Rifts

Savage Rifts or Palladium Rifts? What's your jam?


RIFTS RESOURCES
Savage Rifts (all books so far)
www113.zippyshare.com/v/WcSBU1dd/file.html

Palladium Rifts books
mediafire.com/folder/3wjc3rr9zqufo/Rifts
fractal-cortex.net/rpg/RIFTS/

Pinnacle Forums
pegforum.com/viewforum.php?f=81&sid=a93e52cb0fccb8481965b5c723dd916c

Forums of the Megaverse
palladiumbooks.com/forums/

Temporal Nexus - Pal Rifts Stuff
temporalnexus.net/multiverse/hosted_sites/rifts-rpg/

Sav Rifts Fansite Stuff
rifts.savageworlds.org/

Rifts pictures on Pinterest
pinterest.com/nexes13/rifts/

Today's topic: What's the best starting location for newbies to Rifts?

Other urls found in this thread:

temporalnexus.net/multiverse/hosted_sites/rifts-rpg/miscellaneous/characterclasses.html
sendspace.com/file/s9zzp6
temporalnexus.net/multiverse/hosted_sites/rifts-rpg/
temporalnexus.net/multiverse/hosted_sites/rifts-rpg/adv/initiative.html
en.wikipedia.org/wiki/Laser
en.wikipedia.org/wiki/Particle_accelerator
en.wikipedia.org/wiki/Ion
en.wikipedia.org/wiki/Plasma_(physics)
en.wikipedia.org/wiki/Particle-beam_weapon).
docs.google.com/spreadsheets/d/1SC9HAu27pPB5T6Qc1xl80BMg0vP7NkNbqXum6-sp12U/edit#gid=0
twitter.com/SFWRedditImages

Anybody have any links to Rifts resources, fansites or netbooks?

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>orbital colonies, pls respond

Oh swank. Another Rifts thread.

So, when was the setting at its best point? Personally I'd contend it was at its absolute best when the core book was first released. The Coalition wasn't yet a wankpile, and the map was largely a mystery. It's a shame that so many essential elements (stats for various D-Bees, equipment, certain OCCs) wound up buried in the metaplot supplements.

>Savage Rifts or Palladium Rifts? What's your jam?

Don't have a jam quite yet as I haven't run my Savage Rifts game yet, but I do really like SW and Rifts so I'm gonna guess Ill end up liking it more. Pretty sure i'll miss some of Rifts Propers idiosyncrasies though, as poorly thought out as everything is sometime cajoling all the rules into working successfully has a satisfying feeling to it.

>What's the best starting location for newbies to Rifts?

Like world location? I think you could safely start a game in any location that has a world book honestly. North America might seem like the obvious choice but I think you would have to reign it in a bit as there are just so many books coving so many locations there it could get out of hand. My opinion for newbies getting into Rifts would be to grab the RUE and a world book of choice and basically thats it for the time being. Add on the Bionics book or Magic book and tech catalog book later if needed.

I'd like to start a game in Northern Gun to utilize those two books, I find mercenary groups to be one of the easiest type to start and play in Rifts and NG has you covered pretty well for gear and adventures.

A Cyberpunk, lower powered game set entirely within the Chi-Town burps as rival gangs could also be a pretty fun game.

Considering I haven't played Rifts proper in nearly a decade, I'd probably have to go with Savage Rifts, even though I haven't played it yet (gonna be playing it soon).

>Personally I'd contend it was at its absolute best when the core book was first released.

The first couple of books nicely set the context.

>RMB: post-apoc north america
>Sourcebook One: robots and hidden machinations
>Vampire Kingdoms: the big threat to the south
>Atlantis: weird magic and the biggest global threat

I agree that North America has gotten far too crowded with factions and civilized high-tech locales. It's really become post-post-apoc. The original book had it more of a wasteland.

Also, I hate the new Coalition uniforms. They look like a bad 90s comic book superhero outfit. Long's original design was darker, grittier and more functional.

>Also, I hate the new Coalition uniforms. They look like a bad 90s comic book superhero outfit. Long's original design was darker, grittier and more functional.

I hear you. Though I'll give the new ones this, I absolutely love the helmet. I've always loved the idea of sci-fi helmets that use tinted faceplates for visibility.

There's a some other sourcebooks that I say help flesh out the setting well. The conversion books are basically a must. I'd say Mercenaries helps flesh out the gear selection, OCC selection, and gives you a bit of a look at what mercenary companies look like. Canada gives us a good look at the North.

>tech catalog book later if needed.
Which book is that?

Also, I had some Palladium rule questions:

>Do skills or PP modify the initiative roll? Or anything else?
>Can you roll with impact against firearms or laser weapons?
>Can you dodge a ranged firearm attack from > 50' if you can see the shooter?
>Why is Physical Endurance the bonus to save vs magic?

>The conversion books are basically a must.

Should have just called them Monster Manuals and saved confusion for thousands of GMs and players.

Do you have a compilation of all the OCCs? Does anyone, including Kevin?

I like to start campaigns in the Ohio River Valley, particularly down around Merctown (Paducah) or in the southern part of Kentucky. That puts them outside the Coalition's territory and on the fringes of the Federation of Magic, which lets them build up their strength a little bit before having to go head-to-head with any of the major powers. Plus I'm from Kentucky, so it makes me happy to run a post-apocalyptic game set here.

Also, Savage Rifts all the way, yo.

I think the setting was at its best right after the publication of Atlantis. That gave you North America, the Vampire Kingdoms, and a big, weird alien continent to play with. After that, shit just kept getting more and more powerful, which wouldn't have been so bad except that it also kept getting sillier. England and Africa, I'm looking at you.

Are there any guidelines for using Savage Worlds standard equipment in Rifts? Like if I want to use something out of the Sci-Fi Companion, how much should I increase the prices?

It's true. Also they should have included some more of the basic D-Bees in the core book (Simvan, Brodkill, the popular simvan mounts, namely).

>play Rifts
>setting is Russia
>half the players want to be Kuznya

Like fucking clockwork.

So what's going on in the western united states anyways?

People always complain about the setting, but really trick is to keep your game localized. I realize this is unimaginable to a lot of groups, but if we're playing a game set in Canada you can only choose for what's available in corebook and Canada book. It's how we rolled back in the day and it always worked.

Has anyone ever done anything with Wormwood before? It's a neat setting, but I've never gotten the gumption to actually run something set within it.

Any of the books that are basically just full of technology to buy, like NG1/2, Triax 1/2, Mercenaries, ect.

>Do skills or PP modify the initiative roll? Or anything else?

PP Doesn't modify Initiative, cut some OCCs like a few from New West get bonuses to Initiative if their PP is high enough.

>Can you roll with impact against firearms or laser weapons?

Physical Impact only RUE p341

>Can you dodge a ranged firearm attack from > 50' if you can see the shooter?

Yeah, don't see anything in the dodge rules that limit it to melee attacks.

>Why is Physical Endurance the bonus to save vs magic?

Ask Kevin.

Yeah localized game is certainly the way to play in you wanna maintain your sanity.

>It's a shame that so many essential elements (stats for various D-Bees, equipment, certain OCCs) wound up buried in the metaplot supplements.
For equpiment and D-Bees there's the GM's Guide and D-Bees of North America respectively. No real getting around the fact that OCCs are spread all over the books though.

I don't, I will think about compiling one though.

And so another man takes on the great undertaking.

If I don't make it back avenge my death.

6 books in and were at 116 OCC/RCC's

Godspeed, Black Emperor of Mankind!!!

If you do, could you add a short description of each one? Like, one sentence would be fine. I know, scary to contemplate for 3,618 OCCs, but it would help people new to the setting so very much.

You know, a lot of people complain about the Rifts mechanics (and often rightly so) but I will say one thing that I absolutely love about the Rifts mechanics is how the hand to hand skills work. Not necessarily the specific bonuses, but the fact that advancement along their track made it so your character didn't just get more attacks, but also made more efficient use of their time in combat (since attacks are synonymous with actions in Rifts). It seems very believable to me, as greenhorns are likely to waste more time catching their breath or fretting, whereas more experienced and better trained sorts wont.

Hey, does Atlantis ever market their shit in North America?

Not openly. Some might get through the black market in places, but most black marketeers have *some* standards. Atlantis prefers to market direct anyway, since their whole continent is basically a gigantic interdimensional outlet mall.

The melee combat system is super fun in Palladium Fantasy. Loses a lot of its charm with MDC and a lot of ranged weaponry though.

How would one see about getting to Atlantis?

Walk up to a slaver barge and politely ask to be transported there. I'm sure they'll be happy to do that for you.

More seriously, if you have to worry about the logistics of traveling to Atlantis, you're probably not their preferred clientele.

That's the problem. The Rifts groups I played with never used melee. It was all long-range MDC guns. All that fun attack/parry/dodge/roll stuff kind of disappeared into a damage/armor slugfest.

The indexes are the worst part about Rifts, I now know this more than ever.

>Long's original design was darker, grittier and more functional.

Long is my favorite artist I wish he had more work.

We'll add your name to the black monolith dedicated to previous OCC-Compilation martyrs.

>I agree that North America has gotten far too crowded with factions and civilized high-tech locales.

It's kind of why I like New West, it's still pretty apocalyptic and there's a lot of low-tech stuff. Sprit West? Not so good.

Well, there's this website?

temporalnexus.net/multiverse/hosted_sites/rifts-rpg/miscellaneous/characterclasses.html

RUE and Worldbooks are done. Just a list of OCC/RCCs and the book, no descriptions or any of that shit im not here to read.

Were at 612 OCC/RCC so far.

Post it in Word or text format so that others can edit it.

I might add the descriptions, at least for the books I have.

Cyber-cowboys and magic Indians mostly.

Okay, all done guys, think I got them all. Some of the books were hard to read and poorly formatted, in case thats news to you.

I added pretty much everything that listed itself as an OCC, RCC, PCC or Optional OCC or RCC.

Go nuts, edit the shit out of it, break it down into OCCs and RCCs if ya want, add descriptions, page numbers, whatever.

sendspace.com/file/s9zzp6

He actually did it. He fucking did it.

>It's really become post-post-apoc.
It always was really. Even in the original book it was clear they had gotten past the point of being scacangers living off the remains of the old world. From the very beginning there were multiple manufacturers of new high tech gear. Not just refurbishing old stuff, but actually mass producing things like laser guns and robots from scratch.

>They look like a bad 90s comic book superhero outfit
They both look like over-the-top 80s/90s, "we made this to sell toys" designs from where I'm sitting. But that's also always been part of the charm of the setting.

I've also found that, usually, you can tell something would work in Rifts based on how rad it would have been to have had an action figure or playset of it when you were 9.

Also Robot Horses, Wilks ploughing a really rich John Wayneaboo furrough with MD Laser pistols shaped like old-time wild west pistols, Area 51, 4-Armed Cyborg Gunslinger mods, Cactus People as an allegory for mexicans (because mexico is a vampire based shitshow) and telekinetic gunslingers that shoot people with MIND BULLETS.
Also Grackletooths and Saloon Bums.

Don't forget the Barmaid OCC.

HOREE SHEEEP!!! The Holy Grail!

>with MIND BULLETS.
That's telekinesis, Kyle!

...

You know it only took like what? 4 hours and a bit? That was with me working in between books too. I'd say it wasn't as big of an undertaking as I (everyone) was expecting. Think it took me longer to compile the rules for the combat cheatsheets I posted earlier.

If someone wants to take that file and post it to some community updatable live sheet or some shit go ahead, maybe we can turn it into something awesome as a group.

Well if you can do it so quickly, why not add the page numbers and a short description to boot?

That would make it much more useful.

Hardmode: add a assessment of power level.

Thanks!

Man, that would take so goddamn long. Adding that shit to a list was as easy as looking at the table of contents and HOPING it was one of the books that actually list OCC and RCC in categorized sections and just just puked throughout it. Descriptions would require going to all those 925 pages or whatever and actually reading what 90% of that shit was.

Also who plays Rifts and pays any mind to power levels? I usually tell my players to make sure each of their characters have something that they can contribute to the party and try not to step on each others toes. That alone makes everything a lot smoother when regardless of raw damage, everyone has a chance to shine and be the center of attention.

What would power level take into account anyway? Raw damage/defense?

This site has so much weird Palladium stuff:

temporalnexus.net/multiverse/hosted_sites/rifts-rpg/

I have been using the advanced initiative tracker thing from that site for a few years, I much prefer it over the default system.

temporalnexus.net/multiverse/hosted_sites/rifts-rpg/adv/initiative.html

What's everyone's opinion of savage worlds rule set?

I know a few people say it's mathematicy broken because of the way 'aceing' works. You're an average better using big a dice but you're more likely to get a result of 6 on a d4 then a d6.

Of course what talking about Palladium game so just say any flaws is still an improvement.

>Kwarla
>Kill Cat
>Yeno
>Maxi-Killer
>Scottie

WTF are these classes?!? I'm not sure this list is that useful without context.

It's a tight, functional system that in my opinion does exactly what it claims to do: be Fast, Furious and Fun.

What are the differences between Laser, Ion, Particle Beam and Plasma weapons in Rifts?

Dunno, didn't look at them. Just random RCCs I guess.

p358 of the RUE

Scientifically?

Lasers - shoot intense beams of light at the target. Your laser pointer on steroids. en.wikipedia.org/wiki/Laser

Particle beam - Particle beams are presumably like particle accelerators similar to CERN, only shooting a lot more at once to cause more damage. en.wikipedia.org/wiki/Particle_accelerator

Ion beam - Since particle accelerators are technically "ions" too, ion beams would be more or less the same as particle beams. en.wikipedia.org/wiki/Ion

Plasma - super-heated gas shot at a target. Anything that's a "plasma" is ionized - so technically ion beams, particle beams, and plasma guns are the same thing. en.wikipedia.org/wiki/Plasma_(physics)

I'd imagine there's an intended difference in operation - in my headcannon, "ion beams" are slang for electron accelerators, which are simpler (since electrons are light and easy to accelerate) but have short range because those disperse quickly (being positively charged, and slowed down by the atmosphere). Particle accelerators would shoot heavier ions - either protons, or ions of heavier elements - those were theorized as a potential weapon with SDI (en.wikipedia.org/wiki/Particle-beam_weapon). Plasma weapons, meanwhile, shoot a much larger amount of ions at once, like the gas from a fusion engine, shooting it out like a smoke ring from a chimney that's stable enough over the distance it travels.

So, I've settled on a set of the original core book, world book one, world book two, sourcebook one, conversion book one, conversion book two, and mercenaries for a game I'm planning, and I have a weird sticking point: is the Wilk's 457 Pulse Laser too good? It seems like 3d6+2/1d6x10 is a bit ridiculous compared to the L-20 which does 2d6/6d6, or the NG-P7 which does 1d4x10. Would it be unreasonable to drop it down to the same damage as the L-20? I figure it would still have an edge due to greater accuracy and range.

Don't let that kinda stuff bog down your prep because you are going to see a lot of it.

Not sure what context your asking in is, but if that guns damage bothers you then either don't include the gun, don't allow them to start with that gun, don't have that gun for sale, or introduce it as a reward for completing objective A or something.

Don't spend your time modifying stuff though, that way lies madness.

A laser that strong would naturally generate a 'crack' noise that would sound pretty similar to a suppressed rifle report.
And if it's really, REALLY strong, with a wide enough emitter, it could even have discernible recoil--though it'd still be practically nothing.

>Don't let that kinda stuff bog down your prep because you are going to see a lot of it.

Honestly, aside from that, with this selection of books I really haven't seen much that gave me pause.

>so technically ion beams, particle beams, and plasma guns are the same thing
Charitably you could say that it's more of an after-the-fact distinction based on the properties the rules lay out, sort of like how 'assault rifle' and 'battle rifle'.

Or that each almost inexplicably works radically different anyways, because rift madness.

So what's the deal with the mechanoids? Did they just stir up shit and then vanish, or are they still a threat in the setting?

Posting StatBlocks for an Average CS Grunt in old Armor, and a CS Specialist

...

Later books rarely mention them, and always in the past tense when they do. Presumably the invasion force was destroyed, but the details are left up to individual player groups.

Speaking of Mechanoids, The Mechanoids Space book is STILL available for pre-order on Palladium's online store. Which is kinda mind blowing.

What playable R.C.C.s would be welcome as fellow monsters in Atlantis?

>Speaking of Mechanoids, The Mechanoids Space book is STILL available for pre-order on Palladium's online store. Which is kinda mind blowing.

Fucking seriously? I just asked about the mechanoids because I found a copy of it on my shelf that I didn't actually know I had, and he mentions wanting to make a Mechanoid Space RPG some time in 1994.

I mean I found a copy of Sourcebook Two: The Mechanoids, obviously not Mechanoid Space.

to be fair russia, both warlords and mystic, were probably some of the finest world books because you can really tell siembieda put some research into them. and well, russia got two books.

I don't get it, what's wrong with Kuznya?

Also I always had problems with them wanting to play various Warlord specialty cyborgs, and never from any of the fairly sane warlord or from the same fucking warlord. No, it was always the Aftermath or Holocaust or that mantis one or that one with all the fucking buzzsaws.

anyone up for a Monday game of savage rifts?

>I don't get it, what's wrong with Kuznya?

Not the same guy, but from what I remember Mystic Kuznya are supposed to be rare, lone wandering heroes doing good for the common people. They don't really move in packs. I think the problem is players in generally like their OCCs but don't really want the strings that are attached with them.

Well, is there anything actually preventing them from moving in packs? I say if all that prevents them from doing so is some inane line from Kevin, let the players have their fun. It's fucking game fluff, not religious doctrine.

Do you live in Sacramento

Pretty much my favorite system.

I'm running one already!

The books have some fairly heavy-handed roleplaying commands. Which unfortunately makes it a GM call which to ignore.

"[Class] will NEVER use X" and "Will NEVER wear additional armour, because they're so convinced of their superiority."

Certainly, the Kuznya would be massively more effective as a force for good if they worked together, so it should at least be arguable that a few of them would try it out.

Savage World's doesn't have enough crunch, It's great if you want to try (and fail horribly because you didn't know It's all fudged and real games don't go like that) to emulate Geek & Sundry but experienced players are going to decry how generic and bland it plays.

>experienced players are going to decry how generic and bland it plays
Bullshit. I've been roleplaying for more than 25 years, and I love Savage Worlds. SW has plenty of crunch, and anything crunchier than SW is just unpleasant for me and my group.

>The books have some fairly heavy-handed roleplaying commands. Which unfortunately makes it a GM call which to ignore.

Which is really weird because I don't mind that and it adds character to your "class". Like user above said shit like this might be intolerable to a modern player used to basically getting full control over his character, but I think that's part of Rifts charm. Which is why playing region-centric campaign make sense - after all, Bogatyr or Kuznya played the way they are make sense because in Russia they really are seen as folk heroes and stuff of legends by your regular people and are even highly valued by Warlords and other leaders. A lot of their personality would be downgraded to "generic good guys" in any campaign outside of Russia.

Hence the headcannon.

They're all shooting different kinds of ionized particles, in different amounts and in different ways.

Sadly none of that has really been reflected much in game terms until savage rifts. Before it was just slight differences in range and damage.

There are also loads of class abilities tied into the lore.
A gunslinger from New West who shows up in Triax isn't going to have a horror factor with people going "Oh my god that's El Salchicha Grande!" because who the fuck cares about rumors of outlaws in a society with decent gun control and mother fucking supernatural horrors constantly trying to bash their way in.

that looks metal as fuck

You make it sound like SW is this new fad that just came out. It's been around quite some time and is fairly popular and successful.

Also Savage Worlds is plenty crunchy.

What territory does Lazlo control? I was always confused about how Chi-town ferries troops to Quebec (when they were friends or even when they were fighting). Don't they have to transit southern Ontario...where Lazlo is right along the way? How does that work?

>Savage Worlds is plenty crunchy.
Yeah, even too crunchy for me. The skills and attributes are fine, but the bloated list of D&D3.5-style feats (edges) is just horrid.

Feats that just add a +2 to a skill or attribute are a complete waste of space; they shouldn't exist at all.

Feats that are required to do something that every martial artist or combatant should be able to do (dodge, parry, take cover, aim a gun) are double-retarded.

That's one of the few things I hate about SW. So, could I ditch edges & hindrances without affecting the game too much?

Whhhhhhat?

What do you even define as crunch, what is too much crunch, what is not enough?

This is vague as fuck you fucking fuck face fucker fuck.

>That's one of the few things I hate about SW. So, could I ditch edges & hindrances without affecting the game too much?

No.

Edges are what you take to help mechanically define your character.

They are in no way too crunchy.

Lets break down your stupid shall well.

Anyone in Savage worlds can aim.
Aim
A character who spends a full round aiming (no movement allowed) may add +2 to his Shooting or Throwing roll in the
following round versus whatever he aimed at (a person,vehicle, etc.). Aiming for multiple rounds has no extra effect.

If you take an edge, you can aim for free as long as you don't move that round.
Marksmen Edge:
The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.

Anyone again can take cover, you just move behind something and enjoy your cover bonus.

Everyone has a parry score based on their fighting skills. (Say I have a d8 fighting. My Parry is 6. d8 divided by 2, + 2.) Some weapons give you a bonus to parry, and there are edges that make you better at it.

As for dodge, there is an edge for that, with a min d8 agility and the seasoned rank. It represents that you are simply better at not getting shot then most people, that you are quick and agile, all the time unless you are caught by surprise. You also get a +1 to your agility roll to avoid AoEs.

Have you ever even played a Savage Worlds game of any kind?

I'm running online

>What would power level take into account anyway? Raw damage/defense?

That's what makes it nigh-impossible, innit. It would have to be a combination of damage and defences, special abilities, skill bonuses, gear and all the utility stuff.

Especially with spell casters, psychics, and others that get to choose from a list of abilities.

Even including brief descriptions would vastly increase the amount of time it would to make the list.

You could just include a brief description, like this:

>Mind Melter: Major psionic who can choose several very powerful psychic powers.

It doesn't have to be exhaustive.

I released the sheet, get the fuck on it boys.

Group effort, claim a book, do that book

I'll try to do Atlantis tonight. TONIGHT

btw, add the legend to your acronyms, not everyone is a pally grod like you

docs.google.com/spreadsheets/d/1SC9HAu27pPB5T6Qc1xl80BMg0vP7NkNbqXum6-sp12U/edit#gid=0

This a better idea? Never used google docs before