How Not to be Poor
Posted: Thu Jan 26, 2012 1:11 pm
How not to be Poor in Rifts
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I'm not going to tell you how to make money in Rifts 'cuz that really deserves its own thread, but no matter what your earning power is, the key to not being poor is to control your expenses.
Armor:
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First off, there is no bigger scam in the game than armor and the repairing of it. If armor is your primary means of surviving MD attacks, it's going to cost you lots of money unless you can repair it yourself. The spell Mend The Broken lets you repair MDC for 1MDC per 30 PPE, but this is a very poor return on your PPE investment. Operators can probably do some armor repairs of their own, but I'm ignorant of how it works.
It's much better to have an alternative to armor that doesn't require cash to repair.
There are plenty of psychic and magic abilities for gaining MDC protection and the only cost is some PPE or ISP which will regenerate for free over time. Technowizard protection can give you even more efficient use of your PPE. If you depend on PPE/ISP or both defense and offense, you have to worry about over extending yourself which is why I prefer technological force fields as my primary source of MDC protection. They run off E-clips and have long durations.
But wait, E-clips cost money to recharge...which brings me to controllable expense #2...
Recharging E-clips:
-------------------
Disclaimer: Based on my Electrical Engineering background and common sense (well, we'll see), I've never made players pay to recharge their E-clips. There's nothing special about recharging a secondary cell if you have a power source and know the proper charging procedure (depends on the cell chemistry). From their high potential discharge rate, it seems clear that the E-clip is some sort of extremely advanced capacitor which means the charging procedure is as simple as knowing what cut-off voltage to use. In either case, the characters don't actually need to know this since the E-clip itself would need to provide output regulation anyways and any circuitry that can regulate output can be made to regulate input with a couple extra components, so any store would have a cheap adapter kit so that characters could recharge E-clips off their nuclear powered hover-cycle/power armor/whatever. Any character with some basic technical know-how could rig up their own charging adapter. Higher quality E-clips might come from the manufacturer with this capability as a selling point for product differentiation.
But if your GM won't listen to reason, here are some things you can do:
1. have a technowizard convert the power source of your weapon. Not ideal, but better than nothing.
2. get a weapon that uses some other power source like the Noro crystal weapons that charge from ISP
3. the spell Sub-Particle Acceleration allows you to recharge E-clips if you're careful. It's expensive on PPE, but will do in a pinch. It's a better use for the spell than actually using it in combat (unless your GM lets you use it to over-charge your opponent's E-clips which turns your opponent's own weapon into a bomb).
4. attempt to use weapons that don't require ammunition (most melee weapons, few ranged weapons).
And that's pretty much it. The best time to plan for taking advantage of these is at character generation. Tech players without psionics or magic are clearly at a disadvantage in this regard.
Perhaps others have advice that I missed.
--flatline
=====================
I'm not going to tell you how to make money in Rifts 'cuz that really deserves its own thread, but no matter what your earning power is, the key to not being poor is to control your expenses.
Armor:
-------
First off, there is no bigger scam in the game than armor and the repairing of it. If armor is your primary means of surviving MD attacks, it's going to cost you lots of money unless you can repair it yourself. The spell Mend The Broken lets you repair MDC for 1MDC per 30 PPE, but this is a very poor return on your PPE investment. Operators can probably do some armor repairs of their own, but I'm ignorant of how it works.
It's much better to have an alternative to armor that doesn't require cash to repair.
There are plenty of psychic and magic abilities for gaining MDC protection and the only cost is some PPE or ISP which will regenerate for free over time. Technowizard protection can give you even more efficient use of your PPE. If you depend on PPE/ISP or both defense and offense, you have to worry about over extending yourself which is why I prefer technological force fields as my primary source of MDC protection. They run off E-clips and have long durations.
But wait, E-clips cost money to recharge...which brings me to controllable expense #2...
Recharging E-clips:
-------------------
Disclaimer: Based on my Electrical Engineering background and common sense (well, we'll see), I've never made players pay to recharge their E-clips. There's nothing special about recharging a secondary cell if you have a power source and know the proper charging procedure (depends on the cell chemistry). From their high potential discharge rate, it seems clear that the E-clip is some sort of extremely advanced capacitor which means the charging procedure is as simple as knowing what cut-off voltage to use. In either case, the characters don't actually need to know this since the E-clip itself would need to provide output regulation anyways and any circuitry that can regulate output can be made to regulate input with a couple extra components, so any store would have a cheap adapter kit so that characters could recharge E-clips off their nuclear powered hover-cycle/power armor/whatever. Any character with some basic technical know-how could rig up their own charging adapter. Higher quality E-clips might come from the manufacturer with this capability as a selling point for product differentiation.
But if your GM won't listen to reason, here are some things you can do:
1. have a technowizard convert the power source of your weapon. Not ideal, but better than nothing.
2. get a weapon that uses some other power source like the Noro crystal weapons that charge from ISP
3. the spell Sub-Particle Acceleration allows you to recharge E-clips if you're careful. It's expensive on PPE, but will do in a pinch. It's a better use for the spell than actually using it in combat (unless your GM lets you use it to over-charge your opponent's E-clips which turns your opponent's own weapon into a bomb).
4. attempt to use weapons that don't require ammunition (most melee weapons, few ranged weapons).
And that's pretty much it. The best time to plan for taking advantage of these is at character generation. Tech players without psionics or magic are clearly at a disadvantage in this regard.
Perhaps others have advice that I missed.
--flatline