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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Nice. I have a pretty good idea about how we're going to fit you into the story. As soon as you are ready, we'll get you going.


Okay, I'm ready. I added a little more to "The Kid's" backstory about his father being killed in a shootout with an Elven D-bee. Call me crazy, but the phrase, "Slain by an elf." makes me laugh every time.


Dang. I just got back into this site after years and missed this?? Woe is me! lol


@Scotty- Sounds good. I will take a look and then I will post up something in Gameplay shortly. Watch for a spoiler with your name on it.

@Ignuspyre- With Scotty, we now have 5 characters. My max is six, so if you are still interested, let me know what you are thinking of playing. Here is the current run down:

Human Glitter Girl Pilot
Human Wilderness Scout
Human Cyber Knight
Simvan Psycho-K
Human Gunslinger


Uh, well, wasn't expecting that, so thanks. But...I realize I've been off this forum for many years (ugh, forgot about all this bright white space to look at for my poor eyes, lol) - and haven't played Savage Rifts in quite a while either. I...don't even remember how you roll DICE on here, haha. Maybe I should hold off and re-familiarize myself with things first. I don't wanna jump in and then mess things up/do things wrong.

Dark Archive

I am also intersted. I posted a few weeks ago if you are willing to open it up for more people, and would be willing to get the book and put a character together.


Oh, if you were here first, Mailnor, then I will bow out anyway. I'm not trying to jump in line.


Ignus- No worries. I don't mind teaching the game a bit. I get it though. Take your time and if there is room later, you would be welcome.

Malinor- I just found the post you are referring to, I must have missed it. Nonetheless, if Ignus is bowing out, you are welcome to put up a character idea and we can go from there.

Dark Archive

So I am working on building a Dragon Hatchling or a Juicer.

I saw something about a Dragon Hatchling taking more to level up so I thought I would ask how many advances I should have. It looks like the others have 9 advances currently.


I cleaned up some mistakes I had in "The Kid's" PC sheet.

I used advances to get him to Strength d8, so he could take the Trick Shooting edge instead of Provoke. Also, I didn't add skill points into Taunt, instead I added them to Gambling and I dropped the skill point I put into Common Knowledge and added it instead to Riding to make that a d10.

Dark Archive

I have another question about the Dragon Hatchling. They take their hindrances after each of the first four sessions. Since this game is 9 advancements in, would I have all my hindrances already or would I still be gaining them from when I start?

Dark Archive

This is Malinor's rough draft attempt at a

Dragon Hatchling:
Name: Tocash
Race: Flame Wind Dragon
Bennies: 3/3
Conviction:
Size: 6 (Large)
Pace: 6; Fly 12
Language: Dragonese/Elven, American

Fatigue -1 -2 INC Wounds -1 -2 -3 -4
Parry: 7
Toughness: 30 (14) Dragon Form // 6 [Human Form]

Attributes
Agility- D10 [+1 attribute points, 2 Hindrance Points, Advancement]
Smarts- D8 [+1 attribute points, 2 Hindrance Points]
Spirit- D8 [+1 attribute points, Advancement]
Strength- D12+4
Vigor- D8

Skills
Academics (Smarts) d6 [1 skills, Advancement]
Athletics (Agility)- d8 [ Starting, 1 skills, Advancement]
Common Knowledge (Smarts)- d6 [Starting, 1 skill]
Fighting (Agility)- d10 [3 skills, Advancement]
Notice (Smarts)- d8 [Starting, 1 skill, Advancement]
Persuasion (Spirit)- d4 [Starting]
Psionics (Smarts)- d8 [Innate. 1 skill, Advancement]
Science (Smarts) d8 [2 skills, Advancement]
Stealth (Agility)- d4 [Starting]

Powers // ISP 20/20
Detect Arcana
Environmental Protection
Healing
Speak Languages

Weapon // Range // Damage // AP // ROF // WT // Notes

Gear // Cost // Wt

Total Weight: 0lbs Total (51 lbs w/Backpack)
Encumbrance 60 lbs

GP: // SP: // CP:

Hindrances [Used to take Arcane Background (Magic) and Arcane Armor Edges]
Outsider (Major): (0 points)
Curious (Major) (2 points)
Loyal (Minor) (1 points)
Stubborn (Minor) (1 points)

Edges & Advantages
Arcane Background (Psionics) (Free):
Brawny
First Strike
Nerves of Steel [Ignore 1 point of Wound Penalty]
Counterattack

Racial Abilities
Armored Hide*: The Hatchling has +14 MDC Armor and +4 Toughness in dragon form (plus the Size bonus).
Bite/Claws*: Dragons can naturally attack with massive teeth and talons dealing Str+2d4 Mega Damage, AP equal to Size, see Natural Weapons in Savage Worlds. In addition, their bite has Reach equal to the additional Wounds granted by Size (one at Size Large).
Expanded Awareness: Dragons have the detect arcana psionic power as an Innate Ability (see page 68) with the reduced Power Points cost from the Aspect, Range, and Personal limitations (see Trappings in Savage Worlds). They may also sense supernatural beings within line of sight with a Notice check.
Fear*: Hatchlings are terrifying creatures and cause Fear checks to all who see them.
Fire Breath*†: As an action using its Athletics skill, a Hatchling in its natural form can breathe a bolt of flame at Range 12/24/48 dealing 4d6 Mega Damage with the same AP as its Claws. On a raise this increases to 5d6 and targets catch fire dealing 3d6 Mega Damage until doused (see Fire in Savage Worlds). Alternately, the Hatchling’s fire breath can manifest as a Cone Template emanating from its mouth. This may be Evaded, but such is the intensity of the dragon’s breath that a successful Evasion reduces the damage one die (from 5d6 to 4d6, for example), or two dice with a raise.
Flight*: The Hatchling has a Flying Pace of 12" and may "run" for extra movement as usual. Flight is usable in another form if it has wings.
Impervious to Fire†: Fire and heat (including plasma weapons) do not affect a Flame Wind Dragon at all.
Infravision: Dragons halve penalties for bad lighting when attacking targets that radiate warmth.
Inherently Magical: Hatchlings know no magic spells, but they have a natural pool of 10 PPE and can use Techno-Wizard gear. A dragon who takes an Arcane Background adds this 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. Transforming is anInnate Ability. He can maintain this 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 Hatchlings are incredibly strong and resilient, Flame Wind Dragons begin with a Strength of d12+4 and a Vigor of d8. Neither attribute has a maximum limit.
Minor Psionic: Dragons begin with Arcane Background (Psionics), 10 ISP, one die type in Psionics, detect arcana*, speak language*, and two other powers chosen from the standard psionic power list on page 120.
Nigh-Immortality: Dragons are supernatural creatures thought to be as old as the cosmos itself. Hatchlings mature around 600 years of age and, unless killed, can live up to 12,000 years. They are sustained by passively and effortlessly absorbing ambient magic energy, eating and drinking simply for pleasure. Dragons are immune to the Hazards of cold, heat, hunger, thirst, disease, poison, drowning, electricity, and radiation; see Hazards in Savage Worlds.
Size 6 (Large)*: In their natural forms, Dragon Hatchlings are usually 15 –20 feet from snout to tail-tip and weigh up to 7 tons. This means Hatchlings gain a fourth Wound level and, when not using their Metamorphosis abilities, +6 Toughness (in addition to the Armored Hide bonus), and +1 Reach.
Slow Regeneration: Dragons make a natural healing roll once per day. Permanent injuries may be recovered once all Wounds are regenerated; treat each injury as an additional Wound for purposes of recovery.
Tail Lash*: A Hatchling in dragon form can attack all opponents adjacent to its rear or side as an action. The Hatchling uses its Athletics skill and ignores Scale penalties for this particular attack, which may be Evaded. Those who fail suffer 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 reviled by the Coalition, and hunted with extreme prejudice by CS forces when possible. In addition, many arcane factions seek to control dragons or use their body for the creation of powerful items. Form Limits: If a dragon transforms into a humanoid race with a restriction based on its body type (such as Non-
Standard Build, see page 55), 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.
Outsider (Major): 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 (Major) Hindrance.
Territorial: Dragons tend to dislike their own, at least initially. Dragons are hierarchical and generally treat newcomers 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 each session until he has four points worth of Hindrances. Only when all Hindrances are selected 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: Dragon Hatchlings start out very young. They begin play speaking and reading only one language, Dragonese/Elven, and start 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 extra Bennies each session.

Advances
1- Brawny
2- Improved Stat (Agiltiy)
3- 2 Skills (Fighting, Athletics)
4- First Strike
5- Nerves of Steel [Ignore 1 point of Wound Penalty]
6-Improved Stat (Spirit)
7- 2 Skills (Notice, Psionics)
8- Counterattack
9- 2 Skills (Academics, Science]

This shows where I would put all 9 advances and my hindrances. It will be easy to roll items back as needed.

If we are picking from the Heroes' Journey tables, I will take the Education table and get "Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Research skill at d8." as my result.

I know that I start with no real equipment, but can I have found some clothes of some sort for my humanoid form? Otherwise, that might get a little awkward at some point.

Dark Archive

I am considering my backstory. My original plan when I was thinking of the hatchling was to be days old, but with 9 advances I am not sure that works. Do you want me to come up with a story for having been around for a while or be fresh out of the egg?


I haven't been able to look at some of this, as most of my players know I don't usually check Paizo on the weekends.

@The Kid- Sounds good. Looks like easy changes.

@Tocash- A Dragon Hatchling could be interesting. As far as Hindrances goes, I would say yes, since the characters are 9 advances in, you would already have your 4 points of Hindrances and 9 advances.

Let's start your back story about how you happened to be caught by a group of slavers when you were very young and you started to learn their ways, but you did not like the way they treated you, so you rebelled and they made you a slave as well. Eventually you grew to resent their leader, a powerful spellcaster from the Federation of Magic. It did not help that between her, her Juicer bodyguard, two strong psychics, a couple of mechs and a platoon of soldiers she kept you in a cage most of your life, only taking you out to show as a prize that no one was willing to put up the 5 million credits for. That cage is buried deep underground beneath several warehouses and warded by magic. It keeps you locked in. That is until you feel the unmistakable power of another dragon dying somewhere above you. It feeds your power and suddenly the magical wards are gone...

You would have clothes for your human form, and a collar that keeps you honest. Your cage has several old books and data disks that you have collected during your time with the slavers. I presume you are a Flame Wind dragon, correct?

Dark Archive

That background works for me. I did go with the Flame Wind dragon. I looked at the types in the other book and decided to just stick with the original.

When you say the collar makes me honest, what effect does that have? Or did the collar fall off when the wards all failed and so that doesn't matter?


Once I'm in the game I'm a pretty active poster. Weekdays or weekends it doesn't matter to me.


At the current story point, the collar still works, the other players are working to fix that right now. They have not yet discovered you. I am waiting for you to finish up your character sheet first. The big question will be, do you come out as human or dragon?

Dark Archive

Have you looked over the character? I think it I have everything correct.

I think I would be in Dragon form most of the time. I have 8 hours a day as a human, but humans are super squishy so I would be in my normal form unless I have a specific reason to change. Especially if I think I can get out and fly away.


I think I meant to say finished in your character profile. I am looking at the rough draft and not seeing much in the way of errors, though you will have to be using your Speak Languages ability a lot, as I don't believe many of our characters speak Dragonese. I also don't see the Research skill you earned in your list of skills. Otherwise, I think it looks good.


Tocash, I have a spoiler up in the Gameplay just for you.

Dark Archive

I think I saw somewhere in the previous recruitment that you mentioned a dragon could have picked up American without having to spend the points. If I got that wrong I would like to shift a point to have American at least. Speak Language will be useful for all others, but the main language would be good to have.

I would like to change the increase to Academics and Science to gain the Linguist edge.

For now, to the Gameplay!


That's entirely possible, this game has been going on for years and I'm pretty sure I have made all kinds of off the cuff rulings in that time. Either way, if you want to change the points to have it officially, that's fine, but I suddenly had a flash of inspiration and I am imagining Tocash speaking American is a sort of Sandra Bullock in Demolition Man way. You can understand the words, but your colloquialisms are terrible. Just a thought.


Demolition Man! love that movie. I still haven't figured out what the 3 seashells are.

Dark Archive

Scottybobotti wrote:
Demolition Man! love that movie. I still haven't figured out what the 3 seashells are.

I am not sure you want to know, either.

Dark Archive

DM ShadowBloodmoon wrote:
That's entirely possible, this game has been going on for years and I'm pretty sure I have made all kinds of off the cuff rulings in that time. Either way, if you want to change the points to have it officially, that's fine, but I suddenly had a flash of inspiration and I am imagining Tocash speaking American is a sort of Sandra Bullock in Demolition Man way. You can understand the words, but your colloquialisms are terrible. Just a thought.

I think that would be funny and awesome. I just am not sure I can do it justice.

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