From moloch88@hotmail.com Mon Mar 9 13:01:35 1998 Date: Sat, 07 Mar 1998 13:57:05 PST From: Ben Hart To: behegr@culebra.uccs.edu Subject: A whole lotta answers These answers were obtained from palladium by me and my three friends. We ended up deleting them after we had printed them out. So I have re-typed them for all those rifts fans out there. Enjoy :) Ben hart or Moloch (moloch88@hotmail.com) 1) The Juicer armor is basically as shown; however, many Juicers will buy options and accessories (such as helmets) to enhance their armor. 2) If M.D.C. of a specific armor is not already divided up by location just allocate 15% of the total for each leg and 10% of the total for the head and each arm with the remainder going to the main body. 3) The bonuses for amlified hearing would NOT be applicable for someone in enviromental or power armor, or in an enclosed and/or noisy vehicle. 4) An attacker would be -6 to hit a target moving at 300+ mph. However onboard weapon systems could hit such a target. 5) The bonuses for sixth sense and amplified hearing apply only to the 1st melee of combat. 6) Borgs and power armor have the equivalent of mortal strength (not supernatural). 7) With Object read, the closer an object is linked with someone or something in question, the more that the psychic will be able to glean from it. Thus, a personal item owned by someone for years will give more details than a patch of ground the person walked over. 8) Although the Rifts Earth enviroment is magic rich, Wormwood is an actual living planet. it is somewhat unlikely that the natives of Rifts Earth will develop as did the Worwoodians. GM's option: Certain areas (like nexus points) may affect the inhabitants over time. 9) It is ultimatley up to the GM to decide if he wants to integrate Nightbane and Rifts together in the same campaign. Generally, it is safe to assume that Rifts Earth is inaccessible to the Dreamstream and the Nightlands and, as such, a Nightbane would not be able to mirror walk from one to the other. 10) Establishing the psychic link requires the Psi-Slinger to concentrate on the specific weapon for 2D6 ,melee rounds and expend 20 I.S.P. At the end of that time, the Slinger will be linked with that type of weapon. 11) Noramal body armor will not affect the Psi-Slinger's energy conversion power. However, full-enviromental and/or power armor will negate this ability. 12)The Coalition keeps files on all magic/supernatural phenomena they encounter. The anti-magic techniques involve applying this information to deny magical things their strength and attack their weak points. 13) Travel from the Nightbane Astral Domain to the Rifts Astral Domain is possible but difficult. 14) Characters with a high P.P. can add their P.P. strike bonus to mini missiles when fired from a suit of power armor. If the missiles are fired from a vehicle, the weapon systems bonus would be used instead of the P.P. bonus. 15) Amplified hearing can be conbined with sixth sense to give a =12 to initiative for one melee. 16) The Coalition was initially contacted by aircraft from the NGR. Most trade between the Coalition and the NGR is either by planes or by ships taking the Northern route (skirting Greenland and Iceland and taking the North Sea). 17) E-clips are fairly universal in Rifts-Earth as ammo for energy weapons (except for those made by Triax). So, E-clips from energy rifles and pistols are interchangeable unless the weapons are from two different sources (Triax & Northern Gun, Triax & Wilks, ect.). It is safe to assume that Phase World (being an interdimensional crossroads) would have geared their technology to accept All E-clips (regardless of source). 18) The Tarantula Combat Jump Bike has a special jump system that the Rolling Thunder APV does not posses. Thus, the Rolling Thunder can NOT jump like the Tarantula can. 19) At the time of publication, the Special Forces O.C.C. was not given bonuses for military skills other than O.C.C. skills based on the idea that his training was too specialized. Since then, some gamers have suggested that they should be given such bonuses. If the individual Gm wants to allow it, a bonus of +15% would not be out of line. 20) In the specific case that you refer to (a Psi-Stalker turned Psi-Sliger), after the character has made the transition, he will gain whatever abilities, skills, and equipment a Slinger is entitled to and will then advance on the Slinger's experiance table. However, his Stalker skills and abilities will be frozen at their current levels. As to I.S.P., once the character becomes a Psi-Slinger, he will gain I.S.P. equal to his M.E. attribute and 10 more every level after that. I hope you all like these answers mail whenever you want. Ben hart ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com