The fact of the matter is that humanity isn’t at the top of the food chain on its own world anymore and hasn’t been since the coming of the Rifts. Human beings are fragile, there’s a lot of things that are interested in their misery and not everyone is blessed with arcane talent, psychic ability or expensive and relatively rare suits of powered armor with which to level the playing field. No surprise, then, that some turn to modifying the body directly.
Augmentation is a fact of life on Rifts Earth, the Ancients saw to that. Their Golden Age quest to banish the imperfections of the mortal form died with them but their methods – many of them unrefined and dangerous – survived the Dark Age and found new life and new uses born of desperation. Today men and nations alike turn to ancient science to create champions. The reasons are as varied as the methods. Some do it for revenge. Others for opportunity. Some simply want all the power they can get and don’t care what it costs them or anyone else. All of them learn the same harsh lesson that was first taught to mankind at the height of the his accomplishment.
There is no power without sacrifice.
Juicers and ‘Crazies’ are two flavors of the same bitter draught. The former is linked to a surgically attached, computer controlled harness that dispenses drugs and stimulants to keep his body at peak performance at all times. The results are incredible. Strength and reaction times both spike, perception increases drastically. Juicers are whirlwinds of death and destruction when confronted, though they tend to be edgy and jittery when not in the heat of action. Crazies are no less impressive. Specially designed medical implants regulate called ‘Mind Over Matter’ or ‘M.O.M’ machines regulate brain function, bypassing its limitations to similar effect.
Both are death sentences. The strain of the drugs on Juicers slowly destroys their body even as it pushes it past the peak of human performance. Crazies suffer a progressive, creeping insanity that eventually renders them incoherent, raving lunatics. In both cases, once relevant procedures are performed the subject can expect to live five to seven years before the technology that empowers him finally kills him. That people do this voluntarily is a sign of the times. While the tech is expensive, many technologically advanced kingdoms and organizations in North America will perform Juicer and M.O.M conversions in exchange for a year or two of service as a soldier, guard or enforcer. Others offer the choice to criminals as a form of ‘stay of execution’. The Kingdom of Dogwood does both, though most of their juicers and crazies are the latter, enough that even volunteers are looked down upon – and regarded as possibly a bit insane.
Cyborgs are a different story. Some dabble in the power of melding man and machine, using minor implants to enhance their capabilities. Others became machine in part or whole, replacing anywhere from half to most of their body with mechanical parts. These ‘borgs’ make a sacrifice of a different sort – their humanity. As they become more and more mechanical – and many do – they lose a basic connection to the world around them. Machine senses may be unnaturally acute in some areas like sight and hearing, but senses of smell and particularly touch are difficult to mechanically simulate. Still, there’s no arguing with the power and versatility they bring to the table. Bionic science can do a lot and it’s not just raw strength and weapons either. All manner of tools for dangerous or specialized jobs can find their way onto a cyborg provided he knows where to look and what questions to ask.
In the Eastern Seaboard area, the Kingdom of Dogwood is the primary producer of cybernetic implants. Service to the kingdom or the guild families who make the parts is the most common way to pay for a conversion, but for those who have the money or connections can simply purchase one. It’s for sale, after all.
Augments Rules
Augments follow the standard rules for characters. For the most part implants function either as bonuses to skill roles, as justification to do things that normally couldn’t be done or both.
Cybernetics does not play well with magic or psychic powers. Characters that choose the ‘Cybernetic Conversion’ option for Major Gateway: Augmented may not chose any option that confers psychic or magical powers. Altering a living body in that fashion destroys its mystical potential. Characters that choose to have Minor Cybernetics may have psychic or magical powers but suffer a -1 to their Arcana and/or Will (as appropriate) when casting on top of any other penalties they may incur. Psychics and Mages almost never get implants for exactly this reason.
A note on cybernetics: The Rifts world as detailed in its many sourcebooks features a mind boggling array of cybernetic technology and improvements. I have not even attempted to reproduce them all here. Many of these can be represented by stunts – for example a stunt that confers a +2 to notice checks when using the sense of hearing would stand in well for cybernetically enhanced ears while a stunt that gives a +2 bonus to athletics rolls when jumping or leaping would be a good stand in for cybernetically enhanced leaping legs. If something doesn’t seem to quite fall under the purview of a stunt feel free to talk to us about what you’re trying to do and we’ll be happy to see if we can come up with something suitable.
Major Gateway: Augmented (Requires a high concept indicating the character’s particular augmented nature: Cyborg, Juicer or Mind Over Matter Conversion) (Cost 2)
- Pick One: Cybernetic Conversion, Juicer Conversion / M.O.M. Conversion.
- Cybernetics bonuses: Armor 5, Additional 4 stress box, +2 Strength to Overcome with Physique using raw strength Physique cap increased to 6
- Juicer / MOM Conversion: additional 2 stress box, recovers from consequences in ½ time and does not need justification to begin recovery, +2 to defend with Athletics and goes before anyone who does not also have heightened speed or reaction times. Athletics cap increased to 6.
Minor Gateway: Minor Cybernetics (Cost 1)
- Pick One: Augmentic Implants, Bio-Synthetic Optimization
- Bio-Synthetic Optimization: Using bio-systems – advanced and lifelike cutting edge cybernetics that blend living tissue and mechanical precision – you have perfected your form. You’ve no need to push your body, your body instantly responds to your intent. The downside? That form is just as fragile as any other mortal body. Your parts are mostly made out of flesh and blood after all. Once per scene you may choose to re-roll a failed physical skill without invoking an aspect or spending a fate point.
- Augmentic Implants: Unlike partial or full cybernetic conversions, minor cyborgs often have only a handful of small implants. They lack the strength and toughness of their less mortal cousins thanks to the lack of things like reinforced skeletal structures to bear the strain of high performance limbs, but they make up for it with sneaky tricks. There’s a lot of things that can be implanted after all. Choose two skills other than physique that your implants assist with. You never suffer penalties or increased difficulties to those skills due to lack of tools or inclement conditions.
Implants List (Requires Augmentic Implants or Bio-Synthetic Optimization)
- Hacking Suite: While computer networks are less common than they used to be – especially outside places like the Coalition States – computers themselves are still important in nearly every example of modern technology still extant. Which means that the need to gain unauthorized access to them is still very much a thing. The hacking suite is the means do just that. Short range wifi capability and a hardline port link to an internal micro computer and ensure that a prospective hacker has all the tools he needs to ply his trade. This implant allows you to make Crafts rolls to hack any computer you can gain remote or physical access to without the need for additional equipment. It also confers a +2 bonus to any overcome actions aimed at defeating or evading security measures. You must still have the knowledge necessary to hack in the first place, these implants don’t confer that. (Cost 1)
- Concealed Weapon: Nasty little surprises are a fact of life and if they have to happen it’s nice to be on the giving end rather than the receiving end. Minor cyborgs and bio-synths lack the structure and power systems to mount large weapons but that doesn’t stop them from taking what they can get. This implant gives you either a Weapon 1 fight attack or a Weapon 0 shoot attack. These may represent anything from catlike claws to retractable knuckle spikes, wrist blades, laser eyes and similar. It can be taken multiple times within reason (only so many places to put small concealable weapons). (Cost 1)
- Weapon Modifications: Extra refresh may be spent on Integral weapons to improve them.
- Extra Power: The weapon value of a weapon may be increased by one per refresh spent up to a maximum of 2 for melee weapons and 1 for ranged weapons. Because of power constraints for small implants, only one weapon may powered up in this fashion. (Cost 1)
- Shock: When succeeding with style on a melee attack or defense, you may inflict an aspect such as ‘stunned’, ‘dazed’ or similar on your opponent rather than gaining a boost. The aspect thus inflected has a free invocation on it. (Cost 1)
- Range: Ranged weapons default to a 2 zone range. This may be improved out to 4. (Cost 1 per extra zone of range)
- Weapon Modifications: Extra refresh may be spent on Integral weapons to improve them.
- Cyber Disguise: Cybernetics can be used to alter your looks. This sees some use in vanity or cosmetic implants popular in some localities, it has more practical applications than giving people fiber optic hair that can be all colors of the rainbow. Though a series of air bladders, pigment reservoirs and electric stimulators, a person’s facial features, skin tone, eye color, hair color and identifying marks can all be altered to several programmed presets. This implant suite confers a +2 to deceive rolls made to conceal your identity, forge a false identity or escape notice. (Cost 1)
- Climbing Line: A reservoir of high tensile strength line attached to laser piton makes for quick ascents and arrested falls. Just don’t jerk your arm out of its’ socket pretending that you’re Tarzan. This implant allows for vertical movement so long as there’s a sturdy surface to anchor to and confers a +2 bonus to athletics rolls made to climb when rolls are needed. (Cost 1)
- Neural Interface Suite: You have the ability to interface directly with suitably equipped computers. Provided the vehicle has a Neural Port or similar interface, you gains a +2 to operate that computer for whatever functions it performs and never suffers a penalty for being unfamiliar with the systems in question while linked. (Cost 1)
- Low Profile Armor Implants: Through a series of high tech dermal implants you gain some level of resilience to physical harm. By itself it’s not much, but when paired with other armor it’s often the difference between a bad day and a very bad day. Grants Armor 5 when unarmored or adds +1 to worn body armor (but not powered armor or similar systems) (Cost 1)
- Cosmetic Alterations: There are places that offer a wide range of odd cybernetic and bio-synthetic implants that are there purely for looks. Skin, hair, limbs, facial features, ears and more can be made to look like anything. It’s fairly extreme and not often done in Dogwood where looking inhuman comes with some fairly serious social baggage. Still, it happens. Cosmet implants have no mechanical function, they merely serve as a justification for looking unusual or inhuman. (Cost 0)
- ‘Stickyfingers’ Implants (Cost 1): ‘Stickyfingers’ are a suite of mobility upgrades that simulate an insects’ ability to climb extreme vertical surfaces or even hang upside down. They’re favored by cyborgs who work in urban or otherwise extremely vertical environments. This extra serves as narrative justification to climb walls, hang off ceilings and otherwise behave like a man who has been bitten by a radioactive arachnid. In addition, you gain +2 to Athletics or Physique rolls to keep your ‘footing’ on any surface that is slick or otherwise difficult to find purchase on.
Juicer / MOM List (Requires Juicer / M.O.M. Conversion)
- Biotic Regeneration: Whether it’s actual biofeedback regeneration or just a superhuman ability to ignore injury, Juicers and Crazies can take a lickin’ and keep on tickin’. Once per session the Augment may clear one of his physical stress boxes. (Cost 1)
- Making it Count: You know pain. They know how to get the most out of having to deal with it. Once per session, the Augment may absorb three stress for taking a mild physical consequence (Juicers) or a mild mental consequence (Crazies). (Cost 1)
- Biotic Speed: You are fast. Very, very fast. All juicers and crazies have some level of augmented speed but this is a step above. You may ignore any barriers to movement between zones that are not in some way solid and extensive (walls, force fields and similar). (Cost 1)
- Superior Speed: For when instantaneous just isn’t fast enough. You may move two zones if unimpeded and still take an action. For these purposes ‘unimpeded’ also includes any obstacles that you could ignore per ‘Biotic Speed’. Requires Biotic Speed. (Cost1)
- Sacrificial Move: Live fast, die young is the motto of Juicers and Crazies. They’ve traded everything for power and they have to make the most of it. Once per session the Augment may take a consequence (Physical for Juicers, Mental for Crazies) to add its stress value to a roll. This consequence must be related to the nature of the Augment’s modifications and may be taken after the roll result is seen. The Augment may not increase the stress value of this consequence per Making it Count, if he has it. (Cost 1)
Cybernetics Chain (Requires Cybernetic Conversion)
- Armor: While all Cyborgs have some level of toughness afforded them by their implants, some take the extra step of having armor directly implanted onto them. Grants Armor 4. Does not stack with worn armor, replaces the armor conferred by the Cybernetic Conversion Gateway. (Cost 1)
- Heavy Armor: Cyborgs expected to see heavy combat or other hard use often have significantly thicker armor. Grants Armor 3. Note that heavy armor is relatively bulky and prevents you from passing as normal. Does not stack with worn armor. Requires and replaces Armor. (Cost 1)
- Integral Weapon: Cyborgs can and do use handheld weapons, but some prefer to mount weapons directly onto their bodies. When you’re powered by a micro fusion reactor and can heft half a ton of ammo without breaking a sweat, that’s definitely an option. Grants you a weapon 1 fight attack, or a weapon 1 shoot attack with a 2 zone range. This can represent anything from vibro claws, to forearm blasters to over the shoulder cannon. It can be taken multiple times (within reason). (Cost 1)
- Weapon Modifications: Extra refresh may be spent on Integral weapons to improve them.
- Extra Power: Breaking out the big guns solves a surprising amount of problems. The weapon value of a weapon may be increased by up to a maximum of 4 (5 for total conversions) (Cost 1 per +1 weapon value)
- Concealable: Ordinarily Integral Weapons are fairly obvious. They may be made concealable for one refresh provided they are Weapon Value 2 or less. Concealed weapons require a detailed inspection or a Good (+3) Notice check to see when not in use. (Cost 1)
- Range: Improve a ranged weapon’s range up to a maximum of 4 zones. (Cost 1 per extra zone of range added)
- Spray / Zone attack: A weapon is upgraded to be able to declare multiple targets and split damage between them (a spray attack) or attack all targets within a given zone (a zone attack). A given weapon cannot have both. (Cost 1)
- Shock: When succeeding with style on a melee attack or defense, you may inflict an aspect such as ‘stunned’, ‘dazed’ or similar on your opponent rather than gaining a boost. The aspect thus inflected has a free invocation on it. (Cost 1)
- Weapon Modifications: Extra refresh may be spent on Integral weapons to improve them.
- Optics Package: A standard IR, UV, Thermal optics package common to cybernetic eyes. You take no penalties to any kind of roll relating to the ambient lighting. Additionally you may use this Extra as justification to see things that you otherwise could not see provided doing so makes sense within the context of the scene. (Cost 1)
- Enhanced Internals: Specially designed kidney systems, enhanced lungs, heart and other internal organs filter out harmful environmental elements before they can do damage. Provided the environment isn’t literally eating away at your body, you should be okay, at least for a little while. A suite of upgrades to your internal organs make it possible for you to survive for extended periods of time underwater, filter out air and waterborne toxins and retain function even in very hostile environments. (Cost 1)
- Total Conversion: You are a ‘Total Conversion’ Cyborg: a mortal brain, a few vital organs and possibly a face housed inside an entirely mechanical body. This gives an additional 5 stress box and +1 Armor that stacks with other cyborg chain armor extras but does not stack with worn armor. Note, Total Conversions may or may not be able to pass for normal depending on the parts used in the conversion and the purpose of it. (Cost 1)
- Inhumanoid Body Styling: The Augment has a body style that does is radically different the usual head, torso, two arms and two legs humanoid body plan. It may have extra arms, extra legs or be something else entirely. Define how the body appears. Inhumanoid Body Styling functions as another aspect on your character that may be invoked whenever the unusual body confers advantages and compelled whenever it is problematic. Requires Total Conversion (Cost 1)
- Neural Interface Suite: You have the ability to interface directly with suitably equipped computers. Provided the vehicle has a Neural Port or similar interface, you gains a +2 to operate that computer for whatever functions it performs and never suffers a penalty for being unfamiliar with the systems in question while linked. (Cost 1)
- Flight Systems: A fairly new development in bionic augmentation, flight systems can take the form of either implanted jet boosters or functional mechanical wings. Both have about the same level of effectiveness. This implant allows you to fly, serving as justification for vertical movement in both conflict and narrative. It also permits you to bypass any obstacle to movement that doesn’t interfere with flight in some manner. (Cost 1)
- Infiltration Suite (Cost 1): A combination of low profile implants and improvements to existing bionics makes for a very sneaky ‘borg. Sound generators cancel out the sound of footsteps, servo improvements eliminate the soft whine of moving bionic limbs and EM shielding and thermal baffles reduce the chance of being picked up by technological means. You gain +2 to Stealth overcome rolls relating to escaping or avoiding detection and cannot be detected by any remote means that relies on sound, EM signals or thermal vision. Other technological or remote means of detection may still work.
- Hyperagility Actuators (Cost 1) (May not be taken with Heavy Armor): Sometimes fast is better than strong. Borgs outfitted with hyperagility actuators eschew the heavier, clunkier type of implant or bionic chassis and focus on sturdy, lightweight construction paired with the kind of limb strength and control that would make olympic gymnasts weep with envy. You gain +2 to Athletics overcome rolls to bypass obstacles to movement , +2 to Athletics create advantage rolls relating to acrobatic movement or extreme agility and may move 2 zones during a conflict along with your action instead of the usual one.
- ‘Stickyfingers’ Implants (Cost 1): ‘Stickyfingers’ are a suite of mobility upgrades that simulate an insects’ ability to climb extreme vertical surfaces or even hang upside down. They’re favored by cyborgs who work in urban or otherwise extremely vertical environments. This extra serves as narrative justification to climb walls, hang off ceilings and otherwise behave like a man who has been bitten by a radioactive arachnid. In addition, you gain +2 to Athletics or Physique rolls to keep your ‘footing’ on any surface that is slick or otherwise difficult to find purchase on.