Bit of Analysis: Rifts
Moderator: NecronLord
Re: Bit of Analysis: Rifts
Before I go into Traix's Navy, let's take a moment to talk about the seas of Rifts' Earth.
Just like on dry land, the oceans of Rifts' Earth have become the home of all kinds of Monsters, D-Bees and Magic. Some of it friendly, most of it not (Things would be boring, after all).
The aptly-named Sea Maw is a large creature 80-100 feet long with a mouth measuring about 20-30 feet wide when open. It swallows pretty much everything that fits, but it pretty much a really tough animal. Ironically, it's meat is delicious, and the Splugorth have found a way to work it's skin into M.D.C. leather armor or wetsuits.
Next, I would like to direct your attention back to the picture of the west coast of Atlantis back on page 5 of the thread. Note that big triangular formation that touches the shore and stretches down to where Hati and Cuba used to be. As you might have guessed from the islands within it, that is in fact the infamous Bermuda Triangle, now known as the Demon Sea. This is actually a natural phenomenon (called a "Sea Triangle") when three Ley Lines cross each other and form a triangular shape. As it is natural, there are six of them scattered around the Earth: Aside from the Demon Sea, one is off the east coast of Argentina(Silver River Republics), One is smack in the middle of the Mediterranian (and engulfs pretty much the entire Italian "boot"), one east of the Cape of Good Hope, One off the coast of Japan, and the last one between Australia and New Zealand. Ley Line Storms and Rift Activity are extremely common in these areas.
Of course, at sea, there is one additional danger to Ley Line Stoms:
Storm Riders are far more malevolent monsters that tend to appear during oceanic Ley Line Storms. A few will phase into reality every ten minutes are so, and half of them will usually stay after the storm passes. They can swim, fly, cast magic, and get nearly twice as tough when on a Ley Line or in a Sea Triangle.
The Lord of the Deep is perhaps the most dangerous single entity on Rifts' Earth. It's a massive eldritch abomination that rests at the bottom of the Marianas Trench. Like an octopus, the monster has eight arms. These arms can not only reach out of the trench, but a good 2000+ miles beyond that! Each is also covered in a few dozen sub-tentacles for grabbing prey.
Like many such horrors, it has an array of monsters and cultists that serve and/or worship it. Many are witches, and others are created using the bodies of it's victims pulled in by the Reachers of the Deep (its big tentacles).
The Psiren is one such minion: 90% female, they have the lower body of a fish or, as pictured, a seal. As the name suggests, they have psychic abilities that they use to project feelings of peace and beauty at their prey, As well as Psi-Sword and Mind Bolt to use offensively. Not to mention lots of sharp teeth to devour their prey.
In any case, there are four major Human powers in the sea:
Tritonia, a floating city.
The New Navy, descendants of the U.S. Navy who primarily fight invading aliens called the Naut'Yll and help the other powers when they get into trouble.
The Coalition Navy, which we'll get into later.
And finally the NGR Navy.
This is the "Frogman" armor, standard combat gear for the navy of the New German Republic. It comes in two flavors: The standard TXD-6, and the TXD-8 which has more armor and a built-in exoskeleton. This dude is armed with a TXD-03 Underwater laser rifle. Like most laser guns designed to work underwater, this fires beams in the Blue-Green spectrum. This means they don't lose their cohesion as fast underwater (if that's realistic or not I don't know), and as such tend to have comparable ranges underwater as normal rifles do in the air. This one in particular actually out-ranges the land-bound TX-42, but is noticeably heavier. the Vibro-Bayonet doesn't help matters. The Bottle-like canisters on the legs and arms are ultra-mini torpedoes designed by Triax.
The TXD-100 Ultra is Triax's new Underwater power armor. It's loosely based on the Coalition SAMAS, but is much slower on land and air. In the water, it's far more effective, capable of cruising at 51.6 knots. It has a pair of blue-green lasers in the forearms, a pair of mini-lasers in the head, and the wings can mount mini-missiles or -torpedoes. The big drum launches lots of ultra-mini torpedoes, and is usually jettisoned when on land for obvious reasons. It's standard hand-held weapon is a sonic beam rifle that's quite effective underwater.
The VX 20,000 (Leagues etc...) is a Cyborg body designed for underwater combat. The Barracuda is actually more like Power Armor designed for Cyborgs, as it fits over the actual Cyborg like a second body. It uses the same propulsion system as the Ultra, and both can withstand being up to two miles underwater. The guns in it's hands are a laser/harpoon rifle and a quad gun with three lasers and a railgun. For heavy combat, the shoulders conceal mini-missile/-torpedo launchers.
Just like on dry land, the oceans of Rifts' Earth have become the home of all kinds of Monsters, D-Bees and Magic. Some of it friendly, most of it not (Things would be boring, after all).
The aptly-named Sea Maw is a large creature 80-100 feet long with a mouth measuring about 20-30 feet wide when open. It swallows pretty much everything that fits, but it pretty much a really tough animal. Ironically, it's meat is delicious, and the Splugorth have found a way to work it's skin into M.D.C. leather armor or wetsuits.
Next, I would like to direct your attention back to the picture of the west coast of Atlantis back on page 5 of the thread. Note that big triangular formation that touches the shore and stretches down to where Hati and Cuba used to be. As you might have guessed from the islands within it, that is in fact the infamous Bermuda Triangle, now known as the Demon Sea. This is actually a natural phenomenon (called a "Sea Triangle") when three Ley Lines cross each other and form a triangular shape. As it is natural, there are six of them scattered around the Earth: Aside from the Demon Sea, one is off the east coast of Argentina(Silver River Republics), One is smack in the middle of the Mediterranian (and engulfs pretty much the entire Italian "boot"), one east of the Cape of Good Hope, One off the coast of Japan, and the last one between Australia and New Zealand. Ley Line Storms and Rift Activity are extremely common in these areas.
Of course, at sea, there is one additional danger to Ley Line Stoms:
Storm Riders are far more malevolent monsters that tend to appear during oceanic Ley Line Storms. A few will phase into reality every ten minutes are so, and half of them will usually stay after the storm passes. They can swim, fly, cast magic, and get nearly twice as tough when on a Ley Line or in a Sea Triangle.
The Lord of the Deep is perhaps the most dangerous single entity on Rifts' Earth. It's a massive eldritch abomination that rests at the bottom of the Marianas Trench. Like an octopus, the monster has eight arms. These arms can not only reach out of the trench, but a good 2000+ miles beyond that! Each is also covered in a few dozen sub-tentacles for grabbing prey.
Like many such horrors, it has an array of monsters and cultists that serve and/or worship it. Many are witches, and others are created using the bodies of it's victims pulled in by the Reachers of the Deep (its big tentacles).
The Psiren is one such minion: 90% female, they have the lower body of a fish or, as pictured, a seal. As the name suggests, they have psychic abilities that they use to project feelings of peace and beauty at their prey, As well as Psi-Sword and Mind Bolt to use offensively. Not to mention lots of sharp teeth to devour their prey.
In any case, there are four major Human powers in the sea:
Tritonia, a floating city.
The New Navy, descendants of the U.S. Navy who primarily fight invading aliens called the Naut'Yll and help the other powers when they get into trouble.
The Coalition Navy, which we'll get into later.
And finally the NGR Navy.
This is the "Frogman" armor, standard combat gear for the navy of the New German Republic. It comes in two flavors: The standard TXD-6, and the TXD-8 which has more armor and a built-in exoskeleton. This dude is armed with a TXD-03 Underwater laser rifle. Like most laser guns designed to work underwater, this fires beams in the Blue-Green spectrum. This means they don't lose their cohesion as fast underwater (if that's realistic or not I don't know), and as such tend to have comparable ranges underwater as normal rifles do in the air. This one in particular actually out-ranges the land-bound TX-42, but is noticeably heavier. the Vibro-Bayonet doesn't help matters. The Bottle-like canisters on the legs and arms are ultra-mini torpedoes designed by Triax.
The TXD-100 Ultra is Triax's new Underwater power armor. It's loosely based on the Coalition SAMAS, but is much slower on land and air. In the water, it's far more effective, capable of cruising at 51.6 knots. It has a pair of blue-green lasers in the forearms, a pair of mini-lasers in the head, and the wings can mount mini-missiles or -torpedoes. The big drum launches lots of ultra-mini torpedoes, and is usually jettisoned when on land for obvious reasons. It's standard hand-held weapon is a sonic beam rifle that's quite effective underwater.
The VX 20,000 (Leagues etc...) is a Cyborg body designed for underwater combat. The Barracuda is actually more like Power Armor designed for Cyborgs, as it fits over the actual Cyborg like a second body. It uses the same propulsion system as the Ultra, and both can withstand being up to two miles underwater. The guns in it's hands are a laser/harpoon rifle and a quad gun with three lasers and a railgun. For heavy combat, the shoulders conceal mini-missile/-torpedo launchers.
Not an armored Jigglypuff
"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
- Ahriman238
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- Location: Ocularis Terribus.
Re: Bit of Analysis: Rifts
I'd cut the Druids more slack if I couldn't see how they live when away from their sheltering Trees.
Yeah. The walls are edible, and you'll learn all kinds of new and interesting colors afterwards.
Anyway, time for something I know you've long wanted, while SAMAS works more on his end.
New Camelot.
So, Merlin is the aspect/avatar of a Lovecraftian Horror Supernatural Intelligence called Zazshan, one of the Zyllyphan. Supernatural Intelligences like the VIs and the Splugorth can usually be distinguished from other forms of life by having vast psychic and mystical powers, living for millennia,being able to project their minds into physical bodies in other dimensions, having decidedly alien minds, values and goals (like Lovecraft again) and having way too many tentacles. Merlin wants to rule the world, to do so he will prop up Arthur as his puppet King, whose kingdom is meant to become a global empire. The Zyllyphan and Splugorth are ancient rivals, and it's implied that Zazshan and Splynncryth have a personal history besides.
Merlin is the actual Merlin of Arthurian Myth, he's tried this once before, it didn't work out and the aspect got stranded on Earth when magic fled the place. To ensure success this time, Zazshan has sent more avatars, most prominently the Lady of the Lake and Guinevere. All three aspects are powerful boss figures in their own right, and like the controlling entity know all standard spells, all stone magic, and 5 or 6 Temporal Magic spells.
Arthur himself is a reasonably powerful psychic, his powers being ectoplasm, impervious to fire/cold, mind block, nightvision, resist fatigue, summon inner strength and telekinesis. He is also in the 0.001% of psychics able to wield the British Defense Ministry's ultimate weapon, Caliber-X. Aside from being a Mega Damage Blade, Caliber-X allows the wielder to manifest a psi-sword around it for a trivial expenditure of energy, Arthur can keep it up all day. It can be thrown with perfect accuracy within 25 feet (TK guided) and return to it's master's hand, and it can shoot TK force bolts/psi-blasts with a variety of power levels from stun to serious Mega Damage. He also carries a number of knives, a flaming sword, Triax laser pistol and ion rifle. Plus, he's just a stand up guy, the sort of man who could actually forge an awesome kingdom of goodness and save the world, who just happens to trust Merlin completely.
When a knight takes his oath and sits at the table round, he renounces the name of his birth to be reborn as a worth Knight of the Round Table. It amuses Merlin to recycle names from the last time. Sir Galahad may be a good friend to you, he is an Atlantean Undead Slayer whose begun to suspect something is up, but hasn't yet connected Merlin with the Zyllyphan. Sir Dred, on the other hand, is entirely Merlin's creature.
Perceival is... complicated. If you do the campaign right you'll meet Arthur and his knights, go on a variety of adventures against rival kingdoms, the Splugorth, orcs, maybe slay a dragon (you'd better not!) and hear a few disquieting rumors. Eventually your travels will lead you to a circle of 13 Druids, the Nog Henge, who do good but warn others away from New Camelot. The Nog Henge are Chiang-ku dragons, here to save Earth from the Zyllyphan who destroyed their own civilization, Perceival is one of them, their spy in the Court of King Arthur. He's a good friend of Arthur, and is trying to discreetly remove his friends from Zazshan (Merlin)'s influence. Sadly, Perceival is clueless about Guinevere and the Lady of the Lake. Take it from me, we played this campaign, tried to get the Lady to help us against Merlin and got a TPK for our troubles.
Anyway. The kingdom of New Camelot covers some 200 square miles, with about 16,000 residents. There are 200 knights of the round table, around 450 wannabes who are still fine knights in their own right. 100 'mechanized' infantry, a clumsy term quickly abandoned in the books for power armor/mecha and not to be confused with actual mechanized infantry. All their armor comes from Triax Industries. There are also 2500 or so magic users, adventurers and militia Camelot can call upon in a crisis.
In addition, Merlin has his own army of "Nexus Knights" who allegedly assist him in battles involving sorcery, containing demons from the Rifts, seeking infiltrators sort of thing. The Nexus Knights answer only to Merlin and have become a sort of de facto secret police in New Camelot. Arthur will not curb them unless they become blatant in their abuses. Not only are the nexus knights evil, only half of them are eve human. The 50 captains or Supreme Nexus Knights are still lesser aspects of Zazshan, tough fights but not bosses, and 80 of their number are tectonic entities, spirits, haunted armor. Merlin can whistle up another 40 of these in a crisis (say to lock down Camelot after you reveal your knowledge to the Lady and escape through a convoluted chain of events) and 120 humans. All told there are 240 nexus knights.
Er, they can be identifed by the horns, flame or frill pattern and the large 'M' for Merlin crest.
All Knights of Camelot strive to live by the knightly code. They wear MDC 'Crusader' armor that looks like a medieval knight's garb. Many yield to appearances and don decorative chain mail and surcoats. They usually do their heavy fighting on horseback, but the horse can be a cyborg or a pegasus, with laser/plasma lance. They'll have a sword and laser pistol as backups, of course.
The Eternal City
Bath, Somerset, site of a magic spring that boosts healing and PPE/ISP recovery, and can be easily turned into a variety of healing potions, holy water, or a superior tasting wine by Druids. The Eternal City which has arisen to charge a fee for bathing or the removal of water is well known and loved by Druids all over England, and a haven for all Englishmen who love peace and freedom, but distrust New Camelot. There are less people than Camelot, only 7,000 but it is a major rival of Camelot in industry and trade. The Eternal City is half-surrounded and constantly beset by goblins, orcs and ogres.
The city is protected by 500 'Eternal' Knights, 100 low to mid-level magic users, 100 power armor/mecha (all Triax, a quarter are Ulti-max) and 1300 Militia, knight wannabes, mercenaries and adventurers.
Berwynmoore
The kingdom of the redoubtable Berwynmoore dynasty which can claim pre-cataclysm peerage, a distant third to the glories of New Camelot and the Eternal City, in fact, 20% of the population has migrated to the other two kingdoms in the last six years. Good thing the Berwynmoores aren't spiteful control freaks with an insatiable lust for wealth and power. Oh, wait, they absolutely are. There are 8000 serfs in Berwynmoore, which runs on a feudal economy, they also practice slavery on goblins and orcs, and have roughly 3000 slaves in their borders.
Berwynmoore's army counts 450 Royal Knights, 80 power armor (mostly obsolete Triax stock, their pride is 4 shiny new Ulti-max) 300 Mercs, 1600 Militia, and 800 orc/goblin penal legions.
Yeah. The walls are edible, and you'll learn all kinds of new and interesting colors afterwards.
Anyway, time for something I know you've long wanted, while SAMAS works more on his end.
New Camelot.
So, Merlin is the aspect/avatar of a Lovecraftian Horror Supernatural Intelligence called Zazshan, one of the Zyllyphan. Supernatural Intelligences like the VIs and the Splugorth can usually be distinguished from other forms of life by having vast psychic and mystical powers, living for millennia,being able to project their minds into physical bodies in other dimensions, having decidedly alien minds, values and goals (like Lovecraft again) and having way too many tentacles. Merlin wants to rule the world, to do so he will prop up Arthur as his puppet King, whose kingdom is meant to become a global empire. The Zyllyphan and Splugorth are ancient rivals, and it's implied that Zazshan and Splynncryth have a personal history besides.
Merlin is the actual Merlin of Arthurian Myth, he's tried this once before, it didn't work out and the aspect got stranded on Earth when magic fled the place. To ensure success this time, Zazshan has sent more avatars, most prominently the Lady of the Lake and Guinevere. All three aspects are powerful boss figures in their own right, and like the controlling entity know all standard spells, all stone magic, and 5 or 6 Temporal Magic spells.
Arthur himself is a reasonably powerful psychic, his powers being ectoplasm, impervious to fire/cold, mind block, nightvision, resist fatigue, summon inner strength and telekinesis. He is also in the 0.001% of psychics able to wield the British Defense Ministry's ultimate weapon, Caliber-X. Aside from being a Mega Damage Blade, Caliber-X allows the wielder to manifest a psi-sword around it for a trivial expenditure of energy, Arthur can keep it up all day. It can be thrown with perfect accuracy within 25 feet (TK guided) and return to it's master's hand, and it can shoot TK force bolts/psi-blasts with a variety of power levels from stun to serious Mega Damage. He also carries a number of knives, a flaming sword, Triax laser pistol and ion rifle. Plus, he's just a stand up guy, the sort of man who could actually forge an awesome kingdom of goodness and save the world, who just happens to trust Merlin completely.
When a knight takes his oath and sits at the table round, he renounces the name of his birth to be reborn as a worth Knight of the Round Table. It amuses Merlin to recycle names from the last time. Sir Galahad may be a good friend to you, he is an Atlantean Undead Slayer whose begun to suspect something is up, but hasn't yet connected Merlin with the Zyllyphan. Sir Dred, on the other hand, is entirely Merlin's creature.
Perceival is... complicated. If you do the campaign right you'll meet Arthur and his knights, go on a variety of adventures against rival kingdoms, the Splugorth, orcs, maybe slay a dragon (you'd better not!) and hear a few disquieting rumors. Eventually your travels will lead you to a circle of 13 Druids, the Nog Henge, who do good but warn others away from New Camelot. The Nog Henge are Chiang-ku dragons, here to save Earth from the Zyllyphan who destroyed their own civilization, Perceival is one of them, their spy in the Court of King Arthur. He's a good friend of Arthur, and is trying to discreetly remove his friends from Zazshan (Merlin)'s influence. Sadly, Perceival is clueless about Guinevere and the Lady of the Lake. Take it from me, we played this campaign, tried to get the Lady to help us against Merlin and got a TPK for our troubles.
Anyway. The kingdom of New Camelot covers some 200 square miles, with about 16,000 residents. There are 200 knights of the round table, around 450 wannabes who are still fine knights in their own right. 100 'mechanized' infantry, a clumsy term quickly abandoned in the books for power armor/mecha and not to be confused with actual mechanized infantry. All their armor comes from Triax Industries. There are also 2500 or so magic users, adventurers and militia Camelot can call upon in a crisis.
In addition, Merlin has his own army of "Nexus Knights" who allegedly assist him in battles involving sorcery, containing demons from the Rifts, seeking infiltrators sort of thing. The Nexus Knights answer only to Merlin and have become a sort of de facto secret police in New Camelot. Arthur will not curb them unless they become blatant in their abuses. Not only are the nexus knights evil, only half of them are eve human. The 50 captains or Supreme Nexus Knights are still lesser aspects of Zazshan, tough fights but not bosses, and 80 of their number are tectonic entities, spirits, haunted armor. Merlin can whistle up another 40 of these in a crisis (say to lock down Camelot after you reveal your knowledge to the Lady and escape through a convoluted chain of events) and 120 humans. All told there are 240 nexus knights.
Er, they can be identifed by the horns, flame or frill pattern and the large 'M' for Merlin crest.
All Knights of Camelot strive to live by the knightly code. They wear MDC 'Crusader' armor that looks like a medieval knight's garb. Many yield to appearances and don decorative chain mail and surcoats. They usually do their heavy fighting on horseback, but the horse can be a cyborg or a pegasus, with laser/plasma lance. They'll have a sword and laser pistol as backups, of course.
The Eternal City
Bath, Somerset, site of a magic spring that boosts healing and PPE/ISP recovery, and can be easily turned into a variety of healing potions, holy water, or a superior tasting wine by Druids. The Eternal City which has arisen to charge a fee for bathing or the removal of water is well known and loved by Druids all over England, and a haven for all Englishmen who love peace and freedom, but distrust New Camelot. There are less people than Camelot, only 7,000 but it is a major rival of Camelot in industry and trade. The Eternal City is half-surrounded and constantly beset by goblins, orcs and ogres.
The city is protected by 500 'Eternal' Knights, 100 low to mid-level magic users, 100 power armor/mecha (all Triax, a quarter are Ulti-max) and 1300 Militia, knight wannabes, mercenaries and adventurers.
Berwynmoore
The kingdom of the redoubtable Berwynmoore dynasty which can claim pre-cataclysm peerage, a distant third to the glories of New Camelot and the Eternal City, in fact, 20% of the population has migrated to the other two kingdoms in the last six years. Good thing the Berwynmoores aren't spiteful control freaks with an insatiable lust for wealth and power. Oh, wait, they absolutely are. There are 8000 serfs in Berwynmoore, which runs on a feudal economy, they also practice slavery on goblins and orcs, and have roughly 3000 slaves in their borders.
Berwynmoore's army counts 450 Royal Knights, 80 power armor (mostly obsolete Triax stock, their pride is 4 shiny new Ulti-max) 300 Mercs, 1600 Militia, and 800 orc/goblin penal legions.
"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
Alright, I always knew we were going to have to deal with this and sooner rather than later. Let's talk about religion. See, contrary to what you may have heard not all the Gods are real in the world of Rifts. But the Greek, Roman (they're distinct, deal with it) Sumerian/Babylonian, Persian, Norse, Celtic, Aztec and Hindu Gods are. I've not yet seen stats for Jesus, the Buddha or any Asian Gods, but I'm not ruling them out.
Luckily for the Megaverse, these aren't omnipotent Gods, they're more like the Marvel Comics Norse Gods. Powerful enough you don't want to piss them off, but not able to end the world on a whim. Gods are generally known by their obscenely high stats, vast special powers or natural abilities, and their ability to master and combine multiple magic systems, sometimes as many as six. So you know how the Splugorth can have all the standard spells, plus stone and tattoo magic? A God would have all that and 2 or 3 Warlock magics, and Temporal Magic. Most, but not all Gods have casual shapeshifting powers. Many wield Holy/Rune Weapons and other game-breaking magic items, which they may lend to a worthy mortal champion. Briefly.
Under exactly no circumstances can you play a God. Leave that for Exalted.
But... You can play as a Demigod, or a Godling. Sort of a junior or minor god like Eros/Cupid, or an archangel equivalent servant to the real gods. As you can imagine this can get messy fast, not just because one or more players is a minor god, but because it guarantees divine entanglements right out of the starting gate. You can also play as a Priest to one of these Pantheons.
The CS and NGR do not welcome powerful beings from the Rifts who claim to be gods and humanity's masters.
Godling
Being from an ancient culture, the player should really immerse themselves in the myths and mores of that culture, to bring that to the character. But you don't care, do you? You want to know what a minor god can do. Okay, they're very smart, strong, fast, and tough. They have the following natural abilities just by being gods, see invisible, regenerate, good nightvision, fire/cold does half damage, drugs and poison are half as effective.
Besides that, a Godling gets to dip into the well of god powers. He gets 3 sips from that spring, the demigod gets 1, a full god IIRC gets 6. Several powers can be taken multiple times, the stat buffs, impervious and magic/psychic abilities, that is.
Turn Invisible at-will.
Super Strong
Super Tough
Super Swift
Shapeshifting- to animal, once per day per level. No monsters or magical creatures.
Energy Blast
Energy Aura- personal forcefield, not much improvement on Armor of Ithan, for a god.
Fly
Impervious to one of the following: fire, cold, lightning, energy weapons, poison/disease and mind control/possesion.
Super Psionics- character has all powers form any two lesser disciplines (healing, sensitive, physical) or all powers from one lesser discipline and 5 super powers, OR is a Burster. You can take multiple times, but there will be a lot of waste if you do the first two.
Magic- character knows all level appropriate spells and has all powers from: the standard (LLW) list. a Warlock list (one of the elements) Shifter, Mystic, or Necromancer. The last is only available to evil Gods and Godlings. Again, you can take it multiple times to master multiple magic disciplines, it;s sort of one of the defining features of gods in this setting.
Gods alone are immortal unless destroyed. Godlings can expect 50,000 years with good matinence and regular oil changes. Godlings can be promoted to Gods by the Pantheon King/Master/Allfather figure, so a certain degree of ass-kissing is expected, even encouraged.
Demigods
Much like above, less impressive stats. MDC in particular is halved. Natural abilities are cut down to regeneration and fire/cold resistance. Demigods only get one godly power, so choose wisely. On the other hand, Demigod is more a race then a class, so you still get to pick one. Can't become a cyborg, crazy or juicer because of regeneration.
Until there are masses of worshippers, Gods are only visitors to this plane, not masters. They have somewhat reduced powers, and only 20% their normal MDC. The Gods have many rivalries and alliances outside their pantheons. Inside them too. Plus there is normally a division between gods of darkness and light (or just good/evil) the Roman Gods, for instance are not just the Greek Gods with different names, they are the evil opposites to the Olympians.
The Hindu and Egyptian Gods have reclaimed their ancient domains. The Celtic Gods (well, the 3 or 4 survivors) are trying to contain the invasion of the Formosi. The Greek Gods have restored their thrones atop Olympus, and declared all Greece their domain of Olympia and all people there under their protection. Provided they worship and obey the Olympians, make appropriate animal sacrifices, don't trespass in sacred places, and don't object when Zeus takes a liking to your daughter. Remember what pricks the Gods are in Greek Myth? Yeah, they're just like that. On the other hand, they're pretty laisse faire, as long as you observe the niceties and don't have anything they want, so it's probably still an improvement over the Coalition. Or Golden Dawn, for that matter.
Luckily for the Megaverse, these aren't omnipotent Gods, they're more like the Marvel Comics Norse Gods. Powerful enough you don't want to piss them off, but not able to end the world on a whim. Gods are generally known by their obscenely high stats, vast special powers or natural abilities, and their ability to master and combine multiple magic systems, sometimes as many as six. So you know how the Splugorth can have all the standard spells, plus stone and tattoo magic? A God would have all that and 2 or 3 Warlock magics, and Temporal Magic. Most, but not all Gods have casual shapeshifting powers. Many wield Holy/Rune Weapons and other game-breaking magic items, which they may lend to a worthy mortal champion. Briefly.
Under exactly no circumstances can you play a God. Leave that for Exalted.
But... You can play as a Demigod, or a Godling. Sort of a junior or minor god like Eros/Cupid, or an archangel equivalent servant to the real gods. As you can imagine this can get messy fast, not just because one or more players is a minor god, but because it guarantees divine entanglements right out of the starting gate. You can also play as a Priest to one of these Pantheons.
The CS and NGR do not welcome powerful beings from the Rifts who claim to be gods and humanity's masters.
Godling
Being from an ancient culture, the player should really immerse themselves in the myths and mores of that culture, to bring that to the character. But you don't care, do you? You want to know what a minor god can do. Okay, they're very smart, strong, fast, and tough. They have the following natural abilities just by being gods, see invisible, regenerate, good nightvision, fire/cold does half damage, drugs and poison are half as effective.
Besides that, a Godling gets to dip into the well of god powers. He gets 3 sips from that spring, the demigod gets 1, a full god IIRC gets 6. Several powers can be taken multiple times, the stat buffs, impervious and magic/psychic abilities, that is.
Turn Invisible at-will.
Super Strong
Super Tough
Super Swift
Shapeshifting- to animal, once per day per level. No monsters or magical creatures.
Energy Blast
Energy Aura- personal forcefield, not much improvement on Armor of Ithan, for a god.
Fly
Impervious to one of the following: fire, cold, lightning, energy weapons, poison/disease and mind control/possesion.
Super Psionics- character has all powers form any two lesser disciplines (healing, sensitive, physical) or all powers from one lesser discipline and 5 super powers, OR is a Burster. You can take multiple times, but there will be a lot of waste if you do the first two.
Magic- character knows all level appropriate spells and has all powers from: the standard (LLW) list. a Warlock list (one of the elements) Shifter, Mystic, or Necromancer. The last is only available to evil Gods and Godlings. Again, you can take it multiple times to master multiple magic disciplines, it;s sort of one of the defining features of gods in this setting.
Gods alone are immortal unless destroyed. Godlings can expect 50,000 years with good matinence and regular oil changes. Godlings can be promoted to Gods by the Pantheon King/Master/Allfather figure, so a certain degree of ass-kissing is expected, even encouraged.
Demigods
Much like above, less impressive stats. MDC in particular is halved. Natural abilities are cut down to regeneration and fire/cold resistance. Demigods only get one godly power, so choose wisely. On the other hand, Demigod is more a race then a class, so you still get to pick one. Can't become a cyborg, crazy or juicer because of regeneration.
Until there are masses of worshippers, Gods are only visitors to this plane, not masters. They have somewhat reduced powers, and only 20% their normal MDC. The Gods have many rivalries and alliances outside their pantheons. Inside them too. Plus there is normally a division between gods of darkness and light (or just good/evil) the Roman Gods, for instance are not just the Greek Gods with different names, they are the evil opposites to the Olympians.
The Hindu and Egyptian Gods have reclaimed their ancient domains. The Celtic Gods (well, the 3 or 4 survivors) are trying to contain the invasion of the Formosi. The Greek Gods have restored their thrones atop Olympus, and declared all Greece their domain of Olympia and all people there under their protection. Provided they worship and obey the Olympians, make appropriate animal sacrifices, don't trespass in sacred places, and don't object when Zeus takes a liking to your daughter. Remember what pricks the Gods are in Greek Myth? Yeah, they're just like that. On the other hand, they're pretty laisse faire, as long as you observe the niceties and don't have anything they want, so it's probably still an improvement over the Coalition. Or Golden Dawn, for that matter.
"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
Ah, a few corrections:
As far as Pantheons of the Megaverse is concerned, the Greek and Roman gods are one and the same. There are however a few Eldritch Abominations that are impersonating the Olympians using the Roman names.
The Egyptian Pantheon has not reclaimed Egypt entirely AFAIK. What happened is that the Phoenix Empire more or less worships the Pantheon of Taut (Evil Egyptian Gods (Set, Anubis, etc...)). The Egyptian Pantheon as a whole (both Good and Evil gods) is presently setting up shop in the Palladium Fantasy world.
As far as Pantheons of the Megaverse is concerned, the Greek and Roman gods are one and the same. There are however a few Eldritch Abominations that are impersonating the Olympians using the Roman names.
The Egyptian Pantheon has not reclaimed Egypt entirely AFAIK. What happened is that the Phoenix Empire more or less worships the Pantheon of Taut (Evil Egyptian Gods (Set, Anubis, etc...)). The Egyptian Pantheon as a whole (both Good and Evil gods) is presently setting up shop in the Palladium Fantasy world.
Not an armored Jigglypuff
"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
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Re: Bit of Analysis: Rifts
Ah, it is as you say SAMAS. Sorry Folks, minor misunderstanding. Will do better with-
Priest of the Old Gods
Mortals who have seen the gods of their ancestors returned, and rush to act as their servants on Earth, maybe even spread the good news. Usually picks one god from the pantheon and sticks with them, but will show respect and subservience to other pantheon members. Priests cast from the wizardry (standard) spell list, but their magic is a gift from their god, not the product of study, so they're like a Mystic without psychic powers or class abilities, start with 8 spells from the first 2 levels, gain 2 spells per level and no studying or learning others inbetween. You get more spells when Odin bloody well decides you're ready.
Other than that, priests can perform an exorcism ritual that works even better than the spell, but requires more setup time. They have healing touch power that doesn't heal a ton, but can be used very often, just not on themselves. They can also remove magical curses and resurrect the dead, but with a high risk of failure and if you screw up once you can't try again. Turn Dead (again, so like DnD it hurts) and then the prayer/miracle powers that break down to begging their god (GM) for certain favors and hoping he's in a charitable mood.
Prayer of Strength gives the priest somewhat better saves and success ratio on turn dead and exorcism. Prayer of Communion allows the priest to appeal to his god for guidance and receive a vision telling him what he should do, or how it will likely all work out, or just what his god wants. A Prayer of Intervention allows a priest to duplicate the effects of any spell, from any discipline and level, or create a magic scroll, or perform a super healing. All Prayers may be used twice a day, except using Intervention to duplicate the effects of a spell, that's a one-shot for the day. Miracles are a one a day thing, and they only work at all for a priest who has proven himself devoted, for a cause the deity supports. So getting your god's special people to safety across a sea? Done. Slaying a dragon and claiming his treasure hoard... no. Some examples of miracles include giving great luck to the priest, vast supernatural strength, miraculous healing, power over the forces of nature, and a command over magic that allows them to immediately dispel most any spell, cast all spells that negate magic, open/close rifts, and makes them immune to magic.
As an aside, an awful lot of gods seem to have an ax (or fifty) to grind with various supernatural intelligences, particularly the Splugorth. In fact, Loki seems to be the only god who likes the Splugorth, and it seems to be a one-sided thing since he once swindled a Sword of Atlantis from them by selling them a "helpless" Thor. The Hindu Gods were driven to flight from their realm by the Splugorth. Oh, and it seems most any sort of 'elder god' you've heard of like Apsu, Tiamat, the Titans and the Vanir were supernatural intelligences. Not to mention Pluto, Batman down in Mexico, etc.
Oh, and SAMAS, I seem to recall a Sea SAMAS from the CSN book. There it is. Bit faster underwater then the TXD-100, but vastly inferior underwater armament, and can only dive down to a mile. I'm digging the shark face helmet though.
Priest of the Old Gods
Mortals who have seen the gods of their ancestors returned, and rush to act as their servants on Earth, maybe even spread the good news. Usually picks one god from the pantheon and sticks with them, but will show respect and subservience to other pantheon members. Priests cast from the wizardry (standard) spell list, but their magic is a gift from their god, not the product of study, so they're like a Mystic without psychic powers or class abilities, start with 8 spells from the first 2 levels, gain 2 spells per level and no studying or learning others inbetween. You get more spells when Odin bloody well decides you're ready.
Other than that, priests can perform an exorcism ritual that works even better than the spell, but requires more setup time. They have healing touch power that doesn't heal a ton, but can be used very often, just not on themselves. They can also remove magical curses and resurrect the dead, but with a high risk of failure and if you screw up once you can't try again. Turn Dead (again, so like DnD it hurts) and then the prayer/miracle powers that break down to begging their god (GM) for certain favors and hoping he's in a charitable mood.
Prayer of Strength gives the priest somewhat better saves and success ratio on turn dead and exorcism. Prayer of Communion allows the priest to appeal to his god for guidance and receive a vision telling him what he should do, or how it will likely all work out, or just what his god wants. A Prayer of Intervention allows a priest to duplicate the effects of any spell, from any discipline and level, or create a magic scroll, or perform a super healing. All Prayers may be used twice a day, except using Intervention to duplicate the effects of a spell, that's a one-shot for the day. Miracles are a one a day thing, and they only work at all for a priest who has proven himself devoted, for a cause the deity supports. So getting your god's special people to safety across a sea? Done. Slaying a dragon and claiming his treasure hoard... no. Some examples of miracles include giving great luck to the priest, vast supernatural strength, miraculous healing, power over the forces of nature, and a command over magic that allows them to immediately dispel most any spell, cast all spells that negate magic, open/close rifts, and makes them immune to magic.
As an aside, an awful lot of gods seem to have an ax (or fifty) to grind with various supernatural intelligences, particularly the Splugorth. In fact, Loki seems to be the only god who likes the Splugorth, and it seems to be a one-sided thing since he once swindled a Sword of Atlantis from them by selling them a "helpless" Thor. The Hindu Gods were driven to flight from their realm by the Splugorth. Oh, and it seems most any sort of 'elder god' you've heard of like Apsu, Tiamat, the Titans and the Vanir were supernatural intelligences. Not to mention Pluto, Batman down in Mexico, etc.
Oh, and SAMAS, I seem to recall a Sea SAMAS from the CSN book. There it is. Bit faster underwater then the TXD-100, but vastly inferior underwater armament, and can only dive down to a mile. I'm digging the shark face helmet though.
"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
So... The NGR Navy. I told you about the infantry last time around, but let's see what they ride around in:
Yeah, I'm wondering how Triax got their hands on a Valkyrie myself. This is the X-6000 Transformable Sub. It's about 20' long in Sub mode and stands 22' as a mech. It can travel 25.8 knots (about 30mph) underwater as a sub, and only slightly slower as a robot. Like the power armor and borg above, it can withstand 2 miles depth in the ocean. And no, it cannot fly. Not with wings like those.
The x-6000's armament consists of a pair of blue-green lasers mounted in the nose (yeah, they made a certain mistake in the Robotech RPG book), and a pair of double-barreled railguns mounted in the pits at the wing roots/torso. These can be angled to fire forwards in robot mode. Six mini-torpedoes give it slightly longer-range punch, and it can carry oversized rifles like most NGR mecha. The X-6000 is an experimental machine, with all the standard Triax mech electronics as well as sonar and both infrared and ultraviolet optic systems.
The NGR also deploys a number of mini-subs for underwater reconnaissance, rescue, combat and the like. The XS-20 Sea Mite (top) is a speedy (50 knots when it gets going) one-man sub often used for underwater patrols. The big glass dome has about as much protection as a light/medium suit of body armor, and if shattered triggers an automatic emergency surfacing program. Like the X-6000, the pits in the fins are triple-barreled railguns, while the cylinders are torpedo tubes. These tubes each can only fire a single shot, but pack a punch equal to long-range missiles. The smaller tubes on the tips of the fins are lighter torpedoes. It weighs only two tons and can stay submerged for weeks at a time.
The XS-24 Sea Bat (middle) is designed for sabotage and underwater combat engineering. Thus, it is only lightly armed, with two quad-guns and the option to mount up to eight mini-torpedoes. It's slower than the Mite, but at least it has the sense to feature an armored covering that slides into place if the glass gets busted.
The XS-30 Torpedo sub is a heavier patrol/escort vessel. It has a crew of five, and can carry and additional ten passengers (seven if in light Power Armor). It comes standard with a secondary control system if the front end gets damaged/disabled, and is almost as fast as the Sea Mite. With six heavy torpedo tubes and a pair of triple-railguns, the Torpedo can damage or even sink vessels above it's weight class. A pair of blue-green laser turrets provide defense.
The XS-120 Interceptor, unlike the other ships in the book, was not a secret at the time of the book's writing. It's a hydrofoil patrol boat that has served in the NGR for two years. With a top speed of 154.8 knots (180mph), it can catch most pirates and monsters on the open water, and it's combination of mini-missiles, torpedoes, laser and particle-beam turrets make it a deadly prospect to face. In addition to a crew of eight (including a dedicated gunner for each turret), it also has a complement of six marines in Power Armor (usually Ultras).
The NGR Poseidon-class Submersible Carrier is the second-largest ship on the ocean. Only the U.S.S. Ticonderoga operated by the New Navy is larger, and there's only one of those (compared to about eight Poseidons in service).
The Posiedon is 1600' long and weighs roughly 179,000 tons when fully loaded. It travels 43 knots (50mph) underwater (40 on the surface), and has a maximum depth of two and a half miles. It has a crew of over two thousand and also carries a full Division (5760) of flying, marine, and/or amphibious troops/vehicles, including:
60 X-622 Bugs
60 X-821 Landcrabs
40 Leopard III APCs
40 Phantom Hovertanks
20 MZ-10 Wilderness Crusaders
60 T-31 Super Troopers
160 X-535 Jagers
60 X-545 Super Jagers
60 X-1000 Ulti-Max
60 X-2000 Dyna-Max
60 X-6000 Transformable Sub
6 X-2500 Black Knights
260 TXD-100 Ultras
160 X-2700 Dragonwings
40 X-10A Predators
60 XM-140 Weapon Platforms
20 XM-180 Dragonflies
40 XM-270 Mosquitoes
40 XM-275 Lightning Combat Jets
10 XM-180 Fighter Jets
40 Sea Mites
40 Sea Bats
In addition to this formidable warpower, the Poseidon itself is armed to the teeth. A heavy double-barreled laser cannon with a range of three miles watches the skies, supplemented by eight pop-up laser turrets. Offensively, the ship is armed with eight long-range missile silos and just as many medium/heavy torpedo tubes. A pair of depth charge launchers round out the list.
Long-range sonar extends 80 miles and can track 200 targets simultaneously. A secondary short-range (10 miles) system can track an additional 60. Long-(100 miles) and Short-range (30 miles) radar can track 200 and 100 targets respectively. It also has an echo-location system than extends four miles.
Yeah, I'm wondering how Triax got their hands on a Valkyrie myself. This is the X-6000 Transformable Sub. It's about 20' long in Sub mode and stands 22' as a mech. It can travel 25.8 knots (about 30mph) underwater as a sub, and only slightly slower as a robot. Like the power armor and borg above, it can withstand 2 miles depth in the ocean. And no, it cannot fly. Not with wings like those.
The x-6000's armament consists of a pair of blue-green lasers mounted in the nose (yeah, they made a certain mistake in the Robotech RPG book), and a pair of double-barreled railguns mounted in the pits at the wing roots/torso. These can be angled to fire forwards in robot mode. Six mini-torpedoes give it slightly longer-range punch, and it can carry oversized rifles like most NGR mecha. The X-6000 is an experimental machine, with all the standard Triax mech electronics as well as sonar and both infrared and ultraviolet optic systems.
The NGR also deploys a number of mini-subs for underwater reconnaissance, rescue, combat and the like. The XS-20 Sea Mite (top) is a speedy (50 knots when it gets going) one-man sub often used for underwater patrols. The big glass dome has about as much protection as a light/medium suit of body armor, and if shattered triggers an automatic emergency surfacing program. Like the X-6000, the pits in the fins are triple-barreled railguns, while the cylinders are torpedo tubes. These tubes each can only fire a single shot, but pack a punch equal to long-range missiles. The smaller tubes on the tips of the fins are lighter torpedoes. It weighs only two tons and can stay submerged for weeks at a time.
The XS-24 Sea Bat (middle) is designed for sabotage and underwater combat engineering. Thus, it is only lightly armed, with two quad-guns and the option to mount up to eight mini-torpedoes. It's slower than the Mite, but at least it has the sense to feature an armored covering that slides into place if the glass gets busted.
The XS-30 Torpedo sub is a heavier patrol/escort vessel. It has a crew of five, and can carry and additional ten passengers (seven if in light Power Armor). It comes standard with a secondary control system if the front end gets damaged/disabled, and is almost as fast as the Sea Mite. With six heavy torpedo tubes and a pair of triple-railguns, the Torpedo can damage or even sink vessels above it's weight class. A pair of blue-green laser turrets provide defense.
The XS-120 Interceptor, unlike the other ships in the book, was not a secret at the time of the book's writing. It's a hydrofoil patrol boat that has served in the NGR for two years. With a top speed of 154.8 knots (180mph), it can catch most pirates and monsters on the open water, and it's combination of mini-missiles, torpedoes, laser and particle-beam turrets make it a deadly prospect to face. In addition to a crew of eight (including a dedicated gunner for each turret), it also has a complement of six marines in Power Armor (usually Ultras).
The NGR Poseidon-class Submersible Carrier is the second-largest ship on the ocean. Only the U.S.S. Ticonderoga operated by the New Navy is larger, and there's only one of those (compared to about eight Poseidons in service).
The Posiedon is 1600' long and weighs roughly 179,000 tons when fully loaded. It travels 43 knots (50mph) underwater (40 on the surface), and has a maximum depth of two and a half miles. It has a crew of over two thousand and also carries a full Division (5760) of flying, marine, and/or amphibious troops/vehicles, including:
60 X-622 Bugs
60 X-821 Landcrabs
40 Leopard III APCs
40 Phantom Hovertanks
20 MZ-10 Wilderness Crusaders
60 T-31 Super Troopers
160 X-535 Jagers
60 X-545 Super Jagers
60 X-1000 Ulti-Max
60 X-2000 Dyna-Max
60 X-6000 Transformable Sub
6 X-2500 Black Knights
260 TXD-100 Ultras
160 X-2700 Dragonwings
40 X-10A Predators
60 XM-140 Weapon Platforms
20 XM-180 Dragonflies
40 XM-270 Mosquitoes
40 XM-275 Lightning Combat Jets
10 XM-180 Fighter Jets
40 Sea Mites
40 Sea Bats
In addition to this formidable warpower, the Poseidon itself is armed to the teeth. A heavy double-barreled laser cannon with a range of three miles watches the skies, supplemented by eight pop-up laser turrets. Offensively, the ship is armed with eight long-range missile silos and just as many medium/heavy torpedo tubes. A pair of depth charge launchers round out the list.
Long-range sonar extends 80 miles and can track 200 targets simultaneously. A secondary short-range (10 miles) system can track an additional 60. Long-(100 miles) and Short-range (30 miles) radar can track 200 and 100 targets respectively. It also has an echo-location system than extends four miles.
Not an armored Jigglypuff
"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
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- Redshirt
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Re: Bit of Analysis: Rifts
Hiya. I'm arriving late to the party, but I'd like to jump into the discussion on a few points and revisit some of the things said in previous pages.
BOOM GUNS AND TANKS
Firstly, Jub wanted to know why the Boom Gun was a Glitter Boy weapon rather than putting it on, say, a traditional tank. While the Boom Gun is at the upper end of mobile, direct-fire weapon damage, the "Boom" that gives it its name isn't an inherent property of weapons of that class. There are lots of weapons, some of them also rail guns, that have the same or even slightly higher impact, but lack the localized blast effect from firing. The Boom Gun is actually *engineered* to amplify and project that shockwave when it fires.
In contrariwise example, Shemarrian* rail guns use a compensator/suppressor device to dampen-out any blast and recoil, allowing them to be cyborg-portable and fired from-the-shoulder while still providing around 7/10ths the average damage of the Glitter Boy weapon.
(*The Shemarrians are cybernetic-barbarian Warrior Women who wield rampant penis-envy rail cannons.
Yes, Really...
To give some sense of scale, the Shemarrian in the foreground is about 9 ft tall (2.7 m?), and the weapon she's carrying is the "short" version that only weighs about 90 pounds. The one in the background mounted on her full-conversion "Monst-rex" riding beast has the more traditional "long" variant Shemarrian rail gun.
And that's about all I intend to say about the Shemarrians.)
*cough* Anyway, basically what the Glitter Boy designers did was build the toughest suit of walking armor they possibly could and gave it the biggest cannon it could carry, then tried to mitigate the mobility problem by making it next to impossible for any infantry lighter than the Glitter Boy to operate in close proximity to it. The Boom Gun will stun *everything* near it that isn't another Glitter Boy, giant robot, or a tank, making it harder for someone to run up behind it and slap a satchel charge on its back. But that's something they made that specific gun do for a specific purpose, and one that benefits a non-humanoid tank comparatively less at greater expense than a conventional armament.
THE ABRHAMS IN RIFTS
Speaking of tanks, while I also don't know of any listing for the contemporary main battle tank design from the time of The Cataclysm, they have published the stats for the current M1 Abrhams tank in Rifts. I think it would make for a very useful comparison metric in this discussion.
It appears in the Rifts Merc Ops book and comes courtesy of Gold Age Weaponsmiths corporation (aka, "lets stat up all the contemporary battlefield hardware and throw it into our game!"). In-narrative, GAW is a company/township out of Alabama that specializes in refitting old, recovered weapons systems and manufacturing cheaper pre-Rifts-but-not-state-of-the-art-at-the-Cataclysm designs. They are less capable than their equivalent, contemporary-design from Northern Gun or such, but cost less and have a unique cachet. They became a real player in North American manufacturing when they discovered a sunken dry-dock facility with old USN vessels in it right when the Coalition was gearing up to procure a navy. The tank GAW offers is essentially the same as the historic design, except that GAW sells some optional, proprietary ramjet-round ammunition to increase the damage from the machine guns, and they slapped a couple of mini-missile launchers on the sides.
Anyway, the frontal armor on the M1 main battle tank, as a contemporary equivalent to compare other things in Rifts with, provides near-as-makes-no-difference the same protection as a suit of Coalition SAMAS power armor (like 6% more stopping power than the SAMAS). Alternatively, it's about two-and-a-half times the protection of the newest CA-4 standard issue Coalition environmental armor, or about 1/3rd the armor of a Glitter Boy.
The 120mm main cannon of the M1, when fired with an antipersonnel round, does the exact same amount of damage as the new Coaltion CP-40 standard issue pulse rifle (at the top end of rifle damage), but does it to an area. However, there is also a variant of the CP-40 (CP-50) that has an underslung grenade launcher, which with the latest Coalition manufactured plasma grenades can do the equivalent amount of damage to a slightly larger area than the tank shell. When loaded with an anti-armor HEAT round, the tank does about entry-level damage for a Rifts man-portable heavy weapon - specifically it has the same net effect as a burst from a SAMAS C-40R rail gun. The new, 12 pound, 8-shot, C-29 "Hellfire" plasma gun handily out damages it, but with much shorter range than even the pulse rifle. There is no information for APFSDS rounds, which is probably smart of them.
The main gun has the same effective range as the fabled Boom Gun, or about three times the effective range of the CP-40 pulse rifle. However, the 120mm cannon can fire at a maximal rate of one shot every five seconds. Most small arms in Rifts can be fired as quickly as the user can aim and pull the trigger accurately, which in practice means about once every three seconds or faster. The CP-40 pulse rifle's optics also have the same targeting bonus and usage environments (passive night vision, etc) as the main battle tank.
The coaxial .50 caliber heavy machine gun, the much-storied Ma Deuce, has the exact same damage equivalent on a 10-round burst as your basic, standard, get-it-everywhere, Leonardo DiCaprio throws it on the counter and says "Five bucks" Wilks Laser Pistol. In other words, it will instantly kill an unprotected human beyond all hope of medical restoration and will cause someone wearing even a basic suit of Rifts armor to merely take notice of you.
NORTHERN GUN AND A.R.C.H.I.E. 3
This is a little pedantic, but if I end up going into the Unity War against Tolkeen and Free Quebec it will matter somewhat. Ahriman mentioned in passing that ARCHIE 3 was the man-behind-the-man of Northern Gun. That's actually not correct at all. Northern Gun is a small Rifts nation in the western half of the upper Michigan peninsula centered around the township of Ishpeming (which is an actual place). They manufacture everything from pots and pans to giant robots and if you've got good-quality equipment that you didn't steal from the Coalition, you probably bought it from Northern Gun. The eastern half of the upper Michigan peninsula is home to the Manistique Imperium, also known as Wellington Armaments, and junior competitor to Northern Gun. Manistique Imperium is more a confederation of independent townships and baronies, while Northern Gun is dominated by a central authority in Ishpeming. Both of them are independent of the Coalition States.
ARCHIE 3 runs the Cyberworks corporation (not to be confused with Mindwerks in Poland) which is actually the name of the company that originally built ARCHIE before the Rifts Cataclysm. Cyberworks manufactures the TITAN line of robot vehicles and power armor, but no one knows where they are actually headquartered; ARCHIE has left hints that it is "somewhere out West". Recently though, Cyberworks has started trying to build a factory/showroom/maintenance depot in the Manistique Imperium, not Northern Gun. The decentralized government means ARCHIE can exert local influence more easily.
While Northern Gun hates Cyberworks as a serious competitor in the giant robot arms market, they can't seem to learn anything about them and they can't act directly against the incipient facility without interfering with their neighbor (who provides lots of raw materials for NG manufacturing). ARCHIE, in his usual fashion, believes he has neutralized and outsmarted Northern Gun by signing a corporate non-interference agreement with them. It has not and will never occur to him that he wasn't as smart as he thought he was and that NG just smiled at the Cyberworks representative, signed, and is currently launching covert sabotage-operation after sabotage-operation. It's taken years longer than it was supposed to to finish the Manistique facility and ARCHIE cannot figure out why.
I really don't want to get into ARCHIE and his stuff too much. The narrative reason ARCHIE and the Cyberworks facility has been hidden for as long as it has is so insane, so over-the-top, so laugh out loud ridiculous that it completely loops back around and becomes Awesome. But unfortunately since it was one of the first things written for Rifts, it's basically instantly spoiled without any attempt to hide it every single time it's mentioned. Pretty much everyone who's played Rifts knows what this "secret" is even if they never encountered it in play. I hate that, so I don't want to contribute to it, even though it's pretty much a lost cause...
COALITION SLAVERY
Early on, Ahriman listed "slavery" amongst the rest of the Coalition's sins, but I would have to say that's one of the things the Coalition is explicitly *not* guilty of. They don't use forced labor of any of their citizens. Nor, despite the desperation of non-citizen residents of the 'Burbs, do they exploit them for cheap labor; they maintain their "non-entity" policy towards status-less applicants. They even object to slave-labor treatment for D-Bees by Northern Gun and the New German Republic.
Granted, they don't want the D-Bees there in the first place, but that their trading partners are "getting something" from that policy doesn't earn it a pass.
Furthermore, they don't even actively enforce military conscription (also differing from the NGR with their "Vollstandig Militarisierung" policy of Full Militarization) despite having 10% of the total citizen-population under arms. There are military draft laws on the books, but they haven't had to be used for the last 35-40 years; not even during the war, and certainly not afterwards (when other nations are presuming the Coalition army is tired and depleted, but it has actually seen a massive recruitment surge.)
About the only thing you might posit as slavery for the Coalition is the use of Dogboys, but I'd argue against that too. The Psi-hounds are smart enough to talk, follow orders, and have opposable thumbs, but at base they're still *dogs*. They think like dogs, emote like dogs, and have the same desires as dogs. Moreover the Psi-hounds are born loving humanity the same way you don't have to train sheepdogs to guard livestock. They are happy being where they are and doing what they are doing.
The percentage of Dogboys that go "rogue" is very small, and from the revised Vampire Kingdoms, Free Quebec, and Psyscape books you find out that of the ones that do, only a very tiny percentage of *those* left because they were mistreated. Most of them quit because the orders they were given "confused" them or made no sense...
The majority of Rogue Dogboys end up traveling south and drift into the Southwest or near Lone Star. Most people presume this is because the majority of them were born in that region and they feel most "at home" there. It's true that there are lots of *other* mutant animals in the region, many of them released by Lone Star's Dr Bradshaw (because, to use Ahriman's description, he's just an asshole like that), but that's not why the Dogboys gravitate there. The Psi-hounds end up drawn to the southwest because they feel they *need* to be there. Subconsciously, they can feel the presence of the Vampiric Intelligences in Mexico, even if they don't consciously know it's there or what the feeling comes from. They were created and trained to hunt the supernatural and protect people, so when they are ordered to do something mundane like "stand here and guard this fence" while *something* is out there, to the south, if just feels wrong to them and they don't understand. So they leave and head south to go Kill Fucking Vampires...like they're supposed to.
Up north: when Free Quebec split from the Coalition, they expelled every Dogboy in the State - over 11,000 of them - from their borders. Most of them joined up with the Coalition and participated in the subsequent war, but a bit over 10% went Rogue. They were made and trained to kill monsters and protect people; they couldn't understand being told to fight humans who were oriented against D-Bees and the supernatural - being told to do that was a Wrong Thing that just made no sense. So most of the ones that went Rogue joined up with bandit gangs and raiders; attacking mixed D-Bee villages and the human-traitors who lived with them - that made sense. The rest went off to fight the Xiticix...and often were never seen again. When the war against Quebec ended, many of the Rogues came back to the Coalition with their tails between their legs, and because of *how* it ended, were let back in.
In the east: a number of Dogboys have disappeared while on recon patrol in the Magic Zone. These vanishings though ultimately coincide with the appearance of Darkhounds - starving, bestial, anthropoid canines that are tougher than a suit of environmental armor and possess a demonic strength. The Darkhounds have all the psychic sensitivities of the Dogboys and there is a rumor that Alistair Dunscon had Psi-hounds captured and twisted with magic into monsters; a rumor he denies. Of course he would though, because if he intended them to be a weapon against the Coalition he failed miserably. Darkhounds will attack any supernatural monster or sorceror from the Federation of Magic and show them absolutely no mercy, but will never lift a paw against Coalition soldiers. They just follow along behind Coalition patrols in the shadows, never approaching them, and never speaking to them. They were Psi-hounds once, but now they've been "contaminated"...and they feel they can never go home again.
Officially, Darkhounds are on the Coalition's blanket kill-on-sight monster list, but no Coalition soldier who has spent any time in the Magic Zone will shoot at one.
Quality of their service-life has gone up for Dogboys in the last few years too. Not only have they been issued rifles, but prior to the war the Coalition started taking some of the old-version Dead Boy armor suits and remanufacturing them to fit Dogboy physiology. Originally they kept the old brain-pan-and-gas-mask headgear, but later the Coalition started making custom helmets for them as well so they could have full environmental protection; despite the headache in logistics that producing and stocking all the different head-shapes of helmet they needed to protect the Dogboys.
Furthermore, service in the war reinforced the already positive image that Psi-hounds had with soldiers. After the Tolkeen war, well, you could beat up some soldier in a bar brawl and you might have to deal with his buddies he went drinking with, but other than that it was all fun and games. If you messed with a Dogboy though, you just picked a fight with his entire Platoon, maybe his whole Company if it's in residence, and certainly any other Coalition soldier who saw it happen. The Deadboys take care of their Psi-hounds because the Psi-hounds take care of them.
While some of the Chi-Town brass may be nervous about the image Dogboys have though, it's not a concern of the Prosek family itself. Why? Because that public perception, pretty much all public perceptions of the military and government, are engineered by the Department of Propaganda...which is run by Joseph Prosek II.
So I don't think Psi-hounds are slaves. They're where they want to be, doing what they want to do.
To Be continued...
.
BOOM GUNS AND TANKS
Firstly, Jub wanted to know why the Boom Gun was a Glitter Boy weapon rather than putting it on, say, a traditional tank. While the Boom Gun is at the upper end of mobile, direct-fire weapon damage, the "Boom" that gives it its name isn't an inherent property of weapons of that class. There are lots of weapons, some of them also rail guns, that have the same or even slightly higher impact, but lack the localized blast effect from firing. The Boom Gun is actually *engineered* to amplify and project that shockwave when it fires.
In contrariwise example, Shemarrian* rail guns use a compensator/suppressor device to dampen-out any blast and recoil, allowing them to be cyborg-portable and fired from-the-shoulder while still providing around 7/10ths the average damage of the Glitter Boy weapon.
(*The Shemarrians are cybernetic-barbarian Warrior Women who wield rampant penis-envy rail cannons.
Yes, Really...
To give some sense of scale, the Shemarrian in the foreground is about 9 ft tall (2.7 m?), and the weapon she's carrying is the "short" version that only weighs about 90 pounds. The one in the background mounted on her full-conversion "Monst-rex" riding beast has the more traditional "long" variant Shemarrian rail gun.
And that's about all I intend to say about the Shemarrians.)
*cough* Anyway, basically what the Glitter Boy designers did was build the toughest suit of walking armor they possibly could and gave it the biggest cannon it could carry, then tried to mitigate the mobility problem by making it next to impossible for any infantry lighter than the Glitter Boy to operate in close proximity to it. The Boom Gun will stun *everything* near it that isn't another Glitter Boy, giant robot, or a tank, making it harder for someone to run up behind it and slap a satchel charge on its back. But that's something they made that specific gun do for a specific purpose, and one that benefits a non-humanoid tank comparatively less at greater expense than a conventional armament.
THE ABRHAMS IN RIFTS
Speaking of tanks, while I also don't know of any listing for the contemporary main battle tank design from the time of The Cataclysm, they have published the stats for the current M1 Abrhams tank in Rifts. I think it would make for a very useful comparison metric in this discussion.
It appears in the Rifts Merc Ops book and comes courtesy of Gold Age Weaponsmiths corporation (aka, "lets stat up all the contemporary battlefield hardware and throw it into our game!"). In-narrative, GAW is a company/township out of Alabama that specializes in refitting old, recovered weapons systems and manufacturing cheaper pre-Rifts-but-not-state-of-the-art-at-the-Cataclysm designs. They are less capable than their equivalent, contemporary-design from Northern Gun or such, but cost less and have a unique cachet. They became a real player in North American manufacturing when they discovered a sunken dry-dock facility with old USN vessels in it right when the Coalition was gearing up to procure a navy. The tank GAW offers is essentially the same as the historic design, except that GAW sells some optional, proprietary ramjet-round ammunition to increase the damage from the machine guns, and they slapped a couple of mini-missile launchers on the sides.
Anyway, the frontal armor on the M1 main battle tank, as a contemporary equivalent to compare other things in Rifts with, provides near-as-makes-no-difference the same protection as a suit of Coalition SAMAS power armor (like 6% more stopping power than the SAMAS). Alternatively, it's about two-and-a-half times the protection of the newest CA-4 standard issue Coalition environmental armor, or about 1/3rd the armor of a Glitter Boy.
The 120mm main cannon of the M1, when fired with an antipersonnel round, does the exact same amount of damage as the new Coaltion CP-40 standard issue pulse rifle (at the top end of rifle damage), but does it to an area. However, there is also a variant of the CP-40 (CP-50) that has an underslung grenade launcher, which with the latest Coalition manufactured plasma grenades can do the equivalent amount of damage to a slightly larger area than the tank shell. When loaded with an anti-armor HEAT round, the tank does about entry-level damage for a Rifts man-portable heavy weapon - specifically it has the same net effect as a burst from a SAMAS C-40R rail gun. The new, 12 pound, 8-shot, C-29 "Hellfire" plasma gun handily out damages it, but with much shorter range than even the pulse rifle. There is no information for APFSDS rounds, which is probably smart of them.
The main gun has the same effective range as the fabled Boom Gun, or about three times the effective range of the CP-40 pulse rifle. However, the 120mm cannon can fire at a maximal rate of one shot every five seconds. Most small arms in Rifts can be fired as quickly as the user can aim and pull the trigger accurately, which in practice means about once every three seconds or faster. The CP-40 pulse rifle's optics also have the same targeting bonus and usage environments (passive night vision, etc) as the main battle tank.
The coaxial .50 caliber heavy machine gun, the much-storied Ma Deuce, has the exact same damage equivalent on a 10-round burst as your basic, standard, get-it-everywhere, Leonardo DiCaprio throws it on the counter and says "Five bucks" Wilks Laser Pistol. In other words, it will instantly kill an unprotected human beyond all hope of medical restoration and will cause someone wearing even a basic suit of Rifts armor to merely take notice of you.
NORTHERN GUN AND A.R.C.H.I.E. 3
This is a little pedantic, but if I end up going into the Unity War against Tolkeen and Free Quebec it will matter somewhat. Ahriman mentioned in passing that ARCHIE 3 was the man-behind-the-man of Northern Gun. That's actually not correct at all. Northern Gun is a small Rifts nation in the western half of the upper Michigan peninsula centered around the township of Ishpeming (which is an actual place). They manufacture everything from pots and pans to giant robots and if you've got good-quality equipment that you didn't steal from the Coalition, you probably bought it from Northern Gun. The eastern half of the upper Michigan peninsula is home to the Manistique Imperium, also known as Wellington Armaments, and junior competitor to Northern Gun. Manistique Imperium is more a confederation of independent townships and baronies, while Northern Gun is dominated by a central authority in Ishpeming. Both of them are independent of the Coalition States.
ARCHIE 3 runs the Cyberworks corporation (not to be confused with Mindwerks in Poland) which is actually the name of the company that originally built ARCHIE before the Rifts Cataclysm. Cyberworks manufactures the TITAN line of robot vehicles and power armor, but no one knows where they are actually headquartered; ARCHIE has left hints that it is "somewhere out West". Recently though, Cyberworks has started trying to build a factory/showroom/maintenance depot in the Manistique Imperium, not Northern Gun. The decentralized government means ARCHIE can exert local influence more easily.
While Northern Gun hates Cyberworks as a serious competitor in the giant robot arms market, they can't seem to learn anything about them and they can't act directly against the incipient facility without interfering with their neighbor (who provides lots of raw materials for NG manufacturing). ARCHIE, in his usual fashion, believes he has neutralized and outsmarted Northern Gun by signing a corporate non-interference agreement with them. It has not and will never occur to him that he wasn't as smart as he thought he was and that NG just smiled at the Cyberworks representative, signed, and is currently launching covert sabotage-operation after sabotage-operation. It's taken years longer than it was supposed to to finish the Manistique facility and ARCHIE cannot figure out why.
I really don't want to get into ARCHIE and his stuff too much. The narrative reason ARCHIE and the Cyberworks facility has been hidden for as long as it has is so insane, so over-the-top, so laugh out loud ridiculous that it completely loops back around and becomes Awesome. But unfortunately since it was one of the first things written for Rifts, it's basically instantly spoiled without any attempt to hide it every single time it's mentioned. Pretty much everyone who's played Rifts knows what this "secret" is even if they never encountered it in play. I hate that, so I don't want to contribute to it, even though it's pretty much a lost cause...
COALITION SLAVERY
Early on, Ahriman listed "slavery" amongst the rest of the Coalition's sins, but I would have to say that's one of the things the Coalition is explicitly *not* guilty of. They don't use forced labor of any of their citizens. Nor, despite the desperation of non-citizen residents of the 'Burbs, do they exploit them for cheap labor; they maintain their "non-entity" policy towards status-less applicants. They even object to slave-labor treatment for D-Bees by Northern Gun and the New German Republic.
Granted, they don't want the D-Bees there in the first place, but that their trading partners are "getting something" from that policy doesn't earn it a pass.
Furthermore, they don't even actively enforce military conscription (also differing from the NGR with their "Vollstandig Militarisierung" policy of Full Militarization) despite having 10% of the total citizen-population under arms. There are military draft laws on the books, but they haven't had to be used for the last 35-40 years; not even during the war, and certainly not afterwards (when other nations are presuming the Coalition army is tired and depleted, but it has actually seen a massive recruitment surge.)
About the only thing you might posit as slavery for the Coalition is the use of Dogboys, but I'd argue against that too. The Psi-hounds are smart enough to talk, follow orders, and have opposable thumbs, but at base they're still *dogs*. They think like dogs, emote like dogs, and have the same desires as dogs. Moreover the Psi-hounds are born loving humanity the same way you don't have to train sheepdogs to guard livestock. They are happy being where they are and doing what they are doing.
The percentage of Dogboys that go "rogue" is very small, and from the revised Vampire Kingdoms, Free Quebec, and Psyscape books you find out that of the ones that do, only a very tiny percentage of *those* left because they were mistreated. Most of them quit because the orders they were given "confused" them or made no sense...
The majority of Rogue Dogboys end up traveling south and drift into the Southwest or near Lone Star. Most people presume this is because the majority of them were born in that region and they feel most "at home" there. It's true that there are lots of *other* mutant animals in the region, many of them released by Lone Star's Dr Bradshaw (because, to use Ahriman's description, he's just an asshole like that), but that's not why the Dogboys gravitate there. The Psi-hounds end up drawn to the southwest because they feel they *need* to be there. Subconsciously, they can feel the presence of the Vampiric Intelligences in Mexico, even if they don't consciously know it's there or what the feeling comes from. They were created and trained to hunt the supernatural and protect people, so when they are ordered to do something mundane like "stand here and guard this fence" while *something* is out there, to the south, if just feels wrong to them and they don't understand. So they leave and head south to go Kill Fucking Vampires...like they're supposed to.
Up north: when Free Quebec split from the Coalition, they expelled every Dogboy in the State - over 11,000 of them - from their borders. Most of them joined up with the Coalition and participated in the subsequent war, but a bit over 10% went Rogue. They were made and trained to kill monsters and protect people; they couldn't understand being told to fight humans who were oriented against D-Bees and the supernatural - being told to do that was a Wrong Thing that just made no sense. So most of the ones that went Rogue joined up with bandit gangs and raiders; attacking mixed D-Bee villages and the human-traitors who lived with them - that made sense. The rest went off to fight the Xiticix...and often were never seen again. When the war against Quebec ended, many of the Rogues came back to the Coalition with their tails between their legs, and because of *how* it ended, were let back in.
In the east: a number of Dogboys have disappeared while on recon patrol in the Magic Zone. These vanishings though ultimately coincide with the appearance of Darkhounds - starving, bestial, anthropoid canines that are tougher than a suit of environmental armor and possess a demonic strength. The Darkhounds have all the psychic sensitivities of the Dogboys and there is a rumor that Alistair Dunscon had Psi-hounds captured and twisted with magic into monsters; a rumor he denies. Of course he would though, because if he intended them to be a weapon against the Coalition he failed miserably. Darkhounds will attack any supernatural monster or sorceror from the Federation of Magic and show them absolutely no mercy, but will never lift a paw against Coalition soldiers. They just follow along behind Coalition patrols in the shadows, never approaching them, and never speaking to them. They were Psi-hounds once, but now they've been "contaminated"...and they feel they can never go home again.
Officially, Darkhounds are on the Coalition's blanket kill-on-sight monster list, but no Coalition soldier who has spent any time in the Magic Zone will shoot at one.
Quality of their service-life has gone up for Dogboys in the last few years too. Not only have they been issued rifles, but prior to the war the Coalition started taking some of the old-version Dead Boy armor suits and remanufacturing them to fit Dogboy physiology. Originally they kept the old brain-pan-and-gas-mask headgear, but later the Coalition started making custom helmets for them as well so they could have full environmental protection; despite the headache in logistics that producing and stocking all the different head-shapes of helmet they needed to protect the Dogboys.
Furthermore, service in the war reinforced the already positive image that Psi-hounds had with soldiers. After the Tolkeen war, well, you could beat up some soldier in a bar brawl and you might have to deal with his buddies he went drinking with, but other than that it was all fun and games. If you messed with a Dogboy though, you just picked a fight with his entire Platoon, maybe his whole Company if it's in residence, and certainly any other Coalition soldier who saw it happen. The Deadboys take care of their Psi-hounds because the Psi-hounds take care of them.
While some of the Chi-Town brass may be nervous about the image Dogboys have though, it's not a concern of the Prosek family itself. Why? Because that public perception, pretty much all public perceptions of the military and government, are engineered by the Department of Propaganda...which is run by Joseph Prosek II.
So I don't think Psi-hounds are slaves. They're where they want to be, doing what they want to do.
To Be continued...
.
Re: Bit of Analysis: Rifts
I think he's defining the Dog Boy's condition as Slavery because it is explicitly the owning and use of sapient beings as property. They are owned by the state, and quite content with their situation (Much better than the Splugorth treat theirs at least), but they are technically slaves nonetheless.
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Re: Bit of Analysis: Rifts
From an ethical standpoint, the use of genetic engineering to create 'slave' beings which are genuinely nonhuman, genuinely interested in doing exactly the kind of thing you're telling them to do, which have a respected social role, and which don't have any problems with their own condition...
It's tricky. It's good that someone brought it up, because it makes us think about what it means to 'enslave' an intelligent being.
It's tricky. It's good that someone brought it up, because it makes us think about what it means to 'enslave' an intelligent being.
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Re: Bit of Analysis: Rifts
Oh thank you for saying "sapient" rather than "sentient"! I *hate* the misuse of the latter when meaning the former. It's so rare to see the proper word used.SAMAS wrote:I think he's defining the Dog Boy's condition as Slavery because it is explicitly the owning and use of sapient beings as property. They are owned by the state, and quite content with their situation (Much better than the Splugorth treat theirs at least), but they are technically slaves nonetheless.
"Sentient" just means "able to sense and respond to the environment"; lichen growing on a rock is "sentient". =P
That's exactly why I brought it up. Rifts is an incredibly complicated narrative setting (it better be with around 80 books published) and deserves thoughtful discussion.Simon_Jester wrote:From an ethical standpoint, the use of genetic engineering to create 'slave' beings which are genuinely nonhuman, genuinely interested in doing exactly the kind of thing you're telling them to do, which have a respected social role, and which don't have any problems with their own condition...
It's tricky. It's good that someone brought it up, because it makes us think about what it means to 'enslave' an intelligent being.
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Re: Bit of Analysis: Rifts
(Late edit: ) And the occasional thoughtful ridicule. Dude: Shemarrians...Human Being wrote:That's exactly why I brought it up. Rifts is an incredibly complicated narrative setting (it better be with around 80 books published) and deserves thoughtful discussion.
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Re: Bit of Analysis: Rifts
First, welcome aboard Human Being.
Second, the Dog Boys are created and raised by the Coalition , to love the Coalition, specifically so they can be exploited for their military abilities. And used as cannon fodder for any assignment to dangerous for valuable human soldiers. At no point does the Dog Boy have any say in this, given how strong their pack loyalty is, and how firm their indoctrination is likely to be, I don't know that they even have a say in whether or not they're happy to be used up for the good of others.
To me, that says slavery.
Real quick update, some of the more interesting D-Bees from Mindwerks. With that book finished I'll shake the dust off and, with apologies for prevaricating over what book to do next, will brave RIFTS Africa.
Azverkan Knights of the True Vision
This is an Azverkan, and though they are ugly as sin, the majority of their people rank among the noblest heroes of the Megaverse. All Azverkan have the True Vision, sort of a refinement and combination of see invisible, sense evil, and see aura. The result is that they can see an evil aura around any sort of vampire or supernatural creature of evil, as well as anyone being possessed or mind-controlled by such. They are immune to all forms of possession, mind control and the bite of vampires, and they're also pretty good at spotting magical illusions though not 100%. Being blessed (or cursed) to see hidden evil in their midst has inspired the vast majority (75%) of the Azverkan to become knights and crusade against evil throughout the entire Megaverse. Azverkan tend to have very similar goals and attitudes to Cyber and Cosmo-Knights, and so are likely to be friendly. They hold Atlanteans, especially Undead Slayers in very high esteem, and regard vampires as their special enemy to be mercilessly hunted and destroyed ("Oh, you guys have met the vampires too.")
Sadly, they don't seem to get a lot of love after this single mention.
Lycanmorph
Sorry, no picture. Lycanmorphs are a particularly trusting herbivorous D-Bee (seriously, they're like 8 year-olds who have never heard of stranger danger) That have really freaky alien heads. They also have a special ability to form a cocoon and in 1-4 hours emerge with all wounds healed, even if they were on the verge of death. Or they can form the cocoon and transform into a 15 foot tall, 8 ton alien beetle that can fly at at least 80 mph (129 k) or better yet into a 15 foot, 12 ton battle mode that can fly, is heavily armored and covered with spikes and horns and can spray acid from it's mouth. Lycanmorphs can jump between these 3 forms indefinitely, but the transformation always takes a random time of no more than 4, no less than 1 hour.
Seeker
The gentle green giant, Seekers are big and strong but peaceful and true to form, not terribly bright. They stand 20 feet tall, have wonderful vision that includes the IR and UV spectrums and invisible lurkers. They are also, one and all, major psychics with telepathy, mind block, see aura, psychic diagnosis, detect psionics and sense presence/evil/magic. They can cast exactly 5 spells a day from; escape, invisibility, greater teleport, and reduce self (shrink to 6 feet tall.) They have decent regeneration, though the eye can take a week to heal if damaged, and cannot be harmed by cold.
C'ro Demon Mage
Wow, our first Greater Demon. Not the last though. Like the name implies the C'ro (crow) tend to depend on their magical abilities more than their physical and martial prowess. C'ro look like humans covered with small red scales, with slit nostrils and a snake's eyes, plus large bony plates like spiked shoulder pads and what first seem to be spider-legs, but are in fact 6 arm-length scorpion tails coming out of their backs. Their venom will at least knock you out for several minutes, but is more likely to kill outright. C'ro can see quite well in the dark, see invisible (why even have invisibility spells when everyone can see through them?) are impervious to cold,fire and disease, have good enough regeneration to regrow a limb in 2 days and glossolalia (can speak all languages.)
C'ro value cunning, deception and treachery to achieve their goals, and are as ruthless as any demon, though far less direct then most. Half are masters of wizardry (standard spell list) knowing all level 1-5 spells, and 3 spells from every further level up to 12. A quarter of them are master necromancers, and the remaining quarter temporal wizards. At least 3 Demon Mages have taken an interest in Rifts Earth, all are involved in the conflict in Europe, each for his own reasons.
Second, the Dog Boys are created and raised by the Coalition , to love the Coalition, specifically so they can be exploited for their military abilities. And used as cannon fodder for any assignment to dangerous for valuable human soldiers. At no point does the Dog Boy have any say in this, given how strong their pack loyalty is, and how firm their indoctrination is likely to be, I don't know that they even have a say in whether or not they're happy to be used up for the good of others.
To me, that says slavery.
Real quick update, some of the more interesting D-Bees from Mindwerks. With that book finished I'll shake the dust off and, with apologies for prevaricating over what book to do next, will brave RIFTS Africa.
Azverkan Knights of the True Vision
This is an Azverkan, and though they are ugly as sin, the majority of their people rank among the noblest heroes of the Megaverse. All Azverkan have the True Vision, sort of a refinement and combination of see invisible, sense evil, and see aura. The result is that they can see an evil aura around any sort of vampire or supernatural creature of evil, as well as anyone being possessed or mind-controlled by such. They are immune to all forms of possession, mind control and the bite of vampires, and they're also pretty good at spotting magical illusions though not 100%. Being blessed (or cursed) to see hidden evil in their midst has inspired the vast majority (75%) of the Azverkan to become knights and crusade against evil throughout the entire Megaverse. Azverkan tend to have very similar goals and attitudes to Cyber and Cosmo-Knights, and so are likely to be friendly. They hold Atlanteans, especially Undead Slayers in very high esteem, and regard vampires as their special enemy to be mercilessly hunted and destroyed ("Oh, you guys have met the vampires too.")
Sadly, they don't seem to get a lot of love after this single mention.
Lycanmorph
Sorry, no picture. Lycanmorphs are a particularly trusting herbivorous D-Bee (seriously, they're like 8 year-olds who have never heard of stranger danger) That have really freaky alien heads. They also have a special ability to form a cocoon and in 1-4 hours emerge with all wounds healed, even if they were on the verge of death. Or they can form the cocoon and transform into a 15 foot tall, 8 ton alien beetle that can fly at at least 80 mph (129 k) or better yet into a 15 foot, 12 ton battle mode that can fly, is heavily armored and covered with spikes and horns and can spray acid from it's mouth. Lycanmorphs can jump between these 3 forms indefinitely, but the transformation always takes a random time of no more than 4, no less than 1 hour.
Seeker
The gentle green giant, Seekers are big and strong but peaceful and true to form, not terribly bright. They stand 20 feet tall, have wonderful vision that includes the IR and UV spectrums and invisible lurkers. They are also, one and all, major psychics with telepathy, mind block, see aura, psychic diagnosis, detect psionics and sense presence/evil/magic. They can cast exactly 5 spells a day from; escape, invisibility, greater teleport, and reduce self (shrink to 6 feet tall.) They have decent regeneration, though the eye can take a week to heal if damaged, and cannot be harmed by cold.
C'ro Demon Mage
Wow, our first Greater Demon. Not the last though. Like the name implies the C'ro (crow) tend to depend on their magical abilities more than their physical and martial prowess. C'ro look like humans covered with small red scales, with slit nostrils and a snake's eyes, plus large bony plates like spiked shoulder pads and what first seem to be spider-legs, but are in fact 6 arm-length scorpion tails coming out of their backs. Their venom will at least knock you out for several minutes, but is more likely to kill outright. C'ro can see quite well in the dark, see invisible (why even have invisibility spells when everyone can see through them?) are impervious to cold,fire and disease, have good enough regeneration to regrow a limb in 2 days and glossolalia (can speak all languages.)
C'ro value cunning, deception and treachery to achieve their goals, and are as ruthless as any demon, though far less direct then most. Half are masters of wizardry (standard spell list) knowing all level 1-5 spells, and 3 spells from every further level up to 12. A quarter of them are master necromancers, and the remaining quarter temporal wizards. At least 3 Demon Mages have taken an interest in Rifts Earth, all are involved in the conflict in Europe, each for his own reasons.
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Re: Bit of Analysis: Rifts
Gene-Splicers
Confessedly, more of a problem in the Three Galaxies, but they were introduced in Mindwerks and around a dozen are at large on Earth so... Remember that first picture Terralthra hosted for me, of the Tree of Darkness? (thank you, Terralthra) Remember the guy in the foreground? How about now?
That sour looking gentleman is a Gene-Splicer, the Megaverse's masters of genetic engineering. The Splugorth would give up all their material possessions to have just 2% of their knowledge and ability to shape flesh. Not that the Gene-Splicers would take the Splugorth's empire. They care nothing for possessions or for others, only their research, and they never part with their secrets for any price or threat.
Gene-Splicers can give or take psychic powers, great physical abilities, halt aging and cure disease. They cannot, as a rule, regenerate limbs, but can give you a nice claw in place of the old one. The majority of Gene-Splicers are committed sadists, and the bulk of their research on Earth seems to involve how people psychologically react to being turned into monsters. Gene-Splicers are absolutely terrified of Dragons, Cosmo-Knights, Promethean Elders, Prometheans who have bothered to develop their phase powers, Demi-Gods, Godlings, Gods, and supernatural intelligences. Yet they are driven to try and understand these beings and their powers, and why their normal methods for observing and altering DNA don't work on these beings.
In general supernatural creatures cannot be genetically altered by Gene-Splicers, with the notable exception of the Brodkil, whom they have studied extensively on Earth, perhaps hoping they will be the key to figuring out supernatural beings. Major genetic splicing takes 1-4 months, minor changes can be made inside of two days.
The Gene-Splicers themselves are highly resistant to fatigue, and are impervious to disease, all forms of mind control and even mental connection unless they specifically allow it, as well as to the bite of a vampire. They're pretty good at seeing through illusions themselves and have lightning fast reflexes in comparison to an ordinary human. With proper care, Gene-Splicers can live to be 2400 years old.
There are tons of stories, particularly in the Three Galaxies, around the Gene-Splicers. Some say they are the remnants of the First (few people seriously believe that) while others say they are the descendants of the One who destroyed the First. Until recently, the Splugorth had thought them a fairy tale, or wiped out 50,000 years ago (more on that later, in the Dimensions thread.)
Gene-Splicer ships are technologically advanced. Though small and negligibly armed by Three Galaxies standards, they are extremely stealthy and able to evade the sensors of most species unless they go to fast or really push their luck in getting too close. They have better shields than most frigates, and are extremely fast both at sublight (0.16 c) and using their space warp drive which I believe to be a refinement of Rift drive with extra-galactic capability. In fact, on a minimum roll the Gene-Splicers can cross the Milky Way in 6 hours. Best case scenario is crossing 4 times that distance in a 1 hour jump.
Confessedly, more of a problem in the Three Galaxies, but they were introduced in Mindwerks and around a dozen are at large on Earth so... Remember that first picture Terralthra hosted for me, of the Tree of Darkness? (thank you, Terralthra) Remember the guy in the foreground? How about now?
That sour looking gentleman is a Gene-Splicer, the Megaverse's masters of genetic engineering. The Splugorth would give up all their material possessions to have just 2% of their knowledge and ability to shape flesh. Not that the Gene-Splicers would take the Splugorth's empire. They care nothing for possessions or for others, only their research, and they never part with their secrets for any price or threat.
Gene-Splicers can give or take psychic powers, great physical abilities, halt aging and cure disease. They cannot, as a rule, regenerate limbs, but can give you a nice claw in place of the old one. The majority of Gene-Splicers are committed sadists, and the bulk of their research on Earth seems to involve how people psychologically react to being turned into monsters. Gene-Splicers are absolutely terrified of Dragons, Cosmo-Knights, Promethean Elders, Prometheans who have bothered to develop their phase powers, Demi-Gods, Godlings, Gods, and supernatural intelligences. Yet they are driven to try and understand these beings and their powers, and why their normal methods for observing and altering DNA don't work on these beings.
In general supernatural creatures cannot be genetically altered by Gene-Splicers, with the notable exception of the Brodkil, whom they have studied extensively on Earth, perhaps hoping they will be the key to figuring out supernatural beings. Major genetic splicing takes 1-4 months, minor changes can be made inside of two days.
The Gene-Splicers themselves are highly resistant to fatigue, and are impervious to disease, all forms of mind control and even mental connection unless they specifically allow it, as well as to the bite of a vampire. They're pretty good at seeing through illusions themselves and have lightning fast reflexes in comparison to an ordinary human. With proper care, Gene-Splicers can live to be 2400 years old.
There are tons of stories, particularly in the Three Galaxies, around the Gene-Splicers. Some say they are the remnants of the First (few people seriously believe that) while others say they are the descendants of the One who destroyed the First. Until recently, the Splugorth had thought them a fairy tale, or wiped out 50,000 years ago (more on that later, in the Dimensions thread.)
Gene-Splicer ships are technologically advanced. Though small and negligibly armed by Three Galaxies standards, they are extremely stealthy and able to evade the sensors of most species unless they go to fast or really push their luck in getting too close. They have better shields than most frigates, and are extremely fast both at sublight (0.16 c) and using their space warp drive which I believe to be a refinement of Rift drive with extra-galactic capability. In fact, on a minimum roll the Gene-Splicers can cross the Milky Way in 6 hours. Best case scenario is crossing 4 times that distance in a 1 hour jump.
"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
The rest of the Underseas book will have to wait a bit. I just got Lemuria.
Not an armored Jigglypuff
"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
- Ahriman238
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Re: Bit of Analysis: Rifts
Victor Lazlo
... must not be allowed to leave Casablanca! (Sorry, I had to.)
Remember when I first posted and I said that RIFTS began as a post-apocalyptic, Glitter Boy-centered game? But it was expanded to become a mega-crossover for every RPG Palladium Games has ever sold, A list that includes the rather forgettable Palladium fantasy, Ninjas and Superspies, Robotech: Macross, the Teenage Mutant Ninja Turtles RPG, Nightbane (urban fantasy/vampire hunter), Heroes Unlimited (superheroes), Mechanoid Invasion, RECON (Vietnam War), Dead Reign (zombie apocalypse), and their many, many post-apocalypse games: After the Bomb, Systems Failure and Splicers. You know, counting Macross, Dead Reign and RIFTS, most of their games take place in a post-apocalyptic setting. There are even 3 conversion books dedicated entirely to explaining how to include monsters and classes from those settings in your RIFTS campaign, what changes need to be made.
But there's a game I left out of the above list. Beyond the Supernatural. It's sort of RIFTS meets Call of Cthulhu, in that you play as paranormal investigators/monster hunters in a contemporary setting where Lovecraftian horrors and doomsday cults lurk beneath the surface of ordinary life. You play as a Parapsychologist, Arcanist, Psychic or Diabolist. It is like RIFTS in that this game is where the concept of PPE vs ISP for mages and psychics came about, as well as ley lines, nexus points and Rifts. There, Victor Lazlo (clearly named for the character in Casablanca) was the scientist who discovered PPE and the supernatural threats, but is widely discredited and mocked by the scientific community when he tries to present his findings. He still manages to form a loose network of friends, students, and people he's helped figure out their magic/psychic gifts and when he mysteriously disappears they rally and form a monster-hunting group you're probably a member of in the campaign, and will definitely encounter.
Well, it turns out Beyond the Supernatural is actually the present day in the RIFTS world, meaning their are actually two prequel games, Beyond the Supernatural and Chaos Earth. When Victor Lazlo disappeared into a Rift in Ohio, he emerged in Munich 300 years later. And what a three centuries it's been! For starters, he's gone from being a nut to a visionary and copies of his book on ley lines and psychic energy are everywhere. There's even a city/kingdom named for him in Canada!
Being a well-educated, well-traveled, highly intelligent man accustomed to weird crap happening to him, Lazlo wisely decides to blend in and keep his head down while he figures out what's going on and if this is the future or some strange parallel reality or what. For four years he tours the NGR and is impressed by their technology and resolve in the face of their enemy. He's somewhat less impressed by the human supremacy and treatment of D-Bees. After four years he decides to come forward, hoping his now-famous name would translate into enough political capital to help reform things. This went... about as well as you'd expect a man claiming to be a famous historical figure and persisting in that claim to go, and Lazlo is swiftly institutionalized.
But like his namesake, who escaped three different Nazi concentration camps, Victor Lazlo is great at wriggling out of tight spots, and he quickly escapes. Legitimacy having failed him, he becomes a renegade, setting up secret schools for D-Bees and an Underground Railroad to smuggle them beyond the NGR's reach. All of which helps to make him the NGR's Public Enemy Number One, breaking into Triax and stealing an Ulti-Max suit probably didn't help. Now, almost a decade after his arrival you can meet him in the Africa campaign when he gets suckered into the Gathering of Heroes. Beginning of a beautiful friendship?
... must not be allowed to leave Casablanca! (Sorry, I had to.)
Remember when I first posted and I said that RIFTS began as a post-apocalyptic, Glitter Boy-centered game? But it was expanded to become a mega-crossover for every RPG Palladium Games has ever sold, A list that includes the rather forgettable Palladium fantasy, Ninjas and Superspies, Robotech: Macross, the Teenage Mutant Ninja Turtles RPG, Nightbane (urban fantasy/vampire hunter), Heroes Unlimited (superheroes), Mechanoid Invasion, RECON (Vietnam War), Dead Reign (zombie apocalypse), and their many, many post-apocalypse games: After the Bomb, Systems Failure and Splicers. You know, counting Macross, Dead Reign and RIFTS, most of their games take place in a post-apocalyptic setting. There are even 3 conversion books dedicated entirely to explaining how to include monsters and classes from those settings in your RIFTS campaign, what changes need to be made.
But there's a game I left out of the above list. Beyond the Supernatural. It's sort of RIFTS meets Call of Cthulhu, in that you play as paranormal investigators/monster hunters in a contemporary setting where Lovecraftian horrors and doomsday cults lurk beneath the surface of ordinary life. You play as a Parapsychologist, Arcanist, Psychic or Diabolist. It is like RIFTS in that this game is where the concept of PPE vs ISP for mages and psychics came about, as well as ley lines, nexus points and Rifts. There, Victor Lazlo (clearly named for the character in Casablanca) was the scientist who discovered PPE and the supernatural threats, but is widely discredited and mocked by the scientific community when he tries to present his findings. He still manages to form a loose network of friends, students, and people he's helped figure out their magic/psychic gifts and when he mysteriously disappears they rally and form a monster-hunting group you're probably a member of in the campaign, and will definitely encounter.
Well, it turns out Beyond the Supernatural is actually the present day in the RIFTS world, meaning their are actually two prequel games, Beyond the Supernatural and Chaos Earth. When Victor Lazlo disappeared into a Rift in Ohio, he emerged in Munich 300 years later. And what a three centuries it's been! For starters, he's gone from being a nut to a visionary and copies of his book on ley lines and psychic energy are everywhere. There's even a city/kingdom named for him in Canada!
Being a well-educated, well-traveled, highly intelligent man accustomed to weird crap happening to him, Lazlo wisely decides to blend in and keep his head down while he figures out what's going on and if this is the future or some strange parallel reality or what. For four years he tours the NGR and is impressed by their technology and resolve in the face of their enemy. He's somewhat less impressed by the human supremacy and treatment of D-Bees. After four years he decides to come forward, hoping his now-famous name would translate into enough political capital to help reform things. This went... about as well as you'd expect a man claiming to be a famous historical figure and persisting in that claim to go, and Lazlo is swiftly institutionalized.
But like his namesake, who escaped three different Nazi concentration camps, Victor Lazlo is great at wriggling out of tight spots, and he quickly escapes. Legitimacy having failed him, he becomes a renegade, setting up secret schools for D-Bees and an Underground Railroad to smuggle them beyond the NGR's reach. All of which helps to make him the NGR's Public Enemy Number One, breaking into Triax and stealing an Ulti-Max suit probably didn't help. Now, almost a decade after his arrival you can meet him in the Africa campaign when he gets suckered into the Gathering of Heroes. Beginning of a beautiful friendship?
"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
No love for the lorica wraith?
- Ahriman238
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Re: Bit of Analysis: Rifts
RIFTS Africa
Alright let's see how the birthplace of humanity fared in the Cataclysm. As expected, any coastal city is now an underwater city, but it was extradimensional disease and invading monsters that killed off most of Africa. Most of North Africa/ the Middle East is now the Phoenix Empire, dominated by monsters, demons and doomsday cults and worshiping the dark Egyptian Pantheon. The Egyptian gods of light are trying to correct the situation but are missing a lot of their heavy hitters. Contrary to myth, Osiris is still sort of... disassembled (you could help with that, but every body part is a powerful magic item you'd have to give up) and an amnesic Isis thinks she's a human adventurer. That sort of leaves it as Ra, Horus, Thoth, Bennu and Apis (Hathor.)
The Sahara serves as a refuge for those humans fortunate enough to escape the Phoenix Empire, but on top of all the old hazards the desert is now home to half a dozen species of sandworm.
The Congo jungle has grown to cover most of the central band of Africa, and is home to pygmies, Tree people (cross between a flying squirrel and a lemur) and psychic cavemen (ok, ok, australophithecines) as well as Ancient Father, the largest and most powerful Millenium Tree on Earth, according to legend the tree from which the others were seeded.
The Ethiopian region is a pristine Eden, inhabited largely by dragons, sphinxes, gryphons and others who don't like human trespassers.
East Africa is where most of the free human populace lives as noble savages who never war with each other, murder, rape or torture and can hardly conceive of these crimes. Ok, sure. We have a whole bunch of new magical classes wielding 'Africa magic,' including the African priest, Medicine Man, Rain Maker, and Pygmy Shaman. This book also introduces Necromancy.
Remind me, how many magic systems have we covered? There's the standard Wizard Magic, then Tattoo Magic, Stone Magic, Herb Magic, Elemental Magic, haven't we done a couple of others? This isn't getting into the Ocean Magic used by dolphins and whales, Cloud Magic, Blood Magic, and in the Three Galaxies Space Magic, and the magics specific to Wormwood and now, Africa.
Anyway, the Splugorth have set up a colony city called Gorth on the (new, slightly east) Ivory Coast, mostly so they can run two diamond mines, an iron mine and an oil drilling/refining operation with slave labor. It also serves as a useful trading post near the Phoenix Empire and a base for slaving raids against the Africans.
There is little of interest in South Africa, mostly Manticores, harpies, and some desert.
Alright let's see how the birthplace of humanity fared in the Cataclysm. As expected, any coastal city is now an underwater city, but it was extradimensional disease and invading monsters that killed off most of Africa. Most of North Africa/ the Middle East is now the Phoenix Empire, dominated by monsters, demons and doomsday cults and worshiping the dark Egyptian Pantheon. The Egyptian gods of light are trying to correct the situation but are missing a lot of their heavy hitters. Contrary to myth, Osiris is still sort of... disassembled (you could help with that, but every body part is a powerful magic item you'd have to give up) and an amnesic Isis thinks she's a human adventurer. That sort of leaves it as Ra, Horus, Thoth, Bennu and Apis (Hathor.)
The Sahara serves as a refuge for those humans fortunate enough to escape the Phoenix Empire, but on top of all the old hazards the desert is now home to half a dozen species of sandworm.
The Congo jungle has grown to cover most of the central band of Africa, and is home to pygmies, Tree people (cross between a flying squirrel and a lemur) and psychic cavemen (ok, ok, australophithecines) as well as Ancient Father, the largest and most powerful Millenium Tree on Earth, according to legend the tree from which the others were seeded.
The Ethiopian region is a pristine Eden, inhabited largely by dragons, sphinxes, gryphons and others who don't like human trespassers.
East Africa is where most of the free human populace lives as noble savages who never war with each other, murder, rape or torture and can hardly conceive of these crimes. Ok, sure. We have a whole bunch of new magical classes wielding 'Africa magic,' including the African priest, Medicine Man, Rain Maker, and Pygmy Shaman. This book also introduces Necromancy.
Remind me, how many magic systems have we covered? There's the standard Wizard Magic, then Tattoo Magic, Stone Magic, Herb Magic, Elemental Magic, haven't we done a couple of others? This isn't getting into the Ocean Magic used by dolphins and whales, Cloud Magic, Blood Magic, and in the Three Galaxies Space Magic, and the magics specific to Wormwood and now, Africa.
Anyway, the Splugorth have set up a colony city called Gorth on the (new, slightly east) Ivory Coast, mostly so they can run two diamond mines, an iron mine and an oil drilling/refining operation with slave labor. It also serves as a useful trading post near the Phoenix Empire and a base for slaving raids against the Africans.
There is little of interest in South Africa, mostly Manticores, harpies, and some desert.
"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
Horsemen
Alright, all of the Africa book was written around this single epic campaign. You remember earlier when I mentioned 4 great threats to the entire world, starting with the Mechanoids? Well here's the second. There's a being called the Apocalypse Demon that wants to destroy all life in the Megaverse, and has the power to do it one reality at a time. The moment the Apocalypse Demon sets foot on a planet, that's pretty much all she wrote. All hope of society or cooperation fades as sapients are overcome with rage and start murdering each other at the drop of a hat, hurricanes and terrible storms wrack the surface, while disease and drought consume all. Some of the hardiest lifeforms, or those too unimportant to notice might last a decade, but not much longer. As for stopping it, hah, an hour of orbital bombardment would do well to piss the thing off. And now the Beast's eyes alight on Earth.
Luckily, the Apocalypse Demon can't just dimension hop on a whim. It cannot breach the dimensional barrier as a complete whole, so it must divide itself into 4 aspects who will then meet up in the new world and join together to reform the Demon. In short, the Four Horsemen of the Apocalypse.
War is the most aggressive, heavily armored one. The consummate warrior, a skilled tactician, master of every weapon created and possessed of a berserker battle-lust that never clouds his vision. War is also completely unburdened by any sense of honor or fair play, in war the only thing that matters is who wins and who lives. Generally 12 feet tall, War can halve or double his size with a thought. War can fuse with any sort of weapon or vehicle of war. While fused, War is supernaturally skilled in it's use and virtually never misses, he can also provide unlimited power/fuel/ammo. War can swiftly build, repair, rebuild or modify any technology related to waging war. He also has the power to drive even the most placid of men into a terrible killing rage. War is as skilled with magic as a 10th level Ley Line Walker, knowing every spell from levels 1-4 and many more after, particularly spells that protect from or counter magic. He is the least interested in magic of the Horsemen. His psychic powers include all physical powers, plus electrokinesis, pyrokinesis, mind bolt, psi-shield, psi-sword, and telemechanics.
Every one of the Four Horsemen has a Netherbeast mount that's tougher than a Glitter Boy, and a Greatest Rune Weapon. War has more weapons than most, beginning with the laser cannons in his shoulders, moving through a number of chains he uses as whips (sometimes he pulls individual links free to use as throwing weapons) 3 magic skulls and crossbones on his saddle that do Mega Damage and return when thrown (the skulls act as magical smoke bombs too) and a range of magical spears, javelins, axes, maces and a polearm. Anything he picks up along the way, spoils of War and all. His main weapon though, the rune one, is a flaming spiked ball and chain. The weapon is a soul-drinker and will do serious damage to anyone of remotely good alignment if they touch it. The chain is 3 feet long but can magically extend up to 100 feet, the weapon returns when thrown. Oh, and if War is destroyed, the weapon disappears too. All the Horsemen's weapons do that.
Pestilence may seem like the most solid of the Horsemen besides War, but he's a skeleton like the others, he just covers himself in a swarm of half a million insects and arachnids he controls and uses to spread disease. Pestilence can sense when any being or water source carries disease, but most of his special powers relate to his control of insects, the vast swarm he can spread and even his ability to pull people inside his "body" to be devoured. Pestilence is about the equivalent of a 10th level Wizard, he knows all spells at or below 5th level and a mess of others, particularly anything involving disease, curses, insanity or the summoning and control of vermin. He has all healing psychic powers, plus empathy, telepathy, presence sense, super TK, TK forcefield, pyrokinesis, PPE shield, group mind block, and bio-manipulation.
Pestilence wields the Staff of Destruction, a black steel rod topped with an ornate beetle with a skull painted on it's back. The weapon is not a soul-drinker, nor can it cast spells, but still strikes down any good guys dumb enough to touch it. The staff can shoot a potent bolt of energy, and the beetle spreads it's wings to reveal a small magic hive of 6 beetles that emerge and instantly grow to be 5 feet long! The beetles are completely under the control of the staff's wielder and if destroyed are restored inside the staff after a day. Pestilence's Netherbeast takes the form of a gigantic beetle.
Famine is the sneaky treacherous one. He loves to spoil and ruin food just to watch people fight like dogs for the few scraps left. With a single touch he can ruin up to a ton of food or a thousand gallons of water. Everyone within a 200 foot radius of famine becomes hungry and thirsty, a sensation that is first distracting, and after 10 minutes exposure leaves them physically weakened. When Famine touches a person, he curses them with starvation so they cannot think of or do anything else until they have gorged themselves on all available food. Famine can sense any water within 100 miles (so he can spoil it) and control the weather within a 2 mile radius, happily causing drought, heat waves, frost, flood or high wind. His magic powers are equal to a 12th level Ley Line Walker, and he knows all spells from the first 7 levels and a number more. Famine has all physical powers, plus telepathy, super TK, hydrokinesis, pyrokinesis, PPE shield, group mind block and bio-manipulation.
Famine's weapon of choice is the Staff of Decay, a petrified wood staff topped with dead twigs and leaves and, of course, a human skull. The staff is a soul-drinker and will seriously hurt anyone good who touches it. It can fire energy bolts from the skull's eyes and can cast turn dead, wind rush, call lightning, wisps of confusion, spoil, and superior invisibility 3 times a day each. Famine also rides a Netherbeast.
Death is the leader and most powerful of the Four Horsemen, probably the worth of 2 adult dragons in a stand-up fight, assuming he doesn't use his vast necromantic powers to raise an army of the dead, or his decay/paralyzing touch. He also knows all standard and necromancy spells, and has all healing and sensitive psychic powers, plus 4 super powers good for fighting. Do NOT engage first, Death becomes progressively weaker as you rub out the other Horsemen until he's on the same power level as them. Death is under an unusual restriction for someone named Death, he cannot kill except in self-defense. He can shove you aside if you try and detain him, he can give you a nonlethal beating if you engage his Nightmare Zombies (frankenstein monsters stitched together from corpses) or other undead minions, but he cannot attack unprovoked or kill anyone who doesn't attack him first. Not that Death minds, he seems to relish the challenge and the mindgames, taunting and threatening people until they snap, performing obscenities and daring people to stop him, or just leaping out of the shadows and shouting 'Boo!'
Death has the Staff of Death, an animate soul-drinking weapon that will seriously hurt any good being trying to touch or wield it. It can cast animate and control dead, turn dead, sickness, spoil, fear and shadow meld each 3 times a day. It can also shoot lightning bolts from the skull's eyes. Death also has 3 flying demon skulls and his Netherbeast.
Alright, so the Horsemen start out scattered around Africa. They'll try and hook up to fuse back together, a process that will also require a powerful ley line nexus and the ability to tap ALL of it's power. Basically, they need a solar eclipse, major planetary alignment, or a pyramid. The Apocalypse Demon will have all of their powers, times a hundred. Killing one or more Horsemen will weaken the Apocalypse Demon, giving the Earth another couple of years to live. Kill three of them, and the end of the world just got canceled, the remaining Horseman will vanish into the ether (unless it's Death, who will be able to retreat and lick his wounds. This is apparently the canonical ending to the campaign.) and the Apocalypse Demon cannot try this world again for 50,000 years, nor can it destroy any other world for at least a millennium.
The Horsemen will have help from a number of Witches across Africa, as well as people who are insane or imagine they'll be spared if they serve the Horsemen. Plus Death's undead and War's legions of killer robots. Oh, and the Phoenix Empire, consisting largely of death worshipers and doomsday cults, will do everything in it's considerable power to help the Four.
On the other hand, we have a great Gathering of Heroes as adventurers from around the world are drawn to Africa, some by dreams and visions, some by invitation or happenstance to stop the post-apocalypse apocalypse. This is the greatest assembly of champions since well before the Cataclysm, so impressive they even give stats and rules of Victor Lazlo and Erin Tarn.
So yeah, that's the campaign. Stop the Horsemen, preferably by encountering them one at a time and ambushing them with obscene firepower.
Alright, all of the Africa book was written around this single epic campaign. You remember earlier when I mentioned 4 great threats to the entire world, starting with the Mechanoids? Well here's the second. There's a being called the Apocalypse Demon that wants to destroy all life in the Megaverse, and has the power to do it one reality at a time. The moment the Apocalypse Demon sets foot on a planet, that's pretty much all she wrote. All hope of society or cooperation fades as sapients are overcome with rage and start murdering each other at the drop of a hat, hurricanes and terrible storms wrack the surface, while disease and drought consume all. Some of the hardiest lifeforms, or those too unimportant to notice might last a decade, but not much longer. As for stopping it, hah, an hour of orbital bombardment would do well to piss the thing off. And now the Beast's eyes alight on Earth.
Luckily, the Apocalypse Demon can't just dimension hop on a whim. It cannot breach the dimensional barrier as a complete whole, so it must divide itself into 4 aspects who will then meet up in the new world and join together to reform the Demon. In short, the Four Horsemen of the Apocalypse.
War is the most aggressive, heavily armored one. The consummate warrior, a skilled tactician, master of every weapon created and possessed of a berserker battle-lust that never clouds his vision. War is also completely unburdened by any sense of honor or fair play, in war the only thing that matters is who wins and who lives. Generally 12 feet tall, War can halve or double his size with a thought. War can fuse with any sort of weapon or vehicle of war. While fused, War is supernaturally skilled in it's use and virtually never misses, he can also provide unlimited power/fuel/ammo. War can swiftly build, repair, rebuild or modify any technology related to waging war. He also has the power to drive even the most placid of men into a terrible killing rage. War is as skilled with magic as a 10th level Ley Line Walker, knowing every spell from levels 1-4 and many more after, particularly spells that protect from or counter magic. He is the least interested in magic of the Horsemen. His psychic powers include all physical powers, plus electrokinesis, pyrokinesis, mind bolt, psi-shield, psi-sword, and telemechanics.
Every one of the Four Horsemen has a Netherbeast mount that's tougher than a Glitter Boy, and a Greatest Rune Weapon. War has more weapons than most, beginning with the laser cannons in his shoulders, moving through a number of chains he uses as whips (sometimes he pulls individual links free to use as throwing weapons) 3 magic skulls and crossbones on his saddle that do Mega Damage and return when thrown (the skulls act as magical smoke bombs too) and a range of magical spears, javelins, axes, maces and a polearm. Anything he picks up along the way, spoils of War and all. His main weapon though, the rune one, is a flaming spiked ball and chain. The weapon is a soul-drinker and will do serious damage to anyone of remotely good alignment if they touch it. The chain is 3 feet long but can magically extend up to 100 feet, the weapon returns when thrown. Oh, and if War is destroyed, the weapon disappears too. All the Horsemen's weapons do that.
Pestilence may seem like the most solid of the Horsemen besides War, but he's a skeleton like the others, he just covers himself in a swarm of half a million insects and arachnids he controls and uses to spread disease. Pestilence can sense when any being or water source carries disease, but most of his special powers relate to his control of insects, the vast swarm he can spread and even his ability to pull people inside his "body" to be devoured. Pestilence is about the equivalent of a 10th level Wizard, he knows all spells at or below 5th level and a mess of others, particularly anything involving disease, curses, insanity or the summoning and control of vermin. He has all healing psychic powers, plus empathy, telepathy, presence sense, super TK, TK forcefield, pyrokinesis, PPE shield, group mind block, and bio-manipulation.
Pestilence wields the Staff of Destruction, a black steel rod topped with an ornate beetle with a skull painted on it's back. The weapon is not a soul-drinker, nor can it cast spells, but still strikes down any good guys dumb enough to touch it. The staff can shoot a potent bolt of energy, and the beetle spreads it's wings to reveal a small magic hive of 6 beetles that emerge and instantly grow to be 5 feet long! The beetles are completely under the control of the staff's wielder and if destroyed are restored inside the staff after a day. Pestilence's Netherbeast takes the form of a gigantic beetle.
Famine is the sneaky treacherous one. He loves to spoil and ruin food just to watch people fight like dogs for the few scraps left. With a single touch he can ruin up to a ton of food or a thousand gallons of water. Everyone within a 200 foot radius of famine becomes hungry and thirsty, a sensation that is first distracting, and after 10 minutes exposure leaves them physically weakened. When Famine touches a person, he curses them with starvation so they cannot think of or do anything else until they have gorged themselves on all available food. Famine can sense any water within 100 miles (so he can spoil it) and control the weather within a 2 mile radius, happily causing drought, heat waves, frost, flood or high wind. His magic powers are equal to a 12th level Ley Line Walker, and he knows all spells from the first 7 levels and a number more. Famine has all physical powers, plus telepathy, super TK, hydrokinesis, pyrokinesis, PPE shield, group mind block and bio-manipulation.
Famine's weapon of choice is the Staff of Decay, a petrified wood staff topped with dead twigs and leaves and, of course, a human skull. The staff is a soul-drinker and will seriously hurt anyone good who touches it. It can fire energy bolts from the skull's eyes and can cast turn dead, wind rush, call lightning, wisps of confusion, spoil, and superior invisibility 3 times a day each. Famine also rides a Netherbeast.
Death is the leader and most powerful of the Four Horsemen, probably the worth of 2 adult dragons in a stand-up fight, assuming he doesn't use his vast necromantic powers to raise an army of the dead, or his decay/paralyzing touch. He also knows all standard and necromancy spells, and has all healing and sensitive psychic powers, plus 4 super powers good for fighting. Do NOT engage first, Death becomes progressively weaker as you rub out the other Horsemen until he's on the same power level as them. Death is under an unusual restriction for someone named Death, he cannot kill except in self-defense. He can shove you aside if you try and detain him, he can give you a nonlethal beating if you engage his Nightmare Zombies (frankenstein monsters stitched together from corpses) or other undead minions, but he cannot attack unprovoked or kill anyone who doesn't attack him first. Not that Death minds, he seems to relish the challenge and the mindgames, taunting and threatening people until they snap, performing obscenities and daring people to stop him, or just leaping out of the shadows and shouting 'Boo!'
Death has the Staff of Death, an animate soul-drinking weapon that will seriously hurt any good being trying to touch or wield it. It can cast animate and control dead, turn dead, sickness, spoil, fear and shadow meld each 3 times a day. It can also shoot lightning bolts from the skull's eyes. Death also has 3 flying demon skulls and his Netherbeast.
Alright, so the Horsemen start out scattered around Africa. They'll try and hook up to fuse back together, a process that will also require a powerful ley line nexus and the ability to tap ALL of it's power. Basically, they need a solar eclipse, major planetary alignment, or a pyramid. The Apocalypse Demon will have all of their powers, times a hundred. Killing one or more Horsemen will weaken the Apocalypse Demon, giving the Earth another couple of years to live. Kill three of them, and the end of the world just got canceled, the remaining Horseman will vanish into the ether (unless it's Death, who will be able to retreat and lick his wounds. This is apparently the canonical ending to the campaign.) and the Apocalypse Demon cannot try this world again for 50,000 years, nor can it destroy any other world for at least a millennium.
The Horsemen will have help from a number of Witches across Africa, as well as people who are insane or imagine they'll be spared if they serve the Horsemen. Plus Death's undead and War's legions of killer robots. Oh, and the Phoenix Empire, consisting largely of death worshipers and doomsday cults, will do everything in it's considerable power to help the Four.
On the other hand, we have a great Gathering of Heroes as adventurers from around the world are drawn to Africa, some by dreams and visions, some by invitation or happenstance to stop the post-apocalypse apocalypse. This is the greatest assembly of champions since well before the Cataclysm, so impressive they even give stats and rules of Victor Lazlo and Erin Tarn.
So yeah, that's the campaign. Stop the Horsemen, preferably by encountering them one at a time and ambushing them with obscene firepower.
"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
Necromancers
Are pretty freaking creepy. I know that sounds like an obvious statement, but RIFTS Necromancers take it just a bit further than you normally see.
If you'll forgive me for stating the obvious, there is no such a thing as a good Necromancer. Even the Splugorth are made profoundly uncomfortable by Necromancy. Necromancers frequently work with vampires, and can summon wild and young secondary vampires to them and control them for a bit, but many stay longer feeling that they and the death-mages are natural allies. Necromancers are totally immune to the effects of a vampire bite and vampiric hypnosis. They remain vulnerable to being shot stabbed, and having their throats ripped out by a vampire's fangs.
Necromancers tend to carry a lot of bones and preserved body parts everywhere with them, and there are two reasons for this. One is a nifty magical ability that lets them shapeshift a limb to resemble one they have on them, so they can give themselves tentacles or bear claws in a fight, or badger's or cats claws for digging and climbing respectively, or horse's or unicorn's legs for running. The other is that Necromancers have a special ability to graft the limbs of dead things onto their body. They can add up to 3 arms, 2 extra legs, a pair of wings, a tail and any number of horns or spikes. The extra limbs cannot be stuck on for more than 2 hours. Some of these impart special abilities beyond the obvious, a unicorn's horn for example, makes the Necromancer immune to fatigue and especially good at moving stealthily, with excellent vision. The most prized are the skulls of dragons, gods, godlings and powerful demons worn like helmets as they give extra MDC, breath weapon (if dragon) and the ability to cast any spell known by the skull's former owner.
Naturally Necromancers have a special ability that allows them to raise the dead. This works like the 7th level spell animate and control dead, except that the PPE cost is halved, the number of dead raised is doubled (to 4/level) as is the duration, and the resulting zombies/skeletons are a lot more autonomous in that they can follow simple directions and don't need constant supervision.
Believe it or not, most of a Necromancer's spells are drawn from a shortened version of the standard spell list. This is because there are less than 20 total Necromancy spells, and they start at 2nd level.
Spells the Necromancer can learn:
I
Death Trance
Globe of Daylight
Sense Magic
Sense Evil
II
Fear
Turn Dead
Concealment
Detect Concealment
III
Breathe Without Air
Ignite Flame
Fuel Fire
IV
Trance
Shadow Meld
Repel Animals
Magic Net
Ley Line Transmission
V
Horrific Illusion
Circle of Flames
VI
Mask of Deceit
Tongues
Fire Ball
VII
Life Drain
Constrain Being
Animate & Control Dead
VIII
Sickness
Spoil
Luck Curse
Minor Curse
Exorcism
Commune With Spirits
IX
Simple Protection Circle
X
Banishment
Control/Enslave Entity
XI
Create Mummy
XII
Create Zombie
XIII
Sanctum
XIV
Restoration
XV
Transformation
Actual Necromancy:
II
Stench of the Dead- foul smelling mist causes people to cough and vomit. What an evil man you are!
III
Recognize the Undead- identify wraiths, ghouls, vampires, etc.
Object Read the Dead- like Object Read, see where the dead people went and what they did
IV
Command Ghouls- make ghouls obey you
Kill Plants- exactly what it says
V
Divine Tombs and Graves- sense where the dead are buried
Consume Strength*- too complex to explain here. see footnote.
Maggots- infest corpse or meat with maggots
VIII
Death Strike- double damage of hand to hand strikes, convert to mega-damage in some cases.
IX
Shadows of Doom- curse someone with sense of inevitable looming doom.
Shadows of Death- scary dancing shadows. Cast on self to seem scary, or on another to curse them with paranoia.
X
Strength of the Dead- steal half the MDC of a corpse
Summon Insect Swarm- summon and control insects
XI
Summon Vampires- all wild/secondary vamps within 1000 miles come and obey you
Transfer Life Force- possess a corpse or undead, lose spellcasting while doing so
XII
Summon Worms of Taut- someone aggressive worm monsters
XIII
Summon Magot- summon a Magot (maggot demon that petrifies with eye-beams)
* Consume Strength is one of the signature spells of a Necromancer, and one more intensely creepy thing about them. It allows them to engage in ritual cannibalism and eat up to 3 human/D-Bee organs (or in a more refined ceremony, fry them and huff the smoke) to gain some temporary advantages. Eating someone's heart doubles the Necromancer's strength and makes him harder to scare. The kidneys render him immune to poison, the liver to alcohol. The tongue gives him the power to speak all languages. The brain gives him the deceased's skills at some reduced level. The eyes let him recognize any place or person known to the deceased if he sees them before it wears off. The intestines will sustain him for 2 full days in the absence of any other food. With the exception of the intestines, all of these wear off within a day, and a Necromancer can only have 3 active benefits at once. There is no benefit to doing this to animals without sentience and PPE.
Are pretty freaking creepy. I know that sounds like an obvious statement, but RIFTS Necromancers take it just a bit further than you normally see.
If you'll forgive me for stating the obvious, there is no such a thing as a good Necromancer. Even the Splugorth are made profoundly uncomfortable by Necromancy. Necromancers frequently work with vampires, and can summon wild and young secondary vampires to them and control them for a bit, but many stay longer feeling that they and the death-mages are natural allies. Necromancers are totally immune to the effects of a vampire bite and vampiric hypnosis. They remain vulnerable to being shot stabbed, and having their throats ripped out by a vampire's fangs.
Necromancers tend to carry a lot of bones and preserved body parts everywhere with them, and there are two reasons for this. One is a nifty magical ability that lets them shapeshift a limb to resemble one they have on them, so they can give themselves tentacles or bear claws in a fight, or badger's or cats claws for digging and climbing respectively, or horse's or unicorn's legs for running. The other is that Necromancers have a special ability to graft the limbs of dead things onto their body. They can add up to 3 arms, 2 extra legs, a pair of wings, a tail and any number of horns or spikes. The extra limbs cannot be stuck on for more than 2 hours. Some of these impart special abilities beyond the obvious, a unicorn's horn for example, makes the Necromancer immune to fatigue and especially good at moving stealthily, with excellent vision. The most prized are the skulls of dragons, gods, godlings and powerful demons worn like helmets as they give extra MDC, breath weapon (if dragon) and the ability to cast any spell known by the skull's former owner.
Naturally Necromancers have a special ability that allows them to raise the dead. This works like the 7th level spell animate and control dead, except that the PPE cost is halved, the number of dead raised is doubled (to 4/level) as is the duration, and the resulting zombies/skeletons are a lot more autonomous in that they can follow simple directions and don't need constant supervision.
Believe it or not, most of a Necromancer's spells are drawn from a shortened version of the standard spell list. This is because there are less than 20 total Necromancy spells, and they start at 2nd level.
Spells the Necromancer can learn:
I
Death Trance
Globe of Daylight
Sense Magic
Sense Evil
II
Fear
Turn Dead
Concealment
Detect Concealment
III
Breathe Without Air
Ignite Flame
Fuel Fire
IV
Trance
Shadow Meld
Repel Animals
Magic Net
Ley Line Transmission
V
Horrific Illusion
Circle of Flames
VI
Mask of Deceit
Tongues
Fire Ball
VII
Life Drain
Constrain Being
Animate & Control Dead
VIII
Sickness
Spoil
Luck Curse
Minor Curse
Exorcism
Commune With Spirits
IX
Simple Protection Circle
X
Banishment
Control/Enslave Entity
XI
Create Mummy
XII
Create Zombie
XIII
Sanctum
XIV
Restoration
XV
Transformation
Actual Necromancy:
II
Stench of the Dead- foul smelling mist causes people to cough and vomit. What an evil man you are!
III
Recognize the Undead- identify wraiths, ghouls, vampires, etc.
Object Read the Dead- like Object Read, see where the dead people went and what they did
IV
Command Ghouls- make ghouls obey you
Kill Plants- exactly what it says
V
Divine Tombs and Graves- sense where the dead are buried
Consume Strength*- too complex to explain here. see footnote.
Maggots- infest corpse or meat with maggots
VIII
Death Strike- double damage of hand to hand strikes, convert to mega-damage in some cases.
IX
Shadows of Doom- curse someone with sense of inevitable looming doom.
Shadows of Death- scary dancing shadows. Cast on self to seem scary, or on another to curse them with paranoia.
X
Strength of the Dead- steal half the MDC of a corpse
Summon Insect Swarm- summon and control insects
XI
Summon Vampires- all wild/secondary vamps within 1000 miles come and obey you
Transfer Life Force- possess a corpse or undead, lose spellcasting while doing so
XII
Summon Worms of Taut- someone aggressive worm monsters
XIII
Summon Magot- summon a Magot (maggot demon that petrifies with eye-beams)
* Consume Strength is one of the signature spells of a Necromancer, and one more intensely creepy thing about them. It allows them to engage in ritual cannibalism and eat up to 3 human/D-Bee organs (or in a more refined ceremony, fry them and huff the smoke) to gain some temporary advantages. Eating someone's heart doubles the Necromancer's strength and makes him harder to scare. The kidneys render him immune to poison, the liver to alcohol. The tongue gives him the power to speak all languages. The brain gives him the deceased's skills at some reduced level. The eyes let him recognize any place or person known to the deceased if he sees them before it wears off. The intestines will sustain him for 2 full days in the absence of any other food. With the exception of the intestines, all of these wear off within a day, and a Necromancer can only have 3 active benefits at once. There is no benefit to doing this to animals without sentience and PPE.
"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
Rifts' Underseas
Last time, I described the vessels of equipment of Traix's fledgling navy. Now a little more about the rather large shark-infested pond they've thrown themselves into. Of course, the New German Republic is not alone:
The Coalition States has begun it's own naval program, a little over 600 ships total spread over three fleets.
Unknown to most, Atlantis has many underwater settlements and a fleet of fleets of various sizes. In fact, many Splugorth races are aquatic (under that barge, Slavers have fish tails) or have direct aquatic ancestry.
The Naut'Yll are an aquatic race that wants to dominate the seas before taking on the surface world. Because of everyone else under the waves, however, that is proving problematic.
Tritonia is a floating city in the north Pacific, developed in the Pre-Rifts era. It managed to survive the Great Cataclysm and raids by monsters, pirates, and the like. It is also home to the human mutants known as Amphibs.
The New Navy consists mostly of descendants of the Pre-Rifts United States Navy. Their primary headquarters is the Pre-Rifts Submersible Super-carrier USS Ticonderoga.
The Hourne are a race of D-Bee pirates that raid and pillage wherever they go in their magic Dream Ships.
The Lord of the Deep is an incredibly large Alien Intelligence living in the Marianas Trench. It sends massive tentacles out for thousands of miles and merges people and sea life into horrific minions.
The Whale Singers are a loose organization of former minions of the Lord of the Deep (short version: It tried combining Humans and Whales, it didn't end well for it) who are sworn to destroy their creator.
Lemuria is an ancient civilization from the time of the Nazca and True Atlanteans who decided to expand into the Oceans. After the Atlantean Disaster that ended the Earth's first Magic age, they fled in their floating cities into a pocket dimension and re-emerged after the Great Cataclysm brought Magic back. Their cities move around mostly in the Indian and south Pacific.
The Milu are a crab-like race that worships a Vampire Intelligence. Their leader, the Intelligence's Master Vampire on Earth, is the mythical Davy Jones (of the eponymous Locker). They mostly hold the western Indian Ocean around the south-eastern part of Africa and Madagascar.
Last time, I described the vessels of equipment of Traix's fledgling navy. Now a little more about the rather large shark-infested pond they've thrown themselves into. Of course, the New German Republic is not alone:
The Coalition States has begun it's own naval program, a little over 600 ships total spread over three fleets.
Unknown to most, Atlantis has many underwater settlements and a fleet of fleets of various sizes. In fact, many Splugorth races are aquatic (under that barge, Slavers have fish tails) or have direct aquatic ancestry.
The Naut'Yll are an aquatic race that wants to dominate the seas before taking on the surface world. Because of everyone else under the waves, however, that is proving problematic.
Tritonia is a floating city in the north Pacific, developed in the Pre-Rifts era. It managed to survive the Great Cataclysm and raids by monsters, pirates, and the like. It is also home to the human mutants known as Amphibs.
The New Navy consists mostly of descendants of the Pre-Rifts United States Navy. Their primary headquarters is the Pre-Rifts Submersible Super-carrier USS Ticonderoga.
The Hourne are a race of D-Bee pirates that raid and pillage wherever they go in their magic Dream Ships.
The Lord of the Deep is an incredibly large Alien Intelligence living in the Marianas Trench. It sends massive tentacles out for thousands of miles and merges people and sea life into horrific minions.
The Whale Singers are a loose organization of former minions of the Lord of the Deep (short version: It tried combining Humans and Whales, it didn't end well for it) who are sworn to destroy their creator.
Lemuria is an ancient civilization from the time of the Nazca and True Atlanteans who decided to expand into the Oceans. After the Atlantean Disaster that ended the Earth's first Magic age, they fled in their floating cities into a pocket dimension and re-emerged after the Great Cataclysm brought Magic back. Their cities move around mostly in the Indian and south Pacific.
The Milu are a crab-like race that worships a Vampire Intelligence. Their leader, the Intelligence's Master Vampire on Earth, is the mythical Davy Jones (of the eponymous Locker). They mostly hold the western Indian Ocean around the south-eastern part of Africa and Madagascar.
Not an armored Jigglypuff
"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
Re: Bit of Analysis: Rifts
I found a picture of the Lycanomorph's Battle form on DeviantArt. Colored by the original artist, no less!Ahriman238 wrote: Lycanmorph
Sorry, no picture. Lycanmorphs are a particularly trusting herbivorous D-Bee (seriously, they're like 8 year-olds who have never heard of stranger danger) That have really freaky alien heads. They also have a special ability to form a cocoon and in 1-4 hours emerge with all wounds healed, even if they were on the verge of death. Or they can form the cocoon and transform into a 15 foot tall, 8 ton alien beetle that can fly at at least 80 mph (129 k) or better yet into a 15 foot, 12 ton battle mode that can fly, is heavily armored and covered with spikes and horns and can spray acid from it's mouth. Lycanmorphs can jump between these 3 forms indefinitely, but the transformation always takes a random time of no more than 4, no less than 1 hour.
Not an armored Jigglypuff
"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
- Ahriman238
- Sith Marauder
- Posts: 4854
- Joined: 2011-04-22 11:04pm
- Location: Ocularis Terribus.
Re: Bit of Analysis: Rifts
African magic focuses a lot on mass rituals where hundreds of people take part in a chant or dance led by a priest, rainmaker or medicine man that lets the caster pool PPE (1 from each participant in a chant, 2 for a dance, spells that can be cast solo or with just a few friends are rituals.) to perform grand feats of magic and it's even a more efficient way than usual for casters to share PPE between themselves. Incidentally, it says a lot about the high regard the average African tribesman has for his tribal mage that he'll participate in magic rituals on request without even asking what the ritual does. In the world of Rifts, this is not something you generally do, even with casters you trust implicitly.
Also, I can't get this scene out of my head, that of an African caster joining an adventuring party. "Yes, the threats to the world are grave. I will come with you and help you. So will 200 or so of my closest friends, I'm sort of crap without them. You don't mind a whole tribe accompanying you, right? There are many skilled warriors in the tribe, you'll be glad you took them. Mostly though, they'll protect the women and children while we fight the bad guys. Also, we'll be moving sort of slowly while we hunt and forage for food."
African Ritual Magic:
Blessing Chant- give 6 people/level increased resistance to dark magic and poison, and alertness
Control Ley Line Storm Chant- stop a line storm or send it back the way it came
Divining Ritual- see bits of the future, answer certain questions
Exorcism Chant- remove possessing spirit and protect all the tribe/village from possession
Remove Taboo Ritual- remove curses brought on by stepping on a sacred weasel or something
Warning Chant- seriously scary and unnerving chant only heard by the enemy (1 mile range)
Water Doubling Chant- double the water you have. Water once doubled cannot be doubled again.
Protection Drums- warns the tribe there is bad magic afoot, gives bonuses while they hunt the witch
Bless Weapons Chant- toughen armor and enchant weapons for more damage, speed and/or range
Chase Off Evil Spirits Dance- cause debilitating agony & paralysisto all witches and demons within miles
Dance of Flames- bestow temporary invulnerability by dancing in hot coals
Good Medicine Dance- bless, speed and enhance normal human activities (travel, farming, hunting, weddings)
Dance of Life- heal the sick
Protection from Bad Medicine Dance- ward off all evil, like protection circle on a larger scale
Dance of War- mild enhancement to friendly warriors, mild curse on enemies
Closing the Rift Dance- what do you think?
The Priest knows all of these rituals, chants and dances, the other caster classes will know some of them.
Rain Maker
Priests may settle down with a village, but Rain Makers are wandering free agents. They generally are good, compassionate people but wrong, cheat or rob one and your whole village gets cursed. Rain Makers can sense how clean or pure water is, as well as wind speed and direction, humidity, barometric pressure and temperature as well as if there are any clouds or rain within 100 miles. He can also find water by dowsing, and most impressively as long as it is raining even a little the PPE for all his magic is halved and he can control serious mega-damage lightning. Rain Makers cast from the standard/wizard list and start with globe of daylight, thunderclap, blinding flash, breathe without air and armor of Ithan. The Rain Maker has his own spells similar to the above rituals that only he can learn.
Rain Maker Magic
Rain Dance- make it rain, as hard or light and as long as he wants
Bad Medicine Dance- curse a village with bad luck, and frogs/slugs raining from the sky
Calm Storms Dance- better than the spell, except for the high PPE cost
Part Waters Dance- play Moses
Ride the Lightning Dance- teleport via lightning bolt. 20 miles/level, up to 4 companions.
Dance of Stones- make it rain 1 inch diameter rocks
Weather Control Dance- for complete domination of the local weather systems.
Priests
As mentioned Priests know all the magic rituals, but can't do any other magic. They also know the secret drum codes, and the far more important secret of making alcohol, the only class that can do this. So that's how they convince people to play the class. Oh, and they can see and speak to ghosts and invisible spirits like the power Commune with Spirits but at no cost.
Medicine Man
Rarest and most revered of the African caster classes. In any given thousand Africans, two may be Rain Makers, 6-20 priests, but there will be only one Medicine Man, almost always the son of a Medicine Man, or a pupil who shows extraordinary gifts. Though a revered healer, the foremost job of a medicine man is to protect his people from evil spirits, witches and curses, and to hunt down and ruthlessly destroy supernatural threats to the tribe/village. Medicine Men can cast from the standard spell list, but cannot learn more than 10 spells total and starts with see invisible, ignite fire, globe of daylight, and armor of Ithan. They are also psychic sensitives with mind block, sense evil, clairvoyance, empathy, see invisible (bit redundant) and psychic diagnosis. They can use the African Witch spells to create/remove Taboo (a conditional curse.)
Medicine Men have a great talent for sensing dark magic 'bad medicine' and can easily recognize snakebite, possesion, all forms of mind control, curses and the tracks of all werebeasts. They're pretty good about recognizing and figuring out techno-wizardry, rune weapons and Splugorth bio-wizardry. They are totally immune to possesion/mind control and the bite of an African Witch's snake familiar. He can make a medicine stick stave that is indestructible in his hands, deals mega-damage to supernatural evil and renders him immune to the curses and magic of the African Witch (and that class only.) He can also make a medicine horn that serves as a PPE battery and the focus of many rituals, and a variety of charms and amulets. Finally as a special ability the Medicine Man can meditate and speak to a guardian spirit, typically an ancestral spirit who advises him and warns him of danger.
Medicine Man charms:
Kifaalu (rhino) horn- Taboo, evil force attacking the bearer are cursed
Buffalo Horn- find water, children, and lost things
Magic Wings- eat or burn insect wing charm to grow magic wings and fly (80 mph speed)
Protection from Disease- charm makes you less likely to get sick
Seed in Jar- blocks witches life-drain special ability
Carved Medicine Horn- allows casting of protection from bad medicine that is cheaper and lasts longer
Also, I can't get this scene out of my head, that of an African caster joining an adventuring party. "Yes, the threats to the world are grave. I will come with you and help you. So will 200 or so of my closest friends, I'm sort of crap without them. You don't mind a whole tribe accompanying you, right? There are many skilled warriors in the tribe, you'll be glad you took them. Mostly though, they'll protect the women and children while we fight the bad guys. Also, we'll be moving sort of slowly while we hunt and forage for food."
African Ritual Magic:
Blessing Chant- give 6 people/level increased resistance to dark magic and poison, and alertness
Control Ley Line Storm Chant- stop a line storm or send it back the way it came
Divining Ritual- see bits of the future, answer certain questions
Exorcism Chant- remove possessing spirit and protect all the tribe/village from possession
Remove Taboo Ritual- remove curses brought on by stepping on a sacred weasel or something
Warning Chant- seriously scary and unnerving chant only heard by the enemy (1 mile range)
Water Doubling Chant- double the water you have. Water once doubled cannot be doubled again.
Protection Drums- warns the tribe there is bad magic afoot, gives bonuses while they hunt the witch
Bless Weapons Chant- toughen armor and enchant weapons for more damage, speed and/or range
Chase Off Evil Spirits Dance- cause debilitating agony & paralysisto all witches and demons within miles
Dance of Flames- bestow temporary invulnerability by dancing in hot coals
Good Medicine Dance- bless, speed and enhance normal human activities (travel, farming, hunting, weddings)
Dance of Life- heal the sick
Protection from Bad Medicine Dance- ward off all evil, like protection circle on a larger scale
Dance of War- mild enhancement to friendly warriors, mild curse on enemies
Closing the Rift Dance- what do you think?
The Priest knows all of these rituals, chants and dances, the other caster classes will know some of them.
Rain Maker
Priests may settle down with a village, but Rain Makers are wandering free agents. They generally are good, compassionate people but wrong, cheat or rob one and your whole village gets cursed. Rain Makers can sense how clean or pure water is, as well as wind speed and direction, humidity, barometric pressure and temperature as well as if there are any clouds or rain within 100 miles. He can also find water by dowsing, and most impressively as long as it is raining even a little the PPE for all his magic is halved and he can control serious mega-damage lightning. Rain Makers cast from the standard/wizard list and start with globe of daylight, thunderclap, blinding flash, breathe without air and armor of Ithan. The Rain Maker has his own spells similar to the above rituals that only he can learn.
Rain Maker Magic
Rain Dance- make it rain, as hard or light and as long as he wants
Bad Medicine Dance- curse a village with bad luck, and frogs/slugs raining from the sky
Calm Storms Dance- better than the spell, except for the high PPE cost
Part Waters Dance- play Moses
Ride the Lightning Dance- teleport via lightning bolt. 20 miles/level, up to 4 companions.
Dance of Stones- make it rain 1 inch diameter rocks
Weather Control Dance- for complete domination of the local weather systems.
Priests
As mentioned Priests know all the magic rituals, but can't do any other magic. They also know the secret drum codes, and the far more important secret of making alcohol, the only class that can do this. So that's how they convince people to play the class. Oh, and they can see and speak to ghosts and invisible spirits like the power Commune with Spirits but at no cost.
Medicine Man
Rarest and most revered of the African caster classes. In any given thousand Africans, two may be Rain Makers, 6-20 priests, but there will be only one Medicine Man, almost always the son of a Medicine Man, or a pupil who shows extraordinary gifts. Though a revered healer, the foremost job of a medicine man is to protect his people from evil spirits, witches and curses, and to hunt down and ruthlessly destroy supernatural threats to the tribe/village. Medicine Men can cast from the standard spell list, but cannot learn more than 10 spells total and starts with see invisible, ignite fire, globe of daylight, and armor of Ithan. They are also psychic sensitives with mind block, sense evil, clairvoyance, empathy, see invisible (bit redundant) and psychic diagnosis. They can use the African Witch spells to create/remove Taboo (a conditional curse.)
Medicine Men have a great talent for sensing dark magic 'bad medicine' and can easily recognize snakebite, possesion, all forms of mind control, curses and the tracks of all werebeasts. They're pretty good about recognizing and figuring out techno-wizardry, rune weapons and Splugorth bio-wizardry. They are totally immune to possesion/mind control and the bite of an African Witch's snake familiar. He can make a medicine stick stave that is indestructible in his hands, deals mega-damage to supernatural evil and renders him immune to the curses and magic of the African Witch (and that class only.) He can also make a medicine horn that serves as a PPE battery and the focus of many rituals, and a variety of charms and amulets. Finally as a special ability the Medicine Man can meditate and speak to a guardian spirit, typically an ancestral spirit who advises him and warns him of danger.
Medicine Man charms:
Kifaalu (rhino) horn- Taboo, evil force attacking the bearer are cursed
Buffalo Horn- find water, children, and lost things
Magic Wings- eat or burn insect wing charm to grow magic wings and fly (80 mph speed)
Protection from Disease- charm makes you less likely to get sick
Seed in Jar- blocks witches life-drain special ability
Carved Medicine Horn- allows casting of protection from bad medicine that is cheaper and lasts longer
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- Ahriman238
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Re: Bit of Analysis: Rifts
Phoenix Empire
The real power in Africa, the evil empire. The Phoenix Empire encompasses the Pre-Cataclysm states of Egypt, Libya, Chad and the Sudan. It's capital on the Nile is Rama, the City of Doom. It has a total population of around 120 million, though a bit over 20 million of those are wretched slaves.
The state religion is the worship of the Dark Egyptian Gods: Set, Anubis, Apep (Apophis) Amon (not that one) Bes, Anhur and Ammit. That said, the Empire encourages and shelters all manner of death-centered and doomsday cults.
The Phoenix Empire exists through the dreams and charisma of one man, it's Pharaoh, Rama-Set. RS is a Chiang-Ku dragon, born under the name of Lo Li. Lo Li chose to remain on Earth with his friend Lo Fung when magic departed the world and dimension travel would no longer be an option, and the two dragons lived unnoticed among mankind for over 8,000 years, meeting up for a few months every couple of decades to discuss their lives and every conceivable subject until the 17th century, when Lo Li stopped showing up. The two friends encountered each other again in the winter of 1945 and Lo Li seemed... unhinged. He had quietly supported the Nazis, not because he gave a tinker's anything about their cause or victory, but because he had decided that chaos and adversity, war in particular, were the only things truly fueling mankind's development. Lo Li believed the Atomic Age would be more violent and destructive, and thus more beneficial to mankind's growth than any before it, a notion that deeply troubled Lo Fung. Throughout the 21st and into the 22nd century, Lo Li watched with pride as mankind developed ever more refined ways of killing each other and becoming harder to kill, until Lo Fung (who had cultivated a network of psychics) warned him of the coming Cataclysm.
The Cataclysm was the final sundering between Lo Fung and Lo Li. Where Lo Fung saw senseless death and destruction, Lo Li exulted in the coming chaos and slaughter. And so, for over 130 years, the two have been mortal enemies. Lo Li founded the Empire and took the name Rama-Set to honor his new patron deity, Set while Lo Fung has dedicated himself to that same Empire's destruction. Both dragons live in the certainty that it will eventually come down to the two of them (draco a draco?) for all the marbles. Rama-Set is a powerful Necromancer and Chiang-Ku Tattoo Master. Hi tats allow him to summon a silver knife, wooden cross flaming sword and dagger (that deal triple damage to serpents and dragons) as well as a vulture, lion, elephant, tri-fang, and mokele-mbembe. Other tattoos give him the power of flight, the ability to read all languages and mystic runes, super healing/resurrection, animate dead and protection from psionics. As a Chiang-Ku, RS is a shapeshifter with few limits, he can assume the guise of any man or animal or even turn into mist, and hold a shape indefinitely even in his sleep. He cannot turn into an inanimate object, anything smaller than a house cat or larger than his natural form, or any form of insect/arachnid life even if it's big enough. He cannot duplicate magical, psionic or otherwise extraordinary powers. His favored look is a vaguely Arabic man with the build of a Greek god and the clothing of a Pharaoh, and his minions deal with it because the boss is a shapeshifter so why wouldn't he take any form that pleases him? And who is really going to tell the psychotic dragon he shouldn't take the form of their enemy?
Oh yes, see Humanity gave RS his revelation that chaos and war = rapid development, but he's done with them now. His goal is to spread the madness of Rifts Earth to a thousand other worlds using the Rifts, and to control all the Rifts he needs to finish what the Cataclysm started and cherry tap humanity into oblivion. Hence the flowering of necromancy, witchery and the open encouragement of blood druids and other evil casters throughout the Mediterranean region. It is commonly said "If you are an enemy to Man, you are a friend of the Phoenix Empire" and the Empire has been very supportive of the Gargoyles fighting the NGR. Rama-Set's lunatic worship of death and destruction has gone so far, he deliberately summoned the Four Horsemen and will do everything in his power to help them link up, even sending his armies and most powerful agents to escort them. He also posted a $100,000 bounty for the head of every hero trying to stop the Horsemen, five times as much for the head of Lo Fung. After the Horsemen are defeated, the Pharaoh lapses into a deep depression before deciding he'll just have to destroy the world himself, and will continue to send bounty hunters and assassins after the heroes in revenge unless killed.
One of the great early victories of the Phoenix Empire was seizing a Millennium Tree near Giza. Said Tree has been systematically tortured, abused and experimented on to the point where it no longer dares to try and hide or defend itself with any of it's powers. It is deliberately NOT regenerating in the hope of dying and thus escaping, but the minions of the Pharaoh tend to the Tree even as they harvest it's wood to make corrupted wands, staves, armor and potions. The Tree of Sorrows (as it has become known) is the site of an annual festival honoring Set and the Dark Gods. The rest of the year, it is patrolled by demons and a half-mile radius around the Tree is forbidden ground. Security has gotten a bit lax as it's been over 20 years since the Tree made any obvious trouble, so there's a small group of Millennium Druids who sometimes sneak in an receive a genuine Millenium Tree item. Said group is doing everything in their (minuscule) power to liberate or otherwise help the Tree.
Gargoyles and flightless Gurgoyles make up 20% of the Empire's population. 10% are Orcs, another 10% Tautons (which contradicts their own section, which claims the dying Tauton race has only 2 million members.) 5% are Ghouls, another 5% are Lizard Men. 10% are demons or powerful monsters like dragons and sphinxes. There are one million free humans in the Empire, about as many as ogres and succubae. Then 20% are unspecified D-Bees, 2% Goblins and 15% are monsters I've never heard of (alus, shedims and gallu bulls.)
The Empire maintains a standing army of over 8,000 soldiers organized into 5 Legions of generally 2,000 souls, or 12-14 "divisions" (actually companies) of 144 troops, the 5th Legion being an exception. This is backed by a militia of 20,000. Is it my imagination or do these numbers seem awfully low for their given population, even before factoring in that they're an evil empire that wants to conquer/destroy the world?
Anyway, the Legion of Ghouls (Legion III) is considered cannon fodder, Ghouls are notoriously cowardly even in large groups and Dybbuks tend to be better for stealth kills than a straight up fight. The rest of the Legion is made up of undead morons and hell hounds that are totally useless in daylight. The Legion of Monsters (Legion II) are Janissaries, half of whom will escape if given the chance, which makes them only slightly less expendable than the Ghouls. In their ranks are goblins, orcs, trolls, ogres, minotaurs, giants and assorted other monsters, and they get energy weapons and MDC armor, the most loyal and skilled 10% even get magic weapons. The Legion of Worms (Legion IV) is somewhat higher rated despite being mostly made up of worm monsters (the Worms of Taut) that are at best as intelligent and trainable as dogs, but each 'squad' has a sapient leader (Gargoyle, Tauton or demon) to keep them in line. The other unusual thing is that the Legion of Worms is led by triumvirate, a dragon, a troll and a za (evil, magical winged dog.) The Legion of Demons (Legion I) is considered an elite formation, highly trained, well-disciplined and equipped. Fully 40% of their number wield a heavy weapon, like a railgun or plasma cannon and another 40% have magic weapons and items. The First Legion counts among the ranks gargoyles, tautons, jinn, succubae, gremlins, death weavers, entities, elementals of all types, magots, baal-rogs, mindolars, nightowls, dragons, raksashas, sowki, loogaroo, and goquas. It also includes some who would otherwise end up in different legions, worms of Taut, dybbuks, werebeasts, and hellhounds for instance. The Legion of the Dead (Legion V) consists of a gross of necromancers (144) and however much support they're able and willing to raise or summon. The Fifth Legion is also the personal command of Pharaoh Rama-Set.
Yeah, I'm not terribly impressed when 50% of your standing army is considered cannon fodder of varying degrees and a further 25% can't follow any order more complicated than "come here, boy" and "sic em!" The gathering of Necromancers could be seriously troubling, as could the one made up of mostly minor demons but with some serious mystic powerhouses in the upper tiers. Still, I feel like the Coalition or Triax/NGR would not just eat Rama-Set's legions for breakfast, but complain that it was too easy and obviously some sort of trap.
Though most of the Phoenix Empire's inhabitants favor magic, Rama-Set is not in the least blind to the efficiency of high technology, especially when it comes to killing things. So the Phoenix Empire has some industry, mostly producing cheap knock-offs of Triax or Northern Gun weapons. They trade heavily with the Splugorth who are tentative allies (albeit disturbed by the Empire's fixation on death even when there's no profit in it) and Kittani plasma swords and various bio-wizardry weapons are much prized. There's a sort of factory in Rama making their own power armor in a range of sizes and styles to fit their soldiers (72 units a month) and their Phoenix Armor is sort of a Kittani-inspired SAMAS knock-off that has to hop around like a Triax Terrain-Hopper because the jets overheat too quickly in sustained flight. There are also two unique vehicles built in the Phoenix Empire, a sand-skimmer (basically a flying jeep with a pulse gun and mini-missiles that can break the sound barrier) and a sand-crawler (much slower hovercraft, more heavily armored and armed.) These are widely believed to be stolen pre-Rifts Israeli designs. The Phoenix Empire also uses a UAV spy plane called a spy wing.
The real power in Africa, the evil empire. The Phoenix Empire encompasses the Pre-Cataclysm states of Egypt, Libya, Chad and the Sudan. It's capital on the Nile is Rama, the City of Doom. It has a total population of around 120 million, though a bit over 20 million of those are wretched slaves.
The state religion is the worship of the Dark Egyptian Gods: Set, Anubis, Apep (Apophis) Amon (not that one) Bes, Anhur and Ammit. That said, the Empire encourages and shelters all manner of death-centered and doomsday cults.
The Phoenix Empire exists through the dreams and charisma of one man, it's Pharaoh, Rama-Set. RS is a Chiang-Ku dragon, born under the name of Lo Li. Lo Li chose to remain on Earth with his friend Lo Fung when magic departed the world and dimension travel would no longer be an option, and the two dragons lived unnoticed among mankind for over 8,000 years, meeting up for a few months every couple of decades to discuss their lives and every conceivable subject until the 17th century, when Lo Li stopped showing up. The two friends encountered each other again in the winter of 1945 and Lo Li seemed... unhinged. He had quietly supported the Nazis, not because he gave a tinker's anything about their cause or victory, but because he had decided that chaos and adversity, war in particular, were the only things truly fueling mankind's development. Lo Li believed the Atomic Age would be more violent and destructive, and thus more beneficial to mankind's growth than any before it, a notion that deeply troubled Lo Fung. Throughout the 21st and into the 22nd century, Lo Li watched with pride as mankind developed ever more refined ways of killing each other and becoming harder to kill, until Lo Fung (who had cultivated a network of psychics) warned him of the coming Cataclysm.
The Cataclysm was the final sundering between Lo Fung and Lo Li. Where Lo Fung saw senseless death and destruction, Lo Li exulted in the coming chaos and slaughter. And so, for over 130 years, the two have been mortal enemies. Lo Li founded the Empire and took the name Rama-Set to honor his new patron deity, Set while Lo Fung has dedicated himself to that same Empire's destruction. Both dragons live in the certainty that it will eventually come down to the two of them (draco a draco?) for all the marbles. Rama-Set is a powerful Necromancer and Chiang-Ku Tattoo Master. Hi tats allow him to summon a silver knife, wooden cross flaming sword and dagger (that deal triple damage to serpents and dragons) as well as a vulture, lion, elephant, tri-fang, and mokele-mbembe. Other tattoos give him the power of flight, the ability to read all languages and mystic runes, super healing/resurrection, animate dead and protection from psionics. As a Chiang-Ku, RS is a shapeshifter with few limits, he can assume the guise of any man or animal or even turn into mist, and hold a shape indefinitely even in his sleep. He cannot turn into an inanimate object, anything smaller than a house cat or larger than his natural form, or any form of insect/arachnid life even if it's big enough. He cannot duplicate magical, psionic or otherwise extraordinary powers. His favored look is a vaguely Arabic man with the build of a Greek god and the clothing of a Pharaoh, and his minions deal with it because the boss is a shapeshifter so why wouldn't he take any form that pleases him? And who is really going to tell the psychotic dragon he shouldn't take the form of their enemy?
Oh yes, see Humanity gave RS his revelation that chaos and war = rapid development, but he's done with them now. His goal is to spread the madness of Rifts Earth to a thousand other worlds using the Rifts, and to control all the Rifts he needs to finish what the Cataclysm started and cherry tap humanity into oblivion. Hence the flowering of necromancy, witchery and the open encouragement of blood druids and other evil casters throughout the Mediterranean region. It is commonly said "If you are an enemy to Man, you are a friend of the Phoenix Empire" and the Empire has been very supportive of the Gargoyles fighting the NGR. Rama-Set's lunatic worship of death and destruction has gone so far, he deliberately summoned the Four Horsemen and will do everything in his power to help them link up, even sending his armies and most powerful agents to escort them. He also posted a $100,000 bounty for the head of every hero trying to stop the Horsemen, five times as much for the head of Lo Fung. After the Horsemen are defeated, the Pharaoh lapses into a deep depression before deciding he'll just have to destroy the world himself, and will continue to send bounty hunters and assassins after the heroes in revenge unless killed.
One of the great early victories of the Phoenix Empire was seizing a Millennium Tree near Giza. Said Tree has been systematically tortured, abused and experimented on to the point where it no longer dares to try and hide or defend itself with any of it's powers. It is deliberately NOT regenerating in the hope of dying and thus escaping, but the minions of the Pharaoh tend to the Tree even as they harvest it's wood to make corrupted wands, staves, armor and potions. The Tree of Sorrows (as it has become known) is the site of an annual festival honoring Set and the Dark Gods. The rest of the year, it is patrolled by demons and a half-mile radius around the Tree is forbidden ground. Security has gotten a bit lax as it's been over 20 years since the Tree made any obvious trouble, so there's a small group of Millennium Druids who sometimes sneak in an receive a genuine Millenium Tree item. Said group is doing everything in their (minuscule) power to liberate or otherwise help the Tree.
Gargoyles and flightless Gurgoyles make up 20% of the Empire's population. 10% are Orcs, another 10% Tautons (which contradicts their own section, which claims the dying Tauton race has only 2 million members.) 5% are Ghouls, another 5% are Lizard Men. 10% are demons or powerful monsters like dragons and sphinxes. There are one million free humans in the Empire, about as many as ogres and succubae. Then 20% are unspecified D-Bees, 2% Goblins and 15% are monsters I've never heard of (alus, shedims and gallu bulls.)
The Empire maintains a standing army of over 8,000 soldiers organized into 5 Legions of generally 2,000 souls, or 12-14 "divisions" (actually companies) of 144 troops, the 5th Legion being an exception. This is backed by a militia of 20,000. Is it my imagination or do these numbers seem awfully low for their given population, even before factoring in that they're an evil empire that wants to conquer/destroy the world?
Anyway, the Legion of Ghouls (Legion III) is considered cannon fodder, Ghouls are notoriously cowardly even in large groups and Dybbuks tend to be better for stealth kills than a straight up fight. The rest of the Legion is made up of undead morons and hell hounds that are totally useless in daylight. The Legion of Monsters (Legion II) are Janissaries, half of whom will escape if given the chance, which makes them only slightly less expendable than the Ghouls. In their ranks are goblins, orcs, trolls, ogres, minotaurs, giants and assorted other monsters, and they get energy weapons and MDC armor, the most loyal and skilled 10% even get magic weapons. The Legion of Worms (Legion IV) is somewhat higher rated despite being mostly made up of worm monsters (the Worms of Taut) that are at best as intelligent and trainable as dogs, but each 'squad' has a sapient leader (Gargoyle, Tauton or demon) to keep them in line. The other unusual thing is that the Legion of Worms is led by triumvirate, a dragon, a troll and a za (evil, magical winged dog.) The Legion of Demons (Legion I) is considered an elite formation, highly trained, well-disciplined and equipped. Fully 40% of their number wield a heavy weapon, like a railgun or plasma cannon and another 40% have magic weapons and items. The First Legion counts among the ranks gargoyles, tautons, jinn, succubae, gremlins, death weavers, entities, elementals of all types, magots, baal-rogs, mindolars, nightowls, dragons, raksashas, sowki, loogaroo, and goquas. It also includes some who would otherwise end up in different legions, worms of Taut, dybbuks, werebeasts, and hellhounds for instance. The Legion of the Dead (Legion V) consists of a gross of necromancers (144) and however much support they're able and willing to raise or summon. The Fifth Legion is also the personal command of Pharaoh Rama-Set.
Yeah, I'm not terribly impressed when 50% of your standing army is considered cannon fodder of varying degrees and a further 25% can't follow any order more complicated than "come here, boy" and "sic em!" The gathering of Necromancers could be seriously troubling, as could the one made up of mostly minor demons but with some serious mystic powerhouses in the upper tiers. Still, I feel like the Coalition or Triax/NGR would not just eat Rama-Set's legions for breakfast, but complain that it was too easy and obviously some sort of trap.
Though most of the Phoenix Empire's inhabitants favor magic, Rama-Set is not in the least blind to the efficiency of high technology, especially when it comes to killing things. So the Phoenix Empire has some industry, mostly producing cheap knock-offs of Triax or Northern Gun weapons. They trade heavily with the Splugorth who are tentative allies (albeit disturbed by the Empire's fixation on death even when there's no profit in it) and Kittani plasma swords and various bio-wizardry weapons are much prized. There's a sort of factory in Rama making their own power armor in a range of sizes and styles to fit their soldiers (72 units a month) and their Phoenix Armor is sort of a Kittani-inspired SAMAS knock-off that has to hop around like a Triax Terrain-Hopper because the jets overheat too quickly in sustained flight. There are also two unique vehicles built in the Phoenix Empire, a sand-skimmer (basically a flying jeep with a pulse gun and mini-missiles that can break the sound barrier) and a sand-crawler (much slower hovercraft, more heavily armored and armed.) These are widely believed to be stolen pre-Rifts Israeli designs. The Phoenix Empire also uses a UAV spy plane called a spy wing.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud
- gigabytelord
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Re: Bit of Analysis: Rifts
I'd like to see how this oh so powerful Phoenix Empire would be able to stop even one of the two other major human powers much less both of them.
The Coalition would just crank up the production of their Skelebots and start sending them in waves, and with a defensive force of only 8000? There would be no way they could stop an attack like that, talk about a lopsided victory...
The Coalition would just crank up the production of their Skelebots and start sending them in waves, and with a defensive force of only 8000? There would be no way they could stop an attack like that, talk about a lopsided victory...
- Ahriman238
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Re: Bit of Analysis: Rifts
Admittedly, the Phoenix Empire is blessed with a dearth of hostile neighbors. Still, you'd think with a population of over a hundred million demons and monsters they'd be able to scrape together a larger force. And for the love of their dark gods, how do they control an empire covering a fifth of Africa with a couple of regiments worth of infantry? Even the militia numbers would be pretty sad for an imperial army with their population and landmass.gigabytelord wrote:I'd like to see how this oh so powerful Phoenix Empire would be able to stop even one of the two other major human powers much less both of them.
The Coalition would just crank up the production of their Skelebots and start sending them in waves, and with a defensive force of only 8000? There would be no way they could stop an attack like that, talk about a lopsided victory...
Ok, some of it is made a bit better by including heavy hitters like dragons and baal-rogs (just like Tolkien, minus the lawsuits.) but they must be a rarity and frankly, the Coalition's already had to deal with so much worse against Tolkeen...
Yeah, in my personal head-canon (realizing I've never touched the Africa campaign) after defeating 3 of the 4 Horsemen, the heroes help Lo Fung take down the Pharaoh and though his advisers (powerful demon lords) try to hold the empire together, eventually the NGR levels the place in retaliation for all the arms and intelligence the Phoenix Empire channeled to the Gargoyles over the years.
As an aside, I'm a touch amused that all the governments I've covered so far have a nemesis that's really a kindly and idealistic scholar at heart. The Coalition and Erin Tarn are old news to anyone who's touched any Rifts book ever, but the NGR has to deal with Victor Lazlo and his underground railroad/schools, while the Phoenix Empire's most wanted is Lo Fung. In fairness, an ancient shapeshifting dragon, littered with magic tattoos who is also a psionic powerhouse is a much more credible threat to a government than an elderly lady who writes travel books and an (apparent) lunatic.
For that matter, I'm curious how the Chiang-Ku handle their two great talents, namely shapeshifting and tattoo magic. Do the tats show whatever form they take? That would seem to defeat much of the utility of shapeshifting. Can they use the tats even if they aren't visible? It seems implied, there are no tattoos visible in Rama-Set's picture and it's mentioned he uses an animal tattoo (elephant) to summon a riding beast. Beginning tattoo users have to touch their tats to activate them, though both Rama-Set and Lo Fung are long past that stage and activate them by channeling PPE directly to the appropriate section of flesh. Eh, just speculating.
"Any plan which requires the direct intervention of any deity to work can be assumed to be a very poor one."- Newbiespud