johnkretzer wrote:Jason Richards wrote:johnkretzer wrote:Sounds great can't wait....one question though...do non-CE psychics get a little love?
I'm not sure I understand the question. These classes can easily be used outside of Chaos Earth, if that's what you mean.
Sorry for not being clear. What I meant will there be any option like additional powers open to non-CE psychics in either the article or the Psychic Storm. It seems that the lay out is very self contained and the book won't add much to already existing psychic characters.
My question boils down to...will there be anything new for my existing Mind Melter?
Ah, gotcha. Not in this article, and likely not in Psychic Storm. To tell you the truth, while magic levels are at an all-time high and massive amounts of P.P.E. available to mages, it doesn't make that much difference for psychics, so a Mind Melter would still more or less be a Mind Melter. The main difference is that with Blue Zones so much larger than normal Ley Lines, psychics get their advantages (increased duration, range, etc.) in a higher percentage of locations.
Of course, many of these new classes have special abilities that you could borrow and adapt for your Mind Melter. When I say that I don't play to include extra material for Mind Melters or other existing psychics, what I really mean is that I will not be explicitly stating this material as such. In any case, by the time I'm through, you're not gonna want to play that boring ol' Mind Melter, anyway.
Check out my blog from yesterday and see what we're dealing with.
http://www.jasonrichards.netMy basic outlook on Chaos Earth is that it is an entirely new setting and isn't directly connected to anything in Rifts except where Rifts canon specifically says it is. I feel like it's a cop-out to just do a CE version of the Mind Melter or the Burster or whatever. And, I'm not inclined to add notes about additional powers or abilities for classes like the Mind Melter because 1) I refuse to include rehashed source material from other books, as it cheapens the value that the consumer gets for their dollar and 2) I don't want to include a tidbit of material or "additional information" so that a player or Game Master has to pull a Rifts book off the shelf to play the game. If I were to write extra material for adapting the Burster or Mind Melter or Zapper or other classes, I'd do it in a download or something like that.
Backtracking a little bit, I have pulled a number of skills from RUE and other books and included them in First Responders, because the original RPG didn't include the sorts of skills that ordinary people would have as part of their professional skill set in the Golden Age (Psychology, Genetics, Vet Medicine, Construction, Business & Finance, Politics, etc.), or because they are instrumental in future supplements and I want to get them into the canon now rather than later (Undercover Ops, ID Undercover Agent). A very few pieces of tech are included as well, because it fits with the source material. However, even things that I have pulled from other sources have been reworked, updated, and improved to be more than window dressing and have an actual impact on the game. I mean, really, shouldn't the use of medical equipment, especially
intelligent medical equipment, provide bonuses to medical skill rolls?
Right now the case is such that gamers pretty much have to pull their Rifts books off the shelf to play Chaos Earth, but that will not be the case after First Responders, Psychic Storm, and Brothers in Arms are released. That's the plan, anyway.