Atlantis Mercenaries

Game Master EltonJ

This is a campaign based off the Mercenaries idea.


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Alright, since the Savage Worlds Pathfinder recruitment is going on and is quite popular, I thought I'd throw my hat into the ring. I'd like to do a Savage Worlds: Rifts game. Set in Atlantis, of course. :) I'm not ready to do it, but I'll make a campaign bible and introduce you to Atlantis -- RIFTS style.

Introduction
Hi, I'm a good GM. I'm also an Atlanteologist, so I know all the theories related to Atlantis. Kevin Siembieda's Atlantis is one where aliens and supernatural intelligences have taken over the once proud continent. I'm not ready to run the game yet, so you don't have to create a character yet. One of my games could be stopping (which is too bad because it's space opera in the Eberron solar system).

Atlantis in RIFTS is different than you can imagine. It is a continent (small continent), that spans the Atlantic Ocean. to the west are the Bahamas, to the East are the Azores. Atlantis stretches from North America to Europe. It is ruled by Splynncrith, a young Splugorth. The city of Splynn is the capital of Atlantis and is mostly populated with monsters and demons. Humans are (mostly) slaves. But since Atlantis is a continent, there could be human settlements there.

Requirements
As a player, you will need:
* Savage Worlds Adventure Edition
* Savage Rifts: The Tomorrow Legion Player's Guide
* Rifts for Savage Worlds: Atlantis and the Demon Seas Sourcebook and maybe . . .
* RIFTS World Book 2: Atlantis

The campaign will be one of High Adventure and presumably roleplay. Using the Savage Rifts system. Adventurers will be of the Tomorrow Legion. And the Tomorrow Legion Player's Guide offers you with enough concepts to play. RIFTS World Book 2: Atlantis provides better background than what was in the SWADE version. I'm looking for 5 players willing to play in a long campaign.


Sorry, I didn't see this until just now. I'm definitely interested, but it looks like I'm the only one so far. There's lots of SW players on this board, I'm not sure why they haven't replied. I can make a post in the Discussion of the six SW games I'm in, if you want.

It may be that the number of books you're requiring us to have is a put-off. I have the first two, but am hesitant to spend $20 to get the last two. Is there any way you could post the relevant information that we would need from them in your own words, to avoid copyright issues?


ZenFox42 wrote:

Sorry, I didn't see this until just now. I'm definitely interested, but it looks like I'm the only one so far. There's lots of SW players on this board, I'm not sure why they haven't replied. I can make a post in the Discussion of the six SW games I'm in, if you want.

It may be that the number of books you're requiring us to have is a put-off. I have the first two, but am hesitant to spend $20 to get the last two. Is there any way you could post the relevant information that we would need from them in your own words, to avoid copyright issues?

Uhm ... All you need is just three books to play Savage Worlds Rifts: Atlantis. I know Game Rules are not copyrighted, but Savage Worlds isn't an open system. Also, Savage Worlds: Rifts is produced under license from Palladium.

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Palladium Books doesn't allow for "fan sub content" or conversions to be posted on other boards, if you get my drift. Kevin is a nice guy, but he and his company strictly interprets copyright law. I can help with creating characters, that falls under fair use (I'm sure Kevin and Shane allow for that).

I listed the four books because I wanted players to be familiar with the setting of Atlantis in Rifts (no, I did not list Rifts World Book 21: Splynn Dimensional Market as a need).

I wanted to start a Rifts game here, using Savage Worlds (as it's far easier to grasp and to prepare with than the Palladium system). However, according to Palladium's Internet Policy, I can't post the relevant information you need about the world. I have the books backed up on my Google Drive, but I can't share the books here per Paizo's pdf sharing policy (that's a "No").


Hi, I'm definitely interested. Have all the books except for Atlantis (but have been looking at acquiring it), and am currently in a (non SWADE) Rifts game, so I'm curious how the two compare. Thanks!


To be clear, I wasn't asking you to post content from the books verbatim or share the PDFs (I know that's a copyright violation), but if RIFTS:SW:Atlantis has for example a setting description, you could surely put that description completely in your own words and post it here, I doubt that would be a copyright violation.

And I was only asking about the last two books on your list. I have the first two, so no problems there.

What content does RIFTS:SW:Atlantis have that's needed? New races, PC templates, etc.?

How "maybe" is RIFTS:WB2:Atlantis? What content does it have that the players may find useful or essential?

And how do you feel about my posting this recruitment in my other games?


ZenFox42 wrote:

To be clear, I wasn't asking you to post content from the books verbatim or share the PDFs (I know that's a copyright violation), but if RIFTS:SW:Atlantis has for example a setting description, you could surely put that description completely in your own words and post it here, I doubt that would be a copyright violation.

And I was only asking about the last two books on your list. I have the first two, so no problems there.

What content does RIFTS:SW:Atlantis have that's needed? New races, PC templates, etc.?

How "maybe" is RIFTS:WB2:Atlantis? What content does it have that the players may find useful or essential?

And how do you feel about my posting this recruitment in my other games?

Savage Worlds Rifts tells about the history of Atlantis, but doesn't get into the city of Splynn (which is built on the foundations of the city of Atlantis). Savage Worlds: Rifts has a few new races to use.

* Amphibs, which was introduced in Rifts: Underseas. Basically a water breathing human. A human with fish genes.

* Horune, which was also introduced in Rifts: Underseas. Basically a reptilian race adapted to life on the oceans.

* Kittani, evolved apes who have a relationship with Splynncrinth -- the ruler of Atlantis. They look like chimpanzees with a huge cranium. Introduced in WB2: Atlantis.

* Kydians, a race of D-Bees with a fast reproduction rate. Triplets and more (up to six) are normal for them. They serve the Splugorth as their army and navy.

* Lemurians. Descendants of the continent of Lemuria in the Pacific Ocean. Introduced in Rifts: Lemuria.

* Naut'Yll -- a race of D-Bees introduced in Rifts: Underseas. They are bent on conquering the Earth -- although some have decided to just explore Earth instead.

* Ogres. A race of d-bees that are incredibly similar to humans (in Rifts lore). So similar in fact, that they can have viable offspring with humans. Originally introduced in Palladium the Roleplaying Game (see page 200 and page 201 of the Palladium Roleplaying Game). Ogres can receive magical tattoos.

* Rulians, cone headed D-bees that are very wise. They have acute hearing, good vocal cords, and a special organ that helps them with communication.

* Sea Titans -- humans with a mutation that gives them more perfect bodies. Originally introduced in Rifts: Underseas.

* True Atlanteans are humans that have traveled the dimensions and were genetically altered by themselves. Originally introduced in Rifts: Atlantis.

* Zembahk, basically a worm with one eye. Very intelligent, introduced in Rifts: Atlantis. Apparently, one can have a lobotomized Zembahk attached to you -- according to Rifts: Splynn Dimensional Market.

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There are a few new Iconic Frameworks. Bio-Borg (basically someone altered greatly by bio-wizardry.) Stone Master -- a new framework that works with stone like a stone mason. Includes a magical form of telekinesis. Tattooed Warrior -- a framework that includes mystical tattoos. Basically humans, elves, and ogres can have mystical tattoos. However, I included orcs in that list. Undead Slayer -- someone who hunts the undead, including vampires, ghosts, spectres, ghasts, and ghouls. And there are a few new MARS packages as well.

And yes, it's fine that you can tell others about this game.


EltonJ - thanks for all the info! I know a lot of people are on a really tight budget, so would you say that if a player went with SWADE RIFTS races and Frameworks, they wouldn't need SWADE:RIFTS:Atlantis at all? Or does it contain essential setting information in addition to races and Frameworks?

And what content does RIFTS:WB2:Atlantis have that players may find useful or essential?


I love Savage Rifts, I'd definitely be in.


ZenFox42 wrote:

EltonJ - thanks for all the info! I know a lot of people are on a really tight budget, so would you say that if a player went with SWADE RIFTS races and Frameworks, they wouldn't need SWADE:RIFTS:Atlantis at all? Or does it contain essential setting information in addition to races and Frameworks?

And what content does RIFTS:WB2:Atlantis have that players may find useful or essential?

Rifts World Book 2: Atlantis contains more information about Atlantis -- especially the dragons in Atlantis, the cities of Atlantis, including the metropolis of Splynn.

Savage Worlds: Rifts Atlantis only contains a fraction of that information. Just barely enough for GMs to extrapolate on their own without WB2. Plus, WB2 gives you more information on how Bio-Wizardry works, and explains all the parasites and symbiotes you can get in WB2: Atlantis (WB21 has more parasites and symbiotes -- along with more information on magic tattoos).

Say like you want a certain Symbiote for your character (provided you have the credits to pay for it). The symbiotes and parasites are listed in a table -- giving only a small amount of information needed for them to work in the Savage Worlds game system. WB2 provides more information and description on what that particular symbiote or parasite does.


EltonJ - I have a RIFTS PC already created, that I've been dying to play, but the last two games I played them in folded pretty quickly. They're human, but if this game gets off the ground I may change the race once I get SWADE:RIFTS:Atlantis.

Let me know you're impressions of the top-of-your-head, thanks!

CyberKnight:

Attributes :
Agility d6
Smarts d6
Spirit d8 (Hind. Points)
Strength d6
Vigor d6

Derived :
Charisma : reactions start at one level higher than normal
Pace 8 (6+2CK); d10 Running die
Parry 8 (9 w/Trademark Weapon)
RATN 4 (6 with Deflection)
Toughness 15(6) (Toughness 5+2Psi-ArmorTough; 6Armor+2ArmorTough)

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 (CK free) : The fighter rolls an extra Fighting die with up to two Fighting attacks in the same turn.
- Two-Handed (Hind. Points Edge)
- Ambidextrous (Human Edge)

Skills :
Athletics d6
Fighting d12 (+1 with Trademark Weapon)
Knowledge, Common d4
Notice d6
Persuasion d4+1(CK); better than d8!
Psionics d10
Shooting d8 (d10 or d12 with Boost Trait)
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 : 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
Boost Trait (0 PP, +1 Psionics) : increases the selected Trait one die type, or two with a Raise
Warrior’s Gift (3 PP) : gain the benefits of an Edge (Rank limited), Improved on a Raise (no Rank limits)
Deflection (2 PP) : -2 to incoming Ranged attacks
The above 3 can be rolled as a Free Action once at the start of every Round
Healing & Relief (Cyber-Knight Armor, 3PP) : removes 1 Wound or Fatigue on Success, 2 on a Raise


Shouldn't you have arcane background (psionics)?


I had a character made from a game that never kicked off as well; he was a Psi-Slinger, and seemed likes he'd be a lot of fun, but I'm not sure yet how we'll he'd fit into Atlantis.

Any idea what kind of tasks/roles and such you are thinking about in Atlantis? Are we going to be a SpecOps team, spies, thieves, diplomatic envoys, mercs, etc? That might flavour what kind of character I want to pitch.


Rigor Rictus wrote:

I had a character made from a game that never kicked off as well; he was a Psi-Slinger, and seemed likes he'd be a lot of fun, but I'm not sure yet how we'll he'd fit into Atlantis.

Any idea what kind of tasks/roles and such you are thinking about in Atlantis? Are we going to be a SpecOps team, spies, thieves, diplomatic envoys, mercs, etc? That might flavour what kind of character I want to pitch.

It was suggested that the campaign idea will be about escaped slaves. I liked that idea. I'm also liking the idea of mercenaries as well.


I would like to throw my hat in as well.
I am very familiar with SW and have played Rifts a bit... I have more hours put in on TMNT and especially After the Bomb. I fondly remember my Dingo Vagabond.

I am thinking A Body Fixer or Cyber Doc depending on the flesh to metal ratio in the party. Maybe New Navy but I know nothing about them.


EltonJ wrote:

...

It was suggested that the campaign idea will be about escaped slaves. I liked that idea. I'm also liking the idea of mercenaries as well.

Of those two I would prefer the escapee idea.

I understand there is a Plot-Point campaign in the Atlantis book are you thinking or running that or more homebrew?

Are you thinking something like a campaign or more a one-shot?


Poor Wandering One wrote:
EltonJ wrote:

...

It was suggested that the campaign idea will be about escaped slaves. I liked that idea. I'm also liking the idea of mercenaries as well.

Of those two I would prefer the escapee idea.

I understand there is a Plot-Point campaign in the Atlantis book are you thinking or running that or more homebrew?

Are you thinking something like a campaign or more a one-shot?

The escapee idea is certainly tantalizing. And there is a plot point campaign in the Atlantis book. And yes, I'm thinking of a campaign. I have a possible Supers Atlantis idea too, a campaign model from GURPS Atlantis.

As for your dingo vagabond, he would be interesting. Although he would be from Australia yes?


EltonJ wrote:

Alright, since the Savage Worlds Pathfinder recruitment is going on and is quite popular, I thought I'd throw my hat into the ring. I'd like to do a Savage Worlds: Rifts game. Set in Atlantis, of course. :) I'm not ready to do it, but I'll make a campaign bible and introduce you to Atlantis -- RIFTS style.

Introduction
Hi, I'm a good GM. I'm also an Atlanteologist, so I know all the theories related to Atlantis. Kevin Siembieda's Atlantis is one where aliens and supernatural intelligences have taken over the once proud continent. I'm not ready to run the game yet, so you don't have to create a character yet. One of my games could be stopping (which is too bad because it's space opera in the Eberron solar system).

Atlantis in RIFTS is different than you can imagine. It is a continent (small continent), that spans the Atlantic Ocean. to the west are the Bahamas, to the East are the Azores. Atlantis stretches from North America to Europe. It is ruled by Splynncrith, a young Splugorth. The city of Splynn is the capital of Atlantis and is mostly populated with monsters and demons. Humans are (mostly) slaves. But since Atlantis is a continent, there could be human settlements there.

Requirements
As a player, you will need:
* Savage Worlds Adventure Edition
* Savage Rifts: The Tomorrow Legion Player's Guide
* Rifts for Savage Worlds: Atlantis and the Demon Seas Sourcebook and maybe . . .
* RIFTS World Book 2: Atlantis

The campaign will be one of High Adventure and presumably roleplay....

How do i join


Bigfolks wrote:
How do i join

Well, I like the escaped slaves idea and the mercenaries idea. I haven't decided which -- so plan on making concepts for both.


EltonJ wrote:
Shouldn't you have arcane background (psionics)?

Yes, it's in the book, I just didn't include it in my PC description. I'll update that, thanks!


ZenFox42 wrote:
Yes, it's in the book, I just didn't include it in my PC description. I'll update that, thanks!

You're welcome!


I too would like to join. I have all the required books.


Xyndar Illambra wrote:
I too would like to join. I have all the required books.

Awesome! Same requirements as before. Give me two character concepts. One for escaped slaves, the other for mercenaries.


Why couldn't a mercenary-type PC have been captured and enslaved? Like, using power-dampening collars that suppress mental and tech abilities? These are all RIFTS-level PCs, no matter what their current situation is, so how to keep them enslaved has got to be accounted for. It's not like the slave PC is going to be a normal human...


I am thinking of going with a True Atlantean Zapper, it could work for either.


ZenFox42 wrote:
Why couldn't a mercenary-type PC have been captured and enslaved? Like, using power-dampening collars that suppress mental and tech abilities? These are all RIFTS-level PCs, no matter what their current situation is, so how to keep them enslaved has got to be accounted for. It's not like the slave PC is going to be a normal human...

Ah. Yes, power dampening collars can be used. Only a certain key can unlock them. However, I'm pretty sure you can figure out how to remove them without the key.


Right, on it.

Concept Merc: Vagabond:

Begin with +4 skill points.
Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
Begin with Elan, Luck, Hard to Kill, and one more Edge of choice.
Begin with one additional roll on the Experience & Wisdom Hero’s Journey Table.
Begin with standard Starting Gear.

Fortune and glory I: 1d20 ⇒ 10 Wealthy and Connected: Begins with the Rich and Connections Edges.

Fortune and glory II: 1d20 ⇒ 12 Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already
has Brave). He also begins each session with one additional Benny.

Rich I, Enchanted Items & Mystic Gadgets: 1d20 ⇒ 8 Magic Optic System is a magical blend of form and function and a favorite accessory, see page 86.

Rich I, Body Armor: 1d20 ⇒ 19 Choice: This suit was customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2, or –4
if it already provides this bonus.

Hero's Journey, Vagabond extra Experience & Wisdom roll: 1d20 ⇒ 12 He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America. {Maybe apply this to Atlantis and the the Demon seas?}

3 Hero's journey rolls. Will make later.

Concept: Slave. Ex New Navy BodyFixer or CyberDoc. Details TBD


Poor Wandering One wrote:

Right, on it.

Vagabond:
Begin with +4 skill points.
Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
Begin with Elan, Luck, Hard to Kill, and one more Edge of choice.
Begin with one additional roll on the Experience & Wisdom Hero’s Journey Table.
Begin with standard Starting Gear.

Fortune and glory I: 1d20 ⇒ 10 Wealthy and Connected: Begins with the Rich and Connections Edges.

Fortune and glory II: 1d20 ⇒ 12 Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already
has Brave). He also begins each session with one additional Benny.

Rich I, Enchanted Items & Mystic Gadgets: 1d20 ⇒ 8 Magic Optic System is a magical blend of form and function and a favorite accessory, see page 86.

Rich I, Body Armor: 1d20 ⇒ 19 Choice: This suit was customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2, or –4
if it already provides this bonus.

Hero's Journey, Vagabond extra Experience & Wisdom roll: 1d20 ⇒ 12 He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America. {Maybe apply this to Atlantis and the the Demon seas?}

3 Hero's journey rolls. Will make later.

Concept: Slave. Ex New Navy BodyFixer or CyberDoc. Details TBD

Looks good. And yes, your hero's journey roll can be applied to Atlantis and the demon seas.


I'm interested. I've tried to wrap my head around the balancing in RIFTS a few times but never quite managed to grok it. 4th time's the charm?

Edit: Is the OG Rifts Atlantis book at all necessary? From a glance at the description, everything (mechanical, at least) seems to have been duplicated into the Savage RIFTS sourcebook.


Storm Dragon wrote:

I'm interested. I've tried to wrap my head around the balancing in RIFTS a few times but never quite managed to grok it. 4th time's the charm?

Edit: Is the OG Rifts Atlantis book at all necessary? From a glance at the description, everything (mechanical, at least) seems to have been duplicated into the Savage RIFTS sourcebook.

That's why I said maybe. There is a lot in the OG RIFTS Atlantis that is not talked about in the Savage Rifts book. Like the discussion of the city of Splynn. Also, discussion of the parasites and symbiotes and what they do is not in the Savage Rifts book. But you do have mechanical details of them in the Savage Rifts book.


Heh - Storm Dragon, there isn't any balancing in RIFTS! Pick a race based on its perks, then pick a Framework (class) that sounds like it would be cool to run, and do the best you can with it. I don't know about SWADE RIFTS, but in SWD RIFTS the Frameworks were all over the place in terms of their raw power. Hopefully in SWADE RIFTS the Frameworks are more equally matched.


ZenFox42 wrote:
Heh - Storm Dragon, there isn't any balancing in RIFTS! Pick a race based on its perks, then pick a Framework (class) that sounds like it would be cool to run, and do the best you can with it. I don't know about SWADE RIFTS, but in SWD RIFTS the Frameworks were all over the place in terms of their raw power. Hopefully in SWADE RIFTS the Frameworks are more equally matched.

That was exactly my issue. Being a Burster in a party with a Juicer and a Glitter Boy in SWD RIFTS was some real Angel Summoner and BMX Bandit s$*@. You throw fire bolts for 3d6 damage and then the Glitter Boy comes in and says "I do double that but with higher accuracy, longer range, and better armor piercing".

Makes you feel kinda superfluous, especially if you pick ANY non-combat Edges (which Arsenio had a couple of).


ZenFox42 wrote:
Heh - Storm Dragon, there isn't any balancing in RIFTS! Pick a race based on its perks, then pick a Framework (class) that sounds like it would be cool to run, and do the best you can with it. I don't know about SWADE RIFTS, but in SWD RIFTS the Frameworks were all over the place in terms of their raw power. Hopefully in SWADE RIFTS the Frameworks are more equally matched.

They are more equally matched in Savage Worlds Adventure Edition.


EltonJ wrote:
ZenFox42 wrote:
Heh - Storm Dragon, there isn't any balancing in RIFTS! Pick a race based on its perks, then pick a Framework (class) that sounds like it would be cool to run, and do the best you can with it. I don't know about SWADE RIFTS, but in SWD RIFTS the Frameworks were all over the place in terms of their raw power. Hopefully in SWADE RIFTS the Frameworks are more equally matched.
They are more equally matched in Savage Worlds Adventure Edition.

More balanced, or perhaps less easily unbalanced. It can still be done though, and characters built for combat will still tend to massively outshine generalist characters when combat comes around. There are tweaks that almost any character can use to give them a boost though. One I always suggest is Mega-Powers. If you have any class that can use Powers, Master Psionics or Master of Magic are essential!


Concept Merc: Vagabond:part 2. Final bits awaiting campaign decisions:

Race Human.

Framework MARS Vagabond
Begin with +4 skill points.
Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
Begin with Elan, Luck, Hard to Kill, and one more Edge of choice.(AB Psionics)
Begin with one additional roll on the Experience & Wisdom Hero’s Journey Table.
Begin with standard Starting Gear.

Fortune and glory I: 1d20 ⇒ 10 Wealthy and Connected: Begins with the Rich and Connections Edges.

Fortune and glory II: 1d20 ⇒ 12 Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already
has Brave). He also begins each session with one additional Benny.

Rich I, Enchanted Items & Mystic Gadgets: 1d20 ⇒ 8 Magic Optic System is a magical blend of form and function and a favorite accessory, see page 86.

Rich II, Body Armor: 1d20 ⇒ 19 Choice: This suit was customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2, or –4 if it already provides this bonus.

Hero's Journey, Vagabond extra Experience & Wisdom roll: 1d20 ⇒ 12 He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America. {Maybe apply this to Atlantis and the the Demon seas?}

Hero's Journey I Education: 1d20 ⇒ 3 Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d4.
Hero's Journey II XXX: 1d20 ⇒ 19 Choice, Psionics. Some powers become second-nature to the psionic. Choose a power your character knows; (Fear) when she successfully activates it, she gains the raise effect automatically.
Hero's Journey III XXX: 1d20 ⇒ 11 Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, and theMr. Fix It Edge.

Ok.
Skill related:
.19 skill points +1 die in Healing & Repair.
.Unskilled at d4
.+2 Common Knowledge on geography, people and places of The Demon Sea region.
.+2 Survival & Networking in the Demon Sea region.

Edge related:
Elan, +2 when spending to re-roll
Luck, +1 benny
Hard to kill, no wound penalties when Bleeding Out
AB Psionics, 10ISP Healing, Detect/conceal Arcana, Fear
Rich, +15K credits
Connections, One favor per session from TBD
Healer, +2 to all healing rolls
Mr. Fix it, +2 to repair. Halves time on a raise.
Human Edge. TBD

Other
+1 benny
Fear activates at the raise level

Gear
Magic Optic System
Money and Common Goods
.credits: 4d6 ⇒ (1, 6, 5, 1) = 13 × 100. 1300cr
.common goods: 2d4 ⇒ (1, 4) = 5 × 500 2500cr

NG-S2 Survival Pack](20 lb, 3000 credits)
.Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
.Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation)
.Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
.Fire starter kit with pocket lighter and flint sparker.
.First aid kit with three uses (each refill costs 100 credits).
.Flashlight and radio (five-mile range), crank and solar powered.
.Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
.Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
.Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.

Survival Knife
Wooden cross, and wooden stakes
Body Armor: Concealed (-2 to detect) Huntsman Medium Personal Armor (+5Armor +2toughness d6str min 16wt +1rarity 24,000cr)
Sidearm: Wilk’s 320 “Classic” Laser Pistol (15/30/60 3d6dam 1rof 2AP 20shots d4str min 2wt +1rarity 11,000. +1Shooting
Ammo: two E-clips

MARS advances. 4 tbd.

Concept Slave:
.MARS ideas, New Navy Body doc/Operator.

.Iconic ideas, Stone Master/Crazy/Ex coalition Dog-boy Nega-Psychic

Sheesh making SW Rifts characters is FAR harder than SWADE/SPC3 Supers.

I too am a little concerned about the "Glitter-boy problem". I think SW Rifts partly solves this by starting MARS folks with 4 advances & the Heroes journey. But Iconics still have more raw power. I think this will work so long as we don't have 3 Dragon Hatchlings and 1 MARS type. Strict enforcement of Ammo/repair costs and the other Iconic limitations can also go a long way towards balancing things.

So far it looks like we have
A Cyberkight (icon)
Possible Psi-Slinger (MARS)
True Atlantean Zapper (icon)
Plus My inability to make up my mind (both)

Hmmm looks like 3 Psi-users so that is leading me towards magic(Stone Master), cybernetics(Doc or Operator) or the Nega for balance.
The Zapper is the only really heavy hitter out of the box unless someone comes in with something in the Dragon/Glitterboy category.


I had been thinking of Nega as an idea as well, but purely for the utility, I hadn't come up with a character concept for it yet.

Thinking that in a completely magic based society, a Nega would be extremely impactful. If you have a concept for a Nega, I think it could be made extremely effective. They are not powerful in terms of what they can do, but man are they powerful in terms of what they allow you to prevent others from doing. I mean, Dispel as a at will ability that doesn't use an action and can be used as a Reaction? Boom.

Illusion/Invisibility? Dispelled. Shield? Dispelled. Area affect attack? Dispelled. Magic based security? Dispelled.

You're still pretty fragile, but having access to Boost Stat could make you pretty mean in a fight when you need to be. Perhaps get a big damage single shot gun, boost shooting, and make your shots count when you need to.

For me, I like the Psi-Slinger, but if we're escaped slaves, most of his powers are pretty limited until he finds some slug-throwers. I had thought about a dragon hatchling, but what I dislike there is the lack of customization options: hatchlings are usually like every other hatchling. I tend not to think of Hatchlings as particularly powerful; they can't even touch the damage output of a Glitterboy or even a Power Armour Jock or Heavy Borg. They are tough and hard to kill though, which is nice.


Rigor Rictus wrote:
I had been thinking of Nega as an idea as well, but purely for the utility, I hadn't come up with a character concept for it yet.

I was just thinking a captured Coalition soldier/Psi-Bat recruit dog-boy. Nothing fancy.

Rigor Rictus wrote:

Thinking that in a completely magic based society, a Nega would be extremely impactful. If you have a concept for a Nega, I think it could be made extremely effective. They are not powerful in terms of what they can do, but man are they powerful in terms of what they allow you to prevent others from doing. I mean, Dispel as a at will ability that doesn't use an action and can be used as a Reaction? Boom.

Illusion/Invisibility? Dispelled. Shield? Dispelled. Area affect attack? Dispelled. Magic based security? Dispelled.

You're still pretty fragile, but having access to Boost Stat could make you pretty mean in a fight when you need to be. Perhaps get a big damage single shot gun, boost shooting, and make your shots count when you need to.

For me, I like the Psi-Slinger, but if we're escaped slaves, most of his powers are pretty limited until he finds some slug-throwers. I had thought about a dragon hatchling, but what I dislike there is the lack of customization options: hatchlings are usually like every other hatchling. I tend not to think of Hatchlings as particularly powerful; they can't even touch the damage output of a Glitterboy or even a Power Armour Jock or Heavy Borg. They are tough and hard to kill though, which is nice.

Do the baddies in Atlantis/Demon Seas use slug throwers? I think the New Navy does at least so you wont be unarmed too long. If nothing else there are the spear-guns you can empower.


I don't think they use slug throwers. They might.


Rigor Rictus wrote:

...

For me, I like the Psi-Slinger, but if we're escaped slaves, most of his powers are pretty limited until he finds some slug-throwers. ....

Have you considered a gunslinger? (if there are allowed that is. This is just something I found online so who knows if it's legit.)

If allowed they fit the "awesome with pistols" vibe of the Psi-Slinger. Just take AB:Psionics, Magic or Miracles and your "two ranged weapons of your choice" as TW Revolvers. From the outside these would look pretty identical. The the Psi-slinger has better Psionics and energy defenses but the Gunslinger has better stats/skills and the AMAZING Quick and the dead ability.
Plus all their abilities work with all (or at least all ROF1) weapons. Including vehicle/power armor weapons.

Just a thought.


Poor Wandering GM wrote:
Rigor Rictus wrote:

...

For me, I like the Psi-Slinger, but if we're escaped slaves, most of his powers are pretty limited until he finds some slug-throwers. ....

Have you considered a gunslinger? (if there are allowed that is. This is just something I found online so who knows if it's legit.)

If allowed they fit the "awesome with pistols" vibe of the Psi-Slinger. Just take AB:Psionics, Magic or Miracles and your "two ranged weapons of your choice" as TW Revolvers. From the outside these would look pretty identical. The the Psi-slinger has better Psionics and energy defenses but the Gunslinger has better stats/skills and the AMAZING Quick and the dead ability.
Plus all their abilities work with all (or at least all ROF1) weapons. Including vehicle/power armor weapons.

Just a thought.

I'll look it up. Psi-Slingers main advantages are having Psi-Powers built in (and therefore enough edges to get Master Psionics via Born a Hero), and can get some amazing damage output due to their improved Smite power.

Also took a closer look at Psi-Slinger, and saw their power works with TW weapons as well, not just slug throwers, and TW weapons are pretty much standard issue to everyone in Atlantis.

Edit: Question with regard to gear; if we were slaves, would we have gear, or should we assume we'd be starting out in rags? If we were gladiator slaves, we might have gear, or slave soldiers, or depending on the tropes involved in our start, might find all our gear stowed neatly in the locker outside our cells. This makes a big difference for the tables we choose to roll on for Hero's Journey in particular.


I'm trying to digest the new options. Tattooed Warriors seem interesting thematically, but mechanically unless I'm missing something isn't getting a bunch o0f stuff related to using Ancient and Medieval weaponry utterly worthless in RIFTS? Everything and its grandma has MDC so like 4 of your locked-in tattoos are pretty worthless. Unless you take Tattooed Archer anyway; Edge tax to be good?

Undead Slayer in most circumstances just seems like Tattooed Warrior++; more tats, better societal status, no drawbacks really.

Bio-Borgs seems pretty cool, as do Stone Masters.

Also, can I get a vague outline of what the initial story setup and plot is gonna be? That might help me figure out what I wanna play. I'd prefer not to get a full play-by play of the campaign, but an idea of the general themes and starting goals would be perfect.


Poor Wandering GM wrote:
Rigor Rictus wrote:

...

For me, I like the Psi-Slinger, but if we're escaped slaves, most of his powers are pretty limited until he finds some slug-throwers. ....

Have you considered a gunslinger? (if there are allowed that is. This is just something I found online so who knows if it's legit.)

The Gunslinger MARS is in Empires of Humanity. So they are legit. As long as you use the Empires of Humanity book.

Quote:
Edit: Question with regard to gear; if we were slaves, would we have gear, or should we assume we'd be starting out in rags? If we were gladiator slaves, we might have gear, or slave soldiers, or depending on the tropes involved in our start, might find all our gear stowed neatly in the locker outside our cells. This makes a big difference for the tables we choose to roll on for Hero's Journey in particular.

Yes, you would have gear.

Quote:
Also, can I get a vague outline of what the initial story setup and plot is gonna be? That might help me figure out what I wanna play. I'd prefer not to get a full play-by play of the campaign, but an idea of the general themes and starting goals would be perfect.

Slaves: You would be on the run in a tropical savanna. Away from the conservators that are hunting you. You would have some gear, but most of it is stolen. You would be gladiators, basically. Having fought in the arenas.

Mercenaries: You are stranded on a beach on the continent of Atlantis. You have your gear with you, and you find yourselves trying to find work. Eventually, all roads lead to Splynn, and there you can find work for yourselves. If you don't sell yourselves into slavery in the process.


Strongly considering Psi-Operator for the Slave branch. Operator might be better by the raw numbers but that gadgeteer edge is tough to pass up.


Gadgeteer is pretty sweet, but with the max cost of 3 isp, it is a lot more limited than the TW ability. That one comes with 10 ppe for every device, instead of costing any. You do lose out on the MARS advances and the Fame and Glory table, but I still think I might weight that trade in favour of the Techno-Wizard.


Slave branch: Psi operator I:

Race: Human
Attributes:+1 Spirit
Skills: Electronics d8, Repair d8, Psionics d6, +2die Fighting
Edges: AB:psionics, Major Psionics, Telemechanics, Gadgeteer, Human edge, Elan, Luck
Powers:Mind Link, Healing, X,
Gear: Starting Gear, Field Repair Kit. TW Wilk's Laser torch
Other: +2 to Survival, networking and Common Knowledge when related to the Demon Seas Region.

F&G, Hero's Journey:

Fortune and Glory I: 1d20 ⇒ 7 Spiritual and Determined: Add one die to Spirit and begin with Strong Willed

Fortune and Glory II: 1d20 ⇒ 1 Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice or Trademark Weapon for a starting melee weapon. {I'd prefer the edge to gear as we likely start with little but The Psi-operator does not start with a melee weapon. Reroll? Otherwise I'll take a TW converted Wilk's Laser Torch ;7)}

Hero I, Training: 1d20 ⇒ 18There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.

Hero II, Experience and Wisdom: 1d20 ⇒ 18There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.

Hero III, Education : 1d20 ⇒ 19 Choice: He’s traveled far and wide, and he knows a lot about the world that could come
in handy. Your character gains a +2 on any Common Knowledge rolls related to
geography and understanding the people and places in the Demon seas. He also
gains a +2 on Survival and Networking checks in the Demon seas.


Looks good!


How mandatory is the "Bio-borgs are amnesiacs" thing? Figured there'd be some nice body horror potential if my character managed to avoid being fully Stroggified brainwashed, but not sure if that's utterly impossible.


Storm Dragon wrote:
How mandatory is the "Bio-borgs are amnesiacs" thing? Figured there'd be some nice body horror potential if my character managed to avoid being fully Stroggified brainwashed, but not sure if that's utterly impossible.

It's not mandatory for an introductory game. :)


random Character made for fun: 1d33 ⇒ 11 Techno-Wizard
Ancestry: Human
Skills: Electronics, Occult, Repair, and Science at d6. +3dice Smrt +3Cbt
Edges:AB Techno-Wizardry. Arcane Machinist. Machine Maestro. Human edge
Powers, x, x, x,
Gear: Starting Gear, Adventure Survival Light Armor, TK Revolver, Tool Kit.

Heroes Journey:

Hero: Education: 1d20 ⇒ 17Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.

Hero: Training: 1d20 ⇒ 2 After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.

Hmmm this would work well in either.

And just to see how odd this is and because I never play non-humans...
Zembahk Mystic
Ancestry Zembahk

Heroes Journey:

Experience and Wisdom: 1d20 ⇒ 18There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
Demon Seas: 1d20 ⇒ 2Your hero has an “in” with a Tattoo Master. Choose a single 1-Strain Magic Tattoo.
If your character can't have Magic Tattoos, re-roll this result. [ooc]No tattoos for worms. Re-rolling
Re-roll: 1d20 ⇒ 13It’s a complicated story, but somehow you ended up with an Atlantean Symbiote— choose any from page 66 in this book. However, the experience left a lasting impact; roll once on the Bio-Borg Insanity table!: 1d12 ⇒ 8 Phobia (major): Bio-Wizardry and Bio-Borgs.


Zembahk Mystic II

Zembahk Mystic:

Attributes
Mystic Worm: Zembahk begin with Spirit d6 (trait maximum d12+2),
Absurr Life Node: +1Vigor & Spirit

Hindrances
_Racial and Journey_
Phobia (major): Bio-Wizardry and Bio-Borgs
One arm
Wanted (Major): Splugorth
Slow (minor)
Small
Bizarre Physiology: −4 penalty to Healing checks. Medical supplies/services cost 4x price.
Can't Speak: no mouth
Instinct Over Intellect: −2 penalty to Smarts rolls, but not linked skills.
Cyber Resistant: no cybernetics of any kind.
D-Bee (Major): The initial reactions typically start at Unfriendly, or Hostile for human supremacists.
Reject the Material: no clothing or armor, and don't have the opposable digits needed for using complex equipment and weapons. Most have no use for starting gear, and care not for wealth.

Chosen Hindrances
Code of Honor (major)
Loyal
Quirk: believes they are a human trapped in an alien body

Edges
_Racial, Class & Journey_
Arcane Feeders: absorb ambient energy, do not eat or drink.
Thick Skinned: +3 Toughness.
Uncanny Reflexes: −2 to be hit by any attack they are aware of. +2 on Evasion rolls.
Low Light Vision: Ignore penalties for Dim or Dark illumination.
AB:(Psionics) +5ISP, detect/conceal arcana*, healing, protection*, smite*, and telekinesis. x, x,
AB:(Miracles)+5PPE arcane protection, bolt, dispel, environmental protection, elemental manipulation. x, x,
Special mind link, activate with no roll or ISP cost as a free action, Range of Spirit × 5. Ignore speech requirements for power activation.
Master of Magic
Major Psionics
Power Points PPE
Cosmic Confluence: Exchange ISP and PPE as needed as a free action. Transformed PP must be used that turn and cannot be stored.
Mystic Senses: Alertness & Danger Sense Edges.
„Spiritual Awareness: detect/conceal arcana as an Innate Ability (see
page 68) with the reduced Power
Points cost from the Range (Self) and
Aspect limitations. They can sense
supernatural, evil, ethereal, and energy
beings, and any beings using invisibility
within line of sight with Notice.
Spiritual Channel: Constantly in
contact with spirits, and possibly divine
messengers of his faith, a Mystic can
use the divination power without using
ISP or PPE. Each time he uses it, he
must make a Vigor roll to resist gaining
a level of Fatigue. Each subsequent use
of the power imposes a cumulative −1
penalty on the Vigor check until he
gets a full night’s rest (eight hours). It
is possible for a Mystic to Incapacitate
himself with this ability. Fatigue levels
gained from Spiritual Channel can only
be recovered with eight hours of rest
(relief cannot restore).
Elan
CELESTIAL SILVER (+1): For +1 Power
Point, any offensive power replaces its
normal Trapping with the Celestial
Silver Trapping, which counts as
both holy and silver for purposes of
Weaknesses.
For example, smite can be cast with
Celestial Silver on a weapon and it is a
blessed silver weapon for the Duration—
extremely effective against vampires
and demons.
„ GIFT OF LIFE (+1): For one Power Point
the Mystic's healing restores Wounds up
to 24 hours old, but she gains a Fatigue
level which can only be restored with
an hour of rest (relief cannot restore).
May be combined with Mass Healing.
„ SOUL BLAST (+1 to +3): A direct
damage power (such as bolt, blast, or
burst) may be more effective against
targets with natural, body, or power
armor. Each Power Point spent grants
the power AP 5, to a maximum of AP
15. The AP provided by Soul Blast
does not affect vehicles, constructs, or
targets inside vehicles (including robot
vehicles). This modifier is considered an
upgrade of the Armor Piercing Power
Modifier (which cannot be used in
combination with Soul Blast), and stacks
with abilities like the Blaster Edges.

_Chosen and granted in play Edges_

Skills, arcane skills are linked to Spirit.
d6 faith
d6 psionics

Gear: Absurr Life Node: Triples lifespan. Gain a die type in Spirit and Vigor, +4 Toughness. Ignores Gritty Damage. Can't be mind controlled (includes empathy, puppet).

Hero's Journey
Experience and Wisdom: 1d20 ⇒ 18 There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment. Gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
Demon Seas: 1d20 ⇒ 2Your hero has an “in” with a Tattoo Master. Choose a single 1-Strain Magic Tattoo.
If your character can't have Magic Tattoos, re-roll this result. No tattoos for worms. Re-rolling.
Re-roll: 1d20 ⇒ 13It’s a complicated story, but somehow you ended up with an Atlantean Symbiote— choose any from page 66 in this book. However, the experience left a lasting impact; roll once on the Bio-Borg Insanity table!: 1d12 ⇒ 8 Phobia (major): Bio-Wizardry and Bio-Borgs. Symbiote-Absurr Life Node. Normally an OP choice but in this case it just gets the worm up to normal survivability.

Ok this is my Slave branch Character. It is currently a mess but is slowly getting organized. I am shooting for support rather than combat monster. I have information gathering and healing covered. Not to good on the Pilot/Tech front.


EltonJ, any interest in running both campaigns, Mercenary and slave?

Thinking I will go ahead with my Psi-Slinger for the Merc campaign, and my idea for the slave campaign is presently an Intelligent Construct (Empires of Humanity), sent as a spy to gather information about Atlantis and Sluggorth. Archie and Titan has been known to use such synthroid spies, but I think I'd go with another builder, such as the Neruni. He'd function a bit like a light borg, but with Power Armour Jock, and the intention to capture a suit of some sort eventually.

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