Rifts Supplemental Material | ||
![]() Maddock Munitions FfW "Maddock Munitions is a medium-sized arms manufacturer based in lower Ontario Canada roughly 150 miles (240 km) west of Ottawa. They produce laser based, ion based, plasma based and incendiary projectile weapons. Maddock is a fairly recent contender in the arms industry, having established itself in the winter of 91 P.A. The founders are comprised of AWOL Free Quebec military scientists and rogue scholars. The primary founder (in this case the one with the most money to invest) was Aaron Maddock, a retired mercenary who had money stashed away to pursue the one thing he had long yearned to do --make weapons." 13 new tech based weapons and background information. |
![]() House Rules for Magic Isaac Xavier-Santos A massive text concerning special house rules and additions to the magic system. "Although magic in Rifts Earth is for the most part, belief-based, this does not make it all-powerful or without its limits. Magic is a force of nature, and like any force in the universe, it follows certain rules. These rules, called “The Five Principles of Magic” or “The Five Precepts of Magic”, are a quintet of laws founded on various constants that mages have noted in the behavior of magic. This set of rules composes the foundation of almost all Schools of Magic. Despite the fact that magic is still a mysterious energy source and not entirely understood, these guidelines offer a rough elucidation of how magic is known to work." |
![]() Quotable Rifts Various A selection of choice quotes and one-liners from various game sessions, some dramatic, some erudite, and others humorous. “You cannot simultaneously prevent and prepare for war.” “Life is not a problem to be solved but a mystery to be lived.” “The mistake I made was I didn’t realize that you don’t grab power, you accumulate it, quietly, without anyone noticing.” |
![]() Mercenary Contracts Isaac Xavier-Santos "There is very little in the life of a mercenary that is ever consistent or guaranteed: money, work, equipment, comrades – even one’s survival. These things fluctuate and change with the tides of fortune. Yet, there is one aspect of their profession that mercs expect to be reliable, and that is the contract. Contracts are the legal agreements through which business between client and employee is hammered out and solidified. It is the contract that gives clarity to a mercenary’s assignment and acts as a guarantee from both parties that each will follow through with their respective responsibilities." |
![]() The Battle Magi Trials of Ascension Alex Athanas "Battle Magi are the elite champions of the city of Dweomer. This secret order of warriors are perhaps the greatest warriors in North America. Those who know of their existence do not speak likely of them even in boast. They call home the hell that is Alistair Dunscon’s Magic Zone, the most dangerous place in North America. Battle Magi are unlike any warrior that dwells on Rifts Earth. The path they walk while noble, is a path that ultimately lies in shadow. Their deeds go largely unsung, for few even know of their existence. They will never enjoy the adoration that a Cyber Knight knows, and can never truly escape the stigma of the Magic Zone, or the legacy of the Federation, yet they are champions of the Light and must be able to endure and triumph despite any adversity." |
![]() The Magic Zone Federated Charter Isaac Xavier-Santos Alistair Dunscon further tightens his grip on the politics and general discourse of the Magic Zone. “I, Alistair Dunscon, the true leader and power of the Magic Zone, in order to form a more perfect Federation, establish law, insure domestic stability, provide for the common defense, promote general welfare, and secure the strength and dominion of our Empire for ourselves and our prosperity, do ordain and establish this constitutional Charter for the Federation of Magic.” |
![]() Notable Mercenaries of North America Isaac Xavier-Santos Six famous mercenaries from, you guessed it, North America. "Lionel Hudson: In the world of the Juicers, few names are as infamous as Lionel Hudson -- and few names are as feared. Considering the mentality that most Juicers have regarding danger and death, this says quite a lot. If Juicers are unafraid in the face of opponents as potent as dragons or mages, what would make one human man so threatening? It’s possibly the fact that this mercenary’s claim to fame is that he has single-handedly defeated and killed over 160 Juicers, ranging from Hyperions and Phaetons to Titans and even Mega-Juicers. As if that isn’t impressive enough, Lionel is a normal human Headhunter, nothing more. He is not a mage, not a psychic, not a supernatural creature, and besides some standard cybernetic implants, is non-augmented." |
![]() Magic Zone Notables Isaac Xavier-Santos A venerable who's who in the Magic Zone. Some are original, others are extrapolations of known individuals noted in various Rifts Books, some are even borrowed from the Palladium Fantasy game setting. Over a dozen denizens and groups of the Magic Zone. Federation of Magic's Ten Most Wanted Due to the expansive nature of our campaign through out the Magic Zone and North America, we have all slighted the powers that be within the Federation of Magic. For our crimes against the Dunscon Regime we have become the hunted. |
![]() Traversing the Magic Zone Alex Athanas "The Magic Zone is perhaps the most feared range of land in all of North America. The entire landscape is dominated by mist-haunted forest. The red and white oak trees native to the region have been changed by the eldritch power of the ley-lines, and have grown to enormous sizes, unchecked for over 200 years. There are few roads, and those that exist, are always secret and often watched. The wild, far-ranging land that lays unclaimed by Federation Lords is dominated by the supernatural, many of which are demons and monsters that are fiercely territorial." Magic Zone Random Encounter Table This random encounter table can be used to generate some action for adventurers navigating the Magic Zone. |
![]() Mercenary Lexicon Isaac Xavier-Santos, et al "Ace High: Well-liked or respected. (“I wouldn’t start any trouble with that merc if I were you. He’s ace high around here.”) Causing Static: Making trouble. GPO: (abbr.) “Good for Parts Only”. Applies to vehicles or equipment that is damaged beyond repair. Involuntary Dismount: To crash a motorcycle, hovercycle, or jet bike. Knock: (v.) Almost dead or about to die, as in “knocking on Death’s door”. Loose Change: A mutilated and dangling limb in need of amputation. Shutter Trouble: Falling asleep. (“Drove his motorcycle right off the road. Must’ve had some shutter trouble.”)" |
![]() Forces in Clavicle Isaac Xavier-Santos The following is expanded material based on the Necromantic community described on pgs. 94-95 of Rifts Aftermath. Enjoy. "The Old Guard: Ex-members of the Federation, all of which are arch-mages. They consist of Ravendark (human, 18th level Necromancer), O’Negis (human, 17th level Witch), Lasura (Cyden, 20th level Ocean Wizard), Vektriss (race unknown, 16th level Illusionist), Ithazorn (human, 17th level Song Mage), and Iya Ta’Shia (human, 16th level Voodoo Shaman and Priestess). The residents of Clavicle all view these powerful practitioners of magic with a mixture of awe, respect, and fear. Initially, many people did not want the Old Guard around because of the trouble they would inevitably bring to their sleepy little town. However, the arch-mages are now viewed as staples of the community and many mages in Clavicle find them to be invaluable sources of magic knowledge and advice." |
|
![]() Joaquin's Contacts FfW A list with stats and background info on 10 of Joaquin's NPC contacts in the New West. The cast of characters includes soldier ex-comrades, old gang land buddies, romantic partners, and old mentors and family. Feel free to use these characters in your own mercenary themed games. |
![]() The DeeBees Isaac Xavier-Santos & FfW Question: What do you get when you cross Slipknot and Rifts? Answer: The DeeBees. The Thrash Metal band "from the seedy Burbs of the Coalition States capital, Chi-Town, has been both praised and criticized for their unruly stage shows and graphic anti-Coalition lyrics. Led by the incomparable Sid Seditious, formerly of the high octane metal group Sedition, the DeeBees exploded onto the music scene with a brazen vigor and fearlessness that has sequestered the hearts of every Coalition hater and impoverished non-human who has heard their message." |
Palladium Fantasy Supplemental Material | ||
![]() Advanced Archery Rules Introduction Isaac Xavier-Santos "When one of my players made a long bowman for the Palladium Fantasy RPG he pointed out to me how underdeveloped some of the rules were, especially for the bow and arrow which was such a complicated (in my opinion) weapon. I pondered this for a while and decided that I was going to take a shot at writing some advanced archery rules for the Palladium system (or rather, my version of it). I knew next to nothing about archery and have picked up a bow only once in my life. Consequently, I went about doing as much research as I had time for. " |
Optional Archery Rules Isaac Xavier-Santos Two new rules that deal with flight time / trajectory and maximum effective range for arrows and bows. "Trajectory, in regards to archery, is defined as the curve of an arrow’s flight path between the bow and its target. It takes an arrow a certain amount of time to reach its target. The flatter and straighter an arrow’s flight path is, the faster it will hit its mark. However, this also reduces range as a missile with a flat trajectory descends more quickly. To acquire good distance, one has to give the arrow a more elliptical trajectory; more arc, more range. Since trajectory is directly related to arrow speed, the slower an arrows’ speed per second, the more curved its flight path must be to hit a far off mark. Inversely, the higher an arrow’s velocity per second, the less trajectory required for it to strike its target."
|
Archery Related Skills Isaac Xavier-Santos Five archery related skills, including Fletching, Bowyer, Snap Shooting, Trick Shooting: Archery and Mounted Archery. "Snap Shooting: This is the practice of firing arrows for the purposes of speed, sometimes not even bringing the bow to full draw. It is useful in situations where there are numerous opponents around and the archer is not so much concerned with accuracy, just body count." |
Advanced Bow Construction Rules Isaac Xavier-Santos These are our house rules for the construction of bows. The document encompasses bow types, bow designs, limb curvature, materials, bowstring types, bowstring materials and special bow features. There is also a section on draw strength and draw weight. Bonuses can be gained or penalties observed by adding or reducing bow features as well as by practicing proper aiming, firing and release techniques. |
![]() Advanced Arrow Construction Rules & Construction Table Isaac Xavier-Santos & FfW These are our house rules for constructing arrows. They encompass the arrowhead, the arrow shaft, and fletchings and the multitudes of different designs and features that one can get with their arrows. We also have rules concerning the creation of magical arrows using components from magical and supernatural creatures (these are in the arrow construction table). The arrow construction table is a reference guide to building an arrow quickly and easily. |
Archery Equipment and Supplies Isaac Xavier-Santos A list of ten archery equipment and supplies with descriptions and explanation of their functions. "Bow Sight: A metal pin with a circular aperture at one end. The other end attaches to an adjustable vice-like bracket that can be secured onto the bow above the riser. This device is used to assist the archer with his aim and accuracy and can be adjusted vertically or laterally. For right-handed bowman, the sight is attached to the right side of the bow. For left-handed bowman, vice versa. Some sights also come with trajectory markings, allowing the archer to plot the trajectory of his arrows. The use of a bow sight provides +1 to strike. Fairly uncommon. Costs 30 gold." |
Archery Glossary Isaac Xavier-Santos "Cant: Holding the bow in an angled or sideways position. |
|
|