Now for Edition Wars: Rifts, we will translate Jorj, Annie’s Rogue Scientist surrogate father, from the original edition to the Ultimate Edition, making any necessary changes along the way and then show advancement up to Level 7. First, I would recommend you go back and reread the original write up and how we got this hacking oriented rogue scientist designed and into the circle of the rest of the pack. Okay, back now?
Design Notes
As we mentioned in the overview, the different O.C.C.s, or Occupational Character Classes, received some significant updates as well as some new ones being added to the new Rifts Ultimate Edition. It also would reference the proliferation of World Books and Sourcebooks that expand the options exponentially. I’ve picked up a few choice ones so I’ll link to the Drive Thru RPG Affiliate links for them as I mention them.
The Scholars and Adventurers classes all appeared to receive some significant attention in the Ultimate Edition to ensure that they provided unique assets and experiences aside from the specific skill lists. The Rogue Scientist definitely benefited from this and the specific class abilities could be a lot of fun in the right groups.
Class Bonuses – The Rogue Scientist first and foremost got a direct bonus to the IQ attribute and a few more assorted bonuses. This lets the Rogue Scientist play strongly to type. Additionally, there are four special abilities provided to the Rogue Scientist – Analyze; Hypothesize; Find the Exotic; and Recognize Scientific Authority. The first two let you play the character like an action movie scientist using the SCIENCE training to Analyze in a wide range of situations while Hypothesize is the complement to let you jury rig or have a leap of insight to solve some immediate problem. I like these as ways to make the scientist more like a Scientist in the Action movies, which is something that Rifts leans into. Find the Exotic is about trying to find contraband items, similar to how the Headhunter got an advantage or ability in finding some of the weapons and bionics but for different items while the Recognize Scientific Authority helps in exploration and research to recognize the validity of research, artifacts, and more. Overall, this increased the utility of the Rogue Scientist in the class instead of leaving it to the G.M. to find ways to include the class in the overall game.
Skills – With the addition of dozens of books and the full adoption of rifts bringing in characters from all the other Palladium games and worlds, the list of skills expanded significantly. Many of the O.C.C.s saw an increase in available skills to go along with that while others saw decreases or a rebalancing. The Rogue Scientist saw Secondary skills reduced, a running theme in the Ultimate Edition, but had an increase in the O.C.C. Skills and also in the “Other” Skills. Land Navigation was removed, but Astronomy & Navigation replaces it, but there was a net loss of Read Sensory Equipment in the O.C.C. skills. Looking across our options, There are more specific requirements of what skills to take in the “Other” skill list, but that is made a bit easier for me because Criminal Science & Forensics was broken up into Forensics and Crime Scene Investigation. There was a show that started between the first edition and the Ultimate Edition that may have influenced that decision, but I am not certain. Looking to Secondary Skills, I am going to put off the Prowl and Streetwise sort of skills to pick up later in his life. Mechanically, I could put off things like “Running” since it won’t matter as we advance to Level 7, but I want his first 4 Secondary skills to show his rough and tumble upbringing – Running, W.P. Blunt, W.P. Handguns, and Hand to Hand Basic.
Gear – Starting gear stays mostly the same but as always, advancing levels means probably improving your gear and the new books since we first built the character may provide some fantastic options! I am keeping the Hovercycle piloting because I like that image and have some ideas for it moving forward.
Advancement Notes
Advancement in Palladium is a straightforward affair as a level and class based system. The main improvements that occur are in the skill percentages and Hit Point increases. Additionally, as a character advances, additional skills may be learned as both the Other Skills and Secondary Skills, though they start at 1st level when they are acquired. There is some expectation that gear and equipment will also increase in power, especially as the books that come out do have better equipment, but there is not a mechanical measure of the “level” of equipment like some other games.
Class Bonuses – As mentioned above, the Rogue Scientist has several class abilities now that increase as the character levels up, but those four items are the only Class Bonuses so to speak! This is a character that lives and dies by the creative use of skills and wit!
Skills Advancements – In addition to the additional percent of competence for the existing skills, Jorj will add additional 2 OCC Related Skill at levels 3 and 6 as well as 1 additional Secondary Skill at levels 2, 5, and 7. I mentioned that I had put off some of the original Secondary skills showing off how Jorj was almost a City Rat, but fell into deeper SCIENCEing and hacking, so the “Other” skills are putting the Pick Pockets, Prowl, and Streetwise back in as well as adding Pre-Apocalypse History. His time with T-Ball and everyone else has had him delving into the secrets of what Earth was like before the Rifts, but he doesn’t have a firm grasp on what happened between the Rifts and recently giving him more of that absent minded professor sort of vibe. For Secondary skills, I definitely add a Lore: Magic because I have trouble not justifying Jorj learning as much as he can while being in the middle of a war about it and similarly, I add Jury-Rig to his secondary skills which is something that he likely had to pick up in the field.
Gear Improvements – As the Rifts set of sourcebooks expanded, the amount of gear available increased exponentially including some of my favorite books like Rifts: Atlantis, Rifts: Mercenaries, and Rifts: Triax and the NGR. As I’ve advanced the Pack here past the Coalition War of Unity, and to a mid-level group, I wanted to add some better gear. Among the other options, the Naruni Plasma Cartridge Rifle packs a great wallop at 1d4x10 M.D.C. and the Wellington Industries MP-10 Caseless sidearm from the Rifts: Mercenaries book but weapons are not Jorj’s real strength. Now, while there are a huge amount of weapons that have been added, there are fewer non weapon equipment enhancements. I am going to provide some Microbes and Micro-Parasites from the Atlantean scouting party that has been thoroughly looted by our “heroes” here – Aerobes, Aquarobes, and Watrobes all provide some fun survival utility to purify water, breath underwater, or otherwise survive longer. These are detailed in Rifts World Book: Atlantis which I heartily recommend. I add some additional technology but keep the A.T.V. because I honestly have not found something better than it for the purpose! The portable lab for example is getting installed in it!
There are some other changes on the character sheet linked below that I recommend you look at.
Character Notes
Life can slip further and further away when you aren’t watching. Jorj had never planned to do much more than a city rat but, well, a precocious child often ends up out of his or her depths. The first thing he never expected was to find a daughter. Much less a Psi-Hound Daughter. Annie was everything he had grown up under – the power of the Coalition and their single minded oppressive regime but her independence was the crack in the facade that he saw. Someone had to take care of the pup, and while it may have been in the heat of things that he found her, it has been an honest love for her since.
The second thing he never expected was to so quickly be eclipsed by a child, and to be okay with that. It was a simple proposition for the rather arrogant and gifted Jorj to see himself as better than others, but when T-Ball was relying on Annie’s judgement and her own leadership, Jorj was okay with it. He had been finding a great sense of accomplishment in learning how to make it through the wilderness, much less getting to apply his SCIENCE! He can let someone else shine, especially Annie.
The third thing he didn’t expect was to be more than a thorn in the side of unimportant people. T-Ball’s Pack was in the middle of Iron Heart’s work to advance its own interests. His time in the computers and hacking into the Coalition’s own system became a running mission parameter in Tolkeen’s attempts to fend off the Coalition siege. T-Ball’s Pack was sent to sabotage and retrieve plans from Coalition Forces but it was all for naught.
F’arlum’s madness should have been something he had seen coming. But he didn’t. He was too busy focusing on the future he was building as a Hero and on seeing Annie grow into her own role. He had seen this sort of thing in the burbs before where human and d-bees alike lost touch with what it meant to share these lives with others. F’arlum’s turn was a watershed moment for Jorj.
Whether T-Ball saw that he had failed the same way he saw it didn’t matter. He knew that he had to make some space so that he could find a way to live with the sight of Audacious jumping in to save T-Ball. He should have stopped F’arlum sooner … and he would find a way to do that in the future. Annie was going West, after the stories Ozzie told them about Lone Star it seemed natural! The stories about Vampires, though, those were unnatural, and he didn’t know enough about them. He could die trying if needed, but somehow Augustus’ little helpers meant he stayed on his toes. Summoners and their “servants” had never sat well with Jorj even if he hadn’t bought the Coalition Line about Magic as the Great Evil.
For now, Annie needed his protection. It’s what a father would do, and it meant facing a new frontier and avoiding his shame at the same time. If he made it back to the East, he knew he would be a changed man.
Palladium Books, Rifts, The Mechanoids, The Mechanoid Invasion, and Megaverse are registered trademarks owned and licensed by Kevin Siembieda. Mega-damage, M.D.C., S.D.C., P.P.E., Triax, Xiticix, Splugorth, Erin Tarn, Victor Lazlo, and their likenesses, The Palladium Role-Playing Game, Heroes Unlimited, Beyond the Supernatural, Ninjas & Superspies, and other titles and are trademarks owned by Kevin Siembieda. Any brief excerpts and descriptions of the contents of the book are done for review purposes through the fan creation of example characters. No claim of ownership is intended or implied to the copywritten and trademarked works and marks.
After the fantastic interview with Jeffery W. Ingram from The Worldbuilders Anvil last week, Zen and GuardaManger dive into how to do some worldbuilding for science fiction!
Science Fiction versus Science Fantasy versus Space Opera
This is about the tone and feel of it the world and relates to the level of heroics expected from the characters. As you progress further to the right on that list, you see more and more exceptional or unrealistic actions and design. Space Opera in a lot of ways looks like a proper Pulp setting but with pitch black space instead of the inky streets. This is not unlike The Expanseas Science Fiction, Star Warsas Science Fantasy, and Buck Rogersas Space Opera.
Tech Levels
Related to the tone of your science fiction setting, your tech level came make a difference! While these can be related, with more and more powerful tech appearing in Space Opera, it isn’t required to match up. Tech is a lot like magic and so you can use that sliding scale to see how fantastical you want the setting. A terribly high tech level Science Fiction example is The Foundation from Isaac Asimov while a low tech Space Opera is easily found in Firefly & Serenity.
Allegorical Utility
Science Fiction has almost always served to highlight existing problems and conflicts using the futuristic setting to discuss charged political events and conundrums. How heavily will you lean into that part of science fiction? Is a fascist and dictatorial regime the opponents to your heroes, or do you start as part of this regime? Are you worried about what is or is not a life in first contact scenarios and playing up the questions through the setting? This is the hardest slider to set because it involves some of the most charged and most powerful ideological conflicts in meat space.
Lexicon
Janissary noun
jan·is·sary | \ ˈja-nə-ˌser-ē , -ˌzer-\
variants: or less commonly janizary
plural janissaries also janizaries
Definition of janissary
1 often capitalized : a soldier of an elite corps of Turkish troops organized in the 14th century and abolished in 1826
2 : a member of a group of loyal or subservient troops, officials, or supporters
History and Etymology for janissary
also janisary, “elite Turkish infantry,” 1520s, from Middle French janissaire (15c.), from Italian giannizzero, from Turkish yenicheri, literally “new troops,” from yeni “new.” The second element means “soldiery, but is said to have been conformed to the Italian form from an original Turkish asker (plural asakir) “army, soldier,” from Arabic ‘askar “army, troop.”
Guard-a-Manger- Farscape – When the Henson Company was called upon to help make the first marquee show for the SciFi channel (now called SyFy), Farscape was a great example of worldbuilding in a new and intriguing way with practical effects.
Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp
Okay, this has been a bit delayed, and I apologize. Sometimes, the off line life gets pretty busy and intense. So apologies for these not going up as quickly, but we will finish out the Rifts Edition Wars series and keep moving soon! I know it took an extra month but we will get these out and get the next few ones in the can to get it ready! For now, we will continue to roll around with the Rifts: Edition Wars we have going, and the delay managed to be between the halves of the Pack!
Design Notes
This part of Edition Wars: Rifts will translate Annie, our Dog Boy escapee of the Coalition States and communications expert, from the original edition to the Ultimate Edition, making any necessary changes along the way and then show advancement up to Level 7. First, I would recommend you go back and reread the original write up and how we got Annie designed before proceeding. Okay, back now?
As we mentioned in the overview, the different O.C.C.s, or Occupational Character Classes, received some significant updates as well as some new ones being added to the new Rifts Ultimate Edition. It also would reference the proliferation of World Books and Sourcebooks that expand the options exponentially. I’ve picked up a few choice ones so I’ll link to the Drive Thru RPG Affiliate links for them as I mention them.
The Dog Boy was noted as more like an O.C.C. than an R.C.C. as the mutant dogs could learn other occupations which several sourcebooks had added. The Dog Boy class is still the default for the ones who came out of the Coalition breeding and training so I will keep Annie with the same class, even if something more like a military specialist would be fun to change to.
Class Bonuses – Most of the class bonuses remain the same between Editions but the Ultimate Edition adds additional specified bonuses for certain Saving Throws. This matches up with the Ultimate Edition generally having a more granular set of Saving Throws for different purposes so that the question of psychic possession is different than the regular save against psionics. The Dog Boy receives the same psychic abilities and range as originally introduced so no changes needed there.
Skills – With the addition of dozens of books and the full adoption of rifts bringing in characters from all the other Palladium games and worlds, the list of skills expanded significantly. Many of the O.C.C.s saw an increase in available skills to go along with that while others saw decreases or a rebalancing. The Dog Boys overall lost one O.C.C. skill – Weapon Systems – and had the Hand to Hand combat downgraded from Martial Arts to Expert. Additionally, while there is the same number of Related or Other Skills, the categories to choose from have changed so we will have to see whether we can keep all of our skills on Annie. Dog Boys did lose two Secondary skills in the switch over, and as we’ve already noted in previous characters, the list of available Secondary skills shifted a bit between editions. To make the adjustment, I first decided to keep a few skills in her Secondary list by shifting them into the Level 2 advancement skills since W.P. Blunt and Athletics are available as Secondary Skills to maintain some consistency between builds. In losing one additional language, I drop the Dragonese and keep with American and Techno-Can considering the conception of Annie from the original build. The other Secondary skills are still available though W.P. Revolver has been combined with W.P. Automatics for W.P. Handguns here.
Equipment – Starting gear stays mostly the same but as always, advancing levels means probably improving your gear and the new books since we first built the character may provide some fantastic options! I am keeping the Hovercycle piloting because I like that image and have some ideas for it moving forward.
Advancement Notes
Advancement in Palladium is a straightforward affair as a level and class based system. The main improvements that occur are in the skill percentages and Hit Point increases. Additionally, as a character advances, additional skills may be learned as both the Other Skills and Secondary Skills, though they start at 1st level when they are acquired. There is some expectation that gear and equipment will also increase in power, especially as the books that come out do have better equipment, but there is not a mechanical measure of the “level” of equipment like some other games.
Class Bonuses – The various psychic powers and bonuses for the Dog Boy are increased and reflected on the character sheet like the improved ability to sense the supernatural and use the tracking abilities. It is notable that the Dog Boy doesn’t get a vastly increased number of Psionic powers, but just continually gets better with their existing powers to track and identify magic and psionic creatures and powers.
Skill Advancements – In addition to the additional percent of competence for the existing skills, Annie gets an additional O.C.C. Related Skill at levels 3 and 6 as well as 2 additional Secondary Skills at levels 2 and 4. I already mentioned that the Level 2 Secondary skills will get the W.P. Blunt and Athletics (General) skills that had been in the original build. I see Annie having grown into more of a leader in her time with T-Ball and them in the Tolkeen war especially as she had to stand up against other Dog Boys directly and be known as a traitor. Additionally, when I look at the rest of the quartet she is heading West with, she is going to need to fill a role in combat she hadn’t before with a ranged weapon. The Level 3 “Other” skill will be Military Etiquette, the Level 4 Secondary skills will be Pilot Hovercycle that provides a more hot dogging and fancier approach to piloting that specific style of vehicle, and Performance to enhance her attempts to lead, while the Level 6 “Other” skill will be Sniper to increase her chance to hit with her aimed shots from distance. She is mirroring T-Ball in some ways, but having a strong female pack leader is something that Annie would certainly be receptive to and also it makes sense for her coming into her own.
Gear Improvements – As the Rifts set of sourcebooks expanded, the amount of gear available increased exponentially including some of my favorite books like Rifts: Atlantis, Rifts: Mercenaries, and Rifts: Triax and the NGR. As I’ve advanced the Pack here past the Coalition War of Unity, and to a mid-level group, I wanted to add some better gear. Aside from the symbolism of rejecting her past, I think that Annie can do better in her Armor department than the light Dog Boy armor she had to start. The Triax T-42 Commando Scout armor from the World Book 5: Triax and the NGR is a mass market armor and not something she would have to steal off a member of the NGR forces (in Europe) but not common in North America – It is all around better than the Deadboy light armor she has now with more M.D.C., less prowl and movement penalties, and a built in laser targeting sight to add +1 to strike! The Wilks 447 is still a great choice for an Energy Rifle especially when using it for Aimed shots and the Sniper skill that was picked up since it is readily available and has a +1 from its balance to make that shot in addition to the +1 for the sight in the armor and the +2 from Sniper. An additional heavier rifle like the NG-P7 P-Beam with shorter range but better damage is also needed, but since Annie didn’t get a lot in the conversion to the Ultimate Edition, the same Kittani scouting party that had Lady Sieglinde end up with the Plasma Sword is going to leave the K-4 Laser Pulse Rifle behind which is a knock off of the Wilks Pulse Rifle with a little more oomph. I may give Ozzie a K-1000 but I didn’t think Annie was strong enough to hoist that thing since it is described as for powered armor and `borgs.
There are some other changes on the character sheet linked below that I recommend you look at.
Character Notes
Annie was never supposed to end up where she was. As a Coalition Psi-Hound, or “Dog Boy”, she was meant to serve and meant to follow but now she seemed to be the one in charge of a handful of adventurers. It wasn’t an easy time to get here, either. Jorj had been her lifeline, and her window into how much more of the world existed outside the Coalition. Their time with T-Ball had certainly been an educational and rambunctious one. By the time that they were involved in the fighting that surrounded the Coalition’s War on Tolkeen, Annie had been more and more assertive. She wasn’t going to let her new pack down the way she felt she let down her original pack.
While Audacious sacrificing himself as F’arlum slipped fully into madness was a watershed moment, what Annie was more struck by was before that when they encountered a small pack of Kill Hounds – Dog Boys genetically bred to be hunters and killers above and beyond the natural canine instincts Annie and her old pack possessed. Shortly after that fight and encounter, the vainglorious minotaur Ozzie joined them and from him Annie heard even more rumors about the Coalition State of Lone Star. It was known that Lone Star was where the Dog Boys were created and cred, but Ozzie told her what she had never heard – new experiments took place every day there on animals being bred for a life of servitude and that there were entire communities of escaped Dog Boys and even children of those escapees who never knew the Coalition State’s yoke.
T-Ball had been relying more and more on Annie’s judgement in the field – a Dog Boy made a good scout for intelligence, but also as comms and overwatch. Her judgement had gotten better and better. When Tolkeen fell, and in the aftermath, T-Ball wanted to go East to seek out something to fight the Coalition, but Annie knew she had to go West. It was no surprise when Jorj came along, and Ozzie had a chance to return home but the addition of Augustus unnerves Annie. She still has a bit of a dislike of magic, after her own past and F’arlum’s turn, so a shifter who summons magical creatures in a gamble to bind them and use them not only throws off Annie but worries her. She was being chased by the minions of the Splugorth, after all, and what secrets she is hiding have not been revealed.
Palladium Books, Rifts, The Mechanoids, The Mechanoid Invasion, and Megaverse are registered trademarks owned and licensed by Kevin Siembieda. Mega-damage, M.D.C., S.D.C., P.P.E., Triax, Xiticix, Splugorth, Erin Tarn, Victor Lazlo, and their likenesses, The Palladium Role-Playing Game, Heroes Unlimited, Beyond the Supernatural, Ninjas & Superspies, and other titles and are trademarks owned by Kevin Siembieda. Any brief excerpts and descriptions of the contents of the book are done for review purposes through the fan creation of example characters. No claim of ownership is intended or implied to the copywritten and trademarked works and marks.
Music is “Dark Times” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
Episode 78:Interview with The WorldBuilder’s Anvil
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Sit down with us and have a chat with the guys over at the WorldBuilder’s Anvil. Both Jeffery and Michael are gamers and we wanted to get a chance to sit down with them to chat about how they go about creating content for the games they are in.
Guard-a-Manger- Exercise! We all need to move a little bit more so this week as we get to the start of summer and before it gets too amazingly hot and unbearable, get outside or get to a gym and move your body a bit!
Welcome back to Edition Wars:Rifts where we are serving up the second of the four new characters as we explore how Rifts has changed over the Editions and years. This week, I’m presenting Capaneus, the Mind Melter! When I was splitting the party up to cover more literal and figurative ground, I knew that the DeeCee questing side of it would need some sort of esoteric powerhouse since the mage had fallen to the dark side. I toyed with the idea of the Mystic from the Core Book, but the bombastic Mind Melter started taking over so I went with the inevitable core rulebook master psionic! I looked at some of the expansion books, but I didn’t feel like a Druid from World Book 3: England fit and I have a true Atlantean coming in on the other team, so I decided to go deeper into the psychic side of the powers.
Rifts had always included the great and terrifying power of the Mind Melters and the heavy use of psionics is something that set it apart from other similar games, creating a third pillar along with magic and technology as a power source. The original CRB lacked as much depth of choice, but the ultimate edition included a vastly expanded list of powers. Even moreso than a spell caster I feel let’s you make a specialized character.
Design Notes
To start with our stat rolls, we have IQ – 11, ME – 16, MA – 17, PS – 14, PP – 15, PE – 15, PB – 16, and Spd – 17. WIth our bonus rolls, the M.E. becomes 22, the M.A. becomes 19, the P.B. becomes 19, and the Spd. becomes 18 before we apply the potential bonuses from physical skills. Aside from being of average intellect, our Mind Melter is a rather exceptional young man.Considering that I ended up giving him the name of Capaneus, this shouldn’t shock you much. Rifts also includes Structural Damage Capacity, or S.D.C., to reflect non-life threatening injuries and unless otherwise noted, Ultimate Edition characters start with 12+2d6.
Mind Melter Bonuses – There are a number of bonuses for being a Mind Melter including initiative bonuses, perception roll bonuses, additional resistance in the form of savings throw bonuses against mental possession, mind control, magical illusions, and horror factor, as well as some bonuses to combat.
Psionics – Vast Psionic Might. The entire point of being a Mind Melter is for the vast psionic powers. With 3d6x10 + M.E., we have a starting I.S.P., or Inner Strength Points that fuel the psionic powers in the Palladium Megaversal system, of 142! Additionally, even at First level, a Mind Melter has three psionic powers from each of the four categories – Physical, Healing, Sensitive, and Super. Additionally, all Mind Melters display the powers of Alter Aura, Mind Block, See Aura, and Sixth Sense. I think I am going to take Capaneus in the direction of an ESPer and force manipulator, so starting Psionics are: Healing – Bio-Regenerate (Self), Healing Touch, and Detect Psionics; Physical – Impervious to Poison, Levitate, and Telekinesis; Sensitive – Sense Magic, Sense Evil, and Telepathy; Super – Telekinetic Force Field (Because it’s what you need to stay alive), Telekinesis (Super), and Group Mind Block. Keeping both TK and TK(Super) gives some greater flexibility and there are bonuses in TK for using it for fine control that are not replicated under TK (Super). This provides utility for the party & player as well as giving us a way to move into something more spectacular as the levels increase.
Skills – This is the only place where there were significant changes between the original Rifts CRB and the Rifts Ultimate Edition – Mind Melters got more skills! While starting with a handful of languages maintained the same, as well as a pair of piloting skills (Jet Pack & Bicycle for Carpaneus here), the Ultimate Edition also provided Streetwise, Basic Math, Land Navigation, a Weapon Proficiency, and Hand to Hand Basic. This makes a pretty big difference since only 6 Other Skills and 6 Secondary Skills are available. As far as Other skills, I started with Lore: Psychics and Psionics because of the prideful nature I see in Carpaneus, but that got balanced with his deep seated insecurity and fear so he does know Prowl for how to sneak around. His love of the finer things in life has led him to Appraise, while his generally good nature and youthful time spent running in the wreckage of pre-cataclysm cities adds Excavation, Spelunking, and Fire Fighting. He knows how to use his powers to the greatest good in a civil engineering way, which does not help his overfed ego. As far as secondary skills, he gets another Appraise there to add at least passing familiarity with Magical items, Dancing, Performance, and Wardrobe all play into his affectation of the finer things while climbing was necessary to really use Spelunking. Sometimes, he has to try not to use all of his Vast Psychic Might!
Gear and Armor – This is quick and simple. Mind Melters, like spell casters in Rifts, don’t rely on a lot of gear and weapons but instead lean heavily on their psychic powers which will get to a longer and longer list shortly! Without diving too deeply through all of the different source books and world books, the best overall light armor in my opinion is the Urban Warrior at 50 M.D.C. with only a -5% penalty for movement. It was the Crusader, but they fixed that to be a heavy armor in the Ultimate Edition. A handful of general gear options later, including the Wilks Jet Pack, and an Energy Pistol, the classic and unremarkable WIlks 320, and Carpaneus is done!
Looking at Page 296-298 of the Rifts Ultimate Edition book, here are the results of the Optional random tables to round out the character:
Birth Order: Second Born;
Weight: Average ;
Height: Average;
Disposition: Arrogant. Confident and self assured to the point that he feels his the best at what he does. LIkes to take charge and direct others whether they appreciate it or not. May underestimate others;
Family Origin: Earth native. Character is human;
Type of Environment: Old Town `Burbs, a prosperous, upper-middle class city or town. Minimal hardship or ethnic diversity;
Sentiments towards Coalition: Sad about the CS. The character has seen soldiers defy orders to do the right thing and recognizes the CS has done many good things for many humans. Its potential for good is tremendous, but believes Emperor Prosek and the government that serves his are evil. They are the ones responsible for the crimes the Coalition has committed against others. Suspicious and cautious about the CS.
Sentiments towards Non-Humans: Has found that D-Bees are just people too and treats them the same as anybody else. Suspicious of dragons, creatures of magic, and supernatural beings.
Advancement Notes
Advancement in Palladium is a straightforward affair as a level and class based system. The main improvements that occur are in the skill percentages and Hit Point increases. Additionally, as a character advances, additional skills may be learned as both the Other Skills and Secondary Skills, though they start at 1st level when they are acquired. There is some expectation that gear and equipment will also increase in power, especially as the books that come out do have better equipment, but there is not a mechanical measure of the “level” of equipment like some other games.
Class Bonuses– Primarily, the bonus against Horror factor increases as does the amount of Inner Strength Points. After that, there is a bevy of additional psionic powers to choose.
Psionic Powers – 16 more powers are able to be chosen in advancing to 7th level, and each level has some requirements such as 6 of these must come from the Physical, Sensitive, or Healer Categories and 4 must come from the Super Category, with the remaining 6 from any of the categories, but we will probably lean heavily on Super Psionics. In the ESPer side of things with his concept, I look for powers such as Clairvoyance, Astral Projection, See the Invisible, Mask I.S.P. and Presence Sense. The Super power of Psionic Omni Sight, that allows for intense and heightened immediate sensory rolls is also a perfect tuning into the area around him moment. Electrokinesis, Hydrokinesis, and Pyrokinesis make appearances because I like the image of wielding and using these fundamental and elemental aspects of the world. They each have a host of sub abilities that I didn’t write onto the character sheet but that allow the manipulation, manifestation, and understanding of those elements. The Psychic Body Field is a specialized TK force field that he can throw onto himself and then throw the force field around something else while Hypnotic Suggestion and Bio-Manipulation really deepen his ability to bend weak wills to his mind. This area is one where the update to the Ultimate Edition shines – the additional psionic powers give a lot of leeway and flexibility that didn’t exist in the original version, even if the number of powers each Mind Melter receives stays the same!
Skill Advancements – Mind Melters do not get many skills, and so the only additional Other skill I am giving Carpaneus is Magic Lore. Yes, I know I’ve given that to others and for the same reasons, but it also makes sense so just let the story control here. In Secondary skills, about the same time as the psionic Total Recall power is being added, Literacy and Calligraphy are selected. As haughty as Carpaneus is, I see these things going together well as he learns not only to read, but to write in a florid and pretty manner and indelibly etch what he reads into his mind. At 6th level, I added Gambling and Post-Apocalyptic History. Pastimes being what they are, Gambling is something he would enjoy especially among the soldiers as a way to bond with them while the History of how Tolkeen and the Coalition States got to this state is worth exploring.
Gear Additions – For gear, I don’t think there is much I am going to change. I have given other characters Technowizard items, I don’t have the Psyscape World Book yet to explore for psionic gear, and Mind Melters generally make use of the dozens of psionic powers moreso. I will upgrade the Jetpack to be one with a nuclear lifespan as a reward and maybe he’ll grab some new armor as well, but for the most part he is a low gear character floating through the air like he doesn’t really care probably using his telekinesis to keep mosquitoes off of him.
Character Notes No one is sure when the powers of the mind started awakening … at least no one who has shared that knowledge with Capaneus and he is thirsty for that knowledge. It set him apart early and gave him a purpose that not everybody shares in this crazy and hectic world he calls home. It could have been a mostly quiet life, as the child of a family that had managed to be as well off as they can, selling off the stake in the mines before he was born meant enough credit to have a better life. Nobody was ever truly safe from the predations of the world gone mad, but a nice roof, a comfortable bed, food was never an issue, is about as easy a life as one could want. It also makes younger brothers incredibly bored.
Sure, the mines were still there and he could go explore parts and pieces of them, but he never had to work them and come back tired and sore. He was better than them. He was better than his brother, why couldn’t everyone just admit it. Sure, they gave him a wide breadth – between being a complete arrogant jerk and the fact that his family wasn’t completely without influence in the burb it just made sense to let him be. Life might have gone on like that, if it were not for the unlikeliest of events in a mine – a cave in!
The will of the gods, or the powers that be, magic raining down destruction, or whatever caused the freak storm that shattered the ground and caused the cave-in forever set Capaneus on his future path. He saw his brother and miners crushed beneath the mines collapsing rock … and instead of fear he felt fury. The righteous fury of one who will defy nature and he reached out to stop the remaining rocks from falling. His telekinetic power had broken through his complacency and he saved everyone he could. It was too late for his brother’s legs, but he healed him as best he could. He heard the minds of the people around him – praising him, fearing him in equal measure. And it felt good.
He took a new name, from the mind of the Scholar in the town – Capaneus who shook his fist at the gods and was possessed of a singular arrogance. He liked it. It also meant that when he would anger people in the future, his family wouldn’t be caught in the crosshairs of retribution. He knew it was time to leave. His brother’s crushed legs and wounds, though stabilized, left little for him to hold on to. His parents always favored him, anyway. He wouldn’t know that his brother became a Combat `Borg, never able to trust his weak body again and not possessing the unique powers of Capaneus’ mind. He spent time away from home, the one tragedy costing their parents the entire future of their children, but his is a story for another time along with Mikal’s brother.
Capaneus managed to continue to defy the odds and the heavens with his powers and his fortunes, but it wasn’t until he was wrapped up in the fight against the Mechanoids that he realized he could and should do more. He knew of the Coalition, but had never seen how they would grind his own kind under their boot, but the psychic powers of the ravening horde of extradimensional cyborgs gave him pause. The planet survived, and he left that area of the eastern coast, but knew he needed to apply himself to better the world for all those less fortunate than he is. SO he made his way slowly towards Tolkeen as the Coalition advanced. Along the way, he fought on both sides, saving Coalition soldiers from the evils unleashed by Tolkeen, but fighting against those soldiers who followed the Proseks’ unwaveringly.
By the time he made it, the fight was nearly done, but he did find interesting companions. Seeing this F’arlun turn on his friends, and seeing T-Ball go down not unlike his own brother’s injuries. Audacious protected her the way that he hadn’t been able to protect his brother, and so he decided to accompany them back East, where he had just come from never knowing that what T-Ball and Lady Siegline seek bears a connection to what brought the Mechanoids to Earth or whether he will reach too far in his rebelliousness. For now, “It amuses me so to watch and help these people.”
Palladium Books, Rifts, The Mechanoids, The Mechanoid Invasion, and Megaverse are registered trademarks owned and licensed by Kevin Siembieda. Mega-damage, M.D.C., S.D.C., P.P.E., Triax, Xiticix, Splugorth, Erin Tarn, Victor Lazlo, and their likenesses, The Palladium Role-Playing Game, Heroes Unlimited, Beyond the Supernatural, Ninjas & Superspies, and other titles are trademarks owned by Kevin Siembieda. Any brief excerpts and descriptions of the contents of the book are done for review purposes through the fan creation of example characters. No claim of ownership is intended or implied to the copyrighted and trademarked works and marks.
The two topics are Micro Conflict and Succession of power.
Micro Conflict
Micro Conflicts are up close and personal. These are times where the stakes are not high, but are personal. You can look at individuals, towns, or other places or people with an emotional resonance to build this conflict up so that the stakes are never objectively huge but highlight character development through solving these seemingly “lesser” problems of the campaign world.
GuardaManger (Fantasy/The Extraordinary of the Ordinary) – Sometimes You Can’t Hit Them Until They Fall Down
Overview
It’s been a long time on the road and nothing is quite the same as shaking the dust off your boots at your favorite roadside tavern. This one in particular has been a recurring favorite over the last few years, but The Rusty Ruler is a shell of itself when you get there, and it isn’t ready for you to enjoy yourself. The town has a new leader, you see. These odd elections they favor in the Ghulla can change who is in charge without a death. You are now seeing the results of one of these elections. Your favorite barkeep is forlorn and sees the new taxes as stifling his business and when combined with the demonization of ale and meat it has been hard to turn a pretty penny of profit. Can you help?
What does it take to change the mind and heart of a town? Who is this new leader and what drives him or her to outlaw and punish taverns and merriment? Can you sway a whole town back from the edge of the rather mundane abyss and help save your friend’s business? He’s offering you ale for life if you can pull it off.
This campaign pushes a party out of what is the most common comfort zone – exploring and dungeoneering – and into municipal politics! The Who What and Where can all be handled with aplomb, but this is another campaign where the GM is able to set the pace well – FIrst you need to qualify to have a recall election of this Burgermeister and then you need to have the election itself, so the Players have the chance to learn what the platform was that drove the new meister to control and why people support it. You could go with magical powers and demonic pacts, but it could be as simple as taxes to provide better infrastructure or a recoiling against one or two more violent overindulgences led to the lockdown of the tavern.
Use the conflict of personalities and the tendency for the smallest of disagreements to balloon into the largest of feuds in a small town. Maybe it all comes back to an unpaid tab, a rough night, and a personal vendetta that will only be solved with violence … but more likely than not, there will be ballot box stuffing, GOTV campaigns, and promises of kickbacks to sway the locals to your side and maybe have a P.C. elected to be in charge.
Zendead (Sci fi) – The Prism of Power
Overview
The topic of how the two powers in this part of the world drew up the Game is something lost to time. But the rules are simple. No killing is the first one. But the rest is more free form. The goal is to amass as much power and influence as possible before the empress has chosen her empirical consort. Thou you must be careful because if she is aware of how much you have then she might make an example out of you. Can you place the empirical consort in her way so you have that much control over the Throne of the Seven Diamond Stars?
nulloperations (Cartoon/Contemporary) – Of Pies Untold
Overview
In the world of the Valley of Sunshine, there are four townships. Each is a bastion of hope, wellbeing, and comradery. They love their neighbors, their fellow town residents, and they love their neighbors across the moon rain rivers that criss-cross the valley. They are a people who are full of pride and love of their land, and the myriad fruits and vegetables they grow in the fertile soil.
But behind the veiled perfection, a sinister truth lies within the hearts of the Valley of Sunshine. One contest that stands above all the others. One that drives the residents to sabotage prized harvests, overturn wagons, and (dare I say it) start food fights. Yes, I speak of the yearly pie contests of the Equinox Festivals. Each Spring and Fall, sinister plans go out to disrupt the bakers of the four townships. Players take the role of the bakers and their staff, and choose to take a defensive noble stance or an offensive saboteur route. They can spy to learn techniques, or practice and master their own craft. The Equinox Festival is a hard-won contest, and the prize is having a town crowned master of the season. Will it be yours?
Succession of Power
Succession of Power takes many forms. This provides for the coming of age stories of teenagers growing into adults as well as the passing of the baton in royal houses. It can encapsulate an aging empire’s decline and slide into irrelevance as much as it is the rise of new powers.
GuardaManger (Coming of [Super]Age/Mystery) – Paragons of a New Age
Overview
It is always fun when school goes back into session at Paragon High. Paragon High only hosts the best and brightest of the newest generation of superpowered and enhanced individuals, as well as the odd alien or three. You have transferred into Paragon for your sophomore year of High School, with the rest of the party, all arriving at the same time to the glistening and shiny “School of the FUTURE” … and all had the same experience being hazed by the new Juniors.
It may be a rite of passage, but it doesn’t need to be, and there are far too many things that do not add up at the school. While it seems that Principal Praxis is well intentioned, his eyesight doesn’t see through the walls of the school. The juniors on the Softball team certainly are up to something after practice, and the scheduled inspections are not happened if you look at the licensing requirements from the International Order of Metapowered Academics. You are a new kid here, but between the Paragon Pegasuses slinking around, the oddly cleaned grounds where you never see a groundskeeper, robot, or even magical spell, and the willful ignorance of the Junior classes’ actions something more is going on.
Can you and your friends outwit and outlast the Junior class troublemakers? Find out what the Pegasuses locker room is hiding? Can you save the school – from itself or something else?
Here, the mystery of the school echoes the imprecision and the uncertainty of growing up. A common theme used in fiction, but the use of the superpowers lends a more uplifting tone to the campaign. What ties together these different threads is up to the GM but the pacing and tone is what makes this campaign sing. Your pacing should be plotted out with the school year, so if you have four quarters in your schools, have three major beats before the big showdown. Work around periods of classes and weekly school sporting events to build it up like school calendar. For your tone, look to comic books like The New Teen Titans, The New Mutants, and DNAgents while movies and TV like Veronica Mars, Buffy the Vampire Slayer, Zoom, and Sky High all capture great aspects of the idea of teenagers and adolescence as metaphor and the coming of age with superpowers.
Zendead (Apocalyptic Fantasy) – Changing of the Guard
Overview
At the onset of the Age of Banners when the broken world was being pieced back together factions rise and fall. Some have strong footholds on the few elements that can prove the right to rule. The right to rule is it yours or is it the others you call friends? Well the one that can grab it it from the Lord might be his rightful successor as the law is written. Will he give in to your will or will you fall to his will? The area that you can control will be a weapon that you use as well as the people in that area. The hardest part is getting the Lords attention and doing things to help him get what he needs or wants and proving you are the help that is worthy of having his seat once he is done.
nulloperations (Cyberpunk) – Underworld Overlords
Overview
A theme in the grungy world of cyberpunk is the role of the mover, the shaker, the deal maker. These fixers live and die by reputation, and the people they employee, often the players, are the ones that help solidify this rep into the history of the metroplex’s streets. Reputation serves as a marker of where you stand in those dingy alleyways. Are you the top shot caller the corps hire for work? Or are you yesterday’s news? Ready to be passed on and passed over until the current big fish is ready for a fall.
A street level game is a game of reputation, half-truths, and lies; while the players are not always the focus of the fixer role, they are adjunct to helping lift someone’s rep and role amongst the gears that keep the machine rolling. Doing a job to destroy the rep of another by causing a project to go bad, or being their best selves and knocking out hard assignments for their fixer, they are the motions that pass the baton of overlord from faker to maker.
I did this in Shadowrun, as the players’ connection to Eve Donovan, the fixer from the Silver Angel module. Over time the reputation of the jobs Eve sent them on were boosting her reputation and helping to reestablish her as a queen of the Shadowrunner scene.
Stat Blocks
Zendead – The Ring of Trophoil
The most powerful members of the Empress of the Seven Stars as she is known gives to the presenter of her consort this ring. What is so special about such a simple and unimpressive worked ring of brass? The decorations are truly simple and no gemstones adorn it even. The ring though is capable of seeing the truest intentions of a person that are the focus of its wearers mind. It creates an unexpected connection that can dive into the second or third level of the person.
nulloperations – Open a Can of Sleep
It looks like any number of energy drinks hot on the market. You know what I mean, the corporate drivel stamped all over with animated characters that have too excited eyes or covered in weird living metal patterns? Yeah, that stuff. Well this one’s different. Oh, it’ll keep you up, because it’s filled with as much sleep as you want to put into it.
It’s not stupid. Of course, it makes sense. No, no listen. Here’s what it does. The can goes under your pillow when you go to bed. It’ll eat your sleep, store it up. You don’t even dream. Just snap; eyes close, eyes open. I set an alarm personally, so I don’t feed it the whole night. Then, when you’re tired, when you need that energy that comes from 8 full hours; crack open the can, chug down the sleep you gave, and enjoy the night like you slept through the day.
Side effects? What? No, no there’s no side effects. Just, you know, so long as you’re not a bad dreamer. I mean you’re not a bad dreamer, right? No nightmares? Night Terrors? Weird dreams about a talking dog? No? Good. Wouldn’t want them lingering to ferment. That’d be dangerous.
How to Fit a Can of Sleep into your game
The Can of Sleep acts as an energy restorer, reducing stun damage, fatigue, and other endurance systems. But it comes with the chance of nightmarish failure. Whenever someone drinks a can, run the system’s version of a luck check. If they fail, they get the benefit of the Can of Sleep, but they should also be struck with terrors, fears, or have a mental negative trait trigger.
Guard-a-Manger – Prince Kevin
A legend even among the legends at Paragon High, when Prince Kevin enters the room, he is the most important person in the room without a doubt. Everyone knows it and everyone respects it. I mean, it is Kevin after all! But few can remember why the respect is paid to Kevin this way, or even why the title of Prince is provided to him. He has fine chiseled features of a high school jock, complete with the ubiquitous letterman jacket. He is always fashionably late, and seems to know just when to leave the party before the it gets buster.
Kevin is even helpful. You recall him showing up at just the right time to catch the falling punch bowl when Chad had knocked it over, and how he “accidentally” knocked that glass away from Amber the sketchy guy was giving her. He even loves changing tires when someone has a flat. His big doofus like smile and enjoyment of just offering people a hand make you feel better about how you never seem to see him in any of your classes.
Lexicon
Bodkin noun
bod·kin | \ ˈbäd-kən \
Definition of bodkin
1a : DAGGER, STILETTO
b : a sharp slender instrument for making holes in cloth
c : an ornamental hairpin shaped like a stiletto
2 : a blunt needle with a large eye for drawing tape or ribbon through a loop or hem
History and Etymology for bodkin
Middle English bodekin
First Known Use of bodkin
14th century, in the meaning defined at sense 1a
Look-up Popularity
Bottom 30% of words
Closing remarks
Zendead- For those times when you need to have a fully stated up NPC or character in record time. Check out the Character Generator at Fastcharacter.com It will give you characters for 5E D&D as well as Cypher characters. Because sometimes you need something right now and fast.
nulloperations – LOVE DEATH + ROBOTS (mature rated trailer btw). The series has been some fantastic sci-fi. It’s meant for mature readers, it’s not bashful of being down and grungy, and it takes some neat chances.
Guard-a-Manger- Planetary. The acclaimed comic book series from Warren Ellis is a tongue in cheek look at and commentary on the history of comic books and of stories in general across the 20th Century. It is a gold mine of ideas, imagery, and a textbook look at how to deconstruct conventions well instead of just sloppily throwing it on the page.
Music is courtesy of The Enigma TNG you can find his music on YouTube or on Bandcamp
Music is “Dark Times” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
Welcome back to Edition Wars:Rifts where we are serving up the first of the four new characters as we explore how Rifts has changed over the Editions and years. This week, you have a Cyber-Knight in the form of Lady Siegline. Now, I will be the first to admit that a strapping tall female knight could well have been influenced by Brienne of Tarth played by Gwendolyn Christie on Game of Thrones, but if you can’t find inspiration for characters in popular culture, where will you look?
Cyber-Knights are one of the iconic classes for Rifts, and act as a synthesis between the fantasy and futuristic aspects of the game. They are the class that rode horses, created a psionic sword, and had cybernetic armor implanted on them . . . but as the power creep happened the Cyber-Knights seemed out of place and underpowered. When the Ultimate Edition came out, the Cyber-knights were given the full updates slipped out into the world in the Coalition Wars 4: The Cyber-Knights. Now, the use of the horses made sense, and the ability for Cyber-Knights to gain the reputation they were given arrived. The Cyber-Knights history and tie to Lord Coake was more clearly spelled out, but mechanically they were provided new abilities to make them more formidable. The bonuses, psionics, and skill lists stayed mostly the same, but the Cyber-Armor and the addition of the Cyber-Knight Zen Combat added quite a bit. The Cyber-Armor, previously a static item now, unknown to non Cyber-Knights, would regenerate and increase in strength starting at 4th Level. The Cyber-Knight Zen Combat allows the Cyber-Knight to combat technological foes – a psionic or mystic ability to fight in a way that negates opponent’s technological bonuses as well as granting additional bonuses to the Cyber-knight including Autododge starting at 5th Level! It is hard to overstate just how much this can tilt the odds in the Knight’s favor when the sensor locks are gone, the computer assisted aiming is negated, and the Cyber-knight has a Psi-Sword in each hand opening up the powered armor foes. This even extends to just a single weapon and as it is written the simple +1 Bonus from the well balanced Wilks Laser Rifle would be negated against a Cyber-Knight.
Along with the Psi-Stalker, the Cyber-Knight received the most significant updates and it is probably my favorite. It fits the concept of the Cyber-Knights and provides enough class based power to stand up against the powered armor of the world. Additionally, negating bonuses provided by gear and equipment is a good way to focus on how the Cyber-Knight’s training is what provides this ability – their dedication and training in beyond what others receive. It does add to some record keeping, especially for the G.M., but that isn’t a surprise for Rifts
Design Notes
To start with our stat rolls, we have IQ – 12, ME – 15, MA – 15, PS – 17, PP – 16, PE – 16, PB – 14, and Spd – 10. WIth our bonus rolls, the P.S. becomes 21, the P.P. becomes 18, and the P.E. becomes 20 before we apply the potential bonuses for being a Cyber-Knight and Physical skills. Cyberknights have a special chart to roll on for Psychic power since they are partially chosen to exemplify that and Lady Sieglinde is a Minor Psychic so she gains three Psionic powers aside from the standard list for Cyber-Knights. Rifts also includes Structural Damage Capacity, or S.D.C., to reflect non-life threatening injuries and unless otherwise noted, Ultimate Edition characters start with 12+2d6.
Cyberknight bonuses – 6 of the 8 Attributes receive an additional 1d4 bonus from the Cyber-Knight training with only I.Q. and P.B. left untouched. Our resulting stats before Physical skills are: IQ – 12, ME – 15, MA – 15, PS – 23, PP – 20, PE – 21, PB – 14, and Spd – 11.
Psionics – Cyberknights all have the Psionic powers of Psi-Sword and Psi-Shield. The Psi-Sword is the iconic and essential part of their class with even the otherwise non-psionic Knights able to summon this mega damage extension of their will. As a minor psychic, Lady Sieglinde also has three additional powers selected from a specific list (on page 67 of the Ultimate Edition) – See the Invisible, Mind Block, and Resist Fatigue work well.
Skills – Cyber-Knights are clearly martial characters with their skill list including four Weapon Proficiencies and Hand to Hand Martial Arts amongst the Lore and Languages. While Cyber-Knights have 12 O.C.C. Related skills, two must be physical and three must be Weapon Proficiencies. The remaining, though have few limits as well as the six Secondary skills available. Sword and Staff are pretty easy choices for Weapon Proficiencies and the addition of Boxing and Wrestling to the Physical skills already granted are easy choices as well for their overall utility. This isn’t a quiet or sneaky sort of knight, so I opt for O.C.C. Related skills like Basic Radio and Public Speaking as the latter reflects being a leader in a lot of ways. Combined with Wardrobe and Grooming, Lady Sieglinde can certainly cut a good appearance and lead and inspire warriors. Her Secondary Skills are where you see her life before training as a Cyber-Knight – Lore: Cattle, Animal Husbandry, Whittling, and Carpentry are all things she learned on her family’s farm that she carried through. After we account for all of the advancement skills, I’ll show the final Stat line or just click the link below to the sheet.
Gear and Armor – First, I give her a revamped version of the Crusader Armor. What was a light and comfortable medium armor in the original edition is now Heavy Armor that makes sense for a Cyber-Knight to have in the Ultimate Edition. I pair this up with the Urban Warrior lighter armor for less combat specific tasks. Weapons start with the Psi-Sword, obviously, but then I add a pair of short staves and a bullwhip for more unusual weapons as well as a good number of throwing knives. Importantly, while Cyber-Knights certainly focus on the knightly combat they do not overlook the need for modern weaponry and so I start her off with a L20 Pulse Rifle. She’ll get more as she advances below, but that is where she started. The assorted gear also includes a first aid kit that will assuredly be needed and a Geiger counter. Otherwise, the equipment is straight forward – until the mode of transportation! While mentioned in the original book, and able to be built if you spent the time in the Sourcebook 1, Robotic Horses came into their own in the World Book 14: New West and since that is an option for Cyber-Knights, you better believe I gave Lady Sieglinde a robotic horse! Specifically, the Bandito Arms RH-1004D Heavy Robot War Horse.
Looking at Page 18 of the Rifts First Edition book, here are the results of the Optional random tables to round out the character:
Birth Order: Last Born;
Weight: Average (probably a lot stouter once all those physical skills are applied);
Height: Tall;
Disposition: Gung Ho. Guts and glory type who sees himself [herself] as a hero and enjoys tackling obstacles, challenges, and participating in combat; Family Origin: Earth native. Character is human;
Type of Environment: Agricultural; farm or ranch (perfect!);
Sentiments towards Coalition: Dislike and Distrust the Coalition. Well informed and know a lot about the CS’s philosophies, laws, and activities, and they seem to be pretty unjust if not outright evil;
Sentiments towards Non-Humans: Treats all sentient beings with the utmost respect and courtesy until they prove undeserving of it. Has a high regard for life and personal freedom.
Advancement Notes
Advancement in Palladium is a straightforward affair as a level and class based system. The main improvements that occur are in the skill percentages and Hit Point increases. Additionally, as a character advances, additional skills may be learned as both the Other Skills and Secondary Skills, though they start at 1st level when they are acquired. There is some expectation that gear and equipment will also increase in power, especially as the books that come out do have better equipment, but there is not a mechanical measure of the “level” of equipment like some other games.
Class Bonuses – I’ve already talked about the Cyberzen combat against technology that the Cyberknight has in the Ultimate Edition and the increases that came along with it to 7th Level. Additionally, the Cyber-Knight sees an increase in their Cyber Armor. As you may have noticed, power creep increased a lot of the armor and damage values over the years and with the expansion of the Cyber-Knight Lore the armor now grows with them as they increase in experience starting at Fourth level adding 1d6 M.D.C. per level. It also regenerates so long as the Cyber-Knight stays alive.
Skill Advancements – As I’ve got Lady Sieglinde written into the War on Tolkeen, a lot of her additional learned skills will revolve around how she advances as a Knight surrounded by soldiers. At 3d Level, she learned Military Etiquette and Electronic Countermeasures while working with an organized military force. At 5th Level, a Cyber-Knight adds 3 more Weapon Proficiencies as well as 2 Secondary Skills. With Fencing already a skill acquired, W.P. Quick Draw, Grappling Hook, and Military Heavy Weapons seem like good fits. She has gotten better and radying her weapons, having to get over fortifications instead of just charging through them, and offering support to her fellow troops. As far as Secondary Skills, I think a Lore: Magic pick up is appropriate for nearly anyone who fights in the Coalition War of Unity/War on Tolkeen and since as a Cyber-Knight she already has Lore: Demons & Monsters, I add Astronomy & Navigation for staring at the stars. Finally, at Level 6, I add Physical Laborer from the work fortifying the Tolkeen areas against the Coalition and the Trap & Mine Detection!
Gear Additions – Cyber-Knights are not likely to add much in the way of gear, especially as their Psi-Sword gets more powerful as they advance but that doesn’t mean Lady Siegline lacks some additional equipment. I have added a Kittani Plasma Sword from World Book 2: Atlantis that she will have taken off of a Splugorth reconnaissance party as well as a fancy suit of Technowizard Armor. The armor is a plate as heavy as the Crusader Heavy Plate, but weights magically less, has mystical optics that can be turned on like See Auras and Detect Concealment as well as Breathe without Air enchantment. Also, a missile launcher for big booms.
Character Notes
Some things still hold true, even on Rifts’ Earth, and the midwestern farm girl is one of them. Lady Sieglinde was born Martha well after the cataclysm and on an area of the North American continent far enough away to avoid the rise of the Coalition to the East, the Xitixic to the North, and the Vampire kingdoms to the South. Pure luck that a strong and strapping girl was born as the youngest of her family. A lot of siblings was normal, as the more people to work the farm and protect the area against monsters and bandits the better. It just so happened that Martha was someone who wouldn’t back down and tended to jump up first when her brothers were in trouble.
It should come as no surprise that this exceptional and daring young lady would be so exceptional as to be drawn to the Cyber-Knights, or perhaps they were drawn to her. When Sir Callum saved her homestead from a bit of a monster incursion, she had taken up arms to help as little as she was. This caught his attention, and so the storybook tale continued. The young child with a heart and potential is taken from a farm to train as a knight, and so Martha trained. Over the next 6 years she was a squire learning the training of the Cyber-Knight in the physical and the mental – her mind was steeled even further than her body. She became the example of a Crusading Cyber-Knight – her Psi-Sword awoke and she was a full Cyber-Knight trained in the precepts of honor and Chivalry; able to care for not only herself but her mount; showing respect to all who she found in her life.
While Callum may have been a bit of a Courtier, as his kind of knights are called, Lady Siegline was a Crusader through and through – she saw and required a challenge and goal to quest after. She rode a robotic horse given to Callum when they had ventured south to fight Vampires and had seen parts of the world she never knew existed. Her name was taken from old pre-Apocalyptic lore of a Valkyrie swooping down to avenge the fallen, as she was want to do – something Callum called a ‘Vagner cycle’, but that matters not. She found meaning in her ability to save people from the predations of a monster from the Rifts, their fellows, Vampires, and the Coalition. She saw the Coalition embody everything that she had come to revile in her fellows – the fear, close mindedness, and aggression left little beautiful behind. This is why she followed other Cyber-Knights to break with Lord Coake’s advice and side with Tolkeen as the Coalition States bore down.
In the war, she was broken in many ways. Her Crusade and quest to fight against the Coalition had led her to fight on a side that called and used the same demons she fought. She saw the Sorcerer’s Revenge, and the scorching of the Earth and surrendered troops, and it filled her with fear. She was afraid she didn’t know what to fight for anymore. She had spent years fighting for people and for their freedom and life together. She had fought against tyranny and wanton death. It was all she could do to not give in a Fall.
On the precipice of becoming a Fallen Knight, she witnessed F’arlum’s turn to the darkness within while T-Ball and the rest fought a Coalition Patrol. She saw a Juicer give his life, how little and intense was left, for his friend. She saw the humanity of the rest and it moved her. She came riding down a hill, swooping in once more, to save the day and turn the tide of the battle after Audacious was dead, T-Ball all but blown to smithereens, and F’arlum turned on the rest. She and Mikal shared a story about the Neemans and the Republicans who may yet live in the land called DeeCee.
If anyone can help find a way to right a moral compass, and help accomplish the greater goal of stopping the Coalition’s ride, these would be the people or creatures who could. She knew where Annie, a proud Dog Boy, would lead half this pack – to the land of Lone Star and the Pecos Empire. She wanted away from the Coalition States for now, and knowing what Augustus is, left the Vampires to them. T-Ball came along towards DeeCee, similarly shaken in herself as Sieglinde was shaken in her cause, with Mikal leading the way and Carpaneus for no reason other than “It Amuses Me to See You Strive So, Mortals”. Mind Melters … what are you going to do?
In this quest East, can Sieglinde find a way back to her Crusading ways, or will she lose hope and become another Fallen Cyber-Knight who saw the world break her hope.
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