Savage Rifts and the Tomorrow Legion

Game Master Shadow Bloodmoon

The world ended and now you are a part of its rebirth and aftermath. The Tomorrow Legion protects the innocent from those who would harm, hinder or simply eat them. You are a part of the Legion, make us proud.

Maps


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Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Sounds good!


A killer GM with a killer smile.

I get not wanting to change the class, a lot of things did get nerfed between SWEX and SWADE, and while the Mystic doesn't look like one of them, the Burster certainly is. Improved Flame Bolt only does 5d6 instead of 6d6, and Greater Flame Bolt is gone. Also, Rapid Flame bolt only has RoF 2 instead of 3.

The trend in SWADE seems very strongly that any class with inherent damage does less damage. Though it seems like most handheld weapons seem to do more damage than in SWEX. I'm not sure of the reason for the change though.

Direct damage spells were semi-useless in the old version, and now they do even less damage. Seems dumb.


Savage Rifts RotRwT

On the other hand, unless I'm reading wrong, you can now do multiple attacks with the same power in one turn, albeit with a multiaction penalty. That was not the case in SWEX. That and Mystics can still do soul blast, which effectively mitigates armor.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

SBM - you're correct, you can now do the exact same attack multiple times, which you could not do in SWD. So you can now use the same power, or same gun or sword, to attack up to 3 times with no Edges, with a 0/-2/-4 penalty. With the Two-Gun Kid or Two-Fisted Edges, the penalties are 0/0/-2 for Shooting and Fighting respectively (but you need 2 weapons). No Edges can remove the penalties for multiple castings in one round (same or different spells), tho.


Rigor Rictus wrote:

I get not wanting to change the class, a lot of things did get nerfed between SWEX and SWADE, and while the Mystic doesn't look like one of them, the Burster certainly is. Improved Flame Bolt only does 5d6 instead of 6d6, and Greater Flame Bolt is gone. Also, Rapid Flame bolt only has RoF 2 instead of 3.

The trend in SWADE seems very strongly that any class with inherent damage does less damage. Though it seems like most handheld weapons seem to do more damage than in SWEX. I'm not sure of the reason for the change though.

Direct damage spells were semi-useless in the old version, and now they do even less damage. Seems dumb.

That part does seem dumb TBH, considering when I played a Burster in your game, I felt pretty darn weak overall already.

Does SWADE nerf monster statblocks? If so, it may well be the case that while each class is weaker, they could be proportionally stronger if individual enemies aren't such insane walls of pure meat.


Speaking of that Burster actually, I know ZenFox has expressed they're kind of uncomfortable being in charge, and needing to be the "pusher" of the group. I wouldn't necessarily mind bringing in Captain Arsenio Deloso if he'd prefer that.


Savage Rifts RotRwT

Hmm... I had forgotten you played Deloso. If Burgurk is cool with staying Sergeant and Deloso being the Officer in Charge, then we can go that route. Was Deloso already SWADE?


I (the player) was originally hesitant, because I don't strategize well IRL, so I projected that onto Burgurk. But I think I did reasonably well with the attack on Hollis (others feel free to correct me ;), so I'm less uncomfortable in the role, but I've kept Burgurk hesitant in-game. Bottom line, I don't care either way whether Burgurk stays in command or not.


Savage Rifts RotRwT

You sent a superior force packing. I think it goes without saying that you did well. That said, I’m cool with Deloso being brought in, as this was originally supposed to be part of a crossover game. Burgurk would be his NCO Second. Maybe I’ll bring in Jace as an NPC in too..


I'll have to look into my options, but I'm leaning on bringing in Arsenio. I was already kind of unsatisfied with Ezekial's combat abilities and the switch to SWADE isn't going to help given the nerf to Quickness I remember being a thing.


A killer GM with a killer smile.

It is a thing, though I actually think it was a necessary one. The original Quickness was gamebreaking. In SWADE, it is an optional effect of Speed, and then focuses on reducing or eliminating Multi-Action Penalties. The entire two complete turns, on your turn, every round, with reduced MAP, was way over the top as far I saw, and ripe for abuse (Which I engaged in frequently).

I'd forgotten about Arsenio and Jace as well. That was a good game. I love GMing, but just feel I can never pledge to be reliable enough to make it worth people's effort.

That game was a SWEX game, so the characters would have to be ported over. One challenge of that is that would put two Burster Builds in the group, and one significantly different/more powertful than the other. As I recall, Arsenio was kind of an investigator build, with the Read the Flames ability. One option might be to reimagine him as a Mind-Melter, with the Object Read ability instead. Carries through the same theme, but without duplicating powers the way another Burster might.

Regarding Jace, they included the Hyperion Juicer in Empired of Humanity, but the basic gist is just Regular Juicer + Hyperion Edge.

Hyperion Treatment:
HYPERION TREATMENT
Requirements: Novice, Juicer
Even faster than most Juicers, Hyperions run like the wind and possess incredible reaction times. The Juicer triples his base Pace and doubles his jump distance with a running start. He also discards and redraws initiative cards of 8 or lower (instead of 5 for Quick). This hyper-metabolism comes at a cost. The Juicer must consume twice as much food as normal or become Fatigued.

I don't remember exactly what we worked out for our version, but I remember it being more interesting than that.

For my character, I'm thinking of a few options; one would be using the Psi-Slinger I made up for Tumblr's game. I'd love to see that game happen, but it has been a while and if it starts moving again, I can always made a new concept for that game. The Psi-Slinger was a bit of a mix of Pilot (with a ship), psi, gunslinger, and mechanic. Other ideas I am kicking around would be a Techno-Wizard (severely nerfed in the change from SWEX to SWADE, but still oh so versatile). A guy that can do anything, anytime, is pretty valuable in a team. Besides, he also makes a good repair guy and could be building or modding any TW gear the group needs. Last idea I'm toying with would be a sort of Cyberknight. However, I'm not really in the mood for a knight in shining armour paladin type, so I'm trying to think up a variation that might still work and be fun.


I'll look into MM. Maybe it fits the theme better? I actually built Arsenio entirely off the fact I thought Read the Flames was cool.


Where is Object Reading? I could recreate the Burster blasts with Master Blaster etc. but I can't find Object Reading as a spell.


Rigor - be aware that the Cyber-Knight has been strongly nerfed at Novice level in SWADE - if you've played one before in SWD, it won't be the same.


I made a SWADE Cyberknight for Tumbler's game. It still seemed really solid.


A killer GM with a killer smile.

Object Reading is in the Core Rule Book.

Object Reading
Rank: Seasoned
Power Points: 2
Range: Touch
Duration: Special
Trappings: Touching the object, glowing
hands
Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence. Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10
years of history per minute of real time. When watching an actual event, it occurs in real time, just as if watching a digital tape.
MODIFIERS
„ AUDIBLE HISTORY (+2): The caster can now hear sounds and conversations as well.

It also has a Mega version in Tomorrow Legion:

OBJECT READING
„ DEEP READING (+2): The character can see anything that occurred within
line of sight of the object.
„ PSYCHOMETRIC PROJECTION (+2):
The caster may broadcast the vision, projecting it out into a space the size of a small room. Anyone present may see and hear the events and examine the projection from all angles.

It is honestly a freakishly powerful ability, and likely to be a massive headache for any GM wishing to include a mystery in his game. If I were GM, I'd probably enable Conceal Archana to wipe objects, to at least give villains a chance of staying secret.


A killer GM with a killer smile.

I don't think there is any way to reliably recreate the Burster's firebolts. We were just talking about how useless direct damage powers are in SWADE. However, I just noticed the Blaster, Expert Blaster, and Master Blaster edges in Tomorrow Legion. If you were human and took those as your three starting edges (in order to be eligible to take Master Blaster via Born a Hero, since it is a Legendary edge). With all three, your Blast, Bolt, Burst, and Damage Field powers do d12's instead of d6's. That means you might not fire as many blasts, but you could still make them felt. 4d12 damage is just about Glitterboy territory. The ISP cost would be high, but you could certainly rock-out when you needed to.

Blast would cost 11 ISP for a 4d12 (5d12 with a raise) MBT (12 ISP for LBT).

Bolt would cost 7 for Rof 2 2d12(3d12), or 9 for a single 4d12, or 11 for RoF 2 4d12(5d12).


Yeah, those are what I was talking about. And the Mega power version of Bolt lets you rapid fire pretty good.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

Hello there folks! Thank you for having me :)


A killer GM with a killer smile.

Awesome! Welcome aboard.

Man, we are going to be like The Psi-Squad.

I'm in the process of building my character; I wanted something Cyber-Knight like, without the shining armour bit, and discovered the Psi-Warrior. Our squad is going to need a slogan. Something like: Psions only, mundanes need not apply.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

A psi warrior, a psycho-k, a mind melter, a cyberknight, a burster, and a combat cyborg.

We are obviously The Smart Guys. :P


Wounds 0 | Bennies 3/3 | Parry: 7; Tough: 16(7) | Notice: d8, Persuasion d10, Psionics d8 | 12/15 ISP | Active Conditions: None

Hello hello.

I still need to do some formatting, but my basics are in place.

And Smart Guys is probably the right name.

PS does anyone have the Cyber-Knight code? It isn't in the Player's Handbook and I don't have Savage Foes.


A killer GM with a killer smile.

THE CYBER-KNIGHT CODE OF CHIVALRY:

1. To Live
Live one's life so that it is worthy of
respect and honor.
Live for freedom, justice, and all that is good.

2. Fair Play
Never attack an unarmed foe.
Never use a Psi-Sword on an opponent not
equal to the attack.
Never charge an unhorsed opponent.
Never attack from behind.
Avoid cheating.
Avoid torture.

3. Nobility
Exhibit self-control.
Show respect to authority.
Obey the laws if they do not supersede the
rights of life.
Administer justice.
Administer mercy.
Protect the innocent.
Respect women.

4. Valor
Exhibit courage in word and deed.
Defend the weak and innocent.
Fight for an ideal, like freedom.
Fight with honor.
Avenge the wronged.
Never abandon a friend, ally, or noble cause.

5. Honor
Always keep one's word of honor.
Always maintain one's principles.
Never betray a confidence or comrade.
Avoid deception.
Respect life.
Honor all life.
Respect all views of life.

6. Courtesy
Exhibit manners.
Be polite and attentive.
Be respectful of host, women, and honor.

7. Loyalty
To one's principles and heart.
To one's friends and those who lay
their trust in thee.
To the Code of Chivalry.


Wounds 0 | Bennies 3/3 | Parry: 7; Tough: 16(7) | Notice: d8, Persuasion d10, Psionics d8 | 12/15 ISP | Active Conditions: None

Thanks, that was really about what I was expected.

You know we are also a squad of "Maybe the Coalition won't instantly kill us."


A killer GM with a killer smile.

Or The Coalition will want to kill us instantly, but may have a hard time doing it.

Bursters, Cyber-Knights, and Mind Melters are all on their Shoot on Sight list.

My character is coming along, but I want to run the race I made up past the GM. I wasn't intending to make another multi-armed species, but it turned out that way anyway. I've been playing Hollow Knight, and the idea of a sword weilding bug person just stuck in my head.

Melliferan

If it is too weird, I'll fall back to a Psi-Ghost. Either way, I am aiming towards a stealthy infiltration type, with a bit of a roguish angle.


Savage Rifts RotRwT

You made that up? That is awesome. I might have to steal borrow that GDoc.. I don’t see any glaring balance issues at first blush, though I may have to remind myself to play up the alien bit with social interactions, especially since Burgurk has that issue as well.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

I definitely missed the "More Experience" setting rule. I picked up a little bit of Hacking and Thievery to help fill the "psychic spy" concept.


NG-303 Rail Gun | Range:30/60/120 Dam:2d10+2 ROF:3 AP:6 Shots:20/20 | Wounds 0 | Bennies 3/3 | Parry: 6; Tough: 24(9 MDC) | Notice: d6, Electronics d8+2, Repair d6+2, Shooting d10, | Active Conditions: None

Whitlock walked away with 1.4mil in Cyber. I don't have the Wanted hinderance so they may think I am dead, but they sure won't be happy to see me. He has Field Ops and demolition he was part of a Special Warfare Squad. With that in mind would you be ok with me swapping my armor for Cyborg LE-B1 Light Espionage Plate. It is cheaper.

a cache of grenades!:
She’s got 1d6 armor piercing: 1d6 ⇒ 11d8 fragmentation: 1d8 ⇒ 6 1d6 high explosive: 1d6 ⇒ 1 1d4 plasma grenades: 1d4 ⇒ 3

Money and Common Goods: 4d6 ⇒ (5, 1, 3, 4) = 13 × 100

Gear or valuables: 2d4 ⇒ (2, 4) = 6 x 500


A killer GM with a killer smile.
DM ShadowBloodmoon wrote:
You made that up? That is awesome. I might have to steal borrow that GDoc.. I don’t see any glaring balance issues at first blush, though I may have to remind myself to play up the alien bit with social interactions, especially since Burgurk has that issue as well.

Yes. Like I said, I have been playing a game where you are a little insect swordsman, in a world fighting grubs, moths, and beetles. I started with an insect humanoid concept and went from there. Honey Bees seemed like a solid good-guy starting place. Since Rifts has a resident insectoid race, seemed like Xiticix should feature prominently.

The picture is not mine, of course. I just Googled warrior bee. It is amazing what you can find; no matter what kind of critter you think up, someone has probably thought it up before, drawn it, and posted it online. Especially anthropomorphic animals. Keep Safe-Search on of course, or prepare to be scarred for life.

Feel free to use it in other games or irl; whatever works. Happy to have an idea of mine used!


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

Hollow Knight is an exquisite game. One of my absolute favorites.


A killer GM with a killer smile.

Background Rolls:
Narrative Hook: 1d20 ⇒ 15
Nearly Done For. You nearly died, or the jig was almost up when the tide turned and someone from the Tomorrow Legion rescued you, which leaves you in their debt.

Armour: 1d20 ⇒ 1
You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.
Experience and Wisdom: 1d20 ⇒ 15
Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.
Psionics: 1d20 ⇒ 8
Your psionicist gains either the New Powers Edge or one power chosen from the Mind Melter's list (Rank permitting).

MARS
Fortune and Glory: 1d20 ⇒ 16
My Young Apprentice: Gain the Sidekick Edge. The sidekick is a Wild Card character with his or her own Iconic Framework. Additionally, roll once on the Experience & Wisdom, Training, or Underworld & Black Ops table; your hero and sidekick both gain the result, reflecting a notable shared experience.

Fortune and Glory: 1d20 ⇒ 6
Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

I'm still undecided on whether to keep Arsenio as-is or make him a Mind Melter. They really did SUPER nerf Bursters from SWEXADE from what I can tell and I already thought Arsenio felt really weak in combat. Your flame aura doesn't even damage people who attack you anymore, it just does a bit of damage at the end of your turn to nearby enemies, and you can't make it Mega Damage without constantly pumping points into it every 5 rounds.

I really like SWADE as compared to SWEX for the base system but man RIFTS just feels really, really bad in the conversion. I was fine with some of the nerfs (like Cyber-Knights took a bit of a hit, but they're still GREAT) but nuking a class that IME already struggled is ehhh

Edit: Also if I do say Burster, is there any way to get an off-class spell? I really want Object Reading.


Savage Rifts RotRwT

Jason, not a problem on the armor switch. It makes more sense anyway considering your background.

Rigor, Thanks! I will totally add that to my list of Rifts Races. I don’t have a PS4, so I haven’t experienced Hollow Knight, but it sounds fun. I am curious what kind of Sidekick you are going to have as well.

Arsenio, The way I’m having Burgurk do it is pretty much keep the Burster powers the same as they were in SWEX, but change the skill numbers and all the core stuff to SWADE. As for Object Reading, I believe there is a Psionic table result that allows you to pick up an extra power from the Melter list. I will let you choose that result rather than roll if you wish.


A killer GM with a killer smile.
DM ShadowBloodmoon wrote:
Rigor, Thanks! I will totally add that to my list of Rifts Races. I don’t have a PS4, so I haven’t experienced Hollow Knight, but it sounds fun. I am curious what kind of Sidekick you are going to have as well.

Hollow Knight is on Steam (PC), and I'm playing it on Nintendo Switch. It is very hard, deceptively simple, and quite engrossing. It is an indy game, so very small scale as opposed to the usual over produced crap out there.

In regards to a sidekick, I have no idea. I got the same result on my last MARS character, and I was able to come up with something that ended up feeling natural. This time, I have no idea what would make a good backup here. Nothing has occurred to me so far.


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Savage Rifts RotRwT

Just so you guys are aware, I am still in the process of updating the team roster. I should have it finished by tomorrow.

As for your sidekick Rigor, we can work on that together to see what comes up.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

I am dumbly excited to play!


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Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 40/40 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Alias is nearly ready.

I am thinking of an actual backup character for my sidekick; a guy in the van type. Thinking of either a Techno-Wizard, who brings the added benefit of enchanting some of our gear for us (if we get enough money). Other idea was a Pilot-Borg, custom made to pilot a shuttle. Both ideas have advantages. A shuttle makes us extra mobile, a TW keeps us nicely supplied. Either way, I'll get him a vehicle via the Wealthy edge.

Anyone have a preference? I'm thinking this character will be mostly background, not going into most fights, waiting backup in the vehicle to drive us around, or run in to help out, help us withdraw, or pull our unconscious bodies out of the fire should we need it.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

I'm for the Techno-Wizard, I think it'll be the best situation for all of us involved. He can provide neat TW weapons that us psychics can use and he can maneuver the vehicle super well.


If you want to do the TW, maybe it can be Ezekial; he can hang around and do support stuff and mouth off to whoever's in charge as usual =p.

Need to find the time to juice Arsenio up to Seasoned.


If you want to do the TW, maybe it can be Ezekial; he can hang around and do support stuff and mouth off to whoever's in charge as usual =p.

Need to find the time to juice Arsenio up to Seasoned.


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

Reverse engineering my sheet to figure out what needed to change was...interesting. The answer was "not much, mostly fix the stuff you messed up before". My Psionics was way lower than it was supposed to be because apparently I didn't factor in the free d6 in the skill I got. I also had one unallocated Attribute point, weirdly.

I found my old Hero's Journey rolls. I had previously rolled the Quick Edge, a free Combat Edge of choice, +10 ISP, and...the ability to break my allies out of illusions? Which I had forgotten I had.

Traded the latter for access to Object Reading as a power known.

In the jump from "unblooded" to "Seasoned" I gained:

Advances:

1.) Boost Spirit to d10
2.) Edge: Improved Flame Bolt (up to 6d6 damage)
3.) Skills: Investigation and Notice to d10
4.) Edge: Streetwise, because it's not a skill anymore apparently.

Traded d8 Streetwise for d8 Persuasion. d6 Survival and Tracking folded to d8 Survival, Notice boosted to d12.

I may change my mind on Streetwise; not sure how useful it's going to be in this campaign as opposed to the other one.


Savage Rifts RotRwT

Hint Arsenio: You may just need Streetwise in an upcoming mission, just so you are aware, but Persuasion and Intimidation gets things done too.

Otherwise, looks good so far. I am hoping you are at least amenable to most of the changes.

I am going to get back to work on updating the list. My first thought was having Ezekial be the driver too as soon as I read that and I am not opposed to it, plus, Rigor, you guys have a vehicle already, the stripped CS Mark V. Somewhere I thought I posted the stats for it, I’ll have to look.


Savage Rifts RotRwT

Okay... the list should be done and it’s up in the Campaign Info tab. Arsenio, as commanding officer, you will be able to change this order as you see fit, but you might want to discuss it with your team first. That said, I am going to work on the introductory setup and get everyone ready to go. I will hopefully have it done by this weekend.


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 40/40 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior
DM ShadowBloodmoon wrote:

Hint Arsenio: You may just need Streetwise in an upcoming mission, just so you are aware, but Persuasion and Intimidation gets things done too.

Otherwise, looks good so far. I am hoping you are at least amenable to most of the changes.

I am going to get back to work on updating the list. My first thought was having Ezekial be the driver too as soon as I read that and I am not opposed to it, plus, Rigor, you guys have a vehicle already, the stripped CS Mark V. Somewhere I thought I posted the stats for it, I’ll have to look.

The stats are in the Coalition Field Manual.

No offense to Ezekial, but if I have a sidekick, I really prefer it be someone I had the chance to brew up, and incorporate into a backstory.

Background Rolls:

Magic and Mysticism: 1d20 ⇒ 20
Training: 1d20 ⇒ 10

Mutual Experience and Wisdom: 1d20 ⇒ 19


Savage Rifts RotRwT

Fair enough. I’ll change it as we get it figured out. I did manage to get the post finished, so while we are finishing up characters, you guys can go in and start gaming!


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Getting my Sidekick together. So far, I'm going for a Crazy Old Inventor type. He won't be completely hopeless in a fight, but it will be far from his primary skillset. He will, however, be able to fix anything we break in the course of our travels, as well as items we break in the process of slaughtering their prior owners.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Filthy Rich:
Armour: 1d20 ⇒ 15 = Multioptics Helment
Armour: 1d20 ⇒ 7 = Designed for Concealment
Armour: 1d20 ⇒ 20 = Choose any
Armour: 1d20 ⇒ 3 = Exchange Starting Armour
Ranged Weapon: 1d20 ⇒ 19 = Choose any Result
Ranged Weapon: 1d20 ⇒ 3 = Choose any Personal Ranged Weapon

Would like to get a vehicle by exchanging a two of my Rich rolls, as is the custom. I was looking at a hover truck (big-rig) with a trailer. Thought one of these with a fixed Trailer would make a pretty sweet mobile command center. However, they come unarmed and armoured. Wondering if could use another of my rolls to fill out the empty mods with mods, weapons and Armour, to represent being kitted out as a "wild-country" exploration vehicle.

Hover Rig:
NG-HCH-2000 ‘BIG BERTHA’
TRACTOR HOVER TRUCK
The favored means of transporting goods overland, the “Big Bertha” Heavy Cargo Hauler 2000 hearkens back to the “big rig” semi-trucks of the old American Empire. These advanced cargo haulers feature powerful hover systems, allowing them to travel long distances over wild terrain without the need of roads, and feature universal connectors for up to three trailers or box cars, with hover jets to balance and accommodate their load. Ubiquitous in North America, Tractor Hover Trucks are often used to travel to remote, dangerous locations (55 tons, Rarity −2, 40 million credits).

NG-HCH-2000 Tractor Hover Truck: Size 8 (Huge), Handling +1*, 175 MPH, Toughness 42 (20), Crew 2+2, Remaining Mods 6
Notes: ECC, Hover, MDC Armor, Nuclear Powered, STS. *Typically tows one to three cargo boxcars (see APT above) −1 Handling and −25 MPH each fully loaded APT.


Savage Rifts RotRwT

I'm not opposed to the idea, since it would take away from one of your rolls, but that is a lot of mods to put in. On top of that you do still have a stripped Mark V as well. I will allow armoring it up, but maybe not the weapons. We'll have to get those in game.


A killer GM with a killer smile.
DM ShadowBloodmoon wrote:
I'm not opposed to the idea, since it would take away from one of your rolls, but that is a lot of mods to put in. On top of that you do still have a stripped Mark V as well. I will allow armoring it up, but maybe not the weapons. We'll have to get those in game.

I hear you. How about you allow me just the 6 mods on the Cab itself? I'd probably go with a single Heavy Laser (fixed forward facing), some armour, and perhaps some sort of mobile mechanic station.

Regarding the Trailer, the description reads like this:

Empires of Humanity wrote:
**Many APTs are built to order with common variants including Exploration and Adventurer Packages, Command and Control Bunkers, Medical Stations, Repair & Garage Stations, Special Cargo Frames, and Weapons Boxcars. See the Science Fiction Companion for custom vehicle modification rules.

How about we take a more generic prefab type of trailer, and say it is a loaner from the Legion. Either an Exploration and Adventure model, or a Command and Control Model would work well. Here is how I would probably stat up both of those, using Vehicle mods from Scifi Companion:

Standard Trailer:
All-Purpose Trailer/Boxcar: Size 8 (Huge), Handling −1, 0 MPH, Toughness 30 (8), Crew 0, Remaining Mods 25.
Exploration and Adventure Module:
Exploration Trailer/Boxcar: Size 8 (Huge), Handling −1, 0 MPH, Toughness 42 (20), Crew 4, Living Space (3), Environmental Crew Compartment (3), Armour Plating (6), Mobile Repair Bay (3), Field Trauma Station (1), Remaining Mods 9.
Command and Control Module:
C&C Trailer/Boxcar: Size 8 (Huge), Handling −1, 0 MPH, Toughness 42 (20), Crew 4, Living Space (3), Environmental Crew Compartment (3), Armour Plating (6), Sensor Targeting Suite (1), Long Range Communication Array (2), Artificial Intelligence, Electromagnetic Shielding (2), Stealth System (8)(This is Radar/Thermal invisible, not a cloaking device), Remaining Mods 0.
Weapon Trailer:
Weapon Flatbed Trailer/Boxcar: Size 8 (Huge), Handling −1, 0 MPH, Toughness 48 (20), Crew 2, Armour Plating (6), Reinforced Chassis (3), Shields (80 Damage)(4), Heavy Railgun on a Mechanized Mount, Twin Light Missile Launcher (4), Nuclear Power Generator (1), Linked Dual Mini Railguns on Mechanized Mount (1), Exposed Crew, Remaining Mods 8.

The Weapon Flatbed is just for fun/future reference.

A couple of the features up there are not in the book, but probably should be. The number of mods I list is just what I consider a reasonable guess. Mobile Repair Bay (3), Long Range Communication Array (2), Field Trauma Station (1), Medical Bay (3). I picture the Field Trauma station being equipped with a mind to stabilizing a single severely injured person, or several non-life threatening injuries; basically an ambulance. A Medical Bay would be more like a small scale mobile field hospital. A Cyborg Communications Signal booster jumps coms range from 20 miles to 500 miles; seems reasonable a Long Range Communications Array in such a vehicle should be able to do just as much.

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