
EltonJ |

Hi everyone,
I'm looking for two or three players to replace two people that dropped in my Savage Rifts game. The original recruitment is here. That page will tell you all about the game and where its located. In the New West. (I don't like the Coalition States as a setting).
The game requires you to have a copy of Savage Worlds Adventure Edition (SWADE), and a copy of the Rifts Tomorrow Legion Guide. Both are available on Drivethru. If you liked RIFTS in the past, and want to game with a better system, then check us out. I have copies of all the Rifts material for Savage Rifts, so if you want to try something way out there, brush by me.
I'm looking for a magic user and a cyberknight. A third character isn't out of the question, either.

1dr0meda |

I just spotted this.
Are you using the Savage Rifts Settings Rules listed on page 116 of RIFTS? In the other RIFTS campaign I'm in, this meant taking the Sidekick edge is allowed, giving a second starting character to create. Is that allowed. I'm not sure I will use that, but might if it's an option.
I'll consider a magic user type, although I'm already running a mystic in another RIFTS campaign so I'd like to go a different path than that.
Thinking of a modified Android (from SWADE, replacing the pacifist hindrance with something else). Then go with Ley-Line Walker, Techno Wizard, or a MARS Operator. One last possible direction is to use the MARS Personal Concept Option to create a wandering martial artist capable of surviving in RIFTS world, drawing inspiration from the Kung Fu TV series from the 1970s. This last depends on figuring out a way to gain sufficient toughness to survive and could employ magic use.

EltonJ |

I just spotted this.
Are you using the Savage Rifts Settings Rules listed on page 116 of RIFTS? In the other RIFTS campaign I'm in, this meant taking the Sidekick edge is allowed, giving a second starting character to create. Is that allowed. I'm not sure I will use that, but might if it's an option.
I'll consider a magic user type, although I'm already running a mystic in another RIFTS campaign so I'd like to go a different path than that.
Thinking of a modified Android (from SWADE, replacing the pacifist hindrance with something else). Then go with Ley-Line Walker, Techno Wizard, or a MARS Operator. One last possible direction is to use the MARS Personal Concept Option to create a wandering martial artist capable of surviving in RIFTS world, drawing inspiration from the Kung Fu TV series from the 1970s. This last depends on figuring out a way to gain sufficient toughness to survive and could employ magic use.
Yes, we are using the RAW.

Clebsch73 |

I'm going to make a few rolls here for character idea. It will be a Human Techno-Wizard with rich and filthy rich edges to provide enough cash to create some techno-wizard devices. Let me know if I should make rolls for creating each device or if I can assume success if devices created at time of character creation.
For the human edge, I'm thinking of taking the sidekick edge and making an android sidekick character.
Once I make these rolls, it may take me a few days to work on the techno-devices since those rules are rather complicated.
Techno-Wizard Hero's Journey rolls.
Narrative Hook: 1d20 ⇒ 6
Connection to Alistair Dunscon's "True Federation."
Enchanted Items & Mystic Gadgets: 1d20 ⇒ 14
This is the TK revolver, which is already provided by the Techno-Wizard starting gear, so I will re-roll this.
Enchanted Items & Mystic Gadgets: 1d20 ⇒ 19
Choose result. I'll do that after I see the results of the other rolls.
Education: 1d20 ⇒ 20
Choose result: three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
Filthy Rich Rolls
Body Armor: 1d20 ⇒ 13
Adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor.
Close Combat Weapons: 1d20 ⇒ 15
Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
Enchanted Items & Mystic Gadgets: 1d20 ⇒ 14
Again, the TK Revolver. Will reroll
Enchanted Items & Mystic Gadgets: 1d20 ⇒ 3
Ley Line Walker Medium Armor
Ranged weapon: 1d20 ⇒ 12
JA-11 Energy Rifle
Enchanted Items & Mystic Gadgets Table choice:
Magic Optic System

EltonJ |

I love the setting and am pretty sure I have those books but I've never played Savage Rifts before. Do you specifically need a cyber-knight or just a non-power armor tank?
edit: Looks like I have the Explorer Edition. Any idea if they're compatible?
No, I suggest you update to the Adventure Edition.

EltonJ |

Bummer. I'll think about it; do you specifically need a cyber-knight? I have New West (all the old Rifts books, actually) and would love to play a gunslinger if we're going to be in that setting.
Yes, you can play a gunslinger. A Gunslinger is a M.A.R.S. character type, so they start seasoned. Do you have any of the Savage Rifts books? You might need them.

Agate Copperdyne |

I want to create an android sidekick for Agate. I'm suggesting the following Ancestry template for Android, starting with the SWADE and modifying it to reflect aspects of RIFTs. Borrowed some from the Interface Zero sourcebook.
8 Construct
2 Dual Processors (d6 smarts)
1 Metallic Alloy (+2 Armor)
2 Primary Protocol free d6 in one (non-core) skill
–2 Outsider
–2 Vow (assist humans do scientific and engineering research)
–2 No arcane backgrounds
–3 penalty (–2) to spirit trait rolls
–1 persuasion not a core skill
–1 Pacifist (minor)
I will use the Rogue Scholar Package of the MARS Iconic rules.
Roll on the MARS Fortune & Glory Table two times plus three rolls on any Hero’s Journey tables you like.
Begin with standard Starting Gear and an extra 4d10 × 1000 credits in gear or valuables.
Narative Hook: 1d20 ⇒ 6
Alistair Dunscon’s “True Federation.” Dunscon’s madness is only exceeded by his obsession with forcing all to fall under his rule. He’s engaged in a campaign of political pressure and terror against reluctant factions. Maybe his agents hurt you, or you served with Federation forces—until you realized you were working for a diabolical madman.
Fortune & Glory: 1d20 ⇒ 9
Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
Fortune & Glory: 1d20 ⇒ 16
Gain a sidekick. Since I assume a sidekick cannot have a sidekick, I'll reroll.
Fortune & Glory: 1d20 ⇒ 15
Animal Magnetism: Your hero has an uncanny affinity with animals. Gain the Beast Master Edge twice and increase the default Size of companion animals to 3.
Education: 1d20 ⇒ 6
Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Academics at d6 and increases Common Knowledge one die type.
Experience & Wisdom: 1d20 ⇒ 13
He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
Underworld & Black Ops: 1d20 ⇒ 15
With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge.
credits, k: 4d10 ⇒ (3, 9, 2, 2) = 16

karlprosek |

Yes, you can play a gunslinger. A Gunslinger is a M.A.R.S. character type, so they start seasoned. Do you have any of the Savage Rifts books? You might need them.
I got a bundle with the main Savage Rifts book, the GM book, Foes of North America, and the Tomorrow Legion book. I’ll get the SWADE version of the rules and the Empires of Humanity book you mentioned as important in your other recruitment thread.

EltonJ |

EltonJ wrote:Yes, you can play a gunslinger. A Gunslinger is a M.A.R.S. character type, so they start seasoned. Do you have any of the Savage Rifts books? You might need them.I got a bundle with the main Savage Rifts book, the GM book, Foes of North America, and the Tomorrow Legion book. I’ll get the SWADE version of the rules and the Empires of Humanity book you mentioned as important in your other recruitment thread.
If it's going to break your bank, you can withdraw.

Agate Copperdyne |

I think you need SWADE and RIFTs Players Guide. SWADE has the core SW rules and RIFTs has the details of character creation.
It should be noted that there was recently published a 5th printing of SWADE which has some changes from 4th edition. I don't think there's anything significant, but the GM should probably be aware of the differences.

EltonJ |

I think you need SWADE and RIFTs Players Guide. SWADE has the core SW rules and RIFTs has the details of character creation.
It should be noted that there was recently published a 5th printing of SWADE which has some changes from 4th edition. I don't think there's anything significant, but the GM should probably be aware of the differences.
Agate is right.

karlprosek |

Is there any chance my gunslinger can start with a robot horse from the New West book? I don't see it in the Savage Rifts book or Empires of Humanity.
Agile d8 Agility (max d12+2)
Edge: Ambidextrous
Hindrance: Overconfident
Distinctive DB
Elusive: +1 to Parry
Fast: +2 to Pace, +1 Running die (usually Pace 8 and d8 Running die)
No Arcane Backgrounds, no PPE
Short Attention Span: -1 to Smarts rolls
Hindrances
Code of Honor (Major: gunslinger/Code of the West type honor)
Enemy (Minor: child of a gunslinger he killed)
Habit (Minor: cigarettes)
Overconfident
Agility d8>d10>d12+d12+4 (max d12+4)
Smarts d4+d6
Spirit d4+d6>d8
Strength d4+d6
Vigor d4+d6
Athletics d4
Driving +d4
Common Knowledge d4+d6
Fighting +d4
Gambling +d4+d6
Language (Spanish) +d4
Notice d4+d6
Persuasion d4+d6
Riding +d4+d6
Running d4>d6
Shooting d8+d10+d12
Stealth d4+d6
Survival +d4+d6
Thievery +d4+d6
Gunslinger
+2 Agility die types and adjust trait max by same
Shooting d8
Edge: Marksman
Edge: Sharpshooting
Edge: Danger Sense
Edge: Dead Shot
Edge: Quick
The Quick and the Dead: in 1st round of combat can spend a Benny to draw on an opponent (opposed Agility rolls), if the Gunslinger succeeds he immediately attacks and has The Drop
Hindrance: Arrogant, Heroic, Overconfident, or Vengeful (Major)
standard Starting Gear + 2 ranged weapons of choices and NG Maverick body armor
Edges
Edge: Marksman (if doesn't move and only fires 1 RoF per action, may ignore 2 points of Shooting penalties from Called Shots/Cover/Range/Scale/Speed; stacks with Aim, applies to each Shooting action in a turn)
Edge: Sharpshooting (+1 to hit or ignore up to 4 points of penalties from Called Shots/Cover/Range/Scale/Speed when making ranged attack with RoF 1; does not stack with Aim or Marksman)
Edge: Danger Sense (+2 to Notice roll when rolling for Surprise or allows Notice roll at -2 for dangerous situations not covered by Surprise)
Edge: Dead Shot (when action card is Joker double total dmg of 1st successful Shooting roll)
Edge: Quick (discard any action card 5 or lower)
Race Edge: Ambidextrous (ignores off-hand penalty)
F&G Edge: Ambidextrous (ignores off-hand penalty)
F&G Edge: Strong Willed
HJ Edge: Luck
HJ Edge: Thief
Two-Gun Kid (may make second Shooting attack with off hand without multi-action penalty)
Seasoned (rank 4)
1: Agility +1
2: Fighting +1, Persuasion +1
3: Double Tap
4: Agility +1
NG-S2 Survival Pack
TX-26 Particle Beam Pistol 10/20/40 2d8+3 1 2 15 5 35,000 Notes: Semi-Auto.
JA-11 Energy Rifle 30/60/120 3d6 1 2 60 7 40,000 Notes: As an action, switch to fire ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty). Integrated scope offsets two points of Range and/or Darkness penalties.
40000 credits
-TX-22 Precision 18/36/72 2d6 1 2 50 3 15,000 Notes: Semi-Auto, +1 to Shooting rolls.
=29000 credits remaining

karlprosek |

Ha, I just looked and they all cost several million credits; all of the New West OCCs start with one or a vehicle for free. How does anyone afford any of that stuff during play?
I see regular horses under the Horsemanship skill; I guess I'll buy a riding horse for 2000 credits.
Do any of the Wild Cards in the party have a vehicle?

Malachi Von Darmstadt |

Here is a draft of Agate's sidekick. I still have to purchase equipment and the GM should decide if the Beast Master animal companion or pet selected is okay. Also look at the construct traits I worked up, following the rules for new ancestries.
This character will not be much help in a fight, although if his Kodiak Bear companion is approved, he can fight to protect him. Malachi can also share bennies and taunt, as well as use weapons (d4 fighting and shooting skills, however). He has the minor pacifist hindrance as part of his construct features, so he will mainly fight in self defense or in defense of Agate and her companions.
He will be very helpful, however, with repairs and assisting Agate in her Techno-Wizard work. He has many smarts-based skills at high levels, as that is what he was constructed to help with. He also got the scrounger edge in rolling from the various tables, so he can help locate supplies.
I gave him the major secret hindrance, with his android nature being the secret. He looks and acts human. I'm assuming either the entity that created him would try to get him back or other corrupt entities would want to acquire him if his nature became generally known.
Like Starfinder Androids, I'm assuming he eats and drinks and processors inside convert the food to energy, perhaps supplemented by some other rechargeable energy unit. In fact, I'm thinking (as a quirk) he will be able to eat food others might find revolting and even ingest things that would be poisonous to humans, since his construct nature means he is immune to disease and poison.
Will knowledge of different languages be helpful and an important part of dealing with adventure challenges and if so, does anyone already have the linguist edge? I consider it in line with Malachi's construction to speak multiple languages and if it would be helpful, I can swap out an edge for Linguist.

Agate Copperdyne |

Since I'm running a Techno-Wizard who needs some money to create techno-magic items, I took the rich and filthy rich edges. If I were the GM, I'd work on ways to reward play with significant amounts of swag, either credits outright or valuable things that can be put into credits or items I knew the PCs would want to have and use.
Most systems I've played force starting characters to be pretty bare bones with items but then there are plenty of ways to get things as one plays and gains experience.

EltonJ |

Right but I kind of meant in this game. The original rules give you all that stuff up front but Savage Rifts barebones starting gear seems to imply stuff should either be way cheaper or Wild Cards will have a way to earn millions of credits. Or maybe we’re supposed to steal it from bad guys?
Savage Rifts implies things will be cheaper.