
Therun Dahr |

This is Arknight’s submission.
I present Therun Dahr, former Coalition Psi-Stalker and now Rogue Scholar...
Three Rolls on Hero's Journey
Education: 1d20 ⇒ 16 => Natural Inquisitiveness
Experience and Wisdom: 1d20 ⇒ 18 => Any Wild Card Edge
Training: 1d20 ⇒ 20 => Choose => Martial Artist (Improved Martial Artist), Brawler
M.A.R.S. Fortune and Glory Table: 1d12 ⇒ 5 => Smart and Learned
M.A.R.S. Fortune and Glory Table: 1d12 ⇒ 1 => Mighty Weapon
M.A.R.S. Fortune and Glory Table: 1d12 ⇒ 11 => Fortune Favors The Bold
Narrative Hook: 1d20 ⇒ 15 => Nearly Done For. Your character was nearly dead, or staring down the barrel of an impossibly large gun, or otherwise facing the end of his journey when the tide suddenly turned and his fat was pulled out of the re. Someone from the Tomorrow Legion rescued him, which not only leaves him with a debt, but an interesting story to tell
Interesting..... :) Can I reroll the Natural Inquisitiveness? I already get both Investigation at a d8 and Investigator Edge from being a Rogue Scholar.

Rigor Rictus |

Therun Dahr: Yes, you may reroll.
Zenfox42:
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.
It is a bit silly, admittedly. The table looks as though it is set up primarily for members of the Combat Borg class, as they would actually meet the prerequisite requirements for every piece of tech on there.
The preamble at the top of the page explains the work around; if you lack a required cybernetic to get the one you rolled, you get the required piece instead. Rolled Ranged Data System, but lack the basic Optics Package ⇒ receive Basic Optics Package.
If you like a roll and want to keep it, I would also be ok with it if you wanted to use some of your starting money to acquire the prerequisite cybernetic, then allowing you to have the enhancement.
Expanded Detection and Security Array (Strain 2)
Range Data System (Strain 1)
Choose One and Receive the Optics Package (costs 60000) in place of the other, or use your "Choose Any" for Optics and keep both.
Wired Skill Port (Strain 1)
Embedded Combat Coding (Strain 2)
Choose One and Receive the Wired Reflexes in place of the other, Pay the 12000 out of your Filthy Rich to buy Wired Reflexes and then keep both, or use your Choose any for Optics and keep both.
Subject Matter Port (No Prerequired hardware) (Strain 1)
Strength Augmentation (No Prerequired hardware) (Strain 1)
Choose One
I tend to think the Enhanced Security costs a lot of strain (2) for what it offers, so I'd probably exchange that for the Optics Package, then pay 12k for Wired Reflexes so I could keep both the Reflex based options, and then use the Choose Any for something epic. Nano-repair (less of a concern for you vs. Tumbler, since medical and magical healing are still things for you), Synthetic Organ Replacement, or Reinforced Frame... That last one is supposed to be obvious, but where Heroic Journey is concerned I think it is fine to assume you paid for the top of the line version as opposed to the basic one. Same thing goes for your eyes. If you receive them in lieu of a Heroic Journey roll, you can choose whether you want them Cyber-looking, or high-end Bio-Synthetic Augmentations that look relatively normal.
Regarding Strain, if you go over your limit, you can forgo the piece that would put you over the top (or the cheapest one, say Strength Augmentation), and receive the Upgradeable edge instead. Or use one of your starting edges to take Upgradeable and keep them all.
As it stands, the cybernetics you have cause 8 strain. Likely you will either have to use one of your Hindrance edges or your Adaptive Edge to take Upgradeable (I know you used 2 of those for Rich and Filthy rich), or trade in one of those upgrades in order to take it for free. I'd probably do that. Strength Augmentation is only 9k to pay for it out of pocket. If you want it, you could still afford it, even after buying Wired Reflexes.

Storm Dragon |

Think I've settled on a human Burster. My concept was to be a firefighter/arson investigator that joined up with the Tomorrow Legion to help track down bad guys (I assume laser/plasma weapons tend to leave smouldering flames behind that can be used to track the shooters, for example), but let's see if the random attributes have other ideas.
Experience and Wisdom x1:
1d20 ⇒ 9 - Gain the Quick Edge
Psionics x2:
1d20 ⇒ 12 -Can help break illusions and mind control on allies (spend action, give +2)
1d20 ⇒ 6 - +10 ISP
Training x1:
1d20 ⇒ 15 - Gain any combat Edge, ignore prereqs besides other Edges.
Interesting. Let's see the Narrative Hook:
1d20 ⇒ 16
"Should Old Acquaintances… Sometimes, it’s a chance encounter or a brief time together that leaves a lasting impression. Someone along the way left your hero with something. Maybe something happened with someone she’s not seen since, but that moment stays with her in some way. One way or another, the encounter led to your hero joining the Legion."
That could work! Neat.
Was hoping to get the free Professional Edge from either Experience or Training so I could take Investigator, but it's not a necessity. I'll have a full sheet up soon.

Rigor Rictus |

Status Update: Haven't heard from Rizzen or Whtknt in a bit, but I know both are reliable. Zen is probably right that 9 is doable. If we get any more stragglers, we may have to make decisions. Once everyone that has expressed interest is ready we can pretty much start any time.
Completed:
Shadow Bloodmoon: Jace Belleraphon - Hyperion Juicer
Alias Created:
KingHotTrash: Anpetu - Flame Wind Dragon Hatchling
Arknight: Therun Dahr Psi-Stalker Rogue Scholar
Concept/In Progress:
GMSuperTumblr: K-842 - Combat Borg
Storm Dragon: Fire Marshall Bill - Human Burster - Arsonist Investigator
Vrog Skyreaver: Artur - Human Burster
ZenFox42: Glitterboy Pilot
Interest
Rizzenmagus: Mind Melter or Juicer?
WhtKnt: John Grigsby - Cyberknight
Did I miss anyone?
Storm Dragon, you may have noticed, or not noticed, that we did already have a Burster submission in the group. There are not so many classes in this game that it is easy to avoid duplication, but I feel I should probably ask Vrog how he feels about another in the group as he pitched his first.
Variants might be an answer. I was actually just daydreaming yesterday what a TK variant of a Burster would look like... Palladium Rifts had a Physics Oriented Psi class in Psyscape, but the name was so stupid I will not bother repeating it. Unfortunately, the class sucked only marginally less than its name. A Savage Rifts version of a Telekinetic Burster could be pretty awesome...

Storm Dragon |

I hadn't noticed at the time, no. The Read the Flame Edge was pretty key to me choosing Burster, so changing Trappings would probably kill my interest.
If you think it would be an issue having two characters with redundant powersets though, I can make some slight changes. Making him a Mind Melter or Ley-Line Walker that's a more general-purpose detective or something would also be fun. I may end up doing that anyway, who knows.

Storm Dragon |

Thanks a bunch Vrog. If you change your mind though, let me know and I'm glad to swap.
Money roll: 4d6 ⇒ (3, 2, 2, 4) = 11
So I also have $1100 to spend, just not sure what on.
Atrributes:5p + 2 hindrance
Strength: d4
Agility: d4
Vigor: d6 (1p)
Smarts: d12 (4p)
Spirit: d6 (1p)
Skills:
Notice d8 (3p)
Investigation d8 (3p)
Streetwise d8 (3p)
Survival d6 (2p)
Tracking d6 (2p)
Psionics d8 (2p)
Hindrances:
Curious (Major)
Habit (Minor) - Conjures small flames in his hand(s) as an idle gesture similar to how a normal person would stroke their chin or fiddle their thumbs.
Delusional (Minor) - Believes flames are sentient and speak to him. Not helped by his flame reading abilities.
Edges: Major Psionic (free), Quick (journey), Read the Flame (human), Rapid Flame bolt (2p), Hard to Kill (free combat edge)
Powers (30 ISP):
Detect/Conceal Arcana (2 ISP/hour)
Fly (3/6 ISP/target)
Stun (2 ISP)
I'll have a written backstory and a name at some point. Names are hard and story is still solidifying besides the barebones
Question: is the Hard to Kill Edge legal? I can swap it out if not. I wasn't sure because you wanted combat to be more lethal, but not sure if you're fine with it costing an Edge to negate that campaign rule.
Edit: So, we were talking about non-Fire Bursters a bit ago. Read the Flame IS one of my main reasons for wanting to be a Burster (the other is the appeal of having reliable at-will manifestations of my power; no other Savage Worlds caster has that), primarily because there's no Object/Location Reading power or anything like that. Would it be possible to come up with something along those lines for a psychic Burster? If so I'd LOVE to swap Trappings in that regard.
It'd be a bit of work to replace some of the ancillary powers (like Everything Burns) for that, but a lot of the other powers could be easily retooled into mind spikes and other violent psychic intrusions.

Rigor Rictus |

I could see coming up with an Object Read/Psychometry/Post Cognition type power for a Mind Melter. That might be the best option for something like that. Otherwise, for something "themed" like the Burster, I could see an Esper type psi, with a tonne of passive/sensory style abilities, but no external/manifestation type of powers at all. Might get something like the Crazy and Juicers Blinding Reflex power to indicate seeing a slight glimmer of the future, enough to try and get slightly out of the way. I don't want to go too far off the established trail, so a single new power for a Mind Melted is probably less disruptive.

Storm Dragon |

I'm a huge sucker for extra senses and stuff in characters (see: every Mutants and Mastermind character I've ever made), and so REALLY like the initial sound of that, but yeah making a whole new character class/archetype just for me seems a bit much.
If you'd be willing to make a Post-Cognition Power though (with the Mega Power being a Batman Arkham series-esque full recreation of the events in an area?) I'd strongly consider swapping to Mind Melter for that for sure.
That somewhat brings up the question though: How well does a non-combat character fare in this setting/campaign? Having a reliable damage option is great for the Burster, but if there's going to be a lot of non-combat stuff I wouldn't feel as bad about pew-pew plinking an enemy for like 1d6 damage or whatever while everyone else is shooting railguns and whatnot. =)

ZenFox42 |

Vrog - I don't know what Rigor will have to say about combining Supers with Rifts, but I found this on a forum :
Q : Here's a question for more experienced Rifts fans: if I wanted to include Super Powers in Savage Rifts, would I be better off using the core Super Powers rules from SWD, or instead use the ones from the Super Powers Companion?
A : Super Powers Companion. One of the playtest characters in several early games was apparently a supers character at the Four Color (45 point) level, who was pretty much balanced with the core Savage Rifts characters.
Of course, with 45 PP, you could probably game the super powers system to come up with a character that's *MUCH* more powerful than the Savage Rifts characters...
I also found this post by ValhallaGH (a SW expert) on the SW forums :
Lengthy thread: http://www.pegforum.com/viewtopic.php?f=81&t=49867
My conclusion from that thread: http://www.pegforum.com/viewtopic.php?p=455963#p455963 (he creates a fully-fleshed-out supers character for Rifts in the first post, also with 45 PP).

Rigor Rictus |

45 pp!?! The other GM in my in-person game once pitted our group against a Vampire Lord he had made up using the SPC. He used 20 PP and created a bad guy that was a credible threat to our whole group. (That scenario had us going into the abandoned storm tunnels beneath Juarez, so admittedly, it was without our mecha and vehicles, but still; he was tough. I think we were Seasoned at that point, it was one of our earlier sessions. I shudder to think what you could do with 45PP!)
I would be willing to consider using SPC, but I would have to do some more research to find out what is reasonable number of points. In the old Palladium Rifts, I used to love playing super powered characters. There was a rule set from the first Conversion book that allowed you to take the Vagabond Class and gain super powers from Heroes unlimited, bumped up to 11 of course. So that being said, I think Supers are within the spirit of Rifts, but the mechanics of having them in Savage Rifts is new to me.
I'm also afraid of opening the flood gates; if one person goes that way, will everyone want to?

Rigor Rictus |

Vrog - I don't know what Rigor will have to say about combining Supers with Rifts, but I found this on a forum :
Q : Here's a question for more experienced Rifts fans: if I wanted to include Super Powers in Savage Rifts, would I be better off using the core Super Powers rules from SWD, or instead use the ones from the Super Powers Companion?
A : Super Powers Companion. One of the playtest characters in several early games was apparently a supers character at the Four Color (45 point) level, who was pretty much balanced with the core Savage Rifts characters.
Of course, with 45 PP, you could probably game the super powers system to come up with a character that's *MUCH* more powerful than the Savage Rifts characters...
I also found this post by ValhallaGH (a SW expert) on the SW forums :
Lengthy thread: http://www.pegforum.com/viewtopic.php?f=81&t=49867
My conclusion from that thread: http://www.pegforum.com/viewtopic.php?p=455963#p455963 (he creates a fully-fleshed-out supers character for Rifts in the first post, also with 45 PP).
Can't get either of those links to work. Are they in the new forum or the archived version?
I've found a bit of chatter on the threads, and the Four-Colour mark seems to be aimed at making players on an even power level with big mechs. Iron Man vs. a Glitterboy makes sense, but I'm less keen on allowing Superman or Thor in Rifts earth. Iron man is still squishy on the inside. A Glitterboy pilot has to take off his suit to go inside. I think that level of super human in Rifts would be too unbalancing unless there where circumstantial restrictions. For instance, there is a guy out there who made a legit Transformer from Cybertron. He'll never be human, never pass for one, and probably never get to go inside cities. More like a dragon that way.

![]() |

Hi all. Glad to see some Savage Rifts gaming going on. I just wanted to chime in to point out the resources and community over at SavageRifts.com. I've done PbP for years here on the Paizo boards but have played SR over there for the past year or so and really enjoyed it. Not trying to poach your game or players (though you'd be welcome!) but just wanted to draw your attention to the House Rules forum and other resources we have over there, which include a a couple of different takes on superhero characters, lots of homebrew Edges, trappings, etc. It's also a good place to workshop ideas.

Rigor Rictus |

Nevermind Zen, I found the threads; they were on the Archived forum.
Thanks for dropping in tribeof1. I may take another look over there. I have been to that site (I think I found a link someone had placed on either the PEG Forums or on Giants in the Playground). I had trouble making much sense of the site, but my read of it was that it looked kind of like some sort of Organized Play setup with some In-Character cafe type elements. Do they run more freeform games there the way that is common over here on Paizo? A lot of the intro pages list characters and such having to be approved by the "Site Administrator". I'm not interested in playing in or running a game where someone is micro-managing what I can or cannot do in a game I'm running. If I'm mistaken about that impression, and games can be run with a normal level of autonomy, please let me know, as it might make me more interested in giving the site another chance.
I'm pretty much on Paizo since I am established on the forum and used to the layout. I don't think I've actually played in a Pathfinder game in 2-3 years, come to think of it.

Rigor Rictus |

Milling about on the forums, there does seem to be a lot of support for the estimation of 45 points of SPC2 powers being relatively balanced against Savage Rifts characters. I don't know. I guess I would be willing to try it with one caveat: if you try the option, I will reserve the right to deal with the character as appropriate if they prove to be a massive balance problem. That may mean Nerf-stick, and it may mean mandatory character retirement/replacement. The outgoing super would get a story appropriate send-off (heroic sacrifice, finds a way home, dimensional shifting, transition to hostage/plot device, etc), but the determination on whether to Nerf or banish would be mine, no complaints accepted. If you can agree to those terms, ok.
That said, I think I would use -->THIS<-- version, as helpfully offered by tribeof1.

![]() |

Nevermind Zen, I found the threads; they were on the Archived forum.
Thanks for dropping in tribeof1. I may take another look over there. I have been to that site (I think I found a link someone had placed on either the PEG Forums or on Giants in the Playground). I had trouble making much sense of the site, but my read of it was that it looked kind of like some sort of Organized Play setup with some In-Character cafe type elements. Do they run more freeform games there the way that is common over here on Paizo? A lot of the intro pages list characters and such having to be approved by the "Site Administrator". I'm not interested in playing in or running a game where someone is micro-managing what I can or cannot do in a game I'm running. If I'm mistaken about that impression, and games can be run with a normal level of autonomy, please let me know, as it might make me more interested in giving the site another chance.
I'm pretty much on Paizo since I am established on the forum and used to the layout. I don't think I've actually played in a Pathfinder game in 2-3 years, come to think of it.
Explorers Unlimited, the Palladium Rifts sister site (or mother site, technically), has a reputation for being micro-manage-y, and does some sort of guided character creation, but I'm not sure about the details. There's nothing of the sort on SavageRifts.com, other than the various GMs hashing out and voting on house rules and custom items. That only applies to custom content that is going to be usable site-wide -- individual GMs can run their campaigns however they like.
There's a little bit of cultural difference (heavy use of Google Hangouts, for example, for OOC/table chatter), but I think the forum tools are better, once you get used to them, and I think it's probably the most active community for Savage Rifts custom content out there (certainly more so than the PEG forums, oddly). Again, don't mean to derail your thread, just wanted to offer the info.

Vrog Skyreaver |

I have no problems with nerfing things that are too powerful. I'm also good with using the framework you provided. I'll get him created and posted today, and if you think it's too powerful then I'll go with a different character.
I am going to take the bonus 5 PP instead of rolling on the hero's journey tables.

ZenFox42 |

Rigor, Vrog - in my Necessary Evil campaign, I imposed a lot of restrictions on the starting PC's (which started with 20 PP) :
However, it’s *really* easy to build one-dimensional supers that are over-powered, so I’m imposing some restrictions on your builds :
- You can only put 6 points max, before negative modifiers, into any Power.
- You can only take 2 levels of Armor, Attack, Deflection, Explode, Force Control, Matter Control, Parry, Telekinesis, and Toughness at Novice level.
- Heavy Armor, Extra Actions and Extra Limbs are not available at Novice level. Mind Control is not available at all.
Since Vrog is starting with 45 points instead of 20, you may want to increase the "6 points max per power" and "2 levels of..." limits, and since it's RIFTS, you may want to remove the Heavy Armor restriction.
I would highly recommend that Mind Control not be allowed at all. Too many people have said that it breaks the game.

ZenFox42 |

Rigor - here's what I'm thinking of doing :
Using my "choose any cyber upgrade" to take a level of Cyber-Wired Reflexes, so I can take the Wired Skill Port and Embedded Combat Encoding (Edge TBD).
Do I apply the Agility boost from Cyber-Wired Reflexes, and the Strength boost from Bionic Strength Augmentation to my PC *before* I pick my skills? That will make a big difference!
Also, when using my Glitter Boy, I'd assume that since it is an extension of me, and since I have cyber-stuff, that my cyber-enhanced Traits would be used when using the Glitter Boy?
I'd like to drop the Range Data System entirely, and re-roll on the Cybernetics table again, until I get something that doesn't require pre-requisites. Is that ok?

Vrog Skyreaver |

Okay, here is my build. Let me know if you think it's too powerful:
Agility d12
Smarts d4
Spirit d6
Strength d6
Vigor d10
Charisma 0
Pace 48 (-1d6")
Parry 6
Toughness 7
Skills: Acrobatics d4, Fighting d8, Notice d8, Streetwise d4
Hinderances: Outsider, Weakness (Radiation; Minor), Heroic, Young, Overconfident, Illiterate, Clueless, Racial Enemy (Vampires; Minor)
Edges: Arcane Background (Super Powers), Martial Artist
Powers: Danger Sense (-2), Extra Action r2 (-6), Immune to Poison (-1), Regeneration r5 (Recovery; Regrowth; -13), Speed (Pace Sonic Speed/-6; Catch and Throw; Pummel; -15), Super Attribute r4 (Agility; -8)

Rigor Rictus |

Rigor, Vrog - in my Necessary Evil campaign, I imposed a lot of restrictions on the starting PC's (which started with 20 PP)
You did, and as it was your campaign, I followed the rules, even though I tend not to be a fan of those kind of restrictions. Ironically, I think that the desire to curtail one-dimensional builds may actually alter the natural balance of the game in unexpected ways that cannot always be predicted. I generally believe that game developers do their best through play-testing to try and make the game as balanced as possible. What they do is not always perfect, but it is usually good enough to avoid all but the most dedicated munkining, and making a point-based game munchkin proof is pretty much impossible. Better to merely encourage creative character building, in my opinion, and deal with specific issues if they arise.
For example, though my intent was not to circumvent your rules, by choosing Shapeshifting, a power that was not subject to any restrictions, my character in that game probably has a significant advantage in combat over any of his peers. Had they been unrestricted in their power choices, balance might be easier to achieve as a GM, because threats could be scaled to a more level playing field. I would wager that were you to make that list again, some sort of restriction on Shapeshifting would be on there. I think that what would happen then is that you'd be chasing the next oversight, loophole, or exploit that came up, as the game would likely just unbalance in a different direction. That is my experience at least.
Whenever I have played in games that try to pre-emptively clamp down on what they see as problematic powers, I tend to think that the characters tend to get more homogeneous, less creative, and ironically, often less balanced. This is my perspective, based on my experiences, and yours may be different. I have no problem accommodating someone else's play style when playing on their turf, but I tend to believe that games are more interesting when a freer hand is used.
Funny thing is, that in games where characters are given free rein, I have rarely seen massive or disproportionate builds. I have more frequently encountered them in games that DO have a lot of restrictions, because someone either stumbles into, or seeks out an finds, a loophole or exploit in those restrictions. I prefer to deal with a problem if it arises (which is why I put that "Nerf/Retirement" condition on Vrog's character, as opposed to assuming that problems are inevitable, and limiting peoples options before they even start.
At the end of the day, it is a difference in game philosophy; not better or worse, just different. Hopefully it works out in this game, and perhaps even gives you a different take on the whole Preemptive Rebalancing concept.
I would highly recommend that Mind Control not be allowed at all. Too many people have said that it breaks the game.
Maybe it does. However, I have seen vastly more games broken by outlawing something than I have by allowing it. Again, perhaps just my experience. My experience is also that creative workarounds to "problem powers" often help to address the concerns. A Mind Controlled minion might decide to break the control at just the worst possible moment, or using it indiscriminately can earn lifelong enemies and massive vendettas, as depriving somebody of free will is as about as intimate a violation as can be inflicted.
Long and short of it is, if he took it, I'd wait and see how it worked out, and then deal with it if it proved a problem. And maybe I'd be a crafty and devious GM that would make that player never want to play a Mind Controller again.
tl/dr: I respect your opinion, but my experience has been that games tend to work out better when things are dealt with when they prove to be actual problems, and not before hand when they are merely suspected they might be.

Rigor Rictus |

Rigor - here's what I'm thinking of doing :
Using my "choose any cyber upgrade" to take a level of Cyber-Wired Reflexes, so I can take the Wired Skill Port and Embedded Combat Encoding (Edge TBD).
Do I apply the Agility boost from Cyber-Wired Reflexes, and the Strength boost from Bionic Strength Augmentation to my PC *before* I pick my skills? That will make a big difference!
To answer the second question first, yes, the bonuses apply before picking your skills. My general opinion on starting equipment is that anything that you start with can have been acquired at any time before starting, even years ago. That includes your starting cash...
So using your freebie on Wired Reflexes is your call. As it only costs 12000, and you have that much and more from your Edges, that seems like a waste to me.
I'd like to drop the Range Data System entirely, and re-roll on the Cybernetics table again, until I get something that doesn't require pre-requisites. Is that ok?
You also rolled Expanded Detection Array, which I believe also requires optic systems. Typically, if you don't have the prerequisite, you are supposed to get the prerequisite instead. Since most of the options actually require Prerequisites, I don't think rerolling over and over will be viable.
What I would do is take Basic Optics as your Freebie (60000 credits value), then buy Wired Reflexes and Targeting Eye (12 k each). You then get to keep Wired Skill Port, Enbedded Combat Coding, Expanded Detection Array, and Range Data Systems. Trade Strength Augmentation for the Upgradeable Edge.
Alternatively, if you really don't want the Optics system (most are redundant in you Glitterboy), then take the 2 for 1 rule, and trade Expanded Detection array and Rage Data System for a result of your choice on the Cybernetics table (like another choose any implant).
Also, when using my Glitter Boy, I'd assume that since it is an extension of me, and since I have cyber-stuff, that my cyber-enhanced Traits would be used when using the Glitter Boy?
Yup.

Storm Dragon |

Can I get a quick answer Re: Ratio of combat to non-combat scenarios?
That's going to be the main factor that determines my final choice of character framework and (slightly) backstory. I've played in Savage Worlds games where a non-combat person still has a place to shine...and ones where that's really, really not the case.

Rigor Rictus |

Yes.
Combat > Dialogue
I like a good story, some character development, individuality, etc., but this will definitely be more combat intensive. Rifts has always felt a bit prone to the hack and slash side of things to me, and I am ok with that. Film as opposed to Theatre. Plot and interaction should be good enough to move things along; a good face character is always an asset, technical skills and infiltration abilities are a definite plus, but if you can't kick at least a little ass, at least within your mode of combat, you might not always feel as included as others.
Somebody who only does combat might get a bit bored during the talky parts, but someone who only does talking will be even more bored yet. Think MCU or a good action movie. It's not going to be Michael Bay either, but if you are expecting Martin Scorsese, you'll be disappointed.

Storm Dragon |

Cool, that's all I needed to know. It sounds good to me in that case to stick with Burster. I've never actually played a caster in Savage Worlds before* (most of the games I've played have taken place in low/no magic settings), so having a reliable fallback "gun" is good.
*Except Biff, but he doesn't count.

Rigor Rictus |

Question: is the Hard to Kill Edge legal? I can swap it out if not. I wasn't sure because you wanted combat to be more lethal, but not sure if you're fine with it costing an Edge to negate that campaign rule.
Forgot about this question for a bit: Let's modify the feats as follows:
Hard to Kill: Suffer only half the normal number of wound penalties on Vitality rolls to avoid incapacitation or death.
Harder to Kill: Ignore wound penalties on Vitality rolls to avoid incapacitation or death.

Rigor Rictus |

Vrog Skyreaver:
First reaction is that it looks good. Nothing overpowered seeming on first glance. Looks like your classic speedster type of build. Damage output looks like it could be problematic given the high armour values in Rifts, not to mention the Megadamage/Heavy weapon factor. Will he be looking to acquire a vibro-sword or some such? Toughness is going to present the same problem. He will be very hard to hit while moving, but if caught standing still, he might be splattered with the first shot. Uncanny Reflexes might not be terrible to have, even though it doesn’t stack with his speed bonus.
Specifics:
Acrobatics isn't a skill. I think acrobatics checks are done with a Raw Agility check in this game (I guess my kids are taking Gymnastics lessons for nothing). There is the Acrobat Professional Edge though.
His skills only add up to 10 dice that I can see, default is 15. Does he still have a few to spend? Nevermind, saw the Young Hindrance later on. That explains it.
Hindrances: looks like a lot. I know he is supposed to have an extra 2 minor and a major, which should be 2 major, 4 minor. Looks like he has 4 Major and 3 minor. Clueless is due to being fresh off the boat, so doesn't count. I'm fine with a major replacing 2 minor, which means 4 major, 3 major 2 minor, or 2 major and 4 minor. Those are considered his standard, so the way I read that is still only granting two edges (the extra being the down side of being super - tell me if you read this differently). He can take extra Hindrances if you want (which means it could be fine the way it is), but you don't get any additional benefit for them.
That being said, I'm trying to count his Advances. I'm seeing Martial Artist, his Arcane Background I'm reading as Free, so I'm thinking you assumed the human race and put his other two Advances in Vitality?
Weakness: Radiation... in a post-apocalyptic world, this may come up pretty frequently...
Illiterate and Racial Enemy: Vampires - What world is he from? A mutant from this world, or from some other kind of world? A Super Hero world, super science, fantasy, etc.
Powers: 2 extra actions is not too excessive, particularly for a speedster, and using Pummel will still take his whole round. T-842 has 2 actions, so I don’t see 3 being that bad, and it is consistent with his overall shtick. Catch and Throw will likely be of very limited use. The only frequently used projectile weapon in the game is the Rail gun, all of which tend to send a hail of bullets as opposed to just one or two. Pretty much the only time you’d get to use this is for grenades and grenade launchers, I think. Regeneration is fine; Dragon hatchlings can get fast regeneration (1/round), though admittedly not until Veteran. Honestly, I don’t know if it will be that important, since at only Toughness 7, attacks are likely to either miss or splatter him. I might consider reducing that to find a way to help him avoid attacks better (Uncanny Reflexes) or shrug them off (Toughness or Armour). Of course he can wear regular armour, but he won’t be starting with any, and he doesn’t have the strength to manage most sets. I would probably also argue that Power Armour (or exoskeletal suits like Triax T-11 or NG EX-10) would not work for him as the joints would not be designed to keep up with his speed.

Vrog Skyreaver |

You're right about Acrobatics: I'll probably just spend those skill points on something like fighting.
As far as my hinderances go, I was using the Super Karma rule, which lets you take an additional major hinderance for the normal benefit or bonus pp. I opted to increase my vigor twice.
As far as his background goes, I didn't want to write it up unless you were okay with my build, but the short version is that he is from a world that has been attacked by Vampire Intelligences. It started out a normal super hero world, but the Vampires arrived and basically took everything over. By the time it was known, it was already too late for his planet.
He was a member of a group like the Teen Titans (basically sidekick super heroes) that were saved by the DR. Strange of his world by flinging them into other dimensions in a last-ditch effort to save them all. Hyperkinetic ends up on Rifts earth, unlike the others.
I didn't want to necessarily go crazy with extra actions (which is definitely a power I have seen break games).
As far as his survivability goes, I wanted to give him room to grow, as he will likely rely on his ability to not get hit to save the day.
In a nutshell, I wanted to take powers that would make sense for someone with superspeed (regeneration cause his entire body moves fast, immunity to poison because his body burns it out way too quickly, and so on).
I don't feel like Uncanny Reflexes will be that useful since the text on speed suggests that you always be considered in motion unless you are purposefully standing still, in which case I deserve to get hit.

ZenFox42 |

Rigor - the Expanded Detection and Security Array (EDSA) does not require the Optics package, and I have spent $24,000 on Huntsman Lightweight personal armor, leaving me with only $12,000.
While the +2 Notice from the EDSA is nice, I have mixed feelings about Danger Sense - I've heard that it is of limited usefulness.
Therefore, I'm combining the EDSA and the Range Data System rolls into an augmentation of my choice - Nano Repair System.
Sound good?

Rigor Rictus |

Rigor - the Expanded Detection and Security Array (EDSA) does not require the Optics package, and I have spent $24,000 on Huntsman Lightweight personal armor, leaving me with only $12,000.
While the +2 Notice from the EDSA is nice, I have mixed feelings about Danger Sense - I've heard that it is of limited usefulness.
Therefore, I'm combining the EDSA and the Range Data System rolls into an augmentation of my choice - Nano Repair System.
Sound good?
You are right. For some reason I could have sworn it did require optics. That is my mistake, it seems.
However, you get a suit of Huntsman as part of your starting equipment package.
Huntsman Lightweight Personal Armor (note that this cannot be worn inside the Glitter Boy), Wilk's 227 Pulse Laser Pistol, NG-s2 Survival Pack, 4d6x100 credits.
If you still wish to trade those two Cybernetics for a Nano-repair system, you are welcome to do so. However, I will say that it is also of potentially limited use. In over a year of weekly gameplay in my in-person group, no one has ever had to make a Natural healing roll. The reason I recommended it for K-842 is that Borg's don't heal at all. Being more man that machine, you don't have that problem.

Rigor Rictus |

Vrog
Super Karma is fine. I missed the part of the Superspeed description that says to assume he's in motion. That will be better, though he may still want to acquire some sort of armour at some point. Survivability will be interesting to see play out. He will be very hard to hit; but since dice Ace (or explode) in this game, it is still only likely to be a matter of time before he gets hit - and I suppose it all depends on who's doing the hitting at that point. Will he keep catch and Throw?
GM SuperTumbler
Seeing Storm Dragon and Rigor Rictus back together makes me nostalgic for our Dresden game.
I haven't had time to audit my character in the last two days. It may be the weekend before I can get that done.
Start it up again and I'd be there in a second. I loved that game.
I went over the character last night and only had a couple of notes. First was that the Agility penalty only applies to actions requiring fine manipulation or strictly non-combat related. As a result, it would not apply to his Fighting or Shooting Skills.
Second, Strength should be d12+2; it is listed as d12.
Second, it looks like he's only spent 10 dice on skills? He should get 15 like everyone else.
I think that was it. I'll take another once over when I get a minute and double check.

Rigor Rictus |

If you have not, as of yet, please create yourself an appropriate Alias for you character, and then once having done so, move over into the discussion forum.

ZenFox42 |

Rigor - I have a question about the Targeting Eye cyber upgrade. It says that it "grants a +2 to all Shooting rolls for weapons the character spends at least a full round calibrating." How is that ANY different than taking the Aim action?
Also, I've already spent an Edge on Upgradeable, so I still have the "choose any cybernetic upgrade you want" result. If I purchase Cyber-Wired Reflexes, and don't want to take the Optics package as my freebie, and you don't recommend the Nano-Repair System, what other things would you suggest for my freebie? Thanks!

Rigor Rictus |

Rigor - I have a question about the Targeting Eye cyber upgrade. It says that it "grants a +2 to all Shooting rolls for weapons the character spends at least a full round calibrating." How is that ANY different than taking the Aim action?
Because it is a one time thing, not each time you wish to use it. Basically, you have to configure a weapon with the system. Once you've done that, you get the bonus each time you use that exact weapon. It doesn't mention if you can configure with multiple weapons at a time, but given the technology available, I think we'll say yes, unless it becomes a problem. (Vs. having to reconfigure each time you switch from one weapon to another.)
Ok, this laser pistol always seems to hit just slightly high and to the left when shooting. Ok, plug that in to my targeting eye... and there we go, it will always hit where I'm aiming now.
Also, I've already spent an Edge on Upgradeable, so I still have the "choose any cybernetic upgrade you want" result. If I purchase Cyber-Wired Reflexes, and don't want to take the Optics package as my freebie, and you don't recommend the Nano-Repair System, what other things would you suggest for my freebie? Thanks!
Nano-Repair System is good, in theory; I've just never seen an opportunity when someone in the group would have actually been able to use it... In a survival storyline, if there were to be one, shot-down in a area overrun by hostile D-Bee's etc., lost behind enemy lines, it could be a lifesaver. All I know that in my game (where I'm one of 2 GM's and periodically trade off with the other), no one has ever been asked to make a healing roll. Ever.
Synthetic Organ Replacement is always a nice one, as Vitality is harder to raise. And anything that increases your Toughness, will also increase your Glitter Boy's Toughness.
Reinforced Frame adds +2 to toughness, which is hands down awesome. However, from the description, it makes you look pretty Borg-ish (metal casing from head to toe). In my home game, I allowed someone with a single level of reinforced frame to still look human by having her also take a level of Synthetic organ replacement, and specify that it was a synthetic skin covering. You'd have to start out metal, and get the synth skin later, I guess.
Audio Package fills out your sensory suite, though it is on the lower end at 40k.
Embedded Combat Coding is Available an unlimited number of times, (at 2 strain a pop, of course). Heroic Edges are pretty epic. (yes, you still have to have any required edges before you can use the software {for Furry to use Improved Furry). But you could take one you don't yet quality for (Improved First Strike), and have it be that while it's installed, you can't yet make heads or takes of the tutorial. Little experience, lets try this again.. oh, that's what it was talking about!
Internal Life Support most of the bonuses are situational, but the one that may come up is that the designer has said that independent air supplies are virtually indefinite. I guess your lungs would have carbon dioxide scrubbers, a rebreather, and maybe even some kind of Carbon Sink that would allow it to electro-chemically convert CO2 into O2 and Hydrocarbons.
Vehicle Interface Package pretty sweet implant, but probably less useful for you, as I don't see you being the driver or pilot.
Subject Matter Port: Don't have a great smarts? A 4 rank chip plus a d4 natural skill would give you a d12 skill in the Smarts linked skill of your choice. Just thought of it right this second, but isn't Notice a Smarts linked skill? Guess the program constantly reminds you about where to look, and where threats tend to come from...
In the end, it is up to you. The decision is not likely to make or break your character.

John Grigsby |
Hero's Journey: Education: 1d20 ⇒ 8 (d8 Knowledge (Electronics), +1 to Repair electronic devices)
Hero's Journey: Experience & Wisdom: 1d20 ⇒ 18 (one WC Edge; Hard to Kill)
Hero's Journey: Training: 1d20 ⇒ 3 (+2 Fighting, +2 Shooting, +1 Throwing)
Hero's Journey: Underworld & Black Ops: 1d20 ⇒ 1 (McGyver Edge, d4 Repair)
Hero's Journey: Experience & Wisdom: 1d20 ⇒ 2 (Elan Edge)
Credits: 2d6 ⇒ (1, 1) = 2 x100 = 200
Okay, here's the down-low.
Name: Androva Ferrolil
Race: Human
Agility: d8
Smarts: d6
Spirit: d8
Strength: d6
Vigor: d6
Charisma: 0 (+2 from those who are friendly to the Knights)
Pace: 8"
Parry: 7
Toughness: 7
Skills: Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4
Edges: Arcane Background: Psionics, Block, Champion, Command, Elan, Fleet Footed, Hard to Kill, McGyver, Quick Draw, Trademark Weapon (Psi-Sword)
Hindrances: Heroic, Loyal, Stubborn
Psionics: 10 ISP; Bolt (light), Boost Trait* (glowing aura), Healing* (prayer)
*May be used only on self as a free action
Gear: Cyber-Knight Medium Armor, Wilk’s 320 Laser Pistol (18/36/72; 2d6), NG-L5 Laser Rifle (25/50/100; 3d6), Psi-Sword (+1 Fighting; 1d6+2d8), NG-S2 Survival Pack, One silver cross, 6 × wooden stakes, 200 credits
If she meets with GM approval, I will put her into a proper alias and join the Discussion page.

Rigor Rictus |

Sure, Mr. Str4ng3. We had a few express interest that have not been heard from in a while, so if you are interested, feel free to join. Read the Character Creation guidelines in the OP before submitting your character for review. If it is done quickly enough, you can be with Androva in the wreckage of the APC the group is presently trying to rescue. If not, we'll work you in somewhere.
As for class, I'd recommend against a Juicer, as we already have one, plus a superhuman speedster, which might make another Juicer feel redundant. Psi-Operator MARS are interesting, a lot like the Techno-Mage. However, they are missing two of the Techno-Mage's coolest abilities; the ability to make inventions on the fly, and the ability to manufacture new permanent TW gear for themselves, and any Psi or Magic-capable party members.
One option would be to take over the group's currently assigned driver. Thus far he has been introduced only as TW called 'Thumper,' and other than saying he's a curious fellow, and that rumour has it he liked to cause explosions, he is a blank slate. Even his species has not been mentioned.

'Thumper' Jones |

I think I'll go with the TW driver;
Heroic Journey:
Body Armor: 1d20 ⇒ 19
Education: 1d20 ⇒ 8
Enchanted Items & Mystic Gadgets: 1d20 ⇒ 14
Enchanted Items & Mystic Gadgets: 1d20 ⇒ 16
Magic & Mysticism.: 1d20 ⇒ 17
Do you need a Roll for Hook? Hook, If needed: 1d20 ⇒ 6
I forgot Money: Starting Cash: 2d4 ⇒ (3, 1) = 4

'Thumper' Jones |

The Class is great, I enjoyed making him I am sure I will enjoy playing him. With those Rolls I am ending up with 2 powerful sets of Armor Is there something I could trade for? Or a Re-roll?
Contemplating Swapping out Mr Fix It for Rich, it is a sweet ride, would I get the Cash From Rich or trade everything got the ATV?

Rigor Rictus |

Well only one of the rolls is a suit of armour by default, the other one gives you a choice of any armour table roll. My first suggestion would be to take the Combat Mage armour and apply a special bonus feature to it chosen from any of the results on that table. You can also trade any two roll results for any result of your choice on either of the two tables the original rolls were made on.
Rich is one of the Edges that is modified for Rifts. Check the Tomorrow Legion Player's Guide, pg 67 if you haven't already. The Edge would give you 5000 credits plus two rolls from the Armour, Cybernetics, Close Range Weapons, and Ranged Weapon tables. Or you can trade those two rolls for a vehicle of your choice. Note that these are 'Stock' vehicles, and don't include any weapons. If you chose to trade the rolls for the Vehicle, you would still get the 5000 cr.
That being said, if you wanted to use your Armour roll to pick a suit of armour, I think I'd be OK with you saying you traded a suit of Combat Mage armour you acquired for the PB Cannon presently affixed to the Zone Ranger. Otherwise, if you went through with owning the Ranger, the PB would have to be a short term loan from someone back at the base.
And since you already have a TW Revolver and likely don't need a second, I'd be OK with either a reroll, or trading the second revolver for 1 major or 2 minor TW enhancements for your other Revolver. (Tomorrow Legion, pg. 106-107).