by Devon Gorth
Scholar and Historian of The State
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With the recent publication of Erin Tarn's Traversing Our Modern Worldin The State, our educators feel it's time to publish a new precis of our history with special regard to the questions raised by that work. As one who has long studied the history and society of The State, I am honored to be selected to write this work, and hope that it may someday find its way to our fellow scholars in city Lazlo.
{GURPS rules notes, like this one, can be found in braces.} [Notes specific to Palladium's game system can be found in brackets. Since I play using GURPS rules, RIFTS notes may be few and far between. If you'ld like to use this background with the RIFTS rules, but aren't quite sure how to interpret something feel free to contact me at Jeff_Wilson63@bigfoot.com.]
The origin of The State lies in three isolated communities established in the Sierra Nevada mountains east of California's capital city of Sacramento. Crystalcom was a research establishment devoted to the study of micro-electronics and crystallography. They were established as a self-sufficient community to keep their discoveries out of the hands of competing corperations. Sturloise was a wiccan community who had chosen to isolate themselves from the mainstream culture who did not share their beliefs. Seedbank was intended as a retreat whereby people could escape their overly mechanized existence. At the time of Rifts Seedbank was hosting a number of people involved in bioengineering and their families.
While the time of the Rifts caught each of the communities by surprise, their relative isolation and self-sufficiency made them able to survive when other communities were destroyed. Well off the beaten tracks of the time, few refugees found their way to the communities. After losing a number of people to monsters from the Rifts, the communities devoted themselves to staying hidden. Of course, often this was not enough. In those early years they were threatened by Survivalists, Monsters, and the Insane. As other survivors became too rigid to cope with the continuous changes, or broke up due to quarrels, Crystalcom, Sturloise, and Seedbank developed peoples who were tightly knit, but with little fear of the change or the unusual.
Of course, it helped that each community also had certain advantages. The engineers of Crystalcom developed extremely powerful lasers to protect themselves. The doctors of Seedbank produced miracles in medical technology that enabled their people to live and work even after being wounded to near death. The mages of Sturloise turned their interest in magic to an asset as their spells became stronger, more reliable, and able to defend their community.
As time went on, the communities became stronger and grew. Rather than growing beyond an area's ability to remain hidden, the communities split and sent out settlers to found new communities. This also assured that when communities were lost (as happened in spite of all precautions) the knowledge of the original community still remained.
Eventually, of course, the different groups came in contact with each other. Trade was quickly opened with Crystalcom providing weapons and information storage, Seedbank providing medical supplies and engineered crops, and Sturloise providing mystical defences and magic scrolls.
The closer alliance that eventually resulted in The State was forced by a number of factors. The first and most serious was the attack and destruction of a number of towns by people and monsters who had followed merchants to hidden communities. Second was what has become known as the Radio Plague. Without warning, the strongest radio sources were destroyed, leaving nothing but churned earth to mark the sites of campsites and even entire towns. Finally, several fights had been fought over various resources used by all three groups, and they needed a way to resolve their conflicts short of war.
It was Sewin Chaucer who provided the instrument to unite the disparate communities. His "Statement of Personal Privilege and Responsibility" is a masterful document which identifies and merges the different needs of an individual, a society, and a government. Master Chaucer used social and psychological science to unite the disparate views of the separate groups, identify areas that must be agreed upon, and determine those areas where disagreement can be made. Unique in history, it places the burden of government on each member governed to the extent he supports that government. With The Statement in hand, the different peoples could agree, and the "Body of the Signers of The Statement of Personal Personal Privilege and Responsibility" (The State) arose. {The Statement is based on pragmatic liberal theories. It includes freedom of speech, rights to privacy, freedom of religion, and level opportunities; but also includes obedience, construction, security, defense, and similar matters.}
In 82PA The State became more than an alliance of small villages. Between 79 and 82 PA the Sacramento Nexus sent forth a larger than usual number of monsters. Because of their combined technical, mystical, and biological knowledge the state was not badly hurt. However, two other communities in the region were not as lucky.
While the Rifts released many monsters across the world, many good, if alien, creatures also entered. The Khazak of Durnan might be mistaken for broad and short humans, but are not. Khazak are unmatched miners and craftsmen, and the monsters from the Rifts infested their mines and slew their people. The Grigeri might be mistaken for human children if it weren't for their strength and the thick, coarse hair which covers them. The Grigeri are masters of plant growth and camouflage, but show great cowardice in most of their dealings. However, their concealed villages were no match for the rifted predators, and they were faced with extinction.
Both of these groups had peripheral contact with The State, mainly dealing with matters of trade. In 82 PA both groups signed The Statement independently, and campaigned for full acceptance by The State. Through much debate, The State decided that anyone who signed The Statement was deserving of as much protection as The State could provide. In concert with their new members, The State was able to destroy the various monsters, and make the new members valuable parts of the total community.
In 93 PA The State made a treaty with a group DB's. The DB's were from another world and wished to gain access to Sacramento, and the Sacramento nexus. They are currently residing in Sacramento on a 100 year lease. These aliens supply The State with the results of their archaeology, and keep the Sacramento Rift under control.
100 PA was a watershed year for the state. In that year we had expanded to far enough to consider developing a non-hidden community. In spite of numerous doubts and hesitations, construction began on Capitol. The city would serve as a center for government, industry, military, and research. Also at this time, The State began formal explorations of the area. Expeditions were mounted to the ruins of San Francisco, Los Angeles, Reno, and the mountains north of Sacramento. As of 105, The State has explored out to San Diego and Imperial Valley, Las Vegas, almost to Crater Lake, and a great deal of the Nevada Desert. Expeditions are planned for Denver and Texas.
The State claims the entire San Joaquin Valley and the surrounding mountain ranges. The majority of State towns lie on the west slope of the Sierra Nevada mountains between Lassen and Yosemite with a scattering elsewhere. Outside this area there are number of State Towns, but there are also a number of non-State settlements. To the south and west The State is bounded by deserts, to the east by the Pacific Ocean, and to the north by the Cascade Mountains.
The majority of The State is warm temperate, although some of the mountains range into cold temperate. Deserts surround The State in a number of areas. Most of the State is forested and rough.
The city of San Francisco is known to be inhabited by a colony creature. Luckily the creature is susceptible to sunlight and requires magic to live. It seems it can not seem to live beyond the Bay area. The State has defenses, but recommends that no one travel to San Francisco.
The city of Los Angeles is a gold mine of pre-rifts artifacts even though the city has been looted many time, and many areas have been totally destroyed. The most famous expedition discovered a National Guard station containing 23 complete sets of Glitter Boy armor, a Glitter Boy repair facility, and enough replacement parts to keep them going for a long time.
The basic State community is a well-hidden village of 200 to 800. It is self-sufficient in food and fuel, and engaged in some type of manufacturing and research. Every capable person (from 50% to 75% of the population) is part of the militia, and two "heros" guard each village from monsters. Every village also contains a priest, doctor, teacher, mechanic, and communicator. About 20% of adults are engaged in agriculture and mining (including the production of fuel), 20% are engaged in manufacturing and research, 55% in support (including household and regular military), and 5% in "entertainment."
The total population of The State is approximately 600,000 of 43 different species. (320,000 humans, 130,000 Grigeri, 5,500 Khazak, 25,000 Wolfen, 12,000 Sylvies, 2,000 Rock Apes, and 56,000 Other.)
The average lifespan in The State is currently 55 years, with about 30% of the population being under age 14. However, barring accident or assault, a member of The State can expect to see his 200th year. Every person who has grown up in The State in the past 25 years is very well educated in comparison with any other culture we have contact with. {In game terms, everyone with a State background should have the following 10 point template: Panimmunity/TL9 [2], Beam Weapons/A (Lasers) (P/E) DX+1 [2], Computer Operation/9 (M/E) IQ-1 [.5], First Aid/9 (M/E) IQ [1], Language (not American) (M/A) IQ-1 [1], Naturalist (M/H) IQ-2 [1], Psychology (M/H) IQ-3 [.5], Research (M/A) IQ-1 [1], and Script (American) (M/H) IQ-2 [1].}
The language of The State is American. American is taught in the schools, and all records are kept in that language. However, about 15% of the population speaks American as a second language, and 85% speak a second language. These second languages include Espanol, Sindar, and a number of Native American and non-human languages.
The State defines four different types of citizenship. Tenants {Social Status -2} are those who reside within the area of The State, but whose primary loyalty belongs elsewhere. Denizens {Social Status -1} have not signed The Statement, but do not have other loyalties (most children fall in this class). Members {Social Status 0} are those who have signed The Statement, thus indicating their willingness to abide by its precepts. Citizens {Social Status 1+} are Members who have had children or are raising children, and are the only type of citizen permitted to vote. Each level of citizenship brings a corresponding extension of rights and responsibilities.
The Economy of The State is fairly self-contained. Most villages specialize in a single trade item, part of which The State collects as tax. However, each village is generally self-sufficient. The State is in the process of switching from a barter economy to a cash economy, but this will take a while.
The State's agriculture is based around genetically engineered crops. A small area is capable of growing enough to support an entire village for an entire year. There is a wide variety in crops and animals. The primary cultivated cereals are wheat, maize, rice, beans, and soy. About 20 other cereals are cultivated, but not in any great quantities. A wide variety of vegetables are cultivated, with each villages specializing in ten to twelve different varieties depending on the local terrain. Most villages also have three to five orchards or vineyards which provide fruit or berries. Those villages which eat meat typically depend on smaller animals such as rabbits, goats, and poultry. Goats are also raised for wool, genetically engineered to produce as much as sheep. The State uses a variety of fibers, including hemp, cotton, linen, wool, and silk. A few villages produce synthetic fibers, but that is relatively rare.
Trade with areas outside of The State is highly limited, with no established trade routes. The State's primary export is medical supplies (not cybernetics or bioware), but they also export foodstuffs, cloth, fuel, books, and computers. They almost never export military supplies or machinery. Their primary import is metals (excluding the common ones like iron and copper), and they are beginning to develop a taste for luxury items like perfume and jewelry.
In game terms, The State's technology is as follows: armor at TL/10; lasers at TL/10; other weapons at (early) TL/9; power storage at TL/10, but power generation (engines) at TL/8; computers at TL/10; communications and sensors at TL/9; "gadgets," tools and manufacturing at TL/9; bionics, cybernetics, and robotics at TL/8; and vehicles at TL/8. The State is resource-poor in certain areas involving heavy metals, rare earths, and radioactives. This makes it difficult for them to build large robots and the like.
Their biological knowledge is outstanding, with medicine and biotech at high TL/9 nearing TL/10, and capable of advanced gengineering (not quite at the level of Lone Star). They are capable of making both Juicers and Borgs, but do so only in emergencies.
The State's electronics are totally incompatible with the standard E-Clip. Anyone with Electronics TL/10 (Power Systems) may adapt State electronics to E-Clips or standard equipment to State powercells. Note that an E-Clip only contains 70% of the charge of a powercell (powercells have 1.4 times the charge of an E-Clip). The state is likely to switch over to an E-Clip package soon, but hasn't done so yet.
Cybernetics are possible, but extremely expensive, with long waiting times to get the basic materials. They possess the knowledge to make robots, but are lacking certain vital materials. Their technology is poor in the areas of transportation, and power. While they have recently acquired the ability to create crazies, they do not do so.
The State's magical knowledge is well-developed in theoretical terms, but somewhat poorly developed in practical terms. {Most spells requiring Magery/3 are not available, as are spells from the Weather, Electricity, Ice, Acid, Enchantment (except for scroll), Gate, Necromantic and Technology colleges. However, The State does have a number powerful spells available, including some not known elsewhere. However, the Thaumatology skill is as well developed as in Lazlo.}
The State has developed a different form of technomancy from the east. Rather than turning magical power to physical energy, State technomancy turns physical power to magical energy. This alternative will be called magitech to distinguish it from eastern technomancy.
Psionics is becoming more widespread among the people of the State, but is actually below the worldwide average. About 20% of the population has psionics, but only about 5% of those have sufficient ability to gain anything from training. Psychic theory is limited {no Psionics skill over 15}, and the State has limited ability to train enhancements or train away limitations.
While the State does not encourage the adoption of priestly powers, they also do not attempt to restrict personal beliefs. Holy individuals exist, but not in sufficient numbers to make any sort of generalizations about their abilities.
Every member of The State is a member of the military. Everyone dedicated to a military career is an officer, while those with other careers are considered enlisted. Those with special abilities (magic, psi, and so forth) are encouraged to take training as heros, but this is not required. Those without special powers can also become heros, but their training is much more difficult.
Special Note: The State Military make a distinction between Ords, Augs, and Paras. Ords are individuals without any special powers or remarkable equipment. Most healers and techs fit in this category. Augs are otherwise ordinary individuals whose fighting skills are augmented through outside forces. (This definition includes juicers, crazies, borgs, and organoborgs.) Paras are warriors with paranormal abilities, including magic, psionics, or mutations. The State makes the distinction between the different types for purposes of training and recreation.
Militia ranks are: Jaymil {Rank 0}, Mil {Rank 0}, Millead {Rank 1}, and Commil {Rank 2}. Jaymil are junior militia; typically young and learning. Mil is the rank of most militia. Millead act as militia squad leaders (1 per 12 militia). Commil are militia commanders designated to assist village champions or other officers. There are no set numbers for the number of Commil, each unit of militia sets its own standards with the aid of the village heros.
The ranks for heros (officers) are: Middie {Rank 1-2}, Champion {Rank 3}, Defender {Rank 4}, Captain {Rank 5}, Commander {Rank 6}, Brigadier {Rank 7}, and General {Rank 8}. Middies are professional soldiers in training. Most paras will become Champions after basic training, but for ords {Rank 2 after basic} it takes a bit longer. Champions are assigned as heros to individual villages (every village has two), or are assigned to assist Defenders. Defenders are typically wanderers, responsible for several villages, or a leading small scouting expeditions. Captains command strike forces, or are responsible for strategy over a broad front. Commanders command military bases, or the equivalent of a regiment or brigade of regular military forces. Brigadiers are responsible for overall military leadership. Currently there are only three brigadiers in The State. (The brigadier of the North is a Human Mage, of the South is a Human Organoborg, and of the East is a Wolfen.) The General in the State is in charge of all military forces. He (currently the office his held by the khazak Gen. Lakhma Gildaxe) answers to The State council. The State has no separate Naval or Air Force, although there has been talk of dividing it into separate technology, magic, and psionics forces.
The State is better set up to defend itself than attack others. Gathering intelligence is highly stressed and The State trains specialists in identifying the powers of technology or DBs through simple knowledge or magic or psionic powers. With the exception of Capitol, all State villages are camouflaged and organized to impact the environment as little as possible. In the event that camouflage fails, and the local militia is unable to deal with the problem, the State concentrates on moving forces quickly to concentrate on an enemy's vulnerable points. Travel is typically accomplish by hovercraft or State Jet Pack.
Weaponry: (Weapons, Armor, Magic)
The lack of certain basic materials has created certain unique patterns in State Issue items. Devices are made to perform more than one purpose, and whenever possible items are built in shells so a better device is created by "plugging in" a lesser device.
Skinsuit (SISS-1X), 3.5 lb, PD/2(1), DR/6(2), $500+$500 for fitting, full body coverage & mask. [MDC 2, no prowl penalty]
Skinsuit Inserts: 6 lb, DR/+12, $500, must be added to skinsuit. [MDC 18, no prowl penalty]
Environmental Shell, Extra-Light (SIES-12X), 9 lb, PD/4, DR/15, $1,000 [MDC 11, no prowl penalty]
Environmental Shell, Light (SIES-24X), 18 lb, PD/4, DR/30, $2,000 [MDC 65, -10% prowl penalty]
Environmental Shell, Medium (SIES-36X), 36 lb, PD/6, DR/46, $3,000 [MDC 208, -20% prowl penalty]
Environmental Shell, Heavy (SIES-54X), 54 lb, PD/6, DR/65, $4,500 [MDC 325, -30% prowl penalty]
State Combat Helmet (SCH-1436): Combat Helmet: +4 lb, Holo-HUD, Short-Comm, IR, LI, Anti-Glare, x50 scope, dedicated scanners
State Laser Carbine (SILC-1020), Ver, Imp., 1d/2d/4d (2), SS/10, Acc/11, Range 900/1,800, Wt/7.5, RoF/8, 1000/200/40 per D, $15,000. [2d6 SD / 3d6 MD / 6d6x10 MD, up to 8 shots in a burst.]
The State Carbine is designed as an all-purpose X-ray laser weapon for the world of Rifts. At present, half of The State's armorers can build them (but can build IR lasers much more cheaply), and the others are learning. This weapon can only be acquired from members of The State. Note that as an X-Ray weapon, variable reflec provides no extra protection.
The Carbine is equipped with a Visible Laser Sight (Acc +2 inc.), which activates on the first stage of the trigger press, but which can also be turned off. It's also equipped with combined low-light sights, telescopic sights, and HUD sights (SS -2 standard HUD, SS -5 holographic HUD, Acc/5 on snap shot with laser sight).
Computer, Personal (SICP-2086)
Computer, Village (SICV-100186)
Crystal Communicator, Long Range (SICLR-230), Mid-Range (SICMR-512), Short Range (SICSR- 110)
Cryscoms are a techno-magical devices that are linked in pairs. Working cryscoms can be detected by advanced TL/10 technology, but this is not known to The State.
Power Holster (SIPH-3030)
This common accessory allows the user to draw a weapon without using one of his actions for that combat round.
Scanner, Personal (SISP-127)
Scanner, Vehicle (SISV-7839)
Ley Generator (SILG-5100/x): The Ley Generator is a Magitech device which uses electrical current to create a pocket of magical energy with the power of a Ley Line. If used in an actual Ley Line there is a 5% chance per hour of opening a rift. There is no bonus in terms of magical power if used within a ley.
Mage Grid (SIMG-x): A Mage Grid is a fixed device which provides magical energy that a mage can use to cast spells. (Non-mages gain no benefit from a Mage Grid even if in a high mana area or using an appropriate Wand Amplifier.) In order to use a Mage Grid, the grid must be touching both the mage and the object of the spell, or occupy a portion of the area of effect for area spells. A Mage Grid has negligible weight and volume, but costs $5,000 and uses 10 KW per point of fatigue available to the caster. (Don't forget the power source for portable mage grids.) Now matter how much energy a grid provides, a mage must always use at least one point of his own fatigue when casting a spell.
Rift Bomb (SIRB-546/x): This device generates a rift if used within a ley line or area of a Ley Generator. Anything that is not tied down will be swept through the Rift. Normally, the rift opens for 1d6 minutes and then closes, but if used within a nexus, the duration of the rift is determined by the nature of the nexus. The rift is 5 yards in diameter for every 10 pounds of the bomb's weight, or is determined by the nexus. For all practical purposes, the rift's destination is random.
Wand Amplifier (SIWA-23a b c): The state has learned how to focus energy fields to duplicate some of the effects of ley lines. A Wand Amplifier reduces the casting costs of spells. In order to use an amplifier a person must be familiarized with the device, and hold it in his hand for the entire time she casts the spell. A Wand Amplifier does not affect psionics or spiritualism, but C and D amplifiers permit non-mages to cast spells. All Wand Amplifiers use 2 C cells and weigh 3 lbs. Wand Amplifiers burn out if used within 2 miles of a ley line. A person may not use multiple wand amplifiers but may use a Wand Amplifier with a Mage Grid.
| Type | Casting Cost | Seconds | Cost |
|---|---|---|---|
| A | 90% | 120 | $300 |
| B | 67% | 40 | $2,500 |
| C | 50% | 15 | $8,000 |
| D | 33% | 5 | $30,000 |
Currently, the State cannot manufacture these devices, but they will soon be within the State's reach.
Engine Golem: An Engine Golem uses an Air Golem spell to spin a rod to provide power. It has the following statistics: Weight = 0.1xkW + 0.5, Volume = Weight divided by 50, Cost = $18 per lb. Engine golems require no fuel.
Overpressure Engine: This engine uses Create Air spells to provide pressure to run a steam based engine. Use 1/2 the weight of a steam engine. However, an overpressure engine typically requires a great deal of time to warm up, on the order of 25 minutes. This time can be reduced by multiple Create Air enchantments.
Recirculating Engine: This engine (steam, IC, or gas turbine) uses a combination of Boil Water and Condense Steam to circulate water through an engine to provide power. This is created as a standard engine, but requires no fuel tank. Steam engines designed this way have 1/3 the standard weight. Jet Engines and MHD Turbines may not be adapted this way.
Water Engine: Any liquid fueled engine can be adapted to run on water by enchanting the device with the Boil Water and Power Enchantments. This adds $40 per KW of the device. While there is no other cost to create a new engine, adapting an existing engine costs an additional $5 per KW for lubricants and seals appropriate to water instead of hydrocarbons or alcohol.
State Jet Pack TL/8 [SIJP-426]: This personal device is designed to be strapped to an environmental shell. Note that it uses only TL/8 components, but is built using TL/9 techniques for reduced cost and maintenance. Propulsion: 2 43kW Rifts Vectored Thrust Ducted Fan engines (346 lb. thrust). Controls: Electronic. Stations: A single strap-on harness. Power Systems: Rifts TL/8 rechargeable power cells, 1,555,003 KWs, 5 hours at full power. Surface Area: 19. Structure: Extra-Light Advanced Materials. Hit Points: 7. Armor: PD/3, DR/5 [150 SDC] Advanced Composite except on front (harness side). Statistics: 45 lb. empty weight, 6 cf volume, -1 size modifier, cost $12,320, 180 hour (36 flights) maintenance period. Air Performance: Stall Speed 0 (up to a load weight of 300), aMR 5, Stability 3. See the table below for loaded performance information:
| Load Weight | -45 | 100 | 150 | 200 | 250 | 300 |
|---|---|---|---|---|---|---|
| Health | 12 | 12 | 12 | 11 | 10 | 9 |
| Top Speed | 258 | 197 | 171 | 140 | 99 | 14 |
| Acceleration | 258 | 27.8 | 15.5 | 8.3 | 3.5 | 0.006 |
| Deceleration | 258 | 111 | 62 | 33 | 14 | 0.23 |
There are junctures before and after those listed below, but they are too separated to be significant. Canon Rifts dates and general history are not covered. The best timeline I've seen for Rifts can be found at Quality In Rifts Timeline. This timeline follows the dates in that one (0 PA = 2286 AD).
| 4632BC | Early Nile, Tigris Euphrates, Indus, and Yellow River civilization juncture |
| 366BC | Early Rome and China juncture |
| 761AD | Carolingian juncture |
| 1550AD | Age of Exploration juncture |
| 1998AD | Information Age juncture (shrinking). |
| 105PA 2391AD | Rifts juncture (current campaign date). |
| 489PA 2775AD | Forward juncture |
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