Rifts Legends
Character Creation
- This is a chance to pull an old character from retirement, remake them in SWADE and see how things go.
- If your character had less than 16 Advances bring them up to 16 (20 if MARS).
- Gain 2 additional Hero's Journey rolls over those listed for your Iconic Framework.
- When remaking your character no rolls are required during creation.
- Starting Gear: Your character will be issued the standard starting gear for your iconic framework, and an additional 200K in requisition authority.
Each character will also be issued an Amulet of Arcane Protection. Patron Gear, EP expenditures and Signature items are allowed. - Amulet of Arcane Protection
These amulet where commissioned to help with high risk missions where opponents are known to have access to excessive arcane power. They only work while work around the neck and in direct contact with you skin. They can be doffed or donned in 1d6 actions if the character is wearing a helmet with their armor, or 1 action without a helmet. A character in power armor would need to exit the armor to doff or don the amulets. Unfortunately the amulets will not work for full conversion borgs, or automatons. Mechanics: Wearer gains arcane protection (+4 as if cast with a raise) while worn.
Rolls
Original HJ Roll: +2 to Armor set
Original HJ Roll: ̷P̷i̷c̷k̷ ̷S̷t̷a̷r̷t̷i̷n̷g̷ ̷A̷r̷m̷o̷r̷ ̷ Edge: Freshly Juiced
Legends HJ Roll: Training +3 skill points (AFS)
Legends HJ Roll: Training Ace Edge & Piloting
Original HJ Roll: ̷P̷i̷c̷k̷ ̷S̷t̷a̷r̷t̷i̷n̷g̷ ̷A̷r̷m̷o̷r̷ ̷ Edge: Freshly Juiced
Legends HJ Roll: Training +3 skill points (AFS)
Legends HJ Roll: Training Ace Edge & Piloting
Drawn by Vince Martin, Colors by Dan (Lars)
Name: “Dred” Andrew Edwards
Player: Dan (Lars)
Rank: Legendary 1 Advances Left: 0
Race: Human
Iconic Framework: Mega Juicer
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 14 with a d8 running die; Parry: 10; Toughness: 10; Strain: -
Burn + Tracker
In Armor 20 (7) NE FF active: 24 (7) plus [Uncanny Reflexes] Burn: Started with 10, 3 left.
Burn die d8
BURNING BRIGHT
Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of every single Agility, Strength, or Vigor-based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled after a Trait roll. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point.
The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result).
Last Call: Obviously, spending Burn means being able to make a huge impact in combat, but it also means hastening the process of completely burning out—with the Juicer inevitably entering Last Call as his body finally succumbs to the stresses placed on it by the bio-comp system.
The lower a Juicer’s Burn Rating the closer he is to death, and paradoxically the more dangerous he becomes. When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it's a d10, and at a Burn Rating of one it's a d12. Since a result of one on the Burn Die is required to lower his Burn Rating, a Juicer in Last Call has a chance to perform superhuman feats...and eventually bring his story arc to a fittingly triumphant close.
Burning Out (SEE MEGA-JUICER): The minor tremors, the hot skin, the strange glow just at the edge of vision...the last days are upon this Juicer. A Juicer reduced to a Burn Rating of zero dies by the end of the current adventure, and will probably want to go out in a Blaze of Glory (see Setting Rules on page 115 TLPG).
Burn die d8
BURNING BRIGHT
Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of every single Agility, Strength, or Vigor-based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled after a Trait roll. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point.
The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result).
Last Call: Obviously, spending Burn means being able to make a huge impact in combat, but it also means hastening the process of completely burning out—with the Juicer inevitably entering Last Call as his body finally succumbs to the stresses placed on it by the bio-comp system.
The lower a Juicer’s Burn Rating the closer he is to death, and paradoxically the more dangerous he becomes. When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it's a d10, and at a Burn Rating of one it's a d12. Since a result of one on the Burn Die is required to lower his Burn Rating, a Juicer in Last Call has a chance to perform superhuman feats...and eventually bring his story arc to a fittingly triumphant close.
Burning Out (SEE MEGA-JUICER): The minor tremors, the hot skin, the strange glow just at the edge of vision...the last days are upon this Juicer. A Juicer reduced to a Burn Rating of zero dies by the end of the current adventure, and will probably want to go out in a Blaze of Glory (see Setting Rules on page 115 TLPG).
Tougher Than Nails: 5 Wounds before Incapacitated
UNSTOPPABLE
Some beings, by virtue of sheer durability, can absorb massive blows. Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.
JUICER ABILITIES AND BONUSES
For the sacrifice of a long, normal life (or at least as close to one achievable in a Rift-ravaged world), the Juicer gains some amazing powers and gifts.
Internal Repair System: The bio- comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
Super Endurance: Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
Super Reflexes: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
Super Speed: Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
Super Strength: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Internal Repair System: The bio- comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
Super Endurance: Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
Super Reflexes: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
Super Speed: Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
Super Strength: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
MEGA-JUICER TREATMENT
Requirements: Novice, Juicer Mega-Juicers are super-soldiers
created by combining the powers of the bio-comp nanites with sub-dermal nanotech relays channeling ambient psychic energy through their body in a loop, turning them into nearly indestructible juggernauts! Mega-Juicers are Unstoppable. Permanently. Until they explode.
The Juicer reduces his Burn by one as his life-force fuels the creation of an energy dynamo within. When a Mega-Juicer reaches the end of his lifespan due to Burn, his eyes begin to glow blazing white and his skin becomes scorching hot to the touch. Whether he goes out in a Blaze of Glory or is Incapacitated by an enemy attack, he combusts—dealing 4d12+12 Mega Damage to everyone and everything in a Large Blast Template.
created by combining the powers of the bio-comp nanites with sub-dermal nanotech relays channeling ambient psychic energy through their body in a loop, turning them into nearly indestructible juggernauts! Mega-Juicers are Unstoppable. Permanently. Until they explode.
The Juicer reduces his Burn by one as his life-force fuels the creation of an energy dynamo within. When a Mega-Juicer reaches the end of his lifespan due to Burn, his eyes begin to glow blazing white and his skin becomes scorching hot to the touch. Whether he goes out in a Blaze of Glory or is Incapacitated by an enemy attack, he combusts—dealing 4d12+12 Mega Damage to everyone and everything in a Large Blast Template.
JUICER COMPLICATIONS
In addition to their abnormally short lifespan, Juicers have to deal with the following challenges.
Cybernetics: Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
Death Wish: The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish (Minor) Hindrance.
Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.
Cybernetics: Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
Death Wish: The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish (Minor) Hindrance.
Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.
B̶L̶A̶Z̶E̶ ̶O̶F̶ ̶G̶L̶O̶R̶Y̶ ̶
Not in use for thus game.
Rifts® is full of incredible heroes and mighty villains, overwhelming dangers and terrifying monsters. Against such odds, the choice to sacrifice for the greater good should be a powerful and meaningful one. It is rarely the dream or goal of any player to see his character die inconsequentially from a random hit by an unnamed minion, after all.
Any time a hero would be killed by an attack, instead of rolling for Incapacitation he may declare he’s going out in a Blaze of Glory.
Declaring Blaze of Glory means the hero chooses the moment he is ready to die, and he expends everything he has left in a stunning display of power and determination for one last great ride into the sunset. This must happen before the end of the current session.
In game terms, this manifests in the following ways:
Any and all effects of the attack triggering Blaze of Glory are completely negated. This includes being Shaken.
Once declared, the player receives three Bennies. He should use these sparingly, as they are his insurance for lasting the rest of the session until his chosen moment comes.
The player continues to play, taking actions as normal. Once his Blaze of Glory scene and all of its circumstances are resolved, his character dies.
At the moment Blaze if Glory is stated, the action pauses while the player and the Game Master discuss the end goal for the character. The player should give a clear vision of what he would like to see happen, and the GM should indicate what is and is not on the table. For example, if the main villain of the campaign is present, and the GM is not prepared to simply have her killed outright, the two can discuss alternate roads to a meaningful defeat while still leaving her in play.
Alternately, some players may simply wish to say, “Make it good, please,” and let the GM come up with an appropriate ending that suits the hero's story arc. The moment should be more about story and less about rolling dice; Game Masters should not let a bad die roll ruin this last act.
While a final soliloquy—in the aftermath of the battle with his dying breath—is completely called for, the hero’s death is unavoidable, irrevocable, and final. Not even magic can bring him back.
Skills:
Not in use for thus game.
Rifts® is full of incredible heroes and mighty villains, overwhelming dangers and terrifying monsters. Against such odds, the choice to sacrifice for the greater good should be a powerful and meaningful one. It is rarely the dream or goal of any player to see his character die inconsequentially from a random hit by an unnamed minion, after all.
Any time a hero would be killed by an attack, instead of rolling for Incapacitation he may declare he’s going out in a Blaze of Glory.
Declaring Blaze of Glory means the hero chooses the moment he is ready to die, and he expends everything he has left in a stunning display of power and determination for one last great ride into the sunset. This must happen before the end of the current session.
In game terms, this manifests in the following ways:
Any and all effects of the attack triggering Blaze of Glory are completely negated. This includes being Shaken.
Once declared, the player receives three Bennies. He should use these sparingly, as they are his insurance for lasting the rest of the session until his chosen moment comes.
The player continues to play, taking actions as normal. Once his Blaze of Glory scene and all of its circumstances are resolved, his character dies.
At the moment Blaze if Glory is stated, the action pauses while the player and the Game Master discuss the end goal for the character. The player should give a clear vision of what he would like to see happen, and the GM should indicate what is and is not on the table. For example, if the main villain of the campaign is present, and the GM is not prepared to simply have her killed outright, the two can discuss alternate roads to a meaningful defeat while still leaving her in play.
Alternately, some players may simply wish to say, “Make it good, please,” and let the GM come up with an appropriate ending that suits the hero's story arc. The moment should be more about story and less about rolling dice; Game Masters should not let a bad die roll ruin this last act.
While a final soliloquy—in the aftermath of the battle with his dying breath—is completely called for, the hero’s death is unavoidable, irrevocable, and final. Not even magic can bring him back.
- Athletics d10
- Common Knowledge d6
- Notice d6
- Persuasion d4
- Stealth d6
- Piloting d6
- Fighting d12
- Shooting d12
- Survival d6
- Deathwish (Minor)
- Coalition Exile (Minor)
- PTSD (Minor)
- Heroic (Major)
- Split the Seconds
- Brawler
- Take ‘em Down
- Quick
- Fleet Footed
- Brawny
- Freshly Juiced
- Marksmanship
- Sharpshooting
- Block
- Giant Killer
- Improved Block
- Level Headed
- Burn Brighter
- Charge
- Elan
- Lucky
- Tough as Nails
- Ace (Pilot)
- Combat Ace (Pilot)
Edges Expanded
SPLIT THE SECONDS
This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
BRAWLER
Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet.