Malvoren in Splicers?
Posted: Wed Jun 20, 2018 12:56 pm
I'm assuming a rifted in Malvoren would be totally screwed by the nano-plague. Unless...can they be technojackers?
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LostOne wrote:I'm assuming a rifted in Malvoren would be totally screwed by the nano-plague. Unless...can they be technojackers?
SharkForce wrote:hmmm... well, they might be natural technojackers, as i understand it that kinda is their schtick. they might also be "not human" enough to not trigger the nanoplague... last i recall, the nanoplague is less likely to work on most mammals, and very unlikely to work on other kinds of creatures. this of course means the GM has to decide just how close to human a malvoren is, but in any event that's two possible ways that a malvoren could get by just fine (though i suppose the latter won't last forever if the machine decides to consider malvoren a threat worth reprogramming the nanoplague for... unlikely for one, but if there are enough of them to pose a serious threat, almost guaranteed to happen i suppose).
Premier wrote:If your GM converts you into a Technojacker, that would be the safest and easiest manner to handle it, though I recommend it not be a racial (R.C.C.) conversion. I also recommend that if it happens via a Rift, that it be done "slightly" offworld (in nearby space/orbit) and it ends up with you crashing onto the Splicers world as there is no magic (its a magic dead zone and I.S.P. cost double for psionics) on the Splicers planet to support a true rift being generated on the planet.
Premier wrote:If your GM converts you into a Technojacker, that would be the safest and easiest manner to handle it, though I recommend it not be a racial (R.C.C.) conversion. I also recommend that if it happens via a Rift, that it be done "slightly" offworld (in nearby space/orbit) and it ends up with you crashing onto the Splicers world as there is no magic (its a magic dead zone and I.S.P. cost double for psionics) on the Splicers planet to support a true rift being generated on the planet.
TechnoGothic wrote:Those dbees are not mammals. They are safe from the nanoplague.
"Cybernetic Bio-Systems are not affected by the plague because they are, in effect, organic. Likewise, intelligent beings who are not mammalian or similar organic life forms - i.e., silicon/rock or plant/vegetation beings - do not trigger the plague reaction and can use metal devices and salvaged metal weapons and parts. All others, however, including Deevils, demons, dragons, Faerie Folk, lizard Men, Dog Boys, and most other flesh and blood beings will trigger the hostile response of the nanobot plague. Even Xiticix and other insectoids activate the plague, though it takes hours of pro-longed exposure (turn minutes into hours, seconds into minutes) before that happens."
"Malvoren are tall, muscular humanoids with small, black eyes that glow red then white in combat. They have no skin, and are composed of tendrils or cords of dark red muscle tissue. They have no visible mouth, nose or ears (they are concealed by the muscle cords that wrap around the entire body, including the head and face), but they do need to eat, breathe and sleep as any other moral being."
Premier wrote:TechnoGothic wrote:Those dbees are not mammals. They are safe from the nanoplague.
Well it depends on what you classify the Malvoren under:"Cybernetic Bio-Systems are not affected by the plague because they are, in effect, organic. Likewise, intelligent beings who are not mammalian or similar organic life forms - i.e., silicon/rock or plant/vegetation beings - do not trigger the plague reaction and can use metal devices and salvaged metal weapons and parts. All others, however, including Deevils, demons, dragons, Faerie Folk, lizard Men, Dog Boys, and most other flesh and blood beings will trigger the hostile response of the nanobot plague. Even Xiticix and other insectoids activate the plague, though it takes hours of pro-longed exposure (turn minutes into hours, seconds into minutes) before that happens."
- Splicers RPG, page 13 under the Crossing Dimensions section
Now reading the Malvoren physical description in Rifts: D-Bees of North America, page 139:"Malvoren are tall, muscular humanoids with small, black eyes that glow red then white in combat. They have no skin, and are composed of tendrils or cords of dark red muscle tissue. They have no visible mouth, nose or ears (they are concealed by the muscle cords that wrap around the entire body, including the head and face), but they do need to eat, breathe and sleep as any other moral being."
Being that these are creatures composed of living "muscle tissue," I would reckon that they are susceptible to the nanobot plague, even if the reaction is delayed.
eliakon wrote:Premier wrote:If your GM converts you into a Technojacker, that would be the safest and easiest manner to handle it, though I recommend it not be a racial (R.C.C.) conversion. I also recommend that if it happens via a Rift, that it be done "slightly" offworld (in nearby space/orbit) and it ends up with you crashing onto the Splicers world as there is no magic (its a magic dead zone and I.S.P. cost double for psionics) on the Splicers planet to support a true rift being generated on the planet.
While "the Splicers world is something of an anti-magi environment" (page167) it is not a dead zone, nor is there no magic, just low magic.
Which while it would make getting back a very difficult challenge (assuming you do not have a Shifter with you) it would do nothing to hinder getting to the world in the first place. That is because the Rift spell is cast in the other world and uses that worlds magic for the casting. This is demonstrated by the fact that you use situational modifiers from where it is cast to calculate the spell and ignore those of where you are going unless they are explicitly noted as appying. As there is no note about a penalty to rifting to the world there shouldn't be one unless an individual GM chooses to add one for their game.
Furthermore, Splicers is a hard-edged science fiction setting where magic does not exist and psychic abilities are a rarity.
Magical Characters. Magic does NOT exist in the Splicers setting. More than that, the Splicers world is something of an anti-magic environment. Ley lines are nonexistent, and the practice of magic and mystic energy (P.P.E.) are unknown quantities. This means magic-based characters appearing from an alien world (like Rifts Earth) can barely function in the Splicers environment. Available P.P.E. to work their magic is limited to the mage's permanent P.P.E. base at half the usual level. Furthermore, all effects, range, duration, and damage function at half their usual power level, while P.P.E. cost is double and recovery of spent P.P.E. takes three times longer than normal to get back, even via meditation.
Creatures of magic, such as Faerie Folk and dragons, suffer the same penalties as above, and find the Splicers world to be a frightening mystical dead zone where they feel weak and vulnerable. No matter how long they stay in this world, they will never adapt, and constantly feel on edge and paranoid. Consequently, the few who happen upon this place by accident or via exploration of the Megaverse, usually leave within a matter of a few days,even within a few hours, after arrival. To say creatures of magic feel uncomfortable here is an understatement. They suffer from a constant sense of emptiness and helplessness at the very center of their being. These feelings are so painful and pervasive that they often drive magical beings who get trapped in this environment insane or to suicide. Most demons and supernatural beings feel the same as creatures of magic and want nothing more than to leave this mystical dead zone as quickly as possible.
Shark_Force wrote:Premier wrote:TechnoGothic wrote:Those dbees are not mammals. They are safe from the nanoplague.
Well it depends on what you classify the Malvoren under:"Cybernetic Bio-Systems are not affected by the plague because they are, in effect, organic. Likewise, intelligent beings who are not mammalian or similar organic life forms - i.e., silicon/rock or plant/vegetation beings - do not trigger the plague reaction and can use metal devices and salvaged metal weapons and parts. All others, however, including Deevils, demons, dragons, Faerie Folk, lizard Men, Dog Boys, and most other flesh and blood beings will trigger the hostile response of the nanobot plague. Even Xiticix and other insectoids activate the plague, though it takes hours of pro-longed exposure (turn minutes into hours, seconds into minutes) before that happens."
- Splicers RPG, page 13 under the Crossing Dimensions section
Now reading the Malvoren physical description in Rifts: D-Bees of North America, page 139:"Malvoren are tall, muscular humanoids with small, black eyes that glow red then white in combat. They have no skin, and are composed of tendrils or cords of dark red muscle tissue. They have no visible mouth, nose or ears (they are concealed by the muscle cords that wrap around the entire body, including the head and face), but they do need to eat, breathe and sleep as any other moral being."
Being that Malvoren are creatures composed of living "muscle tissue," I would reckon that they are susceptible to the nanobot plague, even if the reaction is delayed.
i would agree in principle, but the malvoren in particular have an ability to control technology, so i would make them an exception.
Premier wrote:eliakon wrote:Premier wrote:If your GM converts you into a Technojacker, that would be the safest and easiest manner to handle it, though I recommend it not be a racial (R.C.C.) conversion. I also recommend that if it happens via a Rift, that it be done "slightly" offworld (in nearby space/orbit) and it ends up with you crashing onto the Splicers world as there is no magic (its a magic dead zone and I.S.P. cost double for psionics) on the Splicers planet to support a true rift being generated on the planet.
While "the Splicers world is something of an anti-magi environment" (page167) it is not a dead zone, nor is there no magic, just low magic.
Which while it would make getting back a very difficult challenge (assuming you do not have a Shifter with you) it would do nothing to hinder getting to the world in the first place. That is because the Rift spell is cast in the other world and uses that worlds magic for the casting. This is demonstrated by the fact that you use situational modifiers from where it is cast to calculate the spell and ignore those of where you are going unless they are explicitly noted as appying. As there is no note about a penalty to rifting to the world there shouldn't be one unless an individual GM chooses to add one for their game.
My summary stands corrected (only to a slight degree), as it is dubbed a "mystical dead zone" which derived from the same page that you cited.
Page 167Furthermore, Splicers is a hard-edged science fiction setting where magic does not exist and psychic abilities are a rarity.Magical Characters. Magic does NOT exist in the Splicers setting. More than that, the Splicers world is something of an anti-magic environment. Ley lines are nonexistent, and the practice of magic and mystic energy (P.P.E.) are unknown quantities. This means magic-based characters appearing from an alien world (like Rifts Earth) can barely function in the Splicers environment. Available P.P.E. to work their magic is limited to the mage's permanent P.P.E. base at half the usual level. Furthermore, all effects, range, duration, and damage function at half their usual power level, while P.P.E. cost is double and recovery of spent P.P.E. takes three times longer than normal to get back, even via meditation.
Creatures of magic, such as Faerie Folk and dragons, suffer the same penalties as above, and find the Splicers world to be a frightening mystical dead zone where they feel weak and vulnerable. No matter how long they stay in this world, they will never adapt, and constantly feel on edge and paranoid. Consequently, the few who happen upon this place by accident or via exploration of the Megaverse, usually leave within a matter of a few days,even within a few hours, after arrival. To say creatures of magic feel uncomfortable here is an understatement. They suffer from a constant sense of emptiness and helplessness at the very center of their being. These feelings are so painful and pervasive that they often drive magical beings who get trapped in this environment insane or to suicide. Most demons and supernatural beings feel the same as creatures of magic and want nothing more than to leave this mystical dead zone as quickly as possible.
eliakon wrote:Premier wrote:eliakon wrote:Premier wrote:If your GM converts you into a Technojacker, that would be the safest and easiest manner to handle it, though I recommend it not be a racial (R.C.C.) conversion. I also recommend that if it happens via a Rift, that it be done "slightly" offworld (in nearby space/orbit) and it ends up with you crashing onto the Splicers world as there is no magic (its a magic dead zone and I.S.P. cost double for psionics) on the Splicers planet to support a true rift being generated on the planet.
While "the Splicers world is something of an anti-magi environment" (page167) it is not a dead zone, nor is there no magic, just low magic.
Which while it would make getting back a very difficult challenge (assuming you do not have a Shifter with you) it would do nothing to hinder getting to the world in the first place. That is because the Rift spell is cast in the other world and uses that worlds magic for the casting. This is demonstrated by the fact that you use situational modifiers from where it is cast to calculate the spell and ignore those of where you are going unless they are explicitly noted as appying. As there is no note about a penalty to rifting to the world there shouldn't be one unless an individual GM chooses to add one for their game.
My summary stands corrected (only to a slight degree), as it is dubbed a "mystical dead zone" which derived from the same page that you cited.
Page 167Furthermore, Splicers is a hard-edged science fiction setting where magic does not exist and psychic abilities are a rarity.Magical Characters. Magic does NOT exist in the Splicers setting. More than that, the Splicers world is something of an anti-magic environment. Ley lines are nonexistent, and the practice of magic and mystic energy (P.P.E.) are unknown quantities. This means magic-based characters appearing from an alien world (like Rifts Earth) can barely function in the Splicers environment. Available P.P.E. to work their magic is limited to the mage's permanent P.P.E. base at half the usual level. Furthermore, all effects, range, duration, and damage function at half their usual power level, while P.P.E. cost is double and recovery of spent P.P.E. takes three times longer than normal to get back, even via meditation.
Creatures of magic, such as Faerie Folk and dragons, suffer the same penalties as above, and find the Splicers world to be a frightening mystical dead zone where they feel weak and vulnerable. No matter how long they stay in this world, they will never adapt, and constantly feel on edge and paranoid. Consequently, the few who happen upon this place by accident or via exploration of the Megaverse, usually leave within a matter of a few days,even within a few hours, after arrival. To say creatures of magic feel uncomfortable here is an understatement. They suffer from a constant sense of emptiness and helplessness at the very center of their being. These feelings are so painful and pervasive that they often drive magical beings who get trapped in this environment insane or to suicide. Most demons and supernatural beings feel the same as creatures of magic and want nothing more than to leave this mystical dead zone as quickly as possible.
Yes the setting as written is a soft sci-fi setting true. And as such it does not have magic in it as a native feature.
But if the game is crossed over and magic is brought over then at that point magic does exist and as such the rules for magic that are in the core rule book itself are followed.
If the setting was a true non-magic setting then the rules would state exactly that. Instead we are told flat out how magic works in the setting.
To remove magic entirely from the universe and make it a magic null zone will require an official source material being published that retcons the setting and removes the functioning of magic in it. Otherwise having it be a total magic dead zone is simply a house rule that a GM rule zero's into their game.
Furthermore, Splicers is a hard-edged science fiction setting where magic does not exist and psychic abilities are a rarity.
Magical Characters. Magic does NOT exist in the Splicers setting.
Being a Mega-Damage setting, it seems inevitable that players may consider "importing" Rifts (or Mechanoid Space) characters into Splicers. That's fine, Palladium's games are deliberately designed with one basic game system so players and Game Masters can port characters, equipment and concepts from any (or all) of our games into each other. However, Splicers is such a unique setting that bringing in just any character might lessen its unique flavor. Furthermore, Splicers is a hard-edged science fiction setting where magic does not exist and psychic abilities are a rarity.
Tech Characters who rely on machines. The first obstacle visitors from another world must overcome is the Nanobot Plague. Since most people on other worlds rely heavily on metal and technological devices, a few minutes after appearing on the Splicers world, they are likely to be murdered by their own power armor, body armor, vehicle, weapons or equipment. Those who survive this unexpected onslaught are likely to find themselves stripped of most of the weapons and gear they rely on to survive - and possibly the equipment which they had expected to use to return home!
Premier wrote:As to the OP regarding the Malvoren, the very fact that it is an extraterrestrial being that is not native to the Splicers setting, means we are discussing a modified Splicers setting and not the core setting. So I was seeking a way to assist Lost One's concept without breaking the setting for their campaign.
So based on what we can reference about the D-bee species, the Malvoren are creatures of living tissue (corded flesh) and without any indications of them having some natural defense mechanism against a highly infectious and invasive form of nanobots that is constantly produced and spread throughout the entire Splicers planet. It is most likely that Malvorens like most newly introduced species, once exposed to the nanobots would also be susceptible to the nanobot plague reaction, unless gifted by the designers of the nanobot plague (N.E.X.U.S.) to be deemed otherwise.
Page 167Tech Characters who rely on machines. The first obstacle visitors from another world must overcome is the Nanobot Plague. Since most people on other worlds rely heavily on metal and technological devices, a few minutes after appearing on the Splicers world, they are likely to be murdered by their own power armor, body armor, vehicle, weapons or equipment. Those who survive this unexpected onslaught are likely to find themselves stripped of most of the weapons and gear they rely on to survive - and possibly the equipment which they had expected to use to return home!
I simply recommended that his "imported" Malvoren character be an exception/experiment via a Machine Personality and not a racial/total species ruling as N.E.X.U.S. has not done so with any other living species, historically speaking.
1. Technojackers are only 1% of the human race.
2. Even Gaia's obsessed love for wildlife does not protect any of her wildlife species from the nanobot plague reaction.
So why would an entire alien species that (to our knowledge) does not have any major bio-defenses against a microscopic, hostile nanobot plague that is invasive and spread everywhere throughout the planet and its technology, be automatically immune to a foreign nanobot system that hit has not previously encountered until now? I could easily see Eve or Gaia doing this with the right incentive or motives. Gaia might do it, as she is studying the alien species and trying to identify it and preserve its unique rare traits. Perhaps she is studying it and hoping to learn more about its capabilities and therefore does not want this new, one-of-a-kind "alien predator/species" to be prematurely killed by the nanobots before she has had a chance to properly analyze and study it. or at least capture it or obtain viable DNA samples. Perhaps the longer the Malvoren remains in the company of the abomination Splicers, perhaps the further she begins to assess that the Malvoren is some new type of Splicer creation and she plans on removing the protective nanobots if it continues to work with Splicers. Perhaps Gaia and Eve reach out to the Malvoren character when it is alone to try to learn more about it, where it comes from and what it's agendas are. This could be a nice campaign where even the Splicers are highly suspicious and suspect that the Malvoren could be a new machine trick. Heck if they are so distrusting of Technojackers (their historical freedom fighters that saved humanity), surely a wormy alien being that also melds with metal technology is not going to be easily accepted among Splicers society. It might even be hunted. So I would definitely recommend that the Player character be up for some serious challenges from all factions.
eliakon wrote:Premier wrote:As to the OP regarding the Malvoren, the very fact that it is an extraterrestrial being that is not native to the Splicers setting, means we are discussing a modified Splicers setting and not the core setting. So I was seeking a way to assist Lost One's concept without breaking the setting for their campaign.
So based on what we can reference about the D-bee species, the Malvoren are creatures of living tissue (corded flesh) and without any indications of them having some natural defense mechanism against a highly infectious and invasive form of nanobots that is constantly produced and spread throughout the entire Splicers planet. It is most likely that Malvorens like most newly introduced species, once exposed to the nanobots would also be susceptible to the nanobot plague reaction, unless gifted by the designers of the nanobot plague (N.E.X.U.S.) to be deemed otherwise.
Page 167Tech Characters who rely on machines. The first obstacle visitors from another world must overcome is the Nanobot Plague. Since most people on other worlds rely heavily on metal and technological devices, a few minutes after appearing on the Splicers world, they are likely to be murdered by their own power armor, body armor, vehicle, weapons or equipment. Those who survive this unexpected onslaught are likely to find themselves stripped of most of the weapons and gear they rely on to survive - and possibly the equipment which they had expected to use to return home!
I simply recommended that his "imported" Malvoren character be an exception/experiment via a Machine Personality and not a racial/total species ruling as N.E.X.U.S. has not done so with any other living species, historically speaking.
1. Technojackers are only 1% of the human race.
2. Even Gaia's obsessed love for wildlife does not protect any of her wildlife species from the nanobot plague reaction.
So why would an entire alien species that (to our knowledge) does not have any major bio-defenses against a microscopic, hostile nanobot plague that is invasive and spread everywhere throughout the planet and its technology, be automatically immune to a foreign nanobot system that hit has not previously encountered until now? I could easily see Eve or Gaia doing this with the right incentive or motives. Gaia might do it, as she is studying the alien species and trying to identify it and preserve its unique rare traits. Perhaps she is studying it and hoping to learn more about its capabilities and therefore does not want this new, one-of-a-kind "alien predator/species" to be prematurely killed by the nanobots before she has had a chance to properly analyze and study it. or at least capture it or obtain viable DNA samples. Perhaps the longer the Malvoren remains in the company of the abomination Splicers, perhaps the further she begins to assess that the Malvoren is some new type of Splicer creation and she plans on removing the protective nanobots if it continues to work with Splicers. Perhaps Gaia and Eve reach out to the Malvoren character when it is alone to try to learn more about it, where it comes from and what it's agendas are. This could be a nice campaign where even the Splicers are highly suspicious and suspect that the Malvoren could be a new machine trick. Heck if they are so distrusting of Technojackers (their historical freedom fighters that saved humanity), surely a wormy alien being that also melds with metal technology is not going to be easily accepted among Splicers society. It might even be hunted. So I would definitely recommend that the Player character be up for some serious challenges from all factions.
I would have to side with the idea that a Malvoran is going to simply assimilate the nanites just like a Technojacker does.
I mean that is their races entire thing... they absorb and link up with any technology that they touch. And it doesn't say "except for nanites" Thus I think we can safely say that they do indeed have a natural defense/immunity to the plague... in that the nanites will become their minions as soon as they get in contact with a Malvoran instead of triggering.
Thus logically, unless the plague has some special ability to be immune to machine controlling powers that has never been stated before (like say it was really Elder Race tech or something) then the presumption would be... it isn't immune. Especially since the write up on dimensional crossing does not say that any of the various tech based powers/spells/psionics do not function on the nanites.
Now sure, a GM can choose to do what ever they want in their game. But I just can't see any sort of rules precedent in the material as published so far that the nanoplague is immune to machine control powers.
As for the paranoia? Yea sure, its going to be hard to survive... but that's because the entire splicer world is full of people so paranoid that literally every single house is working for the machines (I mean lets face it... yes, they are. Since the only people that can do *anything* about that mythical 'kill code' are the technojackers that they shun and basically throw to the wolves... then yes, they are actively making sure that the one weapon that might someday actually help them win is worthless and can never be used... that right there basically assures the Machines eventual victory barring some sort of planetary destruction. When of course they are not killing each other off that is...) I don't expect that anyone visiting is going to have a better time of it. Most people would probably do their level best to leave as quickly as possible. Possibly to return to properly sterilize the planet later.
Premier wrote:I think it is a broad stretch to assume that simply because a being has a natural ability to do something that they are exempt or can automatically override or adapt to anything that involves that natural ability. The human body can consume and digest foods and liquids naturally, but it doesn't mean the human body us automatically immune to everything it intakes. Let alone foreign or poisonous substances.
Premier wrote:For the Malvoren, there is nothing currently written that implies that they have any microscopic defenses against infected/hostile technology from an alien/foreign world that they have not encountered before. What we do know however, is that the race is composed of living corded tissues(flesh) in which invokes the nano-bot plague upon prolonged contact. And "If" the Malvoren have nano-bots of their own, that doesn't mean their nano-bots are capable of overriding N.E.X.U.S. nano-bots. Please notice the pattern of avoidance that Palladium has taken in the past when it comes down to microscopic or bio warfare. I brought this up some time ago, wondering why so many aliens, demons and advanced technology hadn't introduced any aspect of disease, or bio-warfare agents. It was explained in lamens terms as to how such implementations effect gameplay. So I find it rather challenging to believe that PB instituted nano-bot defenses for this DBee and not mention it in the description. Granted, WE have no idea what Malvoren biodefenses they do or don't have as currently written, which points back to a GM call.
Premier wrote:
Furthermore, having an entire race be immune to the nano-bot plague is a setting breaker aspect which I can assure you, would not be made as an official decision.
This makes it seem like the Technojacker is only immune while they have up their armor, which I don't imagine is the case in most games. Plague Immunity should be its own power.Technojacker Ability Create Nanobot Armor: wrote: Note: When the Technojacker has either one of his armor defenses up, the character is impervious to vacuums, poisonous/toxic atmospheres and radiation. The character is also impervious to damage or death due to the Nanobot Plague. Unlike other humans, he can touch and use machines and metal with no fear at all
Most means not all. In that all mammals are affected, and a number of non-mammalian sapient species are, "beings" can be equally argued in this case to mean "living thing" or "person". If one chooses the former, then Malvoren should probably be affected. If one chooses the latter, then the degree to which a given being is further from a human becomes potentially noteworthy. The Malvoren seem far more Annelid than Mammalian in descent, even though they do have limbs underneath their tendrils. Insofar as regular earthworms(which also have muscle tissue) aren't affected by the nanobot plague, and having an argument over whether or not an earthworm is closer to a human than is a Lizard Man seems like the world's most tedious discussion, I'm inclined to Rule of Cool it.Spicers pg 13 wrote:All others, however, including Deevils, demons, dragons, Faerie Folk, Lizard Men, Dog Boys, and most other flesh and blood beings will trigger the hostile response of the nanobot plague.(emphasis mine)