Bit of Analysis: Rifts Dimensions

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Ahriman238
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Re: Bit of Analysis: Rifts Dimensions

Post by Ahriman238 »

Super-Sense Blind Sight As long as this hero's eyes are obstructed, he can see great. In fact, he can see infrared and ultraviolent, see fine in the dark, read a street sign from two miles away. His vision can't be stopped by the blindfold, by light, by darkness, by smoke or fog. In fact he has better reflexes (and auto-dodge) and moves more quickly and decisively. Also comes with the psychic powers See Invisible, See Aura, Sense Time, Read Dimensional Portal, Remote Viewing and Psychic Omni-Sight.

Swap Consciousness: Animal- Possess an animal, the animal remains in your body, in a dazed trance. Have to see the animal and be within 60 ft./20 m. per level. Can maintain for a half-hour for each PE point. No spellcasting, speech, psionics or superpowers while possessing an animal. If the animal dies you are returned to your body, dazed and injured.

Teleporter- The ability to teleport. Range is 5,000 miles/8,000 kilometers, can only go line of sight unless teleporting to a well known location or following a signal. Yeah, one of the weirder things is if you're having a phone conversation or similar you can always safely teleport to the other end of the call, provided it's within your range. Cannot teleport up into the air or underwater, well, you can but teleporting back before drowning or splatting is problematic. Can carry three times their body mass in cargo, which may extend to 2-3 passengers. A person teleported against his will gets a saving throw.

Teleport Transporter- this power, which can only be used in times of high stress, allows a hero to teleport 5-10 people per level out of danger, to a place he knows or can see within 500 ft./152 m. per level. Great for bailing out civilians and allies. Downsides are, the hero cannot teleport himself, and he gets tired quickly after using this power multiple times. People teleported against their will get a saving throw to stay.

Unchained- The hero is a super-escape artist who can get through any lock and out of any bonds. Conventional ropes, chains or cuffs are slipped in seconds. High-tech restraints and straightjackets might take a whole two minutes. Magic locks and restraints take 1-4 minutes, while complex wards, bindings, Carpet of Adhesion etc. last 10-40% their usual duration. He is also skilled in demolitions, resistant to poison, sees in the dark and can hold his breath for 1-4 hours. Combine with a shapeshifter power or two, maybe a Mind power or Super Martial Arts Warrior, for a really broken super-spy.

Weapon Master- this hero on seeing a weapon immediately understands what it is, what it can do, and can use it with a reasonable level of skill, whether a knife or a mass-driver. He gets two more attacks with a weapon per round, and can do 50% more damage with blunt or improvised melee weapons just by understanding how to swing them to best effect.

Weapon Warper- This hero can transform a weapon, giving it the properties he needs. A melee weapon can be made to do MDC against MDC creatures easily, but can also be with a thought turned to bone, silver, stone, rubber, wood, set aflame, electrified, whatever will help best against a particular enemy. A thrown weapon, or something like a sling or arrow gets 50% more range, is more accurate and may return to his hand if it misses. With slugthrowers and railguns, the ammo can again be turned into whatever substance he needs, SDC bullets become MDC, the range is boosted 20% the damage can be 50% greater or less. Oh, and he can bend bullets, shoot around corners and even direct a bullet to home in on a particular target. The same applies to energy weapons, less the homing bullet and if upgrading to MDC the damage is halved. Oh, and he gets a personal hammerspace which can only hold weapons, ammunition and weapon accessories (slings, sheathes, scopes, that sort of thing) and holds 50-100 discrete items, each of which must be able to fit through a briefcase-sized portal.

Weaver/Fabric Manipulator- This hero can animate all fabric, clothing, upholstery, rope, twine, string or yarn within a 2 ft./0.6 m. per level radius. Not a direct damage power, but useful for creating distractions and entangling opponents. No rules for strangling people, which struck me as an obvious use. Good to see a power that rewards creativity and the indirect approach.

Wind Rider- This hero can 'surf' on the wind only any flat object he can throw up in the air and jump on, whether a shield, a literal flying carpet, a folding card-table, whatever. In the absence of wind or going against it, speed is 20 mph/32 kph per level. With a wind at his back he goes ten times the windspeed. He can safely ride even a hurricane or tornado. Max altitude is 50,000 feet. If this hero gets into and survives space, they can ride the solar wind, to a max sublight speed of Mach 34. Still just 20 mph going upwind though.

Raw Power- Hero is resistant to fire and cold, heals at twice the normal rate, gets an extra attack plus all the powers of Universal Being, one Energy Expulsion power of the players' choice (from this or the standard super powers list) and one other power of choice from this list.

Multiple Powers- MDC conversion (triple the added HP/SDC, if already MDC increase by 30%) fatigues at 10% the normal rate, heals 4 times faster than normal, gets two extra attacks. Also gets all the powers of Universal Being, choice of any one Flight power, and one more power chosen from this list.

Universal Being- A +2 to either PE (STA) or PP (DEX), a costume that appears and reappears at will, always returns clean and mended, can speak all languages and survive any environment, whether the heart of a star, the void of space or the streets of Detroit for 2 minutes per PE point.
"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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Ahriman238
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Re: Bit of Analysis: Rifts Dimensions

Post by Ahriman238 »

And yes, that's pretty much Heroes of the Megaverse, description of the Book of Heroes, it's powers and the powers it can give you. Plus some example Hero Avatars, the in-game avatars of the game designers who are naturally heroes out of legend.

Oh yes, and the warning at the end. If either the Demons or Deevils get their claws on the Book, Bad Things will happen. Not only will they be able to torture the soul fragments in the Book, but they can raise an army of half-strength Dark Avatars (so, a quarter the original) to help them ravage the Megaverse in their senseless war. Plus, as mentioned, the Book is the only way to access information on how Cormal was defeated long ago.


And with that, we come to the end of the RIFTS Dimension Books. Been an interesting ride. The Minion War is ongoing in books that should be released soon, and I may be able to speak of it in even greater detail later. For now, an ease-of-navigation directory.

General:

Psionics:

Psychic Powers


Magic:

13 Deadly Spells
Elemental Magic
Demon Magic
Space Magic
Wormwood Magic


Superpowers:

Minor
Major
Unsorted

Powers from the Book of Heroes


Misc:

Deific Powers
Divine Powers
Oni Ninjutsu
Promethean Phase Powers



Specific Dimensions


Mechanoid Invasion

Humanity created the psychic-cyborg Mechanoids, feared them, and tried to destroy them. So the Mechanoids declared war on all humanity, on every world, in every dimension, at every time. They will make you wish for Daleks.

The Mechanoids
Mechanoid Robots
Spider Fortress
Utility Mechanoids

Mechanoid Starships

Mechanoid Population
Invasion of Earth


Wormwood

An impossible world slowly being overrun by a demonic horde. If you survive them, you get to deal with the crusaders and religious zealots who distrust anyone who stands against the darkness and isn't them.

History and Nature of Wormwood

Apok
Knights of Worwood (counting Holy Terrors)
Wormwood Priests
Wormspeaker & Symbiote Warrior

The Unholy Host
Wormwood Parasites

Battle Saints and Spirits of Wormwood
Wormwood Symbiotes
Wormwood Crystals and Stones


The Three Galaxies

Space opera full of references to every sci-fi series you can imagine, infused with a Golden Age of Sci-fi spirit of adventure. More than half the dimension books expand on this setting, for good reason, it's tons of fun.

the Cosmic Forge
The Nine Heresies
Book of Heroes
Overview
FTL in the Three Galaxies
Cormal & Lesser Demon Planets
Space Station Rules

Phase World
Epanded
Phase Technology & Star Ghost fighter

Aliens of the Three Galaxies
Part II
Part III
Part IV
Blhaze
Dominators
Golgans
Iborians
Intruders
Necrons
Rithe
Star Elves
Star Hives
Strata
Tandori

Cosmo-Knights
Obsidian Spell Thief
Prometheans
Quatoria Star Marshalls
Noro Ghost-Makers and Mystic Warriors
Space Warlock
[urlhttp://bbs.stardestroyer.net/viewtopic.php?p=3785607#p3785607]Techno-Smithy[/url]
Warlock Marines

Power Armor
CAF Fleet part I- Scorpion fighter
CAF Fleet part II- Assault Shuttle and Scimitar frigate
CAF Fleet part III- Black Eagle, Hunter & Warshield
CAF Fleet part IV- Katana fighter
CAF Fleet Part V- Protector BB and Packmaster Carrier
CAF Fleet Part VI- Explorer Cruiser
CAF Fleet Part VII- Aranae BC & Emancipation DN

Transgalactic Empire
Power Armor
TGE Fleet part I- Assault Shuttle and Flying Fang fighter
TGE Fleet part II- Smasher Cruiser & Doomgiver DN
TGE Fleet part III- Executioner BB & Etherium experimental destroyer

United Worlds of Warlock
UWW Space Pyramids
Warlock Marines
UWW Fleet- Shadowbolt Fighter
UWW Fleet- Arcane frigate & Iron Ship cruiser
UWW Fleet- Assault Shuttle, Nexus BB and Brightwander MRV

Naruni Enterprises
Naruni Tech
NE Broadsword Fighter
NE Fire-Eater Bomber
NE Fleet- Auditor & Commodity cruisers

Golgan Republik
Golgan Argosy (Fleet)

Altress Armoria (Fleet)

Splugorth Repression Fleets

Skraypers

30 years ago, there was a plague on the planet Seeron. Hardly anyone died, but many developed superpowers as a side-effect. A decade later, the brutal alien Tarlok invaded and the government fell. Twenty years later, the only thing standing between the Tarlok and total control of the planet is a superhuman resistance, aping the colorful costumes of the heroes of yesteryear, the Skraypers.

Intro
Charizolon System Planets
Charizolon System Aliens


The Tarlok
Tarlok variants

Seeronians
Minor Superpowers
Major Superpowers
Unsorted Superpowers
Powers Table

Skraypers

Control
The Burning Scythe
The Epoch Riders
The Power Brigade
DangerDespair
Dark Quorn

Blhaze
Rithe
Tandori


Hades

Home to demonic legions, and now the Minion War.

Sub-Demons
Lesser Demons
Greater Demons
Demon Lords

Demon Magic
Minion War

Star General Halthhag and the Three Galaxies Campaign
Three Galaxies Minions
Cormal
Chaos Demons (Phase & Plasma)
Bloodbane power armor
Demon Fleet I- fighters
Demon Fleet II- shuttle and collier
Demon Fleet III- warships


Dyval

Because it takes two sides to have a war.

Dyval
Sub-Deevils
Lesser Deevils
Greater Deevils
Deevil Regents
Deevil Lords
Dyvalian Dragons

Deevil Mounts
Demon Magic
Minion War

Corbin Decker and the Three Galaxies hostile takeover
Minions of the Three Galaxies
Deevil Marines
Deevil Fleet



I'd like to thank everyone who participated in this thread, and made it so special to me. My special thanks to Terralthra for hosting all the pictures. But this thread now joins the original Rifts thread in completion. But we still have the sequel to that thread, and the new one about Chaos Earth. Why the hell do I keep doing so many things at once, agan?
"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 Dimensions

Post by Highlord Laan »

I'm waiting for the Minion War section that has them going against the CS. If only because the demons/deevils will get such a beatdown that it'll be funny.
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Ahriman238
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Re: Bit of Analysis: Rifts Dimensions

Post by Ahriman238 »

Well, the CS has a whole history of trying to make themselves impenetrable by supernatural beings, so yeah, going to be some misting. Some of the smarter/better infiltrator types can elude the checkpoints, the patrols and so on, but good luck sneaking past the Vanguard. So yeah, gonna be some misting, if they're smart they'll just send other proxies against the CS, maybe rile up the Federation.

I'm sort of curious with all the superhero types and origins in HU how they'll handle heroes and villains literally empowered by demons.
"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 Dimensions

Post by gigabytelord »

Ahriman238 wrote:Well, the CS has a whole history of trying to make themselves impenetrable by supernatural beings, so yeah, going to be some misting. Some of the smarter/better infiltrator types can elude the checkpoints, the patrols and so on, but good luck sneaking past the Vanguard. So yeah, gonna be some misting, if they're smart they'll just send other proxies against the CS, maybe rile up the Federation.

I'm sort of curious with all the superhero types and origins in HU how they'll handle heroes and villains literally empowered by demons.
If you need anymore assistance with books I'll do my best to help out as I'm trying to acquire or reacquire them as well.
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Ahriman238
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Re: Bit of Analysis: Rifts Dimensions

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I should be alright for the foreseeable future. Only thing I'm really looking for is the magic expansion to Chaos Earth.
"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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