Setting Rules

A chartered company of explorers, commissioned by the City of Lazlo and other partners, sets off to pass over the Rocky Mountains and see what lies beyond.
GM: Venatus Vinco
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Venatus Vinco
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Setting Rules

Post by Venatus Vinco » Mon Sep 02, 2019 4:58 am

Adventure Inc. Setting Rules
“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.
  • Game Style: Exploration/Sandbox
  • HJ Rolls: Standard
  • FG Rolls: Standard
  • Adventure Cards: No
  • EP Allowed: Yes
  • Character Restrictions: No Necromancers, No Vampires
Special
Alone in the Dark: Any character who goes to explore something alone must make a roll on the Death and Defeat Table.
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Venatus Vinco
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Re: Setting Rules

Post by Venatus Vinco » Sun Jan 12, 2020 10:42 am

The Expedition
Adventure Inc. is a large expedition made up of numerous explorers, adventurers, warriors, traders and diplomat. The overall leader of the company is Lady Alexandre Mackenzie, a Cyberknight who has traversed much of North America and even worlds beyond our own. She is judicious but favours boldness over inaction. Right away she recognized that the group is much too large to move in a single bunch, it would overwhelm the resources of any small town they visited and be almost impossible to keep supplies and fed.

As a result she has split the company into four Expeditionary Groups of various sizes (Intrepid, Venture, Arcana, and Fortune). Venture is the largest, and slowest moving, while Intrepid, Arcana, and Fortune are small groups who range ahead of the larger force to blaze the trail, find routes, flag obstacles, and follow-up on leads.

Our adventures will follow the exploits of Group Fortune as they blaze the trial westward while handling special situations for Lady MacKenzie.
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Re: Setting Rules

Post by Venatus Vinco » Sun Jan 12, 2020 12:42 pm

Supplies & Shopping
We will be making extensive use of the Journey rules from the Tomorrow Legion Field Guide.

Of particular note is Supplies (pages 21-22). Since this is a well stocked expedition I'll also extend this to other "sundries" if you need them like rope or wooden stakes. You won't normally be able to resupply until you link back up with group Intrepid at a major way point.

For individual purchasing we will use the Wealth die from Savage Worlds. If you want to buy something starting by rolling Networking or Common Knowledge to locate the items (including its Rarity modifier.) I may adjust that up or down in certain areas based on local economics.
Tomorrow Legion Field Manual wrote: "Characters must roll to acquire items costing more than 25 credits × their Wealth die. In barter economies, advanced (and expensive) items like power armor or rune weapons are generally not obtainable using Wealth rolls—they are priceless treasures. Sometimes, Supply dice (see below) may be traded in barter as well (exchanging ammo, fuel or other valuable consumables for needed goods, or the other way around).
Like re-supply, purchasing will most likely only be possible when joined to the main expedition at major centres - although bartering may be necessary if you find yourself in real need.
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Re: Setting Rules

Post by Venatus Vinco » Wed Feb 12, 2020 12:15 pm

No Pressure
As we are working with new characters (Novices), in a new system (SWADE), and a new style of adventuring (Sandbox) some measure of flexibility seems appropriate. For your first two quarters you can tweak your character a little to fit the emerging concept (swap out an edge, change some skills, etc.). Heck, even if you want a totally new character (at any point) bring them in with the same number of advances and we can write them in easily.

Point is, don't feel trapped. We can work something out.

VV
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William Rufus
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Re: Setting Rules

Post by William Rufus » Fri Feb 14, 2020 5:34 am

Sounds like a plan, As I start playing William I didn't select a lot of trappings
but as I play him I am beginning to see which ones He would most likely use.
Game Sheet for William Rufus https://savagerifts.com/sr/viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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