Re-recruiting for Savage World Rifts game...

GreenKarl

First Post
OK so we are still playing my Savage Worlds Rifts game here and I would like to see if there is any interested in getting maybe one or two more players. Right now we have

a Dogboy (girl!!) Cyber-Knight
a Human Techno-Wizard
a Fire Wind Dragon Hatchling

Any interest? IF so let me know. If you are not familiar with the system almost none of the other players were at first either :) Savage Worlds is pretty straight forward (if swingy) and Rifts is over the top crazy.
 

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GreenKarl

First Post
On Rifts or Savage Worlds :)

* What is Rifts
* Savage Worlds Quickstart Rules, this is a PDF basics on the rules.
* the PDF are on drive through here Savage Worlds Rifts PDFs
* The wiki has a good run down of what each book is Savage World Rifts Wiki

So that the setting for Rifts, a post-post-apocalyptic kitchen sink setting where you can literally find just about anything and ditch the terrible rules for Savage Worlds instead :)

The basic characters in the game, not including the characters listed above are...
* Combat Cyborg - you have pretty much replaced everything but your brain for a big heavily armored combat cyborg body.
* Crazy - you have the MOM implants (Mind over Matter) in your skull. These implants grant you crazy super-human abilities and minor psychic powers but they slowly drive you more and more insane.
* Glitter Boy - one of the most powerful power armored suits in existence with a gun that turns most targets to mush. Of course you stick out like a sore thumb because your armor really does glitter (to help it better reflect laser attacks)
* Juicer - you have a chemical harness that grants you super human abilities and speed. Its also killing you and you have a best a few fast years to live.
* MARS (Mercenaries, Adventures, Rogues and Scholars) - you are not as powerful as most of the other types but you have lot of variate and extra experience to make up for it. Some examples include Medics, Cyber-Docs, Rogue Scholars, Wilderness Scouts, Mercs, Headhunters (think a cybered bounty hunter but not full conversion like a combat cyborg), Wilderness Scouts and Vagabonds
* Burster - pyrotechnic fire starters on the super scale.
* Mind Melter - master psychics with a lot of variety.
* Lay-Line Walker - this worlds version of a wizard.
* Mystic - combines psychic powers and arcane wizard like powers. They also act something like priests and holy men/women who fight against evil.

There are also a number of non-Human races include most fantasy one (Elves, Dwarves, etc.) but also Dog Boy (genetically created servant race for the Coalition, many whom have escaped), Altara (blind warrior women created by another evil supernatural race), D'nora (devil men like beings who are generally peaceful and inclined to magic), Fennodi (peaceful psionic aliens called 'Quiet Walkers), Grachle Tooth (big not peaceful aliens who like action), Lyn-Srial (honorable winged race), Psi-Stalkers (mutant humans who hunt and feed on magical and psychic energy too live), Quick Flex (aliens who can't seem to sit still and are naturally fast), Simvan (also called Monster Riders, cannibal psychic savages who bond with animals and big beast), and Trimadore (big techno-savants who are mostly peaceful).

There is more depending on how familiar you are with the setting and/or savage worlds
 


GreenKarl

First Post
So not familiar with Rifts then? Yea that what is rifts has a pretty good description of the overall world although the Tomorrow League is a new organization introduced in the Savage Worlds Rifts setting. Its a good organization that formed after the Coalition destroyed the magical city-state of Tolkeen and sent hundreds if not thousands of refugees fleeing all over the North American continent. The group was formed to try and help these refugees but also to act as a force for good in the world.
 

tglassy

Adventurer
I'm not familiar with Rifts or Savage Worlds, though I've been reading through both and have a pretty good handle on it, now.

How do you merge the Character types, such as Combat Cyborg and the Juicer and MARS, with Savage Worlds? Are the Character types just the fluff that the powers and Edges are settled on?
 

tglassy

Adventurer
For example, if I wanted to do a Headhunter, how would I go about that?



Also, pretty sure I'm going with a Superhero arcane background. Fewer powers, lots more use out of them. Still not sure of my concept, yet, but I'll keep thinking about it.

Could you give me a run down of the game? Like, what the story is and such?
 
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GreenKarl

First Post
So in Savage Worlds Rifts under the MARS Headhunter (called the Cybernetic Techno-Warrior) gets the following...

* Begins with the Upgrade Edge (this allows you to get additional cyberware over what your body can normally handle)
* Select cybernetic systems up to 6 total Strain (for free cost)
* Choose the gear of the Combat Cyborg, Cray or Juicer.
* Roll 3 times on the MARS Fortune & Glory tables (this gives you random attribute boosts, free edges and/or skills and possible equipment)
* Roll 3 times on the Hero Journey tables (as above, granting random bonuses)
Then build your character as normal in Savage worlds, and give yourself 4 raises too make you a Seasoned Character.

A Juicer by the way gets the following...
* Internal Repair System: The biocomp system managing the drugs and chemical processes of the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). As well, there’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
* Super Endurance: Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.
* Super Reflexes: Juicers begin with +2 Agility die types, with no Trait maximum. They have Uncanny Reflexes, granting them −2 to be hit by all attacks. Finally, they begin with the Quick Edge.
* Super Speed: Juicers cover enormous ground quickly, doubling their base
Pace. They also have the Fleet-Footed Edge (meaning they have Pace of 16” with a d10 running die).
* Super Strength: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.

Then you have some automatic complications...
* Cybernetics: Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
*Death Wish: The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish Hindrance (Minor).
* Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep the subject happy and calm. This results in a Juicer living in a constant state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of any combat, he doesn’t gain the benefits of Uncanny Reflexes or Quick.
*Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.

You then gain three rolls on any of the following Heroic Journey tables: Body Armor, Close Combat Weapons, Ranged Weapons, Training, and Underworld & Black Ops. Juicers gain two additional rolls on any tables except those dealing with magic or psionics.

Then you build your character on top of that as normal for Savage Worlds. You don't get any XP like the MARS character does. You are a Novice Juicer.
 

GreenKarl

First Post
Now in the first adventure the heroes had just joined the Tomorrow League and sent on a journey north to rescue a bunch of refugees trapped north on what is now called the 'Devil's Gate' (the Saint Louis Archway, that has a permanent rift-gateway fused within it and allows all kinds of crazy evil monsters through from other dimensions). They were also tasked with rescuing a Techno-Wizard whom had help create something called a Iron Juggernaut in the final days before the fall of Tolkeen (the Coalition, a Human Supremacist, anti-alien, anti-magic power house of the region attacked Tolkeen due to it closeness and embracing both DBees/aliens and magic in their society. It was a 2 year war that left lots of dead on both side).

This magic-technology was very dangerous so the League did not want Marcus to fall into the hands of the Federation of Magic. The Federation is an evil magic dominate society that has clashed with the Coalition back during both their formations. The founder of the Coalition killed the leader of the Federation at the time, who also just happened to be the current ruler of the Federation father.

They wandered up there running into Orc slavers, some vampires, and demons. Saved most everyone but Marcus was captured by an evil elf wizard. The heroes had to chase after him and fight him with some vampires and a Crazy by the name of Killboy. They rescued Marcus and brought the rest of the refugees to Castle Refuge (where the Tomorrow League is based out of), but not before fighting some gargoyles.

The heroes are now debating what to do next... follow up on someone called the Gargoyle King, go back to a town they encountered on the way called Promise to try and get them to join the League instead of a Humanist group called the 1st Calvary of the Apocalypse, or escort a group of DBee refuges back to their homeland in the western part of the old American Empire.
 

tglassy

Adventurer
Sounds great. I'm busy creating my character. Going to make my cyborg gunslinger/lawman that I've had in the back of my mind for a long time.

With all the rolling on tables, do you want me to roll here, or by myself?
 

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