• If your recruitment thread involves completely going off site with your partner(s) then it belongs in the Off-Site Ad Area.
  • This area of the site is governed by the official Recruitment rules. Whether you are looking for players or looking for a roleplay, we recommend you read them and familiarize your self with them. Read the Recruitment Rules Here.

Savage Rifts: The Tomorrow Legion

Deviltigerr

Elder Member
5HtUnmN.jpg


The Rifts came a long time ago and changed our world forever. Rifts brought the Armageddon and now humans aren't the only ones roaming earth. Countless realities, dimensional beings, monsters, demons are part of this reality.

Some humans are not even from our earth, some come other dimensions, time travelers or even some from space. Magic and Psionic powers and abilities are part of people life with cyborgs, robots and other strange futuristic technology or even genetic engineering.

In the north of what used to be known as Arkansas, Branson, Missouri, the Castle Refuge is home to the Tomorrow Legion. You are characters who joined the Tomorrow Legion, an army of hope and justice in these dark times. They have dedicated their resources to help people in regions around them.

The tomorrow legion was formed by Erin Tarn and Lord Coake, leader of the Cyber-Knights. They welcome heroes, explorers and warriors of all kind, who just want than mere survival in these tumultuous times.

System: Savage Rifts (uses Savage World)

What can I play?
If you are new and without the books, here a brief sample of what you can play: (you pick an iconic framework)

Combat Cyborg: Heavy combat manmachine, greatly enhanced by cybernetics.

Crazy: Psionically enhanced supersoldier, mentally unstable but able to take great advantage of it.

Cyber-Knight: Part holy warrior, part psionic martial artist with an energy sword, and all kinds of trouble for enemies using tech weapons.

Glitter Boy: Owner of the ultimate powered armor and personal ranged weapon, though with drawbacks in terms of mobility and side effects.

Juicer: Born to die, a live-fast, fight-hard super soldier with the ability to burn her life force for truly heroic moments.

M.A.R.S.: The mercenaries, adventurers, rogues, and scholars of Rifts who have less raw power but more experience and variety. (Aka make your own iconic framework, if you are new, would recommend to pick something else.)

Burster: Raw, awesome firepower. A super powerful pyrokinetic for a world gone mad.

Mind Melter: A true master of psionic power, employing unparalleled telepathic and telekinetic abilities.

Ley Line Walker: Master of magic, he can interface with ley lines effortlessly for nearly unlimited power.

Mystic: Combines faith-driven magic with psionic power, intertwining two Arcane Backgrounds with a spirituality others do not comprehend.

Techno-Wizard: The ultimate gadgeteer,combining arcane science with an innate talent for tools and machines.

Flame Wind Dragon Hatchling: A newborn dragon seeking its place in the world. Yes, a dragon.

Then you will get to choose a race, Humans are the default but it is possible to play other beings, will discuss more in details, with inquiries but there is a bit of everything.

The character generation has a few random rolls on tables or trading 2 tables rolls for 1 guaranteed result, will talk about it later.
 
Last edited:
I might be down to give it a shot, especially if I can move that old character over, but I won't know for certain how my workload will be until I get back from vacation in ten days. More than two games might be too much for me.
 
It's all good, no hurry from what I see the forum goes a bit slowly. Plus, we will see if it even gathers enough interest to begin with.

It seems RP nation has changed a bit since my last visit...seems like dice interests aren't as popular as they used to be.
 
NemoTheSurvivor NemoTheSurvivor : Awesome, Let see techno-wizard to help you get started, a basic concept of character creation for this game, you take a hero journey of your choice giving some abilities on top of your iconic framework abilities as a techno-wizard:

You roll 1d20 for your narrative Hook (a link to the tomorrow legion essentially)

You roll three times(d20) on any of the following tables: Education, Enchanted Items & Mystic Gadgets, and Magic & Mysticism.

Then on top of it, you get two rolls on any tables except psionics.

The other tables are:
Body Armor, Close Combat Weapons, Cybernetics, Experience & Wisdom, Ranged Weapons, Training, Underworld & Black Ops.

Essentially which tables you want to roll on, you can roll multiple times on the same table or spread your rolls around giving you various benefits.
 
Deviltigerr Deviltigerr Okay, funny story. After asking to join, I kinda bought the core rulebook and started working on a character concept. While I originally focused on building a technowizard, I settled on psionic power as the arcane arts (this kind of thing usually happens; I usually start building a character around a concept and when I start building the character, change something). So the question is, do you want me to still roll on the random tables or build a character myself?
 
NemoTheSurvivor NemoTheSurvivor It's all good not a problem, even if you focus on Psionics guessing you are going for either Mystic or Mind Melter iconic frameworks, they also use the random tables rolls for the hero journey. The # and types of rolls are different between the iconic frameworks. There is an option to trade 2 rolls for one guaranteed result (you could do that if you wanted something specific on a table)
 
as a Mind melter you get of course:

-Narrative Hook (1d20)

Three rolls on any of the following tables: Enchanted Items & Mystic Gadgets, Experience & Wisdom, or Psionics.
Then one additional roll on any table except: Cybernetics or Magic & Mysticism.
see previous post for the list of all the tables again (except the two tables above).
 
Narrative Hook: The siege of Tolkeen. You could have been of either side, but essentially the gist of it, The magical state of Tolkeen fought the Coalition in 109 PA or maybe you were caught in the crossfire. There are many refugees of that war in castle refuge with the tomorrow legion.

Psionics: You have developed a strong presence. +2 on all intimidation and persuasion checks. If you have the fear power, you get +2 bonus when using it.

Experience and Wisdom 1: You get some experience with life on the street, You get one professional edge ignoring requirement.
Experience and Wisdom 2: You always feel when danger is nearby. You get the danger sense edge for free.

Training: You know a great deal about combat, you can pick a combat edge, ignoring other requirements except other edges (so you can't improved frenzy without having frenzy for example)

Now as a mind melter you get, as part of your iconic framework and general character creation:

Follow the savage worlds char creation: 5 on attributes and 15 on skills as usual, as a human, as a reminder you get a bonus edge.

Arcane Background (Psionics): 20 ISP and Psionics d8. 5 powers from the following list: (would recommend to focus on one or two disciplines at the beginning)
armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage
field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber,
smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift.


Expanded awareness: You can use detect awareness at will, as a free action.

Major Psionic: Major Psionic edge, will explain more about it later but essentially you can buff your psionic powers to be more powerful and the power points edge gives you 10 instead of 5 power points when you pick it up.

Master Psionic: Mind Melter are master psionic, meaning they gain the Mega Powers automatically associated with their chosen powers.

Mental resistance: +4 to all checks to resist psionic effects and +4 armor vs psionic damage.

Mind melters complications:

A Little Odd: The quirk hindrance, they tend to seem a little different.
Cybernetics: Essentially if you use cybernetics, you get penalties to your psionics abilities.
Enemies: Shot on sight by the Coalition troops and True Federation of Magic hate them as well.
Feared: -2 charisma when dealing with people who fears them.

MIND MELTER STARTING GEAR
Huntsman Lightweight Personal Armor, NG-33 Laser Pistol, NG-S2 Survival Pack, 4d6 × 100 credits.
 
Last edited:
Hello I have never played Savage Rifts before hope that isn't a problem but this has my attention.
I wish to play a Combat Cyborg or Crazy hmm -flips a coin- Crazy it is!
 
Hey Lord Potato Lord Potato , awesome a crazy heh? alright let's go for what you need to get started:

As usual the narrative hook roll (1d20)

Three rolls on any of the following tables: Body Armor, Close Combat Weapons, Psionics, Ranged Weapons, Training , and Underworld & Black Ops

Then on top of it, 2 rolls on any tables except the magic ones. (see a few post above for the list of all the tables).

And last but not least: One Unstable Psyche roll, 1d6 essentially your mental degradation.
 
Last edited:
Alrighty here goes.
Narrative hook: 15

Ranged weapons:17
Psionics:19
Body armour:4
Close combat weapons:19
Underworld and black ops:20

Unstable roll: 4
 
Let see:

Narrative Hook: Nearly Done for. You were near death, and somehow the Tomorrow Legion rescued you. So of course, you end up joining with an interesting story to tell and a debt.

Ranged weapons: It's big, strong and a lifesaver...it's the NG-E4 Plasma Ejector. (Min. Str d10 so make sure to get that)

Psionics:
With 19, you can choose one of the results on the table let see essentially you can choose:
1) Soul Drain Edge (use your life for more power)
2) Rapid Recharge Edge (Regain ISP faster)
3) +10 ISP
4) Empathic, you can detect someone feelings within smart range with opposed spirit check. On raise, you can even known if someone is lying or evasive during conversations.
5) +1 Psionic power from your own list (any rank) or a power not normally available of novice rank.
6) One power that you know automatically get the raise result when you successfully activate it.
7) You can give an immediate help to someone to help them break out of mind walk, illusion, or puppet, +2.
8) Mentalist Edge
9) You can use a Benny to use Spirit instead of any other trait roll for a round.
10) Strong presence. +2 to persuasion and intimidation checks. +2 bonus when you use the fear power.

Body Armor: You can switch your starting armor for any other armor in the book (we will talk about that later)

Close Combat Weapons: with 19 again, choose one of the results:
1) Add any non-TW (techno-wizard) close weapon to your gear list.
2) Vibro-Sword: Popular weapon
3) Exceptionally crafted weapon: +1 fighting on a close combat weapon that you own.
4) Chain Long sword : can cut through robot armor like butter
5) Extra deadly weapon: +1 damage roll
6) Impact Hammer
7) Silver weapon, useful vs vampires.
8) Neural Mace (non-lethal weapon)
9) Advanced tech in the weapon makes it more effective vs armor, +2 AP
10) Chain Greatsword : going big
11) +1 Parry, weapon has special guard or something.
12) a laser incorporated into your weapon, so you don't need to switch weapons and can shoot long range with it.

Underworld and Black Ops: Choose one result:
1) McGyver Edge , +1 die type to Repair.
2) Knowledge (computers) d8, +2 when dealing with electronic security.
3) I know a Guy Edge, +2 on all connections rolls to contact and gain assistance.
4) Dirty Fighter Edge, on a raise by spending a benny, can get the drop on the opponent
5) d8 Streetwise, training in forgery (treated as a common knowledge) with +2 to the rolls.
6) Thief Edge, and also +3 skills points you can only spend on: Climbing, Lockpicking , Stealth.
7) Infiltration specialist, +1 to any investigation, Persuasion, Stealth for being undercover, +2 to any common knowledge to disguise yourself. +two additional languages on top of it.
8) Scrounger Edge and Connections (Black Market)
9) Jack of All trades Edge
10) Assassin Edge and +2 to fighting, Shooting and Throwing rolls but only to offset penalties for Called Shot.


Now as a Crazy you get:

You have M.O.M. (Mind Over Matter) Implants which is the main reason for your psionic powers and unstable psyche.

As a crazy you can choose at any time to LOSE IT: Essentially you throw caution out of the wind and gain the effects of the Berserk Edge, at will as an action. While you are losing it, you are fearless (immune to fear and intimidation) , can't use psionic abilities or any action that requires concentration.

You can try to getting it together while losing it: Standard smart roll for Berserk. But for the duration depending on the result of the roll, you will have -2 penalty to all traits rolls.
Raise: 1d6 minutes
Success: 1d6x10 minutes
Failure: 1d6 hours
Critical failure: 24 hours

can't have the getting it together and losing it state at the same time.


Crazy creation and abilities:

Start with normal stuffs:

so 5 to attributes and 15 to skills. An edge as a Human if you have never played SW or don't have the book just let me know will try to give more explanations.

Bio-regeneration:
One Natural healing roll every 24 hours.
Enhanced attributes: +2 die types to Strength, Agility and Vigor, no die maximum.
Enhanced Speed: Double Base Pace
Heightened Senses: +2 to Notice and Tracking rolls. Ignore 2 points of range penalties.

Minor Psionic:
Arcane Background (Psionic), 10 ISP, Psionics d6 and choose 3 powers from this list:
armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, dispel,
divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility,
invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift.


Quick: The Quick Edge

Super Endurance: Half-Normal amount of sleep required, +4 to resist fatigue

Super Reflexes: -2 to be hit, as long as you are aware of an incoming attack.


Complications:

Cybernetics:
Penalties to psionics if you get cybernetics, -1 per strain.

Distinctive Appearance: All crazies indulge in various cosmetics/aethestic enhancement to stand out, tattoos, piercing, crazy hair color etc...

Magic: Impossible due to M.O.M. implants.

Needs Action: Essentially due to constant state of adrenaline, during slow periods of the game, make a spirit roll if you fail, -2 charisma as you become irritable and impatient. -1 to all traits rolls from the distraction of your frenzied mind until action begins again.

Unstable Psyche:
Monologuer.
constant raving, taunting, lecturing etc...break your concentration, anytime you get Clubs on your action card must succeed at a smart roll at -2 or spend your action rambling.

Crazy Starting Gear:
SFD Huntsman Lightweight Personal Armor, Wilk’s 237 Laser Pistol, Wilk’s 447 Laser Rifle, Vibro-Sword, NG-S2 Survival
Pack, 2d6 × 100 credits.
 
Last edited:
Let see:

Narrative Hook: Nearly Done for. You were near death, and somehow the Tomorrow Legion rescued you. So of course, you end up joining with an interesting story to tell and a debt.

Ranged weapons: It's big, strong and a lifesaver...it's the NG-E4 Plasma Ejector. (Min. Str d10 so make sure to get that)

Psionics:
With 19, you can choose one of the results on the table let see essentially you can choose:
1) Soul Drain Edge (use your life for more power)
2) Rapid Recharge Edge (Regain ISP faster)
3) +10 ISP
4) Empathic, you can detect someone feelings within smart range with opposed spirit check. On raise, you can even known if someone is lying or evasive during conversations.
5) +1 Psionic power from your own list (any rank) or a power not normally available of novice rank.
6) One power that you know automatically get the raise result when you successfully activate it.
7) You can give an immediate help to someone to help them break out of mind walk, illusion, or puppet, +2.
8) Mentalist Edge
9) You can use a Benny to use Spirit instead of any other trait roll for a round.
10) Strong presence. +2 to persuasion and intimidation checks. +2 bonus when you use the fear power.

Body Armor: You can switch your starting armor for any other armor in the book (we will talk about that later)

Close Combat Weapons: with 19 again, choose one of the results:
1) Add any TW (techno-wizard) close weapon to your gear list.
2) Vibro-Sword: Popular weapon
3) Exceptionally crafted weapon: +1 fighting on a close combat weapon that you own.
4) Chain Long sword : can cut through robot armor like butter
5) Extra deadly weapon: +1 damage roll
6) Impact Hammer
7) Silver weapon, useful vs vampires.
8) Neural Mace (non-lethal weapon)
9) Advanced tech in the weapon makes it more effective vs armor, +2 AP
10) Chain Greatsword : going big
11) +1 Parry, weapon has special guard or something.
12) a laser incorporated into your weapon, so you don't need to switch weapons and can shoot long range with it.

Underworld and Black Ops: Choose one result:
1) McGyver Edge , +1 die type to Repair.
2) Knowledge (computers) d8, +2 when dealing with electronic security.
3) I know a Guy Edge, +2 on all connections rolls to contact and gain assistance.
4) Dirty Fighter Edge, on a raise by spending a benny, can get the drop on the opponent
5) d8 Streetwise, training in forgery (treated as a common knowledge) with +2 to the rolls.
6) Thief Edge, and also +3 skills points you can only spend on: Climbing, Lockpicking , Stealth.
7) Infiltration specialist, +1 to any investigation, Persuasion, Stealth for being undercover, +2 to any common knowledge to disguise yourself. +two additional languages on top of it.
8) Scrounger Edge and Connections (Black Market)
9) Jack of All trades Edge
10) Assassin Edge and +2 to fighting, Shooting and Throwing rolls but only to offset penalties for Called Shot.


Now as a Crazy you get:

You have M.O.M. (Mind Over Matter) Implants which is the main reason for your psionic powers and unstable psyche.

As a crazy you can choose at any time to LOSE IT: Essentially you throw caution out of the wind and gain the effects of the Berserk Edge, at will as an action. While you are losing it, you are fearless (immune to fear and intimidation) , can't use psionic abilities or any action that requires concentration.

You can try to getting it together while losing it: Standard smart roll for Berserk. But for the duration depending on the result of the roll, you will have -2 penalty to all traits rolls.
Raise: 1d6 minutes
Success: 1d6x10 minutes
Failure: 1d6 hours
Critical failure: 24 hours

can't have the getting it together and losing it state at the same time.


Crazy creation and abilities:

Start with normal stuffs:

so 5 to attributes and 15 to skills. An edge as a Human if you have never played SW or don't have the book just let me know will try to give more explanations.

Bio-regeneration:
One Natural healing roll every 24 hours.
Enhanced attributes: +2 die types to Strength, Agility and Vigor, no die maximum.
Enhanced Speed: Double Base Pace
Heightened Senses: +2 to Notice and Tracking rolls. Ignore 2 points of range penalties.

Minor Psionic:
Arcane Background (Psionic), 10 ISP, Psionics d6 and choose 3 powers from this list:
armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, dispel,
divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility,
invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift.


Quick: The Quick Edge

Super Endurance: Half-Normal amount of sleep required, +4 to resist fatigue

Super Reflexes: -2 to be hit, as long as you are aware of an incoming attack.


Complications:

Cybernetics:
Penalties to psionics if you get cybernetics, -1 per strain.

Distinctive Appearance: All crazies indulge in various cosmetics/aethestic enhancement to stand out, tattoos, piercing, crazy hair color etc...

Magic: Impossible due to M.O.M. implants.

Needs Action: Essentially due to constant state of adrenaline, during slow periods of the game, make a spirit roll if you fail, -2 charisma as you become irritable and impatient. -1 to all traits rolls from the distraction of your frenzied mind until action begins again.

Unstable Psyche:
Monologuer.
constant raving, taunting, lecturing etc...break your concentration, anytime you get Clubs on your action card must succeed at a smart roll at -2 or spend your action rambling.

Crazy Starting Gear:
SFD Huntsman Lightweight Personal Armor, Wilk’s 237 Laser Pistol, Wilk’s 447 Laser Rifle, Vibro-Sword, NG-S2 Survival
Pack, 2d6 × 100 credits.
I was wondering if you had the time that you could go through the character creation process with me.
 
Quick question: when choosing powers, is it 5 I know regardless of rank, 5 of Novice Rank, or do I pick 5 and know them when I hit the required rank?
 
Alright let see the basics first:

4 is always a success in the system. If you roll a 4, you succeed on an action. Always keep that in mind, so you can see why increasing a die type is important. Some actions can be opposed or maybe require multiple successes or penalties but anyway:

Assuming you are going to play a Human (D-Bees are possible but for sake of simplicity would say to stick to humans):

As a Human, you can get one free edge, edges are essentially everything in SW, from talents, to special abilities or professional experiences.

Attributes are defined as traits, all attributes start at d4 by default, at character creation you get 5 attributes points that you can distribute however you want. Each point increase your attribute by one die type, normally attributes have a maximum of d12 but Crazy for example Agility, Vigor and Strength can go past that maximum and give you increases in die types to these attributes. (Will add them later but for now do it normally)

1 attribute increase one die type so for example: d4 becomes d6 for 1 points, d8 for 2 points, d10 for 3 points etc...

The attributes:

Agility d4
Smarts d4
Spirit d4
Strength d4
Vigor d4


Now skills:
Unlike attributes, you don't start with any dice in a skill, you will need to spend one point in a skill for it to even be a d4, by default if you want to use an untrained skill it will be d4-2.

Some skills are common knowledge, something everybody should know, depending on your background, you could even get a +2 bonus to said roll.

The tricky part here for skills: as long as they are under or same value as your attribute, buying them is 1 for 1, if your skill exceed your attribute, you have to pay 2 for each die type increase.

You start with 15 skill points.

the skill list:

Boating (Agility)
Climbing (Strength)
Driving (Agility)
Fighting (Agility)
Gambling (Smarts)
Healing (Smarts)
Intimidation (Spirit)
Investigation (Smarts)
Knowledge (Smarts) (choose the focus such as Biology etc...)
Lockpicking (Agility)
Notice (Smarts)
Persuasion (Spirit)
Piloting (Agility)
Repair (Smarts)
Riding (Agility)
Shooting (Agility)
Stealth (Agility)
Streetwise (Smarts)
Survival (Smarts)
Swimming (Agility)
Taunt (Smarts)
Throwing (Agility)
Tracking (Smarts)

----
For a list of edges just look at this list but focus only on the core ones:
Edge list

Some edges are modified or have requirements and this doesn't include some edges in Savage Rifts, but anyway, we can talk about edges later for now, just do the attributes and skills and will help with the rest.
 
Can spend on a bunch of things, some items are pretty expensive to get due to the nature of the environment, at least would be difficult without some of the edges to get more money but in brief:

Body armor: going from 9000 to 200 000 credits.
Power Armor: 900 000 credit
robot armor: almost too much to just buy

Various weapons: Techno-Wizard (TW) weapons cost millions of credits, regular weapons are roughly 7000 to 200 000. Grenades are relatively cheap 550 credit to 1800 credit.

Vehicles are roughly 30 000 credits (more or less), some upgrades can up the cost significantly to 100s or 400 000 credits)

Cybernetics are also expensive.

But anyway...beside that:

Adventuring gear
that you find in Savage world corebook is available (cellphone/anything with telephones are useless) the dollar cost = credit cost.

Personal equipment from science fiction companion is also available, just add a 0 to have a credit cost.

There are some specific to savage rifts but again run into the not enough starting credit problem.

But well, no worries in game, you will make some credit and loot enemies of course.
 

Users who are viewing this thread

Back
Top