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== THE RULES == This game takes place in the classical '''Rifts®''' setting but using the '''Savage Worlds Adventure Edition''' rules and the intro of the '''Tomorrow League''' as a driving force behind the game. SETTING RULES (SWADE pg.) * '''Born a Hero''': Edges (and powers from them) at character creation. This does apply to the bonus Edge granted to Humans. * '''Conviction''': Heroes can gain Conviction Tokens which add a d6 to a Trait or damage roll; awarded for personal triumph or tragedy. * '''More Skill Points''': Start with 15 skill points at character creation. * '''Wound Cap''': Attacks never generate more than four Woundin a single hit; apply this limit before making Soak rolls. ===Others specific for Savage Rifts®=== * '''Blaze of Glory''' - Declaring Blaze of Glory means the hero chooses the moment he is ready to die, and he expends everything he has left in a stunning display of power and determination for one last great ride into the sunset. This must happen before the end of the current session. :In game terms, this manifests in the following ways: : * Any and all effects of the attack triggering Blaze of Glory are completely negated. This includes being Shaken. : * Once declared, the player receives three Bennies. He should use these sparingly as they are his insurance for lasting the rest of the session until his chosen moment comes. : * The player continues to play, taking actions as normal. Once his Blaze of Glory scene and all of its circumstances are resolved, his character dies. * '''Blood & Gore''' - Mega Damage attacks inflict Gritty Damage (per the ‘’Savage Worlds Setting Rule’’) on any target not protected by MDC armor. Characters also suffer Wound penalties when attempting to provide medical aid; a healer must subtract his patient’s Wound levels from his skill roll. However, a Wounded character trying to heal his own injuries ignores patient Wound penalties and does not suffer from both effects (there is no double-jeopardy for self-tended Wound penalties). * '''Death & Defeat''' - When making Vigor rolls for Incapacitation, a Critical Failure or total Vigor check of 1 or less results in a roll on the '''''Death & Defeat Table''''' (Team Tomorrow Player's Guide pg, 117). * '''Siphoning PPE''' - see Team Tomorrow Player's Guide pg. 116-7 * '''Technical Difficulties''' - Whenever a device suffers a Critical Failure, roll a d6 and consult the '''''Technical Difficulty Table''''' (Team Tomorrow Player's Guide pg. 118) === Setting Rules from Atlantis & the Demon Sea === * '''Underwater Adventures''' :* Penalties - Races without the Aquatic ability are physically disoriented underwater. This means Pace is halved and they suffer -2 to Agility and Agility based skills (-1 for Semi-Aquodic) : * Depth Tolerance (see A&DS pg. 79) : * Underwater Combat - Effective and Ineffective (see A&DS pg. 71) * '''NEW POWERS''' - ''Energy Destruction, Remote Viewing'' (See A&DS pg. 79)
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