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THE TOMORROW LEGION THE TOMORROW LEGION ARCHETYPES (SET 2)ARCHETYPES (SET 2)

Savage Worlds is © 2021 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2021Palladium Books Inc. All rights reserved, worldwide. Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc. All character

names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license.

WWW.PEGINC.COM

ADVENTUR E EDITION

S A V A G E

W O R L D S

Written By: Sean Patrick Fannon, Sean Owen Roberson, John Stevens, and John Roccia

Cover/Interior Illustrations: Matheus Calza, Martin de Diego Sádaba, Aaron Riley, Gunship Revolution’s Brian Valeza, Justine Cruz, Timothy Terrenal and Oliver Morit

Graphic Design & Layout: Aaron Acevedo, Jason Engle, Thomas Shook

Editing: Jodi Black, Carinn Seabolt

Art Direction: Aaron Acevedo, Alida Saxon

Line Manager: Sean Owen Roberson

Executive Producer: Simon Lucas

Rifts® Created By: Kevin Siembieda of Palladium Books®

Savage Worlds Created By: Shane Lacy Hensley

Playtest and Advice: the illustrious playtesters of the official Pinnacle feedback forums

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CHARACTER BACKGROUND

“I am the light that casts back the darkness. I am the fire that cleanses the stain of corruption. I am a Burster, and my soul dances in the flames.”

Ariel Ortiz was fourteen when her village in the Texas Freelands was attacked by ruthless bandits. The stress of the incident awoke her massive psionic abilities. She literally blew up at the bandits laying waste to them and burning down half of her village in the process. The bandits eventually subdued her, bound her, and threw her in the river to “douse her enthusiasm”.

After spending minutes underwater, sinking into the darkness, Ariel died and Firedancer was born. Using her powers to save herself, Firedancer washed up on the shores of the Pecos River and began to hunt down evil and corruption wherever she found it. The Tomorrow Legion gives her an opportunity to help others, but her burning desire for vengeance is not easily quenched.

BURSTER ABILITIES AND BONUSES

Bursters are pyrokinetics—they telekinetically accelerate molecules to the point of ignition.

 � Major Psionics: Has access to arcane protection, boost Trait†, burst, confusion, darksight*, deflection*, detect/conceal arcana*, empathy, farsight*, fear, fly*, light/darkness, mind link, protection*, relief*, smite*, telekinesis, warrior’s gift* Powers marked asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those m a r k e d d a g g e r (†) have both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). All other aspects of Arcane Background (Psionics) remain the same.

 � Everything Burns: When a Burster scores a raise on a damage-causing attack roll using one of their abilities, the target catches fire taking 3d6 damage until doused

 � Fiery Aura: As an action (no roll or ISP required) a Burster can surround himself with a damage field of flame and heat, adding 1d6 damage to any Fighting attacks, causing 3d6 damage

to adjacent foes at the end his turn, and providing +6 Armor. By spending 3 ISP when activating the Fiery Aura does Mega Damage and Armor provides MDC protection for 5 rounds. Fiery Aura goes away if she is Incapacitated or unconscious.

 � Fire Mastery: Has the Innate Ability to create, control, and eliminate minor fire, heat, and smoke effects using elemental manipulation for no ISP. Can activate the Elemental Fury or Exalted Manipulation modifier, as an action, for no ISP.

 � Firewalker: Immune to fire, heat, and plasma damage and has Environmental Immunity to Heat and Fire environmental Hazards and +4 on rolls to resist heat-based arcane effects. Lightning, electrical attacks, laser, ion, and particle beam weapons all do −4 damage.

 � Flame Bolt: Can hurl a flaming bolt of 3d6 Mega Damage (4d6 on a raise) for one ISP, or 4d6 Mega Damage (5d6 on a raise) for two ISP. Additional Power Modifiers may be used as

normal. Range is Smarts ×2. This ability is considered a Mega Power Modifier

in regard to the Blaster Edges and their Power Modifiers. For one

ISP the Burster’s Flame Bolt power (along with any enhancements

from other Edges or Modifiers) becomes Rate of Fire 2.

BURSTER COMPLICATIONS

Being at one with fire has a few drawbacks, though few Bursters

ever worry. Dancing with fire is all that really matters to them.

 � Cybernetics: Each point of Strain imposes a −1 penalty to the Psionics skill. � Enemies: Coalition and True Federation

prioritize attacking them and hunt them with extreme prejudice. � Quirk—Pyromaniac: Has a thing

about starting fires just to watch them burn with loving fascination. This is more aggravating than dangerous

(most of the time).

BURSTERBURSTER ARIEL FIREDANCERARIEL FIREDANCER

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CREDITS: VALUABLES:

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ACADEMICS (Sma): ATHLETICS (agi): BATTLE (Sma): BOATING (agi): COMMON KN. (Sma): DRIVING (agi): ELECTRONICS (Sma): FIGHTING (agi): GAMBLING (Sma): HACKING (Sma): HEALING (Sma): INTIMIDATION (Spi): LANGUAGE (Sma): NOTICE (Sma):

ARCANE SKILL: _____________________ (__): ARCANE SKILL: _____________________ (__):

OCCULT (Sma): PERFORMANCE (Spi): PERSUASION (Spi): PILOTING (agi): REPAIR (Sma): RESEARCH (Sma): RIDING (agi): SCIENCE (Sma): SHOOTING (agi): STEALTH (agi): SURVIVAL (Sma): TAUNT (Sma): THIEVERY (agi): __________ (__):

ARMO

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ARMOR: TOUGH: MIN STR: WEIGHT: SHIELD: SPECIAL:

TYPE:

WEAP

ONS

POWE

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WEAPON RANGE DAMAGE ROF AP SHOTS NOTES

THIS DOCUMENT MAY BE PRINTED FOR PERSONAL USE. RIFTS® AND MEGAVERSE® ARE REGISTERED TRADEMARKS OF PALLADIUM BOOKS, INC. ALL CHARACTER NAMES AND LIKENESSES ARE COPYRIGHT AND TRADEMARKS OWNED BY PALLADIUM BOOKS, INC. AND USED UNDER LICENSE.

ADVENTUR E EDITION

S A V A G E

W O R L D S FRAMEWORK:

NAME: RACE:

LEGION RANK: BENNIES: CONVICTION:

FRAM

EWOR

K ABIL

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/CYB

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TICS

NAME/POWER TRAPPING PP RNG DUR EFFECT

N N N S S S S V V V V H H H H L L L L

ABILITY/CYBERWARE/TABLE RESULTS

HERO’S JOURNEY: HERO’S JOURNEY:

NARRATIVE HOOK:

ATTR

IBUTE

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AGILITY SPIRIT

STRENGTH

SMARTS

VIGOR

d6 d8 d8

d66

+d6 5 10 (4)

—20—

d6

d6

d4

d6

d8

d8

Burster

Ariel FiredancerHuman

Bloodthirsty: “I am a blaze of righteous fury.”Mean: “Out of my way, fool!” –1 PersuasionPhobia (Minor): rivers, lakes, and the sea

Quirk (Pyromania): “I love to watch fire dance.”Enemies: priority target of CS and Federation

Psionics

Arcane Background (Psionics) Blaster: Increase damage of certain powersBrave: +2 on Fear checks, –2 on the Fear TableMajor Psionic: Before rolling spend 2 ISP for a +1 bonus on a Psionics check, or 4 ISP for a +2.

Menacing: add +2 to Intimidation rollsNew Powers: detect/conceal arcana*, empathy

Read the FlameSmarts d10Psionics d10 and Notice d10Improved Flame BoltSpirit d10Intimidation d10 and Occult d6Improved Fire MasteryFlame BlastSmarts d12Psionics d12 and Notice d12Power Points (30 ISP total)Spirit d12Intimidation d12 and Occult d8Expert BlasterRetortVigor d8Master BlasterRapid Flame BoltImproved Fiery Aura

Psionics 17Psionics 8

The Evil That Men Do

elemental manipulation — None self 5 Start and control fires, heat, and smoke

detect/conceal arcana* *self only 2 smarts special Detect 5 rounds/Conceal 1 hour.empathy 1 Sma 5 roll vs target’s Spirit, +2 on social skillsfear 2 smarts — Targets make a Fear roll, panicfly* *self only 2 self 5 Flies at Pace 12”protection* *self only 1 self 5 Grants Armor +4 (auto-raise)

NG-33 Laser Pistol 12/24/48 3d6 1 2 20 Flame Bolt Smarts×2 3d6 MD 1 0 — 1 ISP, 2 ISP 4d6 +2 ISP ROF 2

Psionics: +1 on social skills like Intimidation, gain a free reroll using empathy and fear.

Everything Burns: On Raise targets catch fireFiery Aura: 3d6 damage field with +6 Armor. +3 ISP to make armor MD for 5 rounds.

Fire Mastery: uses elemental manipulation for no ISP. Activate Mega modifiers as an action.

Firewalker: Immune to Fire, Heat, plasma dam-age and Hazards. +4 to resist heat-based arcane effects. Lightning, electricity, lasers, ions, and particle beams do −4 damage.

1,900 Universal Credits2,550 credits worth

E-13

d4

d4d4

d4d6

d6

d8Sma

Plastic-Man Light EBA +4 +1 Does not stack with d4 Fiery Aura 13

NG-S2 Survival Pack3× Short E-clips

20 lb.75 lb

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CHARACTER BACKGROUND

“You got a problem? I’m the solution.”Harv is a wise cracking, skull smashing cyborg from Kingsdale. He gave up his humanity early in life to become a mining ‘borg and make some credit then using his new found body as a mercenary to make some real cash. His merc career went south in a hurry when Harv balked at gunning down a convoy of refugees during a job for the Coalition. This decision led to a nasty altercation with his employers. With no real job prospects available Harv joined the Tomorrow Legion to protect refugees rather than shoot at them.

COMBAT CYBORG ABILITIES AND BONUSES

 � Bionic Augmentation: Begin with Strength d12+2, Agility d10, and Vigor d12. These Attributes have no maximum.

 � Cybernetic Enhancements: Adrenal System, Armor Plating (3)*, Audio Package, Bionic Strength Augmentation*, Core Electronics Package, Cyber- Wired Reflexes*, Internal Life Support, Nuclear Power Cell, Optics Package, Reinforced Frame (3)*, Synthetic Organ Replacement*. (*) already factored into stats and abilities.

 � Harder than Steel: +6 MDC natural Armor and +3 Toughness stacks with any MDC Worn Armor providing.

 � High-performance Legs: Begin with the Fleet-Footed Edge.

 � More Machine: +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possesses the Internal Life Support cybernetic enhancement: internal air supply and other systems that make him immune to Disease, Drowning, as well as Poison and grants +4 to resist Cold, Heat, and Radiation; see Hazards in Savage Worlds. Only requires a fifth of the nutrition of a fully organic person.

 � Si ze 1 (Nor ma l) :+1 Toughness from their Size.

 � Upgradeable: Starts with the Upgradeable Edge. � Unarmed Combat: Deals Str+d4 Mega Damage in unarmed

combat and considered armed.

COMBAT CYBORG COMPLICATIONS

 � All Those Moving Parts: Cannot be healed must be repaired using Repair skill—which is used like the Healing skill, only with no Golden Hour.

 � Full Conversion: Becoming a Combat Cyborg uses all of a character’s personal Strain ever.

 � Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit.

 � Heavy: Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks,

including firing vehicular weapons. � Inhuman Appearance: Suffers −1 to

Persuasion rolls when dealing with most beings.

 � Loss of Dexterity: A ’borg suffers −1 to all Agility rolls and linked skills not directly related to combat.

 � Malfunctions: Cyborgs are subject to Technical Difficulties

(see page 117 of the Tomorrow Legion Player’s Guide). � Shadow of Themselves: ’Borgs don’t

choose a race, but may increase an attribute one die type or

take an Edge (meeting all requirements) to reflect their

original race. � Spiritually Numb: Can’t

take Arcane Background Gifted, Magic, Miracles, or Psionics.

COMBAT CYBORGCOMBAT CYBORG HARVHARV

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Bad Luck: “Good ol’ Harv is plum outta’ luck”Stubborn: “There ain’t no way”Loyal: “When you’re this ugly you gotta take care of your friends”

Fleet-Footed: Pace +2, increase running die.Frenzy: roll a second Fighting die with a meleeRock and Roll!: Ignore Recoil penalty when

Shooting. May not move.Sweep: Fighting roll at –2 to hit all targets in weapon’s Reach, no more than once per turn.

Upgradeable: factored in

–1 to all Agility-linked non-combat skill rolls.

First StrikeStrength d12+3Electronics d4 Survival d6Iron JawAgility d12Fighting d12 Shooting d12BraveImproved SweepVigor d12+1Electronics d6 and Common Kn d6Improved First StrikeSteady HandsVigor d12+2Athletics d10 and Notice d8Free RunnerWeapon MasterMaster of ArmsNerves of SteelImproved Nerves of Steel

Cyborg LE-B1 Light Espionage +3 +3 d12+1 40 MDC Armor

Cybernetics 19Close Combat 4

Unarmed Combat Melee Str+d4 MD 0 NA Considered armedWI-C8 “Juicer Chainsaw” Melee Str+3d6+3 MD 6 NA –1 ParryNG-303 Rail Gun 30/60/120 2d10+2 MD 3 6 20 Always MaximumNG-56 Light Ion Pistol 10/20/40 1-3d8 1 0 12 Use Shotgun rules

Built-In Vibro-Longsword Melee Str+d10 MD 10 NA Cybernetic System

800 Universal Credits2500 credits worth

Combat Cyborg

Harvformerly Human

The Coalition

3x Armor Plating: Factored inBionic Strength Augmentation: Factored inCyber-Wired Reflexes: Factored in3x Reinforced Frame: Factored inSynthetic Organ Replacement: Factored in

Adrenal System +2 to recover from Shaken or Stunned, Edges stack.Audio Package +2 to hearing-based Notice checks or to resist audio-based attacks.Core Electronics Package +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.

Internal Life Support Immune to posion and disease, cannot drown. +4 to resist the Hazards of Cold, Heat, and Radiation.Nuclear Power Cell Powers the borg’s built-in systems and weapons. Conncects to carried weapons

Optics Package Illumination Penalties +2 to all sight-based Notice checksNano-Repair System Heal one Wound per day, +4 to resist Bleeding Out.

NG-S2 Survival Pack6× Short E-clips3× Rail Gun ammo drums

20 lb1.5 lb30 lb

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GEARITEM WT

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ACADEMICS (Sma): ATHLETICS (agi): BATTLE (Sma): BOATING (agi): COMMON KN. (Sma): DRIVING (agi): ELECTRONICS (Sma): FIGHTING (agi): GAMBLING (Sma): HACKING (Sma): HEALING (Sma): INTIMIDATION (Spi): LANGUAGE (Sma): NOTICE (Sma):

ARCANE SKILL: _____________________ (__): ARCANE SKILL: _____________________ (__):

OCCULT (Sma): PERFORMANCE (Spi): PERSUASION (Spi): PILOTING (agi): REPAIR (Sma): RESEARCH (Sma): RIDING (agi): SCIENCE (Sma): SHOOTING (agi): STEALTH (agi): SURVIVAL (Sma): TAUNT (Sma): THIEVERY (agi): __________ (__):

ARMO

R

ARMOR: TOUGH: MIN STR: WEIGHT: SHIELD: SPECIAL:

TYPE:

WEAP

ONS

CYBE

RNET

ICS

WEAPON RANGE DAMAGE ROF AP SHOTS NOTES

THIS DOCUMENT MAY BE PRINTED FOR PERSONAL USE. RIFTS® AND MEGAVERSE® ARE REGISTERED TRADEMARKS OF PALLADIUM BOOKS, INC. ALL CHARACTER NAMES AND LIKENESSES ARE COPYRIGHT AND TRADEMARKS OWNED BY PALLADIUM BOOKS, INC. AND USED UNDER LICENSE.

ADVENTUR E EDITION

S A V A G E

W O R L D S FRAMEWORK:

NAME: RACE:

LEGION RANK: BENNIES: CONVICTION:

MARS

FRAM

EWOR

K ABIL

ITIES

CYBERNETIC SYSTEM BONUS

ABILITY/CYBERWARE/TABLE RESULTS

HERO’S JOURNEY: HERO’S JOURNEY: HERO’S JOURNEY: FORTUNE & GLORY: FORTUNE & GLORY:

NARRATIVE HOOK:

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CHARACTER BACKGROUND

“The sound of screaming bunnies haunts my dreams!”The bunny rabbits exploded, the bluebirds scattered to the skies,

and the sweet baby deer’s mother got completely blown away. The Magic Kingdom burned to the ground, and Valka can’t stop crying at night as she remembers all the screaming and the sad and the blood.

The Dark Skull Facers—there were so many of them, and they were so evil. She and her friends just couldn’t save the poor bunnies! Valka Mad-Eyes was saved from the burning kingdom by her friends and taken to refuge to recover. Now she has aligned herself with the heroes of the Tomorrow Legion to smash as many Dark Skull Facers as she can.

CRAZY ABILITIES AND BONUSES

Crazies are super commandos, difficult to lead, but fantastically capable in high risk situations..

 � Bio-Regeneration: Makes a natural healing roll once every 24 hours. Permanent injuries may be recovered once all other Wounds are regenerated; treat each injury as an additional Wound.

 � Enhanced Attributes: +2 die types to Agility, Strength, and Vigor; increase Trait maximums an equal amount.

 � Enhanced Endurance: Begin with the Nerves of Steel Edge, require only half the normal amount of sleep, and gain +4 on checks to resist Fatigue from sleep deprivation.

 � Enhanced Speed: Double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping.

 � Heightened Senses: Gain +2 to Notice and Survival (tracking) rolls, and ignore two points of Range penalties.

 � Minor Psionic: Crazies have access to the following powers (Rank permitting): arcane protection*, boost Trait†, confusion, darksight*, detect/conceal arcana*, disguise*, divination, empathy, environmental protection*, farsight*, fear, healing, mind link, relief, warrior’s gift*. Powers marked asterisk (*) have the reduced Power Points cost from the

Range (Self) limitation, while those marked dagger (†) have both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds).

 � Quick: Begin with the Quick Edge. � Uncanny Reflexes: −2 to be hit by any attack they are aware

of as well as +2 on Evasion rolls. � Losing It: Gains the effects of being Berserk (as per the Edge,

but Strength and Agility are increased two die types instead) as an Innate Ability. Immune to Fear and Intimidation. Cannot use Psionics or other skills requiring concentration except Intimidation, Taunt, Shooting, and Athletics

CRAZY COMPLICATIONS

Crazies have that name for a reason. � Cybernetics: -1 to Psionics per point of Strain. � Distinctive Appearance: The protrusions from the skull

mark a Crazy, but most indulge in tattoos, body piercings, and other means of declaring themselves to the world.

 � Magic: Can’t use magic. � Ne ed s Ac t ion :

D u r i n g p a r t i c u l a r slow periods, the GM may

call for a Spirit roll. Failure means she

becomes irritable or impatient gaining −1 Persuasion, and suffering a −1 to all Trait rolls in this distracted state until a high alert status or action kicks in.

 � Unstable Psyche: From the start (and for no added benefit), the character gains Impulsive and a Hindrance rolled on the Psyche Degradation Table. Gains a Hindrance from the table each time she achieves a new Rank and also rolls once on the

Psionics Hero’s Journey table. � Getting it Together: A Crazy comes

out of Losing It using the standard Smarts roll for Berserk, but she’s hampered and overwhelmed by

her psychological Hindrances and is −1 per Rank to all Trait rolls while Getting It Together. A Crazy may not employ Losing It while in the Getting It

Together state. Time required to Get it Together: Raise: 1d6 minutes.

Success: 1d6 × 10 minutes. Failure: 1d6 hours.. Critical Failure: 24 hours.

CRAZYCRAZY VALKA MAD-EYESVALKA MAD-EYES

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