Rigor Rictus' Savage Rifts

Game Master LastNameOnEarth

The futile efforts of a small few to protect a small swatch of land and its peoples from being crushed between supernatural monsters, fascist regimes, and extra dimensional terrors.

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Savage Rifts
A Savage Worlds Game

Hello all, I’ve been playing this game with my in-person group, and been having a craving to include it in my online repertoire as well. As a result, I’m opening this up as a general recruitment. I have a few spots reserved for folks from another game that have expressed interest, but I will definitely need more to make a solid go of this. I am not sure how much interest there will be, so the timeframe of this recruitment may vary depending on the response. If it turns out that this game is pretty niche, recruitment may need to be open a while to gather enough players. If it is very popular however, things might get going a tad more swiftly. I like to aim for 6-8 players, in order to allow room for a couple of the inevitable drop-outs that occur in the first few months.
Rifts is an over the top, power intensive game of larger than life characters, so don’t be afraid to think big. Characters in this game tend to be more like Super Heroes than country bumpkins, even when starting out, so don’t be too shocked if your character bears little resemblance to the typical novice character.

The quick version of the setting is this: Basically it is a sort of Post-Apocalyptic, inter-dimensional, everything and the kitchen sink sort of setting. Kind of like Shadowrun meets Mech-warrior, meets D&D, meets... whatever else you want to toss in.
When World War III broke out and the earth got nuked, so many sentient beings all dying at once unleashed a psychic blast that awakened all the dormant magic in the world, and shattered the borders between dimensions. The humans that survived used their advanced technology, including giant robots and power armour, to survive, or turned to unlocked magic or psychic abilities to survive. The world was overrun by every kind of extradimensional race and terror, making survival pretty tough.
A few groups banded together to survive, including the Nazi-like Coalition of Humanity, the Federation of Magic, and others. Our heroes belong to a small group of like-minded survivors called the Tomorrow Legion, operating out of a mysterious castle located in Northern Arkansas of all places. Unlike the exclusionary and xenophobic groups that exist elsewhere in North America, the Tomorrow Legion will accept anybody that just wants to work together to survive.

Books you’ll need:

Savage Worlds: Deluxe Core Rulebook: From the Publisher | DriveThroughRPG

Tomorrow Legion Player’s Guide: From the Publisher | DriveThroughRPG

There are many other sources out there for these books of course. As a word of warning, for those that track them down utilizing more alternative ingenuity, for the Tomorrow Legion book particularly, be aware that there are several versions floating around out there, and that some are early versions of the book that lack all sorts of errata included in later versions. The paid version will of course be the most recent, up to date version, and therefore always the best option.

Rifts: The History of the World as we know it:
When the war that had long been feared finally happened, it altered not only the world, but the very nature of reality on Earth. The untold number of deaths, so many billions of sentient beings, dying within mere moments of each other, was something that had barely been imagined, let alone experienced. It had unpredicted results. The psychic trauma unleashed on reality by the waves of energy released by all those simultaneous deaths served not only to reawaken and recharge every element of long forgotten magic still hidden and contained within the modern world, but it served to fracture its borders, thinning the walls between worlds, and blending elements of this world with portions of those in the surrounding plane of existence.

For the humans that survived the initial destruction, the world that they awoke to bore only general similarity to the one they knew. Most of the land and seas were the same, or more or less in the same place at least, but the terrain was changed, the ecosystems altered, traded, or replaced. Beings and monsters of every description walked the earth or few through the sky, or burrowed through the ground. Ancient evils awoke, and new inconceivable beings were drawn in by the immense surge of psychic and magic power sent out from the Earth like an interdimensional signal flare. Lines of energy now crisscrossed the globe, the legendary ‘Ley-Lines’ long theorized, but now humming with such power they made the very air glow with their presence.

Humanity was shattered. Every recognisable government and country had been wiped out in the final moments of the war. Radiation, nuclear winter, contamination and poison, lack of resources and even starvation became the nature of existence almost instantly. Those that survived were shaped by new pressures; predation from supernatural beings and monsters, mutation, newly realized potential in awakened psychic abilities and even magic, and even interbreeding with some of the alien races similar enough to humans to manage it.

No one is entirely sure how long it took before mankind even started recording history again. Most assume at least a hundred years, but it is in fact very hard to say; it may have been much longer. The survivors started to carve out new communities, and even new nations. In North America, the principle power that emerged was a group called the Coalition of Humanity, or just the Coalition for short. They found several large reserves of technology, and in some cases even preserved facilities capable of producing new equipment. They began expanding, and under the leadership of a man named Prosek, began to take on a human-first mentality. They thought of themselves as the successors of those who had come before; pure humans, and those that used technology and know-how to protect themselves; not the new and poorly understood magics flooding the world, or poorly predicted psychic powers some mutants manifested. As time has gone on, now some hundred years since the founding of the Coalition, that humans first attitude has progressed into an attitude of Humans only. While mutants and D-Bees (Extra-Dimensional Beings) are typically tolerated within the empire, so long as they follow the rules, they will never be more than second class citizens. Psychics are monitored and strictly policed, and magic is flat out illegal, on pain of death. Organized as a Fascist state, the Coalition has conquered some third of the old United States, and reaches into some parts of the old Canada.

A few other powers of note exist: the Federation of Magic - a loose association of City-States made up of humans and magical creatures; the Vampire States that have taken over most of Mexico and Central America, and a number of other Free-Holding independent cities, each with its own eccentricities and rules that have allowed them to survive.

Castle Refuge and the Tomorrow Legion:
During the Dark times, a group of Dwarves from a fantasy realm found themselves somehow come to Rifts Earth and trapped there. They found what appeared to be the ruins of an ancient Castle in rural America. Deciding it was a reasonable stronghold, they used their skills to complete/rebuild the structure. As it became established, it became known as a place of safety from the dangers of the wilderness. The dwarves were strict about conduct, but fair, and allowed anyone who was willing to pitch in to settle there or take shelter. A few generations later, the castle has been completed and stands as a home to a diverse interdimensional community. In contrast to the Coalition, Castle Refuge has survived through a spirit of Cooperation and mutual protection. The settlement is small enough, and far enough from both the Coalition, and the Federation of Magic, that neither has yet felt the need to either wipe them out, or bring them to heel, but rest assured it is something both powers intent to get to eventually.

While they have always worked together and been willing to protect those that arrive at their gates seeking sanctuary, the citizens of Castle Refuge have never really had the resources to extend their influence beyond their walls. Following the end of the Coalition’s recent war with the Magical city-state of Tolkien, and the utter destruction of the latter, Castle Refuge was given a boon by a mysterious benefactor; a sizeable amount of currency. Actually, it was probably more money that they could ever spend, as finding people with resources to give up is always a challenge in the landscape of Rifts Earth. However, with their newfound wealth, they discovered that perhaps they could find the resources needed to push their influence out a little further. Tanks, guns, aircraft, power armour and robots, and the resources to see to the needs and pay of a regular standing army, and the Tomorrow Legion was born! However, since equipment is still hard to find, at any price, and since their numbers are small, the Tomorrow Legion needs to proceed slowly, and with caution, lest they start looking like enough of a threat to the more established powers that they decide to deal with them; a confrontation the Legion would almost certainly lose.

The Rules:
Savage Rifts uses a few of the established Setting Rules that are suggested in the Core Rulebook. These can be found on page 94 of the Deluxe edition.

Blood & Guts: Anyone can spend a Benny to re-roll damage rolls.
Born a Hero: Ignore Rank requirements for Edges and Powers selected at Character creation. (The Advances received from starting as a MARS character are not included in this. Anything selected as a part of their Novice level creation may use the Born a Hero rule, but the four free advances received for staring at Seasoned must be selected only from what would normally be available to that character.)
Critical Failures: Bennies cannot be spent on Trait rolls where double 1s are rolled.
Joker’s Wild: When a player draws a joker, all players gain a bonus Benny.

House Rules:
Death & Dismemberment: Normally in Savage Worlds, a player becomes incapacitated at 4 wounds, and may not become more injured after this. In practice, I have found this makes players nearly impossible to kill. Rifts is the kind of game that deals with massive cannons, giant robots, and 100 ft tall supernatural terrors, and there are just some injuries a character should not be able to walk off. As a result, this house rule will make it so that while a character still becomes Incapacitated at 4 wounds, they still suffer the penalty accumulated from ALL wounds when making their survival rolls. This does not make characters any easier to wound, but it does make major wounds more likely to kill. So, for instance when Johnny gets shot in the head by a Glitterboy, and suffers 8 wounds as a result, his survival rolls are made at -8 instead of the standard -4.
Custom Races: Ah, the Race Maker. It is a thing of beauty, and a power gamer’s delight. First off, any custom races must be made only from the Tomorrow Legion racial options, unless prior authorization to use traits from another such table is gained. Second, use common sense when selecting the sheer number of Advantages and Disadvantages your race has. The abilities should make sense, serve an overall theme, and not merely hit the power-gaming highlights reel. Expect to have to play all your Negative Abilities.
Savage Worlds Content: Rifts being a melting pot of interdimensional creatures, there is ample opportunity to bring things in from other settings. That being said, if it is not from the Tomorrow Legion Book, another Savage Worlds Rifts Book, or the Core Rule Book, I would like first right of refusal on anything I deem unsuitable for the setting. This may be for multiple reasons, including granting an unfair advantage, but could also be that while cool in its native setting, something transferred in from another setting might not be able to keep up given the differences in settings, and the larger than life reality of Rifts, and may too weak to survive.
MARS Fortune and Glory and Heroic Journey Rolls: To keep manipulating the tables to a minimum, I will ask that all rolls be made in a single post, and that the tables be listed in Alphabetical order, just as they are in the book. So if you wanted to take rolls from the Armour Table, roll twice on Cybernetics, once on Education, and your fifth on Range Weapons, you would roll your 5 d20’s with the dice roller, and apply the results to those tables, in that order. If you don’t, I won’t have you reroll, we will just realign the tables in the correct order and apply the rolls as you made them.

The Caveat:
I love it when the game picks up pace, and we move along at a nice clip. However, I work full time, I have kids, I have a wife, I have a vacation coming up in April and a surgical procedure soon after, I'll be moving this summer, etc, etc.

In general, when I commit to a game, I like to commit to it. However, that being said, life happens, and sometime the game may get interrupted. I will try to let you know whenever something I can anticipate is coming up.

Second, as I'm sure many my fellow nerdy introverts can relate to, I suffer from depression at times, and when it hits, it has a tendency to scuttle my motivation to do little things like post on my online games. I do my best to manage it, but periods of depression have unfortunately killed some of my games in the past, as by the time I was feeling better, too many of the players had moved on, and I couldn't get sufficient numbers of them back together again. I hope to avoid that by being up front about this issue this time. We will have some fun, but if the pace starts to slump, give it some time, as there is a good chance we will pick back up again. I am happy to extend the same respect to any players; if you need to drop out or take a break for personal reasons, just let me know, and I'll hold a spot for you to return later should you want to.


Any questions? Now let’s see if there is sufficient interest…


I'd like to call dibs on either a CyberKnight or a GlitterBoy. Will have to do some research and let you know which soon...


Dotting in and going to work on Juicer... if possible, would you allow me to convert over a Hyperion Juicer from the Juicer Rifts book?

As an aside, I understand the caveat thing and I have said the same to many of my games. I myself barely get an hour or so a day on the boards, if that. So it's totally cool with me.


I don't think I'd have any problem with a Hyperion Juicer. Quick look at the original class makes it look like they'd have an ever faster pace than a standard juicer, maybe an improved version of Lightning Reflexes, and a leaping ability, at the cost of reduced Vigor and Strength bonuses.

I'll take a more detailed look when I get a chance, but feel free to pitch some numbers of your own if you like, in the meantime.


So, I've settled on a Glitter Boy. Details coming soon...


Here's what I'm thinking for the Hyperion Juicer; feel free to provide feedback:

Burn: Unchanged
Hero's Journey: Unchanged
Internal Repair System: Unchanged
Super Endurance: +1 die, No max, half sleep, +2 vs. Fatigue
Super Reflexes: +3 dice to agility, no max, Uncanny Reflexes, Quick, and Split the seconds.
Super Speed: Triple pace and fleet footed.
Super Strength: +1 die to Strength, No Max.

Complications:
Cybernetics:
Unchanged
Death Wish: Unchanged
Drug induced Euphoria/Tranquility: Replace with Tightly Wound and M.I.V..

Tightly Wound: Hyperion Juicer have a tendency to be very high strung and antsy, constantly craving excitement. As a result, their systems have been modified to override the usual downers and euphoric drugs the Bio-Comp would normally use to keep the Juicer passive and entertained between engagements. As a result, they have a tendency to lash out at anything that surprises them. Any time they are surprised (GM’s discretion) they must make a Spirit roll or lash out at the source of surprise with their most readily available attack option.

Metabolic Induced Voracity: The specific modifications used to give Hyperion Juicers their exceptional speed have a profound metabolic cost. Hyperion Juicers must consume at least double the normal human caloric intake merely to avoid starvation. Their comfortable level of intake is actually more like quadruple the normal intake, or even more. Hyperions do not gain weight due to this intake, and on the contrary, most appear uncomfortably lean. Each 24 hours at reduced rations (merely double a healthy human’s daily intake) results in a level of fatigue. At 72 hours they will be unconscious, and fatal starvation will occur within 96 hours. With less than starvation rations, fatigue sets in every 12 hours, with death occurring within 48 hours total.

1 Die Strength and Brawny are given up for an extra die of Agility and Split the Seconds. 1 die of Vigor is given up to Triple normal Pace instead of Double. Drug Induced Euphoria is exchanged for MIV and Tightly Wound, which are both situational and in some circumstances Tightly Wound might even prove advantageous.

Thoughts? Feedback?


Hmm.. with those last two being situational, I think that should balance it out. Though one of the team members deciding to have a joke with him would find it a deadly one... I think the Super Reflexes does give quite a bit extra, but if it looks balanced to you, I'll go with it on the caveat that if it becomes too OP, we can dial it down a bit. +3 dice is pretty strong, plus three edges on top of it..


I don't think the three dice is that big a deal; other than escaping explosions, there are very few times a raw Agility roll comes up that I can think of. The three edges is just one extra, and to be honest, I've seen it in action, and it is awesome enough that if you hadn't taken it anyway it would have been a foolish oversight.

Like the guys said to me when I joined your game, Rift is kind of about being overpowered, so I don't think we need sweat it too much. I found the real limitation with the Juicer is that regardless of how awesome they are in melee or with handheld weapons, they are still limited to what they can do with that handheld gear, and there are a lot of threats that just cannot be handled with that kind of gear (particularly where High Armour values are considered).


debating between mind melter and Juicer.


Good to see you Rizzen! Glad you accepted the invite. Take it you were familiar with Rifts already?

Bloodmoon is planning on a Hyperion Juicer, as you see above, so Mind Melter could be a good way to go. You could also split the difference and go as a Crazy. In original Rifts, Crazies were definitely a second fiddle to the Juicer, with all of their abilities not-quite-as-good. In Savage Rifts however, I think Crazies might have the potential to edge out the Juicer, particularly if you look at getting Major and Master of Psionics.

Let me know how much knowledge you have regarding the Savage Worlds version of the game, and if you need it, I can show you a few of the tricks I've learned for fine tuning some of the character archetypes.


Fair enough, I'll go with it then. This is my avatar place holder for said Hyperion Juicer and his Hero's Journey rolls.

Close Combat Weapons: 1d20 ⇒ 3
Body Armor: 1d20 ⇒ 7
Underworld and Black Ops: 1d20 ⇒ 14
Training: 1d20 ⇒ 20
Training: 1d20 ⇒ 10

Infiltration Specialist: +1 to all Investigation, Persuasion, Stealth and Streetwise when undercover. +2 to Common Knowledge for disguise and playing a role, +2 languages.

Good with Machines: +1 die type Repair, +1 Know(Electronics) and +1 Know(engineering)

Combat Training(choice): +5 Skill points to go to Fighting,Shooting or Throwing

Close Combat: Choose any non-TW weapon- Vibro-Blade Vambraces

Body Armor: Stealth Paint- +2 in Woodland and Urban Settings.

Alright, off to stat him up!

EDIT: Almost forgot: Narrative Hook: 1d20 ⇒ 20
Starts in a Bar..


Putting in a placeholder for, oh, I can't decide between a cyberknight, a ley line walker, or a flame wind dragon. One of those three, for sure. I like the idea of the dragon, but I'm not sure I want to put up with being the target of everything we meet. The other two each have their potential...

Yeah, I'm gonna go with a cyberknight, I think.


I'll dot in here as well. Not quite sure what I want to make yet.


As I mentioned in The Rules tab in the OP, I would like to have people do their Heroic Journey rolls in Alphabetical order to help everyone avoid the temptation to game the system, seeing as in PbP you can see the results before you post.

Original Post wrote:
MARS Fortune and Glory and Heroic Journey Rolls: To keep manipulating the tables to a minimum, I will ask that all rolls be made in a single post, and that the tables be listed in Alphabetical order, just as they are in the book. So if you wanted to take rolls from the Armour Table, roll twice on Cybernetics, once on Education, and your fifth on Range Weapons, you would roll your 5 d20’s with the dice roller, and apply the results to those tables, in that order. If you don’t, I won’t have you reroll, we will just realign the tables in the correct order and apply the rolls as you made them.

If the group thinks this is too onerous a requirement, say because they want to see their result on table 1 before deciding on their table 2, I would be willing to discuss it. Let me know your thoughts.

If we apply this PbP specific house rule as I wrote it, this:

Close Combat Weapons: 1d20 ⇒ 3
Body Armor: 1d20 ⇒ 7
Underworld and Black Ops: 1d20 ⇒ 14
Training: 1d20 ⇒ 20
Training: 1d20 ⇒ 10

Would become this:

3 ⇒ Body Armor: Trade Starting Armour for any.
7 ⇒ Close Combat: Add +1 Balance to your melee weapon
14 ⇒ Training: Dirty Fighter and +1 Parry
20 ⇒ Training: Choose any
10 ⇒ Underworld: Streetwise d8 and Forgery with Common Knowledge +2 roll.


Rigor, I've played a lot of Rifts, but 0 Savage Worlds. Definitely interested in playing a cyborg or some sort of DB ported in from another dimension.


I am very interested in such a game. I've got quite a bit of Savage Worlds experience but essentially nothing for Rifts outside of gaming stories my friends would tell.

I'll do some research and see what comes to mind!

-EDIT-

So...after reading a little bit into it, I am really into either the idea of the Ley Line Walker or the Flame Wind Dragon Hatchling. The former will likely be the easier but the latter just seems so...awesome.

If anyone is interested, I'd be intrigued having him be a starting friend to one of the party's good guys. Someone who'll watch out for him from the most nefarious of choices?


RIZZENMAGNUS - I'm playing a Mind-Melter in another Rifts system, and found them to be pathetically weak (which was confirmed by a post on a discussion board). I asked my GM for a bunch of upgrades, which he granted, so now I feel on par with most of the other "classes".


Sorry Rictus, forgot about that as I was trying to get that post in with the boards acting up yesterday. I'll take the changes and adjust as necessary. Oh and starting money:
Money x 100: 4d6 ⇒ (1, 5, 6, 6) = 18


This is KingHotTrash here with my alias for this submission. I've decided on the dragons because it is a dragon and I cannot say no to it.

Here are my rolls for my Hero's Journey. I'll work on the character sheet soon!

Education: 1d20 ⇒ 20 = Choose Any Option I Want I'm going to go with the 17-18 for the extra skill points for Healing, Investigation, and Knowledge skills.
Training: 1d20 ⇒ 3 = 5 skills that can only be used for Shooting, Fighting, and Throwing.


So far we have:

ZenFox42: Glitterboy
Jace Belleraphon: Hyperion Juicer
Rizzenmagus: Mindmelter or Juicer (or Crazy...)
John Grigsby: Cyberknight
Vrog Skyreaver: Undecided
GMSuperTumbler: 'Borg or D-Bee
KingHotTrash: Ley Line Walker or Flame Wind Dragon

Seven is a good number; was afraid for a bit we wouldn't get enough to run a decent game. Can't wait to see the characters. If more make applications we may need to make selections, but let’s hope it doesn’t come to that.

ZenFox42: Gliiterboy is a solid choice. My in-person group is in the Heroic level, nearing Legendary, and still nobody challenges the Glitterboy’s damage with any regularity. The main challenge for them is what to do when not in their armour. I’ve helped our Glitterboy pilot a bit with her character, and found the best way to augment was lots and lots of cybernetics. She’s now pretty tough in or out of her suit. Consider the following starting Edges: Rich, Super Rich (which together give you up to 5 rolls on the Cybernetics Heroic Journey table), and Upgradeable (to allow you to enjoy all those juicy cybernetics).

Jace Belleraphon: No problem; glad it wasn’t a point of contention. The 6's on your d6's for your starting cash can Ace (explode), allowing you another 2d6x100 credits in your starting cash.

Rizzenmagus: As Zen said, Mind Melters are a bit underwhelming overall, as they don’t have much in the way of exclusive abilities. I played a version of one in my real life game, and he was pretty dominant, actually. However, what I played was not the Mind Melter archetype, but a M.A.R.S. Mercenary who spent his edges on Master Psionics. Don’t know if you’ve played Savage Rifts before or not, so let me know if you want help figuring out options. My character was a True Atlantean vampire hunter, so he used a lot of TW weapons and such. What Zen may have been alluding to is that it might be hard to make a decent Mind Melter than could get by on nothing but his abilities (Jean Grey, Professor X, etc. would be hard to pull off). However, some of the powers can be used in extremely powerful ways… Puppet, Illusion, Quickness… looking at you. As I suggested before, Crazy might be a cool way to get the best of both worlds.

John Grigsby: Welcome aboard! Cyberknights are pretty boss in this system. Can’t wait to see what it looks like. Like I said in the other thread, if you can’t start until the 18th, that is fine. You can join in a touch late if needed.

Vrog Skyreaver: Good to see you. If you are undecided, looks like the team is still lacking any vehicle support (such as an Operator or Robot Armour Jock), and other than the Dragon, magic and air-support on the team is limited as well. Techno-Wizards are pretty capable in this setting, and can cover magic duties pretty well. My main character in my in-person character is a Techno-wizard (the Atlantean I mentioned above was a relatively short span substitute). I took the Rich edge to start with a vehicle (took a Mountaineer) and it has been super helpful in our travels.

GMSuperTumbler: Welcome aboard, or a’borg, as the case may be. Like in Paladium Rifts, just about any character can be a D-Bee. There are options listed in the Player Guide for a few pre-existing ones, or you can port over just about anything you want from the original setting. If you are interested in something that has not yet been converted to Savage Worlds, let me know as I kind of enjoy building new material. The option for Borg in the book is the traditional Combat Borg of the Rifts main book. Big, strong, and very conspicuous. Main options tend to whether to focus on being an up-close melee fighter, or more of a distance/heavy weapons kind of borg. There are of course numerous other kinds of Borgs from other books, but they would need to be ported over. I’ve been working on making one of them for my in-person game; the Cyber-Humanoid. That kind of more of a Ghost in the Shell/6 Million Dollar man style designed to look and pass for human. The advantage being that they can go places a Borg wouldn’t be allowed, and can often conceal their borgy-ness. They can also use unmodified armour and Power Armour. If you need any help with the Savage World system, feel free to ask. Others in here are familiar with the system, and I’m happy to help as well. If you go Borg, consider the Rich and Super-Rich Edges I suggested to ZenFox up above in order to get you extra upgrades.

Anpetu: Looks good. Nice rolls; skills are handy, particularly for a Young character. Dragon Hatchlings are pretty easy to make, since there is not a lot of options you can actually take. There in one in my in-person group. What we noticed with her was that her flame attacks… kind of sucked. As they have no Armour Penetration, anything tougher than infantry tends to shrug them off. As a result, she took Flaming Scales early on and focussed on melee, as the damage totals along with some AP from Bite and Claws was enough to keep her competitive with mecha and giant monster’s ability to resist damage. Let me know how you'd prefer to start; hatching during play and being met by the group, or hatching off-screen just before we begin. In my in-person game, the Dragon hatched during the first session, leading to an interesting introduction.


I've decided on a Burster.

For my Heroe's Journey Rolls, I am going to roll on the Psionics table 4 times.

Psionics: 1d20 ⇒ 17 +2 to Persuasion and Intimidation rolls.
Psionics: 1d20 ⇒ 18 Reroll.
Psionics: 1d20 ⇒ 20 20 is pick one, so I will take the result for 11, which is to select a power and then when I activate it, it always gets the raise result.
Psionics: 1d20 ⇒ 15 gain the mentalist edge.

EDIT: I need to reroll the 18, since that result can't be taken more than once.

Psionics: 1d20 ⇒ 16 Spend a benny to use spirit instead of any other trait for a round.


Good choice. Burster, like Cyber-Knight, is a class that kinda sucked in the original game, but with the right edges, can be insanely powerful in Savage Rifts.

I imagine a Burster and a Flame Wind Dragon could tag team in some interesting ways, considering you both can have area effect powers, and both are immune to the powers of the other. No collateral damage.


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Here is my character:

Artur
Human Burster (Novice)

Agility d6
Smarts d4
Spirit d8
Strength d4
Vigor d12

Charisma 0
Pace 6
Parry 5
Toughness 7
ISP 20

Skills: Psionics d12, Fighting d6, Intimidation d6, Notice d8, Stealth d6

Hinderances: Quirk (Pyromaniac), Small, Wanted (Minor; Federation of Magic), Illiterate

Edges: Major Psionics, Mentalist (+2 to opposed Psionics Rolls), Arcane Background (Psionics), Improved Fiery Aura

Heroe's Journey Rolls:
1 (Many psionics strive for a level of enlightenment that transcends matters physical, focusing ever more energy and effort via their will. Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round)

2 (Some powers become second-nature to the psionic. Choose a power your character knows - Deflection; when she successfully activates it, she gains the raise effect automatically)

3 (Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it)

4 (Overcoming the will of others is something many psionics strive to perfect. Your hero is a master of such techniques, granting her the Mentalist Edge)

5 Narrative Hook (Alistair Dunscon's True Federation - The Federation treats psychics as second class citizens, and during the war of Tolkeen they were used as shock troops who were promised that if they survived they would be given status, wealth, and standing. Of course, this was all a lie, but many psychics were desperate enough to believe it.)

Iconic Framework Abilities:

*Everything Burns: Any time a Burster causes damage with a flame ability, roll a d10 (instead of the usual d6 as indicated in
Savage Worlds under Fire). Anything flammable catches fire on a 6–10, while highly flammable targets ignite on a 3–10. Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt. Water super-heats and evaporates nigh-instantly on a 10 as
well, and boils away over 2d6 rounds on an 8 or 9.

*Fiery Aura: At will, as an action (no roll required), a Burster can surround himself with a sheath of flame and heat, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Burster (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Fiery Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Fiery Aura goes away whenever the Burster is Incapacitated or is otherwise unconscious.

„„*Fire Mastery: Over a Large Burst Template centered anywhere within 12”, the Burster can create, control, and eliminate fire. He can create minor fire and heat effects (or douse flames) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.

„„*Firewalker: The Burster is completely impervious to all sources of fire and heat; he could take a dive into a river of lava and come out unscathed. He only suffers half damage from lightning and electrical attacks, as well as laser weapons. He’s also immune to plasma weapon damage.

*„„Flame Bolt: The Burster can hurl forth a flaming bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Burster may add +2 AP by spending 1 ISP per Flame Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using flame bolt does not result in Brainburn (per Savage Worlds).

Powers: Armor, Deflection, Fly

Equipment: NG-33 Laser Pistol, NG-S2 Survival Pack, 4d6x100 credits.


Jace is ready for review, plus the additional Mo' Money: 2d6 ⇒ (3, 2) = 5


Vrog: Everything looks like it adds up. I take it you are going the melee Burster route? Saw that you are Small; what are you picturing? Slight and frail looking? Some form of dwarfism? Let me know.

Mentalist has very little utility for a Burster (technically you could get Blind or Stun, and it might apply occasionally to Reduce Trait or Detect/Conceal Arcana, but that would be pretty infrequent), and in fact is borderline useless for you; as a result I would be ok with it if you wanted to take a random reroll to replace that result (but feel free to keep it if you prefer).

Otherwise, I think my only suggestion would be to potentially rethink the Smarts dumpstat. A lot of Psi-powers use Smarts to determine range or power, so it could be limiting, and you need a smarts d8 to qualify for the Master Psionics edge. If you have no intention of getting it, of course, have at ‘er. I don’t intend to meddle, just figuring out what you’re going for…


Jace: everything looks like it adds up, no issues.

That being said I've never seen someone go all skills like that at the beginning before. Keep in mind that this setting uses the Born a Hero setting rule, meaning level requirements get ignored at character creation, but only at creation. Frenzy and Improved Frenzy? Tough as Nails? Skills can be upped anytime, but there are many edges that will be out of reach for a long while after this.


Rigor Rictus wrote:
Vrog: Everything looks like it adds up. I take it you are going the melee Burster route? Saw that you are Small; what are you picturing? Slight and frail looking? Some form of dwarfism? Let me know.

Not particularly, but I was kinda leaning towards more short ranged than long ranged burster. As far as Small goes, in my mind Artur looks like a 15-16 year old (basically the same build). He just comes from a family where the men all are short and look like teenagers for most of their life.

Rigor Rictus wrote:
Mentalist has very little utility for a Burster (technically you could get Blind or Stun, and it might apply occasionally to Reduce Trait or Detect/Conceal Arcana, but that would be pretty infrequent), and in fact is borderline useless for you; as a result I would be ok with it if you wanted to take a random reroll to replace that result (but feel free to keep it if you prefer).

I'm fine with keeping it. I rolled it, and it's not hurting me.

Rigor Rictus wrote:

Otherwise, I think my only suggestion would be to potentially rethink the Smarts dumpstat. A lot of Psi-powers use Smarts to determine range or power, so it could be limiting, and you need a smarts d8 to qualify for the Master Psionics edge. If you have no intention of getting it, of course, have at ‘er. I don’t intend to meddle, just figuring out what you’re going for…

As far as his smarts goes, he was raised in the federation of magic and isn't all that smart, and lacks education as well (hence the illiteracy hinderance). He's kinda a hammer and nail type of guy, and he has a complex about his height and appearance too.


Cybernetics: 1d20 ⇒ 12 Amphibious Operations
Cybernetics: 1d20 ⇒ 13 Bionic Strength Augmentation
Ranged Weapons: 1d20 ⇒ 14 Your hero, ready for vampires, carries a modified crossbow that serves to launch wooden stakes (Range 12/24/48, Damage 2d6+2, RoF 1). It has a small clip-feeder, giving it five shots before reloading, which takes an action.

I'm going to throw myself on the mercy of the court and say that I have no idea what I am doing. I think those rolls above are my heroes journey rolls. Amphibious Operations sounds cool. I think that since I already have Bionic Strength Augmentation I can re-roll that one?

If so Cybernetics: 1d20 ⇒ 18 Which is Armor Plating, getting me to+12, I think.

Here is what I have so far. I need some help. I think I have some money to spend on extra cybernetics. I also don't know how many edges I should have.

K-842
Combat Cyborg
Agility d10
Smarts d6
Spirit d6
Strength d12+2
Vigor d12
Charisma 0
Pace
Parry
Toughness
Skills: (15) Fighting d12, Notice d8, Repair d8, Shooting d12
Hindrances:
Edges: Rich, Super-Rich (5 times starting wealth)
Hero’s Journey Rolls:

Iconic Framework Abilities:


Wealth Wealth: 1d4 ⇒ 2

So another 10,000 from Filthy Rich?


@GM- Understood, but for him, it makes sense story wise, as I wanted him to be capable all around without having to take the Jack of All Trades Edge. I understand from a meta point, but this as I was creating him, that's how his story played out in my head. That and he is also running on a time limit...


Jace: Sounds good. Nothing wrong with taking the less-than-optimal choice if you have good character reasons for it.

One other thing I noticed but forgot to mention was his Parry rating. It should be 9 as opposed to 7. It should be 2+1/2 your fighting die, +1 from your Heroic Journey roll.

Parry: 2 + 6 + 1 = 9

Tumbler: No problem; help is on the way. Looks like you have most of the basics covered correctly, there are just a few points of fine tuning needed, as well as anything you'd like to do for flavour.

As I said before, it is best to make a decision to focus on either melee or range, as there are a few things that can do to tailor your cybernetics and skills to that side of the equation. You can play it down the middle as well of course, as a bit of a switch hitter, but then of course you'll probably not be quite as good at either as someone more specialized.

I'm at work right now, but I will try to type up a few posts as time permits.


Tumbler:

Amphibious Operations is more or less what it sounds like, an oxygen extraction system that allows him to remain underwater indefinitely, hydro-jets that give him +4 on his swim pace, and the ability to function in/under water without penalty.

Strength Augmentation you can receive as many times as you like, as your Strength trait has no upper limit. Armour plating is probably more useful though, so feel free to keep that.

The Crossbow result isn’t entirely useless, as Vampires in this setting are really hard to kill without the appropriate weapons, but it may go long periods without use. I'd also be fine if you wanted to ditch this and keep both the Armour Plating and the Strength Augmentation.

Rich and Filthy rich work a bit different in Rifts than in the default rules, and is detailed on page 67 of the Tomorrow legion book. Rich gives you 5000 creds and 2 rolls on Armour, Close Combat Weapons, Body Armour, Cybernetics, or Ranged Weapon systems. Filthy Rich gives you another 20k, and 3 more rolls on the same tables. Any two of the five rolls can be traded in for a vehicle, if you prefer.

I'd advise going for broke and just maxing out your Cybernetics, cause that's just how I roll. The only complication of that is that Savage Worlds uses a concept called Strain, which is basically a measure of how much of your body can be replaced before you start going nuts or have your body shut down. Borg start with their Strain maxed-out, but they get the Upgradeable edge for free, which gives them 6 more points. You will probably go over that if you get that many cybernetics rolls, so you would probably need to use your bonus edge to take the Beyond the Limit edge. It gives you 6 more points, at the bargain cost of just a little of your sanity. You get a Crazy Psyche Degradation (Mental illness hindrance) as a result. Those are on page 17 of the Tomorrow Legion. On the plus side, you get to choose which one you can live with, as opposed to having to roll. Though it is not listed as an edge that can be taken repeatedly, I think that perhaps it should be, as you still have to pay the cost of a new mental illness each time you take it. Obviously, the Degradation selected would have to be a different one each time.

So for example, if you took the three above options and made fire more Cybernetics rolls...

Cybernetics: 1d20 ⇒ 1 = Extra Arms. I love this one. Not only could you carry two full sized machine-guns if you wish, or your machine gun and two swords, but it gives you an extra action each round without penalty.
Cybernetics: 1d20 ⇒ 9 = Booster Jets Basically super leaping. Jump up to onto the third floor of a house, or across a street from one building to another.
Cybernetics: 1d20 ⇒ 6 = Expanded Security and Detection Array. 360 vision, motion detectors, +2 on Notice Checks, and the Danger Sense edge.
Cybernetics: 1d20 ⇒ 2 = Reinforced Frame. Extra +2 to toughness. Very nice.
Cybernetics: 1d20 ⇒ 4 = Cyber Enhanced Reflexes. Increase Agility by 1 die.

Strain would look like this:
Armour Plating +1
Amphibious Systems +1
Strength Augmentation +1
Extra Arms +2
Booster Jets +1
Security Array +2
Reinforced Frame +1
Wired Reflexes +1

1 + 1 + 1 + 2 + 1 + 2 + 1 + 1 = 10 (Meaning you'd definitely need the Beyond the Limit edge, but on the bright side you'd still have 2 points left to work with for extra parts you buy with cash.)

So what I would then probably do, is trade in two of the cheaper or less useful results (Strength only costs 9k, Wired Reflexes is 12k, Aquatic is very situational, the Sensor array has a high Strain cost for what you get, Boosters are 20k and whether you ever use them depends on your style of play, and how you see your character functioning. Whichever two you felt were least needed, I would trade in for another result. On the list, I would probably take either another level of Reinforced Frame or the Nano-Repair system. The reinforced frame would add in another +2 to Toughness, which is awesome, and would basically max you out in terms of how tank-like and tough a borg can be. Nano-repair, well, as you are a machine, you do not otherwise heal naturally, and will therefore be dependent on your or a comrade’s Repair skill. As well, this is not otherwise an option you will be able to afford any time soon. You could also do both, trading in four of the above listed options.

Heroic Journey:

Note to all that you can trade two crappy rolls you don't like for one result of your choice, should you wish it. However, the choice must come from one of the two tables the results you are trading-in came from.


I'm getting the feeling that he was part of a highly mobile special forces group. Aquatic, jump jets. I definitely want Nano-repair. I'll probably trade Strength and Wired Reflexes for that. Then I'll buy a built in weapon. It will take a while to get all of that written up, but those are the rough strokes.


Sorry I've been MIA for so long, but work slammed me there for a few days.

Rigor Rictus wrote:
Consider the following starting Edges: Rich, Super Rich (which together give you up to 5 rolls on the Cybernetics Heroic Journey table), and Upgradeable (to allow you to enjoy all those juicy cybernetics).

So, I've been looking over the Glitter Boy specs in the player's guide, and I'm a bit confused. Do I just pick a race, pick my Abilities, don my suit, and that's it? I assume my personal Shooting skill is used for the Boom gun, and the suit can do super punches (d12+d6+4), so a decent Fighting skill would be worth it.

I was confused by your statement that Rich and Super Rich (I think you meant Filthy Rich?) gives me up to 5 rolls on the Cybernetics Heroic Journey table, but they're independent, right? I get 3 rolls on any of 4 tables, and 2 more rolls on any table, so that's where the 5 rolls comes from, yes?

Is the Rich and Filthy Rich to be able to afford the cybernetic implants?
Can I buy a very powerful rifle to use as a second option to the Boom gun?
Just curious, what implants is your other Glitter Boy character using?

Thanks!


Funny thing about that other Glitterboy... we got together for a game last night. I was GMing (another player and I share Gming duties and each have a character that joins when we're a player), and after a year and 3 months of running this Rifts campaign, we finally suffered out first character death.

Of all the people to kick it, the Glitterboy pilot would not have been my first guess (or second or third). They were trying to escape from a Coalition research base we had infiltrated. They'd set off the intruder counter-measures and released a bunch of monsters that the Coalition had imprisoned for their research. The team hacker discovered a countdown running, so they made the logical assumption the base was set to blow. We burst into the hanger deck planning to steal one of the Coalition aircraft to exfil. The scientists on the base were packing up an APC with research materials and getting to load it onto the aircraft. Our team was pretty beaten up from earlier encounters and was carrying two unconscious characters (one a PC, the other a captive). The mooks in the hanger were mostly scientists, and the few soldiers were just standard dead-boys. They started peppering the Glitterboy (and others) with laser fire, and for a round she just laughed because it is very hard to hurt a Glitterboy with a laser. Unfortunately, the next round, one of the mooks got in the APC and powered up a Heavy Railgun. The Glitterboy then took a full burst (RoF: 3) at a range of about 6 yards. Damage: 4d10 AP: 18. They got her onto the plane, used it's weapons to destroy the APC and escaped. She actually lived a round, surviving the initial Death rolls, but bleeding out the following round. We discussed the death, considered hand waving, letting her survive, etc, but eventually decided that while not in a moment of glory, the death occurred fairly, and there was dignity in just following the realistic implications of the event.

She is thinking of a magic user for her next character, so we may be without a Glitterboy in the group for the first time ever.

Heading into a meeting here, so I will answer your questions as soon as I get another chance.


ZenFox42 wrote:

Sorry I've been MIA for so long, but work slammed me there for a few days.

Rigor Rictus wrote:
Consider the following starting Edges: Rich, Super Rich (which together give you up to 5 rolls on the Cybernetics Heroic Journey table), and Upgradeable (to allow you to enjoy all those juicy cybernetics).
So, I've been looking over the Glitter Boy specs in the player's guide, and I'm a bit confused. Do I just pick a race, pick my Abilities, don my suit, and that's it? I assume my personal Shooting skill is used for the Boom gun, and the suit can do super punches (d12+d6+4), so a decent Fighting skill would be worth it.

Basically, yes. There are some exceptions and special cases. Borgs do not get to select a race, as most of their original meat is gone. Dragon Hatchlings do not select a race for obvious reasons. Once you select a race, you assign your Traits points (usually 5 dice increases you can apply to your various Traits). Everyone gets 15 skill dice to apply (so taking a skill gives it to you at d4, applying another die to it increases it to d6, another to d8, etc. You can raise it in this manner until it is equal to the Trait is based on; after that, each increase above the base stat takes 2 dice. For example, I have Agility d8. Taking shooting d4 takes one die, d6 one more, d8 a third. Since further increases are above by Agility, raising it to d10 takes 2 dice, and to d12 takes 2 more, making the total expense on this skill 7 of my 15 dice.)

You may take up to 1 major hindrance and 2 minor ones. A major hindrance allows you to take 1 Edge, increase a trait by 1 die, or increase 2 skills. The two Minor edges allow the same for the two combined, or a skill increase for just one.

With a Glitterboy, your skills will do all the work. Since a Glitterboy is considered Power Armour and not a Robot or Vehicle, anything you do in the suit is a reflection of your movement. So if you need to dive for cover, your Agility stat gets used, etc. If you were using a robot instead, you would essentially just be using Piloting skills. The same is true of their Armour; Robots and Vehicles have a standard Toughness and Armour rating, regardless of who is piloting them, whereas Power Armour like a Glitterboy adds to your personal Toughness and Armour. When wounds are inflicted to a robot or vehicle, it risks destruction. When damaged in Power Armour, you risk destruction (death).

ZenFox42 wrote:

I was confused by your statement that Rich and Super Rich (I think you meant Filthy Rich?) gives me up to 5 rolls on the Cybernetics Heroic Journey table, but they're independent, right? I get 3 rolls on any of 4 tables, and 2 more rolls on any table, so that's where the 5 rolls comes from, yes?

Is the Rich and Filthy Rich to be able to afford the cybernetic implants?
Can I buy a very powerful rifle to use as a second option to the Boom gun?
Just curious, what implants is your other Glitter Boy character using?

Thanks!

Sorry for the confusion. Yes I meant Filthy Rich. Let’s start from the beginning so we’re clear. Yes, everyone gets rolls on the Heroic Journey tables to reflect things they have acquired or done in their adventures up to this point. This game generally assumes you are not a country bumpkin, but rather have had adventures and experiences that have brought you to where you are. In general, Glitterboys are limited resource, and tend to be handed down through the generations, either from parent to child, or mentor to apprentice. That means how you came to have a glitterboy should be a key element of your backstory.

Regarding Rich and Filthy Rich, there is a section in the Tomorrow Legion book where it mentioned certain edges from the Core Rules that are either unsuitable for the Rifts setting (like Noble), and others that are allowed, but are modified from their original benefit to make them more fitting for the setting. The Details are in the Tomorrow Legion on page 67. Rich and Filthy rich usually modify your income in the core rules, which doesn’t fit in Rifts that well as you are all adventurers, there tend not to be wealthy elite classes, and regular paying day jobs tend to be pretty unusual. As a result Rich gives you 5000 credits and either a vehicle of choice (base model, no extras or weapons unless included in the description) or 2 additional rolls on certain Heroic Journey tables (Armour, Close weapons, Cybernetics, or Range Weapons), indicating extra stuff they have acquired in their backstory adventures. Filthy Rich gives you another 20000 credits, and 3 more rolls on those same Heroic Journey tables.

What I was suggesting for you and for GMSuperTumbler, was to take these edges to get you more rolls on the Cybernetics tables. Cybernetics are expensive; most are 25000 or more, and some on that table are up to 250000. It is a good way to gain cybernetics you might never be able to acquire in any other way.


GM wrote:

One other thing I noticed but forgot to mention was his Parry rating. It should be 9 as opposed to 7. It should be 2+1/2 your fighting die, +1 from your Heroic Journey roll.

Parry: 2 + 6 + 1 = 9

Fixed.. forgot I had changed around a couple of things before transferring from paper to screen.


ZenFox42 wrote:
Do I just pick a race, pick my Abilities, don my suit, and that's it? I assume my personal Shooting skill is used for the Boom gun, and the suit can do super punches (d12+d6+4), so a decent Fighting skill would be worth it.

Sorry I was unclear, I'm familiar with the basic character generation rules. What I was really asking was : there are no extra Edges, no special abilities, that come with the "class", I just create my character as normal and the suit does the rest.

Rigor Rictus wrote:
With a Glitterboy, your skills will do all the work. Since a Glitterboy is considered Power Armour and not a Robot or Vehicle, anything you do in the suit is a reflection of your movement. So if you need to dive for cover, your Agility stat gets used, etc. If you were using a robot instead, you would essentially just be using Piloting skills. The same is true of their Armour; Robots and Vehicles have a standard Toughness and Armour rating, regardless of who is piloting them, whereas Power Armour like a Glitterboy adds to your personal Toughness and Armour. When wounds are inflicted to a robot or vehicle, it risks destruction. When damaged in Power Armour, you risk destruction (death).

Thanks, that's what I needed. Thanks also for the clarification on the Rich Edges in RIFTS, I searched for "Super Rich" but not Rich by itself.


Glitter Boy Rolls

Money: 4d6 ⇒ (1, 6, 3, 6) = 16 * 1000 = 16,000 + 20,000 from Filthy Rich Edge = 36,000

5 Cybernetics rolls from Filthy Rich
Cybernetics: 1d20 ⇒ 6 = Expanded Detection and Security Array
Cybernetics: 1d20 ⇒ 5 = ???
Cybernetics: 1d20 ⇒ 1 = an Extra Set of Arms installed
Cybernetics: 1d20 ⇒ 7 = Wired Skill Port and four die type skill chip
Cybernetics: 1d20 ⇒ 8 = a level of Embedded Combat Coding

3 rolls on any of the following tables :
Close Combat Weapons: 1d20 ⇒ 1 = You may add any non-TW Close Combat Weapon listed in this book to your character’s gear list.
Ranged Weapons: 1d20 ⇒ 20 = You may choose any one of the previous results --> Add any Personal Ranged Weapon listed in this book to your character’s gear list.
Training: 1d20 ⇒ 5 = got the Martial Artist Edge as well as the Brawler Edge

2 rolls on *any* table :
Cybernetics: 1d20 ⇒ 16 = has a Subject Matter Expert Port and a four die type skill chip on hand.
Cybernetics: 1d20 ⇒ 16 = ???

Rigor Rictus = what do I do about the 5 Cybernetics roll (which gives the same result as the previous 6), and the repeat 16 Cybernetics roll at the end? Re-roll them until I get new results, or what?

Also, I haven't taken the time to look up each Cybernetics roll result, but what if they total more than 6 Strain? Since they're Hero's Journey results, does the 6 limit count?


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I have thrown myself on the mercies of Hero Lab to try to get it all together. It takes some cheating to get everything to work, but I think most of this is right. I need to spend 29,000.

Name: K-842
Race: Human
Iconic Framework: Combat Cyborg
Attributes: Agility d10-2, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8-2, Notice d6+2, Shooting d8-2, Stealth d6-2
Pace: 8, Parry: 6, Toughness: 25(12), Charisma: 0, Max Strain: 13, Current Strain: 12
Gear: Unarmed Strike d8-2 (Str+d6), Crossbow (Stake) d8-2 (2d6+2, 12/24/48), Mini Rail Gun d8-2 (2d8+4, 75/150/300), NG-56 Light Ion Pistol d8 (1-3d6, 10/20/40), Chain Greatsword d8-2 (Str+2d10), M.D.C. Armor (+8)

Cyberware:
• Aquatic Mode Upgrade: Sealed systems, underwater jet propulsion, and other elements help the cyborg handle action below the surface. The character’s Swimming Pace is increased by +4, and he can breathe underwater and suffers no penalties for actions while submerged.
• Armor Plating: The same materials used to create worn armor can be directly attached to a cyborg’s frame for added protection. Each application adds +4 M.D.C. Armor.
• Audio Package: Ear canal replacements, embedded speakers and microphones, and a number of other enhancements give the cyborg an array of listening and projection options—+2 to hearing-based Notice checks; hyper-sonic and sub-sonic ranges to his hearing; a loudspeaker capable of projecting audio over a 100-yard radius; automatic sound dampeners that give a +2 to resist any audio-based attacks or deafening effects. Finally, the audio package allows sounds and conversations to be recorded and played back later.
• (6x) Bionic Strength Augmentation: Strength +1 Step
• Booster Jets: Miniature rocket systems provide the character with the ability to add +4 to Jumping distances, and even leap straight up 2”.
• Core Electronics Package: This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.
• (3x) Cyber-Wired Reflexes: The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades.
• Expanded Detection and Security Array: This combination of radar, sonar, and motion detectors grants the cyborg 360° awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge.
• Extra Set Of Arms: A second set of arms and hands can be installed on a reinforced frame, providing enormous benefits at the cost of dehumanizing the cyborg even more. This upgrade gives the character one additional non-movement action, with no multi-action penalty.

• Nano-Repair System: This system for releasing nanobots can heal biological damage and repair synthetic systems as well. One wound is healed per day, and the cyborg gains a +4 to resist Bleeding Out. They also grant a 50% chance to reject any poison or disease in the system (though Internal Life Support negates the need for this).
• Optics Package: One or both of the cyborg’s eyes are replaced, granting the following: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects. Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action.
• Reinforced Frame: Metals, ceramics, and other tough substances cover the cyborg head-to-toe and are laced through his skeleton and musculature. Each application is +2 Toughness.
• (4x) Synthetic Organ Replacement: Getting rid of meat in place of artificial systems dramatically enhances a cyborg’s overall resilience. This raises the character’s Vigor; each step past d12 adds a +1.

Special Abilities:
• Custom Minor Hindrance (Rash): The character rushes into situations. He does not like to wait for a plan.
• Arrogant(*): Flaunt superiority; Seek master in battle
• Loyal: Will never leave a man behind
• Beyond The Limit: +6 Strain, Unstable Psyche Hindrance
• Danger Sense: Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable +6 Strain, Unstable Psyche Hindrance.
• Filthy Rich: 20K starting cash; 5 gear rolls.
• Fleet-Footed: +2 Pace; Roll d10 when running
• Rich: 5K starting cash; 2 gear rolls.
• All Those Moving Parts: Must be repaired using Repair skill instead of Healing.
• Bionic Augmentation: Enhanced starting Strength, Agility and Vigor.
• Cybernetic Enhancements: All combat cyborgs begin with a variety of cybernetic systems
• Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
• High-Performance Legs: Gain the Fleet Footed Edge
• Inhuman Appearance: Combat Cyborgs suffer −2 Charisma when dealing with most beings.
• Loss Of Dexterity: The ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.
• M.D.C. Armor: A Combat Cyborg alloy structure provides +8 M.D.C. Armor. This cannot be combined with body armor.
• Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (Technical Difficulties).
• More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a self-contained breathing apparatus, and are immune to poison and disease.
• Spiritually Numb: No Arcane Backgrounds are available for Combat Cyborgs.
• Unarmed Combat: Metal frame construction allows the Combat Cyborg to deal Str+d6 (Mega Damage) in unarmed combat. Cyborgs are always considered armed.

Hero's Journey:
• Cyber: Aquatic Mode: There’s a good chance your cyborg was meant for amphibious operations with his Aquatic Mode Upgrade.
• Cyber: Armor Plating: Let’s face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea.
• Ranged: Stake Crossbow: Gain a stake launching crossbow.


Sorry ZenFox, I totally misunderstood. Hope I wasn't too patronizing. Glitterboy pilimits don't get that much, on account I think of already getting the most powerful armour in the game, with the most powerful weapon. What they do get is as follows:

„ Fully Trained: All Glitter Boy pilots
begin with the Power Armor Jock Edge.
„ Glitter Boy Armor: Power Armor of the
highest caliber (see sidebar)
„ Heroic Legacy: A Glitter Boy pilot gets
+2 Charisma. If a Glitter Boy is stolen,
word passes quickly and the thief is
targeted by Glitter Boy pilots across
North America.
„ Many Have Fallen: Numerous Glitter
Boys fell to defend the world, leaving
plentiful salvageable parts. Serious
repairs cost 250,000 credits and Severe
ones 500,000 (see page 122).

There are also a few down sides to being so well recognized, and the Complications are worth checking out too. They are on page 23 of the Tomorrow Legion. Gear is pretty light as well, since they tend to use their Glitterboy as m7ch as possible. Huntsman armour, a wilks 227, a survival kit and 4d6x100 credits.

Does that answer the question?

In regards to Cybernetics, if the resulting strain would exceed your max, according to the details at the top of the page you may instead exchange that roll foe the Upgradeable edge, which gives you 6 more strain. Go over that, and you'll need the Beyond the Limit edge I described to Tumbler.

Some cybernetics can be revived multiple times, like Strength enhancement, armour playing, reinforced frame, and wired reflexes. If you roll doubles of those, you receive multiple similar upgrades, which stack. If the result cannot be taken multiple times, reroll.

A note that while extra arms is an awesome enhancement, it would not be comparable with a Glitterboy, and requires a reinforced frame before you can take it. For those reasons, it is probably best to reroll that one as well.


Tumbler, I'm not familiar with how HeroLab formats things for Savage Rifts, and a few things about the way your character is presented there look unfamiliar, so I am probably going to have to sift through it when I have some time so I can figure out what Hero Labs has done.


I'm working on double checking everything and making sure it is right. I think it might be miscalulating strain. I'll go back an try to annotate where everything came from.


Yo! Good to see you're back in the saddle GMing.

Any room for someone who's played a good bit of Savage Worlds, but hasn't ever fiddled with Rifts?

I won't be unexpectedly disappearing/changing accounts any more, if that helps.


Rynjin! Back from your latest perma-ban? Feel free to join in. Rifts uses Savage Worlds as a base, but tends to have of a bigger, larger than life feel to it. I'm taking a shot at GMing again. Gotten the bug again due to my in-person game.

One of these days I'll actually have to go looking to see how you get yourself booted from the forums so often.


Posting anywhere but Online Campaigns is a mistake; I've learned my lesson. I was getting really burnt out on the community and had planned to take a hiatus anyway last year.

Things are a bit better on my end; busier but ironically have more time to play games (I work from home now, which takes up less of my free time than constantly job hunting).

I'll buy that Rifts PDF and crack it open and see what pops out.


Would there still happen to be an open spot?

I’m getting back after a forced absence, and Savage Rifts has been on my mind a lot lately (for more reasons than one). I also happen to live in Northwest Arkansas, down the road from where Castle Refuge is, so there’s that inspiration. :)


Arknight, you are welcome to put in a submission; it is not yet closed.

Your application would take us to about 9 so far, which is likely too many. However, not everyone has submitted a character yet. It is also occasionally viable to start off a new campaign with two tables, and then merge them as the inevitable attrition occurs.


Rigor - based on a Necessary Evil Savage Worlds campaign I'm running, starting out with 9 or 10 PC's will whittle itself down to a more manageable level pretty quickly. And since Savage Worlds combat is so easy, I'd recommend that you consider letting all 9 of us play.


Glitter Boy re-rolls :

Cybernetics: 1d20 ⇒ 10 to replace the duplicate 5/6
= a Range Data System
Cybernetics: 1d20 ⇒ 14 to replace Extra Arms
= has a level of Bionic Strength Augmentation.
Cybernetics: 1d20 ⇒ 20 to replace duplicate 16
= Choose any single cybernetic upgrade you wish and qualify for. Woo-hoo!

Rigor, I rolled "Embedded Combat Coding", which states that it requires "Cyber-Wired Reflexes" as a pre-requisite. Since this is a Hero's Journey Table roll, does that pre-req need to be met? If it does, can I swap out one of my rolls for it?

The Wired Skill Port also requires Cyber-Wired Reflexes.
Same for Range Data System requiring the Optics Package.

Honestly, why are all these options on the Hero's Journey Table if all these pre-reqs need to be met?

I've created my character (Abilities and Skills) and pretty much selected his extra gear, so I'm ready to go. Still have to figure out how much total Strain the Cybernetics gives me, tho.

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