Friday, July 25, 2014

Rifts Misadventures: Session 4

Jellyhead by Kurunya
I mentioned in the last recap that we were considering switching to a newer system with which to run our Rifts campaign. Having realized that the Palladium system was perhaps a bit too time-consuming for the style of play we tend towards these days, we decided to give running Rifts with Fate a spin last session. We're still getting used to the system and probably made many mistakes, but it was good fun regardless. Take a look at the recap of last session if you wish.

The Roster (with Fate "high concept" aspects, followed by traditional Rifts O.C.C.s)

Arisis Solstice, Radiant Daughter of Atlas (female titan Cyber-Knight), played by Felix

Max Parkinson, Runaway Teenage Mystic (male human Mystic), played by me

Valerie Cain, Amazon Cyborg Wildchild (female Praxian Headhunter), played by Kent

Session Recap

Not long after the helicopter that stole the cargo our heroes were hired to help transport escapes into the night sky, Havanan police arrive on the scene and demand that Arisis, Max, and Valerie come with them. They are told that the governor wishes to speak with them. The three acquiesce to la policía's orders, and pile into a police truck in which Captains Ramos and Dixon (of La Fantasma and Big Rusty) are already waiting. Despite an understanding that the mercenaries had been dismissed and told to take shore leave, there is some tension between our heroes and their employer, Captain Ramos.

Max begins to explain to Ramos that he regrets their failure to stop the theft, but Arisis voices her opinion that their time would be better spent putting out the fire that is now spreading across the city. Ramos seems nonplussed, saying that they need to speak with the governor first and leave it to Havana's Techno-Wizard firefighter brigades. Valerie apparently disagrees, as she abruptly blurts out "fuck this" and jumps off the back of the truck (playing to the Wildchild portion of her high concept aspect). Max, who has an aspect called Always There For Val, follows without hesitation. Arisis considers grabbing Ramos and running after her friends, but Ramos' look of exasperation makes her rethink that plan. She leaps after her compatriots regardless, heading towards the center of the conflagration firebomb-hurling raiders started earlier.

Max casts a spell (inspired by two incantations he had in the original Rifts system, Orb of Cold and Wind Rush) that creates a great magical sphere of ice that blasts the burning buildings with freezing winds, transmuting the crackling flames they touch to rapid-forming crystals of ice. His spell works beyond even his own hopes, completely dousing the fires throughout the city and barely straining his own reserves of energy. Cries of confusion and panic turn to cheers of gratitude as the icy orb dissipates and snow falls on the streets of Havana.

Arisis, Valerie and Max don't stop to bask in the appreciation of the Havanan populace. They head for the Governor's palace in haste. Arisis encounters considerable difficulty in squeezing her giant frame into the human-sized palace, which does not endear her to the Governor's personnel. Nevertheless, the trio are led directly to the executive office, where a heated exchange is already underway between Governor Eugenio Milan, his nephew (the city's Fire Chief), Captains Ramos and Dixon, the Chief of Police (a severe-looking woman named Luska), and various other parties. It quickly becomes apparent that a game of "pass the buck" is in progress, where each party blames another for the failure to stop the raid. Max speaks up (in fluent Spanish) and makes a passionate appeal for calm and cooperation, which is largely usurped by a smooth-talking local shaman, presumably an advisor to Governor Milan. The shaman takes the floor and explains that even though Max is very young, there is wisdom in his words --  a backhanded compliment that plays on Max's insecurities. Max retreats, contributing little other than translating for Arisis for the next several minutes. Valerie and the titan Cyber-Knight are able to pick up the slack, however, as they make their case with judiciously applied flirtation and righteousness, respectively.

When a man (somewhat dismissively) introduced as Borega, Prince of Red Moon Water Village, makes his entrance, Max recovers. The Prince claims that the bandits that stole Governor Milan's shipment of power armor were in the employ of a neuron beast. The young mystic realizes that Borega is referring to the creature he saw in his clairvoyant vision aboard La Fantasma -- the demon that carried off Nysa's sisters, Annejah and Asha, in its thrashing tendrils. Max insists that Borega must lead him and his friends to the beast, but Captain Ramos suggests that their responsibility is to recover the lost cargo. Governor Milan, asserting his authority, echoes Ramos' claim, and essentially bullies Ramos into promising that Valerie, Max, and Arisis will return his stolen property intact. Regardless of the Governor's arrogance, the group agree to work to reclaim the lost Samson suits as they track down their quarry.

Borega agrees to lead the trio to his village the following morning, guided by a canny Wilderness Scout named Calvo. Even with the titan Arisis blazing the trail, the journey into Cuba's jungle interior is treacherous, and the group has to navigate numerous threats, including a burial ground haunted by restless ghosts (whom Max convinces to depart for the world beyond). Arisis, for her part, rescues one of Borega's retinue from a mudslide and manages to avoid offending the powerful spirit of an ancient banana tree (!) as she chops her way through the underbrush with her Psi-Sword. Arisis also proves instrumental to the group's success in an attempted ambush: as they prepare to cross a river, Max's Sixth Sense is triggered, and he alerts his friends to impending danger. A band of neo-Taíno painted warriors and lizard men, led by a shaman with a birdlike familiar that appears to be blend of quetzal and phoenix, soon emerge and threaten the party, but Arisis, as the Radiant Daughter of Atlas himself, cows them all with her innate, near-mythical glory, warning them that she has no desire to take their lives, but will if they force the issue. The strange bird-creature takes to the skies, and the tribesmen lay down their weapons and are taken prisoner by Prince Borega and his men.

Late in the night, party arrives at Red Moon Water Village, which has been built around a derelict, inoperable armored personnel carrier. Atop the hulk is a formidable-looking machine gun turret, which Borega explains has been restored to working order and is used to defend against the neuron beast's minions. As the neo-Taínos are detained under guard, Borega ascends to a stilted hut, saying that he must speak with his father, the King. Arisis realizes that the wrecked APC's turret is aimed at the center of the village, and that Borega's men are moving into an attack position: another ambush. As the titan shouts a warning, the three suits of Samson power armor that had been stolen from La Fantasma the evening prior clumsily emerge from their hiding places. Borega reappears and mentally seizes control of the scout, Calvo, commanding him to attack our heroes. To make matters worse, the gargoyle mage that had overseen the raid on Havana bursts forth from a pit in the earth, scorching Valerie with its fiery breath.

As Borega's men open fire on the group with energy weapons, Arisis notices that the inexpertly piloted Samsons have been activated without their sound-dampening equipment being engaged. Taking advantage, she claps her titanic hands directly next to the helmet of one of the power armors, rupturing its pilot's eardrums. In a panic, the pilot ejects from the suit and flees into the night. Max takes Arisis' lead and hexes the audio sensors of a second Samson, filling its pilot's ears with the sound of a demon breathing down his neck (a riff on a fear-causing spell from Rifts called Heavy Breathing). The terrified pilot follows his deafened compatriot, running from the battle. Valerie viciously slashes the gargoyle mage's wings with her mecha's CADS-1 sabers, crippling the demon, as Max dodges laser fire from another of Borega's henchmen.

Suddenly, the bird-creature that the trio had earlier encountered returns, accompanied by a number of neo-Taíno tribesmen, who immediately set about freeing their captured brethren. In the confusion, Max turns his attention to his betrayer, Prince Borega, telepathically penetrating his mental defenses and convincing the Prince that "I am you... you are me." His perception mystically twisted, and now convinced that he is standing in Max's position and vice versa, Borega mentally commands Calvo to fire his crossbow at the young mystic. Calvo, still entranced, has no choice but to obey, and buries a bolt in Borega's neck, killing him. Yet Max does not realize that the attack he dodged earlier was merely a feint to set him up for a clear shot, which Borega's henchman now takes, blasting Max with such force that his TW Mystic Power Armor malfunctions, sending him careening into the dense jungle surrounding the village and knocking him unconscious. Valerie cries out after Max, blocking a bolt of lightning called down from the sky by the gargoyle mage with the energized blades of her Saber Cyclone mecha, then brutally dispatching the demon. The third and final Samson, now having powered on its dampening gear, attempts to grapple Arisis, a course of action which proves ill-advised: the titan breaks the power armor's hold, grasps it by the legs, and "whiplashes" its pilot into unconsciousness. With the neo-Taínos making short work of the remaining resistance, Valerie and Arisis rush to check on Max.

2 comments:

  1. Great session! Sounds like FATE worked pretty well. Did you find your characters' abilities were even more high-powered, or would you have been able to pull of similarly superheroic feats with your Rifts characters, considering their high levels?

    Speaking of superheroic exploits, I'm really seeing the validity of the point several people have made (including yourself, I believe), that Rifts is, ultimately, much closer to the Supers genre than any other. The action in this session read like something straight out of a four-color comic book, and yet also struck me as a classic Rifts session.

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    1. I think the biggest difference in terms of power levels is that my character, Max, is now on equal (or better) footing as the other characters for the first time. I'm actually a little concerned that the magic system I'm using is too open-ended, even though I actually made it more limited than the example in the book upon which it was based (I made spells cost Fate Points, which is typically not the case, but I needed to be able to "run out" of magic). I might tweak it a bit more.

      We also were a little too successful at pretty much everything we tried. We're supposed to be badasses at this level, but we almost never fail at anything. However, I think we didn't properly use opposition (basically, difficulty ratings) at least half of the time, which would have made our successes a little less crazy.

      Yeah, I devoted an entire post a while back to Rifts as a superhero (rather than post-apoc) game. I also commented on G+ about how superheroic things felt using Fate, especially combat. Part of that is the way we narrate things (we all come from a comics-reading background) and part of it is the system. Either way, I'm happy with the results: we now get into more conflicts, because they're faster and easier to run. I think that was the biggest goal behind the switch.

      Thanks for reading, and for the comments.

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