[SR] Our Savage Rifts Characters

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ValhallaGH
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Re: [SR] Our Savage Rifts Characters

#81 Postby ValhallaGH » Tue Sep 13, 2016 11:00 pm

Chuck is pretty cool, with a neat backstory.
I've got to wonder why Chuck is using a sword he's not strong enough to make much of. With his Strength, Chuck would be better served using a vibro-sword, with no minimum Strength, and not a Chain Long Sword that loses three benefits in his hands (no AP, no Mega Damage, and only Str + 2d6 damage).
I'm also surprised that you ignored his choice of starting gear packages.
His Toughness should be 17 (6). Or do you mean 11 + (6) armor with that notation?
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Re: [SR] Our Savage Rifts Characters

#82 Postby Mad Paladin » Wed Sep 14, 2016 7:42 am

Well, in addition to my group's PCs (fairly standard GB, a stuffy Cyber Knight, a dragon hatchling, and a burster a race from SFC), I made a test character for when I get to play. Altaran Cyber-Knight (oh how that charisma bonus will zig-zag when she takes off her helmet). Lot of Ed/Training rolls with HJ. I figure she was taken in after a raid, and has the heroic edge from the examples set and a sense of atonement for what she did as a slave to the splugort

Then I had to make a character for a new player who would be joining the group mid-adventure. After discussing it with a couple others in the group, the path that made the most sense was a MARS robot jock a really big gun. Well, since the GB was already in the group, that is. Hello Ulti-Max! Thing is, the HJ and F&G rolls hinted at a techno-thief background, which I then augmented with Rich and more cybernetics (max strain, optic and electronics packages, range system, and a strength boost for good measure), plus the scrounger edge. Wanted (Coalition) seems like a natural answer to the question of "how did she get that suit, anyway?"

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Re: [SR] Our Savage Rifts Characters

#83 Postby Ndreare » Wed Sep 14, 2016 9:30 am

A Hatchling Dragon, Glitter Boy and Ultimax all in the same group?
Sounds like you are going to be challenged to come up with non combat challenges for this group.
My daughter's Hatchling Dragon has proven to be the Queen of Battle with her 33 toughness, I cannot imagine having three of them on the battlefield.

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Re: [SR] Our Savage Rifts Characters

#84 Postby ValhallaGH » Wed Sep 14, 2016 9:59 am

Ndreare wrote:My daughter's Hatchling Dragon has proven to be the Queen of Battle with her 33 toughness,

Should be at least 34 (16), unless she's already taken a permanent injury to Vigor. Vigor d8 gives 6, Size +6, Toughness +6, and Armor 16 is 18 + 16 for 34 (16). Don't want to accidentally short change your daughter.
Also, don't hit her with a Chain Sword. Brodkil / Juicer with Chain Long Sword has been consistently dealing 40+ damage in my campaign; which is insane, and in defiance of all statistics, but has been the case.
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Re: [SR] Our Savage Rifts Characters

#85 Postby Ndreare » Wed Sep 14, 2016 10:40 am

Yes it is 34.

As to the chain sword, the players had to take on a couple of Murder Wraiths equipped with chain swords and one rolled 45 damage against the combat Cyborg cutting him in half at the abdomen.
My daughter decided flight would be better making them use the TX50s. But the Cyborg did not have a flight system.

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Re: [SR] Our Savage Rifts Characters

#86 Postby Freemage » Wed Sep 14, 2016 1:03 pm

ValhallaGH wrote:Chuck is pretty cool, with a neat backstory.
I've got to wonder why Chuck is using a sword he's not strong enough to make much of. With his Strength, Chuck would be better served using a vibro-sword, with no minimum Strength, and not a Chain Long Sword that loses three benefits in his hands (no AP, no Mega Damage, and only Str + 2d6 damage).
I'm also surprised that you ignored his choice of starting gear packages.
His Toughness should be 17 (6). Or do you mean 11 + (6) armor with that notation?


The choice of starting gear packages was pretty much completely outweighed by the F&G rolls for a close combat weapon of choice and a body armor of choice. At that point, you get a laser rifle or pistol from one of the starting equipment packages, and a NG-S2 Survival Kit. And some credits from selling off the starting armor. And he's not a very good marksman, and it was getting late, so I just kinda petered out before deciding which gun to give him.

The Chain Longsword... damn. I think I just read the chart, so didn't realize there was a strength requirement to get full benefit out of it. At that point, I think he winds up with two Vibro-Swords (one from the starting gear, one from F&G Mighty Weapon). Either that, or he keeps the chainsword back at Castle Refuge until he has the ability to use it.

And yes, we use a different standard notation than the board does: Toughness (+Armor), instead of Total Toughness (Armor). Mostly just force of habit.

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Re: [SR] Our Savage Rifts Characters

#87 Postby Mad Paladin » Wed Sep 14, 2016 7:24 pm

Ndreare wrote:A Hatchling Dragon, Glitter Boy and Ultimax all in the same group?
Sounds like you are going to be challenged to come up with non combat challenges for this group.
My daughter's Hatchling Dragon has proven to be the Queen of Battle with her 33 toughness, I cannot imagine having three of them on the battlefield.


One of my most memorable Rifts game was when the GM actually allowed me to play a Cosmo-Knight. You know what? Yeah, combat situations were a test of how creative I could be in describing the chunks I punchsploded the enemies into (I was in college at the time and it was great stress relief around exam times, I must say). But that GM was able to have challenges, whether it's trying to convince the CS troops that the Emperor was replaced by a Night Lord (long story, but yes, that happened after the GM discovered Nightbane), or playing escort missions with individuals far more fragile than my PC. The idea that non-combat is where the real challenges are is nothing new to me, or my group. Having to work with and play nice with the Coalition officer in the adventure is a more of a challenge than the brodkil. And that's how we like it.

Now, they might have a bit of trouble when it comes to...oh, wait, one of my players might be on this board. Not saying more about the plans.

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Re: [SR] Our Savage Rifts Characters

#88 Postby Freemage » Sat Sep 17, 2016 4:14 pm

Lucisca, Lyn-Srial Cyber-Knight

Her Enemy is her former mate, Crepescul, who was also a Cyber-Knight, but became Fallen during the Siege of Tolkeen. They battled, and both suffered a grievous (and non-regenerating) injury--he took out one of her eyes, she shredded one of his wings. Assuming GM buy-in, this would be an established fact about them--any permanent injury suffered on the Incapacitation table does NOT regenerate if it was inflicted by the other. This raises the stakes just a bit.

Her Quirk is a compulsive tendency to join games of chance, even though she's not really very good at them. She'll often lose her current glass eye as a result, and need to wear a patch (or suffer the Charisma penalty) until she can get it replaced. This has resulted in a good-natured nickname for her among her fellow legionnaires, "Pidge" (a "pigeon" is someone who is easily defeated in card games).

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Re: [SR] Our Savage Rifts Characters

#89 Postby Sitting Duck » Sun Sep 18, 2016 6:36 am

Freemage wrote:Her Quirk is a compulsive tendency to join games of chance, even though she's not really very good at them. She'll often lose her current glass eye as a result, and need to wear a patch (or suffer the Charisma penalty) until she can get it replaced.


Is this intended as a nod to Tales of the Gold Monkey, or is it just a coincidence?
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Re: [SR] Our Savage Rifts Characters

#90 Postby Freemage » Sun Sep 18, 2016 10:57 am

Sitting Duck wrote:
Freemage wrote:Her Quirk is a compulsive tendency to join games of chance, even though she's not really very good at them. She'll often lose her current glass eye as a result, and need to wear a patch (or suffer the Charisma penalty) until she can get it replaced.


Is this intended as a nod to Tales of the Gold Monkey, or is it just a coincidence?


I drew on several tropes, including an old gag about a bar bet about 'licking my own eyeball'. I do recall having seen Tales, so it's possible that this was knocking around my subconscious.

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Re: [SR] Our Savage Rifts Characters

#91 Postby Brickulos » Mon Sep 19, 2016 11:52 am

So using a homebrew Iconic Framework that can be found here: http://www.pegforum.com/viewtopic.php?f=81&t=50684&p=451673#p451673, I made A pretty awesome Rakashan Summoner. https://www.dropbox.com/s/glr68wpfmvvhvmb/Rehn-kar.docx?dl=0 I took the Rakashan race from the SFC and made it more mystical to fit its cultural roots. The character is a backup I made for my TW, hence the XP. He almost bit it last session and I want to be prepared.

Rehn-kar comes from a long line of Summoners. His Familiar, Jahkar, is a revered spirit that has guarded his family for thousands of years. Rehn-kar fought for Tolkeen, but when demons and other evil beings were called to fight, Jahkar refused to continue and they fled with as many refugees as they could. Rehn-kar saw firsthand the horrors demons visited on anyone they could. They slew as many demons as they could after deserting. Eventually Rehn-kar learned of the Legion. With their help, he plans to kill as many demons as possible.

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Re: [SR] Our Savage Rifts Characters

#92 Postby Freemage » Thu Sep 22, 2016 10:49 pm

Following my post, and the responses, regarding faith-casters in the Rifts setting, I came up with Sister Joan Baez Goode, Holy Warrior Woman.

Once she was just another nameless Altaran Warrior Woman, serving dutifully on a slave barge. Since she had been cloned with a defect that made it difficult for her to deal with electronics, she tended to get assigned the 'scut work'--in particular, feeding the slaves. She was jaded to the hatred, fear and desperation that her charges directed at her--threats and pleas alike fell on deaf ears.

Then she came across a quiet prisoner. At first, she assumed he was just non-responsive because of despair--a not uncommon reaction. Then, suddenly, he spoke. "Tell me, child. Are you at peace with yourself?" The question gnawed at her, in a way that the complaints and taunts never had. On subsequent feedings, she spoke with the man--a missionary, he called himself, spreading what he called "The Good Word". He had memorized scriptures, and was able to recite them to her. He asked her name; upon learning she had none, he chose one for her, naming her after some old (pre-Golden Age) music recordings he'd once had the opportunity to hear. Naming, he said, was one of the first tasks given to mortals after creation; it was a solemn duty. And she... liked the one he gave her.

And she realized, she was NOT at peace. And she wanted to be. On that barge, late at night, she came to his cell and asked what she needed to do. He baptized her on the spot, and she felt an inner light enter her. She realized that her job was not what she was meant to do, and she took the next opportunity to organize an escape. Sadly, her mentor was the only casualty. As he fell, he bade her to find a place he knew of, and take the other prisoners there. She fulfilled that duty, and now has joined the Legion, seeking the opportunity to spread the Good Word.

*********

Notes: Good lord, the way this came together on the random rolls was spooky. I was a bit nervous about the generally low attributes--got boosts to spirit, vigor and agility. Her magic items and Charismatic bonus leaves her with a fairly swing-y Charisma: If she is with people who don't care about her race, AND she can speak to them, she's +6. If she's communicating by letter to someone who distrusts her as an Altaran, she has a +0. Normally, it's +2 (untrusted, but Charismatic, Attractive and using the Communication Band).

Development notes: Going forward, she'd need Streetwise to fully take advantage of her I Know a Guy talent. (In most cases, I figure the Streetwise roll to make contact ends up being a flat d4--her Charisma cancels out the unskilled bonus; meanwhile, her one-shot contact is presumably with a local Christian who looks past her race, so she'd get the full bonus IF she can find them in the first place.) She also obviously needs more powers--something by way of offense, for one thing. Preferably before her guns break.

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Re: [SR] Our Savage Rifts Characters

#93 Postby Ndreare » Thu Sep 22, 2016 10:55 pm

I like this story a lot.

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Re: [SR] Our Savage Rifts Characters

#94 Postby pkitty » Fri Sep 23, 2016 1:24 pm

Good story and good character, though I think her Faith should be d12+2. Remember that Master doesn't bump a skill level, it just changes your wild die.
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Re: [SR] Our Savage Rifts Characters

#95 Postby Ndreare » Fri Sep 23, 2016 1:29 pm

Master requires you to have Expert and Professional so your skill must already be d12+2 before taking master.

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Re: [SR] Our Savage Rifts Characters

#96 Postby Freemage » Fri Sep 23, 2016 2:20 pm

Ah, yes, pkitty, you are correct. I misremembered the last link in the chain. (Ndreare: The point is, Professional and Expert get her to d12+2, and I misremembred and thought Master made it +3.) Hm, might actually ditch Master in order to take Very Attractive, instead. An extra +2 Charisma is actually useful to this character--probably moreso than the bump in Wild Die on Faith-casting.

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Re: [SR] Our Savage Rifts Characters

#97 Postby Ndreare » Fri Sep 23, 2016 3:29 pm

Freemage wrote:Ah, yes, pkitty, you are correct. I misremembered the last link in the chain. (Ndreare: The point is, Professional and Expert get her to d12+2, and I misremembred and thought Master made it +3.) Hm, might actually ditch Master in order to take Very Attractive, instead. An extra +2 Charisma is actually useful to this character--probably moreso than the bump in Wild Die on Faith-casting.

Master is awesome. It reduces your critical failure percentage by 66%

If I ever get a chance to be a player in a game with Born Hero instead of the GM I will definitely get it.

(My last player opportunity failed after two sessions :-(

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Re: [SR] Our Savage Rifts Characters

#98 Postby Freemage » Fri Sep 23, 2016 4:09 pm

Ndreare wrote:
Freemage wrote:Ah, yes, pkitty, you are correct. I misremembered the last link in the chain. (Ndreare: The point is, Professional and Expert get her to d12+2, and I misremembred and thought Master made it +3.) Hm, might actually ditch Master in order to take Very Attractive, instead. An extra +2 Charisma is actually useful to this character--probably moreso than the bump in Wild Die on Faith-casting.

Master is awesome. It reduces your critical failure percentage by 66%

If I ever get a chance to be a player in a game with Born Hero instead of the GM I will definitely get it.

(My last player opportunity failed after two sessions :-(


Unfortunately, it only comes in at exactly the point where your CritFail chance is already pretty damned low--if you have a d12 for the trait die, your crit fail odds are already around 1.4%. With the d10 Wild Die, it drops to .8%. (So it only reduces the chance by a bit over a third, not by two-thirds.)

On the other hand, taking the Charisma bump (on a reasonably face-y character) means that her bonus even with people who hate Altarans is (Charismatic + Attractive + V.Attractive + Magic item - Reputation) a total of +2, while with people who accept her race, it's a massive +8.

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Re: [SR] Our Savage Rifts Characters

#99 Postby Ndreare » Fri Sep 23, 2016 7:00 pm

You are completely right. I was thinking the reason is 1:1.66666 but that reduction is actually not 66% it is only 40%. Still a nice safety net at 1:120

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Re: [SR] Our Savage Rifts Characters

#100 Postby pkitty » Tue Sep 27, 2016 5:54 pm

I just helped the last player in our game finish his character:

Rugby, Glitter Dog Boy

Rugby prefers to take up a position of long-range overwatch, where he can snipe the bad guys while providing tactical support and leadership to the rest of the team. He's also a determined tracker with a bit of outdoor survival experience.

Two house rules worth noting: First, Glitter Boys get a free "sidearm," in this case a Medium Laser. Second, the leadership Edges don't require immediate proximity if you have constant two-way radio or telepathic contact and the leader has an unobstructed view of the underling. Figured I'd mention that before someone pointed out that all of his subordinates are guaranteed to end up deaf. :)
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