Monday, July 21, 2014

War Machines of the Toxic Wastes

There is a vast desert, a creation of the Great Wars, where ancient, giant war machines decay into the poison dust. Limbs rust-ravaged and twisted; ichor clotted in their arteries, they look dead. Their energies are long spent, but the machines aren't dead. A power source can awaken them from their millennia-long slumber. They once ran on energy distilled from the bones of gods, but the machines are versatile. Even blood will do.


The cults that worship them with sacrifices and the sorcerer's that seek to control them agree the machines can be made to serve, but all if the proper incantations, called "command codes" are uttered. Even knowing the proper incantations, commanding an ancient war machine is not without it's perils. The spells of the ancients that bond them to service have faded over time, and the war machines have become more willful, if no less violent.

[Hey, kids! Want to randomly generate your own giant war machines? Just use Jack Shear's Random Automaton Generator and embiggen the damage on account of giantness. Also, you might want to replace the "humanoid" rolls on the chart with some of the other body shapes suggested in the comments.]

Sunday, July 20, 2014

Artesia on Sale

The digital comics site Comixology is running a sale until the 21st on Archaia's fantasy comics. That includes the collections of Mark Smylie's Artesia for 4.99 USD each. Though  it's incomplete (and seriously delayed) it's perhaps the best epic fantasy comic going. I've discussed it before in my review of comic book swordswomen.

So if you've ever been tempted, get over and check out the sage for a low price.

Friday, July 18, 2014

Earth-Eternia

Map by Grimklok
Is He-Man's Eternia the future or past of our own world? This map super-imposing the two hints that their only a cataclysm apart, one direction or the other. Something like a run away comet hurtling between the earth and the moon, perhaps?

Someone should do a comparison map with She-Ra's Etheria:


Thursday, July 17, 2014

Murderhobos, or The Modern Prometheus


Mentzer's BECMI codified the ultimate D&D endgame: apotheosis. The execution might leave something to be desired, but I think the basic idea is a good one. Instead of Immortals waiting to welcome newly ascended adventurers into their pantheon, it might be cooler if they treated godhood as something they didn't particularly want to share. It's got to be taken from them.

The gods are probably too absorbed in their own activities to spend a lot of time actively going after adventures. Probably. But they're certainly not going to make the paths to immortality easy to find, and likely going to put obstacles in the way of adventurers who go after them. The more powerful they get, the more they'll attract the Immortals' attention and be bedeviled by them. Think the sort of things that happened to Hercules and others hunted by the gods in Greek myth.


Immortals as adversaries or obstacles would certainly explain some of the things about dungeons and other adventuring locales. The only problematic detail would be clerical magic. I suppose clerics, empowered by the Immortals, might eventually become adversaries to other adventurers. They would be sort of the gods' check to make sure humans didn't get too powerful. That would be interesting, but maybe too game-changing. Alternatively, clerics might be powered by the fundamental forces of the universe (the same thing that powers the Immortals) and militant humanists bucking the gods by using that power for the good of mankind.

Wednesday, July 16, 2014

Wednesday Comics: The Price (part 2)

We continue our examination of Jim Starlin's Dreadstar Saga with The Price. The earlier posts in the series can be found here.

The Price (part 2)
Eclipse Graphic Album Series #5 (October 1981) Story & Art by Jim Starlin

Synopsis: Lord Papal views Syzygy Darklock as a potential rival and is giving him just enough rope to hang himself. As he explains to Sister Marian, Darklock is quite aware of the Lord Papal's maneuvering. He plans to avenge his brother's murder with the latitude he's been given--and one day supplant the Lord Papal.

Whoever sent demons to kill his brother was probably after Darklock instead. Their auras are similar and that's how demon's track their prey. The demon would have also watched Ajar'l for hours or days before it struck. Darklock goes to his brother's office to pick up the demon's residue. He enter's a mystic trance, using Sister Marian as an anchor to the physical plane, and discovers a name: Bialgesuard.


Darklock plans to summon the demon, something Sister Marian says the Lord Papal wouldn't even attempt alone. Darklock says he's studied more and gained more mystical knowledge than his instructors or the Lord Papal has guessed. He knows he can do it.

Soon, Darklock has everything in readiness. He begins commences the ritual. Then:


Bialgesuard is not happy to have been summoned by a fool priest of a religion of liars. He refuses to serve Darklock or answer his questions. The priest makes him change his mind:


Darklock asks, "Who is your master?"

The demon gives up the name: Taurus Killgaren. Darklock has neve heard of him, but the demon assures the priest that he is a being of vast power. Power vast enough that the Lord Papal kept his existence hidden from the lower echelons of the church to preserve the myth of church omnipotence. Power vast enough that he didn't need a pentagram or hexagram to summon the demon.

To be continued.

Things to Notice:
  • The Church Instrumentality is remarkably involved in ritual magic.
Commentary: 
The demon summoning in this issue is much more in the tradition of the ars goetia than the Kirby or Ditko-esque psychedelic scenes that Starlin used to portray magic and magic ritual in earlier works. The demon summoned is in the goetic tradition as well. Baal (possibly the inspiraiton for Bailgesuard's name) is said in goetic works to sometimes appear with the head of a cat.

Monday, July 14, 2014

Strange Stars Samples

Work continues on the Strange Stars guide, but I thought it was time to give a taste of what was to come. Here are a couple of pages (still work in progress, mind you) with layout by Lester B. Portly:

That's the first page of the Vokun Empire spread. Here's the second page of the Alliance section:


More to come.


Sunday, July 13, 2014

Ape Days Dawning


Dawn of the Planet of the Apes is the sequel to 2011's virtually interchangeably titled Rise of the Planet of the Apes. Fans of that first film will find the sequel does not disappoint. The story picks up 10 after a genetically engineered virus meant to cure Alzheimer's instead kills 90% of the human population and raises the intelligence of great apes. Caesar and his band have been hiding out in the Muir Woods, building a Stone Age society where "ape does not kill ape" and other sensible things, but they again come in contact with humans. Since these films are prequels (or reboots) to the Planet of the Apes series, if you guess conflict with humans is going to disrupt this ape Eden, you would be right.

Anyway go see it. Here are some thoughts I had related to the film, but not specifically reviewish:

1. The whole inadvertently released viral vector origin (at odds with what was presented in the original film series) brings it closer to the origins of the Great Disaster in DC Comics, where the drug cortexin (maybe plus some radiation) leads to anthropomorphic animals of all sorts. You can read about this in Kamandi #16, and the Great Disaster in general in Kamandi and in Showcase Presents: The Great Disaster.

2. The Planet of the Apes world (either the original films or this series) would make a good roleplaying setting. Terra Primate does that, but you could just as easily do it in Mutant Future by toning down the number of mutants and mutations (though the original series suggests you don't need to eliminate it entirely). Over here we've got a the original PotA apes as a race (with sub-races) for Mutant Future. The apes in the new film are more realistic. At the point of Dawn, they all still have the Simian Deformity disadvantage. Speech seems to be a bit difficult (or perhaps just uncomfortable) for them, so they tend to use sign language, and they don't have the manual dexterity of humans either. The subrace system should be ditched, too.

3. A Medieval Planet of the Apes could easily become a dungeoncrawling sort of setting--Beneath already has a dungeon of sorts.  Over at The Land of Nod, John Stater has already thought of this. He gives us "realistic" versions of the original series species for D&D-derived games and a sample dungeon!

Wednesday, July 9, 2014

Wednesday Comics: Darklock Delay


Don't go summoning demons or anything, but the next installment of my review of Jim Starlin's The Price is going wait until next week.

Monday, July 7, 2014

We Made Our Own


My first foray into "role-playing game design" was a G.I. Joe game. I still have it, but I don't know where it is at the moment, but I remember the basics. It was the mid-eighties, my group had been playing TSR's Marvel Superheroes, and dabbling in universal table-based games. They all made it look so easy.

I think it used attributes similar to FASERIP, though instead of descriptively named levels, it used numbers 1 to 10. The filecards on the back of the G.I. Joe packages (and helpfully collated in one place in the G.I. Joe: Order of Battle limited series put out by Marvel) made it easy to adapt the lists of training and qualified expert rating with various weapons into skills.

We played it on more than one occasion. Enough that I was inspired to make a second game using the same (highly derivative system) based around the Transformers. That was even easier because the Transformers packaging even had abilities and ratings:


I don't think we ever played Transformers. We also never got around to playing the Wrasslin' Roleplaying Game made by a buddy of mine, born from his love of the UWF, and (as I recall) based on roughly the same engine.

Sunday, July 6, 2014

Superize Your Fantasy


“Men and women who had worn suits for decades traded punches powerful enough to crush elephant skulls, dodged and deflected attacks too fast for the eye to follow, and died suddenly, often before the crowd registered the killing blow.
Victors and dead men were separated by a blink of the eye.” 
- No Return: A Novel of Jeroun, Zachary Jernigan

Zero-level funnels and slow grinds to hero-hood are all well and good, but there ought to place for adventurers born to perform great deeds with powers and abilities far beyond those of mortal men. Something like Masters of the Universe or the non-science fantasy equivalent of Dreadstar or Guardians of the Galaxy.

This isn't necessarily a new idea. Mythology is full of characters with superhuman abilities. Anime does this too--as does that rpg bastard child of mythology and anime, Exalted. But Super Saiyan martial arts is not the only way to go with this. Check out these guys:


This is the League of Ancients (an Atlantis-era superhero team from JLA). You can read about them on the image there, but just as a highlight, the armored guy above is Tezumak, who gets scientific and technology mastery from his smith god. He powers his armor with blood sacrifice.

In summary: Think about ideas that show up in traditional fantasy and crank up the power level. Make sure that characters are distinctive in there powers. Have them do big things.

Friday, July 4, 2014

Thursday, July 3, 2014

In the Days of Archaic Oikumene

The Archaic Oikumene controlled the area of the Strange Stars until approximately 31.5 gigaseconds [a millennium in Old Earth reckoning] ago. This fabled age was even stranger than the present:
Art by Jack Kirby
An astronate, carrying within its containment suit numerous acquired minds, walks the lesser known hyperspatial paths to find the proper place and time for the transformation of all its minds into single, toposophically transcendent intellect.

Art by Simon Roy
A tlekaklek grandee from the rail city on Mercury astride a humandrill bearer (whose troop mind-consensus has chosen to side with the tlekaklek) seeks an audience with the sleeping Gaia oversoul in a temple in the Mediterranean basin of Old Earth. The tlekaklek seeks loans of computronium to support xir people's conflict with the Jovian Unity. 


Art by Lennart Verhoeff
Some principalities sponsored hunts for hyperspace worms, ostensibly because they damaged the exotic matter supports of the hyperspace conduits, but also to harvest their neural fluid (a mild intoxicant that enhances spatial awareness). Hunters scoured the spacing lanes perhaps never guessing--at least never caring--that the beings they hunted were also descendants of paleo-humanity. By the end of age, the worms (then known as hyubh) had grown to gigantic size and had become a true hyperspace shipping menace.

Wednesday, July 2, 2014

Wednesday Comics: The Price

We continue our examination of Jim Starlin's Dreadstar Saga with The Price. The earlier posts in the series can be found here.

The Price
Eclipse Graphic Album Series #5 (October 1981) Story & Art by Jim Starlin

Synopsis: The Empirical Galaxy is in the midst of a 200 year-old war between two super-powers: The Monarchy and the Instrumentality. Altarix is a world of the Instrumentality, home to its mystic Order of Vieltoor. It's also the home of Lord High Bishop Darklock and his brother Ajar'l Darklock.

Ajar'l is a tax lawyer, ferreting out those who seek to defraud the Instrumentality. Where his brother is interested in the mystical, Ajar'l is concerned with the practical. All things considered, Ajar'l doesn't get the sort of death he would've expected:


Darklock senses his brothers death and quickly goes to the scene. The police tell him it was a murder committed by fringe religious cultists. Darklock is skeptical that it was a human crime. The police assure him that supernatural involvement was ruled out by one of the cardinals of the Papal Council who has already been there.

Darklock does to the Lord Papal to request a leave of absence:


The Lord Papal know's Ajar'l's death smacks of demonic attack, and he warns Darklock against engaging in unauthorized vengeance.

When he's gone, Cardinal Spyder asks Lord Papal why he granted Darklock leave. He knows he plans to seek vengeance. Lord Papal did so because he senses what Darklock sensed--and more:


Darklock is a powerful and ambitious man. Lord Papal sees this as a chance to get read of a potential rival.

TO BE CONTINUED...

Things to Notice:
  • In the Dreadstar-verse, the Earth was destroyed in 1980.
  • The original story was in black and white. It was later colorized and reprinted as Dreadstar Annual #1.
Commentary: 
This graphic novel is billed as "A new Metamorphosis Odyssey book" thought there isn't anything in its setting or characters to tie it to that other work (yet).

An oppressive church state is a trope Starlin has worked with before. The Church of Universal Truth was the main bad guy of Starlin's "Magus Saga"  at Marvel. The use of the term "Instrumentality" may have it's origins in Cordwainer Smith's Instrumentality of Mankind.

Monday, June 30, 2014

The Future of Superheroes


Most superheroes (and superhero rpgs) are set in the modern day. There's no reason superheroes have to be limited to that era, of course. At least as early as 1955, we got a glimpse of Brane Taylor, the Batman of the year 3000. Just a few years later, the preeminent group of future heroes made their debut: The Legion of Super-Heroes. These guys were big enough to get supplements of both editions of the Mayfair DC Heroes rpg: Legion of Super-Heroes vol. I and II and 2995: The Legion of Super-Heroes Sourcebook.

Marvel's answer to the Legion was the Guardians of the Galaxy. These guys were not the super-group of b-list characters about to get a movie; this was a group of freedom fighters against Badoon tyranny in the 31st century. They were (originally) mostly from the Sol System, leaving one to wonder how they were going to guard the whole galaxy. They got a series in the 90s, but then their name was given to another group. No rpg supplement for any Marvel game.


There are a number of future heroes in dystopian futures--enough that I think they are really a separate subgenre. Most of these are at Marvel and the lion's share are alternate timelines from the X-Men. Marvel did have a whole 2099 line that was slightly less dystopian than most X-Men futures.


A more science fictionish approach to the future supers is Image's Prophet. The story isn't particularly superheroic so far so maybe a superhero rpg wouldn't be the best system for it, but it is completely tied to the modern day Extreme comics universe and does feature future versions of Prophet, Diehard, Troll, and Bedrock.

Anyway, there's a lot of inspiration to be had in the above works, I think.

Sunday, June 29, 2014

What's that Aurogov Talking About?


Well, he may be filling that Wanderer avatar in on the fact that the Strange Stars Index has been updated. So, if you missed the posts about the amazon hive of the Sisterhood of Morrgna, some odd artifacts of the Strange Stars, the Radiant Polity, the ngghrya trackers, or the hwuru, you might want to check it out.

You can also find out about Wanderer remote avatars and Aurogov there, too.

Friday, June 27, 2014

Hall of Fame


Thanks to Jay at Exonauts! for pointing this out: Leigh Brackett got inducted into the Science Fiction and Fantasy Hall of Fame this year, along with the Frank Frazetta, Olaf Stapledon, Stanley Kubrick, and Hayao Miyazaki. Stellar company, indeed!

Thursday, June 26, 2014

In the Light

Art by Nico
The Radiant Polity directly ruled only a few worlds or habitats, but it claimed ultimate guardianship over the future of the entire human-descended tribe. Membership in the polity was ostensibly voluntary, yet each of its lords wielded absolute power, checked only by other lords. Their mantra was: "We civilize; we do not govern. We end war; we do not wage it. We guard; we do not control. Our thoughts look always to the future."

The civil servants of the Polity were it's most common face. Many were volunteers; others were drafted. They administered the noospheric fora (where members could petition the lords) and the Polity controlled hyperspace network, collected tolls, and handed out encryption keys for it's use to members. Through these measures the Polity effectively controlled interstellar trade and exerted soft power to shape planetary governments.



Not all it's power was soft. Polity membership made a sophont or a world subject to the justice of the Radiant Lords--justice meaning anything the lord in question felt would further the needs of the Polity and by extension humanity. They had a strict code and seldom acted rashly, as actions determined to be in error by review of their fellow lords carried harsh penalties, but they wielded great power and acted decisively--even brutally--when necessary. The lords all appeared baseline human, but their nervous systems were linked to their swift sophont ships, their brains modified with psybernetics (1), and their bodies enhanced. Each acted as a combination law enforcer, spy, advisor, and diplomat. When real war was needed, lords' code required they withdraw, and Hannibal Early was summoned.

In an effort to keep the peace, the Polity prohibited the export of irrational memeplexes such as religion between cultures. It was this prohibition that brought it into the conflict with the emerging Instrumentality of Aom and ultimately led to it's dissolution.


(1) It's believed that the psi-research NGO the Phaidros Group was involved with the Polity inception. If so, they abandoned it before it's final fall to begin their colony on Smaragdoz.

Wednesday, June 25, 2014

Wednesday Comics: What's Next?


Last week was the concluding chapter of Starlin's Metamorphosis Odyssey. A natural choice for my next comic to get into would be the Dreadstar graphic novel, but I thought I'd ask you guys.

Should I go on to that or to a different series? Something more purely fantasy or a more recent series?


Monday, June 23, 2014

The Sisters of War

The Sisterhood of Morrgna is a humanoid clade living on the border of the Zuran Expanse and the territory of the Alliance. The dark ages after the fall of the Radiant Polity fashioned their society into a machine for war and made its members famous throughout known space.

Appearance & Biology: As the name would imply, the entire Sisterhood is female (though excessive male hormones have led to some being androgenized). They are genetically derived from baseline humanity; all Sisters are cloned from less than a hundred genotypes, but they are further modified for certain caste functions. Most appear as roughly baseline humans, but their are hypertrophic muscled shock-troops, vacuum-adapted space-sisters, and ambigenitaled comfort sisters.

The most heavily modified Sisters are perhaps the queens (or "mothers"): macrocephalic beings, whose vast brains allow them to monitor every aspect of hive function.



Society: Only one Morrgna hive exists currently, a moon-sized artificial habitat with a single queen, but in previous times the Sisterhood was more expansionistic and sent out war wombs to generate hives on numerous worlds. Most of these were destroyed in conflict with other cultures; some fell to inter-clade strife.

Stats: The Morrgna Sisters have the same stats as baseline humans, though based on caste, their actual stats may vary wildly.

Sunday, June 22, 2014

Free RPG Day is Over, but...


...There's still some free and low-dough cool stuff to be had. "Like what?" you ask. Well, there's Clatterdelve, a free old school mini-adventure from your friends at Hereticwerks. While you're there, check out the other free stuff in the widget on the right hand side.

When your done there, stroll over to Tim Shorts's Gothridge Manor Patreon page and pledge what you like to support his series of mini-adventures. If you don't already know Tim's work from The Manor 'zine, you should probably check that out, too.

Friday, June 20, 2014

Strange Stars Covered

Over the past few of months, I've teased with art from the upcoming Strange Stars Setting Book, which is going to be a full-color, fairly art heavy (for an indie product, certainly), systemless intro to the setting that I've been chronicling on the blog. It's companion, the system book, I may have only mentioned once. I've said it is planned to be art-free and "just the data"--but that doesn't stop it from having a cool cover. Or two:


The book is envisioned as flipbook style, like the old Ace Double novels. Lester B. Portly and I thought it would be cool to have both covers be homages (and it allowed us to use the same gorgeous cover illustration by Eric Quigley in two cool ways). On the left is the cover for the Stars Without Number compatible side and the right is the Fate Compatible side (written by that FATE SF guru John Till). Both books will feature pretty much the same stuff: the game translation of most of the species, factions, and places presented in the setting book.

Stay tuned for further updates. We're hopping to get both books to you in early Fall.

Thursday, June 19, 2014

Hwuru Revue

Art by Waclaw Wysocki
Appearance & Biology: Hwuru are bipedal sophonts hailing from the Coreward Reach that bear some physical resemblance to Terran apes and sloths. They are shorter than humans but powerfully built with arms longer than their legs, and digits with claw-like structures (actually bony projections covered with horn) on their dorsal surface. They're covered with shaggy fur except on the anterior surface of their torsos, which are covered with leathery plates.

The hwuru evolved from arboreal insectivores. They have small, beak-like snouts (like the Terran echidna) and extendable tongues to aid in snatching up arthopods or their larvae in hard to reach places. Hwuru can’t swallow anything very large and must have bulkier foodstuffs made into a mash before they can consume it. Most hwuru have a mild dependence on chaoofsh a chemical attractant released by the trees native to their world. When off-world, they tend to wear a breathing apparatus to deliver this chemical.

Culture: On their native world, no hwuru have advanced beyond the Iron Age, and most live in tribal societies that use stone tools. Interaction with starfaring civilizations has afforded hwuru the chance to leave their planet, and they are sometimes found among the stars where their physical traits make them useful as hired muscle.


Stats: hwuru have a minimum strength of 12. There are no known psychics among them. Their bone claws do 1d4 damage. They all natively possess a background skill at climbing, for which they get a +1 due to their claws.

Wednesday, June 18, 2014

Wednesday Comics: Aftermath

Here's the final installment of Jim Starlin's Metamorphosis Odyssey. The earlier posts in the series can be found here.

"Aftermath (Metamorphosis Odyssey Chapter XIV)"
Epic Illustrated #9 (December 1981) Story & Art by James Starlin

Synopsis: Vanth awakens in a forest, surprised to find that he and Aknaton are alive. Aknaton explains he wrapped them in a mystic bubble that protected them and put them in suspended animation. His astral ego guided them to this world because he sensed Vanth's destiny lay here.

Vanth asks about the others. Aknaton explains that they still live, transformed into beings of pure energy. They are now gods; the Milky Way was sacrificed so that they might live.

It's all gone, and Vanth and Aknaton are in a different galaxy:


Vanth turns angrily on Aknaton. It's all gone--everyone--and they killed them. Aknaton prefers to think of it as sparing them from the Zygoteans. Vanth notes than Aknaton didn't hang around to see his handy work.

Aknaton replies that he had the power to save himself, so he did. He saved Vanth, too, because Vanth's work was not yet finished. His talents are needed:


Vanth doesn't like that:


Aknaton thanks him. He wanted Vanth to kill him. As he dies, he charges Vanth with a task. The people of this galaxy are at a moral crossroads: The can change their worlds into a paradise or spawn a new race of Zygoteans. Vanth must lead them down the right road. If he can't, the Infinity Horn still exists, and he knows where to find it. Vanth must be this galaxy's savior--or its destroyer.

Aknaton dies and Vanth is alone.

Things to Notice:
  • Vanth guns Aknaton down rather than using his sword, which would have had greater irony.
  • The stage is set for Dreadstar here, but with a backstory Dreadstar never really puts to full use.
Commentary: 
So in the end, Vanth's story largely recapitulates Aknaton's. He's the last of his "people" (in this case, the entirety of the Milky Way), charged with doing something horrible if he can't set a wrong right. In a sense, his execution of Aknaton passes the burden along.

Starlin has said that Metamorphosis Odyssey was in a sense a meditation on the Vietnam War. All the characters have their own reasons for following Aknaton, the mad architect of the war (with a nose like a caricature of Richard Nixon). I think this on one hand sells the work short, while simultaneously attempting to give its fuzzy allegorical narrative an unearned resonance. It doesn't account for the role grief might play in Aknaton's actions or allow for the consideration he might have made the right choice. Also, it perhaps absolves the others of a bit of responsibility (as the story seems to, honestly) by implying they are dupes rather than the largely willing participants we see them to be.

Looking at it through the lens of Vietnam, what are we to make of the ending? Is it okay to wage a war of annihilation if it's in the name of moral correction? Who gives Vanth the right to make that sort of choice--other than Aknaton whose hands are dirty and whose judgement we must question?

Monday, June 16, 2014

Secret City


An email from a friend yesterday on everybody's favorite holiday destination of Zheleznorgorsk (it's flag is pictured above), reminded me that secret cities aren't just for hidden cultures in comic books.

Zheleznorgorsk used to be called Krasnoyarsk-26 (like all Soviet secret cities, it was designated by a post office box). This town made produced weapons-grade plutonium. All the Soviet "closed cities" were doing secret military (mostly nuclear) or space stuff. The cities didn't appear on maps and could only be accessed by special permit.

This sort of thing just didn't go on in the USSR; Oak Ridge TN was similar deal in the U.S. during the days of the Manhattan Project.

The gaming value of a secret society out to be obvious. Beyond the spy/espionage genre, what better place for a zombie outbreak to start or a legion of Soviet Man-Apes to be based? Of course, if none of that is fantastic enough for your setting, Brigadoon (or Gemelshausen)--or it's gore-splattered redneck counterpart--is just another sort of secret city

Sunday, June 15, 2014

Thinking About Rifts

Blame Blizack over at Dungeonskull Mountain. His posts about Rifts have got me thinking about how I would tweak the setting for a game. It's likely this madness will pass, but here are some of the things I've thought about:

Rifts and Zones
The areas of rifts in the fabric of reality shouldn't be just gateways to other dimensions or sources of magical energy. They ought to be really strange and dangerous; A lot like the zones in Roadside Picnic. The rifts would be alluring, though, as sources of high technology to reverse-engineered. A lot of advanced tech might have been acquired this way. There would also probably be a cargo cult element to many human societies.

Retro-Future
Rifts was published in 1990 and in its DNA is material from 70s and 80s post-apocalyptic films and comics, 80s anime and manga, and the general genre zeitgeist of the age. It wouldn't change a lot, I guess, but it might be fun to assume an alternate history where our world of smartphones and mp3s never existed. It was the future of Neuromancer and Ghost in the Shell that led to the world of Rifts. And that future looks like the Logan's Run TV series and the Kamandi comic filtered through the tech and style of Akira, Appleseed and Walter Jon William's Hardwired.

Comic book
The kitchen sink-ness of Rifts and it's big action have a real comic book sensibility. Not in the sense of superheroes (not as traditionally considered) but in the way that every character is distinctive and has their own look and schtick--and maybe even G.I. Joe style codenames. No PC should be "just a merc"--or even "just a vagabond."