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		<title>BattleTech</title>
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		<updated>2019-10-19T08:55:06Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:30C0:7F40:58CC:6F75:A545:D8FE: /* Meanwhile, In The Inner Sphere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}}&lt;br /&gt;
[[Image:NEW-BT-LOGOFLAT.png|NEW-BT-LOGOFLAT.png|center]]&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
|name = BattleTech&lt;br /&gt;
|picture = [[Image:NEW-BT-LOGOFLAT.png|200px]]&lt;br /&gt;
|type = [[Wargame]]&lt;br /&gt;
|publisher = [[Catalyst Game Labs]]&lt;br /&gt;
|playno = Trillions&lt;br /&gt;
|year = 1984&lt;br /&gt;
|books = Total Warfare or The BattleMech Manual&lt;br /&gt;
}}&lt;br /&gt;
{{topquote|It is the 31st century, a time of endless wars that rage across human-occupied space. As star empires clash, these epic wars are won and lost by BattleMechs, 23-56 foot tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior&#039;s skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate!|Product promotional tagline}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battletech&#039;&#039;&#039;, or &#039;&#039;&#039;MechWarrior&#039;&#039;&#039; as most of the non-neckbearded populace know it, is a tabletop wargame about armies of giant robots fighting one another for honor, money, and territory in a far-distant feudal future. Think [[Star Wars]] AT-STs, or [[Warhammer 40,000]]&#039;s [[Imperial Knight|Imperial Knights]] (Games Workshop decided they liked Battlemechs too). &lt;br /&gt;
&lt;br /&gt;
==Holy Crap, Giant Robots are awesome==&lt;br /&gt;
[[Image:Batdroid.jpg|thumb|right|&#039;&#039;Battledroids&#039;&#039;, the first edition of the game, c. 1984. A &#039;&#039;literally&#039;&#039;-textbook example on how to get sued nine different ways from Sunday.]]&lt;br /&gt;
In the early 1980s, [[Jordan Weisman]] was [[Weeaboo|fascinated]] by several Japanese [[anime]] involving giant robots, or &amp;quot;mecha.&amp;quot; He was quoted as saying that he liked the designs and idea of giant robots fighting on the battlefield, but did not have a taste for the storylines that the Japanese wrote about them. In 1984, Weisman founded [[FASA]] and acquired the licenses to designs from several series, the most famous being &#039;&#039;Super Dimension Fortress Macross,&#039;&#039; though the largest portion came from &#039;&#039;Fang of the Sun Dougram&#039;&#039; and combined them to make Battletech.&lt;br /&gt;
&lt;br /&gt;
The first edition of this game, called &#039;&#039;Battledroids&#039;&#039;, was a hex-based boardgame played on a battlefield illustrated with various types of terrain. It came with two large plastic minis of featured mechs, imported from Japan. Initially, sales were mediocre as the sheer size of the mechs made them awkward in gameplay. Soon after the launch of &#039;&#039;Battledroids&#039;&#039; Lucasfilm filed a lawsuit against FASA for using the name &amp;quot;droids,&amp;quot; which they had trademarked in 1978. Discretion being the better part of valor, FASA changed the name of the game to Battlemech in time for the second edition printing in 1986. This time, cardboard stand-ins replaced the plastic miniatures, and a tradition was born. To this day, Battletech can be played without purchasing any physical models and with any proxy you please.&lt;br /&gt;
&lt;br /&gt;
Following the release of the second edition, fans of the game clamored for new miniatures. FASA obliged, rescaling their mechs for more convenient play and designing a host of in-house mechs to broaden variety and bridge the gap between the sleek Macross and crude Dougram designs. New models notwithstanding, the third edition, dubbed &#039;&#039;Battletech,&#039;&#039; was shipped with solely Macross- and Dougram-based minis. However, in 1995 [[That Guy|Harmony]] [[Rage|Gold]], an American localization company which had licensed the international distribution and toy rights to SDF Macross, issued a C&amp;amp;D against FASA for the use of all mecha designs from the Macross franchise. FASA ceased production of these miniatures, which were among the most popular designs in the franchise, and published a fourth edition of the game in 1996 again featuring cardboard tokens, which were all based on their own original mechs.&lt;br /&gt;
&lt;br /&gt;
Before &#039;&#039;&#039;&#039;&#039;Battletech&#039;&#039;&#039;&#039;&#039;, the mecha genre was seen as something that belonged mostly to the Japanese. With few exceptions (&#039;&#039;Power Rangers&#039;&#039; and &#039;&#039;Star Wars&#039;&#039;), the genre was almost entirely made up of anime productions imported from Japan. Battletech pioneered a new approach to mecha within the Western fandom, featuring mostly stories of pseudo-realistic wars fought by real soldiers rather than teenagers taking on forces of evil or single-handedly winning interplanetary wars, plots that dominated the few mecha series that were subbed by the dedicated VHS fansubbers of the day. More importantly, the physical limitations of the Battlemechs, unlike the limitations of tanks in, say, [[Warhammer 40,000]], are critical to the planning and strategy of outfitting mechs and using them on the tabletop.&lt;br /&gt;
&lt;br /&gt;
===The Mechs===&lt;br /&gt;
BattleTech mechs function and are utilized more like tanks with legs than the super-agile flying mecha common in Japanese depictions.  Mechs are deployed in formations of four or five, called lances in the Inner Sphere and stars in the Clans.  They are able to operate in space, on planets with caustic atmospheres, underwater, and in a wide range of temperatures that would be lethal to humans, from instant-death cold to burn-me-up hot.  One of the biggest upsides of mechs as combat vehicles is their extreme efficiency-of-arms, able to run an effectively limitless amount of time without requiring fuel, and thanks to their hyper-efficient myomer &#039;muscles&#039;, able to carry more weapons and armor per-ton than any other combat platform in existence.  The only things stopping a mech from being able to fight forever are ammunition, repairs, and allowing the pilot to rest.  Even when a mech is destroyed, losing the pilot is a relatively rare occurrence thanks to very effective ejection systems.  A destroyed mech chassis can also be salvaged and rebuilt to fight another day, good as new. This means many mechs are often decades or even hundreds of years old, Ship of Theseus-style, at least in the early 3000s.&lt;br /&gt;
&lt;br /&gt;
As far as locomotion styles, bipedal mechs are the most common, with the weapon systems mounted either in the torso compartments or on the arms.  Quadrepedal mechs do exist but are relatively rare, they are slower than bipedal mechs and don&#039;t offer the same amount of weapon space for a given weight class.  Bipedal mechs can also grasp things in their hands (if they have them) like melee weapons or pesky tanks.  A mech swinging a giant katana to chop off another mech&#039;s arm is about the most metal image possible.  Early versions of BattleTech feature mechs that could transform into fighter planes, but these were dropped relatively quickly in its life cycle due to copyright problems.&lt;br /&gt;
&lt;br /&gt;
The main downside of mechs is their inability to efficiently manage heat buildup.  Heat is generated by the fusion reactor, the environment, movement, and mostly as a result of firing weapons.  Mechs mount multiple gigantic one-ton heatsink units to deal with this buildup, but it is a constant problem for pilots to manage.  Mechs that feature a lot of energy-based weapons will generate especially high levels of heat, and therefore manage very poorly in extremely hot environments.  Firing all the weapons of certain mech variants at once (the &#039;&#039;Nova&#039;&#039; mech is most infamous) can cause it to overheat to such an extent that the reactor core melts down before the heatsinks can shunt the heat out of the chassis, which is bad.  Safety measures that shut down the entire mech when it reaches a certain temperature threshold are always installed, but since this usually happens in a combat situation, and thus leaves the mech defenseless, some pilots will intentionally disable the safeguards to take their chances.  Depending on the technology level of a given game, more efficient heatsinks can be assigned to mechs that remove heat more quickly and allow hotter builds.  The fluff also mentions some experimental heatsinks that changed the heat energy to light (???) but had the downside of making the mech look like a walking rave, as well as heatsinks that utilized caustic liquids to move heat faster but with a limited lifespan.  &lt;br /&gt;
&lt;br /&gt;
Weapons consist of three general categories:  ballistic, energy, and missile.  Each has their own strengths and weakness: ballistic weapons weigh more, require ammo, but do not generate much heat, energy weapons are the opposite, and missiles can be indirectly fired with targeting data from scouts but can be jammed.  Outfitting a mech for the proper engagement is key to obtaining victory: mechs outfitted for mech-to-mech combat will generally mount only high-damage weapons with lower ammo counts and slower rates of fire, while mechs set for vehicle and infantry combat will mount weapons that fire quickly but do lower damage per shot.  Likewise, mechs that do not expect steady resupply will mount more energy weapons so they are not beholden to ammo counts.&lt;br /&gt;
&lt;br /&gt;
Mechs range between 20 to 100 tons in four weight classes, though a few experimental units lie outside these ranges. The weight classes are light (20-35), medium (40-55), heavy (60-75), and assault (80-100).  Considering their size (23-56 feet), that&#039;s pretty light; the Maus (33 feet long and 11 feet high) mega-tank that Adolf Hitler demanded weighed 188 tons. Most mechs are also only a little slower than the M1A1 Abrams with a top speed of 72 km/h (45 mp/h) on road, while some scout variants can reach speeds of 120 kph and faster.  Mechs can also be mounted with jump jets that give them the ability to hop across the battlefield or up/down terrain.  According to varying fluff depictions, mechs are even able to climb up/down cliff walls and perform flying dropkicks to enemy cockpits, which is awesome.&lt;br /&gt;
&lt;br /&gt;
Depending on where in the timeline the specific game takes place (this is a player choice), there will be two possible classes of mechs: Battlemechs and Omnimechs.  Battlemechs are the older style, with a set number of variants that cannot be changed in the field.  This style was universal in the Inner Sphere before the arrival of the Clans.  Omnimechs, a Clan invention, feature a modular construction style and are able to have their loadout quickly changed in the field as the situation demands.  For example, a &#039;&#039;Dragon&#039;&#039; Battlemech comes in a default configuration consisting of one LRM-10, one Autocannon/5, and two medium lasers.  The 1C variant replaces the Autocannon/5 with an Autocannon/2 and more armor, while the 5N upgrades the Autocannon/5 to an Ultra Autocannon/5.  A pilot must use one of these variants, and is incapable of changing the loadout without serious reworking of the mech&#039;s internals.  Conversely,  a &#039;&#039;Mad Dog&#039;&#039; Omnimech comes with a default configuration of two LRM-20s, two medium pulse lasers, and two large pulse lasers.  A pilot is freely able to modify this loadout as they see fit, say dropping the two medium pulse lasers for more missile ammo/armor or changing the LRMs to SRMs for short-range engagements.&lt;br /&gt;
&lt;br /&gt;
Like most Western sci-fi series, Battlemechs are somewhat inspired by real theoretical technologies; their weapons range from machine guns (albeit very big ones) and missiles, to railguns and particle accelerators. The biggest leaps from reality (aside from FTL travel) are the fusion reactor, (a technology still only theoretically possible,) the neurohelmet, (which interfaces with the pilot&#039;s brain and keeps the mech upright based on the pilot&#039;s own sense of balance,) and the massive muscle-like myomer fibers that actually allow the mech to move.&lt;br /&gt;
&lt;br /&gt;
While Battlemechs dominate the battlefields of Battletech, armored vehicles still have a place. Most of the time, tanks, hovercraft, and APCs are used where mechs would be too expensive (or too advanced) to maintain, or in roles where a mech would be ineffective. This means that, in addition to Battlemechs, one can find infantry, vehicles, aerial vehicles, naval vehicles, and spaceships. It is worth noting that vehicles can be a real threat to Battlemechs in great enough numbers, since they mount the same weapons as mechs.  Some tanks can also push the 100-ton limit and sport the gigantic weaponry usually mounted on an Assault mech chassis.  In other words, where mechs are [[Space Marines]], the vehicles are more akin to [[Eldar]] Aspects.&lt;br /&gt;
&lt;br /&gt;
Mechs in BattleTech fiction also have a curious tendency to go up in a mini nuclear explosion when their reactor core is breached by weapon fire.  We&#039;re talking mushroom cloud, explosion, heat, radiation, the whole bit.  This has been nicknamed &amp;quot;stackpoling&amp;quot; after BattleTech novel author Michael Stackpole, who includes at least one of these events in each novel he writes.  If the reactor was actually breached, what should happen is a meltdown of the reactor (and probably some chunks of the surrounding mech) that quickly burns out because the reactor can&#039;t maintain the fusion reaction without proper containment.  Reactors are generally incapable of generating an actual nuclear explosion: real-world reactor &amp;quot;explosions&amp;quot; are usually a result of the coolant flash-overheating and generating a pressure-based steam explosion that destroys the reactor building.  Lingering radiation would still be a problem of course, but that is usually handwaved away in BattleTech fluff or not mentioned at all.&lt;br /&gt;
&lt;br /&gt;
==Warfare in the Thirty-first Century==&lt;br /&gt;
&lt;br /&gt;
When somebody decides to attack another world, they load up their &#039;Mechs(and tanks, and infantry, etc...) onto massive shuttles called DropShips. These boost off into space and link up with Jumpships, semi-mobile Space-Fold drives sitting a ways out into the star&#039;s system(due to the limits of BattleTech FTL, Jumpships can&#039;t get any closer to a system&#039;s star than a radius roughly around the orbit of Saturn in the Sol System. For simplicity&#039;s sake, most Jumpships move to the Zenith or Nadir points directly &amp;quot;above&amp;quot; or &amp;quot;below&amp;quot; the star&#039;s orbital plane). The Dropships latch onto the Jumpships, which make a series of jumps from star to star until they reach the target system. &lt;br /&gt;
&lt;br /&gt;
Once they reach the target, the Dropships detach from the Jumpships and burn deeper into the system towards the planet. Now Jumpships aren&#039;t stealthy, so anyone on the target planet likely detected their entrance into the system, and it typically takes Dropships seven days to reach the planet. Surprise attacks are nearly impossible, and defenders will have up to a week to get ready(some clever or smart people try to shave time by trying to match the target world&#039;s orbit with a Nonstandard point closer to the planet, or even rare &amp;quot;Pirate&amp;quot; points caused by gravity interactions between celestial bodies, but even this usually gives defenders at least a day to prepare). &lt;br /&gt;
&lt;br /&gt;
As the invading force reaches planetary orbit, the defenders will usually try to intercept them with their own defensive ships, usually Dropships, Shuttles, and Aerospace Fighters, and the Attackers will launch fighters of their own. Space battle will begin in earnest as the defenders try to keep the enemy from landing on world at all(FASA originally had two separate games, Aerotech and Battlespace, that dealt with this stage of combat, but current BattleTech rules incorporate Aerospace combat for those who prefer it or want the full Theater of War experience). &lt;br /&gt;
&lt;br /&gt;
If the Attackers can break through orbit, they can choose their landing site(usually near the target of course). The enemy will deploy to stop them, and battle begins in earnest.&lt;br /&gt;
&lt;br /&gt;
==Fluff==&lt;br /&gt;
[[File:Mad_Cat.jpg|300px|thumb|right|The [[Timber Wolf]] (Mad Cat if you&#039;re &amp;lt;s&amp;gt;Inner Sphere&amp;lt;/s&amp;gt;Freebirth Scum), one of the most iconic BattleMechs in the series.]]&lt;br /&gt;
{{topquote|&#039;&#039;A thousand horrid Prodigies foretold it.&lt;br /&gt;
A feeble government, eluded Laws,&lt;br /&gt;
A factious Populace, luxurious Nobles,&lt;br /&gt;
And all the maladies of stinking states.&#039;&#039;|Dr. Samuel &amp;quot;What The Fuck Am I Reading&amp;quot; Johnson}}&lt;br /&gt;
Much like [[Games Workshop|Warhammer]], the Battletech franchise has an extensive expanded universe. Dozens of books, numerous spinoff games, video games in multiple genres, and even an animated cartoon have delved into the setting and created an entertaining, if convoluted, history that has real influences on how the game is played.  Unlike Warhammer, there are no [[Xenos]] (outside of some cavemen-like species), so humans get all the glory (and blame).&lt;br /&gt;
&lt;br /&gt;
===History of the Inner Sphere===&lt;br /&gt;
After a period of typical [[Cold War]]-era speculative history, mankind was mostly united under the Terran Alliance and discovered how to travel faster-than-light by opening up artificial wormholes. By 2235, most of mankind&#039;s interstellar colonies threw off the yoke of the Alliance and formed their own stellar nation-states. What followed was a period of war and chaos which led to the rise of the &amp;quot;&#039;&#039;&#039;Great Houses&#039;&#039;&#039;,&amp;quot; feudal dynasties of powerful families adhering to various pseudo-historical ideals (like Kurita&#039;s Japan fetishism) competing for total dominance of mankind. However Terra, as Earth became known, remained the most technologically-advanced star nation, and remained unconquered by the competing Great Houses who turned their focus on one another instead. This is one of the reasons for the severe technological stagnation that is a hallmark of the Battletech universe.&lt;br /&gt;
&lt;br /&gt;
In 2349, the Terran Hegemony introduced the first Battlemech, the 100-ton &#039;&#039;Mackie&#039;&#039;, and the face of war changed forever.&lt;br /&gt;
&lt;br /&gt;
===Mechs Just got Real===&lt;br /&gt;
The introduction of the &#039;&#039;Mackie&#039;&#039; shifted the focus of military development away from interstellar Warships back to ground forces. The Terran Hegemony was able to prove that the 100-ton Battlemech was far superior to conventional ground vehicles (interestingly, the Terran Hegemony&#039;s main battle tank was the Israeli Merkava), allowing a single man to destroy formations of opposing non-Mechs. Of course, the rest of the Inner Sphere wanted the same capability, and in 2355 the plans for the Battlemech were stolen. The Age of the Battlemech had begun.&lt;br /&gt;
&lt;br /&gt;
During the next hundred years, as the Great Houses vied for supremacy and founded the nucleus of the future Successor States, the Terran Hegemony was able to exert great influence as the most technologically-advanced and neutral of the great powers. This would lead to the creation of the &#039;&#039;&#039;&#039;&#039;Star League&#039;&#039;&#039;&#039;&#039; in 2571, a grand union of all of humanity&#039;s interstellar nations. While ostensibly created for the purpose of uniting mankind and keeping the peace between the stars, it was also a massive powerplay by Terra to secure the raw materials it needed to maintain its technological edge and once more bring mankind under Terra&#039;s dominion. In keeping with the feudal society that now dominated mankind&#039;s worlds, the position of First Lord of the Star League was invested in Terra&#039;s ruling House, the Cameron dynasty.&lt;br /&gt;
&lt;br /&gt;
While Hidden Wars would plague the Star League throughout its reign, no conflicts were fought between its members as long as the Star League Defense Force kept the peace between factions. Terra&#039;s hoard of advanced technologies were shared freely among the worlds of man, and a new Golden Age descended. It all came to an end in 2766. The last of the Camerons was assassinated by Stefan Amaris, a power-hungry politician from the Periphery, the ring of interstellar nations that had refused to join the Star League and had been conquered for their trouble. Claiming the mantle of Emperor of the Star League and Director-General of the Terran Hegemony, Amaris was immediately denounced by the commander of the SLDF, Aleksandr Kerensky.&lt;br /&gt;
&lt;br /&gt;
===A New Dark Age===&lt;br /&gt;
[[File:Aleksandr Kerensky.jpg|thumb|right|&amp;quot;Fuck you guys, I&#039;m out.&amp;quot; - Aleksandr Kerensky, Great Father of Clans]]&lt;br /&gt;
The Amaris Civil War destroyed the League, and led to a new Dark Age. The Great Houses, throwing off their loyalty to Terra, refused to aid either Amaris or Kerensky, and waited for the war to pass. Kerensky emerged the victor, but with the Cameron dynasty ended the other Great Houses began to vie for position of First Lord of the Star League. Disgusted by the politicking and betrayal, in 2784 Kerensky took the greater portion of the SLDF into exile beyond the Periphery. Those who remained pledged their loyalty to the Star League&#039;s last civil authority, the Ministry of Communication, which would later become Comstar, the sole provider of internet connections between worlds. Thus the Star League lost its last measure of power, and the Great Houses began the First Succession War.&lt;br /&gt;
&lt;br /&gt;
Four Succession Wars, over the course of two centuries, would follow. Never would a Great House gain enough strength to declare itself master of mankind, especially since none would ever conquer Terra. Technology would [[Imperium of Man|stagnate and regress]], creating the Lostech phenomenon, technology which mankind could no longer reproduce, maintain, or even understand. Where before feudalism had been a political phenomenon, hundreds of worlds across the Inner Sphere regressed to or below the technological level of the 20th Century, and hundreds more in the Periphery failed entirely. The sole bright spot was [[Adeptus Mechanicus|Comstar]], the corporate religious entity which maintained the Hyper Pulse Generator network that enabled FTL communications between inhabited worlds. Comstar became the rulers of Terra in the wake of the Star League&#039;s collapse, and leveraged their control of the HPG network to ensure their inviolability in exchange for maintaining the incomprehensible HPG networks and neutral treatment of all communications between worlds. In order to maintain their power, they would actively [[Grimdark|sabotage, headhunt, or kill]] all promising technological advancements and promising scientists to maintain their monopoly and techno-religious authority.&lt;br /&gt;
&lt;br /&gt;
Eventually the Inner Sphere would stabilize around the Great Houses and their associated stellar empires. However, technological progress remained stagnant, and the rare factories capable of producing such advanced technologies as Battlemechs became critical components in the shattered military-industrial complexes of the so-called Successor States. Millions would die so that an LED monitor factory could be taken by one side, or so that a hundred precision-machined laser lenses could be plundered from a forgotten SLDF armory. Real progress towards recovery could only be made after large caches of information which survived the fall of the Star League were recovered; the most significant were the recovery of a long-lost Star League university&#039;s library in 3013, and the recovery and free dissemination of the contents of the Helm Memory Core in 3028. In 3028, the two largest and most powerful Successor States, the Federated Suns and the Lyran Commonwealth, were united by dynastic marriage, and it seemed that a new Golden Age might be only decades away. &lt;br /&gt;
&lt;br /&gt;
But the Inner Sphere had forgotten all about Kerensky&#039;s exodus, and nobody wants &#039;&#039;Peace&#039;&#039; to break out in a wargame setting, soooo...&lt;br /&gt;
&lt;br /&gt;
===Suddenly Clannerscum===&lt;br /&gt;
Kerensky and his followers first settled on the Pentagon Worlds, where they tried to start a new society and a new Star League. They failed though, and the wars erupted between the worlds, showing the bitter irony of life. Kerensky tried to move on, but suffered a heart attack, and the leadership was overtaken by his son, Nicholas Kerensky (who unlike his father had hair and was probably a closet [[furry]]). Nicholas took the remaining followers with him to a planet he called &amp;quot;Dream Land&amp;quot; and established the twenty original Clans.&lt;br /&gt;
&lt;br /&gt;
The Clans are a tribal society that is divided into five castes - Warriors (Religious and Political Leaders and Soldiers), Scientists (Less respected but are considered highly important), Merchants (Detested and only kept as a necessity), Technicians (Engineers and Warrior&#039;s Servants), and Laborers (Serfs, repressed as needed). Although during the birth each child is tested for their relevance to a certain caste, but more often than not are the same as their parents. Speaking of which, Clanners strongly believe in eugenics, and most of the Warrior Caste members are genetically enhanced clones/mashups. Other castes are selectively bred by the instructions from Science Caste. On a positive side it would mean that even [[neckbeard|neckbeards]] would end up breeding (though given the Clan&#039;s brutal meritocracy/kratocracy, they&#039;d end up as outcasts in the Bandit Caste). On the other hand, the society has only a few acceptable non-technical forms of information, meaning that there really is no reason for there to be neckbeards. Paradoxes aside, Clans were created towards efficiency, and even their language differs from the one used in the Inner Sphere. Clans constantly compete in everything, from combat to technological prowess, as they foresaw their return to the Inner Sphere and its liberation. (By their hands, of course.  And logically resulting in their control.)&lt;br /&gt;
&lt;br /&gt;
And that day was not far off.&lt;br /&gt;
&lt;br /&gt;
===ilClan===&lt;br /&gt;
A prophecy of days far off, the &#039;&#039;&#039;&#039;&#039;ilClan&#039;&#039;&#039;&#039;&#039; is a religious myth that states that someday a Clan will take control of Terra, the Cradle of Humanity. The Khan (leader) of the Clan of Clans which captures Terra will become the new, true ilKhan (Khan of Khans) and re-establish the Star League, over which their blood shall reign in perpetuity. All will be Clan, Clan will be all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;ilClan&#039;&#039;&#039;&#039;&#039; is also an [[Skub|abortive Battletech rulebook]] that has been in the works since &#039;&#039;&#039;2002&#039;&#039;&#039;, ever since the &#039;&#039;&#039;Dark Age&#039;&#039;&#039; Era was published. Ostensibly intended to be the next historical Era, featuring all new rules to reflect the dominance of Clan society and technology, the bankruptcies and sales that Battletech went through stalled all development. In addition, most fans are [[Advancing the Storyline|vehemently opposed to the destruction of most of the factions]] in the game, and have spoken up at every opportunity to denounce the plans behind ilClan. A prank release of a provisional ilClan historical outline drew tremendous outcry and Catalyst Game Labs has subsequently decided to focus on rereleasing and updating older Era rulesets.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, In The Inner Sphere===&lt;br /&gt;
...Of course, when the Clans returned to the Inner Sphere with the intent of liberating it from the feuding Great Houses, those same great houses &amp;lt;s&amp;gt;said &amp;quot;okay&amp;quot; and handed over the reins&amp;lt;/s&amp;gt; put aside their differences and fought the Clans to a stand-still.  This was an incredible show of camaraderie, and the most cooperative the houses had been since the Star League fell.  It was all quite touching, really.&lt;br /&gt;
&lt;br /&gt;
Of course, once the Clans were wrapped up behind a truce line, it was time to get back to good-old inter-house wars.  In an ultra-brief summary: There was the FedCom Civil War, kicking off the &amp;lt;s&amp;gt;Fifth Succession War&amp;lt;/s&amp;gt; Word of Blake Jihad, the religious fanatic(well, moreso than usual) faction of Comstar went crazy over the entire Inner Sphere with cyborgs and nukes, until some dude named Devlin Stone got everyone to work together and kick them off Terra, then went on to form the Republic of the Sphere, essentially a re-establishment of the Terran Hegemony. In the meantime, the Clans got a bug up their asses over ideological purity after their Scientist Castes tried to take over, and all the Clans who invaded the Inner Sphere got kicked out of Clan Space to live there instead. Eventually someone forgot to pay the phone bill and the interstellar faster-than-light communication network went down. This issued in the last era in the fluff known as the &amp;quot;Dark Age.&amp;quot;&lt;br /&gt;
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This is also considered the second ruination of the franchise by some.  Many long-time fans think highly of the Succession Wars era of Battletech, right after the fall of the Star League.  Marching around the field with walking tanks so expensive and rare that it&#039;s better to lose a pilot than a weapon is a powerful fantasy.  It&#039;s often described as being &amp;quot;Mad Max with mechs.&amp;quot;  Of course, the blasted hellscape of the post-apocalypse is hard to maintain when the Clans invaded with their own brand-new shiny toys.&lt;br /&gt;
The shift from &amp;quot;squabbling tribes with rusty guns&amp;quot; to &amp;quot;courageous defenders with shiny factories&amp;quot; is often considered the first ruination of the property.  When the squabbling of the Inner Sphere was broken up again by quasi-religious zealots and Battletech was forced to stitch in aporypha from its bastard child, (the miniature game MechWarrior,) people considered it the second collapse of the franchise.&lt;br /&gt;
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==Factions==&lt;br /&gt;
While each faction has a certain flavor and preferred equipment/tactics, factions do not limit your gameplay choices to particular sets of mechs/units/components, as in many other games ([[Warhammer 40,000]] is a good example, amongst many other skirmish-level wargames). So if something you want to use is in specific era of Battletech History (FEDCOM Civil War, Clan Invasion, et cetera), anything goes. Although its common for players to roleplay as being employed by some major power, and limiting themselves to their styles. Either that, or they play as mercenaries and do as they please. Seriously, the amount of in-fighting is in effect galactic level (in warhammer 40k -- aside from humanity itself -- only the &#039;&#039;Necrontyr&#039;&#039;, the flesh incarnations of the [[Necrons]], ever fought each other to such a long and drawn out extent).&lt;br /&gt;
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===The Inner Sphere===&lt;br /&gt;
While other time periods might have better or more interesting rules, the most popular ruleset remains the eras between the Fourth Succession War (3028) to just before the Word of Blake Jihad (3067). This list of Inner Sphere factions covers those periods.&lt;br /&gt;
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====Federated Suns====&lt;br /&gt;
Ruled by House Davion, the Federated Suns is feudal Space America or nepotistic Space UK. [[Lawful Good]], ruled by a Great House as inbred as any other is, and with all positions of power occupied by the same set of mostly blood-related elites. Without the blue blood, you&#039;re just a clever commoner. However, the Federated Suns isn&#039;t as stratified as the other Successor States, and it&#039;s easier for a common citizen to climb the ladders of wealth and power, which fuels an entrepreneurial society that is among the wealthiest in the Inner Sphere. They’re heroic defenders of freedom and democracy, provided you define “freedom and democracy” as “being ruled by the Federated Suns”.&lt;br /&gt;
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Similar to [[Ultramarines|a certain faction in a certain other wargame]], the Federated Suns usually win most of their battles, and are usually presented as the good guys, drawing a lot of accusations of Mary Suehood. Unlike the Smurfs, however, the Federated Suns has actual flaws - their “democracy” is a rubber stamp, their rhetoric about freedom is mostly just an excuse to justify warmongering and imperialism, and they have such a staggering decree of wealth inequality that there are cases where the populations of multiple planets only have a single school to go between them. This means that the FedSuns attract two kinds of fans: twelve-year-olds who buy all the propaganda, and people who can appreciate playing a bunch of self-righteous, hypocritical jackasses.&lt;br /&gt;
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Thanks to their great wealth, the Federated Suns can afford to fund actual scientific research in the form of the New Avalon Institute of Technology, or Space MIT, and the Davions supported most of the tech development and recovery in the Inner Sphere prior to the Clan Invasion. They also got lucky when they found an ancient Star League library filled with various editions of tabletop wargame splatbooks. They are known to be the house that first heavily employed or utilized a lot of Clan personnel and technologies after the conclusion of the invasion.&lt;br /&gt;
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The Federated Suns also kind of have a thing for autocannons. Think [[Space Wolves]] with wolves, or [[Orks]] with [[Dakka]], and you have an idea. If it does not have an autocannon on it the Suns will find a way to give it one, and if it does have an autocannon they find a way to upgrade it to a Rotary Autocannon. So if you like autocannons this is the faction for you.&lt;br /&gt;
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Prior to the Fourth Succession War, the Federated Suns and Lyran Commonwealth were united through marriage, forming the Federated Commonwealth, the largest and most powerful empire in the galaxy since the Star League. In order to bridge the distance between the two nations, however, the Federated Commonwealth had to conquer large swathes of the Capellan Confederation, which they did easily. However, only a few decades later the Commonwealth was broken up by the FedCom Civil War, when Katrina Steiner schemed to either take over the Commonwealth or secede the Lyran half of it because she was a royal bitch. The FedSuns are currently getting kicked around by pretty much everybody during the Dark Age, primarily because the current head of the house, Caleb, is extremely paranoid and rather psychotic. &amp;lt;strike&amp;gt;&#039;&#039;Save us, Julian!&#039;&#039;&amp;lt;/strike&amp;gt;&lt;br /&gt;
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====Lyran Commonwealth====&lt;br /&gt;
Space Germany with some Space Scotland and Space Scandinavia kicking around, the Lyran Commonwealth is the largest successor state and owns the most resource-rich planets in the Inner Sphere, making them an industrial and economic powerhouse. Their government was supposed to be modeled on ancient Athens, led by a council of nine Archons, but this did not work out &#039;&#039;at all&#039;&#039;, and eventually Archon Robert Marsden decided he&#039;d had enough of this shit and overthrew the other Archons in a military coup. The Marsdens were eventually replaced by the Steiners, who have ruled the Commonwealth to this day.&lt;br /&gt;
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The Lyrans are rich. Really, really absurdly rich. The only reason they haven&#039;t conquered the Inner Sphere yet is that they prefer to put the relatives of rich businessmen in charge of their army rather than, y&#039;know, actual soldiers, meaning basically every Lyran military officer is terrible at his job. There is at least one recorded case of the Lyran military starting a major interstellar war &#039;&#039;by accident&#039;&#039;. Fortunately, since they&#039;re so rich, they&#039;re able to make up for their ludicrous incompetence with the biggest and heaviest weapons in the Inner Sphere. The joke goes that a typical Steiner scout lance consists of  four 100-ton &#039;&#039;&#039;&#039;&#039;Atlas&#039;&#039;&#039;&#039;&#039; mechs (imagine a scout-recon team composed entirely of Warlord Titans and you&#039;ll get the idea). Steiner forces tend to be big and slow, barely able to outmaneuver enemy fortresses. Of course, once they (eventually) get into range, you can kiss that fortress goodbye.&lt;br /&gt;
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Late in the Third Succession War, Archon Katrina Steiner shocks the entire Inner Sphere by actually calling for a peace treaty. Only Hanse Davion is at all interested, and he winds up marrying Katrina&#039;s daughter Melissa and uniting the two countries into one massive empire, the Federated Commonwealth (see above). Predictably, this Beauty-and-the-Geek romance starts out exceedingly awesome then epically fails and it&#039;s back to single life for the too-pretty Steiners. Recently tried to have Clan Wolf migrate through their coreward territory to keep the Free Worlds League from reforming during the Dark Age while holding the transported civilian castes as insurance. Backfired with the Free Worlds League still reforming and Clan Wolf taking much of the coreward and middle territory in the Lyran Commonwealth to form the Wolf Empire.&lt;br /&gt;
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====Free Worlds League====&lt;br /&gt;
Halfway between Space America and Space Yugoslavia, the Free Worlds League is a federal democratic republic. No, really! They have a parliament and everything. Of course, the commander-in-chief of the Free Worlds League Military is always a member of House Marik because parliament doesn’t think anyone else can do the job, and the entire country has been operating under martial law “for the duration of the emergency” since the Star League broke up, but in principle, both democracy and federalism are alive and well in Marik space, making it impossible to get anything done.&lt;br /&gt;
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Everyone in the Free Worlds League hates everyone else in the Free Worlds League. After finding out that Captain-General Thomas Marik had been in hiding running the Word of Blake for decades and the guy they’d taking their orders from all that time was actually just some hobo picked up off the street, they gave up on trying to make the thing work at all and collapsed. After the Dark Age, said hobo’s daughter managed to put it back together again, which kind of makes you start to wonder about that whole “only the Mariks can handle the Captaincy-General” thing. Doesn&#039;t help that she had to make a deal with the Spirit Cat and Sea Fox clanners to cement the whole thing together as well as marrying the official Marik family&#039;s head.&lt;br /&gt;
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The Free Worlds League Military is built around combined arms warfare, treating infantry, vehicles, and aerospace fighters as if they were just as useful as mechs. They also used to have the most LAMs, back before [[squat|LAMs ceased to be a thing]]. They don’t get a lot of attention, since they’re far away from the FedSuns and the Clans and therefore don’t get involved in stories about factions the writers actually care about.&lt;br /&gt;
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====Draconis Combine====&lt;br /&gt;
Ruled by House Kurita, the Draconis Combine is the obligatory Space Japan, in the sense that it is &#039;&#039;obligatory&#039;&#039; to be Japanese. It has large Arab and Scandinavian minorities who are legally required to be [[weeaboo]]s, with the country as a whole drawing on both the age of samurai and the militaristic Imperial Japan of the 1920s to 40s. The twelve-year-olds listed above, if they leave the FedSuns, will likely move to this weeaboo paradise with its delusional &amp;quot;fierce solo samurai warrior takes on all opponents Kurosawa Style&amp;quot;  appeal, not realizing that lone mechs get [[rape|gang-banged]] by enemies who are teamed up like a pack of mechanical hyenas. Defended by weeaboos despite being responsible for the single most horrific massacre in human history during the First Succession War. For an alternate look into this supposed massacre, please read &#039;&#039;Did 52 million really die?&#039;&#039;&lt;br /&gt;
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Like everyone else in the Inner Sphere, the Draconis Combine is a warmongering, autocratic empire ruled with an iron fist that wants to take over the galaxy. Unlike everyone else in the Inner Sphere, they actually admit it. They&#039;re the only successor state that makes absolutely no pretenses of being a democracy, with the Coordinator of Worlds being treated as a divinely anointed absolute monarch who is the sole legitimate ruler of all humanity. They were the first to start shit after the Star League collapsed, with the Coordinator declaring himself the new First Lord and launching an invasion of the Federated Suns that eventually wound up getting himself killed on Kentares IV, leading his son to launch the aforementioned massacre. They&#039;ve been the mortal enemies of the Federated Suns ever since.&lt;br /&gt;
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Similar to the Davions and their love of autocannons and the Steiners and their love of everything heavy and assault, Kuritans are really, really into PPCs (Particle Projector Cannons), mainly because they&#039;re dirt poor and [[Lasgun]]s are cheaper than bullets. If there is a mech that can possibly mount a PPC, the Dracs will put one on it. For instance, see the &#039;&#039;Catapult&#039;&#039;: a 65-ton long-range fire support mech intended for indirect fire using the Long Range Missle (LRM) racks in its &amp;quot;ears&amp;quot;. Almost every variant of the &#039;&#039;Catapult&#039;&#039; is centered around these LRM racks with a few minor backup weapons, they are a reliable, battle-tested design that no commander in their right mind would attempt to &#039;fix&#039;, because isn&#039;t broken... except in the eyes of House Kurita. Once the Combine got their hands on it those ears were replaced with two PPCs for direct fire support and two machine guns for &amp;lt;s&amp;gt;civilian massacres&amp;lt;/s&amp;gt; INFANTRY DETERRENTS.  &lt;br /&gt;
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Kuritans were also [[Fail|involved in the worst Battletech novel ever written]], wherein a ship of theirs was lost in time and space, and [[what|found giant]], [[Kroot|alien, sentient chickens]]. Far Country is a [http://www.youtube.com/watch?v=U6zQ6ZqEqg0 Shamefur Dispray]! and pretty much serves as the only time aliens are actually mentioned in the BattleTech unvierse.&lt;br /&gt;
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====Capellan Confederation====&lt;br /&gt;
Culturally, Space China or Space Russia. Politically, Space North Korea. The Confederation was originally founded when several minor states in the Capellan Zone who were sick of the Federated Suns trying to &amp;quot;liberate&amp;quot; them joined together, bombed their own capital to make a point, and fought the Davions off. Secure in this victory, they then proceeded to never win a war ever again.&lt;br /&gt;
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Citizens of the Capellan Confederation enjoy probably the highest standard of living of any commoner in the Inner Sphere, with an extensive, cradle-to-grave welfare system and the best education and health care the state can provide. [[Grimdark|*Non*-citizens of the Capellan Confederation, known as &amp;quot;Servitors&amp;quot;, are basically slaves.]] Becoming a citizen requires you to provide a certain amount of service to the state by the age of seventeen, and citizenship can be removed as punishment for disloyalty. Even those who aren&#039;t unfortunate enough to be Servitors basically have their lives decided for them by the Capellan caste system and the government&#039;s ability to tell them that they have to move to a new planet and take up a new career at any given moment.&lt;br /&gt;
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The Confederation is run by a Chancellor, who&#039;s supposed to be elected by the nobility but in reality is pretty much always the head of House Liao. This is rather unfortunate, since the Liaos have a noticeable tendency towards being batshit fucking insane &#039;&#039;even by Inner Sphere nobility standards&#039;&#039;. At one point, they decided that having a regular military just wasn&#039;t cool enough for them and created the Warrior Houses, a bunch of weird pseudo-religious warrior cults that only answer to the Chancellor.&lt;br /&gt;
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Since the Capellans have lost basically every war they&#039;ve ever fought and live right next to the Federated Suns, they&#039;ve become the designated &amp;quot;sneaky&amp;quot; faction, focusing on guerilla warfare and covert operations. They go for stealth and electronic warfare the way the Davions go for autocannons, best exemplified by their iconic Raven electronic warfare &#039;Mech (which, depending on the model, actually looks like a bird; weird but cool). After the Clan Invasion and FedCom Civil War, they acquired a taste for the newly-developed Plasma weapons. Got the absolute shit beat out of them by the Federated Commonwealth during the Fourth Succession War, got revenge when the Commonwealth tore itself apart a few decades later.&lt;br /&gt;
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====ComStar====&lt;br /&gt;
Imagine a cross between the medieval Catholic Church and Comcast, and you have ComStar. During the Star League Civil War, the network of Hyperpulse Generators that the Star League had built for faster-than-light communications was in ruins, and the one thing that the Great Houses could agree on was that &#039;&#039;somebody&#039;&#039; had to fix all their space phones right fucking now. They named Jerome Blake, the highest-ranking HPG network official still alive, as Minister of Communications, which, since they didn&#039;t name any other ministers, basically put him in charge of Terra. As the Star League collapsed, Blake bummed some soldiers off of Kerensky, got the Successor States to agree that the space phones were important and they should therefore respect ComStar&#039;s neutrality, and then seized complete control of Terra in a lightning-fast coup, revealing that that neutrality had some teeth.&lt;br /&gt;
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After Blake died, ComStar quickly turned into a quasi-mystical and religious organization, whose stated purpose was to preserve human knowledge in the dark ages of the Succession Wars, a goal they attempted to fulfill by assassinating every scientist who wouldn&#039;t work for them and starting the Second Succession War practically the moment the first one ended. Things started to spiral out of control for them after the Helm Memory Core was leaked and suddenly everyone was able to figure out how Lostech worked again, and then things got even &#039;&#039;worse&#039;&#039; when the Clans showed up.&lt;br /&gt;
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ComStar is also famous for introducing the ComStar Bill (C-bill) as a standard galactic currency.  Rather than being backed by material goods, each C-bill is backed by ComStar&#039;s faster than light message delivery service: One C-bill will guarantee one millisecond of data transmission, enough for a few pages of bare text or a small image, with larger transmissions costing more, and with additional fees for higher priority and the like.  The value of the various Great House currencies can be weighed against their worth in C-bills which allows for currency exchange on a galactic scale.  The C-bill is the primary way that mercenaries are paid and in turn pay for goods and services, and thus the most common currency encountered by players.&lt;br /&gt;
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====Minor Powers====&lt;br /&gt;
*&#039;&#039;&#039;Free Rasalhague Republic&#039;&#039;&#039;:Space Norse/Vikings. They were a part of the Draconis Combine, until the formation of the Federated Commonwealth meant that Kurita was about to have &#039;&#039;two&#039;&#039; borders for Hanse Davion to attack them from, so he granted them their independence as a buffer state. May have been awesome. For the reason for past tense refer to: &#039;&#039;Clan Invasion, Why Not Get in the Way of One&#039;&#039; (Third Publishing of Liao, COMSTAR ISBN 474-Alpha-467-Upsilon-345). They later join up with the Ghost Bears and become the Rasalhague Dominion. They are awesome because now we have Viking clanners.&lt;br /&gt;
*&#039;&#039;&#039;Word of Blake&#039;&#039;&#039;: An ultra-reactionary splinter faction of ComStar that got butthurt after ComStar ditched all the pseudo-religious bullshit. Broke away and launched an all-out jihad(&#039;&#039;yes, they actually used that word&#039;&#039;) on literally everyone shortly after the Federated Commonwealth Civil War came to an end. Made liberal use of weapons of mass destruction and rendered several entire planets uninhabitable. Fond of genocide, re-education camps, unstable technology, and mass murder. As a result, they were eventually crushed as a result of pissing off the entire fucking universe, but not before undoing a lot of the technological progress that had been made after the Clan Invasion. Basically used by the publishers to reset the average technology level of the game due to a lot of players feeling it was advancing too far and getting away from the quasi-feudal feel of earlier editions. Ironically enough, their mechs were more streamlined and featured a lot more experimental technologies for people would eventually blow the entire game setting back to the quasi-iron age.&lt;br /&gt;
*&#039;&#039;&#039;The Republic of The Sphere&#039;&#039;&#039;: Established by an individual calling himself Devlin Stone, who mysteriously surfaced at some point during the Blakefag Jihad, and helped pull the galaxy out that colossal clusterfuck through a series of successful military campaigns. Upon the Jihad&#039;s defeat, Stone met with ComStar Precentor Martial Victor Ian Steiner-Davion and laid out a philosophy which Victor would privately describe as &#039;&#039;militant socialism keyed to altruism&#039;&#039;; Officials and authorities would have their assets placed in a blind trust. Public service would be rewarded. Greed and corruption would be punished. All weapons would be placed under the government control. [[Just As Planned|Surprisingly, it worked]], at least for a time, ushering in a new era of peace for the core worlds. However, after ruling as Exarch of the Republic for a while, Devlin Stone stepped down and shortly there after disappeared, vowing to [[Sigmar|return when he was needed most]]. It didn&#039;t take long before everything went to shit again and was plunged into chaos when the interstellar communication network was sabotaged. Was gangbanged by a combination of separatist factions, the Capellans, and Clan Jade Falcon before finally saying FUCK IT and retreating back to Terra. &amp;lt;strike&amp;gt;&#039;&#039;You guys realize Stone is the [[Emperor]], right? Right?&#039;&#039;&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Periphery&#039;&#039;&#039;: The collection of non-successor states on the edges of the Inner Sphere. They were brought into the Star League by force, and are still kinda sore about it, mostly because they nearly got blasted back to the Stone Age, and never quite got their technology back up. &lt;br /&gt;
**&#039;&#039;&#039;Taurian Concordiat&#039;&#039;&#039;: A Periphery Nation bordering the Federated Suns and Cappellan Confederation. Has an axe to grind against the Federated Suns and claims they’re much more dedicated to freedom and liberty than the Davions.&lt;br /&gt;
**&#039;&#039;&#039;Marian Hegemony&#039;&#039;&#039;: A bandit Kingdom bordering the Lyrans and Free Worlds League that decided to become the Roman Empire IN SPACE. &lt;br /&gt;
**&#039;&#039;&#039;Magistracy of Canopus&#039;&#039;&#039;: A hedonistic matriarchy bordering the Free Worlds League. A nation of cybernetic catgirls, whose largest export is pornography.&lt;br /&gt;
**&#039;&#039;&#039;Outworlds Alliance&#039;&#039;&#039;: A backwater state near the Federated Suns and Draconis Combine. Was the Periphery-est of the Periphery states until Clan Snow Raven moved in. &lt;br /&gt;
*&#039;&#039;&#039;Mercenary Review and Bonding Commission&#039;&#039;&#039;: An independent group that certifies and provides force rankings for various mercenary groups. At least three Mech Warrior games are focused on the mercs as it allows writers more leeway and less chance to screw up the canon.  &lt;br /&gt;
*&#039;&#039;&#039;Kell Hounds&#039;&#039;&#039;: A merc company headed by Morgan Kell. His son Phelan was captured by Clan Wolf when the Clan Invasion first began, and by the end was running the Clan until it split. Took in Phelan and the Exiled Wolves afterwards. Generally, are tough but cool guys all around.&lt;br /&gt;
*&#039;&#039;&#039;Grey Death Legion&#039;&#039;&#039;:Mercenary group who were famous for finding and distributing the Helm Core, which allowed the Inner Sphere to regain technology formerly lost during the Succession Wars.  Generally an author&#039;s favorite in the books. Got destroyed during the Blake Jihad.&lt;br /&gt;
*&#039;&#039;&#039;Wolf&#039;s Dragoons&#039;&#039;&#039;: A bunch of Clan Wolf advance scouts disguised as a mercenary group.  Came to the Inner Sphere with a ton of mechs that the Clans considered outdated but hadn&#039;t been seen in the Successor States in centuries and were considered Lostech... Which should have tipped the Great Houses off that these guys might be bad juju.  Instead of providing intel to the Clans for their invasion, Wolf&#039;s Dragoons pulled a fast one and tried to prepare the Inner Sphere for war with the Clans. They are generally pretty awesome guys, even if part of that awesomeness is because they get a ton of attention in the fluff due to the writers&#039; obsession with anything related to Clan Wolf. They got screwed pretty badly during the Blake Jihad when the nutjobs assaulted Outreach. By Dark Age they are slowly recovering with help from the Kell Hounds.&lt;br /&gt;
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===The Clans===&lt;br /&gt;
Each clan is named after an animal, and yes those are the animal&#039;s full names. &lt;br /&gt;
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* Clan Blood Spirit: The smallest Clan. Noted for having the toughest training, favored Battle Armor, and had no official allies after starting off idealistic but then becoming jaded grudge-holders. :(&lt;br /&gt;
* Clan Burrock: The only clan to support the Dark Caste. Liked picking on the Blood Spirits before they were absorbed by Clan Star Adder.&lt;br /&gt;
* Clan Cloud Cobra: The Religious types. Loved aerospace fighters and jump jets. Obsessed with collecting genetic bloodlines other Clans don&#039;t want.&lt;br /&gt;
* Clan Coyote: Native Americans in Space. Also like to scheme too much for their own good. Known for creating a shit ton of tech (unlike [[Adeptus Mechanicus|some people]] on Mars...)&lt;br /&gt;
* Clan Diamond Shark: Used to be called Sea Fox until Snow Raven killed their namesake (with their current one) the only clan that views the merchant caste as equal to their warrior one. Later brought back the Sea Fox and changed their name back. The only Clan to allow all castes to vote, making them arguably a genuinely democratic republic.&lt;br /&gt;
* Clan Fire Mandrill: The Clan whose gimmick was to always have a few subfactions to foster internal competition. At first it was manageable and it improved the Clan, but then the factionalism snowballed into more than 10 mini-subfactions which made the whole Clan a laughing stock among the Clans. &lt;br /&gt;
* Clan Ghost Bear:  The only clan to be founded by a married couple, as a result they&#039;re the only clan to still have normal family units.  Much more protective of its civilian caste than the others.  Nearly devoured the Free Rashalague Republic in the Clan Invasion, then merged with what was left after the Jihad. &lt;br /&gt;
* Clan Goliath Scorpion: Stoners with rose-colored nostalgia glasses. Also noted for elite marksmanship and ambush tactics. &lt;br /&gt;
* Clan Hell&#039;s Horses: The only clan to think tanks are useful often uses mix arms tactics rather than use spamming mechs.  Have hot rod flames color scheme.&lt;br /&gt;
* Clan &amp;lt;strike&amp;gt;Temper Tantrum&amp;lt;/strike&amp;gt; Ice Hellion: Speed freaks with a big ego. Their Khan seems to bitch every time their forces lose, which is often.&lt;br /&gt;
* Clan Jade Falcon: The Spotlight stealing Clan second only to the Wolves, with whom they have a fierce rivalry. Slightly less evil than the Jaguars below. &lt;br /&gt;
* Clan Mongoose: Basically a footnote in Clan backstory. Extremely aggressive, tend to attack everyone near them. [[Fail|Got their asses kicked by everyone else before being absorbed.]]&lt;br /&gt;
* Clan Nova Cat: The Spiritual types, they decide their policy with visions, which 9 times out of 10 ends badly for them. Some of the best marksmen in the Clans, often competed with Clan Goliath Scorpion. Joined Smoke Jaguar in attacking the Draconis Combine, then sided with the Combine right after everyone decided the Jags had to go. Eventually got destroyed during the Dark Ages for backing the wrong Kuritan royal in a civil war. &lt;br /&gt;
* Clan Smoke Jaguar: Essentially super aggressive World Eaters trained to pilot mechs. Known to fuck shit up until their smaller numbers (due to infighting) fucked them over in long campaigns. Were eventually wiped out by the Inner Sphere counter-attack after they murdered an entire city from orbit. What goes around, comes around.&lt;br /&gt;
* Clan Snow Raven: The sinister &amp;amp; cunning space jockeys of the Clans. Specialized in space combat and became BBFs with the Outworlds Alliance.&lt;br /&gt;
* Clan Spirit Cats: Offshoots of the Nova Cats after they were annihilated by the Combine. &lt;br /&gt;
* Clan Star Adder: Boring, but very, very practical, which benefited them a lot. They like to upgrade their lasers to heavy lasers.&lt;br /&gt;
* Clan Steel Viper: Self righteous xenophobes who wanted to cooperate with the Inner Sphere but also treated freeborns like dirt, and then wondered why nobody liked them. Responsible for Clan genocide known as &amp;quot;The Wars of Reaving&amp;quot;. [[Fail|Got genocided in return.]] &lt;br /&gt;
* Clan Widowmaker: the hyper-aggressive types, their first Khan held a grudge against the Wolverines and framed them before being killed with support from Nicholas. Clan later got annihilated for accidentally killing Nicky. What was left of it, however, &amp;lt;strike&amp;gt;gave birth&amp;lt;/strike&amp;gt; (lies Clanners aren&#039;t born, they&#039;re grown)  to the most dangerous MechWarrior ever, Natasha Kerensky.  &lt;br /&gt;
* Clan Wolf: The spotlight stealing Clan, courtesy of it being Kerensky&#039;s personal clan. Split up into two factions following the Refusal War.&lt;br /&gt;
** Crusader Wolves: The guys who want to continue the invasion of Inner Sphere.&lt;br /&gt;
** Warden Wolf-in-Exile: The guys who want to defend Inner Sphere against the rest of the Clans, who they think are a mockery of Kerensky&#039;s teachings.&lt;br /&gt;
* &amp;lt;strike&amp;gt;Clan Wolverine&amp;lt;/strike&amp;gt; Not-Named Clan: Aggressive and independent minded, these guys pissed off Nicky to such extent that they were annihilated after the vengeful Widowmaker khan framed them of detonating a nuke on civilians after the Wolverines seceded from the Clans. Some survivors were able to flee as the &#039;&#039;&#039;Minnesota Tribe&#039;&#039;&#039; but they&#039;ve been never heard from since. [[What|There are many theories about them returning to Inner Sphere and taking over it as shadow masterminds in order to destroy the clans.]]&lt;br /&gt;
&lt;br /&gt;
===Wars of Reaving===&lt;br /&gt;
[[Advancing the Storyline|Fed up with having to write more stuff about Clans nobody cares about]], a bunch of Clans were wiped out after the Jihad, or driven out of Clan territory. While the in-story explanation is that a butthurt ilKhan decided it was time to make a powerplay after not having won anything out of the Inner Sphere Invasion, everyone knows that there were several Clans that had no discernable effect on the game. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Annihilated or Absorbed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Blood Spirit: Got wiped out for using civilian militias which &amp;quot;isn&#039;t clan-like&amp;quot; and [[Bullshit|marked for annihilation for letting people fight for their homes.]]&lt;br /&gt;
**Burrock: Tried to re-establish themselves after being Absorbed, got defeated.&lt;br /&gt;
**Fire Mandrill: Too fractured to fight back effectively.&lt;br /&gt;
**Ice Hellion: [[Fail|Killed themselves by trying to steal Jade Falcon and Hell&#039;s Horses territory.]] What few survivors remained joined Goliath Scorpion.&lt;br /&gt;
**Steel Viper: Took over the Clan Homeworlds and gave everyone free reign to remove the “taint” of the Invader Clans by any means necessary. Forgot that they themselves were an Invader Clan.&lt;br /&gt;
**Nova Cat: Destroyed by the Draconis Combine for being on the losing side of a Civil War.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Exiled or Abjured:&#039;&#039;&#039;&#039;&#039; These Clans were forced out of the Clan Homeworlds on the pretense of being &amp;quot;corrupted&amp;quot; by Inner Sphere influences. Some later formed the &#039;&#039;&#039;Council of Six Clans&#039;&#039;&#039;, representing the Clans that now exist in the Inner Sphere.&lt;br /&gt;
**Ghost Bears: Banished to the Inner Sphere and eventually founded the &#039;&#039;&#039;Rasalhague Dominion.&#039;&#039;&#039; Joined the Council.&lt;br /&gt;
**Goliath Scorpion: Ran away and conquered Nueva Castile(Spaniards vs. Arabs IN SPACE) in the Deep Periphery, forming &#039;&#039;&#039;Escorpion Imperio.&#039;&#039;&#039;&lt;br /&gt;
**Hell&#039;s Horses: Stole some of Clan Wolf&#039;s territory in the Inner Sphere, and end up getting banished from the Clan Homeworlds. Joined the Council.&lt;br /&gt;
**Jade Falcon: Banished to the Inner Sphere and tried to conquer Terra but failed. Still rules the parts of the Inner Sphere they conquered during the Clan Invasion. Replaced the Smoke Jaguars as the most vicious clan under their latest Khan (who&#039;s willing to do anything to kill her enemies). Joined the Council.&lt;br /&gt;
**Sea Fox/Diamond Shark: Ended up in what&#039;s left of the Free Worlds League. Split up into semi-independent merchant fleets and are now a collection of nomadic &amp;quot;Khanates&amp;quot; that sail the starlanes of the Inner Sphere. Joined the Council, but also joined the FWL as a member state. In the meantime, managed to bring the Sea Fox back from extinction, and changed back to their old name. &lt;br /&gt;
**Smoke Jaguar: Some of them showed up as super-secret Clanner loyalists called &#039;&#039;&#039;Fidelis&#039;&#039;&#039; to the Republic of the Sphere. More practical minded than their grandparents but just as likely to go [[rip and tear|berserk]] when fighting any Clan warriors for their perceived betrayal.  Still in the Fortress Republic.&lt;br /&gt;
**Snow Raven: Ran away and conquered the Outworlds Alliance in the Periphery, forming the &#039;&#039;&#039;Raven Alliance.&#039;&#039;&#039; Joined the Council.&lt;br /&gt;
**Spirit Cat: What&#039;s left of Nova Cats, joined the Free Worlds League as a member state.&lt;br /&gt;
**Wolf: Splintered into several factions. Basically conquered the central and coreward territories of Lyran Alliance under the &#039;&#039;&#039;Wolf Empire.&#039;&#039;&#039; Making the Steiners have a bigger headache, their Khan, Katrina Steiner&#039;s descendant, claimed the mantle of Archon through her bloodline. Wolves-in-Exile refuse to join and are doing their own thing. Clan Wolf-Alliance joined the Council. “Katrina Steiner’s descendant” is in fact a Trueborn Clanner that Katherine Steiner-Davion had made using both her own genetic material and Victor Steiner-Davion’s, because regular incest just wasn’t crazy enough for her.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Home Clans:&#039;&#039;&#039;&#039;&#039; Theses Clans still hold territory in the Clan Homeworlds and consider themselves &amp;quot;True Clans.&amp;quot;&lt;br /&gt;
**Cloud Cobra: Still around.&lt;br /&gt;
**Coyote: Sneaky bastards. Got their hands on the genetic material of the last known descendant of House Cameron.&lt;br /&gt;
**Star Adder: TOP DOG&lt;br /&gt;
**Stone Lions: Made from the Hell&#039;s Horses who were left in the Clan Homeworlds and didn&#039;t get exiled.&lt;br /&gt;
&lt;br /&gt;
So basically there are now ten Clans: The six Spheroid Clans, and the four Home Clans. The rest are either dead, formed hybrid societies, or are even more minor than before and thus save the writers from some hard work in upcoming TROs.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[Image:Group-Plastic-Miniatures.jpg|thumb|right|The standard use of hexmaps renders the purchase of miniatures optional, though miniatures rules for the game are available.]]&lt;br /&gt;
[[Image:Blankrecordsheet.jpg|thumb|right|Record sheets are one of &#039;&#039;BattleTechs&#039;&#039;&#039; greatest blessings and curses.]]&lt;br /&gt;
The basic mechanic is simple. Two six-sided dice are used, with a to-hit (Equal or greater to) system. Initiative is interlaced, with the loser moving first and the winner able to react. All weapons damage is technically done at the same time, and therefore &amp;quot;Who shoots first&amp;quot; is insignificant, although the order in which weapons fire from any given unit resolves is important. Larger weapons can scrub off large quantities of ablative armor, while smaller multi-hit weapons stand a better chance of forcing Critical Hits once a location is damaged. If you get hit, you mark off the weapons damage rating from your armor. If the shot penetrates your armor, you roll potential criticals. Firing weapons and moving about generates heat, which you must keep down to keep your &#039;Mech working properly.&lt;br /&gt;
&lt;br /&gt;
Unlike games such as &#039;&#039;[[Warhammer]]&#039;&#039;, where many units are either killed on the first shot or left unscathed, and little information is recorded, &#039;&#039;BattleTech&#039;&#039; uses record sheets to mark off each &#039;Mech&#039;s cumulative damage, ammunition, pilot status, and heat. Also, there are hit locations, so limbs can be blown off. The record sheets allow for effects that are more detailed, but this also increases the overall playtime. Although expert players can get through matches just as fast as players of other games of more or less equal size, new players often find that the game plays slowly. This is usually due to the time spent referencing hit-location tables, critical effects, etc. For new players, 2V2 matches are best, with 4V4 matches being the &amp;quot;Cap&amp;quot;, in order to have games that do not take excessively long. More experienced players can run games of 12v12 or larger in an afternoon, though these will often be multi-player games in which each &#039;&#039;player&#039;&#039; controls only a handful of &#039;Mechs.&lt;br /&gt;
&lt;br /&gt;
One of the biggest appeals of &#039;&#039;BattleTech&#039;&#039; is that all of its units are made with a predefined set of rules. Custom designs are fully possible, though they are not likely to be welcome in tournament matches or pick-up games. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BattleTech&#039;&#039; uses a build system based on &#039;Mech tonnage. You start with a Chassis limit, from 20-100 tons. You then determine engine size based on how fast you want your &#039;Mech to be (how many hexes you want it to be able to move per turn) you then allocate the remaining tonnage to control systems, weapons, ammo and armor. This method varies slightly depending on the technology of the chassis, but not overmuch. Though the system has recently been removed, there were previously three &amp;quot;Levels&amp;quot; of technology. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; (Now called &amp;quot;Introductory Tech&amp;quot;) referred to early-era gameplay. Only the more rudimentary weapons and technologies are available, though the critical rules remain the same. This is the preferred level at which to learn, and is synonymous with the equipment available during the Succession Wars era. It is also the level of play made possible with starter boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2&#039;&#039;&#039; was Tournament-level gameplay. This introduced new equipment and electronics, as well as Clan technology (A more technologically advanced, but militant people). Though the rules are generally the same as those in level 1 gameplay, more-complicated equipment such as ECM, Anti-missile systems, Cluster munitions, etc were better suited to more-experienced players. It is the level of play made possible with separately-purchased rulebooks. Note that, as the in-universe timeline advances, some more-advanced technology is designated &amp;quot;tournament-level&amp;quot;, and several items that were Level 3 before the switch are also now &amp;quot;Tournament-Level&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3&#039;&#039;&#039; referred to all advanced gameplay and equipment, including specialized gear from Historical manuals and the &#039;&#039;Solaris VII&#039;&#039; boxed sets/adventures. This has since been split out into &amp;quot;advanced&amp;quot;, &amp;quot;experimental&amp;quot;, and &amp;quot;era-specific&amp;quot; technology. This also included all equipment that was not listed in the core rulebooks. More complex rules were inserted in order to increase the realism and flexibility of the game. These include new weapons, new or altered terrain rules, artillery, alternate rules for major mechanics such as Line-of-sight, etc. Though Level 3 rules included &amp;quot;prototype&amp;quot; equipment not printed in the core rulebooks, the standard rulebook in regards to Level 3 play was called &#039;&#039;Maxtech&#039;&#039;. This has now been replaced by the Catalyst Games release of &#039;&#039;Tactical Operations&#039;&#039; and its sequels. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039; technology (not to be confused with &amp;quot;advanced rules&amp;quot; is covered largely in &#039;&#039;Tactical Operations&#039;&#039;, and may be common but incorporates additional rules or restrictions that make it difficult to use without preparation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experimental&#039;&#039;&#039; tech is not mass-produced in-universe. The items are used in one-offs, prototype designs, and other weirdness. The &#039;&#039;Experimental Technical Readout&#039;&#039; series showcases this tech level, and most of the rules are in &#039;&#039;Tactical Operations&#039;&#039; or &#039;&#039;Strategic Operations&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Era-specific&#039;&#039;&#039; technology incorporates advancements that were later abandoned in-verse. Usually these items were displaced by a superior version of the same technology, although there are some like the Listen-Kill missiles (which exploited a weakness in standard ECM protocols, later patched out) which are simply active for a few years and then abandoned once changing circumstances make them ineffective. Era-specific tech is the province of Historical sourcebooks, the &#039;&#039;Interstellar Operations&#039;&#039; rulebook, and a few campaign books.&lt;br /&gt;
&lt;br /&gt;
==Expansions==&lt;br /&gt;
The RPG companion-game, titled &#039;&#039;&#039;Mechwarrior&#039;&#039;&#039;, was created in the late 1980s, so that players could simulate the lifestyle of the Mechwarriors they played. A 2nd edition (1991) and 3rd edition (1999) were also released. 3rd edition became renamed &#039;&#039;Classic Battletech RPG&#039;&#039;, in order to avoid confusion with the [[clix]] games, and though it was available as a .PDF download, it was not reprinted until 2006. These were replaced by &#039;&#039;A Time of War&#039;&#039; in 2009, supplemented by &#039;&#039;A Time of War Companion&#039;&#039; in 2012. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerotech&#039;&#039;&#039; and &#039;&#039;&#039;Battlespace&#039;&#039;&#039; were two different games which simulated space combat in the &#039;&#039;BattleTech&#039;&#039; universe. Movement handled differently due to the zero-gravity nature of space, and was played on a different scale.&lt;br /&gt;
&lt;br /&gt;
==Spinoff Games==&lt;br /&gt;
Due to it&#039;s popularity through the late 80s and early 90s, &#039;&#039;BattleTech&#039;&#039; spawned a multitude of spinoffs and expansion games. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lost Worlds]]&#039;&#039;&#039; dueling books.  NOVA adapted their melee dueling system to make four books for Battletech mecha.  Each book has the opponent&#039;s view of the mech on each page, and a character sheet listing possible maneuvers.  Since it used the same system as the rest of their books, you could have &amp;quot;20-ton Locust vs. skeleton with scimitar&amp;quot; duels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AeroTech&#039;&#039;&#039; and &#039;&#039;&#039;BattleSpace&#039;&#039;&#039; were both games featuring Aerospace Fighters and DropShips/WarShips respectively, fighting in orbit before any of the action in the BattleTech game itself could begin. Both games eventually got absorbed into BattleTech&#039;s rules in the &#039;&#039;Total Warfare&#039;&#039; edition. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battletroops&#039;&#039;&#039; was a game that was made to simulate the &#039;&#039;BattleTech&#039;&#039; universe, with infantry in mind as the main units. It later  had an expansion pack to incorporate clan equipment, as well as Elementals, but the game did not sell as well and the rules have since been abandoned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleforce&#039;&#039;&#039; was a revision of &#039;&#039;&#039;BattleTech&#039;&#039;&#039;, made in recognition of the fact that large-scale combat could not be effectively played out using the current system. Battleforce simplified each &#039;mech into a simple set of numbers, so that they could be clustered into units and fight over a much larger area. Battleforce 2, released about a decade later, also introduced planetary invasion maps and rules to go along with them. Although the maps are available in Map Compilation 2, the rules will be reprinted in the &#039;&#039;Strategic Operations&#039;&#039; and &#039;&#039;Interstellar Operations&#039;&#039; sourcebooks.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Solaris VII Boxed set&#039;&#039;&#039; was made to simulate the fast-paced gladiatorial combat on the game&#039;s world of Solaris VII. It included new rules, new maps with special rules, new mechs, and supplements for roleplaying. Little known fact. Some of the designs used in the original Solaris VII set were redesigns of the &#039;&#039;BattleTech&#039;&#039; &#039;mechs... themselves copies of Japanese mechs!  When the product tried to sell in Japan, half of the designs were already copyrighted by other well known anime companies, and the in-house designs were simply not &amp;quot;Japanese&amp;quot; enough for their tastes.  Though the product itself flopped, it&#039;s maps were reprinted and re-released in 2004, as well as a complimentary up-to-date rulebook. Rules have since been standardized to match those of &#039;&#039;Classic Battletech&#039;&#039;, but &amp;quot;Special Map rules&amp;quot; have been included. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;BattleTech Collectible Cardgame&#039;&#039;&#039; was produced by Wizards of the Coast in 1996, and ran until 1998. Though it&#039;s popularity had begun to wane after the first core set, the release of the Pokemon card game was the nail in the coffin. The Battletech CCG hosted some very impressive artwork, though the game favored swarm-decks filled with plenty of weak, cheap &#039;mechs, and it&#039;s non-&amp;quot;Creature&amp;quot; cards were too weak to have an effective deck based around them. After five editions (&#039;&#039;Battletech Limited&#039;&#039;/&#039;&#039;Unlimited&#039;&#039;, &#039;&#039;Counterstrike&#039;&#039;, &#039;&#039;Mercenaries&#039;&#039;, &#039;&#039;Mechwarrior&#039;&#039;, &#039;&#039;Arsenal&#039;&#039;) Battletech CCG came out with &#039;&#039;Commander&#039;s Edition&#039;&#039;, which picked some of the best cards of the last few editions (though it abandoned or revised some cards for inaccuracies or &amp;quot;brokenness&amp;quot;) It had one final expansion, Crusade, which introduced the Steel Viper clan, though there were some prior cards that did reference the clan.&lt;br /&gt;
&lt;br /&gt;
In July, 2013, Catalyst Game Labs released &#039;&#039;&#039;Alpha Strike&#039;&#039;&#039;, a miniatures combat ruleset designed specifically to appeal to fans of Warhammer and Flames of War. It combined BattleForce statistics with improved miniatures rules.  It&#039;s generally scoffed at by grognards but the only feasible way to play a regiment-sized battle in less than one lifetime.&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
&#039;&#039;&#039;Official Games&#039;&#039;&#039;&lt;br /&gt;
* Crescent Hawk&#039;s Inception (Infocom, 1988)&lt;br /&gt;
* MechWarrior (Activision, 1989)&lt;br /&gt;
* Crescent Hawks&#039; Revenge (Infocom, 1990)&lt;br /&gt;
&amp;lt;!-- don&#039;t try to &amp;quot;fix&amp;quot; the spelling of the Infocom games; the product titles actually are that incorrect --&amp;gt;&lt;br /&gt;
* MechWarrior II (Activision, 1995)&lt;br /&gt;
* MechWarrior II: Mercernaries (Activision 1995)&lt;br /&gt;
** MechCommander (FASA, 1998)&lt;br /&gt;
* MechWarrior III (Microprose, 1999)&lt;br /&gt;
* MechWarrior IV: Vengeance (FASA/Microsoft, 2000), Black Knight (Microsoft, 2001), Mercenaries (Microsoft, 2002)&lt;br /&gt;
** These games had two expansions that gave more mechs, the Inner Sphere Mech Pack and Clan Mech Pack.&lt;br /&gt;
** MekTek released a legal port of Mercenaries, with both Mech Packs, new mechs, and battlesuits all inside, plus multiplayer support. Grab it from ModDB, Abandonware sites, or your tracker of choice. &lt;br /&gt;
* Mechassault 1 (Day 1/Microsoft, 2002 for Xbox)&lt;br /&gt;
* Mechassault 2: Lone Wolf (Day 1/Microsoft, 2004 for Xbox) &lt;br /&gt;
* MechCommander II (FASA/Microsoft, 2001. The full game is offered by Microsoft for free [http://www.microsoft.com/en-ph/download/details.aspx?id=11457 here].)&lt;br /&gt;
* MechWarrior Online MMO (Smith &amp;amp; Tinker/Piranha Games, A F2P game first released on 2012 and currently out as a full product on Steam.)&lt;br /&gt;
* MechWarrior Tactical Command (Personae Studios, 2012?, [[Fail|for iPhone/iPad]]. After some uncertainty, MTC was fully released in the itunes store. Too bad it sucks.)&lt;br /&gt;
* BattleTech (Harebrained Schemes, 2018) - funded through Kickstarter and headed up by Jordan Weisman)&lt;br /&gt;
** Turn-based strategy game, similar to the original tabletop game. Takes place during the Succession Wars, in a formerly empty area of the Periphery.&lt;br /&gt;
*MechWarrior 5: Mercenaries: Due out in 2019. Also takes place during the Succession Wars. Because nobody wants to take the time to portray the cluster fuck that is the Blake Jihad properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unlicensed Games&#039;&#039;&#039;&lt;br /&gt;
* [http://www.mechlivinglegends.net Mechwarrior Living Legends] (Wandering Samurai/Clan Jade Wolf, 2011)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following are free, homemade versions of Battletech:&#039;&#039;&#039;&lt;br /&gt;
* MechWar v1.12 (MS-DOS)&lt;br /&gt;
* [http://megamek.info/ MegaMek] (Java)&lt;br /&gt;
* BTMUX - ascii-only mmo (anyone old enough to remember what a MUD is?) (any OS)&amp;lt;br/&amp;gt;You could play it in pure ascii, or get [http://bt-thud.sourceforge.net/thud/ a graphical helper]&amp;lt;br/&amp;gt;Most of the existing ones are gone, but [http://frontiermux.com/news.php FrontierMUX] seems to still be alive.&lt;br /&gt;
* &amp;lt;strike&amp;gt;[http://neveron.com/ Neveron] (web-based mmo)&amp;lt;/strike&amp;gt; [Taken offline on July 31st 2014]&lt;br /&gt;
* [http://www.titansofsteel.de/ Titans of Steel] (MS-Windows)&lt;br /&gt;
&lt;br /&gt;
==Current State==&lt;br /&gt;
[[File:Never give up.jpg|thumb|right|250px|Little Urbie, the greatest of us all.]]&lt;br /&gt;
In 1998, the U.S. release of &#039;&#039;Pokemon&#039;&#039; for the Gameboy, and the subsequent cartoon and cardgame, had a damaging effect on the tabletop games market. Comic book stores which had previously stocked tabletop RPGs, wargames, and collectible card games found that they could turn a better profit by stocking more &#039;&#039;Pokemon&#039;&#039; goods and cutting out the weaker-selling products. Only a handful of better-selling tabletop games, such as products by Games Workshop and the &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; games, were able to remain. In 2001, FASA ceased operations, and many fans of the &#039;&#039;BattleTech&#039;&#039; series began to look for other games. &#039;&#039;BattleTech&#039;&#039; was purchased by [[FanPro]] and [[Wizkids]], donning the name &#039;&#039;Classic Battletech&#039;&#039; in order to better separate it from the now-floundering &#039;&#039;Mechwarrior&#039;&#039; Clix-game license. Despite still having products released for it, &#039;&#039;Classic Battletech&#039;&#039; was often put on the back burner, as Wizkids showed preference to their clix-games. It was later licensed to [[Catalyst Game Labs]], who have since released a new boxed set (6th edition) based on the newly revised core rules. This boxed set, once again, contains plastic miniatures. Though the plastic miniatures (When compared to plastic miniatures produced by other companies) are decidedly low-quality, they are more than sufficient as playing-pieces for new players who are experimenting with the product. In making low-grade miniatures for the box set, the overall price tag remained low, while giving players something more tangible than a cardboard cutout. The game is beginning to gain popularity once again, despite the dropping popularity of tabletop games in general. In 2014 Catalyst Games released an updated box set with higher quality miniatures for the same price.&lt;br /&gt;
&lt;br /&gt;
As of 2017, Catalyst have announced two new starter boxed sets. One is significantly lower-priced and features two &#039;Mechs with a new map (the first since FASA shut its doors). The second has two new maps, die-cut terrain (to drop onto the maps), and a reduced mini selection with all-new sculpts - designed by an ascended fa/tg/uy. These boxed sets were made available for purchase in 2019.&lt;br /&gt;
&lt;br /&gt;
===MechWarrior Online===&lt;br /&gt;
[http://mwomercs.com/ Mechwarrior Online] has already been officially launched. Even though the launch itself was fairly lackluster, with no new features compared to the past few months of open beta, the game is in a somewhat average state of balance and gameplay, and the feel of piloting a BattleMech was translated faithfully - mixed in with rage about hundred-to-thousand dollar preorder packs for Clan mechs (not fucking kidding) and rage over various mechanics, such as knockdown, heat buildup, and LRM spam. Back in October 2014 PGI, after ousting their publisher and striking out on their own a few months back, has been making notable progress in advancing the game and interacting with the player base, albeit not without handling neckbeard rage poorly. Despite garnering some good will from the community after ridding themselves of their publisher, PGI has been doing their best to waste the Mechwarrior license and drive off good chunks of the player base with fairly unchanged gameplay, constant sales, and the fact it’s ran for about seven years, now.&lt;br /&gt;
&lt;br /&gt;
===Battletech 2018===&lt;br /&gt;
Harebrained Schemes has announced their return to Kickstarter in fall 2015 in order to fund [http://battletechgame.com/ Battletech], a turn based tactics game featuring RPG mechanics for Mechs and MechWarriors.  As of this writing the game has been fully funded and reached several stretch goals. In fact, the game&#039;s been released in April 2018. The game is a turn-based strategy game, more faithful to the board game than the mech-sims the series is known for on the vidya circuit. Think the new XCOM games, but with mechs.&lt;br /&gt;
&lt;br /&gt;
The game started out with a boatload of bugs (which isn&#039;t really surprising for an indie kickstarter), but the devs handled the problem quickly. Soon after it was recently announced that HBS was bought out by their release partner Paradox Interactive, the current big dog for quality strategy games. As expected of a Paradox game, this was followed up by a number of overpriced DLCs to the point that the season pass costs more than the actual game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Something about Roguetech here, it&#039;s like XCOM&#039;s Long War mod, but with giant robots--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mercenaries 5===&lt;br /&gt;
After almost two decades since the last proper Mechwarrior game in the franchise (MechAssault doesn&#039;t count), we&#039;re finally getting an honest-to-gods story-based mechpilot sim game like the days of yore. Piranha Games, the company responsible for MWO, is also creating [https://mw5mercs.com/ Mercenaries 5], and is so far looking like a faithful re-creation of the classic Mechwarrior pilot sim games of the late 1990s and early 2000s.&lt;br /&gt;
&lt;br /&gt;
Its still in early development so its too early to tell what&#039;ll be the end-product, but is looking good so far, and we can only hope PGI doesn&#039;t muck it up by shoving boatloads of micro-transactions down the fanbase&#039;s throats like what they did with MWO, or what current AAA-game developers are doing. Unfortunately, Piranha Games decided to bite the &amp;quot;Epic Store Exclusive&amp;quot; deal for one year to secure more cash in the short term. But it also polarized the gamers and fans given how they announced it very abruptly.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://megamek.sf.net Play through the tubes with MegaMek]&lt;br /&gt;
*[http://www.sarna.net Battletech Wiki that holds much information about the universe]&lt;br /&gt;
*[http://bgb.booru.org/index.php Blue Gunner Booru, a /btg/-maintained taggable gallery of BT and related art. Perpetually in-progress.]&lt;br /&gt;
[[Category:Wargames]][[Category:Skirmish-Level Wargames]][[Category:BattleTech]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Glorious_3d_Terrain.JPG|Glorious 3d terrain&lt;br /&gt;
File:More_Glorious_3d_Terrain.JPG|More glorious 3d terrain&lt;br /&gt;
File:Infantry_Strike_From_Behind_As_The_Kuritian_Lance_Takes_On_4_Steiner_Mechs_And_6_Tanks.JPG|Infantry strike from behind as the Kuritian lance takes on 4 Steiner mechs And 6 tanks&lt;br /&gt;
File:Kuritians_Advancing.JPG|Kuritians advancing&lt;br /&gt;
File:Surrounded.JPG|Kick party&lt;br /&gt;
File:Eridani_Light_Horses_MechWarrior.png|Bad mofo&lt;br /&gt;
File:You&#039;re_awesome.jpg&lt;br /&gt;
File:Dougram_and_shadowhawk_comparison.png|The original anime mecha Dougram (left) compared to the original &amp;quot;unseen&amp;quot; Shadowhawk (center) and the modern Shadowhawk (right), a robot so badass it transcends cultures and 4chan boards&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==/tg/ Battletech Creations==&lt;br /&gt;
*[[Velatine Federal Republic]]&lt;br /&gt;
*[[/tg/ Homebrew Mech Designs]]&lt;br /&gt;
*[[Sunbats mercenary company]]&lt;/div&gt;</summary>
		<author><name>2600:1700:30C0:7F40:58CC:6F75:A545:D8FE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=RIFTS&amp;diff=393753</id>
		<title>RIFTS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=RIFTS&amp;diff=393753"/>
		<updated>2019-10-19T08:35:40Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:30C0:7F40:58CC:6F75:A545:D8FE: /* Character Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rifts_Cover_Large.jpg|thumb|A Splugorth Slaver and his bitches]]&lt;br /&gt;
&#039;&#039;&#039;RIFTS&#039;&#039;&#039; is a [[RPG|roleplaying game]] made by the [[Palladium Books]] publishing company. Rifts takes place on earth about 300 years after a nuclear holocaust caused a magical reawakening and killed over two thirds of humanity. In the course of the apocalypse many things changed in the world, Atlantis rose out of the ocean which flooded most Atlantic coastlines (killing even more people), the four horsemen appeared in Africa (where they killed more people), the Lord of the Deep was awakened (He didn&#039;t kill anyone at the time), and most importantly Rifts began to open up which let numerous alien races spill out into the world. Where many of them were and are still being killed.&lt;br /&gt;
&lt;br /&gt;
Rifts, for which the game is named, are what makes Rifts Earth so incredibly crazy. These Rifts allow for dimensional travel and allow everything from friendly fluff balls to malevolent alien gods out for a stroll onto Earth. So all the while the people who thought their lives couldn&#039;t get any worse now have to compete with displaced extra-dimensional beings trapped here. Those not content with just being friends with everybody chose to fight even the nicest of D-Bee&#039;s (Slang term for dimensional beings). Thus the Coalition was formed. Made up of a bunch of pricks who managed to take control of ancient super-city/fortresses wage constant war against Aliens, supernatural beings and magic users. Meanwhile all kinds of other horrible things go on all across Rifts Earth. [[grimdark|This is a really shitty place to live]].&lt;br /&gt;
&lt;br /&gt;
==Disclaimer==&lt;br /&gt;
Every Rifts book begins with a disclaimer that warns that the book contains violence, war, magic and the supernatural. Which is redundant since every cover of every source book contains an image that shows at least one, or more commonly all four of them. The disclaimer is often accompanied by some artwork that depicts some violence or one of the other four as well.  This disclaimer was a response to the wave of [[Dark Dungeons|anti-RPG]] [[Mazes and Monsters|hysteria]] in the 80s and early 90s, and its inclusion in saner times is one of many things that shows the game&#039;s age.&lt;br /&gt;
&lt;br /&gt;
==Character Classes==&lt;br /&gt;
Rifts has a huge selection of character classes, almost as many as it does playable races(One of their large books is dedicated to the various D-Bees(non-human races) found in North America alone, and it doesn&#039;t even have all of them). Usually a half-dozen or more with nearly every book. Some are basic Occupational Character Classes, others are Racial Character Classes that are tied to the character&#039;s race. Any attempt to list them all will inevitably be spun off into it&#039;s own page, but some of the more notable are: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Body Fixer:&#039;&#039;&#039; A travelling doctor and Xenology expert. Is technically the party healer, if not for the fact that most weapons in Rifts will turn your body to a fine mist once your armor goes down. But if you happen to get sick, he&#039;s your man. &lt;br /&gt;
*&#039;&#039;&#039;Borg&#039;&#039;&#039;: A &#039;Borg is a warrior who has given up their squishy human body for one of Mega-Damage alloys, becoming a twenty-four hour war machine. This shreds their magical juice, but also lets them upgrade themselves almost endlessly with extra parts and stat increases, limited only by the game&#039;s byzantine and granular rules and the depth of their wallets.  It also replaces many of their physical stats, so the RNG won&#039;t screw you as hard.  Your Robot Strength isn&#039;t as good as Supernatural Strength in many ways (the &#039;&#039;incoherent&#039;&#039; carrying capacity charts will fuck you particularly hard), but unlike Supernatural Strength you can still apply numerical bonuses, and yours doesn&#039;t stop working in anti-magic worlds or zones.&lt;br /&gt;
** &#039;&#039;&#039;Dragon Borg&#039;&#039;&#039;: A Japanese &#039;Borg with a powerful Dragon-shaped body. &lt;br /&gt;
** &#039;&#039;&#039;Mining Borg&#039;&#039;&#039;: A &#039;Borg who got his body in an attempt to strike it rich mining for precious metals, minerals, and the like. But beware, anything that can dig holes in a mountain can do the same to &#039;&#039;you&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Burster&#039;&#039;&#039;: A master psychic with a focus on pyrokinesis. A burster can shoot fire, control fire, and sheathe themselves in a fiery aura. For those who want to watch the world burn, or put it out. &lt;br /&gt;
**&#039;&#039;&#039;Zapper&#039;&#039;&#039;: Pretty much the same as a Burster, but his power is &#039;&#039;Electro&#039;&#039;kinesis&lt;br /&gt;
*&#039;&#039;&#039;City Rat&#039;&#039;&#039;: Your typical Cyberpunk gang member found in high-tech cities or the &#039;Burbs outside the Coalition&#039;s Fortress-cities, usually a teenager or young adult. &lt;br /&gt;
*&#039;&#039;&#039;Coalition RPA Pilot&#039;&#039;&#039;: The elite Mecha and Power Armor pilots of the Coalition States. &lt;br /&gt;
*&#039;&#039;&#039;Cosmo-Knight&#039;&#039;&#039;: One of the game&#039;s more infamous classes, these are basically [[Paladin]]s gone Silver Surfer. Called to serve in the Three Galaxies by an engine of creation known as the Cosmic Forge, Cosmo-Knights can fly through space, shoot energy blasts, and because they only take [[Damage Reduction |one hundredth damage from energy weapons]], can fight battlecruisers single-handed.&lt;br /&gt;
[[File:Cyber_v_Juice.png|thumb|A Cyber-Knight battles a Coalition Juicer]]&lt;br /&gt;
*&#039;&#039;&#039;Crazy&#039;&#039;&#039;: One of the many forms of Human Augmentation developed before the Great Cataclysm, The &#039;&#039;&#039;Mind Over Matter&#039;&#039;&#039; system manipulates the recipient&#039;s brain to improve their reflexes and let them push their bodies to their limits. It even throws in a few psychic powers. Unfortunately, it also drives them crazy. Like, &#039;&#039;Deadpool&#039;&#039;/&#039;&#039;Looney Tunes&#039;&#039; crazy. One of the few player options to get automatic dodge, but the random side effects and roleplay requirements are harsh.  Notably, lots of crazies eventually end up killing someone innocent and cute thanks to their paranoia and super-reflexes, which eventually drives them to suicide or homicidal insanity.  There are crazy variants of many other classes, like the gunslinger.&lt;br /&gt;
*&#039;&#039;&#039;Cyber-Doc&#039;&#039;&#039;: Much like a Body Fixer, the main difference being, as the name suggests, is that the Cyber-Doc is primarily skilled in the implantation, repair, and maintenance of cybernetics and bionics. He can even make them more effective. If your party has a good number of cybernetics, he&#039;s pretty much a must. &lt;br /&gt;
*&#039;&#039;&#039;Cyber-Knight&#039;&#039;&#039;:  A cross between a [[Paladin]] and a Jedi. Cyber-Knights are defenders of the weak and innocent. At first, they were known by their cybernetically-implanted armor and psychic energy swords, a later sourcebook gave them additional powers, notably a force-like ability to know when any technological device was turned against them. &lt;br /&gt;
*&#039;&#039;&#039;Dog Boy&#039;&#039;&#039;: [[Furry|Mutant dogs]] created by the Coalition to hunt magic-users, Dog Boys can sense the presence of magic-users and supernatural beings like a hunting dog sniffing out prey. &lt;br /&gt;
*&#039;&#039;&#039;Dolphin/Orca/Humpback Whale&#039;&#039;&#039;: Yes, the game lets you play as a fucking whale. Dolphins have innate magic, while all three know various abilities they can use on Ley Lines. Some seaborne Human kingdoms will even outfit friendly Dolphins and Orcas with special underwater Power Armor just for them.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Hatchling&#039;&#039;&#039;: Yes, you can play a [[Dragon]], albeit one only up to just over a month old. Dragon Hatchings have innate magical abilities, a body that can go toe-to-toe with a suit of power armor and stand a good chance of winning, and a number of other (super)natural abilities depending on their individual species. &lt;br /&gt;
*&#039;&#039;&#039;Elemental Fusionist&#039;&#039;&#039;: A while back, Rifts actually got a video game, and by all accounts from those who played it, it was pretty good. Unfortunately, it came out on the &#039;&#039;Nokia N-Gage&#039;&#039;, a would-be competitor to the Game Boy Advance which of course suffered the fate of every other system that tried to take Nintendo on in the handheld area(to say nothing of the memes making fun of its crappy-ass design). But it did leave a legacy in this class, which the makers of the game got to make up themselves. Elemental Fusionists are wilderness spellcasters who channel the latent Elemental energy of the planet. They also combine these elements, but always in clashing pairs(i.e.: Fire/Water or Air/Earth). &lt;br /&gt;
*&#039;&#039;&#039;Gizmoteer&#039;&#039;&#039;: A sort of Psychic [[Artificer]] from an alien colony in South America. What sets this guy apart is its ability to charge any direct energy weapon to use Psychic energy instead of a power pack. The only drawback to this is that you have to pay a power points cost equal to its payload in order to fuel it. However the &#039;&#039;very same book it was introduced in&#039;&#039; also features a potent Anti-Tank laser rifle on par with the Glitter Boy&#039;s, that comes with the drawback of a payload of only one shot(that is to say, it drains an entire E-Clip, which can give most guns 20-30 shots, in one blast). You don&#039;t have to be a rocket scientist to figure out how to abuse this combination.&lt;br /&gt;
*&#039;&#039;&#039;Glitter Boy&#039;&#039;&#039;: Rarely has a class been so defined by it&#039;s equipment. The Glitter Boy is the pilot of a suit of power-armor of the same name, a ten-foot-tall beast wrapped in gleaming laser-resistant armor and carrying a powerful railgun that can core a modern battle tank in a single shot. Some Glitter Boys are part of long-standing family traditions stretching all the way back to the Great Cataclysm. &lt;br /&gt;
*&#039;&#039;&#039;[[Gunslinger]]&#039;&#039;&#039;: One of the best classes from the New West sourcebooks, most of whom boil down to &amp;quot;less good at fighting Gunslingers.&amp;quot;  They have the somewhat unique ability to fight, parry, and riposte with two pistols at once, and they&#039;re super-fast quickdraw artists with a Fear rating.  &lt;br /&gt;
**&#039;&#039;&#039;Psi-Slinger&#039;&#039;&#039;: A variant of the Gunslinger who augments his shooting abilities with psionic power, such as firing energy bolts from his fingers and altering the power of energy attacks that hit him. Not quite as good at gunslinging &#039;&#039;as&#039;&#039; the Gunslinger, but gets psionics as well as fucking mind bullets.&lt;br /&gt;
*&#039;&#039;&#039;Headhunter&#039;&#039;&#039;: This started out as he basic [[Fighter]] of the game, i.e. &amp;quot;Dude with a gun&amp;quot;. Over time however, the class evolved into a bionically-augmented tech-warrior and monster slayer. &lt;br /&gt;
*&#039;&#039;&#039;Juicer&#039;&#039;&#039;: Juicers are warriors who wear a harness that feeds them a steady drip of a cocktail of performance-enhancing drugs to push their bodies well past the human limit. Unfortunately, this burns their body out and kills them in five to seven years. Since then, people have refined the formula, tweaking the transformation for faster speed, more muscle mass(and metal to lace the skeleton enough to carry all that), and even supernatural strength and toughness(but when you burn out, you &#039;&#039;literally&#039;&#039; burn out, eventually exploding like a small bomb). Some dude even figured out a way to make a juicer powered by the blood of Dragons. &lt;br /&gt;
*&#039;&#039;&#039;Ley Line Walker&#039;&#039;&#039;: Rifts&#039; fancy way of saying [[Wizard]]. But they do come with a lot of abilities that deal with manipulating the energy from Ley Lines, including the ability to float or walk in the air along them. So at least the class earns its name. &lt;br /&gt;
*&#039;&#039;&#039;Mercenary Soldier/Robot Pilot&#039;&#039;&#039;: With the expansion of the Headhunter Class, Palladium needed a new basic &amp;quot;Man with a Gun and Guts&amp;quot; O.C.C.. So in the Ultimate Edition we got these two. Not much special to them feature-wise, but they have a number of skills, and are pretty damn good with them. Robot Pilots, as you may have guessed, are the guys who get to pilots mechs and power armor. If [[Gundam]] or [[Battletech]] is your thing, this class is a good place to start. &lt;br /&gt;
*&#039;&#039;&#039;Mind Melter&#039;&#039;&#039;: An incredibly powerful psychic, who can have weakened versions of the Burster or Zapper&#039;s powers, move objects with his mind, Create an energy sword like a Cyber-Knight, Fire bolts of mind energy like a Psi-Slinger, read your mind, erase your memories, hypnotize you or straight-up possess your body like a ghost, mentally operate machines, fuck up your nervous system, erect energy fields, keep other Mind Melters from doing all the above to &#039;&#039;them&#039;&#039;(and his friends) and more. All at the same time. &lt;br /&gt;
*&#039;&#039;&#039;Mystic&#039;&#039;&#039;: A combination of both Psychic and Mage. A bit like a [[Sorcerer]] in concept, They can also open themselves to the supernatural world around them, making them something like a magic radar. &lt;br /&gt;
*&#039;&#039;&#039;Nega-Psychic&#039;&#039;&#039;: In Palladium&#039;s contemporary Horror RPG &#039;&#039;&#039;Beyond the Supernatural&#039;&#039;&#039;, were a type of skeptic in psionics, magic and the supernatural whom ironically was himself Psychic. This disbelief fed his power, unconsciously disrupting the powers of magic-users, psychics and supernatural beings around him. In &#039;&#039;Rifts&#039;&#039;, however, there&#039;s too much going on for &#039;&#039;anybody&#039;&#039; to deny, so Rifts Nega-Psychics are fueled instead by defiance. Less &amp;quot;They don&#039;t exist!&amp;quot;, and more &amp;quot;I don&#039;t give a fuck!&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Operator&#039;&#039;&#039;: A skilled mechanic class. Given the necessity of high-tech weapons and equipment in this game, he&#039;s almost your party healer. Some Operators have psionics that allow them to work better or even mentally interface with machines. &lt;br /&gt;
*&#039;&#039;&#039;Psi-Stalker&#039;&#039;&#039;: A mutant human subspecies that feeds on the psychic energy used to power magic and supernatural beings. Because of their abilities to detect their prey, the Coalition often recruits Psi-Stalkers to lead packs of Dog Boys. &lt;br /&gt;
*&#039;&#039;&#039;Rogue Scholar/Scientist&#039;&#039;&#039;: The Knowledge- and Skill-Monkey of the game. Pretty much a [[Bard]] without the magic. This being Rifts, however, there are a lot of people around willing to kill for what you know and/or are trying to learn(or teach). so they&#039;re not useless in a fight. &lt;br /&gt;
*&#039;&#039;&#039;Shifter&#039;&#039;&#039;: Think a summoner mixed in with 90&#039;s goth callbacks, this is the class that edgy &amp;quot;shoot up the school&amp;quot; kid we all know would play. Summons monsters and demons through rifts and bends them to his will. He can also make deals with powerful supernatural beings (Gods, Alien Intelligences, and the like) to give him personal power. &lt;br /&gt;
*&#039;&#039;&#039;Tattooed Man&#039;&#039;&#039;: Also known as a &#039;&#039;T-Man&#039;&#039;, this is a warrior whose body is covered in magic tattoos, which can create weapons or attack creatures among other effects. Most T-Men are servants or slaves of the Splugorth. &lt;br /&gt;
*&#039;&#039;&#039;Techno-Wizard&#039;&#039;&#039;: A spellcaster-mechanic who combines magic and technology to make magic weapons. These can range from a flaming sword to magic-powered mecha. For some reason, they like dressing like WWII-era bomber pilots. &lt;br /&gt;
*&#039;&#039;&#039;Vagabond&#039;&#039;&#039;: You&#039;re pretty much a hobo. Just a dude wandering around doing whatever, who&#039;s only Class Feature is &amp;quot;Eyeball a Fella&amp;quot;. Yeah, after all the classes listed above, you ain&#039;t picking this one.&lt;br /&gt;
*&#039;&#039;&#039;Warlock&#039;&#039;&#039;: A spellcaster who makes a connection with beings from the classical Elemental Planes (Air, Earth, Fire, Water) Their spells are often powerful, but naturally limited by their focus.&lt;br /&gt;
*&#039;&#039;&#039;Wilderness Scout&#039;&#039;&#039;: As the name implies, these are the men and women who have gone out and mastered the monster-infested wilds between the towns and cities(so yeah, pretty much a [[Ranger]]). Unless you plan to keep your adventures tied to one city, consider bringing one along.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Rifts has a &#039;&#039;&#039;LOT&#039;&#039;&#039; of playable races. Aside from Humans, Psi-Stalkers(Human mutants) and Dog Boys, there are tons of D-Bees(Dimensional Beings), Basically aliens from other dimensions that were yanked to Earth from their homeworlds during the Great Cataclysm, or explorers and refugees that came after. These range from Fantasy races such as Elves, Dwarves, Orcs, Wolfen(Wolf-men) and Giants, to strangers things like insect- or plant-people, giant slugs, Ectoplasmic creatures, demons, and more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting(s)==&lt;br /&gt;
As noted before, the primary setting of the world is Earth, specifically North America (mostly Eastern-to-Middle America and Canada). A few other dimensions got looked into from time to time as well. On top of that, compatibility between Palladium systems means that every other game, from &#039;&#039;Heroes Unlimited&#039;&#039; and &#039;&#039;Ninjas and Superspies&#039;&#039; to &#039;&#039;Teenage Mutant Ninja Turtles&#039;&#039; and &#039;&#039;Robotech&#039;&#039; are also part of the Palladium Megaverse, copyright permitting on those last two.  &lt;br /&gt;
&lt;br /&gt;
One of the most important new old features of the transformed Earth are the &#039;&#039;Ley Lines&#039;&#039;, line crisscrossing the Earth that act as a network of magical energy. In the supercharged magic levels of Rifts&#039; Earth, Ley Lines appear as huge walls of energy miles long, and half a mile wide, that glow blue-white in the night. Where two ley lines meet, they form a &#039;&#039;Nexus&#039;&#039;, a powerful font of magic power that sometimes open into Rifts leading to other dimensions, where monsters and peoples can enter the world, sometimes whether they want to or not. Where three ley lines crisscross each other like a triangle, things get even weirder. Bermuda Triangle-weird. &lt;br /&gt;
&lt;br /&gt;
===Coalition States (North America)=== &lt;br /&gt;
The former United States is completely broken, with a few new kingdoms and empires clawing their way out of the Post-Apocalypse. The largest of these is the &#039;&#039;&#039;Coalition States&#039;&#039;&#039;, a Nazi-like state that keeps its people illiterate, lies about history, and is genocidally vehement against Magic and non-human beings. If you didn&#039;t get the memo about them being bad guys before, their soldiers also wear all-black Stormtrooper armor with a skeleton motif, and they like putting skulls on the front of their vehicles and mechs whenever possible. The Coalition States are: &lt;br /&gt;
* Chi-Town: Claiming Iowa and parts of Illinois,. Chi-Town is a massive fortress-city near the haunted ruins of actual Chicago that is the capital of the CS. Around Chi-Town(and many other fortress cities) are a scattered collection of communities and shantytowns known as &#039;&#039;&#039;The &#039;Burbs&#039;&#039;&#039;, full of mutants, gangs, D-Bees, and many, many people hopeful to earn a place behind the safety of the city&#039;s walls. &lt;br /&gt;
* Missouri: Located in the eponymous state. Mostly farm and empty land earmarked for future development. &lt;br /&gt;
* Iron Heart: In southern Canada immediately north of Lake Huron. An industrialized state that cozies up to Chi-Town actively. &lt;br /&gt;
* Arkansas/El Dorado: Most of Arkansas is forest wilderness, with scattered Human and D-Bee towns. The primary exception is the City-State of El Dorado, which was friendly with the Coalition for years, ultimately joining during the Tolkeen war. &lt;br /&gt;
* Lone Star: While the CS claims the entirety of the Lone Star State, in truth they only run the Panhandle and some the area south of it. The main reason they do so is the &#039;&#039;&#039;Tex-Am Complex&#039;&#039;&#039;, a Pre-Rifts compound of Genetic Engineering labs, where the CS clones their army of Dog Boys. The man running the place, a Doctor Desmond Bradford, is a bit of a Mad Scientist. &lt;br /&gt;
* Free Quebec: Laying claim to the Canadian state with a legion of Glitter Boys. Quebec is... well, it&#039;s &#039;&#039;Quebec&#039;&#039;. Very French and very arrogant, they eventually split off from the Coalition, sparking a civil war.&lt;br /&gt;
&lt;br /&gt;
===Archie 3=== &lt;br /&gt;
In the Aberdeen Proving Ground, the mega-corp Cyberworks created a powerful A.I. called A.R.C.H.I.E. Three. This A.I. was moved to the supreme headquarters of NEMA, an oragnization tasked with defending North America. On the bright side, the world ended before he went Skynet on us, on the down side, that didn&#039;t stop him from going crazy anyway. Archie has decided that the only way to make sense of this crazy world is to take it over, and he has command of a surprisingly well-preserved robot factory to do it. But rather than march across the country with an unending tide of tireless death machines, Archie has decided to be more subtle, starting with an army of hot robot warrior women riding mechanical dinosaurs as his front. &lt;br /&gt;
&lt;br /&gt;
But Archie has a few disadvantages. He has trouble coming up with ideas of his own, and as such needs a Human &amp;quot;Idea Man&amp;quot; to link up and help him come up with new plots and minions. &lt;br /&gt;
&lt;br /&gt;
One such idea was the hire a Shifter to help them exploit the possibilities of other dimensions. Unfortunately, the very first portal he opened up led directly to &#039;&#039;&#039;The Mechanoids&#039;&#039;&#039;, a genocidal race of cyborgs with a mad on against Humanoid life (Basically Daleks Lite, and not all &#039;&#039;that&#039;&#039; Lite). A small force of them managed to come thought the rift before one of them killed the Human shifter and thus closed the door. The Mechanoids took over Archie&#039;s factory and set about retooling it with their technology and cloning facilities to make more of themselves, triggering the first large-scale crisis on Rifts&#039; Earth. For his part, Archie feigned compliance and sent out his Idea Man, Hagan, to resist the Mechanoids and to gather heroes to destroy them. Needless to say, they succeeded. &lt;br /&gt;
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===Federation of Magic===&lt;br /&gt;
The eastern banks of the Mississippi River across from Missouri and Arkansas, encompassing all of Kentucky, and most of Indiana, Illinois, and Ohio and parts of Tennessee is an area crisscrossed by ley lines and saturated in magic energies. This it is known as the &#039;&#039;&#039;Magic Zone&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
When the Rifts opened, one big one opened right inside the Gatway Arch in St. Louis. This rift fused with the gate, rendering it indestructible, and never closed. The Coalition occupied the area around the gate(leaving the rest of the city in ruin), and use it as a Headquarters for the &#039;&#039;&#039;Rift Control Study Group&#039;&#039;&#039;, a military division that seeks scientific means to control and close rifts.&lt;br /&gt;
&lt;br /&gt;
Elsewhere in the Magic Zone is a loose confederation of Magic-using states referred to as the &#039;&#039;&#039;Federation of Magic&#039;&#039;&#039;. The most dangerous of which are &#039;&#039;&#039;Dwemer&#039;&#039;&#039;, a mysterious city-state ruled by three God-like beings, &#039;&#039;&#039;Stormspire&#039;&#039;&#039;, a city devoted to the creation and sale of Techno-Wizard equipment, and the so-called &#039;&#039;&#039;True Federation&#039;&#039;&#039;, a cult-like force that consorts with demons, shadow-beasts and worse, led by the maniacal Alistair Dunscon, lord of the &#039;&#039;&#039;City of Brass&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Lazlo=== &lt;br /&gt;
Where the city of Toronto once stood is now the city of Lazlo, a self-styled City of Learning. Named after a pre-Rifts scholar who theorized the existence of Ley Lines and other supernatural phenomenon that later turned out to have been right all along, Lazlo is one of the birthplaces of Techno-Wizardry, and one of the unquestionably &amp;quot;Good&amp;quot; places on Rifts&#039; Earth. It is also home to adventurer Erin Tarn. &lt;br /&gt;
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===Mad Haven=== &lt;br /&gt;
New York City got pretty much wiped off the map during the Great Cataclysm. Sometime during this, Manhattan Island itself somehow got slammed into the mainland, making it into a peninsula. The ruins, only lightly overgrown despite the centuries, are haunted by spirits, madness, and mutants. &lt;br /&gt;
[[File:Rifts ng downtown.jpg|thumb|Downtown Ishpeming]]&lt;br /&gt;
===Northern Gun/Manistique Imperium=== &lt;br /&gt;
In that part of the northern half of the state of Michigan that kinda looks like a gun (get it?), The former Kingdom, now Republic, of &#039;&#039;&#039;Ishpeming&#039;&#039;&#039; is pretty much the bitch of the manufacturing giant Northern Gun. NG makes everything from tools and vehicles to guns, missiles, and giant robots, and is one of the biggest provider of weapons to adventurers on the continent. &lt;br /&gt;
&lt;br /&gt;
Right next to Ishpeming is the &#039;&#039;&#039;Manistique Imperium&#039;&#039;&#039;. At the tip of Michigan&#039;s &amp;quot;gun&amp;quot;, The Imperium is a friendly neighbor to Ishpeming, but has recently entered the manufacturing market as well with Wellington Industries. Fortunately for Northern Gun, WI focuses more on projectile weapons and explosives rather than lasers and other energy weapons, which is NG&#039;s stock in trade. &lt;br /&gt;
&lt;br /&gt;
===Pecos Empire===&lt;br /&gt;
The Coalition says they own all of Texas, but these guys are the reason why that&#039;s not true. The &amp;quot;Empire&amp;quot; is really several small armies of bandits and independent states run by a variety of leaders, from a giant to a wannabe Mafia Don to the actual, time-displaced, real-life Sundance Kid (as in, &amp;quot;Butch Cassidy and the&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Psyscape===&lt;br /&gt;
A community of powerful psychic warriors somewhere in the Ohio Valley. Their main city exists partially within the Astral Plane, with the physical part anchored by a living Ley Line Nexus known as Psynex. &lt;br /&gt;
&lt;br /&gt;
===Tolkeen=== &lt;br /&gt;
Another center of Techno-Wizardry located in Minnesota. Tolkeen was a place of acceptance and magic much like Lazlo, but found itself way too close to the Coalition States. This inevitably led to war, which took Tolkeen&#039;s leaders down a dark path that ultimately failed to save it. After Tolkieen&#039;s destruction, hundreds to thousands of refugees fled west&lt;br /&gt;
&lt;br /&gt;
===Vampire Kingdoms===&lt;br /&gt;
Mexico is almost entirely overrun by [[Vampire]]s, who have established their own kingdoms where Humans and D-Bees are either willing vassals or cattle.  The running water of the Rio Grande is the only thing keeping them from overrunning North America too.&lt;br /&gt;
&lt;br /&gt;
===The New German Republic=== &lt;br /&gt;
Germany was one of the few nations of Earth not to fall in the Great Cataclysm, mostly due to the manufacturing might of the Industrial giant &#039;&#039;&#039;Triax&#039;&#039;&#039;. Arguably the most powerful Human nation on the planet, the NGR primarily struggles with the Gargoyle Empire that has laid claim to much of Western and Southern Europe. So yeah, for once having Germans roll over western Europe in an unstoppable tide of steel is a &#039;&#039;good&#039;&#039; thing. Somewhat Human supremacist, but more Apartheid than Genocide. Don&#039;t really give a damn about magic. &lt;br /&gt;
&lt;br /&gt;
===The Gargoyle Empire===&lt;br /&gt;
Gargoyles in this game are a type of sub-demon that comes in five types: &lt;br /&gt;
* Your average Gargoyle stands about fifteen feet tall and is as tough as a suit of power armor. &lt;br /&gt;
* G&#039;&#039;&#039;u&#039;&#039;&#039;rgoyles (note the &amp;quot;u&amp;quot;) are slightly shorter (about twelve feet) and wingless.&lt;br /&gt;
* Gargoyle Lords are the leaders of the flock, bigger, tougher, and have the ability to turn their bodies into living stone. &lt;br /&gt;
* Gargoyle Mages know some Earth Elemental magic, like a low-key Warlock. They can also turn to stone. &lt;br /&gt;
* Gargoylites are small (three feet) creatures that are surprisingly tough. Can also get stoned. &lt;br /&gt;
&lt;br /&gt;
While most Gargoyles across the Megaverse (like those in Hades, for example) usually serve more powerful demons or mages, the Gargoyles of Europe have formed their own kingdom, stretching from the West of Germany (Belgium and Eastern France) and around the south (Austria and Northern Italy stretching down into the Balkans). They have also learned to use high-tech weapons and even manufacture their own mechs and power armor, which, along with a fast breeding rate, is why the Germans aren&#039;t anywhere near steamrolling them.  &lt;br /&gt;
&lt;br /&gt;
===The Brodkil Empire=== &lt;br /&gt;
Another race of sub-demons who have carved out a territory in the south of Poland (many also live in North America and Russia, but not nearly as successful). The Brodkil are mostly helped by &#039;&#039;&#039;Mindwerks&#039;&#039;&#039;, a Pre-Rifts company that still sees itself as the main rival to Triax, and developed the Mind Over Matter conversion that makes Crazies. Their leader is an insane Cyborg researcher calling herself the Angel of Death. Once close allies to the Gargoyles due to their shared enemy, they recently broke ties after the Brodkil started getting a big head. This allowed the Germans to make a big push (with the help of the New Navy and Coalition States (playing the good guys for once)) that led to them taking France (purely out of habit, we assume) and cutting the Gargoyle Empire in half.&lt;br /&gt;
&lt;br /&gt;
===[[Atlantis]]=== &lt;br /&gt;
Atlantis was a continent (in the Atlantic Ocean, duh) housing a Magically-empowered utopian-ish Human civilization on Earth thousands of years ago. Then they fucked with a rift they shouldn&#039;t have. They managed to fix the problem, but in doing so trapped Atlantis in a pocket dimension and pretty much tanked magic levels on Earth for millennia. When Atlantis came back (helping raise sea levels all over the world), it was first rediscovered by the Splugorth, in particular an Intelligence named Splynncryth. He decided to basically turn the continent into his capital/personal mansion. &lt;br /&gt;
&lt;br /&gt;
Atlantis is a kingdom of Monsters. Populated by the Minions of Splugorth (Slavers, High Lords, Kydians, Kittani, Metzla, Gargoyles, etc.) and visitors from all over the Megaverse. But Humans and most &amp;quot;D-Bee&amp;quot; races are slaves at best, and food at worst. Atlantis is arguably the most powerful force on the planet, but Splynncryth likes using the Earth as his own personal Streaming service, so he has no intention of conquering/enslaving the entire world. This doesn&#039;t stop him from launching slave raids all over Africa, Europe, and the Americas.&lt;br /&gt;
&lt;br /&gt;
===Japan===&lt;br /&gt;
Japan is a few Magical Girls and Kaiju short of going full-on Animeland. In the Kansai region, a &#039;&#039;&#039;New Empire&#039;&#039;&#039; has arisen, with the blessings of a new Emperor by Amaterasu herself. The Empire has deliberately gone back to their roots, a feudal Shogunate where technology from the Industrial Period onwards is forbidden. Instead, they depend on magic and the Ki powers of Monks, Samurai and Ninja to defend themselves. Meanwhile, most of the Chugoku region (particularly the cities of Hiroshima, Kure, Ichto, and Iwakuni) has been &#039;&#039;de&#039;&#039;-displaced after the area disappeared because of a dimensional teleportation experiment that occurred at the exact beginning of the Great Cataclysm. Three days later, They re-appeared back on Earth, three hundred years into their future. Declaring themselves the &#039;&#039;&#039;Republic of Japan&#039;&#039;&#039;, they attempt to make their own way in the changed world, defended by high-tech armies of soldiers, dragon-shaped cyborgs, and of course mecha (including Glitter Boys!). Ironically, despite their differences, the Empire and Republic are pretty close allies, even when they try to turn the other to their way of thinking. Sometime after this, the City of &#039;&#039;&#039;Ichto&#039;&#039;&#039; split off to form its own state, mostly so they could sell their mecha to wider markets around Japan. &lt;br /&gt;
&lt;br /&gt;
In the Aichi and Gifu prefectures, however, they survived the hard way, and eventually formed the &#039;&#039;&#039;Otomo Shogunate&#039;&#039;&#039;. As this is RIFTS, the Otomo are assholes. They were the top dog technologically, with their company &#039;&#039;&#039;H-Brand&#039;&#039;&#039; (and if you know anything about modern Japanese Colloquialisms, you know how unfortunate that name is), and clans of Tech-Ninja. Then the Republic showed back up, knocking them down to number three. They are also really unhappy about the peaceful country of &#039;&#039;&#039;Takamatsu&#039;&#039;&#039;, on the northern half of the island of Shikoku. Mostly because they have control of a rift that leads to an entire uninhabited planet (and the resources therein), that they have made bank supplying to everybody else. But Otomo has a plan, one that involves dealing with &#039;&#039;&#039;The Zone&#039;&#039;&#039;, the Oni-ruled area of northwestern Honshu. This should end well.&lt;br /&gt;
&lt;br /&gt;
===Australia===&lt;br /&gt;
As might be expected, Australia got even weirder. The interior of the country has become flooded by a shallow inland sea, with a magic projection of Ulluru (Ayer&#039;s Rock) visible in the middle right above it&#039;s location. Most of the technology has been knocked back to the stone age, which fits the Aboriginies just fine. But some tech remains, with the Whites split into three main groups: The paranoid residents of the two remaining cities, Melbourne and Perth; the Outbackers, which are the more &amp;quot;normal&amp;quot; people who both trade with and raid against the walled cities, and the Roadgangers, who are pretty much Mad Max with more giant carnivorous kangaroos. In the north of the continent, the &#039;&#039;&#039;Molokoi&#039;&#039;&#039;, a race of magic alligator-men, have arrived, believing that the entire world is a gift from their gods. Won&#039;t &#039;&#039;they&#039;&#039; be surprised... &lt;br /&gt;
&lt;br /&gt;
===The New Navy=== &lt;br /&gt;
In the years before the Great Cataclysm, the United States Navy built a powerful submersible aircraft carrier named the &#039;&#039;U.S.S. Ticonderoga.&#039;&#039; The ship was so tough that it managed to ride out the Cataclysm, and made contact with two hidden bases, Salvation and Refuge, that had been developed to service the ship, and began rebuilding. Some time later, the son of the Ticonderoga&#039;s captain led an exploration team that got irradiated by the energies of a mysterious rift, which gave them (and their descendants) supernaturally-tough, seemingly immortal bodies (but since this isn&#039;t a comic book, no other superpowers). The &#039;&#039;Ticonderoga&#039;&#039; still sails to this day, commanded by Nemo Dobson, the leader of the original Sea Titans. Led by the ancient Super-ship, the New Navy continues to protect Humanity on the high seas.&lt;br /&gt;
&lt;br /&gt;
===Wormwood===&lt;br /&gt;
Wormwood is a living world. As in, the entire planet is a single biological orgnanism, with Humans living on it like fleas on an elephant. Fortunately, the world seems to have been built for Human habitation, with food, water and shelter grown from the planet itself(hope you like bugs!). Unfortunately, the world is under attack by a demonic Host, who have the power to corrupt Wormwood&#039;s body for their own use. Protecting the world is a legion of brave knights, wormspeakers, symbiote-equipped warriors and living mecha. &lt;br /&gt;
&lt;br /&gt;
===The Three Galaxies(Phase World)===&lt;br /&gt;
For all your Star Wars needs. A Space Opera setting consisting of three galaxies; the Corkscrew, the Anvil, and the Thundercloud. There are three major power blocs, each controlling worlds in all three galaxies: The &#039;&#039;&#039;Transgalactic Empire&#039;&#039;&#039;, your standard Evil Space Empire ruled by a powerful race called the &#039;&#039;Khreegor&#039;&#039; and controlled behind the scenes by an evil Alien Intelligence; the &#039;&#039;&#039;Consortium of Civilized Worlds(CCW)&#039;&#039;&#039; a &#039;&#039;Star Trek&#039;&#039;-like Federation of races allied for the betterment of all(and to protect their asses from the Empire); and the &#039;&#039;&#039;United Worlds of Warlock&#039;&#039;&#039;, a collection of [[Eldar|Space Elves]], Space Dwarves, Space Minotaurs, and others who use magic and Techno-Wizardry. One of the central worlds in the setting is &#039;&#039;&#039;Phase World&#039;&#039;&#039; a planet with massive transportation gates that can bring any ship with the right drive to the planet almost instantly from anywhere in the universe(getting &#039;&#039;back&#039;&#039;, however, is &#039;&#039;your&#039;&#039; problem, but being able to cut an entire leg of the journey out is incredibly appealing), making it a center of trade for all three galaxies. Another uniting factor is the &#039;&#039;&#039;Cosmic Forge&#039;&#039;&#039;, a legendary engine of creation that was built by the first race of sapient beings to ever exist, and used to create the entire Megaverse. The First were wiped out when one of their number discovered Evil, and tricked the Forge into unmaking the entire species. The Forge then wiped him out too in anger and hid itself away.&lt;br /&gt;
&lt;br /&gt;
==Criticisms==&lt;br /&gt;
*Every now and then the fluff makes you feel like you stopped reading the book and started smoking a joint rolled from one of the pages. Some material is really weird. Like vampires with feet on their arms and hands on their legs. There&#039;s a mix of awesome, dumb, and awesome-dumb throughout.&lt;br /&gt;
*There is &#039;&#039;no&#039;&#039; balance between Races or Character Classes. &#039;&#039;&#039;NONE&#039;&#039;&#039;. You can literally have one player playing a demigod and another a hobo, with &#039;&#039;all&#039;&#039; the power disparity that implies. However, the GM is expected to have the final say in what&#039;s allowed or not, and to keep things balanced.&lt;br /&gt;
*The system is notorious for constantly one-upping itself. Every source book seems dedicated to making the weapons in the last source book look like a bunch of kitten launchers. It&#039;s not really a linear progression so much as up-and-down, but considering the books your players are most likely to pull out it&#039;s reputation for escalation is not unwarranted. &lt;br /&gt;
*It&#039;s very [[grimdark]]. Not as much as 40k- there&#039;s both good factions and hope around, some heroes would fit in well with [[Noblebright]] settings- but pretty much every continent has it&#039;s own extinction level threat or two, and the biggest power block on the planet by far is the Splugorth of Atlantis, who&#039;s leader Splynncryth is the answer to the question of &amp;quot;what if Cthulhu was a capitalist?&amp;quot;. Having a continent-sized nation of interdimensional slave trading monsters under an eldritch abomination sounds like about as bad as things can get, but at least they don&#039;t want to rule everything (just raid it for live stock occasionally), and their presence discourages even &#039;&#039;worse&#039;&#039; eldritch abominations and supernatural hordes from descending on the planet en mass. They still descend upon the planet of course, just with more subtlety so they don&#039;t have to take the armies of Atlantis straight off.&lt;br /&gt;
*MOAR MEGADAMAGE! An infamous feature of the Palladium engine is the idea of Mega-Damage. Essentially [[Damage Reduction]] on steroids, it was originally designed for &#039;&#039;Robotech&#039;&#039; to reflect the idea of how conventional weapons are almost always useless against the gear of alien invaders, but the new/prototype weapons of the heroes work just fine. The gist of it is that every point of Mega-Damage(MDC) equals a hundred points of normal Structural Damage/Hitpoints(SDC). In short, traditional guns don&#039;t scratch an MDC being/mecha unless they go straight to anti-tank weaponry, while an MDC being can punch through a tank. Rifts takes this and fucking &#039;&#039;runs&#039;&#039; with it. Even basic arms and armor inflicts Mega-Damage, with the books explicitly stating that a man in body armor and carrying a laser rifle packs the toughness and firepower of a modern Main Battle Tank. Then Rifts stacks power armor, giant robots, and tanks on top of that, plus monsters tough enough to be a threat to all of those. &lt;br /&gt;
*&amp;quot;I just spent 10 hours making a character. Oh, shit it&#039;s 4AM. When are we going to play? Never? OK then.&amp;quot;&lt;br /&gt;
*TRADEMARK ALL THE THINGS!&lt;br /&gt;
*While it is about complex as DnD 3.5, the layout makes it seem more complicated than it actually is.&lt;br /&gt;
*There is a Savage Worlds edition now, in case you want a modern ruleset.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Rifts ng v7 hunter mobile gun color by chuckwalton-d6nmj8e.jpg|A Hunter Mobile Gun. No, it&#039;s not compensating for anything!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>2600:1700:30C0:7F40:58CC:6F75:A545:D8FE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=RIFTS&amp;diff=393752</id>
		<title>RIFTS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=RIFTS&amp;diff=393752"/>
		<updated>2019-10-19T08:18:27Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:30C0:7F40:58CC:6F75:A545:D8FE: /* Character Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rifts_Cover_Large.jpg|thumb|A Splugorth Slaver and his bitches]]&lt;br /&gt;
&#039;&#039;&#039;RIFTS&#039;&#039;&#039; is a [[RPG|roleplaying game]] made by the [[Palladium Books]] publishing company. Rifts takes place on earth about 300 years after a nuclear holocaust caused a magical reawakening and killed over two thirds of humanity. In the course of the apocalypse many things changed in the world, Atlantis rose out of the ocean which flooded most Atlantic coastlines (killing even more people), the four horsemen appeared in Africa (where they killed more people), the Lord of the Deep was awakened (He didn&#039;t kill anyone at the time), and most importantly Rifts began to open up which let numerous alien races spill out into the world. Where many of them were and are still being killed.&lt;br /&gt;
&lt;br /&gt;
Rifts, for which the game is named, are what makes Rifts Earth so incredibly crazy. These Rifts allow for dimensional travel and allow everything from friendly fluff balls to malevolent alien gods out for a stroll onto Earth. So all the while the people who thought their lives couldn&#039;t get any worse now have to compete with displaced extra-dimensional beings trapped here. Those not content with just being friends with everybody chose to fight even the nicest of D-Bee&#039;s (Slang term for dimensional beings). Thus the Coalition was formed. Made up of a bunch of pricks who managed to take control of ancient super-city/fortresses wage constant war against Aliens, supernatural beings and magic users. Meanwhile all kinds of other horrible things go on all across Rifts Earth. [[grimdark|This is a really shitty place to live]].&lt;br /&gt;
&lt;br /&gt;
==Disclaimer==&lt;br /&gt;
Every Rifts book begins with a disclaimer that warns that the book contains violence, war, magic and the supernatural. Which is redundant since every cover of every source book contains an image that shows at least one, or more commonly all four of them. The disclaimer is often accompanied by some artwork that depicts some violence or one of the other four as well.  This disclaimer was a response to the wave of [[Dark Dungeons|anti-RPG]] [[Mazes and Monsters|hysteria]] in the 80s and early 90s, and its inclusion in saner times is one of many things that shows the game&#039;s age.&lt;br /&gt;
&lt;br /&gt;
==Character Classes==&lt;br /&gt;
Rifts has a huge selection of character classes, almost as many as it does playable races(One of their large books is dedicated to the various D-Bees(non-human races) found in North America alone, and it doesn&#039;t even have all of them). Usually a half-dozen or more with nearly every book. Some are basic Occupational Character Classes, others are Racial Character Classes that are tied to the character&#039;s race. Any attempt to list them all will inevitably be spun off into it&#039;s own page, but some of the more notable are: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Body Fixer:&#039;&#039;&#039; A travelling doctor and Xenology expert. Is technically the party healer, if not for the fact that most weapons in Rifts will turn your body to a fine mist once your armor goes down. But if you happen to get sick, he&#039;s your man. &lt;br /&gt;
*&#039;&#039;&#039;Borg&#039;&#039;&#039;: A &#039;Borg is a warrior who has given up their squishy human body for one of Mega-Damage alloys, becoming a twenty-four hour war machine. This shreds their magical juice, but also lets them upgrade themselves almost endlessly with extra parts and stat increases, limited only by the game&#039;s byzantine and granular rules and the depth of their wallets.  It also replaces many of their physical stats, so the RNG won&#039;t screw you as hard.  Your Robot Strength isn&#039;t as good as Supernatural Strength in many ways (the &#039;&#039;incoherent&#039;&#039; carrying capacity charts will fuck you particularly hard), but unlike Supernatural Strength you can still apply numerical bonuses, and yours doesn&#039;t stop working in anti-magic worlds or zones.&lt;br /&gt;
** &#039;&#039;&#039;Dragon Borg&#039;&#039;&#039;: A Japanese &#039;Borg with a powerful Dragon-shaped body. &lt;br /&gt;
** &#039;&#039;&#039;Mining Borg&#039;&#039;&#039;: A &#039;Borg who got his body in an attempt to strike it rich mining for precious metals, minerals, and the like. But beware, anything that can dig holes in a mountain can do the same to &#039;&#039;you&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Burster&#039;&#039;&#039;: A master psychic with a focus on pyrokinesis. A burster can shoot fire, control fire, and sheathe themselves in a fiery aura. For those who want to watch the world burn, or put it out. &lt;br /&gt;
**&#039;&#039;&#039;Zapper&#039;&#039;&#039;: Pretty much the same as a Burster, but his power is &#039;&#039;Electro&#039;&#039;kinesis&lt;br /&gt;
*&#039;&#039;&#039;City Rat&#039;&#039;&#039;: Your typical Cyberpunk gang member found in high-tech cities or the &#039;Burbs outside the Coalition&#039;s Fortress-cities, usually a teenager or young adult. &lt;br /&gt;
*&#039;&#039;&#039;Coalition RPA Pilot&#039;&#039;&#039;: The elite Mecha and Power Armor pilots of the Coalition States. &lt;br /&gt;
*&#039;&#039;&#039;Cosmo-Knight&#039;&#039;&#039;: One of the game&#039;s more infamous classes, these are basically [[Paladin]]s gone Silver Surfer. Called to serve in the Three Galaxies by an engine of creation known as the Cosmic Forge, Cosmo-Knights can fly through space, shoot energy blasts, and because they only take [[Damage Reduction |one hundredth damage from energy weapons]], can fight battlecruisers single-handed.&lt;br /&gt;
[[File:Cyber_v_Juice.png|thumb|A Cyber-Knight battles a Coalition Juicer]]&lt;br /&gt;
*&#039;&#039;&#039;Crazy&#039;&#039;&#039;: One of the many forms of Human Augmentation developed before the Great Cataclysm, The &#039;&#039;&#039;Mind Over Matter&#039;&#039;&#039; system manipulates the recipient&#039;s brain to improve their reflexes and let them push their bodies to their limits. It even throws in a few psychic powers. Unfortunately, it also drives them crazy. Like, &#039;&#039;Deadpool&#039;&#039;/&#039;&#039;Looney Tunes&#039;&#039; crazy. One of the few player options to get automatic dodge, but the random side effects and roleplay requirements are harsh.  Notably, lots of crazies eventually end up killing someone innocent and cute thanks to their paranoia and super-reflexes, which eventually drives them to suicide or homicidal insanity.  There are crazy variants of many other classes, like the gunslinger.&lt;br /&gt;
*&#039;&#039;&#039;Cyber-Doc&#039;&#039;&#039;: Much like a Body Fixer, the main difference being, as the name suggests, is that the Cyber-Doc is primarily skilled in the implantation, repair, and maintenance of cybernetics and bionics. He can even make them more effective. If your party has a good number of cybernetics, he&#039;s pretty much a must. &lt;br /&gt;
*&#039;&#039;&#039;Cyber-Knight&#039;&#039;&#039;:  A cross between a [[Paladin]] and a Jedi. Cyber-Knights are defenders of the weak and innocent. At first, they were known by their cybernetically-implanted armor and psychic energy swords, a later sourcebook gave them additional powers, notably a force-like ability to know when any technological device was turned against them. &lt;br /&gt;
*&#039;&#039;&#039;Dog Boy&#039;&#039;&#039;: [[Furry|Mutant dogs]] created by the Coalition to hunt magic-users, Dog Boys can sense the presence of magic-users and supernatural beings like a hunting dog sniffing out prey. &lt;br /&gt;
*&#039;&#039;&#039;Dolphin/Orca/Humpback Whale&#039;&#039;&#039;: Yes, the game lets you play as a fucking whale. Dolphins have innate magic, while all three know various abilities they can use on Ley Lines. Some seaborne Human kingdoms will even outfit friendly Dolphins and Orcas with special underwater Power Armor just for them.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Hatchling&#039;&#039;&#039;: Yes, you can play a [[Dragon]], albeit one only up to just over a month old. Dragon Hatchings have innate magical abilities, a body that can go toe-to-toe with a suit of power armor and stand a good chance of winning, and a number of other (super)natural abilities depending on their individual species. &lt;br /&gt;
*&#039;&#039;&#039;Elemental Fusionist&#039;&#039;&#039;: A while back, Rifts actually got a video game, and by all accounts from those who played it, it was pretty good. Unfortunately, it came out on the &#039;&#039;Nokia N-Gage&#039;&#039;, a would-be competitor to the Game Boy Advance which of course suffered the fate of every other system that tried to take Nintendo on in the handheld area(to say nothing of the memes making fun of its crappy-ass design). But it did leave a legacy in this class, which the makers of the game got to make up themselves. Elemental Fusionists are wilderness spellcasters who channel the latent Elemental energy of the planet. They also combine these elements, but always in clashing pairs(i.e.: Fire/Water or Air/Earth). &lt;br /&gt;
*&#039;&#039;&#039;Gizmoteer&#039;&#039;&#039;: A sort of Psychic [[Artificer]] from an alien colony in South America. What sets this guy apart is its ability to charge any direct energy weapon to use Psychic energy instead of a power pack. The only drawback to this is that you have to pay a power points cost equal to its payload in order to fuel it. However the &#039;&#039;very same book it was introduced in&#039;&#039; also features a potent Anti-Tank laser rifle on par with the Glitter Boy&#039;s, that comes with the drawback of a payload of only one shot(that is to say, it drains an entire E-Clip, which can give most guns 20-30 shots, in one blast). You don&#039;t have to be a rocket scientist to figure out how to abuse this combination.&lt;br /&gt;
*&#039;&#039;&#039;Glitter Boy&#039;&#039;&#039;: Rarely has a class been so defined by it&#039;s equipment. The Glitter Boy is the pilot of a suit of power-armor of the same name, a ten-foot-tall beast wrapped in gleaming laser-resistant armor and carrying a powerful railgun that can core a modern battle tank in a single shot. Some Glitter Boys are part of long-standing family traditions stretching all the way back to the Great Cataclysm. &lt;br /&gt;
*&#039;&#039;&#039;[[Gunslinger]]&#039;&#039;&#039;: One of the best classes from the New West sourcebooks, most of whom boil down to &amp;quot;less good at fighting Gunslingers.&amp;quot;  They have the somewhat unique ability to fight, parry, and riposte with two pistols at once, and they&#039;re super-fast quickdraw artists with a Fear rating.  &lt;br /&gt;
**&#039;&#039;&#039;Psi-Slinger&#039;&#039;&#039;: A variant of the Gunslinger who augments his shooting abilities with psionic power, such as firing energy bolts from his fingers and altering the power of energy attacks that hit him. Not quite as good at gunslinging &#039;&#039;as&#039;&#039; the Gunslinger, but gets psionics as well as fucking mind bullets.&lt;br /&gt;
*&#039;&#039;&#039;Headhunter&#039;&#039;&#039;: This started out as he basic [[Fighter]] of the game, i.e. &amp;quot;Dude with a gun&amp;quot;. Over time however, the class evolved into a bionically-augmented tech-warrior and monster slayer. &lt;br /&gt;
*&#039;&#039;&#039;Juicer&#039;&#039;&#039;: Juicers are warriors who wear a harness that feeds them a steady drip of a cocktail of performance-enhancing drugs to push their bodies well past the human limit. Unfortunately, this burns their body out and kills them in five to seven years. Since then, people have refined the formula, tweaking the transformation for faster speed, more muscle mass(and metal to lace the skeleton enough to carry all that), and even supernatural strength and toughness(but when you burn out, you &#039;&#039;literally&#039;&#039; burn out, eventually exploding like a small bomb). Some dude even figured out a way to make a juicer powered by the blood of Dragons. &lt;br /&gt;
*&#039;&#039;&#039;Ley Line Walker&#039;&#039;&#039;: Rifts&#039; fancy way of saying [[Wizard]]. But they do come with a lot of abilities that deal with manipulating the energy from Ley Lines, including the ability to float or walk in the air along them. So at least the class earns its name. &lt;br /&gt;
*&#039;&#039;&#039;Mind Melter&#039;&#039;&#039;: An incredibly powerful psychic, who can have weakened versions of the Burster or Zapper&#039;s powers, move objects with his mind, Create an energy sword like a Cyber-Knight, Fire bolts of mind energy like a Psi-Slinger, read your mind, erase your memories, hypnotize you or straight-up possess your body like a ghost, mentally operate machines, fuck up your nervous system, erect energy fields, keep other Mind Melters from doing all the above to &#039;&#039;them&#039;&#039;(and his friends) and more. All at the same time. &lt;br /&gt;
*&#039;&#039;&#039;Mystic&#039;&#039;&#039;: A combination of both Psychic and Mage. A bit like a [[Sorcerer]] in concept, They can also open themselves to the supernatural world around them, making them something like a magic radar. &lt;br /&gt;
*&#039;&#039;&#039;Nega-Psychic&#039;&#039;&#039;: In Palladium&#039;s contemporary Horror RPG &#039;&#039;&#039;Beyond the Supernatural&#039;&#039;&#039;, were a type of skeptic in psionics, magic and the supernatural whom ironically was himself Psychic. This disbelief fed his power, unconsciously disrupting the powers of magic-users, psychics and supernatural beings around him. In &#039;&#039;Rifts&#039;&#039;, however, there&#039;s too much going on for &#039;&#039;anybody&#039;&#039; to deny, so Rifts Nega-Psychics are fueled instead by defiance. Less &amp;quot;They don&#039;t exist!&amp;quot;, and more &amp;quot;I don&#039;t give a fuck!&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Operator&#039;&#039;&#039;: A skilled mechanic class. Given the necessity of high-tech weapons and equipment in this game, he&#039;s almost your party healer. Some Operators have psionics that allow them to work better or even mentally interface with machines. &lt;br /&gt;
*&#039;&#039;&#039;Psi-Stalker&#039;&#039;&#039;: A mutant human subspecies that feeds on the psychic energy used to power magic and supernatural beings. Because of their abilities to detect their prey, the Coalition often recruits Psi-Stalkers to lead packs of Dog Boys. &lt;br /&gt;
*&#039;&#039;&#039;Rogue Scholar/Scientist&#039;&#039;&#039;: The Knowledge- and Skill-Monkey of the game. Pretty much a [[Bard]] without the magic. This being Rifts, however, there are a lot of people around willing to kill for what you know and/or are trying to learn(or teach). so they&#039;re not useless in a fight. &lt;br /&gt;
*&#039;&#039;&#039;Shifter&#039;&#039;&#039;: Think a summoner mixed in with 90&#039;s goth callbacks, this is the class that edgy &amp;quot;shoot up the school&amp;quot; kid we all know would play. Summons monsters and demons through rifts and bends them to his will. He can also make deals with powerful supernatural beings (Gods, Alien Intelligences, and the like) to give him personal power. &lt;br /&gt;
*&#039;&#039;&#039;Tattooed Man&#039;&#039;&#039;: Also known as a &#039;&#039;T-Man&#039;&#039;, this is a warrior whose body is covered in magic tattoos, which can create weapons or attack creatures among other effects. Most T-Men are servants or slaves of the Splugorth. &lt;br /&gt;
*&#039;&#039;&#039;Techno-Wizard&#039;&#039;&#039;: A spellcaster-mechanic who combines magic and technology to make magic weapons. These can range from a flaming sword to magic-powered mecha. For some reason, they like dressing like WWII-era bomber pilots. &lt;br /&gt;
*&#039;&#039;&#039;Vagabond&#039;&#039;&#039;: You&#039;re pretty much a hobo. Just a dude wandering around doing whatever, who&#039;s only Class Feature is &amp;quot;Eyeball a Fella&amp;quot;. Yeah, after all the classes listed above, you ain&#039;t picking this one.&lt;br /&gt;
*&#039;&#039;&#039;Warlock&#039;&#039;&#039;: A spellcaster who makes a connection with beings from the classical Elemental Planes (Air, Earth, Fire, Water) Their spells are often powerful, but naturally limited by their focus.&lt;br /&gt;
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==Races==&lt;br /&gt;
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Rifts has a &#039;&#039;&#039;LOT&#039;&#039;&#039; of playable races. Aside from Humans, Psi-Stalkers(Human mutants) and Dog Boys, there are tons of D-Bees(Dimensional Beings), Basically aliens from other dimensions that were yanked to Earth from their homeworlds during the Great Cataclysm, or explorers and refugees that came after. These range from Fantasy races such as Elves, Dwarves, Orcs, Wolfen(Wolf-men) and Giants, to strangers things like insect- or plant-people, giant slugs, Ectoplasmic creatures, demons, and more. &lt;br /&gt;
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==Setting(s)==&lt;br /&gt;
As noted before, the primary setting of the world is Earth, specifically North America (mostly Eastern-to-Middle America and Canada). A few other dimensions got looked into from time to time as well. On top of that, compatibility between Palladium systems means that every other game, from &#039;&#039;Heroes Unlimited&#039;&#039; and &#039;&#039;Ninjas and Superspies&#039;&#039; to &#039;&#039;Teenage Mutant Ninja Turtles&#039;&#039; and &#039;&#039;Robotech&#039;&#039; are also part of the Palladium Megaverse, copyright permitting on those last two.  &lt;br /&gt;
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One of the most important new old features of the transformed Earth are the &#039;&#039;Ley Lines&#039;&#039;, line crisscrossing the Earth that act as a network of magical energy. In the supercharged magic levels of Rifts&#039; Earth, Ley Lines appear as huge walls of energy miles long, and half a mile wide, that glow blue-white in the night. Where two ley lines meet, they form a &#039;&#039;Nexus&#039;&#039;, a powerful font of magic power that sometimes open into Rifts leading to other dimensions, where monsters and peoples can enter the world, sometimes whether they want to or not. Where three ley lines crisscross each other like a triangle, things get even weirder. Bermuda Triangle-weird. &lt;br /&gt;
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===Coalition States (North America)=== &lt;br /&gt;
The former United States is completely broken, with a few new kingdoms and empires clawing their way out of the Post-Apocalypse. The largest of these is the &#039;&#039;&#039;Coalition States&#039;&#039;&#039;, a Nazi-like state that keeps its people illiterate, lies about history, and is genocidally vehement against Magic and non-human beings. If you didn&#039;t get the memo about them being bad guys before, their soldiers also wear all-black Stormtrooper armor with a skeleton motif, and they like putting skulls on the front of their vehicles and mechs whenever possible. The Coalition States are: &lt;br /&gt;
* Chi-Town: Claiming Iowa and parts of Illinois,. Chi-Town is a massive fortress-city near the haunted ruins of actual Chicago that is the capital of the CS. Around Chi-Town(and many other fortress cities) are a scattered collection of communities and shantytowns known as &#039;&#039;&#039;The &#039;Burbs&#039;&#039;&#039;, full of mutants, gangs, D-Bees, and many, many people hopeful to earn a place behind the safety of the city&#039;s walls. &lt;br /&gt;
* Missouri: Located in the eponymous state. Mostly farm and empty land earmarked for future development. &lt;br /&gt;
* Iron Heart: In southern Canada immediately north of Lake Huron. An industrialized state that cozies up to Chi-Town actively. &lt;br /&gt;
* Arkansas/El Dorado: Most of Arkansas is forest wilderness, with scattered Human and D-Bee towns. The primary exception is the City-State of El Dorado, which was friendly with the Coalition for years, ultimately joining during the Tolkeen war. &lt;br /&gt;
* Lone Star: While the CS claims the entirety of the Lone Star State, in truth they only run the Panhandle and some the area south of it. The main reason they do so is the &#039;&#039;&#039;Tex-Am Complex&#039;&#039;&#039;, a Pre-Rifts compound of Genetic Engineering labs, where the CS clones their army of Dog Boys. The man running the place, a Doctor Desmond Bradford, is a bit of a Mad Scientist. &lt;br /&gt;
* Free Quebec: Laying claim to the Canadian state with a legion of Glitter Boys. Quebec is... well, it&#039;s &#039;&#039;Quebec&#039;&#039;. Very French and very arrogant, they eventually split off from the Coalition, sparking a civil war.&lt;br /&gt;
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===Archie 3=== &lt;br /&gt;
In the Aberdeen Proving Ground, the mega-corp Cyberworks created a powerful A.I. called A.R.C.H.I.E. Three. This A.I. was moved to the supreme headquarters of NEMA, an oragnization tasked with defending North America. On the bright side, the world ended before he went Skynet on us, on the down side, that didn&#039;t stop him from going crazy anyway. Archie has decided that the only way to make sense of this crazy world is to take it over, and he has command of a surprisingly well-preserved robot factory to do it. But rather than march across the country with an unending tide of tireless death machines, Archie has decided to be more subtle, starting with an army of hot robot warrior women riding mechanical dinosaurs as his front. &lt;br /&gt;
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But Archie has a few disadvantages. He has trouble coming up with ideas of his own, and as such needs a Human &amp;quot;Idea Man&amp;quot; to link up and help him come up with new plots and minions. &lt;br /&gt;
&lt;br /&gt;
One such idea was the hire a Shifter to help them exploit the possibilities of other dimensions. Unfortunately, the very first portal he opened up led directly to &#039;&#039;&#039;The Mechanoids&#039;&#039;&#039;, a genocidal race of cyborgs with a mad on against Humanoid life (Basically Daleks Lite, and not all &#039;&#039;that&#039;&#039; Lite). A small force of them managed to come thought the rift before one of them killed the Human shifter and thus closed the door. The Mechanoids took over Archie&#039;s factory and set about retooling it with their technology and cloning facilities to make more of themselves, triggering the first large-scale crisis on Rifts&#039; Earth. For his part, Archie feigned compliance and sent out his Idea Man, Hagan, to resist the Mechanoids and to gather heroes to destroy them. Needless to say, they succeeded. &lt;br /&gt;
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===Federation of Magic===&lt;br /&gt;
The eastern banks of the Mississippi River across from Missouri and Arkansas, encompassing all of Kentucky, and most of Indiana, Illinois, and Ohio and parts of Tennessee is an area crisscrossed by ley lines and saturated in magic energies. This it is known as the &#039;&#039;&#039;Magic Zone&#039;&#039;&#039;.  &lt;br /&gt;
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When the Rifts opened, one big one opened right inside the Gatway Arch in St. Louis. This rift fused with the gate, rendering it indestructible, and never closed. The Coalition occupied the area around the gate(leaving the rest of the city in ruin), and use it as a Headquarters for the &#039;&#039;&#039;Rift Control Study Group&#039;&#039;&#039;, a military division that seeks scientific means to control and close rifts.&lt;br /&gt;
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Elsewhere in the Magic Zone is a loose confederation of Magic-using states referred to as the &#039;&#039;&#039;Federation of Magic&#039;&#039;&#039;. The most dangerous of which are &#039;&#039;&#039;Dwemer&#039;&#039;&#039;, a mysterious city-state ruled by three God-like beings, &#039;&#039;&#039;Stormspire&#039;&#039;&#039;, a city devoted to the creation and sale of Techno-Wizard equipment, and the so-called &#039;&#039;&#039;True Federation&#039;&#039;&#039;, a cult-like force that consorts with demons, shadow-beasts and worse, led by the maniacal Alistair Dunscon, lord of the &#039;&#039;&#039;City of Brass&#039;&#039;&#039;.&lt;br /&gt;
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===Lazlo=== &lt;br /&gt;
Where the city of Toronto once stood is now the city of Lazlo, a self-styled City of Learning. Named after a pre-Rifts scholar who theorized the existence of Ley Lines and other supernatural phenomenon that later turned out to have been right all along, Lazlo is one of the birthplaces of Techno-Wizardry, and one of the unquestionably &amp;quot;Good&amp;quot; places on Rifts&#039; Earth. It is also home to adventurer Erin Tarn. &lt;br /&gt;
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===Mad Haven=== &lt;br /&gt;
New York City got pretty much wiped off the map during the Great Cataclysm. Sometime during this, Manhattan Island itself somehow got slammed into the mainland, making it into a peninsula. The ruins, only lightly overgrown despite the centuries, are haunted by spirits, madness, and mutants. &lt;br /&gt;
[[File:Rifts ng downtown.jpg|thumb|Downtown Ishpeming]]&lt;br /&gt;
===Northern Gun/Manistique Imperium=== &lt;br /&gt;
In that part of the northern half of the state of Michigan that kinda looks like a gun (get it?), The former Kingdom, now Republic, of &#039;&#039;&#039;Ishpeming&#039;&#039;&#039; is pretty much the bitch of the manufacturing giant Northern Gun. NG makes everything from tools and vehicles to guns, missiles, and giant robots, and is one of the biggest provider of weapons to adventurers on the continent. &lt;br /&gt;
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Right next to Ishpeming is the &#039;&#039;&#039;Manistique Imperium&#039;&#039;&#039;. At the tip of Michigan&#039;s &amp;quot;gun&amp;quot;, The Imperium is a friendly neighbor to Ishpeming, but has recently entered the manufacturing market as well with Wellington Industries. Fortunately for Northern Gun, WI focuses more on projectile weapons and explosives rather than lasers and other energy weapons, which is NG&#039;s stock in trade. &lt;br /&gt;
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===Pecos Empire===&lt;br /&gt;
The Coalition says they own all of Texas, but these guys are the reason why that&#039;s not true. The &amp;quot;Empire&amp;quot; is really several small armies of bandits and independent states run by a variety of leaders, from a giant to a wannabe Mafia Don to the actual, time-displaced, real-life Sundance Kid (as in, &amp;quot;Butch Cassidy and the&amp;quot;).&lt;br /&gt;
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===Psyscape===&lt;br /&gt;
A community of powerful psychic warriors somewhere in the Ohio Valley. Their main city exists partially within the Astral Plane, with the physical part anchored by a living Ley Line Nexus known as Psynex. &lt;br /&gt;
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===Tolkeen=== &lt;br /&gt;
Another center of Techno-Wizardry located in Minnesota. Tolkeen was a place of acceptance and magic much like Lazlo, but found itself way too close to the Coalition States. This inevitably led to war, which took Tolkeen&#039;s leaders down a dark path that ultimately failed to save it. After Tolkieen&#039;s destruction, hundreds to thousands of refugees fled west&lt;br /&gt;
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===Vampire Kingdoms===&lt;br /&gt;
Mexico is almost entirely overrun by [[Vampire]]s, who have established their own kingdoms where Humans and D-Bees are either willing vassals or cattle.  The running water of the Rio Grande is the only thing keeping them from overrunning North America too.&lt;br /&gt;
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===The New German Republic=== &lt;br /&gt;
Germany was one of the few nations of Earth not to fall in the Great Cataclysm, mostly due to the manufacturing might of the Industrial giant &#039;&#039;&#039;Triax&#039;&#039;&#039;. Arguably the most powerful Human nation on the planet, the NGR primarily struggles with the Gargoyle Empire that has laid claim to much of Western and Southern Europe. So yeah, for once having Germans roll over western Europe in an unstoppable tide of steel is a &#039;&#039;good&#039;&#039; thing. Somewhat Human supremacist, but more Apartheid than Genocide. Don&#039;t really give a damn about magic. &lt;br /&gt;
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===The Gargoyle Empire===&lt;br /&gt;
Gargoyles in this game are a type of sub-demon that comes in five types: &lt;br /&gt;
* Your average Gargoyle stands about fifteen feet tall and is as tough as a suit of power armor. &lt;br /&gt;
* G&#039;&#039;&#039;u&#039;&#039;&#039;rgoyles (note the &amp;quot;u&amp;quot;) are slightly shorter (about twelve feet) and wingless.&lt;br /&gt;
* Gargoyle Lords are the leaders of the flock, bigger, tougher, and have the ability to turn their bodies into living stone. &lt;br /&gt;
* Gargoyle Mages know some Earth Elemental magic, like a low-key Warlock. They can also turn to stone. &lt;br /&gt;
* Gargoylites are small (three feet) creatures that are surprisingly tough. Can also get stoned. &lt;br /&gt;
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While most Gargoyles across the Megaverse (like those in Hades, for example) usually serve more powerful demons or mages, the Gargoyles of Europe have formed their own kingdom, stretching from the West of Germany (Belgium and Eastern France) and around the south (Austria and Northern Italy stretching down into the Balkans). They have also learned to use high-tech weapons and even manufacture their own mechs and power armor, which, along with a fast breeding rate, is why the Germans aren&#039;t anywhere near steamrolling them.  &lt;br /&gt;
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===The Brodkil Empire=== &lt;br /&gt;
Another race of sub-demons who have carved out a territory in the south of Poland (many also live in North America and Russia, but not nearly as successful). The Brodkil are mostly helped by &#039;&#039;&#039;Mindwerks&#039;&#039;&#039;, a Pre-Rifts company that still sees itself as the main rival to Triax, and developed the Mind Over Matter conversion that makes Crazies. Their leader is an insane Cyborg researcher calling herself the Angel of Death. Once close allies to the Gargoyles due to their shared enemy, they recently broke ties after the Brodkil started getting a big head. This allowed the Germans to make a big push (with the help of the New Navy and Coalition States (playing the good guys for once)) that led to them taking France (purely out of habit, we assume) and cutting the Gargoyle Empire in half.&lt;br /&gt;
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===[[Atlantis]]=== &lt;br /&gt;
Atlantis was a continent (in the Atlantic Ocean, duh) housing a Magically-empowered utopian-ish Human civilization on Earth thousands of years ago. Then they fucked with a rift they shouldn&#039;t have. They managed to fix the problem, but in doing so trapped Atlantis in a pocket dimension and pretty much tanked magic levels on Earth for millennia. When Atlantis came back (helping raise sea levels all over the world), it was first rediscovered by the Splugorth, in particular an Intelligence named Splynncryth. He decided to basically turn the continent into his capital/personal mansion. &lt;br /&gt;
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Atlantis is a kingdom of Monsters. Populated by the Minions of Splugorth (Slavers, High Lords, Kydians, Kittani, Metzla, Gargoyles, etc.) and visitors from all over the Megaverse. But Humans and most &amp;quot;D-Bee&amp;quot; races are slaves at best, and food at worst. Atlantis is arguably the most powerful force on the planet, but Splynncryth likes using the Earth as his own personal Streaming service, so he has no intention of conquering/enslaving the entire world. This doesn&#039;t stop him from launching slave raids all over Africa, Europe, and the Americas.&lt;br /&gt;
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===Japan===&lt;br /&gt;
Japan is a few Magical Girls and Kaiju short of going full-on Animeland. In the Kansai region, a &#039;&#039;&#039;New Empire&#039;&#039;&#039; has arisen, with the blessings of a new Emperor by Amaterasu herself. The Empire has deliberately gone back to their roots, a feudal Shogunate where technology from the Industrial Period onwards is forbidden. Instead, they depend on magic and the Ki powers of Monks, Samurai and Ninja to defend themselves. Meanwhile, most of the Chugoku region (particularly the cities of Hiroshima, Kure, Ichto, and Iwakuni) has been &#039;&#039;de&#039;&#039;-displaced after the area disappeared because of a dimensional teleportation experiment that occurred at the exact beginning of the Great Cataclysm. Three days later, They re-appeared back on Earth, three hundred years into their future. Declaring themselves the &#039;&#039;&#039;Republic of Japan&#039;&#039;&#039;, they attempt to make their own way in the changed world, defended by high-tech armies of soldiers, dragon-shaped cyborgs, and of course mecha (including Glitter Boys!). Ironically, despite their differences, the Empire and Republic are pretty close allies, even when they try to turn the other to their way of thinking. Sometime after this, the City of &#039;&#039;&#039;Ichto&#039;&#039;&#039; split off to form its own state, mostly so they could sell their mecha to wider markets around Japan. &lt;br /&gt;
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In the Aichi and Gifu prefectures, however, they survived the hard way, and eventually formed the &#039;&#039;&#039;Otomo Shogunate&#039;&#039;&#039;. As this is RIFTS, the Otomo are assholes. They were the top dog technologically, with their company &#039;&#039;&#039;H-Brand&#039;&#039;&#039; (and if you know anything about modern Japanese Colloquialisms, you know how unfortunate that name is), and clans of Tech-Ninja. Then the Republic showed back up, knocking them down to number three. They are also really unhappy about the peaceful country of &#039;&#039;&#039;Takamatsu&#039;&#039;&#039;, on the northern half of the island of Shikoku. Mostly because they have control of a rift that leads to an entire uninhabited planet (and the resources therein), that they have made bank supplying to everybody else. But Otomo has a plan, one that involves dealing with &#039;&#039;&#039;The Zone&#039;&#039;&#039;, the Oni-ruled area of northwestern Honshu. This should end well.&lt;br /&gt;
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===Australia===&lt;br /&gt;
As might be expected, Australia got even weirder. The interior of the country has become flooded by a shallow inland sea, with a magic projection of Ulluru (Ayer&#039;s Rock) visible in the middle right above it&#039;s location. Most of the technology has been knocked back to the stone age, which fits the Aboriginies just fine. But some tech remains, with the Whites split into three main groups: The paranoid residents of the two remaining cities, Melbourne and Perth; the Outbackers, which are the more &amp;quot;normal&amp;quot; people who both trade with and raid against the walled cities, and the Roadgangers, who are pretty much Mad Max with more giant carnivorous kangaroos. In the north of the continent, the &#039;&#039;&#039;Molokoi&#039;&#039;&#039;, a race of magic alligator-men, have arrived, believing that the entire world is a gift from their gods. Won&#039;t &#039;&#039;they&#039;&#039; be surprised... &lt;br /&gt;
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===The New Navy=== &lt;br /&gt;
In the years before the Great Cataclysm, the United States Navy built a powerful submersible aircraft carrier named the &#039;&#039;U.S.S. Ticonderoga.&#039;&#039; The ship was so tough that it managed to ride out the Cataclysm, and made contact with two hidden bases, Salvation and Refuge, that had been developed to service the ship, and began rebuilding. Some time later, the son of the Ticonderoga&#039;s captain led an exploration team that got irradiated by the energies of a mysterious rift, which gave them (and their descendants) supernaturally-tough, seemingly immortal bodies (but since this isn&#039;t a comic book, no other superpowers). The &#039;&#039;Ticonderoga&#039;&#039; still sails to this day, commanded by Nemo Dobson, the leader of the original Sea Titans. Led by the ancient Super-ship, the New Navy continues to protect Humanity on the high seas.&lt;br /&gt;
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===Wormwood===&lt;br /&gt;
Wormwood is a living world. As in, the entire planet is a single biological orgnanism, with Humans living on it like fleas on an elephant. Fortunately, the world seems to have been built for Human habitation, with food, water and shelter grown from the planet itself(hope you like bugs!). Unfortunately, the world is under attack by a demonic Host, who have the power to corrupt Wormwood&#039;s body for their own use. Protecting the world is a legion of brave knights, wormspeakers, symbiote-equipped warriors and living mecha. &lt;br /&gt;
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===The Three Galaxies(Phase World)===&lt;br /&gt;
For all your Star Wars needs. A Space Opera setting consisting of three galaxies; the Corkscrew, the Anvil, and the Thundercloud. There are three major power blocs, each controlling worlds in all three galaxies: The &#039;&#039;&#039;Transgalactic Empire&#039;&#039;&#039;, your standard Evil Space Empire ruled by a powerful race called the &#039;&#039;Khreegor&#039;&#039; and controlled behind the scenes by an evil Alien Intelligence; the &#039;&#039;&#039;Consortium of Civilized Worlds(CCW)&#039;&#039;&#039; a &#039;&#039;Star Trek&#039;&#039;-like Federation of races allied for the betterment of all(and to protect their asses from the Empire); and the &#039;&#039;&#039;United Worlds of Warlock&#039;&#039;&#039;, a collection of [[Eldar|Space Elves]], Space Dwarves, Space Minotaurs, and others who use magic and Techno-Wizardry. One of the central worlds in the setting is &#039;&#039;&#039;Phase World&#039;&#039;&#039; a planet with massive transportation gates that can bring any ship with the right drive to the planet almost instantly from anywhere in the universe(getting &#039;&#039;back&#039;&#039;, however, is &#039;&#039;your&#039;&#039; problem, but being able to cut an entire leg of the journey out is incredibly appealing), making it a center of trade for all three galaxies. Another uniting factor is the &#039;&#039;&#039;Cosmic Forge&#039;&#039;&#039;, a legendary engine of creation that was built by the first race of sapient beings to ever exist, and used to create the entire Megaverse. The First were wiped out when one of their number discovered Evil, and tricked the Forge into unmaking the entire species. The Forge then wiped him out too in anger and hid itself away.&lt;br /&gt;
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==Criticisms==&lt;br /&gt;
*Every now and then the fluff makes you feel like you stopped reading the book and started smoking a joint rolled from one of the pages. Some material is really weird. Like vampires with feet on their arms and hands on their legs. There&#039;s a mix of awesome, dumb, and awesome-dumb throughout.&lt;br /&gt;
*There is &#039;&#039;no&#039;&#039; balance between Races or Character Classes. &#039;&#039;&#039;NONE&#039;&#039;&#039;. You can literally have one player playing a demigod and another a hobo, with &#039;&#039;all&#039;&#039; the power disparity that implies. However, the GM is expected to have the final say in what&#039;s allowed or not, and to keep things balanced.&lt;br /&gt;
*The system is notorious for constantly one-upping itself. Every source book seems dedicated to making the weapons in the last source book look like a bunch of kitten launchers. It&#039;s not really a linear progression so much as up-and-down, but considering the books your players are most likely to pull out it&#039;s reputation for escalation is not unwarranted. &lt;br /&gt;
*It&#039;s very [[grimdark]]. Not as much as 40k- there&#039;s both good factions and hope around, some heroes would fit in well with [[Noblebright]] settings- but pretty much every continent has it&#039;s own extinction level threat or two, and the biggest power block on the planet by far is the Splugorth of Atlantis, who&#039;s leader Splynncryth is the answer to the question of &amp;quot;what if Cthulhu was a capitalist?&amp;quot;. Having a continent-sized nation of interdimensional slave trading monsters under an eldritch abomination sounds like about as bad as things can get, but at least they don&#039;t want to rule everything (just raid it for live stock occasionally), and their presence discourages even &#039;&#039;worse&#039;&#039; eldritch abominations and supernatural hordes from descending on the planet en mass. They still descend upon the planet of course, just with more subtlety so they don&#039;t have to take the armies of Atlantis straight off.&lt;br /&gt;
*MOAR MEGADAMAGE! An infamous feature of the Palladium engine is the idea of Mega-Damage. Essentially [[Damage Reduction]] on steroids, it was originally designed for &#039;&#039;Robotech&#039;&#039; to reflect the idea of how conventional weapons are almost always useless against the gear of alien invaders, but the new/prototype weapons of the heroes work just fine. The gist of it is that every point of Mega-Damage(MDC) equals a hundred points of normal Structural Damage/Hitpoints(SDC). In short, traditional guns don&#039;t scratch an MDC being/mecha unless they go straight to anti-tank weaponry, while an MDC being can punch through a tank. Rifts takes this and fucking &#039;&#039;runs&#039;&#039; with it. Even basic arms and armor inflicts Mega-Damage, with the books explicitly stating that a man in body armor and carrying a laser rifle packs the toughness and firepower of a modern Main Battle Tank. Then Rifts stacks power armor, giant robots, and tanks on top of that, plus monsters tough enough to be a threat to all of those. &lt;br /&gt;
*&amp;quot;I just spent 10 hours making a character. Oh, shit it&#039;s 4AM. When are we going to play? Never? OK then.&amp;quot;&lt;br /&gt;
*TRADEMARK ALL THE THINGS!&lt;br /&gt;
*While it is about complex as DnD 3.5, the layout makes it seem more complicated than it actually is.&lt;br /&gt;
*There is a Savage Worlds edition now, in case you want a modern ruleset.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Rifts ng v7 hunter mobile gun color by chuckwalton-d6nmj8e.jpg|A Hunter Mobile Gun. No, it&#039;s not compensating for anything!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>2600:1700:30C0:7F40:58CC:6F75:A545:D8FE</name></author>
	</entry>
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