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Showing posts with label psychic. Show all posts
Showing posts with label psychic. Show all posts

Sunday, March 22, 2015

Putting It Together: Crossing The Streams

RIFTS is a tabletop role-playing game that professes the capacity to play whatever you can imagine. While the reality of this is less than the imagery created by the advertising copy, this is not false; it just takes some work to make it viable at the able. With that in mind, let us take a moment to talk about doing that.

There is a difference between "crossing the streams" (a campaign that melds two or more archetypical campaign models together) and a kitchen sink game where anything goes no matter the sensibility of it. We want the former, and not the latter, so we are not sloughing off the necessary work that running a campaign entails. Instead, we are changing what the workload is and the order of operations.

No, no handy media example this week. Now I'm making you do your own research. Hop to it, and get used to doing it; that's what it takes to make the pre-game work of a GM into something useful at the table.

Saturday, October 18, 2014

House Rules and RIFTS: Introduction - Making This Your Game

Palladium Books, as a matter of publisher and editorial intent, is a strong advocate for taking the rules and content that they publish and making it into something that you are willing to run and your players be willing to play. In short, Palladium Books' policy is friendly towards using all the house rules that you desire. However, Palladium also has a history of being skittish about sharing the home-brewed stuff due to a fear of law suits over conversions of properties that they neither own nor have a license to use. There shall be no such things in this series of posts.

Instead, I will talk about something more fundamental, and that is making the rules of RIFTS conform to what results you and yours want them to produce. I will start with the most fundamental rule mechanics, and then I will slowly wind my way out from that core towards subsystems like Magic and Psionics. I will talk about making sense of the gear creation (lack of a) system, inter-system dependency (and when you should use it), and other things of this nature- all with an eye towards keeping the results of your home-brewing on target with your intended objectives.

In doing this, I will explore the whole of Palladium's published corpus of rules and content (with a focus on RIFTS, of course). We'll take a good look at what Palladium offers, and see how these things work when run as-written, so we have something to compare our house rules against- and I expect that we may find that some of you will be satisfied with what already exists in some respects (or even across the board). This should be a fun and useful series, and I hope that you get a great deal of value out of it.

Next week, we will take a look at the core mechanics--and there is more than one--at the heart of Palladium's games and how they are applied. This will prove to be illuminating. See you then.

Saturday, August 23, 2014

Playing a Psychic in RIFTS, Part 10: Putting It Together

By now, you know what kind of psychic your psychic man is. You've gotten into your man's head, so you know where he's coming from and how his thinks. Now, how does your man deal with others?

Good question.

First, a simple and pragmatic matter: you are playing a team-based game, wherein you cooperate to accomplish objectives and deal with scenarios put before you- either self-generated or encountered via emergent gameplay, so it behooves you (and the others at the table) to play well with others, part of which being making a man who does so.

Now, on with it.

Regardless of your man's abilities and level of power, your man is still a psychic and therefore has a unique perspective on things that non-psychics do not share. Exactly what that perspective is will vary--see the previous Archetype posts--but magic-users and mundanes cannot see things as your man does; what your man does, and especially how your man does it, is beyond their capacity to comprehend and as such your man bring a vital asset to any team that your man joins.

Telepaths and Sensitives are good at facilitating communication and unit cohesion amongst a team, either directly through psychic mind-to-mind contact or by facilitating mundane leadership and management skills to get desired results faster. Psycho-Kinetics are able to augment a team's firepower and work as a force-multiplier. Gishes have their own well-defined niches, and Hybrids suggest their own engagement within a team by what they blend together. When making your man, it's a good idea to talk with the others at the table to establish these team relations before you start throwing the dice around; the sooner that everyone is on the same page, the better everyone's gameplay experience will be and the faster that all of you can get to the good stuff and maximize your fun and entertainment.

That last part is a matter that is specific to your table, so I really can't get too specific in advice; what I can do is recommend that you look into non-fiction books about making the most of teamwork environments, and take notes as to how well your man either conforms to or contradicts the proven methods and techniques for successful integration into such environments so that you can play your man accordingly- and, if possible, do this with your fellow players. Even for the most powerful of psychics, the ability to do well with others makes succeeding at your goals far easier and more common than those who lack such social faculties.

And next week, I'll move on to something else altogether: a shift to the sorts of common campaigns in RIFTS.

Saturday, August 16, 2014

Playing a Psychic in RIFTS, Part 9: Hybrids

If a Gish is a psychic whose powers synergize with a mundane occupational suite to create a superior whole from the parts, then a Hybrid is a psychic who also wields a second power source with equal power. In RIFTS, this is most obvious with the Mystic, which I covered in the Magic-User series previously. There are variations on this in other books, which I leave to you to review at your leisure.

While the Mystic is a hybrid psychic and magic-user, focusing upon sensitive psychic powers and basic spell-casting, both derived from a strong connection to the unseen cosmic forces via their intuition, the archetype in general can cast its net much wider than that. Therefore, what makes the mind of a Hybrid is not the nature of their powers, but rather that they have two or more sources of power at equal (roughly) levels and therefore have to split their attention (and develop their consciousness) between them. This is how a Hybrid's perspective enables them to become capable of seeing multiple points of view, making them capable diplomats and mediators due to this cognitive bias that comes out of their development.

The price, predictably, is that a Hybrid is never fully able to assimilate their sense of identity into either of their sources of power; the blended power perspective grants diversity and breadth at the cost of specialization and depth. Therefore they tend to seek out others like themselves, with varying levels of success, if they seek a community of their own at all. (Mystics, for example, tend towards a level of self-reliance otherwise seen only in the Telepaths and Psychokinetics.) For the player, this means that your man will always be in a liminal mind and social space where things are unclear and one's existence is more of a frontier (even in the middle of a highly-civilized place).

This makes Hybrids good for your usual gameplay scenarios. Even if they prefer to operate above-board at all times, they will still be in that liminal space and therefore be open to the sort of scenarios that are typical in RIFTS. Their ability to operate in two distinct environments (literally or otherwise) give them something other than their powers to bring to the table, and due to Hybrids being sufficiently different amongst themselves due to what powers they blend together you can have multiples of this type and not end up with carbon-copies. Distinctiveness of character is quite possible with Hybrids.

A character's personality writes itself when keeping the archetype's major traits in mind. Individuality comes at the edges, where specific encounters and experiences can color the specific manifestation in different direction. When making a Hybrid, this is your space for customization of his persona, so exploit it; you'll come up with a sufficient background in the process, and still able to put it all on a 3x5 card. Simple, quick, easy.

Saturday, August 9, 2014

Playing a Psychic is RIFTS, Part 8: Sensitives

We've got our Telepaths. Sensitives are a step down from Telepaths in that they aren't literal mind-readers, and most of what the Sensitive is sensitive to stems from a thinking entity of some sort. The rest of what they sense is environmental presences that, usually, are the result of thinking entities' activities. If Professor X is a good Telepath example, then Counselor Troi is the cut-rate version that typifies Sensitives.

Playing a Sensitive usually means that your psychic man is not a power-player; for truly powerful psychics, Sensitive powers are secondary abilities that logically follow from their primary power(s). (Mind Melters always develop useful Sensitive powers, and are often logically derivative of Telepathic or Telekinetic ability, for example.) They usually aren't Gishes either, but instead take up the third (and, statistically, most common) approach to the practical employment of psychic power: as Augmentation to ordinary professional development.

So, your Empath is likely to also been a skilled negotiator, counselor, mediator or other strong interpersonal profession or role due where being an Empath greatly facilitates the development of such skills and easily integrates into such practices. One that can Detect Evil/Magic/Psi is often found as an investigator, tracker, bounty hunter, etc. and specialize in dealing with what they detect (e.g. Psi Stalker, Dog Boy). You can see the pattern: the powers point to useful practical occupations wherein the powers can be best employed.

In larger terms, Sensitives--as with Telepaths--are very likely to be found in some form of Intelligence or Military position, often as an asset run by a trained operative instead of being one themselves (unlike Telepaths; they're valued as operatives, and as a class always rise to the top of any society wherein they exist given time and no effective opposition). They're equally valued on both sides of the Great Game, and often concealing as best they can their true nature (even in the Coalition or similar hostile states), as they become targets for removal when an opposing operation makes its move; Sensitives suddenly breaking contact are a reliable signal to savvy operations that an enemy attack has come.

So, playing one means that--while you are often considered to be better than the common man--you're on the level of a soldier with some basic augmentation, or at best on the level of a well-built Cyborg, or a Juicer or Crazy; far more common is a status akin to a Headhunter, in that a Sensitive possesses relevant skills and complimentary powers that augment performance significantly, but are not themselves a big game-changing presence in and of themselves (as Telepaths, Psycho-Kinetics, or certain Gishes can be). You're not a super-hero level presence, but instead a solid pillar of a team whose collective performance can approximate such individuals.

Saturday, July 26, 2014

Playing a Psychic in RIFTS, Part 6: Telepaths (and Related Folks)

The Mind Melter (and its Mind Mage counterpart in the fantasy game) are the most powerful psychics in the game, and they are so noted because they are powerful telepaths. In other media, the most obvious examples are Charles Xavier (X-Men) and Kimball Kinneson (Lensman). Other telepaths are not so potent, but often compensate with skill in application to make the most of more modest capability. In any event, telepaths (and similar sensitives) pose a challenge to any RIFTS campaign and this is a known issue with the game.

Playing a telepath means that your man possesses the power to violate the fundamental privacy of any individual entity, and likely the power to resist the same happening to your man. (Not assured, but you're a fool to not take some form of mind shielding if you can.) These powers, as usual, came in early- maybe even in utero. They're part of his perception of the environment around him, and as natural as his mundane senses (the "cocophony of voices" trope is bullshit; we easily learn to tune out background noise, which is what lots of people talking is, so telepaths will easily do the same with mental ones).

He'll reflexively use them by default, regardless of Alignment, and exploit the benefits gained by doing so: appear to be a genius, always able to manipulate social environments with ease, glad-hand anyone not psychic (or a savvy magic-user) with aplomb, and know what to do/say before it's needed. The first time he runs into someone able to block him, it'll be a defining moment in his life and you should note what that moment was (if it's happened before play begins; not guaranteed for the top-tier talents). Because there is no obvious power display for telepathy, telepaths can exist quietly within a community for years- even their entire lives. Their powers allow those with even a modicum of ambition to easily move into whatever position they desire, so long as there is nothing to oppose their doing so. Therefore, the Coalition propaganda against psychics is readily justified; it's also why the Inner Elite are where they are- that's how they got there.

What does this mean? It means that keeping information away from a telepath is nigh-impossible. The powerful ones can rummage through the minds of mundanes at range, with no obvious display of power, and acquire whatever information that they desire while the weaker ones incorporate varying degrees of mundane scamming skills to fill the gap; want passwords, blackmail material, confirmation of your suspicions, etc. well it's easy (if not trivial) to get it as a telepath. GMs need to work with this reality; the Coalition does it with a combination of very strict information control and active searching for unauthorized telepaths (i.e. not the Inner Elite or their approved lapdogs), Psyscape with a culture of shielding minds by default, and so on- with those that cannot or will not taking measures to protect themselves being easy prey for telepathic intrusion. (So most folks are helpless, and only proper nescience or ignorance will save them.)

It's hard to be a Xavier or Kinneson; you really do need to hone your discipline and carefully act upon what you learn. Being a more selfish or evil character is so much easier, but even good telepaths tend towards paternalism with regard to non-psychics; their powers are the norm of their frame of reference, so lacking the ability seems like being infantilized to a certain degree and the good ones act accordingly.

Saturday, July 19, 2014

Playing a Psychic in RIFTS, Part 5: Psychokinetics

In the core rulebook for RIFTS, we have the Burster. He is a psychokinetic Master Psychic that specializes in the control of and over fire. As we know from issue #19 of The Rifter, there are other psychokinetic manifestations; while these are all variations of the Burster, that's not relevant. What is relevant is that once you have one form of psychokinesis you're soon to have all of them.

A psychokinetic is a psychic whose powers involve the direct application of will to control and manipulate physical forces- and yes, fire counts. These powers are always at the upper tier of what Psychics are capable of, so they usually manifest early in life (e.g. Firestarter). Due the power involved, unless these youths have some adult guidance on hand (and that guidance isn't useless) those manifestation episodes often produce traumatic episodes which greatly shape the lives and fortunes (and personalities) of the emerging psychics.

Playing a psychokinetic, therefore, should account for that emergence episode; untreated trauma routinely opens the door for psychological damage and related issues which (in Palladium terms) often translate to Selfish and Evil Alignments. A Good-aligned psychokinetic can be counted upon to have the necessary nurturing and support at that critical time, allowing them to mature into a healthy individual without letting their power distort their perspective (as being a psychokinetic, while putting one well above ordinary men, hardly makes one a truly god-like entity).

Because psychokinetics come into their powers so early in life, and their powers are so potent and applicable, psychokinetics are people whose identity builds around their powers. Their self of who and what they are, their worth as individuals, is built upon being a psychokinetic much like a Cyber-Knight's identity is built around being a Cyber-Knight. Losing their very specific quality of being a psychokinetic, which they developed and honed at the cost of developing a mundane skillset, often results in severe loss of self-worth that can escalate into full-on collapse until either the powers are restored or a suitable substitute is found (and that is not easy for someone so potent as a psychokinetic).

So, putting it together, playing this sort of psychic is akin to being one of the more potent X-Men: your life, from the get-go, is about being psychic in a very specific manner. You think in terms of your powers, you identify in terms of your powers, and you've worked with them so much for so long that you don't have much in the way of mundane skills should you lose those powers. Such very narrow, but deep, expression of top-tier psychic powers that focus on the control and manipulation of physical phenomena creates an individual akin to Storm, Magneto, or others like them- regardless of Alignment, they will never see themselves as ordinary people, but instead as something else, and act accordingly.

(Note: While much of this can apply to Mind Melters, their breadth of powers seriously changes how they relate to and perceive their environment, and merits a separate post.)

Saturday, July 12, 2014

Playing a Psychic in RIFTS, Part 4: The Coming Psychic Archetype Series

Psychics, as with magic-users and other power-wielders, fall into a set of archetypes. This is due to the usefulness that these arrangements have compared to other possible arrangements; in short, both game design as well as logical natural selection trends would result in psychics manifesting along predictable patterns because those are the ones that do best over time within the many and various environments wherein psychics exist.

What will come in the next few weeks will be, as with the magic-users, an exploration of these archetypes. I will not be spending posts on entire Occupations, but rather making mention of them as they relate to the archetype of which they are an expression, so (learning from the magic-user series) I expect that this will be a much shorter series that is nonetheless more comprehensive in its scope and no less useful.

I will not arrange them along the minor-major-master array. They will be arranged in terms of notability. More than that strays into spoiler territory. See you next week.

Saturday, July 5, 2014

Playing a Psychic in RIFTS, Part 3: Not All Psychics Are Equal

Last week I talked about the importance of getting into your man's head. This week I'm going to expand on that by showing a very basic application of that concept.

RIFTS assumes that there are three grades of psychics: minor, major, and master. Master psychics are those whose powers are strong enough to become Occupations in their own right (Burster, Mind Melter, et al). Major psychics possess notable power in depth or breadth, but not both; many of them blend their powers with a suite of mundane professional skills and acumen and thus become strong through a form of hybrid vigor, as their powers allow them to fill gaps that mundane capability cannot fill (stronger Cyber-Knights, Operators, etc.). Minor psychics use their powers as augmentations to an otherwise ordinary professional training; they lack depth and breadth, but what powers they do possess often allow them to operate better at their professions than would be the case otherwise.

In the lived experience of these characters, how they experience their powers and how they incorporate their powers into the rest of their lives will inevitably result in a very different perception of what their place in the world is and how they relate to it.
  • A minor psychic's few and shallow powers means that they will see psychic abilities, by and large, as an adjunct to everyday life that they are privileged to possess and enjoy. It is unlikely that their powers will allow them to so dominate their surroundings that they cease to see non-psychics as not that different (and certainly capable of beating them, should they wish to be a threat); this is the way that even highly-skilled soldiers and security experts see themselves with regard to others and the world in general, if they are honest with themselves- they have a distinct edge, and that can (and does) make a significant difference, but nothing more, so don't disrespect others lest you find that edge negated when you need it.
  • A major psychic's powers can possess enough breadth or depth to, at the least, put them well past what competent ordinary folk can do with the same training; they have to possess augmentation of some sort to keep up. Major psychics routinely create a very distinct perception of themselves and their place in the world through their hybridization of their powers and their professions; being a grunt with Sixth Sense is just another grunt with a useful trick that can be overwhelmed like any other, but a Cyber-Knight is an elite warrior whose powers--blended with his martial training--put him on par with Crazies, Juicers, and Full Conversion Cyborgs. He's special, a clear step up from the norm, and he knows it.
  • A master psychic is someone whose entire identity stems from their powers. They self-identify as, and perceive life through the status being, a psychic. They see that they are not ordinary folk, and their powers easily put them on par with powerful magicians or highly-augmented soldiers despite no need for formal training or external apparati. God Complexes are not uncommon for a lot of such figures, especially if they did not grow up in a psychic community or come under the mentorship of an equal in psychic ability, and once that takes hold it is often self-reinforcing (and therefore difficult to break); it is a very clear mark of a well-disciplined, well-trained, and mature personality who resists such narsistic and egotistical tendencies in favor of maintaining the true view of individuals as just that regardless of a lack of powers.
Next week, I'll begin breaking down the psychic into a set of archetypes (as I did with magic-users), with these power categories as guidelines.

Saturday, June 28, 2014

Playing a Psychic in Rifts, Part 2: Getting Into Your Man's Head

A key thing to comprehend, with regard to playing your character, is that you need to get into your character's head and perceive the environment from his perspective. This includes the experience of using your character's abilities, so you need to imagine the physicality he exhibits when he uses certain abilities. Once you can do that, you will find that your perception of how your man thinks will become far more lifelike and therefore your performance will greatly improve.

While this is applicable to any character in any role-playing game, for a psychic it is very significant due to the interaction of his powers with his body and his environment. The game reflects that the use of psychic powers taxes the user's endurance by the use of Inner Strength Points, which means that the usage of psychic powers is very much a usage of power channeled through the user's body- something that is finite within a given interval of time, but extendable with experience as it reflects conditioning gained as a byproduct of earning that experience.

So, take a moment to imagine how your psychic experiences his powers. He's always had them, even if they didn't manifest until his adolescence or adulthood, so there was always some telltale sign of their presence; he heard things, saw things, felt things, etc. that others did not--or, at least, others not psychic--and these signs grew until his latent powers manifested and blossomed into full expression. Depending on what powers you choose, your character's early life and experiences with his powers just about tell you the story for you because they won't happen any other way.

On a related note, take a moment to imagine what it feels like when your psychic uses his powers. From some point in his brain, a thought resonates at just the right frequency to become the right effect. He will instinctively use his body, as necessary, to guide the use of this power and employ it to the desired end; a Mind Melter or Psi Warrior will, without thought, form one hand into a firm grip upon the Psi Sword that he wills into existence while a Burster will scan with his eyes the place where he'll ignite a fire a moment before willing it to spark and flare into existing. Telekinetics will gesture with hands or similar limbs as if they were either manipulating it by touch or conducting it into place. While most of these instinctual gestures are actually not needed (and therefore can be trained out of practice), the psychic's experience of the flow of power from his brain, through his body, and then out into the environment to create the effect is often unchecked by training--Mystics actively avoid it, in harmony with their own belief in emergence and intuitive cognition, for example--often correlates bodily movement (great and small alike) to effective use of power, making psychics and magic-users seem to overlap far more than is actually the case.

You will know a learned, trained, and veteran psychic (therefore) by how often he omits such tells in the use of his powers, but this means that he has to somehow deal with the fact that the instinctual displays also naturally discharge any excess energy (and I mean that in the real-world sense, not a game mechanic sense) that the use of such powers naturally produces. Psychics who are telekinetics (or other psychokinetics, such as Bursters) flail their arms about because it is a very natural method to direct and expel such energies; psychics who deal in their powers otherwise have to find other manners to cope with discharging the adrenal rush that comes with using those powers.

A savvy observer can learn how to read body language to find these tells, and other psychics are very good at learning to do this quicky due to their own psychic ability, making psychics most effective at sensing their own- this is one of the reasons for why Psi Stalkers and Dog Boys are so very effective. There are some natural tells that can't be avoided (usually associated with powers like Psi Sword/Shield and those like it), but most--across all categories--can be omitted with discipline and practice, and replaced with far more subtle ones that allow them to escape the notice of observers. Psychics with a past in organizations (great or small) whose presence persists will do this with their members; this, by the way, is one of the many reasons for why the Coalition States' inner elite of telepaths and other psychics remains well-hidden. (More on this later in the series.)

So, get into your psychic's head. Get into his body. Imagine how it feels to use those powers, and you will go a long way towards comprehending your man's mind and perspective- which will, in turn, make playing your man a far more satisfying play experience.

Saturday, June 21, 2014

Playing a Psychic in Rifts, Part 1: The Basics

Welcome to the next series at Stabilizing Rifts. After spending so much time on magic and magic-users, it seemed natural to go a step to the side and talk about psychics.

I'm going to follow much the same pattern as I did before, with this post and a few others covering the basics and establishing the foundation for the rest of my posts on this topic. Then I will cover the broad archetypes for psychic characters, followed by the posts on specific Psychic types. Instead of "P.C.C.", I will use "Psychic"; "Occupation" will be used where relevant, as I did with the magic-user posts.

That said, the basics.

  • Psychics are born, not made, barring a few exceptions throughout the Megaverse. Magic can be taught; psychic powers are inherent from birth, though they may be latent in expression until a triggering event is had. How they manifest varies greatly, but they tend to conform to a series of archetypes that are commonplace (with variation) across the Megaverse.
  • Psychics do not manifest obvious displays of power use, in the way that magic-users do, when using their powers. They can be still, silent, and display no audio or visual effects by default. While many psychics do make gestures, etc., it is not required; the mark of a disciplined psychic is one that ruthlessly exploits this fact to his benefit and the detriment of his opposition. (Specific powers, on the other hand, can and do make such displays; it's hard to ignore a Psi-Sword suddenly manifesting in a user's hands.)
  • Psychic are much in the same boat as magic-users who don't truly understand their powers; they can, and do, acquire a body of practical techniques but true comprehension of what their powers are and how they work remains beyond most psychics' grasp- and it cannot be taught, as such. Psychic training is, therefore, akin to martial arts training is that the process is intended to be a controlled stress environment wherein senior psychics oversee juniors and guide them in how to make the best use of their powers. (Think X-Men, Xavier's school for mutants.)
  • Psychics, like mundanes, are diverse in both depth and breadth of power. All psychics are not equal, and as with mundanes they are going to fall into a hierarchy built upon that disparity of power as an emergent and persistent property of their existence- there is no "all men are equal" here.
There, we have some pillars to build upon for next week. See you then.

Saturday, June 14, 2014

Playing a Magic-User in Rifts, Part 20: Epilogue

We're at the end.

Going over the way magic works, and the useful examples of how magic-use manifests, in RIFTS has proven quite instructive and beneficial to me over these past few months. Most of what I wrote about here can be applied to other RPGs, be they tabletop games (e.g. Dungeons & Dragons) or video games of various genres (e.g. World of Warcraft, Dragon Age: Origins), so I do hope that you keep them in mind. Furthermore, because I applied some real-world occultism (*gasp!*) to bring order to the usual Palladium mess of concepts and conceits, you can look over at the New Age and Occult shelves at the bookstore for sources to fill the gaps that Palladium's amateurism and incompetent approach leaves in the material.

So, let's review the core of magic in this game:
  • Magic can be taught. At first it's by supernatural entities striking deals with ordinary mortals for the former's reasons, but in time it always turns into a wholly secular pursuit no different to how real-world science and engineering works: a body of lore on how the universe works, then applied as useful tools to solve practical problems and open new avenues of interaction.
  • Magic is both science and technology; the use of spell and ritual is how the science is applied as technology. Since both are internal to the user, this makes the knowledge into the tool and not just a means to get to a tool; this is why magic is considered dangerous- it doesn't give people bombs, it makes people into autonomous bomb-throwing bomb factories.
  • Magic is natural. It's powered by infinitely-renewable, clean (by default), naturally-occurring energy and the core of all use of magic is the ability to tap into this energy and transmute it into whatever form the desired effect takes. "Unnatural" magical energies, therefore, are caused by pollution into these natural clean flows by other entities. A magic-using civilization is one of the most environmentally-friendly ones possible, and it is always one that is post-scarcity so long as that magic energy remains available.
  • Magic-using civilizations are, without fail, always going to become stronger and tougher than those that eschew it; you can't be a Megaversal power-player if you are not a magic-user. This is why magic-use is a leveling thing, restricted where it is used by those in power and outright persecuted by those that don't; this includes those civilizations who have access to powers akin to (but are not) magic, for all intents and purposes.


Magic, contrary to what most think, is Promethean. It is how a simple boy born in the middle of nowhere in a backwater world as the son of an utterly ordinary man can become a godlike being contending successfully with Megaversal powers on their own terms; other routes to that destination require qualities that cannot be taught, require transformation of one's body or mind, or have some other random element or external constraint forever freezing out people out and keeping down those let in. Magic alone has no such constraints; the limits to a magic-user's scale and scope of power is entirely dependent on the will, imagination, and drive of the user- and those already at that point are well-aware of this fact, which is why they act as they do (out of either fear or love) with regard to magic and magic-users. Magic is what makes mortals and gods into equals, and the gods never forget that fact- and neither do powerful mortals made powerful through the use of magic. Remember this in your games and characters to come.

Next week, I begin "Playing a Psychic".

Saturday, May 24, 2014

Playing a Magic-User in RIFTS: Interlude

While there are plenty more magic-using Occupations in the game, those that remain are now variations on the Archetypes that I put down early on in this series. It is not a useful employment of this space to go over such details, so I won't spend this entry or future ones doing that.

So, wrapping up this series will be some posts on magic-users away from RIFTS Earth, focusing on the other major milieu of the game (i.e. the Three Galaxies), and then--for you tinkers, designers, and others who're inclined to mess with mechanics--some posts on my opinions regarding the strengths and weaknesses of playing a magic-user, and how to exploit the former while fixing the latter.

After that, I'm putting this series on the shelf for a while and shifting gears to another pillar of power in the game: Psychics.

Saturday, May 17, 2014

Playing a Magic-User in RIFTS, Part 17: The Shaman

Palladium, for some reason that I think is not too hard to understand, seems to think that shamanism is an American phenomenon that is confined to the First Nations of that hemisphere. Furthermore, this seems to be confined to North American First Nations (due to Central America being overrun by vampires and South America being overrun with alien invaders of other sorts), so when one picks up RIFTS: Spirit West it is not surprising to see that the various Shaman Occupations are built on the assumptions that those Shaman are going to be First Nations (specifically, from the various Great Plains and Southwest nations or remnants originally from elsewhere that nonetheless relocated there). There is no concept extant that Shaman can arise in any other context, so there is no consideration given to any other variation thereof; this greatly limits the scope and scale of the Shaman Occupations in this book. Spirit West, therefore, is far more about making the mysticism of the 19th century Old West playable in a monster, mutants, and massive machines milieu than anything else.

That said, let's take a look at what's on offer.

The book has two Occupations that are not magic-users; these are two of the Warrior Occupations (Tribal and Mystic, respectively; the former is purely mundane, the second is a psychic.). The rest, be they labelled as Warrior or Shaman, are shaman variations; the variations are in emphasis and specialization, but otherwise they conform to the Shaman archetype of an individual chosen by the spirits to become a bridge of some sort between the ordinary and supernatural world. Totem and Spirit Warriors are Magic Knights; they trade some portion of mundane existence for a magical augmentation to their martial capacities, at the cost of some degree of behavior restriction (and an ongoing relationship with the source of their powers, which needs to be kept happy). The Shaman are, for our purposes, primary magic-users; they make the same sort of bargain, but are more about using their powers to aide the tribe and afflict hostiles using those powers themselves instead of in additional martial arts. These split by focus or source of their powers (Animal, Plant, Fetish/Mask, Elemental, Paradox, Healing), but otherwise are similar enough that one can generally grok one another's abilities and restrictions.

Okay, now, to extrapolate without resorting to outright mechanical revisions.

They chose you. Shaman are chosen, neither born nor made; senior shaman can, and do, foster their juniors (and societies of shaman chosen by a given spirit or spirits are very much a thing; priesthoods form out of them, should the circumstances allow it) but this is not necessary. The spirits are more than capable of teaching their chosen shaman how to do what they wish from him on their own; more formal priesthoods lack this they-call-you provision, which is a clear mark of distinction between these traditions.

Your powers are gifts from them, that come at a very palpable price. You are not an ordinary man anymore; you are taken up and adopted into the spirit world, to a certain extent, and you are expected to abide by the conditions that come with those powers, period. Your spirit patron comes first, always, and your duty to your people is--in large part--to keep them in harmony with the spirit world as your patron shows it to you. This can, and will, lead to conflicts between shaman societies when their spirit patrons' interests conflict. (Deer societies and Wolf societies are not friends.) A hippy you are NOT.

Your people expect you to represent them to the spirits. Bridges are two-way affairs, and the spirits expect you to be the one who relays between ordinary and supernatural. When the people are in distress, and are unable to handle things as they usually do, they will expect you to contact your spirit patrons and consult with them about the matter as best you (and they) can.

Now, that in mind, you're going to play a character that's not a self-serving loner. You're part of a community, part of a culture, and being a Shaman (any sort) means that you're participating in that situation--in that environment--and therefore you are part of both that tribal society as well as your shaman society. Keep that in mind when you chuck those dice and see that you can opt to play some form of Shaman; you're not a free agent, so if you don't want to deal in that sort of relationship work then I suggest you choose another Occupation.

Saturday, April 26, 2014

Playing a Magic-User in RIFTS, Part 14: The Stone Master

The Stone Master is one of the academic Occupations. It's in the same boat as the Techno-Wizard, as it is an artificer Occupation, but instead of items or vehicles the Stone Master specializes in architecture primarily and jewelcrafting as a sideline. As such it--as with the Shifter and the Techno-Wizard--is also very concerned with places of power (ley-lines, nexus points) and has a long logistical train requirement to make the most of his powers; as such, he also requires a great deal of planning and attention to detail from both the player and the Game Master to fully enjoy what this Occupation offers.

The other issue is that, as-written, the Stone Master must be a True Atlantean. While this can be waived--and I recommend that you do so; there is nothing about this Occupation (or, for that matter, the Undead Slayer) that actually requires that your be a True Atlantean--I will presume, for now, that this is not going to happen. Therefore your Stone Mason is always going to be a Human and thus cause some problems for you when dealing with certain bits of the overall RIFTS milieu. That's an issue; your man will, alternately, have to hide the Marks of Heritage or will wield them like a big ol' badge in order to min-max his House status to best advantage. That's yet another detail to track, and it can be bothersome for both players and Game Masters.

As with the Shifter, the Stone Master's powers require a lot of set-up and forward thinking. They, by necessity, are strategic and logistical in their application vs. the tactical applications usually required by active adventuring gameplay. This is another aspect of the Occupation that turns people off of it; when they play a magic-user, they want to pew-pew their enemies in combat and not pull out a gun instead. (For the common man, what you do when you get into a fight is the defining aspect of an Occupation; everything else is, at best, secondary to what most people think is the majority--if not the whole--of actual play- and that bugs the shit out of me at times.) You're playing an architect that can do his own bulldozing, crane-lifting, stone-carving, etc. so think less Gandalf and more Saruman; you're a guy who works best when he can shape things to his liking and makes the time to do so- be the thinker and planner (and GMs, let them).

Because Stone Masters lack the sort of immediate applicability that your standard RPG wizard brings to the table, it's not surprising to see that Stone Masters (as with Shifters, Techno-Wizards, etc.) are more often seen as NPCs than actually played at the table. If you choose to play one, or have one at your table, then don't gimp them out of hand; sit down and work out what needs to be done to make the most of the powers it has, and then dedicate game and play time to making that happen as best as campaign events allow- don't let other players push you around into doing otherwise (which is the last big reason for why this Occupation, as with the others aforementioned, aren't seen often).

Saturday, April 19, 2014

Playing a Magic-User in RIFTS, Part 13: The Priest

The Priest, originally appearing in Palladium's fantasy game, returns in RIFTS with the supplement wherein multiple divine pantheons are statted up for use as NPCs. The Priest appears, adapted for the new game, but otherwise is the same Occupation as its Fantasy counterpart: to be the god's agent on that plane of existence, in that locality, and fulfill the god's agenda. To this end, the Priest is no different from the Witch, and much of what I said with regard to Witches applies here.

The big difference is that the Priest is the product of an institution, and therefore is an Occupation that only arises amongst communities that achieve a given threshold of economic and socio-political development, something that commonly coincides with the transition to agriculture and the beginnings of a city-centric sedentary pattern of settlement and the rise of a hierarchical oligarchy. Furthermore, be the Priest or his institution fair or foul, his is the very definition of a legitimate profession; priesthoods are up there with warriors and whores as the earliest of professions to arise in Civilization.

For the player, this means that--regardless of what happens after that point--your man began as part of a sacred institution and learned from a community of fellow priests. The magic you wield is a gift from the god that your man serves; it's an investment, and unless your patron is a God of Magic sort you likely have no fucking idea how magic works or why your powers actually work the way that they do. You're in the same position as a Shaman, but you have the advantage of a large institutional infrastructure to work with; you also have the responsibility to that same organization and can be called upon to act for the benefit of another priest, so this is a two-edged sword.

For the Game Master, Priests are no-brainers to include in a campaign regardless of any other genre elements you're throw into your crucible. Along with Witches, Mystics, Shaman, and other folks of similar levels of easy adaptability you've got ready-made world-building when you allow Priests into your game and you should take full advantage of that fact. The specifics of the Priest will vary greatly not only by the patron god itself, but also by how that specific priesthood organizes itself and execute its patron's agenda; a priesthood devoted to a public outreach program will not have the same sort of culture that one--even one devoted to the same god--organized to hunt down enemies of the god. Exploit this.

Outside of specific milieu such as the Coalition states, or similiar kill-all-magicians societies, you're going to have a priesthood of some sort due to gods being real and active in the universe. You might as well make that work for you, both as a player and as a Game Master. Enjoy.

Saturday, April 12, 2014

Playing a Magic-User in RIFTS, Part 12: The Mystic

The Mystic is one of those Occupations where the magic-user's powers stems from a source other than study and application of magical principles; his is the archetype of the innate power-wielder. Not only does the Mystic possess an intuitive comprehension of how to cast spells, he is also a psychic of considerable power. This access to two forms of supernatural power, combined with his inability to gain additional spells or powers any other way, make the Mystic very interesting indeed.

The Mystic likely doesn't maintain a firm distinction between his spell-casting capacity and his psychic capacity, though he likely does make one due to how each form of power looks and feels when he uses them. As the core rulebook itself notes, Mystics are not likely to value formal schooling due to the way that they relate to their powers. Mystics, therefore, favor holistic and non-linear reasoning; strict linear cause-effect schooling is, at best, seen only as something to add to their mental toolbox- at worst, they are outright hostile to the very idea due to their inability or unwillingness to see the merit in it.

Mystics have no infrastructure requirements to their magic-use. Because all of their spells are intuitively discovered and mastered, they have no need to tie themselves down to a specific place; in this respect, they are akin to Ley-Line Walkers. Because they have no strong association with ritual magic, they aren't that obsessed with places of power; they aren't that tied to items of power either, so they have little in common with Shifters or Techno-Wizards (or any other Occupation with similar logistical requirements to their practice). They have no formal ties to supernatural patrons, so they see such magic-users as fettered or enslaved usually (and they would be correct). They are, like Warlocks, a very loose community amongst themselves (and see kinship to varying degrees with others like them) and therefore are often friendly to the traveling lifestyle.

Because Mystic powers are intuitive, they will reflect their spiritual and mental well-being; barring specific mentoring intended to create, in some form of controlled manner, the need to manifest specific sorts of powers (ala Warlocks) the spells and psychic powers that a given Mystic develops are tells to a savvy observer of that Mystic and can give useful insight into how that Mystic thinks and behaves. Whatever mundane skills and knowledge a Mystic has is also indicative of that same internal self, as they will be the ordinary manifestations of their supernatural capacities.

For the Game Master Mystics are very easy to run and incorporate. While not as much of a Gandalf sort that a Ley-Line Walker is, a Mystic can be a more adventurous Galadriel (or, as a NPC, the mature one see in The Lord of the Rings); they work very, very well as seers, diviners, and other sorts whose magic and psychic powers tend towards the seeking and refining of knowledge or the healing of body and mind (and are not nearly so hung up on the mastery of mundane martial skills to defend themselves from attack). It is painless to use this Occupation in your campaign, regardless of where it is, due to the nature of its powers and the personalities that this Occupation typically produces.

Tying it together, the Mystic is one of the most universal of Occupations and can find itself a niche in damn near any RIFTS campaign that's likely to get past the pitch phase. Easy to play, easy to portray, easy to incorporate, easy to handle- easy peasy all around. What's not to love? Roll up a Mystic, just an ordinary Human (or near-Human) Mystic, and take the implications aforementioned to heart when you figure out what your Mystic is and what he does with his powers. Just remember that you're not the blaster-master sort; you're the seer and reader, whose powers allow you to punt problems away by avoiding them or press them down by mitigating them- you're not the guy who casts the spells that makes the people fall down. (That is why you have a gun.)

Sunday, September 26, 2010

The Crazy: Augmentation for Expendable Assets of a More Indefinate Duration

In the milieu of RIFTS the use of Mind Over Matter technology, "M.O.M." for short, is the basis for the Crazy type of augmented super-soldier. The performance increases are similar to, but noticeably lesser than, that of the Juicer in terms of physical capability. However, the implants produce psychic powers in those augmented and these powers often compensate quite well to even the effectiveness of both types. It is in the lasting consequences that Crazies got their name; the implants imbalance the brain chemistry of the subjects, causing insanities that increase in number as well as severity over time until the subjects become non-functional due to the aggravated degeneracy of the brain. However, this can take decades to play out and can be quite effectively managed in the meantime if the controllers carefully manage the mental health of their Crazy operatives.

Unlike Juicer augmentation, which lends itself very well to reaping large numbers of raw recruits and augmenting them as Juicers when war-making is immanent and the conflict can be finished within the lifespan of the augmented cohort, Crazies lend themselves to a different form of exploitation. Crazies start off normative, but as the implants damage them and cause insanities the Crazy individuates and compels the controlling agency to increasingly divorce the initial cohort into smaller and smaller subgroups whose insanities--at the least--do not conflict. Veteran Crazies, prior to that final degeneration into non-functionality, are turned into solo operatives with naught but a handler; they may or may not be attached to a group, depending upon the individual's insanities.

The exploitation that this technology facilitates is that of the long-term insurgent or assassin, deployed as a deniable asset by handlers who need something done but are not willing or able to openly take responsibility for it. They're perfect pasties for black ops meant to be blamed on a third party--false flags, in other words--because it does not matter if the Crazy succeeds or not. The Crazy is too nuts to be believed by most if caught, is easily disavowed if captured or killed for the same reason (despite their military training and gearing), but if successful they can be reused without end until either they're killed in action or degenerate into non-functionality.

It is highly unlikely that most Crazies, therefore, are uncontrolled. They may not be under the thumb of their creators, but most are controlled by someone able to come up with the way the Crazy's madness works and manipulate them to serve the handler's ends instead of their own. The most banal and mercenary reason, that it's not cheap to do this, will be sufficient cause to keep their subjects under control thoroughly. That doesn't bode well for a believable milieu anymore than the Juicer technology does; the Crazy, like the Juicer, is not the autonomous actor that they're implied to be- these super-soldiers take too much logistical support in the form of mental health resources to maintain themselves for long outside of such a system.

If the Juicer is a loser, then the Crazy is just as a loser. They trade off a longer lifespan potential for decreased ability to function within it, which means that they just live enslaved (one way or another) longer. This is not a heroic character; this is a victim in denial, as much as Juicers are, and just as pathetic in the end (and as dangerous until then). Not my idea of a good time.

Sunday, June 20, 2010

Legion Delphi: My Take on the Coalition's Psychic Conscription Group

I disagree with the divisions presented in The Coalition War Machine, as I do with there being any form of civilian apparatus. The Coalition States works far better as an outright military state, as a Nazi Germany stripped of its pretension of civilian life, than it does as written. (When I get to Free Quebec, I'll attempt to do justice to the other way this could go, which fits a more accurate description of "fascism".) Thus I prefer to stick to a single unified group, which I have Coalition sources refer to officially as "Legion Delphi" and unofficially as "Psi Corps".

Legion Delphi has the following purposes:

  • Provide the state with a standing militia of expert trouble-shooters when dealing with either supernatural or psychic threats. This is how Stalkers and Dog Boys are organized and integrated with Army and Intelligence operations, deployed on a detached basis as requested by the relevant officers. The more sociable ones are used as diplomats, of a sort, to those outside elements that the Inner Elite wants on their side- or, at least, not opposed to them at this time. (e.g. Wild Stalker tribes)

  • Provide the Inner Elite with yet another array of covers when they need to be visible to common folk and using more obvious psychic powers (e.g. telekinesis). This is also how some Inner Elite members that are not of the Vanguard can reliably interact with the Vanguard; they assume complex false identities with a Legion Delphi designation, backed by Intelligence clearance, as a foundation.

  • Provide the Inner Elite with a mechanism by which they can assimilate the psi-active population into their ranks, either by indoctrination or by more foul means (e.g. confinement to Lone Star for use in experimentation), as specific circumstances warrant. This includes detection of incoming psychics as well as their exploitation for State purposes, such as inquisitions.

  • Provide another means of acquiring reliable intelligence on targets and matters put to them by other agencies. (Staring at goats optional.)

Most Legion Delphi members have no idea that they're anything other than State-sanctioned mutants operating under the close scrutiny of trusted Dog Boy or Stalker supervisors. (Most often the former; if you've got a Stalker as your minder, you're considered to be a loose cannon and the Stalker is an implied threat.) The official dogma is that Legion Delphi are unfortunates, victims of fate, given the opportunity to serve Mankind by the grace of the wise and just Emperor and thus make the most of their degraded Humanity; retirement is, officially, not an option. (Unofficially, "retirement" means that you're no longer deployed and you may be permitted comfort in your dotage- you spend the remainder of your days training your successors.)

Some psychics taken in by the Legion disappear. They're too weak, either in mind or body, to be useful to the State (and thus the Inner Elite) so they're sent to Lone Star. There they become fodder for one of many experimental programs, each seeking to unlock exactly how the known link between DNA and psychic powers works so that the Inner Elite can finally begin a eugenic cleansing and reformatting of Mankind to suit their purposes. Some of these unfortunates get converted into Juicers, some into Crazies, some used in the Breeding Pits, some chopped up for parts and some just plain used. If a psychic isn't fit for service or chosen by the Inner Elite, they are condemned to an existence as monstrous as what they feared from the entities beyond Coalition power.

Saturday, June 5, 2010

The Supernatural of Rifts and Its Fueling of Coalition Paranoia

As stated in the Rifts rulebook, supernatural power works around Potential Psychic Energy (PPE) and Inner Strength Points (ISP)- respectively, they power magic and psionic abilities. These powers are augmented when on or near a Ley Line, and moreso at a Nexus Point. Likewise, recovering of spent energy is greater at these points than normal. This means that magic and psychic entities shall appear with greater frequency at these sites or along those lines than elsewhere. Furthermore, magicians have the option of using auspicious times and ritual sacrifices to enhance the gathering and use of supernatural power- an option that applies before the effects of Ley Lines or Nexus Points apply.

To use magic, a magician has to have the required PPE on hand at the time of working the spell. Psychics must have the required ISP. Once spent, it can be recovered by rest, again accelerated if on a line or at a point. Spells can be learned, imbued by another entity or spontaneously brought about depending on the tradition in question; psychic powers are usually handled along similar lines, with the caveat that psychic powers are genetic somehow (usually) and such abilities can't be taught like magic can.

Yes, that's right, some forms of magic can be taught just like one can teach science and make damn near anyone into a scientist. The two most iconic forms of magic use in the game--the ways of Shifters and Ley Line Walkers--are wholly teachable traditions of magic and require no inherent ability aside from the intelligence to comprehend the ideas and the mental fortitude necessary to handle the strain of working magic (as you are wielding the raw power of Creation bare-handed, as it were). This, predictably, makes magic use in some traditions not much more than another form of science- and that is a fact that has would-be tyrants and those terrified of the supernatural everywhere scared shitless.

Now, why does this matter to Rifts North America? That's because of the Coalition States (and its fellow travelers), the notoriously xenophobia and manaphobic empire of human supremacists, because in order for the Coalition to succeed in its desire to kill all extra-dimensional entities and supernatural forces they need to divorce their bases of production (including human ones) as far from these places of power as they possibly can. Magic can do mind control, possession, traffic with demons (or worse), transform victims into monsters or beasts, and so on; psychic powers are comparable in their potential for abuse. In an environment saturated in fear, uncertainty and doubt like Rifts North America--where one can count on one hand, with digits left over, the number of places where one may live without such an atmosphere weighing down on you--it is not surprising to see many people use whatever power they have to promote their own security at the cost of the freedom and autonomy of others (if not their lives) due to the significantly greater predation present in the world.

In short, the Coalition is an evil totalitarian empire that uses its milieu to justify its oppression. In the coming posts, I will go deep into the Coalition States and how to best execute the premises upon which this fictional empire is based.