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== THE RULES ==
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== IHE 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.
 
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.
  
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* '''More Skill Points''': Start with 15 skill points at character creation.
 
* '''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.
 
* '''Wound Cap''': Attacks never generate more than four Woundin a single hit; apply this limit before making Soak rolls.
 
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Others specific for Savage Rifts®
===Others specific for Savage Rifts®===
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* '''Blaze of Glory'''
* '''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.
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* '''Blood & Gore'''
:In game terms, this manifests in the following ways:
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* '''Death & Defeat'''
: * Any and all effects of the attack triggering Blaze of Glory are completely negated. This includes being Shaken.
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* '''Siphoning PPE'''
: * 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.
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* '''Technical Difficulties'''
: * 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)
 
  
 
== Character Creation ==
 
== Character Creation ==
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* Roll or Pick your '''''Narrative Hook''''' (or come up with your own)
 
* Roll or Pick your '''''Narrative Hook''''' (or come up with your own)
 
=== The Heroes ===
 
=== The Heroes ===
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<font size=1>
 
{| class="wikitable" border="0"
 
{| class="wikitable" border="0"
 
|-
 
|-
 
| '''Name''' || '''Played by...''' || '''Race''' || '''Icon''' || '''Rank''' || '''Wounds''' || '''Fatigue''' || '''Benny'''
 
| '''Name''' || '''Played by...''' || '''Race''' || '''Icon''' || '''Rank''' || '''Wounds''' || '''Fatigue''' || '''Benny'''
 
|-
 
|-
| [[Tetrius Lexington Clarke | '''Tetrius Lexington Clarke''']] || @Archer || Human || Tech Wizard || Novice || 0/3 || 0/2 || 3/3
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| [x | '''xx''' || @ || || || || || ||  
 
|-
 
|-
| [[Dr. Perspicacity “Perry” Harper | '''Dr. Perspicacity “Perry” Harper''']] || @Garyfury || Human || Rogue Scholar || Seasoned || 0/3 || 0/2 || 3/3
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| [x | '''xx''' || @ || || || || || ||  
 
|-
 
|-
| [[Doctor Charles Davis | '''Doctor Charles Davis''']] || @The Watcher || Demigod || Super || Novice || 0/3 || 0/2 || 4/3
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|-
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| | [x | '''xx''' || @ || || || || || ||  
 
|-
 
|-
| [[Taryn Horned Dragon Hatchling | '''Taryn''']] || @Dawgstar || Horned Dragon || Hatchling || Novice || 0/4 || 0/2 || 3/3
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| [x | '''xx''' || @ || || || || || ||  
 
|-
 
|-
| [[Harrison Gordon Cyborg | '''Harrison Gordon''']] || @Shadeling || Human || Combat Cyborg || |Novice || 0/3 || 0/2 || 3/3
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| [x | '''xx''' || @ || || || || || ||  
 
|-
 
|-
| [[Arctus | '''Arctus''']] || @stinkyfool || Human || Shifter || Novice || 0/3 || 0/2 || 3/3
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| [x | '''xx''' || @ || || || || || ||  
 
|-
 
|-
 
|}
 
|}
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</font size>
  
 
== Important NPC ==
 
== Important NPC ==
[[ Enlynn Nahlolath | '''Enlynn Nahlolath''', ]] ''Lemurian Female Sea Druid''
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xx
 
 
[[ Sindarin Waveborn | '''Sindarin Waveborn''', ]] ''Elf Male Sailor''
 
 
 
[[ | '''x''' ]]
 
 
 
[[ | '''x''' ]]
 
 
 
=== Vehicles ===
 
'''AA-11X Wave Cutter Patrol craft'''[https://www.pinterest.com/pin/492862752942901846/]
 
 
 
Size: 8 (Huge); Handling: +1; Top Speed: 60 MPH; Toughness: 32 (10); Crew: 5+10; Open Mods: +5.
 
:NOTES: Cargo Space (8 tons), ECC, MDC Armor, Nuclear Powered, STS, Watercraft
 
'''''Weapons''''':
 
* Two Dual-linked Anti-Personnel Laser (Front and Back Turret) – Range 75/150/300, Damage 4d6 Mega Damage, AP-5, ROF1. Shots -, Reaction fire; dual link +1 to hit, +2 to damage.
 
* Light Missile Launcher (Fixed Forward) – Range 150/300/600. ROF1, Shots 4. 3,000 credits for each replacement missile.
 
:: * HE Warhead – Damage 6d6 Mega Damage, AP-16, MBT (8 onboard)
 
:: * AP Warhead – Damage 5d6 Mega Damage, AP-30, SBT (8 onboard)
 
:: * Plasma Warhead – Damage 8d6 Mega Damage, AP0; MBT. On a raise target catches fire suffering 3d8 a round, and distracting until dosed (4 onboard)
 
* Heavy Torpedo Launchers (Fixed Forward) – Range 600/1,200/2,400 (water only). ROF1, Shots 4, Replacement torpedoes cost 15,000 each
 
:: * HE Warhead – Damage 10d6 Mega Damage, AP-36; LBT (4 onboard)
 
 
 
''Houserule – Torpedoes. As Missile Launchers but only work in water. The range is double and the cost for both the launchers and the replacement torpedoes is halved.''
 
 
 
 
 
'''Mountaineer ATV'''[https://www.pinterest.com/pin/316940892539860664/]
 
 
 
Size 6 (large), Handling +1, Top Speed 120 MPH, Toughness 43 (6), Crew 1+5, Mods Remaining +2
 
:NOTES: ATV, ECC, MDC Armor, Max Range 1,200+ miles (extra fuel tanks), PPE Battery (runs on 6PP per hour or gas).
 
'''Weapons''':
 
* Anti-Personnel Laser (roof turret – Range 75/150/300, Damage 4d6 MD, AP-5, ROF1. Shots -, Reaction fire),
 
* Mini-Missile Launcher (forward fixed. HE rounds – Range 100/200/400, Damage 5d6 Mega Damage, AP-8, SBT, ROF 4, Shots 16; volley fire – with ROF4 adds +2 to hit and +4 to damage) (16 mini-missiles)
 
  
 
== Treasure and Loot ==
 
== Treasure and Loot ==

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