Bit of Analysis: Rifts

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Ahriman238
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

Juicer

First created by the German Corporation UberChem as their contribution to the super-soldier problem, a Juicer stands at the peak of human physical abilities, and like most paragons of fitness the secret to success is performance-enhancing drugs.

A Juicer can lift and carry four times the weight an ordinary man can. He can engage in any strenuous activity like marching, running or swimming for ten times as long before getting tired. He needs only half as much sleep as other men, and can go five days without before he becomes impaired. His reflexes are legendary, there are virtually no circumstances, including surprise attack from behind, that he doesn't have a good chance of dodging or parrying the attack. You can pick hurl a Juicer to apparent doom and it approaches certainty that he will flip, roll, or otherwise land perfectly. A Juicer can recover from any given injury four times as fast as another man, is highly resistant to most drugs and poisons, and is practically immune to pain.

And all they have to do is die.

Perhaps I should back up. The idea behind the Juicer was to create a chemically-fueled superman that would reach the height of human potential and maintain it indefinitely. To this end, a mini-computer and IRMSS nanite-reservoir is installed in the subject's neck, this serves to regulate his natural hormones. Then the external Juicer Harness is surgically bonded to the subject, consisting of drug reservoirs, injectors spaced along the body, and a second computer-IRMSS combo in the chestplate. See here:

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This helps to monitor and control the subject for maximum efficiency. When he gets tired, appropriate stimulants or endorphins are administered, when he gets bored (it happens a lot) it's a mild euphoric. Anything and everything that helps him maintain his edge constantly. He can also inject himself with emergency trauma nanites by pounding his chestplate.

The end result is the superman described above, but there's a steep price. The subject WILL die 5-8 years after conversion. There's no save, no cure, no resurrection magic, the body gives out under the strain and that's all she wrote.


There is a chance of detoxing a Juicer, especially if you get to him in the first 3 years. After that the odds are not so good, and even successful detox is highly traumatic, as the Juicer is literally a pale shadow of himself without the drugs.

Still, anyone willingly accepting Juicer conversion is embracing nearly-certain death. Which is really why Juicers are dangerous, they have nothing to lose. Juicers can be bitter about their fate, nihilistic, or even happy-go-lucky and determined to savor every minute of life, but they are all career soldiers, if not before conversion then after, and will think nothing of ending your life. Everybody's gotta go sometime, right?

Juicers have their own subculture distinct from "squishies" including wannabe hanger-ons. Juicer bars can be... interesting places.

A Juicer harness usually contains enough of various drugs to last ten months or so. Refills are expensive, which is another reason (besides recouping the cost of conversion) most Juicers are elite mercenaries.

In the last year, what they call the Last Call, the Juicer develops a variety of symptoms including blinding headaches, nausea, convulsions, and coughing blood. These are usually considered a sign that it's time to seek glorious death in battle.

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Like the Glitter Boy, the Juicer has been a core class from the start of the game, and has many variants. Just so no one says I forgot all about them.

Hyperion Juicers are speedsters with even more insane reflexes, able to run faster than 50 mph. They have half the endurance of normal Juicers and need to eat twice as much as other people.

Titan Juicers are mountains of muscle on top of mostly-metal bone. They can lift two tons easy and smash people into a pulp by accident, but their reflexes aren't much better than average peoples.

Phaeon Juicers are meant to be perfect fighter pilots. They have reflexes almost as good as the Hyperion, great situational awareness and resistance to G-forces, and solid bonuses to piloting anything. Their out-of-cockpit abilities aren't as impressive as the standard Juicers.

Mega-Juicers are new, and they combine MOM technology from the crazy with the Juicer conversion. Basically, latent psychic abilities are stimulated and channeled purely into physical enhancement. The result is tougher and stronger than the Titan Juicer, faster than some Hyperion Juicers (and not much slower than most) and has more endurance than even the standard. The downside is that they are prone to spontaneous combustion, on top of normal burnout.

Delphi Juicers, like Mega-Juicers, must be latent psychics. They gain moderate psychic abilities in addition to their Juicer physical strengths. The downside is they have an Eldar helmet clamped around their head permanently, and during Last Call they lose all control of their psychic powers.

A couple more really crazy variants exist, but I think that's all the high notes.
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

Oh, I nearly forgot. There are a few additional classes for Juicers: Juicer Assassin, Juicer Sniper and so on.

RIFTS Japan has a Juicer Ninja class. :mrgreen:
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Re: Bit of Analysis: Rifts

Post by gigabytelord »

If you find yourself alone, riding in the green fields with the sun on your face, don't stop because there's probably a titian juicer right behind you!

EDIT: Either that or he's already killed you, and that's why you're there in the first place.
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

Crazies

Another thing the pre-cataclysm governments played around with was psionics. Before the coming of the Rifts, psionics were strictly limited, and the most successful way of teasing them out was the MOM (Mind Over Matter) process, which used chips implanted in the brain to stimulate latent psychic abilities. So, like the Delphi and Mega-Juicers this process can only be applied to the 15% or so of the population that are latent psychics.

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At first glance a Crazy looks like a poor man's Juicer. Half as strong as a Juicer, similar endurance, reflexes very impressive but not so much legendary. They only need half as much sleep, like a Juicer, but can go only three days without. There are four major differences between a Crazy and a half-assed Juicer Conversion. First, a Crazy has a handful of minor psionic abilities which vary from one individual to another. Second, unlike Juicers, Crazies have vastly enhanced senses, can overhear a whispered conversation a hundred yards away, track by smell (sometimes) that sort of thing. Third, a Crazy doesn't have enhanced healing exactly like a Juicer, but can enter a meditative state where they heal 2.5 times faster than a Juicer. Of course they need to be awake and alert to do so, unlike the Juicer's healing.


Fourth, there's no Last Call, no burnout or assured death. Instead Crazies are, well, crazy. And they get progressively worse. When you first create a Crazy character you roll percentage die. There's a 10% chance they escape initial Conversion without any serious issues, but most will either fly into berserker rages, gain multiple personalities, or become fixated beyond all reason on the idea there power comes from an external source (sun, moon, a particular token) and that they are helpless without it. After that, on every even level, plus third, you roll to see what new neurosis, psychosis or phobia to add to the growing pile of crazy.

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Siembieda, the creator of RIFTS, said he wanted to use the trans-humanist characters to explore the horrible things people will do to themselves in exchange for power. The Juicer sacrifices his life, the Crazy his sanity and the Combat Cyborg... well I'll get there. Given the 'Borg is a brain-in-a-jar inside an exclusively robotic body, you probably have a shrewd guess what they give up. The point is that these are generally very driven people, who understand that they have a limited time to achieve their goals before death or madness takes them.
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Re: Bit of Analysis: Rifts

Post by Crossroads Inc. »

Ahriman238 wrote:
gigabytelord wrote:
Crossroads Inc. wrote:Dancing Cheese, mutant squirrels, haunted taxi cabs, air pirates and video game badguys. GOD It was fun!
Oh god the mental images! Why god, why?

Back on topic, I've never heard of TOONS before, what was it about exactly?
:D

Toons is a pen-and-pencil RPG where you play as, well, a cartoon. Always thought you could've caught that roadrunner? Find out (in a way that won't inspire WB to sue.) Get in wacky misadventures because, hey, nobody ever dies. When you run out of hitpoints you get squashed into a pancake person, or make a character-shaped crater in the ground, or get covered in soot. Sit out play for a minute unless you can come up with a deadpan one-liner!

It's sort of an "everything goes, as long as it's funny" sort of game. And it's way more ridiculous than Rifts, if you're doing it right anyway.
Keep in mind my original statement was about a RIFTS Campaign, not actually from Toons (although it WAS somewhat inspired by it.)
SO yeah I had Rift missions with all that silliness in it :D
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

gigabytelord wrote:Good god, sometimes I wonder what exactly is going through the heads of the people who makes these games... Perhaps their asses as they slam head first into the windshield of logic?

Anyways, it sound like an evening of drunken fun, because there's no way I'd play that without downing a couple beers.
It can be fun, sort of like Paranoia and Munchkin, largely because of atypical a game it is. But I really only brought it up to demonstrate that there really are dumber games than RIFTS.


Cyber Knights

AKA RIFTS Paladins.

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Cyber Knights appeared a bit more than a decade ago, and there remains much debate about their origins. Many say they exist specifically to bring down the Coalition (especially within the Coalition) but in fact, they exist to help all people everywhere, using the broadest possible definition of people. The order was founded by a True Atlantean (Lord Croake) trying to help out this broken world.

All Cyber Knights are psionic warriors, trained by a Cyber Knight. Sense Evil is a particularly popular power to take. One of the signature abilities of the Cyber Knights is to manifest a psi-sword that can cut through most materials with ease. They can actually also do a psi-ax, most any bladed weapon or a shield. At higher levels they learn to manifest and wield two such constructs at once.

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A Cyber Knight is bonded to a suit of living armor. It doesn't provide much protection compared to commonly available plate and power armor, and most Knights wear another armor on top of it. But it's very flexible and provides a chance when an attack breaches heavier armor of they get caught without. It also heals over time.

The last really nifty ability is called Zen Combat. As part of their years of grueling training, A Cyber Knight develops a special affinity for technology. A Cyber Knight can sense when he's in someone's sniper scope, or a person is drawing a hold-out gun under the table. Low-tech or magical sneak attacks can still surprise them, but you can't ambush a Cyber Knight with firearms. They can also screw with security cameras.

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Though there's a long and detailed code of chivalry they have to follow to keep it all.

Part Jedi, Part Paladin, Part Knight in Shining Armor. In an age where even the fabled Glitter Boy is likely to be just another soldier, Cyber Knights give people hope and make them believe in heroes again.
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Re: Bit of Analysis: Rifts

Post by CaptainChewbacca »

I really liked the Phaseworld/Three Galaxies stuff. Lots of fun with Cosmoknights.
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

CaptainChewbacca wrote:I really liked the Phaseworld/Three Galaxies stuff. Lots of fun with Cosmoknights.
I never played the Three Galaxies, or any of the Phase World settings.

Literally all I know about Cosmo-Knights is they're empowered by something called the Star Forge, and the class besides Glitter Boys that everyone bitches about being overpowered.

I tried looking them up when I started this, and only found people carping.
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Re: Bit of Analysis: Rifts

Post by gigabytelord »

Ahriman238 wrote:Literally all I know about Cosmo-Knights is they're empowered by something called the Star Forge, and the class besides Glitter Boys that everyone bitches about being overpowered.

I tried looking them up when I started this, and only found people carping.
GBs overpowered? All you have to do is wait until its drilled its self into the ground and sneak around behind it, provided the commander is dumb enough to let that happen, and make sure you have some AT weapons, they're tanks, which means they're vulnerable to many of the same things a tank is.

Cosmo-Knights on the other hand, of course they are, they exist in a universe where gods roam around, and alien forces like the mechanoids hunt for new prey, so of course they're going to be over god damned powered!
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

gigabytelord wrote: GBs overpowered? All you have to do is wait until its drilled its self into the ground and sneak around behind it, provided the commander is dumb enough to let that happen, and make sure you have some AT weapons, they're tanks, which means they're vulnerable to many of the same things a tank is.
Apparently there are gamers out there who think a character is overpowered if you actually need a plan to deal with it, rather than a "fair" stand-up fight in an open field.


Combat Cyborg

And then there are people who choose to have their brain and spine installed in a robotic chassis. Combat, or Full Conversion, Cyborgs are different from the regular sort by being less a person with a few bionic bits and more like RoboCop. Technically there's still a human brain in there (much is made of the fact that 'Borgs still sleep and dream) but they can't do a lot of human things anymore. Most, but not all, Cyborgs elect to have a normal-looking face, but in battle wear armored to masks to keep it from getting damaged. Full Cyborg Conversion removes any ability to use magic or psionics.

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Combat Cyborgs are terrifyingly faster, stronger, and more resilient than squishy meat-people. They are usually 6-10 feet tall and humanoid (at least in North America they are.) Bipedal 'Borgs have a max running speed between 90 and 120 mph (144-192 kph) and can shrug off more damage than any four suits of non-GB power armor. Of course, the real reason for becoming a 'Borg is the strength to carry and use weapons a normal human would never consider, or casually kill a man with one blow. They run of a nuclear power source that needs replacing every 25 years or so, and are otherwise immortal barring violent destruction.

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Cyborg bodies are very personalized as the subject has to choose from just a handful of add-on features at initial conversion, though more can be picked up if they get the money. A couple of options include:

Boot Rockets
Grappling hook with 20-100 ft cord
Clock Calender
Computer-Calculator
Depth Gauge
Compass-Gyroscope
2-shot nano-repair kit
Headjack (DNI computer interface)
Fingerjack (like R2's scomp-link, but a finger)
Finger Camera (48 shot memory)
Nearly-Universal Translator
Small Secret Compartments (also like R2)
Whisper Mic
Noise Filter
Variable-setting voice modulator/PA system
Molecular Analyzer (imitates scent, allows total awareness of chemical makeups, cannot track by scent.
Motion Detector
Geiger Counter
Radio Receiver
Radar Detector
E-Clip Port, recharge standard ammo clips from nuclear generator
Jumping-Optimized Legs
Extra Arms

Plus Eye options:
Eye-camera
Eye-video Camera
Light-Amp
Thermal Imaging
IR vision (which in RIFTS is more like lidar, low power light beam sent out, measure the return)
Macro-vision (microscope eye 50x mag max)
Telescopic vision (2-500x)
Targeting vision (projects crosshair)
Multi-Optic (very expensive, all of the above modes)
Small Laser gun

And whats the point in even becoming a cyborg if you can't replace a hand with a really big gun. Or at least mount something coll on your forearm.

Sensor Hand (includes heat, motion, radiation, radar detector, calc-comp and compass-gyro)
Garrote Wire
Finger Laser
Retractable Blades (finger, knuckle, wrist)
Retractable Needle (for drugging people in a hurry)
Light, Medium, or Heavy Laser
Ion Blaster
Machine Gun
Mini-Missile (basically an RPG launcher, 3 shots)
Plasma Ejector
Jackhammer
Drill
Plasma Torch

Any and all of these are available as general bionics or to lesser Cyborgs, but if you're going to leave your fleshy shell behind, don't you want your new self to have more gadgets than James Bond? Plus you start with a large budget you can ONLY use for picking bionic toys.

Amusingly, in the original 1st Edition of RIFTs the calc-comp had a dizzying 4 megabytes of RAM on a one inch disk. Later editions skip specific stats in favor of "well it's much more advanced than contemporary computers."

In-universe Combat Cyborgs can be found wherever advanced technology is. Many governments and militaries, including the Coalition of States, will eat the cost of conversion and training in exchange for a 2-year hitch. The world headquarters for 'Borgs, though, has to be Russia with it's feuding warlords. Remember when I said the North American Cyborg tradition favors the basic humanoid shape? Well the Asian tradition...

Image

Image

... Not so much.
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Re: Bit of Analysis: Rifts

Post by gigabytelord »

Just to be specific, of the two pictures at the bottom, the first is a Russian Heavy Borg' (Did I mention that they have a rail-gun that fires circular saw blades? Yes, yes they do...)

And the bottom is a Borg' from Japan, even though this is clearly a Chinese four toed common dragon... ah, cultural ignorance is bliss...
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

Oh yes, I forgot. There are two more things a Combat Cyborg can blow his money on:

Custom Paint Job

and

Custom Face/Face Plate. If you aren't that attached to your appearance as part of your identity, there's nothing stopping you from having Gregory Peck's face, it'd be a trivial modification on top of everything else. You can also get a custom armored face-plate, everything from the traditional skull/demon to the angelic to the death-mask of King Tut.

There's another class of Cyborg Mercenaries, the Headhunter, but I'm not planning on going into much detail. It's pretty much "select one mechanical limb and 2-5 gizmos from the CC's list."
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Re: Bit of Analysis: Rifts

Post by Highlord Laan »

It should be noted that the tank treaded monstrosity is one of the super cyborgs of the most evil, bloodthirsty, violent and expansionist of Russia's warlords, Warlord Orlov. It's called the Holocaust. They're typically completely socipathic, fanatically devoted to their warlord, and revel in slaughter and careless bloodshed.
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

Psionics

and their relationship to magic are... odd. They both run on a mana-type system, PPE (Potential Psychic Energy) for magic and ISP (Inner Strength Points) for psychics. PPE is everywhere, in every living thing and the ley lines, while ISP is generated only by psychics. Magic spells usually requires gestures and incantations while psionic powers need only focus. Mages can harvest PPE from ley lines and nexuses (nexi?) while psychics only get their range/damage boosted. And those seems to be the only major differences.

There are 4 categories of psychic powers, Sensitive, Healing, and Physical with the fourth, Super, traditionally only available to a few classes. There is some overlap, because some classes can select powers only from specified categories.

I'll not provide explanation where I feel the power's name is sufficient description of what it does. If you're unsure on any point, you need but ask. Powers listed in rough ascending order of puissance, if hurt you'd rather have Increased Healing used on you than Healing Touch, and so on. Mind, there are no levels of psionics, which is another it's different from magic.

Healing:

Meditation- increased ISP regeneration
Stop Bleeding
Deaden Pain
Resist Fatigue
Induce Sleep
Psychic Diagnosis- patient status
Restore PPE- burn ISP to give subject PPE
Self-Regenerate
Detect Psionics- sense other psychics, especially psychic activity
Healing Touch
Suppress Fear
Psychic Purification- purge poison/drugs
Increased Healing
Exorcism- in case of possesion/mind control break glass

Sensitive:

Meditation- same as above and below, increased ISP regen
Sixth Sense- AKA Spidey-Sense
Sense Evil
Sense Time- know precise time and date
Sense Magic
Sense Dimensional Anomaly- i.e. Rifts
Speed Reading- page a second reading time, usual comprehension and retention
Total Recall- fix something in your mind for all time
Empathy- know feelings
Sense Presence- of supernatural beings
See Invisible
Clairvoyance- sporadic flashes of probable future
Telepathy- skim surface thoughts, have mental chat with other psychics
Mask PPE- hide magic powers
Mind Block- total resistance to mind control, magical or psychic, you can't use own psychic powers.
Object Read- basic psychometry, discern past of object via touch
Read Dimensional Portal- where it goes, who or what came/went through
Commune With Spirits- see invisible spirits or astral projections and chat them up.
See Aura- discern age, level, alignment, magic/psychic powers, and health
Mask ISP- hide psychic powers
Astral Projection
Remote Viewing
Intuitive Combat- meditate before a fight, know where to hit and when to duck
Machine Ghost- read data off a computer psychically (cannot program, edit or delete data)

Physical:

Meditation- same as above
Death Trance- self-stasis
Impervious to Cold/Fire/Poison
Resist Hunger/Fatigue/Thirst
Mind Block- as above
Alter Aura- hide information from Aura viewers.
Night Vision
Summon Inner Strength- burst of strength and health/resilience, suppresses fatigue
Deaden Senses- mess with someone's perceptions/alertness subtly
Ectoplasm- control liquid/cloud of spirit matter that can slip through cracks and lift a couple pounds
Ectoplasmic Disguise
Levitate- lift yourself and/or others, straight up and down only
Telekinesis- lift objects with your mind! Steep weight penalties.
TK Push- knock people back 2 yards/meters and probably on their asses. Unless they're strong or fat.
TK Punch- like an ordinary punch, now delivered from across the room
TK Lift- object weight decreases 20%
TK Leap- Force Jump, add 2 foot height and 3 foot length to jump.

Super:

Empathic Transmission- don't sense what others feel, tell them what to feel.
Hypnotic Suggestion
Super Regneration
PPE Shield- block PPE draining effects
Mind Bond- if not for legal issues would be Mind Meld, total knowledge of both parties, but the non-psychic forgets in a month
Radiate Horror Factor- fear effect can make people freeze up
Psionic Invisibility- people see you, but don't react to or remember seeing you
Mind Bolt- For everyone who wanted to be Professor X
Bio-Manipulation- Stun, Blind, Deafen, Mute, Paralyze, Inflict Pain or (heat/cold/itch)
Telemechanics- posses machine. Retrieve all data, operate, understand exactly how it works etc.
Auto- Mind Block- activate Mind Block whenever mentally attacked/contacted
Psychic Omni-Sight- see heat, rads, air currents, magic, and the entire EM spectrum.
Psi-Sword- like Cyber Knight, harder to manifest
Psi-Shield- like Cyber Knight, harder to manifest
Super Telekinesis- much less weight penalties
TK Forcefield
TK Accel Attack- TK Railgun
Electrokinesis- sense/control electronics, shoot lightning, resist electrical damage
Hydrokinesis- control water, immune to drowning
Pyrokinesis- control fire, immune to burning
Psychosomatic Disease- convince someone he's sick and watch him suffer
Mind Wipe- erase memories
Mentally Possess Others- the very last word in mind control. Nothing you can't make someone do if they flub their saving throw.
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

From what we've already covered, Crazies get 3 powers from the sensitive or physical list and stick with them. Cyber Knights have null-psychics who learn only their class traits, but 70% of Knights are psychic to a greater or lesser degree. Most Knights get 6 powers to start with and some more as they level, a few Knights are Master Psychic prodigies and can eventually learn up to 3 Super powers.


Mind-Melter

The real dedicated Psychic class, the only core class to use Super Powers. Mind Melters are exceptionally powerful, and usually exceptionally arrogant. They start with vast reserves of ISP and 16 different powers.

Mind-Melters are the psychic bogeymen the CS use to play up the Mutant Threat (as opposed to all the other Threats) and have a reputation among players as creepy sociopaths because, well, mind-control.

Image

Yeah, kind of like that.


Burster

Pyros of the first order, Bursters have such varied powers as sense fire, spontaneous combustion (light fire) fuel fire (up to 10x heat/size) extinguish fire, Fireburst (turn into Human Torch) Firebolt, and Fire Eruption (incinerate area.) Bursters are immune to harm from heat and flame.

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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

Which brings us to the great weakness of Bursters, non-flammable things, seeing as arson is the bulk of their skillset. Bursters do get 3-7 powers from their own list consisting of Resist Hunger/Thirst/Fatigue, Empathy, Self-Regenerate, Mind Block, Deaded Pain, Deaden Senses, Death Trance, Sense Time, See Aura, Levitation, Telekinesis, and Telepathy. They can also take Radiate Horror Factor or TK Forcefield, but it counts for two choices.

Most Bursters are charming, compassionate people. Some are evil. All are extremely passionate and driven, and a bit scary around fire.


Zapper

Zappers are like Bursters, but instead of having permanent souped up Pyrokinesis powers, they have Electrokinesis powers. So they can hurl around electricity, sense and control electronics, and resist electricity (up to 60,000 volts, no catching lightning bolts.)

Image

In place of a choice of alternate powers, Zappers have all the non-super TK powers.

There are less than 2,000 Zappers known on the entire North American continent, so they don't really have a culture of any sort going.
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Re: Bit of Analysis: Rifts

Post by gigabytelord »

Two of your pics are being replaced with anglefire hosting pics.
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

gigabytelord wrote:Two of your pics are being replaced with anglefire hosting pics.
They look fine to me, but I've been pasting image urls to get the pictures up, so maybe. Of the three pictures of my latest post, which two are squirrely?
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Re: Bit of Analysis: Rifts

Post by gigabytelord »

Ahriman238 wrote:
gigabytelord wrote:Two of your pics are being replaced with anglefire hosting pics.
They look fine to me, but I've been pasting image urls to get the pictures up, so maybe. Of the three pictures of my latest post, which two are squirrely?
This one: http://www.angelfire.com/ma/northstarregion/zapper.jpg

and this one: http://www.angelfire.com/ma/northstarre ... melter.jpg
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Re: Bit of Analysis: Rifts

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Yeah, that's my fault, I used the angelfire pics without regard to source. In the Zapper's case it was the only place I could find the one from the bloody book. Can't really do anything about it now.
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Re: Bit of Analysis: Rifts

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Psi-Stalker

After a couple of centuries of Man being prey to the things that come from the Rifts, a small group of men have evolved to become predators once more. Psi-Stalkers are mutants, outwardly distinguished from other men by being totally hairless, though their tendencies to facial tattoos or warpaint and filing their teeth to points does help with identification.

Psi-Stalkers have become unlike any other form of life indigenous to Earth. They need consume only a single pound of flesh and 8 oz of water a week to survive. Instead, they have become vampires of PPE (magic energy) and hunt down magical creatures and monsters, killing them to feast on the high-enery burst that accompanies death. A Psi-Stalker must consume at least 50 PPE a week to survive, 80-100 is better.

Psi-Stalkers can sense any psychic, mage, or supernatural being that passes within 50 feet of them, and they hardly ever forget a psychic "scent" that has once caught their attention. Active use of psionic or magical abilities can be sensed from 600 feet away, 1000 for a powerful magical creature like a dragon. Additionally, they each take 6 powers from the Sensitive list, making them still harder to evade.

Psi-Stalkers are naturally more resilient against psionic and magical forces than other men, but when they fight a sufficiently powerful creature (Mega-Damage) they gain a hundredfold increase in strength and toughness 'til the battle's conclusion.

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Every Psi-Stalker is a born hunter, with a strong instinct to seek and destroy monsters. Even "civilized" Psi-Stalkers cannot completely bury the love of the stalk and kill. Where a Psi-Stalker walks, dogs do not bark at him, birds do not take flight and all peaceful animals do not start or shy. The Psi-Stalker's slight power mollifies them, and he wants nothing from them anyways. Strong predators, however, will see Psi-stalkers as deadly rivals and seek to kill them.

The majority of Psi-Stalkers are wild men, living in nomadic packs or tribes and hunting monsters for their living. A large number of Psi-Stalkers have settled in the Coalition. They may be damn dirty mutants, but their ability to sniff out troublesome psychics and sorcerers is too useful to pass up. Their skills with woodcraft and stealth, and their reckless courage have also served the CS well.

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Around 4-5% of Psi-Stalkers develop additional psychic abilities, becoming Bursters or Mind-Melters. 0.5% develop the ability to create an anti-psionic field (think Jurgen, if you've read the Ciaphas Cain books) and become Psi-Nullifiers who are very much prized in the Coalition, which has recently begun a program to try and train Psi-Stalkers to use this power.

For the longest time it was accepted that Psi-Stalker physiology was simply too different from baseline humanity's for Psi-Stalkers to ever receive Juicer Conversion. However, a semi-mad scientist working for Coalition Black Ops has succeeded, and there are now almost a hundred Psi-Stalker Juicers. All but one, the escaped prototype, serve the Coalition.
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Re: Bit of Analysis: Rifts

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Oh, Canada.

The Western half of Canada belongs to the Xiticix (Zee-EYE-tea-six) a species of man-sized insects who are very, very smart. Given their belligerent Space Locust nature and rapid breeding cycle, they should wipe out mankind in another fifty years or so. But they're the RIFTS version of global warming, hardly anyone takes the threat seriously.

Brunswick and Newfoundland are Faerie Kingdoms now. Big People aren't particularly welcome.

There is a Pirate King of Montreal. That's all we know.

The city of Lazlo, built over the ruins of Toronto, is a bastion of magic and peaceful tolerance of all, a sharp counterpoint to the Coalition and the starting place for many an adventure. It's also the birthplace of techno-wizardry. Lazlo has a bicarmel government, an elected congress and a council of the most accomplished scholars/wizards.

Free Quebec was a founding member of the Coalition of States, but butted heads with the rest of the CS over any number of issues, like the Quebecois tradition of public education and a nominally free press, or the employment of Combat Cyborgs and Juicers in the military. They're still as fanatically anti-magic as the Coalition, and even more hardline on mutants and D-Bees. Still Quebec seceded from the Coalition.

The eastern half or so of Ontario is now the Coalition State of Iron Heart. Iron Heart is the second most powerful and prosperous state now that Quebec is gone, and is an industrial powerhouse of the CS. The capital is the City of Iron, once known as Sudbury, Ontario.

Queenston is a Free Port where all are welcome, which mostly means pirates preying on CS shipping in the Great Lakes. The whole city may look like it came from the 18th Century (especially the Redcoat City Guards) but Queenston also abuses technowizardy, and those silly-looking muskets shoot firebolts that will burn you to ash. Their 3-mast navy is nothing to laugh at either.
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Re: Bit of Analysis: Rifts

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State of the Union

Time, and alien/demon invasion, has not been kind to the 'ol US of A. To start with, every coastal city has been lost to the sea, on the east you have the Drowned Coast, where flooding, hurricanes and tidal waves did the deed, to the west is the Broken Coast, where a large part of California broke off and sank. The single exception is the island of Manhattan (now called MadTown) which, in mocking defiance of human reason, tore itself from the seabed and slammed into the new coastline, rooting itself as a peninsula. People say Madtown is haunted by the millions who lived and died there (they're right) and the whole place swarms with vile mutants, but it's also a treasure trove of pre-Cataclysm artifacts and technology.

Some bright soul also figured the Rockies are a lot taller than pre-Cataclysm records have them. Nobody's sure what it means just yet, but it's almost certainly bad.

Rifts cross time as well as space, and the once-states of Florida and Georgia, as much as remains above the ocean, are now swamp and marsh land, home to dinosaurs. Some wild men live in Dinosaur Swamp, and there's a lonely little trading post at the north-west corner, where they trade pelts and bones for heavy firepower.

There's a New West, lawless as the old one could only dream of being, where cowboys (oft as not with hover-cycle and plasma rifles) feud with Indians who've reconnected with magic, the land and their various ancestor spirits. More than a few D-Bees, like Simvan Beast-Riders and Cloudweavers pepper the landscape and add their own stories to the campfires.

In southern Texas/northen Mexico, the Pecos Empire thrives. A bunch of bandits and wannabe warrior clans who sometimes sort of vaguely unite under their 'Emperor' (High King might be a better title) Sabre Lasar.

There are also stories of a surviving shadow-government in Virginia, gone deep underground where they push the boundaries of human enhancement further than anyone's dared, to fight some war yet more terrible than the world has seen. They're called the Republicans.

The real power, however, is long gone from Virginia. There are only two powers that can claim to straddle multiple Old States, the Coalition... and the Federation.
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Re: Bit of Analysis: Rifts

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The Coalition and the Federation- a tale of two cities

It was the best of times, it was... nah, it's been done to death. Let's try this again. Once upon a time...

Survivors of the Cataclysm came together, first in small groups, then in larger ones, seeking safety in numbers. Great walled cities rose, and kingdoms with them. One such kingdom and walled city-state was that of Chi-town, just 80 miles from the Great City of Chi-ca-go. The Ruins of Chi-ca-go were unsafe for settlement, being home to multiple and unusually large nexus points, a great hazard of Rifts forming in the city center. In the fullness of time, Chi-town would grow to be the most populous, prosperous and powerful city on the North American continent, home to 5 million people if you count the Burbs.

After some time, Chi-town formed a permanent alliance with the kingdoms of Quebec and Iron Heart, forming a Coalition of States with a shared currency and military. To commemorate the event, they instituted the new Post Apocalypse calender, to show that Man had finally crawled out of the long Dark Age.

I should note at this time, that there are conflicting sources on whether year 0 of the calender reflects the founding of Chi-town or the formation of the Coalition. I personally consider the timeline a bit neater if the latter is true, but canon sources can be pulled out for both cases.


However, not all were so thrilled with the new Coalition. Chi-town had not been founded over Chi-ca-go because of the nexus points within, but to wielders of sorcery, a nexus is a valuable asset. So it came to pass that Nostrous Dunscon, the Great Dunscon, founded his Grand City of sorcerers but 80 miles from the Coalition capital!

You see, clever reader, that there is a large portion of the old American Empire that is absolutely lousy with ley lines and nexus points, where Rifts form on a daily basis and wandering clans and tribes of magic users are the norm. It is called the Magic Zone, and encompasses the once-states of Ohio, Kentucky, Indiana, the southern half of Illinois, and takes a bite from Missouri, Arkansas and Tennessee. There are some argue that the Zone extends along the entire length of the Mississippi River, which has the density of lines and points, but lacks the vigorous and active magical populations of the Magic Zone. Great Dunscon had a vision of a city greater than any before it, and the disparate bands of magicians united under one banner. His, naturally.


In those early years, relations between Chi-town and the Grand City were warm enough. Chi-town tried to take a scientific approach to magic, measuring and documenting it, which drove the wizards crazy. But they traded and talked and when the Coalition formed Great Dunscon was the first to cheer. When the spanking new Coalition government invited Dunscon to an audience, he dressed in his finest and took a speech, prepared for their invitation to join.

Instead, they had a laundry list of demands. Stop summoning demons and creatures from H.P. Lovecraft's nightmares was at the top of the list, but there were sundry demands of magic they'd rather the wizards not mess around with, for all types of magic increasingly made the Coalition uncomfortable. Incensed at having his art scorned, and feeling his trust abused, Great Dunscon teleported home in a huff.

For the next few years tensions rose, there were a spate of border incidents, and both parties sharpened their swords. Dunscon's wounded pride allowed him to fall into the darkest of arts, as he sought to prove once and for all that sorcery was superior to technology. It was Dunscon who first rallied his the tribes, clans and cities of the Magic Zone, now a true Federation of Magic to war in 12 PA, but it was a near thing. Also, the magical kingdoms of Lazlo (Toronto) and Tolkeen (Minnesota) did not join in the surprise attack.

For the young Coalition, Dunscon's War was their proving ground, the moment when all the treaties and talk of shared interest and mutual defense were put to the test. Iron Heart and Quebec sent immediate support and Chi-town held. The retaliatory strike turned the Grand City to rubble once more, Dunscon himself fell on the field at Chi-town, and 30,000 people found in the Magic Zone who (maybe) helped support the Federation were executed.


After the War, the Coalition underwent a brief reorganization to respond faster to emergencies. Specifically, Joseph Prosek, the general who distinguished himself in both holding the city and striking back at their enemies, was crowned the first Emperor of the Coalition of States. In time, he would be succeeded by his son, Karl Prosek, just as Karl will one day pass the throne to Joseph II Prosek.

Karl Prosek, a history major, wrote his thesis on the Second World War and surrounding politics. He expressed great admiration for Adolf Hitler, proclaiming him the greatest political figure of the century, lacking only in the patience that defines a true statesmen and foolishly letting his reach exceed his grasp. What's scarier is how the average citizen neither knows nor cares who some dictator 400 years ago was.

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To prepare him for his one-day role as Emperor, Joesph II gets to juggle the jobs of General and Minister of Public Information.


Nostrous Dunscon is survived by his son, Alistair Dunscon. Dunscon gathers many to his name under the banner of the True Federation of Magic, ruled from his City of Brass. Sadly, he is a paranoid megalomaniac obsessed with his revenge against everyone even peripherally involved with his father's death. The Coaltion, first and foremost, then everyone who wasn't there because they wanted no part of the war, everyone who was there and failed to save him, etc. He has also gone a lot deeper into dark magic than the old man, and his closest friend and adviser, Bloodmist, is a freakin' demon of treachery and intrigue. That can only end well.

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The Coalition and the Federation remain to this day bitter and mortal enemies who live right next door, but are unable to decisively defeat and destroy the other. The Federation simply doesn't have the raw power or unity of purpose to defeat the Coalition, and the Coalition has issues with cities that can only be found if you know where they are, and similar tricks. They send patrols into the Magic Zone, some of whom even come out, but nothing is ever solved from either perspective.
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Re: Bit of Analysis: Rifts

Post by Ahriman238 »

The Coalition Today

Since those days, the Coalition has added the States of Missouri, Lone Star (Texas, if you couldn't figure) and most recently El Dorado (Arkansas.)

Missouri was adopted largely as a buffer between Chi-town and the Magic Zone. One major problem is the Devil's Gate. The famed archway of St Louis Missouri...

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... has now become a permanent, indestructible portal to a rather nasty hell-dimension. The Coalition used to try keeping the site permanently garrisoned, but it became too expensive in lives and equipment. Now they do regular recon flights and tell the pilot (who usually pissed off his commander bad) that if he sees something, he should try and include useful information in his dying screams.

The Coalition has twice lucked out in receiving a great bounty from the defunct US government. First is the Lone Star Research Facility, home to the US government's most secret and immoral genetic engineering research. They have reactivated it and aside from producing Dog Boys and assorted abominations, it is where the Coalition carries out the dissection and vivisection of D-Bees.

The second was the discovery of a number of vast, airtight nuclear bunkers beneath the sea all along the Drowned Coast. There, the US Navy had several fully-outfitted ships hidden as a reserve against future need. The Coalition recovered 6 Arleigh Burke class destroyers, a similar number of cruisers, over 5 submarines including 2 Ohio class SSBNs, and 3 aircraft carriers. Despite being rather fragile compared to what the Coalition can build, after a refit (sensors mostly, a few railguns added) these ships became the nucleus of the Coalition Navy, formed a decade ago.

Well, they have a generous brown-water navy securing the Mississippi and the Great Lakes. The blue-water navy is based out of Port Horus, also in Lone Star. Also, the Coalition recently celebrated the launch of their newest supercarrier, one they built all on their own.
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