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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Forgot my narrative hook!

Hook me baby one more time!: 1d20 ⇒ 6 "Alistair Dunscon’s “True Federation.” In the wake of the fall of Tolkeen, Alistair Dunscon’s psychotic madness is only exceeded by his obsession with forcing all of those who practice magic to fall under his rule in the Magic Zone. To this end,he’s dispatched terrible forces to strike against Coalition troops and raid the ruins of Tolkeen for ancient artifacts, magic weaponry, and anything else that can be salvaged. He’s also engaged in a dual campaign of social negotiations (coupled with intense political pressure) and outright terror campaigns against recalcitrant smaller factions. Your hero may have suffered at the hands of Dunscon’s agents or forces in one of these operations, or he might have served with Federation forces until he determined he was working for a diabolically evil madman."

Oh and yes, I have one edge from being human. I took the Command Edge. with advances I want to take the other leadership edges so I can be the literally glittering pillar of the team.


Vrog Skyreaver wrote:
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.

Ah, cool. I missed that :)

Guess I better pick one.

I've swapped out my Heroic Hindrance for arrogant.


Submissions so far:
Carl Lucian (Human M.A.R.S.), 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
Unnamed Simvan Mind Melter, played by ZenFox42

ZenFox42, It looks like your character is pretty well built. having a 1d12 for your psionics die means the 2/3rds of the time, you'll activate your power, and 1/3rd of the time, you'll explode (statistically speaking). You're also resistant as poo to psionics, getting +4 to resist them and having armor 4 against them. That's not even counting the ability to spend 4 ISP to add 2 to your psionics rolls, which is actually pretty huge.

You have a really well-rounded selection of powers too.

Also, don't forget to grab your free wildcard talent. from your heroes' journey roll.


Pathfinder Adventure Subscriber

I've been out of town at a trade show. Thought I'd have some time to work on the character, but it's been crazy. Should still be able to get it up by Friday however...


I can't tell you how excited I am for this game. It should be a blast!


I am also looking very forward to this.

Liberty's Edge

Me too. Give some more time to prepare...


Vrog Skyreaver wrote:
Having a 1d12 for your psionics die means the 2/3rds of the time, you'll activate your power, and 1/3rd of the time, you'll explode (statistically speaking)

Um, first off I had a glitch in my home-made PC creation spreadsheet, so it'll be a d10 to start with.

But sticking with the d12 (and ignoring the Wild die, which is significant), wouldn't that be 1-3/12 = activate the power 75% of the time (up to 85% with Wild die)? And by "explode" I *hope* you mean "Shaken" (unless Rifts does things differently?), which would only happen on a 1/12 = 8.3% Simple Failure (2-3) doesn't do anything, AFAIK.

And allies only get Shaken on a (1/12)*(1/6) = 1.4% of the time.

P.S. - will have a new icon-with-info up soon...


I said explode (which means rolling the max a die can roll, which lets you roll again) when I should have said raise, because you need a 4 to get a success and an 8 to get a raise (with certain exceptions, like melee). My math was a little bit off (since for some reason my brain doesn't factor in the lower end of the number set when doing fractions) but you get my point.


First test of Burgurk, the Simvan Mind Melter! The RIFTS book shows them as more flesh-colored, but you have to take what you can get from Paizo's icon pool...

Vrog - ok, got it.


Are there still slots open for this game?


For my Human Edge I picked Power Points for 5 extra ISP.

I'm super keen for this too.


You might consider taking major psionic instead, since it will double your base ISP, and let you spend ISP to make your powers more effective.


Wouldn't I need to be "seasoned" to take that?

Liberty's Edge

Hi Johnnycat93.

Yes, welcome, but after you recruitment is closed.

Let me finish the preparation...


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The campaign uses the "Born a Hero" campaign trait at base, which ignores rank requirements for edges at character creation.


I'm hoping there's still a chance to get in. RIFTS has always had a great setting and I'm excited to see it outside of its not-so-great system.

I'll be putting together a Juicer unless somebody tells me otherwise. I'm using the Juicer Iconic Framework but I'm going to call them a Dragon Juicer (Juicer Uprising pg 47).

Let's get the rolls out of the way:

Narrative Hook: 1d20 ⇒ 1 One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by the 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.

Training: 1d20 ⇒ 18 There are moments when everything comes together and an opportunity presents itself. You're hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.

Underworld & Black Ops: 1d20 ⇒ 17 Spies and provocateurs are regularly called upon to do just about anything to accomplish a mission; your hero's made it a point to learn a little something about everything. She has the Jack-of-All-Trades Edge.

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.

Experience & Wisdom: 1d20 ⇒ 7 She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She's seen enough trouble to know when it's coming. Your character has the Danger Sense Edge.

Enchanted Items & Mystic Gadgets: 1d20 ⇒ 6 Great for both damaging and slowing down enemies, an Iceblast Shotgun is an arcane favorite.

=================

I wanted to start out with a TW weapon and I had the rolls put together on my 2 free rolls, but Juicers can't roll on the Magic table (to get a PPE base). More on that below. If there's not any problems I may reflavor some stuff as I go (switching out equipment names here and there). I'll be sure to transcribe all of the actual statistics onto my character sheet.

Humans get one free edge and the thing about Dragon Juicers is that they had a really high PPE base (2d4x10) from the conversion. So in that light I'm going to use my free edge to grab an Arcane Background. I'm up in the air between magic and psionics right now. Psionics is possible for a Juicer to roll in RIFTS proper, but Dragon Juicers have PPE so I'm torn. It's not hugely important because I'll be sinking all of my PPE into TW stuff.


Welcome Johnnycat.

Vrog Skyreaver wrote:
The campaign uses the "Born a Hero" campaign trait at base, which ignores rank requirements for edges at character creation.

Well, now I don't know what to take...

Master psionic
Improved Psi Sword or
Psi Shield


Pathfinder Adventure Subscriber

Finally home from the trade show. I'll get my feared and revered Mystic up sometime today or early this evening.


Disregard my previous post speaking about Dragon Juicer PPE. Savage Rifts Juicers are outright unable to have a Power Point pool. Trade out my last roll for a TW weapon for another roll on Underworld & Black Ops:

She’s done more and traveled more than anyone, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance.

Starting Credits: 4d6 ⇒ (3, 4, 4, 5) = 16 1600 credits


This is the submission for Johnnycat: Jack Saeder - Dragon Juicer.

I don't have much in the way of useful skills but I hope to make up for it with combat ability. Everything should be in order in the profile. Any feedback/commentary/criticism is welcome and appreciated.

Background:

Jack Saeder is a native of the Magic Zone, born and raised deep in the wilderness of Ohio. Lacking any natural talent with magic he would was forced to grow up fast and mean in an otherwise magic-rich environment. Early on into his adulthood he had signed up with the Federation of Magic and volunteering for the still-new Dragon Juicer augmentation process. Though the procedure came with a price (Jack is now totally dependent on chemically treated dragons blood and will be plagued with nightmares and chronic insomnia for the remainder of his life) it transformed him into something more than human.

By the time the Siege on Tolkeen rolled around Jack had begun to feel disillusioned with the Federations leadership. The final straw came when Lord Dunscon flatly refused to commit his forces to the magic-states defense. This spurred Jack, along with thousands of others, to abandon their posts and head for the battlefront. Though history shows that Tolkeen eventually lost the battle, Jack was there for nearly all of the most intense fighting, participating in dozens of guerrilla operations designed to cripple CS elements.

In the aftermath of the war Jack followed the stream of refugees to Castle Refuge and, having already turned his back on the federation, opted to take up arms under a new cause. As long as they can continue to provide the Dragon's Blood that he so desperately needs to survive, Jack will continue to lend his skill to the Tomorrow Legion whenever necessary.


Pathfinder Adventure Subscriber

Background Rolls

Spoiler:

1d20 ⇒ 8 Enchanted Items 1 (8)

When it's time to negotiate with strange visitors just arrived through a new rift, your characters Communications Band is a vital asset. This upgraded item also enhances the user's vocal output, granting him a +2 Charisma whenever he is speaking or otherwise using his voice.

1d20 ⇒ 3 Enchanted Items 2 (3)

Things get ugly out in the world, and the Ley Line Walker Medium Armor is a good insurance policy for dealing with a lot of those things.

1d20 ⇒ 19 Experience & Wisdom (19) <Choose Any>

He's traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography, and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise in North America.

1d20 ⇒ 2 Magic & Mysticism (2}

In this world, combat proficiency with magic is highly valued and often necessary for survival. Your spell-weaving hero gains the effects of the Marksman Edge, but with her spellcasting skill instead of shooting and throwing.

1d20 ⇒ 10 Psionics (10)

Variety of techniques is a power all its own; your psionic knows one additional power of a Rank he can access.


Pathfinder Adventure Subscriber

Following are the basics for Viladeen. Still need to finish shopping, add power descriptions, and clean up the sheet, but the basics should be here. I'll make up an Alias, but it might be tomorrow, as this is very time consuming, and I've got plans tonight.

2d4 ⇒ (1, 4) = 5 x10 / 2 Starting funds (2,500)

Preemptive Strike

Spoiler:

Character Sheet
[spoiler]
Name: Valideen
Race: Human
Deities: Goddess of Healing
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Driving d4, Mysticism (Arcane) d8, Fighting d4, Notice d6+2, Persuasion d6+2, Psionics (Arcane) d8, Shooting d6, Streetwise d6+2, Survival d6, Knowledge: Arcana d4
Pace: 6, Parry: 4, Toughness: 11(6), Charisma: 2, Max Strain: 6, Current Strain: 0
Gear: Laser Pistol d6 (2d6, 15/30/60), Unarmed Strike d4 (Str), Ley Line Walker, Medium Armor (+5)
Special Abilities:
•Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc.
•Enemy (Sgt. Billick of Coalition Forces): Someone is out to kill you
•Poverty: Start with half money; Lose half of money regularly
• Custom Edge (Master of Magic): See description under Bonuses
•Alertness: Very perceptive; +2 Notice
•Arcane Miracles: Gain the Miracles arcane background
•Arcane Psionics: Gain the Psionics arcane background
•Charismatic: +2 Charisma
•Danger Sense: Notice roll at -2 to sense an imminent surprise
•Magical Marksman: If no movement, gain Aim maneuver; Max ROF is 1 (Applies to Arcane forces, not standard weapons)
•Rapid Recharge: Regain 1 Power Point every 30 minutes
Arcane Powers:
Miracles
* Detect Conceal Arcana (At Will)
* Burst:
* Banish:
* Invisibility:
* Shape Change
Psionics
* Divination (At Will)
* Healing:
* Greater Healing:
* Succor:
* Telepathy:

Abilities and Bonuses

Spoiler:

Personal Details: *ANGELS AMONG US:
Regardless of their path of faith or philosophy, Mystics are inherently connected to the universe on a very positive level. They are aware of the constant presence of spirits and mystical entities, as well as
the general flow of magic and energy all around. They can reach out to the spiritual world to seek
answers, and they can pinpoint supernaturally evil beings.

*COSMIC CONFLUENCE: (Ability)
Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic
can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must
immediately use those points of ISP to enact a psionic power.

*MASTER OF MAGIC (Bonus)
Mystics have the Master of Magic Edge, gaining Mega Powers for all their known powers. They also have the Rapid Recharge Edge, though it only applies to their PPE recovery (not ISP). „„Mystic Awareness:

*MYSTIC AWARENESS (Bonus)
Mystics have powerful extrasensory perception and attunement, granting them the Alertness and Danger Sense Edges, as well as the use of detect/conceal arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.

*SPIRITUAL CHANNEL: (Bonus)
Constantly in contact with spirits, and quite possibly
with divine messengers of whatever faith, the Mystic follows, he can use the divination power at will, costing no ISP or PPE. Each time he uses it, however, he must make a Vigor roll to resist becoming Fatigued. Each subsequent use of the power over the course of a day imposes a cumulative −1 penalty on the Vigor check, these penalties continue to stack until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered after eight hours of rest (succor cannot restore).

*ARCANE DUALITY: (Complication)
Mystics get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or Psionics. Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other

*CYBERNETICS: (Complication)
Mystics don’t normally allow cybernetic technology to mar their connection to the spirit realms. The rare, medically mandated necessity cause great disruption to the use of their gifts (−1 Mysticism skill per Strain).

*ENEMIES: (Complication)
Mystics are equally illegal and reviled in the Coalition, and the True Federation of Magic.

* HIGHER STANDARD: (Complication)
For no added benefit a Mystic must take either the Code of Honor or a Major Vow Hindrance to represent his particular spiritual path and cosmological belief system. He must hold to that or risk losing his Arcane Background (Miracles) powers.

<TRAPPINGS>

* CELESTIAL SILVER: (Trapping)
For any offensive effect, a celestial silver Trapping counts as both holy and silver for purposes of Weaknesses. For example, smite can be cast on a weapon and it is a blessed silver weapon for the duration. This is extremely effective against Vampires, among other things.

* COURAGE: (Trapping)
Ongoing beneficial powers grant the recipient +2 on Spirit checks against Fear and Intimidation for an
increase of +1 PPE, lasting the duration of the power.

*GIFT OF LIFE: (Trapping)
+2 to Faith Roll for healing or greater healing, but gain a Fatigue level which can only be restored with an hour of rest (Succor cannot restore)

*HOLY PRESENCE: (Trapping)
A beneficial power with a duration, cast by the Mystic on herself, grants her +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target,
giving foes +2 to attack and Notice rolls against her.

*HOLY WARD: (Trapping)
For a beneficial power with a duration cast on someone, the caster foregoes the usual raise effect in place of granting Arcane Resistance for the duration.

*SOUL BLAST: (Trapping)
For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including
power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect.

Background Rolls

Spoiler:

Enchanted Items 1 (8)

When it's time to negotiate with strange visitors just arrived through a new rift, your characters Communications Band is a vital asset. This upgraded item also enhances the user's vocal output, granting him a +2 Charisma whenever he is speaking or otherwise using his voice.
Enchanted Items 2 (3)

Things get ugly out in the world, and the Ley Line Walker Medium Armor is a good insurance policy for dealing with a lot of those things.

Gear Descriptions.

Spoiler:

Ley Line Walker Medium Armor (TW): A heavier suit for those Walkers and other casters wanting a bit more protection at the cost of being a bit more obvious. The Armor value of this suit is 5, and it provides the same mask-and-filter system (+4 Vigor Rolls vs. Airborne Toxins and Diseases) as the Light version. Its bulk is a bit harder to conceal (−2 on such efforts). Filter system requires an arcane background but no Power Point cost to maintain.

NG-33 Laser Pistol: Range 15/30/60, Damage 2d4+1, ROF 1, AP-2, Shots 20, Weight 4, Cost 6,500

NG-S2 Survival Pack: Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)

„„One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing
ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
„„One sleeping bag, also insulated.
„„One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical
conditions.
„„One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
„„One short-range radio, five-mile range.
„„One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished.
„„One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping.
This provides +1 to Survival checks where food gathering is concerned.
„„Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
„„One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
„„One survival knife, one small hatchet, and one wooden cross.
„„Four signal flares.
„„One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
„„One bar of soap and a sterilized cloth.
„„One canteen.
„„Two weeks’ worth of minimal sustenance survival rations in sealed pouches.
Experience
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2016 by Pinnacle Entertainment Group. All rights reserved.


When are we looking at starting?

Liberty's Edge

As soon as I am able...


So a mercenary, cyberknight, mind melter, juicer, glitterboy and mystic walk into a bar...

seriously though, we have a pretty well balanced group. Here's hoping that I don't die in the first fight (like I did in my home game of deadlands).


Deadlands is brutal though. Especially the weird west and hell on earth versions. I actually made a fallout conversion for those that used that system and it felt MURDEROUS.

At least it won't end like my friends home RIFTS game... where every coalition APC has a nuke engine that happens to have a 5 mile blast radius when self-destructing.

Liberty's Edge

Still here, sorry for the delay


Praise the Sun!


No worries. Ready when you are :)

Liberty's Edge

Campaign set up and Discussion thread ready, with our first decision.

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