u/DivineSmythe98

▲ 23 r/Rifts

Introductory scenarios/aspects of Rifts to emphasise for newcomers

Hello all

As you've probably seen in my other posts, I've been working on bringing my gaming group into Savage Rifts and will hopefully be starting up a campaign in a few weeks.

At the moment my general plan is taking them down thru Nevada, towards Ciudad Juarez. I won't spoil what their reasoning is, but I was thinking that the next step would be looping north for the Juicer Uprising.

However, I'm having second thoughts about that part. What do you think is a 'classic' major Rifts plot to run into? I'm leaning towards Archie Three, as he's obviously a big part of the setting and has some very fun themes that tie into the wider world.

And alongside that, what kind of aspects of Rifts do you think it's important to imprint on my players, in terms of setting and themes?

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u/DivineSmythe98 — 8 days ago

Printer-friendly character sheets for Savage Rifts?

Hello all, back with another question although hopefully much easier to answer.

Does anyone have access to a printer-friendly version of the Savage Rifts character sheet? About the only problem I've had with PEG is their lack of real support for physical sheets, with most of their character sheets only being form fillable. I know there do exist printer-friendly versions but the majority are fanmade and are either dead links or on sites like Scribd which I'm not really happy with using on principle.

If anyone had access to a printer-friendly version of a Savage Rifts sheet it'd be a major help. My table almost always plays at a physical table, and it doesn't have to be pretty, just functional.

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u/DivineSmythe98 — 10 days ago

Pace, Speed & however it's all meant to work

Hey all, back with another...not necessarily rules question/clarification, but definitely something I've been thinking on.

As other people have posted about, speed on tabletop versus speed 'narratively' seems to be a thorny issue. By the calculations in the book a horse, for example, could only run at about 8mph which seems shockingly low.

Now, I know that this doesn't necessarily matter as, I believe on the tabletop vehicles only move a max of 12, but it does get thorny considering there seem to be multiple ways of calculating it; or at least multiple standard rulings.

The Glitter Boy armour in Savage Rifts for example has a max speed of 60mph. Calculating it by the book (pace divided by 1.5) only gets a measly 9mph rounding down. Now, obviously there's artistic licence here since it's meant to be used on the tabletop too. But in the Super Powers companion a character wanting to move at 60mph requires a 90 pace according to that system.

So how do you guys do it? Do you generally eyeball the relative speed (i.e. a car could easily get a +2 bonus to manoeuvre away from a horse) or try and calculate MPH and go from there?

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u/DivineSmythe98 — 12 days ago
▲ 19 r/Rifts

What prominence does Lt. Gen. Lindsey Sawyer have in later lore? + Minion War & NEMA

Hey all

As I've mentioned in the occasional post I've made, I've ran/am planning a campaign using Savage Rifts. However, I've been getting a hold of the actual Palladium sourcebooks, since they often offer a large amount of background info that's usually only brushed over in the PEG content.

One of my favourites thus far has been Chaos Earth, especially the content covering NEMA. I like the fact that it has a somewhat hopeful tone, even if I know that later on in the established history NEMA ceases to exist. In particular, I found Lindsey Sawyer to be an interesting character, and in Chaos Earth she seems to function as the figurehead for NEMA as a whole; no doubt helped by having her diary entries scattered throughout.

However, I was reading PEG's Empires of Humanity, which confirms something I'd read online about Archie having a bunch of NEMA soldiers in deep freeze. But it doesn't mention Sawyer anywhere, even in passing. Which seemed odd to me since she seems to be one of the big 'heroes' of the immediate post-rifts world.

My plan with the campaign is to guide the Party through many of the key events of 101-109 P.A., and post-Tolkeen to maybe do something based around the Minion War. Long story short, I want to kind of build up to this big world-ending threat that unites even the CS, Federation of Magic, and other factions; with the unfreezing of the NEMA army maybe being some kind of hail-Mary play on the part of Archie to tip the odds in favour of earth.

Any thoughts on this? And if I do move onto the Minion War would the Heroes of Humanity book be sufficient for background?

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u/DivineSmythe98 — 14 days ago

Using combined attacks for extras

Hey all

Question: would you think that it's unfair to use a similar rule to 'combined attacks' from superhero settings, but for extras? My thinking is that if I'm using a squad of extras with the same weapons, they would roll one set of attacks, then add a +1 to the damage roll for each character in the squad joining the attack, it gives an impression of the 'weight of fire' getting through toughness and armour.

Would this be too much? I'm specifically thinking of something such as Rifts, where I'm planning to throw quite a few extras at a time at my party. Would it be better to do something like the original combined attacks, for a +1 to hit for each participating character, or just use support and tests more?

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u/DivineSmythe98 — 17 days ago
▲ 31 r/Rifts

Do vampires from other dimensions fall under the sway of vampire intelligences?

Hey guys, quick question here...

If a vampire travels from another dimension to Rifts earth, do they fall under the sway of the vampire intelligences or remain 'their own person'? As far as I can tell technically the megaverse is intended to be one contiguous setting, so I'm assuming usually any vampire is assumed to originate from a vampire intelligence; however, I'm toying with the idea of a 'solo' vampire resisting the pull of the intelligence, for both a villain, and as a potential issue for vampire PCs to deal with in future.

This is more of a lore question, as I'm planning to run in Savage Rifts.

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u/DivineSmythe98 — 25 days ago

New West content for Savage Rifts

Hey all

So it's looking as if I will indeed end up running a campaign of Savage Rifts in the near future. Following on from a one-shot I ran, my party are likely headed to Mexico from the Pacific Northwest, and it's looking as though the easiest route (pre-rifts, but I digress) takes them right through the 'New West' and places like Las Vegas which sounds as if it'll make for a pretty exciting exploration.

My question then is: What sources would you recommend for a campaign journeying through the New West? I already have the core books, as well as the blood and banes and tomorrow legion field manual. I'm eyeing up Terror on the Dark Frontier, but I know there's Empires of Humanity and Magic & Mysticism too; if those would help.

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u/DivineSmythe98 — 1 month ago

Two-Weapon Fighting & Off-hand Penalties

Hey all!

I've been lucky enough to run a game of Savage Rifts this past weekend (which went quite well, story for another time). However, I do have a mechanics question...

I understand how two-weapon fighting works, and edges that encourage it. However...I have noticed that the Off-Hand penalty seems a bit punitive, and indeed that it seems to kind of make the whole thing moot.

Basically, Two-Fisted removes the multi-action penalty. So far so good. However, the off-hand penalty is -2 anyway, so someone attacking with two weapons would functionally be at the same disadvantage as someone attacking twice with their off-hand weapon-

And right as I write this out...I think I've figured it out, and why multi-action works the way it does.

So...

Rules as written, Two-Fisted removes the multi-action penalty. Now, as I understand this would actually mean that the first and second attack do not receive -2. The second does receive -2, but it would usually be a -4 without Two-Fisted (because it's in the Off-Hand).

I'd been thinking of easing the multi-action penalty (making it cumulative instead of set after the number of actions are declared) but judging by this it seems that might mess up some of the balance.

How do you handle two-weapon fighting? Is my understanding of the rules correct?

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u/DivineSmythe98 — 1 month ago

Do ready-made ancestries' abilities override ancestry creation rules?

Hello all!

Another question here from me, hopefully not a dumb one either. Reading through the ancestry creation rules I noticed that Size increase also raises the creature's maximum strength die by one. However, I noticed the yeti ancestry in the sci-fi companion has both the size+2 and strong abilities, the latter of which specifies that they start with a d6 in strength and raise their maximum to d12+1.

Obviously, the size modifier in the core-book notes that their maximum strength also increases. It seems that this is common practice throughout other ancestries. So do you add both the bonus to max strength from size and from the strong attribute?

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u/DivineSmythe98 — 2 months ago

Is Savage Pathfinder worth it for an ex Pf2e group?

Hello again all.

Little bit of context here: before getting onto SW I was leaning heavily into Pathfinder 2e. Unfortunately, I probably got a bit ambitious running a pirate-themed game in it as my first campaign, and found I had a lot of problems getting a handle on the system and running that kind of swashbuckling action in it.

After reading through and now playing Savage Worlds (Deadlands specifically) for the first time I think I've found what will definitely work better for me as a DM, and have told my players as much. So when we resume my pirate game it will be in the Savage Worlds system (before that I'll be running a short horror-themed campaign to get to grips with the system more).

Now, that brings me to my question: Is it worth purchasing some of the Savage Worlds Pathfinder stuff to offer some of that same depth and elements they like just in the SW system? I currently have the regular fantasy companion book and was, of course, going to draw from that.

I only ask because I'm worried it may confuse people to be playing in a new system using similar elements rather than just making a clean break. But if enough people give me the thumbs-up I'm happy to go for it, as I do like many elements of Pathfinder and combining it with the more intuitive, freeform SW system seems like a winning combo.

I do know of 50 Fathoms, PEG's own pirate-themed game. But I'm not sure it'd be what I'm looking for since mine is more pirate lite/nautical fantasy. So my eye is pretty much on Pathfinder SW.

What're your thoughts?

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u/DivineSmythe98 — 2 months ago

Ran my first Savage Worlds (Deadlands) game last night; here's what I learned!

First of all, thanks to all of the people on the forum for giving me tips and answering questions. You'll be glad to know I finally corralled three people to run Deadlands for last night, and it went pretty well!

We used the Thieving Magpies one-sheet for Deadlands, as well as the archetype cards as pre-gens. I also threw in a quick battle at the beginning where they took out some bandits to bring in for the bounty (the marshal not having the cash on hand due to it being stolen led into the one-shot).

I found that everything worked pretty well. Once we got used to it rolling to hit and trait rolls were the easiest part. Initiative was a bit tricky and we stuck to just dealing cards once at the start of a fight. Bennies worked exactly as I expected, with one player spending around four on one roll in an attempt to win at poker. I did notice our resident powergamer kept a hold onto his, which probably wasn't helped by only three of us being there, so once I take into account a potentially larger group that should be easier.

Overall for what was essentially a casual beer & chips game things worked quite well. I particularly enjoyed the mixture of tactical combat and more narrative skill and roleplaying rolls. I'm certainly relieved because I've gotten really into a game on the reading level and found it got out of control in practice!

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u/DivineSmythe98 — 2 months ago

Firearms Vs Armour

Hello all!

Another (probably) silly question. But I think I may be having a bit of a Mandela effect moment. At some point I remember reading in the rules that firearms ignored medieval/archaic armour, and I'd assumed as much for a long while. But after taking another look it seems that's not the case (aside from certain firearms having AP and whatnot).

As far as I knew, firearms would bypass 'regular' medieval armour, which was why kevlar vests offered a flat -4 penalty to bullets.

Has this ever been a thing? I know it's been used as a house rule but can't find an official setting rule for it.

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u/DivineSmythe98 — 3 months ago

High-level Difficulty Modifiers

Hello all!

This is a relatively tricky question, and one I haven't necessarily seen answered in a straightforward manner on the subreddit.

When it comes to difficulty modifiers, do they always go from -1 to -4 and no higher? I ask because the only information I could find on my readthrough was regarding modifiers themselves and the 'comprehensive modifiers' sidebar which specifically mentions not stacking modifiers.

I ask this mainly because I've been looking at some of the higher-level stuff I've grabbed (specifically Rifts, which I've also posted about) which is where die-types and numbers go up pretty quickly. Obviously there's an element of GM decision-making about when a roll is actually feasible, but a D12+2 (or even +7 for something like a Walker) seems as though any fails even at a maximum of -4 would be negligible in terms of probability.

Is there any official stance or further information regarding difficulty modifiers? I'm loathe to adjust the difficulty number itself as I've gotten the impression this is a bit of a core element, and modifiers are preferable. Would you stack on more for higher-powered characters if they're trying something particularly difficult even for their ability level, or only go as high as a -4?

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u/DivineSmythe98 — 3 months ago