Rifts, by Sean Patrick Fannon’s definition, is an over the top kitchen sink setting. As a result we have multiple worlds and genres mashed together to create a setting where anything is possible. In addition to elements of magic and fantasy we also have science fiction - robots, power armor, laser weapons and more. Thus, occasionally, advanced alien races, Coalition Researchers, Triax facilities, or just a genius kid in her parents basement uncover the ability to create technological items that go well beyond the limit of current standards.
These rules provide a process for creating super advanced technology items. They are completely trapped in science and stand apart from technowizardry or Enchanted item construction rules. Most notably, these items do not make use of I.S.P. or P.P.E. and are not considered in anyway “arcane” .
Super Scientist (Professional Edge)
Prerequisites: Gadgeteer, K/Engineering or Science d10+, Repair d10+
These inventors can go well beyond the normal bounds of the technology of the day and create truly amazing, if somewhat quirky, devices.
- Build Roll: The Super-Scientist makes a roll using the lower of Knowledge (Science), Knowledge (Engineering), or the Weird Science arcane skill; this is the standard roll for Super-tech Item design and is called a Build roll. On a failure, the time and parts are wasted, but on a success the Super-tech item is complete. If the Scientist gets a raise, he may add one Minor Upgrade (see below). Note these upgrades are "always on" for no additional power cost.
Creation Process
Choose a base item to upgrade using Super Science. Increase the cost by 50% to account for unique parts and processes needed to make it function at a higher level.
Power Sources
Super science items do not use power points. For convenience sake, they are powered from whatever power source is used by the base item, or in absence of that, by standard e-clips.
- Ranged Weapons. Generally use e-clips. As long as the clip is not empty any associated super-tech functions will continue to work. When the device is unpowered the item will no work and its abilities are unavailable.
Close Combat Weapons. In Savage Rifts most tech-based Close Combat Weapons do not have a payload or duration. For super-tech assume they use e-clips that draw very slowly but can burn out. On a 1 on the Fighting die, the e-clip burns out and the weapon has no power until it is replaced, requiring an action. Being unpowered generally means the weapon is useless.
Batteries. Some items and armor have a battery of some sort with a listed duration (e.g. armored exoskeleton like the NG Gladius). Battery duration and charging remain unchanged, however, when the battery is drained any associated super-tech will not work either. If none is listed use the rules for Close Combat Weapons above.
Minor Upgrades add a small benefit to a super-tech item. Adding a Minor Upgrade to a super-tech item costs 5,000 credits in parts and requires 3d12 hours. Super-tech items are limited to a number of slots based on the super-scientist's rank, shown in the chart below.
- Novice: Two Minor Qualities
Seasoned: One Major Quality, Two Minor Qualities
Veteran: Two Major Qualities, Two Minor Qualities
Heroic: Three Major Qualities, Two Minor Qualities
Legendary: Four Major, Two Minor Qualities
- +1 to a specific Trait roll appropriate to the item.
- +1 damage to a weapon.
- +2 armor to armor, shield, or clothing.
- +1 Parry to a shield or close combat weapon.
- Add one small energy cell that increases payload or duration by 25% †
- Halve the weight of the item (reduce to one quarter if taken twice; reduce to one eighth if the item got a raise during creation).
- Apply a Trapping to the device (this also includes tech trappings such as Plasma, Ion, Laser, etc. if appropriate)
- Other Minor Upgrades as allowed by the GM.
Starting at Veteran Rank, Super-Scientists can add more powerful abilities to super-tech items. Modification takes 2d6 days + 1d6 per 10,000 credit cost of the Major Upgrade. Cost depends on the specific upgrade (listed below). The Super-Scientists makes a Build roll (lowest of Knowledge (Electronics), Knowledge (Engineering), and the Weird Science arcane skill) but at −4 for a Major Upgrade. Failure wastes the time and parts; success installs the upgrade; on a raise, the Super-Scientists may choose to add a Minor Upgrade and then only if the Super-tech item has a space to add one.
- Emulate a Power (Cost: 20,000 credits per Rank of power).* #
- Add an Edge to device (Cost: 20,000 credits per Rank of Edge).* &
- +1 die type to a specific Trait appropriate to the item (Cost: 10,000 credits).
- Add one large energy cell that increases payload or duration by 50%. (Cost: 30,000 credits).
- Add the equivalent of a personal weapon or piece of personal gear to a device. For every ten pounds (round down) add one die type to the device's minimum Str rating, and multiply the cost by 1.5 to get the implanted version cost. The weapon comes with it's own E-Clip or ammunition port, which may be logically located anywhere on the device.
Other Major Upgrades as allowed by the GM (Cost: Varies).
# Powers use the “No Power Points” rule.
†For example a payload of 10 becomes 12 (minor) or 15 (major). Apply to base number each time (e.g. 10) and round to nearest whole number.
No Power Points
Since they are not “magical” super-tech weapons are not powered by PPE or ISP. If a device emulates a power the user makes the activation Trait roll with a penalty based on the complexity of the power. The penalty to the roll is half the power’s usual Power Point cost (rounded down). Emulating the armor power (i.e. a force field), for example, which costs 2 Power Points, is an activation Trait roll at –1.
Once activated, check the results below:
- • Success: The power activates as usual.
• Raise: A raise on the roll grants any additional bonuses to the power stated in its description.
• Failure: All currently maintained powers are cancelled and the user is Shaken.
Maintaining Powers: Devices can maintain powers as long as as the e-clip or battery lasts, but each power maintained inflicts a –1 to any other actions with the device. Thus a weapon can be super-charged (smite) indefinitely, but suffers a –1 penalty to other Fighting or Shooting actions.
Interrupting Powers: If a character with an activated device power is Shaken or suffers a wound or Fatigue level, he must make a Smarts roll to maintain all his powers. If the roll is failed, all powers are instantly dropped. Powers shut down automatically if the device runs out of power.
Example Items
CP-29x CS Plasma Pulse Assault Rifle
An experimental anti-infantry weapon created by Coalition Military Technologies (CMT), this plasma rifle features an advanced Gyro-Stability System that automatically compensates for recoil and a smart gun system that adjusts aim to increase accuracy. Optionally, the operator can switch to blast mode in order to take out multiple armored targets at once - either in a medium or large burst template! Of course, CMT wants their weapon back. Any unauthorized personal using this weapon are considered to have the Wanted (CS) hindrance. As an experimental weapon, Repair all rolls are done at -2.
- Plasma Pulse: 3d10+2 (Mega, Plasma. ROF: 3)
- Anti-Infantry Blast: 2d6 or 3d6 damage extends over a Medium or Large Burst Template
- Payload: 48
- Weight: 70
- Special: No recoil penalty and +2 to shooting if the user doesn't move in a turn.
- Strength Minimum: d12