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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We have one Simvan Psychokinetic and the other is changing his character because the old one did an in story sacrifice. So, the options are pretty open!

Grand Lodge

I might be interested as well.

I don't have any actual play experience in Savage Worlds though....

I am most interested in the Cyberknight or Techno-Wizard, but I could easily be talked into something else.


I have an Idea for an AWOL Coalition Combat Borg. And I have always wanted to play a Juicer.


All of those ideas sound good and could be easily worked in. We can help with the rules of Savage Worlds. One thing I should mention is that the Simvan, Sergeant Burgurk, is also the leader of the team and since this is a somewhat military type campaign, the ranks matter.

Grand Lodge

Let's see what I get on the Hero Journey Roll

Hero Journey:

1d20 ⇒ 20
Sometimes It Starts in a Bar. She just wanted a drink and some peace, but something happened. Perhaps it was the wrong word at the wrong time, a case of mistaken identity, or any one of a hundred things that can go wrong where lots of alcohol and poor impulse control are concerned. Your character wound up in one of the biggest bar fights of her life, and between then and now, she wound up joining the Legion


I saw some discussion about SWEX vs SWADE. What rules set?

Rolls:

Narrative hook: 1d20 ⇒ 8
The Juicer Uprising. In 105 PA, the promise of a cure for a Juicer’s short lifespan (the Phoenix Treatment) came out of Newtown. The rumor led to a bloody uprising and short war between the resulting Juicer Army of Liberation, Newtown’s forces, and the Coalition. Adventurers discovered an alien plot behind the unrest, but Newtown was destroyed. Maybe you fought in the conflict or were part of uncovering the plot and subsequent battle against the alien threat.
Ranged WeaponsCybernetics: 1d20 ⇒ 4
Your hero came across a cache of grenades! She’s got 1d6 armor piercing, 1d8 fragmentation, 1d6 high explosive, and 1d4 plasma grenades, see page 99. Even after these run out, she always seems to find more, beginning each session with 1d4 fragmentation grenades (unless the GM feels circumstances prevent it).
Cybernetics: 1d20 ⇒ 10
Nothing like a Range Data System (see page 114) to make hitting all those pesky enemy targets diving for cover that much easier.


We will be using SWADE. We were using SWEX, but with all the new books being written for SWADE, we are switching.

Grand Lodge

More Hero Journey Rolls:

Psionics 1: 1d20 ⇒ 5
More ISP means more power to work with, and your character has it. He gains +10 ISP to his base

Psionics 2: 1d20 ⇒ 7
Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.

Training: 1d20 ⇒ 4
Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.

The misc rolls:

Armor 1: 1d20 ⇒ 15
Specialized paint and camouflage patterns grant your hero +2 to Stealth checks in urban settings. If the suit also has woodland patterns, your hero can switch between the two as an action.

Armor 2: 1d20 ⇒ 14
Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.

Wow, for the most part those are really nice rolls for a Cyber-Knight.

Grand Lodge

what I have:

Cyber-Knight
Cyber-Armor: As a free action, Cyber-Knights can summon an organic metal shell, granting +2 Toughness.

Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.

First Into Battle: Cyber-Knights begin with +2 Pace and a d10 running die. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12.

Inner Light: Cyber-Knights begin with the Champion Edge (see Savage Worlds).

Intense Combat Training: A Cyber-Knight begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank).

Minor Psionic: Minor Psionic: Cyber-Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. They have access to the following powers: armor, barrier, bolt, boost Trait*, confusion, darksight, deflection*, environmental protection, havoc, healing*, pummel, quickness, smite*, speak language, speed*, succor, warrior’s gift. Powers marked with an asterisk (*) are usable only on the Cyber-Knight but activate as a free action, inflicting no multiple action penalty (a Cyber-Knight with Master Psionic can use mass healing but not as a free action). All other aspects of AB (Psionics) remain the same.
(Chosen: Deflection, Boost Attribute, Speed)

Psi-Sword: As a free action, Cyber-Knights can summon forth a blade of spirit and will. It may have any appearance but it does not change the effects. The Psi-Sword does Strength + Spirit ×2 damage with AP 6 (and no Strength minimum). For example, a Cyber-Knight with Strength d8 and Spirit d10 does 1d8+2d10 melee damage, AP 6, with his Psi-Sword. Alternately, the Cyber-Knight may split his Psi-Sword into two blades, one for each hand, doing the same damage, but each blade only gaining AP 2. For 2 ISP, the Cyber-Knight can make the blade inflict Mega Damage for as long as the blade is manifested.

Revered Protectors: All Cyber-Knights enjoy +2 Charisma when dealing with those who know and love them as guardians of life and freedom.

Complications:
Code of Honor: A Cyber-Knight must adhere to the codes and philosophies
of the Order, or he loses some or all of his powers, depending on the
degree of transgression. Whether this is a function of the special nanotech
treatment he undergoes or a loss of confidence damaging his psyche in
some way is a matter of some debate among scholars. Regardless, the Game
Master must determine the extent of a Cyber-Knight’s transgressions and
assess a penalty accordingly.
Minor Transgression: −1 to all Psionics rolls until he performs a
noble or heroic deed to atone.
Major Transgression: −2 to all Psionics rolls, and all abilities under
Cyberkinetic Combat and Inner Light cease to function until he undertakes
some kind of personal (or perhaps spiritually guided) quest to atone. His Psi-Sword is also reduced to doing only his Str+Spirit in damage, and all AP values are reduced by 2.
Mortal Transgression: The Cyber-Knight commits an action completely opposed to the code. All Cyber-Knight abilities are lost. The character may regain his abilities by fulfilling a significant quest (determined by the Game Master). Should the character commit another Mortal Transgression before regaining his Cyber-Knight status, his spirit is corrupted. The character regains use of his abilities but becomes a Fallen
Cyber-Knight (see Savage Foes of North America) under the Game Master’s control.

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

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

Hero Journey:
20
Sometimes It Starts in a Bar. She just wanted a drink and some peace, but something happened. Perhaps it was the wrong word at the wrong time, a case of mistaken identity, or any one of a hundred things that can go wrong where lots of alcohol and poor impulse control are concerned. Your character wound up in one of the biggest bar fights of her life, and between then and now, she wound up joining the Legion

Cyber-Knights gain three rolls on any of the following tables: Education, Experience & Wisdom, Psionics, and Training.
Twice on Psionics, once on Training.

Cyber-Knights gain two rolls on any table except Cybernetics and Magic & Mysticism.
Take two on Body Armor,

Psionics 1: 1d20 ⇒ 5
More ISP means more power to work with, and your character has it. He gains +10 ISP to his base
Psionics 2: 1d20 ⇒ 7
Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.
Training: 1d20 ⇒ 4
Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
The misc rolls:

Armor 1: 1d20 ⇒ 15
Specialized paint and camouflage patterns grant your hero +2 to Stealth checks in urban settings. If the suit also has woodland patterns, your hero can switch between the two as an action.
Armor 2: 1d20 ⇒ 14
Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.
Wow, for the most part those are really nice rolls for a Cyber-Knight.

Edges:

Brawler: (From Hero Journey Roll) His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from Claws (page 18), the Martial Artist Edge, etc., increase the damage die type by one instead. The Brawler Edge doesn’t make the character’s fists Natural Weapons (page 104).

Martial Artist: (From Hero Journey Roll) The fighter has trained in basic martial arts. Her fists and feet are weapons (see Natural Weapons, page 104) so she’s always considered armed. She adds +1 when striking with them and causes Strength+d4 damage. If she already has a Strength damage die from the Claws racial ability (page 18) or the Brawler Edge, increase the damage a die type.

(Net Bonuses: +1 Toughness, +1 to striking with fists, Strength+d6 for fist damage.)

Champion: (From Cyber-Knight) Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the role and follow their path with some reluctance.
Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.

Still to Do:

Attributes: (5 Points)
Agility d4 + 1 = d6
Smarts d4
Spirit d4 + 3 = d8
Strength d4 + 1 = d6
Vigor d4
Hindrances: (Up to 4 points, Major = 2, Minor = 1)
Mild Mannered? (minor)
Wanted?
Loyal?

Skills: (12 Points)
Athletic D4
Common Knowledge d4
Notice d4 +2
Persuasion d4 +2
Stealth d4
Running D10 (from First into Battle)
Fighting D8 (from Intense Combat Training) +1
Psionics d8 (Start d6 from Framework) +1
Shooting d4
Survival d6
Streetwise d6
Pace: 8”
Combat Edges (2 free from Intense Combat Training)
Trademark Weapon
Still need 1

Toughness: 2 + 1 + 2 + 1+2 = 8(5)
Base+Brawler+Cyber-Armor (once upped)+worn armor+ ½ Vigor

Novice Edge: (From being human)
Still need 1

Not entirely sure what I am doing, but how does this look so far?


So far it looks to be pretty much by the book at first glance. You've got a rough and tumble cyber knight, though I'm not sure how mild mannered may play into that.. hmm.. maybe like a monk..


More Machine than Man:
Jason Whitlock

Novice Male Combat Cyborg, Combat Cyborg

Iconic Framework: Combat Cyborg

Attributes: Agility d10, Smarts d8, Spirit d4, Strength d12+2, Vigor d12
Skills: Athletics d6, Common Knowledge d4+2, Electronics d6+2, Fighting d8, Hacking d6+2, Language (Native) d8, Notice d6, Persuasion d4-1, Repair d6+2, Science d4, Shooting d8, Stealth d4, Survival d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 18 (6); Size: Normal (1)
Strain: 4/6
Hindrances: Coalition Exile, Death Wish, Suspicious (major)
Edges: Field Intel, Fleet-Footed, Upgrade, Upgradeable
Armor: Cyborg LI-B1 Light Infantry Plate (Armor 3)
Weapons: Unarmed (Range Melee, Damage Str), CyberFist (Range Melee, Damage Str+d4, M.D.C.), NG-303 Rail Gun (Range 30/60/120, Damage 2d10+2, ROF 3, AP 6), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Vibro-Longsword (Range Melee, Damage Str+d10, AP 10, M.D.C.), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: Native, Native (native, d8)
Current Wealth: 0 cr

Special Abilities


  • Bionic Augmentation: Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12. These traits do not have an attribute maximum.

  • Cybernetic Enhancements: ’Borgs have these cybernetic systems—those asterisked (*) are already factored into starting stats and abilities: Adrenal System, Armor Plating (3)*, Audio Package, Bionic Strength Augmentation*, Core Electronics Package, Cyber- Wired Reflexes*, Internal Life Support, Nuclear Power Cell, Optics Package, Reinforced Frame (3)*, Synthetic Organ Replacement* (see page 113).

  • Harder than Steel: The full conversion ’Borg's construction provides +6 MDC natural Armor and +3 Toughness, which is the maximum level possible for both cybernetic Armor Plating and Reinforced Frame (see Cybernetic Enhancements, above). These Armor and Toughness bonuses do stack at their full value with any Worn Armor providing MDC Armor, but do not stack with non-MDC Armor.

  • High-performance Legs: Full-conversion ’borgs begin with the Fleet-Footed Edge.

  • More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.

  • Size 1 (Normal): Combat Cyborgs are big and heavy, gaining +1 Toughness from their Size.

  • Upgradeable: ’Borgs start with the Upgradeable Edge.

  • Unarmed Combat: Combat Cyborgs deal Str+d4 Mega Damage in unarmed combat and are considered armed.

  • All Those Moving Parts: ’Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.

  • Full Conversion: Becoming a Combat Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradeable Edge and can only gain more from the Beyond the Limit Edge.

  • 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.

  • Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.

  • Inhuman Appearance: ’Borgs can come across as aloof machines, and suffer −1 to Persuasion rolls when dealing with most beings.

  • Loss of Dexterity: A Combat Cyborg’s systems are designed for combat excellence, not delicate work or even common use. The diminishment in the sense of touch is one of the most glaring issues facing those undergoing bionic augmentation. A ’borg suffers −1 to all Agility rolls and linked skills not directly related to combat.

  • Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see Technical Difficulties on page 117).

  • Shadow of Themselves: ’Borgs don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.

  • Spiritually Numb: Combat Cyborgs can’t take Arcane Background Gifted, Magic, Miracles, or Psionics.

Cyberware


  • Adrenal System (2 strain, Custom): +2 to recover from Shaken or Stunned, Edges stack.
  • 3x Armor Plating (3 strain, Custom): +2 natural Armor, stacks with Worn Armor. At +6 the Armor is MDC and stacks with any other MDC Body or Power Armor, but not non-MDC Armor
  • Audio Package (1 strain, Custom): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Bionic Strength Augmentation (1 strain, Custom): Raise Strength one die step
  • Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
  • Internal Life Support (2 strain, Custom): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Nuclear Power Cell (1 strain, Custom): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, but can't recharge E-clips
  • Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • 3x Reinforced Frame (3 strain, Custom): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
  • Synthetic Organ Replacement (1 strain, Custom): Raise Vigor one die step.
  • Range Data System (1 strain, Custom): Ignore two points of penalties to all Shooting checks, requires the Optics Package
  • Language Translator (1 strain, Custom): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step.


*blinks* Wait was the game still ongoing? I hadn't seen a post in about a month and both Shakti and Anya had bailed so I figured we were just done; hid the thread as part of a larger purge of trimming dead games from my list.


So that's what happened to you! We were wondering...


Whitlock looks almost ready.

Ezekiel! We thought we lost you for a bit. We're in the process of heading back to Castle Refuge, so if you want to take some time to catch up and then work on converting to SWADE, you're more than welcome to keep going with us.

Grand Lodge

Quick question, what is our Rank for the sake of being able to take Edges? I'd like to be a Sword and Shield Cyber-Knight, but the Shield Edge requires Seasoned.


If you're willing to take on another, I've been interested in playing a Mind Melter for quite awhile now.


DM ShadowBloodmoon wrote:

Whitlock looks almost ready.

Ezekiel! We thought we lost you for a bit. We're in the process of heading back to Castle Refuge, so if you want to take some time to catch up and then work on converting to SWADE, you're more than welcome to keep going with us.

I am about 99% sure that Technomage is identical in SWEX and SWADE so all I need to change are skills to account for the free d4 in Notice and the like.


Storm Dragon wrote:
DM ShadowBloodmoon wrote:

Whitlock looks almost ready.

Ezekiel! We thought we lost you for a bit. We're in the process of heading back to Castle Refuge, so if you want to take some time to catch up and then work on converting to SWADE, you're more than welcome to keep going with us.

I am about 99% sure that Technomage is identical in SWEX and SWADE so all I need to change are skills to account for the free d4 in Notice and the like.

You get fewer skill points in SWADE, 12 instead of 15 I think. I'm pretty sure your stuff works out okay.


You do get fewer skill points in SWADE, but you also automatically get d4's in several skills for "free".


Skills- Yep, SWADE is 12, but you get Athletics, Stealth, Notice, Persuasion and Common Knowledge at d4.

Mind Melter- Bring it on, Burgurk was originally a melter before changing to PsychoK, so we have room for another.

Rank- The rest of the crew just hit Seasoned, so we can all start there. Once everyone is setup, I’ll do a new team roster.


ZenFox42 wrote:
You do get fewer skill points in SWADE, but you also automatically get d4's in several skills for "free".

I think Notice, Persuasion, Athletics, and Stealth. So you technically get 16 skill points. It was a nice change overall.

DM ShadowBloodmoon wrote:
Mind Melter- Bring it on, Burgurk was originally a melter before changing to PsychoK, so we have room for another.

Awesome. I'll get them all statted out by Saturday, if not later today. I'll be remaking a concept I had for another game; a turncoat psy-op from the coalition. It'll be great.

EDIT: Quick question! Do you want us new folks to use the new number of Hero's Journey rolls or use the original game's number? Most of the Iconic Frameworks had their numbers trimmed down by quite a bit.


Hero's Journey: Psionics: 1d20 ⇒ 1 = Gain "Soul Drain" edge.
Hero's Journey: Training: 1d20 ⇒ 1 = +3 Skill Points for Athletics, Shooting, and Fighting only.

I am going with the "Coalition" as my narrative hook. I'll get more details for it soon. If we do get the extra rolls that were in the Deluxe edition books, I'll have those rolls below

Hero's Journey: Wisdom & Experience: 1d20 ⇒ 18 = Gain the "Elan" edge
Hero's Journey: Psionics: 1d20 ⇒ 6 = Gain "Channeling" edge


Here is the alias I am planning on using for the game.

Sun Li was a firm believer in the Coalition and its goals. He was usually assigned to intelligence gathering which limited the terrible lengths that the Coalition went to. The Siege of Tolkeen changed all of that though as the full war machine descended on it. He saw, and committed, terrible things in the battle. Grappling with his morality, he went AWOL and had the ID chip cut from his neck before signing up with the Legion to try and make up for what he has done.

I forgot to do my money so here we goooooo.

Universal Credits: 4d6 ⇒ (4, 2, 2, 4) = 12 x 100 = 1,200 UC
Gear & Valuables: 2d4 ⇒ (2, 2) = 4 x 500 = 2,000 UC Worth


KingHotTrash - just a heads-up, I changed my PC from the Mind Melter because in SWD, it was horribly under-powered compared to the other classes. Now, SWADE has nerfed many of the previously over-powered classes, so maybe the MM will be more in-line. Maybe.


I believe SWADE did a bunch of improvements for thr MM. With the rules for meditations existing coupled with all the new power modifiers and shortening, I feel the Mind Melter's stuff got better. I also took some edges that reinforce tue oomph of my psionics.

My goal isn't to meet the damage the output of the Psycho-K or the rest of our combat group. I will generally be good at scouting, neutralizing spellcasters, and assisting the group. The psi-blade is the "oh s&**" button.


It is obvious that Jason is a Cyborg created in the CS and he takes great pains to make it clear that he can be trusted.

He has not shared much about why he went AWOL bot for those that have been on patrol with him he does not hesitate to fire on CS forces.


Jason Whitlock wrote:

It is obvious that Jason is a Cyborg created in the CS and he takes great pains to make it clear that he can be trusted.

He has not shared much about why he went AWOL bot for those that have been on patrol with him he does not hesitate to fire on CS forces.

Gives Jason and Sun Li to commiserate together with then. Not sure how he'd feel being around a mindmelter but Sun Li is former CS as well.


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The CS bit fits in perfectly because there is a certain CS Officer that the crew has been dealing with lately and it is possible that he at least knew the two of you.

As for the Hero’s Journey rolls, let’s stick to the SWADE numbers, since we’re going that route with all the characters. Starting off at Seasoned should help some,

Once you guys are completely finished, I already have an intro idea in mind. I’ll write it up when you’re good to go.

So far we have:

Sergeant Burgurk, Simvan PsychoK, original team member
Captain Arsenio Deloso, Human Burster, ported from another game
? - New character from Rigor, possibly TechnoWizard.
Sun Li Tao- Former CS Psi-Ops Officer, Human Mind Melter
Jason Whitlock- Former CS-Combat Borg
Legionnaire Jace Bellerephon- Human Hyperion Juicer- GMNPC, ported from the same game as Captain Deloso.

Seems like a good setup so far. I’m going to give the characters a good scan later on, but they look good so far, the only thing I noticed right off the bat though was that Whitlock seems to still be set at Novice level. I want everyone on the same page, so we are all at seasoned. To be more specific, 24XP.


Well now I have a name, Elias Maru.

Elias is a just minted Cyber-Knight, and a recent refuge from Tolkeen.

While what the Coalition did was bad, he felt Tolkeen's response was in many way just as bad, and Elias became a Cyber-Knight to help the common people hurt by these two waring nations.


I am ready to go now. It'll be fun to interact with former and current Coalition State members. I can see Sun Li actively trying to not get Elias's notice since he was involved somewhat in that war as well.


WOOPS, forgot to switch to the SWADE edition. I downloaded the new Player's Guide, so I have to re-roll my hero journey rolls, since the new charts are different. (Not to mention the number of rolls.)

Hero Journey:

Psions: 1d20 ⇒ 6
Some battles are lengthy affairs, and conserving inner strength gives a psionic the advantage she needs to win. Your hero gains the Channeling Edge, or Concentration if she already has that Edge.

Body Armor: 1d20 ⇒ 13
Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times. Wow, same result as last time.

Wealth Rolls:
Credits: 4d6 ⇒ (5, 4, 2, 4) = 15 x100 = 1500
Gear: 2d4 ⇒ (2, 4) = 6 x 500 = 3000

It looks like SWADE characters only get their Framework rolls, and not the extra bonus rolls, is that right?


It doesn't look neat yet, but my basic character block is in.

I used a character creator with a LOT of custom stuff to get it.


Elias looks good at first blush. With these three new ones and the three remaining from earlier, I think we will close Recruitment. When you guys are done finalizing your characters, come and chime in to the Discussion thread and we’ll get going.


I guess I need to advance him to Seasoned? Does that mean 4 advancements?


I missed the seasoned note, I'll update and post this afternoon


Yep, advance to Seasoned and I was looking and I think some of us forgot that Savage Rifts has the More Experience rule, so you actually start with 15 skill points over and above the five freebies.


Pvt. Whitlock is ready for duty

Grand Lodge

DM ShadowBloodmoon wrote:
Yep, advance to Seasoned and I was looking and I think some of us forgot that Savage Rifts has the More Experience rule, so you actually start with 15 skill points over and above the five freebies.

Yeah, did not know that. Any other changes from base character creation?


Other than the frameworks and the Born a Hero (take any edge regardless of Rank at Creation) rule, not that I’m aware of.


Hey everyone! We are opening up recruitment again for our Savage Rifts game. We have two long term players and we want to add a few more to the team. You do not have to know the story to jump in, we can fill in a back story later on. Post in here with character ideas and we’ll help you get started. Right know we have two psychics, so any magic or firepower support would help significantly. Welcome to the Legion!

Sovereign Court

Here we goooo

Lengthy character under here:

Barbara "Barbie" Lance
Seasoned Human Female (4 advances) Glitter Girl

Agility: d10
Athletics d4
Fighting d6
Piloting d8
Shooting d8
Stealth d6

Smarts: d6
Battle d6
Common Knowledge d4
Electronics d6
Language: American (native) d8
Notice d6
Repair d6
Survival d6

Spirit: d6
Intimidation d6
Persuasion d6+1

Strength: d6

Vigor: d10

Edges: Attractive, Brave, Martial Artist, Power Armor Jock, Soldier
Hindrances: Driven (minor): Free humanity from the shackles of tyrants, Heroic (major), Loyal (minor)

Advance List
1 - Increase Vigor by one die type (d8 -> d10)
2 - Gain New Edge: Brave
3 - Increase two skills that are lower than their linked attributes by one die each: Piloting d6 -> d8, Shooting d6 -> d8
-- SEASONED --
4 - Increase Agility by one die type (d8 -> d10)

Random Starting Tables
Training: Roll 4: Martial Artist edge
Cybernetics: Roll 15: Synthetic Organ Replacement (+1 Vigor die)

Gear
NG-52 survival pack
Wooden cross
USA G-10 Glitter Boy Armor
Mark II Battlefield Light EBA
Survival Knife
Vibro-knife
Wooden stake
Wilk's 320 laser pistol
$1,400

Description: Blonde-haired and sleek, Barbie has the fitness of a soldier and the confidence of a professional. She has sharp blue eyes and a ready smile (with all of her teeth, in fact!).

Background: Barbie is originally from the remains of Boston, a nominally Coalition territory. From a young age she lived the usual scavenging-and-grifting life of the uneducated commoner in the territory of the CS. Barbie practiced survival and hunting the woods around Boston, learning the ways of the wilderness, at least enough to help the family to survive.
Into this difficult life came turmoil when a small flotilla of trade ships landed at the harbor. Though several were nothing more than the merchants that they appeared to be, some carried undercover operatives, others a carnival and some exiles from other lands seeking refuge elsewhere. Among those travelers was Malachi Diggs, a Glitter Boy pilot.
Malachi hid his Glitter Boy armor among the trappings of the traveling coastal carnival. The carnies used their skills to hide under the noses of the Coalition; though often persecuted, they survived and evaded suspicion by the pretense of being harmless and eccentric entertainers. So it was that Barbie, enchanted by the carnival coming to town, crossed paths with Malachi.
It was simple bad luck that a Coalition squad decided that day that they would make an example of the "freaks and D-Bees" in the carnival. Of course, Malachi could not let that stand; he and the other defenders in the carnival put up a fight. The Coalition troops, upon spotting the Glitter Boy, knew that they were outmatched and quickly retreated while calling for backup. The carnival had no choice but to put out to water again in a hurry—and Barbara was aboard ship when that happened.
Returning to Boston was impossible, even as the Coalition organized for a retaliatory punishment strike against the settlers along the coast. Though Barbara was distraught over the loss of her family, she was taken under the wing of the carnies and trained as an apprentice to Malachi.
Over many years the pair had a variety of adventures. Barbie was badly injured during a firefight, necessitating the replacement of several of her internal organs. Malachi, unfortunately, did not survive, but he bequeathed his armor to his squire, his last words being simply: "Be better than I was."
Thanks to Malachi's training and the experiences with the traveling caravan, Barbie learned how to read, how to fit in with mundane travelers, and most importantly of all, about the mission of the Tomorrow Legion. Now she plans to use her inheritance to make the world a better place as a trained Glitter Girl.


Considering a character to submit for this game. I'm a player in several of ZenFox's campaigns and have played a number of other SW characters.

I just got the Source book for Rifts today and have just looked over the options. Leaning toward Dragon Hatchling, Ley Line Walker, Mystic, or Techno-Wizard. If you get a lot of magic user submissions, I could switch to a MARS concept.

I tend to make characters who are more finesse than power, but with magic, both are possible.


Question on Dragon Hatchling
The Iconic section says they start knowing only Dragonese/Elven.
The general rules on Language say characters are assumed to know American.
Does a Dragon Hatchling need to take the Language skill to know American?
Dragon Hatchling 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.

I'm working on ideas for other characters before I decide which to play. It is how I get a feel for the options and the game world. I'll make the Hero's Journey rolls here under a spoiler to save space.

Ley Line Walker:
One rolls from the following list:
1 Enchanted Items & Mystic Gadgets,
2 Education,
3 Experience & Wisdom,
4 Magic & Mysticism.
They also get one roll on any table of their choice, except for Psionics.
5 Training
I'm going to roll random to determine which tables to roll from.
Table: 1d5 ⇒ 2 Education
Education: 1d20 ⇒ 17
Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Research skill at d8.
Table: 1d4 ⇒ 1 Enchanted Items & Mystic Gadgets
EI&MG: 1d20 ⇒ 15
One of the nastier weapons of the Techno-Wizards, the Draining Blade is just the thing for evening the odds against a superior physical combatant, see page 98.
Narrative Hook: 1d20 ⇒ 18
A Battle Beyond the Rifts. The Rifts act as portals to dimensions beyond the stars and, sometimes, beyond reason. Somehow you wound up on one of countless worlds or planes of existence, or you’re a native of that other world, and you were pulled into this new world where you struggle to find your way, with the Legion’s help.

Mystic:

1 Enchanted Items & Mystic Gadgets,
3 Experience & Wisdom,
4 Magic & Mysticism.
5 Education
6 Training
1d6 ⇒ 2
Experience & Wisdom
1d20 ⇒ 8
She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
1d5 ⇒ 3
Education
1d20 ⇒ 18
Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
Narrative Hook: 1d20 ⇒ 9
The Juicer Uprising. In 105 PA, the promise of a cure for a Juicer’s short lifespan (the Phoenix Treatment) came out of Newtown. The rumor led to a bloody uprising and short war between the resulting Juicer Army of Liberation, Newtown’s forces, and the Coalition. Adventurers discovered an alien plot behind the unrest, but Newtown was destroyed. Maybe you fought in the conflict or were part of uncovering the plot and subsequent battle against the alien threat.

Techno-Wizard:

1 Education
2 Enchanted Items & Mystic Gadgets
3 Magic & Mysticism
4 Training
5 Experience & Wisdom
1d3 ⇒ 3
Magic & Mysticism
1d20 ⇒ 1
There are times to put it all on the line, no matter the cost. Your character is always prepared to do just that, thanks to having the Soul Drain Edge. Techno-Wizards may reroll this result.
1d4 ⇒ 3
Training
1d20 ⇒ 2
After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Narrative Hook: 1d20 ⇒ 17
Authority Issues. You crossed the wrong people, putting you in trouble with the authorities. Perhaps it was a Coalition outpost, or maybe Federation agents. Whether on the run, or arrested and waiting for punishment, you got some help from the Legion.


might be interested...what about a character like this??


MARS:

Packages
1 Body-Fixer/Cyber-Doc
2 City Rat
3 Headhunter Techno-warrior
4 Merc Soldier
5 Operator
6 Personal Concept Option
7 Power Armor Ace
8 Psi-Operator
9 Robot Vehicle Ace
10 Rogue Scholar
11 Vagabond
12 Wilderness Scout
Package: 1d12 ⇒ 10

Package: Rogue Scholar
Dedicated to uncovering the mysteries and truths of the past, Rogue Scholars risk worse than censure at the hands of the Coalition and others who refuse to see things beyond their view. For Rogue Scientist concepts, simply select the appropriate skills.
Begin with +6 skill points.
Begin with the Scholar Edge taken twice, and two Smarts-based skills paired with Scholar at d8.
Begin with Research d6 and the Investigator Edge.
Begin with standard Starting Gear and an extra 4d10 × 1000 credits in gear or valuables.

Fortune & Glory: 1d20 ⇒ 6
Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
Fortune & Glory: 1d20 ⇒ 19
Charmingly Fluent: Begin with the Linguist Edge. Gain +1 Persuasion with native speakers of a language foreign to your hero, and Reactions begin two steps higher.
3 rolls from any hero's journey table

1 Body Armor
2 Close Combat Weapons
3 Cybernetics
4 Education
5 Experience and Wisdom
6 Ranged Weapons
7 Training
8 Underworld & Black Ops

1st: 1d8 ⇒ 8
Underworld & Black Ops
1d20 ⇒ 7
She’s traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.
2nd: 1d7 ⇒ 3
Cybernetics
1d20 ⇒ 12
There’s a good chance your cyborg was meant for amphibious operations with his Internal Life Support Upgrade, see page 113.
3rd: 1d6 ⇒ 4
Experience & Wisdom
1d20 ⇒ 13
He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
Narrative Hook
1d20 ⇒ 18
A Battle Beyond the Rifts. The Rifts act as portals to dimensions beyond the stars and, sometimes, beyond reason. Somehow you wound up on one of countless worlds or planes of existence, or you’re a native of that other world, and you were pulled into this new world where you struggle to find your way, with the Legion’s help.

I'll explores various options based on these rolls and post as I get concepts. I'll also want to see what other characters are playing to be sure I'm adding a character that does not duplicate another too closely.


DM SBM - probably the first thing you want to specify is how many Advancements the new PCs would be starting with...


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Those are some nice ideas so far everyone. We want to make sure that everyone is a team player and can work in a group as well as be able to fulfill character objectives. As Burgurk mentioned, I am going to let all new players start at Veteran (9 Advancements, you’re going to need it).

@Clebsch73- You have quite a few options there and from what I can tell, any one of them will work. To answer your question, you can presume that dragon hatchlings know enough American to get by. If you want to play it up as a young dragon who is still learning it, you can do that too, but remember that dragons learn ultra-fast.

@Ah-rekhmire- There are some rules regarding Supers in Rifts, I will have to look them up, but the concept looks clean enough but we may have to change the background a bit to fit RIFTS Earth.

@Jesse- I enjoy the concept and the group could definitely use the firepower of an RG-14 Boomgun added to their mix. Advance her to Veteran and you’ll be in business.


Thanks for the information.

I might be interested in playing a Rakashan, from SWADE (p. 16 of my edition). Could I perhaps replace the Bloodthirsty hinderance listed with Curiosity? I don't want to play a bloodthirsty character, but cats are associated with curiosity and it is a major hindrance.

I assume a MARS character would add 4 advances to the standard 9.


We'll eventually need to know how much wealth to add to go with the advancements.

Sovereign Court

DM ShadowBloodmoon wrote:
@Jesse- I enjoy the concept and the group could definitely use the firepower of an RG-14 Boomgun added to their mix. Advance her to Veteran and you’ll be in business.

Advance to veteran:

Barbara "Barbie" Lance
Veteran Human Female (9 advances) Glitter Girl

Agility: d10
Athletics d6
Fighting d8
Piloting d10
Shooting d10
Stealth d6

Smarts: d6
Battle d6
Common Knowledge d4
Electronics d6
Language: American (native) d8
Notice d6
Repair d6
Survival d6

Spirit: d8
Intimidation d6
Persuasion d6+1

Strength: d6

Vigor: d10

Edges: Attractive, Brave, Combat Reflexes, Dodge, Martial Artist, Power Armor Jock, Soldier
Hindrances: Driven (minor): Free humanity from the shackles of tyrants, Heroic (major), Loyal (minor)

Advance List
1 - Increase Vigor by one die type (d8 -> d10)
2 - Gain New Edge: Brave
3 - Increase two skills that are lower than their linked attributes by one die each: Piloting d6 -> d8, Shooting d6 -> d8
-- SEASONED --
4 - Increase Agility by one die type (d8 -> d10)
5 - Increase two skills that are lower than their linked attributes by one die each: Piloting d8 -> d10, Shooting d8 -> d10
6 - Increase two skills that are lower than their linked attributes by one die each: Athletics d4 -> d6, Fighting d6 -> d8
7 - Gain New Edge: Combat Reflexes
-- VETERAN --
8 - Increase Spirit by one die type (d6 -> d8)
9 - Gain New Edge: Dodge

Random Starting Tables
Training: Roll 4: Martial Artist edge
Cybernetics: Roll 15: Synthetic Organ Replacement (+1 Vigor die)

Gear
NG-52 survival pack
Wooden cross
USA G-10 Glitter Boy Armor
Mark II Battlefield Light EBA
Survival Knife
Vibro-knife
Wooden stake
Wilk's 320 laser pistol
$1,400

Description: Blonde-haired and sleek, Barbie has the fitness of a soldier and the confidence of a professional. She has sharp blue eyes and a ready smile (with all of her teeth, in fact!).

Background: Barbie is originally from the remains of Boston, a nominally Coalition territory. From a young age she lived the usual scavenging-and-grifting life of the uneducated commoner in the territory of the CS. Barbie practiced survival and hunting the woods around Boston, learning the ways of the wilderness, at least enough to help the family to survive.
Into this difficult life came turmoil when a small flotilla of trade ships landed at the harbor. Though several were nothing more than the merchants that they appeared to be, some carried undercover operatives, others a carnival and some exiles from other lands seeking refuge elsewhere. Among those travelers was Malachi Diggs, a Glitter Boy pilot.
Malachi hid his Glitter Boy armor among the trappings of the traveling coastal carnival. The carnies used their skills to hide under the noses of the Coalition; though often persecuted, they survived and evaded suspicion by the pretense of being harmless and eccentric entertainers. So it was that Barbie, enchanted by the carnival coming to town, crossed paths with Malachi.
It was simple bad luck that a Coalition squad decided that day that they would make an example of the "freaks and D-Bees" in the carnival. Of course, Malachi could not let that stand; he and the other defenders in the carnival put up a fight. The Coalition troops, upon spotting the Glitter Boy, knew that they were outmatched and quickly retreated while calling for backup. The carnival had no choice but to put out to water again in a hurry—and Barbara was aboard ship when that happened.
Returning to Boston was impossible, even as the Coalition organized for a retaliatory punishment strike against the settlers along the coast. Though Barbara was distraught over the loss of her family, she was taken under the wing of the carnies and trained as an apprentice to Malachi.
Over many years the pair had a variety of adventures. Barbie was badly injured during a firefight, necessitating the replacement of several of her internal organs. Malachi, unfortunately, did not survive, but he bequeathed his armor to his squire, his last words being simply: "Be better than I was."
Thanks to Malachi's training and the experiences with the traveling caravan, Barbie learned how to read, how to fit in with mundane travelers, and most importantly of all, about the mission of the Tomorrow Legion. Now she plans to use her inheritance to make the world a better place as a trained Glitter Girl.

As far as team dynamics, while the character definitely leans heavily into the heroic identity of the legendary Glitter Boys, I don't intend to necessarily drag the team around by her hindrances. It might just lead to some heated discussions about priorities.

I'm not the kind of player who tries to play the invincible soldier who never gets out of the power armor. This character has a life outside of the power armor and frequently does "normal people stuff."

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