Rifts® for Savage Worlds Worldbooks Set 1 Kickstarter Launches April 16th!

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Venatus Vinco
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Rifts® for Savage Worlds Worldbooks Set 1 Kickstarter Launches April 16th!

Post by Venatus Vinco » Tue Mar 26, 2019 11:00 am

FYI,
PEG wrote:Launching April 16th, 2019, at noon Eastern, we’re bringing three new worldbooks to round out the continent of North America for Savage Rifts® via Kickstarter:
  • Rifts® North America: Arcana & Mysticism
  • Rifts® North America: Blood & Banes
  • Rifts® North America: Empires of Humanity
https://www.peginc.com/rifts-for-savage ... pril-16th/
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Re: Rifts® for Savage Worlds Worldbooks Set 1 Kickstarter Launches April 16th!

Post by Ndreare » Fri Mar 29, 2019 2:29 pm

Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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