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Showing posts with label tolkeen. Show all posts
Showing posts with label tolkeen. Show all posts

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, March 22, 2014

Playing a Magic-User in RIFTS, Part 9: The Ley-Line Walker

The Ley-Line Walker is one of the two Occupations in Rifts, along with the Shifter, that map most closely to the standard Wizard archetype of magic-user. (The Shifter gets his attention spotlight next week.) For reasons that I am uncertain (as of this post) that I comprehend, Palladium Books decided to split that archetype into two components. Whereas the Shifter focuses on the ritual summoning and binding of entities (natural and otherwise), with more utilitarian spell-casting as a necessary sideline capacity, the Ley-Line Walker flips this competence emphasis and then adds a few related toys.

The Ley-Line Walker, therefore, is one of the Occupations where the magic-user's origins are irrelevant because this Occupation is one of those whose power over magic is a product of years of formal study and practice- specifically, in the form of practical empirical experimentation and reporting of the results. As with the Shifter, the Ley-Line Walker is an outsider to the supernatural community, and only taken seriously due to the powers that they can command as a result of their research and development of magic technology--what we call "spells" and "rituals"--that they apply practically to the world. They are scholars and scientists that specialize in the paranormal, and nothing more.

The powers that this Occupation has with regard to ley-lines is what distinguishes it from others in the same archetypical category. Those powers are also shared by all True Atlanteans, so it is reasonable to presume that this Occupation arose with True Atlanteans long ago when they dominated Rifts Earth in its previous high-mana phase, and therefore non-Atlanteans who practice this Occupation can be presumed to benefit from some form of contact with True Atlantean culture. Furthermore, it is reasonable to presume that students learn to cast spells and conduct rituals as an outgrowth of mastering the ley-line powers; their entire paradigm behind the study and use of magic will be seen through that lens.

I noted previously that this Occupation is a prime candidate for people who want to be like Gandalf. Given that True Atlanteans, outside of whatever refuges they foster, are routinely on the move this should not be surprising; as they are, as a people, engaged in a resistance movement (complete with turncoats) against Lord Splynn (and getting caught up in others' struggles wherever they go in the process), it should not be surprising that they would want to foster their culture amongst friendly peoples whom they encounter- and this goes doubly-so for their fellow Men back on Earth. As a Game Master such NPCs are really easy to do; as a player, a Ley-Line Walker is the go-to option for when you can't play every session or you want an easy-to-insert character wherever your real-life interests take you.

This too should reflect itself in the Occupation's culture. While there are centers of refuge, of knowledge, and so on where Ley-Line Walkers (especially those too young, old, otherwise incapable) I would expect Ley-Line Walkers to travel frequently far and wide. I would expect them to become people whose everyday life consists of maintaining and expanding social networks, one-to-one connections that they can call upon in times of need in return for favors done. It explains why this Occupation emphasizes spell-casting over ritual works; rituals, while doable, are far more of a thing one does when staying in a specific place for any length of time whereas spell-casting is very friendly to frequent and regular traveling. A Ley-Line Walker cannot help but to become a cosmopolitan, multi-lingual, broadly-traveled individual over his lifetime- much like the True Atlanteans that founded this Occupation ages ago.

So, think like someone who's always on the move. Travel light. Be self-sufficent. Be a good guest; you never know when those whom you meet today are those whom you call upon tomorrow. (Yes, even for evil characters this makes damn good sense; bridge-burning is bad for business.) Know the territory and those who dwell within it. Help when you can, how you can, those who need it (and, frankly, deserve it; again, evil would do this too). Be like Gandalf (or, at worst, Radaghast) and you'll do very well as a Ley-Line Walker indeed, and in so doing you'll hit what True Atlantean culture is in the cosmos of Rifts.

Saturday, January 25, 2014

Playing a Magic-User in RIFTS, Part 1: The Basics

This week, and for the next few weeks, I'm going to talk about the use of magic in RIFTS.

First, get yourself a copy of the core rulebook--either version will do--and read the introduction about why most people aren't magic-users. Review that until it sticks. Second, be ready to modify parts of that introduction's key points in light of the many systems of magic used in the various settings in RIFTS. Third, be ready to modify that further because I'm going to make some corrective changes to some forms of magic in the game due a conflict in how the setting says that a thing works versus how the rules say that it works. Finally, review this previous post on the matter. That said, let's get on with things.

Disclaimer: I'm borrowing "magic-user" from old D&D editions and using it as the same catch-all category that Gary and Dave did back in the day. I am not using this term to refer to any specific character class, be it in RIFTS or any other tabletop role-playing game. When I'm referring to a specific Occupation in the game, I will do so. I'm also appropriating "mana" for Potential Psychic Energy and "mote" for discrete units thereof, as the official nomenclature is both incompetent and clumsy.

The practice of magic revolves around the gathering of supernatural power--"mana", taken from the Hawaiian traditions for this term--and then using it to produce specific effects. The big differences in the many forms of magic-use in RIFTS often fall in the source of said power, how it is gathered, how it is then used, and what effects this system produces. (The Ley-Line Walker is not the Techno-Wizard is not the Tattoo Master.) However, many of these magic-use systems do follow general patterns and therefore can be categorized by those general patterns. Furthermore, there is some level by which the practice of magic is melded with either a mundane pursuit (usually martial arts or infiltration techniques) or is itself a blended magic system that takes up two heretofore unrelated-but-compatible system and synthesizes them into a greater whole.

The first pattern of magic-use systems revolve around the user becoming the client to a supernatural patron, wherein the user receives supernatural power and some idea on how to use it from his patron in return for becoming friendly to or an agent of the patron. This can be in the form of servitude, of a bargain, or an investment by the patron unto the client at the former's discretion. This is most literally the case for the Witch, Priest, Shaman, and the various Magi that serve the Lords of Magic, and is applicable to the Warlock (a name that does not fit this Occupation) as well as (when the option is employed) the Shifter.

The second pattern of magic-use systems revolve around the user learning his Occupation in the form of a craft, wherein even the most adapt users do not have full understanding of what their magic is and how it actually works. The Druid occupations, by and large, fall into this format. Similar to this are those whose magic-use stems from intuitive breakthroughs, such as the Mystic and its variations. For some, this is a transitional stage and will in time conform to the third pattern or revert to the first one. For others (such as the Mystic) the very nature of how they came into their magic usage is not amenable to any such transition; their progression, development, and growth depends on continuing their non-linear mental and spiritual development. Some of the more supernatural martial arts systems fit this pattern, melding the practice of magic with prowess at arms as part of a synthetic whole. (For what it's worth, psychics fit here also.)

The third pattern of magic-use systems revolve around the academic, systematic, and logical inquiry--scientific, for all intents and purposes--into how supernatural phenomena work. This is your Ley-Line Walker, Shifter (when not dealing in links to supernatural powers), Wizard, Summoner, Diabolist, and especially the Techno-Wizard and Alchemist as well as all of their variants. These scholars of the arcane, occult, and supernatural are the ones who do the most (in the aggregate) to be like Prometheus and bring the power of magic from the supernatural world down to the mortal world and that is why they are considered so dangerous by both manaphobes (such as the Coalition States) as well as by supernatural-dominant entities (such as many of the human-hating species that frequent Atlantis) because the use of magic is one of the few ways that mortals and immortals can contend on equal footing.

Future posts will get into specific magic-use systems.

Whatever system your character uses, there are some constants. First, your character must accept the validity of his system's paradigm; this is what anchors his belief in his ability to use magic. For you, as a player, this means that you are well-served in getting familiar with what that paradigm is and what it means to your character; this will constrain your character's conception of what is possible with his magic, even if he witnesses some other use of magic that shows him what others can do. Second, your character must have sufficient mundane capabilities that he is not useless outside of using magic because there are times when magic alone is not sufficient or when using magic is a liability; to operate in such circumstances your character must have knowledge skills, analysis skills, proficiencies with unarmed combat and useful weapons, can handle himself if lost and alone for a time, and so on. Most of these will be acquired as part of your character's training as a magic-user, and many that you may opt to take when you create this character will be readily available and obviously viable. (I suggest picking up at least one additional language.) Third, your character is--by virtue of becoming a magic-user--always straddling two worlds: the ordinary, everyday world of mortal existence and the extraordinary, fantastic realm of the supernatural and immortal. This cannot help but to permanently shape and change his perspective on everything because he can do so much that most people cannot.

For the one running a campaign with magic-users as player-characters, not only do you need to keep all of this in mind when putting together your specific environment, but you need to think beforehand how the magical societies that produce these magic-users interact with your environment--with the mundane world, with the supernatural world, with each other, etc.--just as much as you would for political powerhouses like the Coalition States. (I will go into this in some depth later on, using Tolkeen as an example.) It can be a daunting task when you sit down and really think through the matter, but it's not as difficult as it seems; perfectly ordinary people can handle this just fine with some care and a good habit for taking and using notes. However, mastering the basics behind all use of magic ensures that you can focus your mind and energy on the higher-order issues and not on the load-bearing pillars holding all of this up. Do that, and then worry about how the Brony Warrior Society gets along with the Magical Girl Club.

Tuesday, May 22, 2012

Just One Mote: The Challenge That Threw Over a Paradigm

The First Founder of the society of Tolkeen magic-users, informally called "The Esoteric Engineers", was a man by the name of Roger M. Ire.  When he and his wife discovered the mote, the Esoteric Engineers got excited.  They had an irreducible minimum--a floor--upon which practical experimentation with magic could begin, and thereby allowed the application of the Scientific Method and other related practice norms of science to the study and practice of magic.  While the Atlanteans emphasized the Art of magic, it was the native Earthers that brought back the Science to the Art and Science of using magic.

Tolkeen's emerging curriculum for training the future generations in the use of magic centered around the concept of the mote, with both the Atlanteans--who had no problem acknowledging the importance that a confirmation of the existence of the mote, and eagerly adopted it for their own use; this made the transfer of magical knowledge much more efficient--and the Earthers agreeing that students would be required to create an original protocol--a new spell--that used Just One Mote.  This became known (informally) as "The Cantrip Challenge", but that underestimates the great influence that this emphasis on efficiency in the use of magical power had upon Tolkeen's magical community.

The One Mote Challenge lead to the creation of a vast array of very efficient magical effects.  These are minor in their scale, their scope, and their power.  What is not minor is their utility; one of the first spells taught in Tolkeen's curriculum is one of the first One Mote Challenge creations: a spell that accurately lets the user know, without fail, exactly how much supernatural power a given thing or effect has in it- but it requires that the user behold the thing or effect.  This is because the One Mote effect requires the use of the user's existing senses; all it does is analyze the user's sensory input and break down the power--if any--in existence within that input.  It is up to the user to make sense of it; it's a reader/analyzer spell, one that works only for the user, but easily combined with other effects to feed the results to others.

This spell is one of the pillars for the Platonic Pattern Printing Protocol.  Anything that the user perceives with this spell can be fed, via another effect, to either a data storage medium--including a user's mind--or sent straight to a device or individual capable of reproducing the observed thing or effect.  The magicians of Tolkeen can even take something from a fictional medium--say, the VF-1 Valkyrie of the classic series Super-Dimensional Fortress Macross--and make it a wholly-and-fully-functional technology by way of this simple One Mote spell.

That, quite frankly, is revolutionary.  This is why Tolkeen is a force to be reckoned with, and not a joke.

Wednesday, March 30, 2011

The Magical Miracle of Tolkeen: The Establishment of Clark's Law on Earth

Despite its youth as a distinct civil and cultural entity, and its status as something of a rustic backwater in the greater cross-dimensional cosmopolitan civilization that exists in the milieu of RIFTS, the City-State of Tolkeen has to its credit one innovation that--for those aware of it--has magic-using societies dumbfounded. That innovation does not seem significant to those not familiar with either the practice of magic, but it is such a profound change that it amounts to a paradigm shift equal to that from the Rule of Man to the Rule of Law.

Now, to understand the significance of this paradigm shift, one must comprehend the old paradigm. In all but a few circumstances, the practice of magic first arises from the interaction between a god-like supernatural entity and a curious or cunning mortal; the first users of magic are those who strike pacts with such entities, for good or ill, a form of externally-bestowed power represented by the Witch and Shifter classes. (Closely related to it is the Warlock class.) Out of such initial contact arises cults, sects and greater institutions where one sees the emergence of the Priest, Shaman and Druid classes (in their variations). Only at a time of maturation in a society, where philosophical inquiry flourishes, do magical practices secularize into the non-denominational forms of the Wizard (including its variants such as the Ley Line Walker). The practice of magic rarely arises of an origin akin to that of inquiry into the natural world that creates scientific breakthroughs and the con-commitment technological development.

Even in societies with a secularized subculture of magical practice, the influence of religion--that of the original supernatural--is such that it maintains a dominance upon that society by way of dominating its elite social class (who, in turn, dominate the government and related institutions). The supernatural entities that created these magical societies, even if otherwise of a benevolent or disinterested perspective with regard to mortals, so routinely seek to suppress those useful arts and sciences from which the aforementioned breakthroughs and developments arise that it is notable when there is any significant co-existence within a culture at all- to merge them, while inevitable, is so great a change that it lights fires in the minds of mortal and supernatural beings alike as great as that which sparked Creation itself.

That said, it is rare for those who do merge magical practice and scientific inquiry to merge them completely. Specifically, it is rare for these hybridization practices to do more than to hybridize the end results--the casting of spells and the creation of technological items--into techno-magical artifacts. In the minds of the majority of techno-mages, these are still seen as separate and distinct things--Chocolate and Vanilla--that they do not mix until the last moment of creation (i.e. an ice cream cone with one scoop of Vanilla and one of Chocolate). They have not gone to the next step.

Tolkeen's contribution is to make that breakthrough. The reason for this comes from its past, where the first native Earth humans in the Tolkeen community learned magic from the off-world Atlantean magicians who decided to come to Tolkeen and establish a settlement there. Those Earth natives were not only trained scientists, properly educated artists and skilled technical workers--programmers, engineers, technicians, fine artists, etc.--but they often possessed significant overlapping expertise as well as a balanced scientific and creative knowledge base. Amongst them were those who knew--if not practiced--native magical practices of various sorts that existed in the pre-Rifts era. When the Atlanteans came to these survivors, who had already put together a functional community within the ruins of Tolkeen's pre-Rifts incarnation, and demonstrated their magical prowess the natives decided to learn what they knew.

Atlantean society retained a certain conservative streak from its last era on Earth, and so did not think--it never conceived in their minds to do so--to question as to what, if any, relationship existed between the principles that governed the universe of natural phenomenon and those that governed the supernatural. In this respect, it was normative of the greater multiverse of magical and scientific practice. When the native Earth students, each steeped in the tradition of skeptical inquiry, began this mode of investigation none of the Atlanteans thought it would go anywhere and decided to leave them to try and learn from failure.

The moment when the native Earth magicians gained the ascendency in Tolkeen's magical community came with the breakthrough of one trained as a computer scientist as well as a physicist. Along with his wife--no less a mind--he isolated the basic unit of magical energy and discovered what he called a "mote". This allowed for the energy of magic to be detected, manipulated and measured as if it were any other mundane power source. The reason? He approached the practice of magic as if it were just another science, because he never had to deal with the memetic shackling of religious institutions and cultural hegemony impeding his efforts or suppressing his work.

Soon, this man and his wife embarked upon a grand project. Using the massive magical power around them, they gathered their friends and established a laboratory. In the heart of that laboratory they created what--to the Atlanteans--seemed to be a rather shallow and small ritual space. Atop the ceiling seemed to be some sort of focusing apeature, and the area around a barely man-sized dais as the point of focus. They'd soon witness their former students routinely use this device to go elsewhere and then return hours later. Soon others, students of their students, also made frequent use of it, and curiosity overcame them.

Once the Atlanteans crossed this threshold for themselves, they stood in awe of what they beheld. Within a year of the native Earthers breakthrough and the establishment of the laboratory, they figured out how to use their own scientific knowledge as well as that of the magiclal principles that they learned from the Atlanteans and created a safe and secure city inside a pocket-dimension. This is the Crystal City, Tolkeen.

As the First Founder, Roger M. Ire, the man who made this possible, said to his former teacher: "We had myths and legends about magic long before your people returned. Not all of them are derived, in whole or in part, from the actual deeds of the last Atlantean age; we in particular were enamored of a far more recent myth, one created in our lifetimes, and used that myth to guide our creation of this place. Welcome to the Grid, Master."

The First Founder quoted a pre-Rifts author, Arthur C. Clark: "Any sufficiently-advance technology is indistinguishable from magic." So, they reasons, any sufficiently advanced science is indistinguishable from the practice of magic. They thought of it as another science--no different from chemistry, geology or any other--and yet remembered that it had the quality of the Arts to it also. In time, a truly unique culture of magician-engineers arose and that Crystal City became the Inner City while outside arose the Outer City as the community's command of knowledge expanded and applications arose from the fruits of their inquiries.

Now we hear not "spells", but of "protocols". Now we hear not of "casting" and "banishing", but "resolution" and "deresolution". Now we hear not of "demons", but of "programs". We hear no priests calling people to prayer, but often of hear the philosophers call people to debate. We see the measurement of motes becoming means of measuring the time it takes for the Resolution Engines to execute the resolution of things, and we see the fusion of principles in the creation of Platonic Protocols whose use holds the promise of a sort of immortality--Tolkeen has never attempted to resolve a program over the form of a living being before, but those working on the Marvel Project assure the people that all necessary safeguards are in place--and the Council of Masters is confident that the threat posed by the Coalition States can be successfully defeated.

It is a time of great optimism in Tolkeen, a time of high culture, a time of great potential and hope- and a time of dangerous exuberance, unjustified confidence and romantic perceptions of life and one's place in it. Tolkeen stands at a crossroads, where the very esoteric modes of thinking that goes with traditional magical practice may well be the necessary balancing point that Tolkeen needs to endure. If it, like the Coalition, puts too much emphasis on the linear thinking that mundane scientific thinking is prone to producing then Tolkeen could be blind to the true threats to its continued existence and open itself to tragedy and ruin.