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Re: Magic Armor in Rifts

Posted: Sun Apr 05, 2009 6:09 pm
by Seneca
Are you talking about the noiseless, weightless, glow on command armor ala Palladium Fantasy or TW stuff?

Your run of the mill wizard's armor is simply a combination of mega damage leather and a few bits of ceramic (vambraces, collar, strategic plating). Basically anything that is naturally mega-damage material: from insect plates, dinosaur hides, or Millennium Tree leaves and bark can be made into a mage's armor combined with a few peices of modern armor. A full suit of regular environmental armor, however, increases the cost and lowers the duration/power of magic cast by those who wear it.

Dwemnomer uses a lot of fury beetle plates in their insect themed armor for instance.

Re: Magic Armor in Rifts

Posted: Sun Apr 05, 2009 8:07 pm
by Mack
Most likely you're looking for a TW enhancement, which won't be permanent. The character must activate the feature. For straight up damage absorbtion, try the Armor of Ithan spell.

For examples, try:
Pages 153 to 156 of "Rifts: Merc Ops"
Pages 85 to 88 of "Madhaven"
Page 96 of the original Rifts main book
Pages 91 to 92, and 97 of "Dinosaur Swamp"
and there's a whole passel of stuff you can use for inspiration in "Chapter One: Siege on Tolkeen".

Re: Magic Armor in Rifts

Posted: Sun Apr 05, 2009 9:11 pm
by cornholioprime
Permanently Enchanted Armor is a pretty rare occurrence in the Rifts Module; in PFRPG, you can't walk halfway down the street without tripping over one (and with good reason; I think that as a whole, if Rifts Earth had all the magic that PFRPG does, and it was as common, it would very likely overbalance the setting in Magic's favor). As it is, most Armor in Rifts consists of "activate the armor's special property and it will protect from X for a limited period of time" sort of thing.

Hell, it's probably easier and cheaper to get your Armor/Shields enchanted to be indestructible** in PFRPG than it is to save up and buy your own Glitter Boy in Rifts!!


** Here I'm just assuming as I don't have every PFRPG Book, not by a longshot; however, there are "average" PCs and NPCs running around here and there with indestructible armor and shields and the cost (in gold) to get a weapon enchanted is relatively small.

Re: Magic Armor in Rifts

Posted: Tue Apr 07, 2009 12:54 am
by Dr. Doom III
Magic Armor is not really all that common in Rifts. After all who wants to spend 100 million credits on something that will get shredded the next time you get into a firefight.

Re: Magic Armor in Rifts

Posted: Tue Apr 07, 2009 9:06 pm
by Mack
Zerebus wrote:Seriously, heavy combat games tend to make players run through their armor quickly.


Not if you bring your armor to Magical Mack's TW Shoppe! For only 9200 credits I can add a TW device to your armor based off the Mend the Broken spell found on p108 of the Book of Magic.

Device Level 1 (Mend the Broken, 5th Level Invocation)
Requirement: 10 carats Amber
Effect: Repairs 10 MDC of damage to the armor (Note, armor must have at least 20% of it's original MDC remaining)
PPE to activate: Only 16 PPE!!
Total Cost to build: 9200 credits

Now for all you mages out there thinking, "That's great Magical Mack, but after a battle I won't have any PPE left to fix my armor with!" Don't fear, I've got just the upgrade for you. For only an additional 36,000 credits, I can add a PPE reservior that holds 3 complete charges for repairs. That's right, 30 MDC worth of repairs just ready and waiting for your command!

Re: Magic Armor in Rifts

Posted: Wed Apr 08, 2009 10:42 am
by Greyaxe
Hell just use spary steel from PW. Its armor in a can.

Re: Magic Armor in Rifts

Posted: Wed Apr 08, 2009 5:44 pm
by runebeo
The Mystic Power Armor from the original core book is so awesome and with the update on the superhuman strength spell the armor provides supernatural P.S. I like how other T.W. armors can only have 4 T.W. upgrades, but this armor has 12 enhancements and only one needs P.P.E. to regenerate the armor. The armor the power lords of Atlantis can have almost as many abilities but cost P.P.E. to use.

Re: Magic Armor in Rifts

Posted: Wed Apr 08, 2009 8:43 pm
by Mack
runebeo wrote:I like how other T.W. armors can only have 4 T.W. upgrades, but this armor has 12 enhancements and only one needs P.P.E. to regenerate the armor.

One thing to keep in mind is that is not a "rule" but a "rule of thumb."

Merc Ops has several TW suits that exceed four improvements.