History TabletopGame / Rifts

29th Apr '16 4:31:53 PM Ramidel
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* CutLexLuthorACheck: Mexico is what happens when you cut a Master Vampire a check (at the blood bank). By legitimately ruling over a prosperous kingdom, the AffablyEvil Master Vampire has a convenient and willing larder, and in return the humans live in one of the safest homes on Rifts Earth. It's mentioned that many smaller villages function similarly on a smaller scale, with a vampire or small group of them serving as the local lord and protector in exchange for blood.
29th Apr '16 4:24:25 PM Ramidel
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* AlwaysChaoticEvil: Generally, this is played straight only with supernatural beings. Some kinds of beings are always, without exception, evil creatures; some are almost always evil but have wiggle room, and some are only ''seen'' as evil.
29th Apr '16 1:25:52 PM Ramidel
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* SadlyMythtaken: ''Pantheons of the Megaverse'' doesn't even try to be accurate; it takes the broadest strokes of the myths and does whatever it wants to get versions of the gods that work in the Megaverse. This is particularly true with alignments and the {{Demonization}} of gods more or less at random.
29th Apr '16 1:03:06 PM Ramidel
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* PeopleFarms: The Vampire Kingdoms all do this in various ways.
** Ixzotz is fairly traditional. The vampires keep thousands of human slaves in farming villages and come by when they need a snack, though they also have a cattle pen at Monero for fattening people up.
** Muluc takes this to nightmarish extremes. Their "blood pools" trap thousands of slaves in PeopleJars, drain their blood daily and then magically heal them (restoring their blood supply). They can keep humans alive for years like this.
** The Mexico Empire plays with this, subverting IndustrializedEvil in the process. Humans under the Empire's rule live like people everywhere else and painlessly donate a pint at a clinic every three weeks.



* PragmaticVillainy: Vampires are inherently evil, even the [[FriendlyNeighborhoodVampires friendliest]] can't be better than selfish, and Master Vampires are always evil - full stop. However, the Kingdom of Mexico's Master Vampire is ''so'' pragmatic that he ceases to be a threat to humans, creating a fair and effectively benevolent despotism where safe amounts of blood are painlessly extracted from their subjects, because a content and safe blood supply doesn't make trouble. While vampires in the kingdom tend to be dicks to humans (because, y'know, inherently evil), they're forbidden from attacking them.

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* PragmaticVillainy: Vampires are inherently evil, even the [[FriendlyNeighborhoodVampires friendliest]] can't be better than selfish, and Master Vampires are always evil - full stop. However, the Kingdom of Mexico's Mexico Empire's Master Vampire is ''so'' pragmatic that he ceases to be a threat to humans, creating a fair and effectively benevolent despotism where safe amounts of blood are painlessly extracted from their subjects, because a content and safe blood supply doesn't make trouble. While vampires in the kingdom tend to be dicks to humans (because, y'know, inherently evil), they're forbidden from attacking them.
30th Mar '16 7:00:32 AM Theriocephalus
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** Various {{Sourcebook}}s have examples of NPCs who are either this or [[DefectorFromDecadence Defectors From Decadence]].

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** Various {{Sourcebook}}s have examples of NPCs [=NPCs=] who are either this or [[DefectorFromDecadence Defectors From Decadence]].
5th Mar '16 7:54:47 PM nombretomado
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* DeadlyUpgrade: Juicers gain CaptainAmerica level strength, speed and reflexes, in exchange for only being able to survive up to 7 years. Be honest, how many characters (or games) survive for seven years anyway?

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* DeadlyUpgrade: Juicers gain CaptainAmerica ComicBook/CaptainAmerica level strength, speed and reflexes, in exchange for only being able to survive up to 7 years. Be honest, how many characters (or games) survive for seven years anyway?
5th Mar '16 9:25:41 AM Theriocephalus
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* OurOrcsAreDifferent: While Orcs and Ogres do exist in ''Rifts'' (along with many, many others), the Brodkil are the race that most often [[GoddamnedOrcs fits the bill]]: tall, brutish, stupid, war-like and cannibalistic, though with a fondness for cybernetics and high-tech weapons. They also tend to be mercenaries, bandits, raiders, and generally form large armies of disposable Mooks which work for various villains, factions and empires. Their stats get reprinted a lot so the writers must expect to get a lot of use out of them in campaigns over all the other monster races.

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* OurOrcsAreDifferent: While Orcs and Ogres do exist in ''Rifts'' (along with many, many others), the Brodkil are the race that most often [[GoddamnedOrcs fits the bill]]: bill: tall, brutish, stupid, war-like and cannibalistic, though with a fondness for cybernetics and high-tech weapons. They also tend to be mercenaries, bandits, raiders, and generally form large armies of disposable Mooks which work for various villains, factions and empires. Their stats get reprinted a lot so the writers must expect to get a lot of use out of them in campaigns over all the other monster races.
27th Feb '16 2:56:33 PM CheeseDogX
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** When the Naruni came to Earth for the second time, skull and skeleton motifs appeared on some of their newer products.

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** When the Naruni came to Earth for the second time, skull and skeleton motifs appeared on some of their newer products. This was probably done as a way of thumbing their noses at the Coalition, who booted them off Rifts Earth the first time.
** Necromancers use bones and skeletons often, as befits the [[BlackMagic nature of their magical focus]]. The Mystic Russia book even mentions that Necromancers use bones to make furniture and other decorations, because they like the look and feel of bone.
27th Feb '16 8:35:24 AM Morgenthaler
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* SkeletonMotif:
** The Coalition States uses skull motifs for their body armour helmets, and some vehicles. Their giant robots also carry this motif frequently, and the newer powered armours can carry a lot more of the skeleton in their design; as do the newer model body armours. And of course they have Skele-bots.
** When the Naruni came to Earth for the second time, skull and skeleton motifs appeared on some of their newer products.
20th Feb '16 12:46:14 PM CheeseDogX
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* LeyLine: ''The'' source of supernatural power, the cause of the cataclysm that ended civilization, and the key to a great deal of magical workings. In this setting, they are "rivers" of pure magical energy which crisscross the Earth. Even the smallest ley lines are miles long. Where they meet, Rifts open. The Coming of the Rifts was precipitated by a sudden and massive influx of magic energy, swelling the ley lines to the point that the largest can be seen by the naked eye as lines of blue glowing energy, even by day.

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* LeyLine: ''The'' source of supernatural power, the cause of the cataclysm that ended civilization, and the key to a great deal of magical workings. In this setting, they are "rivers" of pure magical energy which crisscross the Earth. Even the smallest ley lines are miles long. Where they meet, Rifts open. The Coming of the Rifts was precipitated by a sudden and massive influx of magic energy, swelling the ley lines to the point that the largest can be seen by the naked eye as lines of blue glowing energy, even by day. Magic users can use ley line energy as a quick and easy source of magic energy. This is one way for wizards to pull off powerful ritual magic. Also, Techno Wizards can build devices which tap a ley line to power it. A conjunction of two or more ley lines is known as a ley line nexus. Even more magic energy can be tapped at nexuses, but not without danger, as nexuses are where Rifts appear.
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