Rifts - Palladium General and Savage Worlds General

With some files to start you off:

>mediafire.com/folder/1dsdr28ic5vk0/Palladium

What is your campaign looking like?

Coalition? Lazlo? Tolkeen? New West? Or dimension hopping through hell and back?

Other urls found in this thread:

www113.zippyshare.com/v/WcSBU1dd/file.html
twitter.com/NSFWRedditImage

Even under Savage Rifts Rules, New West campaigns would be lower powered; starting characters off as M.A.R.S.-only, without some edges and reducing their equipment would keep things more in scale.

Meanwhile for dimension-hopping, phase world or front line warfare camapaigns, the opposite might have to be the case.

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Heard lots of great things about savage worlds. Any PDFs to link?

>www113.zippyshare.com/v/WcSBU1dd/file.html

Currently in a "Beyond the supernatural" game set in Las Vegas, playing as a Mage.
Party line up:
>Milo(Mage)-The lore guy, artifact smuggler, scholar with too much curiosity, best way I could describe him is Bobby from Supernatural except Skinnier and from Maine, loves the fire bolt spell,has a crow familiar named Burd.
>Mary(Mage)-Proper British librarian, newish to the whole being a Mage thing, owns a rubber duck that causes blackouts to psychicly active individuals(long story)
>"Dan"(Munitions expert)-An ex-Mafia Gun tech who wound up with our band of misfits after his family was killed by what might be a werewolf, loves guns.
>Zai(physical adept)-The party muscle, good with guns, and a soft spot for musicals, especially Surley May Jones.
>Andre(Psychic healer) a mountain of a man, brother to our psychic sensitive, and a trained paramedic
>Rasputina(psychic sensitive) Musican, stoner, and general fashion nightmare, but incredibly useful and incitful.
>Horace(Budding psychic)-Ex Airforce/NSA operator/Smuggler, joined the team after getting throw out of a plane, knows Milo as a client and friend from work in Egypt

I have some stories of our exploits if you would want to hear them.

I get the feeling no one gives a rats ass about Rifts.

Do tell.

Are you sticking mainly to the setting as-written, or adding in much?

I don't think that's strictly true. All the standard core book non-MARS options are present in New West, it even has unique variants in the form of cyber slingers and the wired gunman.

The setting is 5 minutes into the future, mostly RAW except for some minor differences or creative liberties with certain aspects(ley lines boost magic in differently and so on).

GMs running it as a kind of Supernatural/X-Files/Wearhouse 13 esc. kinda game with the party coming on as willing(in most cases) hire-ons to a Company known to them as "The Firm", and they are set up in a Hotel three miles outside of Vegas, picking up the peices of a mess left behind by the guy formally in charge of keeping the peace in the area.

The party has currently dealt/dealing with:
>The psychic ghost of an ex-presidential candidate hell bent on killing Ike Isinhower
>A De'mora parading around as Surley May Jones, who turned out to be friendly with our own organization and was attacked by a bunch of Crazy Evangelicals in a short bus
>Toxic crisco, which said ex-presidential candidate had imprinted onto in a strategic supplies bunker
>A zombie of some poor kid who ate some of said crisco
>What appears to be the actual ring leader of the evangelical cult in the Nevada area(currently going on)
>My Mage starting to hallucinate after getting hit one to many times by psychic backlash and visions
>Our team gun tech trying to make a 4 barreled shotgun, he'll get it right eventually.

Want any specific ones in detail? It been a blast so far.

Gonna be join a Savage Rifts group playing as a crazy loosely based on the Doom Guy. Spent my hero's journey rolls to get the necessary gear (I actually got very lucky, since 3 out of 5 wound up with "item of choice" and I only had to spend the last one) to get Crusader Armor, a chain greatsword (juicer chainsaw), a TX-50 railgun plus the martial artist and brawler edges.

The GM let me pick my insanities, so his first is an obsession with destroying supernatural monsters (No, I must kill the demons!).

Hmm. Thinking about doing some pastebins about "fixing" Savage Rifts. First thing's up, rebalancing railguns and refitting the vehicles in the CS guide to be more consistent with the source.

Do it man, always room for more fan content and shit here.

Sounds pretty good man, never played BtS before.

It's pretty fun, It really lets you get creative as a player with your skills and casting, not to mention actually being competent at your job from the get go instead of being ok at one or two things like so many systems do, your an adult who's gone through at least enough training to be competent at their job

That and the spell time slip(essentially the caster gets 7 free seconds of apparent time to do stuff non hostility) being essentially Dio's "The world" really makes me appreciate how powerful magic is insetting.(it's pretty fun to mess around with)

Hey, does anyone have a picture of the NG-E15 Pulse Plasma Ejector?

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>Coalition? Lazlo? Tolkeen? New West? Or dimension hopping through hell and back?

I'm prepping a travelling campaign that will start in the mutant ruins of Madhaven, then through The Martian territory (and maybe an anonymous encounter with you-know-who), then onwards to Lazlo to see the forces of reason and knowledge (wish there was a Lazlo sourcebook), possible capture and imprisonment in Chi-town, then an escape into the "safety" of the Federation of Magic and finally... the freedom and anarchy of the New West.

Thanks! I'll read this over.

*Shemarrian. Fucking autocorrect.


We'll probably never finish the campaign knowing my players, but it'll be a good intro to the world for them.

Would it be worth going so far as to change the rules around wounds and wild cards vs mooks and supporting characters?

Nah, those are fine as is.

My current plan:
Flatten railgun AP to 10 as it's currently so high it makes power armor worthles.
Lower the mod costs of mini railguns to 1 and light railguns to 2.
Standardize power armor and robots so 6d6 railgun = mini, 1d4x10 = light, 1d6x10 = medium, 2d4x10 = heavy. This'll mean only the Spider-Skull walker and Death's Head Transport have heavy railguns.
Exceptions:
TR-001 has a medium railgun with AP10 and drumfeed.
Ultimax has a medium railgun, but AP14, and drumfeed. Also gets proper number of mini-missiles and ROF 4 with mini-missiles.
The Samson's Super NG-202 is a light railgun with ROF 4 and double shots rating. 3 Mods if placed on another vehicle.
SAMAS is now Size +1.

Currently running a Savage Rifts mercenaries game out of Merctown and circling around the Ohio River Valley and Mississippi River region.

Given the dozen or so threads we've had about it in the last couple of weeks, at least four or five of which filled up, I'd say you're talking out of your anus.

To expand a little, my group is:

Ulysses Caldwell, human Burster. Vengeful but trying to walk a road of pacifism because he knows how devastating his power can be. Has a mad-on for the Coalition because they burned down his village. De facto party leader.

Jon Ostervarian, d'norr Ley Line Walker. Unlike most d'norr, his empathy makes him a huge jerk because he knows just how petty and venal people can be. Has a gambling problem and is a little bit addicted to his godlike power when on a ley line.

Blue Velvet, human Glitter Boy. Stole her mech suit from an ex-boyfriend who was a real asshole. Wanted in every Coalition territory *before* she was a GB pilot, and only avoids other GBs breathing down her neck because her ex-boyfriend was a real asshole to them too.

Flammenwerfer, hatchling dragon. Found in the wilderness by Blue, now imprinted on her like a mother duck. Flammen's real mom had an alternate identity as a bounty hunter, so he was born with a bunch of people-finding skills rattling around in his head. He's picking up bad habits from his peers--Blue's overconfidence, Ulysses' vengefulness, and Jon's inability to keep two credits in his pocket for more than a few minutes.

(continued)

Josiah Marbury, human Cyber Knight. An elderly man who joined the order almost sixty years ago. Josiah had a long and storied career before settling down to teach at the temple. He finally decided he wanted to go out with a bang, so he's returned to the world. Most of his skills have atrophied over time, and he just wants "a good death."

Moth, altara Juicer. Moth ran away from the Splugorth five years ago and turned to juicer augmentation out of desperation. She lives hard and intends to burn out in style, taking as many people down with her as she can. The rest of the party thinks she's human because she never takes off her mirror-shades. Moth is bloodthirsty as hell and deep into last call.

Sunny, mutant ninja (MARS): Saru is a genuine Japanese ninja, from a clan of ninja that has kept their traditions alive since before the Coming of the Rifts. Unfortunately, he was born horribly mutated and only narrowly avoided becoming an outcast. Saru was sent out a year ago on a scouting mission and was snatched up by a Rift, which deposited him so far from home he's not even sure how to get back to Japan. For now, calling himself "Sun Wukong," he's hooked up with a bunch of mercs to pay the bills. Rest of the party called him Sunny.

Thanks. I'm totally tweaking my Doomguy's stats to use one of those instead.

I'm so desperate to find an online game for Savage Rifts. Is anyone out there playing this on Roll20 or FG?

What class combo did you use to stat the ninja?

Yes user thank you for that obviously nessisary post

I always enjoyed kicking around the merc corporation builder tool, like having the gm or players figure out how many points then building your base/team. Anybody else mess with it much?
you can make a rag tag bunch for like 25 points or i think larsens birgade is 350 or something

He's a Vagabond with the Martial Arts Edges.

Okay, i am ignorant, but I need to ask, what is Savage Rifts?

Rifts is a setting by Palladium Books. Recently, a company called Pinnacle who make a game called Savage Worlds got the license to use the Rifts setting for their rules set. So, Savage Rifts.

Larsens birgade as a comparison

Did they survive the whole Tolkeen storyline?

They are assisting the cs in battling the demons and devils being unleashed in hero's of humanity, not like under employ but they are fighting the same foe, i don't recall how they survived though.

Heroes of humanity is pretty good by the way, also i got the rough copies of the new true atlanteans book and the russia ones but havent got to finesh them , Russia sloviaskie or what ever is good so far

You could certainly play it that way, but there's nothing inherently lower powered about the New West as presented in the book. There are several new OCCs that would fall under MARS in Savage Rifts, but there are also have the Psi-Slinger, new 'Borgs, and a Crazy variant that's focused on gunslinging. Plus there are many mentioned of Juicers, Mind Melters, Ley Line Walkers, etc. being present in the West.

They survived Tolkeen by not taking part. They never made it to the siege, being wrapped up in other affairs, and ultimately just wound up escorting refugees from the conflict.

bump for best tabletop setting ever created that isn't planescape

I'm assuming the "sourcebook" in this mediafire link is the core rulebook?
The file has no text except for small bits stranded about the PDF when I open it. Anyone else run into this problem?

Is there such a thing as enough Mega-Damage?

Looks like the main rulebooks are under reference books.

Really though, it's best to just go with Savage Rifts+tweaks and use the sourcebooks for flavoring.

Or stick with standard rifts as its infinitely better.

Bullshit. Classic Rifts is a great setting saddled with an inconsistent and overcomplicated mess of a system.

not so loud, kevin will come to your door at night with a shotgun

And what savage worlds is such a great system? Inches for everything and a robot converted to 6 bullet points instead of a description or weapons and stats that are unique?
Or how about reasonable ranges for modern weapons?
Classes and races that dont feel like pathfinders difrences between humans and elves.
Everyone but the bbeg is a peon that dies in a hit.
Juicers lasting a quarter of a campaign

Please. I got three C&Ds from the company in high school, and they never did shit. Kevin's all hat and no cattle.

Not sure if you're trolling cause those sounded like good things.

Wow, you're still at it.

Nah, Savage Worlds wins by default by virtue of actually having a coherent system.

Whatever savage is definitely not my cup of tea and none of what i listed is good.

The system is to generic and boring, trapings is not the same as an actual stated out spell with some depth of function.......will have differ on this

>Flammenwerfer

Haha, that's a great name.

Sounds like a good bunch of players, interesting back stories on all of them.

Where are y'all adventuring?

So you talk shit, but you can't actually back it up, good for you. Those are some hot opinions you got there.

>Download Book of Magic.
>Half the techno-wizard items don't even list what spells are required to create them.
>Or construction costs. Just cost to buy from Stormspire.

I would have thought 27 years would have finally given TWs something more than the six items in the core rulebook.

Actually expanding the options in the core book would get in the way of adding new OCCs.

So would Super Powers Companion or Fantasy Companion be a better source if I was looking for Trappings to use on spells?

How would you guys handle the blue ley line energy as a trapping?

What are you talking about, your the one talking shit I listed several things that are bad, you mearly say "na uh, palladium is shit cause it's old "
Ill give you the rules to be consolidated, but spell trappings is a piss poor mechanic for differing things like necromancy to biomancy. Making invisibility so short that sneeking into a base or waiting for something to happen is retarded. Making power armor and body armor, one in the same was a bad choice. Making the speed of power armor practically a crawl changes the feel and function of the setting, making previously long range weapons ultra short range was beyond silly.....given reason was your combat map wint be 100 miles in size youll never need long range guided missiles that can out shoot a boom gun.

Somehow mystics became ultra good guys with devine powers, not mages that learned internally. You can learn magic from a teacher/scroll/boon any more of any class. Shifters are evil, and nearly the same as LLWs. Combat with large things arevall glass cannons now. A glitterboy is lucky to survive to hits from an enemy boomgun, with 0 raises and will almost require a benny to live.
Cyborgs might die on a use of their own body on a critical failure, just shut down and stop.

The system isnt open enough for rifts

Aahhh, the sweet smell of edition wars in Rifts...smells like...victory. Finally my day has come. I will really enjoy the fireworks when Savage Rifts is released and Kevin makes his first public announcement about it.

The group works out of Merctown, and the three sessions so far have roamed across southern Missouri and western Kentucky. We'll see where they go from here!

>I will really enjoy the fireworks when Savage Rifts is released and Kevin makes his first public announcement about it.

Savage Rifts is available for sale on RPGDrivethru, not sure what kind of public announcement your expecting. Its mentioned, by him, pretty much weekly in the newsletter.

>Kevin makes his first public announcement about it.
Dude, he's been pimping it on the Palladium news updates for months now. This whole thing is approved of by Palladium and not some sort of weird hostile takeover thing.

Post more Rifts art, faggots.

>What are you talking about, your the one talking shit I listed several things that are bad, you mearly say "na uh, palladium is shit cause it's old "

No, I said Palladium is bad because it lacks a coherent system, moron. You listed some hot fucking opinions that don't change the fact Savage Worlds present a completely functional game with smooth, elegant rules. Your personal tastes do not mechanical criticism make. You've been shitposting endlessly about this game, and all you've ever brought to the table is "I don't like it." Well good for you, now go sit in the corner and shut the fuck up, because you aren't getting off this ride anytime soon.

Ohhh good arguments. The system is what caused the issues. Im glad you have something to say

Okay.

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Does Rifts have any walking self aware robots?

Does it have catpeople?

Okay, how about this:
*Hundreds of redundant skills with inconsistent, fiddly, percentile-based rolls
*The game never actually explains how the skill system works
*Rules that contradict themselves multiple times within a small number of pages
*Ridiculous amounts of copy-pasta in every rules book
*Ablative combat
*Combat that takes forever to run because of multiple actions per round and tons of tiny modifiers
*Attributes lower than 15 don't do anything when 10 is human baseline and 18 is treated as normal human maximum
*A horrendous ripoff of AD&D 1st Edition with a ton of poorly-thought houserules
*Front-loaded classes with no thought to balance and no advice on how to avoid horrific in-party imbalance
*If everything is MDC, why bother with SDC at all?
*A hand-held laser pistol can destroy a car in one shot, or one-hit-kill most people out of armor

I could go on, but you get the fucking point by now.

Yes and yes. Lots of the latter in South America. Lots of the former in North America and Phase World.

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OK,where in north America are the intelligent robots? Can I play one?

The Shemarrians are intelligent robots, though most of them don't know that they're robots at all. You could also build a unique self-aware robot using rules scattered across a dozen different Classic Rifts books, or just use the race building rules from the Savage Rifts Player's Guide or the Savage Worlds Sci-Fi Companion, depending on which version of the game you're looking at. Like, I'm not even exaggerating here: the rules for robot creation, robot PCs, and customized robots are literally scattered across more Classic Rifts books than I care to count right now. Or ever.

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Check Sourcebook 1. ARCHIE-3 makes them for shits and giggles.

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Apparently, there was a comic anthology that had a story about Erin Tarn, but there don't seem to be any scans of it.

>*Attributes lower than 15 don't do anything when 10 is human baseline and 18 is treated as normal human maximum
It's 16, not 15.

It's even worse in original Rifts, because you don't start getting bonuses until 17, and you're still rolling 3d6 (+1d6 for 16, 17, or 18).

There's a reason AD&D was 4d6k3, with bonuses starting at 15.

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It has an insane pre-War AI that alternately wants to conquer the world and feels guilty for not protecting it, and he periodically creates Data style androids to infiltrate human society.

>BAR-1
Didn't expect that.

Is it just me or is this person copying Phil Foglio's style for some reason?

Or maybe Fred Perry.

>Reading casualty counts for the first war between the CS and the FoM.

Geez, people weren't kidding about "Divide all military numbers by 10". The Federation of Magic's losses in the Battle of Chi-Town were equivalent to half of the US Army's active personnel.

"After s long day of slavin....."

Sourcebook 1 has a ton of stuff for making a robot pc

Browning Automatic Rifle?

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BAR-1 is the artist for Peter is the Wolf.

>googled that shit

What the fuck?

Where do i start with palladium games?

Read the fluff and ignore the system. Then pick up a better system like Savage Worlds and use that to run your game.

For Rifts fluff, the original corebook is the best place to start, along with Sourcebook 1 and then World Books 1 and 2.

If you want Palladium specifically, start with Rifts Ultimate Edition. If you can understand that shit, you can play any Palladium game.

im loooking to start a Werid war 2 and deadlands game soon. Can one of y'all drop me a link for the mega

Wouldn't the Shemarian utterly obliterate that Altara if she punched it in the face?

I always hated how Rifts art doesn't seem to reflect how the game is played. It's so common to see lightly armoured, or completely unarmoured opponents fighting at close range, rather than everyone in full EBA fighting at hundreds of meters away due to weapon ranges and available sensor options.

Savage Rifts fixes that problem right up. It's like having a version of Rifts where the rules finally line up with the lore and the art.

Most importantly the Plastic Man armor doesn't look like its from Spaceballs no more.

If you call changing the range of missiles to only 1000 feet a "fix". I would call it a bad house rule.

Though in general SR is much better.

Divide ALL population numbers by 10. Then things make more sense in Rifts.