D3m1G0D wrote:Nekira Sudacne wrote:D3m1G0D wrote:These implant are supposed to be controlling the brain in a way to make the body react better. If you take away the implant what is controlling the brain to make it more efficient?
except they arn't what's doing it. they're just there.
Few facts first.
1.) I don't own RUE
I consider the entire implant the part that control the brain along with the part that protrudes from the head.
I know there is no mention of them from the books, but in every book which has M.O.M. tech it has a picture detailing the "knobs." This is in every picture of a crazy that I have seen. It is their signature much like a Juicers drug harness. 2.) I try to use logic
Makes Rifts very difficult I'm not willing to agree that if you chop the implant in half it will still work.
Logic usually works just fine with Rifts.
Rifts, p. 56
"Again, nano-technology made it possibe to implant tiny devices directly into the brain to control its electrical impulses."
Logically, Nanotechnology + "tiny devices" + Inside the brain = tiny nanotech devices inside the brain.
Not "huge frickin' knobs sticking out of the skull".
The reason why the artists decided to draw the large knobs is because they like the subjects of their art to be easily identifiable. They draw knobs sticking out of a Crazy's skull, they put Line Walkers in the standard "beer hat and 'lobotomize me' belt" outfit, they make psi-stalkers bald, etc. etc. etc.
But none of that was originally reflected (or even mentioned) in the actual rules of the game, and it has no real reason for being there.
If you want to take the artwork as canon for how the classes are supposed to be....
-Juicers often run around with out helmets, or without helmets that protect the face (Rifts, p. 68 )
-Cyberknights all wear really dorky looking armor and have freaky looking eyes (p. 62)
-Headhunters only wear an unknown type of body armor, and it doesn't protect the face (p. 67)
-City rats never wear armor at all, preferring leather jackets, thigh-high boots, and sunglasses. (p. 73)
-Wilderness Scouts don't wear armor either. Just wilderness clothes and a big cape (p. 80)
-Vagabonds also wear capes (p. 82)
-Line Walkers all wear the same funky outfit, and they all have some sort of high-tech electronic gadget on their wrist. Is that gadget the source of their powers!? Must be, since somebody drew a picture of it, even though the rules never mention what that thing is.... (p. 84)
-Mystics once again prefer capes to armor (p. 86)
-Dragons all wear high-tech eye-patches (p. 99)
-Bursters never wear armor, or even shirts (p. 104)
- Psi-stalkers like flaming swords and lots of eye shadow. They do wear armor, but never helmets or boots. Also, they almost never trim their toenails (p. 106)
-Mind Melters wear no helmets (probably due to their freakishly large skulls), and they have to grab their forehead with both hands in order to use their powers. (p. 112)
- Mystic Druids from England are all hotties, with pet tigers, badgers, and lemurs. Instead of wearing armor, they prefer show off their legs and their cleavage. (p. 155)
-Operators all wear rags on their heads, have long hair, and don't shave regularly. their preferred weapon is a length of pipe (p. 160)
-In addition to being bald, psi-stalkers like to use a weird spiky melee weapon, and wear large medallions (p. 160)