Ley Lines & Rifts

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Ley Lines & Rifts

Post by Vrothuss »

From Savage RIFTS: GM Handbook p. 85
Ley Lines & Rifts
The entire world was nearly destroyed by these cosmic forces, and they are forever changing the very landscape as well as the lives of everyone who lives on Rifts Earth. Some characters—especially those who usearcane powers, like Ley Line Walkers—seek out ley lines and Rifts whenever possible, gaining great personal benefit from them. At the same time, these sources of power provide challenge and adventure.


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Ley Lines

Post by Vrothuss »

From Savage RIFTS: GM Handbook p. 88

LEY LINES


Ley lines are bands of magical energy, anchored to a specific place over land or sea. They’re usually about a half-mile wide, though some grow as wide as two miles. They extend up from the ground (or sea bottom) anywhere from a few dozen feet to as high as mile or more. They run in surprisingly straight lines, ranging from a couple of miles long to many hundreds of miles.

During the day, a ley line appears as a hazy, bluish glow from a distance. Anyone standing very close to one may not be able to see the ley line at all—much like being able to see smog from a great distance, but not when standing within it. Particularly powerful or active ley lines are much more visible, naturally.

At night, the glow of a ley line is highly visible, rippling with blue-white energy that pulses similarly to a plasma lamp. Standing near or even within a ley line is not inherently dangerous; most people feel a slight tingle. Those sensitive to magical or psionic energy feel a great deal more, but unless a storm is active, the sensations are generally pleasant.

As indicated in The Tomorrow Legion Player’s Guide, you can randomly determine if a ley line is nearby with a roll of 2d6. If either die results in a 6, there’s a ley line within a few hundred feet. If both dice come up as 6, there is a nexus close by, and possibly a Rift. You can determine the basic characteristics of the ley line as you wish, or you can roll on the following chart for a quick determination.
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Ley Line Storms

Post by Vrothuss »

From Savage RIFTS: GM Handbook p. 85-6, 88

LEY LINE STORMS


The constant ebb and flow of energy along ley lines frequently results in large, dangerous, and potentially devastating outbursts of energy called ley line storms. While they have many similar characteristics to meteorological storms, there are differences as well.

The sky turns dark with green-gray tinges, visible within a few miles of the ley line. Dark, billowing clouds roll one direction along the line, with winds gusting 35 mph or more and blue-white flashes of lightning striking the ground to either side of the line. Everything in the area of the storm (which has a rough radius of three to five miles) glows with a halo of crackling magical energy, especially items and beings of magic or psionic power. Oddly, ley line storms have little to no rain associated with them.

While in the grips of a ley line storm, any rolls to use electrical equipment suffer a −2 penalty, while trying to use Techno-Wizard items incurs a −4 penalty. No one, including Ley Line Walkers, can tap into the extra PPE of a ley line while a storm is raging. Ley line communication and travel is impossible.

Any attempt to use Ley Line Phasing or a Ley Line Gate requires a spellcasting roll at −4; failure means the Ley Line Walker (and any passengers) end up at a location on the ley line chosen by the GM, and everyone is Shaken. The Ley Line Walker’s Vigor check to avoid Fatigue suffers an additional −4 penalty.

When Do Ley Line Storms Happen? wrote:
Generally speaking, a storm breaks out any time you want it to. Narratively, this is a tool to create challenge and excitement, as well as a way to exemplify the dangers of Rifts Earth.

If you want a means of randomly determining when a storm might hit, simply draw a card from the Action Deck for each day the heroes travel on or near a ley line. On a King or greater, a storm hits. If they are near a nexus, a storm hits on any face card (Jack or better).

Any attempt at using magic or mystical powers while in a ley line storm risks wild, unexpected side effects. Each use of a power or arcane ability (including those coming from items) requires a roll on the Ley Lines Storm Affect on Magic while in a storm.

Psionics are not immune to the effects of a ley line storm. While in the area of effect, they suffer −2 to all Psionics skill rolls, as well as an overall Fatigue level due to constant headaches. The headaches go away within 10 minutes after the storm ends or they leave the area.

Ley line storms last anywhere from 30 minutes to two hours. Every half hour the heroes are within a ley line storm (every 15 minutes, if they’re near a nexus), roll on the Ley Line Storm Effect Table (see page 87) for additional random effects.

Obviously, the best thing to do when caught in a ley line storm is to get out of it. However, depending on what modes of transportation the group has, this may be much easier said than done. If you really want the challenge of the ley line storm to affect the heroes, it’s entirely reasonable to say their vehicles are fully malfunctioning, or at least not operating at full capacity. Any magical means of transport are out of commission during the storm. This can mean the group tries to hunker down and ride out the storm, or they have to hoof it to get away.

If they do decide to hole up in their vehicles, these provide protection from most of the storm’s incidental effects; the wind and debris, any normal storm effects like rain, and the effects of Rolling Thunder and Effluvia. The Ley Lightning and Massive Ley Lightning Bolt may also be deflected by vehicle armor. Other effects, such as the Air Lift, Euphoria, and Dimensional Flux, still happen as described.

LEY LINE CHARACTERISTICS _
  • [ D8 -->> RESULT ]
  • 1 -->> Tiny
  • 2 -->> Small
  • 3 -->> Medium
  • 4 -->> L arge
  • 5 -->> Very Large
  • 6 -->> Huge
  • 7 -->> Gargantuan
  • 8 -->> Colossal

Code: Select all

[b]Ley Line Charactristics[/b] 1d8
[OOC=LEY LINE CHARACTERISTICS _]
[list] [ D8  -->>  RESULT ]
[*] 1  -->> Tiny
[*] 2  -->> Small
[*] 3   -->> Medium
[*] 4  -->> L arge
[*] 5 -->>  Very Large
[*] 6 -->> Huge
[*] 7    -->>  Gargantuan
[*] 8     -->> Colossal
[/list]
[/OOC]
LEY LINE STORM AFFECT ON MAGIC _
  • [ D6 -->> RESULT ]
  • 1 - 2 -->> Negation
  • 3 -->> Surge
  • 4 -->> Diminish
  • 5 -->> Wild
  • 6 -->> Explsive

Code: Select all

[b]Ley Line Storm Affect On  Magic[/b] 1d6
[OOC=LEY LINE STORM AFFECT ON MAGIC _]
[list] [ D6  -->>  RESULT ]
[*] 1 - 2   -->> Negation
[*] 3   -->> Surge
[*] 4  -->> Diminish
[*] 5  -->> Wild
[*] 6  -->> Explsive
[/list]
[/OOC]
LEY LINE STORM EFFECT _
  • [ D8 -->> RESULT ]
  • 1 -->> Ley Lightning
  • 2 -->> Air Lift
  • 3 -->> Rolling Thunder
  • 4 -->> Euphoria
  • 5 -->> Alien Interdimensional Effluvia
  • 6 -->> Dimensional Flux
  • 7 -->> Massive LeyLightning Bolt
  • 8 -->> A Rift Opens

Code: Select all

[b]Ley Line Storm Effect[/b] 1d8
[OOC=LEY LINE STORM EFFECT _]
[list] [ D8  -->>  RESULT ]
[*] 1  -->> Ley Lightning
[*] 2  -->> Air Lift
[*] 3  -->> Rolling Thunder
[*] 4  -->> Euphoria
[*] 5  -->> Alien Interdimensional Effluvia
[*] 6  -->> Dimensional Flux
[*] 7  -->> Massive LeyLightning Bolt
[*] 8  -->> A Rift Opens
[/list]
[/OOC]
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Nexues and Rifts

Post by Vrothuss »

From Savage RIFTS: GM Handbook p. 88

NEXUSES AND RIFTS
In simplest terms, a nexus is where two or more ley lines connect. Nexuses are the most likely points on the planet where a ley line storm might erupt or a Rift open, making them very dangerous and exciting places. Not every nexus has an open Rift, nor is any nexus guaranteed to ever feature one. However, the likelihood of both storms and Rifts makes most people avoid them.

Those who use ley lines for travel or communication, however, are fond of nexuses. They represent points of connection, allowing for effectively networked messaging as well as the capacity to change directions while flying along a line. Many scholars believe ancient, pre-Rifts civilizations understood a great deal more about ley lines and nexuses than the more modern societies that came after, which is why the ruins of great stone pyramids and similar structures around the world can be found at particularly powerful nexus points.

When Do Rifts Open? wrote:
As with ley line storms, you should have a Rift open whenever you feel it serves the story. The name of the setting pretty much spells it out that Rifts are a key part of the experience.

If you want a means of randomly determining when a Rift opens, simply draw a card from the Action Deck for each day the heroes travel near or remain near a nexus. On a King or greater, a Rift opens. If a battle occurs or significant magic is used, a Rift opens on any face card (Jack or better).
Last edited by Vrothuss on Fri Mar 01, 2019 9:48 pm, edited 6 times in total.
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Rift Characteristics

Post by Vrothuss »

From Savage RIFTS: GM Handbook p. 88

RIFT CHARACTERISTICS
Each Rift is likely to be different from any other, as the following sections make clear. But some general qualities are true about most of these tears in the fabric of time and space.

Most Rifts appear as oval-shaped holes in the air, creating a shimmering wall of rippling, loudly crackling energy through which another world is visible. The view is rarely clear, and sometimes only fleeting images can be seen before something changes, but beings on either side of a Rift have at least some sense of where they are jumping to if they decide to enter one.

The majority of Rifts encountered open are at or very close to ground level. There are roughly three size categories a Rift might fall into: small ones are roughly 10 feet tall, medium ones range from 50 to 100 feet tall, and large ones can be a mile or more in height. The outline of a Rift is most often a shimmering, pulsing halo of blue-white energy, like a more intense version of the energy flowing through ley lines when they are visible.

Most Rifts allow travel in either direction, though this cannot be counted upon. As well, there are Rifts that shift locales so fast, it’s possible for people to end up in different places if they wait too long between turns stepping through. This is why most who look to travel through a Rift prefer to work with someone like a highly experienced Ley Line Walker, who can manipulate and control the effects of a Rift and where travelers end up.

As well, due to the often temporary nature of a Rift, as well as the tendency to shift connections, a group may wind up unable to return home unless someone is trained and capable of opening or manipulating Rifts.
Last edited by Vrothuss on Fri Mar 01, 2019 9:48 pm, edited 3 times in total.
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Categories of Rifts

Post by Vrothuss »

From Savage RIFTS: GM Handbook pg. 88-89

CATEGORIES OF RIFTS
A few nexuses around the world anchor Permanent Rifts. The most well-known such Rifts in North America are the Calgary Rift, which is surrounded by a growing kingdom of monstrous D-Bees, and the Saint Louis Rift, located right at the famous arch. The Coalition States government has a permanent, very sizable military presence there, cutting the Rift off from the rest of the world. Some suspect there’s also a Permanent Rift in the ruins of Detroit, but this remains unconfirmed. There are maybe two dozen Permanent Rifts on the planet, at most. When randomly generating a Rift, do not roll on the Rift Duration Table.

More common is the Periodic Rift, which appears regularly in the same place. Periodic Rifts tend to operate on a schedule; they appear for a set amount of time, then close for another set period of time. While this isn’t 100% true for every Periodic Rift, the vast majority of them function like this. Periodic Rifts appear most commonly on nexus points, especially ones where a stone pyramid was built in the past.

The most common category is that of the Random Rift, which opens once at a single location and is gone soon after, never to return. Random Rifts are often the result of a ley line storm or other event, such as cosmological confluences. Equinoxes, solstices, and eclipses commonly trigger Random Rifts, though other, often unseen factors can also invoke them.

Particularly accomplished wielders of arcane or mystic powers, as well as some very gifted psionicists, are able to open Rifts through effort and will. Future products in the Savage Rifts® line will introduce these abilities, but as GM, you can feature scenarios where a caster or powerful entity manipulates or causes a Rift to open for his own purposes.

RIFT CATEGORY _
  • [ D12 -->> RESULT ]
  • 1–8 -->> Random Rift
  • 9 –11 -->> Periodic Rift
  • 12 -->> Permanent Rift

Code: Select all

[b]Rift Category[/b] 1d12
[OOC=RIFT CATEGORY _]
[list] [ D12  -->>  RESULT ]
[*] 1–8   -->>  Random Rift 
[*] 9 –11 -->>  Periodic Rift 
[*] 12     -->>  Permanent Rift
[/list]
[/OOC]
Last edited by Vrothuss on Thu Jan 24, 2019 3:10 pm, edited 6 times in total.
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Types of Rifts

Post by Vrothuss »

From Savage RIFTS: GM Handbook pg. 89 - 90

TYPES OF RIFTS
The vast majority of Rifts are Dimensional Rifts. They open to one or more worlds in the Megaverse®, connecting Rifts Earth to the infinity of existence. When traveling through a Dimensional Rift, the characters are normally on a synchronized timeline, so to speak. In other words, if they spend three hours in the other world and make their way back through, three hours will have passed on Rifts Earth. This is not absolute, but it
tends to be true.

Another, much rarer type is the Time Rift, which opens to a different time period of Rifts Earth. This could be the distant past, just three days ago, or some point in the future. Most often, if the heroes find their way back, little to no time has passed from when they first entered the Time Rift. Of course, Time Rifts also have the potential to import beings and things from other times into present-day Rifts Earth.

Also very rare is the Space/Time Rift, which combines elements of both Dimensional and Time Rifts. This results in trips back and forth through time, but on another world. In most ways, a Space/Time Rift is identical to a Dimensional Rift from the perspective of the heroes. The only instance where the difference is relevant pertains to dealing with a familiar world, previously encountered, but with a time-shift in play. For example, the heroes might know a particular world fairly well due to a recurring Dimensional Rift; a Time/Space Rift opening to the same world, but at a different time, would create a new experience for them.

A few portals might be Ley Line Rifts, locked to other places along the ley lines of Rifts Earth. These rather special Rifts may potentially be manipulated by Ley Line Walkers to open to any nexus on Rifts Earth. The Walker makes a Magic skill roll at −2 for any nexus location they’ve been to before, or −4 if they’ve never been to the location to which they’re trying to connect. If they fail, the Ley Line Rift shuts down and cannot be used until it re-opens (if ever). With success, they and their companions can go through the Rift, but once through, the Rift shuts down in 2d6 minutes (though it may well open up at a later time or date).

Occasionally, the Powers That Be on another world figure out how to control a Rift from their side of things. These Other Side Rifts only function to allow beings and things into Rifts Earth, with no travel to the other world possible. Most of the time, these are short-lived portals (the energy and resources necessary to open and maintain a Rift are beyond enormous), but some entities or even entire civilizations might have what it takes to maintain such a Rift for much longer. In such instances, their portal might even allow travel in both directions.

Something of a subset of Dimensional Rifts, the far rarer Mythic Rifts actually connect to supernatural realms that are homes to gods, demons, elementals, and similar entities normally relegated to myth and legend. This could mean contact with Mount Olympus, one of the Nine Hells, or the Elemental Plane of Fire, for example. Interestingly, on the rare occasion such a Rift opens, it will likely (1– 4 on a d6) connect to a place of spiritual or mystic importance to one or more people present. If a Mystic with an affinity for the Norse pantheon were present when such a Rift opened, she might well find herself faced with a path to Asgard.

Another equally rare subset of Dimensional Rifts is the Ethereal Rift, which directly connects to the “in-between” ghostly realm known to astral travelers, spirit walkers, lucid dreamers, and similar beings. Some call this place the Astral Plane, while others call it the Ether, and still others call it the Dreamtime. Whatever the preferred phrase, physically entering an Ethereal Rift can be extremely dangerous, as biological beings can’t live for very long in a place where there’s nothing real to eat and only imaginary air to breathe. With some preparation, a short jaunt through the Ether can reach some very interesting places, but only with a proper guide to lead the way. Among other things, this is a place to commune with spirits of all kinds and see visions of things that were, or portents of things to come.

RIFT TYPE _
  • [ D20 -- RESULT]
  • 1 –14 -- Dimensional
  • 15 -- Time
  • 16 -- Space/Time
  • 17 -- Ley Line
  • 18 -- Other Side
  • 19 -- Mythic
  • 20 -- Ethereal

Code: Select all

[b]Rift Type[/b] 1d20
[ooc=RIFT TYPE _]
[list][ D20 -- RESULT]
[*] 1 –14 -- Dimensional
[*] 15 -- Time
[*] 16 -- Space/Time
[*] 17 -- Ley Line
[*] 18 -- Other Side
[*] 19 -- Mythic
[*] 20 -- Ethereal[/list][/ooc]
Last edited by Vrothuss on Thu Jan 24, 2019 3:13 pm, edited 4 times in total.
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Rift Conditions

Post by Vrothuss »

From Savage RIFTS: GM Handbook pg. 90, 92

RIFT CONDITIONS
All Rifts are not created equal, and various conditions define their state, function, and impact. The following are the most commonly catalogued conditions encountered when dealing with a Rift.

Blind: Most Rifts can be seen through, but the energies of a Blind Rift make it impossible to know what’s on the other side. A Ley Line Walker’s Observation Sphere might be used to look on the other side, if she can make a Magic roll at −2 (failure dispels the Sphere, and no further attempts work). Sending some kind of electronic probe might work, but any Notice rolls are made at −6, and a modified one the Notice die means the device is disabled in transit.

Consuming: One of the more dangerous Rifts, this one acts like a kind of viral-infection-meets-vacuum-cleaner, spreading out from its origin point along a ley line. It expands wider and lengthwise as it steadily turns the entire line into a giant portal. The growth rate is fast enough that anyone caught unaware in the vicinity must make an Agility check to avoid being snatched up and transported (see Unexpected Destinations, below). As the Consuming Rift churns along, it replaces the local terrain with that of whatever world it’s connected to at the time. Consuming Rifts also rapidly connect to many different worlds (once every three seconds; ignore the Rift Switch Rate Table), and while they might spew out almost any monster or being, anything besides permanent terrain is sucked back into the Rift on a roll of 1–3 on a d4.

Diminishing: The moment this Rift comes into existence, it’s already falling apart. Any attempt to manipulate it through magic is rolled at −4, and it’s duration is 1d6 × 10 seconds (ignore the Rift Duration Table when rolling up random Rifts, and Permanent Rifts cannot have the Diminishing quality).

Easy: These Rifts are favorites for anyone with any knowledge of magic, as they’re incredibly easy to manipulate. Anyone with Magic skill can spend 20 PPE and make a roll to focus the Rift on any Rifts Earth location or other world he wishes. He can keep the portal open for 1 PPE per minute, so long as he stays within his Smarts range of the portal on either side.

Exploding: Another particularly dangerous Rift, as soon as this kind comes into being, Ley Line Walkers can tell it’s only got a few seconds before it explodes and disappears. Tendrils of energy lash out violently in all directions as the portal rapidly expands, sending terrain and everything (and everyone) in its path to another world. Anyone too close must make an Agility check at −2 to avoid being transported.After 4d6 seconds (ignore the Rift Duration Table), it explodes, doing 3d6 Mega Damage over a large area—a city block, at least.

Partial: Rifts like these are useless for transporting anything, but they act as both energy sources and potential communication portals between worlds. While active, wielders of magic can draw twice the amount of PPE normally accessible (though the maximum amount they can hold remains the same, their draw rate is doubled). This is due to the tight focus of energy such a portal causes. As well, telepathy or other forms of magic communication might be used to speak with beings beyond the Rift. Very powerful supernatural beings might detect and use this Rift from anywhere in the Megaverse® to communicate with those receptive to them.

Pulsing: Every minute, like clockwork, a Pulsing Rift surges with energy and seems to expand like a balloon, and then contract back to it’s normal size. When this happens, a new world or other location is viewable and accessible. This replaces the Switch Rate you would otherwise roll for, below.

Stable: The defining characteristic of this Rift is that it has no other notable defining condition. It opens, has all the basic elements as described by its Category and Type (as well as any random aspects chosen or rolled below), and eventually closes unless it’s one of the exceedingly rare Permanent Rifts.

Transparent: An odd, quiet kind of portal, the Transparent Rift has no easily observable energy lines and is very easy to look through to the other world or location it connects to. Any beings from the other side can also easily look back through, and passage back and forth between the locations is as simple as stepping through a door for as long as the Rift is open.

RIFT CONDITION _
  • [ D20 -->> RESULT ]
  • 1– 2 -->>Blind
  • 3 - 4 -->> Consuming
  • 5 - 7 -->> Diminishing
  • 8 - 9 -->> Easy
  • 10 -->> Exploding
  • 11 - 13 -->> Partial
  • 14 - 16 -->> Pulsing
  • 17 - 19 -->> Stable
  • 20 -->> Transparent

Code: Select all

[b]Rift Condition[/b] 1d20
[OOC=RIFT CONDITION _]
[list] [ D20  -->>  RESULT ]
[*] 1– 2 -->>Blind
[*] 3 - 4 -->> Consuming
[*] 5 - 7 -->> Diminishing
[*] 8 - 9 -->>  Easy 
[*] 10 -->> Exploding
[*] 11 - 13 -->>  Partial 
[*] 14 - 16  -->>  Pulsing
[*] 17 - 19 -->> Stable
[*] 20 -->> Transparent          
[/list]
[/OOC]
Last edited by Vrothuss on Thu Jan 24, 2019 3:15 pm, edited 2 times in total.
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Random Rift Creation Tables

Post by Vrothuss »

From Savage RIFTS: GM Handbook pg. 92

RANDOM RIFT CREATION TABLES
With all of the above information, you can create a number of interesting Rift-oriented encounters and experiences. Of course, you may wish to randomly determine the nature and elements of an encountered Rift, using the following tables (see next page). When rolling Rift Duration and Rift Switch Rate, keep the results secret. A Ley Line Walker, or someone with either extensive magical or scientific knowledge, might be able to get an educated guess at this information, but it should otherwise remain unknown.

The Rift Switch Rate refers to how frequently the Rift changes the world or destination to which it’s linked. Most Rifts can connect to many different places over the course of their existence, but tend to have a set of specific locations they cycle through: Choose or roll 2d6 for how many.

RIFT SIZE _
  • [ D6 -->> RESULT ]
  • 1 – 3 -->> Small (8 - 12 feet)
  • 4 – 5 -->> Medium (50 - 100 feet)
  • 6 -->> Large (1,000 feet to one mile or more)

Code: Select all

[b]Rift Size[/b] 1d6
[OOC=RIFT SIZE _]
[list] [ D6  -->>  RESULT ]
[*] 1 – 3   -->>  Small (8 - 12 feet)
[*] 4 – 5 -->>  Medium (50 - 100 feet) 
[*] 6     -->>  Large (1,000 feet to one mile or more)
[/list]
[/OOC]
RIFT DURATION _
  • [ D8 -->> RESULT ]
  • 1 -->> 5d6 seconds
  • 2 – 3 -->> 2d6 minutes
  • 4 – 5 -->> 3d10 minutes
  • 6 -->> 1d4 x 20 minutes
  • 7 -->> 1d4 hours
  • 8 -->> 2d12 hours

Code: Select all

[b]Rift Duration[/b] 1d8
[OOC=RIFT DURATION _]
[list] [ D8  -->>  RESULT ]
[*] 1  -->> 5d6 seconds  
[*] 2 – 3   -->>  2d6 minutes
[*] 4 – 5 -->>  3d10 minutes  
[*] 6     -->>  1d4 x 20 minutes
[*] 7     -->>  1d4 hours
[*] 8     -->>  2d12 hours
[/list]
[/OOC]
RIFT SWITCH RATE _
  • [ D12 -->> RESULT ]
  • 1 --> Every 3 seconds
  • 2 -->> Every 10 seconds
  • 3 -->> Every 30 seconds
  • 4 -->> Every minute
  • 5 -->> Every five minutes
  • 6 -->> Every 10 minutes
  • 7 -->> Every 30 minutes
  • 8 -->> Every hour
  • 9 -->> Every 5 hours
  • 10 -->> Every 12 hours
  • 11 -->> Every 24 hours
  • 12 -->> Never

Code: Select all

[b]Rift Switch Rate[/b] 1d12
[OOC=RIFT SWITCH RATE _]
[list] [ D12  -->>  RESULT ]
[*] 1  --> Every 3 seconds
[*] 2 -->> Every 10 seconds
[*] 3 -->> Every 30 seconds
[*] 4 -->> Every minute
[*] 5 -->> Every five minutes
[*] 6 -->> Every 10 minutes
[*] 7 -->> Every 30 minutes
[*] 8 -->> Every hour
[*] 9 -->>  Every 5 hours 
[*] 10 -->> Every 12 hours
[*] 11 -->> Every 24 hours
[*] 12 -->>  Never   
[/list]
[/OOC]
DEVIATION _
  • [ D8 -->> RESULT ]
  • 1 -->> Rifts Earth (go to the Rifts Earth Locations Table below
  • 2 – 3 -->> Parallel Earth
  • 4 – 5 -->> Earthlike world (humns or human-dominant)
  • 6 - 7 -->> Alien-but-relatable world (human-like dominant species)
  • 8 -->> Very alien world

Code: Select all

[b]Deviation[/b] 1d8
[OOC=DEVIATION _]
[list] [ D8  -->>  RESULT ]
[*] 1  -->> Rifts Earth (go to the [b]Rifts Earth Locations Table[/b] below  
[*] 2 – 3   -->> Parallel Earth
[*] 4 – 5 -->>  Earthlike world (humns or human-dominant)  
[*] 6 - 7    -->>  Alien-but-relatable world (human-like dominant species)
[*] 8     -->>  Very alien world
[/list]
[/OOC]
Last edited by Vrothuss on Fri Mar 01, 2019 10:00 pm, edited 5 times in total.
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Unexpected Destinations

Post by Vrothuss »

[From Savage RIFTS: GM Handbook pg. 92

UNEXPECTED DESTINATIONS
Unless someone of sufficient knowledge and power controls a Rift, the potential destinations such a portal may open to are truly infinite. As the Game Master, you can have a Rift lead to anywhere you like, and in many cases, you may wish to choose a destination that fits your story plans. For the times when you want or need a randomized set of parameters to help you quickly craft a destination, use the following tables (see page 93).

There are countless factors when considering what kinds of worlds exist. The following tables focus primarily on those world-building elements that matter most to adventures and storytelling for you and your players. Deviation indicates how far from human-centric “normal” the world is, while Era deals with various potential time periods, as related to Earth’s own history. The Magic and Psionics Tables deal with the prevalence of each in the destination setting. Roll on the Other Big Factors Table as many times as you like, adding other potential, setting-wide elements.

Note that you can also roll on the Era Table when dealing with Time Rifts and Space/Time Rifts. For Ley Line Rifts, go straight to the Rifts Earth Locations Table, which determines how far away from their starting location the characters wind up.

RIFTS EARTH LOCATION _
  • [ D6 -->> RESULT ]
  • 1 -->> A few miles away
  • 2 -->> Dozens of miles away
  • 3 -->> Hundreds of miles away
  • 4 –->> Thousands of miles away
  • 5 -->> Another continent
  • 6 -->> Somewhere on an ocean

Code: Select all

[b]Rifts Earth Location[/b] 1d6
[OOC=RIFTS EARTH LOCATION _]
[list] [ D6  -->>  RESULT ]
[*] 1  -->> A few miles away  
[*] 2  -->> Dozens of miles away
[*] 3  -->> Hundreds of miles away
[*] 4  –->> Thousands of miles away
[*] 5  -->>  Another continent
[*] 6  -->>  Somewhere on an ocean
[/list]
[/OOC]

ERA _
  • [ D12 -->> RESULT ]
  • 1 --> Prehistoric
  • 2 -->> Stone Age (Early Barbarism)
  • 3 -->> Bronze/Iron Age/Early Civilization
  • 4 -->> Roman Empire
  • 5 -->> Medieval Era
  • 6 -->> Post-Medieval (Renaissance)
  • 7 -->> Early Industrial (Victorian/Wild West)
  • 8 -->> Machine/Atomic/Space Age
  • 9 -->> Information/Digital Age
  • 10 -->> Post 21st Century War-Torn Dystopia (World War III)
  • 11 -->> Post-Human Development (Cybernetics, Gene Modification)
  • 12 -->> Intestellar Age (Deep Space Colonization, Endless Energy) Never

Code: Select all

[b]Era[/b] 1d12
[OOC=ERAE _]
[list] [ D12  -->>  RESULT ]
[*] 1  --> Prehistoric
[*] 2 -->> Stone Age (Early Barbarism)
[*] 3 -->> Bronze/Iron Age/Early Civilization  
[*] 4 -->> Roman Empire
[*] 5 -->> Medieval Era
[*] 6 -->> Post-Medieval (Renaissance)
[*] 7 -->> Early Industrial (Victorian/Wild West)
[*] 8 -->> Machine/Atomic/Space Age
[*] 9 -->> Information/Digital Age
[*] 10 -->> Post 21st Century War-Torn Dystopia (World War III)
[*] 11 -->> Post-Human Development (Cybernetics, Gene Modification)
[*] 12 -->> Intestellar Age (Deep Space Colonization, Endless Energy) Never   
[/list]
[/OOC]

Magic _
d6
Psionics _
d6
Other Factors _
d10
Last edited by Vrothuss on Fri Mar 01, 2019 10:13 pm, edited 4 times in total.
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Vrothuss
6 Advances - Seasoned 3 - Gemini Demon Shifter
Parry: 2 || Toughness: 10 [1]
PPE: 30/30
Combat Edge: None
Bennies: 3/3

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IMPORTANT NOTES ON RIFT-ORIENTED ADVENTURES

Post by Vrothuss »

[From Savage RIFTS: GM Handbook pg. 92, 94

IMPORTANT NOTES ON RIFT-ORIENTED ADVENTURES
The world of Savage Rifts® is arguably defined by the presence and impact of portals to everywhere and every-when. When the heroes interact with these powerful, often unpredictable features, a sense of danger and the unknown should permeate the experience.

For the Game Master, they are an exciting tool to do almost anything and have it fit the continuity of the setting, as well as the players’ expectations. You need never feel constrained by the random tables in the preceding section; they should serve only to spark your imagination and help you create many different stories and experiences for your players...and yourself!

If during a given session you want a portal to open from a fantasy realm, spewing out hordes of orcs and goblins, you need only say that the group is fairly near a nexus, there’s a flash of energy in the sky, and suddenly there are orcs and goblins screaming out of a tear in the fabric of time and space. Time to deal Action Cards!

Newer and less-experienced characters will not normally have the knowledge or means to open or control a Rift (the powers for doing things like that are planned for later installments in the game line, dealing with the abilities of far more experienced arcane casters). This situation can lead to characters winding up on the other side of a Rift, in a world they never meant to enter or did not understand the consequences of stepping through a Rift to reach.

Ramp up the excitement with this as much as you are inclined, even playing up the sense of the heroes being trapped in a new world. However, if you don’t care to switch your Savage Rifts® campaign to another setting, add some mechanism in that new world to allow the heroes to return home. It might be the object of a quest, a favor extracted from a powerful mage or scientist of the visited world, or any number of other means they might find to get home. Another useful aspect of Rifts is their capacity to shortcut otherwise very long travel times. If you really want to get the heroes to another place on Rifts Earth that is quite far away, you need only have a nearby Rift that opens to a place at or near the desired location.
“We need to get to England as soon as possible, but I’ve no idea how we’re going to get there, much less in time.”

“Ah, well, good thing there’s a Rift near Albertville that opens up to a spot next to Stonehenge every five hours.”
Of course, Rifts also provide potential enemies. Granted, the Coalition never knowingly uses the necessary arcane talents to manipulate a Rift. Some enterprising commander, however—who’s come to understand a particular portal well enough to know how and when to send his troops through it—might well take the tactical advantage. More magically inclined enemies will, of course, happily make use of a Rift against the heroes if they can. Rifts might also represent a kind of (super)natural disaster, creating situations where the heroes can step in to help beleaguered innocents. This might involve a destructive Rift or ley line storm devastating a town, or unfortunate D-Bees from another world violently dumped onto Rifts Earth, surrounded by dangers they don’t understand.
Last edited by Vrothuss on Fri Mar 01, 2019 10:10 pm, edited 4 times in total.
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Characters, Ley Lines, and Rifts

Post by Vrothuss »

From Savage RIFTS: GM Handbook pg. 94 - 5

CHARACTERS, LEY LINES, AND RIFTS
The Tomorrow Legion Player’s Guide outlines ways magical and psionic characters benefit from interactions with ley lines and Rifts.
  • Those who use PPE can draw and hold more of it when they’re close enough to a ley line.
  • Those who use ISP, if they are at least Major Psionics, gain greater advantages if they are directly on a ley line or a nexus.
  • Ley Line Walkers start with a number of Special Abilities that relate directly to ley lines, and they have Iconic Edges that expand on those abilities.
In addition to the abilities enumerated in The Tomorrow Legion Player’s Guide, certain kinds of Rifts described above (Ley Line Rifts, and those with the Easy Condition) can be manipulated as described. Walkers can effectively “operate” a Ley Line Rift, and anyone with the Arcane Background (Magic) Edge can manipulate an Easy Rift.

Inevitably, arcane characters try to manipulate other Rifts, especially if things go wrong and one or more of their companions wind up on the wrong side of a portal-related accident. Alternately, a Techno-Wizard or even a Psi-Operator with a strong science background might make the case for trying to manipulate a Rift’s energies. In the interest of finding ways to say “yes” to cool ideas, here are some guidelines.

Anyone trying to open or manipulate anything other than an Easy Rift, or anyone other than a Ley Line Walker trying to manipulate a Ley Line Rift, will have to spend at least 30 PPE (40 if it’s a Consuming or Explosive Rift) and make a Magic skill roll at −4 (or −6 for Consuming or Explosive Rifts). Success allows the character to make a single change to the Rift; a raise allows two changes. The following changes are permitted:
  • Open a Known Periodic Rift: Assuming the character knows her current location is the site of a Periodic Rift, she can open it. Opening such a Rift doesn’t guarantee any other aspects, though if a given Periodic Rift is fairly consistent in its Condition and other qualities, it is likely to stay true to those.
  • Focus a Rift on a Specific Destination: If the Rift regularly has a given destination as part of its makeup, a single change can be applied to focus it on that place. This process cannot be used to force a Rift to connect to a location with which it doesn’t normally link; such power comes from very specific experience and training.
  • Alter a Rift’s Condition: Most Rifts can be altered from their current Condition to (temporarily) Stable. Consuming and Explosive Rifts can only be shifted to Pulsing or Diminishing; the latter is an effective way to get rid of an otherwise destructive Rift.
  • Alter a Rift’s Duration: A single change can raise or lower a Rift’s Duration by one level.
  • Alter a Rift’s Switch Rate: A single change can raise or lower a Rift’s Switch Rate by one level.
This process cannot alter a Rift’s Category or Type. Any of the changes described above only last for one minute, but if desired they can be
maintained for 1 PPE per additional minute.

Techno-Wizards, Psi-Operators, and anyone with the Gadgeteer Edge can construct a device to attempt the changes described above. In this case the device isn’t based on a particular power; it’s simply the gadget needed to manipulate a Rift. The character must make a Knowledge (Science) roll at −4 to successfully build and link the device to the Rift; he must then use his Psionics or Techno-Wizard skill in the same way as described above, in place of the Magic skill, and spending a like amount of ISP in place of the PPE indicated.

Techno-Wizards, using their Arcane Machinist ability, can do this quickly enough to handle most Rifts. Anyone else using the Gadgeteer Edge must make the usual d20 roll to determine how many minutes are required; a bad roll could mean they can’t get the device built before a Rift explodes, collapses, or otherwise becomes impossible to manipulate.

If you wish to permit it, the above processes could also be used to try to dampen a ley line storm. Treat the storm the same as trying to manipulate a Consuming or Explosive Rift—40 PPE or ISP is required, and the penalties are −6. Success means the heroes avoid Random Ley Line Storm Effects for the duration, while a raise actually shuts down the storm.
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Rifts, Ports, and Tears

Post by Vrothuss »

On the last page of the document are written these notes.

Rifts, Ports, and Tears
To my knowledge there exist a means for creating smaller size openings in the fabric of time and space. These openings act more like theend points of a conduit and therefore can be of roughly three sizes.

A Rift of the type described, is nothing more tha a vertical line or slash the fabric of reality. This type of opening is from 5 to 10 feet long with sides like elastic that allow things large and small to pass through with relative ease.

A Port, also known as a Portal, is an opening of roughly a 2 foot diameter. This one tends be fairly stable in dimensions and fluxuates rarely.

A Tear is small. They are anywhere from a couple of inches long to maybe a foot long at the most. The flexibility at the edges is minor maybe opening an inch or two at each edge.

These phenomena exist because of "misplaced" persons, places, or objects. Most of the times they are objects, as persons and places eventually find their way back to their approrpiate time and space. Sometimes Dimensional crossings can take awhile to realign themselves.

Note that there is a dispalcement of two persons, places, and/or objects. And these displaced things have somehow changed time, space, and/or dimensions with each other.

Because they are physical conduits, Rifts, Ports, and Tears also represent the proximity of displaced things to each other. The closer they are the larger the opening.

Discovery Notes _
Common Knowledge for a person's own time, space, and dimension.
K/History for a person who is not native to the time, space, and/or dimension.
For each non-native element (time, space, and/or dimension) the dificulty increases by -2.
Vrothuss _

Vrothuss
6 Advances - Seasoned 3 - Gemini Demon Shifter
Parry: 2 || Toughness: 10 [1]
PPE: 30/30
Combat Edge: None
Bennies: 3/3

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