Corsario's Savage World Rifts (Inactive)

Game Master Corsario

The Tomorrow Legion
Now it is August, 109 PA. The ashes of Tolkeen still smolder, the Coalition struggles to rebuild its forces and expand its influence, and the Federation of Magic’s leaders plot and scheme for their own run at domination.
Untold numbers of other factions do the same, both on the continent and around the globe. Still, millions struggle just to survive and build something out of the destruction and anarchy of the world.
For your first mission as a team the leaders of Castle Refuge asked you to reach the city of Granite (build on the place of the old St. Cloud), 60 miles northwest of the ruins of Tolkeen, so you can help with the evacuation of refugees from the siege.


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Liberty's Edge

Just bought the game, and I am eager to run it.

Pinnacle Rifts® for Savage Worlds

Any takers?


Long time fan of RIFTS here. It was my first TTRPG. I'd heard of this but haven't really looked into it. I've never played Savage Worlds before
What exactly would I need to buy to join in? The tomorrow legion players guide?

Very keen to play


I had no idea that Rifts licensed themselves to savage worlds. Holy s#!+

I'm very interested.


I'm interested in anything done in Savage Worlds, but I know nothing about Rifts. What kind of world is it?


Pathfinder Adventure Subscriber

I've got the books... Glitter dot for interest


@Kip84 - SW is a background, "core" system, with "settings" (like Rifts) overlaid on top of it. So you'd also need the current copy of SW (Deluxe, or Deluxe Explorer's Edition) as well, but they're only $10 for the PDF.


Thanks ZenFox, I've now purchased the Sw Deluxe explorers edition and the tomorrow legion players guide!

Rifts is a post apocalyptic earth setting ley lines crisis cross the earths and rifts have opened up, allowing all manner of psychic/magic beasties in, set next to advanced technology of power armour and cybernetics.


Nice. Had the big Rifts book and most of the pdfs for years....love the setting, hate the rules :)

Very interested to see the SW conversion....

Liberty's Edge

So far I have liked it a lot, the best of both worlds.

For the books, the link in the first post is where they sell them.

You need, at least, the Tomorrow Legion Player Guide and the Savage Worlds Deluxe Rules.

About Rifts as a setting, you can read about it HERE and HERE.

So, consider this a recruitment thread now. Please start with your submissions for it. As soon as we have 5 or 6 characters, first come first served, we start.

Any ideas for what kind of game, or missions to take, are welcome.


I want to make someone who uses Tattooed magic. I know it doesn't currently exist, but I found a pretty good fan conversion here. Would you allow me to use it? If so, I would like to be a True Atlantean specifically, which I know is not a thing yet either. I'll see if I can find a conversion that is reasonable.


And I found the same person had done a conversion of True Atlanteans here.

I assume we're starting at Novice?

Liberty's Edge

Sounds good Vrog, I expect your character to be really heroic


I'd better start reading up on Character gen!

How do you feel about dragons Corsario? I'd love to play one again if that's alright, if not maybe the cyberknight.

Liberty's Edge

Whatever you feel like...
But if you ask me, a Cyber-Knight


Okay, I have the basic framework for the character done, but I don't have the book yet so I can't do any of the benefit table stuff (I don't get paid until next Friday). If someone wouldn't mind helping me out with the table rolls, I'd be appreciative. I've also made the assumption that we can't take anything higher than novice rank.

With that being said, here is said framework:

Agility d6
Smarts d6
Spirit d6
Strength d6
Vigor d8

Charisma 2
Pace
Parry 7
Toughness 6 (2 MDC Armor)

Iconic Framework: Undead Slayer (Tattoed Man)

Skills: fighting d10, Tattoo Activation d8, Notice d4, Guts d4, Stealth d4, Tracking d4, Survival d4

Edges: Arcane Background (Undead Slayer), Holy Warrior, New Power (Deflection, Boost Trait), Hardened Skin

Hinderances: Heroic (Major), Loyal (Minor), Vow (Rid the world of evil) (minor)

Tattoos: Summon Weapon (Katana with First Strike, Nerves of Steel, and Improved Nerves of Steel [Left Forearm]; Dagger with Frenzy [Right Forearm]), Armor [Left Collarbone], Darksight [Right Shoulder], Deflection [Left Hand Ring Finger], Boost Trait [Right Wrist]

True Atlantean Information:

Arcane Inclination (1): True Atlanteans possess high levels of arcane energy, and start with five Power Points in addition to any received from an Arcane Background.

Cyber Resistant (-1): The mystical nature of the True Atlanteans makes them ill-suited for cybernetic augmentation. They cannot take any Iconic Frameworks which includes cybernetics, nor may they roll on the Cybernetics Benefit Table.

Exceptional (2): True Atlanteans skew higher than the human average and get six points to spend on attributes during character creation instead of five.

Hunted (-2): With their reputation as do-gooders, True Atlanteans are hounded by villainous types on a regular basis. As well as being effectively Wanted in territories controlled by those who wish them ill, when in conflict with such beings who recognize their Atlantean heritage, they will always attack the Atlantean first.

Mark of Heritage (2): As children, all True Atlanteans receive a magic tattoo which grants the use of the Holy Warrior Edge.


Alright, I'll work on a Cyber-Knight :)


I have the bones of Gavryn Wyat, One of Lord Coake's newer Cyber-Knights and proud member of the Tomorrow Legion. He still needs fleshing out and I need to roll on the Hero's Journey tables?

Just noticed I've picked some of the same Hindrances as Vrog. I'll see if there is something different that fits my character.

I've never played with the Savage Worlds system before so if I've made mistakes I'm sorry.

Gavryn Wyat

Cyber-Knight

Agility: 1d6
Smarts:1d6
Spirit: 1d8
Strength: 1d8
Vigor: 1d6

Pace: 8 (d10 running die)
Charisma: 0 (+2 to those who favor the Cyber-Knights)
Parry: 7
Toughness: 5 ( +2 vs evil)

Skills:
Fighting: d10
Psionics: d8
Notice: d6
Persuasion: d8
Shooting: d6
Stealth: d6
Streetwise: d6

Hindrances:
Heroic (Major)
Loyal (Minor)
Stubborn (Minor)

Edges:
Champion
Hard to kill
Killer Instinct

Arcane Background (Psionic):
ISP: 10
Powers:
Boost Trait*
Pummel
Deflection*

Gear: Cyber-Knight Medium Armor, Wilk’s 320 Laser Pistol, NG-L5 Laser Rifle, NG-S2 Survival Pack, One silver cross, 6 × wooden stakes, 2d6 ×100 credits.

Cyber-Knight Abilities and Bonuses :

Cyber-Armor:
As a free action, Cyber-Knights can summon an organic metal shell, granting +2 Toughness. „„ Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power. „„
First Into Battle:
Cyber-Knights begin with +2 Pace and a d10 running die. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12. „„
Inner Light:
Cyber-Knights begin with the Champion Edge (see Savage Worlds). „„
Intense Combat Training:
A Cyber- Knight begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank). („„Hard to Kill, Killer Instinct)
Minor Psionic:
Cyber- Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. They have access to the following powers: armor, barrier, bolt, boost Trait*, confusion, darksight, deflection*, environmental protection, havoc, healing*, pummel, quickness, smite*, speak language, speed*, succor, warrior’s gift. Powers marked with an asterisk (*) are usable only on the Cyber-Knight but activate as a free action, inflicting no multiple action penalty (a Cyber-Knight with Master Psionic can use mass healing but not as a free action). All other aspects of AB (Psionics) remain the same. „„
Psi-Sword:
As a free action, Cyber- Knights can summon forth a blade of spirit and will. It may have any appearance but it does not change the effects. The Psi-Sword does Strength + Spirit × 2 damage with AP 6 (and no Strength minimum). For example, a Cyber-Knight with Strength d8 and Spirit d10 does 1d8+2d10 melee damage, AP 6, with his Psi-Sword. Alternately, the Cyber-Knight may split his Psi- Sword into two blades, one for each hand, doing the same damage, but each blade only gaining AP 2. For 2 ISP, the Cyber-Knight can make the blade inflict Mega Damage for as long as the blade is manifested. „„
Revered Protectors:
All Cyber-Knights enjoy +2 Charisma when dealing with those who know and love them as guardians of life and freedom.

Cyber-Knight Complications:

Code of Honor:
A Cyber-Knight must adhere to the codes and philosophies of the Order, or he loses some or all of his powers, depending on the degree of transgression. Whether this is a function of the special nanotech treatment he undergoes or a loss of confidence damaging his psyche in some way is a matter of some debate among scholars. Regardless, the Game Master must determine the extent of a Cyber-Knight’s transgressions and assess a penalty accordingly.

Minor Transgression: −1 to all Psionics rolls until he performs a noble or heroic deed to atone.

Major Transgression: −2 to all Psionics rolls, and all abilities under Cyberkinetic Combat and Inner Light cease to function until he undertakes some kind of personal (or perhaps spiritually guided) quest to atone. His Psi-Sword is also reduced to doing only his Str+Spirit in damage, and all AP values are reduced by 2.

Mortal Transgression: The Cyber- Knight commits an action completely opposed to the code. All Cyber- Knight abilities are lost. The character may regain his abilities by fulfilling a significant quest (determined by the Game Master). Should the character commit another Mortal Transgression before regaining his Cyber-Knight status, his spirit is corrupted. The character regains use of his abilities but becomes a Fallen Cyber-Knight (see Savage Foes of North America) under the Game Master’s control.

„„Cybernetics:
Cybernetics are not an option for Cyber-Knights, as such devices interfere with their nanotechnology.


Sorry for the triple post, but I'd like to go ahead and roll on the Hero's Journey tables.

Narrative Hook roll: 1d20 ⇒ 7 Blood is Thicker.

Ok first I get three rolls on Experience & Wisdom, education, psionics or training.

Experience & Wisdom: 1d20 ⇒ 14 There are times when no amount of skill or experience is enough, fortunately Gavryn has always been a little lucky. Gain Luck edge
Education: 1d20 ⇒ 15 Born with natural inquisitiveness, gain investigator edge and investigation skill at d6
Psionics: 1d20 ⇒ 11 Gavryn has used his psionic power to boost his abilities so often he's become especially good at it. Always get the Raise effect when using Boost Trait*

Cool, now I choose two tables excluding Cybernetics and magic & mysticism.

Training: 1d20 ⇒ 2 after training and serving with the Cyber-Knights, Gavryn has some solid combat training. +5 skill points, which may be spent on Fighting, Shooting or Throwing.
Body Armour: 1d20 ⇒ 18 Micro exoskeleton enhancements in the legs of Gavryn's Cyber-Knight Armour give him a +1 to Pace when wearing this suit.

@ Vrog, what tables do you want to roll on? They're all d20 rolls.

Table List :
Body Armor,
Close Combat Weapons,
Cybernetics,
Education,
Enchanted Items & Mystic Gadgets,
Experience & Wisdom,
Magic & Mysticism,
Psionics,
Ranged Weapons,
Training,
Underworld & Black Ops.


I'd like to toss this PC into the ring : a Simvan Mind Melter.

Unfortunately, I know nothing about Rifts or Rifts in Savage World (altho I do know SW very well), and just bought the Tomorrow Legion Players Guide a few minutes ago.

So, it may take me until some time tomorrow to submit a fleshed-out PC, but one is coming.


Pathfinder Adventure Subscriber

I'm leaning towards a Juicer or a Crazy. Just have to do a little more research. Maybe even an Android...


Is Body Armor related to Cybernetics? If so, I can't roll on it.

If it is, I'll roll on Experience and Wisdom, Magic and Mysticism, and Training.

If it is not, I'll roll on Experience and Wisdom, Magic and Mysticism, and Body Armor.

Either way, here are my 3 rolls.

1d20 ⇒ 16
1d20 ⇒ 6
1d20 ⇒ 5

Assuming you can't roll on the same table twice, for my 2nd set I will take Training and Close Combat Weapons.

1d20 ⇒ 3
1d20 ⇒ 14

Also, here is my Narrative Hook roll: 1d20 ⇒ 1

Liberty's Edge

Body armor is not cybernetics, but the Tattoo Man have "issues" with armor anyway, unless he gets a special ability.


Pathfinder Adventure Subscriber

OK... Crazy or Mystic? DM your thoughts?


I was a Kickstarter Backer for this, and would love to play, let me know if there's an open slot.


Then I'll just go with training instead.


Vorg's roll results :

Narrative hook: (1)
The Siege of Tolkeen. One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by Coalition forces in 109 PA reverberates throughout North America and the world. Your character may have fought in that war, perhaps as a part of either side’s military forces, or as a mercenary hired by one faction or another. She may have been caught in the crossfire, trying to survive and help as many folks as possible. Many refugees from that war are now in or around Castle Refuge.

Experience & Wisdom: (16)

Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.

Magic & mysticism: (6)

More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.

Training: (5)

Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.

Training 2nd time: (3)

After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Close combat weapons: (14)

Though wanton destruction and violence is rampant throughout the world, there are times when a non-lethal solution is called for. The Coalition developed the Neural Mace for exactly those times.

Liberty's Edge

scranford wrote:
OK... Crazy or Mystic? DM your thoughts?

Mystic.

Liberty's Edge

rungok wrote:
I was a Kickstarter Backer for this, and would love to play, let me know if there's an open slot.

There is, welcome!


@Corsario: Okay working on the character now. Will have all rolls be done here via the post, listing what the rolls are as they are performed. :)

I'm going to look and see what I'd like to try out of the tomorrow legion's guide. I also have the Coalition handbook and a few others if you would like me to share them with you Corsario.

Oh, I want to make a Glitter Boy. Oh yes... That looks fun for once!


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The Hero's Journey:
3 rolls from: Cybernetics, Close combat weapons, Ranged weapons, and Training. (My choice). +2 rolls from any table.

1. Cybernetics: 1d20 ⇒ 18 "Let’s face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea."
2. Training: 1d20 ⇒ 2 "After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination."
3. Ranged Weapons: 1d20 ⇒ 13 "Throwing grenades is fine, but shooting them in rapid succession is better. Your hero loves his WI-GL20 Automatic Grenade Launcher, which comes with a full load of his choice of grenades."
4. Experience and Wisdom: 1d20 ⇒ 4 "Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed."
5. Education: 1d20 ⇒ 13 "Your character’s innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Knowledge (Computers) at d8, as well as +2 when dealing with electronic security."

Starting Credits: 5d6 ⇒ (6, 6, 5, 1, 6) = 24 x100=2400 Credits

Name: Knight Solaire
Race: Human
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Computers d8, Fighting d8, Notice d6, Piloting d8, Repair d4, Shooting d10, Streetwise d6, Survival d6, Throwing d4
Pace: 6, Parry: 6, Toughness: 5/9 (+4 armor), Charisma: 2
Gear: Glitter Boy Armor, Huntsman Lightweight Armor (Cannot use inside Glitter Boy), Wilks 227 Pulse Laser Pistol, NG-S2 Survival Pack, Unarmed Strike d6 (Str), WI-GL20 Grenade Launcher (Loaded with High Explosive grenades)
Special Abilities:
•Big Mouth: Can't keep secrets; Discloses plans and info
•Heroic: Never says no to a person in need
•Loyal: Will never leave a man behind
•Command: Allies +1 on Spirit rolls to recover from Shaken
•First Strike: Free attack vs. foe who moves adjacent (1/turn)
•Power Armor Jock: Avoid −2 penalty to Agility and all skill rolls while wearing power armor.
•Strong Willed: +2 Intimidate and Taunt; +2 vs. Tests of Will
Cybernetics: Armor Plating (3 Strain). +4 Armor.


Kip84 here :)

Gavryn's Backstory: (work in progress)

A very young Cyber-Knight, Sir Gavryn did not fight in the Siege of Tolkeen, but was serving as a Squire to another knight elsewhere.

His Mother (Lady Aliz the Agile), and elder brother (Sir Walt) both Cyber-Knights as well, fought at the siege and are now missing. After checking around Lazlo Gavryn heard about Castle Refuge and travelled there to search for them. He hasn't found them yet and no one seems to know what happened to them.

Gavryn was Knighted at Castle Refuge and has vowed to serve in the Tomorrow Legion to fight for a better tomorrow.

Starting Credits: 2d6 ⇒ (3, 6) = 9


Okay, here is Vrog's completed entry. I took champion for my heroe's journey table roll, and I have adjusted my skills accordingly.


In the interest of being helpful, here are the submissions/dots so far:

Lucius Iliad (Atlantean Undead Slayer), played by me
Gavryn Wyat (Human Cyber-Knight), played by Kip84
Knight Solaire (Human Glitterboy Pilot), played by Rungok
Mystic (in creation process), played by scranford
Simvan Mind Melter (in creation process), played by ZenFox42

Liberty's Edge

Gavryn Wyat wrote:
A very young Cyber-Knight, Sir Gavryn did not fight in the Siege of Tolkeen, but was serving as a Squire to another knight elsewhere.

Why not?


Corsario wrote:
Gavryn Wyat wrote:
A very young Cyber-Knight, Sir Gavryn did not fight in the Siege of Tolkeen, but was serving as a Squire to another knight elsewhere.
Why not?

Certainly one of the weaker parts that still needs work...

My idea is that my mentor, Sir Drystan, was one of the Knights who decided to stay out of the war. So being his Squire I had little choice but to follow him even though I disagreed and wanted to fight by my brother and mothers side.

After Tolkeen was destroyed Gavryn reached his breaking point leaving Sir Drystan to search for his mother and brother hoping they were still alive.


Starting wealth: 4d6 ⇒ (6, 5, 2, 4) = 17 * 100 = 1700

And I've already got a question : the Mind Melter description says that I start with 20 ISP. But the Major Psionics Edge it gets for free says that Major Psionics double their starting ISP. So do I have 40 ISP???

And am I missing something about starting wealth and gear cost? I can't even afford a vibro-knife!!!

Does the starting wealth dice Ace?


Sample PC : Simvan Mind Melter

Details:

Attributes :
Agility d6
Smarts d6
Spirit d6
Strength d6
Vigor d8

Derived :
Charisma -4 (for Simvan)
Pace 6
Parry 5
Toughness 6 (12 with armor, 1 non-AP)

Edges :
Nerves of Steel
Beast Master (for Simvan)
Major Psionic (for Mind Melter)
Master Psionic (for Mind Melter)

Skills :
Fighting d6
Healing d4 (-1 for Simvan)
Intimidation d6
Notice d6 (-1 for Simvan)
Psionics d12
Riding d6 (for Simvan)
Shooting d8
Survival d6

Hindrances :
Loyal
Illiterate
Code of Honor - help the helpless
Bloodthirsty (for Simvan)
Quirk - TBD (for Mind Melter)

Powers :
Bolt, Boost/Lower Trait, Deflection, Healing, Smite
25(?) ISP

Gear :
Huntsman Lightweight Personal Armor (+5 armor +1 Toughness, 16 lb)
NG-33 Laser Pistol (2d4+1, AP 2, 15/30/60, ROF 1, 20 shots, 4 lb)
NG-S2 Survival Pack (30 lb)
1700 credits

Am I missing something, or is this PC not as hyped-up as I feel it should be for the game's environment?

Any feedback (positive or negative) on this build would be greatly appreciated.


Hero's Journey: 1d20 ⇒ 4
Psionics : More ISP means more power to work with, and your character has it. He gains +10 ISP to his base. (Is this doubled because of the Major Psionics Edge???)

Hero's Journey: 1d20 ⇒ 17
Experience & Wisdom : There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.

Hero's Journey: 1d20 ⇒ 12
Enchanted Items & Mystic Abilities : A cunning pair of goggles that speaks of a fashion that never goes out of style, your character’s Magic Optic System is a favorite accessory.
It provides +2 to sight-based Notice checks, and the wearer gains access to Darksight, Farsight, and Detect Arcana. The system requires 1 Power Point per hour of use.

Hero's Journey: 1d20 ⇒ 7
Psionics : Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.

P.S. - I've logged my questions about the Major Psionics Edge and its effects on Mind Melter, Simvan, and the above Hero's Journey result with SW, and am awaiting an answer from a system developer.


So I just managed to get ahold of a copy of the book, and since Gavryn and I are very similar and fill similar roles in our group, I was thinking that I'm going to change my submission. I'm still looking through the book, but I should have something up this afternoon (since I'm home sick from work and I don't have anything better to do).


Okay, I have settled on a Zapper (which is basically an electricity version of the burster). As I see it, I would lose everything burns; Fiery Aura, Fire Mastery, and Flame Bolt would change trappings; Firewalker would make me immune to electricity and lasers and take half damage from fire and plasma.

Finally, instead of pyromaniac minor quirk, I would have a quirk of distracted (because I can hear conversions on radio waves).
The above being said, Here are my Heroe's Journey rolls:

Roll 1: Psionics: 1d20 ⇒ 20 (You may choose any of the previous results): Some powers become second-nature to the psionic. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically. (Deflection)

Roll 2: Psionics: 1d20 ⇒ 19 (You may choose any of the previous results): With deep concentration, meditation, or prayer, your hero regains her ISP at a faster rate than most. She gains the Rapid Recharge Edge (or improved Rapid Recharge if she already has the former).

Roll 3: Psionics: 1d20 ⇒ 1 Some psionics learn to dig deep within, risking their very lives in order to call on even more power. Your character has the Soul Drain Edge.

Narrative Hook: 1d20 ⇒ 13 I am on the run from the black market for leaking information on human trafficking to both the Coalition and Lazlo Authorities.

Roll 4: Training: 1d20 ⇒ 19 (You may choose any of the previous results): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except where an Edge has a specific predecessor (such as with Improved Frenzy; your character must have Frenzy first). (Giant Killer)

Starting Credits: 4d6 ⇒ (6, 4, 4, 5) = 19 x100 credits= 1900 credits.


Zenfox42, having looked at psionics, I think the double starting ISP is already factored into the 20 base ISP, since Arcane Background (Psionics) grants only 10 ISP base. I'm not sure about the other increases, but my gut would say that they're doubled (since it specifically lists doubling the ISP gained from extra power points).

Liberty's Edge

Vrog... Zapper? Don't you prefer something more "different" than a burster?

Where did you got the rules for that? Are in the Player's book?


Corsario wrote:

Vrog... Zapper? Don't you prefer something more "different" than a burster?

Where did you got the rules for that? Are in the Player's book?

I was just tweaking the burster, since the Zapper is basically a variant burster that uses electrical damage and doesn't have the propensity to set buildings on fire.

If you don't like that idea, I can create something else. I'll probably go with my backup plan of making a M.A.R.S. character.


Okay, I'm just going to switch to a different concept.

Getting Heroe's Journey rolls out of the way on my MARS character:

Narrative Hook: 1d20 ⇒ 18 A battle beyond the rifts

Fortune and Glory Roll 1: 1d12 ⇒ 11
Fortune and Glory Roll 2: 1d12 ⇒ 10
Fortune and Glory Roll 3: 1d12 ⇒ 11
Fortune and Glory Roll 3 Reroll (since there isn't an upgrade for Brave): 1d12 ⇒ 7
Fortune and Glory Roll 4: 1d12 ⇒ 4

Heroe's Journey Rolls:

Training: 1d20 ⇒ 7 Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.

Training: 1d20 ⇒ 8 While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains one die increase each in Survival and Tracking.

Training: 1d20 ⇒ 16 Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except where an Edge has a specific predecessor (such as with Improved Frenzy; your character must have Frenzy first).


Okay, I have updated this alt with my new character. Also

Starting Credits: 3d6 ⇒ (1, 6, 3) = 10 x1000= 10,000 credits.


Missed the Narrative Hook roll :

Narrative Hook: 1d20 ⇒ 20
Your character wound up in one of the biggest bar fights of her life, and between then and now, she wound up joining the Legion.

ALL : any thoughts on my build? Compared to Carl Lucian, I don't have nearly as many high Attributes nor as many Edges. Does Rifts start out with more Attribute points and/or available Edges?


M.A.R.S. get to start out as seasoned instead of novice (to make up for the fact that they aren't magic/psionic/combat) b@d@$$e$. they also have a table that they roll on that can grant attribute increases.


ZenFox42 wrote:

Missed the Narrative Hook roll :

[dice=Narrative Hook]d20
Your character wound up in one of the biggest bar fights of her life, and between then and now, she wound up joining the Legion.

ALL : any thoughts on my build? Compared to Carl Lucian, I don't have nearly as many high Attributes nor as many Edges. Does Rifts start out with more Attribute points and/or available Edges?

Your abilities seem on par with mine and Knight Solaire's

I have five edges, but two of those are from the Hero's journey rolls.

I have a question. I was looking rough the Savage Worlds core and noticed that Humans get an extra edge? Are we meant to take that in Rifts or is human just standard and you get nothing?

Liberty's Edge

Let me check


From what I've read in the player's guide, you should be getting the additional edge if you are human, as iconic frameworks are stapled onto the standard character creation rules for SW. It also mentions the additional edge that humans gets on page pg. 48.

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