, 8 medium, 4 long-range or a single cruise missile/superheavy torpedo.
The thruster system is surprising quiet and, aside from being tough enough to slam into the ocean at hundreds of miles per hour, the material the Mantas are made of is radar and sound-absorbent, making them stealthy little buggers. They have radar and sonar of their own, but their primary means of underwater detection is range-finding lidar, which is pretty good for a mile or so, but much longer than that and they usually rely on targeting telemetry from their base or carrier. They use a laser-based communication system with a fifty mile range, though it can be interrupted by anything intercepting the beam.
The Tinconderoga carries 80 Mantas. The smaller carrier-subs, a dozen.
The S-14 Sea Hawk fighter is a (9th gen?) carrier bird, and kind of the heavy-hitting part of the New Navy's air-wings. VTOL, which is convenient, and it can also eject the whole cockpit section if the pilot would feel better surrounded by MDC armor as he waits for rescue, or just the seat. 210 MDC, flight is Mach 3.2 (2144 mph/3450 kph) with a flight ceiling of 63,000 feet. It can stay up for 18 hours nonstop, though as a matter of policy the Navy tries to avoid people staying in power armor or cockpits longer than 12 hours. And it's not a sub, so the carrier has to actually surface and start lifting them onto the flight deck to deploy.
Carries 48 mini-missiles for dogfights, and 48 small bombs or depth charges (20-80 MD for both) in a concealed bay, 6 long-range missiles on the wings, 2 nose lasers (5-30 MD) and a retractable laser belly turret for strafing ground targets or getting that one guy off the tail (4-24 MD).
A stealth variant, the S-16S, exists. Pretty much the same stats, but make it pretty much invisible to radar, dial the speed back to Mach 2, and replace the belly turret with an advanced sensor system and baffles.
Ticonderoga carries 60 Sea Hawks and 10 Stealth Hawks.
"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 II
The Trident-class sub-carrier is the core of three out of four fleets. Like I said, there's 26, and they're all new construction produced by the New Navy post-Cataclysm. I think it may even be their own design. The major feature I'll call your attention to here is the four launch bays for Mantas. They take about a minute to prep for launch, so with a dozen air-subs, an alert and well-drilled crew can scramble all of them in just over three minutes, and they've a short runway for recovery. Similarly, there's an extra-large airlock that can let all the Marines in power armor out in one batch. Anyways, it's a pocket carrier-sub, literally 380 feet long by 40 ft wide and tall (116x12x12 m.) with a nominal crew of 84. 24 to actually crew the boat effectively, 20 pilots and maintenance staff for the air-subs, and 40 Marines.
1500 MDC, can do 60 knots (70 mph/111 kph) on the surface and 40 (46 mph/73 kph) underwater. Max. depth is two and a half miles (4 km) and it needs to surface approximately once a year. The sub has six torpedo tubes and generally carries a dozen super-heavies (100-400 MD, 20 mile range) 20 heavy (40-240, 20 miles) 40 medium (30-120, 10 miles) and 60 light (20-80. 5 miles) torpedoes. 80 depth charges (20-80 MD) in two launchers, and 8 VLS missile tubes, 4 with one cruise missile each, 4 with 32 long-range missiles apiece. Two ion cannon in a dorsal and ventral turret (20-240 MD) and two lasers in a dorsal turret (20-80 MD) which can only fire when surfaced but are generally used as an AA defense anyway.
It's suggested by the book that if the players go for an all-New Navy campaign, you should let them start by conning one of these ships. To get them invested. Obviously if there was one guy who went for a Navy class, it'd be madly unbalanced to let him just have his own ship, but together they can form a command team.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
Re: Bit of Analysis: Rifts II
I know we currently have the tech to extract oxygen from seawater - does Rifts have the tech to basically take in stuff like seaweed or unprocessed fish/sea life and convert it into edible food stock? With compact fusion reactors, they can probably derive deuterium or tritium from the seawater as well...
Re: Bit of Analysis: Rifts II
Likely but nothing covers the details currently.biostem wrote:I know we currently have the tech to extract oxygen from seawater - does Rifts have the tech to basically take in stuff like seaweed or unprocessed fish/sea life and convert it into edible food stock? With compact fusion reactors, they can probably derive deuterium or tritium from the seawater as well...
There is a New Navy specific book in the works that may answer said questions, but that could be awhile before it comes out (probably a few years).
Re: Bit of Analysis: Rifts II
Do any of the books delve into who or what controls the Hawaiian islands, or any of the other Pacific islands, for that matter?
- Ahriman238
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Re: Bit of Analysis: Rifts II
Islands in general did not do well with the rising seas and then the total cessation of shipping. A lot are completely underwater, and pretty much all the ones mentioned by name have been totally depopulated of human life. Taiwan is gone. The Philippines, those that remain, house a couple D-Bee villages. Hawaii is home to a secret underwater base of the Horune.biostem wrote:Do any of the books delve into who or what controls the Hawaiian islands, or any of the other Pacific islands, for that matter?
Unknown. One of the first rules of military life, don't question what the E-rats used to be.biostem wrote:I know we currently have the tech to extract oxygen from seawater - does Rifts have the tech to basically take in stuff like seaweed or unprocessed fish/sea life and convert it into edible food stock? With compact fusion reactors, they can probably derive deuterium or tritium from the seawater as well...
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
Re: Bit of Analysis: Rifts II
Easter Island is Lemurian controlled.biostem wrote:Do any of the books delve into who or what controls the Hawaiian islands, or any of the other Pacific islands, for that matter?
Re: Bit of Analysis: Rifts II
Speaking of Lemuria, there's been a slight retcon about their place in the undersea community as of their titular book:
Lemuria was one of the many super-magical civilizations, much like Atlantis and the Nazca. They operated primarily in and around the Indian Ocean. Like the Jungle Elves of South America, they mastered the secrets of Biomancy, a form of magic dealing with life energy and the manipulation of living tissue, and built great floating/underwater cities.
Then Atlantis disappeared, taking much of Earth's Magic with it. Desperate to preserve their civilization, the Lemurians took most of their floating cities and followed up on a report of high magic energy coming from the Marianas Trench. They found a portal there leading to a world of water and magic, and with no time to fully check it out, the Lemurians made a mad dash for the portal. Something attacked them as they ran through, destroying at least one of their cities. But most of them made it through just as the portal collapsed.
Of course, that "something" was the Lord of the Deep, and it was understandably pissed about a bunch of mortal strangers rushing into it's home just as the door closed and locked behind them, trapping it on Earth for millennia. When the portal opened again with the Coming of the Rifts, the Lord only had enough energy to re-close the portal after the Lemurians escaped yet again.
While the Lemurians are normally friendly with the True Atlanteans, one sect known as the Mauan Order, led by the charismatic Maui-tikitiki, which blames them for the loss of magic those thousands of years ago, and want to make the present Atlanteans and Chaing-Ku Dragons pay for that.
Their relationship with the New Navy is a little friendlier than Underseas said. They have no offcial alliance, but both are quite friendly to each other on an individual level. Relationships with Tritonia, on the other hand, are a lot more strained.
Lemuria was one of the many super-magical civilizations, much like Atlantis and the Nazca. They operated primarily in and around the Indian Ocean. Like the Jungle Elves of South America, they mastered the secrets of Biomancy, a form of magic dealing with life energy and the manipulation of living tissue, and built great floating/underwater cities.
Then Atlantis disappeared, taking much of Earth's Magic with it. Desperate to preserve their civilization, the Lemurians took most of their floating cities and followed up on a report of high magic energy coming from the Marianas Trench. They found a portal there leading to a world of water and magic, and with no time to fully check it out, the Lemurians made a mad dash for the portal. Something attacked them as they ran through, destroying at least one of their cities. But most of them made it through just as the portal collapsed.
Of course, that "something" was the Lord of the Deep, and it was understandably pissed about a bunch of mortal strangers rushing into it's home just as the door closed and locked behind them, trapping it on Earth for millennia. When the portal opened again with the Coming of the Rifts, the Lord only had enough energy to re-close the portal after the Lemurians escaped yet again.
While the Lemurians are normally friendly with the True Atlanteans, one sect known as the Mauan Order, led by the charismatic Maui-tikitiki, which blames them for the loss of magic those thousands of years ago, and want to make the present Atlanteans and Chaing-Ku Dragons pay for that.
Their relationship with the New Navy is a little friendlier than Underseas said. They have no offcial alliance, but both are quite friendly to each other on an individual level. Relationships with Tritonia, on the other hand, are a lot more strained.
Not an armored Jigglypuff
"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
Re: Bit of Analysis: Rifts II
Notably, the Mauan order taught Jungle Elves biomancy, and to distrust True Atlanteans.
Re: Bit of Analysis: Rifts II
The Jungle Elves already knew Biomancy on their own world.
Not an armored Jigglypuff
"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
Re: Bit of Analysis: Rifts II
I'm not sure if the section is meant to indicate that they originally introduced the Jungle Elves to it way back in the day, or, quite possibly, simply help them beyond their own level of research (because while Jungle Elves are pretty good at it, Lemurians are better) and thus gain influence with them via doing so.
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Re: Bit of Analysis: Rifts II
The Ticonderoga has been called the most powerful vessel on Rifts Earth, so a little frustrating that my copy of Underseas is missing a page describing it's armaments. I have a pretty good idea of what's there, but I'll be sure to separate out fact from reasonable inference. Sorry guys.
And the first thing to jump out at me is that the Big T is canonically CVN-87, so why is there a giant 75? Isn't 75 the Truman?
The original giant sub-carrier, twice as long as any carrier on the sea today. To cope with long deployments, the ship has three movie theaters, a club/ballroom, and a hundred game rooms and lounges, VR training equipment, 5 major machine shops and a marine biology lab. Plus a variety of sports on the flight deck when surfaced and not using aircraft. Of course, all it's aircraft are VTOL, so they shouldn't need that much space. It's considered a particular honor in the New Navy to have served a tour on this ship under Captain Nemo-2. It's also constantly maintained and in great shape for a ship with three centuries in the service, apparently they've had to completely replace the engines ten times. 3,200 crew plus over 7,000 Marines/ground troops. And 24 external spotlights.
20,000 MDC. Surface speed is 50 knots (58 mph/92 kph) and underwater is 30 (35 mph/54 kph). No maximum depth is listed but fluffwise Nemo tried to use the ship once to kill the Lord of the Deep in the Marianas Trench with a spread of custom nuclear torpedoes. Didn't work, and issues with the depth forced their withdrawal, so ~6-6.5 miles?
Air-wing is, as mentioned 80 Manta air-subs, 60 Sea Hawks, and 10 of the Stealth variant Sea Hawks. Plus 30 Striker Helos and 10 examples of an unstatted large transport chopper that can apparently airlift 40 men. But I guess there are another 60 Mantas that are organic air-support units of the ground troops and don't count for normal purposes? So 140 air-subs total.
Ground contingent includes; two mechanized infantry battalions, each with a thousand men, a hundred of those hovercraft transports and 80 amphibious tanks. An armored battalion with 360 tanks, a company (160) of Marine power armor, with flight instead of underwater propulsion packs, 40 Mantas and 640 personnel, troops, pilots etc. Two Marine Brigades with between them almost 4,000 ground troops, 960 Semper Fi armor, 20 Mantas, 40 transports, 50 small transport/patrol torpedo boats, and 40 Glitter Boys. Finally, a medical company with 80 doctors and 300 support staff.
And apparently there are 1200+ diving rigs, underwater sleds and dive suits.
Armament, we have two heavy ion cannon that are pretty much battleship guns. 100-400 MD with a four mile range, being energy weapons they have functionally infinite ammo. Six CIWS/point-defense laser turrets, 10-60 MD apiece.
Past that I know that the Ticonderoga has two different missile systems, many (how many? That I don't know) torpedo tubes and depth charges. Most certainly, it will use the same missiles, torpedoes and depth charges as smaller ships, but with way more excessive stores and the ability to launch more at a time. Coalition Navy boasts that the Coalition is the only power on Rifts Earth with ICBMs, so I doubt they have those.
I rather strongly believe that the ship has a scaled-up version of the airlock system that lets Tridents deploy Mantas and power armor underwater. Just how much bigger, I cannot say. I rather doubt the Big T can duplicate the smaller carrier-subs' ability to scramble all air-subs in just a few minutes.
The Stingray and Sea Dragon are FS-350 Fleet Submarines designed as escorts and scouts for the Big T and her class. Compatible with two docking clamps and airlocks on the side so the crews can mingle when not in use. The ships are only 360 feet long, 60 crew plus 40 marines (who, yes, get power armor and a special airlock).
3,200 MDC, 25 knots (29 mph/47 kph) on the surface and 45 knots (52 mph/84 kph) underwater. Single forward-fixed ion gun, 20-80 MD at a mile's distance. 2 torpedo tubes, also on the front, with 40 heavy or medium torpedoes in the locker. Six mini-torpedo launchers, each able to volley 4 fish at once and each with a stock of 60 mini-torps. Six turrets with the 'blue-green lasers' that aren't much diffracted by the water for point-defense, 10-40 MD. When surfaced add a double barreled deck laser (5-30 MD, or 10-60 with a double-blast) turret and a missile launcher with 24 mini-missiles for anti-air defense and 4 medium range missiles for surface or land-based targets (50 mile range, 30-180 MD).
The FS-350 design has been duplicated, and is apparently the standard medium-sized attack sub of the New Navy. More sub-types are said to exist, but it looks like we'll have to wait for the New Navy to get their own book to see.
And the first thing to jump out at me is that the Big T is canonically CVN-87, so why is there a giant 75? Isn't 75 the Truman?
The original giant sub-carrier, twice as long as any carrier on the sea today. To cope with long deployments, the ship has three movie theaters, a club/ballroom, and a hundred game rooms and lounges, VR training equipment, 5 major machine shops and a marine biology lab. Plus a variety of sports on the flight deck when surfaced and not using aircraft. Of course, all it's aircraft are VTOL, so they shouldn't need that much space. It's considered a particular honor in the New Navy to have served a tour on this ship under Captain Nemo-2. It's also constantly maintained and in great shape for a ship with three centuries in the service, apparently they've had to completely replace the engines ten times. 3,200 crew plus over 7,000 Marines/ground troops. And 24 external spotlights.
20,000 MDC. Surface speed is 50 knots (58 mph/92 kph) and underwater is 30 (35 mph/54 kph). No maximum depth is listed but fluffwise Nemo tried to use the ship once to kill the Lord of the Deep in the Marianas Trench with a spread of custom nuclear torpedoes. Didn't work, and issues with the depth forced their withdrawal, so ~6-6.5 miles?
Air-wing is, as mentioned 80 Manta air-subs, 60 Sea Hawks, and 10 of the Stealth variant Sea Hawks. Plus 30 Striker Helos and 10 examples of an unstatted large transport chopper that can apparently airlift 40 men. But I guess there are another 60 Mantas that are organic air-support units of the ground troops and don't count for normal purposes? So 140 air-subs total.
Ground contingent includes; two mechanized infantry battalions, each with a thousand men, a hundred of those hovercraft transports and 80 amphibious tanks. An armored battalion with 360 tanks, a company (160) of Marine power armor, with flight instead of underwater propulsion packs, 40 Mantas and 640 personnel, troops, pilots etc. Two Marine Brigades with between them almost 4,000 ground troops, 960 Semper Fi armor, 20 Mantas, 40 transports, 50 small transport/patrol torpedo boats, and 40 Glitter Boys. Finally, a medical company with 80 doctors and 300 support staff.
And apparently there are 1200+ diving rigs, underwater sleds and dive suits.
Armament, we have two heavy ion cannon that are pretty much battleship guns. 100-400 MD with a four mile range, being energy weapons they have functionally infinite ammo. Six CIWS/point-defense laser turrets, 10-60 MD apiece.
Past that I know that the Ticonderoga has two different missile systems, many (how many? That I don't know) torpedo tubes and depth charges. Most certainly, it will use the same missiles, torpedoes and depth charges as smaller ships, but with way more excessive stores and the ability to launch more at a time. Coalition Navy boasts that the Coalition is the only power on Rifts Earth with ICBMs, so I doubt they have those.
I rather strongly believe that the ship has a scaled-up version of the airlock system that lets Tridents deploy Mantas and power armor underwater. Just how much bigger, I cannot say. I rather doubt the Big T can duplicate the smaller carrier-subs' ability to scramble all air-subs in just a few minutes.
The Stingray and Sea Dragon are FS-350 Fleet Submarines designed as escorts and scouts for the Big T and her class. Compatible with two docking clamps and airlocks on the side so the crews can mingle when not in use. The ships are only 360 feet long, 60 crew plus 40 marines (who, yes, get power armor and a special airlock).
3,200 MDC, 25 knots (29 mph/47 kph) on the surface and 45 knots (52 mph/84 kph) underwater. Single forward-fixed ion gun, 20-80 MD at a mile's distance. 2 torpedo tubes, also on the front, with 40 heavy or medium torpedoes in the locker. Six mini-torpedo launchers, each able to volley 4 fish at once and each with a stock of 60 mini-torps. Six turrets with the 'blue-green lasers' that aren't much diffracted by the water for point-defense, 10-40 MD. When surfaced add a double barreled deck laser (5-30 MD, or 10-60 with a double-blast) turret and a missile launcher with 24 mini-missiles for anti-air defense and 4 medium range missiles for surface or land-based targets (50 mile range, 30-180 MD).
The FS-350 design has been duplicated, and is apparently the standard medium-sized attack sub of the New Navy. More sub-types are said to exist, but it looks like we'll have to wait for the New Navy to get their own book to see.
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Re: Bit of Analysis: Rifts II
Lord of the Deep
So like I said, there's this supernatural intelligence (always think Lovecraftian when I say SI) lurking in the Marianas Trench, sometimes it moves, and it's a lot of trouble. It's been called the Lord of the Deep, sometimes Leviathan or the Kraken. Since these are clumsy, I'm invoking OP privileges, and this evil entity shall henceforth be known as Larry, the Lord of the Deep.
Larry is some bad news, just looking at him involves a will check not to go crazy. He's got cults up and down every land that touches the Pacific, and even his version of a finger-flick is a decent encounter. He has eight tentacles, 200 ft. long in base state, but they can stretch over 2,000 miles, they're usually called the Reachers from the Deep. Each is covered in 30-200 smaller tentacles, in the engorged state, 200 ft. long. You can sever them, but it's 200 MDC on the little ones, and 1,000-4,000 for the Reachers, and they can do a ton of damage, smash houses, break ships, and make off with the population of a small village. Some victims get snuffed like candles, drained of their PPE. Some get crushed, impaled or dragged into the sea. If you're real unlucky, you get dragged into the abyssal deaths, drowning, crushed but never dying until he fuses you with some sea creature and destroys your identity to create a monster to serve Larry for the rest of your probably quite short life. Plus, even if you do sever a Reacher, another one will be by in a couple of hours at the most.
Twice a year, Larry sends out the call, giving Mystics and latent psychics halfway around the world a week of nightmares in which they see him. A large chunk of these people go insane, more than a few start building cults to Larry.
Larry lives in a weird dimensional pocket, a patch of ocean that's bigger on the inside, and both he and it are growing over time as he gets more energy. Some think he's just out to keep on growing until he encompasses the entire world. If so it'll take a while, at the moment he's getting about a foot bigger every month, but if he steps up the victim gathering... maybe.
Like SAMAS said, Larry isn't some Johnny-come-lately recent arrival, he's been here since the Early Bronze Age or more, dormant, sleeping, waiting for the return of magic.
Just about everything in the ocean has made killing Larry a priority, but he's still here. Sure, they say everything with stats is killable, but if you're going to try it, you better build an alliance of everyone.
But let's talk specifics. Larry is 500x700 ft. give or take, usually with two Reachers short for self-defense. He has half a million MDC, so he could tank a mass driver even if you could get one into orbit and it could reach him in the deepest part of the sea. Or ten thousand nukes. He regenerates 100-400 MDC every fifteen seconds, so you better bring the DPS. Immune to heat, cold, disease, rads, or pressure (duh!) and with a special ability that, through alien senses, makes him effectively omniscient within a half-mile radius of his main body, there's literally no hiding.
Larry is effectively a master psychic with all sensitive powers, and a vast pool of energy. Triply so for magic, can cast all the first ten levels of the standard list, plus dimensional portal, superior teleport, summon entity, summon storm, calm storms. So, as usual in these fights, if you improbably start to wear him down, he can just bug out. And summoning hundreds or thousands of his monstrous minions to keep you entertained. The actual mechanic is 200-400 every hour for 2-5 hours, times ten if he gets any advance notice you're coming.
Now, the good news is Larry takes double damage from magic, and spellcasting slows his regen. Injuries inflicted this way heal in hours instead of moments. Why, if you sever one of his main 'Reacher' tentacles it'll normally grown back in 1-4 days, with magic that becomes weeks. Rune weapons do triple damage, but heal at the normal rate. Millenium and holy weapons do 10x damage. So clearly what's needed here is several thousand Holy Nuclear Torpedoes. Anyone know where to go for blessed uranium?
Minion-wise, a lot of Larry's beasties are more ambush predators than straight up fighters. When not called to defend their master, they scatter around the oceans, and rivers and lakes, killing.
Devil-sharks are a human/shark fusion. Which basically amounts to an MDC shark (100-250 MDC) with near-human intelligence, a 4-mile depth tolerance, no need to eat but still an insatiable desire for human flesh, and some clawed limbs with opposable thumbs. The most straightforward, and so the least threatening.
Sea Dopplegangers are human jellyfish. Normally a giant jellyfish with 30-180 MDC, it can sense people psychically from hundreds of yards away. So it changes to look like someone the human knows, it's not a perfect impersonation, they stumble around like they're drunk or really disoriented, can't speak and never stop smiling, but all they have to do is get close, revert to normal, engulfing their victim in the process, then devour him and assume his appearance. Repeat with minor variation as necessary.
Psirens are pretty much mermaids, though a third of them are part seal instead of fish. They have a very powerful form of projective empathy with crazy range but restricted to confusion, trust, and love/desire. They use this to entice people to come in the water and then it's all flashing teeth and claws and supernatural strength. Plus they have a bunch more psychic powers, mind block, telepathy, empathy, psi-sword, mind bolt, hypnotic suggestion and a few more sensitives.
Monster Naut'yll are like normal squidheads, but are secretly crossed with a barracuda, and have triple the normal MDC for it. They get all close, pretending camaraderie with their fellow Naut'yll warriors, but then their usually more aesthetic face tentacles stretch out ten feet and drag them into a fanged maw.
Plus, of course, whatever you feel like homebrewing.
Cult of the Deep
The Cult of the Deep isn't exactly organized or anything, really it's more like an awful lot of little cults each run by a Servant of the Deep with vaguely similar goals. Still, murder cults are the natural enemy of RPGers, at least in settings that don't allow Nazis, so expect to run into a few.
Like I said, twice a year, whether or not he means to, Larry lets dozens of psychics and mystics see him in their dreams. Some go incurably insane, some few resolve to fight Larry forever, and some pledge their service to their new god. Also sometimes happens with survivors of Reacher attacks. So they start making sacrifices, blood and death, and get a little supernatural power in return. This encourages them to go murder-happy and assemble followers. It's not really clear if Larry gets the PPE from the death of those killed by his creatures or in his name, there are SIs that work that way, I just don't know if he's one. Doctrinally, the cults are all over the place, informed only by that singular vision of Larry.
The original leader and 1-4 of his closest acolytes adopt the Servant of the Deep class, the rest can be assassins or necromancers or whatever. Servants mutate over time, getting more power but losing their humanity. To wit:
After a year's dedicated service or special deeds, the cult leader gets an MDC transformation, the ability to cast four spells, and supernatural strength. Plus somewhere on his body the blue-green Mark of the Deep. Over the next few years he keeps piling on more MDC, more PPE and spells, and yeah, he loses his hair, his skin turns grey and wrinkly, he bursts out in horrendous boils, his eyes start glowing when he's mad and he gets increasing cannibalistic urges, but it'll all be worth it in the end, right?
Year ten they get the big upgrade and turn into an inhuman monster. Leathery skin, tentacles in place of limbs, put on 200 pounds or so and now the cult has to hide them away. But they keep getting more powerful and out of control, so the cult has to keep feeding them people, and sometimes they get lose and go a-hunting on their own. They can't speak, and no telepath can find recognizably human thought-processes. This is usually around the period of greatest danger of discovery for the cult.
In the twentieth year, assuming survival. The monstrous Servant that was once a man is overcome by the compulsion to visit it's Master. So it does, and lets nothing stand in it's path. At which point, Larry eats it for it's sweet bloated PPE stores. And that's the circle of life; sinister cult edition.
So like I said, there's this supernatural intelligence (always think Lovecraftian when I say SI) lurking in the Marianas Trench, sometimes it moves, and it's a lot of trouble. It's been called the Lord of the Deep, sometimes Leviathan or the Kraken. Since these are clumsy, I'm invoking OP privileges, and this evil entity shall henceforth be known as Larry, the Lord of the Deep.
Larry is some bad news, just looking at him involves a will check not to go crazy. He's got cults up and down every land that touches the Pacific, and even his version of a finger-flick is a decent encounter. He has eight tentacles, 200 ft. long in base state, but they can stretch over 2,000 miles, they're usually called the Reachers from the Deep. Each is covered in 30-200 smaller tentacles, in the engorged state, 200 ft. long. You can sever them, but it's 200 MDC on the little ones, and 1,000-4,000 for the Reachers, and they can do a ton of damage, smash houses, break ships, and make off with the population of a small village. Some victims get snuffed like candles, drained of their PPE. Some get crushed, impaled or dragged into the sea. If you're real unlucky, you get dragged into the abyssal deaths, drowning, crushed but never dying until he fuses you with some sea creature and destroys your identity to create a monster to serve Larry for the rest of your probably quite short life. Plus, even if you do sever a Reacher, another one will be by in a couple of hours at the most.
Twice a year, Larry sends out the call, giving Mystics and latent psychics halfway around the world a week of nightmares in which they see him. A large chunk of these people go insane, more than a few start building cults to Larry.
Larry lives in a weird dimensional pocket, a patch of ocean that's bigger on the inside, and both he and it are growing over time as he gets more energy. Some think he's just out to keep on growing until he encompasses the entire world. If so it'll take a while, at the moment he's getting about a foot bigger every month, but if he steps up the victim gathering... maybe.
Like SAMAS said, Larry isn't some Johnny-come-lately recent arrival, he's been here since the Early Bronze Age or more, dormant, sleeping, waiting for the return of magic.
Just about everything in the ocean has made killing Larry a priority, but he's still here. Sure, they say everything with stats is killable, but if you're going to try it, you better build an alliance of everyone.
But let's talk specifics. Larry is 500x700 ft. give or take, usually with two Reachers short for self-defense. He has half a million MDC, so he could tank a mass driver even if you could get one into orbit and it could reach him in the deepest part of the sea. Or ten thousand nukes. He regenerates 100-400 MDC every fifteen seconds, so you better bring the DPS. Immune to heat, cold, disease, rads, or pressure (duh!) and with a special ability that, through alien senses, makes him effectively omniscient within a half-mile radius of his main body, there's literally no hiding.
Larry is effectively a master psychic with all sensitive powers, and a vast pool of energy. Triply so for magic, can cast all the first ten levels of the standard list, plus dimensional portal, superior teleport, summon entity, summon storm, calm storms. So, as usual in these fights, if you improbably start to wear him down, he can just bug out. And summoning hundreds or thousands of his monstrous minions to keep you entertained. The actual mechanic is 200-400 every hour for 2-5 hours, times ten if he gets any advance notice you're coming.
Now, the good news is Larry takes double damage from magic, and spellcasting slows his regen. Injuries inflicted this way heal in hours instead of moments. Why, if you sever one of his main 'Reacher' tentacles it'll normally grown back in 1-4 days, with magic that becomes weeks. Rune weapons do triple damage, but heal at the normal rate. Millenium and holy weapons do 10x damage. So clearly what's needed here is several thousand Holy Nuclear Torpedoes. Anyone know where to go for blessed uranium?
Minion-wise, a lot of Larry's beasties are more ambush predators than straight up fighters. When not called to defend their master, they scatter around the oceans, and rivers and lakes, killing.
Devil-sharks are a human/shark fusion. Which basically amounts to an MDC shark (100-250 MDC) with near-human intelligence, a 4-mile depth tolerance, no need to eat but still an insatiable desire for human flesh, and some clawed limbs with opposable thumbs. The most straightforward, and so the least threatening.
Sea Dopplegangers are human jellyfish. Normally a giant jellyfish with 30-180 MDC, it can sense people psychically from hundreds of yards away. So it changes to look like someone the human knows, it's not a perfect impersonation, they stumble around like they're drunk or really disoriented, can't speak and never stop smiling, but all they have to do is get close, revert to normal, engulfing their victim in the process, then devour him and assume his appearance. Repeat with minor variation as necessary.
Psirens are pretty much mermaids, though a third of them are part seal instead of fish. They have a very powerful form of projective empathy with crazy range but restricted to confusion, trust, and love/desire. They use this to entice people to come in the water and then it's all flashing teeth and claws and supernatural strength. Plus they have a bunch more psychic powers, mind block, telepathy, empathy, psi-sword, mind bolt, hypnotic suggestion and a few more sensitives.
Monster Naut'yll are like normal squidheads, but are secretly crossed with a barracuda, and have triple the normal MDC for it. They get all close, pretending camaraderie with their fellow Naut'yll warriors, but then their usually more aesthetic face tentacles stretch out ten feet and drag them into a fanged maw.
Plus, of course, whatever you feel like homebrewing.
Cult of the Deep
The Cult of the Deep isn't exactly organized or anything, really it's more like an awful lot of little cults each run by a Servant of the Deep with vaguely similar goals. Still, murder cults are the natural enemy of RPGers, at least in settings that don't allow Nazis, so expect to run into a few.
Like I said, twice a year, whether or not he means to, Larry lets dozens of psychics and mystics see him in their dreams. Some go incurably insane, some few resolve to fight Larry forever, and some pledge their service to their new god. Also sometimes happens with survivors of Reacher attacks. So they start making sacrifices, blood and death, and get a little supernatural power in return. This encourages them to go murder-happy and assemble followers. It's not really clear if Larry gets the PPE from the death of those killed by his creatures or in his name, there are SIs that work that way, I just don't know if he's one. Doctrinally, the cults are all over the place, informed only by that singular vision of Larry.
The original leader and 1-4 of his closest acolytes adopt the Servant of the Deep class, the rest can be assassins or necromancers or whatever. Servants mutate over time, getting more power but losing their humanity. To wit:
After a year's dedicated service or special deeds, the cult leader gets an MDC transformation, the ability to cast four spells, and supernatural strength. Plus somewhere on his body the blue-green Mark of the Deep. Over the next few years he keeps piling on more MDC, more PPE and spells, and yeah, he loses his hair, his skin turns grey and wrinkly, he bursts out in horrendous boils, his eyes start glowing when he's mad and he gets increasing cannibalistic urges, but it'll all be worth it in the end, right?
Year ten they get the big upgrade and turn into an inhuman monster. Leathery skin, tentacles in place of limbs, put on 200 pounds or so and now the cult has to hide them away. But they keep getting more powerful and out of control, so the cult has to keep feeding them people, and sometimes they get lose and go a-hunting on their own. They can't speak, and no telepath can find recognizably human thought-processes. This is usually around the period of greatest danger of discovery for the cult.
In the twentieth year, assuming survival. The monstrous Servant that was once a man is overcome by the compulsion to visit it's Master. So it does, and lets nothing stand in it's path. At which point, Larry eats it for it's sweet bloated PPE stores. And that's the circle of life; sinister cult edition.
"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 II
Sea Inquisitors
So a lot of people who see Larry, survive attacks or see him in their dreams become irreparably broken. Some decide to start murder-cults. But there's a third kind of person, who can see the incredible power and limitless evil of Larry and reply "Bring it on." If this is in response to the call, they usually spend the next week or two temporarily insane. But either way, they get better and something important changes. These people, ordinary sailors or latent psychics leading unremarkable lives, are changed by the experience of telling ultimate evil where to shove it. They learn that true evil exists, and that they can overcome it. Most will, maybe not at once, but over the years, leave their safe and happy homes to protect others from evil.
Sea Inquisitors are weird in that they exhibit clearly supernatural abilities, but it doesn't look like magic, nor do they register as mages or supernatural beings to anyone. There's two prevailing theories to explain this. One is that some deity of unimaginable power and subtlety is empowering the Inquisitors to thwart Larry. The other is that the power is somehow innate to themselves, their convictions made manifest. Most Sea Inquisitors are at least mildly psychic, but some aren't.
Inquistors don't have a central authority, nor are they part of any government. They're just people uniquely suited to finding hiding supernatural creatures and especially at exposing cults dedicated to Larry. They're usually on pretty good terms with most of the "good guy" factions of the seas.
So abilities, they get a hell of a willpower buff and increased resistance to fear and a little one to all magic. Inquisitors have an active and passive sense for supernatural beings, passively with a range of 50 ft./level, active burns 2 ISP (not sure if non-psychic ones can do this) but has a range of a thousand feet plus 100/level. Part of this is an ability to tell if the supernatural entity in question is evil or a Minion of Larry, but it takes some levelling before that part is really reliable. They can no-sell a spell or psychic power directed at them each round as long as it costs less than 10 PPE/ISP per the Inquisitor's level. They can't extend this protection to others, generally, but they can still negate an area-effect if the area includes them. Plus an ability that doubles the damage of any weapon they use, melee or ranged, and upgrades to MDC if used against supernatural evil. They also get a personal forcefield effect, 100-250 MDC depending on level.
Plus, as mentioned, the majority are psychics or mystics who could hear the 'call' in the first place.
So a lot of people who see Larry, survive attacks or see him in their dreams become irreparably broken. Some decide to start murder-cults. But there's a third kind of person, who can see the incredible power and limitless evil of Larry and reply "Bring it on." If this is in response to the call, they usually spend the next week or two temporarily insane. But either way, they get better and something important changes. These people, ordinary sailors or latent psychics leading unremarkable lives, are changed by the experience of telling ultimate evil where to shove it. They learn that true evil exists, and that they can overcome it. Most will, maybe not at once, but over the years, leave their safe and happy homes to protect others from evil.
Sea Inquisitors are weird in that they exhibit clearly supernatural abilities, but it doesn't look like magic, nor do they register as mages or supernatural beings to anyone. There's two prevailing theories to explain this. One is that some deity of unimaginable power and subtlety is empowering the Inquisitors to thwart Larry. The other is that the power is somehow innate to themselves, their convictions made manifest. Most Sea Inquisitors are at least mildly psychic, but some aren't.
Inquistors don't have a central authority, nor are they part of any government. They're just people uniquely suited to finding hiding supernatural creatures and especially at exposing cults dedicated to Larry. They're usually on pretty good terms with most of the "good guy" factions of the seas.
So abilities, they get a hell of a willpower buff and increased resistance to fear and a little one to all magic. Inquisitors have an active and passive sense for supernatural beings, passively with a range of 50 ft./level, active burns 2 ISP (not sure if non-psychic ones can do this) but has a range of a thousand feet plus 100/level. Part of this is an ability to tell if the supernatural entity in question is evil or a Minion of Larry, but it takes some levelling before that part is really reliable. They can no-sell a spell or psychic power directed at them each round as long as it costs less than 10 PPE/ISP per the Inquisitor's level. They can't extend this protection to others, generally, but they can still negate an area-effect if the area includes them. Plus an ability that doubles the damage of any weapon they use, melee or ranged, and upgrades to MDC if used against supernatural evil. They also get a personal forcefield effect, 100-250 MDC depending on level.
Plus, as mentioned, the majority are psychics or mystics who could hear the 'call' in the first place.
"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 II
Kind of painted myself into a corner here as far as how interconnected everything suddenly gets. Ah well.
Whale Singers
So Larry the Lord of the Deep can fuse people and sea creatures to make monsters that serve him. Great. But among the sharks, seals, fish, and jellyfish you may have noticed an absence. Human-cetacean (dolphins, porpoises and whales) fusion hasn't really ever worked out for Larry. He isn't sure why, and did go through a phase experimenting, but instead of a debased, predatory and animalistic intelligence obedient to him, the human-cetacean retains all memories and identity of both human and whale and can resist. Not always immediately, but eventually they all rebel. These beings are called pneuma biforms, or just PBs.
Some qualities all PBs share in common; they're cetaceans with human intellect, MDC, supernatural strength, and magic. They usually cast from Ocean Magic, the special magic dolphins have, or magic Whale Songs. Each biform is actually technically a quadform able to take four shapes: base, terrestrial, battle and battle-terrestrial. Twice a day, for as many hours as they have levels, a PB can assume the human shape they used to have. Like most magical metamorphoses, they keep their MDC, strength and spellcasting. They do lose a lot in depth tolerance, swimming speed and holding their breath, but make massive gains in the fields of opposable thumbs and the ability to communicate with the majority of sapient beings on the planet. Generally prefer to stay close to the water since they do eventually have to turn back. They can also assume a battle form once a day (for half an hour per level) where they get 10% bigger and take on a glossy metallic, streamlined look, this applying to their human as well as normal shape. In combat mode they get extra MDC (10 per level for PB-dolphins, 20 for everyone else) faster (+1 attack per round) and do an extra 6 MD with all physical/melee attacks. Oh, and while the monsters created by Larry tend to lead short lives, 300+ years in and no PB is even feeling slightly old.
PBs have a tainted aura, courtesy of Larry, that often makes other cetaceans, and sensitive humans, rather uncomfortable.
PBs have pretty low fertility outside their little community, only about 10% with either vanilla humans or baseline cetaceans, but the offspring of such unions are always PBs themselves. Kind of makes you curious about a PB/Sea Titan relationship, whose bullshit magically dominant traits win out? Anyways, by the time Larry stopped making them there were a couple thousand, and today there are almost ten thousand PBs worldwide, and they founded the Whale Singers.
PB-dolphins are speed freaks and pretty much tricksters. They get 29-144 MDC plus 2-12 more each level. Full dolphin magic, one Ocean Magic spell per level, and one Whale Song every level starting with 3rd. Plus all the ley line walker abilities dolphins randomly get here. Their combat form is shiny silver.
PB-orcas are the frontline warriors. They can be aggressive and short-tempered, but mostly their hearts are in the right place. Less magic, more strength and combat. 110-430 MDC to start, 4-24 more each time they level. Two Whale Songs at level one, and another with each level. And the same dolphin powers. Their combat form is glossy black.
PB-whales tend to be the leaders, mages, philosophers and general deep-thinkers of the Whale Singers. They're often criticized for being to slow, passive and deliberate, but the flip side is their enemy has been around for epochs and won't be defeated tomorrow. MDC depends on subtype. Smaller whales work the same as the orca, sperm and humpback whales get 110-630 and 10-40 with each level, but the prize goes to Blue Whales with 210-830 MDC plus 10-60 each level. Start with 5 Whale Songs, plus one per level and 3 dolphin or Ocean magic spells, thereafter just Ocean Magic, two spells per level. They get the dolphin powers one at a time as they progress. Their combat forms are either white or chrome-like.
So, Whale Singers. It started with pods of PBs organizing in self-defense as Minions of Larry kept trying to kill them or bring them back into the fold. The a PB-whale named Current Rider, pretty much the oldest surviving PB, figured out how to slightly alter whale songs to make spells. He figured out all of the Whale Songs used to this day, plus another, the Song of Prophecy, that no PC will ever have. Thirteen PB-whales had to get together and sing the song to learn how to defeat Larry once and for all, and whether through the strain or some arcane defense of Larry, all but Current-Rider died, and he was blinded. But a prophecy of Larry's defeat was obtained.
The Whale Riders have recruited, mostly other cetaceans, who are all sentient in Rifts (which may be why Larry's fusion works differently) and other sea dwelling D-Bees but about 60,000 humans and terrestrial humanoids.
Whale Singers are a distinct caster class, though they're treated like oceanic paladins. They use Ocean Magic and their signature Whale Songs. They have most of the abilities of a Ley Line Walker, as far as sensing, communicating and healing via ley lines. They can sense the presence of other Whale Singers within a few hundred feet, sense the purity of water, have an awfully good sense of depth, direction and distances underwater, and can generally hold their breaths for 6-12 minutes and dive down 200 ft. or more.
Whale Songs
Whale Songs can be cast by beings who can't reproduce all the sounds whales make, but instead of the usual song = effect, they perform a ritual lasting 10 minutes for the quick spells, an hour for the longer ones, and with a tenth the normal range, which does a lot to kill the usefulness. Humpback whales, PB or not, get at least twice and usually ten times the range out of their songs. They aren't ranked you just pick a couple, so I'm ranking by ascending energy cost. Whale Singers start with 7 Ocean Magic spells and 4 Whale Songs, learn 2 longs at level two, and one per level after.
All Whale Songs must be cast underwater.
Song of Grief- sad song can reach even most villains, and they'll leave you alone for a while.
Song of Joy- happy song makes people happy, repels most minor demons and evil spirits (not Larry's minions, though)
Song of Danger- long-distance warning/SOS. Includes rough type, immediacy and direction of the peril
Song of Doubt- makes people nervous and inclined to circle around, significant debuff to initiative and all skills.
Song of Fear- inflicts a fear effect.
Sound Blast- straight sonic attack, 1-6 MD per level, or two 10-60 SD blasts.
Song of Strength- gives a decent strength buff plus the ability to drag ten times more than you normally could. Includes a variant that turns dead.
Soundspike- causes disabling agony to one target. Includes a variant that can jam radio and sensors over a wide area.
Song of Calling- Whale Singer phone, lets you talk to others thousands of miles away.
Song of Sleep- causes others to fall asleep.
Song of Protection- provides 60 MDC forcefield, immunity to depth pressure and temperature variation, and "all environmental hazards sort of a star's corona." Self only.
Sonic Boom- serious sonic attack, 10-40 MD+10/level with some splash damage and high chance of deafness. Don't use around friendlies.
Song of Seasickness- curse a target with severe migraine, nausea and a general debuff.
the Valorsong- buffs allies with greater resistance to fear, poison and disease, itty-bitty buff to resist mind-control and illusions.
Song of Severing- Can sever one of Larry's Reachers, or cause 2000-12000 MD to the guy direct. Has a long casting time though, and the caster is vulnerable while working.
Song of Weaving- turns kelp into magic clothes that act as 90 MDC armor.
Song of Summoning- teleport a willing ally to your side, as long as he's within 50 miles/level.
Stormsong- can whistle up a magical storm of near hurricane force, or conversely calm a storm for several miles.
Song of Revenge- calls on the ghosts of all slain cetaceans to haunt someone. They get a distinctive whale mark in an obvious location, serious unhealable damage and a minor universal penalty (-1 on combat rolls, -5% on all skill checks) that cannot be reversed save by the forgiveness of the original caster. Larry is specifically immune, they're tried.
Song of Reversal- can separate Larry's Minions into a person and sea creature again. Needs four Whale Singers and a crapload of PPE to cast, and 1 in 3 mutate back after a few hours or days. Can also separate out magical symbiotes and parasites.
Song of Life- restoration. Heals all injuries, regenerates limbs, removes curses, diseases and all negative effects. Has 45-100% chance of raising the dead, depending on level, lose 5% for every day the victim remains dead. As is usual for these spells, if it fails once the victim cannot be raised.
Whale Singers are on great terms with pretty much all the good guy factions, Tritonia most of all, and with most sailors and coastal communities. Their reputation as a deterrence for sea monsters is unrivaled, and they often get discounts on any passage or in port. There are some places where a Whale Singer can't buy their own drinks. Two pods patrol the area around the New Navy's most precious bases, 30 Whale Singers for Salvation and 50 for Refuge. About half the living humpback whales and millions of dolphins have joined. The Naut'yll have some bad blood with the Whale Singers though.
The internal politics of the Whale Singers is pretty simplified. They're a loosely organized brotherhood of like-minded beings with no formal leadership though some of the most venerable or successful, like Current-Rider have some unofficial pull. They don't actively recruit but don't turn away members unless they're obvious plants. The biggest internal divisions are a faction called the Seekers, who want to pursue all the elements of Current-Rider's prophecy as aggressively as possible rather than focus on thwarting Larry for the moment, and a small group that wishes to shelve the Larry issue for now to deal with the Naut'yll menace.
Not all PBs join the Whale Singers, and not all PBs are good. There's apparently a PB-orca, Knife Fin, who leads a pirate crew with her two sons.
Also of note, some time ago a large force of hundreds of Whale Singers attempted to assault Larry directly, using mass-castings of the Song of Severing that seems uniquely effective against him. It didn't work, and less than 15% of the attack force made it out.
Whale Singers
So Larry the Lord of the Deep can fuse people and sea creatures to make monsters that serve him. Great. But among the sharks, seals, fish, and jellyfish you may have noticed an absence. Human-cetacean (dolphins, porpoises and whales) fusion hasn't really ever worked out for Larry. He isn't sure why, and did go through a phase experimenting, but instead of a debased, predatory and animalistic intelligence obedient to him, the human-cetacean retains all memories and identity of both human and whale and can resist. Not always immediately, but eventually they all rebel. These beings are called pneuma biforms, or just PBs.
Some qualities all PBs share in common; they're cetaceans with human intellect, MDC, supernatural strength, and magic. They usually cast from Ocean Magic, the special magic dolphins have, or magic Whale Songs. Each biform is actually technically a quadform able to take four shapes: base, terrestrial, battle and battle-terrestrial. Twice a day, for as many hours as they have levels, a PB can assume the human shape they used to have. Like most magical metamorphoses, they keep their MDC, strength and spellcasting. They do lose a lot in depth tolerance, swimming speed and holding their breath, but make massive gains in the fields of opposable thumbs and the ability to communicate with the majority of sapient beings on the planet. Generally prefer to stay close to the water since they do eventually have to turn back. They can also assume a battle form once a day (for half an hour per level) where they get 10% bigger and take on a glossy metallic, streamlined look, this applying to their human as well as normal shape. In combat mode they get extra MDC (10 per level for PB-dolphins, 20 for everyone else) faster (+1 attack per round) and do an extra 6 MD with all physical/melee attacks. Oh, and while the monsters created by Larry tend to lead short lives, 300+ years in and no PB is even feeling slightly old.
PBs have a tainted aura, courtesy of Larry, that often makes other cetaceans, and sensitive humans, rather uncomfortable.
PBs have pretty low fertility outside their little community, only about 10% with either vanilla humans or baseline cetaceans, but the offspring of such unions are always PBs themselves. Kind of makes you curious about a PB/Sea Titan relationship, whose bullshit magically dominant traits win out? Anyways, by the time Larry stopped making them there were a couple thousand, and today there are almost ten thousand PBs worldwide, and they founded the Whale Singers.
PB-dolphins are speed freaks and pretty much tricksters. They get 29-144 MDC plus 2-12 more each level. Full dolphin magic, one Ocean Magic spell per level, and one Whale Song every level starting with 3rd. Plus all the ley line walker abilities dolphins randomly get here. Their combat form is shiny silver.
PB-orcas are the frontline warriors. They can be aggressive and short-tempered, but mostly their hearts are in the right place. Less magic, more strength and combat. 110-430 MDC to start, 4-24 more each time they level. Two Whale Songs at level one, and another with each level. And the same dolphin powers. Their combat form is glossy black.
PB-whales tend to be the leaders, mages, philosophers and general deep-thinkers of the Whale Singers. They're often criticized for being to slow, passive and deliberate, but the flip side is their enemy has been around for epochs and won't be defeated tomorrow. MDC depends on subtype. Smaller whales work the same as the orca, sperm and humpback whales get 110-630 and 10-40 with each level, but the prize goes to Blue Whales with 210-830 MDC plus 10-60 each level. Start with 5 Whale Songs, plus one per level and 3 dolphin or Ocean magic spells, thereafter just Ocean Magic, two spells per level. They get the dolphin powers one at a time as they progress. Their combat forms are either white or chrome-like.
So, Whale Singers. It started with pods of PBs organizing in self-defense as Minions of Larry kept trying to kill them or bring them back into the fold. The a PB-whale named Current Rider, pretty much the oldest surviving PB, figured out how to slightly alter whale songs to make spells. He figured out all of the Whale Songs used to this day, plus another, the Song of Prophecy, that no PC will ever have. Thirteen PB-whales had to get together and sing the song to learn how to defeat Larry once and for all, and whether through the strain or some arcane defense of Larry, all but Current-Rider died, and he was blinded. But a prophecy of Larry's defeat was obtained.
Hell of a shopping list.A band of warriors, brave and strong
A circle of wizards, wise and clever
the One Orb of Eylor
the Eternal Flame Blade
the Fires of the Cosmic Forge
the Largest War Machine
the Strength of an Unbeliever
and a Hundred Year's War.
All these must be, and the Lord shall fall.
The Whale Riders have recruited, mostly other cetaceans, who are all sentient in Rifts (which may be why Larry's fusion works differently) and other sea dwelling D-Bees but about 60,000 humans and terrestrial humanoids.
Whale Singers are a distinct caster class, though they're treated like oceanic paladins. They use Ocean Magic and their signature Whale Songs. They have most of the abilities of a Ley Line Walker, as far as sensing, communicating and healing via ley lines. They can sense the presence of other Whale Singers within a few hundred feet, sense the purity of water, have an awfully good sense of depth, direction and distances underwater, and can generally hold their breaths for 6-12 minutes and dive down 200 ft. or more.
Whale Songs
Whale Songs can be cast by beings who can't reproduce all the sounds whales make, but instead of the usual song = effect, they perform a ritual lasting 10 minutes for the quick spells, an hour for the longer ones, and with a tenth the normal range, which does a lot to kill the usefulness. Humpback whales, PB or not, get at least twice and usually ten times the range out of their songs. They aren't ranked you just pick a couple, so I'm ranking by ascending energy cost. Whale Singers start with 7 Ocean Magic spells and 4 Whale Songs, learn 2 longs at level two, and one per level after.
All Whale Songs must be cast underwater.
Song of Grief- sad song can reach even most villains, and they'll leave you alone for a while.
Song of Joy- happy song makes people happy, repels most minor demons and evil spirits (not Larry's minions, though)
Song of Danger- long-distance warning/SOS. Includes rough type, immediacy and direction of the peril
Song of Doubt- makes people nervous and inclined to circle around, significant debuff to initiative and all skills.
Song of Fear- inflicts a fear effect.
Sound Blast- straight sonic attack, 1-6 MD per level, or two 10-60 SD blasts.
Song of Strength- gives a decent strength buff plus the ability to drag ten times more than you normally could. Includes a variant that turns dead.
Soundspike- causes disabling agony to one target. Includes a variant that can jam radio and sensors over a wide area.
Song of Calling- Whale Singer phone, lets you talk to others thousands of miles away.
Song of Sleep- causes others to fall asleep.
Song of Protection- provides 60 MDC forcefield, immunity to depth pressure and temperature variation, and "all environmental hazards sort of a star's corona." Self only.
Sonic Boom- serious sonic attack, 10-40 MD+10/level with some splash damage and high chance of deafness. Don't use around friendlies.
Song of Seasickness- curse a target with severe migraine, nausea and a general debuff.
the Valorsong- buffs allies with greater resistance to fear, poison and disease, itty-bitty buff to resist mind-control and illusions.
Song of Severing- Can sever one of Larry's Reachers, or cause 2000-12000 MD to the guy direct. Has a long casting time though, and the caster is vulnerable while working.
Song of Weaving- turns kelp into magic clothes that act as 90 MDC armor.
Song of Summoning- teleport a willing ally to your side, as long as he's within 50 miles/level.
Stormsong- can whistle up a magical storm of near hurricane force, or conversely calm a storm for several miles.
Song of Revenge- calls on the ghosts of all slain cetaceans to haunt someone. They get a distinctive whale mark in an obvious location, serious unhealable damage and a minor universal penalty (-1 on combat rolls, -5% on all skill checks) that cannot be reversed save by the forgiveness of the original caster. Larry is specifically immune, they're tried.
Song of Reversal- can separate Larry's Minions into a person and sea creature again. Needs four Whale Singers and a crapload of PPE to cast, and 1 in 3 mutate back after a few hours or days. Can also separate out magical symbiotes and parasites.
Song of Life- restoration. Heals all injuries, regenerates limbs, removes curses, diseases and all negative effects. Has 45-100% chance of raising the dead, depending on level, lose 5% for every day the victim remains dead. As is usual for these spells, if it fails once the victim cannot be raised.
Whale Singers are on great terms with pretty much all the good guy factions, Tritonia most of all, and with most sailors and coastal communities. Their reputation as a deterrence for sea monsters is unrivaled, and they often get discounts on any passage or in port. There are some places where a Whale Singer can't buy their own drinks. Two pods patrol the area around the New Navy's most precious bases, 30 Whale Singers for Salvation and 50 for Refuge. About half the living humpback whales and millions of dolphins have joined. The Naut'yll have some bad blood with the Whale Singers though.
The internal politics of the Whale Singers is pretty simplified. They're a loosely organized brotherhood of like-minded beings with no formal leadership though some of the most venerable or successful, like Current-Rider have some unofficial pull. They don't actively recruit but don't turn away members unless they're obvious plants. The biggest internal divisions are a faction called the Seekers, who want to pursue all the elements of Current-Rider's prophecy as aggressively as possible rather than focus on thwarting Larry for the moment, and a small group that wishes to shelve the Larry issue for now to deal with the Naut'yll menace.
Not all PBs join the Whale Singers, and not all PBs are good. There's apparently a PB-orca, Knife Fin, who leads a pirate crew with her two sons.
Also of note, some time ago a large force of hundreds of Whale Singers attempted to assault Larry directly, using mass-castings of the Song of Severing that seems uniquely effective against him. It didn't work, and less than 15% of the attack force made it out.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
Re: Bit of Analysis: Rifts II
A classic backlash for a seer- significantly less crippling to one who uses sonar!and whether through the strain or some arcane defense of Larry, all but Current-Rider died, and he was blinded.
- Ahriman238
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Re: Bit of Analysis: Rifts II
That's certainly true.Q99 wrote:A classic backlash for a seer- significantly less crippling to one who uses sonar!and whether through the strain or some arcane defense of Larry, all but Current-Rider died, and he was blinded.
As far as the prophecy, it's generally accepted that Ticonderoga is "the largest war machine," but a lot of the rest is more obscure. Would fires of the Cosmic Forge require someone to actually find the forge, or could it just be a Cosmo-Knight? The Splugorth use orbs of Eylor in everything, but neither I nor apparently they have ever heard of a single One Orb. I do seem to distantly recall references to an eternal flame sword way back when I started this, but I haven't had any luck going back over for it. Does a hundred years war reference how longthis will take, the struggle already ongoing with Larry or something else? And of course, Rifts Earth overflows with bands of adventurers who might qualify as warriors, wizards or unbelievers.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
Re: Bit of Analysis: Rifts II
I'd hope it'd only require a Cosmo Knight or something made by the forge- the forge itself is rather more difficult to find! And of such a cosmic level, a bit overkill.
There must be some *special* Eye of Eylor somewhere, perhaps on Eylor itself.
Unbeliever says Sea Inquisitor to me.
Eternal Flame Sword is a mystery.
There must be some *special* Eye of Eylor somewhere, perhaps on Eylor itself.
Unbeliever says Sea Inquisitor to me.
Eternal Flame Sword is a mystery.
- Highlord Laan
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Re: Bit of Analysis: Rifts II
Some of what I've read and seen tossed around on the PalBooks forums is:
A band of warriors, brave and strong: A party of good-aligned murderhobos
A circle of wizards, wise and clever: The Council of Lazlo
the One Orb of Eylor: The planet Eylor, from which the Splug harvest the lesser eyes.
the Eternal Flame Blade: ???
the Fires of the Cosmic Forge: Either the forge itself, or a Cosmo Knight
the Largest War Machine: The mighty Tico.
the Strength of an Unbeliever: The Coalition States.
and a Hundred Year's War.
All these must be, and the Lord shall fall.
A band of warriors, brave and strong: A party of good-aligned murderhobos
A circle of wizards, wise and clever: The Council of Lazlo
the One Orb of Eylor: The planet Eylor, from which the Splug harvest the lesser eyes.
the Eternal Flame Blade: ???
the Fires of the Cosmic Forge: Either the forge itself, or a Cosmo Knight
the Largest War Machine: The mighty Tico.
the Strength of an Unbeliever: The Coalition States.
and a Hundred Year's War.
All these must be, and the Lord shall fall.
Never underestimate the ingenuity and cruelty of the Irish.
- Ahriman238
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Re: Bit of Analysis: Rifts II
You can play as a more normal dolphin, porpoise, or whale, who as mentioned are all sentient here and ironically enough are flourishing since the more-or-less cessation of whaling and bottom-dragging fishing. Even the most endangered species of the 21st Century are a hundred times more numerous since the Rifts. It also helps that they have some BS powers.
I just can't imagine why you would, since playing a PB-whale gets you all the same things plus MDC and the ability to navigate dry land.
Dolphins and whales get about what you'd expect, plus a sense of magnetic north and their normal echolocation gets amped to the point they can effectively use it as an ultrasound scanner on a person, use it as a weak SD attack and stun people with it. Plus electro-sesntitivity and a sense of magnetic north.
Mystically, they're pretty much ley line walkers with a couple of tweaks. They can send messages via ley lines, tell if there's a rift or ley line storm on the line and where etc. And when on a line, their speed doubles, their rate of healing too. After a minute on the line, they start glowing, they get an MDC conversion and another 25% speed boost, plus the ability to hold their breaths half again as long. They can fire 2-12 MD energy blasts while on the line and with a minute's concentration when swimming at full speed, they can open a tiny rift to jump themselves and one passenger anywhere on the line or onto a nearby (mile tops) line.
And about a quarter of cetaceans are psychic.
Dolphin Magic
II.
Sense Food- locate the nearest school of fish, group of shrimp or krill, or giant squid.
III.
Sense Predator- sense distance and number of predatory animals within a decent radius. Sapients and monsters get a saving throw to go undetected.
IV.
Air Doubler- lets you and/or target hold your breath twice as long.
Sense Weather- know what the weather's like on the surface for hundreds of miles.
Speed Doubler- doubles swimming speed and you can't get tired. Self and/or target.
V.
EMP- a magical EMP.
Ride Ley Lines- quadruple swimming speed and lung capacity while swimming along a line.
Sonic Blast- sonic attack 1-6 MD per level, a third the damage transmits through to pilots of subs and mecha.
VI.
Sonic Stun- exactly what it says on the tin. Enhanced version of the cetaceans' natural ability.
VII.
Psi-Flash Warning- a telepathic alarm that someone else is in danger, works over thousands of miles with an image or sentence describing the threat.
I just can't imagine why you would, since playing a PB-whale gets you all the same things plus MDC and the ability to navigate dry land.
Dolphins and whales get about what you'd expect, plus a sense of magnetic north and their normal echolocation gets amped to the point they can effectively use it as an ultrasound scanner on a person, use it as a weak SD attack and stun people with it. Plus electro-sesntitivity and a sense of magnetic north.
Mystically, they're pretty much ley line walkers with a couple of tweaks. They can send messages via ley lines, tell if there's a rift or ley line storm on the line and where etc. And when on a line, their speed doubles, their rate of healing too. After a minute on the line, they start glowing, they get an MDC conversion and another 25% speed boost, plus the ability to hold their breaths half again as long. They can fire 2-12 MD energy blasts while on the line and with a minute's concentration when swimming at full speed, they can open a tiny rift to jump themselves and one passenger anywhere on the line or onto a nearby (mile tops) line.
And about a quarter of cetaceans are psychic.
Dolphin Magic
II.
Sense Food- locate the nearest school of fish, group of shrimp or krill, or giant squid.
III.
Sense Predator- sense distance and number of predatory animals within a decent radius. Sapients and monsters get a saving throw to go undetected.
IV.
Air Doubler- lets you and/or target hold your breath twice as long.
Sense Weather- know what the weather's like on the surface for hundreds of miles.
Speed Doubler- doubles swimming speed and you can't get tired. Self and/or target.
V.
EMP- a magical EMP.
Ride Ley Lines- quadruple swimming speed and lung capacity while swimming along a line.
Sonic Blast- sonic attack 1-6 MD per level, a third the damage transmits through to pilots of subs and mecha.
VI.
Sonic Stun- exactly what it says on the tin. Enhanced version of the cetaceans' natural ability.
VII.
Psi-Flash Warning- a telepathic alarm that someone else is in danger, works over thousands of miles with an image or sentence describing the threat.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
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Re: Bit of Analysis: Rifts II
In regards to holy nuclear weapons... maybe you could call in those priests of the blacksmith god from Russia? Although the craftsmanship might be difficult; an implosion lens is not something you can make with hand tools.
This space dedicated to Vasily Arkhipov
- Ahriman238
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Re: Bit of Analysis: Rifts II
Ocean Wizard
A primary caster of ocean magic. A sailor's best friend, besides a water or air warlock.
Has a bunch of LLW powers, heals faster at ley lines, can send messages along them and read them to spot any rifts or ley line storms along them or nearby, plus an innate sense of PPE. Like dolphins, swims twice as fast along a ley line. Has 'enhanced underwater abilities' which basically means 200 ft. depth tolerance and can hold his breath 6-12 minutes.
Starts with breathe without air, float on water, float underwater, ride the waves, speak underwater and five spells of choice from the first five levels of Ocean Magic. Gains a spell each level, but can learn as many as he wants in his own time.
Sea Druid
People who worry entirely too much about water conservation and care, considering they can magically purify water. In tune with nature, like most Druids.
Also has 'enhanced underwater abilities' plus a danger sense that only works underwater, and the ability to sense the direction and distance to the nearest body of water, water elementals, and if water is poisoned or polluted in any way. Sea Druid's signature ability is to summon, and to transform into, a single sea creature they choose as their spirit totem. This can be anything, a whale, shark, jellyfish, crab, otter, fish, dolphin, even a polar bear. Usually something more common so the transformation is more useful as a disguise and there's more likely to be an example in summoning range.
Sea Druids learn two Ocean or Dolphin Magic spells each level, or a single Whale Song, starting with the first. Sea Druids cannot learn new spells outside of levelling up.
Ocean Magic
I had thought that Ocean Magic was, like Space Magic, a kind of environmental thing available to anyone who could cast from the standard spell list and had the opportunity to learn, but on closer inspection that isn't mentioned anywhere. Not sure where I got the idea then.
Anyone who take Ocean Magic can learn from a small stack of standard spells too. Breathe without air, obviously, and a bunch of utility spells. Most illusion, stealth and invisibility spells, also see invisible, magic net, globe of daylight, tongues, close rift, calm storms, summon and control storms, summon fog, summon ley line storms, animate/control and turn dead, banishment, heal wounds, negate poison, impervious to poison, and sickness.
I.
Float on Water- magical life jacket, people bob up to the surface and can swim twice as long without tiring, provided they aren't trying to dive.
Sense Direction Underwater- magically know up/down, compass direction, depth and the speed and direction of the ocean currents.
Water Pulse- simulated current does a bit of SD, but more importantly will knock a man-sized target back 10-40 yards. Can be targeted precisely enough to disarm someone, can also kick up a great sandcloud or clear an area of sand.
II.
Black Water- turn the water for hundreds of feet black and spooky. Anyone who enters will be blinded and struck with a magical disorientation effect.
Float Underwater- same idea as the First level version, except instead of bobbing all the way to the surface it won't let you drop below a thousand feet.
III.
Breathe Air- allows your fishy friends to run air through their gills and breathe it just like water.
Flying Fish- lets you and two friends leap from the water 20 ft. into the air and glide for 100 ft. per level at 40 mph/64 kph. On landing, you can leap again in 15-60 seconds. In this way you can make great time at swimming.
IV.
Impervious to Cold- self-explanatory.
Sonar Hearing- gain echolocation for 2 minutes per level.
Speak Underwater- Lets you speak and be heard underwater as you would be on the surface.
Water Envelope- encase aquatic animals in a 20 MDC bubble of seawater that lets them navigate the surface world. Dolphins and the like get outside air filtered in. Cannot be used on terrestrial beings.
Weed Snare- animate seaweed to try and grapple, restrain or otherwise greatly inconvenience others.
V.
Communicate with Sea Creatures- talk to animals, just not invertebrates or sapients.
Ride the Waves- create a wave, speed and direction under your control, 40 mph/64 kph max, and surf it with or without a surfboard. Can carry a small boat with no motor, but at half speed.
Water Nourishment- turn 8 oz. of water (fresh or salt) into a delicious nectar that provides a full day's nutrition for one person.
Waterspout- create a waterspout hundreds of feet in the air. Can get carried up for the view, signal others, can maybe capsize a boat if you aim it carefully.
Water Rush- more serious current, knocks others back 30 ft. per level.
Water Seal- make a bag/box airtight and water resistant.
VI.
Air Swim- Lets you swim through the air as you would the water. Altitude limit is 10 ft. per level.
Armor of Neptune- Personal forcefield with 15 MDC/level, impervious to cold, and unlimited fresh air and depth tolerance.
Change Current- change the direction of an ocean current, thousand foot radius per level.
Healing Waters- create a softly glowing patch of healing water (1-6 SD/MD per minute) a yard per level in diameter.
Mystic Seahorse- Summon a minor water elemental that takes the shape of a giant seahorse. They're not very bright but reasonably quick (40 mph/64 kph) and well behaved mounts. They also work underwater, to a great depth, unlike most spells of nautical quick travel.
Senses of the Shark- gain the most impressive senses of a shark. But animalistic urges carry a penalty to all skill checks, and there's a chance the smell of blood will drive you berserk.
VII.
Abilities of the Snail- grow antennae and gain a snail's ability to cling and climb, super-scent, motion detection, double strength and greater depth tolerance. A thousand feet. It's more useful than it sounds, you can even latch onto the underside of a boat under power.
Coral Armor- conjure coral armor with 15 MDC/level. Takes a third normal damage from cold, water or lightning attacks, and spiky bits do SD if anyone tries to grab or grapple. Won't you help you breathe underwater or survive at depth.
Impervious to Electricity- exactly what it says.
Sound Sponge- create a large bubble that absorbs sound. No return whatsoever from sonar or echolocation.
Strength of the Whale- double strength and upgrade to supernatural. Double endurance, double depth tolerance, double SDC or increase MDC by 50%, and can now jump 20 ft. out of the water.
Transmute Water- purify 10 gallons/level of seawater, or turn the same amount of freshwater into saltwater.
Water Wall- raise a wall of water from the surface, 5 feet high and 10/level long. It doesn't have an MDC exactly, but reforms instantly when parted. Projectiles and most energy weapon and spells are stopped cold. Missiles get deflected, lasers diffracted. A boat or a person ramming the wall takes 10-60 MD, and loses half their speed. One minute per level, half duration and damage when cast underwater, where it's also easier to just go around.
VII.
Grow Tentacles- Grow 2-6 tentacles out your sides. As long as your arm with 60 MDC. Handy in a fight or for multitasking. Better at freaking out your friends.
Summon Sea Friend- summon and form a telepathic link with a random friendly sea creature to help you out of a jam. Includes dolphins, orca, sea otters, sea turtles, mantas and seals. May or may not obey a dangerous command.
Travel Above Water- Lets you hover a foot over the water. You can walk or run as normal or just lay back and let the waves take you wherever. As long as nothing yanks you underwater, your clothes and possessions will remain perfectly dry.
Walk like a Human(oid)- sea creatures grow temporary legs.
IX.
Metamorphosis: Fish- You turn into a fish. You retain speech, spellcasting, your physical strength and SDC/MDC, gain underwater breathing, depth tolerance and hopefully a faster swimming speed, plus a disguise. Available forms include only Class Ostericthyes. Watch out for nets.
Whirlpool- creates a whirlpool. Serious MD (10-60 MD to people, 20-120 for robots or small boats, 200-1200 for big vessels) plus a 90% chance of sinking any surface craft, 50-50 for subs. Dispel Magical Barriers will instantly dispel, but not a ton of casters know that.
X.
Impervious to Ocean Depths- makes you immune to the crushing pressure of any amount of water, you can enjoy tea in the abyssal depths. Never ever let this spell run out.
XI.
Calm Waters- stop tidal waves, whirlpools, waterspouts, and calm waves from storms or underwater earthquakes/volcanoes. Pacify angry water elementals and slow currents.
Metamorphosis: Crustacean- turn into a crab, lobster or shrimp. Gain their abilities, plus 15 MDC/level and the strength to lift three tons if you pick a giant monstrous crab. Retain speech, spellcasting and other non-physical abilities, plus your own physical strength and SDC/MDC.
XII.
Metamorphosis: Shark- turn into a shark.
A primary caster of ocean magic. A sailor's best friend, besides a water or air warlock.
Has a bunch of LLW powers, heals faster at ley lines, can send messages along them and read them to spot any rifts or ley line storms along them or nearby, plus an innate sense of PPE. Like dolphins, swims twice as fast along a ley line. Has 'enhanced underwater abilities' which basically means 200 ft. depth tolerance and can hold his breath 6-12 minutes.
Starts with breathe without air, float on water, float underwater, ride the waves, speak underwater and five spells of choice from the first five levels of Ocean Magic. Gains a spell each level, but can learn as many as he wants in his own time.
Sea Druid
People who worry entirely too much about water conservation and care, considering they can magically purify water. In tune with nature, like most Druids.
Also has 'enhanced underwater abilities' plus a danger sense that only works underwater, and the ability to sense the direction and distance to the nearest body of water, water elementals, and if water is poisoned or polluted in any way. Sea Druid's signature ability is to summon, and to transform into, a single sea creature they choose as their spirit totem. This can be anything, a whale, shark, jellyfish, crab, otter, fish, dolphin, even a polar bear. Usually something more common so the transformation is more useful as a disguise and there's more likely to be an example in summoning range.
Sea Druids learn two Ocean or Dolphin Magic spells each level, or a single Whale Song, starting with the first. Sea Druids cannot learn new spells outside of levelling up.
Ocean Magic
I had thought that Ocean Magic was, like Space Magic, a kind of environmental thing available to anyone who could cast from the standard spell list and had the opportunity to learn, but on closer inspection that isn't mentioned anywhere. Not sure where I got the idea then.
Anyone who take Ocean Magic can learn from a small stack of standard spells too. Breathe without air, obviously, and a bunch of utility spells. Most illusion, stealth and invisibility spells, also see invisible, magic net, globe of daylight, tongues, close rift, calm storms, summon and control storms, summon fog, summon ley line storms, animate/control and turn dead, banishment, heal wounds, negate poison, impervious to poison, and sickness.
I.
Float on Water- magical life jacket, people bob up to the surface and can swim twice as long without tiring, provided they aren't trying to dive.
Sense Direction Underwater- magically know up/down, compass direction, depth and the speed and direction of the ocean currents.
Water Pulse- simulated current does a bit of SD, but more importantly will knock a man-sized target back 10-40 yards. Can be targeted precisely enough to disarm someone, can also kick up a great sandcloud or clear an area of sand.
II.
Black Water- turn the water for hundreds of feet black and spooky. Anyone who enters will be blinded and struck with a magical disorientation effect.
Float Underwater- same idea as the First level version, except instead of bobbing all the way to the surface it won't let you drop below a thousand feet.
III.
Breathe Air- allows your fishy friends to run air through their gills and breathe it just like water.
Flying Fish- lets you and two friends leap from the water 20 ft. into the air and glide for 100 ft. per level at 40 mph/64 kph. On landing, you can leap again in 15-60 seconds. In this way you can make great time at swimming.
IV.
Impervious to Cold- self-explanatory.
Sonar Hearing- gain echolocation for 2 minutes per level.
Speak Underwater- Lets you speak and be heard underwater as you would be on the surface.
Water Envelope- encase aquatic animals in a 20 MDC bubble of seawater that lets them navigate the surface world. Dolphins and the like get outside air filtered in. Cannot be used on terrestrial beings.
Weed Snare- animate seaweed to try and grapple, restrain or otherwise greatly inconvenience others.
V.
Communicate with Sea Creatures- talk to animals, just not invertebrates or sapients.
Ride the Waves- create a wave, speed and direction under your control, 40 mph/64 kph max, and surf it with or without a surfboard. Can carry a small boat with no motor, but at half speed.
Water Nourishment- turn 8 oz. of water (fresh or salt) into a delicious nectar that provides a full day's nutrition for one person.
Waterspout- create a waterspout hundreds of feet in the air. Can get carried up for the view, signal others, can maybe capsize a boat if you aim it carefully.
Water Rush- more serious current, knocks others back 30 ft. per level.
Water Seal- make a bag/box airtight and water resistant.
VI.
Air Swim- Lets you swim through the air as you would the water. Altitude limit is 10 ft. per level.
Armor of Neptune- Personal forcefield with 15 MDC/level, impervious to cold, and unlimited fresh air and depth tolerance.
Change Current- change the direction of an ocean current, thousand foot radius per level.
Healing Waters- create a softly glowing patch of healing water (1-6 SD/MD per minute) a yard per level in diameter.
Mystic Seahorse- Summon a minor water elemental that takes the shape of a giant seahorse. They're not very bright but reasonably quick (40 mph/64 kph) and well behaved mounts. They also work underwater, to a great depth, unlike most spells of nautical quick travel.
Senses of the Shark- gain the most impressive senses of a shark. But animalistic urges carry a penalty to all skill checks, and there's a chance the smell of blood will drive you berserk.
VII.
Abilities of the Snail- grow antennae and gain a snail's ability to cling and climb, super-scent, motion detection, double strength and greater depth tolerance. A thousand feet. It's more useful than it sounds, you can even latch onto the underside of a boat under power.
Coral Armor- conjure coral armor with 15 MDC/level. Takes a third normal damage from cold, water or lightning attacks, and spiky bits do SD if anyone tries to grab or grapple. Won't you help you breathe underwater or survive at depth.
Impervious to Electricity- exactly what it says.
Sound Sponge- create a large bubble that absorbs sound. No return whatsoever from sonar or echolocation.
Strength of the Whale- double strength and upgrade to supernatural. Double endurance, double depth tolerance, double SDC or increase MDC by 50%, and can now jump 20 ft. out of the water.
Transmute Water- purify 10 gallons/level of seawater, or turn the same amount of freshwater into saltwater.
Water Wall- raise a wall of water from the surface, 5 feet high and 10/level long. It doesn't have an MDC exactly, but reforms instantly when parted. Projectiles and most energy weapon and spells are stopped cold. Missiles get deflected, lasers diffracted. A boat or a person ramming the wall takes 10-60 MD, and loses half their speed. One minute per level, half duration and damage when cast underwater, where it's also easier to just go around.
VII.
Grow Tentacles- Grow 2-6 tentacles out your sides. As long as your arm with 60 MDC. Handy in a fight or for multitasking. Better at freaking out your friends.
Summon Sea Friend- summon and form a telepathic link with a random friendly sea creature to help you out of a jam. Includes dolphins, orca, sea otters, sea turtles, mantas and seals. May or may not obey a dangerous command.
Travel Above Water- Lets you hover a foot over the water. You can walk or run as normal or just lay back and let the waves take you wherever. As long as nothing yanks you underwater, your clothes and possessions will remain perfectly dry.
Walk like a Human(oid)- sea creatures grow temporary legs.
IX.
Metamorphosis: Fish- You turn into a fish. You retain speech, spellcasting, your physical strength and SDC/MDC, gain underwater breathing, depth tolerance and hopefully a faster swimming speed, plus a disguise. Available forms include only Class Ostericthyes. Watch out for nets.
Whirlpool- creates a whirlpool. Serious MD (10-60 MD to people, 20-120 for robots or small boats, 200-1200 for big vessels) plus a 90% chance of sinking any surface craft, 50-50 for subs. Dispel Magical Barriers will instantly dispel, but not a ton of casters know that.
X.
Impervious to Ocean Depths- makes you immune to the crushing pressure of any amount of water, you can enjoy tea in the abyssal depths. Never ever let this spell run out.
XI.
Calm Waters- stop tidal waves, whirlpools, waterspouts, and calm waves from storms or underwater earthquakes/volcanoes. Pacify angry water elementals and slow currents.
Metamorphosis: Crustacean- turn into a crab, lobster or shrimp. Gain their abilities, plus 15 MDC/level and the strength to lift three tons if you pick a giant monstrous crab. Retain speech, spellcasting and other non-physical abilities, plus your own physical strength and SDC/MDC.
XII.
Metamorphosis: Shark- turn into a shark.
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Re: Bit of Analysis: Rifts II
I can think of a few reasons. For one, if there is a persistent source of contamination, they'd have to hang around all the time, expending considerable time and effort, to continue making the water healthy. Let alone how difficult it could get if the contamination were a magical thing or a biohazard they can't purify such as a red tide. Or, say, an invasive species although I imagine that by 2200 or 2300 AD or whatever, that ship would have sailed pretty much all over the world anyway.Ahriman238 wrote:Sea Druid
People who worry entirely too much about water conservation and care, considering they can magically purify water.
For another... just how much water can they purify and at what cost in terms of their own energies. The oceans are big, and trying to purify an entire local aquatic ecosystem, a hundred cubic feet of water at a time, could be anything from exhausting to completely freaking impossible.
EDIT: Question that arose in my mind thinking about the mystic Russian blacksmiths from earlier. Who controls the area in Russia around Vladivostok?
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Re: Bit of Analysis: Rifts II
That's way out on the Easternmost part of Russia, right?Simon_Jester wrote: EDIT: Question that arose in my mind thinking about the mystic Russian blacksmiths from earlier. Who controls the area in Russia around Vladivostok?
Hmmm... The New Soviets are in the West, near Europe, the Warlords are more central. I think it might actually be Dragonlands, sort of draonic feudal lords ruling largely over Chinese refugees. Let me have a look and get back to you.
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