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 ended up pocketing a bit of cash that we never ended up spending after intercepting that weapon's shipment. I remember it was a thing we talked about for a while, that in any given downtime, Josie could whip up some TW items from the custom list. We never got around to it, so we still have the creds, which I think was about 90k?

As an aside, I do think the prices in Rifts are insane, at least in comparison to the wages. Given that by and large, recruits supply their own gear as well? The peanuts outlined in the book make no sense. In general, I think it is a mistake to assume that PC's would start as Privates in the army. Anyone that brings a Glitterboy, wields magic, or is a bloody dragon should be starting as an NCO, if not an officer. In most games, the assumption is usually that PC's are not the rank and file of the army. Those are just regular dudes, with no class archtype, that are given some basic training and a rifle. I feel like most PC's are going to be commissioned.


The other major thing to note in the pay scale is the inclusion of the last two. Considering most of what we do puts us directly in harms way, and almost always results in combat, I think we should getting pretty regular Hazardous Mission Bonuses, and several times we've pulled of pretty dramatic successes, so we probably should have received some Special Success Bonuses here and there as well.

STATUS PAYMENT
Novice 300/week
Seasoned 450/week
Veteran 600/week
Heroic 1,000/week
Legendary 2,000/week
Hazardous Mission Bonus +2,500 –10,000
Special Success Bonus +5,000 –25,000


According to the encumbrance rules, Ounce is encumbered if she carries all her gear. She is d4 Strength, so can only carry 20 lb before she is encumbered. Her Survival kit weighs 20 lb while her other gear is less than 20. So if we are traveling with a vehicle, she can keep the survival pack in the vehicle. If we are without a vehicle, she'll need someone with some encumbrance to spare to carry her kit.

If this is a problem, I can adjust her strength up to d6 but that will mean dropping something, which would likely be either agility or smarts, with resultant shuffling of skill points. I'd rather keep the Strength at d4 since she has no general need for higher strength as she will not be making melee attacks or throwing things.

Sovereign Court

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Ounce Felicitas wrote:

According to the encumbrance rules, Ounce is encumbered if she carries all her gear. She is d4 Strength, so can only carry 20 lb before she is encumbered. Her Survival kit weighs 20 lb while her other gear is less than 20. So if we are traveling with a vehicle, she can keep the survival pack in the vehicle. If we are without a vehicle, she'll need someone with some encumbrance to spare to carry her kit.

If this is a problem, I can adjust her strength up to d6 but that will mean dropping something, which would likely be either agility or smarts, with resultant shuffling of skill points. I'd rather keep the Strength at d4 since she has no general need for higher strength as she will not be making melee attacks or throwing things.

If you're using the savaged.us site for character creation, there should be a checkbox for "drop pack in combat" under your survival pack, so that when it computes your combat stats it doesn't count the weight of the pack.


Rigor Rictus wrote:

The other major thing to note in the pay scale is the inclusion of the last two. Considering most of what we do puts us directly in harms way, and almost always results in combat, I think we should getting pretty regular Hazardous Mission Bonuses, and several times we've pulled of pretty dramatic successes, so we probably should have received some Special Success Bonuses here and there as well.

STATUS PAYMENT
Novice 300/week
Seasoned 450/week
Veteran 600/week
Heroic 1,000/week
Legendary 2,000/week
Hazardous Mission Bonus +2,500 –10,000
Special Success Bonus +5,000 –25,000

Truth be told, THIS is where the math starts to make sense.

This is what I was trying to see in my head and totally couldn't.
I have wracked my brain trying to figure out the path to being a dual TX-26 wielder, and without being a Filthy Rich Power Armor Ace, I couldn't see a path to it. With these numbers, a couple of tough sessions would put 50-75k in your hands and it makes a lot more sense. A Heroic MARS Character starting with toothpicks, a princess leia blaster, and plastic wrap as body armor just hasn't made sense to me. This makes a lot more sense.


To Rigor’s point, yes, there should have been more pay in there, as hazardous missions are pretty much a given in the Legion. As far as original ranks are concerned, I thought I put everyone at minimum E3 before the promotions came for exactly the reasons Rigor mentioned.

All that being said, that is why I included the million credit payday recently that you killed off some Xiticix to get to. I wanted to get you guys back up to speed on that. I think most of it went back to the Legion though. Other than the 90k that you guys kept. Plus, most of the pay stuff in the original version of the rules, except for weekly payments, was for mercenary groups, which you guys are not. Technically. That doesn’t mean you can’t make some money on the side though. The Legion has so far not put the hammer down on that.

Now that the SWADE version has better pay rules, though less realistic, it should be better going forward. Also remember that RIFTS is often about scarcity in the wilds, and other than in big cities, like Chi-Town, Kingsdale, Whykeen and of course, Castle Refuge, you get what you can find out there. Many times, you may be able to get gear and stuff just for helping a local get rid of some “basement rats” that came from a Rift.

As for Ounce’s encumbrance issue, once the teams connect, you will be able to use Elsie to store your gear that you aren’t using. It currently has a command center trailer attached to it with plenty of cargo space.


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Looking at this makes me want to do my own Savage Rifts campaign.


DMSBM - so, what's the bottom line on cash-on-hand? I've totally forgotten, how many PC's were involved in the 90k payday (so I can figure out my share)?

Brook - you can get two TX-26's by taking the MARS "Merc Soldier", who can pick "*any* two weapons from Ranged-Personal", AND "*any* one body armor", such as the Crusader Heavy EBA, the best there is, for no cost.

Rigor - is your payment list canon (and if so, in what book), or your own suggestions?

EltonJ - I'll join! If I can be a CyberKnight... :)


Burgurk - Yes the list is cannon. Its from the the Savage Rifts GameMaster Guidebook, pg 84.

SR Gamemaster's Guidebook (2019), pg 84 wrote:

LEGION PAY

STATUS PAYMENT
Novice 300/week
Seasoned 450/week
Veteran 600/week
Heroic 1,000/week
Legendary 2,000/week
Hazardous Mission Bonus +2,500 – 10,000
Special Success Bonus +5,000 – 25,000

MERCENARY PAY
JOB PAYMENT
Guard Duty 500 –2,000/week
Monster Bounties 5,000 –25,000/head
Retrieval (person or thing) 20,000 – 100,000
Armed Strike, Low-Level Target 50,000 – 250,000
Armed Strike, Mid-Level Target 500,000 – 2 million
Armed Strike, High-Level Target 5 million – 25 million

The 90000ish credits we had is what I remember each share being (it was something like 450k, split 5 ways {mostly departing characters and NPC's}). I'll see if I can track down the exact posts and proper amount.

Elton - I would totally play another Savage Rifts game if you were to start one up.


I was way off; it was split 5 ways, but it was 800k, giving us 160k each. As far as I can recall, nobody spent any of it.

Here's the post for reference.


Burgurk wrote:
EltonJ - I'll join! If I can be a CyberKnight... :)

If you don't mind me setting it in the New West, certainly!


Ha, I actually have a Psi-Slinger character I made for a game that fizzled. I was looking forward to playing him too.


Rigor - thanks for the info! I never even wrote down in my on-line character sheet that I had the money!

EltonJ - are Cyber-Knights a thing in the New West?


Rigor, thanks for looking that up. That was next on my list to verify the amount you had. Remember to add 2000 to that from my earlier post.

Sovereign Court

Soooo what's the verdict? :D


Wondering if i make thd cut as a cyberknight as well.

Mokshai


As cool as I thought my Cyberknight was, I eventually realized that in a world full of (sometimes long-range) guns, this is a PC who has to get *next* to their opponent to attack. If the bad guys are spotted a long way off (which has happened a couple of times), the Cyberknight can either wait or run towards them...


Let’s get a final list together and then I will look at things over the weekend. I usually let the current players also chime in as well. Two Jedi Cyber-Knights might be an interesting combination and it would certainly help in the ‘winning hearts and minds’ portion of the Legion’s mission.

So far we have:

Terry Jamieson- Cyber-Knight
Jesse Heinig- Human Glitter Girl Pilot
Brook- MARS Gunslinger or Super
Ounce Felicitas- Mystic
Daniel- Mummy redone or Techno-Wizard

I know I probably missed someone, but chime in here so we can get an accurate count. I want to keep the player count to 6, if we can. That leaves four open spaces to fill. Burgurk and Jingu, feel free to let me know what you think the best fits would be.

Let’s try to finish this up by next week.


I have submitted PCs that I spent hours making to a Recruitment, only to be rejected in the final cut. That was really frustrating, to say the least. I won't reject anyone here, and DMSBM, I'd like to suggest that you accept all who submit. I know 6 is a standard group count, but would 7 (or 8, if someone's not in your list) be so terrible?


I'm still interested and ready to play.


I agree with Burgurk that there is like room for everyone, but I will look over the characters, to see if I have any build suggestions.


Willing to take any advice. :)


Terry Jamieson wrote:

Willing to take any advice. :)

A couple of thoughts. Be warned, I tend to heavily overbuild my characters, so the advice tends to go along a theme of specializing and getting better at the extremes of what you can do, so if you purposely chose less optimized options because you like a more varied organic character, this won't apply as much to you.

First, you qualify for Major Psionics, but took extra power points. Major Psionics actually doubles your ISP, so you'd actually end up with more if you switched it (20 instead of 15), as well as having the boosting ability of Major Psionics.

You don't have the abilities for Master Psionics, so you can't quite reach Mega-powers, but it wouldn't be impossible to reach if you wanted to rearrange a few things. Mega powers are pretty awesome, though allow you to burn through all your ISP very fast. Personally, if I make a character with Psionics or Magic, I make them capable of Mega-Powers.

You have Two-Gun Kid, and Two Fisted, and yet you have Psi-Shield? In addition to Ambidextrous, thats Three edges invisted into something you'll rarely, if ever, use. Forgetting that with Warrior's Gift (as an innate ability that doesn't cause a multi-action penalty), and you could therefore just give yourself either power if you needed it for a few rounds, and chances are you will almost never use either. If you want to be able to hit twice in a round, take Frenzy. You'd hit with your sword both attacks, and do much more damage.

Is there a reason your athletics is D10? Is that to qualify for an edge? Fighting is usually much more important.

Cyber-Knights often make great "Face" characters, due to their respected status. Since your spirit is already d8, I'd make it at least that.

If it were me, I'd probably also go for Improved Psi Sword. You'd go from 3d8 to 4d8, and have a whole extra die that can Ace. At 3d8, Jingu would do more damage with his Psi-Blade (2d12+4+Smite {which he needs to use to activate his blade}. Since Psi-Sword is kind of the Cyberknight signature ability, don't know if it would bother you if Jingu was better with it than you.

Those are my thoughts. As I said, feel free to use all or none of them, as you please.


Ounce

If you're open to feedback, ive had a look at your build too. It actually looks pretty solid.

My only concern would be about the snow leopard. In a Rifts Setting, Railguns, Plasma Blasters, and explosives are a regular fact of life. If you keep the critter companion, you should talk to the GM about getting it some custom armour of some sort or you'll be replacing it every other mission, if not sooner. Or ask if given the setting, he'd give you some sort of supernatural animal as a companion.

Again, because I totally overbuild my characters, I'd probably go in a completely different direction. Rifts uses the Born a Hero setting rule, meaning you can take Legendary Edges at character creation. So instead of spending 3 Edges on a fuzzy flesh sack, you could spend 1 edge, and get a companion just as tough as you are, and advances at the same rate you do. I can't remember if there was a dragon in the other applicants, but a dragon hatchling companion would be pretty sweet. One of the original Paladium Books Rifts had a type called the Catseye dragon, sort of based on the Chinese lion headed dragon, so it would go really well with the Mystic theme. Other options could be an animal mutant, similar to a dog-boy, but with a more animal shape (Lone Star, the facility where Dogboys were invented experimented on a lot of animals), and it would still have an iconic framework of its own. A were-panther that spends almost all its time in animal shape would also be an option.

Besides being exponentially more powerful, the Sidekick option would also free up two of your Edges.

If you decide to use the Dragon option, I was working on a Cats-Eye conversion at one point, and I'm sure with DMSBM we could hammer out the details.


Jesse Heinig

Glitterboy Pilots are not hard to make, because Glitterboys are insane! Main things to worry about are the need to plant yourself before firing, and that the Shockwave of the boom gun hurts everyone near you; including allies.

I actually helped someone in an IRL game build their Glitterboy pilot, and i figured out what the trick is to making them better. First off, you need to be as good as possible outside the suit, because it is huge, and we found she got caught outside of it all the time. Fortunately, there was a simple answer. Because it is power armour and not a robot, being tougher outside the PA also makes you tougher inside the PA.

The answer, is Cybernetics! First, drop your Training heroic journey roll, and take another Cybernetics Roll instead. Then take Rich, and Filthy Rich, and use all 4 extra rolls on Cybernetics.

Take the Upgradeable edge if you are afraid of running out of strain. Unfortunately, you can't qualify for the Upgrade Edge, or I'd suggest taking it at every rank. As it is, maximizing Shooting skill, and upping Vigor as often as possible are both good ideas. If we get any major payouts, see if you can afford any new Cybernetics, because they are pretty much always useful to you.


Jesse - I can second what Jingu said. I had a Glitterboy in a game, and the *first thing* the GM did was put us in a city where I couldn't wear it. But, I had put a lot into cybernetics, and so could hold my own in the shenanigans that went on in the city. If you're interested, as a starting point for ideas, here's the "cyber" part of that build :

Cybernetic Glitter Boy:

This was built with the SWD version of RIFTS. I"m not saying you need to take all or any of these (other than Rich and Filthy Rich)...

Edges : Rich, Filthy Rich, Upgradeable
Hero’s Journey : Martial Artist, Brawler
Cyber : Combat Reflexes

Cybersystems
- Wired Skill Port and four die type skill chip (Strain 1)
So long as he has at least one level of Cyber-Wired Reflexes, a chip adds or increases one specific Agility-linked skill up to four die types. --> Shooting
- Embedded Combat Coding (Strain 2)
Combat Edges can be wired directly into a cyborg’s systems, so long as he has at least one level of Cyber-Wired Reflexes. --> Combat Reflexes (+2 to Spirit for Shaken)
- Subject Matter Expert Port and a four die type skill chip (Strain 1)
A chip adds or increases one specific (non-arcane) Smarts-linked skill up to four die types. --> Repair!
- A level of Bionic Strength Augmentation. (Strain 1)
d6 --> d8
Hero's Journey : choose any single cybernetic upgrade you wish and qualify for.
- Cyber-Wired Reflexes (U): The cyborg’s Agility is increased one step (Strain 1)
Replace two systems with one (???) :
- Reinforced Frame : +2 Toughness (Strain 1)

Sovereign Court

I was planning to spend a bunch of time outside of the suit.

Not interested in playing a heavy conversion cyborg with this character.


Jingμ wrote:
Terry Jamieson wrote:

Willing to take any advice. :)

A couple of thoughts. Be warned, I tend to heavily overbuild my characters, so the advice tends to go along a theme of specializing and getting better at the extremes of what you can do, so if you purposely chose less optimized options because you like a more varied organic character, this won't apply as much to you.

First, you qualify for Major Psionics, but took extra power points. Major Psionics actually doubles your ISP, so you'd actually end up with more if you switched it (20 instead of 15), as well as having the boosting ability of Major Psionics.

You don't have the abilities for Master Psionics, so you can't quite reach Mega-powers, but it wouldn't be impossible to reach if you wanted to rearrange a few things. Mega powers are pretty awesome, though allow you to burn through all your ISP very fast. Personally, if I make a character with Psionics or Magic, I make them capable of Mega-Powers.

You have Two-Gun Kid, and Two Fisted, and yet you have Psi-Shield? In addition to Ambidextrous, thats Three edges invisted into something you'll rarely, if ever, use. Forgetting that with Warrior's Gift (as an innate ability that doesn't cause a multi-action penalty), and you could therefore just give yourself either power if you needed it for a few rounds, and chances are you will almost never use either. If you want to be able to hit twice in a round, take Frenzy. You'd hit with your sword both attacks, and do much more damage.

Is there a reason your athletics is D10? Is that to qualify for an edge? Fighting is usually much more important.

Cyber-Knights often make great "Face" characters, due to their respected status. Since your spirit is already d8, I'd make it at least that.

If it were me, I'd probably also go for Improved Psi Sword. You'd go from 3d8 to 4d8, and have a whole extra die that can Ace. At 3d8, Jingu would do more damage with his Psi-Blade (2d12+4+Smite {which he needs to use to...

Thank you, a different set of eyes helps.

I missed the fact that I qualify for major Psi. If allowed, I will switch power points to Major Psi ?

I actually prefer my characters to be a more of a jack of all trades (even though its a master of none) and more varied.

Two gun kid, and Two fisted, along with ambidextrous, will allow me to be able to use both gun and sword in melee.

Psi Shield, just seemed like a no brainer to help me get into melee.

I honestly misread Warriors Gift, If the GM will allow, I will reroll 1 of those into improved Psi Sword.
(Thinking Two gun kid)

My Agility being a D10, means that I can boost both my fighting and my shooting up to d10's on the same advance, which was going to be next advance.

As for being a face, it never really occured to me.


Good suggestions. I'll consider the sidekick edge and see what I can come up with.

It didn't consider sidekick because I thought the Born a Hero rule excluded Legendary Edges. Apparently, on second look, it does not.


So the sidekick starts as a novice and "may advance." Does that mean when the PC gets an advance, she may apply it to the sidekick instead of herself? This would make the most sense, since otherwise, one gets two characters for the price of one. Still, I want confirmation of this. Then I'll have to think about transferring an advance or two to the sidekick.

The only reasonable sidekick I think would be the dragon Hatchling. I will replace Ounce's Shooting skill with Riding. Taking the sidekick edge at starting frees up several edges. Ounce will replace those with New Powers (magic) to increase the number of magic powers she has, to make her more versatile, or she will allocate a few of them to advance the sidekick.

Just to keep the snow leopard connection, I may want the hatchling's humanoid form to be a variant of the Rakashan (SWADE). I would like to replace the standard hindrances of Bloodthirsty and Racial Enemy, with Curious and Heroic, so he better fits with Ounce's outlook, which frowns on doing unnecessary harm.


The form the dragon can assume is just a shape, not actually that species, so the traits and hindrances of that shape are actually irrelevant.


Burgurk, I agree with your suggestion and since we have a rather large group of individuals that have left us over the years, I think we can handle 7 people. Welcome to the Legion Newbies!

A couple of things though:

Jingu is the guy to go to for tweaks for your build. While I know the rules and how to run games, he can help make your character the best they can be. So I’ll let you guys make some wanted changes and then we’ll get started.

I have been ill the last couple of days (couldn’t see out of one eye, literally) and as I mentioned, I don’t usually post on weekends. I have a training I have to do tomorrow ( if it isn’t cancelled due to freezing temps), so I may not be able to post, but I will work on getting the initial intro post for the new team up and ready to go.

@Ounce to answer your question about leveling sidekicks, they Advance when you do, as they are technically another PC. You don’t have to split your Advances with them.

Finally, Brook asked if I had a Discord to share ideas. I do have a Discord server I use for my online DnD games that I run, but I can create a channel for us of there is interest in it. Let me know what you guys think.


Thanks for letting us join en masse. I look forward to the game.

I hope having a sidekick Dragon does not overburden the GM as there are going to be more than the usual six NPCs. It would be fun to have a veteran dragon sidekick, for sure. Sort of Game of Thrones vibe. Can we post in the discussion thread now?


I'm a technological cave-man, I know the name Discord but have no idea what you can do with it. What kinds of things could you set up on it for this game?


Jingu has a side-kick as well, so I'm pretty familiar with how they work. He got his through a MARS roll, I think though. Josiah Oats is a cranky old vehicle crew-chief that maintains the team's main ride, a hover-big rig called Elsie. She's big, has ugly armour plating welded on, and a whole bunch of guns, and she's never let us down. He's a Techno-Wizard, and since he's a side-character, he usually waits with Elsie to guard her, or storm in with her to rescue the rest of us when we need it.

Ounce: Let me know if you need any help with a dragon build, or in making up an alternative if you don't want to use the default Flame-Wind dragon species.

I think the Cat's-Eye would be really fitting.

Sovereign Court

Burgurk wrote:
I'm a technological cave-man, I know the name Discord but have no idea what you can do with it. What kinds of things could you set up on it for this game?

Discord is mostly a chat server, though it has some limited functionality for adding forums. Basically you can host a set of chat channels so that people can talk about whatever, whenever. You can pin specific posts so they can always be found later, or create threads so that specific topics don't wind up disrupting the flow of other chit-chat.

Dark Archive

Hello all. Have had a few horrid weeks at work. Have not checked back in. If you have plenty of players i'll bow out. If you are still looking, i'll see what everyone else has and create something the group might need.


Jesse Heinig wrote:
Burgurk wrote:
I'm a technological cave-man, I know the name Discord but have no idea what you can do with it. What kinds of things could you set up on it for this game?
Discord is mostly a chat server, though it has some limited functionality for adding forums. Basically you can host a set of chat channels so that people can talk about whatever, whenever. You can pin specific posts so they can always be found later, or create threads so that specific topics don't wind up disrupting the flow of other chit-chat.

AND there are bunches and bunches and bunches of game fucntionalities that you can build in, like incredibly robust dice bots (there's a super bot called Avrae that everyone uses for DnD actually), on top of the ability to actually edit posts and mark them up easily, you have control over who accesses which channels; sharing links and pictures is simpler too.

It's a really strong PbP environment to be honest.


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RE: Discord- It is a very strong platform for that and I do have a dice roller added to my server. That said, I think we would use it more as a resource for pics, maps, etc. than anything else, as we already use the Paizo boards for the game itself.

Ounce, I think Jingu is really hinting at his Cats Eye Dragon, if you’re willing to give it a go, we can ‘play test’ it a bit.

Joseph, if you’re going to join, post up a character quick, as I am closing Recruitment very soon.

Dark Archive

Any needs on abilities or iconic frameworks?


I have an issue with discord, in that the majority of time i get to post is during work. (Yes i get time to pbp at work) However, my work blocks discord, and as i have custody of my 9 mo grandchild, getting time at home is difficult.


Regarding Discord: I played a PBP game or two on Discord but I found it difficult to use compared the Paizo.

I'll strongly consider the Cat's Eye Dragon, as I like the connection to cats and snow leopards, even if it is mainly superficial in terms of mechanics.

I just have to coordinate the two builds and consider the Cat's eye Dragon type. Should be ready in a day from now.

The link provided does not seem to be describing Savage Worlds stats and abilities or to coordinate with the Iconics section of the RIFTS players guide. Still I'll consider adjustments and see if they are okay when I'm done.


Joseph - since time seems to be short, here's a list of the current frameworks (altho they may not tell you all of the PCs' strong points) :

2 Cyber-Knights
Glitter Girl
Mystic (can cast SWADE Core Arcane Powers)
Burster, re-worked for a telekinetic Trapping
One PC is built with the Supers system, they have a high-Toughness and one powerful Ranged attack
Another player was going to going to re-work an old mummy PC as a Techno-Wizard, but they haven't posted in a while...

Ounce - how about a very large snow leopard? :) Rather than try to re-work the Palladium RIFTS Cat's Eye (which would mean learning all their lingo and notations), you could just start with the SW RIFTS Dragon Hatchling and tweak it.


Burburk, you've mentioned two Cyber-Knights before, but I only see the one. If you're referring to Jingu, he's a Psychic Warrior, not a Cyber Knight.

As for the Cat's Eye, that's exactly what I did; took the Flame Wind Dragon, looked at it's Palladium stats, then compared those to the Cat's Eye Dragon's Palladium stats, and modified the abilities to fit.

Looking at what I wrote though, it looks like I started the conversion before the changeover to SWADE, so I'm going to have to look through and see if it is still accurate in SWADE.


I have adjusted each of the Dragon Hatchling abilities marked with the † symbol to match the general flavor of the Cat's Eye dragon with additional flavor based on traditional Chinese dragons. Chinese dragons were often said to control water and weather, so I made the breath weapon electricity and the energy damage immunity to also be electricity. This would allow the dragon to cavort in thunderstorm clouds for example.

For the Mighty entry, I'm thinking of reducing the strength given for the Flame Wind dragon (d12+4) down to d12+2, keep the d8 vigor and boost agility to d8. This is the same number of ability die increases from the usual starting set and would represent a somewhat less strong dragon but more agile, which seems to fit with the cat's generally agile qualities.

These are the only things marked as dependent on the type of dragon.

Everything else will be done with appropriate edges, arcane background (magic) powers, and hindrances.

I'll work up a separate PC profile for the dragon and finalize the Ounce's abilities, which will be only a little different from the current profile. I'll post when all that is done, later today I hope.


I checked it over with the current version, and adjusted a thing or two to bring it in line with SWADE rules.

Cats Eye Dragon Hatchling:

Creatures of unbridled magic and psionic potential, monstrous and mighty in their natural forms, dragons fascinated humanity for millennia as terrifying villains and inscrutable sources of knowledge. Their existence was considered entirely within the realm of fiction…until the Coming of the Rifts. It’s likely one or two may have made their way to Earth in ancient times (long before the Golden Age of Man), when it’s believed by many that magic was strong in the world. This would easily explain the images and stories. Dragons feed on magic, thriving where it flows freely. As the ley lines awakened and ripped holes in space and time, the billions of beings drawn to Earth included a huge number of dragons. By nature, most dragons don’t share territory— or anything else—well with others of their kind, so they scattered across the globe and staked out their territories. Of course, they also began to breed.

HERO’S JOURNEY (TWO ROLLS)
Due to their very young starting age, as well as their enormous raw power, Dragon Hatchlings only gain two rolls on the Hero’s Journey Tables. They are restricted to Education, Psionics, and Training, each of which represents something imprinted on the dragon’s psyche from a parent at birth.

HAPPY BIRTHDAY!

Playing a dragon in Savage Rifts® means starting out as a Dragon Hatchling. At most, the character is a few months old, and he may be only weeks, or even mere days from his hatching. He was born alone, left to incubate for years in an egg after his parents mated, then parted ways. Through an early psionic bond, he received an enormous amount of information and understanding (primarily from his mother), which enabled him to know a great many basic, important things as soon as he hatched. Within minutes of cleaning the last eggshell from his form, a Dragon Hatchling knows how to fly, use his breath as a weapon, and communicate effectively in Dragonese/Elven (and he even grasps basic math principles).

What a Dragon Hatchling does not know is anything about morals, ethics, or how to get along in the world. A newly hatched dragon seeks out other sentient, sapient beings to interact with, learn from, and firmly imprint upon. If he encounters those of truly selfish or evil intent, he becomes a force for great darkness in the world. If, however, he encounters those of nobler means and kindly demeanor, he grows into a being of good and benevolence—something the world desperately needs.

UNLIMITED GROWTH POTENTIAL
Dragon Hatchlings start life with an incredible array of natural gifts and powers, making them dangerous foes and tremendous allies. Their potential is even greater, however, as they grow both in size and capability. Though he does not begin with any other Arcane Backgrounds outside of Psionics, a dragon is one of the only creatures known to have the capacity for both magic and psionic abilities. Dragon Hatchlings begin with an enormous pool of natural PPE, which only increases when they inevitably take up a magical path of study. Dragons are also born with the ability to quickly learn many other special abilities, most of which are inherently magical in nature. Various species have their own range of powers; the ones presented here are for the Catseye Dragon Hatchling. Dragons can acquire additional abilities as Advances, just like taking a new Edge:

■Fast Regeneration: A dragon’s regenerative abilities can improve over time, allowing him to make a natural healing roll every round. He also gains +2 to recover from being Shaken. This ability may not be taken until Veteran Rank.
■Metamorphosis: At Veteran Rank, a dragon may change his shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. He can maintain any such form indefinitely, even while sleeping. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Only gear carried in humanoid form (see Limited Metamorphosis below) is assumed into any new shape. Any other objects are dropped when transforming to a new body.
■Size Increase*: As they grow, dragons gain in size. At Seasoned, the Hatchling may take this Advance to increase his Size to +7. At Heroic, he can take it again to increase his size to +8, gain +4 Armor and +2 Toughness, increase Claw/Bite damage to Str+3d8 AP 8, and apply a −2 to Fear, but he replaces his Large ability with Huge. Each time he takes this Advance, he gains a die type in Strength.
■Teleportation: Dragons can learn to naturally use the teleport power, rolling their Spirit for the check and drawing on their PPE to fuel the power. This Advance may be taken at Seasoned Rank.

DRAGON HATCHLING
ABILITIES AND BONUSES

Most of a Dragon Hatchling’s special abilities can be used in either full dragon form or when he is changed into humanoid form. Exceptions are noted.
Arcane Background (Psionics): As a Minor Psionic, a Dragon Hatchling begins with three powers (from the Mind Melter list) and 10 ISP. He also has a beginning Psionic skill of d6.
■Armored Hide*: The Hatchling has +16 M.D.C. Armor and +8 Toughness in dragon form.
■Cat’s Eye Gaze: Those caught in the transfixing gaze are likely to fall under the beast’s mystic charm. The victim must look directly in the eyes of the dragon for this power to take effect. The power does not affect characters piloting robot vehicles, or seeing through a video monitor. However, most forms of power armour and helmets provide no protection. The dragon and the hatchling make a contested Spirit roll. If the dragon is the victor, the victim falls under the influence of the dragon, and automatically obeys commands that don’t directly harm himself or those he cares about. With a raise, the target is completely controlled, but gets an automatic Spirit roll as a free action to avoid directly harming himself or others. With success, he resists that particular action. With a raise, he resists and the power ends.
Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc. The dragon must maintain concentration while controlling their Thrall, and suffers a Multi-Action Penalty to any other actions they wish to take while maintaining control. The power elapses after 5 rounds, if the dragon loses concentration, if the thrall is not given any instructions to act on for an entire round, or if the victim leaves the line of sight of the dragon.
■Claws/Bite*: Dragons can naturally attack with massive teeth and talons (Str+3d6 AP 6, Mega Damage).
■Fear*: In his natural form, a Dragon Hatchling is a terrifying creature to most folks, who must make a Fear check when first seeing him.
■Fire Breath*: Cats Eye Hatchlings can fire a 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage.
■Flight: The Hatchling has a Flying Pace of 10" and Climb 0. Unlike other Dragon hatchlings, Flight is not dependent on wings, and usable in any form.
■Fire and Cold Resistant: Neither Fire and heat (including plasma weapons) nor frost and cold affect the Catseye dragon much. Either inflicts only half damage.
■Nightvision: Catseye dragons see perfectly in anything but complete darkness, and suffer no penalties for poor lighting conditions.
■Inherently Magical: Hatchlings know no magic spells, but they have a natural pool of 15 PPE and can use any Techno- Wizard devices. A dragon who takes an Arcane Background adds his starting PPE to any gained from the Edge. Additionally, whenever he takes the Power Points
Edge, he gains +10 PPE instead of +5.
■Limited Metamorphosis: A dragon begins life able to adopt a single human or humanoid form for a limited amount of time each day. He can maintain this humanoid form for a number of hours equal to his Spirit die before needing at least six hours of rest. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Weapons and other
personal effects (up to body armor) are assumed into the dragon’s form and reappear when returning to humanoid form. Any other objects are dropped. The process does not work in reverse, all gear carried by the dragon is dropped when transforming into humanoid form.
■Mighty: Even Dragon Hatchlings are incredibly strong, beginning with a Strength of d12+6. They are also very resilient, starting with a d8 Vigor. Neither attribute has a maximum limit.
■Nigh-Immortality: Unless killed through violence or other means,dragons can live anywhere from 6,000 to 12,000 years. They require only magical energy to sustain themselves, eating and drinking simply for pleasure. They are immune to normal poisons and diseases.
■Size +6*: In their natural forms, Dragon Hatchlings are usually 15 –20 feet from snout to tail-tip, and weigh up to 7 tons. This means, when not using their Metamorphosis abilities, Hatchlings gain +6 Toughness.
■Slow Regeneration: These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
■Tail Lash*: The dragon can sweep all opponents in his rear facing in a 2" long by 4" wide rectangle. This is a Fighting
attack which ignores size penalties, doing Str+d8 (Mega Damage).

DRAGON HATCHLING COMPLICATIONS
For all their power, Dragon Hatchlings begin life with a number of limitations and difficulties.
■Cybernetics: Dragons cannot take cybernetics at any point. Their bodies reject such foreign implants.
■Enemies: Dragons are illegal and reviled by the Coalition. Any known dragon is immediately hunted with extreme prejudice.
■Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non-Standard Physiology, see page 51), it suffers the same penalties as that race. The GM makes the final call on what counts as a body type restriction. In their natural form, dragons cannot wear any armor and can only use vehicular weapons specially adapted for their use at four times the normal cost. Most other gear can only be used in humanoid form (again, GM’s call).
■Hatched: Dragons are born not made. They do not choose a race.
■Large: When not shape shifted into a humanoid form, dragons make for very big targets. Normal-sized opponentsgain +2 on all attacks against them.
■Outsider : Dragon Hatchlings understand so little of the world, they inevitably cause socially awkward situations wherever they go, even in humanoid form. All Dragon Hatchlings have the Outsider Hindrance.
■Territorial: Dragons tend to dislike their own, and other dragons generally treat a newcomer as invading their territory unless great care is taken in interactions.
■Untested: Being so young and without any life experiences, Dragon Hatchlings have not had time to develop moral codes, physical limitations, or foibles. When creating a Dragon Hatchling character, the player selects no Hindrances to start (and, thus, doesn’t get the extra points to spend on character creation). Instead, he selects one Hindrance at the end of the first session. He may then select another Hindrance at the end of the second session, and a last one at the end of the third session. Only when all Hindrances are selected (one Major and two Minor, per normal rules), may the player spend the points on his character, working out what is appropriate with the Game Master. This represents imprinting and a “growth spurt” for the Dragon Hatchling.
■Very Young: Very Young: Dragon Hatchlings start out very young. They begin with only 3 points to adjust their attributes and only 10 skill points. Unlike the Young Hindrance (which they cannot take), this complication does not grant an extra Benny each session.

DRAGON HATCHLING STARTING GEAR
None. In human form they can use any weapons and armor, but Dragon Hatchlings set out into the world with only
their natural gifts.


Ounce, I think those kind of changes make some sense, as dragons in Asia are usually more associated with air, and none of them breath fire (or anything else really).

In the Palladium version, the Cat's Eye was actually a little tougher, a little stronger, and has better melee stats, where the Flame Wind is obviously built around his fire abilities.

I actually like the idea of making a more culturally appropriate version of a Chinese dragon, but the further you get from the Flame Wind Stats, the tougher it will be to maintain balance (either way, to tough or too weak).

For my version, I basically ported it over as presented in the original book (though I forgot to address its At-Will invisibility power). I upped its Toughness a little, upped the Strength, added +2 to the AP of the claws, reduced its pace, restricted its flame breath to the short range version only, switched out the flaming aura for the beguiling gaze, and that was about it.

Liberty's Edge

Sorry guys...this one has just gotten away from me...goingto let it slide as there seems to be plenty of others to take my place...happy hunting!!!

Dark Archive

Thank you for the info.

I think i'll start on a boring old MARS character. I've never done one of those in the SW version...

I think they get 4.. (or 5, will have to look) advances at character creation. Do the new players get anymore as 'catch up' or make him a 'starting' character per the standard rules.

Although my usual Juicer is always tempting... :)

Dark Archive

The beginnings of a MARS character: Rolls at the end.
Race
Human – adaptable edge, choose one novice edge

Iconic framework
MARS: Wilderness scout
Athl d6, Common know d6, Notice d8, stealth d6, survival d8 at start
Fleet footed: +2 pace, running die d8
Woodsman: +2 survival rolls, +2 stealth rolls made in the wild

Hinderances
Up to 4 points

Attributes
D4 each, 5 points
Skills
Athletics, common know, notice, persuiasion, stealth d4 + 15 points
derived stats
Edges
Born a hero – MARS take 4 advances

Gear
Starting gear + Vibro short sword and JA-11 energy rifle, rolls from tables, roll credits pg 81 (4d6X100 universal, credits, 2d4X500 credits worth of gear or valuables.

fortune and glory roll: 1d20 ⇒ 9
Vigorous and tough +1 Vigor die, Nerves of Steel edge
narrative hook roll: 1d20 ⇒ 6
Alistir Duncans true federation. Meh, can make that work.
universal credits: 4d6 ⇒ (5, 2, 5, 5) = 17
x100
credits for gear: 2d4 ⇒ (2, 4) = 6
x500

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