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Showing posts with label supernatural. Show all posts
Showing posts with label supernatural. Show all posts

Saturday, April 4, 2015

Media Examples of Campaign Models: Guardians of the Galaxy

Like that wide-open cosmic environment? Kreegor, CCW, and all that? Head off to a Redbox and rent Guardians of the Galaxy. That's the best example going of a RIFTS Space Opera campaign as it's usually played. Rag-tag crew, often on the wrong side of the law, and yet able to do what the law fails to do because reasons.

Don't say it's not an example of how the game actually plays. It does, just like D&D's accurately shown in Knights of the Dinner Table. Go see it if you haven't, take notes, and enjoy.

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, February 28, 2015

Putting It Together: The Vampire Hunting Campaign

As I said last week, RIFTS has plenty of inspiration out there. One of the best, post-RIFTS, is Vampire Hunter D: Bloodlust.



Vampires, mutants, high-tech, specialized anti-undead techniques and tools, silver-as-anti-vampire, cross-as-universal-repellent, post-apocalypse w/ space travel. This is regarded as a RIFTS movie for very obvious reasons.

Go on, watch the film. Here, or elsewhere, or whatever, just watch it. Now imagine this occurring as a campaign in Vampire territory in North America. You can see clearly how this would work in RIFTS, can't you?

No, no rules or mechanics conversion will be done here; you're on your own, and by now you should be able to handle that task without me holding your hand.

Saturday, February 21, 2015

RIFTS and Your Game: Use the Sources as Guides for House Ruling

As I said previously, RIFTS uses geographic separation as the primary means to contain different genres--and different forms of gameplay--in a single line of products. Therefore, it should come as no surprise that RIFTS draws on a lot of source material for inspiration; as much of RIFTS comes from freelance writers' submissions, many writers draw from a lot of media sources for their work (which Uncle Kevin filters in turn when he rewrites the manuscript). Being able to recognize those sources, and them to use those sources for your own purposes, is a useful way to make this trend in Palladium's publishing practices work in your favor.

The most blatant example comes from the first Triax book, where there is a rather obvious lifting from the Mobile Suit Gundam franchise, and many of the other mecha and cyborgs in the book are likewise only a step or two away from their source inspirations in Appleseed, Ghost in the Shell, and similar science fiction works out of Japan originating in the mid-to-late 1980s or so. Another is the Burster from the core rulebook (Stephen King's Firestarter and Pyro of Marvel's "X-Men"). Once you know the sources, you can--and should--investigate them to see how the original material executes the concept and compare it both to what the as-written game version executes it as well as how you want it to work (assuming that it differs).

Digging into this will involve engaging with the mechanics of Palladium's game engine at various points, and that means dealing with math. Have your calculator handy.

Say, for example, you're a big Gundam fan and you want to play this up. Using the Triax Devastator (the not-Gundam), you want to know in playable terms things like (a) how far can it move per round (involves converting real-world measurements into game-playable ones), getting in and powering up (vital for ambush scenarios), speed of reloading/refueling (matters in long engagements w/ nearby resupply, especially if not using an engine w/ practically unlimited fuel), and other concerns that real (para)military pilots should (and do) concern themselves with. Converting all this into a set of data that players (who are NOT pilots, and often lack (para)military experience, and so would not readily think of such thing) can use at the table is necessary tedium. Some similar process is necessary for every other source material analysis you want to make, even if the material is about something so unreal that you're going off game mechanics and hunches.

The purpose for this is simple: by generating the data, you're testing to see if the claim (explicit or implicit) has the evidence needed to back it up. If your robot doesn't perform the way you think it does, then having the data on hand is a good thing. First, you have evidence on hand to disprove the claim. Second, you have a start point from which you can make useful changes to get the result that you want in a manner that will work in actual play and be supportable when (not if) it's disputed. Being the Game Master means mastering the game, and that means mastering the rules; making the rules work to support what results you want out of the game comes easily once you achieve rules mastery. It's worth the effort.

Saturday, February 7, 2015

This Coalition Worship Has Gone Full Retard

So, today I received the weekly email from Palladium Books updating subscribers on what's out and what's coming. I cannot make this shit up.



QUOTE!

Rifts® Sourcebook – The Coalition States: Heroes of Humanity The events unfolding in World Book 35: Megaverse® in Flames threaten to change the entire landscape of Rifts® Earth, as the demonic minions of Hades and Dyval seek to bring Hell on Earth and turn the planet into a dimensional gateway to Armageddon!

The Coalition States, along with Northern Gun and Lazlo, take the lead in the defense of North America. Heroes of Humanity explores the good and bad in the Coalition’s efforts to save humanity and send this new threat back to the pits of Hell.
  • New Coalition weapons, armor and war machines.
  • The Coalition States: Are they heroes or villains? Or does it depend on whether you are human or not?
  • Can the CS fight alongside mages and D-Bees if it means saving the world?
  • How is the CS dealing with the Minion War on Earth?
  • One plan to battle the Xiticix and who really pays the price.
  • Adventure ideas and more.
  • Written by Kevin Siembieda, Matthew Clements and other contributors.
  • Final page count and cost yet to be determined but probably 96 pages – $16.95 retail – Cat. No. 889.


What is this I don't even.

But wait, there's more!

Rifts® Secrets of the Coalition States: The Disavowed

“Desperate times require desperate measures. War has nothing to do with morality or justice. It’s all about winning or dying. We cannot bind our hands with high ideals, even our own, or worry about the laws of renegade nations or the rights of alien people. We must fight fire with fire. And you are the match.” – Colonel Lyboc, addressing a Disavowed team.

The Disavowed are so Top Secret that their existence is known only to a handful of the Coalition States’ most elite, top echelon, with Joseph Prosek II the mastermind behind the Disavowed operation, and Colonel Lyboc its shadowy face. Find out who these men and women are. How the Disavowed get away with using magic, traveling to other parts of Rifts Earth and even to other dimensions in pursuit of enemies and strategic information that cannot be had through conventional means. Learn about the secret parameters in which these hard-boiled warriors, secretly hand-picked by Joseph Prosek II, operate, why almost every mission is considered a suicide mission, and why they must forever be the Disavowed.

  • CS operatives so secret that even the top military and political leaders right up to Emperor Prosek know nothing about them. And if they did know, would they condone their activity or condemn it?
  • Are the Disavowed heroes or renegades? Assassins or soldiers? Madmen or super-patriots? Or a little of them all?
  • Unsung heroes who keep the CS safe, or thugs and pawns of a shadow agency within the Coalition government?
  • What role does the Vanguard play in this group?
  • How do they reward their D-Bee “teammates” when the mission is over?
  • What happens to the Disavowed when they have seen or learned too much? Adventure ideas galore and so much more.
  • Written by Kevin Siembieda and Matthew Clements.
  • Final page count and cost yet to be determined, but probably 96 pages – $16.95 retail – Cat. No. 892.


Full. Retard.

We can stop fapping over these techno-Nazis any time now. They're Nazis. Stop trying to make Good Guys out of them, Uncle Kevin. Yes, I do blame you and not the "co-author" whose manuscript you--if you hold to your pattern, and you usually do--suckered out of the guy and then hacked up to suite your sophomoric sensibilities (which haven't matured since the 1970s). Christ, folks! This is just the sort of crap-tastic content that I spent so many posts trying to clean up and make sensible. Bother.

Saturday, September 20, 2014

Common Campaigns in RIFTS: The Starship Campaign

This is the sort of thing you'll see in a Three Galaxies setup, usually, though a Earth System version ("Spaceship" instead of "Starship" due to the lack of FTL technologies) does happen. You've seen this in other media in many variations--Firefly, Star Trek, Star Wars, Outlaw Star, Angel Links, Space Battleship Yamato, etc.--so it's not a hard one to figure out here. The players assume the role of a ship's captain and crew, and the campaign focuses upon their activities. Other tabletop RPGs, such as the venerable Traveller, are all about this sort of thing.

You've got three major variations of this campaign archetype.
  • The Tramp Freighter: The ship is a working commercial vessel of some sort (usually a small-scale cargo or passenger vessel, working as a for-hire charter vessel or along adjunct lines tied to major commerce lanes). The scope of the campaign is often "local" (in space-faring terms; working within a solar system is the lowest end, within a small stellar region or zone the typical end, w/ greater scope being very rare). Common gameplay activities revolve around keeping the vessel operational, keeping themselves in good health, and keeping their difficulties away. Players assume the roles of characters with little or no augmentation, supernatural power, or out-of-the-ordinary technologies. (So, we're looking as the sort of table where being a City Rat is not out of line, and being a Vagabond is a viable option; ordinary military personnel in their ordinary capacities are a significant challenge, and better outwitted than outfought.)
  • The Exploration Expedition: The ship is a public or private vessel configured for (if not purpose-built for) long-term, and often long-range, exploration. The scope of the campaign is often very far-ranging, and both the crew and the vessel will be trained and equipped to operate in a self-sufficient manner. First Contact is a common gameplay activity, and with it the potential to engaging in a wide variety of diplomatic and economic negotiations (and their intrigues) with heretofore unknown parties. While the nigh-platonic form is classic Star Trek and it's Five-Year Mission, taking inspiration from real-life histories of exploration expedition is a good idea. Players assume the role of key officers, and often take up alts of lower status who are more likely to engage in shore expeditions or otherwise do stuff that matters away from the ship. As with the Tramp Freighter, the characters are unlikely to be superhuman or super-powered (in relative terms, if not absolute ones) and the same will be--for the most part--true of the technology at their disposal at any time.
  • The Warship Campaign: The ship is a warship, engaged in warfare operations. In this respect it's a shipborne variant of the Mercenary or Military Campaign, but as with the others the ship as both homebase and focal point is part of the paradigm. Campaigns of this sort take their cues from Space Battleship Yamato, various Age of Sail series, and the real-life accounts of ships such as the Enterprise in World War II. Their activities focus around military operations, so there is an overall objectives to keep in sight, and there is a determined opposition out to stop them by means of blowing them out of the sea of stars. Combat--fleet and personal--is a common occurrence, but this need not be a series of fights; real warfare is about objectives, not slugfests, so it's about getting yours before the other side gets theirs. Players also assume the roles of key officers, and should take up alts that do stuff the key officers wouldn't do.
In addition, you're going to have the following traits in common:
  • The Ship: Whatever form it takes, the ship is a character unto itself and should be treated like one. Even if the stats for it enter play as any other of its class, that specific vessel is specific to that captain and crew and should be individuated accordingly. ("There are many like it, but this one is ours.") Players should value the ship as the expensive, mission-critical thing that it is and not be cavalier about its welfare. The ship is homebase for the characters. It's the focus of their operations. It's the center of their lives, without which they're unable to carry on at all.
  • The Travelling: It's not a starship campaign if you're not sailing the sea of stars. It's a naval game, so get out of port and out in space. You should be visiting new ports of call on a regular basis, with only a few locations being seen frequently; regular visits to a known friendly port is something that depends on the specific set up of your starfaring campaign (tramp freighters and exploration vessels will visit on very different rates of regularity and frequency). Being that this is RIFTS, it's going to be more Space Opera than Hard SF, so you've got that going for you; don't be shy about the planets and what's there.
  • The Other Starfarers: Your opposition is very likely to be as spaceborne as your allies are. This means that you and your players need to figure out how your table wants to handle ship-to-ship interactions (combat and otherwise) to ensure that the players aren't bored when time comes for the crew to make the ship happen. This will differ depending upon the ship; tramp freighters with some guns attached are not the same as a naval dreadnaught in command of a squadron or even a massive fleet. (Yes, you can get your Legend of the Galactic Heroes on here, so go for it.)
The rest is your bog-standard figure-that-shit-out-at-your-table stuff. Enjoy.

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, August 2, 2014

Playing a Psychic in RIFTS, Part 7: Gishes

Taken from the Githyanki of Dungeons & Dragons, a Gish is an individual who blends some form of supernatural power usage with a mundane professional skillset to create a hybrid professional archetype. In RIFTS, we see this most obviously in the form of the Cyber-Knight and less so with the Operator (and an argument can be made for the Crazy, since so many are psychic), but the pattern holds: these Occupations blend psychic powers and professional skills into a hybrid that exploits the synergies between the two. To return to comparisons to Marvel or DC characters, we're now looking at characters such as Cable, Deadpool, Deathstroke, and others that are often supersoldiers; rarely, alas, do we get further than that in the comic world.

The way to approach a Gish is to remember that the whole is superior to the parts, and that means that a Gish is someone who spent considerable time prior to entering gameplay undergoing some form of training or apprenticeship wherein he not only learned both of these parts, but blended them together into a coherent and synergetic paradigm. Like the Psychokinetics and Telepaths, Gishes come to build their identity around their abilities; unlike those two, Gishes are made, not born, and therefore enjoy a stronger resilience psychologically when something happens to nullify one of those parts. A Cyber-Knight without his Psi-Sword and Sixth Sense is still a skilled warrior; he can pick up a Vibro-Sword and still make use of his swordsmanship skill, and technology (along with deep mastery of mundane skill) can compensate for his lost Sixth Sense. (Ditto with Psi-Warriors, Crazies, etc.) An Operator is still a competent engineer, mechanic, technician, and tinkerer without his Tele-Mechanics powers- other examples exist.

This means that you're playing someone who finds mundane people relatable, sometimes in a paternalistic manner and sometimes not, but rarely are we dealing with the disconnection of empathy that often happens with Psychokinetics and Telepaths. Yes, even if your man is Selfish or Evil, he still finds ordinary people relatable; he may regard them poorly, and see them as suckers to be fleeced or cattle to be herded or culled as needed, but the God Complex issue is rarely a problem because he remains fundamentally tied to ordinary people in a way that Psychokinetics, Telepaths, and other similarly-powerful archetypes often lack.

The other thing is that Gishes, due their training/apprenticeship background, appreciate the value of cooperation and teamwork due to having multiple perspectives built into that process. While they can, and some prefer, to work alone they rarely insist upon it as a routine matter; evil Selfish and Evil Gishes will cooperate with others to accomplish their goals, and appreciate deferred gratification sufficiently to think beyond right now and instead prioritize objectives such that they can delay or avoid betraying today's allies (Why do that? It reduces or eliminates needless complications; if you don't need to stab in the back to get your way, then don't- effective villains are not the proverbial Scorpion.)

So, if you want a more humanistic psychic character, look into playing some form of Gish. Ditto that if you want a psychic character who isn't wholly dependent upon his powers to be effective. The Cyber-Knight and Operator have their fans for very sound reasons, reasons that extend to all characters who blend power and prowess as they do. If you haven't, try one next time.

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, June 7, 2014

Playing a Magic-User in RIFTS, Part 19: An Overview of the Megaverse

Aside from the core of North America (i.e. Coalition territory) and a few places with similar attitudes, magic-use is a far more complex socio-political matter and its going to leave its mark wherever it goes.

  • The magical societies of the entire Megaverse, let alone Rifts Earth, are tied together by groups of Ley-Line Walkers (and those with the same power; this is an Atlantean-dominated group) and supplemented by Shifters (and similar practitioners). Massive levels of conspiratorial and operational capability requires their involvement; this is one of the reason for why "major power" and "institutional magic-use" go hand-in-hand, because non-users cannot operate on this level.
  • This includes the dimensions where demons, devils, angels, etc. reside; cross-dimensional schemes require command over ley lines and dimensional rifts, something that only magic-use reliably provides. Because these entities are the top-tier powers in the whole of the Megaverse, their conflicts will encompass and subsume everything else; they operate on scopes and scales that make even the long-term perspectives of god-like intelligences seem somehow subpar- but their motivations are hardly beyond mortal comprehension.
  • Magical societies of any significant maturity will be aware as to the existence of other dimensions. Fully mature societies will possess a mostly-accurate comprehension of what the dimensional connections binding the Megaverse together are, and how they interact; this includes the critical matter of mana flows (i.e. very powerful such as Rifts Earth, moderate such as Palladium, or weak-as-shit like some other dimensions; the latter ones are avoided and treated as useless backwaters, sometimes exploited as a place to dump dissidents and criminals).
  • The gods and similar powers are very powerful, and from a mortal and gameplay point of view might as well be omnipotent, but they are not truly alien in their mentality and not truly omnipotent either; when working at a Megaversal scope and scale, we'll see comprehensible motivations and actions coming out of these godlike beings. The illusion comes from the limited perspective that most beings possess relative to that of the greatest powers in the Megaverse; this means that perspective, knowledge, and paying attention are keys being a successful magic-user regardless of Occupation- it's how magic-users born as humble, ordinary mortals can become viable competition to the most god-like of entities.
  • Operating at this level means that maintaining awareness, and quickly getting up to speed on local conditions, is vital; your man need to be as much a competent scholar and intelligence operator as you are a magic-user (which, given the real world history of occulism and occulist overlap with espionage and intelligence operations, is hardly unusual). Gandalf, returning to a well-known example, was as much a handler and operative as he was a wielder of knowledge often hidden and employed in equally hidden ways (in addition to actual supernatural powers). (There is also the examples of Jack Parsons, for those wanting inspiration for a Techno-Wizard angle, and John Dee for a more old-school example.)
  • Operating at the Megaversal level means that your fiction inspiration starts with the Lensman series and those that it inspired: The Green Lantern Corps, the Nova Corps, and (inside the game) Cosmo-Knights. That doesn't necessarily mean that your man wields such power, but that your man does possess the capability to think and operate on that level and therefore may acquire that degree of power- but it's not strictly necessary to be effective.

Saturday, May 31, 2014

Playing a Magic-User in RIFTS, Part 18: An Overview of the Three Galaxies

As noted in the Interlude, I'm bringing this series to a close as its useful life has run out.

This week, as an end-cap, I'm going to bring some notes about playing a Magic-User away from the core milieu of the game and bring my notes instead on the wider Megaverse over the next few weeks.

  • The Three Galaxies has a norm of institutional magic use, such that de facto techno-wizardry is the norm (and by that, I mean that is it normal to view magic and science as separate, but complimentary, disciplines). Magic-users are core parts of all of the agencies of the Three galaxies, either as full agents or as associates/auxiliaries. Each of the major powers (and, by extension, many minor ones) recognize the power and advantage that magic use grants to those that employ it, so anti-magic sentiment is rare out of institutions and almost as rare out of populations. The sentiment of the Coalition States, therefore, is one of the things that would mark it as a minor power (if recognized at all) in the wider scheme of things.
  • Institutional magic use also means institutional magic development and refinement. Unlike most of Rifts Earth, magic-users in the wider Three Galaxies are far more likely (regardless of the form of their magic) to enjoy the benefits (and pay the costs) of a formalized and systematized pedagogy. There will be "Harvard men", "Oxford men", etc. because institutions leave their marks upon those that pass through them and those marks become tells to those who are aware of them. Relationships between educational and training institutions and various agencies of Megaversal powers will form and normalize, much as they do in real life between our universities and governments or corporations. (e.g. The Consortium of Confederated Worlds' service academies will include magic-users, and those magic-users who come out of those academies will go on to join the CCW Fleet, and then those who survive will go on to political or corporate positions- and the potential for being a skilled magic-user will be one of the paths out of poverty for CCW residents seeking to better themselves using socially-accepted means.)
  • Institutional magic use also means institutional awareness of the power that magic provides, and that it can be taught/bestowed upon others, so therefore magic will be treated like any other science or technology which poses a probable threat to a government: it will be regulated, restricted, confined, controlled, and otherwise fettered to minimize that threat while maximizing its benefit to the government. (Or, in actual anarchies, the nation.) Magic use outside of the boundaries set by the government will be like political groups outside such boundaries: they will go underground, act in secret, and operate in a conspiratorial manner. (Much like being a magician or psychic in Coalition territory.)
  • Magic use in the Three Galaxies, while diverse in an absolute sense, will be homogenized in actual play due to players being in regular contact with the major institutions and their institutional cultures- which, as noted above, will include their magic societies. Local variations will not vary much, if at all, from examples found on Rifts Earth; it's going to be different sets of trappings, but the substance (and therefore the mechanics) will be the same. Shaman are Shaman are Shaman, as it were- and it is still quitely likely that the Kreegor will brutally exterminate them with superior magical prowess coupled to overwhelming conventional firepower should they decide to do so (which further homogenizes the Three Galaxies' magical community).
  • The minor players, where not already given useful examples in the product chain (e.g. Splugorth), will conform to varying degrees to the examples of the major powers because it is necessary to do so to maintain some form of autonomy apart from them; if they are not lost colonies, auxiliary or vassal states, or otherwise derive their origin from a major power then they will do so because--admitted or not--the example of the major powers is better than their own development and they adapt to survive.
  • One consequence is that magic-users, in general, will be encountered more often. The bulk of these encounters will be with the tradesmen or technicians of the magical community; their skills and knowledge are narrowly focused, and shallow in depth, but often honed to a professional grade of competency because they--despite being magic-users--are still ensconced in the same level of socio-economic reality as the mundane population. The magic that they work is the means by which they make their living, and as such they either the ambition or the ability to fully manifest the potential that magic-use in general permits to mortal users. This is the realm of NPCs. The technician who oversees the Rift Drive on a United World of Warlocks starship is a magic-using engineeer specialized in the practical aspects of Rifts and dimensional magic theory; he's, at best, Scotty- and not at all Saruman.
  • Another consequence is that non-users will not take magic as seriously as they should most of the time because the users that they encounter do not wield world-smashing powers, or even city-smashing powers, or have the potential for such; no one worries that the dude making custom bikes in a workshop out of the way of the main street in town is going to unleash nuclear forces that can't be handled- that's what the magic-using technicians and tradesmen are at. As a consequence, the perception of difference between magic and science is somewhat blurred; the conditions for full and proper techno-wizardry are there, but the breakthrough cognitive thought just hasn't happened yet. (Not unusual in real history; the Greeks has steam and hydralic technology, but did not think to use it to do real labor due to the massive slave and servant population.)
  • Warfare, therefore, will account for what the known norms of magical practice allow for and will--in all competent actors--be planned for as best as that actor's resources allow. As with warfare, so with personal combat; if you're in an environment where your opposition can freely move at short-range with portal mechanics, you're going to train to deal with that and have counters ready to go.
  • The Three Galaxies is a setting where magic-use is open, wide-spread, and institutionalized magic makes possible. Play accordingly.

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.