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SWADE :
Psi-Sword is Strength+2*Spirit, with an AP equal to Psionics.
Improved is 2*Strength+2*Spirit with an AP of 2*Psionics.

SWD :
Psi-Sword is Strength+2*Spirit, AP 6
Improved is Strength+3*Spirit, AP 8

Ok, so SWADE moved the Improved's damage benefit from Spirit to Strength, just so people wouldn't max out their Spirit to get insane damage.

But then they made AP a function of Psionics, and 2*Psionics for AP is a LOT.

I was thinking of d8 Spirit, d6 Strength. So the Improved damage would go from d6+2d8 to 2d6+2d8, an average increase (with Acing) from 14.5 to 18.7, just 4 points.

But because Psionics is my skill to activate ALL my powers, I currently have it at d10, so AP goes from 10 to 20.

The important question is, how many humanoid opponents are going to have more than 10 Armor towards their Toughness? NONE of the body armors in the Player's Guide are greater than 8, so an AP of 20 would be no different than an AP of 10.

Even the combat armors' max Armor value is 11, so AP 20 only removes 1 extra point of armor.

And creatures/monsters typically have NO armor, so that huge AP wouldn't help me at all.

Whatdayathink?


Seems like I would need to add some things in that have really powerful armor or have psychics/mages buff their bad boys just like we buff our bad boys. At least that is what I would do.


ZenFox42 wrote:
SWADE :I was thinking of d8 Spirit, d6 Strength. So the Improved damage would go from d6+2d8 to 2d6+2d8, an average increase (with Acing) from 14.5 to 18.7, just 4 points.

Remember if you are comparing Improved to Improved, it should be d6+3d8.

ZenFox42 wrote:

But because Psionics is my skill to activate ALL my powers, I currently have it at d10, so AP goes from 10 to 20.

The important question is, how many humanoid opponents are going to have more than 10 Armor towards their Toughness? NONE of the body armors in the Player's Guide are greater than 8, so an AP of 20 would be no different than an AP of 10.

Even the combat armors' max Armor value is 11, so AP 20 only removes 1 extra point of armor.

And creatures/monsters typically have NO armor, so that huge AP wouldn't help me at all.

Whatdayathink?

KingHotTrash wrote:
Seems like I would need to add some things in that have really powerful armor or have psychics/mages buff their bad boys just like we buff our bad boys. At least that is what I would do.

Agreed. It also gives you the ability to take on mech suits and vehicles, which often have very heavy Armour indeed.

You are also mistaken about monsters; dragons have 18 armour, gargoyles have 12, rhino-buffalo have 20, etc. I think the big advantage though is being able to take on Power Armour, robots, and vehicles. When everyone else is running for cover and a rocket launcher, you could still be carving them to pieces.


ZenFox42 wrote:
Whatdayathink?

It doesn't seem crazy to me to allow the edge at creation. The damage dice don't seem out of line with other weapons, it requires you to be in melee. The AP is going to be big, allowing you to go after things like robots and vehicles, but that isn't necessarily a bad thing to me. I was watching an episode of Clone Wars where Anakin jumps around on a giant droid stabbing it and then cuts off a leg. That seems to me like the kind of thing a Cyber Knight should be able to do.

What would you think about starting with the ability to take the edge, and dialing down the AP if it seems out of line once we get into things?


Rigor wrote:
Remember if you are comparing Improved to Improved, it should be d6+3d8.

I was comparing SWADE's standard psi-blade against SWADE's Improved version.

Rigor wrote:
It also gives you the ability to take on mech suits and vehicles, which often have very heavy Armour indeed.

Like I said, the highest armor any mech suit/power armor has is 11, so AP 20 vs. AP 10 only removes 1 extra point of armor.

Now, most vehicles do have armor of 10 or more, but I don't think I'd be taking on many vehicles.

Rigor wrote:
You are also mistaken about monsters; dragons have 18 armour, gargoyles have 12, rhino-buffalo have 20, etc.

In SWADE, Dragons have Toughness 20(4) - this means that only 4 points of their Toughness are Armor. So AP 20 vs. AP 10 makes no difference. Are you referring to RIFTS creatures (which I have no reference for)?

GM ST - sure, I'd be willing to dial down the AP if needed.

So, I can go ahead with my build?


I was referring to Rifts monsters (Savage Foes of North America). Most of them have big Armour values. I see a lot of 10 to 12s, so not a huge amount of creatures, but there are certainly a few with 18-20. All in all, it may be more of a story/flavour advantage, where the Psi Sword can pretty much cut through anything.


Go ahead ZenFox42.


Alrighty, I have decided on a Mystic. It'll fit in well with the "do good" mentality we have going on here. I'll have a character up sometime this week.


RIFTS rolls :

Universal Credits: 4d6 ⇒ (1, 4, 5, 4) = 14 * 100 = 1400
gear or valuables: 2d4 ⇒ (2, 3) = 5 * 500 = 2500

Hero's Journey/Training: 1d20 ⇒ 15
Hero's Journey/Close Combat: 1d20 ⇒ 7

My "standard starting gear" includes a pistol, but then the Cyber-Knight archetype adds another ranged weapon. Can I possibly "trade in" the pistol for cash?

I had another idea : can I use my Hindrances to define my Code of Honor?


Couple of questions/observations :

Can I use the "Fair Play/Never attack from behind" from the Cyber-Knight Code in a previous post as a Minor Hindrance (part of my vows)?

1400 and 2500 credits are *nothing* in RIFTS. I can afford a communicator. That's it!!!
I'd suggest we all buy one (1500 credits) so we can communicate when separated.

If you want us to be able to buy stuff, add another 0 at the end of the value.

I'm waiting to hear about some details on my build from the players in the PEG boards, but I'm basically ready to go. Once I hear from them, I'll post her.

GM ST - the PEG boards are a *great* resource! Many question you'll come up with others have asked before, and if you're unsure about how to rule something, just post the question and you'll get lots of feedback!

General SWADE questions are HERE.

RIFTS-specific questions are HERE.

To post questions, you have to become a member.


Here's Ami (Ah-MEE) :

Sorry, the bolding in my Word document didn't carry over to here, which would have made it a lot easier to read. I added bullet marks to make things a little clearer.

Ami:

Attributes :
Agility d6
Smarts d6
Spirit d8
Strength d6
Vigor d6

Derived :
Charisma : Unfriendly (Lyn-Srial), one step higher than normal (Cyber-Knight) = Uncooperative
Pace 8 (6+2CK); d10 Running die
Fly 12; 2d6 “Running” (Lyn-Srial)
Parry 10 (7+1TW+3Psi-Shield)
Toughness 15(6) (Toughness 5+2Armor+2Psi-Armor; 6Armor)
Encumbrance 30

Edges :
- Champion (CK free) : add +2 damage when attacking supernaturally evil creatures.
- Frenzy (CK free) : rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit.
- Improved Frenzy (HJ) : The fighter rolls an extra Fighting die with up to two Fighting attacks in the same turn.
- Trademark Weapon (CK free) : add +1 to his Fighting rolls, and +1 to Parry when readied.
- Improved Psi-Sword : The Psi-Sword deal 2*Str + 2*Spirit, with AP equal to 2*Psionics. If split, each blade's AP is equal to Psionics. 2d6+2d8 OR 2d6+2d10 with Boost Trait/Spirit.
- Psi-Shield : grants +3 Parry and a −4 Cover penalty to ranged strikes against her. The Psi-Shield costs no ISP and can be summoned as a free action. While activated, provides the wielder's Spirit in MDC Armor if an enemy attempts to shoot through it.

Skills :
Athletics d10
Fighting d10+2 (TW,HJ)
Knowledge, Common d4
Notice d6
Persuasion d4
Psionics d12
Stealth d4

Hindrances :
-Loyal (Minor) : risks her life for her friends without hesitation. They are the first to come to their friends’ rescue when they’re threatened.
-Fair Play (Minor) : never attack from behind
-Code of Honor (Major) : He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior.
-Heroic (Lyn-Srial) : This noble soul never says no to a person in need. She always comes to the rescue of those she feels can’t help themselves.

Powers :
10 ISP
-Speed/Quickness (3 PP) : The target’s total Multi-Action penalty each turn is reduced by 2
-Boost Trait (1 PP) : increases the selected Trait one die type, or two with a Raise
-Healing (2 PP) : success removes one Wound, and a Raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.

Racial : Lyn-Srial
-Alien : Lyn-Srial are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing.
-D-Bee : The initial Reactions to Lyn-Srial typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
-Flight : Fly at Pace 12 and “run” for 2d6 extra movement as usual; use Athletics when maneuvering (Chases).
-Four Arms: Lyn-Srial ignore 2 points of Multi-Action penalties each turn.
-Wanted (Major): Lyn-Srial are hunted by the Coalition for rescuing and harboring refugees of the Tolkeen war.
-Inherent Nature: All Lyn-Srial have the Heroic Hindrance and count as supernaturally good.
-Low Light Vision: Lyn-Srial ignore Dim and Dark Illumination penalties.
-Non-Standard Build: Lyn-Srial have unique proportions, causing a −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Their custom armor, clothing, and equipment costs triple the listed price. All Starting Gear is assumed to be customized for a hero’s use.
-Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs.
-Strong: Lyn-Srial start with d6 Strength, adjust Trait maximum accordingly

Archetype : Cyber-Knight
-Cyber-Armor: As a free action, Cyber-Knights can summon an organic metal shell granting +2 Toughness and allowing them to ignore Gritty Damage
-Cyberkinetic Combat: Any electronic technology-based attacks such as lasers, rail guns, and vibroblades 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; stacks with the Fleet-Footed Edge.
-Inner Light: Cyber-Knights begin with the Champion Edge
-Intense Combat Training: A Cyber-Knight begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank).
-Minor Psionic: Cyber-Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. They have access to the following powers (Rank permitting):
arcane protection, boost Trait†, darksight*, deflection*, detect/conceal arcana*, empathy, environmental
protection*, healing*, object reading, protection*, relief, smite*, speak language, speed†, warrior’s gift*.
-Powers marked with an asterisk (*) or dagger (†), if taken, are activated as Innate Abilities (see page 68) usable only on the Cyber-Knight.
-Those marked asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked dagger (†) have both the Range (Self) and Aspect limitations (only 1 of the 2 versions).
-Innate Abilities : the first such power initiated each turn activates as a free action. Innate Abilities may be activated using Power Modifiers, paying Power Points as normal.
-Range (self) : reduces its total Power Point cost by one (to a minimum of 1). If this would normally reduce the cost to 0, you gain a +1 bonus (+2 maximum) to the arcane skill total instead.
-Psi-Sword: As a free action, Cyber-Knights can summon a blade of spirit and will. It may have any appearance but it does not change the effects. The Psi-Sword does Strength + 2*Spirit damage with AP equal to Psionics (no Strength minimum).
A Cyber-Knight may split his Psi-Sword into two blades, one for each hand, each blade deals the same damage but only gains half AP.
For 1 ISP the blade inflicts Mega Damage for as long as it is manifested.
-Revered Protectors: The hero is a member of the Cyber-Knight Order faction, and has Connections with the
group and its allies. She gains +1 to social checks with most folks and Reactions start one level higher than normal.
-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. The Game Master must determine the extent of a Cyber-Knight’s transgressions and assess a penalty accordingly.
-Cybernetics: Cyber-Knights suffer −1 to Psionics per point of Strain (page 69).
-Free no-roll Actions : Summoning the Armor, Psi-Sword, or Psi-Shield does not require a roll.

Standard Starting Gear substituting Cyber-Knight Medium Armor, plus an NG-L5 Laser Rifle

Money and Common Goods: 1400 Universal Credits, and 2500 credits worth of gear or valuables
-NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes
-Body Armor: Cyber-Knight Medium Armor - +6 Armor, +2 Toughness; Healing & Relief
-Sidearms:
Wilk’s 320 “Classic” Laser Pistol : 3d6 AP 2, 15/30/60, weight 2 (Shooting +1)
NG-L5 Laser Rifle : 4d6 AP 2, 24/48/96, weight 10
Ammo: two E-clips or magazines for each weapon
Communicator : 1500

Hero’s Journey / Close Combat Weapons : 1d20 --> 7 : +1 Fighting
Hero’s Journey / Training : 1d20 --> 15 : One Edge (Improved Frenzy)

Future Advancements
Strength d8, Power Points
Seasoned : Rapid Recharge, Major Psionic

Please note, I increased her Psionics to d12. If you think AP 24 is too much, I wouldn't complain if you capped it at 20.

Also, this is still pending some answers to questions I've asked.


Looks pretty cool to me; very nicely built, with great offense and defense. The only downside I see is the low persuasion and charisma; it would be nice to capitalize on the reputation of the Cyber-Knight, but it is understandable with the Lyn-Srial being an outsider.

Too bad you couldn't get Major or Master Psionic, but I imagine that would be taking you too far in another direction when you have limited edges.

I personally don't see a point in capping AP value: it is niche enough that 20 vs. 24 will rarely come up, if ever.


So, I had mentioned a while back, my idea for a cyborg is to make an "Light" Cyborg, specialized more for piloting than the standard Combat Borg. I've done up a previous version in Adventure Edition, but I don't think the math will be much different for SWADE. Just want to make sure with Tumbler that modifying a class like this is ok. Basically just looking at moving things around in the class, such as switching the values for strength and dexterity, and switching one implant for another so the overall number of Edges and Strain remain the same. Would that be ok?

I have backup ideas, as well as a totally different character idea i tempted to try building. Been watching too many Western inspired shows lately (including the Mandalorian), so I'm kinda thinking of a Psi-Slinger. I think it might go well along side our gaggle of Cyber-Knights.


I'm mulling things over. May still play a Cyber-Knight, but I'm looking at other options as well. Maybe I'll give a Ley line Walker a try.


ZenFox42 wrote:

RIFTS rolls :

[dice=Universal Credits]4d6 * 100 = 1400
[dice=gear or valuables]2d4 * 500 = 2500

[dice=Hero's Journey/Training]d20
[dice=Hero's Journey/Close Combat]d20

My "standard starting gear" includes a pistol, but then the Cyber-Knight archetype adds another ranged weapon. Can I possibly "trade in" the pistol for cash?

I had another idea : can I use my Hindrances to define my Code of Honor?

I'm fine with you selling/trading out equipment for other equipment.


ZenFox42 wrote:

Couple of questions/observations :

Can I use the "Fair Play/Never attack from behind" from the Cyber-Knight Code in a previous post as a Minor Hindrance (part of my vows)?

1400 and 2500 credits are *nothing* in RIFTS. I can afford a communicator. That's it!!!
I'd suggest we all buy one (1500 credits) so we can communicate when separated.

If you want us to be able to buy stuff, add another 0 at the end of the value.

I'm waiting to hear about some details on my build from the players in the PEG boards, but I'm basically ready to go. Once I hear from them, I'll post her.

GM ST - the PEG boards are a *great* resource! Many question you'll come up with others have asked before, and if you're unsure about how to rule something, just post the question and you'll get lots of feedback!

General SWADE questions are HERE.

RIFTS-specific questions are HERE.

To post questions, you have to become a member.

I think building your code into your hindrances makes sense. Go ahead with that plan.


Rigor Rictus wrote:

So, I had mentioned a while back, my idea for a cyborg is to make an "Light" Cyborg, specialized more for piloting than the standard Combat Borg. I've done up a previous version in Adventure Edition, but I don't think the math will be much different for SWADE. Just want to make sure with Tumbler that modifying a class like this is ok. Basically just looking at moving things around in the class, such as switching the values for strength and dexterity, and switching one implant for another so the overall number of Edges and Strain remain the same. Would that be ok?

I have backup ideas, as well as a totally different character idea i tempted to try building. Been watching too many Western inspired shows lately (including the Mandalorian), so I'm kinda thinking of a Psi-Slinger. I think it might go well along side our gaggle of Cyber-Knights.

It's weird to me that there isn't some version of a lighter cyborg. I'm game with you tweaking things.


Alright, after doing some reading between the Mind Melter and the Mystic, I think I'm going to revert back to the Mind Melter.

Experience: 1d20 ⇒ 9 = A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.
Psionics: 1d20 ⇒ 7 = 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.

Narrative Hook: 1d20 ⇒ 16 = Should Old Acquaintances...

I'm thinking of taking Ruthless (Mi), Loyal (Mi), and am considering Enemy (Major) for my hindrances. I'm thinking the character was rather mercenary until something happened which changed his outlook on the world which led him eventually to the Legion. His enemy can be really from anywhere; such a character has certainly pissed off someone somewhere.


Just noticed my favourite cybernetic of all time is gone... not even nerfed, just gone. So long Wired Skill Port. That may change my mind on which way to go. May look closer at my Psi-Slinger idea.

Reading through the powers, and even though a good deal of them have been nerfed or modified, for the most part I am liking the changes. Quickness was rather game-breaking the way it was, as was Boost, and others. The SWADE versions look a lot more balanced.


Yeah, they balanced the Powers but gave "magic users" more PP and Powers to use. 2 Powers per Edge instead of 1, losing only 1 PP on a failure instead of the PP cost of the Power, duration 5 rounds instead of 3, recovering 5 PP/hour instead of 1, spending a Benny to get 5 PP back, just to name a few. I like it! :)


By the way, if anyone is having issues with putting everything together, check out savaged.us for the SWADE character generator that include the stuff from all the SWADE Rifts books.

I'm shifting things around on my concept and I think I'm going with a renegade Psi-Stalker. Of course, the Framework is up in the air. :( I've thought about Cyber-Knight or Psi-Slinger, but I'm looking more and more at the MARS Bounty Hunter (in the Tomorrow Legion Field Manual)...

Narrative Hook: 1d20 ⇒ 7 Blood Is Thicker - Your story is connected with one or more family members, or to the loss of your family in this savage world. Somehow, joining the Legion is a part of it all.

Interesting.... maybe fleeing the Coalition, he comes across a family hiding in need in the wilderness and stays with them, becoming part of the family until a Coalition patrol comes across them, wiping them out and leaving him for dead.


Rigor wrote:
Too bad you couldn't get Major or Master Psionic...

I SO wanted Major Psionics, but just couldn't swing it. Since it's Veteran, I'll be taking the Power Points Edge every Rank instead.

GM ST - I don't know if you noticed, but this character can FLY! Since many things fly in RIFTS, I wanted to be able to get to them since I have NO ranged attacks. I asked around the PEG boards, and the simplest solution to aerial combat seems to be to use the lowest of your flight skill and attack skill while engaged, much like RAW where when fighting on a horse, you use the lowest of your Riding skill and Fighting skill.

Does that sound reasonable?


Knew I forgot something...

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.

Since my race is established in RIFTS, I'm going to assume that a long time ago, some of them fell thru a rift into this world, and reproduced over time to create the existing race that's here. But my PC has just fallen from their original homeworld thru another RIFT, and so is completely ignorant of the many races, factions, etc. that are in this world.

As luck would have it, some of the first people she met were from the Tomorrow Legion, who welcomed her with open arms.


Hey there GM ST! I was wondering what setting rules are we using? Are we using the Multiple Languages setting rule where you know a number of extra languages equal to half your Smarts die? Any other ones I should be aware of?


I also forgot to roll for starting money and such.

Universal Credits: 4d6 ⇒ (1, 4, 3, 6) = 14 = $1,400
Gear & Valuables: 2d4 ⇒ (3, 1) = 4 = $2,000


KingHotTrash wrote:
Hey there GM ST! I was wondering what setting rules are we using? Are we using the Multiple Languages setting rule where you know a number of extra languages equal to half your Smarts die? Any other ones I should be aware of?

I was planning on only using the setting rules that start on page 117 of the Player's Guide, including Born a Hero, Conviction, More Skill Points, and Wound Cap. Plus the ones described in that chapter. I think languages shouldn't be too common. Rifts is full of ignorance.


ZenFox42 wrote:
Rigor wrote:
Too bad you couldn't get Major or Master Psionic...

I SO wanted Major Psionics, but just couldn't swing it. Since it's Veteran, I'll be taking the Power Points Edge every Rank instead.

GM ST - I don't know if you noticed, but this character can FLY! Since many things fly in RIFTS, I wanted to be able to get to them since I have NO ranged attacks. I asked around the PEG boards, and the simplest solution to aerial combat seems to be to use the lowest of your flight skill and attack skill while engaged, much like RAW where when fighting on a horse, you use the lowest of your Riding skill and Fighting skill.

Does that sound reasonable?

That makes sense to me.


I thought about a bunch of different things, but yeah I think the Cyber-Knight sounds the most fun. Might pick up some unarmed stuff for when the "don't use Psi-blade against unequal targets" thing comes up (not sure how broad of a restriction that is).

I'm AFB right now; can you take Signature Weapon: Psi-blade?

Dark Archive

Hello all. love Savage Worlds and Savage Rifts is an amazing and fun setting! If there's room, I'll bring my favorite archetype, the Juicer...


So, I had mentioned way back the idea of having my character be a pilot.

I have in mind a small transport, big enough for the group, and perhaps a bit of cargo. I'm picturing the Quinjets from the Avengers movies, though the Mandalorian's Razorcrest is probably about the same size. Big enough to drive a mid-sized car into if you had to, though that would leave little room for anything else. I'm envisioning something of a mobile base of operations, where the group could stay while moving from mission to mission.

There are several ways to get a vehicle in the rules, such as the Operator MARS class, or via the Filthy Rich Edge. However, there are very few aircraft listed in the Savage Worlds books. The only listed ones I can find are things like the the Deathshead transport, which is way bigger, and much more heavily armed than I would want, or would be appropriate for PC's. There are a few in the old Palladium books, like the Dragonfly, the Mosquito, or the Lightning, all from Triax. All are armoured VTOL troop transports, much like I have in mind.

I could convert one of those to Savage Rifts stats, but I was thinking of making a new vehicle for us to use, probably from either a pre-rifts cache or another dimension.

Here is a set of sample stats to get the discussion going:

Dropship:
ATAC

Armoured Tactical Assualt Carrier

Size: 8
Handling: +1
Top Speed: 500 mph
Toughness: 40 (20)
Crew: 2+2 Gunners. Room for up to 16 passengers, 8 PA users, 4 Glitterboys or Skycycles,  or 1 four wheeled vehicle.
Weapons: Medium Rail Gun on 180 degree nose mount.
2 Medium Lasers on wing mounts fireable in fixed position by the pilot, or on swivel mounts by the 2 gunners.

Notes: ECC, MDC Armour, Nuclear Power, STS, VTOL


Hero's Journey Rolls:

Training: 1d20 ⇒ 3 +3 skill points to Athletics, Fighting, or Shooting.
Training: 1d20 ⇒ 14Dirty Fighter Edge for free.

Tossing the old version of his backstory in this post just so it's saved somewhere; nothing but his heritage (direct descendant of Abe no Seimei) applies to RIFTS version.

Old Backstory:
Toshiro was born under auspicious signs declaring him to be he eventual successor of Abe no Seimei's legacy as a great magician. Almost as soon as he could talk, his training began, his masters teaching him the way to communicate with kami, beseeching them for aid or warding off evil. He grew up believing a close relationship with the spirits of all things was as natural as the relationships you or I form with other human beings or animals (depending on their relative intelligence).

His upbringing left him gifted and educated in many magical rituals and traditions, it also left him isolated from much of humanity, and spoiled nearly completely rotten; he never wanted for a thing and needed but ask for a something to be done or brought and it would be so. It became as natural as commanding spirits to command people, and expect unthinking obedience in all things and as he grew to early adolescence his family and teachers realized their mistake, as Toshiro had grown arrogant and entitled beyond all reason.

So he was subjected to a severe change in lifestyle, forced to live among the common folk and live a simpler life for a time. At first he resented this, and lashed out at the "injustice", but after a time came to appreciate that the reduction in luxury led to a much needed increase in FREEDOM; the ability to wander and make friends away form the watchful eyes of his protective and overbearing family, whose expectations he had not even consciously realized were weighing heavily on him.

So it was that by the time he was a young man, he realized the true injustices his people suffered under the yoke of their shogun, Yoshinori. Raised to power while Toshiro was a small child, his rule had been marked by capricious and cruel dictatorship, that his people bore as best they could.

Seeking to save his people from their own government, Toshiro was in the process of gathering support among the common people and other sin power to oppose the shogun, banking on his name, reputation, and ability to perform miracles to sway them to his side on a grand pilgrimage from the small village he had been moved to, back to the Seimei Shrine in Kyoto.

He had gathered what he believed to be sizable support, and assured he was on his way to fulfilling his destiny by freeing his people form the yoke of unjust rule for what could be more disastrous than a government that did not serve its people)...when the meteor struck.

In the weeks hence he has moved among the people, treating their wounds, laying spirits to rest, and slaying predatory yokai, aghast at the sudden and unprecedented destruction laid on the people of Japan. His original goal almost seems petty now...but with the Shogun's men keeping up their brutal and unfair treatment even amidst the devastation, he steeled himself to end the problem once and for all.

He would storm the Shogun's palace and end this with his own hands.


If you are going the Cyber-Knight route, I can see a clear reason to be granted a reroll on Dirty Fighting. Fighting dirty does not exactly fit within their MO.


Maybe, but I imagine they can still operate under the doctrine of "the first rule of a fight to the death is there are no rules".

It depends on what exactly the Edge does. A "Test" would be something like a Disarm or Grapple check, right? Meaning it encourages me to use nonlethal disabling tactics rather than going for the kill with every strike, which seems fitting.


Fair enough. I may have been mistaking Dirty Fighter with Tricky fighter in my mind (tossing sand in the eyes and so forth). If it includes the general maneuvers too, it could be useful, and the appropriateness is all in how the CK uses it.


Tricky Fighter is just the slightly improved version of Dirty Fighter, from what I'm reading.

Those of you more well versed in RIFTS combats: roughly how often do enemies engage in glorious melee combat with you? I'm wondering whether it's worth it to take Counterattack; it's thematically appropriate but I don't really want to take a wasted Edge.


So I ran Savage Rifts for aa very short while and I definitely had enemies that focused on using cover to close the distance and attack in melee. It was good for taking out squishies, forcing the long range fights to switch to sidearms, and let my melee-focused characters have a chance to shine. I would say the chance is pretty decent.


Storm Dragon wrote:

can you take Signature Weapon: Psi-blade?

Might pick up some unarmed stuff for when the "don't use Psi-blade against unequal targets" thing comes up (not sure how broad of a restriction that is).

If you meant Trademark Weapon, yes, I've seen on the PEG boards that that is allowed.

It's my impression the Cyber-Knights don't have to follow *ALL* those rules, GM ST has allowed us to select some of them as Hindrances.

Besides, what's an "unequal target"? Especially against a weapon that can do 2d6+2d10 AP 24? How does the Cyber-Knight determine beforehand if the target is "unequal"?
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I think the name "Dirty Fighter" doesn't mean that the PC must "fight dirty". He could roll his Fighting as a Test, such as a feint or something.
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I've been in 2 RIFTS games, but I can't remember how many of the enemies used Ranged vs. Melee weapons. The GM can do what he wants...
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Rigor, if you were using the RIFTS vehicle rules to create your airship, the problem is that none of the text-based options list the #mods and cost for them. The SF Companion Custom Vehicles rules don't have all the mods listed in RIFTS. Any idea how we can get a coherent system to create RIFTS vehicles?


ZenFox42 wrote:
Storm Dragon wrote:

can you take Signature Weapon: Psi-blade?

If you meant Trademark Weapon, yes, I've seen on the PEG boards that that is allowed.

Agreed.

ZenFox42 wrote:
Besides, what's an "unequal target"? Especially against a weapon that can do 2d6+2d10 AP 24? How does the Cyber-Knight determine beforehand if the target is "unequal"?

I think something similar to a legal standard works: does the weapon being used against me have the potential to cause death or serious harm to myself or another. If a baddy wakes you up to shoot you, unarmoured, with his 2d6 holdout blaster, it doesn't really matter that your sword could slice through a tank, his blaster could still genuinely kill you, so he is definitely equally armed and you are justified in using your sword. Now, if you were fully armoured and equipped, that same pistol poses a much less significant risk, and slicing him in two might be unwarranted.

ZenFox42 wrote:
Rigor, if you were using the RIFTS vehicle rules to create your airship, the problem is that none of the text-based options list the #mods and cost for them. The SF Companion Custom Vehicles rules don't have all the mods listed in RIFTS. Any idea how we can get a coherent system to create RIFTS vehicles?

There is no Rifts vehicle builder I'm aware of, unfortunately. There is the basic mod list, but it doesn't really help when determining base Toughness and number of mods available. It would make things easier if there were a complete list. The SF builder isn't bad, and if we agreed on it as a standard, or put together a Rifts version (eliminating super-tech that doesn't exist in the setting, and adding {giving a mod value to} the things that do exist but aren't in SF Companion, that could work. First change would be to switch the SF weapon list for the Rifts one, for which there is a standard. Basically, the rifts list is ok for modding existing vehicles, but not for making new ones.

In the Savaging Rifts pdf, it suggests finding vehicles with similar MDC values and weapons, and basically build your craft through comparison (which is basically what I did with the craft above); tougher than A, weaker than B. This proves a challenge when things in the book are not necessarily converted evenly.

For example, the CF UAR-1 Enforcer Robot has 350 MDC.

The T-001 Titan is advertised as the NG's offering in the same category, and about equal in capability to the Enforcer. It has 370 MDC. Both are roughly equally armed.

Now look at Savage Rifts:
UAR-1 Enforcer Toughness 33(15)
T-001 Titan Toughness 60(36)

If I find a ship with about 360 MDC, do I model it on the Enforcer, or the Titan? Talk about a world of difference. I have no idea how those two bots can be considered in the same league as each other, let alone equivalent.


Just in cast anybody else missed it (I did till just now), make sure you are aware of the new Core Skills feature in SWADE. All characters now get an automatic d4 skill in Athletics, Common Knowledge, Notice, Persuasion, and Stealth. That's an extra 4 akills points that don't need to come out of your 15! (4 because Common Knowledge used to be a straight Smarts roll - which to be honest, i probably liked better).

Think I'm going to go with the MARS Psi-Slinger for my entry. Need to start with my MARS rolls to see what I have to work with, and whether I can get a vehicle that way.

Mars Fortune and Glory: 2d20 ⇒ (20, 16) = 36

20 = Your choice or +2 rolls on Hero's Journey
16 = My Young Apprentice

Hmm, that brings up interesting possibilites. I'll have to think on this i think.


What you guys are coming up with combined with what some other folks are PMing me is feeling very military. I was initially thinking more of the survival horror angle, but all the robots armor and jedi are giving me more like Clone Wars vibes.

Not a problem, just an observation.


The way Savage Rifts and the Tomorrow Legion are set up is very military, though the Rebel Alliance might be a better parallel than Clone Wars. That being said, I love Clone Wars and would be up for that too. If you prefer post-apocalyptic survival horror, Rifts is a perfectly suitable setting for it, but I think it does need to be specified before we get too far into character building, as the default setting is pretty much set up to be a paramilitary resistance to the encroachment of hostile empire(s).

Edit: any thought on the aircraft? If it doesn't fit into your concept of the game, i can forget about it, or scale down to a ground vehicle idea. I've been waiting for you to comment on the idea, as I don't want to go ahead and build something around it if you'd rather the group be more mobility-limited for story reasons.


No, I'm happy to run the campaign the characters are made for.

By Clone Wars, I mostly meant the aspect of being sent on various missions.

I'm not at all opposed to the aircraft. What is probably most important in that regard is making sure it can accommodate the team. If someone ends up in a big robot that can't fly, it would have to fit on or under the aircraft.

Other good thing about the aircraft is I can send you pretty much anywhere. (Well, anywhere in the general vicinity.)


Sounds good!

So what do we have so far? Looking through the posts, and it looks like almost everyone has changed their mind at least once, so forgive me if I get it wrong.

Rigor Rictus: Psi-Slinger
HotKingTrash: Mind Melter
Storm Dragon: Cyber Knight
Zenfox42: Cyber-Knight
Laird_Thorne: Renegade Psi-Stalker
Joseph Martin 681: Juicer


The big thing with Rifts is that while there can be horror, it can feel very military-focused, is that it is really post-post-apocalyptic superheroes. We have jedi, Glitterboys and dragons can level who city blocks, borgs can wrestle with demons, and ley-line walkers can throw so many g+~!++n spells.

Being a member of the Tomorrow Legion gives us a really strong backing, a good guide for what we're trying to do, and helps explain why such a strange group could suddenly come together with a common goal.


Ok, after a brief discussion, I have changed my concept...

One of many soldiers aboard ships accompanying the SDF-4 to retake Earth from the Invidious, XX was one of the few soldiers assigned to a Devastator Cyclone squad equipped with new VR-057 Super Cyclone veritechs. As the Neutron S missiles were fired at Reflex Point and destroyed by the departure of the Invid Regess, the ship carrying XX was too close to a pair of the missiles as they were destroyed. The next thing XX recalls was awakening near what appeared to be a huge glowing rip crossing through the forest. For months, he wandered, growing used to this new world he found himself on and slowly realizing that this was Earth, just not the Earth he was headed for...

So, XX will be a MARS Power Armor Jock in a VR-057 Devastator Super Cyclone and wearing his CVR-3 Armor for the most part...

These are my thoughts on the Cyclone (at least until we get the upcoming official SWADE stats :) )

Quote:


CVR-3 Medium EBA
Armor: +6
Toughness: + 1
Min Str: d6
Weight: 12
Rarity: -
Credits: unique to Rifts Earth
Notes: Full EBA, Integrated Multi-Optics Helmet

VR-057 Devastator Super Cyclone
Bike Mode -
Size: 2 (Normal)
Handling: 0
Top Speed (MPH): 135
Toughness: 16 (8)
Crew: 1
Notes: Exposed Crew, MDC Armor, Nuclear Powered, STS, Transformable (Cyclone Power Armor, requires rider with CVR-3 Medium EBA)

Power Armor Mode (Cyclone) -
Size: 1
Armor: 10 M.D.C.
Toughness: +6
Strength: d12+3
Pace + Run (MPH): 10 + d8 (40 MPH)
Notes: Nimble, limited Flight System (Handling +0, 110 MPH), Transformable (Motorcycle)

Weapons
H-260 Valiant Laser Rifle (24/48/96, 2d6+3, ROF 5, AP 3, Shots 45, Min STR d8, Notes: Heavy Pulse)
2) HRG-70 Rapid Fire Rail Gun (Medium Rail Gun, 100/200/400, 3d10+3, AP 10, ROF 4, Shots 40)
3) Mini-Missile Launcher (HE, 100/200/400, 5d6, AP 8, ROF 2, Shots 2,

All thoughts welcome. :)


I loved Robotech back in the day. Always wondered why more series didn't include the variable form concept into their Mechs.

On your version of the mech my thoughts would be... whole it would be cool, a medium rail gun is way too massive to fit on a motorcycle of any size. A Cyclone in battloid mode is about the size of a Combat Borg, and they don't typically even use a Light vehicle Railgun, having to settle for mini-railguns. Even a Samson, which looks to be about twice the size of a Cyclone, only uses a Light Railgun.
Given that it is integrated into the suit, I think you could give it the benefit of the doubt and give it a Light Railgun, but given how Light and mobile the system is supposed to be, you would think a medium would either rip the suit in half, or send it tumbling end over end the first time it fired.

It's toughness is 16(10), which i would assume stacks with the CVR-3? That would put it at 23(16) when you compare it to any Rifts power Armour, which do not allow worn Armour. That makes it tougher than any Rifts power Armour but the Glitterboy (35{20}). The next toughest would be the Super Samas (12{9}). If it didn't stack with the CVR-3, then 16(10) would still be tougher than any other powersuit, but not unreasonably so. I actually don't think this is as big a deal, either way. It's high compared to most things, but it's also unique, and would consequently be hard to repair.

It is less mobile than a super samas, so slightly stronger makes sense, but it is also way more mobile than a Glitterboy, so it shouldn't be too tough.

Last question is a story one... sounds like you're coming from a Robotech world as opposed to Mospeada, and Robotechnology requires protoculture to work. Storywise, would a substitute power source even work? Of course, Protoculture was everywhere on earth at that point in the plot, so perhaps he'd have to take samples of where he came across dimensions, plant his spores, and cultivate his own flower of life garden.


I've never been entirely clear on what the incentive to play a MARS was, I always just kind of slide off them. Do they get something which effectively trades off against the boons frameworks with a similar role would get?


Yes, they do. MARS frameworks start at Seasoned, and so receive 4 extra edges, in addition to the rolls they get on the MARS Fortune and Glory table, each of which is worth 2-3 edges themselves. Several frameworks also provide vehicles, power armour, or robot mechs.

Edit: Adding in the rest of my Hero's Journey rolls:
Narative Hook: 1d20 ⇒ 15 Nearly done for
Armour: 1d20 ⇒ 19
Psionics: 1d20 ⇒ 19
Apprentice: Education: 1d20 ⇒ 11

Now I just need to figure out what to do with the apprentice...


GM ST - I know I've asked this before in different ways, but what's your take on the Cyber-Knight Code of Honor (in one of the posts on the first page)?

Does the Cyber-Knight have to follow ALL those rules (which would be *very* limiting and hard to remember), or can we pick-and-choose which of those rules are followed by each Cyber-Knight's "order"? I think you've said yes to this, and allowed us to make some of them our Hindrances, but I just want to confirm.

In particular, I've avoided the "not using the Psi-Sword against an unequal opponent" because I think it is very limiting. It's hard to judge an opponent's *toughness* beforehand, and if we're surrounded by unarmored people wielding 2d6 guns, is the Cyber-Knight just supposed to sit around and do nothing?


Following up on the Cyclone:

Savaging Rifts wrote:

POWER ARMOR

When constructing new iterations of Power Armor, you should keep the Armor Values at 8 for the lowest end and 12 at the maximum, but go with a standard of +3 embedded Toughness. However, note that you can trade a +1 Toughness to raise the Armor of a suit by +2 to create some variances in the builds. All Armor for these suits is M.D.C..

As Power Armor can come in different Sizes, you should go with the following guidelines for scale. The lowest end of Power Armor should be Size 1. Once you get into an Armor value of 10 or higher, raise the Size to 2, while the suits at Armor 12 are Size 3.

When establishing the total load-out of weapons for a suit of Power Armor, realize that the Size of the suit also represents the total Mods of vehicle scale weapons the suit can bear. This goes to Size+1 if one of the weapons is handheld (such as the SAMAS and its rail gun).

*Size 1: Anywhere from more than six feet to seven and a half feet tall, something like a classic heroic fantasy orc or a full conversion `Borg.
*Size 2: Humanoids up to nine feet in height, such as the mighty Grackle Tooth.
*Size 3: Beings of this height can just reach 12 feet. Ogres are rather famous examples of this category as is Glitter Boy armor, of course.
*Size 4: Truly large humanshaped beings up to 15’ in height fall in this Size grouping, including the Triax X-535 Hunter Robot Armor.

Based on the above, if you went with Size 2 for the Cyclone battloid mode, it could handle a Light Rail Gun. If it were a handheld, it could technically handle a Medium. In the original cartoons, the suits looked like the 7' range, so more like Size 1. The Devistator, being the big boy, might work it's way into the size 2 category.

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