QUASI-LEGAL, Revisited: What SHOULD be in Rifts, but isn't??
Posted: Thu May 31, 2007 4:53 pm
From the same dude what brought you this thread, comes a follow-up of sorts:
We all know that Kevin deliberately keeps the forces of Rifts Earth from developing technologies, magics and psionics that would unbalance gameplay --for example, there's little to nothing in the way of Artillery; even with today's technology, Tolkeen should have been bombed into oblivion from 40 miles out , yet there isn't aretillery within the Coalition.
Within magic, to put forth another example, there should be mystical, planet-wide means for mages to communicate with one another, yet we don't have that (except by convoluted means).
So, in keeping with the spirit of the "Quasi-Legal Munchkinism" Thread, what devices, spells, and/or tactics should there be on Rifts World that isn't there now??
NOTE: You must follow the rules set forth for character creation, Techno-Wizardry, penalties, etc. when putting forth your examples; so, no ICBMs, for example (they go too high into the atmosphere and would get Kill-satted). For another thing, if you're making some sort of Techno-Wizardry device, you have to show the component spells and materials involved.
Finally, the created items need to stay in character; so no "Baby Sacrifice-Powered Double-Strength Annihilation" spells for Lazlo or Angrar TW Power Armor for the CS.
I'll start with a couple of examples.
*************************************************************
First Submission
*************************************************************
TW Mystic Arclight -Assassin's weapon:
This device combines standard artillery with runic symbols, wards, precious gems, and the spells 'Teleport: Lesser,' 'Locate,' 'Firequake,' and 'Meteor.' The Artillery piece 'fires' a Meteor spell through a teleportational Rift and can hit targets anywhere within the range of the Teleport Spell, provided the caster (who must pump in additional PPE, see below) meets the requirements of the "Locate" Spell. The artillery then directs the Rift to the target's location -and simultaneously unleashes the "Meteor" and "Firequake" spells upon the target.
PPE Cost per each firing of this artilery piece: 15+ 600+ 75+ 160 +30 =880 PPE.
Materials: Diamonds, Rubies, the artillery piece itself (may be pre-rifts SDC weapon or otherwise, it only needs to be an otherwise functional artillery piece), and the aforementioned spells.
Creation Time: 4-6 months.
Creation Cost: 2.5 million credits for each artillery piece.
Limitations: cannot target any creature protected by Psionic or mystic means that prevent scrying methods, such as the "Sanctum" spell.
*************************************************************
Second Submission
*************************************************************
Coalition Juicer-SAMAS Power Armor:
Specially designed to respond to the heightened reflexes, speed, and agility of the Juicer.
Special Powers: Provides the Juicer with a Robotic PS of 40, and Spd of 90 mph running/550 mph flying; Psynetic interface and reconfigured sensor array provides 360-degree all-around sensory input similar to the dreaded Splugorth Slavers (provides an additional +4 to dodge on top of the Juicer's normal bonuses despite the armor's size), and doubles the number of attacks per melee round that a Juicer normally enjoys (differs by Juicer type)!!!
Special Note: Due to the fact that the Juicer Power Armor Pilot, like other PA pilots, exerts himself at a greatly reduced rate, characters whose Coalition Juicers spend a majority of their fighting time (75%+) in the suit last much longer than normal, unaugmented Juicers!!
Add another 3 years + 6D6 months to a Coalition Juicer SAMAS pilot's lifetime -and adjust detox time accordingly!!
Cost: Same as a regular Super SAMAS plus an additional 750,000 credits for the psynetic interface and armor retrofit.
Limitations: Obviously, some types of Juicers, such as the Titan and the Delphi Juicer, cannot use this armor. Also, un-Juiced characters cannot use this power armor -their un-Juiced brains cannot handle the 360-degree visual feed, and they do not get any of the suit bonuses in the first place.
Okay, boys and girls, we've seen how crazy y'all can get with just tweaking characters and OCC/RCCs; let's show Kevin just how deadly Rifts would be if the Powers of Rifts Earth went all out!!
We all know that Kevin deliberately keeps the forces of Rifts Earth from developing technologies, magics and psionics that would unbalance gameplay --for example, there's little to nothing in the way of Artillery; even with today's technology, Tolkeen should have been bombed into oblivion from 40 miles out , yet there isn't aretillery within the Coalition.
Within magic, to put forth another example, there should be mystical, planet-wide means for mages to communicate with one another, yet we don't have that (except by convoluted means).
So, in keeping with the spirit of the "Quasi-Legal Munchkinism" Thread, what devices, spells, and/or tactics should there be on Rifts World that isn't there now??
NOTE: You must follow the rules set forth for character creation, Techno-Wizardry, penalties, etc. when putting forth your examples; so, no ICBMs, for example (they go too high into the atmosphere and would get Kill-satted). For another thing, if you're making some sort of Techno-Wizardry device, you have to show the component spells and materials involved.
Finally, the created items need to stay in character; so no "Baby Sacrifice-Powered Double-Strength Annihilation" spells for Lazlo or Angrar TW Power Armor for the CS.
I'll start with a couple of examples.
*************************************************************
First Submission
*************************************************************
TW Mystic Arclight -Assassin's weapon:
This device combines standard artillery with runic symbols, wards, precious gems, and the spells 'Teleport: Lesser,' 'Locate,' 'Firequake,' and 'Meteor.' The Artillery piece 'fires' a Meteor spell through a teleportational Rift and can hit targets anywhere within the range of the Teleport Spell, provided the caster (who must pump in additional PPE, see below) meets the requirements of the "Locate" Spell. The artillery then directs the Rift to the target's location -and simultaneously unleashes the "Meteor" and "Firequake" spells upon the target.
PPE Cost per each firing of this artilery piece: 15+ 600+ 75+ 160 +30 =880 PPE.
Materials: Diamonds, Rubies, the artillery piece itself (may be pre-rifts SDC weapon or otherwise, it only needs to be an otherwise functional artillery piece), and the aforementioned spells.
Creation Time: 4-6 months.
Creation Cost: 2.5 million credits for each artillery piece.
Limitations: cannot target any creature protected by Psionic or mystic means that prevent scrying methods, such as the "Sanctum" spell.
*************************************************************
Second Submission
*************************************************************
Coalition Juicer-SAMAS Power Armor:
Specially designed to respond to the heightened reflexes, speed, and agility of the Juicer.
Special Powers: Provides the Juicer with a Robotic PS of 40, and Spd of 90 mph running/550 mph flying; Psynetic interface and reconfigured sensor array provides 360-degree all-around sensory input similar to the dreaded Splugorth Slavers (provides an additional +4 to dodge on top of the Juicer's normal bonuses despite the armor's size), and doubles the number of attacks per melee round that a Juicer normally enjoys (differs by Juicer type)!!!
Special Note: Due to the fact that the Juicer Power Armor Pilot, like other PA pilots, exerts himself at a greatly reduced rate, characters whose Coalition Juicers spend a majority of their fighting time (75%+) in the suit last much longer than normal, unaugmented Juicers!!
Add another 3 years + 6D6 months to a Coalition Juicer SAMAS pilot's lifetime -and adjust detox time accordingly!!
Cost: Same as a regular Super SAMAS plus an additional 750,000 credits for the psynetic interface and armor retrofit.
Limitations: Obviously, some types of Juicers, such as the Titan and the Delphi Juicer, cannot use this armor. Also, un-Juiced characters cannot use this power armor -their un-Juiced brains cannot handle the 360-degree visual feed, and they do not get any of the suit bonuses in the first place.
Okay, boys and girls, we've seen how crazy y'all can get with just tweaking characters and OCC/RCCs; let's show Kevin just how deadly Rifts would be if the Powers of Rifts Earth went all out!!