The charecter's are going to Splicer's orginally to get a comrade turned into a biotic. They work for the Society of Sages. All are human supremists.
Two problems I have to deal with that I haven't worked out.
They encounter Splicer bio tech.
They realize how much this could benefit humanity. This will probaly take place if the D book comes out in time around the time of Hades Dyval spilling out to Rifts
My NPC convinces them that for the good of rifts humanity they need to aquire it.
First part they find biotic in a cell that is about to fall to the robots.
My intial response is fro them to save the colony in exchange for genetic information. That needs development. It also needs a fleshing out of the brain pools and libarians etc
They find the biotic. HOw do they get his memories back?
Even if they get the information how do they store it.
Once back in Rifts how do they cleanse themselves of Nanos (I'm thinking magic or just a big emp pulse from society)
Now how do they get the information to CS Texas without being caught. They'll need to give it directly to Branson.
Even if they get finish the info will take decades for Branson to decipher so won't affect Rifts canon.
Also what equipment should the Scoiety loan them to further the mission.
Advice
Help on adventure plot
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- Guy_LeDouche
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Splicers certainly offers a hostile atmosphere, especially for gun lovin' Rifts PCs. I've run a few cross-over games, and the Splicers world can catch unwary PCs off guard very easily.
DISCLAIMER: My regular group is big in the "role playing" aspect of RPGs; your experiences may vary. Disclaimer out of the way:
In regards to the Biotic conversion, according to the "fluff" text, the original memories and personalities are wiped clean by the Librarian. No mention of how (or even if) these can be regained. Before that route is taken, I think a PC getting mind wiped opens up a few role-playing possibilities. What will the new personality be like? Will the PC be a better or worse person? Since his memories are gone, how will he react when a group of total strangers’ shows up, claiming they are friends and are there to “rescue” him? Is it even possible to restore the old personality or memories? If this were my game, a high level Mind Melter or other psychic may be able to grant a partial restoration, but no guarantees. I don’t know that I would allow the Librarian the restoration; with Biotics being little more than disposable warriors, I can’t see any logical reason why the Librarian would retain the original memories.
As for the campaign, be sure to check the section in Splicers on bringing in characters from other settings. If you go straight by the rules, the gun-toting and techno-phile PCs may be shredded by their own equipment while magic-users and psychics are at a severe disadvantage; Splicers seems to be some sort of “anti-magic” zone. I’m not a “killer” GM, so I took a little liberty with the nanoplague rules. Since the technology my PCs brought over was “otherworldly”, the plague response wasn’t as severe in the beginning and it took the plague longer to take effect. I made some exceptions with Wilk’s or other equipment that was constructed of high impact ceramics or plastics. Finding ammo, however, soon becomes a problem.
In our game, the Resistance was initially VERY wary, suspicious, and defensive around the PCs. After all, they claim to be from another world (an unheard of occurrence in Splicers) and some have strange powers that defy natural laws. It was a couple of months before they were able to establish trust. Considering how different and closed the world of Splicers is, outsiders are going to be viewed with great suspicion and hostility. Techno-Jackers are often vilified by the Houses, so you can imagine the reaction to PCs. Until they prove their worth, I can’t see the House giving them much beyond basic armor and some simple weapons.
In order to bring the Splicers bio-tech back to Rifts Earth, I would say it would require, at bare minimum, a Saint or two. The Saints will eventually mature into the Brain Pools and Engineers and Librarians will be selected. I would allow some magic or emp type pulse to destroy the nanoplague, but imagine the psychological trauma these Splicer transplants will to deal with. They’ve been at war with machines for generations, and now they are in a world where robots and power armor are common place. Their entire lives they have been taught, trained, and conditioned to keep away from metal and now they are thrust into a high tech world. Quite a mind trip.
These are just my initial thoughts, hope this helps.
DISCLAIMER: My regular group is big in the "role playing" aspect of RPGs; your experiences may vary. Disclaimer out of the way:
In regards to the Biotic conversion, according to the "fluff" text, the original memories and personalities are wiped clean by the Librarian. No mention of how (or even if) these can be regained. Before that route is taken, I think a PC getting mind wiped opens up a few role-playing possibilities. What will the new personality be like? Will the PC be a better or worse person? Since his memories are gone, how will he react when a group of total strangers’ shows up, claiming they are friends and are there to “rescue” him? Is it even possible to restore the old personality or memories? If this were my game, a high level Mind Melter or other psychic may be able to grant a partial restoration, but no guarantees. I don’t know that I would allow the Librarian the restoration; with Biotics being little more than disposable warriors, I can’t see any logical reason why the Librarian would retain the original memories.
As for the campaign, be sure to check the section in Splicers on bringing in characters from other settings. If you go straight by the rules, the gun-toting and techno-phile PCs may be shredded by their own equipment while magic-users and psychics are at a severe disadvantage; Splicers seems to be some sort of “anti-magic” zone. I’m not a “killer” GM, so I took a little liberty with the nanoplague rules. Since the technology my PCs brought over was “otherworldly”, the plague response wasn’t as severe in the beginning and it took the plague longer to take effect. I made some exceptions with Wilk’s or other equipment that was constructed of high impact ceramics or plastics. Finding ammo, however, soon becomes a problem.
In our game, the Resistance was initially VERY wary, suspicious, and defensive around the PCs. After all, they claim to be from another world (an unheard of occurrence in Splicers) and some have strange powers that defy natural laws. It was a couple of months before they were able to establish trust. Considering how different and closed the world of Splicers is, outsiders are going to be viewed with great suspicion and hostility. Techno-Jackers are often vilified by the Houses, so you can imagine the reaction to PCs. Until they prove their worth, I can’t see the House giving them much beyond basic armor and some simple weapons.
In order to bring the Splicers bio-tech back to Rifts Earth, I would say it would require, at bare minimum, a Saint or two. The Saints will eventually mature into the Brain Pools and Engineers and Librarians will be selected. I would allow some magic or emp type pulse to destroy the nanoplague, but imagine the psychological trauma these Splicer transplants will to deal with. They’ve been at war with machines for generations, and now they are in a world where robots and power armor are common place. Their entire lives they have been taught, trained, and conditioned to keep away from metal and now they are thrust into a high tech world. Quite a mind trip.
These are just my initial thoughts, hope this helps.