Savage Rifts Framework And Race List

Main.SavageRiftsFrameworkAndRaceList History

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'''Nega-Psychic:''' A psychic whose real power is "weaponized disbelief," able to shrug off and shut down pretty much ''any'' arcane power. The CS calls this a "Nullifier" and has a training program to help latent psis develop these abilities. (A&M, p. 14)
to:
'''Nega-Psychic:''' A psionic whose real power is "weaponized disbelief," able to shrug off and shut down pretty much ''any'' arcane power. The CS calls this a "Nullifier" and has a training program to help latent psis develop these abilities. (A&M, p. 14)
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'''Phase Psychic*‡ (or "Phase Mystic"):''' A "pure psionic" like the Mind Melter, above, who underwent secret initiation, gaining magical resistance and access to more powers than a typical psi. ([[SavageRiftsNewCharacterOptions#Phase | See here.]])
to:
'''Phase Adept*‡:''' A "pure psionic" like the Mind Melter (above) who underwent secret initiation, gaining magical resistance and access to more powers than a typical psi. ([[SavageRiftsNewCharacterOptions#Phase | See here.]])
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'''Phase Psychic*‡ (or "Phase Mystic"):''' A "pure psi" like the Mind Melter, above, who underwent secret initiation, gaining magical resistance and access to more powers than a typical psi. ([[SavageRiftsNewCharacterOptions#Phase | See here.]])
to:
'''Phase Psychic*‡ (or "Phase Mystic"):''' A "pure psionic" like the Mind Melter, above, who underwent secret initiation, gaining magical resistance and access to more powers than a typical psi. ([[SavageRiftsNewCharacterOptions#Phase | See here.]])
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'''Knight of the White Rose ("Rose Knight"):''' A Mystic Knight (bad guy) turned good, with access to miracles and psionics, plus a powerful ability to deflect and project energy. Sworn to protect lives and fight evil. (B&B p. 9)
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'''Knight of the White Rose (or "Rose Knight"):''' A Mystic Knight (bad guy) turned good, with access to miracles and psionics, plus a powerful ability to deflect and project energy. Sworn to protect lives and fight evil. (B&B p. 9)
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'''Mind Melter:''' The setting's "master psi," who starts with a wide range of abilities, from displays of power to subtle trickery, capable of utterly dominating minds. The Mind Bleeder, above, is a racial variant. (TLPG, p. 47) (Note [[SavageRiftsHouseRules#errata | their one erratum]].)
to:
'''Mind Melter:''' The setting's "master psi," who starts with a wide range of abilities, from displays of power to subtle trickery, capable of utterly dominating minds. See also the Mind Bleeder (above) for a racial variant and the Phase Psychic (below) for a similar M.A.R.S. package. (TLPG, p. 47)
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'''Phase Psychic*‡ (or "Phase Mystic"):''' A "pure psi" like the Mind Melter, above, who underwent secret initiation, gaining magical resistance and access to more powers than a typical psi. ([[SavageRiftsNewCharacterOptions#Phase | See here.]])
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'''Shifter:''' A wizard who focuses on dimensional travel and summoning beings to control. They have a reputation as demon worshipers, which ''is'' an option if you want. (B&B, p. 15)
to:
'''Shifter:''' A wizard who focuses on dimensional travel and summoning beings to control, with unique abilities to warp space and control rifts. They have a reputation as demon worshipers, which ''is'' an option if you want. (B&B, p. 15)
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'''Juicer, Dragon:''' A special "treatment" for Juicers (above), now empowered by dragon blood instead of chemicals. Tougher and able to use TW devices, but shorter-lived, crazier, and in need of regular resupply. (A&M, p. 9)
to:
'''Juicer, Dragon:''' A special "treatment" for Juicers (above), now empowered by dragon blood instead of chemicals. Tougher and able to use TW devices, but shorter-lived and in need of regular resupply. (A&M, p. 9)
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* ''Bomber‡ (or "Blaster"):'' Creates pure explosions, for damage or knockback, and understands bombs. ([[SavageRiftsNewCharacterOptions#Bomber | See here.]])
to:
* ''Bomber‡ (or "Blaster"):'' Creates pure explosions from thin air, and understands demolitions. ([[SavageRiftsNewCharacterOptions#Bomber | See here.]])
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* ''Soaker‡:'' An aquatic warrior with less destructive but versatile abilities. ([[SavageRiftsNewCharacterOptions#Soaker | See here.]])
to:
* ''Soaker‡:'' An aquatic warrior with versatile though less destructive abilities. ([[SavageRiftsNewCharacterOptions#Soaker | See here.]])
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* ''Bomber‡:'' Creates pure explosions, for damage or knockback, and understands bombs. ([[SavageRiftsNewCharacterOptions#Bomber | See here.]])
to:
* ''Bomber‡ (or "Blaster"):'' Creates pure explosions, for damage or knockback, and understands bombs. ([[SavageRiftsNewCharacterOptions#Bomber | See here.]])
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'''Burster:''' A powerful, dangerous pyrokinetic. The most common of the elemental-wielding "eruptor" psis; others include the Freezer and Zapper (both below). The best "blaster" in the game, but also useful in melee and out of combat. (TLPG, p. 18)
to:
'''Burster:''' See ''Eruptor,'' below.
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'''Dragon Hatchling†:''' An extremely young (but powerful!) dragon who imprinted on the party. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' plays with fire (TLPG, p. 44); ''Forest Runner'' is fast and sneaky (TLFM, p. 6); ''Great Horned'' has potent melee and armor (TLFM, p. 7); ''Royal Frilled'' is versatile and fearsome (TLFM, p. 8); and ''Snow Lizard'' can't fly but can become a snowstorm (TLFM, p. 9).
* See [[Rifts Dragon Differences]] for a more in-depth breakdown of the dragon types. Also see [[SavageRiftsHouseRules#Dragon | this special option]]
.
to:
'''Dragon Hatchling†:''' An extremely young (but powerful!) dragon who imprinted on the party. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties, below. Also see [[SavageRiftsHouseRules#Dragon | this special option]].
*
''Flame Wind'' is immune to fire/plasma and has the most destructive breath weapon (TLPG, p. 44).
* ''Forest Runner'' is fast on the ground
and sneaky, with lots of psi options (TLFM, p. 6).
* ''Great Horned'' has potent melee and armor, plus high magical potential (TLFM, p. 7).
* ''Royal Frilled'' is fearsome and versatile, starting with spells and psi (TLFM, p. 8)
.
* ''Snow Lizard'' can't fly but has the unique ability to become a snowstorm (TLFM, p. 9).
* See [[Rifts Dragon Differences]] for a more in-depth breakdown of the dragon types.

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'''Freezer‡:''' An "eruptor" psi who wields cold, ice, and snow. More focused on melee than ranged combat. Unlike their Burster (above) or Zapper (below) cousins, they are highly attuned to nature, and their power list reflects that. ([[SavageRiftsNewCharacterOptions#Freezer | See here.]])
to:
'''Eruptor:''' A psi with powerful, destructive abilities focused on manipulating and weaponizing a particular element or force, with enough non-combat utility to keep them versatile. They come in several varieties:
* ''Bomber‡:'' Creates pure explosions, for damage or knockback, and understands bombs
. ([[SavageRiftsNewCharacterOptions#Bomber | See here.]])
* ''Burster:'' Setting foes aflame and being immune to fire is a powerful combo. (TLPG, p. 18)
* ''Freezer‡:'' Wields versatile ice weapons in melee and is attuned to nature. ([[SavageRiftsNewCharacterOptions#Freezer | See here.]])
* ''Soaker‡:'' An aquatic warrior with less destructive but versatile abilities. ([[SavageRiftsNewCharacterOptions#Soaker | See here.]])
* ''Zapper:'' Less raw power, but electricity can devastate electronics and technology. (A&M, p. 17) (Also see [[SavageRiftsHouseRules#Zapper | these notes]].
)
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'''Zapper:''' An "eruptor" psi like the Burster or Freezer (both above) who wields electricity. Less raw power, but able to utterly devastate electronics — which is awesome against technological foes, but sometimes a problem. (A&M, p. 17) (Also see [[SavageRiftsHouseRules#Zapper | these notes]].)
to:
'''Zapper:''' See ''Eruptor,'' above.
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'''Dragon Hatchling†:''' An extremely young (but powerful!) dragon who imprinted on the party. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' plays with fire (TLPG, p. 44); ''Forest Runner'' is fast, sneaky, and psychic (TLFM, p. 6); ''Great Horned'' has potent melee and armor (TLFM, p. 7); ''Royal Frilled'' is versatile and fearsome (TLFM, p. 8); and ''Snow Lizard'' can't fly but can become a snowstorm (TLFM, p. 9).
to:
'''Dragon Hatchling†:''' An extremely young (but powerful!) dragon who imprinted on the party. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' plays with fire (TLPG, p. 44); ''Forest Runner'' is fast and sneaky (TLFM, p. 6); ''Great Horned'' has potent melee and armor (TLFM, p. 7); ''Royal Frilled'' is versatile and fearsome (TLFM, p. 8); and ''Snow Lizard'' can't fly but can become a snowstorm (TLFM, p. 9).
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'''Project Achilles Mutants‡:''' Uncommon mutated animals (capybara, condor, falcon, equine, and serpent) from South America with impressive psychic abilities. They have unique rules for character creation due to their power level. ([[Savage Rifts Project Achilles Mutants]])
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'''Dragon Hatchling†:''' An extremely young (but powerful!) dragon who imprinted on the party. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' plays with fire (TLPG, p. 44); ''Forest Runner'' is fast, sneaky, and psychic (TLFM, p. 6); ''Great Horned'' has potent melee and armor (TLFM, p. 7); ''Royal Frilled'' is versatile and fearsome (TLFM, p. 8); and ''Snow Lizard'' can't fly but can become a snowstorm (TLFM, p. 9). (Also see [[SavageRiftsHouseRules#Dragon | this note]].)
* See [[Rifts Dragon Differences]] for a more in-depth breakdown of the dragon types
.
to:
'''Dragon Hatchling†:''' An extremely young (but powerful!) dragon who imprinted on the party. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' plays with fire (TLPG, p. 44); ''Forest Runner'' is fast, sneaky, and psychic (TLFM, p. 6); ''Great Horned'' has potent melee and armor (TLFM, p. 7); ''Royal Frilled'' is versatile and fearsome (TLFM, p. 8); and ''Snow Lizard'' can't fly but can become a snowstorm (TLFM, p. 9).
* See [[Rifts Dragon Differences]] for a more in-depth breakdown of the dragon types. Also see [[SavageRiftsHouseRules#Dragon | this special option]].
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'''Dragon Hatchling†:''' An extremely young (but powerful!) dragon who imprinted on the party. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' has the best breath weapon and total immunity to fire (TLPG, p. 44); ''Forest Runner'' is a chameleon with potent psi (TLFM, p. 6); ''Great Horned'' has weaker fire-breath but fearsome melee prowess (TLFM, p. 7); ''Royal Frilled'' has the best shapeshifting and supernatural power (TLFM, p. 8); and ''Snow Lizard'' cannot fly but can turn into a literal snowstorm (TLFM, p. 9). (Also see [[SavageRiftsHouseRules#Dragon | this note]].)
to:
'''Dragon Hatchling†:''' An extremely young (but powerful!) dragon who imprinted on the party. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' plays with fire (TLPG, p. 44); ''Forest Runner'' is fast, sneaky, and psychic (TLFM, p. 6); ''Great Horned'' has potent melee and armor (TLFM, p. 7); ''Royal Frilled'' is versatile and fearsome (TLFM, p. 8); and ''Snow Lizard'' can't fly but can become a snowstorm (TLFM, p. 9). (Also see [[SavageRiftsHouseRules#Dragon | this note]].)
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* See [[Rifts Dragon Differences]] for a more in-depth breakdown of the dragon types.
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'''Intelligent Construct†:''' More of an open-ended construction system than a normal framework, use this to build a unique synthetic being, magical or technological. Warning: Lots of flexibility (you could make a golem, sentient vehicle, TW hoversphere, and more) but lots of work. All constructs are subject to GM approval. (EOH, p. 9)
to:
'''Intelligent Construct†:''' More of an open-ended construction system than a normal framework, use this to build a unique synthetic being, magical or technological. Lots of flexibility (you could make a golem, sentient vehicle, TW hoversphere, and more) but lots of work to make. All constructs are subject to GM approval. (EOH, p. 9)
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'''Headhunter Techno-Warrior*:''' A mercenary who relies heavily on cybernetics — and has the freest hand in choosing systems — but is still mostly meat. If you'd rather flip that ratio, see the Combat Cyborg or Cyber-Humanoid, both above. (TLPG, p. 44)
to:
'''Headhunter Techno-Warrior*:''' A mercenary who relies heavily on cybernetics, and has the freest hand in choosing systems, but is still mostly meat. If you'd rather flip that ratio, see the Combat Cyborg or Cyber-Humanoid, both above. (TLPG, p. 44)
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'''Cobbler‡:''' An uncommon variant of goblin possessing natural shape-shifting magic. ([[Savage Rifts New D-Bees]])
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'''Barbarian*:''' A tough, primitive, outdoorsy survivor, illiterate and unworldly but potentially quite intelligent. (B&B, p. 26)
to:
'''Barbarian*:''' A primitive, outdoorsy survivor — tough, strong, and experienced. Though illiterate and unworldly, they are incredibly alert and potentially quite intelligent. (B&B, p. 26)
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'''Barbarian Eco-Wizard*:''' A druid who uses magic to empower weapons and fetishes. More of an outdoor hunter than the High Magus and more magical than the Shaman; see below. See also the Psi-Druid, below, for a non-magical variant. (B&B, p. 26)
to:
'''Barbarian Eco-Wizard*:''' A classic druid who uses magic to empower weapons and fetishes. More of an outdoor hunter than the High Magus and more magical than the Shaman; see below. See also the Psi-Druid, below, for a non-magical variant. (B&B, p. 26)
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'''Psi-Druid*:''' A psychic variant of the Shaman, whose connection to nature is often more personal than religious. For a more traditional druid, see the Barbarian Eco-Wizard, above. (A&M, p. 22)
to:
'''Psi-Druid*:''' A psychic attuned to flora and fauna, whose connection to nature is often more personal than religious. For more traditional druids, see the magical Barbarian Eco-Wizard (above) or religious Shaman (below). (A&M, p. 22)
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'''Shaman*:''' A worshiper of nature, with the broadest list of powers in the setting and the ability to make empowered fetishes -- similarly to the Barbarian Eco-Wizard or High Magus, above, but via miracles instead of magic. (A&M, p. 23)
to:
'''Shaman*:''' A worshiper of nature, effectively a religious druid. Has the broadest list of powers in the setting and the ability to make empowered fetishes — similarly to the Barbarian Eco-Wizard or High Magus, above, but via miracles instead of magic. (A&M, p. 23)
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'''Barbarian Eco-Wizard*:''' A primitive spellcaster, who uses magic to empower weapons and fetishes. More of an outdoor hunter than the High Magus and more magical than the Shaman; see below. (B&B, p. 26)
to:
'''Barbarian Eco-Wizard*:''' A druid who uses magic to empower weapons and fetishes. More of an outdoor hunter than the High Magus and more magical than the Shaman; see below. See also the Psi-Druid, below, for a non-magical variant. (B&B, p. 26)
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'''Psi-Druid*:''' A psychic variant of the Shaman, whose connection to nature is often more personal than religious. (A&M, p. 22)
to:
'''Psi-Druid*:''' A psychic variant of the Shaman, whose connection to nature is often more personal than religious. For a more traditional druid, see the Barbarian Eco-Wizard, above. (A&M, p. 22)
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'''Mind Melter:''' The setting's "master psi," who starts with a wide range of abilities, from displays of power to subtle trickery, capable of utterly dominating minds. (TLPG, p. 47) (Note [[SavageRiftsHouseRules#errata | their one erratum]].)
to:
'''Mind Bleeder†‡:''' A unique D-Bee who looks perfectly human, and is defined by their incredible psychic powers. An energy-draining variant of the Mind Melter, below. ([[SavageRiftsNewCharacterOptions#MindBleeder | See here.]])

'''Mind Melter:''' The setting's "master psi," who starts with a wide range of abilities, from displays of power to subtle trickery, capable of utterly dominating minds. The Mind Bleeder, above, is a racial variant
. (TLPG, p. 47) (Note [[SavageRiftsHouseRules#errata | their one erratum]].)
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'''Nega-Psychic:''' A psychic whose real power is "weaponized disbelief," able to shrug off and shut down pretty much ''any'' arcane power. (A&M, p. 14)
to:
'''Nega-Psychic:''' A psychic whose real power is "weaponized disbelief," able to shrug off and shut down pretty much ''any'' arcane power. The CS calls this a "Nullifier" and has a training program to help latent psis develop these abilities. (A&M, p. 14)
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'''Martial Artist*‡:''' A melee fighter, fast and skilled with fist or weapon, with special "chi" abilities to adapt to any combat situation. Can be purely unarmed, but that's dangerous unless your race has great natural weapons. ([[SavageRiftsNewCharacterOptions#Martial | See here.]])
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'''Freezer‡:''' An "eruptor" psi who wields cold, ice, and snow. More focused on melee than ranged combat. Unlike their Burster (above) or Zapper (below) cousins, they are highly attuned to nature. ([[SavageRiftsNewCharacterOptions#Freezer | See here.]])
to:
'''Freezer‡:''' An "eruptor" psi who wields cold, ice, and snow. More focused on melee than ranged combat. Unlike their Burster (above) or Zapper (below) cousins, they are highly attuned to nature, and their power list reflects that. ([[SavageRiftsNewCharacterOptions#Freezer | See here.]])
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'''Burster:''' A powerful, dangerous pyrokinetic. The best "blaster" in the game, who can also manipulate fire and summon a flaming aura. See also the Zapper, below. (TLPG, p. 18)
to:
'''Burster:''' A powerful, dangerous pyrokinetic. The most common of the elemental-wielding "eruptor" psis; others include the Freezer and Zapper (both below). The best "blaster" in the game, but also useful in melee and out of combat. (TLPG, p. 18)
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'''Freezer‡:''' An "eruptor" psi who wields cold, ice, and snow. More focused on melee than ranged combat. Unlike their Burster (above) or Zapper (below) cousins, they are highly attuned to nature. ([[SavageRiftsNewCharacterOptions#Freezer | See here.]])
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'''Zapper:''' A variant Burster (above) who wields electricity instead of fire. Less raw power, but with far more interesting effects on technology. (A&M, p. 17) (Also see [[SavageRiftsHouseRules#Zapper | these notes]].)
to:
'''Zapper:''' An "eruptor" psi like the Burster or Freezer (both above) who wields electricity. Less raw power, but able to utterly devastate electronics — which is awesome against technological foes, but sometimes a problem. (A&M, p. 17) (Also see [[SavageRiftsHouseRules#Zapper | these notes]].)
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'''Psi-Warrior*:''' A skilled martial artist from Psyscape who wields a psi-sword and psi-shield, who can simultaneously improve the potency of their bare hands and psi-sword, until the latter is nearly as strong as the Cyber-Knight's, above. (A&M, p. 23)
to:
'''Psi-Warrior*:''' A skilled martial artist who wields a psi-sword and psi-shield, who can simultaneously improve the potency of their bare hands and psi-sword, until the latter is nearly as strong as the Cyber-Knight's, above. If you are not from Psyscape, you may go by "Duelist" instead of "Psi-Warrior." (A&M, p. 23)
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'''Apok‡:''' A once-holy warrior who fell to True Evil but eventually found the light again. Now they wear a mask of atonement and use melee and miracles to not only fight, but to actively terrorize creatures of darkness. ([[SavageRiftsNewCharacterOptions#Apok | See here.]])
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'''Mutie:''' The wastelands produce many mutated humans. This isn't a fixed race, but a set of guidelines for creating a mutated human. [[SavageRiftsNewD-Bees#Mutants | See examples here]]. (B&B, p. 118)
to:
'''Mutie:''' The wastelands produce many mutated humans. This isn't a fixed race, but a set of guidelines for creating a mutated human. [[SavageRiftsNewD-Bees#Mutants | See examples here]]. (B&B, pp. 107, 118)
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'''Orc:''' Tough, strong, tribal warriors, hated by most everyone due to their lust for battle and conquest. (We've reworked this slightly; see [[Savage Rifts New D-Bees]])
to:
'''Orc:''' Tough, strong, tribal warriors, hated by most everyone due to their lust for battle and conquest. (A&M, p. 25 — but we use an adjusted version at [[Savage Rifts New D-Bees]])
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'''Dramin:''' Spiritual and aloof, each convinced that the world and everyone else is an illusion. ([[Savage Rifts New D-Bees]])
to:
'''Dramin‡:''' Spiritual and aloof, each convinced that the world and everyone else is an illusion. ([[Savage Rifts New D-Bees]])
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'''Feni:''' Primitive deer-like humanoids with a strong "fight or flight" reflex and the ability to adapt to any environment. ([[Savage Rifts New D-Bees]])
to:
'''Feni‡:''' Primitive deer-like humanoids with a strong "fight or flight" reflex and the ability to adapt to any environment. ([[Savage Rifts New D-Bees]])
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'''Iktek:''' Large, tough, cavers who were prey on their world and are still acclimating to Earth. ([[Savage Rifts New D-Bees]])

'''Lannic:''' Winged humanoids, fast and alert, though not very tough. ([[Savage Rifts New D-Bees]])
to:
'''Iktek‡:''' Large, tough, cavers who were prey on their world and are still acclimating to Earth. ([[Savage Rifts New D-Bees]])

'''Lannic‡:''' Winged humanoids, fast and alert, though not very tough. ([[Savage Rifts New D-Bees]])
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'''Mastadonoid:''' Mammoth humanoids, literally, who are honorable and a bit technologically backward. ([[Savage Rifts New D-Bees]])
to:
'''Mastadonoid‡:''' Mammoth humanoids, literally, who are honorable and a bit technologically backward. ([[Savage Rifts New D-Bees]])
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'''Orc:''' Tough, strong, tribal warriors, hated by most everyone due to their lust for battle and conquest. ([[Savage Rifts New D-Bees]])
to:
'''Orc:''' Tough, strong, tribal warriors, hated by most everyone due to their lust for battle and conquest. (We've reworked this slightly; see [[Savage Rifts New D-Bees]])
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'''Intelligent Construct†:''' More of an open-ended construction system than a normal framework, use this to build a unique synthetic being, magical or technological. Warning: Lots of flexibility but lots of work. (EOH, p. 9)
to:
'''Intelligent Construct†:''' More of an open-ended construction system than a normal framework, use this to build a unique synthetic being, magical or technological. Warning: Lots of flexibility (you could make a golem, sentient vehicle, TW hoversphere, and more) but lots of work. All constructs are subject to GM approval. (EOH, p. 9)
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'''RCSG Scientist*:''' An ex-Coalition "Rifts Control Study Group" expert on the supernatural, who excels at identifying threats and figuring out how to stop them. Change the name to "Rogue Scientist" for a non-Coalition version. (EOH, p. 18)
to:
'''RCSG Scientist*:''' An ex-Coalition "Rifts Control Study Group" expert on the supernatural, who excels at identifying threats and figuring out how to stop them. Note that Strain doesn't affect "Recognize the Arcane." Change the name to "Rogue Scientist" for a non-Coalition version. (EOH, p. 18)
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'''Mind Melter:''' The setting's "master psi," who starts with a wide range of abilities, from displays of power to subtle trickery, capable of utterly dominating minds. (TLPG, p. 47)
to:
'''Mind Melter:''' The setting's "master psi," who starts with a wide range of abilities, from displays of power to subtle trickery, capable of utterly dominating minds. (TLPG, p. 47) (Note [[SavageRiftsHouseRules#errata | their one erratum]].)
December 15, 2019, at 01:59 PM by 174.195.18.50 -
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Iconic Frameworks are the "character classes" of '''''Savage Rifts'''''. If none of these appeal to you, consider the Personal Concept Option (TLPG, p. 44). They may be marked with one of the following footnotes:
to:
Iconic Frameworks are the "character classes" of '''''Savage Rifts'''''. If none of these appeal to you, consider the Personal Concept Option (TLPG, p. 44). They may be marked with the following footnotes:
December 15, 2019, at 12:59 PM by 174.195.18.50 -
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'''Automaton Controller*:''' A mage with a huge golem, essentially a magical mecha, and the ability to control it. Fills a similar niche as the Robot Vehicle Ace, below, but very different thematically. ([[SavageRiftsNewCharacterOptions#Controller | See here.]])
to:
-> '''‡''' An unofficial conversion, but balanced and thus allowed in our games.

'''Automaton Controller*‡
:''' A mage with a huge golem, essentially a magical mecha, and the ability to control it. Fills a similar niche as the Robot Vehicle Ace, below, but very different thematically. ([[SavageRiftsNewCharacterOptions#Controller | See here.]])
Changed line 41 from:
'''Cyber-Humanoid†:''' A smaller and lighter version of the Combat Cyborg, above, with a bit less power and toughness but the ability to blend in and even change appearance. If you want to ''be'' mostly human instead of just looking like it, see the Headhunter Techno-Warrior, below. ([[SavageRiftsNewCharacterOptions#CyberHumanoid | See here.]])
to:
'''Cyber-Humanoid†‡:''' A smaller and lighter version of the Combat Cyborg, above, with a bit less power and toughness but the ability to blend in and even change appearance. If you want to ''be'' mostly human instead of just looking like it, see the Headhunter Techno-Warrior, below. ([[SavageRiftsNewCharacterOptions#CyberHumanoid | See here.]])
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'''Combat Cyborg†:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable, with no real drawbacks other than the inability to ever feel again. See the Cyber-Humanoid if you want to blend in, or the Headhunter Techno-Warrior if you want a less all-in option, both below. (TLPG, p. 21)
to:
'''Combat Cyborg†:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable, but unmistakably inhuman. See the Cyber-Humanoid if you want to blend in, or the Headhunter Techno-Warrior if you want a less all-in option, both below. (TLPG, p. 21)
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'''Psi-Warrior*:''' A skilled martial artist from Psyscape who wields a psi-sword nearly as strong as the Cyber-Knight's (above) and a psi-shield. (A&M, p. 23)
to:
'''Psi-Warrior*:''' A skilled martial artist from Psyscape who wields a psi-sword and psi-shield, who can simultaneously improve the potency of their bare hands and psi-sword, until the latter is nearly as strong as the Cyber-Knight's, above. (A&M, p. 23)
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'''Headhunter Techno-Warrior*:''' A mercenary who relies heavily on cybernetics, which can range from stealth to tank or anything in between, but is still mostly meat. If you'd rather be 95% cyberware, see the Combat Cyborg or Cyber-Humanoid, both above. (TLPG, p. 44)
to:
'''Headhunter Techno-Warrior*:''' A mercenary who relies heavily on cybernetics — and has the freest hand in choosing systems — but is still mostly meat. If you'd rather flip that ratio, see the Combat Cyborg or Cyber-Humanoid, both above. (TLPG, p. 44)
Changed line 166 from:
* See A&M p. 36 to create a Cloudweaver or Sky Knight, special Lyn-Srial character types.
to:
* See A&M p. 36 if you want your Lyn-Srial to be a Cloudweaver or Sky Knight.
Added line 166:
* See A&M p. 36 to create a Cloudweaver or Sky Knight, special Lyn-Srial character types.
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'''Psi-Warrior*:''' A skilled martial artist from Psyscape who wields a psi-sword that rivals the Cyber-Knight's (above) and a psi-shield. (A&M, p. 23)
to:
'''Psi-Warrior*:''' A skilled martial artist from Psyscape who wields a psi-sword nearly as strong as the Cyber-Knight's (above) and a psi-shield. (A&M, p. 23)
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'''Cyber-Humanoid†:''' A smaller and lighter version of the Combat Cyborg, above, with a bit less power and toughness but the ability to blend in. If you want to ''be'' mostly human instead of just looking like it, see the Headhunter Techno-Warrior, below. ([[SavageRiftsNewCharacterOptions#CyberHumanoid | See here.]])
to:
'''Cyber-Humanoid†:''' A smaller and lighter version of the Combat Cyborg, above, with a bit less power and toughness but the ability to blend in and even change appearance. If you want to ''be'' mostly human instead of just looking like it, see the Headhunter Techno-Warrior, below. ([[SavageRiftsNewCharacterOptions#CyberHumanoid | See here.]])
Changed line 39 from:
'''Cyber-Humanoid†:''' A smaller and lighter version of the Combat Cyborg, above, with a bit less power and toughness but the ability to blend in as a normal human or humanoid. Just don't be surprised if people freak out when they realize what you are. If you want to ''be'' mostly human instead of just looking like it, see the Headhunter Techno-Warrior, below. ([[SavageRiftsNewCharacterOptions#CyberHumanoid | See here.]])
to:
'''Cyber-Humanoid†:''' A smaller and lighter version of the Combat Cyborg, above, with a bit less power and toughness but the ability to blend in. If you want to ''be'' mostly human instead of just looking like it, see the Headhunter Techno-Warrior, below. ([[SavageRiftsNewCharacterOptions#CyberHumanoid | See here.]])
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'''Cyber-Humanoid:''' A smaller and lighter version of the Combat Cyborg, above, with a bit less power and toughness but the ability to blend in as a normal human or humanoid. Just don't be surprised if people freak out when they realize what you are. If you want to ''be'' mostly human instead of just looking like it, see the Headhunter Techno-Warrior, below. ([[SavageRiftsNewCharacterOptions#CyberHumanoid | See here.]])
to:
'''Cyber-Humanoid†:''' A smaller and lighter version of the Combat Cyborg, above, with a bit less power and toughness but the ability to blend in as a normal human or humanoid. Just don't be surprised if people freak out when they realize what you are. If you want to ''be'' mostly human instead of just looking like it, see the Headhunter Techno-Warrior, below. ([[SavageRiftsNewCharacterOptions#CyberHumanoid | See here.]])
Changed lines 29-30 from:
'''Combat Cyborg†:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable, with no real drawbacks other than the inability to ever feel again. (TLPG, p. 21)
to:
'''Combat Cyborg†:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable, with no real drawbacks other than the inability to ever feel again. See the Cyber-Humanoid if you want to blend in, or the Headhunter Techno-Warrior if you want a less all-in option, both below. (TLPG, p. 21)
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'''Cyber-Knight:''' Think "Jedi." An honorable, fast, beloved melee fighter with psionic powers that focus on self-buffing and fighting technological foes. Can summon armor and a psi-sword. (TLPG, p. 27)
to:
'''Cyber-Humanoid:''' A smaller and lighter version of the Combat Cyborg, above, with a bit less power and toughness but the ability to blend in as a normal human or humanoid. Just don't be surprised if people freak out when they realize what you are. If you want to ''be'' mostly human instead of just looking like it, see the Headhunter Techno-Warrior, below. ([[SavageRiftsNewCharacterOptions#CyberHumanoid | See here.]])

'''Cyber-Knight:''' Think "Jedi." An honorable, fast, beloved melee fighter with psionic powers that focus on self-buffing and fighting technological foes. Can summon armor and a psi-sword. See the Psi-Warrior, below, for a similar M.A.R.S. package
. (TLPG, p. 27)
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'''Headhunter Techno-Warrior*:''' A mercenary who relies heavily on cybernetics but is still mostly meat. A more versatile version of the Combat Cyborg, above. (TLPG, p. 44)
to:
'''Headhunter Techno-Warrior*:''' A mercenary who relies heavily on cybernetics, which can range from stealth to tank or anything in between, but is still mostly meat. If you'd rather be 95% cyberware, see the Combat Cyborg or Cyber-Humanoid, both above. (TLPG, p. 44)
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'''Automaton Controller*:''' A mage with a huge golem, essentially a magical mecha, and the ability to control it. Fills a similar niche as the Robot Vehicle Ace, below, but very different thematically. ([[SavageRiftsMARSPackages#Controller | See here.]])
to:
'''Automaton Controller*:''' A mage with a huge golem, essentially a magical mecha, and the ability to control it. Fills a similar niche as the Robot Vehicle Ace, below, but very different thematically. ([[SavageRiftsNewCharacterOptions#Controller | See here.]])
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'''Elemental Fusionist†:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more ''potential'' power and versatility than a mage or psi, but takes a few edges and ranks to get there. (A&M, p. 12) (Also see [[SavageRiftsElementalFusionist | these notes]].)
to:
'''Elemental Fusionist†:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more ''potential'' power and versatility than a mage or psi, but takes a few edges and ranks to get there. (A&M, p. 12) (Also see [[SavageRiftsElementalFusionists | these notes]].)
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'''Glitter Boy:''' A Power Armor Ace (below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 34) (Also see [[SavageRiftsGlitterBoy | these notes]].)
to:
'''Glitter Boy:''' A Power Armor Ace (below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 34) (Also see [[SavageRiftsGlitterBoys | these notes]].)
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'''Automaton Controller*:''' A mage with a huge golem, essentially a magical mecha, and the ability to control it. Fills a similar niche as the Robot Vehicle Ace, below, but very different thematically. ([[SavageRiftsAdditionalCharacterOptions#Controller | See here.]])
to:
'''Automaton Controller*:''' A mage with a huge golem, essentially a magical mecha, and the ability to control it. Fills a similar niche as the Robot Vehicle Ace, below, but very different thematically. ([[SavageRiftsMARSPackages#Controller | See here.]])
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'''Elemental Fusionist†:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more ''potential'' power and versatility than a mage or psi, but takes a few edges and ranks to get there. (A&M, p. 12)
to:
'''Elemental Fusionist†:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more ''potential'' power and versatility than a mage or psi, but takes a few edges and ranks to get there. (A&M, p. 12) (Also see [[SavageRiftsElementalFusionist | these notes]].)
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'''Glitter Boy:''' A Power Armor Ace (below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 34) (Also see [[SavageRiftsHouseRules#Glitter| these notes]].)
to:
'''Glitter Boy:''' A Power Armor Ace (below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 34) (Also see [[SavageRiftsGlitterBoy | these notes]].)
Changed lines 17-18 from:
'''Barbarian Eco-Wizard*:''' A primitive spellcaster, who enchants magic into weapons and fetishes. More of an outdoor hunter than the High Magus and more magical than the Shaman; see below. (B&B, p. 26)
to:
'''Barbarian Eco-Wizard*:''' A primitive spellcaster, who uses magic to empower weapons and fetishes. More of an outdoor hunter than the High Magus and more magical than the Shaman; see below. (B&B, p. 26)
Changed line 60 from:
'''High Magus*:''' A caster and enchanter, more technically minded than the Barbarian Eco-Wizard (above) and magical unlike the Shaman (below). Has strong ties to Dweomer by default; to change this, replace Magi of Dweomer with Master of Magic. (A&M, p. 21)
to:
'''High Magus*:''' A caster with a focus on enchanting; the only framework which starts with Major Item Creation. See also the Barbarian Eco-Wizard (above) and Shaman (below). Has strong ties to Dweomer by default; to change this, replace Magi of Dweomer with Master of Magic. (A&M, p. 21)
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-> '''*''' This is a M.A.R.S. package ("Mercenaries, Adventurers, Rogues, and Scholars"). This hero has less inherent power, but more experience. They start at Seasoned, which gives you flexibility and control in creating them. (Note [[SavageRiftsHouseRules#MARSFG | this fix]] to '''Fortune & Glory''' result #6.)
to:
-> '''*''' This is a M.A.R.S. package ("Mercenaries, Adventurers, Rogues, and Scholars"). This hero has less inherent power, but more experience. They start at Seasoned, which gives you flexibility and control in creating them. (Please see  [[SavageRiftsHouseRules#MARSFG | these notes]] for '''Fortune & Glory''' results #6 and #15.)
Changed line 167 from:
'''Mutant Animal:''' A variety of humanoids, engineered by the same Lone Star scientists who created Dog Boys. ''Mutant Bats'' are perceptive fliers; "Mutant Felines'' are huge predators (''Kill Cats'') or similar to Dog Boys (''Battle Cats''); and ''Mutant Rats'' are agile scouts. (EOH, p. 24)
to:
'''Mutant Animal:''' A variety of humanoids, engineered by the same Lone Star scientists who created Dog Boys. ''Mutant Bats'' are perceptive fliers; ''Mutant Felines'' are huge predators (''Kill Cats'') or similar to Dog Boys (''Battle Cats''); and ''Mutant Rats'' are agile scouts. (EOH, p. 24)
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-<Hanging indent
October 30, 2019, at 10:51 AM by 174.195.30.72 -
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-<Hanging indent
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With the exception of '''&dagger;''' frameworks, every character must choose a race. Be aware that any race other than human is likely to suffer reaction penalties from some or all of the populace.
to:
With the exception of '''&dagger;''' frameworks, every character must choose a race. Be aware that any race other than human will suffer reaction penalties from most of the populace.
October 30, 2019, at 10:50 AM by 174.195.30.72 -
Changed line 129 from:
'''Zapper:''' A variant Burster (above) who wields electricity instead of fire. Less damaging, but with far more interesting effects on technology. (A&M, p. 17) (Also see [[SavageRiftsHouseRules#Zapper | these notes]].)
to:
'''Zapper:''' A variant Burster (above) who wields electricity instead of fire. Less raw power, but with far more interesting effects on technology. (A&M, p. 17) (Also see [[SavageRiftsHouseRules#Zapper | these notes]].)
October 28, 2019, at 02:54 PM by 98.175.151.11 -
Changed line 46 from:
'''Elemental Fusionist&dagger;:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more ''potential'' power and versatility than a mage or psi, but takes a while to get there. (A&M, p. 12)
to:
'''Elemental Fusionist&dagger;:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more ''potential'' power and versatility than a mage or psi, but takes a few edges and ranks to get there. (A&M, p. 12)
October 28, 2019, at 02:53 PM by 98.175.151.11 -
Changed line 46 from:
'''Elemental Fusionist&dagger;:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more ‘’potential’’ power and versatility than a mage or psi, but takes a while to get there. (A&M, p. 12)
to:
'''Elemental Fusionist&dagger;:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more ''potential'' power and versatility than a mage or psi, but takes a while to get there. (A&M, p. 12)
October 28, 2019, at 02:52 PM by 98.175.151.11 -
Changed line 46 from:
'''Elemental Fusionist&dagger;:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more potential power ''and'' versatility than a mage or psi, but takes a while to get there. (A&M, p. 12)
to:
'''Elemental Fusionist&dagger;:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more ‘’potential’’ power and versatility than a mage or psi, but takes a while to get there. (A&M, p. 12)
October 28, 2019, at 01:37 PM by 98.175.151.11 -
Changed line 110 from:
'''Shaman*:''' A worshiper of nature, with a broad choice of powers and the ability to make empowered fetishes -- similarly to the Barbarian Eco-Wizard or High Magus, above, but via miracles instead of magic. (A&M, p. 23)
to:
'''Shaman*:''' A worshiper of nature, with the broadest list of powers in the setting and the ability to make empowered fetishes -- similarly to the Barbarian Eco-Wizard or High Magus, above, but via miracles instead of magic. (A&M, p. 23)
October 28, 2019, at 11:46 AM by 174.235.129.95 -
Changed line 46 from:
'''Elemental Fusionist&dagger;:''' A mutated human with the ability to warp the elements. Similar to a magician, but with a smaller "spell list" and more raw power. (A&M, p. 12)
to:
'''Elemental Fusionist&dagger;:''' Tough, charismatic, mutated human - bonded to nature with the ability to warp the elements. Has more potential power ''and'' versatility than a mage or psi, but takes a while to get there. (A&M, p. 12)
Changed lines 137-138 from:
'''Cactus People:''' Weird spiky plant-people who communicate telepathically and ignore many hazards. (A&M, p. 24)
to:
'''Cactus Person:''' Weird spiky plant-people who communicate telepathically and ignore many hazards. (A&M, p. 24)
Changed lines 147-148 from:
'''Dwarves:''' Tough and good with tech, though a bit slow and grumpy. Can't stand elves. (A&M, p. 26)
to:
'''Dwarf:''' Tough and good with tech, though a bit slow and grumpy. Can't stand elves. (A&M, p. 26)
Changed lines 167-174 from:
'''Mutant Animals:''' A variety of humanoids, engineered by the same Lone Star scientists who created Dog Boys. ''Mutant Bats'' are perceptive fliers; "Mutant Felines'' are huge predators (''Kill Cats'') or similar to Dog Boys (''Battle Cats''); and ''Mutant Rats'' are agile scouts. (EOH, p. 24)

'''Muties:''' The wastelands produce many mutated humans. This isn't a fixed race, but a set of guidelines for creating a mutated human. [[SavageRiftsNewD-Bees#Mutants | See examples here]]. (B&B, p. 118)

'''Orcs:''' Tough, strong, tribal warriors, hated by most everyone due to their lust for battle and conquest. ([[Savage Rifts New D-Bees]])

'''Psi-Ghosts:''' Mutant humans with modest psi who can become intangible and translucent at will. (A&M, p. 28)
to:
'''Mutant Animal:''' A variety of humanoids, engineered by the same Lone Star scientists who created Dog Boys. ''Mutant Bats'' are perceptive fliers; "Mutant Felines'' are huge predators (''Kill Cats'') or similar to Dog Boys (''Battle Cats''); and ''Mutant Rats'' are agile scouts. (EOH, p. 24)

'''Mutie:''' The wastelands produce many mutated humans. This isn't a fixed race, but a set of guidelines for creating a mutated human. [[SavageRiftsNewD-Bees#Mutants | See examples here]]. (B&B, p. 118)

'''Orc:''' Tough, strong, tribal warriors, hated by most everyone due to their lust for battle and conquest. ([[Savage Rifts New D-Bees]])

'''Psi-Ghost:''' Mutant humans with modest psi who can become intangible and translucent at will. (A&M, p. 28)
Changed lines 177-178 from:
'''Psi-X Aliens:''' Technically mutants, but believed to be aliens, these little gray folks are brilliant but unstable psis. (EOH, p. 28)
to:
'''Psi-X Alien:''' Technically mutants, but believed to be aliens, these little gray folks are brilliant but unstable psis. (EOH, p. 28)
Changed line 187 from:
'''Vernulians:''' Massive psychic serpents with four tentacles who see our world as a place to be used. (TLFM, p. 10)
to:
'''Vernulian:''' Massive psychic serpents with four tentacles who see our world as a place to be used. (TLFM, p. 10)
October 28, 2019, at 11:22 AM by 174.235.129.95 -
Changed line 171 from:
'''Orcs:''' Tough, strong, tribal warriors, hated by most everyone to their lust for battle and conquest. ([[Savage Rifts New D-Bees]])
to:
'''Orcs:''' Tough, strong, tribal warriors, hated by most everyone due to their lust for battle and conquest. ([[Savage Rifts New D-Bees]])
October 28, 2019, at 09:25 AM by 98.175.151.11 -
Changed line 100 from:
'''Psi-Slinger*:''' A gunslinger who uses psionic energy to deflect energy and super-charge their bullets, along with other tricks. See also the Gunslinger, above. (A&M, p. 22)
to:
'''Psi-Slinger*:''' A shootist who uses psionic energy to deflect energy and super-charge their bullets, along with other tricks. See also the Gunslinger, above. (A&M, p. 22)
October 27, 2019, at 11:06 PM by 98.175.151.11 -
Changed line 31 from:
'''Combat Mage*:''' A warrior wizard, trained equally in spellcasting and the battlefield. Straightforward and dangerous with a wider spell list than the Battle Mage, above. (A&M, p. 20)
to:
'''Combat Mage*:''' A warrior wizard, trained equally in spellcasting and the battlefield. Straightforward and dangerous with a wider spell list than the Battle Magus, above. (A&M, p. 20)
October 27, 2019, at 06:52 AM by 174.240.128.86 -
Changed line 171 from:
'''Orcs:''' Tough, strong, tribal warriors, hated by most due to their lust for battle and conquest. ([[Savage Rifts New D-Bees]])
to:
'''Orcs:''' Tough, strong, tribal warriors, hated by most everyone to their lust for battle and conquest. ([[Savage Rifts New D-Bees]])
October 27, 2019, at 06:51 AM by 174.240.128.86 -
Changed line 171 from:
'''Orcs:''' Tough, brutish fighters, who rub most people the wrong way but ''can'' fit into a team. (A&M, p. 27)
to:
'''Orcs:''' Tough, strong, tribal warriors, hated by most due to their lust for battle and conquest. ([[Savage Rifts New D-Bees]])
Changed line 67 from:
* See EOH pp. 32-33 for Iconic "treatment" Edges. The Dragon Juicer, below, is technically one of these, just more complex.
to:
* See EOH pp. 32-33 (and the Dragon Juicer, below) for Iconic "treatment" Edges. ''Delphi Juicers'' can use psionics; ''Hyperion Juicers'' are even faster; ''Mega-Juicers'' are insanely tough; ''Phaeton Juicers'' are vehicular masters; and ''Titan Juicers'' have the strength of giants.
October 20, 2019, at 10:28 PM by 68.169.135.180 -
Changed line 44 from:
'''Dragon Hatchling&dagger;:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' has the best breath weapon and total immunity to fire (TLPG, p. 44); ''Forest Runner'' is a chameleon with potent psi (TLFM, p. 6); ''Great Horned'' has weaker fire-breath but fearsome melee prowess (TLFM, p. 7); ''Royal Frilled'' has the best shapeshifting and supernatural power (TLFM, p. 8); and ''Snow Lizard'' cannot fly but can turn into a literal snowstorm (TLFM, p. 9). (Also see [[SavageRiftsHouseRules#Dragon | this note]].)
to:
'''Dragon Hatchling&dagger;:''' An extremely young (but powerful!) dragon who imprinted on the party. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' has the best breath weapon and total immunity to fire (TLPG, p. 44); ''Forest Runner'' is a chameleon with potent psi (TLFM, p. 6); ''Great Horned'' has weaker fire-breath but fearsome melee prowess (TLFM, p. 7); ''Royal Frilled'' has the best shapeshifting and supernatural power (TLFM, p. 8); and ''Snow Lizard'' cannot fly but can turn into a literal snowstorm (TLFM, p. 9). (Also see [[SavageRiftsHouseRules#Dragon | this note]].)
October 20, 2019, at 10:27 PM by 68.169.135.180 -
Changed line 85 from:
'''Mystic:''' A spiritual adventurer with both faith-based magic and inherent psionics. Has access to special "holy" trappings for their miracles and special Divination rules. (TLPG, p. 49)
to:
'''Mystic:''' A spiritual adventurer with both faith-based magic and inherent psionics. Has access to unique "holy" trappings for their miracles and special Divination rules. (TLPG, p. 49)
October 20, 2019, at 10:26 PM by 68.169.135.180 -
Changed line 13 from:
'''Automaton Controller*:''' A mage who possess a huge golem, essentially a magical mecha, and the ability to control it. Fills a similar niche as the Robot Vehicle Ace, below, but very different thematically. ([[SavageRiftsAdditionalCharacterOptions#Controller | See here.]])
to:
'''Automaton Controller*:''' A mage with a huge golem, essentially a magical mecha, and the ability to control it. Fills a similar niche as the Robot Vehicle Ace, below, but very different thematically. ([[SavageRiftsAdditionalCharacterOptions#Controller | See here.]])
October 20, 2019, at 10:23 PM by 68.169.135.180 -
Changed lines 135-136 from:
'''Altara:''' Blind but with natural radar sense to compensate. Good Agility, Strength, and Vigor, but low Smarts. (TLPG, p. 58)
to:
'''Altara:''' Blind but with natural radar sense to compensate. Good physical prowess but not the smartest. (TLPG, p. 58)
Changed lines 141-142 from:
'''D'Norr:''' "Devilmen" in appearance. Natural spellcasters with good Smarts and Spirit. (TLPG, p. 59)
to:
'''D'Norr:''' "Devilmen" in appearance. Natural spellcasters with good mental and social capabilities. (TLPG, p. 59)
Changed lines 153-158 from:
'''Fennodi:''' Calm, natural psionics (can use Armor, Intangibility, and Telepathy) with exceptional vision. (TLPG, p. 62)

'''Grackle Tooth:''' Huge and tough, with a heroic attitude and exceptional Strength and Vigor. (TLPG, p. 63)

'''Human:''' The most versatile race. Each starts with an Edge of their choice.
to:
'''Fennodi:''' Natural psionics possessing a calm demeanor, good mental stability, and exceptional vision. (TLPG, p. 62)

'''Grackle Tooth:''' Huge, strong, and tough, with a heroic attitude and useful prehensile tail. (TLPG, p. 63)

'''Human:''' The most versatile race. Each starts with an Edge of their choice, which can be up to Legendary.
Changed lines 167-168 from:
'''Mutant Animals:''' A variety of humanoids, engineered by the same Lone Star scientists who created Dog Boys. Choose from ''Mutant Bats, Mutant Felines'' (two kinds), and ''Mutant Rats.'' (EOH, p. 24)
to:
'''Mutant Animals:''' A variety of humanoids, engineered by the same Lone Star scientists who created Dog Boys. ''Mutant Bats'' are perceptive fliers; "Mutant Felines'' are huge predators (''Kill Cats'') or similar to Dog Boys (''Battle Cats''); and ''Mutant Rats'' are agile scouts. (EOH, p. 24)
Changed line 179 from:
'''Quick Flex:''' Living anime characters who excel at melee fighting and have great Agility and Pace (but not Smarts). (TLPG, p. 67)
to:
'''Quick Flex:''' Fast, anime-like characters who excel at melee fighting and most other feats of dexterity. (TLPG, p. 67)
October 20, 2019, at 10:17 PM by 68.169.135.180 -
Changed line 129 from:
'''Zapper:''' A variant Burster (above) who wields electricity instead of fire. Less damaging, but with far more interesting effects on technology. (A&M, p. 17) (Also see [[SavageRiftsHouseRules#Zapper | this note]].)
to:
'''Zapper:''' A variant Burster (above) who wields electricity instead of fire. Less damaging, but with far more interesting effects on technology. (A&M, p. 17) (Also see [[SavageRiftsHouseRules#Zapper | these notes]].)
October 20, 2019, at 10:13 PM by 68.169.135.180 -
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SavageRiftsAdditionalCharacterOptions#Controller
October 20, 2019, at 10:12 PM by 68.169.135.180 -
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'''Automaton Controller*:''' A mage who possess a huge golem, essentially a magical mecha, and the ability to control it. Fills a similar niche as the Robot Vehicle Ace, below, but very different thematically. ([[SavageRiftsAdditionalCharacterOptions#Controller | See here.]])

SavageRiftsAdditionalCharacterOptions#Controller

Changed line 108 from:
'''Robot Vehicle Ace*:''' A soldier in a robot vehicle (basically a mecha, large and incredibly powerful). (TLPG, p. 45)
to:
'''Robot Vehicle Ace*:''' A soldier in a robot vehicle, a large and incredibly powerful combat machine that's basically a mecha. Similar to the Automaton Controller, above, if only in a tactical sense. (TLPG, p. 45)
October 19, 2019, at 02:37 PM by 174.196.10.219 -
Changed line 83 from:
'''Mystic:''' A spiritual adventurer with both faith-based magic and inherent psionics. Has access to special "holy" trappings for their miracles. (TLPG, p. 49)
to:
'''Mystic:''' A spiritual adventurer with both faith-based magic and inherent psionics. Has access to special "holy" trappings for their miracles and special Divination rules. (TLPG, p. 49)
October 19, 2019, at 01:50 PM by 174.196.10.219 -
Changed line 17 from:
'''Battle Magus*:''' Similar to the Combat Mage, below, with a smaller skill list but potentially faster casting. Has strong ties to Dweomer by default; to change this, replace Magi of Dweomer with Master of Magic. (A&M, p. 20)
to:
'''Battle Magus*:''' Similar to the Combat Mage, below, with a smaller spell list but potentially faster casting. Has strong ties to Dweomer by default; to change this, replace Magi of Dweomer with Master of Magic. (A&M, p. 20)
October 19, 2019, at 09:37 AM by 68.169.135.180 -
Changed line 167 from:
'''Muties:''' The wastelands produce many mutated humans. This isn't a fixed race, but a set of guidelines for creating a mutated human. (B&B, p. 118)
to:
'''Muties:''' The wastelands produce many mutated humans. This isn't a fixed race, but a set of guidelines for creating a mutated human. [[SavageRiftsNewD-Bees#Mutants | See examples here]]. (B&B, p. 118)
October 16, 2019, at 09:46 PM by 68.169.135.180 -
Changed lines 54-55 from:
'''Headhunter Techno-Warrior*:''' A mercenary who relies heavily on cybernetics but is still mostly meat. (TLPG, p. 44)
to:
'''Headhunter Techno-Warrior*:''' A mercenary who relies heavily on cybernetics but is still mostly meat. A more versatile version of the Combat Cyborg, above. (TLPG, p. 44)
Changed lines 76-78 from:
'''Merc Soldier*:''' An experienced warrior with a great choice of combat skills, Edges, and armor. Less specialized and more flexible than the Commando, above. (TLPG, p. 44)

'''Mind Melter:''' The setting's "master psi," who starts with a wide range of abilities, from displays
of power to subtle trickery. (TLPG, p. 47)
to:
'''Merc Soldier*:''' An experienced warrior with a great choice of combat skills, Edges, and armor. Less specialized and more flexible than the Commando, above, with amazing starting gear. (TLPG, p. 44)

'''Mind Melter:''' The setting's "master psi," who starts with a wide range
of abilities, from displays of power to subtle trickery, capable of utterly dominating minds. (TLPG, p. 47)
October 16, 2019, at 09:37 PM by 68.169.135.180 -
Changed line 35 from:
'''Crazy:''' Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (TLPG, p. 24) (Also see [[SavageRiftsHouseRules#Crazy | this note]].)
to:
'''Crazy:''' A psychically enhanced super-soldier - incredibly  fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will, becoming even stronger and faster. (TLPG, p. 24) (Also see [[SavageRiftsHouseRules#Crazy | this note]].)
October 15, 2019, at 10:18 PM by 68.169.135.180 -
Changed line 123 from:
'''Werecat&dagger;:''' Lycanthropes, agile and immune to most non-supernatural attacks, who make great athletes and melee fighters. They come in werejaguar, wereocelot, and werepanther flavors. (B&B, p. 22) (Also see [[SavageRiftsHouseRules#Werecat | this note]].)
to:
'''Werecat&dagger;:''' Lycanthropes, agile and immune to most non-supernatural attacks, who make great athletes and melee fighters. They come in werejaguar, wereocelot, and werepanther flavors. (B&B, p. 22) (Also see [[SavageRiftsHouseRules#Werecat | these notes]].)
October 15, 2019, at 07:12 AM by 68.169.135.180 -
Changed line 106 from:
'''Rogue Scholar*:''' Trained investigator and historian who excels at uncovering the truth and enlightening the ignorant masses. Note that the Rogue Scientist concept is better as a reskinned RCSG Scientist, above. (TLPG, p. 45)
to:
'''Rogue Scholar*:''' Trained investigator and historian who excels at uncovering the truth and enlightening the ignorant masses. Can be built as a "Rogue Scientist," but for that consider the RCSG Scientist, above. (TLPG, p. 45)
October 15, 2019, at 07:08 AM by 68.169.135.180 -
Changed line 69 from:
'''Knight of the White Rose ("Rose Knight"):''' A Mystic Knight (bad guy) turned good, with access to miracles and psionics, plus the ability to deflect and project energy. Sworn to protect lives and fight evil. (B&B p. 9)
to:
'''Knight of the White Rose ("Rose Knight"):''' A Mystic Knight (bad guy) turned good, with access to miracles and psionics, plus a powerful ability to deflect and project energy. Sworn to protect lives and fight evil. (B&B p. 9)
October 15, 2019, at 06:13 AM by 68.169.135.180 -
Changed lines 102-103 from:
'''RCSG Scientist*:''' An ex-Coalition "Rifts Control Study Group" expert on the supernatural, who excels at identifying threats and figuring out how to stop them. (EOH, p. 18)
to:
'''RCSG Scientist*:''' An ex-Coalition "Rifts Control Study Group" expert on the supernatural, who excels at identifying threats and figuring out how to stop them. Change the name to "Rogue Scientist" for a non-Coalition version. (EOH, p. 18)
Changed lines 106-108 from:
'''Rogue Scholar*:''' Trained investigator and historian who excels at uncovering the truth and enlightening the ignorant masses. ([[SavageRiftsHouseRules#Rogue | click here]])

'''
Rogue Scientist*:''' An expert on the weird energies and superscience that pervades this world, including how to use and/or avoid it. ([[SavageRiftsHouseRules#Rogue | click here]])
to:
'''Rogue Scholar*:''' Trained investigator and historian who excels at uncovering the truth and enlightening the ignorant masses. Note that the Rogue Scientist concept is better as a reskinned RCSG Scientist, above. (TLPG, p. 45)
October 13, 2019, at 08:08 PM by 68.169.135.180 -
Changed line 117 from:
'''Techno-Wizard:''' Starts with several TW devices, can create new temporary ones (several each session), and gets a bonus on rolls to use them. (TLPG, p. 52)
to:
'''Techno-Wizard:''' Starts with several TW devices, can create new temporary ones (several each session), and gets a bonus on rolls to use them. Can also create permanent TW devices and upgrades, and eventually enchanted artifacts. (TLPG, p. 52)
October 13, 2019, at 08:07 PM by 68.169.135.180 -
Changed lines 15-16 from:
'''Barbarian Eco-Wizard*:''' A primitive spellcaster, who enchants magic into weapons and fetishes. More alert and outdoorsy than the High Magus, below. (B&B, p. 26)
to:
'''Barbarian Eco-Wizard*:''' A primitive spellcaster, who enchants magic into weapons and fetishes. More of an outdoor hunter than the High Magus and more magical than the Shaman; see below. (B&B, p. 26)
Changed lines 58-59 from:
'''High Magus*:''' A caster and enchanter, a bit more technically minded than the Barbarian Eco-Wizard, above. Has strong ties to Dweomer by default; to change this, replace Magi of Dweomer with Master of Magic. (A&M, p. 21)
to:
'''High Magus*:''' A caster and enchanter, more technically minded than the Barbarian Eco-Wizard (above) and magical unlike the Shaman (below). Has strong ties to Dweomer by default; to change this, replace Magi of Dweomer with Master of Magic. (A&M, p. 21)
Changed line 110 from:
'''Shaman*:''' A worshiper of nature, with a broad choice of powers and the ability to make empowered fetishes. (A&M, p. 23)
to:
'''Shaman*:''' A worshiper of nature, with a broad choice of powers and the ability to make empowered fetishes -- similarly to the Barbarian Eco-Wizard or High Magus, above, but via miracles instead of magic. (A&M, p. 23)
October 13, 2019, at 08:04 PM by 68.169.135.180 -
Changed line 42 from:
'''Dragon Hatchling&dagger;:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' (TLPG, p. 44), ''Forest Runner'' (TLFM, p. 6), ''Great Horned'' (TLFM, p. 7), ''Royal Frilled'' (TLFM, p. 8), and ''Snow Lizard'' (TLFM, p. 9). (Also see [[SavageRiftsHouseRules#Dragon | this note]].)
to:
'''Dragon Hatchling&dagger;:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' has the best breath weapon and total immunity to fire (TLPG, p. 44); ''Forest Runner'' is a chameleon with potent psi (TLFM, p. 6); ''Great Horned'' has weaker fire-breath but fearsome melee prowess (TLFM, p. 7); ''Royal Frilled'' has the best shapeshifting and supernatural power (TLFM, p. 8); and ''Snow Lizard'' cannot fly but can turn into a literal snowstorm (TLFM, p. 9). (Also see [[SavageRiftsHouseRules#Dragon | this note]].)
October 13, 2019, at 07:56 PM by 68.169.135.180 -
Changed lines 15-16 from:
'''Barbarian Eco-Wizard*:''' A primitive spellcaster, who works magic into bone-and-sinew weapons and fetishes. (B&B, p. 26)
to:
'''Barbarian Eco-Wizard*:''' A primitive spellcaster, who enchants magic into weapons and fetishes. More alert and outdoorsy than the High Magus, below. (B&B, p. 26)

'''Battle Magus*:''' Similar to the Combat Mage, below, with a smaller skill list but potentially faster casting. Has strong ties to Dweomer by default; to change this, replace Magi of Dweomer with Master of Magic. (A&M, p. 20
)
Changed lines 29-30 from:
'''Combat Mage*:''' A warrior wizard, trained equally in spellcasting and the battlefield. Straightforward and dangerous. (A&M, p. 20)
to:
'''Combat Mage*:''' A warrior wizard, trained equally in spellcasting and the battlefield. Straightforward and dangerous with a wider spell list than the Battle Mage, above. (A&M, p. 20)
Deleted lines 43-44:
'''Dweomer Mages*:''' Actually three different options representing mages hailing from this potent city of three guilds. The ''Battle Magus'' is a fighter, the ''High Magus'' is a crafter, and the ''Lord Magus'' is a pure arcanist. Dweomer training grants benefits, but demands your loyalty. (A&M, pp. 19-21)
Added lines 58-59:
'''High Magus*:''' A caster and enchanter, a bit more technically minded than the Barbarian Eco-Wizard, above. Has strong ties to Dweomer by default; to change this, replace Magi of Dweomer with Master of Magic. (A&M, p. 21)
Changed line 71 from:
'''Ley Line Walker:''' A master magician with many useful and potent spells with a ton of raw power. Can work incredibly powerful rituals when on a ley line. (TLPG, p. 40)
to:
'''Ley Line Walker:''' A master magician with many useful and potent spells with a ton of raw power. Can work incredibly powerful rituals when on a ley line. For a more flexible version, see the Lord Magus, below. (TLPG, p. 40)
Added lines 73-74:

'''Lord Magus*:''' A pure arcanist, with several spells and potent magical abilities; basically, the M.A.R.S. equivalent of the Ley Line Walker, above. Has strong ties to Dweomer by default; to change this, replace Magi of Dweomer with Master of Magic. (A&M, p. 21)
October 12, 2019, at 08:57 AM by 68.169.135.180 -
Changed line 9 from:
-> '''*''' This is a M.A.R.S. package ("Mercenaries, Adventurers, Rogues, and Scholars"). This hero has less inherent power, but more experience to compensate; they start as Seasoned. (Note [[SavageRiftsHouseRules#MARSFG | this fix]] to '''Fortune & Glory''' result #6.)
to:
-> '''*''' This is a M.A.R.S. package ("Mercenaries, Adventurers, Rogues, and Scholars"). This hero has less inherent power, but more experience. They start at Seasoned, which gives you flexibility and control in creating them. (Note [[SavageRiftsHouseRules#MARSFG | this fix]] to '''Fortune & Glory''' result #6.)
October 12, 2019, at 08:55 AM by 68.169.135.180 -
Changed line 9 from:
-> '''*''' This is a "M.A.R.S." package ("Mercenaries, Adventurers, Rogues, and Scholars"). This hero starts with less ''inherent'' power, but more experience to compensate; they start as Seasoned. (Note [[SavageRiftsHouseRules#MARSFG | this fix]] to '''Fortune & Glory''' result #6.)
to:
-> '''*''' This is a M.A.R.S. package ("Mercenaries, Adventurers, Rogues, and Scholars"). This hero has less inherent power, but more experience to compensate; they start as Seasoned. (Note [[SavageRiftsHouseRules#MARSFG | this fix]] to '''Fortune & Glory''' result #6.)
October 11, 2019, at 07:43 AM by 68.169.135.180 -
Changed line 9 from:
-> '''*''' This is a "M.A.R.S." package ("Mercenaries, Adventurers, Rogues, and Scholars"). This hero starts with less inherent power, but more experience to compensate (beginning as Seasoned).
to:
-> '''*''' This is a "M.A.R.S." package ("Mercenaries, Adventurers, Rogues, and Scholars"). This hero starts with less ''inherent'' power, but more experience to compensate; they start as Seasoned. (Note [[SavageRiftsHouseRules#MARSFG | this fix]] to '''Fortune & Glory''' result #6.)
October 11, 2019, at 07:41 AM by 68.169.135.180 -
Changed lines 33-34 from:
'''Crazy:''' Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (TLPG, p. 24) (Also see [[SavageRiftsFrameworkChanges#Crazy | this note]].)
to:
'''Crazy:''' Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (TLPG, p. 24) (Also see [[SavageRiftsHouseRules#Crazy | this note]].)
Changed lines 40-41 from:
'''Dragon Hatchling&dagger;:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' (TLPG, p. 44), ''Forest Runner'' (TLFM, p. 6), ''Great Horned'' (TLFM, p. 7), ''Royal Frilled'' (TLFM, p. 8), and ''Snow Lizard'' (TLFM, p. 9). (Also see [[SavageRiftsFrameworkChanges#Dragon | this note]].)
to:
'''Dragon Hatchling&dagger;:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' (TLPG, p. 44), ''Forest Runner'' (TLFM, p. 6), ''Great Horned'' (TLFM, p. 7), ''Royal Frilled'' (TLFM, p. 8), and ''Snow Lizard'' (TLFM, p. 9). (Also see [[SavageRiftsHouseRules#Dragon | this note]].)
Changed lines 49-50 from:
'''Glitter Boy:''' A Power Armor Ace (below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 34) (Also see [[SavageRiftsFrameworkChanges#Glitter| these notes]].)
to:
'''Glitter Boy:''' A Power Armor Ace (below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 34) (Also see [[SavageRiftsHouseRules#Glitter| these notes]].)
Changed lines 102-105 from:
'''Rogue Scholar*:''' Trained investigator and historian who excels at uncovering the truth and enlightening the ignorant masses. ([[SavageRiftsFrameworkChanges#Rogue | click here]])

'''Rogue Scientist*:''' An expert on the weird energies and superscience that pervades this world, including how to use and/or avoid it. ([[SavageRiftsFrameworkChanges#Rogue | click here]])
to:
'''Rogue Scholar*:''' Trained investigator and historian who excels at uncovering the truth and enlightening the ignorant masses. ([[SavageRiftsHouseRules#Rogue | click here]])

'''Rogue Scientist*:''' An expert on the weird energies and superscience that pervades this world, including how to use and/or avoid it. ([[SavageRiftsHouseRules#Rogue | click here]])
Changed lines 121-122 from:
'''Werecat&dagger;:''' Lycanthropes, agile and immune to most non-supernatural attacks, who make great athletes and melee fighters. They come in werejaguar, wereocelot, and werepanther flavors. (B&B, p. 22) (Also see [[SavageRiftsFrameworkChanges#Werecat | this note]].)
to:
'''Werecat&dagger;:''' Lycanthropes, agile and immune to most non-supernatural attacks, who make great athletes and melee fighters. They come in werejaguar, wereocelot, and werepanther flavors. (B&B, p. 22) (Also see [[SavageRiftsHouseRules#Werecat | this note]].)
Changed line 125 from:
'''Zapper:''' A variant Burster (above) who wields electricity instead of fire. Less damaging, but with far more interesting effects on technology. (A&M, p. 17) (Also see [[SavageRiftsFrameworkChanges#Zapper | this note]].)
to:
'''Zapper:''' A variant Burster (above) who wields electricity instead of fire. Less damaging, but with far more interesting effects on technology. (A&M, p. 17) (Also see [[SavageRiftsHouseRules#Zapper | this note]].)
October 10, 2019, at 01:35 PM by 68.169.135.180 -
Changed lines 33-34 from:
'''Crazy:''' Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (TLPG, p. 24)
to:
'''Crazy:''' Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (TLPG, p. 24) (Also see [[SavageRiftsFrameworkChanges#Crazy | this note]].)
Changed line 121 from:
'''Werecat&dagger;:''' Lycanthropes, agile and immune to most non-supernatural attacks, who make great athletes and melee fighters. They come in werejaguar, wereocelot, and werepanther flavors. (B&B, p. 22)
to:
'''Werecat&dagger;:''' Lycanthropes, agile and immune to most non-supernatural attacks, who make great athletes and melee fighters. They come in werejaguar, wereocelot, and werepanther flavors. (B&B, p. 22) (Also see [[SavageRiftsFrameworkChanges#Werecat | this note]].)
October 09, 2019, at 08:30 AM by 208.242.14.200 -
Changed lines 49-50 from:
'''Glitter Boy:''' A Power Armor Ace (below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 34)
to:
'''Glitter Boy:''' A Power Armor Ace (below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 34) (Also see [[SavageRiftsFrameworkChanges#Glitter| these notes]].)
Changed line 125 from:
'''Zapper:''' A variant Burster (above) who wields electricity instead of fire. Less damaging, but with far more interesting effects on technology. (A&M, p. 17)
to:
'''Zapper:''' A variant Burster (above) who wields electricity instead of fire. Less damaging, but with far more interesting effects on technology. (A&M, p. 17) (Also see [[SavageRiftsFrameworkChanges#Zapper | this note]].)
October 09, 2019, at 08:29 AM by 208.242.14.200 -
Changed line 40 from:
'''Dragon Hatchling&dagger;:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' (TLPG, p. 44), ''Forest Runner'' (TLFM, p. 6), ''Great Horned'' (TLFM, p. 7), ''Royal Frilled'' (TLFM, p. 8), and ''Snow Lizard'' (TLFM, p. 9).
to:
'''Dragon Hatchling&dagger;:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' (TLPG, p. 44), ''Forest Runner'' (TLFM, p. 6), ''Great Horned'' (TLFM, p. 7), ''Royal Frilled'' (TLFM, p. 8), and ''Snow Lizard'' (TLFM, p. 9). (Also see [[SavageRiftsFrameworkChanges#Dragon | this note]].)
October 09, 2019, at 07:16 AM by 68.169.135.180 -
Changed line 123 from:
'''Wilderness Scout*:''' A ranger/outdoorsman, quick on his feet and in-tune with nature. (TLPG, p. 45)
to:
'''Wilderness Scout*:''' A ranger/outdoorsman, quick on their feet and in-tune with nature. (TLPG, p. 45)
October 09, 2019, at 07:13 AM by 68.169.135.180 -
Changed line 47 from:
'''EOD Specialist:''' A master of Explosives Ordnance Disposal but also the opposite, improvising and using charges to take down obstacles. (EOH, p. 19)
to:
'''EOD Specialist*:''' A master of Explosives Ordnance Disposal but also the opposite, improvising and using charges to take down obstacles. (EOH, p. 19)
October 08, 2019, at 11:40 PM by 68.169.135.180 -
Changed line 9 from:
-> '''*''' This is a "M.A.R.S." package ("Mercenaries, Adventurers, Rogues, and Scholars). This hero starts with less inherent power, but more experience to compensate (beginning as Seasoned).
to:
-> '''*''' This is a "M.A.R.S." package ("Mercenaries, Adventurers, Rogues, and Scholars"). This hero starts with less inherent power, but more experience to compensate (beginning as Seasoned).
October 08, 2019, at 11:15 PM by 68.169.135.180 -
Changed line 117 from:
* See EOD p. 32 for a new Iconic Edge.
to:
* See EOH p. 32 for a new Iconic Edge.
October 08, 2019, at 11:14 PM by 68.169.135.180 -
Changed line 102 from:
'''Rogue Scholar*:''' Trained investigator and subversive rabble-rouser who excels at uncovering the truth and enlightening the masses. ([[SavageRiftsFrameworkChanges#Rogue | click here]])
to:
'''Rogue Scholar*:''' Trained investigator and historian who excels at uncovering the truth and enlightening the ignorant masses. ([[SavageRiftsFrameworkChanges#Rogue | click here]])
October 08, 2019, at 11:13 PM by 68.169.135.180 -
Changed line 98 from:
'''RCSG Scientist*:''' A Rifts Control Study Group expert on the supernatural, who excels at identifying threats and figuring out how to stop them. (EOH, p. 18)
to:
'''RCSG Scientist*:''' An ex-Coalition "Rifts Control Study Group" expert on the supernatural, who excels at identifying threats and figuring out how to stop them. (EOH, p. 18)
October 08, 2019, at 11:11 PM by 68.169.135.180 -
Changed line 108 from:
'''Shifter:''' A wizard who focuses on dimensional travel and summoning beings to control. Many think of them as demon summoners (and that is an option, though a dangerous one), but their true gift is control over rifts. (B&B, p. 15)
to:
'''Shifter:''' A wizard who focuses on dimensional travel and summoning beings to control. They have a reputation as demon worshipers, which ''is'' an option if you want. (B&B, p. 15)
October 08, 2019, at 11:05 PM by 68.169.135.180 -
Deleted lines 41-42:
'''Dragon Juicer:''' A special "treatment" for Juicers (below), now empowered by dragon blood instead of chemicals. Tougher and able to use TW devices, but shorter-lived, crazier, and in need of regular resupply. (A&M, p. 9)
Changed lines 63-65 from:
* See EOH pp. 32-33 for Iconic "treatment" Edges. The Dragon Juicer, above, is technically one of these, just more complex.
to:
* See EOH pp. 32-33 for Iconic "treatment" Edges. The Dragon Juicer, below, is technically one of these, just more complex.

'''Juicer, Dragon:''' A special "treatment" for Juicers (above), now empowered by dragon blood instead of chemicals. Tougher and able to use TW devices, but shorter-lived, crazier, and in need of regular resupply. (A&M, p. 9)
October 08, 2019, at 11:03 PM by 68.169.135.180 -
Changed line 44 from:
'''Dweomer Mages*:''' Actually three different options representing mages hailing from this potent city of three guilds. The ''Battle Magus'' is a fighter, the ''High Magus'' is a crafter, and the ''Lord Magus'' is a pure arcanist. (A&M, pp. 19-21)
to:
'''Dweomer Mages*:''' Actually three different options representing mages hailing from this potent city of three guilds. The ''Battle Magus'' is a fighter, the ''High Magus'' is a crafter, and the ''Lord Magus'' is a pure arcanist. Dweomer training grants benefits, but demands your loyalty. (A&M, pp. 19-21)
October 08, 2019, at 10:49 PM by 68.169.135.180 -
Changed line 9 from:
-> '''*''' This is a "M.A.R.S." package ("Mercenaries, Adventurers, Rogues, and Scholars). This hero starts less inherent power, but more experience to compensate (beginning as Seasoned).
to:
-> '''*''' This is a "M.A.R.S." package ("Mercenaries, Adventurers, Rogues, and Scholars). This hero starts with less inherent power, but more experience to compensate (beginning as Seasoned).
October 08, 2019, at 09:44 PM by 68.169.135.180 -
October 08, 2019, at 09:43 PM by 68.169.135.180 -
Changed lines 102-104 from:
'''Rogue Scholar*:''' Trained investigator and subversive rabble-rouser who excels at uncovering the truth and enlightening the masses. ([[Savage Rifts Framework Changes | click here]])

'''Rogue Scientist*:''' An expert on the weird energies and superscience that pervades this world, including how to use and/or avoid it. ([[Savage Rifts Framework Changes | click here]])
to:
'''Rogue Scholar*:''' Trained investigator and subversive rabble-rouser who excels at uncovering the truth and enlightening the masses. ([[SavageRiftsFrameworkChanges#Rogue | click here]])

'''Rogue Scientist*:''' An expert on the weird energies and superscience that pervades this world, including how to use and/or avoid it. ([[SavageRiftsFrameworkChanges#Rogue | click here]])
October 08, 2019, at 09:41 PM by 68.169.135.180 -
Changed line 102 from:
'''Rogue Scholar*:''' Trained investigator and intellectual who excels at uncovering the truth and enlightening the masses. ([[Savage Rifts Framework Changes | click here]])
to:
'''Rogue Scholar*:''' Trained investigator and subversive rabble-rouser who excels at uncovering the truth and enlightening the masses. ([[Savage Rifts Framework Changes | click here]])
October 08, 2019, at 09:41 PM by 68.169.135.180 -
Changed line 104 from:
'''Rogue Scientist*:''' An expert on the weird crap that pervades this world, including how to use and/or avoid it. ([[Savage Rifts Framework Changes | click here]])
to:
'''Rogue Scientist*:''' An expert on the weird energies and superscience that pervades this world, including how to use and/or avoid it. ([[Savage Rifts Framework Changes | click here]])
October 08, 2019, at 09:40 PM by 68.169.135.180 -
Changed line 96 from:
'''Psi-Warrior*:''' A powerful fighter from Psyscape who wields a psi-sword that rivals the Cyber-Knight's (above) and a psi-shield. (A&M, p. 23)
to:
'''Psi-Warrior*:''' A skilled martial artist from Psyscape who wields a psi-sword that rivals the Cyber-Knight's (above) and a psi-shield. (A&M, p. 23)
October 08, 2019, at 09:40 PM by 68.169.135.180 -
Changed line 94 from:
'''Psi-Slinger*:''' A gunslinger who uses psionic energy to deflect energy and empower bullets. Normal guns become TW-level, and TW guns are just scary. See also the Gunslinger, above. (A&M, p. 22)
to:
'''Psi-Slinger*:''' A gunslinger who uses psionic energy to deflect energy and super-charge their bullets, along with other tricks. See also the Gunslinger, above. (A&M, p. 22)
October 08, 2019, at 09:39 PM by 68.169.135.180 -
Changed line 82 from:
'''Necromancer:''' A hero who respects the dead, conversing with them easily and asking their permission before using their corpses. They can gradually create potent armies of skeletons, zombies, and mummies. (B&B, p. 12)
to:
'''Necromancer:''' A hero who respects the dead, conversing with them easily and asking permission before using their corpses. They can gradually create potent armies of skeletons, zombies, and mummies. (B&B, p. 12)
October 08, 2019, at 09:38 PM by 68.169.135.180 -
Changed line 67 from:
'''Knight of the White Rose ("Rose Knight"):''' A Mystic Knight (bad guys) turned good, with access to miracles and psionics, plus the ability to deflect and project energy. Sworn to protect lives and fight evil. (B&B p. 9)
to:
'''Knight of the White Rose ("Rose Knight"):''' A Mystic Knight (bad guy) turned good, with access to miracles and psionics, plus the ability to deflect and project energy. Sworn to protect lives and fight evil. (B&B p. 9)
October 08, 2019, at 09:37 PM by 68.169.135.180 -
Changed lines 64-65 from:
'''Juicer:''' A commando who traded lifespan for biochemically boosted power. Strong, fast, tough, with incredible regenerative ability. Can burn their own life-force for more oomph. See also the Dragon Juicer, above. (TLPG, p. 37)
* See EOH pp
. 32-33 for Iconic "treatment" Edges.
to:
'''Juicer:''' A commando who traded lifespan for biochemically boosted power. Strong, fast, tough, with incredible regenerative ability. Can burn their own life-force for more oomph. (TLPG, p. 37)
* See EOH pp
. 32-33 for Iconic "treatment" Edges. The Dragon Juicer, above, is technically one of these, just more complex.
October 08, 2019, at 09:35 PM by 68.169.135.180 -
Changed line 60 from:
'''Intelligent Construct:''' More of an open-ended construction system than a normal framework, use this to build a unique synthetic being, magical or technological. Warning: Lots of flexibility but lots of work. (EOH, p. 9)
to:
'''Intelligent Construct&dagger;:''' More of an open-ended construction system than a normal framework, use this to build a unique synthetic being, magical or technological. Warning: Lots of flexibility but lots of work. (EOH, p. 9)
October 08, 2019, at 09:33 PM by 68.169.135.180 -
Changed lines 47-48 from:
-> See TLFM p. 13 for two new Iconic Edges.
to:
* See TLFM p. 13 for two new Iconic Edges.
Changed lines 54-55 from:
-> See TLFM p. 12 for an Edge the Gunslinger starts with automatically.
to:
* See TLFM p. 12 for an Edge the Gunslinger starts with automatically.
Changed lines 65-66 from:
-> See EOH pp. 32-33 for Iconic "treatment" Edges.
to:
* See EOH pp. 32-33 for Iconic "treatment" Edges.
Changed lines 70-71 from:
-> See B&B p. 32 for a new Iconic Edge.
to:
* See B&B p. 32 for a new Iconic Edge.
Changed lines 75-76 from:
-> See TLFM p. 12 for a new Iconic Edge.
to:
* See TLFM p. 12 for a new Iconic Edge.
Changed lines 80-81 from:
-> See A&M p. 34 for a new Iconic Edge.
to:
* See A&M p. 34 for a new Iconic Edge.
Changed lines 109-110 from:
-> See TLFM pp. 13-14 for two new semi-Iconic Edges.
to:
* See TLFM pp. 13-14 for two new semi-Iconic Edges.
Changed lines 114-115 from:
-> See A&M pp. 32-33 for Edges the Techno-Wizard gets automatically.
to:
* See A&M pp. 32-33 for Edges the Techno-Wizard gets automatically.
Changed line 117 from:
-> See EOD p. 32 for a new Iconic Edge.
to:
* See EOD p. 32 for a new Iconic Edge.
October 08, 2019, at 09:33 PM by 68.169.135.180 -
Changed line 36 from:
-> See A&M p. 33 for a new Iconic Edge.
to:
* See A&M p. 33 for a new Iconic Edge.
October 08, 2019, at 09:31 PM by 68.169.135.180 -
Changed lines 25-26 from:
'''Combat Cyborg&dagger;:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable. Possibly the best "pure combat" role. (TLPG, p. 21)
to:
'''Combat Cyborg&dagger;:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable, with no real drawbacks other than the inability to ever feel again. (TLPG, p. 21)
Added lines 164-165:

'''Muties:''' The wastelands produce many mutated humans. This isn't a fixed race, but a set of guidelines for creating a mutated human. (B&B, p. 118)
October 08, 2019, at 09:28 PM by 68.169.135.180 -
Changed lines 47-48 from:
to:
-> See TLFM p. 13 for two new Iconic Edges.
Changed lines 54-55 from:
to:
-> See TLFM p. 12 for an Edge the Gunslinger starts with automatically.
Changed lines 75-76 from:
to:
-> See TLFM p. 12 for a new Iconic Edge.
Changed lines 109-110 from:
to:
-> See TLFM pp. 13-14 for two new semi-Iconic Edges.
Added lines 180-181:

'''Vernulians:''' Massive psychic serpents with four tentacles who see our world as a place to be used. (TLFM, p. 10)
October 08, 2019, at 09:24 PM by 68.169.135.180 -
Added lines 19-20:
'''Bounty Hunter*:''' A hunter, fighter, and outdoorsman who specializes in disarming targets and bringing them in alive. (TLFM, p. 5)
Changed lines 40-45 from:
'''Dragon Hatchling&dagger;:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties:
** ''Flame Wind:'' Powerful breath weapon, immune to fire (TLPG, p. 44)
** ''O:''

'''Dragon Juicer:''' A Juicer
(below) empowered by dragon blood instead of chemicals. Tougher and able to use TW devices, but shorter-lived, crazier, and in need of regular resupply. (A&M, p. 9)
to:
'''Dragon Hatchling&dagger;:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties: ''Flame Wind'' (TLPG, p. 44), ''Forest Runner'' (TLFM, p. 6), ''Great Horned'' (TLFM, p. 7), ''Royal Frilled'' (TLFM, p. 8), and ''Snow Lizard'' (TLFM, p. 9).

'''Dragon Juicer:''' A special "treatment" for Juicers (below), now
empowered by dragon blood instead of chemicals. Tougher and able to use TW devices, but shorter-lived, crazier, and in need of regular resupply. (A&M, p. 9)
Changed lines 63-64 from:
to:
-> See EOH pp. 32-33 for Iconic "treatment" Edges.
Changed lines 113-114 from:
to:
-> See EOD p. 32 for a new Iconic Edge.
Added lines 159-160:
'''Mutant Animals:''' A variety of humanoids, engineered by the same Lone Star scientists who created Dog Boys. Choose from ''Mutant Bats, Mutant Felines'' (two kinds), and ''Mutant Rats.'' (EOH, p. 24)
Added lines 166-167:

'''Psi-X Aliens:''' Technically mutants, but believed to be aliens, these little gray folks are brilliant but unstable psis. (EOH, p. 28)
October 08, 2019, at 09:15 PM by 68.169.135.180 -
Added lines 27-30:
'''Commando*:''' An elite soldier trained by a military force to become an expert on infiltration, elimination, and exfiltration. See also the Merc Soldier, below. (EOH, p. 18)

'''Cowboy*:''' A horseback rider with a steed that they share an almost supernaturally close bond with. (EOH, p. 18)

Added lines 48-49:
'''EOD Specialist:''' A master of Explosives Ordnance Disposal but also the opposite, improvising and using charges to take down obstacles. (EOH, p. 19)
Added lines 52-53:
'''Gunslinger*:''' An incredibly talented shootist, who can "draw on" a foe to interrupt them mid-action. The Psi-Slinger, below, lacks the reflexes but adds psionic power. (EOH, p. 20)
Added lines 58-61:
'''Intelligent Construct:''' More of an open-ended construction system than a normal framework, use this to build a unique synthetic being, magical or technological. Warning: Lots of flexibility but lots of work. (EOH, p. 9)

'''Intel Operative*:''' A military intelligence specialist, widely skilled in awareness, social engineering, and technical ability (EOH, p. 20)

Changed lines 67-69 from:

'''Merc Soldier*:''' An experienced warrior with a great choice of combat skills, Edges, weapons, and armor. (TLPG, p. 44)
to:
-> See B&B p. 32 for a new Iconic Edge.

'''Merc Soldier*:''' An experienced warrior with a great choice of combat skills, Edges, and armor. Less specialized and more flexible than the Commando, above
. (TLPG, p. 44)
Added lines 73-74:
'''Momano Headhunter:''' Monster slayers who rely on psionics along with implanted cybernetics (blades, spikes, energy projector) that have been enchanted as TW devices. (EOH, p. 21)
Changed lines 90-91 from:
'''Psi-Slinger*:''' A gunslinger who uses psionic energy to deflect energy and empower bullets. Normal guns become TW-level, and TW guns are just scary. (A&M, p. 22)
to:
'''Psi-Slinger*:''' A gunslinger who uses psionic energy to deflect energy and empower bullets. Normal guns become TW-level, and TW guns are just scary. See also the Gunslinger, above. (A&M, p. 22)
Added lines 94-95:
'''RCSG Scientist*:''' A Rifts Control Study Group expert on the supernatural, who excels at identifying threats and figuring out how to stop them. (EOH, p. 18)
Added lines 113-114:
'''Vampire Hunter*:''' A fighter and occultist who specializes in bloodsuckers but deals well with most supernatural foes. (B&B, p. 27)
Added lines 129-130:
'''Centaur:''' Strong, fast, nomadic people who prize their freedom. Some are "Cyber-Horseman" from the hidden city of Ixion. (B&B, p. 28)
Added lines 164-165:

'''Sasquatch:''' Big, strong, primitive humanoids who are masters of living outdoors. (B&B, p. 29)
October 08, 2019, at 08:53 PM by 68.169.135.180 -
Added lines 13-16:
'''Barbarian*:''' A tough, primitive, outdoorsy survivor, illiterate and unworldly but potentially quite intelligent. (B&B, p. 26)

'''Barbarian Eco-Wizard*:''' A primitive spellcaster, who works magic into bone-and-sinew weapons and fetishes. (B&B, p. 26)

Changed lines 19-20 from:
'''Burster:''' A powerful, dangerous pyrokinetic. The best "blaster" in the game, who can also manipulate fire and summon a flaming aura. (TLPG, p. 31)
to:
'''Burster:''' A powerful, dangerous pyrokinetic. The best "blaster" in the game, who can also manipulate fire and summon a flaming aura. See also the Zapper, below. (TLPG, p. 18)
Changed lines 23-32 from:
'''Combat Cyborg:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable. Possibly the best "pure combat" role. Note that this choice counts as your race ''and'' Iconic framework. (TLPG, p. 12)

'''Crazy:''' Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will
. Has a wide range of psionic powers. (TLPG, p. 15)

'''Cyber-Knight:''' Think "Jedi." An honorable, fast
, beloved melee fighter with psionic powers that focus on self-buffing. Can summon armor and a psi-sword. (TLPG, p. 18)

'''Flame-Wind Dragon Hatchling:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them
. Can assume human form for a limited time, which is good because everyone considers them a target. Note that this choice counts as your race ''and'' Iconic Framework. (TLPG, p. 44)

'''Glitter Boy:''' A Power Armor Soldier (see below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 21
)
to:
'''Combat Cyborg&dagger;:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable. Possibly the best "pure combat" role. (TLPG, p. 21)

'''Combat Mage*:''' A warrior wizard, trained equally in spellcasting and the battlefield. Straightforward and dangerous. (A&M, p. 20)

'''Crazy:''' Incredibly fast, pretty strong and tough, and completely insane
. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (TLPG, p. 24)

'''Cyber-Knight:''' Think "Jedi." An honorable, fast, beloved melee fighter with psionic powers that focus on self
-buffing and fighting technological foes. Can summon armor and a psi-sword. (TLPG, p. 27)
-> See A&M p. 33 for a new Iconic Edge
.

'''Dinosaur Hunter*:''' A tracker and shooter who specializes in taking down huge creatures (not just dinosaurs). (B&B, p
. 27)

'''Dragon Hatchling&dagger;:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Comes in four varieties:
** ''Flame Wind:'' Powerful breath weapon, immune to fire (TLPG, p. 44)
** ''O:''

'''Dragon Juicer:''' A Juicer (below) empowered by dragon blood instead of chemicals. Tougher and able to use TW devices, but shorter-lived, crazier, and in need of regular resupply. (A&M, p. 9)

'''Dweomer Mages*:''' Actually three different options representing mages hailing from this potent city of three guilds. The ''Battle Magus'' is a fighter, the ''High Magus'' is a crafter, and the ''Lord Magus'' is a pure arcanist. (A&M, pp. 19-21)

'''Elemental Fusionist&dagger;:''' A mutated human with the ability to warp the elements. Similar to a magician, but with a smaller "spell list" and more raw power. (A&M, p. 12)

'''Glitter Boy:''' A Power Armor Ace (below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 34
)
Changed lines 48-51 from:
'''Juicer:''' A commando who's traded lifespan for power. Strong, fast, tough, with incredible regenerative ability. Can voluntarily shorten lifespan for more oomph. (TLPG, p. 24)

'''Ley Line Walker:'''
A master magician with many useful and potent spells. Becomes even more powerful when near or on a ley line. (TLPG, p. 36)
to:
'''Heroic Vampire:''' A renegade who threw off their conditioning to fight evil. Nearly impossible to kill, with shapeshifting powers, but several very problematic vulnerabilities and drawbacks. (B&B, p. 19)

'''Juicer:'''
A commando who traded lifespan for biochemically boosted power. Strong, fast, tough, with incredible regenerative ability. Can burn their own life-force for more oomph. See also the Dragon Juicer, above. (TLPG, p. 37)

'''Knight of the White Rose ("Rose Knight"):''' A Mystic Knight (bad guys) turned good, with access to miracles and psionics, plus the ability to deflect and project energy. Sworn to protect lives and fight evil. (B&B p. 9)

'''Ley Line Walker:''' A master magician with many useful and potent spells with a ton of raw power. Can work incredibly powerful rituals when on a ley line. (TLPG, p. 40
)
Changed lines 58-61 from:
'''Mind Melter:''' The setting's "master psi," who starts with a wide range of powers and plenty of energy to power it all. (TLPG, p. 34)

'''Mystic:''' A spiritual adventurer with both faith-based magic and inherent psionics. Has access to special "holy" trappings for his miracles. (TLPG, p. 39)
to:
'''Mind Melter:''' The setting's "master psi," who starts with a wide range of abilities, from displays of power to subtle trickery. (TLPG, p. 47)

'''Mystic:''' A spiritual adventurer with both faith-based magic and inherent psionics. Has access to special "holy" trappings for their miracles. (TLPG, p. 49)
-> See A&M p. 34 for a new Iconic Edge.

'''Necromancer:''' A hero who respects the dead, conversing with them easily and asking their permission before using their corpses. They can gradually create potent armies of skeletons, zombies, and mummies. (B&B, p. 12)

'''Nega-Psychic:''' A psychic whose real power is "weaponized disbelief," able to shrug off and shut down pretty much ''any'' arcane power. (A&M, p. 14
)
Changed lines 69-70 from:
'''Power Armor Ace*:''' Warrior in a battlesuit. Not quite as powerful as the Glitter Boy (see above), but faster and with more experience. (TLPG, p. 44)
to:
'''Power Armor Ace*:''' Warrior in a battlesuit. Not quite as powerful as the Glitter Boy (above), but faster and with more experience. (TLPG, p. 44)

'''Psi-Druid*:''' A psychic variant of the Shaman, whose connection to nature is often more personal than religious. (A&M, p. 22
)
Added lines 75-78:
'''Psi-Slinger*:''' A gunslinger who uses psionic energy to deflect energy and empower bullets. Normal guns become TW-level, and TW guns are just scary. (A&M, p. 22)

'''Psi-Warrior*:''' A powerful fighter from Psyscape who wields a psi-sword that rivals the Cyber-Knight's (above) and a psi-shield. (A&M, p. 23)

Changed lines 85-88 from:
'''Shifter:''' A brute-force caster, feared by most, who excels at manipulating rifts and summoning/binding demons and other creatures. (''Savaging Rifts,'' p. 9)

'''Techno-Wizard:''' Starts with several TW devices, can create new temporary ones (several each session), and gets a bonus on rolls to use them. (TLPG, p. 42)
to:
'''Shaman*:''' A worshiper of nature, with a broad choice of powers and the ability to make empowered fetishes. (A&M, p. 23)

'''Shifter:''' A wizard who focuses on dimensional travel and summoning beings to control. Many think of them as demon summoners (and that is an option, though a dangerous one), but their true gift is control over rifts. (B&B, p. 15)

'''Spirit Warrior*:''' A tribal protector, who uses a mix of holy powers and combat training to vanquish evil supernatural beings. (A&M, p. 24)

'''Techno-Wizard:''' Starts with several TW devices, can create new temporary ones (several each session), and gets a bonus on rolls to use them. (TLPG, p. 52)
-> See A&M pp. 32-33 for Edges the Techno-Wizard gets automatically.

Added lines 96-97:
'''Werecat&dagger;:''' Lycanthropes, agile and immune to most non-supernatural attacks, who make great athletes and melee fighters. They come in werejaguar, wereocelot, and werepanther flavors. (B&B, p. 22)
Added lines 100-101:
'''Zapper:''' A variant Burster (above) who wields electricity instead of fire. Less damaging, but with far more interesting effects on technology. (A&M, p. 17)
Changed lines 104-111 from:
With the exception of the Combat Cyborg and Flame-Wind Dragon Hatchling, every character must choose a race. Be aware that any race other than human is likely to suffer reaction penalties from some or all of the populace. Except as noted, these can all be found on pp. 52-63.

'''Altara:''' Blind but with natural radar sense to compensate. Good Agility, Strength,
and Vigor, but low Smarts.

'''D'Norr:''' "Devilmen" in appearance
. Natural spellcasters with good Smarts and Spirit.

'''Dog Boy:''' Versatile mutant canines, uplifted by the CS. Can smell and track the
supernatural.
to:
With the exception of '''&dagger;''' frameworks, every character must choose a race. Be aware that any race other than human is likely to suffer reaction penalties from some or all of the populace.

'''Altara:''' Blind but with natural radar sense to compensate. Good Agility, Strength, and Vigor, but low Smarts
. (TLPG, p. 58)

'''Cactus People:''' Weird spiky plant-people who communicate telepathically
and ignore many hazards. (A&M, p. 24)

'''D'Norr:''' "Devilmen" in appearance. Natural spellcasters with good Smarts and
Spirit. (TLPG, p. 59)

'''Dog Boy:''' Versatile mutant canines, uplifted by the CS. Can smell and track the
supernatural. (TLPG, p. 60)
Changed lines 116-119 from:
'''Dwarf:''' Tough and good with tech, though a bit slow and grumpy. Can't stand elves. ([[Savage Rifts New D-Bees]])

'''Elf:''' Agile, beautiful, perceptive, and arrogant as all hell. Can't stand dwarves. ([[Savage Rifts New D-Bees]])
to:
'''Dwarves:''' Tough and good with tech, though a bit slow and grumpy. Can't stand elves. (A&M, p. 26)

'''Elf:''' Agile, beautiful, perceptive, and arrogant as all hell. Can't stand dwarves. (A&M, p. 26)
Changed lines 122-127 from:
'''Fennodi:''' Calm, natural psionics (can use Armor, Intangibility, and Telepathy) with exceptional vision.

'''Flame-Wind Dragon Hatchling:''' (This race is so powerful that it's treated as its own special Framework/Race combo
. See above.)

'''Grackle Tooth:''' Huge and tough, with a heroic attitude and exceptional Strength and Vigor.

to:
'''Fennodi:''' Calm, natural psionics (can use Armor, Intangibility, and Telepathy) with exceptional vision. (TLPG, p. 62)

'''Grackle Tooth:''' Huge and tough, with a heroic attitude and exceptional Strength and Vigor
. (TLPG, p. 63)
Changed lines 132-133 from:
'''Lyn-Srial:''' Strong, four-armed, winged humanoids with regeneration who fight for what's right.
to:
'''Lyn-Srial:''' Strong, four-armed, winged humanoids with regeneration who fight for what's right. (TLPG, p. 64)
Changed lines 136-142 from:
'''Psi-Stalker:''' Fast mutants who can detect the supernatural and must feed off it daily.

'''Quick Flex:''' Living anime characters who excel at melee fighting and have great Agility
and Pace (but not Smarts).

'''Simvan:''' Bloodthirsty "monster riders" who start with a massive animal and the psionics needed to control it (along with other powers).

'''Trimadore:''' Large and oddly shapped, with an affinity for machines and fixing things.
to:
'''Orcs:''' Tough, brutish fighters, who rub most people the wrong way but ''can'' fit into a team. (A&M, p. 27)

'''Psi-Ghosts:''' Mutant humans with modest psi who can become intangible
and translucent at will. (A&M, p. 28)

'''Psi-Stalker:''' Fast mutants who can detect the supernatural and must feed off it daily. (TLPG, p. 65)

'''Quick Flex:''' Living anime characters who excel at melee fighting and have great Agility and Pace (but not Smarts). (TLPG, p. 67)

'''Simvan:''' Bloodthirsty "monster riders" who use psionics to control massive riding beasts. (TLPG, p. 68)

'''Trimadore:''' Large and oddly shapped, with an affinity for machines and fixing things. (TLPG, p. 69)

'''Vronwor:''' Four-armed giants, strong, somewhat psychic, with a reputation for eating sentient beings. (A&M, p. 29)
October 08, 2019, at 07:55 PM by 68.169.135.180 -
Changed lines 13-14 from:
'''Body-Fixer/Cyber-Doc*:''' A medical professional who excels at patching people up and can install cybernetics. (TLPG, p. 27)
to:
'''Body-Fixer/Cyber-Doc*:''' A medical professional who excels at patching people up and can install cybernetics. (TLPG, p. 43)
Changed lines 17-18 from:
'''City Rat*:''' A street-smart urban scavenger who starts with a modest range of cybernetics. (TLPG, p. 27)
to:
'''City Rat*:''' A street-smart urban scavenger who starts with a modest range of cybernetics. (TLPG, p. 43)
Changed lines 29-30 from:
'''Headhunter/Cybernetic Techno-Warrior*:''' A mercenary who relies heavily on cybernetics but is still mostly meat. (TLPG, p. 28)
to:
'''Headhunter Techno-Warrior*:''' A mercenary who relies heavily on cybernetics but is still mostly meat. (TLPG, p. 44)
Changed lines 35-36 from:
'''Merc Soldier*:''' An experienced warrior with a great choice of combat skills, Edges, weapons, and armor. (TLPG, p. 28)
to:
'''Merc Soldier*:''' An experienced warrior with a great choice of combat skills, Edges, weapons, and armor. (TLPG, p. 44)
Changed lines 41-50 from:
'''Operator*:''' A wheelman who starts with a badass combat vehicle and mastery of the skills needed to operate and fix it. (TLPG, p. 28)

'''Power Armor Soldier*:''' Warrior in a battlesuit. Not quite as powerful as the Glitter Boy (see above), but starts with better training and more experience. (TLPG, p. 28)

'''Psi-Operator*:''' A psychic repairman with the ability to make one temporary psionic TW device per session. Effectively a weaker but more experienced version of the Techno-Wizard (see below). (TLPG, p. 29)

'''Robot Armor Pilot*:''' A soldier in a suit of robot armor (basically a mecha, large
and incredibly powerful). (TLPG, p. 29)

'''Rogue Scholar/Scientist*:''' Trained investigator and intellectual who excels at uncovering
the truth. (TLPG, p. 29)
to:
'''Operator*:''' A wheelman who starts with a vehicle and the skills needed to operate and fix it (along with most anything else). (TLPG, p. 44)

'''Power Armor Ace*:''' Warrior in a battlesuit. Not quite as powerful as the Glitter Boy (see above), but faster and with more experience. (TLPG, p. 44)

'''Psi-Operator*:''' A technopath who can interface with electronics and create psionic gadgets. See also the Techno-Wizard, below. (TLPG, p. 45)

'''Robot Vehicle Ace*:''' A soldier in a robot vehicle
(basically a mecha, large and incredibly powerful). (TLPG, p. 45)

'''Rogue Scholar*:''' Trained investigator and intellectual who excels at uncovering the truth
and enlightening the masses. ([[Savage Rifts Framework Changes | click here]])

'''Rogue Scientist*:''' An expert on
the weird crap that pervades this world, including how to use and/or avoid it. ([[Savage Rifts Framework Changes | click here]])
Changed lines 57-61 from:
'''Vagabond*:''' The ultimate jack-of-all-trades, spec'ed for luck and surviving impossible situations. (TLPG, p. 29)

'''Wild Druid:''' Outdoorsman who wields the power of Nature -- for spellcasting, elemental defense, and a means to oppose and counter technology. ([[Savage Rifts Wild Druid]])

'''Wilderness Scout*:''' A ranger/outdoorsman, quick on his feet and in-tune with nature. (TLPG, p. 29
)
to:
'''Vagabond*:''' The ultimate jack-of-all-trades, spec'ed for luck and surviving impossible situations. (TLPG, p. 45)

'''Wilderness Scout*:''' A ranger/outdoorsman, quick on his feet and in-tune with nature. (TLPG, p. 45)
October 08, 2019, at 07:49 PM by 68.169.135.180 -
Changed lines 9-49 from:
-> '''*''' This is a "M.A.R.S." package ("Mercenaries, Adventurers, Rogues, and Scholars). This hero starts less inherent power, but more experience to compensate (beginning as Seasoned).\\
'''&dagger;''' This framework eliminates your choice of race. Either the framework itself counts as a race (like the Dragon Hatchling) or it can only be taken by humans (like the Elemental Fusionist).

'''Body-Fixer/Cyber-Doc*:''' A medical professional who excels at patching people up and can install cybernetics. (p. 27)

'''Burster:''' A powerful, dangerous pyrokinetic. The best "blaster" in the game, who can also manipulate fire and summon a flaming aura. (p. 31)

'''City Rat*:''' A street-smart urban scavenger who starts with a modest range of cybernetics. (p. 27)

'''Combat Cyborg:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable. Possibly the best "pure combat" role. Note that this choice counts as your race ''and'' Iconic framework. (p. 12)

'''Crazy:''' Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (p. 15)

'''Cyber-Knight:''' Think "Jedi." An honorable, fast, beloved melee fighter with psionic powers that focus on self-buffing. Can summon armor and a psi-sword. (p. 18)

'''Flame-Wind Dragon Hatchling:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Note that this choice counts as your race ''and'' Iconic Framework. (p. 44)

'''Glitter Boy:''' A Power Armor Soldier (see below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (p. 21)

'''Headhunter/Cybernetic Techno-Warrior*:''' A mercenary who relies heavily on cybernetics but is still mostly meat. (p. 28)

'''Juicer:''' A commando who's traded lifespan for power. Strong, fast, tough, with incredible regenerative ability. Can voluntarily shorten lifespan for more oomph. (p. 24)

'''Ley Line Walker:''' A master magician with many useful and potent spells. Becomes even more powerful when near or on a ley line. (p. 36)

'''Merc Soldier*:''' An experienced warrior with a great choice of combat skills, Edges, weapons, and armor. (p. 28)

'''Mind Melter:''' The setting's "master psi," who starts with a wide range of powers and plenty of energy to power it all. (p. 34)

'''Mystic:''' A spiritual adventurer with both faith-based magic and inherent psionics. Has access to special "holy" trappings for his miracles. (p. 39)

'''Operator*:''' A wheelman who starts with a badass combat vehicle and mastery of the skills needed to operate and fix it. (p. 28)

'''Power Armor Soldier*:''' Warrior in a battlesuit. Not quite as powerful as the Glitter Boy (see above), but starts with better training and more experience. (p. 28)

'''Psi-Operator*:''' A psychic repairman with the ability to make one temporary psionic TW device per session. Effectively a weaker but more experienced version of the Techno-Wizard (see below). (p. 29)

'''Robot Armor Pilot*:''' A soldier in a suit of robot armor (basically a mecha, large and incredibly powerful). (p. 29)

'''Rogue Scholar/Scientist*:''' Trained investigator and intellectual who excels at uncovering the truth. (p. 29)
to:
-> '''*''' This is a "M.A.R.S." package ("Mercenaries, Adventurers, Rogues, and Scholars). This hero starts less inherent power, but more experience to compensate (beginning as Seasoned).

->
'''&dagger;''' This framework eliminates your choice of race. Either the framework itself counts as a race (like the Dragon Hatchling) or it can only be taken by humans (like the Elemental Fusionist).

'''Body-Fixer/Cyber-Doc*:''' A medical professional who excels at patching people up and can install cybernetics. (TLPG, p. 27)

'''Burster:''' A powerful, dangerous pyrokinetic. The best "blaster" in the game, who can also manipulate fire and summon a flaming aura. (TLPG, p. 31)

'''City Rat*:''' A street-smart urban scavenger who starts with a modest range of cybernetics. (TLPG, p. 27)

'''Combat Cyborg:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable. Possibly the best "pure combat" role. Note that this choice counts as your race ''and'' Iconic framework. (TLPG, p. 12)

'''Crazy:''' Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (TLPG, p. 15)

'''Cyber-Knight:''' Think "Jedi." An honorable, fast, beloved melee fighter with psionic powers that focus on self-buffing. Can summon armor and a psi-sword. (TLPG, p. 18)

'''Flame-Wind Dragon Hatchling:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Note that this choice counts as your race ''and'' Iconic Framework. (TLPG, p. 44)

'''Glitter Boy:''' A Power Armor Soldier (see below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (TLPG, p. 21)

'''Headhunter/Cybernetic Techno-Warrior*:''' A mercenary who relies heavily on cybernetics but is still mostly meat. (TLPG, p. 28)

'''Juicer:''' A commando who's traded lifespan for power. Strong, fast, tough, with incredible regenerative ability. Can voluntarily shorten lifespan for more oomph. (TLPG, p. 24)

'''Ley Line Walker:''' A master magician with many useful and potent spells. Becomes even more powerful when near or on a ley line. (TLPG, p. 36)

'''Merc Soldier*:''' An experienced warrior with a great choice of combat skills, Edges, weapons, and armor. (TLPG, p. 28)

'''Mind Melter:''' The setting's "master psi," who starts with a wide range of powers and plenty of energy to power it all. (TLPG, p. 34)

'''Mystic:''' A spiritual adventurer with both faith-based magic and inherent psionics. Has access to special "holy" trappings for his miracles. (TLPG, p. 39)

'''Operator*:''' A wheelman who starts with a badass combat vehicle and mastery of the skills needed to operate and fix it. (TLPG, p. 28)

'''Power Armor Soldier*:''' Warrior in a battlesuit. Not quite as powerful as the Glitter Boy (see above), but starts with better training and more experience. (TLPG, p. 28)

'''Psi-Operator*:''' A psychic repairman with the ability to make one temporary psionic TW device per session. Effectively a weaker but more experienced version of the Techno-Wizard (see below). (TLPG, p. 29)

'''Robot Armor Pilot*:''' A soldier in a suit of robot armor (basically a mecha, large and incredibly powerful). (TLPG, p. 29)

'''Rogue Scholar/Scientist*:''' Trained investigator and intellectual who excels at uncovering the truth. (TLPG, p. 29)
Changed lines 53-56 from:
'''Techno-Wizard:''' Starts with several TW devices, can create new temporary ones (several each session), and gets a bonus on rolls to use them. (p. 42)

'''Vagabond*:''' The ultimate jack-of-all-trades, spec'ed for luck and surviving impossible situations. (p. 29)
to:
'''Techno-Wizard:''' Starts with several TW devices, can create new temporary ones (several each session), and gets a bonus on rolls to use them. (TLPG, p. 42)

'''Vagabond*:''' The ultimate jack-of-all-trades, spec'ed for luck and surviving impossible situations. (TLPG, p. 29)
Changed line 59 from:
'''Wilderness Scout*:''' A ranger/outdoorsman, quick on his feet and in-tune with nature. (p. 29)
to:
'''Wilderness Scout*:''' A ranger/outdoorsman, quick on his feet and in-tune with nature. (TLPG, p. 29)
October 08, 2019, at 07:48 PM by 68.169.135.180 -
Changed line 10 from:
'''&dagg;''' This framework eliminates your choice of race. Either the framework itself counts as a race (like the Dragon Hatchling) or it can only be taken by humans (like the Elemental Fusionist).
to:
'''&dagger;''' This framework eliminates your choice of race. Either the framework itself counts as a race (like the Dragon Hatchling) or it can only be taken by humans (like the Elemental Fusionist).
October 08, 2019, at 07:47 PM by 68.169.135.180 -
Deleted lines 4-5:
For convenience, these are all of the Iconic Frameworks (think "classes") and races, with page references, in alphabetical order rather than grouped by role.
Changed lines 7-10 from:
Frameworks marked with a * are "M.A.R.S." characters, who have less inherent power, but start at Seasoned to compensate. If none of these appeal to you, see ''Personal Concept Option'' on p. 28.
to:
Iconic Frameworks are the "character classes" of '''''Savage Rifts'''''. If none of these appeal to you, consider the Personal Concept Option (TLPG, p. 44). They may be marked with one of the following footnotes:

-> '''*''' This is a "M.A.R.S." package ("Mercenaries, Adventurers, Rogues, and Scholars). This hero starts less inherent power, but more experience to compensate (beginning as Seasoned).\\
'''&dagg;''' This framework eliminates your choice of race. Either the framework itself counts as a race (like the Dragon Hatchling) or it can only be taken by humans (like the Elemental Fusionist)
.
August 06, 2018, at 06:19 AM by 67.98.187.69 -
Changed line 55 from:
'''Wild Druid:''' Outdoorsman who wields the power of Nature -- for spellcasting, elemental defense, and a means to oppose and counter technology. ([[Savage Worlds Wild Druid]])
to:
'''Wild Druid:''' Outdoorsman who wields the power of Nature -- for spellcasting, elemental defense, and a means to oppose and counter technology. ([[Savage Rifts Wild Druid]])
August 06, 2018, at 06:18 AM by 45.43.101.69 -
Changed lines 17-18 from:
'''Combat Cyborg:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable. Possibly the best "pure combat" role. (p. 12)
to:
'''Combat Cyborg:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable. Possibly the best "pure combat" role. Note that this choice counts as your race ''and'' Iconic framework. (p. 12)
Changed lines 23-24 from:
'''Flame-Wind Dragon Hatchling:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. (Note that this choice counts as your race and Iconic Framework.)
to:
'''Flame-Wind Dragon Hatchling:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. Note that this choice counts as your race ''and'' Iconic Framework. (p. 44)
Changed lines 61-64 from:
With the exception of the Combat Cyborg and Flame-Wind Dragon Hatchling, every character must choose a race. These can all be found on pp. 52-63, except for Flame-Wind Dragon Hatchlings (p. 44) and humans (n/a).

Note that any race other than human is likely to suffer reaction penalties from some or all of the populace
.
to:
With the exception of the Combat Cyborg and Flame-Wind Dragon Hatchling, every character must choose a race. Be aware that any race other than human is likely to suffer reaction penalties from some or all of the populace. Except as noted, these can all be found on pp. 52-63.
Changed lines 69-76 from:
'''Dramin:''' Spiritual and aloof, each convinced that the world and everyone else is an illusion. (Canonical race, converted here.)

'''Dwarf:''' Tough and good with tech, though a bit slow and grumpy. Can't stand elves. (Canonical race, converted here.)

'''Elf:''' Agile, beautiful, perceptive, and arrogant as all hell. Can't stand dwarves. (Canonical race, converted here.)

'''Feni:''' Primitive deer-like humanoids with a strong "fight or flight" reflex and the ability to adapt to any environment. (Canonical race, converted here.)
to:
'''Dramin:''' Spiritual and aloof, each convinced that the world and everyone else is an illusion. ([[Savage Rifts New D-Bees]])

'''Dwarf:''' Tough and good with tech, though a bit slow and grumpy. Can't stand elves. ([[Savage Rifts New D-Bees]])

'''Elf:''' Agile, beautiful, perceptive, and arrogant as all hell. Can't stand dwarves. ([[Savage Rifts New D-Bees]])

'''Feni:''' Primitive deer-like humanoids with a strong "fight or flight" reflex and the ability to adapt to any environment. ([[Savage Rifts New D-Bees]])
Changed lines 79-80 from:
'''Flame-Wind Dragon Hatchling:''' (This race is so powerful that it's treated as its own special Framework/Race combo. See below.)
to:
'''Flame-Wind Dragon Hatchling:''' (This race is so powerful that it's treated as its own special Framework/Race combo. See above.)
Changed lines 85-88 from:
'''Iktek:''' Large, tough, cavers who were prey on their world and are still acclimating to Earth. (Canonical race, converted here.)

'''Lannic:''' Winged humanoids, fast and alert, though not very tough. (Custom D-Bee, found here.)
to:
'''Iktek:''' Large, tough, cavers who were prey on their world and are still acclimating to Earth. ([[Savage Rifts New D-Bees]])

'''Lannic:''' Winged humanoids, fast and alert, though not very tough. ([[Savage Rifts New D-Bees]])
Changed line 91 from:
'''Mastadonoid:''' Mammoth humanoids, literally, who are honorable and a bit technologically backward. (Canonical race, converted here.)
to:
'''Mastadonoid:''' Mammoth humanoids, literally, who are honorable and a bit technologically backward. ([[Savage Rifts New D-Bees]])
August 06, 2018, at 06:15 AM by 45.43.101.69 -
Changed lines 49-50 from:
'''Shifter:''' A brute-force caster, feared by most, who excels at manipulating rifts and summoning/binding demons and other creatures. (''Savaging Rifts,'' p. 9).
to:
'''Shifter:''' A brute-force caster, feared by most, who excels at manipulating rifts and summoning/binding demons and other creatures. (''Savaging Rifts,'' p. 9)
Changed line 55 from:
'''Wild Druid:''' Outdoorsman who wields the power of Nature -- for spellcasting, elemental defense, and a means to oppose and counter technology. (Custom framework, found here.)
to:
'''Wild Druid:''' Outdoorsman who wields the power of Nature -- for spellcasting, elemental defense, and a means to oppose and counter technology. ([[Savage Worlds Wild Druid]])
August 06, 2018, at 06:14 AM by 67.98.187.69 -
Deleted line 0:
Changed lines 5-58 from:
For convenience, these are all of the Iconic Frameworks (think "classes") from Savage Rifts: The Tomorrow Legion Player's Guide, with page references, in alphabetical order rather than grouped by role. Those marked with a * are "M.A.R.S." characters, who have less inherent power, but start at Seasoned to compensate.

If
none of these appeal to you, see Personal Concept Option on p. 28.

Body-Fixer/Cyber-Doc*: A medical professional who excels at patching people up and can install cybernetics. (p. 27)

Burster: A powerful, dangerous pyrokinetic. The best "blaster" in the game, who can also manipulate fire and summon a flaming aura. (p. 31)

City Rat*: A street-smart urban scavenger who starts with a modest range of cybernetics. (p. 27)

Combat Cyborg: A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable. Possibly the best "pure combat" role. (p. 12)

Crazy: Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (p. 15)

Cyber-Knight: Think "Jedi." An honorable, fast, beloved melee fighter with psionic powers that focus on self-buffing. Can summon armor and a psi-sword. (p. 18)

Flame-Wind Dragon Hatchling: (This race is so powerful that it's treated as its own special Framework/Race combo. See below.)

Glitter Boy: A Power Armor Soldier (see below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (p. 21)

Headhunter/Cybernetic Techno-Warrior*: A mercenary who relies heavily on cybernetics but is still mostly meat. (p. 28)

Juicer: A commando who's traded lifespan for power. Strong, fast, tough, with incredible regenerative ability
. Can voluntarily shorten lifespan for more oomph. (p. 24)

Ley Line Walker: A master magician with many useful and potent spells. Becomes even more powerful when near or on a ley line
. (p. 36)

Merc Soldier*: An experienced warrior with a great choice of combat skills, Edges, weapons, and armor. (p. 28)

Mind Melter: The setting's "master psi," who starts with
a wide range of powers and plenty of energy to power it all. (p. 34)

Mystic: A spiritual adventurer with both faith-based magic and inherent psionics. Has access to special "holy" trappings for his miracles. (p. 39)

Operator*: A wheelman who starts with a badass combat vehicle and mastery of the skills needed to operate
and fix it. (p. 28)

Power Armor Soldier*: Warrior in a battlesuit. Not quite as powerful as the Glitter Boy (see above
), but starts with better training and more experience. (p. 28)

Psi-Operator*: A psychic repairman with the ability
to make one temporary psionic TW device per session. Effectively a weaker but more experienced version of the Techno-Wizard (see below). (p. 29)

Robot Armor Pilot*: A soldier in a suit of robot armor (basically a mecha, large and incredibly powerful
). (p. 29)

Rogue Scholar/Scientist*: Trained investigator and intellectual who excels at uncovering the truth. (p. 29)

Shifter: A brute-force caster, feared by most, who excels at manipulating rifts and summoning/binding demons and other creatures. (Savaging Rifts, p. 9).

Techno-Wizard: Starts with several TW devices, can create new temporary ones
(several each session), and gets a bonus on rolls to use them. (p. 42)

Vagabond*: The ultimate jack-of-all-trades, spec'ed for luck and surviving impossible situations. (p. 29)

Wild Druid: Outdoorsman who wields the power of Nature -- for spellcasting, elemental defense, and a means to oppose and counter technology.
(Custom framework, found here.)

Wilderness Scout*: A ranger/outdoorsman, quick
on his feet and in-tune with nature. (p. 29)

Races
to:
For convenience, these are all of the Iconic Frameworks (think "classes") and races, with page references, in alphabetical order rather than grouped by role.

!! Iconic Frameworks

Frameworks marked with a * are
"M.A.R.S." characters, who have less inherent power, but start at Seasoned to compensate. If none of these appeal to you, see ''Personal Concept Option'' on p. 28.

'''Body-Fixer/Cyber-Doc*:''' A medical professional who excels at patching people up and can install cybernetics. (p. 27)

'''Burster:''' A powerful, dangerous pyrokinetic. The best "blaster" in the game, who can also manipulate fire and summon a flaming aura. (p. 31)

'''City Rat*:''' A street-smart urban scavenger who starts with a modest range of cybernetics. (p. 27)

'''Combat Cyborg:''' A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable. Possibly the best "pure combat" role. (p. 12)

'''Crazy:''' Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (p. 15)

'''Cyber-Knight:''' Think "Jedi." An honorable, fast, beloved melee fighter with psionic powers that focus on self-buffing. Can summon armor and a psi-sword. (p. 18)

'''Flame-Wind Dragon Hatchling:''' An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. (Note that this choice counts as your race and Iconic Framework.)

'''Glitter Boy:''' A Power Armor Soldier (see below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace
. (p. 21)

'''Headhunter/Cybernetic Techno-Warrior*:''' A mercenary who relies heavily on cybernetics but is still mostly meat. (p. 28)

'''Juicer:''' A commando who's traded lifespan for power. Strong, fast, tough, with incredible regenerative ability
. Can voluntarily shorten lifespan for more oomph. (p. 24)

'''Ley Line Walker:''' A master magician with many useful and potent spells. Becomes even more powerful when near or on
a ley line. (p. 36)

'''Merc Soldier*:''' An experienced warrior with a great choice of combat skills, Edges, weapons, and armor. (p. 28)

'''Mind Melter:''' The setting's "master psi," who starts with a wide range of powers and plenty of energy to power it all. (p. 34)

'''Mystic:''' A spiritual adventurer with both faith-based magic
and inherent psionics. Has access to special "holy" trappings for his miracles. (p. 39)

'''Operator*:''' A wheelman who starts with a badass combat vehicle and mastery of the skills needed
to operate and fix it. (p. 28)

'''Power Armor Soldier*:''' Warrior in
a battlesuit. Not quite as powerful as the Glitter Boy (see above), but starts with better training and more experience. (p. 28)

'''Psi-Operator*:''' A psychic repairman with the ability to make one temporary psionic TW device per session. Effectively a weaker but more experienced version of the Techno-Wizard (see below). (p. 29)

'''Robot Armor Pilot*:''' A soldier in a suit of robot armor (basically a mecha, large and incredibly powerful).
(p. 29)

'''Rogue Scholar/Scientist*:''' Trained investigator and intellectual who excels at uncovering the truth. (p. 29
)

'''Shifter:''' A brute-force caster, feared by most, who excels at manipulating rifts and summoning/binding demons and other creatures. (''Savaging Rifts,'' p. 9).

'''Techno-Wizard:''' Starts with several TW devices, can create new temporary ones
(several each session), and gets a bonus on rolls to use them. (p. 42)

'''Vagabond*:''' The ultimate jack-of-all-trades, spec'ed for luck and surviving impossible situations. (p. 29)

'''Wild Druid:''' Outdoorsman who wields the power of Nature -- for spellcasting, elemental defense, and a means to oppose and counter technology. (Custom framework, found here.)

'''Wilderness Scout*:''' A ranger/outdoorsman, quick on his feet and in-tune with nature. (p. 29)

!!
Races
Changed lines 65-101 from:
Altara: Blind but with natural radar sense to compensate. Good Agility, Strength, and Vigor, but low Smarts.

D'Norr: "Devilmen" in appearance. Natural spellcasters with good Smarts and Spirit.

Dog Boy: Versatile mutant canines, uplifted by the CS. Can smell and track the supernatural.

Dramin: Spiritual and aloof, each convinced that the world and everyone else is an illusion. (Canonical race, converted here.)

Dwarf: Tough and good with tech, though a bit slow and grumpy. Can't stand elves. (Canonical race, converted here.)

Elf: Agile, beautiful, perceptive, and arrogant as all hell. Can't stand dwarves. (Canonical race, converted here.)

Feni: Primitive deer-like humanoids with a strong "fight or flight" reflex and the ability to adapt to any environment. (Canonical race, converted here.)

Fennodi: Calm, natural psionics (can use Armor, Intangibility, and Telepathy) with exceptional vision.

Flame-Wind Dragon Hatchling: An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. (Note that this choice counts as your race and Iconic Framework.)

Grackle Tooth
: Huge and tough, with a heroic attitude and exceptional Strength and Vigor.

Human: The most versatile race
. Each starts with an Edge of their choice.

Iktek
: Large, tough, cavers who were prey on their world and are still acclimating to Earth. (Canonical race, converted here.)

Lannic: Winged humanoids, fast and alert, though not very tough. (Custom D-Bee, found here.)

Lyn-Srial
: Strong, four-armed, winged humanoids with regeneration who fight for what's right.

Mastadonoid: Mammoth humanoids
, literally, who are honorable and a bit technologically backward. (Canonical race, converted here.)

Psi-Stalker: Fast mutants who can detect the supernatural and must feed off it daily.

Quick Flex: Living anime characters who excel at melee fighting and have great Agility and Pace (but not Smarts).

Simvan: Bloodthirsty "monster riders" who start with a massive animal and the psionics needed to control it (along with other powers).

Trimadore: Large and oddly shapped, with an affinity for machines and fixing things.
to:
'''Altara:''' Blind but with natural radar sense to compensate. Good Agility, Strength, and Vigor, but low Smarts.

'''D'Norr:''' "Devilmen" in appearance. Natural spellcasters with good Smarts and Spirit.

'''Dog Boy:''' Versatile mutant canines, uplifted by the CS. Can smell and track the supernatural.

'''Dramin:''' Spiritual and aloof, each convinced that the world and everyone else is an illusion. (Canonical race, converted here.)

'''Dwarf:''' Tough and good with tech, though a bit slow and grumpy. Can't stand elves. (Canonical race, converted here.)

'''Elf:''' Agile, beautiful, perceptive, and arrogant as all hell. Can't stand dwarves. (Canonical race, converted here.)

'''Feni:''' Primitive deer-like humanoids with a strong "fight or flight" reflex and the ability to adapt to any environment. (Canonical race, converted here.)

'''Fennodi:''' Calm, natural psionics (can use Armor, Intangibility, and Telepathy) with exceptional vision.

'''Flame-Wind Dragon Hatchling:''' (This race is so powerful that it's treated as its own special Framework/Race combo. See below.)

'''Grackle Tooth:''' Huge and tough, with
a heroic attitude and exceptional Strength and Vigor.

'''Human:''' The most versatile race. Each starts with an Edge of their choice
.

'''Iktek
:''' Large, tough, cavers who were prey on their world and are still acclimating to Earth. (Canonical race, converted here.)

'''Lannic
:''' Winged humanoids, fast and alert, though not very tough. (Custom D-Bee, found here.)

'''Lyn-Srial:''' Strong, four-armed, winged humanoids with regeneration who fight for what's right.

'''Mastadonoid
:''' Mammoth humanoids, literally, who are honorable and a bit technologically backward. (Canonical race, converted here.)

'''Psi-Stalker:''' Fast mutants who can detect the supernatural and must feed off it daily.

'''Quick Flex:''' Living anime characters who excel at melee fighting and have great Agility and Pace (but not Smarts).

'''Simvan:''' Bloodthirsty "monster riders" who start with a massive animal and the psionics needed to control it (along with other powers).

'''Trimadore:''' Large and oddly shapped, with an affinity for machines and fixing things.
August 06, 2018, at 05:36 AM by 67.98.187.69 -
Added lines 1-104:

Return to [[Savage Rifts]]

----

For convenience, these are all of the Iconic Frameworks (think "classes") from Savage Rifts: The Tomorrow Legion Player's Guide, with page references, in alphabetical order rather than grouped by role. Those marked with a * are "M.A.R.S." characters, who have less inherent power, but start at Seasoned to compensate.

If none of these appeal to you, see Personal Concept Option on p. 28.

Body-Fixer/Cyber-Doc*: A medical professional who excels at patching people up and can install cybernetics. (p. 27)

Burster: A powerful, dangerous pyrokinetic. The best "blaster" in the game, who can also manipulate fire and summon a flaming aura. (p. 31)

City Rat*: A street-smart urban scavenger who starts with a modest range of cybernetics. (p. 27)

Combat Cyborg: A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable. Possibly the best "pure combat" role. (p. 12)

Crazy: Incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will. Has a wide range of psionic powers. (p. 15)

Cyber-Knight: Think "Jedi." An honorable, fast, beloved melee fighter with psionic powers that focus on self-buffing. Can summon armor and a psi-sword. (p. 18)

Flame-Wind Dragon Hatchling: (This race is so powerful that it's treated as its own special Framework/Race combo. See below.)

Glitter Boy: A Power Armor Soldier (see below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace. (p. 21)

Headhunter/Cybernetic Techno-Warrior*: A mercenary who relies heavily on cybernetics but is still mostly meat. (p. 28)

Juicer: A commando who's traded lifespan for power. Strong, fast, tough, with incredible regenerative ability. Can voluntarily shorten lifespan for more oomph. (p. 24)

Ley Line Walker: A master magician with many useful and potent spells. Becomes even more powerful when near or on a ley line. (p. 36)

Merc Soldier*: An experienced warrior with a great choice of combat skills, Edges, weapons, and armor. (p. 28)

Mind Melter: The setting's "master psi," who starts with a wide range of powers and plenty of energy to power it all. (p. 34)

Mystic: A spiritual adventurer with both faith-based magic and inherent psionics. Has access to special "holy" trappings for his miracles. (p. 39)

Operator*: A wheelman who starts with a badass combat vehicle and mastery of the skills needed to operate and fix it. (p. 28)

Power Armor Soldier*: Warrior in a battlesuit. Not quite as powerful as the Glitter Boy (see above), but starts with better training and more experience. (p. 28)

Psi-Operator*: A psychic repairman with the ability to make one temporary psionic TW device per session. Effectively a weaker but more experienced version of the Techno-Wizard (see below). (p. 29)

Robot Armor Pilot*: A soldier in a suit of robot armor (basically a mecha, large and incredibly powerful). (p. 29)

Rogue Scholar/Scientist*: Trained investigator and intellectual who excels at uncovering the truth. (p. 29)

Shifter: A brute-force caster, feared by most, who excels at manipulating rifts and summoning/binding demons and other creatures. (Savaging Rifts, p. 9).

Techno-Wizard: Starts with several TW devices, can create new temporary ones (several each session), and gets a bonus on rolls to use them. (p. 42)

Vagabond*: The ultimate jack-of-all-trades, spec'ed for luck and surviving impossible situations. (p. 29)

Wild Druid: Outdoorsman who wields the power of Nature -- for spellcasting, elemental defense, and a means to oppose and counter technology. (Custom framework, found here.)

Wilderness Scout*: A ranger/outdoorsman, quick on his feet and in-tune with nature. (p. 29)

Races

With the exception of the Combat Cyborg and Flame-Wind Dragon Hatchling, every character must choose a race. These can all be found on pp. 52-63, except for Flame-Wind Dragon Hatchlings (p. 44) and humans (n/a).

Note that any race other than human is likely to suffer reaction penalties from some or all of the populace.

Altara: Blind but with natural radar sense to compensate. Good Agility, Strength, and Vigor, but low Smarts.

D'Norr: "Devilmen" in appearance. Natural spellcasters with good Smarts and Spirit.

Dog Boy: Versatile mutant canines, uplifted by the CS. Can smell and track the supernatural.

Dramin: Spiritual and aloof, each convinced that the world and everyone else is an illusion. (Canonical race, converted here.)

Dwarf: Tough and good with tech, though a bit slow and grumpy. Can't stand elves. (Canonical race, converted here.)

Elf: Agile, beautiful, perceptive, and arrogant as all hell. Can't stand dwarves. (Canonical race, converted here.)

Feni: Primitive deer-like humanoids with a strong "fight or flight" reflex and the ability to adapt to any environment. (Canonical race, converted here.)

Fennodi: Calm, natural psionics (can use Armor, Intangibility, and Telepathy) with exceptional vision.

Flame-Wind Dragon Hatchling: An extremely young (but still incredibly powerful!) dragon, who probably imprinted on the party after being rescued by them. Can assume human form for a limited time, which is good because everyone considers them a target. (Note that this choice counts as your race and Iconic Framework.)

Grackle Tooth: Huge and tough, with a heroic attitude and exceptional Strength and Vigor.

Human: The most versatile race. Each starts with an Edge of their choice.

Iktek: Large, tough, cavers who were prey on their world and are still acclimating to Earth. (Canonical race, converted here.)

Lannic: Winged humanoids, fast and alert, though not very tough. (Custom D-Bee, found here.)

Lyn-Srial: Strong, four-armed, winged humanoids with regeneration who fight for what's right.

Mastadonoid: Mammoth humanoids, literally, who are honorable and a bit technologically backward. (Canonical race, converted here.)

Psi-Stalker: Fast mutants who can detect the supernatural and must feed off it daily.

Quick Flex: Living anime characters who excel at melee fighting and have great Agility and Pace (but not Smarts).

Simvan: Bloodthirsty "monster riders" who start with a massive animal and the psionics needed to control it (along with other powers).

Trimadore: Large and oddly shapped, with an affinity for machines and fixing things.

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