Rifts
Additions, Corrections, and Clarifications

By Sakerson
http://www.oocities.com/Area51/Nova/7385/

© 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved worldwide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental.

Palladium Books, Mechanoids®, The Mechanoid Invasion®, Rifts®, Rifts Sourcebook®, Megaverse®, Phase World®, and After the Bomb® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc.

Borg™,  Coalition™, Coalition State™, NGR™, Republic of Japan™, Skelebots™ , the Three Galaxies™, Transgalactic Empire™, and Triax™, are trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc.
A note from Sakerson:
As all of us know, Rifts is a wonderfully diverse game.  The only real flaws are a lack of clarification on certain details.  For example, what is a credit?  In a world with no mass communications, how is it possible to have credit in every Coalition State, or anywhere for that matter?  Also, how are bionics and cybernetics powered?  How much do basic items cost, such as food and clothing?

One good thing about the Rifts RPG is that it is malleable.  In this document, I have attempted to clarify some of these details.  In addition, I have added additional rules to augment the existing ones.

Enjoy!

Contents
Bionics and Cybernetics	2	    +Medical Assistance of the Future	49	
Bursting Rules	2	        +Medical Supplies	50	
Computers	5	    +Construction and Repair	52	
    +Programs	9	        +Maintenance Equipment	52	
    +Illegal Programs	18	        +Construction Vehicles	54	
    +Computer Chips	20	    +Communication Systems	55	
    +Artificial Intelligence	22	        +Scrambling and Intercepting	60	
    +Upgrading Computers	26	        +Standard Capabilities	62	
    +Computer Viruses	26	Money and Trade on Rifts Earth	62	
    +Computer Attachments	28	O.C.C. Changes	63	
Government Services	31	Random Dimensions	64	
    +Law Enforcement of the Future	31	S.D.C. Objects	71	
        +Law Enforcement Equipment	34	Smart Missiles	71	
        +Law Enforcement Vehicles	36	Thrown Objects	74	
    +Fire Departments of the Future	42	Vehicle Changes	75	
        +Firefighter Equipment	43	Weapons and Ammo	75	
        +Firefighter Vehicles	44	    +E-clips	75	

Bionics and Cybernetics

Cybernetic implants, whether bio-systems or augmentation systems, do not require a power source and can function off of the electrical impulse systems of the body.  Bionics systems require a power system to operate.  This includes Borgs, whether they are fully or partially constructed.

Isolated bionic augmentation must be powered by a short e-clip.  A section of the arm or leg ejects which provides a slot for the clip to be inserted.  When the port closes it is hidden within the limb.  The e-clip provides the limb with a month of power.  Note: if these systems are part of a partial or full conversion Borg then they are connected to the Borg’s main power supply.

Partial or full bionic reconstruction requires a nuclear power source.  These miniature reactors are the same as those used in bots (see Rifts Sourcebook p. 101).  For partial reconstruction, the power supply lasts twice as long.  Thus a ten-year supply would last twenty years.  For full conversion Borgs the life of the reactor is as listed.  Techno-wizard reactors are also available, though they are extremely rare.

Full Conversion Slave Borgs typically use 10-year power supplies, and sometimes even less.  Military Borgs always use a 20-year power supply.

If the power supply in a Borg runs out of power s/he will be immobilized.  Partial conversion Borgs will simply lose the use of their cybernetic limbs.  Full conversion Borgs will be in trouble, as their life support system will begin to fail.  The Borg’s organic tissues receive oxygen through cybernetic lungs and is fed by a protein and mineral compound contained in a specialized container within the Borg.  All of these systems require power to operate.  Although military Borgs have a battery supply that will provide eight hours of power, many slave Borgs do not.  This means that if the nuclear power supply is damaged, the Borg has approximately 4 minutes to be connected to a power supply before s/he dies from asphyxiation.  Those with an Oxygen Storage Cell (p. 242, Rifts RPG) do not require functioning lungs to use the stored oxygen (though once that supply runs out the above rule applies).

Bursting Rules

As in the rulebook, there are three types of bursts: short, long, and full clip.  The more bullets fired in a burst then the greater the potential for increased damage from the burst.  Each weapon fires a certain number of shots.  This means that the damage from a burst with one weapon will be different from another weapon firing the same type of burst.

The number of shots fired from a burst is the same as in the rulebook, but damage is worked out differently.  Damage from a burst depends entirely on the number of shots that hit.  Half the shots from a short or long burst and 40% of the shots from a long burst will hit the target (round down for short and long bursts, but round up for full clip bursts).  A minimum of two shots will hit under any circumstances.

Number of shots that hit in a burst
Shots in Clip	Short Burst	Long Burst	Full Clip Burst	
5	2	2	3	
6	2	3	3	
8	2	2	4	
10	2	3	4	
12	2	3	5	
15	2	4	6	
18	2	4	8	
20	2	5	8	
25	2	6	10	
30	3	7	12	
35	3	8	14	
40	4	10	16	
45	4	11	18	
50	5	12	20	

Weapon Jams
Energy weapons that are connected to nuclear power supplies, such as those on bots and vehicles, effectively have unlimited ammunition.  This can pose a problem for some GM’s as these weapons can fire bursts or fire on full auto melee after melee without any penalty.  Even though aimed shots are a little more accurate and bursts cannot target specific areas (i.e. called shots), when a trooper doesn’t have to worry about ammunition why bother with aimed shots, especially when you want to do tremendous amounts of damage?  The following is an optional system to limit the number of bursts a weapon with unlimited ammunition can fire.  For burst-happy characters, the GM may want to implement this system for all weapons (though I have found that limited ammunition usually curbs this tendency).  Also note that when using this system then the normal burst rules (x2 damage for short bursts, etc.) applies.

Any weapon can effectively fire aimed shots, with occasional bursts, melee after melee without a problem.  However, a weapon that continually fires bursts risks jams and other mechanical problems (this is referred to as “firing hot”).  A weapon can burst for 2 full melees without problems, whether they are short, long, or full clip bursts (2 or more aimed shots a melee during this 2-melee phase will not overheat a weapon).  Each time after this the weapon is fired on full auto there is a cumulative 15% chance per full clip burst that the weapon will jam, 10% for long bursts, and 5% for short bursts.  Each time the weapon is fired while hot (aimed or burst) then a jam check should be made.

Each melee the weapon does not fire drops the percentage chance of the weapon jamming by 15%.  If the weapon only fires aimed shots then the chance drops by 10% per melee.  The reduction in the jam chance is applied at the end of the melee.  Any bursts fired during this “cool down” phase will be added to the total percentage.  Note that if firing aimed shots while the weapon is hot then the chance of a jam still applies.

Type of Burst	% Chance to Jam*	Damage from Burst	
Short Burst	3%	x2	
Long Burst	5%	x3	
Full Clip Burst	10%	x7	

* All percentages are cumulative.

Modifiers		
Jam reduction for a full melee of aimed shots	-10%	
Jam reduction for not firing weapon for a full melee	-15%	

Example:  A bot in combat has a plasma ejector and has been firing bursts for two melees.  It has 6 attacks per melee.  On the third melee it starts with a full clip burst (2 attacks), giving it a 15% chance to jam.  The dice are rolled, and the result is 58; the weapon does not jam and fires normally.  After this, the bot fires a long burst (one attack).  This adds 10% to the jam chance for a total of 25% chance to jam.  Once again, the dice are rolled with a result of 29.  Close, but the weapon continues to fire.  The bot uses its last two attacks on another full clip burst bringing the total jam chance to 40%.  A jam chance roll is made with a result of 91.  The ejector continues to fire.

On the fourth melee the bot fires only aimed shots with the plasma ejector.  Each time it fires a shot there is a 40% chance the weapon will jam.  The bot makes all jam checks successfully this melee.  At the end of the melee, the jam chance drops to 30% (40% minus 10% reduction for firing aimed shots only).  On the fifth melee the bot does not fire the plasma ejector, relying on other weapons instead.  At the end of the fifth melee the jam chance drops to 15% (30% minus 15% for not firing the weapon).

On the sixth melee the bot fires a short burst.  There is a 15% chance the weapon will jam.  The dice are rolled and the result is 20, which means the weapon is still safe.  After the weapon is fired, 5% is added to the firing hot penalty, which results in a total of 20% for all subsequent, shots and bursts.  This continues each melee until the weapon cools down or the weapon jams.

Weapon Jam: When a weapon jams, it is unable to fire until a technician is able to fix it.  The damage to the weapon is determined on the following table:

	% Roll	Result
01-50	Lucked out!  The weapon’s safety mechanisms engage to prevent damage to the weapon.  A technician can fix it in 1d6 minutes.	

51-75	Weapon suffers minor damage.  Fixing it is 1d10 percent the cost of the weapon for replacement parts (available in markets that sell such weapons) and takes 1d6 x 10 minutes to repair by a technician in the field.	

76-90	Weapon suffers major damage and cannot be repaired in the field.  It must be taken to a weapon repair shop or similar facilities.  Cost of repair is 1d4 x 10 percent the cost of the weapon.	
91-00	Weapon is destroyed beyond repair.	

If the result on the table above is 01-50 then there is a chance to clear the jam by hitting the weapon against a solid object (a wall, the leg of the bot, etc.).  It takes two melee attacks to attempt to clear a jam.  Percentile dice are rolled to determine the result; 01-50 indicates the jam is cleared, 51-75 means no effect, and 76-00 requires another roll on the above table.

Computers

Hard drive:  A disk built into the computer.  This is the total amount of information the computer can store.  Note that the computer can only use as much information as it has on its hard drive as it has RAM.

Computers play the greatest role in technological societies.  Without computers, advanced technology simply could not exist.  In most high tech societies practically everyone has a computer.  Exceptions are societies like the Coalition where information and knowledge are restricted to the public.  Even so, computers are still available on the black market.

Less sophisticated computers rely upon magnetic microchip processors, and although considered low tech there really is no limit to how much information they can handle.  The problem with microchips is that the more complex the computer, the more chips are required, which leads to increased size.  The average high tech microchip can handle about 500 megabytes at one time, which is insignificant by high tech standards.  Also, strong electrical and magnetic sources tend to disrupt their functions, erase information, or damage them beyond repair.  Microchips are inexpensive, but because of their shortcomings they are rarely used.

Newer technologies involve the use of parallel circuits.  Each circuit is connected to every other circuit in the system.  This is similar to the way neurons in the brain are connected; thus parallel circuits are referred to as neural networks.  Neural networks handle information faster and more efficiently than microchips.  A small neural network (the size of a wristwatch) can handle about 500 gigabytes of information at one time.

Data is stored in a number of different ways.  The cheapest way is on a 2” (5 cm) square magnetic disk.  However, this method is inefficient and susceptible to damage from electronic and magnetic sources (a blast from an ion gun that passes within a meter of the disk will erase it).  High tech magnetic disks hold about 50 gigabytes.

Laser discs, also known as ROMs (Read Only Memory), are a more efficient way to store data.  A typical ROM is about an inch in diameter (2.5 cm) and can hold up to 500 gigabytes of information.  The problem with ROMs is that once the information is recorded it cannot be changed, so if there is a mistake in a file or program it’s there for the life of the disk.

Crystals are the most efficient way of storing data.  The artificially constructed crystals are highly resistant to scratches and can hold several times more information then ROMs.  The data is contained within the crystal as a three dimensional image, etched inside the crystal by a special laser (the same laser reads the program or file on the crystal).  Unlike ROMs, the data on a crystal can be modified.  A typical data crystal, which is about the size of a thumbnail, can hold about 5,000 gigabytes of information.  A hard drive version of these crystals (described under Upgrading Computers, discussed later on) is available.  Data crystals are rare in the Coalition and the NGR, though the Republic of Japan uses them fairly often.  The CCW, the Transgalactic Empire, and most other societies in the Three Galaxies use data crystals almost exclusively.

From a game standpoint, there are two important things to understand about computers: RAM and hard drive space.  RAM (Random Access Memory) is the amount of information that a computer can handle at one time.  The hard drive is an immovable disk built into the computer.  Programs have to be installed on a hard drive before they can be used unless the entire program can fit on to one portable disk (magnetic disk, ROM, or crystal).  For the most part, programs are dumped on to a hard drive and disks are used solely for storing data or transporting programs.  RAM and hard drive space is measured in gigabytes, (which is the equivalent of 1,000 megabytes or one billion bytes).  For a comparison, one byte is the rough equivalent to a letter from the alphabet.  Thus a gigabyte is the equivalent of one billion letters of the alphabet, or a book with nearly three million pages!

A computer’s hard drive only has so much space for programs and files.  All programs and files take up space on a hard drive (measured in gigabytes).  The total amount of programs cannot exceed the space on the hard drive.  Hard drives can hold a tremendous amount of information, and most desk top computers and even most lap tops can hold just about as much information as desired.  However, the number of programs a computer can use at one time is limited to its RAM.  The sum of the RAM required for each program in use cannot exceed the total RAM available to the computer.  To look at it a different way, a book contains a lot of information (the hard drive), but you can only look at a little of it at a time (the RAM).  Any number of programs can run at the same time and interact with each other provided there is enough RAM.

Super high tech societies, such as the Mechanoids or the Kitani, have their own forms of data storage, which hold virtually unlimited amounts of information.  These computers are incompatible with normal technology, though an interface (q.v.) program might be of aid.

The computers listed below use neural net technology in both their RAM and hard drives.  Microchip and magnetic disk versions might be available (at the GM’s option) at a cheaper price, although they are hard to find and will be considerably larger and heavier.  Crystal versions are also available (which can hold far more information).  See the Computer Upgrades section for more information.  The Republic of Japan, the NGR, and societies in the Three Galaxies sell computers on the open market.  In the CS and the Transgalactic Empire computers are available only through the black market and cost about three times as much.

Holographic Personal Computer (HPC)

This is fully described in Rifts Dimension Book Two: Phase World.  In addition to the description, it comes with the standard programs that all computers come with (mentioned under Programs, q.v.).  Due to it’s compact size, this computer cannot be upgraded (see Upgrading Computers, q.v.).  It otherwise follows all other guidelines listed here.

DC-500 Datapad

This is a thin computer, about 12 inches long (30 cm), 8 inches wide (20 cm), and 1 inch thick (2.5 cm).  The DC-500 Datapad is basically an electronic notebook used to store information (up to 10,000 gigabytes worth).  It does not run programs, but rather stores information for easy access.  It has a connector port on its edge where information is loaded from another computer and a scanner on the back of the pad that can copy other materials.  Anything from images on paper to three-dimensional images can be copied.  A color view screen covers about 9 inches of the front of the pad.  Below the screen are function keys used to access information.  The DC-500 has a built in rechargeable battery that will last for a month before needing a recharge.

Note that the scanner can only scan a 5-foot square (1.5 m) area at a time.  For larger objects, it is possible to scan different areas of a larger object and then link the images together inside the Datapad.  The memory required depends on the size and complexity of the object.  An object about the size of a 1 foot (.3 m) cube would take up perhaps half a gig, while a large object (such as a starfighter) might take up 100 gigs or more.  Also, the more complex the scan, the more memory is required.  A simple scan (basic lines and shapes) would not require extra memory, while a perfect 3D photo with detailed notes would require five times as much memory.

The time it takes to scan an object depends on the size of the object and how detailed the scan is.  The time required is equal to the number of feet being scanned.  Thus a 10 foot (3 m) cube could be scanned in 16 minutes and 40 seconds (10’ x 10’ x 10’ = 1000 seconds, or 16 minutes, 40 seconds).  If a detailed scan were done, this would take five times as long (1 hour, 23 minutes, and 20 seconds).  The Datapad was not made for anything more than simple scanning, and anything larger takes too long with this device (scanners for other computers are available, see below).

The DC-500 is widely used by businesses and governments as an efficient and easy way to transport information instead of lugging around a large notebook or brief case full of loose pages.  The DC-500 cannot be upgraded.

Cost:  1,000 credits.
Weight:  About 8 ounces (.2 kilogram)

DC-1000 Hand-Held Computer

This is a highly durable, portable computer and is the most common type of mini-computer.  The DC-1000 is about six inches (15 cm) long by three inches (7.5 cm) wide by one inch (2.5 cm) thick.  It uses neural net technology and can be fitted with any of the portable storage capabilities listed above (ROMs, crystals, etc.).  It has 3,000 gigabytes of RAM, a 70,000-gigabyte hard drive, a miniature keyboard, a hi-res color monitor, a holographic projector, a gyro-compass, a built in null-modem cable (allowing it to connect to other computers), and a rechargeable battery that has enough power for three weeks of continuous use.  The DC-1000 comes with a protective case (5 M.D.C.).

Cost:  3,500 credits.
Weight:  11 ounces (.3 kilograms) including case.

DC-5000 Portable Computer

Designed for use in the field, the DC-5000 comes in it’s own case (about the size of a briefcase, equivalent to 20 M.D.C.).  It has 7,000 gigabytes of RAM, a 160,000 gigabyte hard drive, a keyboard, a visual scanner (identical to the one found in the DC-500 Datapad, though it’s effectiveness is doubled), a hi-res color monitor, a holographic projector, a gyro-compass, a built in laser printer (ejects the paper to the side via a 200’ roll of thin paper stored inside the computer), and a battery that will power the computer for five weeks of continuous use.  The DC-5000 has a built in ROM drive and can be fitted with a crystal drive at an additional cost.  There are four ports on the back allowing other electronic devices (cameras, scanners, etc.) to be connected to the computer, though an interface (q.v.) program is necessary to use them.  The ports can be adjusted to mate with any type of plug.

Cost:  6,000 credits.
Weight:  5 pounds (2.2 kilograms)

DC-9000 Home Computer

This is the typical home computer employed by citizens in a high tech society.  It has 15,000 gigabytes of RAM, a 250,000 gigabyte hard drive, a hi-res color monitor with touch screen capabilities (the computer can be utilized by touching various sectors of the screen instead of using the keyboard), a holographic projector with touch capabilities (similar to the touch screen), a built in laser printer (500 foot roll of paper inside computer), a keyboard, a visual scanner (as in the DC-500, only five times more effective), an emergency power pack (in case of power failure) that will last for 72 hours of continuous use, all the available disk drives (though crystal drives will cost extra), and seven adjustable ports similar to those on the DC-5000.

The DC-9000 is not meant to be a portable computer, but if necessary it can be taken from place to place.  It is not heavy but because of its bulk, two people are required to carry it.

Cost:  9,000 credits.
Weight:  12 pounds (5.4 kilograms)

Large Computers

Large computers include computers designed for starships, cities, or anything much larger than the above computers.  These computers have enough RAM and hard drive space to run just about everything.  Also, such computers are generally built for a specific purpose (such as running operations on a starship) and thus have their own special programming to handle all their required duties.  Any number of programs (q.v.) can be loaded into large computers without a problem.  Assume that the computer has more than enough RAM and hard drive space to operate the program.  If processing power or storage is needed in an emergency, most large computers will dump all unnecessary programs (defined by the user), but this is necessary only in special circumstances (as dictated by the GM).

Computers in Bots and Vehicles

All Bots and Vehicles have there own computer system, but those systems are designed to handle only the programs that help control the vehicle and its components.  Programs can not be downloaded into these systems.  However, similar versions of the above computers can be installed into bots and vehicles.  Motorcycles and power armor can be fitted with the DC-1000 or smaller.  Vehicles and Bots can be fitted with any computer up to the DC-9000.  Large transport vehicles (such as the Death’s Head transport or a spaceship) have large computers that are not limited by RAM or hard drive space.  Any number of programs can be loaded onto these systems (they are the exceptions to the rule).  The cost of installation varies depending on the vehicle, but it usually ranges from 5,000 credits (for small vehicles) to 30,000 credits (for large bots).

Programs

All computers need programs to run and most already come with certain programs.  All computers have programs similar to these:  
•	Word Processing program
•	Data Processing and Organization program
•	Clock/Calendar program (part of the CPU)
•	“User Friendly” Program
•	Conditions program

All of the above programs are described below.  Under each skill is the following information:

Cost: In the Coalition and similar areas these skills typically cost 20% to 50% more.
RAM required: The amount of random access memory used.
Hard drive space required: The amount of hard drive space taken up.
Skills to operate: Necessary skills to use the program and the bonus to those skills when using this program.
Unskilled operator: Effectiveness of the program if the user does not have the necessary skills to operate the program.  If this percentage is greater than the character’s skill with the bonus, then this number is used.  Note: In all cases, a character must have the Computer Operation skill to use a computer.  Intelligence bonuses apply in this case.

NOTE:  The following programs take up far more memory then similar programs today.  The reason for this is because high tech programs do far much more and do it far faster.  I once had a word processing program that fit on one 5 1/4 inch, 360k disk.  Today (1999) there are desktop publishing programs that take up around 100 megabytes.  The reason is because the newer programs are far more versatile, and the programs of the future will probably be even more versatile, at the cost of taking up more memory.  For game purposes, assume that the following programs allow the user to do tasks 10 times faster than today’s equivalent.  This will take some creativity on part of the GM.

Archive
Most programs and files take up a tremendous amount of space.  An archiving program will reduce that space considerably.  When a program or file is archived it will only take up 5% the space it normally took up.  For example, a program that takes up 1,000 gigabytes would only take up 50 gigabytes.  Archiving a program would be similar to taking a book and pushing all the letters so close together that they almost overlapped each other, thus reducing the number of pages considerably.  The problem with archived programs and files is that they cannot be used in this state (you would be unable to read a book if all the letters were scrunched together).  The program or file must be “extracted” (changed back to its normal size) before it can be utilized.
Cost: 300 credits
RAM required: 100 gigabytes
Hard drive space required: 300 gigabytes
Skills to operate: None.
Unskilled operator: N/A

Audio Engineering
With the aid of this program sounds can be recorded on to the computer for later playback.  The sounds can also be altered in almost anyway.  Sounds can also be created with this program, and it comes with 500 preprogrammed sound effects (door slams, gunfire, and other common sounds).  Given enough time, the user can make a voice unrecognizable or make it sound like someone else’s voice.  The external microphone and speaker attachments (see Computer Attachments below) are needed to record sound.
Cost: 500 credits
RAM required: 500 gigabytes
Hard drive space required: 2,000 gigabytes.  One minute of sound takes up 5 gigabytes.
Skills to operate: TV/Video (+40%)
Unskilled operator: 30%

Clock/Calendar
This program is a part of all computers.  It automatically keeps track of standard time and date and can keep track of time and dates around the globe or on other worlds.  The program has a built in timer that can count forward or backward.  It is extremely accurate and only needs to be reset once every 20 years.  This program is automatically in progress on all computers and takes up no RAM or hard drive space.

Computer Drafting and Drawing
This program aids in creating architectural plans, such as building plans, bot or power armor designs, vehicle designs, weapons, or just about anything.  With this program, it is much easier to create such plans.  The computer will describe what is necessary to create the construct in question and will try to make an estimate on costs.  If something about the design is in error (e.g. structurally unsound, not enough power supply to work properly) then the program will offer alternative suggestions.
Cost: 1,000 credits
RAM required: 200 gigabytes
Hard drive space required: 2,000 gigabytes
Skills to operate: Art (+30%) or Mechanical Engineer (+30%), depending on what the program is used for.
Unskilled operator: 50%

Conditions
This program is a very simple yet extremely useful program.  A set of conditions is issued into the program.  When those conditions are met, certain programs will be activated.  For example, if the computer is turned on it will automatically start up certain programs, or if a particular program is accessed then it will access other programs.  This program is not limited to accessing other programs and can activate devices connected to the computer such as cameras and scanners.  Any number of conditions can be placed within the program.  This program comes with all computers and takes up no RAM or hard drive space.

Data Processing and Organization
This allows the user to keep track of information such as phone numbers, addresses, names, files, reports, plant and animal life, planets, or just about anything else.  Lists can be extrapolated in any manner.  For example, the user could order the computer to list all small animals that live in mountainous areas, and so on.  If a scanner is available (such as with a DC-5000), 3D scans can be correlated with the data. 
Cost: 150 credits
RAM required: 50 gigabytes
Hard drive space required: 200 gigabytes
Skills to operate: None
Unskilled operator: N/A
NOTE:  The RAM and hard drive requirements do not include the data that is put into the program (though the data itself takes up very little room, images might take up a significant amount of space).

Dictionary and Encyclopedia
Comes with a complete dictionary and encyclopedia.  It is a wealth of information at the user’s fingertips.  It is available in all the known trade languages.  This particular program is generally only available in Phase World.  Such programs are illegal (not to mention rare) in the Coalition.  Most other civilizations are not fully aware of the world around them to make a truly accurate program, though certain ones are available in Lazlo that are half the cost and take up one quarter of the memory (though with significantly less information).
Cost: 700 credits
RAM required: 200 gigabytes
Hard drive space required: 4,000 gigabytes for the scaled down version available in Lazlo, 20,000 gigabytes for those available in Phase World.
Skills to operate: None
Unskilled operator: None

Disk and File Repair
Repairs any damaged files and minor damage to portions of portable disks or the hard drive.  Areas that are beyond repair are marked as inaccessible areas of the disk so the computer will not use attempt to use it.  Other features include examining files that utilize another type of computer format (80% chance of being successful, with optional penalties imposed by the GM), preventing files from being erased accidentally or intentionally without a special password, and putting files in an order that makes it easier for the user (and the computer) to access.  It can also attempt to retrieve erased files or programs.  It can recover an erased file, unless special effort was taken to completely erase the file.  In this case, there is a base 50% chance to recover the file or program with a -1% penalty per five gigabytes over twenty.  Thus a file that was 25 gigabytes that was erased in such a manner has a 45% chance to be recovered.
Cost: 700 credits
RAM required: 250 gigabytes
Hard drive space required: 1,500 gigabytes
Skills to operate: Computer Programming (+30%)
Unskilled operator: 60%

Games
A popular pass time in high tech societies.  The amount of RAM and hard drive space required depends on the complexity of the game (look under the Programming Language program for an idea of program complexity).  The cost depends on the complexity of the program.
Cost: 20 credits for simple games and up to 200 credits for complex ones.
RAM required: Depends on the complexity (look under the Programming Language program for an idea of program complexity).
Hard drive space required: Depends on the complexity (look under the Programming Language program for an idea of program complexity).
Skills to operate: None
Unskilled operator: None

Identifier
This is very similar to the identifier program contained in the Wilk’s PC-2020 computer (Rifts Sourcebook, p.59).  This program, however, contains data on all indigenous life on the planet the program was bought.  NOTE:  On Rifts Earth this program is a bit incomplete due to the lack of familiarity with the planet.  It will be up to the GM to decide which animals are listed and which ones aren’t.
Cost: 500 credits
RAM required: 100 gigabytes
Hard drive space required: 5,000 gigabytes on Rifts Earth, 35,000 in Phase World
Skills to operate: Demon and Monster Lore, Faerie Lore (+40%)
Unskilled operator: 50%.  A failed result means the character did not enter the necessary information into the computer due to his unfamiliarity with alien creatures.

Interface
This program allows the computer to interface with other types of electronic equipment, such as cameras, communication devices, audio/video recorders, recognition scanners, etc.  Any electronic device that uses computer circuits may be accessed with this program.  It also allows the computer to interface with devices that are not normally compatible with current technology.  In such cases there is a base 50% chance for this program to determine the purpose of and use of the device in question.  The GM should add modifiers as deemed appropriate (Kittani technology may have a -20% chance, while Mechanoid technology could be as much as -45%!).  It is also possible that a device maybe so alien that it is incapable of being understood, or may actually destroy the computer.  It can take anywhere from an hour to several days for the program to understand the alien device, depending on the complexity of the device in question.
Cost: 900 credits
RAM required: 500 gigabytes
Hard drive space required: 5,000 gigabytes
Skills to operate: Computer Repair or Mechanical Engineer (+30%)
Unskilled operator: 45%

Language Translation
This program can translate written and spoken languages.  It is already programmed to understand all current languages and can be programmed with others so long as space is available on the hard drive (each language takes up half a gigabyte, 500 megabytes, on a hard drive).  A microphone of some kind is necessary to feed spoken language into the computer, and written language might require a scanner (as in the D-500 Datapad) to load the appropriate symbols into the computer.  How long it takes for the program to translate an unknown language depends on the complexity of the language.  A human or D-bee language will take around four hours or so, while a completely alien language could take several days.  This program can also be used to crack codes.  This can take anywhere from an hour or two for simple codes to several days for “impossible” codes (those codes that contain trillions of character combinations).  At the GM’s discretion, some languages and codes may be untranslatable.
Cost: 2,000 credits
RAM required: 2,000 gigabytes
Hard drive space required: 5,000 gigabytes plus ½ gigabyte (500 megabytes) per additional language.
Skills to operate: For breaking codes, Cryptography is necessary (+35%)
Unskilled operator: For codes, there is a base 35% chance for the computer to crack the code.

Maps/Geography
Basically a road map within a computer, this program contains maps of major roads, cities (including street maps of cities), and surrounding wilderness of any area.  The program is highly detailed, giving data down to the smallest, insignificant alley or wooded area.  The detail of the program is available on the scales of city, state or province, nation, continent, and planet.  When a program is purchased, it automatically has information on all the programs of a lesser scale (a nation program also contains state and city information).  This program can be easily updated.  NOTE:  These programs are generally rare on Rift’s Earth and are often Black Market programs.  The largest map/geography program that can be purchased in a detailed format is the size of a state.  Any larger program is not very detailed, giving information only on large-scale features.  Programs that detail states have a 40% chance to be inaccurate (left up to the GM as to what part is inaccurate, but generally an isolated area).  Larger programs are not available on Rifts Earth (there is not enough information available).  Maps for Phase World are very, very detailed.
Cost: 600 credits for initial program, plus 200 credits for city and surrounding area (such as Chi-Town), 800 credits for an area roughly the size of a Coalition state, 2,500 credits for an area the size of a nation (such as the United States), 4,000 credits for a continent, and 7,500 credits for a planet.
RAM required: 300 gigabytes
Hard drive space required: 5,000 gigabytes plus 500 gigabytes for city data, 3,000 gigabytes for state data, 12,000 gigabytes for nation data, 30,000 gigabytes for continent, and 85,000 gigabytes for planet data.  These numbers are not cumulative (i.e. planet data includes data for continents, nations, states, and cities).
Skills to operate: Navigation (+40%).  Note that simply looking for information about a specific area does not require a skill of any kind.
Unskilled operator: 50% (for purposes of navigation).

Mathematics
Simply put, this program increases the mathematical capabilities of the computer.  Anything from basic arithmetic to theoretical mathematics will be accomplished faster with this program.  It can give answers up to 100,000 decimal places if necessary.  All programs utilize mathematics in their operation, even word processing programs.  This means that when this program is used in conjunction with others (i.e. it must be up and running) all other programs run five times faster.  Thus if it would normally take a computer a day (24 hours) to translate a complicated language, it will now only take four hours and 48 minutes (1/5 of a day).
Cost: 1,000 credits
RAM required: 100 gigabytes
Hard drive space required: 500 gigabytes
Skills to operate: None
Unskilled operator: None

Mechanics
This program aids a mechanic in making repairs.  It contains information on most vehicles and machines available (from toasters to robots).  The program can be updated with new schematics of machines at a cost of 10 credits per simple machine (such as household devices), 50 credits per moderate machine (such as small generators and common vehicles), and 100 credits per complex machine (such as tanks and bots).  The mechanical problem in question is entered into the computer, which in turn lists all possible solutions with recommendations on how to conduct repairs. 
Cost: 3,000, plus 100 credits for each new vehicle.
RAM required: 800 gigabytes
Hard drive space required: 15,000 gigabytes, plus 100 gigabytes per additional vehicle.
Skills to operate: The appropriate electrical or mechanical skill of the item being repaired is necessary.  Thus if the operator is trying to fix an automobile s/he will need Automotive Mechanics.  Skill bonus of +40% is granted.
Unskilled operator: 40% for basic electronics, 30% for automobiles, 20% for aircraft and general electrical and mechanical problems, and 15% for weapons and robots.

Medical Assistant
This program contains medical information about all known species.  Symptoms or injuries of the victim are entered into the computer.  The program will then suggest the best possible treatments or courses of action to take.  The computer will also give an estimated chance of recovery and how long it will take.  Additional species can be programmed into if for 500 credits per species.  With the use of the interface program the computer can utilize a portable bio-scan, RMK, IRMSS, or any other computerized medical device.  The program can operate these devices at 90% effectiveness (though a doctor must still be present to tell the devices what to do).  The device in question must be connected to one of the ports in the back of the computer (a port must be available).  NOTE:  If bought in the CS or the NGR then more than likely the program will only have files on humans (cut hard drive space by 50%).  All other such programs will be considered black market programs.
Cost: 5,000 credits, plus 500 credits for additional species.
RAM required: 1,500 gigabytes
Hard drive space required: 40,000 gigabytes, plus 1,000 gigabytes for each additional species.
Skills to operate: First Aid (+60%), Holistic Medicine (+25%), Paramedic (+45%), Medical Doctor (+30%), M.D. in Cybernetics (+25%), and/or Pathology (+30%)
Unskilled operator: Treat bonuses above as base skills, but subtract 40% (minimum 5%).

Programming Language
This program allows the user to create programs.  It includes an easy to use interface in which many common commands and terms are listed and can be inserted with ease.  A program of any complexity can be easily created.  The amount of RAM and hard drive space required for the new program is left up to the GM, but here is a guideline:

Program Complexity	Program Capabilities	RAM	Hard drive	
Very Simple	Includes programs involving basic math computations of extrapolation of limited information.	A few gigs (1-5) at most	A few gigs (5-10) at most.	
Moderately Simple	Includes more advanced mathematics and the extrapolation of larger amounts of information.	10 to 100 gigs	500 to 3,000 gigs	
Average	Includes calculus and the extrapolation of very large amounts of information.	100 to 1,000 gigs	3,000 or more	
Complex	Includes theoretical mathematics and program that must extrapolate information and determine possible outcomes.	1,000 or more gigs	10,000 or more	
Very Complex	Includes processing gigantic amounts of information and possible corollaries, suggestions, and theories based on that information.	5,000 or more gigs	20,000 or more gigs	
Extremely Complex	Includes dynamic programs that can make educated guesses based on scant amounts of information.	10,000 or more gigs	50,000 or more gigs	

The amount of time to create a program can take anywhere from an hour (very simple programs) to several weeks (extremely complex programs) or faster depending if the user has some help.  Again, this is left up to the GM.  Only a computer programmer can utilize this program effectively.
Cost: 5,000 credits
RAM required: 500 gigabytes
Hard drive space required: 2,000 gigabytes
Skills to operate: Computer Programming (+30%)
Unskilled operator: Not possible.

Scientist
This program aids a scientist in his research.  It includes information related to all of the science skills listed in the Rifts RPG.  It also provides a step by step procedure of the scientific method in which the scientist can input parameters of an experiment.  Whenever procedures step outside of this parameter, the computer informs the operator.  When in use, the scientist gains a +20% to all Science skills.  The program, if combined with an interface program, can make use of all science-related devices (microscopes, scanners, etc.).
Cost: 5,000 credits
RAM required: 1,500 gigabytes
Hard drive space required: 60,000 gigabytes
Skills to operate: The science skill being used at the time (e.g. if the operator is doing archaeological research then the archaeology skill is necessary).  +35% to all Science skills.
Unskilled operator: 15%

Security Protocol
This program allows files, programs, or even a computer itself to be protected by security measures.  Authorization can be just about anything from passwords to handprint scans to retinal scans or just about any sort of security measure available.  The program can be used in conjunction with voice recognition programs to scan vocal patterns.  The number of protocols blocking access to the file, program, or computer (or all three) is up to the user (e.g. first enter a password, then a handprint must be registered, then a retinal scan, etc).  Anyone trying to bypass a security protocol must make a computer hacking skill roll (or computer programming at a -40%).  For an additional fee the protocols can be made more difficult to hack into.  Any outside equipment used with this program (retinal scanners, hand print scanners) must be purchased separately and requires the interface program to operate them.  Security Protocol can also be used to create or decode complex computer codes.  NOTE:  Computer codes cannot be decoded without a computer (it would take thousands of years to do so).
Cost: 5,000 credits plus 1,000 credits per –10% to a hacker’s skill roll (maximum penalty of –70%).
RAM required: 500 gigabytes plus 100 gigabytes per –10% to a hacker’s skill roll.
Hard drive space required: 5,000 gigabytes plus 1,000 gigabytes per –10% to a hacker’s skill roll.
Skills to operate: None (+30% to Cryptography when coding or decoding)
Unskilled operator: N/A (15% Cryptography for coding and decoding)

User Friendly
This program makes access to other programs easier by listing the programs on screen in a readily available format.  The user simply chooses one and it is activated.  Also, the user can switch from one program to another instantly.  There is a section on the “User Friendly” program where the user can list commands or groups of commands that are used often.  Thus the user can simply choose a command and execute it.  All computers are equipped with this program.

Vehicle Identifier
This is virtually the same as the Identifier program, only it identifies different kinds of vehicles.  500 vehicles (including bots, power armor, and body armor) common in the area where the program was created are on file, and many others can be added.
Cost: 1,200 credits
RAM required: 200 gigabytes
Hard drive space required: 2,000 gigabytes plus 10 gigabytes per extra vehicle (not including the vehicle data that come with the program).
Skills to operate: None
Unskilled operator: N/A

Virus Checker and Removal
Checks the entire computer for viruses and erases them from the computer.  The program is extremely thorough and finds viruses 98% of the time.  It has a base chance of 5% to clean a virus per 400 credits spent in the program.  Thus its effectiveness depends on how much money the user puts into it.  No computer can have more than a 100% base chance to clean a virus.  Computer viruses and their application will be discussed later on.
Cost: 400 credits per 5% base chance to clean a virus (a 100% effective virus checker would cost 8,000 credits).
RAM required: 50 gigabytes per 400 credits spent.
Hard drive space required: 1,000 gigabytes per 400 credits spent.
Skills to operate: None
Unskilled operator: N/A

Voice Recognition and Synthesis
This is a program that allows the user to give the computer voice commands instead of using the keyboard.  It can easily interface with the language translation program if necessary.  A microphone of some kind must be installed into the computer in order for this to be effective (either the external microphone and speaker attachment or some other device).  Also, the program turns text on the computer into voice, permitting the computer to speak and respond to voice commands in a limited fashion.  This program is a must for artificial intelligence (q.v.).
Cost: 2,000 credits
RAM required: 500 gigabytes
Hard drive space required: 1,500 gigabytes
Skills to operate: None
Unskilled operator: N/A

Weather
This program can predict the weather for up to two weeks in advance at an 85% effectiveness for three days into the future, then each day after that is at a -5% effectiveness (the fourth day is at 80%, the fifth is at 75%, etc.).  With the program comes a set of sensors that are connected to the computer that takes atmospheric readings (the interface program is unnecessary in this case, though a port on the computer must be available).  Hypothetical conditions can also be programmed into the program and possible outcomes can be computed.  It will take about 1d10 minutes for the program to create a forecast.  The program can predict weather in only one biosphere.  On worlds with similar environments there is a -10% to the base chance due to certain conditions that are unique to each biosphere.  On non-Earthlike worlds (such as methane worlds) this program becomes useless.
Cost: 20,000 credits (includes atmospheric sensors)
RAM required: 4,000
Hard drive space required: 20,000
Skills to operate: Advanced Mathematics (+20%)
Unskilled operator: 60%

Word Processing
This program is a writing program that allows the user to write reports, articles, or even novels.  The document (the article or report being written) can be stored on the hard drive or on to a portable medium (Magnetic, disc, or crystal).  A word processing program is far more versatile then simple pen and paper, which have practically become dinosaurs in the hi-tech world.  The program checks spelling, grammar, local colloquialisms, common literary mistakes, 
Cost: 600 credits
RAM required: 100 gigabytes
Hard drive space required: 500 gigabytes
Skills to operate: None, but adds a +20% bonus to the Writing skill.
Unskilled operator: N/A.

Illegal Programs

The following are programs sold on the black market.  All of them are illegal in civilized societies, especially those that use global or interplanetary computer networks.  NOTE:  The Coalition, the Transgalactic Empire, and other fascist regimes will more than likely consider all computers illegal.

Brain Wave Manipulator
This program is a computer virus that infects people who connect directly to a computer (see the Computer Attachments section).  The difficulty rating of the virus (see the Computer Virus section) depends on how much money is spent on the program.  When a person’s brain comes in contact with the computer this program immediately takes effect, scrambling the brain waves of the individual.  A save vs. insanity will allow the victim to disconnect from the computer before anything bad happens.  Otherwise a coma/death roll must be made.  If that roll fails then the victim dies instantly, his autonomic nervous system having been destroyed.  Otherwise the victim should make a roll on the random insanity table in the Rifts RPG p. 19.  This program can be “cleaned” by a virus-checking program with a 50% base chance of success.  
Cost: 200,000 credits plus 10,000 credits per 1% difficulty rating.
RAM required: 1,000 gigabytes plus 100 gigabytes per 1% difficulty rating.
Hard drive space required: 10,000 gigabytes plus 200 gigabytes per 1% difficulty rating.
Skills to operate: None
Unskilled operator: N/A

Forgery
This program, when used in conjunction with a visual scanner (q.v.), can duplicate any type of documentation.  Anything from government documents to bank statements to handwriting can be duplicated or modified.  To a casual observer the fake will appear normal (100% effective).  Those with the Forgery skill (Rifts RPG p. 26) will be at an additional -10% to detect the fake.  For an additional fee (and additional RAM and hard drive space) this penalty can be increased.
Cost: 20,000 gigabytes plus 2,000 gigabytes per –5% to a forger’s ability to detect the fake (maximum of –60%).
RAM required: 1,000 gigabytes plus 100 gigabytes per –5%.
Hard drive space required: 15,000 gigabytes plus 1,000 gigabytes per –5%.
Skills to operate: Forgery (bonus as above).
Unskilled operator: 20%.

Recognition Bypass
This program bypasses retinal scanners, hand print scanners, signature locks, or any other type of recognition security system, including signature grips for weapons (though at a -30% due to the grip’s tiny components).  This program can scramble the inner workings of the recognition system, effectively shutting it down until repaired.  The equipment necessary to make use of this program comes with it (such equipment must be connected to a free port on the rear of the computer).
Cost: 20,000 credits plus 4,000 credits per +10% bonus to hacker’s skill roll (max. of +50%).
RAM required: 1,000 gigabytes plus 100 per +10%.
Hard drive space required: 3,000 gigabytes plus 500 gigabytes per +10%.
Skills to operate: Computer Hacker (bonus as above).
Unskilled operator: 10%, or Computer Programming skill at –40% (above bonuses apply).

Search and Destroy
This program must be used in conjunction with the interface program, a scanning device (such as a thermal scanner, infrared sensor, or a video camera), and a ranged weapon (up to ten can be used, regardless of the weapon’s complexity).  This program will use the weapon(s) under certain conditions decided by the user.  These conditions can vary from targeting a specific person that comes into view to attacking anything that moves.  There really is no limit to what the conditions are.  This program is often used in conjunction with the security protocol program (if the proper protocols are not met then a rail gun pops out of the wall...).  The military often makes use of this program (one of the few cases where such a program is legal).  Search and Destroy comes with the proper equipment to operate the weapons.  Because this equipment is connected directly to the firing mechanism of each weapon, a mechanic with electrical engineering must set up the equipment (at a +20%). Cost: 50,000 credits plus 10,000 credits per +1 bonus to strike (max. of +6).
RAM required: 3,000 gigabytes plus 1,000 per +1 to hit.
Hard drive space required: 25,000 gigabytes plus 5,000 per +1 bonus to hit.
Skills to operate: Weapon Systems (+35%)
Unskilled operator: 25%

Thief
Allows the user to hack into protected computers and bypass security protocols (other than recognition scanners).  It gives a bonus to the hacker’s skill when trying to access protected files.  It also provides a warning if a trace is placed on the line (70% chance of detecting).  The Thief program will also allow the hacker to run a line through several different sources so as to slow down the tracing process.
Cost: 50,000 credits plus 5,000 credits per +10% to hacker’s skill (max. of +50%).
RAM required: 1,000 gigabytes plus 500 gigabytes per +10%.
Hard drive space required: 10,000 gigabytes plus 1,000 gigabytes per +10%.
Skills to operate: Computer Hacking (per above bonuses).
Unskilled operator: None, but Computer Programming can at –40%.

Virus Maker
This program is highly illegal and extremely difficult to obtain.  It allows a programmer to create a program, using the rules listed under the Programming Language program, in about one tenth the normal time.  Highly complex viruses can be created very quickly with the aid of this program.  Simple viruses (difficulty rating of 30 or less) are already part of the program in a ready to use format.  See the Computer Viruses section below for more information.
Cost: 70,000 credits
RAM required: 200 gigabytes
Hard drive space required: 5,000 gigabytes
Skills to operate: Computer Programming (+30%).
Unskilled operator: 30%

Computer Chips

Chips are approximately 1/4 inch (.6 cm) long and are self contained programs that take up no RAM or hard drive space.  All that is necessary is to install the chip into the CPU of the computer.  The program can be run with other programs at no penalty.  Chips have become rather popular, especially for people who have filled up their hard drives.  All the above programs are available as chips, but cost 30% more (80% more for illegal programs).

Only a certain number of chips may be installed into a computer, depending on the computer:

Computer	Number of chips	
Holographic Personal Computer (HPC)	0	
DC-500 Datapad	0	
DC-1000 Hand-Held Computer	2	
DC-5000 Portable Computer	5	
DC-9000 Home Computer	10	
Larger Computers	20	

Chips can also be placed within artificially intelligent bots (up to three chips per bot).  The bot will have complete access to the program in question.

In addition to all of the programs listed above, the following programs are also available in chip format:

Black Box
A black box keeps a record of the computer’s operation for the past 72 hours.  Every command, every function, and every piece of information that passed through the computer during that time will be recorded on the box.  The box is used by the military on vehicle computers so they can have a record of the events that transpired before a battle or accident.
Cost: 1,000 credits.

Data Chips
This is simply a mass storage unit of information.  The information is placed within the chip before installation, and once installed the information cannot be changed.  These chips are used when large amounts of data must be retained and accessed repeatedly.  Using this chip the data is kept in a way that doesn’t take up valuable disk space.  Up to 2,000 gigabytes can be stored on one chip.
Cost: 500 credits.

Internal Diagnostics
This chip continually monitors all of the functions of the computer.  It will instantly warn the user if there is a problem with internal functions of a computer, including damage to components, damage to programs, and viruses.  The chip cannot repair any of the damage.  It just monitors the system for problems.
Cost: 800 credits.

Speed
When attached to the computer, this chip will make the computer operate three times faster.  Up to three of these chips can be installed on to one computer (allowing the computer to operate nine times faster), providing there is room in the CPU.
Cost: 2,500 credits.

Illegal Chips

Assassin
When connected to the Central Processing Unit (CPU) of any artificially intelligent bot the Assassin chip turns the bot into a killing machine, forcing the bot to seek out one specific individual (programmed into the chip prior to installation) and assassinate him.  The chip will make full use of the bot, utilizing all of it’s programming.  It will even override the laws of robotics (q.v.).  How well the chip works depends on the complexity of the bot’s programming.  A household servant bot would simply pick up the nearest weapon and look for the target in question, while a bot with a neural intelligence might spend days planning the best strategy to reach the target.  If the bot is capable of speech it will attempt to reason with other’s to aid in it’s mission, or even flat out lie as to what it’s mission is, and it will not hesitate to eliminate anything that gets in it’s way.  The bot literally becomes obsessed with destroying its target.  Once the mission is complete, or the bot is damaged to a point where it cannot complete its mission, the Assassin chip explodes.  The explosion is internal and destroys the chip and most of the bot’s CPU but not causing damage to anyone nearby.  This eliminates almost any possibility of discovering who it was that installed the chip (not to mention destroying much of the bot’s memory).  This chip is equally effective on computers with the Search and Destroy program.  In most societies the punishment for installing an Assassin chip into a bot or computer is life in prison, or even death.

The creation of such a chip is extremely difficult.  It is considered an extremely complex program for purposes of programming.  Further, the programmer must make a successful computer hacking skill check at –50%.  A failed result means the programmer must start over.  The time required to design such a chip is 1d4 weeks.
Cost: 10 million credits.  Availability is extremely rare.

Chemical Emitter
This is a chip for use with the Security Protocol program.  When the proper protocols are not met, the chip will emit a gas in a 10-foot (3 m) area.  Sleep gas, tear gas, and poison gas is available.
Cost: 7,000 credits.

Hunter/Killer
This chip is similar to the Assassin chip, though less discriminate.  When the chip is connected to the CPU of any artificially intelligent bot the chip will alter the bots programming.  In 1d4 hours, the bot will attack every living creature it sees, regardless of it’s former programming.  The bot will attack without discretion, attacking allies, enemies, even it’s owners or creators.  After 1d4 hours the chip will self-destruct, taking much of the CPU with it.  This chip will also work on computers that use Search and Destroy programs (q.v.).  NOTE:  This microchip is highly illegal in all civilized societies.  If use of this chip causes many deaths then sometimes the penalty for the saboteur is death.  Because of the fact the chip self-destructs it is nearly impossible to determine who planted it.  Terrorists often make use of this chip.

Creating such a chip is similar to the creation of an assassin chip, though the hacker’s skill roll is only at –30%.
Cost: 5,000,000 credits per chip.  Availability is extremely rare.

Self Destruct:
This chip will self-destruct upon a given set of instructions programmed into it before installation.  Note that the conditions can be literally anything.  Once the chip destructs all of the computers CPU, RAM and hard drive will be destroyed along with all of the information they contain.  The explosion will cause 2d6 S.D.C. to everything in a 10-foot (3 m) radius.
Cost:  5,000 per chip.  Though illegal, it is fairly easy to obtain one.

Artificial Intelligence

For many years Artificial Intelligence (AI) was a bit of a conundrum for computer programmers.  The biggest problem with computers is that they are stupid.  Computers only know what they are told.  As far as a computer is concerned it is perfectly logical to open the door of any building and have the Pacific Ocean pour into the streets unless it is specifically told that that cannot happen.  When used as a means of recording and transferring information they are a godsend, but they are completely incapable of making decisions without the aid of a human.

As of the late 20th Century scientists and programmers knew that if they could develop a computer that had the intelligence and thinking capabilities of a bumblebee it would be a major technological breakthrough.  They also began to realize that there would be no simple short cut to creating a computer that could even begin to make decisions like a human being.  The only way to make a truly artificially intelligent machine was to physically input statement after statement into a computer, explaining to it like one would a child (indeed, perhaps worse than a child) what could be and what could not be in the world.  It was an endeavor that could take years, perhaps decades, to fulfill.  It was this realization that led to a project whose main goal was to attempt to teach a computer something that humans took for granted: experience.

It was early in the 21st century when the project was completed (it was the predecessor to the A.R.C.H.I.E. project started by Cyberworks, see Rifts Sourcebook One, p. 60).  The first AI program was huge, taking up tremendous amounts of memory.  But the tremendous leaps and bounds of technology at the time soon eliminated this barrier, and in a few years a computer chip 2 inches (5 cm) square contained the “experience” program that was the basis for an AI program.

In the world of Rifts Earth, AI is not uncommon.  All bots have at least a semblance of this program.  Due to its complexity, it is not possible to simply create an AI program on the spot (it would take many years to do so).  Such a program must be bought.  All bots have an AI program.  It is possible to place an AI program in an ordinary computer in the form of a chip.  This special chip takes up the space of four standard chips.  AI is not commonly available to the public on Rifts Earth.  They are illegal in the Coalition States, the NGR, and the Transgalactic Empire.  They can be purchased in the Republic of Japan and the CCW.  In all cases, AI is available in the black market, though it is very rare and can cost as much as 20 times the usual cost.

Bot Morality: A famous science fiction author of the 20th Century developed a series of laws for all artificially intelligent computers (a system he described as a “positronic personality”) that would govern their behavior.  These laws were known as “The Laws of Robotics.”  When science fiction becomes science fact the names, and sometimes the techniques, often remain.  Such was the case with AI.  All AI programs sold to the public have these laws programmed into them.

These laws cannot be overridden in any way.  All command functions of the AI go through these three laws; thus the AI is constantly verifying whether or not it is violating these laws.  The AI will not violate these laws under any circumstances.  Any attempt by a technician or a programmer to bypass the circuits that access these laws may result in the entire AI program short circuiting itself and becoming forever inoperable.  For game purposes, assume that three consecutive Computer Hacking skill rolls at -60% and one Mechanical Engineering skill roll at -40% to successfully erase these laws.  One mistake (i.e. failed roll) means that the entire AI chip is fused and useless.  It will take approximately 2d8 hours to achieve success.  The one exception to this is the Assassin chip (see Chip section).

Certain military AI’s are not equipped with these laws (e.g. Skelebots and other combat robots).  The technology to develop these kinds of AI’s is very top secret.

The Laws of Robotics are as follows:

The First Law: A robot (or AI) may not injure a sentient being, or through inaction allow a sentient being to come to harm.

The Second Law: A robot (or AI) must obey the orders given it by sentient beings except for such orders that conflict with the first law.

The Third Law: A robot (or AI) must protect it’s own existence as long as such protection does not conflict with the first or second laws.

High-tech societies that have developed AI but have never met other sentient races may have variations on the above laws.  For example, prior to the coming of the Rifts on Earth (before it was known that other sentient races existed) these laws referred to “humans” instead of “sentient beings.”  Violent cultures may replace the words “sentient beings” with the name of their nation, tribe, etc.  Coalition Skelebots are programmed with the above laws, but they only apply to CS troops.  Furthermore, they will obey the orders of sergeants and higher ranks only and if so ordered they may violate the first law.  For more information about Skelebot programming, see the Rifts Index Volume One, p. 81-82.  There may be other orders governing the behavior of the AI on top of the above laws.

Capabilities:  A computer with an AI chip can make certain decisions based on limited information.  When confronted with a problem, a normal computer will require human interaction where as an AI program could examine the problem and make a decision based on available information.  An AI can be programmed with any of the bot programs listed in the Rifts Sourcebook (p. 97) and any of the programs or chips mentioned above.

Some problems require information outside of the AI’s understanding.  For example, an AI could not plot coordinates on a map unless it had access to a Maps/Geography program (for purposes of navigation).  The “experience” of an AI is little more than common sense things most people take for granted and not an endless base of information.  An AI cannot make use of specific data unless it is programmed with it in the first place, just as a person cannot make use of information he does not have (a person could not plot coordinates on a map unless s/he had the Navigation skill).  However, just like a person, an AI program might be able to figure out where to get such information (asking nearby individuals, accessing other databases via communications relays, etc.).

AI’s also have a tendency to take things a little too literally.  If an AI robot was pestering his owner and the owner said, “will you get lost,” the robot will probably do just that; wander about until it is unable to find it’s way home again (this was the basis of the book “I, Robot” by Isaac Asimov).  At the GM’s option, an AI may corrupt the commands given to it inadvertently.

AI’s cannot make decisions based on emotional input.  For example, the question, “Do you love me?” will confuse an AI to no end.  It may spend a tremendous amount of time and energy trying to determine the answer to such a question until it is ordered to stop.  AI’s do not understand emotions and will not react appropriately to any emotional reaction.  This also means that AI’s display no emotions themselves.  Their responses to others are practical and blunt.  They do not have an alignment, as do sentient beings.  AI’s are neither good nor evil, happy or sad, encouraging nor depressing...  They are completely and utterly neutral, doing only what they are told to do.

AI’s are typically callous and cold when dealing with people.  This is due to a lack of emotion.  Some AI’s have a separate program allowing them to better interact with people.  Such a program is called a “courtesy program.”  Initially, these programs are very accurate, but if one were to spend enough time with the AI s/he would learn that something is not quite right.  Such programs are not as complicated as the AI itself, but they are still difficult to make.  Each program is made for the culture in which the AI will perform, as customs vary from culture to culture.

AI’s are programmed to learn from their experiences.  If an AI makes a mistake, it will take measures to not make that mistake again.  If tricked once before, it will not be fooled by the same trick again.  They are also able to learn from others, either by watching or by actual instruction.  After about two or three years, AI’s will begin to become more and more inquisitive.  They will ask odd questions about human behavior and about the world (or universe) around them.  This is just a sign of their learning capabilities.  Most of the time (85%) their ability to develop will not grow beyond them asking odd questions now and then (and they can often be ordered to discontinue such behavior).  However, there are some that will begin to develop beyond this, almost as if they are children learning more and more as they get older.  To date, no known AI has actually become a sentient being (other than Archie who is discussed in the Rifts Sourcebook, but very few are aware of his existence).  The idea of a sentient machine is frightening to many people, and people who own AI’s often have their memories erased once a year to prevent this from happening.  The military has made this a standard practice.

For the most part, AI’s are simply complex programs that allow a computer to perform complex operations and to act upon limited or abstract information.  The majority of AI’s (95%) do not display any kind of unusual behavior (such as asking odd questions).  Despite the complexities of AI’s, they cannot effectively replace a thinking person when it comes to decision making.

Cost:  500,000 credits.  In the Three Galaxies AI chips are common.  On Rifts Earth they are very rare, available only through the black market, and expensive (typically 5 to 10 times the cost).  AI’s not programmed with the laws of robotics are extremely rare and can cost upwards of around 10 million credits or more (in the Three Galaxies or on Rifts Earth).  AI chips, when installed on computers, take up the space of four chips.  To connect an AI to a vehicle (car, spaceship, etc.) so it can control it costs an additional 10,000 to 100,000 credits depending on the vehicle size.

Upgrading Computers

Computers can be upgraded to a certain extent.  The rule of thumb is this: A computer can only be upgraded using its current technology.  This means that a computer with neural network technology can only be upgraded with the same type of hardware.  Crystal technology could be used, but it would have to completely replace the RAM and hard drive.  Both RAM and hard drive must consist of the same technology (neural net, crystal, or magnetic).  All computers on Rifts Earth are equipped with neural networks.

A neural net hard drive costs 10 credits per gigabyte and can be expanded up to three times the size of the current drive.  A crystal hard drive can replace a neural net drive if desired at the cost of 100 credits per gigabyte desired and can increase the hard drive space up to ten times the size of the original neural net drive.  For example, if the original hard drive was 1,000 gigabytes, then it could upgraded to 3,000 gigabytes (costing 4,000 credits) or replaced with a crystal hard drive with up to 10,000 gigabytes of space (this would cost 1,000,000 credits).

A magnetic hard drive costs 1 credit per gigabyte of space desired and can be no larger than 25% the size of the original neural net hard drive.  For example, to replace a 1,000-gigabyte neural net hard drive with a magnetic drive would result in a drive no larger than 250 gigabytes (which would cost 250 credits).

These same rules apply to RAM.  This means that RAM can be expanded to three times its original size if of neural net capacity, or ten times its original RAM if of crystal technology.  Magnetic RAM can only equal 25% the size of the original RAM.

All computers (other than the HPC and the DC-500) can have a second hard drive added.  This second drive follows all of the above rules, but must be of equal technology to everything else in the computer (i.e. magnetic, neural, or crystal).

Drives for portable disks can be added as well.  A magnetic drive costs 100 credits, a laser disc drive costs 500 credits and a crystal drive costs 5,000 credits.  All computers (other than HPCs and DC-500’s) have room for one additional portable disk drive.

Computer Viruses

A computer virus is a program (often times no larger than a few hundred bytes) that is designed to disrupt the functions of the computer.  Some viruses are extremely simple and little more than a nuisance.  Others can be deadly to a computer and are often feared by computer users just as plagues are by other people.

All viruses have a difficulty rating between 1 and 98 that indicates how devastating they are.  This difficulty rating is the percentage chance that the virus will take hold every time the opportunity arises.  The harmless viruses have a difficulty of around 5 or 10; where as the most complex and deadly viruses can have difficulties of 70 or more.  The maximum difficulty of a virus is 98.

In the real world, there are an endless number of viruses that disrupt computer functions in many different ways.  For simplicity, there are five types of viruses in the Rifts Megaverse:

Class I: This virus prevents a computer from operating efficiently and slows down its speed by a percentage equal to it’s difficulty rating.

Class II: A class II virus disrupts the computer’s ability to access information from a disk, be it a hard drive or a portable drive.  Their is a percentage chance equal to the difficulty rating of the virus that the computer will be unable to access any piece of information off of a drive.

Class III: These viruses prevent the computer from using the entirety of its RAM.  The percentage of RAM unavailable is equal to the difficulty rating of the virus.

Class IV: This virus prevents the computer from booting up properly.  Thus when the computer is turned on it simply locks-up and will not function.  The chance of the computer locking up each time the computer is switched on is equal to the difficulty rating of the virus.  Once the computer is on, the virus becomes harmless.

Class V: Also known as the “Killer Virus,” this type of virus erases information from the hard and portable drives of computers.  The chance of information being lost is equal to the difficulty rating of the virus.  A percentage chance equal to the difficulty rating of the information being accessed will be erased.  These are the deadliest of viruses.

Viruses can travel quickly.  When a portable disk is used on an infected computer there is a percentage chance equal to the difficulty rating of the virus that the virus will be transferred to the disk.  Likewise, if a computer accesses an infected portable disk the same chance exists that the computer will pick up the virus.  This chance only refers to accidental infection of a virus.  A saboteur can load a virus into a computer with no penalty so long as he has complete access to it.

There are only two ways to eliminate a virus from a computer.  The first is to completely erase all the information in the RAM and hard drive of a computer (and the disk if this is where the virus is located).  The chance of removing the virus in this case is equal to 100 minus the difficulty rating of the virus.  The second way to eliminate a virus is with a virus checker.  As noted under programs, viruses have a base percentage chance to eliminate a virus depending on how much money was put into the software.  The chance for the program to clean a virus is equal to the base percentage chance minus the difficulty of the virus.  Thus if a virus checker had a base chance of 70% and a virus has a difficulty of 40% then there is a 30% chance the virus will be cleaned (70 - 40 = 30).  The time it takes to clean a virus is equal to the total percentage chance to clean a virus subtracted from 100 in minutes.  In the above example it would take 70 minutes to clean the virus (30% chance to clean, 100 - 30 = 70).  If the difficulty rating of the virus is higher than the base cleaning chance of the virus checker, then the virus cannot be cleaned from the computer unless better software is purchased.

If the attempt at cleaning the virus fails then the program may try again.  There is no limit to the number of times a virus-checker may attempt to clean a virus.  However, each time the attempt is made there is a cumulative –5% chance to clean the virus.  If the penalties reduce the virus checker’s chance of cleaning the virus below the difficulty rating of the virus, then the virus cannot be cleaned with this software (i.e. new software must be obtained).

Any computer user with a programming language loaded into their computer can create a virus.  The amount of time it takes to create one depends on the complexity of the virus.  A virus with a difficulty of 1 would take mere moments to program; where as a virus with a difficulty of 98 would take weeks.  Class V viruses take three times as long to make.

A virus can also be bought on the black market for a price of 1,000 credits per difficulty point of the virus.  Thus a virus with a difficulty of 90 would cost 90,000 credits.  Class V viruses cost five times as much.

It is illegal in most civilized societies (even evil ones like the Transgalactic Empire) to make or distribute a virus.  The penalties can sometimes be quite severe depending on how much damage the virus has done.

Computer Attachments

Most computer attachments can be utilized on any computer, though a port must be available to connect the device.

Bio-Computer Translator
A new technology has been developed that allows the human brain to be connected directly into a computer.  Unlike the universal headjack, which simply receives audio transmissions that only the user can hear, the bio-computer translator (with the help of a special translator box) actually connects the user’s brain to the computer (one of the ports on the back of the computer must be free).  The user’s brain becomes a part of the computer, allowing him to operate the computer with his mind.  In the mind of the user, he appears to be travelling through a strange world of computerized images.  The user operates the computer by manipulating the images he “sees.”  Programs appear to be physical objects.  For example, a word processing program may appear to be a black board that the user can write upon.  A disk repair program might appear to be a group of construction workers with sledgehammers and welders who repair parts of a building (the building would represent the program that needed to be fixed).  Viruses could appear as monsters.  The images are a result of the combination of the user’s imagination and the translation device used in the process.  The images are different from person to person.

This has tremendous benefits.  The operator can use his computer ten times faster than normal since he does not need to input commands manually.  Also, information can be sent from the computer directly to the user’s brain, eliminating the need for a viewing screen of any kind.

The down side to this technology is that if there is a computer overload then the user stands a chance of having his brain fried.  If a severe overload occurs for some reason (as maybe caused by damage to the computer’s inner workings) then the user must make a coma/death roll vs. 40%.  If failed, the character falls comatose as if he/she was reduced to zero hit points and will not recover for 1d4 days.  Upon recovery, the character will lose one point from his I.Q. score and 1d4 skills chosen at random.  If the roll is successful then the character will feel drained and is unable to act for 1d6 minutes.

The cost for the bio-computer translator is 60,000 credits.  This includes the modified universal headjack and a special box (carried on the person, not an implant) that translates the complex computer code into imagery the user can understand.  Bio-computer translators are illegal in the Coalition and Triax, as well as in the CCW in the Phase World universe.  However, the translator is available at many body chop shops, which can also do the modifications to existing headjacks or implant one if necessary.

External Microphone and Speaker

This is used primarily for the Audio Engineer program.  It allows sounds to be heard by the computer through the microphone and sounds made by the computer to be heard much clearer.  Cost:  300 credits.

Keyboards

Keyboards allow data to be entered into a computer and are standard with all computers.  They are typically a ½ inch (1.25 cm) thick and consist of small, touch sensitive keys.  On the DC-1000 and the DC-5000 these are built into the computer.  On the DC-9000 and larger computers the keyboard folds up into the computer when not in use.

Recognition Scanners

The following are devices that are used by the Security Protocol program mentioned above.  Each scanner takes up a port on the back of a computer.

Handprint Scanner: Scans the handprint of the user.  Cost: 2,000 credits
Retinal Scanner: Scans the eye of the user.  Cost: 6,000 credits
Thermal Scanner: Scans the body heat of the user (everyone has a different heat signature).  Cost: 4,000 credits
Olfactory Scanner: Identifies the scent molecules of the user.  Cost: 8,000 credits
Full Body Scanner: Scans the entire body, including DNA structure, to identify the user.  Cost: 12,000 credits

Satellite Dish

This allows a computer to communicate directly with satellites or spaceships in orbit.  The dish is about 18 inches (45 cm) when unfolded.  It can be collapsed into a six inch (15 cm) square that is about 1 inch (2.5 cm) thick.  Cost: 1,000 credits

Signature Keyboard

This keyboard functions similar to the signature grip on a weapon (q.v.).  The keyboard is programmed with the fingerprints of the user.  The keyboard will only send inputs to the computer if the user’s fingerprints are detected on the keyboard.  The rules for bypassing the signature keyboard are the same as for signature grips on weapons.  This does not take up a port on the back of the computer, but instead replaces the computer’s original keyboard.

Cost:  3,000 credits

Touch Screens

Some computers come equipped with this already.  It allows the user to activate commands on the computer by simply touching the screen.  This allows the computer to be utilized faster (programs can be used twice as fast, except in cases where complex amount of data must be entered in which case a keyboard is necessary).  A signature version of the touch screen is available.  This does not take up a port on the back of the computer.

Cost:  500 credits.  A signature touch screen costs 9,000 credits.

Touch Holographic Projector

This holographic projector is sensitive to the user’s “touch.”  The user can operate the computer by “touching” various portions of the projection.  It otherwise works the same as a standard touch screen.  A signature version of the touch holographic projector is available.  This does not take up a port on the back of the computer, but instead modifies the holographic projector already built into the computer.

Cost:  5,000 credits.  A signature version costs 15,000 credits.

Visual Scanner

This is a scanner identical to the one in the DC-500 Datapad.  It can scan any object and create an image of it within the computer.

Cost:  700 credits.

Example:  JD’s Computer

JD has purchased a DC-5000 portable computer.  The computer comes with Clock Calendar, Conditions, Data Processing and Organization, User Friendly, and Word Processing Programs.  JD buys the following programs: Dictionary and Encyclopedia, Disk and File Repair, Identifier, Interface, Language Translation, Maps/Geography (nation size), Mathematics, Scientist, Virus Checker (60% effective), and Voice Recognition.  In addition, JD installed a Speed Chip, a Black Box chip, and a Security Protocol chip (-30% penalty) on to the CPU.  In the way of equipment JD installed an External Microphone and Speaker, a Retinal Scanner, and a Visual Scanner.

With the Conditions program, JD has setup his computer in the following way: When the computer is turned on it will automatically activate the Interface program and the Security Protocol chip.  Security Protocol will then ask for JD’s verification via a retinal scanner.  Once this is done the computer will activate Mathematics, User Friendly, and Voice Recognition.  Finally, the following programs are password protected: Dictionary and Encyclopedia, Identifier, and Scientist.  The Data Processing and Organization program requires a retinal scan before activation.

Government Services

The following section describes the major services that are used in all societies: law enforcement, fire departments, medical services, and maintenance services.  Most societies have these services in one form or another.

While these things may not seem very important from a game standpoint, they do (or perhaps should) play parts in a campaign.  For example, what if a character launches a volley of plasma missiles at an intended target within a city and misses?  The missiles will strike something, causing tremendous amounts of damage and possible injuring or killing innocent bystanders.  The first people on the scene would be the police, having been summoned because of reports of a “local disturbance.”  How would they handle the situation?  What kind of vehicles and equipment would they have and what would they do with any suspects?  Since missiles tend to cause fires, the fire department will more than likely be on the scene.  How do hi-tech fire fighters put out fires, and what type of gear would they use to fight fires?  Also, who would take care of the injured?  An ambulance would be on scene to take victims to a near by hospital.  What would the procedure be for dealing with the injured?  Finally, someone has to fix the damage done by the missiles.  How fast could city maintenance crews fix the damage done, and what kind of equipment do they use?  These are all questions that any GM will have to answer sooner or later.

The following areas give rough guidelines for how each of the above mentioned government departments function.  A list of equipment commonly used by each department is also given.

Law Enforcement of the Future

The following is a basic description of hi-tech law enforcement.  In some societies (particularly the Coalition States and the Transgalactic Empire) local law enforcement is largely responsible for petty crimes (traffic violations, petty theft, etc.) while the military handles any major offensives.  Even so, most societies deal with criminals with more or less the same procedure.  All police vehicles have priority in high traffic areas and all other vehicles are required to let them pass when their emergency lights (sirens) are activated.

Procedures

Crimes are reported in a variety of ways.  Most societies have a line of communications that is used for emergency purposes only, such as the 911-telephone number of the 20th century.  Fascist and other totalitarian societies have cameras set up all across the city (in some societies these maybe set up in peoples’ homes as well).  Artificially intelligent computers monitor these cameras and report any transgressions.  In any case, once a crime is reported then the police will arrive in 1d10 minutes.  Once on the scene, the officers can call for back up as needed.

If suspects are apprehended then they are taken to the local precinct where they are processed, which takes 1d4 hours (or longer, depending on the suspect’s cooperation).  In a free society, there will be a trial to determine if there is enough evidence to convict the suspect and then a trial to determine guilt or innocence.  In totalitarian societies such trials are often staged, and in some cases non-existent.  Sentence varies from society to society.

If a suspect or convicted criminal escapes then there will be an APB placed on a planetary scale.  If a tracking device of some kind was placed on the suspect (bugs, tracer paint, etc.) then the police will use this to its fullest extent.  Often times tracking devices can be detected with orbiting satellites (not possible on Rifts Earth), which makes hiding virtually impossible.  Even if the suspect were to leave the planet then the satellites would detect them and be able to track the suspect’s destination 60% of the time.  Also the tracking device, including tracer paint (see tracer gun under the weapons section) will set off security alarms every time the suspect passes through one.  Security alarms are at all major airports and spaceports, all police stations and hospitals, and often time’s at most public areas like parks, schools, public transportation, and major businesses.  In totalitarian societies there are similar scanners on every street corner.  Note that this list is not limited.

Headquarters

Hi-tech police headquarters are veritable fortresses.  Most are designed along the following guidelines.  The building itself is made out of mega-damage materials.  There are at least three check points that officers must pass through before they can enter, including retinal scanners that register everyone before they enter and scanners that will sound an alarm if an unauthorized weapon is detected.  At least 2d8 officers are stationed at the entrance to monitor everyone going in and out.

Inside there are often many different security devices to prevent people from breaking out or in.  Bots are often stationed in various sections to take care of troublemakers (disarming them or killing them, depending on the society).  Weapon arrays are stationed at various points equipped with search and destroy programs (one of the few places they are allowed, see Computers section).  These weapon arrays are generally low power and are designed to target and disarm any one who displays an illegal weapon (often times they simply disarm, but in some societies they are often designed to kill the culprit in question).  Each station is divided up into a number of sections, including areas where police officers do their work, cells for recently captured criminals, practice grounds (which include a firing range, obstacle course, swimming pool, etc.), and a garage where the vehicles are kept.  Police helicopters and VTOLs are often kept in hangars located nearby, or in some cases located on the roof of the building.  The prison cells at police headquarters are often located on the top floor of the building or deep underground.  No firearms are allowed in this area and there are special security boxes (often with signature locks) where officers place their weapons before proceeding to the cellblock.  There are a number of security doors that lead into the cellblock, all of which shut and lock automatically if the escape alarm should be sounded.

Prison

Hi-tech prison cells consist of force fields instead of bars.  The force fields are generally pretty powerful (about 50 M.D.C.) and will cause 1d4 S.D.C. if touched due to the amount of power required to maintain them.  In societies where there are no force fields, then mega-damage plexi-glass is used in its place (it is just as strong as the force fields and electrified to do the same amount of damage).  There are usually two prisoners to a cell.  All cells contain a toilet, a sink, and a bed for each occupant (usually bunk beds).  A special gas emitter is placed in each cell that can flood the cell with knock out gas in case the prisoner gets out of hand.  If any attempt to tamper with the force field or any other component of the cell sets off an alarm.  Knock out gas will immediately flood the cell and officers will be on the scene in seconds.

Penitentiaries are usually located in isolated areas, sometimes on uninhabited planets.  Most penitentiaries are designed along the following guidelines.  All the cells are lined up in rows and each row called a cellblock.  To gain entrance into a cellblock requires a retinal scan, a hand print scan, and a password that is entered manually by keyboard.  If any security check fails then an alarm is sounded and the entire block is locked down (all cells and doors leading to the cellblock are locked).  Cellblocks are usually clustered together.  Near the cellblocks is the mess hall where the prisoners eat.  All prisoners in the camp eat together so as to keep an eye on them.  Most prisons have a courtyard surrounded by electrified fences or force fields where prisoners are taken for about an hour or two a day.  Some prisons have an indoor entertainment room, consisting of holo-viewers and exercise equipment.  The buildings themselves are made out of reinforced mega-damage materials (at least 800 M.D.C. per wall, usually more).  Three different fences that are electrified surround the entire complex and often times contain force fields in addition to the fences.  These force fields surround the entire complex, including over the complex to prevent aerial rescue attempts.

Each day, prisoners are assigned to certain duties to keep the prison clean.  The troublemakers perform the worst duties (cleaning the waste recycling units, etc.) while the behaved prisoners perform the more complex duties (including grounds keeping and construction).  Often prisoners are used in the making of road signs, maintenance utensils, and other things provided to the people by the government.  Chain gangs are rather uncommon, as the potential for an escape is high.  In such cases, however, only model prisoners are used on chain gangs.

Penal colonies are located on isolated sections of a planet.  A few are located on planets with no breathable atmosphere to help prevent escape.  Sometimes penal colonies are nothing more than uninhabited worlds with breathable atmospheres.  The prisoners are simply dumped on the planet and allowed to run free.  They are told to be at the landing sight at the end of their sentence or they will be left behind permanently.  There are no guards or prison cells or force fields.  It is literally an anarchist society where the prisoners do as they please.  Supplies are dropped from orbit.  A ship will land on the planet occasionally to drop off new prisoners and take aboard the prisoners whose sentence is up.  Most penal colonies are run by the military.  The locations of penal worlds are never revealed to the public, and travel to such worlds consists of side trips and zigzag navigation to discourage would-be rescuers.

Law Enforcement Equipment

In general, most law enforcement officers will have the following equipment on their person.  Again, this varies from society to society, but for the most part each officer will have something similar to the items below.  Items listed with an asterisk (*) are carried on the officer at all times.  The rest are carried in storage compartments of the vehicle the officer is assigned to or in the cockpit of the vehicle for easy access.

Flashlight*
Handcuffs*
Stunstick and/or Nightstick*
M.D. Pistol*
S.D.C. Pistol*
Rifle or Shotgun (M.D. or S.D.C.)
Tracking Device (Tracer Gun, bugs, etc.)*
Communication Device*
Computer Pad*
Recording Device (video or audio)*
M.D.C. armor or flak vest*
Riot Gear (including shield, armor and helmet)
Optical Enhancements (binoculars, multi-optic helmet, etc.)
Portable Scanning Equipment

Remote Operated Handcuffs
It can often be risky for some police officers to get near a suspect to cuff them.  The remote operated handcuffs come in handy in such instances.  The suspect in question simply holds the cuffs in both hands.  The officer then activates a mini-remote control that automatically cuffs the individual from a distance.  The remote control has a range of 500 feet (153 meters).

The main problem with the cuffs is that it requires cooperation on part of the suspect, but many officers have found that the suspect becomes very cooperative under gunpoint.

The cuffs generally have about 20 M.D.C.  This varies depending on the technology of the culture that made them.

Tracer Gun
Nearly all law enforcement officials carry something similar to this.  The tracer gun fires small pellets full of a radioactive paint.  When a target is hit the radioactive paint splatters all over the target.  The paint sticks to anything, dries instantly, and cannot be washed off.  The paint is not radioactive enough to harm living creatures, but it does provide a radioactive signature that the local law enforcement can trace with special scanners.  The range of these scanners varies.  Lower tech (or lower budget) scanners can trace the radioactive paint up to several hundred yards away while higher tech scanners can trace the paint with satellites in orbit (thus knowing where the target is no matter where on the planet he is).

Another source of radioactivity can often shield a target hit by a tracer gun, as will several inches of lead.  The paint wears off in about a week.

Weight: 3#
Rate of Fire: Aimed only, as per number of melee attacks
Effective Range: 500 feet
Payload: 10 shots
Black Market Cost: 3,000 credits on the black market.

Truth Serum
Some less scrupulous police forces carry some version of truth serum.  Once injected, the subject in question must make a save vs. poison to avoid the effects.  If failed, the subject will answer any and all questions truthfully for as long as the drug lasts (generally 1d4 hours).  If the save is successful then the subject will not have to answer questions, but will still suffer the side effects of the drug (as described below) and will have to make a second save to avoid taking 1d8 hit points (not S.D.C.) of damage.

Truth serum involves placing the mind into a delirious state similar to deep sleep that makes the subject susceptible to suggestion.  This also tends to cause various side effects.  The subject speaks very slowly and rarely above a whisper.  The subject has no problem answering simple yes and no questions, but may have trouble trying to answer complicated questions and will be completely unable to answer questions that require rational thought.  For example, a person under influence of the serum should be able to explain that he or she was trying to cure a disease, but could not go about curing the disease.  As a rule of thumb, the subject cannot think creatively under the influence of truth serum.  The subject is also incapable of performing any skills or abilities while under the serum.  In fact, they can’t even walk on their own without assistance.

After the drug has worn off, the subject will still be groggy for another 1d4 hours, during which he or she will need to make a roll on the effects of drugs table on page 21 of the Rifts rule book.  Also, all skills are at -25% and all attack rolls are at -5.  After this, the subject will still be listless for another 1d4 hours in which all skills are at -10% and all attack rolls are at -2.  The drug disappears from the system in about 1d4 days.

Depending on the technology that made the serum, a penalty might apply to the subjects saves.  Below is a table for recommended save penalties depending on the technology.

Society	Save Penalty	
Lower tech (20th century Earth)	0 to -2	
Near future tech (Heroes Unlimited, Ninjas and Superspies)	-3 to -4	
High tech (Rift’s Earth)	-5 to -7	
High tech (Atlantis, Kittani, Phase World)	-8 to -10	
Super high tech (Mechanoids)	-11 and up	

Whether scrupulous or not, many societies that have a large number of mega-damage creatures or creatures resistant to drugs often do not bother with truth serum.  Societies that have magic or where magic is allowed often use this instead of truth serum (mind melters make excellent lie detectors).

Law Enforcement Vehicles

The following law enforcement vehicles are common in most hi-tech societies.  On Rifts Earth these vehicles exist in the Coalition, the NGR, the Republic of Japan, and other hi-tech societies.  While the designs vary from society to society, they all have the basic statistics listed below.

All law enforcement vehicles contain the following: a radio, spotlights (on front and sides), and a computer linked directly to headquarters (via radio) allowing access to criminal files and other information.  This information might be available city wide, nation wide or even globally (except for Rifts Earth where such computers are limited to city or national).  The computer is equipped with passwords and recognition scanners, allowing only the officers assigned to the vehicle access to any files.

Police Cruiser

This is the standard ground vehicle for most police forces.  It is covered with strong mega-damage armor and has puncture resistant tires.  The shocks are designed for off-road use and there is a pilot’s compartment to help protect the officers from harm.  The doors, trunk, and hood all contain a signature recognition system (see Bot and Vehicle Accessories) keyed to the handprints of the officers assigned to the vehicle, thus preventing anyone else from entering.  The ignition system of the vehicle also has a signature recognition system, allowing only the assigned officers to operate the vehicle.

Apprehended suspects are placed in the back seat that has been modified to contain them.  The inside latches of the doors have been rendered inoperative, preventing the captive from escaping.  A mega-damage, wire screen (10 M.D.C.) separates the back seat from the front and protects the officers from disruptive captives.  If necessary, the back seat can be completely isolated from the front by a mega-damage glass window (10 M.D.C.) that slams down between the front and back seats.  A tranquilizer gas can then be pumped into the area rendering the captive unconscious.  Also, the seats themselves contain restraints to prevent an excitable captive from hurting himself.

The vehicle contains an alarm system to alert the officers to any tampering.  If someone attempts an illegal entry into the vehicle then an alarm on the officers’ belt will go off.  If this alarm is some how bypassed (as well as the signature recognition system on the doors) and the vehicle is entered then the thief must also bypass the ignition system.  If the attempt fails, then the officers’ alarms will be activated and a set of metallic straps (5 M.D.C. each) will rap around the thief’s chest and legs, preventing him from moving.

In violent societies these vehicles might be equipped with one or two weapons.  These are generally low intensity weapons that do little damage (if heavy firepower is required than the military can be summoned).

Class:  Standard Police Cruiser
Crew:  Two officers (one of them drives).  There is room for two criminals/suspects in the back seat, though typically only one is kept there.
M.D.C. by Location:
*Sirens - 20
**Spotlights (1 front, 1 on each side) - 10 each
*Tires (4) - 25 each
***Main Body - 120
Reinforced Crew Compartment - 45
	*These are small and difficult to hit, requiring a called shot to target.
	**These are small and require a called shot at -3 to hit.
	***If destroyed then the vehicle is shut down permanently.
Speed:  120 mph (193 km) on a level surface, 90 mph (145 km) cross-country.
Statistical Data:
Height: 5 feet (1.5 m)
Width: 6 feet (1.8 m)
Length:  13 feet (3.9 m)
Weight:  1.1 tons
Cargo:  Minimal storage in the front seat area, enough for a few personal items and one weapon.  The trunk can hold 5 feet (1.5 m) of space.
Power System:  Either nuclear (10 years) or electrical (600 mile range).
Cost:  300,000 credits to build.  These vehicles are not for sale (though the black market might be able to obtain one).  Police forces have been known to sell used and outdated vehicles at a reasonable price.  Such vehicles are stripped of all the safety features, computers, and much of its armor, rendering it into an ordinary, but very reliable, street vehicle.

Pursuit Cruiser

This vehicle is identical to the standard police cruiser except that it is not as heavily armored, is much faster, and much more aerodynamic.  Designed for high-speed pursuit, this vehicle is a hovercraft that can travel across all but the rockiest terrain.  It can also travel across calm water.  A computer will automatically adjust the power of the hover systems and keep the vehicle at a constant altitude, even when going across ditches and trenches.  The pursuit cruiser is equipped with air brakers (described under Bot and Vehicle Accessories) and can be fitted with jet boosters (also described under the Bot and Vehicle Accessories section) in a matter of minutes.

NOTE:  This vehicle is not used on Rifts Earth very often as there are very few areas where the driver can “open her up.”  Most police cruisers are designed for cities, where the standard police cruiser works just fine.  However both the Coalition and Triax do have versions of this vehicle.  The police forces of the Three Galaxies make use of this vehicle on a regular basis, using contra-gravity generators for the vehicle’s hover capabilities.

Class:  Pursuit Police Cruiser (Hover vehicle)
Crew:  One, although two officers are generally assigned to one cruiser.
M.D.C. by Location:
*Sirens - 15
**Headlights and taillights (2 front, 2 back) - 10 each
*Bottom Fan Skirts (4) - 20 each
*Rear Fans (2) - 20 each
***Main Body - 85
Reinforced Crew Compartment - 45
*These are small and difficult to hit, requiring a called shot to hit.
**These are small and require a called shot at -3 to hit.
***If destroyed then the vehicle is shut down permanently.
Speed:  170 mph (274 km).  Floats about 3 to 5 feet (.9 to 1.5 m) off the ground.  Reduce speed by 25% if travelling across extremely rough ground or rough water.
Statistical Data:
Height: 5 feet (1.5 m)
Width: 6 feet (1.8 m)
Length:  13 feet (3.9 m)
Weight:  .9 tons
Cargo:  Minimal storage in the front seat area, enough for a few personal items and one weapon.  The trunk can hold 3 feet (1.5 m) of space.
Power System:  Either nuclear (10 years) or electrical
Black Market Cost: Not currently available on the black market, although there are some who would want such a vehicle.  

In societies that tend to be violent (such as the Transgalactic Empire), these vehicles might be equipped with one or two weapons.  These will generally be low intensity weapons that do concentrated amounts of damage (no burst weapons, missiles, grenade launchers, etc.).

Police Motorcycle

Motorcycles are small, fast, and maneuverable, enabling them to go where ordinary police cruisers cannot.  The only real problem with the motorcycle is that there is no place to put captives, requiring the officer to radio for a cruiser to take the captives in.

Police Motorcycles are equipped with signature ignition systems, allowing only the officer assigned to the cycle to operate the vehicle.

Class:  Motorcycle
Crew:  One rider
M.D.C. by Location:
	Tires (2) - 5 each
	Main Body - 50
Length:  6 feet (1.8 m)
Weight:  260 lbs.
Speed:  180 mph (288 km)
Power System: Combustion or electrical
Range:  400 miles
Black Market Cost: Not available on the black market (there are similar motorcycles available that are far easier to obtain)

Police Transport

This is a truck that is designed for transporting large numbers of criminals.  Unlike most police vehicles, this vehicle has no signature locks on it other than the rear doors (alarm sounds if not properly bypassed).  No signature ignition system was placed on the transport because very few attempt to steal this vehicle (it is big and slow).

Class:  Truck
Crew:  One driver, one passenger, up to fifteen prisoners
M.D.C. by Location:
Tires (4) - 35 each
*Main Body - 200
Pilot Compartment - 80
Prisoner Compartment - 120

*When destroyed, the vehicle shuts down.  NOTE:  The main body must be destroyed before either the pilot or prisoner compartment can be hit.  The door to the prisoner’s compartment will not be destroyed until the entire compartment is destroyed.
Speed:  80 mph (129 km)
Statistical Data:
Height:  15 feet (4.5 m)
Width:  8 feet (2.4 m)
Length:  20 feet (6.1 m)
Weight:  1.9 tons
Cargo:  Minimal.  Enough for some personal items and two weapons.
Power System: Combustion, Electrical or nuclear (10 years)
Black Market Cost: Not available (no one wants it)

Police Helicopters and VTOLs

Helicopters and other VTOL aircraft (Vertical Take Off and Landing) have been very useful to police forces throughout the megaverse.  Excellent for aerial reconnaissance within cities because of their high mobility, nearly all civilized societies make use of such aircraft within law enforcement.  The exact types of VTOLs vary from society to society but the most common type of VTOL is the helicopter.

All police forces within large cities have helicopters or something similar.  Even societies with contra-gravity technology still make use of helicopters to save on expenses.  The following statistics describe a typical helicopter in a high technological society.

Class:  Helicopter
Crew:  Two, one pilot and one spotter/gunner
M.D.C.: by Location:
**Four-Blade Top Rotor - 40 (10 each blade)
***Rear Rotor - 20
*Main Body - 100
Reinforced Pilots’ Compartment - 55

   *Destroying the main body knocks the helicopter out of the sky and renders it completely useless.
   **/***Destroying the rear rotor or one of the main blades will cause the helicopter to fly at half speed, wobble and is -6 to parry, -3 to strike, and -50% on piloting skill/maneuvers.  Smart pilots will land as soon as possible.  Destroying the main top rotor will knock the bird out of the sky.  Roll under piloting skill -40% for a successful crash landing (chopper is wrecked but crew and passengers are uninjured).
Speed:
Driving on the ground: Not possible
Flying:  Top speed of about 150 mph (242 km).  Cruise speed is usually about 85 mph (137 km).  Maximum altitude of 3000 feet (915 m).  Has excellent VTOL capabilities.
Range:  Nuclear power source gives the helicopter unlimited power, however it can only maintain speeds over cruise speed for about 10 hours before the jets overheat and need to cool down or 4 hours if going over 130 mph (209 km).  Cool down means the helicopter must land and shut down it’s engines for a period of two hours.  Liquid fuel versions have a range of about 500 miles.
Statistical Data:
Height:  14 feet (4.3 m)
Width: 9 feet (2.7 m); rotors have a diameter of 30 feet (9.1 m)
Length:  35 feet (10.7 m)
Weight:  5 tons
Cargo:  Enough room for two passengers or equivalent cargo
Power System: Usually nuclear (10 years of power), but occasionally a liquid fuel powered one can be found.
Black Market Cost: 3 million for a nuclear powered chopper, 800,000 for a liquid fuel version.

Contra-gravity VTOLs have statistics similar to the police helicopter, the main exception being that it has no rotors and the cost of the craft is two to three times more (available only with nuclear power).

Prison Ships

These space ships are used in transporting prisoners from one planet to another.  Civilizations in the Three Galaxies make use of these ships quite often.

Each ship has approximately 300 cells.  One prisoner is placed in each cell.  For safety procedures each prisoner is placed in the cell devoid of any personal items, including clothing.  The cell has no bars or windows and is completely isolated from the other cells.  As far as the prisoner knows, he is the only one on the ship.  The prisoner has a toilet, a bed, and a supply of water.  Food is given at regular intervals.  Light in the cell is very dim (equivalent to a 20 watt light bulb).  The average temperature in the cell is 95o to 100o F (higher temperatures make the prisoner more sluggish and less willing to attempt escape).

The prison section of the ship is completely separate from the rest of the ship.  The only way to get from the prison section to any other part of the ship is to leave the ship first.  The bridge and prison sections are separated by the engine core, thus preventing anyone from drilling a hole from one section to the other.  The crew compliment of the ship consists of a pilot, a copilot, a communications officer, and two engineers.  The engine room, bridge, and living quarters are all combined into one area and the only access to this area is from outside of the ship.  Upon entering the ship before take off, the prison section must be locked down (i.e., all prisoners must be in their cells and the section must be locked up).  Furthermore, each crewmember must go through a hand print scanner and give a spoken password before the ship will allow access.  Once inside, the ship will require a retinal scan and a password entered manually before the engines can be started.  Finally, all controls have signature recognition systems on them keyed to the handprints of the crew.  If any of these security measures fail, then alarms will sound all about the base where the ship is docked.  Passwords are changed after each voyage.

The navigational computer is capable of holding the coordinates of only three destinations: the place where the prisoners are located, the destination where the prisoners are to be dropped off, and the course back home.  Course corrections are made automatically by the computer.  In an emergency (an attack or any situation in which a simple course correction will not suffice), the computer will give control over to the pilots automatically.  Once the emergency is over, the computer will retake control of the ship.  Absolutely no other course can be programmed into the navigational computer.  Any attempt to do so will result in the automatic shut down of all engines and a distress signal will be sent to where the ship left and to where the ship is headed.  Any attempt to get inside the ship while it is in flight without proper authorization will result in the same procedure.  Whenever a security protocol is breached, all hatches to and from the ship shut down and the hatches to all prison cells will weld themselves shut.

The only real draw back to prison ships is that they carry no weapons as a precautionary measure.  Because of this they are incapable of defending themselves.  Starfighters or destroyers often accompany prison ships to defend it.

Class:  Prisoner Transport Ship
Crew:  5; 2 pilots, 1 communications officer, and 2 engineers
Prisoner Capacity: 300 (one per cell)
M.D.C. by Location:
Prison Section - 6,000
*Main Engines (4) - 4,000 each
**Bridge - 5,000
***Main Body - 22,000
	*If the main engines are destroyed then eliminates the FTL systems and reduces maximum sublight speed by three-quarters.
	**If the bridge is destroyed, then the ship will be out of control and begin to drift.  Also, all the hatches to the prison cells will weld themselves shut, preventing anyone from entering without cutting through the hull.  Furthermore, a special computer and communications console buried deep within the ship will immediately send a distress call to the nearest ship.  A probe will also be launched containing all information on what happened to the ship.  The probe will head either to the intended destination of the ship or to where the ship launched from, which ever is closer
	***Depleting the M.D.C. of the main body will cause the prison section to weld shut (as if the bridge were destroyed) and eject the section into space.  The prison section has it’s own life support system, thus allowing the prisoners to survive until help arrives.
Speed:
Driving on the ground: Not Possible
Flying:  Mach 7 in space, Mach 3 in the atmosphere
Star Drive: Gravitonic drive; maximum speed is 6 light years per hour.
Range:  Carries enough life support and supplies for nine months of uninterrupted travel.  This can be extended to a year and a half in an emergency.  Typical voyages can last anywhere from a week to five months.
Statistical Data:
Height:  75 feet (22.9 m)
Width:  125 feet (38.1 m)
Length:  300 feet (91.4 m)
Weight:  900,000 tons fully loaded
Cargo:  Cargo Hold can carry up to 5,000 tons of additional material.
Power System: Nuclear; average energy life is 20 years
Market Cost: 1.2 billion credits.  This is the production cost.  None have been sold to the public.

Fire Departments of the Future

In hi-tech societies most buildings have fire suppression systems that can handle small fires.  Larger fires are another matter, and they require the fire department.

Every building in a hi-tech city has special sensors that register a fire and summon the fire department automatically.  Even if the fire is contained by the building’s fire suppression system, the fire department will arrive and assess the situation.  The fire department can also be reached through standard emergency channels (the same ones used by the police department).  Vehicles of the fire department have priority in all high traffic areas, and all other vehicles are required to let them pass when their emergency lights (sirens) are activated.

If the fire is too large for the fire suppression systems then the first order of duty will be to clear the building of all people.  Special scanners are used to look for people who might be trapped within the building, and then those people are retrieved.  Generally, when the fire department is summoned, an ambulance and 1d4 police vehicles will also be on the scene.  The ambulance will take care of any wounded and the police will attempt to determine (with aid of the fire department) how the fire was started.  They will also help redirect traffic (if necessary) and keep bystanders at a safe distance.

After the building is cleared it is often doused in special foam (described in detail below) that smothers the fire.  Once in the building, the firefighters can put out isolated fires that the vehicle’s foam jets can’t reach.  If necessary, the firefighters will attempt to shore up sections of the building that might fall.  Fire foam (described below) is used only in very large fires.  Water is still used in fighting fires, and thus fire hydrants are located all along street corners for firefighters to gain access to the city water mains.  These hydrants are often concealed from view and locked down so only the fire department can access them (with the proper code).

Firefighters are on duty twenty four hours a day.  It’s a tough job, since about 80% of the calls are either false alarms or are contained by local fire suppression units.  Even so, firefighters show up whenever an alarm is triggered.

Firefighter Equipment

A firefighter’s equipment is the core of what he does.  Without it, he wouldn’t last a second.

Equipment Carried By a Firefighter

Firefighter armor
10 Compressed firefoam containers
5 mini-extinguishers
Oxygen mask
Communications device (usually built into a helmet)
M.D. vibro axe (equivalent to a vibro sword)
Laser cutter
Portable scanner
Tracking device

Firefoam

Also known as “the Stuff” by firefighters, firefoam is a rather sickish, lavender colored substance.  It is inexpensive to make and can be easily compressed into small containers (unlike water).  Upon contact with heat it expands several times it’s normal volume, smothering any fire it comes in contact with.  The foam is dense enough to smother flames, but not dense enough to crush walls or other objects (as large amounts of water can sometimes do).  After 2d8 hours, firefoam evaporates harmlessly, or the foam can be sprayed with a special chemical that causes it to evaporate.  Firefoam will only evaporate in a cool climate (strangely enough) and it will not evaporate while in the vicinity of heat (such as a fire).

Firefoam has been proven to be more effective than water when it comes to controlling fires.  Even so, most building fire suppression systems still use water.  Firefoam has been known to smother people in the past (of course, so has water) and many people consider water to be a little safer.  Firefoam is usually used only in cases of large, uncontrollable fires or in places where there are no people.

Compressed Firefoam Container

These containers are approximately 8” long by 3” wide (20.3 cm by 7.6 cm).  When exposed to a strong heat source (a fire) the container will rupture, spewing firefoam in a 10-foot (3 m) radius.

Firefighter Armor

This is the standard suit used by firefighters.  It is similar to bushman armor except it is just as fire resistant as firefighter power armor (q.v.) and it contains the same VR computer system as well.  All firefighters will at least be in this armor.

Flame Retardant Suit

This suit provides protection from fire.  It has the same fire resistant qualities of the firefighter power armor (q.v.).  It is normally carried in a small pack by the firefighter so as to give to victims trapped within the blaze.  It can withstand up to 20 M.D. of fire damage before being destroyed (other forms of attack destroy the suit instantly).  The suit wraps itself around the victim at the press of a button (takes ½ a melee, or eight seconds, to completely cover the victim).  Due to its bulk, the suit reduces speed by 20%, adds a –2 penalty to all combat skills, adds a –15% chance to all physical related skills, and subtracts one attack per round.

Mini-Extinguisher

This 9 inch long device (23 cm) is filled with a heavy gas (typically CO2) that smothers fires.  There is enough gas to smother a 30-foot square area (9.1 m) of fire.  In a jam, the device can be ruptured and thrown into a fire.

Firefighter Vehicles

Firefighter Power Armor

This suit power suit is designed specifically for the hi-tech firefighter and is worn by all firefighters within a burning building.  Often, 1d4 other firefighters helping fight the fire outside the building will be in one of these suits, ready to go inside at a moment’s notice.

The suit has all of the standard features listed in the Rifts RPG (p. 211).  The suit is impervious to normal fire and takes only one-quarter damage from plasma and magical fires.  A series of jets on the back of the suit allow for limited flight capabilities (up to ten minutes).  There is a special tank located on the back of the suit that carries enough firefoam to cover a 100’ diameter circle.  A laser cutter is built into one of the arms and a vibro-blade is installed in the other.  In cases where a victim may be too frightened to act rationally (and place themselves or others in danger), the firefighter can release a special knock out gas that will render the victim unconscious for easier transportation.  There are special compartments on the suit to hold all of the normal equipment carried by the firefighter and another compartment containing four compacted flame-retardant suits for any survivors the firefighter may come across.

The computer in the power armor is linked to the computer on the fire truck.  Any information about the status of the building is related to the firefighter via the Virtual Reality Heads Up Display (V.R.H.U.D., or “Ver Hud”).  With his hand, the firefighter simply “touches” the images he sees before him to retrieve required information quickly.  Information that is relevant to the firefighter include a map of the entire building, areas of the building that are unsafe, location of survivors, locations of where fires are still out of control, and the positions of all other firefighters within the building.

If for any reason the suit ceases to function, then a beacon will be sent back to the fire truck along with information on the specific breakdown.  The vitals of the firefighter are constantly relayed back to the truck and the other firefighters will be instantly notified if the firefighter in the building is rendered unconscious, is wounded, or is killed.

Class:  Fireproof power armor
Crew:  One
M.D.C. by Location:
Rear Jets (2) - 20 each
*Firefoam Tank (1, rear) - 15
**Head - 50
***Main Body - 120

	*If the firefoam tank is destroyed then the remaining firefoam will immediately cover the area.  This can only be hit on a called shot
	**Destroying the head will eliminate all optical enhancements, including the V.R.H.U.D.  The pilot’s head will more than likely be exposed to the surrounding fires and he will take damage.  The head can only be hit on a called shot.
	***Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.

Speed
Running: 30 mph (48 km) maximum.  The act of running does tire out the operator, but at 10% the usual fatigue rate.
Leaping:  The powerful legs can leap up to thirty feet.  A jet-assisted leap can allow the operator to leap up to sixty feet (18.3 m).
Flying:  60 mph (97 km) maximum.  The suit can fly at up to ten minutes at a time before the jets need to cool down for a like amount of time.  A special coolant system within the jets allows them to cool even within a burning building.  Maximum altitude is about 1,000 feet (305 m).

Statistical Data
Height: 7 feet (2.1 m)
Width: 3 feet (.9 m)
Length:  3.5 feet (1.07 m)
Physical Strength:  P.S. 30
Weight:  200 lbs. (91 kg)
Cargo:  Enough for the basic equipment carried by the firefighter and a special compartment to store the four fireproof suits for survivors.
Power System: Nuclear; average life of 20 years.
Cost:  About 1.2 million credits.

Systems

1.  Laser Cutter (1): This is used for cutting through either S.D.C. or M.D.C. materials in order to access portions of the building that may have been cut off.
Damage:  four settings: 1d6 S.D.C.; 4d6 S.D.C.; 1d6 M.D.; 2d6 M.D.
Rate of Fire: Equal to number of hand to hand attacks.
Effective Range: 20 feet (6.1 m).
Payload:  Effectively unlimited (patched into nuclear power supply).

2.  Firefoam Dispenser (2): A set of sprayers located on either shoulder sprays firefoam from a tank located on the back.
Rate of Fire: Equal to number of hand to hand attacks.
Effective Range: 200 feet (61 m).
Payload:  Enough firefoam to cover a 100-foot diameter circle.

3.  Vibroblade (1): This is used to quickly remove obstacles.  It is located on either the right or left arm, depending on whether the pilot is right or left handed.
Damage:  two settings: 2d6 S.D.C. and 2d6 M.D.C.
Rate of Fire: Equal to number of hand to hand attacks.
Effective Range: about six feet.
Payload:  Unlimited.

4.  Sleep Gas Emitter (1): This is located on the opposite arm of the vibroblade.
Damage:  victim must make save vs. non-lethal poison or be knocked out for 2d6 minutes.
Rate of Fire: twice per melee maximum.
Effective Range: about three feet.
Payload:  about 10 doses.

5.  Hand to Hand Combat: In a pinch, the suit can be used to fight.
	Restrained Punch: 2d6 + 15 S.D.C.
	Full Strength Punch: 1d4 M.D.

Fire Truck

Hi-tech fire trucks vary from society to society, though most have the following characteristics.  There are compartments to store up to five firefighter power armor suits and seven standard flameproof suits.  There is also a storage compartment for other firefighting equipment, generally equal to the equipment carried by five firefighters (see above).  There are two retractable hoses along each side of the truck that can spray either firefoam (from a tank inside the truck) or water (from special hydrants along the street).  On top of the truck are special jets for spraying fire foam or water at the upper levels of tall structures.

Inside the truck is a section known as Control.  Control is the center for all computer systems used by other firefighters.  They coordinate all information about the hazard area to all other firefighters and they regulate all communications.  If something were to happen to Control then all information about conditions of the hazard area would discontinue (although voice communications would still remain).  Control can also communicate with satellites (which are sometimes used for monitoring tremendously large fires) and each other.  Control also has sophisticated scanners that can generate a map of an entire building.  In less than ten seconds, Control can determine where any survivors are located and where the largest fires are located.

Model Type: FT-05A
Class:  Fire truck
Crew:  There is room on the truck for a driver, fifteen passengers (including other firefighters), and two people in the control center.
M.D.C. by Location:
*Foam/Water Jets (2, top) - 15 each
*Retractable hoses (4, sides) - 8 each
*Tires (6 total, 2 front and 4 rear) - 15 each
**Main Body - 150
Reinforced Crew Compartment (Driver section) - 60
Reinforced Crew Compartment (Passenger section) - 50

	* These areas are hard to hit, requiring a called shot (with a -2 penalty for the retractable hoses).
	** If the M.D.C. of the main body is destroyed then the truck will shut down completely, rendering all systems useless.

Speed:  90 mph (146 km).  Travels on land only.
Statistical Data:
Height:  10 feet (3 m)
Width:  9 feet (2.7 m)
Length:  23 feet (7 m)
Weight:  12 tons fully loaded
Cargo:  Besides what is listed above, there is about an additional four cubic feet of cargo space.
Power System: Gas or electrical (range of 700 miles) or Nuclear (10 year lifetime).
Black Market Cost: 1 million with gas or electrical engine, 5.8 million with nuclear engine.

There are also boat versions of the fire truck, as well as a VTOL version.  The only real difference is that there are no retractable hoses on the sides, the foam/water jets are mounted on turrets, and there are no tires.

Firefighter VTOL

This is for high altitude firefighting.  For the most part, it is a highly maneuverable two-man vehicle.  It contains the same VRHUD the firefighter power armor has and communicates with fire trucks in the same manner.  The craft is fireproof, taking no damage from normal damage and only one-quarter damage from mega-damage fires.  Special computers allow for rapid change in speed of the rotors or gravitonic generators, allowing for better maneuverability (which is necessary in case of sudden updrafts from a fire).  The game play bonus to this is a +10% bonus to all piloting skills.  Two foam jets are located in front of the craft.  The VTOL can only carry firefoam, as water is far too heavy.  Finally, the VTOL has an ejection system in case of an emergency.  When activated, the entire pilot’s compartment is ejected upward (sets of explosives blow the rotors off of the VTOL to prevent damage to the compartment, assuming the VTOL has rotors).

Class:  Helicopter
Crew:  Two, one pilot and one “gunner” (operates the foam jets)
M.D.C.: by Location:
**Four-Blade Top Rotor - 20 (5 each blade)
***Stabilizing (Rear) Rotor - 8
*Main Body - 50
Reinforced Pilots’ Compartment - 20

   *Destroying the main body knocks the helicopter out of the sky and renders it completely useless.
   **/***Destroying the rear rotor or one of the main blades will cause the helicopter to fly at half speed, wobble and is -6 to parry, -3 to strike, and -50% on piloting skill/maneuvers.  Smart pilots will land as soon as possible.  Destroying the main top rotor will knock the bird out of the sky.  Roll under piloting skill -40% for a successful crash landing (chopper is wrecked but crew and passengers are uninjured).

Pilot Bonuses:  +10% to all piloting skill rolls due to sophisticated controls.
Speed:
Driving on the ground: Not possible
Flying:  Top speed of about 200 mph (324 km).  Cruise speed is usually about 120 mph (192 km).  Maximum altitude of 3000 feet (915 m).  Has excellent VTOL capabilities.
Range:  Nuclear power source gives the helicopter unlimited power, however it can only maintain speeds over cruise speed for about 10 hours before the jets overheat and the chopper must be allowed to cool down, or 4 hours if going over 180 mph (292 km).  Cool down means the helicopter must land and shut down it’s engines for a period of two hours.  Liquid fuel versions have a range of about 500 miles.
Statistical Data:
Height:  14 feet (4.3 m)
Width: 9 feet (2.7 m); rotors have a diameter of 30 feet (9.1 m)
Length:  35 feet (10.7 m)
Weight:  5 tons
Cargo:  Enough room for two passengers or equivalent cargo plus has space for standard firefighter gear (for two firefighters).
Power System: Usually nuclear (10 years of power), but occasionally a liquid fuel powered one can be found.
Black Market Cost: 3 million for a nuclear powered chopper, 800,000 for a liquid fuel version.

Contra-gravity VTOLs have similar statistics; the main exception being that it has no rotors and the cost of the craft is two to three times more (available only with nuclear power).

Medical Assistance of the Future

An unfortunate fact of life is that people get hurt, and characters seem to get hurt more often than the average Joe.  Thankfully, hi-tech doctors and hospitals can heal people much quicker than the 20th century equivalent.

Emergency medical assistance can be reached in the same manner as the police department and fire department.  Once called, a medical transport of some kind (known as an ambulance in most hi-tech societies) will arrive and assess the situation.  An ambulance has priority through all high traffic areas and all other vehicles are required to let them pass when their emergency lights (sirens) are activated.  The top priority of the doctors and medical assistants in an ambulance is the care of the wounded.  Wounded, whether serious or not, are transported to the nearest hospital immediately.

Hi-tech hospitals have all the latest medical equipment available and can handle any type of illness or injury.  There are also special rooms that are isolated from the rest of the hospital (known as “isolabs”) for illnesses that are contagious, such as virulent diseases and radiation.  Even in backwater hospitals there is more than adequate facilities to treat most injuries and illnesses.  If necessary, patients can be transported to more sophisticated hospitals.

Such hi-tech care does cost money, but doctors are more concerned about the care of patients than actual payment.  The patient comes first, and any payments can be worked out at a future date.  Most hospitals are willing to work out a payment plan with the patient if they cannot make payments immediately.  Also, the majority businesses offer their employees health care plans that will pay at least half of the medical bills (such plans usually pay for about 75% of the bills, depending on the company).  Military personnel have full medical coverage and pay nothing for hospital treatment or even periodic check ups.  However, military personnel usually must go to a military hospital to get this benefit (though this is not always the case).

Hospitals are places of healing, and thus they are not very well fortified.  Getting in and out of one is relatively simple.  However certain areas of the hospital can be secured with aid of the local police department or the military if necessary.  Military hospitals are sometimes well fortified, especially if they are in the midst of hostile territory.

Note that on totalitarian worlds hospitals are not as widely available.  They are generally reserved for government officials or the upper class.  Some of these societies may offer the people a limited form of health care, but more often than not this is little more than a joke.  The health care is often covered only to a certain amount of money (sometimes not even adequate enough to cover the simplest operations) and these benefits are only good at certain hospitals (often located far away and contain inadequate facilities).  Often there is a transport fee if the patient must be carried off in an ambulance.  Sometimes the technology in these “high-tech” hospitals maybe equivalent to 20th century or even less, as such societies care little for the welfare of the people.

Medical Supplies

Bone Knitter

This small device is attached around the area of a broken bone.  Once activated, it will accelerate the natural healing of the bone.  A broken finger will be completely healed in the course of a day, a hand or foot within a few days, an arm or a leg within in a week.  The bone knitter also helps inhibit pain so the patient can get around easier, thus allowing the bone to heal stronger.

Weight:  Anywhere from 1 ounce (28 grams) to 9 ounces (.25 kilogram), depending on the size of the limb the bone knitter is to be attached to (larger knitters are required for larger bones).
Cost:  (for all sizes) 5,000 credits

Boosters

Boosters are special, one time use devices that inject chemicals into the bloodstream.  Needles are not involved in the process, nor is the skin pierced in anyway.  The chemical is sprayed through the skin into the system, eliminating the possibility of outside contaminant.

All of the types of boosters described below are illegal in the Coalition and the NGR.  Only qualified medical doctors may use boosters in these societies.  However they can be obtained on the black market.

Vita Boosters: Vita boosters replace lost minerals, vitamins, and proteins in the blood.  It was designed for use in dry areas (such as deserts) to help replace the minerals lost due to the heat.  When used in such conditions the boosters decrease the amount of water needed by 25%.  These boosters also help someone who has been suffering from exposure recover twice as fast.  Using more than one booster in a six-hour period has no effect (though more than five in a six-hour period could cause complications).  Vita boosters are available over the counter.

Stim Boosters: Stim boosters temporarily negate the need for sleep, keeping the user awake for six hours.  Only one stim booster should be taken at a time (additional stim boosters will not keep the user awake longer) and the user should not attempt to stay awake for longer than 48 hours by use of stim boosters.

If more than one stim booster is taken at a time than the user will need to make a poison save with a -1 penalty for each stim booster over two that is taken.  If failed then the user will be still be awake but will hyper and jittery.  At the end of six hours the user will be tired and unwilling to do anything for the next twelve hours.  All die rolls will be at -4 and all skills will be at a -20%.  If the stim boosters are used for longer than 48 hours than the user must make a save vs. poison each time the stim boosters are used.  If the save fails then the stim booster does not work.  If more than one stim booster is taken at a time after more than 48 hours of use than the double the penalties to saves and die rolls.  Stim boosters, if used to often, might become habit-forming (GM’s option).  Stim boosters are available over the counter.

Drugs

A number of drugs are available in hi-tech worlds (some things never change).  Many of the ones listed here are used in hospitals but can be obtained illegally through the black market.  All chances of addiction are nullified when the drug is used properly under the care of a physician.

Endo:  This is a synthetic form of endorphins, a chemical in the brain that induces pleasure.  Ounce per ounce, it’s a thousand times more powerful than morphine.  Hospitals use it for patients who are in pain.  In very small doses (usually measured in nanograms), it is harmless.  In large doses it can produce incredible states of ecstasy.  People under the influence of Endo do nothing but sit in one place and stare at the floor.  Even if attacked, they will do nothing.  Withdrawal symptoms include constant pain, loss of control of limbs, and emotional displays similar to a bipolar (manic-depressive) disorder.  There is a 10% cumulative chance per use that Endo will become addictive.

Heaven:  This is an anti-depressant used for suicidal patients.  In larger quantities, heaven can make a person so happy as to make everyone near the user sick to their stomach.  While under the effects of the drug the user will not attack anyone, even if attacked.  A side effect of the drug is that the user will tell the truth about 90% of the time, not wanting to offend anyone by lying.  Sometimes heaven is used as a truth serum by the less scrupulous so as to give the appearance that the victim is just a drug abuser.  Heaven wears off after about twelve hours.  There is a 10% cumulative chance per use that heaven will become addictive.

Hype:  Hype is a chemical used in an emergency when a patient’s heart has stopped.  It is injected directly into the heart.  Hype has proven to be very effective, reviving people 98% of the time.  Large doses injected into the arm can raise the metabolism greatly for a period of 2d4 hours.  While under the influence of this drug the user becomes a juicer, though not as powerful.  The user gains all the abilities of the juicer, but cut all bonuses in half.  After 2d4 hours, all of the effects wear off (extra hit points and S.D.C., heightened abilities, etc.).  All of the user’s abilities drop to 8 and the user is at a -4 to all saving throws and combat bonuses for the next 1d6 hours.  If the user suffered damage beyond his normal hit points while under the influence of hype; he will enter a coma once the drug wears off.  His hit points will be at zero, and he will need immediate hospitalization or he will die.  There is a 10% cumulative chance per use that hype will become addictive.

Skin Spray

This is a special spray that is applied to open wounds.  It dries instantly and turns into artificial skin, effectively closing the wound.  The artificial skin remains until the wound heals completely, thus replacing the artificial skin.  Scarring is reduced by 90%, and the artificial skin functions in every way like normal skin.  Note that there is a separate type of skin spray for each type of species; thus skin spray for a human would not work on the skin of a lizard man or other D-bee.  Also, skin spray only works if sprayed on to flesh.  If sprayed on a table or other surface it will immediately dry up into dust.

Suspended Animation Field (SAF)

A SAF (pronounced, “safe”) greatly lowers all of a person’s vitals, including breathing and heart rate.  It is attached to the head and chest of the recipient.  Once activated, the field envelops the patient and places him in a state of suspended animation.  The purpose of the SAF is to keep a dying victim from slipping away further by “freezing” him until he can get the proper treatment.  The SAF can keep the body alive for up to five days, after which the field will collapse and the patient will continue to slip away.

Construction and Repair

Repair crews are almost always on the move.  In at least five or six places within any city (usually more) they are repairing some aspect of the city or building a new structure.

When damage occurs to sectors of a civilized area, repair crews are mobilized as soon as possible.  Once the initial emergency is taken care of they will attempt, if necessary, to shore up any structures that might be dangerous so as investigative teams can get in to look around.  After the crisis is over and all investigations have been concluded, the repair teams will begin the process of repairing the structure.

The amount of time necessary to finish repairs depends on the damage done.  Minor damage to a building may only take a day or so, while massive damage may take weeks.  Construction of new edifices, streets, bridges, sewers, etc. takes anywhere from a week to a month or more.  As a guideline, repairs in a high tech can be made five times faster than 20th century technology.

The owners must usually pay for repairs to private structures, though local repair crews may do some work if the damaged structure is unsafe or if it interferes with nearby areas (in such cases it is usually the responsibility of the owner to take care of this or be fined).

Repairs in space are usually done in a space dock or on a platform of some kind.  If necessary to work in a vacuum, crews where specially designed space suits that have places for tools.  These suits have magnetic hands that can be turned on and off by the user so they do not lose tools.  Con bots (q.v.) are also common in space docks.

Maintenance Equipment

Repair crews are equipped with all kinds of gear to aid them.  In addition to gear found in the Rifts RPG and other sourcebooks, most crews have the following gear (where available).

Contra-Gravity Shovel

This rather odd looking device has a blade that is about two to three times larger than normal.  A miniaturized contra-gravity generator is built into the blade.  A button on the handle activates it.  Once activated the shovel, and the contents upon it, become weightless.  The result is that the digger can shovel more at a time at a faster rate.  Typically, the average digger can dig three times as much and three times as fast for three times as long.

The shovel is made out of mega-damage materials, but is typically only 1 to 2 M.D.C.  The battery device in the shovel will last for 48 hours of continuous use.  For an extra 500 credits, the shovel can be fitted to run off of E-clips (12 hours per clip).

Note that this is not available on Rifts Earth.

Weight:  5# when not activated.
Cost:  3,000 credits.

Force Field Tools

Occasionally a machine will need repair while it is in operation.  This can present a problem if the machine cannot be physically handled for some reason (extremely hot, high voltage, etc.).  Force field tools (or F-tools) emit a small force field in the shape of the tool in question.  Thus, an F-tool screwdriver would emit a force field in the shape of a screwdriver.  The result is that the user can repair machines without physically touching them.  This reduces the hazard of injury from touching the machine in question.

Each tool has it’s own power source.  The force field of each tool can be varied from 1 M.D.C. to 20 M.D.C.  The power source of each tool has ten power points.  One power point is used per hour for each M.D.C. of the force field (e.g. a 10 M.D.C. force field would last one hour).  Also, the tool kit in which the tools are stored has it’s own power source which consists of 100 power points.  Tools can be hooked up directly to the tool kit to run off that power source (it uses power points in the exact same manner).  The tool kit can also be hooked to a power plant (spaceships, power armor, etc.) thus providing an infinite source of power.  In a pinch, they can be jury rigged to E-Clips (a standard E-Clip has twenty power points and a long clip has thirty power points).

Force fields regenerate at 1 M.D.C. per hour from the battery in the tool, 5 M.D.C. per hour if connected to the tool kit (power points from the kit are transferred to the tool on a point by point basis), and 10 M.D.C. per hour if connected to a power plant.

Space docks and major repair facilities have much more powerful versions of these tools, able to withstand tremendous amounts of Mega-damage.

Weight:  20# (including all tools)
M.D.C.:  Each tool has from 5 to 20 M.D.C., depending on the tool.  The kit itself has 50 M.D.C.
Cost:  8,000 credits for the entire kit.

Laser Cutters and Drills

Laser drills, which also function as laser cutters, come in all sizes, from small hand held ones to as large as a jackhammer.  Below is a list of typical laser drills, although this list is not complete and the Referee is invited to add his own to the list.

Drill/Cutter	Low Setting/High Setting	Weight	Credits	
Mini-drill	1d4 S.D.C. / 1d4 M.D.	½ lb. (220 grams)	500	
Hand held drill	1d6 S.D.C. / 1d6 M.D.	2 lbs. (0.9 kg)	800	
Two-handed drill	2d6 S.D.C. / 2d6 M.D.	5 lbs. (2.3 kg)	1,300	
Large drill	3d6 S.D.C. / 3d6 M.D.	10 lbs. (4.5 kg)	4,000	
Mega-drill	5d6 S.D.C. / 5d6 M.D.	30 lbs. (14 kg)	10,000	
Jackhammer	6d6 S.D.C. / 6d6 M.D.	65 lbs. (30 kg)	15,000	

For three times the cost, the drill can be configured to do specific amounts of damage, in increments of dice.  Thus, a large drill could do 3d6 S.D.C., 4d6 S.D.C., etc. up to 3d6 M.D.

The range of laser drills is generally about 1 to 3 meters, depending on the size of the drill.  Although powerful, they don’t make very effective weapons (except in a pinch).

Construction Vehicles

Construction Bot (Con Bots)

These bots are often used at large construction sites.  They have little armor and no weaponry outside of drills and cutters.  They can function in a vacuum or under water at no penalty.  For space work, the bot has magnetic feet to keep itself attached to a ship or station.  An external jetpack can be attached to allow the bot to move in space unassisted.  These bots are equipped with all of the standard equipment available to other bots, with the exception of radar and the self-destruct system.

Class:  Construction Bot
Crew:  One
M.D.C. by Location:
Arms (2) – 10 each
Legs (2) – 12 each
*Hands (2) – 5 each
**Head – 10
***Main Body – 30
Pilot’s Compartment – 10

	*This can be hit only on a called shot.
	**Destroying the head will eliminate all optics and sensors.  The unit will shutdown automatically as a safety precaution.
	***Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.  There are safety devices in place to prevent the reactor from nuking.

Speed
Running: 30 mph (48 km) maximum.  The act of running does not tire the pilot.  Reduce the speed to 20 mph (32 km) when travelling under water.
Space:  50 mph (80 km) maximum.  A special jet suit must be attached in order for the bot to perform in space.

Statistical Data
Height: 16 feet (4.9 m)
Width: 7 feet (2.1 m)
Length:  4 feet, 6 inches (1.4 m)
Physical Strength: P.S. 30
Weight:  7 tons
Cargo:  Minimal
Power System: Nuclear; average life of 20 years.
Cost:  About 1 million credits.

Systems

1.  Laser Cutter (1): This is used for cutting through either S.D.C. or M.D.C. materials.  It can also be used a precision welder.
Damage:  four settings: 1d6 S.D.C.; 4d6 S.D.C.; 1d6 M.D.; 2d6 M.D.
Rate of Fire: Equal to number of hand to hand attacks.
Effective Range: 20 feet (6.1 m).
Payload:  Effectively unlimited (patched into nuclear power supply).

2.  Hand to Hand Combat: In a pinch, the suit can be used to fight.
	Restrained Punch: 2d6 + 15 S.D.C.
	Full Strength Punch: 1d4 M.D.

Other Construction Vehicles

Although styles and uses vary, construction vehicles are roughly the same.  Everything from backhoes to dump trucks is a part of future societies.  Each vehicle has around 30 M.D.C. to the main body and about 5 to 10 M.D.C. for each tire (or tread, as the case may be).  Con bots are used primarily when doing repairs underwater or in space, as they are the most maneuverable.  Vehicles (whether boats or space ships) are usually on hand in a support measure during these operations.

Communication Systems

Humans (and other sentient races, for that matter) were intelligent for thousands of years, yet they were never able to use their intelligence to it’s full effectiveness until they learned how to communicate with one another.  Ever since, more and more efficient communications have come into existence to make society more efficient (or more degenerate, depending on the point of view).  High tech communication has practically dwarfed the so-called “Information Age” of the late 20th and early 21st centuries.  In addition to the information provided below, see the Phase World Sourcebook, page 8 for information about computers and communication.

Computers are the cornerstones of communications in all high tech societies.  If all computers were to stop working, communication would come to a halt (as well as the rest of the society).  In free societies all households have computers which usually come standard with the home.  Only the truly destitute (about 2% of the total population) do not have their own computers, though they usually can get access to one easily (such as in a library or a similar public place).

Books, newspapers, and other forms of print media can be bought via the computer.  The account number of the buyer is transmitted to the seller and a copy of the transcript is downloaded into the buyer’s computer.  In fact almost all forms of purchasing, including programs, music, and even movies, can be purchased in the same manner.  Even products like groceries, furniture, or any other items can be purchased with a computer and delivered by the store that sells the product.  Either a person or a specially programmed bot makes deliveries, both of which are in direct contact with the store (via radio) in case there is a problem.  There is almost no need to even leave one’s home, which does create a number of problems such as shut-ins, described in the Phase World Sourcebook.  Despite this, most high tech societies still have markets, theaters, and museums which people frequent often.

Household computers double as a TV, radio, and videophone.  Other forms of communication and entertainment are accessed with a computer (in most high tech societies there is no other way to gain access to typical entertainment mediums).  With a computer, the user can access information virtually anywhere in the society, which could be limited to a city (such as with Rifts Earth) or interstellar (such as with the Phase World universe).

Local Communication

Local communication (i.e. communication to anywhere on a planet or nearby space stations and spaceships) are normally conducted by ground lines, transmitters (including radio, microwave, and laser), and satellites (for communication to other parts of the planet).  This combination of ground lines, transmitters, and satellites covers the globe like a net, and thus the lines of communications as a whole are often referred to as “the Net” or “the Web.”  Of course, on Rifts Earth satellite communication is not possible, which makes communication extremely limited.  Many high tech societies do not even have sophisticated local communications, either because of lack of technology (such as the numerous D-Bee nations across the world) or because of the nature of the government (such as the Coalition States).  These “Nets” exist on Rifts Earth, although they are much more localized.  Certain illegal Nets also exist, particularly in CS territory, the Transgalactic Empire, the NGR, and other totalitarian societies.  These illegal Nets were setup by resistance groups to relay communication back and forth to each other.  Being caught using such a Net is punishable by many years in prison, or even death.

The following is a description of the different kinds of local communications devices, the cost of using one, and the cost of owning one.

Ground Lines: Even on high tech worlds, lines of fiber optic strands buried in the ground are used for communication.  They provide an excellent way to transmit information without danger of other’s listening in.  Private companies or the government often use them.  Ground lines are used for communications within a city and sometimes with nearby cities.  Cost to use: Ground lines are usually free for anyone to use.  In areas that charge people to use the lines the prices are usually inexpensive.  Cost to own: Ground lines run through out most major cities.  To isolate a permanent link between two locations for private use costs 200 credits per month.  Installation of a ground line is almost unheard of since it is simple to isolate a section of the ones already in the ground, but it is possible.  Such a line costs 2000 credits per 100 feet.

Radio Transmitters: A method of communication that has been around for centuries, radio is still the most efficient way to transmit information over a large area.  Radio transmitters are referred to as “broadcast transmitters,” which is to say they transmit over a broad area (anywhere from 90o to 360o in radius).  The range of such transmitters varies with the power output and the frequency used.  Lower frequencies bounce off of the ionosphere of the planet, allowing the frequency to travel over most of the globe.  The greater the power, the farther the signal will travel.  Higher frequencies pass right through the ionosphere, limiting communications to the horizon.  One way around this is to set the high frequency transmitter on a mountain.  The horizon will be farther away, and thus the range will be greater.  While lower frequencies travel farther, the quality of sound is not as good (like a 20th century AM radio).  Likewise, even though higher frequencies are limited to a specific area, the quality of sound is excellent (stereo quality).  The greater the power, the clearer the transmission within the area.  The military makes use of lower frequencies for communication beyond the horizon, while using higher frequencies when they want to limit communications to a specific area (such as among the troops in a platoon or company).  The type of frequencies transmitted must be decided upon purchase of the transmitter (the cost is the same regardless).  Cost to use: There is no cost to use such a transmitter if it is already owned.  Most societies have regulations as to what frequencies maybe used and how powerful the transmitter can be.  Some frequencies are completely restricted for military use and civilian transmitters and civilian receivers won’t even access these frequencies.  Cost to own: Transmitters cost about 100 credits per 10 watts of power.  A 100,000-watt low frequency transmitter could be heard over an entire hemisphere, while a similar high frequency transmitter would sound crystal clear, as if standing next to the source of the sound.  Many societies require a permit from the government before one can use a transmitter of 5,000 watts or greater (regulation of communication frequencies is an unfortunate necessity in high tech societies).  Most personal communicators have an output of 10 to 50 watts.

Microwave Transmitters: Microwave transmitters are known as “narrowcast” transmitters, i.e. they send a signal in a narrow beam toward a single reception point.  The benefits of these transmitters are that only the intended receiver can pick up the transmission.  Only one person can receive the transmission, which means if it is intercepted the intended receiver will not hear it.  The only way to intercept a transmission is to be within line of sight of the transmitter, which greatly reduces the chances of an outside source receiving the transmission.  There are, however, drawbacks to microwave transmitters.  There must be a clear line of sight between the transmitter and receiver.  If any object comes between the transmitter and receiver the microwave beam will be stopped.  This includes both M.D.C. and S.D.C. objects.  Also, the beam travels through the ionosphere, meaning that it stops at the horizon.  In order to communicate beyond the horizon it is necessary to set up repeaters at specific points (a repeater intercepts the signal and redirects it to the receiver or another repeater).  The beam is harmful to S.D.C. creatures, doing 1d3 S.D.C. per minute (4 melees) of contact.  Microwave transmitters and receivers are usually set up about 300 to 600 (91 to 183 m) feet off the ground, thus out of the way of people but low enough so as aircraft will not interfere with the beam.  Before being constructed within a city, microwave transmitters must be approved by the city government.  Microwave transmitters have a maximum range of around 50 miles.  Most microwave transmitters are privately owned and not available for public use, mainly since their reception point is so narrow.  Cost to use: Usually nothing if already owned, though the city may charge the owner a fee for restricting the airspace around the transmitter.  Cost to own: 12,000 credits.  Includes both the transmitter and receiver.  Each repeater costs 2,000 credits.  Note that it maybe necessary to gain approval from the government to use it.

Laser:  Laser transmitters are very similar to microwave transmitters in most respects (they are narrowcast transmitters, objects in between the receiver impair the transmission, etc.).  The main difference is that laser transmitters do not cause damage to living organisms as do microwave transmitters and laser transmitters can be directed around objects with the use of parabolic mirrors.  Also, if enough mirrors are placed, the laser transmitter has an effectively unlimited range.  Laser transmitters otherwise follow all the normal regulations of microwave transmitters.  Laser transmitters are often used in space.  Some planets will only allow laser narrowcast transmitters (i.e. they consider microwave transmitters illegal).  Cost to use: Same as microwave transmitters.  Cost to own: 20,000 credits for both the transmitter and receiver, plus 500 credits for each mirror (including the computer gear to operate it, which is done automatically).  One mirror is needed for every 50 miles or fraction thereof, between the transmitter and receiver.  It may be necessary to gain approval from the government before using a laser transmitter.

Satellites:  Communication Satellites (known as Satcoms) are the most efficient way to communicate across the globe.  A transmitter (in the shape of a dish) broadcasts a high frequency radio wave (typically higher than normal high frequency transmitters) in the general direction of the satellite.  The Satcom can then redirect the signal either back toward the planet or to a ship or station in orbit.  Satcoms can handle anywhere from 100 to 10,000 signals at once.  A typical planet with a high-tech civilization can have hundreds of Satcoms.  Cost to use: Generally about 1 credit for every 5 minutes for general videophone communications, sometimes cheaper.  Cost to own: The satellite itself can cost anywhere from 10,000 to 100,000 credits, depending on the complexity of the device and how many communications it will handle.  There is an additional fee to place the satellite in orbit and there maybe a monthly fee (anywhere from 1,000 to 20,000 credits per month) to maintain the satellite in orbit, depending on how busy orbital traffic is for that planet.

NOTE ON SATELLITES: The majority of satellites are placed in geo-synchronous orbit.  This means that the satellite orbits once a day.  From the perspective of one standing on the planet, the satellite would appear to hover over one specific point on the planet.  The shorter the day of the planet, the closer the satellite will be to the planet and also the fewer satellites that can orbit the planet (a shorter radius means a smaller circumference or a less space for satellites).  On Earth, where one day is 24 hours, geo-synchronous orbit is around 22,000 miles above the planet.  Satellites that are not in geo-synchronous orbit can only be accessed at certain times of the day.  The satellite will rise and set at certain times of the day and can only be used during the “day” hours (i.e. when it is above the user’s head).

FTL Communications

NOTE:  The following is an expansion of descriptions given on p. 7 of the Phase World Sourcebook.

FTL (Faster Than Light) communication uses the same technologies used on spaceships to push them past the speed of light.  FTL communications are possible only in space, which is to say that there are no FTL transmitters on a planet.  Around most high tech planets are one or more FTL communication satellites (known as FTL Satcoms).  FTL Satcoms can be accessed just like any other satellite, allowing the user to communicate with other star systems.

While microwave, laser, and radio can be used with FTL transmitters, radio is most commonly used.  Because both microwave and laser communications send a narrow beam, it is necessary to align the transmitter directly with the receiver.  While this is a relatively simple matter when the distance involved is less than a hundred miles, it is utterly maddening when the distance involved is tens or even thousands of trillions of miles!  If the transmitter is moved a few microns the beam could be deflected millions of miles off course!  In places where microwave FTL communications are in place they are usually between nearby star systems (3 to 5 light years apart).  Even then, set ups are not entirely reliable (a 10% chance per use that the transmitter and receiver will have moved out of alignment, requiring the computer 1d10 minutes to realign them).

FTL communication is achieved by one of three methods, all of which are based upon similar FTL drives.

Contragravity Transmitters: The most common type of FTL communication, this technology wraps a contragravity field around normal communications methods (radio waves, microwaves, or laser).  The already weightless waves benefit greatly from the effects of the contragravity field, and are hurled across space at tremendous speeds.  Typical CG FTL transmitters can send transmissions at speeds of 100 light years per hour.

Phase Transmitters: These transmitters are used almost exclusively on Phase World.  By displacing normal communication waves (radio, microwave, or laser) out of the space-time continuum, the waves travel at speeds faster than normal CG FTL transmitters.  Phase FTL transmitters can send transmissions at speeds of 150 light years per hour.

Rift Transmitters: A rare and unpredictable means of FTL communications, Rift Transmitters open a rift and send the transmission through the rift.  The transmission arrives at its destination instantly.  However, the range of the transmission is usually limited to 80 light years or so.  A benefit to this type of FTL communication is that the transmission cannot be intercepted since it doesn’t travel through space (it is taking a short cut, as it were).

Scrambling Transmissions

The following are the most common methods of scrambling a transmission.  Some methods may require extra equipment.  Anyone with the Radio Scrambler skill may use these methods.  All military vehicles have at least the frequency hopper and many have a coding system installed as well.

Code:  The simplest method is to translate the message into some sort of code before transmitting it.  While the transmission maybe received, the code would have to be deciphered before the enemy could make use of it.  In World War II the allies translated messages into Navajo, the only code the Japanese couldn’t break.  In high tech societies voice messages are sent in a similar manner.  Computer information can be protected with the Security Protocol program before being transmitted.  The Cryptography skill is useful in decoding and creating codes.  Note that a computer is necessary to decode computer-encrypted messages (this is in addition to the Cryptography skill).  Without a computer, it would take thousands of years to decode the information.

Frequency Hopping: A common but effective method, frequency hopping involves continually switching from one frequency to another.  The system uses about 30 different frequencies that stretch across a wide band so as to make it harder to find these frequencies.  The system goes through all 30 frequencies in about 5 seconds, after which it will go through the same frequencies again.  Someone tuning into only one frequency would hear nothing but static.  The person on the other end knows the frequencies and the time intervals between the frequencies so he can intercept messages.  Attempting to find all of the frequencies requires a radio scrambler skill roll at -30% to find the proper frequencies.  Again, this would require a computer (with the security protocol program) to isolate the appropriate frequencies.  The user can change the frequencies and periods between frequency changes at any time.  Note that if the transmitter frequencies are changed, then the receiver must be configured to receive these frequencies in that particular order or it won’t receive the transmission.  Frequency hoppers cannot be used on ground lines.  Cost:  2,000 credits.  The device can be installed in any radio (requires the basic electronics skill) and functions as both receiver and transmitter.

Pitch Changing: This version of coding raises or lowers the pitch of voice messages at random intervals.  The pitch change is very extreme and occurs often, thus the transmission sounds like static.  Attempting to discover the proper pitch changes requires a radio scrambler skill roll at -30% and a computer (with security protocol).  The range of the pitch changing and the number of changes can be changed by the user at any time.  Cost:  2,000 credits.  The device can be installed in any radio (requires the basic electronics skill) and functions as both receiver and transmitter.

Any of the above methods of scrambling can be used in conjunction with each other.  In such cases each scrambling method must be bypassed before the message can be understood.

Intercepting Transmissions

In order to listen in on someone else’s transmission a number of conditions must be met.  First, the eavesdropper must be in range of the transmission and second, the frequency the transmission is broadcast on must be known.

In the case of radio transmitters and satellites transmissions can be listened to without alerting either the sender or receiver.  These devices broadcast in all directions and are usually designed for everyone nearby to listen to.  This, of course, assumes the transmission is not coded and/or scrambled.

It is possible to access ground lines, but it requires tapping into a junction connected to the line.  For public lines these junctions can be accessed via a computer (a successful Computer Hacking skill roll will tap into the proper line).  For private lines it is necessary to access one of the junction boxes (one at each end of the line).  These boxes are accessible only at the location of the junction (they cannot be accessed from another location) and they usually have security measures (passwords, scanners, etc.).

Microwave and laser transmitters are a unique case.  The receiver captures the transmission beam, effectively stopping the transmission there.  In order to eavesdrop it is necessary to have a similar receiver.  The problem is that once the eavesdropper intercepts the beam, the intended receiver will be unable to hear the transmission and will immediately know something is wrong.  Also, one cannot eavesdrop on the transmission unless they are within direct line of sight between the transmitter and receiver.  It is for these reasons that microwave and laser transmitters are used for most covert transmissions between two sources.  While it is possible to intercept the transmission, the receiver will immediately be aware of it.  The best way to intercept such a transmission is either at the source, at the receiving end, or at a repeater in the middle of the transmission (if one is setup).

One way around this is to place a repeater in the path of the beam.  The beam will be intercepted and copied.  The copy can be listened to while the original is rebroadcast in the same direction without interruption.  The problem is setting this up without interfering with the beam (something that should be done while the transmitter is not in use, if possible).  Otherwise, the beam will be interrupted for 2d10 seconds while the repeater is put into place.  A repeater for hacking purposes costs 10,000 credits on the black market and requires an Electrical Engineer to set it up, determine the signal path, and how to interrupt it.  A successful roll indicates that the Engineer was successful (roll 1d2 for the amount of time the beam was interrupted).  A failed roll means the beam was interrupted for a full twenty seconds and the attempt was unsuccessful.  Another attempt can be made after recalculations are made (requiring 1d4 x 10 minutes).

It is up to the GM as to whether or not an interruption in communications is noticed.  A computer would know instantly (if so programmed to).  If a living operator only watches every now and then, it might be possible.  It is possible for a microwave or laser receiver to measure the power output of the transmission beam (if so programmed by the operator at the receiving station).  The greater the distance, the less powerful the beam will be upon reaching its destination.  If the power output were too powerful, then this would indicate that someone placed a repeater in the middle of the transmission.  An Electrical Engineer or someone with Advanced Mathematics could calculate how powerful the beam should be and adjust the repeater to compensate for this, assuming a skill roll is successful.

Intercepting FTL communications follow the above rules, except for Rift FTL transmitters (these transmitters do not send the transmission through normal space, and so they cannot be intercepted).

Standard Capabilities of Communication Systems

Most communication systems (such as those within vehicles or bots) have the following abilities.  Civilian vehicles are only equipped with the first item.

1.  Transmit both voice and computer data: All communication systems have a microphone to transmit voice and computer data (such as written information, etc.).  While all communication systems can receive voice, a computer is required to receive computer data (either installed in the vehicle or connected externally).  Many setups can also transmit video (especially in high tech societies).  Smaller vehicles (one or two man) typically transmit voice and computer data only.

2.  White Noise: Static can be transmitted on all communications frequencies.  This prevents anyone in the area (including the person transmitting the white noise) from using communication systems.

3.  Scrambler:  Either a frequency hopper or a coding system (frequency hopper is the most common).  Additional scrambling devices can be installed for an extra cost (see above).

4.  FTL Communication: All ships capable of FTL travel have an FTL communication system (usually the same type as their drive system, though it is not necessary for it to be the same type).  Sublight ships and planet-based vehicles do not have FTL communications.

Money and Trade on Rifts Earth

Obviously, there can be no such thing as credits in a world where there is no national or global banking system.  This is how “credits” work in the world of Rifts.

In the Coalition States, people are typically issued electronic money or Coalition currency.  In Chi-Town and other large cities electronic money is the standard.  A citizen carries with him/her a debit card, which is about the shape and size of a 20th century credit card.  Whenever the citizen spends money, his/her debit card is run through a machine, which electronically deducts money from the card and adds it to the account of the individual whom the citizen is purchasing from.  This works well within a city, but this is a problem between cities.  Most cities do not communicate with each other due to long distances.  The only way to communicate over these distances is by satellites (an impossibility in Rifts Earth) or telephone wires.  The problem with the latter is that typically these devices must be built in large areas of untamed wilderness.  Supernatural creatures, bandits, freak ley line storms, and other phenomena periodically destroy these communication systems.  It is expensive to constantly repair these systems (not to mention dangerous).  What this means is that a citizen’s electronic money is good only in the city in which he earned it.

When traveling to another city a citizen must transfer his/her money to Coalition bills (C-bills).  Such an exchange typically costs about 20% of the total credit owned by the character.  Also, C-bills are not as valuable as credits.  A citizen will typically have to pay 10% more on purchases when using C-bills.  The reason for the ineffectiveness of C-bills is twofold.  First, the Coalition would prefer to use electronic money as it is simpler to keep track of and it saves the hassle of printing out real money.  Second, it encourages citizens to stay in one place.  Citizens that travel tend to get a broader perspective on the world, and thus become more acceptant of D-bees and opinions not supported by the Coalition.  This exchange rate is part of the reason so many Coalition citizens are poor.

The only other option is to purchase black market items or other products that are of value (such as food, machine parts, deuterium for nuclear reactors, etc.).  This is the best way, as most villages are low-tech and cannot make transactions with credits.  In fact, most of these villages will not deal in C-bills unless forced to by the Coalition (a somewhat common situation in the heart of the Coalition States).

As a general rule, C-bills are only seen within Coalition cities and in villages near those cities.  Everywhere else, people trade in goods or black market items.  The GM must use some common sense in this area.  A D-bee village might have no use for a black market set of books.  Many Coalition citizens cannot read, and if they are visited regularly by CS armed forces then owning such items could land them in real trouble.  Typically, low-tech villages will trade only in goods they can use (food, gasoline, medicine, etc.) or in services they need (medical or repair services, or even simple hard work).

Black market items are not accepted openly in most Coalition cities, and often they are not accepted at all.  Also, the Coalition has forbid the use of jewels, gems, and valuable metals for purposes of trade.  Even owning such items can raise suspicion (especially if one is poor).  The reason for this is that the Coalition wants to force people to use either C-bills (which can be difficult to spend) or electronic credits (which helps keep the citizen from moving around too much).

This situation is very similar in the NGR.  In most other societies electronic credit exists but, as in the Coalition, it is difficult and/or impossible to use that credit in another city.  Due to the lack of mass communication systems on Rifts Earth, the best type of money is the exchange of goods, even in most high-tech societies.

O.C.C. Changes

The following changes are made to the following O.C.C.’s.

Borg O.C.C. (p. 47, Rifts RPG)

See the section on Bionics and Cybernetics.  All Borgs require a power supply in order to operate (typically a nuclear supply).  Military Borgs have the largest power supply available (20 year).

Coalition Technical Officer O.C.C. (p. 55, Rifts RPG)

If the officer selects Engineering as his/her area of expertise then s/he gets Advanced Mathematics (at +20%) as a skill instead of Basic Math.

Operator (p. 76, Rifts RPG)

Under O.C.C. skills the character gains Advanced Math (at +20%) instead of Basic Math.

Random Dimensions

Much to the dismay of the players (and the amusement of the GM) characters periodically end up going through a dimensional rift.  If they do, the GM will need to decide where they end up.  Below is a series of tables to help determine where characters will end up if they step through a rift.  The tables describe only basic information about where the rift leads and the GM will have to come up with further details if the characters decide to explore the area.

No matter where the traveler is sent, he will land on a nexus point 01-75% of the time, a ley line 76-90% of the time, and somewhere other than a ley line 91-00% of the time.

If transported to another world or dimension then the GM will have to determine how powerful magic is in that area.  Unless the description says otherwise, the GM should consult table eight to determine this.  Also, the GM should feel free to add to this list other dimensions of his own invention.  Anything is possible in the vast expanse of the megaverse.

Table One: Destination of Rift
D%	Destination of Rift	
01-60	Traveler ends up in another location on the same world (go to table 2).	
61-65	Traveler ends up in another location on the same world (go to table 2).	
66-70	Traveler ends up in a different time and a different location (consult tables 2 and 3).	
71-79	Traveler ends up on another world (see table 4).	
80-85	Traveler ends up in an abnormal dimension (see table 5).	
86-94	Traveler ends up in a supernatural dimension (see table 6).	
95-00	Traveler ends up in a potentially hazardous dimension (see table 7).	
  
Table Two: Locations on the Same World

It is up to the GM to decide how far the traveler has been transported.  A good way to determine this would be to roll 1d4:  1) 1d10 miles away  2) 1d100 miles away  3) 1d100 x 10 miles away  4) traveler is transported to another continent. 

d%	Location	
1-10	A forested area (30% chance to end up in a tree)	
11-20	Tropical Jungle area	
21-30	Swamp like area	
31-40	A desert area	
41-50	A mountainous or hilly area	
51-55	A city or town (40% chance it is abandon)	
56-60	Wastelands	
61-66	An island	
67-76	Grasslands, plains, or savanna area	
77-84	On top of a body of water1	
85-92	On the bottom of a body of water2	
93-97	Frigid or Arctic region	
98-00	An area familiar to the traveler	

1 If the traveler is in body armor or in a vehicle then he/she will sink like a stone.
2On the bottom of a body of water.  How deep depends on how far away the travel has been transported (determined by the GM).  Note that bots, vehicles, and anything else that has environmental compartments can survive only certain depths.  See Rifts Underseas 	for more information.

Table Three: Different Time

In all cases, roll randomly (1d2) as to whether the traveller goes forward or backward; 1 = forward, 2 = backward.  The GM will really have to be inventive if the traveller moves very far forward in time.

d%	Time	
01-30	1d100 minutes	
31-60	1d100 hours	
61-80	1d100 days	
81-96	1d100 years	
97-00	1d10 centuries	

Table Four: Other Worlds

Some of these worlds may be very similar to Earth, others maybe entirely different.  The GM should also feel free to design his own world.

d10	Type of World	
1	One of Palladiums game worlds.  This could be the Palladium fantasy world, Phase World, Wormwood, Mechanoid Space, Robotech, Ninjas and Superspies, or any of the game worlds produced by Palladium.  Beyond the Supernatural is also included here, though this game world is considered to be a pre-rifts world (thus going to this world would indicate that the rift sent the traveler back in time).	
2	High Magic World.  This is a world where magic is in tremendous abundance, far greater than even Rifts Earth!  Everyone’s P.P.E. and I.S.P. are quadrupled while in this world.  Spells maybe cast at a rate equivalent to the number of melee attacks per round.  The range, damage, and duration of the spell are all quadrupled.  All inhabitants of this world are at least minor psionics and can cast 2d8 spells of levels 1-4.  Many are major psionics and/or the equivalent of ley line walkers of level 6 + 1d8.  Even children know 1d4 simple spells.  P.P.E. is recovered at five times the normal rate and there are an abundance of ley lines where more energy can be siphoned.  Rifts open all the time and as a result many different kinds of supernatural creatures exist here, often times the norm in the way of life forms.  This world is built purely on magic.  No technology of any kind has been developed.  Buildings are constructed of mega-damage, magical materials.  People get around by magical means of locomotion.  Even the clothes people wear are made of magic.  Often times clerics and priests will speak to their deity on a regular basis (god beings love to visit this high magic universe where their powers are greatly enhanced).  Travel, education of the young, feeding the population, production of goods, and even weapons of destruction are all accomplished with magic.  These people will usually be very curious, and possibly even frightened, by technological devices.  They will more than likely believe that it is simply another type of magic that they have never seen before.  To these people, everything is made out of magic and the only constant in the universe is magic.  Chemistry, mathematics, medicine, electronics, and most other sciences and technology are non-existent!  Leaving this world is an easy matter, as the tremendous amount of magic allows the average citizen to open a rift to another part of the world, or even the universe, with ease.  Opening a rift to another universe would only be a little more difficult.  It wouldn’t be to difficult to find an expert shifter who could pinpoint the traveler’s home dimension.	
3	Pre-Intelligence World.  This is a world where intelligent life either hasn’t developed or was wiped out long ago.  This world is covered with all kinds of lush greenery and maybe populated by very strange, prehistoric creatures.  Obviously there is nothing in the way of civilization.  However, there may exist a species of pre-intelligent life forms (the equivalent to Neanderthals).  Such creatures may fear any dimensional travelers or they may revere them as gods.	
4	High Tech/Low Magic world.  High technology that might rival that of even Phase World exists here, but magic in this world is very low.  Magic is considered mythical and non-existent, although psionics might exist in minor forms (nothing greater than a minor psionic who probably has only telepathic or empathic abilities, very rarely telekinetic abilities).  All manner of technological advancements exist, including transmatter technology (breaking down of atomic structures and then reconstructing them in their original form, or maybe even into a different form), high speed faster than light drives (could traverse a galaxy in a few weeks), and tremendous advances in medicine (including the bringing back from the dead someone who has been gone for hours).  The traveler maybe looked upon as something of a primitive, though people of this world would be fascinated with magic.  Getting away from this world will prove extremely difficult, as P.P.E. is recovered at a rate of one point a week and the chance of locating a ley line or a nexus point is reduced by 80%.
	
5	Techno-Magic world.  The people of this world are literally masters of techno-wizardry.  Magic and technology have been melded together into one.  Buildings have special spells cast upon them to make them more resistant to the elements.  Windows have been made shatter proof by magic.  Vehicles use magic to help protect the driver from injury in case of an accident.  Some machines are powered off of technological sources of power (combustion, nuclear, etc.) while others are powered off of P.P.E.  A good example of what kind of world this would be is the world described in Piers Anthony’s Incarnations of Immortality series.	
6	Parallel World.  When the traveler arrives in this world he will think that he is still on his world.  Everything appears to be the same.  However there are certain key differences in this world that make it very different from his home world.  Possibilities: the Coalition is a benevolent government who seeks to unite all different races, but their efforts are often thwarted by the evil creatures of Lazlo; Atlantis never disappeared, and now humans and Atlanteans work together to promote goodness (or wickedness) throughout the world; the Mechanoids have conquered the planet, and the last remnants of humanity are desperately fighting them; everything is the same, but the traveler doesn’t exist here, and thus those who would normally know him see him as a stranger (this includes family, friends, and loved ones).  GM’s have fun with this one.  Be as subtle or as extravagant as you like.	
7	World at War.  This is a world at war.  If magic is high here than the weapons of war will be both of magic and technology.  All the nations of the world have been at war for years, maybe even centuries.  They may have even forgotten why they went to war in the first place.  Everything about this society is based on or geared toward war.  There is a 01-40% chance that the traveler will appear in the middle of a battle.  The technological level of this world can be anywhere from medieval times to high-tech.	
8	“United” world.  This is a world that has been completely overrun by a fascist ruler.  All parts of the world are completely under the control of one person or one group of people.  The vast majority of people live in abject poverty despite the so-called “community service programs.”  No one walks the street after sunset due to curfews.  All suspicious looking people are taken into custody for questioning, and no doubt the traveler will look suspicious.  A small band of rebels might exist who are trying to overthrow the government.  This is a very dismal world, full of racism, sexism, fear, and propaganda.  The technology of the world is equivalent to modern day (20th century) or higher (Rifts Earth).  This world could be mixed with any of the above mentioned worlds (High tech/low magic, techno-magic, etc.).  It might even be the Coalition who has gained control of the world (a future Earth?).	
9	Giant/Dwarf world.  The inhabitants of this world are either giants (20 feet high or taller) or dwarfs (3 to 4 inches tall or smaller).  Reroll on this table to determine more information about this world, or make up your own details.	
10	Robot World.  The inhabitants of this world are artificially intelligent bots.  They were created long ago by an intelligent species that is now gone.  More often than not the bots will resemble their creators, maybe even look exactly like them.  The bots’ behavior can vary greatly.  They may be very friendly toward living creatures or they may consider them less than they are, or they may have never seen living creatures before.  It is also possible that the bots resemble living creatures and have no idea that they are bots.  NOTE:  It is distinctly possible that this world does not have breathable air.	

Table Five: Abnormal Dimensions

In the vast expanse known as the megaverse, there are endless possibilities.  These dimensions represent the odd dimensions that a dimensional traveler may come across.  These dimensions maybe harmless or they maybe quit deadly.  Others maybe similar to the travelers own dimension but with a very strange twist.  The dimension probably doesn’t even follow the same physical laws as the traveler’s home dimension.
 
d6	Dimension	
1	Airy Dimension.  This universe is nothing but one huge pocket of air.  There is no vacuum of space, only air.  Stars in this universe are much closer together, giving the sky a bluish color, even far away from these stars.  Planets also orbit these stars as well.  Some life has evolved on planets while other life has evolved between the stars.  People use sailing ships to sail across the galaxies.  Magic in this region is usually fairly strong (equivalent to Palladium world or higher).	
2	Maze Dimension.  This dimension is nothing but a huge, stone maze.  No matter how far one travels, there is nothing but tunnel after tunnel after tunnel.  Gravity here is very subjective, allowing one to walk on the walls and ceiling.  In fact, it is sometimes difficult to determine what part of a corridor is ceiling, wall, or floor.  In some areas, the only way to get from one area to the next is by walking on the wall or ceiling.  Magic here is very powerful (at least equivalent to Rifts Earth) and all manner of supernatural creatures live here.  Ley lines usually follow corridors, but they sometimes run between walls as well.	
3	Mountain Dimension.  This dimension consists of an impossibly tall mountain.  There are only two directions one can go on this world: up or down.  This dimension may or may not be infinite.  If finite, then it could take years, decades, maybe even centuries to climb to the top of the mountain.	
4	“Let There Be Life” Dimension.  Everything in this dimension is alive, intelligent and has the ability to speak!  Everything including people, animals, plants, chairs, books, weapons, armor, vehicles, walls, floors, buildings, streets ... any and all objects can speak and are intelligent.  All items or possessions on the traveler will become intelligent and gain the ability to speak upon entering this world, and they might start arguing with each other or the traveler (the traveler’s socks, for instance, might have a lot to say).  Other than that, the dimension may be quite similar to the user’s dimension or it could be different (if you want, make another roll on these tables for more information).  Even though this world is certainly bizarre, it may or may not be a high magic world (GM’s discretion).  NOTE:  Once the traveler leaves this dimension, his equipment and personal items will return too normal (i.e. they will no longer speak or be intelligent).	
5	Empty Dimension.  This dimension is completely devoid of matter of any kind.  There is literally nothing here.  Many wizards who know of this dimension use it to hide things or as a place for storage (or sometimes even as a dimensional garbage can).  Magic here is usually equivalent to the Palladium world or higher.	
6	Energy Dimension.  This entire dimension is made of pure energy.  To the traveler, it appears that there is a bright light coming from all directions.  Intelligent energy beings live here and more than likely they will be very confused, possibly even frightened, by the presence of corporeal beings.  Magic is equivalent to Rifts Earth or higher.	

Table Six: Supernatural Dimensions

These are dimensions are all magic regions of at least Rifts Earth or higher that do not conform to the normal laws of physics.  Some of these dimensions contain large numbers of supernatural creatures while others are the home worlds for the numerous monsters and demons (not D-bees) that are seen on Rifts Earth.  A few are also the home dimensions to the so-called god beings and demon lords.  Some of these dimensions are quite deadly.
 
d10/2	Dimension	
1	Haunted Dimension.  This dimension is very similar to the traveler’s home dimension, except that creatures that are associated with horror (vampires, werecreatures, entities, ghouls, etc) have overrun it.  There are as many of these creatures as there are people in most dimensions, but these creatures almost never organize into societies.  All intelligent life in this dimension lives in fear as the bizarre entities run rampant.  Almost every structure is haunted and nearly every city is overrun by vampires.  Most of the wilderness is inhabited by werecreatures.  The daytime is usually safe, but no one goes out at night.  The magic in this world is equal to Rifts Earth.	
2	The Home Dimension of a God Being.  This is the home of a god like being or an entire pantheon of these beings.  The being(s) usually has complete control of the dimension and is able to manipulate the weather, the flow of magic, sometimes even the land itself.  The GM may want to roll again on these tables to determine what kind of dimension it is.  Rifts Conversion Book Two: Pantheons of the Megaverse is very helpful here.  Note that gods are very powerful on their home plane (use the larger stats listed in Pantheons).	
3	The Home Dimension to Alien Intelligences.  This dimension to a type of alien intelligences.  Where as god beings and their pantheons have their own dimension, alien intelligences often share a dimension.  For example, all Splugorth have their own dimension, as do vampire intelligences.  Note that these dimensions are very dangerous and it would be prudent for the traveler to leave as soon as possible.	
4	Home Dimension to a Race of Supernatural Creatures.  This dimension is either the home to a race of supernatural creatures or they exist here in great numbers.  Pretty much all of the monsters from the Conversion Book has a home dimension of some kind.  Choose one at random.	
5	Land of the Dead.  This is a dimension where the souls of the dead reside.  What this dimension is like depends on many things, namely what type of religion is involved (this works best if it is the religion of the traveler).  At the GM’s discretion, the traveler may meet someone here he knew who is no longer alive.	

Table Seven: Hazardous Dimensions

These are dimensions that are in themselves dangerous to the traveler.  If these dimensions are populated, the inhabitants are usually very strange and often just as dangerous.

d4	Dimension	
1	Elemental Dimension.  This is one of the elemental planes of the megaverse; air, earth, fire, or water.  The plane is composed entirely of the element in question.  In a fire dimension, the traveler will take 4d6 M.D. in fire damage per round.  In an earth dimension, the unprotected traveler will be encased in rock and suffocated.  In an air dimension, the traveler will be buffeted about by high winds (there is no gravity).  In water dimensions, the traveler will be effected by tremendous water pressure and lack of air (treat as if on the bottom of the ocean, see Rifts Underseas for details).  In all cases, this dimension could easily destroy the traveler.  All of these planes are populated by elemental beings, who will more than likely destroy the traveler (much as a human would destroy a cockroach who wandered into his home).  There may be “pockets” of other elemental dimensions within these dimensions (such as a pocket of air in the elemental dimension of earth).	
2	Anti-Matter Dimension.  Roll again on these tables for more information.  In all cases, this dimension is composed of matter that is, on an atomic level, opposite from matter in the traveler’s dimension.  Matter in this dimension doesn’t appear any different, and it may appear to the traveler that he has simply traveled to a different world.  But if the traveler touches any other matter then both he and the object he touched will cancel each other out, effectively destroying the traveler!  This is a highly dangerous dimension, and GM’s may want to place the traveler in an area where there is no matter (such as outer space).  If the traveler is not in environmental armor, you may want to reroll as this dimension will more than likely destroy the traveler instantly.	
3	Intelligent Dimension.  This entire dimension is alive.  The dimension is more or less omnipotent, able to alter itself to appear as anything.  The dimension can literally turn parts of itself into any desired element.  Even under scanners and scientific scrutiny, all matter in this dimension functions and/or appears as it should.  The dimension can also partially read the traveler’s mind and can determine what the traveler’s home dimension is like, who important individuals are in the traveler’s life, and other surface knowledge (including skills, abilities, and possessions).  The Dimension’s personality is left up to the GM.  If evil the dimension may try to break the traveler’s will by subjecting him to horrendous situations.  If good it may feel sorry for the traveler and shape itself to appear as the traveler’s home dimension.  The dimension may or may not reveal itself to the traveler, though it will tend to remain hidden unless discovered.  The dimension may have no idea what the traveler is and may not understand that the traveler is actually a living creature, and it may not understand that the traveler can be killed.  How powerful magic is in this dimension depends on how powerful the dimension wants magic to be.  If it wants, the dimension can cause all magic to fail or it can stretch its effects to near infinity.  NOTE:  The dimension’s mind probes into the traveler are subtle and thus undetectable.  The drawback to this is that it often gets incomplete images.  Thus there will be certain discrepancies when the dimension attempts to modify itself into something the traveler is familiar with.  After a time, the traveler will no doubt notice that something is wrong.	
4	Imagination Dimension.  This dimension is modified by the thoughts of the traveler.  Whatever random thought pops into the traveler’s head will come to pass.  Often, if the traveler will’s something to happen it won’t.  This dimension only reacts to purely random and uncontrollable thoughts.  This can be quite dangerous, as there are few that can control their own thoughts.  GM’s will need to be creative with this one.	

Table Eight: Magic Table

In many cases it is important to determine what the level of magic is in a particular dimension or world.  In such cases, consult this table.

d6	Dimension	
1	This world has virtually no magic.  P.P.E. is regained at a rate of 1 point per day or longer!  Most creatures do not have enough P.P.E. to siphon and siphoning P.P.E. from ley lines and nexus points are at only 25% the normal rate.  The casting of spells takes ten times longer.  Duration, damage, and range are all reduced to 50% of normal.  The chances of finding a ley line or a ley line nexus point is reduced by 80%.  It could take months, or even years, to leave this world.  Equivalent to Earth before the coming of the rifts (maybe worse).	
2-3	This world has magic, but it is not tremendously powerful.  All P.P.E. is recovered and/or obtained at half the normal rate.  All spells perform at a lesser rate as well (reduce everything by 10%).  This world is the equivalent to the Palladium Fantasy World.	
4-5	The magic in this world is equivalent to Rifts Earth.	
6	The magic in this world is double that of Rifts Earth.  All P.P.E. is recovered and/or obtained at twice the normal rate.  Range, duration, and damage of all spells are also doubled.	

S.D.C. Objects

When an S.D.C. object is reduced to zero S.D.C., it is still there, but it is no longer operating.  For example, a door that has lost all of its S.D.C. has been knocked off its hinges.  It no longer functions, but it is still there.

If an S.D.C. object is reduced below zero it will be further destroyed.  If the object is reduced to 20% of its S.D.C. below zero it will beyond repair.  If it is reduced to 50% of its S.D.C. below zero it will be reduced to pieces.

Example:  A wooden door has 100 S.D.C.  If it is reduced to 0 S.D.C. it will be inoperable.  At –20 S.D.C. (20% of its S.D.C. below zero) it will be broken into several pieces and the door mechanisms (hinges and doorknob) will be damaged beyond repair.  At –50 S.D.C. it will be little more than splinters.

Smart Missiles

Smart missiles, if they miss their target, can make a 180o turn and attack again.  How many melees a missile can do this before it runs out of fuel depends on two factors: 1) How long can the missile fly before it runs out of fuel, and 2) How far does the missile need to travel before it can reach the target.

Note on missile turns: Although smart missiles can turn around to attack a target again if it misses, they can do so only if they have enough space to do so.
 
Missile Type	Turning Radius
Mini-missile	20 square feet	
Short range missile	50 square feet	
Medium range missile	100 square feet	
Long range missile	150 square feet	

Missiles can turn horizontally (parallel with the ground), vertically (gaining or losing altitude), or a combination of both.  Smart missiles make excellent use of space to turn around.  In general, the only places that missiles cannot turn around are narrow corridors or small confined areas.  For your reference, here is a list of the flight times of missiles.

Mini Missiles				     Short Range Missiles
Warhead	Flight Time	Warhead	Flight Time	
High Explosive*	7 seconds (1/2 melee)	High Explosive (Light)*	22 seconds (1.5 melees)	
Fragmentation*	4 seconds (1/4 melee)	High Explosive (Medium)*	15 seconds (1 melee)	
Armor Piercing*	2.5 seconds (1/6 melee)	Fragmentation	16 seconds (1 melee)	
Plasma/Heat*	3 seconds (1/5 melee)	Armor Piercing (Medium)*	28 seconds (2 melees)	
Smoke	4 seconds (1/4 melee)	Plasma/Napalm (Medium)*	22 seconds (1.5 melees)	
		Tear Gas*	9 seconds (3/5 melee)	
*Smart versions of these missiles are		Knock-Out Gas	9 seconds (3/5 melee)	
available only from Naruni Enterprises		Smoke*	12 seconds (3/4 melee)	
(see the Phase World Sourcebook, p. 56)		Fire Retardant*	9 seconds (2/5 melee)	

Medium Range Missiles
Warhead	Flight Time	Warhead	Flight Time	
High Explosive (Light)*	2.5 minutes (10 melees)	Armor Piercing (Medium)*	2.25 minutes (9 melees)	
High Explosive (Medium)*	2 minutes (8 melees)	Plasma/Heat (Heavy)	1.7 minutes (7 melees)	
High Explosive (Heavy)*	2 minutes (8 melees)	Multi-Warhead	4 minutes (16 melees)	
Fragmentation (Medium)*	2.4 minutes (9.5 melees)	Smoke*	2.4 minutes (9.5 melees)	

Long Range Missiles
Warhead	Flight Time	Warhead	Flight Time	
High Explosive (Medium)	15 minutes (60 melees)	Plasma/Heat (Heavy)	21.5 minutes (86 melees)	
High Explosives (Heavy)	15 minutes (60 melees)	Proton Torpedo (Heavy)	36 minutes (144 melees)	
Fragmentation (Heavy)	17 minutes (68 melees)	Nuclear (Medium)	30 minutes (120 melees)	
Armor Piercing (Medium)	24 minutes (96 melees)	Nuclear (Heavy)	30 minutes (120 melees)	
Plasma/Heat (Medium)	21.5 minutes (86 melees)	Nuclear Multi-Warhead	54 minutes (216 melees)	

Determine the range to the target and consult the Missile Range table to determine what range category the target falls into.  Ranges are Point Blank, Short, Medium, Long, Extreme, and Maximum.  Then consult the Missile Flight Time Remaining table and cross-reference the range category with the type of missile.

NOTE:  All mini missiles and most short range missiles reach their target in the same melee they were fired and may attack for 2 full melees (4 attacks) before running out of fuel.  The exceptions are High Explosive (Light), Armor Piercing (Med.), and Plasma/Napalm (Med.) short-range missiles.  These missiles reach their target the same melee they were fired if the target is within half their range, the next melee if farther.  These missiles fight for two full melees (4 attacks) regardless of range.

Missile Range Tables

Medium Range Missile Table
								Range (in miles)
	Missile Type	Point Blank	Short	Medium	Long	Extreme	Maximum	
High Explosive (light)	0-5	6-13	14-25	26-38	39-45	46-50	
High Explosive (medium)	0-4	5-10	11-20	21-30	31-36	37-40	
High Explosive (heavy)	0-4	5-10	11-20	21-30	31-36	37-40	
Fragmentation (medium)	0-4	5-10	11-20	21-30	31-36	37-40	
Armor Piercing (medium)	0-6	7-15	16-30	31-45	46-54	55-60	
Plasma/Heat (heavy)	0-4	5-10	11-20	21-30	31-36	37-40	
Multi-Warhead	0-8	9-20	21-40	41-60	61-72	73-80	

Long Range Missile Table
								Range (in miles)
Missile Type	Point Blank	Short	Medium	Long	Extreme	Maximum	
Plasma/Heat (heavy)	0-50	51-25	126-250	251-375	376-450	451-500	
Proton Torpedo (heavy)	0-120	121-300	301-600	601-900	901-1080	1081-1200	
Nuclear (medium)	0-100	101-250	251-500	501-750	751-900	901-1000	
Nuclear (heavy)	0-100	101-250	251-500	501-750	751-900	901-1000	
Nuclear, Multi-Warhead	0-180	181-450	451-900	901-1350	1351-1620	1621-1800	

Missile Flight Time Remaining Tables

Medium Range Missile Table

	Missile			Time to Target / Flight Time Remaining (in melees)
	Type	Point Blank	Short	Medium	Long	Extreme	Maximum
High Explosive (light)	0/10	3/7	5/5	6.5/3.5	8/2	9/1	
High Explosive (medium)	0/8	2/6	4/4	5/3	6/2	7/1	
High Explosive (heavy)	0/8	2/6	4/4	5/3	6/2	7/1	
Fragmentation (medium)	0/9.5	2.5/7	4.5/5	6.5/3	7/2.5	8.5/1	
Armor Piercing (medium)	0/9	2/7	4.5/4.5	6/3	7/2	8/1	
Plasma/Heat (heavy)	0/7	2/5	3.5/3.5	4.5/2.5	5.5/1.5	6/1	
Multi-Warhead	0/16	3/13	8/8	11/5	14/2	15/1	

Long Range Missile Table

	Missile			Time to Target / Flight Time Remaining (in melees)
	Type	Point Blank	Short	Medium	Long	Extreme	Maximum
Plasma/Heat (heavy)	0/86	22/64	43/43	65/21	78/8	84/2	
Proton Torpedo (heavy)	0/144	36/108	72/72	108/36	130/14	140/3	
Nuclear (medium)	0/120	30/90	60/60	90/30	108/12	117/3	
Nuclear (heavy)	0/120	30/90	60/60	90/30	108/12	117/3	
Nuclear, Multi-Warhead	0/216	54/162	108/108	162/54	195/21	211/5	

The number before the slash is the number of melees before the missile reaches it’s target.  The number after the slash is how many more melee melees the missile can remain in flight before running out of fuel.  NOTE:  A half a melee equals one attack, since a missile attacks twice per melee.

Example:  A medium plasma missile is launched at a target 25 miles away (long range).  The missile will reach its target in 4.5 melees and can attack for 2.5 melees, or two melees and one attack, once it reaches its target.

In many cases it is unnecessary to determine the remaining flight time of a missile.  If a long range proton torpedo is fired at a target 50 miles a way then it would probably be easier to use the flight time of the missile as a basis for how many melees the missile will attack (in this case, 216 melees!).  In these cases it is often easier to not even bother keeping track of how many melees it can attack.

However, there are cases where it is necessary to know the missile flight time remaining.  Imagine that the Coalition in Chi-Town decided to wait five days before firing ten Heavy Nuclear Warheads at the characters.  The unsuspecting group might get about 900 miles away, and so they will have to deal with the deadly barrage of missiles for about 12 melee melees once the missiles reach them (as opposed to thirty-six minutes if they decided to hang around Chi-Town).  To bad they can’t dodge ten missiles.... 

Thrown Objects (p. 9)

How far an object can be thrown depends on the weight of the object and the P.S. of the character.  A character can throw an object a certain number of feet per point of P.S., according to the chart below.
	Normal Person	Extraordinary	Supernatural Creature	
Object	P.S. 3-16	Person P.S. 17 and up	P.S. 18 and up	
½ pound object	3 ft / P.S.	4 ft / P.S.	11 ft / P.S.	
Dart	2 ft / P.S.	3 ft / P.S.	5 ft / P.S.	
Throwing Axe	5 ft / P.S.	6 ft / P.S.	10 ft / P.S.	
Javelin	6 ft / P.S.	7 ft / P.S.	15 ft / P.S.	
Spear	3 ft / P.S.	4 ft / P.S.	9 ft / P.S.	
Knife	3 ft / P.S.	4 ft / P.S.	8 ft / P.S.	
Sword	1 ft / P.S.	1 ½ ft / P.S.	3 ft / P.S.	

For heavier objects, the character can throw his/her carrying weight a distance of 4 inches per point of P.S. (as in the book).  Thus a character with a P.S. of 9 can throw 90 lbs. 3 feet (not the 2-½ feet in the book).  For lighter objects, add 2 inches for every pound under the maximum carrying weight.  Thus, we have the following formula.

(Carrying weight – weight of object thrown) x 2 + (P.S. x 4) = distance thrown (in inches).

Thus a character with a P.S. of 9 could throw a 10-lb. object 196 inches, or 16 feet 4 inches.

The same goes for supernatural creatures, except the creature can throw an object 1-foot farther for every pound under its carrying weight.

(Carrying weight – weight of object thrown) / 12 + P.S. = distance thrown (in feet)

Thus a character with a supernatural strength of 24 could throw a 10-lb. object 123 feet 2 inches.

Vehicle Changes

Big Boss A.T.V. (p. 227, Rifts RPG)

A nuclear engine is available for this vehicle.  It costs 200,000 credits and has a 20-year life.

Weapon Modifications

E-Clips

The shots-per-clip listing in the Rifts books is not entirely accurate.  Certain weapons do more damage than others, but use the same amount of ammo as less powerful weapons.  The table below evenly distributes the amount of power a clip has to the amount of damage it does.

E-Clip Power

Damage	Short Clip	Long Clip	Canister Clip*
1d4	25	35	45	
1d6	20	30	40	
2d4	15	25	35	
2d6	12	20	30	
3d4	12	20	30	
3d6	10	18	25	
4d4	10	20	28	
4d6	8	15	20	
5d4	9	16	24	
5d6	6	10	15	
6d4	8	15	20	
6d6	6	10	15	
1d4 x 10	5	8	12	
1d6 x 10	4	6	9	
*This also includes the Triax Front Loading Energy clip (FSE-clip).

This number is modified by range, according to the following table.

E-Clip Shots modified by Range

Range of Weapon	Shot adjustment	
1000 feet or less	+20% to # of shots	
1001 feet to 3000 feet	No Adjustment	
Over 3000 feet	-20% to # of shots	

Plasma weapons have 50% more shots per clip then listed (round down).  Their actual ammo is compressed air sucked into the firing chamber through a vacuum port (typically on the front of the weapon just under the barrel, facing away from the gunner).  This air is super-heated to temperatures in excess of 18 million degrees.  At this temperature, atoms bounce off of each other at such high rates of speed that they literally split apart into their sub-atomic particles (protons, neutrons, and electrons).  The energy of the e-clip serves to heat up the air in the firing chamber to create a pencil thin stream of plasma.  This plasma stream is then fired through the barrel via electromagnets (similar to a rail gun, though more efficiently since the plasma stream has very little mass).  This makes plasma weapons very efficient.  Lasers and particle weapons (including ion weapons) have to use a tremendous amount of power just to equal the damage created by a plasma weapon.