Adventure Inc.

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Venatus Vinco
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Adventure Inc.

Post by Venatus Vinco »

“We have come far in the one hundred and nine years since the dark ages. Yet, despite the service and sacrifice of many, despite the marvels of civilization, and despite the squabbles of fledgling empires, there - in fact - remains a vast unexplored wilderness on this continent. Few have passed the Sharp Cliffs and peered beyond the Forbidden Barrier. Even fewer have returned to tell of what lies beyond.

Thus, the object of your mission is to explore the western expanse of the Old American Empire. To traverse the dangerous mountains and see for yourself the waters of the Pacific ocean.

Yet, the value of this expedition is not in reaching the western shores, but the journey itself. To see and discover what none have yet seen. To know what, until now, has remained unknowable. To meet, in friendship, those we have not yet met. To be Adventure Incorporated.”
-Commissioning Speech of Senator Thomm, leader of the Lazlo Congress of the Electorate

Adventure, Inc. is a Rifts® for Savage Worlds campaign designed with adventure and exploration in mind. As a chartered company of explorers, commissioned by the City of Lazlo and other partners, the group sets off to pass over the Rocky Mountains and see what lies beyond. Little is known about the area west of the Rockies. The game will play in a somewhat sandbox fashion as players explore, interact, and affect the world around them while trying to preserve the high values of Lazlo in face of a savage wilderness.
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Re: Adventure Inc.

Post by Venatus Vinco »

Post character ideas, feedback, adventure ideas, and other thoughts here so we can give shape to our next campaign as we put the finishing touches on the adventures of the 1st SET.
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Merlaggon
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Re: Adventure Inc.

Post by Merlaggon »

I am thinking of making a Mind Melter Psi-Ghost
Merlaggon
Alternate Characters: Hans Greuber, Growler

Bennies: 0/3
  • [*]Base Amount
    -2 due Reroll on Hungry Helpers
    -1 due Extra Effort on Armor Power
ISP :20 / 10
PPE :38 /20
Active Psionic Powers: None
Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
Combat Edges: Quick (Shapeshifter's Claw)

Pace: 6 (Fly 12); Parry: 8
Toughness: Dragon Form - 47 (24) 43(20); Size +8
Toughness: Human Form - 15(6); Size 0
Notice: D6
Default Form: Dragon
OOC Comments
Adventure Cards:
[list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

Worn Armor (Human): CA-1 Heavy Deadboy Armor
Weapon in Hand (Human): None
Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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Re: Adventure Inc.

Post by Pursuit »

Nice! Sounds great to me. Super fun concept.

As mentioned on the Hangout, I’d like to play my psi-ghost crazy. She was a rogue scholar in training before her MOM treatment, and she’s still got the Curiosity Hindrance, so she’d fit right in with an exploratory group.

She also believes herself to be the physical incarnation of the god of war, so getting her away from civilization is probably in everyone’s best interests.
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Re: Adventure Inc.

Post by Pender Lumkiss »

vampire, or psi ghost cyber knight. Or an elemental fusionist. Might do a psi stalker mage hunter (nega psychic).
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Re: Adventure Inc.

Post by Icosa »

I'm thinking of an elemental fusionist named Talashia, who seeks to transcend her humanity and become a true elemental.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Roderick Wolfram
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Re: Adventure Inc.

Post by Roderick Wolfram »

Cowboy Ley Line Walker named Tex Arcana
Roderick Wolfram - Robot Pilot EP Record
Stats
Personal
Toughness: 15(8), Pace 6

Edges of Note: Brawny, Level Headed, Elan, Danger Sense, Battle-Hardened*, Fearless*, Nerves of Steel*

* from SuperTech device

Hinderances: Overconfident, Heartless, Loyal

Dragonwing

Size 8, Crew 1 + 3, Strength d12+6, Toughness 35(17), Pace 10, Flight Pace 30 (in Combat), Acc/TS 30/400 (Chase and Non Combat)
Q1 2019 Adventure Cards
  • None Drawn Yet
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Re: Adventure Inc.

Post by Pender Lumkiss »

Mr. Reed, Nega Psychic Psi stalker whose code of honor tempers his natural suspicions of mages and those who wield the powers of the super natural.

Or

Soldad, a master vampire on the road to redemption. His heroism is painfully overcompensating for the centuries of evil he had wrought. Sadly almost everywhere he goes he finds an enemy whom with effort may sometimes become a friend, but usually they just try to stake him.
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Re: Adventure Inc.

Post by Venatus Vinco »

Soldad is a nice nod to one of your early NPCs. Unfortunately, I don't think vampires as players really work. Sorry.

VV
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Re: Adventure Inc.

Post by Venatus Vinco »

@Alecto I like that idea of trying to become an elemental

@Roderick Wolfram that sounds like a great concept for this setting.

Once we see Blood and Banes and Empires of Humanity you guys have more ideas so don't worry about locking in right now. Keep the ideas flowing.

VV
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Re: Adventure Inc.

Post by Pender Lumkiss »

Venatus Vinco wrote: Sat Aug 31, 2019 2:53 am Soldad is a nice nod to one of your early NPCs. Unfortunately, I don't think vampires as players really work. Sorry.

VV
Blood and Banes has a secondary vampire in it according to kickstarter campaign info so I would just use that. But if vampires are a no go, then I can drop the thought (of course maybe it gets left out and It becomes moot).
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Re: Adventure Inc.

Post by Venatus Vinco »

What do you guys think of a setting rule that gives humans an extra HJ roll on a table of choice?

VV
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Re: Adventure Inc.

Post by Pursuit »

Venatus Vinco wrote: Sat Aug 31, 2019 11:36 am What do you guys think of a setting rule that gives humans an extra HJ roll on a table of choice?

VV
I could see that, but additions should probably be balanced by a Hindrance.

Another option would be to just grant humans an extra advance at character creation, so they’d be starting at the equivalent of 10xp. That wouldn’t require any rebalancing of the race and wouldn’t change the ultimate trajectory of the characters.
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Re: Adventure Inc.

Post by Pender Lumkiss »

:evil: Maybe pay people EP to play a human? All they really need is their free edge to be born a hero.

I really don’t see a need to incentivize playing a human. They got plenty going for them. Or rather less negative things going for them.
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Re: Adventure Inc.

Post by Pursuit »

I just remembered that the advice in the forthcoming GMG for Savage Rifts will include using HJ rolls for GMs to customize the power balance in their games. Maybe no rebalancing would be needed, then, for an extra HJ roll, per RAW.

Which is to say, I'd be down with an extra roll.
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Re: Adventure Inc.

Post by Pursuit »

Jon’s Hangout proposal that humans get “Always a Hero” (Born a Hero, but applicable to all their Advances) is my favorite suggestion by far and I’d love to see something like that adopted.
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Re: Adventure Inc.

Post by Pender Lumkiss »

Pursuit wrote: Sat Aug 31, 2019 12:38 pm Jon’s Hangout proposal that humans get “Always a Hero” (Born a Hero, but applicable to all their Advances) is my favorite suggestion by far and I’d love to see something like that adopted.
Optional setting rule for Humans:
Always a Hero: There are humans and then there are the humans that are the heroes of humanity. Humans that fall under the later breed can always, not just at character generation, choose edges regardless of rank per the born a hero setting rule. They are heroe’s heroes and gain the Heroic hindrance for no additional benefit.
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Re: Adventure Inc.

Post by Venatus Vinco »

For humans I am willing to go with the Hero of Humanity option, but let's see what the Empires book gives us first.

New question: Where do you want to start?

Do you want to adventure through the journey from Lazlo to Colorado: this requires passing through CS controlled territory, the remains of Tolkien, Xiticix territory, and more.

Or do we interlude all that and start at the foot of the Rocky Mountains in the Colorado Baronies?

VV
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Re: Adventure Inc.

Post by Pursuit »

Venatus Vinco wrote: Sun Sep 01, 2019 4:04 am For humans I am willing to go with the Hero of Humanity option, but let's see what the Empires book gives us first.

New question: Where do you want to start?

Do you want to adventure through the journey from Lazlo to Colorado: this requires passing through CS controlled territory, the remains of Tolkien, Xiticix territory, and more.

Or do we interlude all that and start at the foot of the Rocky Mountains in the Colorado Baronies?

VV
I’d vote for the former (passing through Tolkeen’s ruins could be super fun), but both sound good to me.
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Re: Adventure Inc.

Post by Pender Lumkiss »

Tolkeens ruins should be super fun. I suspect one of the books may have some good adventure ideas. SPF seemed really interested in exploring Tolkein before he was booted. Hopefully some of his stuff still comes through.
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Re: Adventure Inc.

Post by Anarik Ebonlocke »

I really don't want all humans to be forced to take Heroic. I take it with most of my characters, but if I have a character idea that is more grey, I don't want to be forced into that hindrance. (Though even most of my gray characters tend to act heroic.).

In any case, my next character was a magic thief using that picture Rob found for me. But that might be too much of an urban character for this expedition. If it wouldn't work, then I'd maybe do a wilderness scout? Possibly a power armor jock.

So ideas:
1. Magic thief (Human)
2. Wilderness scout (Probably Human. Maybe Simvan)
3. Dwarf in power armor
4. Nicole Maverick, SAMAS pilot (providing she survives the 13th game ending)
Character Tracker
Anarik Character Sheet
Parry: 4; Toughness: 14 (8)
Anarik PPE: 22/40 (3 locked) (Ley Line: 105)
  • Banish, Bolt, Detect Arcana, Fear, Soul Drain, Invisibility, Slow, Summon Ally
Amulet: 10/10
  • Armor, Healing, Teleport
Corruption: 0/6
Encumbrance: 20/20 (with pack 50/20; -1 Agi/Str skills)
Common Bond
Bennies: 0/3
Ilse Character Sheet
Parry: 5; Toughness: 10 (3)
Ilse PPE: 6/10
  • Boost/Lower Trait, Disguise, Drain PPE
Adventure Card:
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Re: Adventure Inc.

Post by Venatus Vinco »

Anarik Ebonlocke wrote: Mon Sep 02, 2019 5:32 am 1. Magic thief (Human)
That can work, but you are right it will be a less urban game. You can't go wrong with a wilderness scout..maybe combine the two? A magical wilderness scout.

VV
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Re: Adventure Inc.

Post by Pursuit »

Yeah, I’d rather not have to take the heroic hindrance. Maybe an optional choice of hindrances, if one is required at all?
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Re: Adventure Inc.

Post by Pender Lumkiss »

I am not saying all humans have to take it, but want to be a hero of humanity you better believe you need to be heroic. It would just be an optional setting rule, like if you are human and heroic you get this benifit. You can still be human and not a hero, but then you don’t get the benifit.
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Re: Adventure Inc.

Post by Sinder »

I was thinking of Human who turns in to Angel kin


Mystic champion of good?
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
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Re: Adventure Inc.

Post by Pender Lumkiss »

Sinder wrote: Tue Sep 03, 2019 7:15 pm I was thinking of Human who turns in to Angel kin


Mystic champion of good?
Holy Buster?

Mystic sounds good
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Re: Adventure Inc.

Post by Venatus Vinco »

Mystic with the shape change power?
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Re: Adventure Inc.

Post by Pender Lumkiss »

Venatus Vinco wrote: Tue Sep 03, 2019 7:55 pm Mystic with the shape change power?
Yeah maybe with the aspect modifier...
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Re: Adventure Inc.

Post by Venatus Vinco »

I like the mystic route.

If you wanted something a little more narrow in scope than maybe a MARS with AB Gifted (shape change).

Psi-Druid with shape change could also pull it off maybe.

But I think mystic would be more versatile.

VV
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Re: Adventure Inc.

Post by Sinder »

Yea I was thinking along the lines of Nightbane Athanatos Pyros pg 33, Shadow of Light. in Swade they have an Angel. I choose mystic I could have both psi and Magic, pick up artifactor so we can create things. that may be spreading him out too much though.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
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Icosa
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Re: Adventure Inc.

Post by Icosa »

The shapechange gambit doesn't work though, yeah? That is, taking Shapechange with Born a Hero to get Legendary forms immediately? That's confirmed to be a misinterpretation of the rule now?

Speaking of rules...VV what do you think about playtesting Jon's variant of the Elemental Fusionist?
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Venatus Vinco
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Re: Adventure Inc.

Post by Venatus Vinco »

Alecto wrote: Wed Sep 04, 2019 5:59 pm The shapechange gambit doesn't work though, yeah? That is, taking Shapechange with Born a Hero to get Legendary forms immediately? That's confirmed to be a misinterpretation of the rule now?

Speaking of rules...VV what do you think about playtesting Jon's variant of the Elemental Fusionist?
Correct. Born a Hero no longer works in te same way with Shape Change and Summon Ally. A change for the better in my opinion.

Since we won't be starting anytime soon let's see what the Elemental Fusionist looks like in the final revision

Jon's suggestions are solid. I even backed them in another thread on the topic. Let's see what, if anything, the devs do with that.

VV
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Venatus Vinco
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Re: Adventure Inc.

Post by Venatus Vinco »

Sinder wrote: Wed Sep 04, 2019 3:21 pm Yea I was thinking along the lines of Nightbane Athanatos Pyros pg 33, Shadow of Light. in Swade they have an Angel. I choose mystic I could have both psi and Magic, pick up artifactor so we can create things. that may be spreading him out too much though.
Are you thinking of the "Guardian" race from SWADE core book?

If so, we can probably hack something like that together for Rifts. It needs a few adjustments from a points balance perspective. However, they don't have a human form from what I recall.

Someone who changes into an Angel from a human form would have to be built a little differently.

VV
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Sinder
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Re: Adventure Inc.

Post by Sinder »

Yes either the Angel or the Guardian. the mystic can take shape change . Or the guardians can take fly. if they combine with Mystic. so I could get something that would look like an angel.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Appearance: 6’2” 180 lbs, medium Red Hair, Blue green eyes, hefty, scruffy beard and moustache, not to muscular.
ISP:50/50 Spent 8 Left 42
Active Psi Power:Armor, Flight

Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4 +1 due to necklace
Charisma: +1 with Bracers, Pace: 6; Parry: 5; Toughness: 8; Strain: 5

Bennys: 2 for EP, +2 from play, Quarter 3
Cards: Can be played at any time

5 Out of the Frying Pan
31 Flesh Wound EP
46 Renown EP Used Battle of Albuquerque


New Cards 4th quarter

3d52 = 99: 35, 30, 34

Seize the Day The character acts as if he had
drawn a Joker this combat round

Revelation Your hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.

Cutting In Line Draw 3 initiative cards and keep the highest.


Weapon
In hand:
NG-33 Laser Pistol
for gun above
15/30/60, Damage 2d4+1, ROF 1, AP 2, Weight 4, Ammo: 20/20

On belt:
NG Super Laser Pistol
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
AP Grenade 18/36/72, Damage 3d8, ROF 1, AP 2, Weight .25, Ammo: 6/8
15/30/60, Damage 2d6+2, ROF 1, AP 2, Weight 8, Ammo: 20/20
Frag Grenade 18/36/72, Damage 3d6, ROF 1, AP 2, Weight .25, Ammo: 6/8

Code:
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
Necklace of Greater Slumber
Major, Greater Slumber Minor#1, +5PP recharges on Leyline Minor #2, +1 to Vigor

Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)

Minor: +5 PP
Minor: +5 PP

ARMOR:

Armor Via Powers
FA +6 3 MDC+GA+5/10=11/16 +4

Physical Armor
TW Cannonball Armor
Powers: speed, quickness, intangibility
Super Lightweight Composite: ½ weight, d4 strength requirement when powered
Extra Armor: +6 Armor, +1 toughness (+3, +0 when unpowered)
Activation Cost: 1 ISP/hour
Weight: 7 lbs powered (14 lbs, d6 Min Str when unpowered)
PPE Storage: 10

Plastic Man +4+4
in storage
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Pender Lumkiss
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Joined: Thu Mar 09, 2017 9:00 pm

Re: Adventure Inc.

Post by Pender Lumkiss »

Going to build a psi ghost demolition expert
Field Team Six Bennies
3/6
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