Guyver for Rifts
Guyver for Rifts is an elaborate article containing very specific information about the Guyver unit, spanning from its origins to its anatomy. The following information was taken from a Web site that no longer exists by the Webmaster, Majikthise. At the time that the article was originally published, it was suspected that the information was used for the purpose of a Guyver RPG game. No other information regarding the Guyver was found from the Webmaster's Web site.
"(C) 1983, 1987, 1988, 1990 Kevin Siembieda; (C) 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduce in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental."
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Long ago, a race of beings known only as the Creators landed on earth. They began a series of biological experiments and were responsible for the creation of life on earth as we know it, in all forms. They were attempting to design a self-aware creature that possessed great cunning, strength, ruthlessness, and a violent passion for war and conflict. After a millennia, they succeeded in creating man. Within each human was held the genetic code to become a kind of monster, what we call now a "Zoanoid." The Creators, with their technology, were able to unlock this ability from select humans and bring out bestial and demonic abilities from normal, frail men. These creatures could be easily telepathically controlled by them, and were ideal for their purposes. Speculation is that the Creators were designing humans as bio-weapons to be used in some kind of war.
The Creators had brought with them an older device they used in their space travel. They each were bonded with it, and was apparently created somewhere out in space. The device increased a subject's reaction time, strength, and combat abilities to a limited extent. Wondering what the result would be, they bonded several Zoanoids to it. The result horrified them. On the newly-created humans, the device increased their strength a hundred fold. These new creations not only had shockingly tremendous power, but the means by which a Zoalord or Creator could telepathically control them was inexplicably cut off. They were named Guyver, meaning "out of control" Realizing their mistake, the Creators apparently destroyed them. For unknown reasons, the Creators left Earth and all of their creations behind shortly thereafter, abandoning their experiment before it was completed. The converted humans, the Zoanoids, eventually died off, but their brethren carried on through countless generations through today. Zoanoid genes were later brought back to the surface with the Cataclysm and magic-rich environment now present on post-Rifts Earth. Also left behind, as a legacy to the incredibly destructive potential of man, are scattered artifacts, some of which are active Guyver units.
Some speculate that the Gene-Splicers are the Creators, back to finish their experiments. Others believe them the enemies the Creators sought to battle, looking for the weapons of their long-vanquished or missing foes. In any event, the Gene-Splicers will diligently seek any activated Guyver or, even better, any non-bonded Guyver unit they hear of.
Due to unknown circumstances, some of the Creator's spaceships were left on earth when they departed ages ago. Because the earth was still in its infancy, the ships were soon swallowed by earthquakes, land slides, lava flows, or water. They are able to withstand the harshest of conditions for an astounding length of time, and some of these ships still function in a hibernated state, waiting patiently to be reclaimed. Others lie in ruins, requiring extensive research to get even the barest shreds of technology or history from them.
The Creators grew their spaceships organically. They look like giant, brown eggs with spikes radiating from the bottom apex (these spikes point downward from the main body, and indicate the direction of the ships thrust). If still functional, each ship is not only "alive" in every sense of the word, but also intelligent, and will not willingly allow unauthorized access. They are able to telepathically communicate with Guyvers and Creators only. Some even contain unharmed Guyver units. These ships are either very rare, or extraordinarily difficult to find and unearth.
There still exist on earth remnants of bases and laboratories used by the Creators to do their awful experiments. In pre-Rifts earth, they were seen merely as mountains or dormant volcanoes, when in fact they hid much, much more. Contained within these ruins are preserved journals, petrified remnants of experiments, and even working machinery capable of creating Zoanoids. Should any ill-meaning warlord get a hold of such technology, his power would be dangerously formidable.
The Guyver armor is a bio-organism that bonds with a host sentient creature, giving it enhanced defense, strength, speed, and offensive weaponry. For unknown reasons, the Guyver armor reacts more drastically with humans, causing them to become far more augmented than any other race. The armor is alive, feeding off the host's biological energy (P.P.E.). It is able to bond with any type of sentient creature, regardless of configuration or characteristics.
All Guyvers have semi-insectoid eyes, completely covered nose and mouth, and have a pulsing, glowing metal disk in the middle of the forehead directly over their eyes. Two grooves, one on either side of the head, contain metal hemispheres which can slide back and forth along them. Coils of flexible tendrils fill in the groove where the hemisphere is not, as well as between the chitinous plates surrounding the host. At the waist, midsection, or middle of the body (depending on configuration), where a belt buckle might be, is a stationary metal ball. From the top of the head protrudes a kind of fin, or antennae. From the outside of the forelimbs protrude short, fin-like, 2″ blades.
The cosmetic appearance of the armor varies between unit to unit; the color of the chitanous plates and the contrasting tendrils between them, for instance, usually varies even among those of the same species. The placement and angle of the eyes and sensor-grooves also slightly vary. The quantity and location of the fin-like antennae and forearm blades can vary slightly, although difference in quantity does not seem to indicate higher or lower effectiveness. How the plates are configured around the host will vary depending on the species it is surrounding. A four-armed humanoid would, for example, have more chest-plates than a two-armed humanoid.
An inactive Guyver unit appears as a six-sided object, roughly a foot in diameter and four inches thick. At the center of the object is a round metal ball, approximately 1.5 inches across. Hard, chitanous plates frame a seaweed-like, tendril mesh. When the unit becomes ready to bond, a circular groove on the ball will begin to glow, and the tendrils will begin unwinding from the framework. With alarming suddenness, it will break free of the casing and grab its host, immobilizing it. It will then bond with the host, penetrating the host through its pores and orifices with its tendrils and implanting the organism responsible for summoning the Guyver armor. The armor will then form around the host, gradually adjusting to its configuration and characteristics. This process is both shocking and painful, and renders the host unconscious for the duration, causing the newly bonded Guyver to shift into defense mode until the host recovers from the shock. Once this bonding occurs, it cannot be broken unless extreme measures are taken. Thus, from this point forward both the host and the Guyver unit are referred to as a "Guyver."
When not active, the armor resides in a pocket dimension. It is activated through a telepathic organism in the Guyver's back. When the armor is not active, this organism appears as two lumpy, tumor-like growths in the upper back region of the host.
Calling or activating the Guyver requires concentration and force of will (10 PPE). The Guyver will usually create for him or herself a power word or phrase to assist in creating the mind set needed. An invocation is not needed, though without one the Guyver costs an additional 10 PPE to summon. The host shouts this word just prior to the Guyver activating, making it somewhat of a public event. Adding to this is a loud boom and a 4 radius discharge (centered at the chest) of energy that surrounds the host when the Guyver activates (3d6 x 10 MDC). This is caused by the Guyver armor penetrating the dimensional barriers separating it from its host; this damage is completely contained within the 4 radius globe (aside from any shrapnel).
The Guyver will surround whatever clothes or non-metallic armor the host is wearing. If the host is wearing bulky, metal or power armor, or is encased in any kind of hindering apparatus (e.g. handcuffs), the object in question will explode in different directions at high velocity when the Guyver is summoned.
To deactivate a Guyver, the host can simply will it. It costs no PPE, and does not take an invocation. The armor will detach itself from the host and transport back into its dimensional pocket, causing no discharge as it does upon entry.
The Guyver can use the armor as long as he or she wishes, but once the armor is deactivated, he or she must rest for the number of rounds spent in the armor minus his PE statistic.
The control medallion, a round, glowing, pulsing disk on an activated unit's forehead (this disk is in the center of an inactive Guyver unit) acts as an interface between the host and the armor, preventing the two from destroying each other. It also records the memories and genetic structure of its host. Fine tendrils link it to the host's brain and enable mental, intuitive control of the Guyver's abilities.
The control medallion is able to protect itself and its host from attacks the host cant prevent, or doesn't know how to prevent. If the host is stunned, immobile, or not sure of what to do, he can make an MS roll to let the Guyver act for him. If successful, it will activate any appropriate weapons on its own. For example, if the host wills it, the control medal can activate the Mega-Smasher cannons located on the Guyver's chest. This normally would require the Guyver to have free hands, but can be circumvented in extreme circumstances. How this ability will come into game play is entirely up to the GM.
If a Guyver becomes unconscious, dead, or mind-controlled, but the control medal is still intact and the host has at least 25 of his HP, the armor will shift into defense mode. When this occurs, the control medallion will take over the hosts body within 1d4 rounds and attempt killing anything in the immediate vicinity making any hostile, violent, or sudden actions. In this mode, the Guyver cannot understand anything but self-preservation, even telepathic communication or mind-control (which it will view as a hostile action). As it is only the armor controlling the actions of the host, it cannot distinguish between friend and foe. In this mode, the Guyver is devoid of emotion or reason. It becomes a cold, merciless killer, and will stop at nothing to defend itself. Once all opposition has ceased, it will simply stand still until its host regenerates and awakens or a new threat arises.
If a host has less than 25% of its HP, the armor will regenerate it at the rate of 20 HP per round until HP is at 25% or higher. Once this occurs, a Guyver can defend itself, and it will regenerate the host at 10 HP / MDC / SDC per round. When the host has completely regenerated, the armor will begin to regenerate at 10 MDC per minute in combat, or 20 MDC out of combat. Note that if the host was below 0 HP, during this time the host is treated as dead, and the Guyver will be in self-defense mode until the host fully regenerates. Also note that the armor cannot be removed until the host has been fully restored to health (no matter how long he must rest afterwards).
If the host has any injuries when the Guyver is summoned, each injury is considered stabilized until it is regenerated (e.g. all bleeding stops, the host is no longer in shock, broken bones are set, etc.), and any toxins or foreign bodies present in the host at the moment of activation are neutralized until they become purged from its system.
Note: The Control Medallion does not regenerate. All damage taken to this area is permanent until a means can be found to repair it, which is up to the GM to handle. Those that wish the bio-booster armor for themselves will do their level best not to damage the Control Medallion in combat, as it is the key to having the Guyver for themselves.
The metallic spheres on either side of the Guyver's head are complex three dimensional sensors which move back and forth along grooves on the head armor. They give the host a perception roll against anything within a 30 meter radius, even if its behind a wall or invisible. It is extremely hard to surprise a Guyver.
The protrusions on the Guyver's forearms can, when activated, extend to 2 vibro-blades. They are slightly different from vibro-blades, as sonics are used to generate the vibration instead of high-frequency, mini-pistons, but the end result is the same.
The control medal has a high-frequency infrared laser located just above it. Though relatively low in power, it takes no time to charge and is an effective anti-personnel device.
|M.D.:||1D6X10 Plus 5 Per Level||5d6 Plus 5 Per Level|
|Range:||400 Ft.||100 ft.|
|Rate Of Fire:||Once per melee||Once permelee|
|Bonuses:||+5 to strike||+5 to strike|
The metallic sphere located on the midsection of the Guyver is the Gravitonic Generator Orb. Using this orb, the Guyver can fly or create a powerful pressure cannon. When used as a weapon, this attack delivers a great deal of damage, but can take extra time. The PPE cost is also quite high.
This attack is usable only by humans. It is theorized that their biological makeup is what is responsible for this phenomena. When using this attack, the Guyver first cups his hands together, focusing kinetic energy between them. Air becomes compressed there, which can then be released in a high-powered, directional blast. Because of its lack of aerodynamics, the range is quite limited (something like a shotgun), but it causes massive damage when it hits.
Even though the range of this weapon is very limited, this weapon can be used to destroy projectiles, and damage enemies. It emits in a 45 degree cone from the mechanism covering the hosts mouth. When active, the projection has both effects. Note: the shield is effective only against projectile attacks. This is the only ability that remains unchanged, regardless of host.
This weapon is the most powerful of the Guyver armaments. Located under the chest armor are two lenses made of clear gelatinous material. For its use, the host must open his chest armor (a temporary weakness) to allow the weapons to fire.
Before firing, the host may choose to forfeit actions in order to spend additional PPE to "rev-up" the Mega-Smashers. No more than 5 PPE per Mega-Smasher (or 10 for each) can be spent per attack.
Because there are two Mega-Smashers, they can be fired separately or together. If a host's configuration requires more than two chest-plates, he will still only have two Mega-Smashers; the additional chest plates will not make a difference in this regard.
Because of the preceding rounds of preparation, foes aware of the weapon will not want to stick around for the results of a Mega-Smasher blast unless they are forcibly given a reason to stay, such as:
This weapon also consumes PPE at a very high rate, leaving the Guyver unable to use any of its other functions until it recharges. Thus, this weapon is generally used at the end of combat.
Although the armor protects its user against harm quite well, the Mega-Smashers are part of the armor and become inoperable after 50 MDC damage to the chest area. If the armor has been removed prior to firing, the weapons will only take 5 MDC before becoming non-functional. Additionally, damage is dealt straight to the host and not subtracted from the armor total.
The Mega-Smashers will continue firing at the level the user began firing at until he consciously stops, or runs out of PPE.
|M.D. (one):||2d6 x 10 per 10 PPE||1d6 per 10 PPE|
|M.D. (two):||4d6 x 10 per 20 PPE||2d6 per 10 PPE|
|Range:||300 ft / M.D.||300 ft.|
|Rate Of Fire:||Once per melee||Once per melee|
|Bonuses:||+5 to strike||+5 to strike|
Note: These bonuses apply only when the armor is active.
|PS:||+10 and supernatural||+5|
x3 SPD flying
(1 PPE / rnd)
x2 SPD flying (1 PPE / rnd)