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Tritons Triton Gear Triton Power Armour Triton Vehicles Cetaceans Sissyphuthp Wights Unseelies Tritons The Tritons are a sea-dwelling nation of humans, scattered across a score of permanent settlements and a hundred nomadic groups, from the Barrier Reef to Margaret River Island. They have no central government, but each colony or nomad group has a leader. Their beliefs are strongly ecofriendly and tolerant. They are not credulous, but peaceful. A small number fight incessant skirmishes with the Javans. The Tritons have made alliances with tribes of aquatic d-bees, cetaceans, and some coastal tribes. The Triton language is a polynesian dialect similar to Fijian. Most Tritons also speak Australian, Indonesian, and Dolphin. They are descended from a group of refugees from the pre-Rifts government that took to dwelling beneath the sea in the Torres Strait. Originally this group was led by metahumans, who were among those fleeing Australia's brand of justice. Metapowers are not uncommon among their people now (about 4% of all Tritons are mutant metahumans). Powers which have been noted among the Tritons include Extraordinary PS, Control Elemental Force: Water, Underwater, Manipulate KE, and Sonar. Webbed fingers and toes are common (about half of all Tritons have them). Similarly, blue hair, pale green skin, pointed ears, and violet eyes are common. The Tritons have a moderately advanced technology. Their aquatic lifesystems and vehicles, in particular, are the most advanced anywhere. They also have an advanced medical technology. They can transplant any organ, can perform cybernetic augmentation, and use gene-tailoring to fight disease and better survive their hostile environment. Their medical technology is used to aid their allies, including dolphin and whale tribes, and the sissyphuthp colony. Traditional weapons are knives, spearguns hurling blue fiberglass spears (near-invisible, -6 to be parried or dodged, neutral bouyancy), and local toxins such as sea snake venom. However, warriors use enclosing armour which is a translucent blue colour (adds +10% to prowl in water, MD 45), and carry blue-green laser weapons for combat. The original home of the Tritons is an ancient submarine city, in 200m of water near Torres Strait. There are few permanent settlements between there and the Kimberley coast, but more offshore of south-western Australia, in the Gulf of Carpentaria and in the Barrier Reef. Triton warriors are seeking the legendary shield of M'shon, which is said to have been brought to this world by the first and greatest tritonian warrior, and to have been lost for generations. It's a round metal shield, 120cm in diameter, bearing the image of a black dragon. Indestructible, it gives the user +3 parry, can parry missile attacks (at not penalty!) and has the power of Limited Invulnerability which can be invoked thrice per day (as the spell). Triton Gear Triton "Bluebottle" blue-green laser pistol. Range 200m, damage D6x10 SDC or D6 MD, ammo 600 SDC shots or 60 MD shots, cost $25,000. These attributes do not change in or out of water (but the price is significantly higher outside Triton settlements). Triton "Nematode" blue-green laser rifle. Range 400m, damage 2D6 or 6D6 triple pulse, ammo 20, cost $30,000. These attributes are the same in or out of water. Triton Limpet mine. A grenade-sized mine intended to attaching to enemy PA, subs or even large monsters. Sticks adhesively once it is armed (PS 40 required for removal, but it's hard to get a grip), it can be armed and placed in a single action. Detonated with a remote control. A safety device prevents detonation if the mine is too close to the detonator, though there is a caplocked override. In addition, a second caplocked button can be used to detonate any armed mine within 2 km (uses weak coded VLF radio). Damage is 3D6x10 MD to a 1m radius, 1D6x10 MD to a 10m radius, and 3D6 to a 30m radius. Triton Gill. Available as a light face mask (including optical goggles and very low frequency (VLF) communicator), or as a cybernetic implant. Permits the user to breathe normally underwater. Costs $5,000 as a mask, or $20,000 as an implant. The VLF system acts like a radio, with an underwater range of 10 km (can be longer), but can carry only small amounts of information, such as slow speech or morse code. The goggles correct for the the optical distortion caused by water, to which humans are unaccustomed. Uncorrected, this distortion causes -4 strike on all missile attacks under water. Cyborgs can also purchase the goggles and VLF system as implants, for $4,000 and $5,000 respectively. NBGR Implant. The Nanotech Blood Gases Regulator Implant controls gases, such as nitrogen, which are soluble in the blood and tissues at certain depths but not at others. This implant prevents the bends, or decompression sickness, caused by rapid change in depth, and also helps to deal with nitrogen narcosis and oxygen poisoning, two other major threats to divers. Costs $30,000, and must have its nanomachines periodically replaced. Triton Power Armour Neptune Dive Suit M.D.C.: Armament: Other equipment: Cost: $1 million. Poseidon Fighting Suit M.D.C.: Armament: Other equipment: Cost: $4 million. Man O' War M.D.C.: Armament: Other equipment: Cost: $10 million. Triton Sea Wolf Armour M.D.C.: Armament: Other equipment: Cost: $1.5 million. Triton Kraken Armour M.D.C.: Armament: Other equipment: Cost: $8 million. Triton Leviathan Armour M.D.C.: Armament: Other equipment: Cost: $25 million. Triton Vehicles Coelecanth Utility Submersible.
A conventional cigar-shaped sub with a low conning tower. MDC: body 1000, tower 200, pop-up turrets (5) 75, missile pack 50 Armament: (1) 4 pop-up laser turrets. Range 450m, damage D4x10 each
(2) Pop-up dorsal railgun turret. Range 1500m surfaced, damage
D6x10, 2000 rounds. Cost: $20 million Fighting Fish. Crew: 2, but can accommodate up to 6 passengers Performance: top speed 150 km/h submerged, mach 2.2 in the air Dimensions: wingspan 24m, length 14m, height 4m, displacement 20 tonnes MDC: body 200, engines (2) 100, turrets (5) 50, missile pack 50 Armament: Cost: $35 million Moby Nomad Submersible. Crew: 25, but can accommodate up to 300 people and 1,500 tonnes of cargo Performance: top speed 60 km/h submerged, 45 km/h surfaced Dimensions: 240m long, 40m wide and high, displacement 15,000 tonnes MDC: body 5000, pop-up turrets (9) 100, mini-missile pack 75, MRM pack 150 On-board vehicles: 4 primary docks and 4 auxiliary docks, normally a pair of Coelecanths and sometimes one or more Fighting Fish will be docked. Also carries D6+6 Neptune suits and D4+1 Poseidon suits. Armament: Cost: $150 million Nemesis Attack Submersible. Crew: 30, but can crowd in 30 more if necessary Performance: top speed 100 km/h submerged or surfaced Dimensions: 90m long, 8m wide, displacement 2200 tonnes, conventional cigar shape with conical bow and a conning tower which can retract flush with the hull MDC: body 2000, tower 500, pop-up turrets (5) 150, mini-missile packs (2) 100, MRM pack 150, torpedo tubes 150 On-board vehicles: carries and can launch while submerged 12 Poseidon fighting suits and 6 Neptune suits. Sometimes found as part of a battle group with one more more Fighting Fish. Armament: Cost: $90 million Cetaceans Dolphins: IQ +1, ME +2, MA +2, PS +5, SDC D4x10, swim at 60 km/h, HP 20, SDC 20, 2 attacks/melee base, +1 to initiative, +2 to strike, +4 to dodge, ram does D10+3 SDC. Killer whales: IQ +1, ME +4, PS +10, PE +5, SDC 3D6x10, swim at 45 km/h, HP 30, SDC 100, 3 attacks/melee base, +2 to initiative, +2 to strike, +3 to dodge, bite does 3D6+10 SDC. Baleen whales: IQ +3, ME +3, MA +3, PS +20, PE +10, SDC D4x100, swim at 30 km/h, HP 30, SDC 250, 2 attacks/melee base, +1 to strike, tail slam does 1D6 MD. Sperm whales: IQ +2, ME +3, MA +1, PS +25, PE +15, SDC D4x100+100, swim at 45 km/h, HP 40, SDC 350, 3 attacks/melee base, +3 to strike, bite does 2D4 MD, tail slam or ram does 4D6 MD. Sissyphuthp These d-bees are colonists from another star, who arrived during the time of Rifts. Their craft destroyed, they are unable to return, but nearly all are happy to remain in the Earth's oceans. They have several small nomadic communities, but individuals are often found in Triton groups. They are water-breathing aquatic mammals, resembling seals. They have stubby arms with 4-finger hands and skin mottled in green, white and gray. Average adults are 2.1m long and mass 150 kg. They can breathe air for up to 1 hour and prefer salt water to fresh. Mostly unprincipled or scrupulous alignment. They have natural nightvision and advanced hearing. They communicate telepathically, but can manage grunts and squeaks (not actual speech). Attributes IQ 3D6, ME 4D6, MA 3D6, PS 3D6, PE 3D6, PP 3D6, PB 3D6, SPD 3D6 (in water 3D6x10), SDC 2D4x10. All are psychic to a greater or lesser extent, with the minimum being telepathy, mind block and see aura. Typical adults have D4x10 +ME ISP, 2 powers from the super category and 6 from any other category. Individuals may become mind melters (mind melter ISP is added to their base). Typical Sissyphuthp speak their own language, Australian, Triton, and those of the local cetaceans, such as dolphins. Their technology is quite advanced, though not in attack or defence. They are skilled with power systems, electronics, communications and antigravity. Also, they manufacture electromagnetic stun guns. Sissyphuthp Stungun. Energy pistol, range 50m, damage 6D6 stun damage direct to hit points (does MD to MD creatures, but cannot penetrate environmental armour), ammo 100. A creature reduced to zero HP (or MDC) in this way becomes unconscious. Stun damage wears off after an hour. Wights Resembling goblins, Wights are a humanoid race about the size of ogres. However, they are cleaner in their habits, having a society which is suspiciously similar to that of the ancient Celts. They are intrinsically magical creatures, and on Rifts earth become mega-damage structures. They are a wild folk, who are usually hospitable to strangers, though warriors may be challenged to fistfights or feats of strength. Despite their apparent friendliness, they enjoy deadly violence and often raid or attack settlements purely for the excitement (and the loot). They are the traditional enemies of the Unseelies. Typical alignments are miscreant, anarchist, or unprincipled. They average 200cm in height and 125 kg. Typical lifespan is 60 years. Attributes are generated as follows: IQ 3D6, ME 3D6, MA 3D6, PS 4D6, PE 4D6, PP 3D6, PB 2D6, SPD 4D6, MDC D4x10. All Wights have 1D2 magical abilities, selected randomly from the list below. 1. Superhuman strength. 1/day add +10 PS, +10 MDC for 1 hour. 2. Superhuman endurance. 1/day add +5 PE, +25 MDC for 1 hour. 3. Burrow. Can dig (as mutant animal power). 4. See the invisible. 5. Invisibility at will. 6. Alter appearance at will, appearing as any humanoid creature not differing in height from the original by more than 20%. Mass does not alter, nor does any clothing. The average warrior is level 2, PS 19, PE 17, MD 25. Due to their supernatural strength, they have discarded technological weaponry, except the use of mega-damage alloys in their axes and arrowheads. Unseelies A tall race of humanoids, beautiful, artistic, vaguely birdlike, and cruel. They are all normally invisible, but can see each other (and any other invisible objects) without difficulty. Alignments are usually anarchist, miscreant, or diabolic. A typical Unseelie stands 215cm tall and masses 75 kg. Attributes are generated as follows: IQ 3D6, ME 3D6, MA 3D6, PS 4D6, PE 3D6, PP 4D6, PB 4D6, SPD 4D6, MDC 3D6 per magic power. All have several magical powers, selected randomly from the list below. The number of powers indicates rank in Unseelie society; roll 1D10 for the number of powers: 1-5 = 1, 6-8 = 2, 9 = 3, 0 = 4. 1. Fly (50 mph) at will. 2. Superhuman speed (triple SPD, +1 attack/melee, +2 initiative, +3 strike, parry & dodge) 1/day. 3. Multiple image (as spell) 1/day. 4. Hurl fire bolts (doing 3D6 MD) to a range of 30m, up to 1/round. 5. Superhuman strength. Add +10 PS, +10 MDC 1/day. 6. Fire aura (does 3D6 to all within 3m) 1/day. Average warriors are level 2, PS 19, PE 12, PP 19, MDC 27. They have supernatural strength, and have discarded technological weapons, except for mega-damage alloys they use in their swords, lances and arrows. Ariel Armour Power armour used by Wights and Unseelies. These suits are enchanted, and originate from the Wight/Unseelie home world; those present on Rifts earth cannot make more. As a result, those they have are prized, and generally belong to war chiefs. A typical Unseelie or Wight warrior in an Ariel has 5 attacks/melee, +2 initiative, +3 strike, +5 parry, +6 dodge, +3 roll with punch, and +3 strike with ranged weapons. Dimensions: stands 2.6m tall, mass 320 kg including micro-fusion power plant (endurance is 30 days continuous activity without refuelling the plant, using water). Performance: run at 70 km/h, fly at 300 km/h with a 2 km ceiling (maximum 1 hour of flight followed by 30 minute cooling cycle). P.S. 28 (supernatural). M.D.C.: Body 100 Head 40 Arms 40 Legs 60 Thrusters (2) 40 Laser and MG 20 each All MDC values regenerate at 1 point per minute. Armament: Most Ariels have had a railgun or mini-missile launcher added to the right arm or shoulder since their arrival on Rifts earth. The launcher holds 4 mini-missiles, which can be fired singly or in volleys of 2 or 4. Other equipment: sensors include radar and a motion tracker (+2 initiative, +1 parry, +2 dodge). Cost: $2 million. Azrael Armour Dimensions: stands 3m tall, mass 480 kg including micro-fusion power plant (endurance is 20 days without refuelling). Performance: run at 60 km/h, fly at 200 km/h with a 1.5 km ceiling (maximum 40 minutes' flight time with a 20 minute cooling cycle). PS 30 (supernatural). M.D.C.: Body 200 Head 80 Arms 80 Legs 120 Thrusters (2) 80 Note: all MDC values regenerate at 4D6 points/melee. Armament: Other equipment: sensors include radar and motion tracker (+2 initiative, +1 parry, +2 dodge). Cost: $5 million. |