Savage Rifts Framework Changes

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October 11, 2019, at 07:31 AM by 68.169.135.180 -
Changed lines 10-11 from:
When the crazy is Losing It, any Agility-linked skill ''which has been raised above their base Agility'' (before the Losing It boost) is temporarily increased by one die type. For example, if you have Agility d8 and Fighting d10, when Losing It you would have Agility d12 and Fighting d12.
to:
While you're Losing It, any Agility-linked skill ''which has been raised above your base Agility'' (before the Losing It boost) is temporarily increased by one die type. For example, if you have Agility d8 and Fighting d10, when Losing It you would have Agility d12 and Fighting d12.
Changed line 70 from:
When in cat or half-cat form, any Agility-linked skill ''which has been raised above their base Agility'' (before the cat-mode boost) is temporarily increased by one die type. For example, if you have Agility d8 and Fighting d10, when in cat form you would have Agility d12 and Fighting d12.
to:
When in cat or half-cat form, any Agility-linked skill ''which has been raised above your base Agility'' (before the cat-mode boost) is temporarily increased by one die type. For example, if you have Agility d8 and Fighting d10, when in cat form you would have Agility d12 and Fighting d12.
October 11, 2019, at 07:29 AM by 68.169.135.180 -
Changed line 5 from:
These are minor changes or sometimes just clarifications, that add flavor and/or help keep things balanced and fair.
to:
These are minor changes, options, or clarifications, designed to add flavor and/or help keep things balanced and fair.
October 11, 2019, at 07:28 AM by 68.169.135.180 -
Changed line 5 from:
These changes are all very minor, to add flavor and/or help keep things balanced and fair.
to:
These are minor changes or sometimes just clarifications, that add flavor and/or help keep things balanced and fair.
October 11, 2019, at 07:21 AM by 68.169.135.180 -
Changed line 24 from:
'''A Jock is a Jock'''
to:
'''An Ace Is an Ace'''
October 11, 2019, at 07:20 AM by 68.169.135.180 -
Changed lines 10-11 from:
When the crazy is Losing It, any Agility-linked skill ''which has been raised above their base Agility'' (before the Losing It boost) is temporarily increased by one die type. For example, if you have Agility d8 and Fighting d10, when Losing It you would have Agility d12 and Fighting d12. (This house rule keeps things fair based on how many skill points you've spent.)
to:
When the crazy is Losing It, any Agility-linked skill ''which has been raised above their base Agility'' (before the Losing It boost) is temporarily increased by one die type. For example, if you have Agility d8 and Fighting d10, when Losing It you would have Agility d12 and Fighting d12.

(This is due to the way skill points work; see [[https://www.pegforum.com/forum/savage-rifts%C2%AE/castle-refuge/31242-the-werecat-and-similar-lycanthropes-skill-maximum | this thread]] for details
.)
Changed lines 70-72 from:
When in cat or half-cat form, any Agility-linked skill ''which has been raised above their base Agility'' (before the cat-mode boost) is temporarily increased by one die type. For example, if you have Agility d8 and Fighting d10, when in cat form you would have Agility d12 and Fighting d12. (This house rule keeps things fair based on how many skill points you've spent.)
to:
When in cat or half-cat form, any Agility-linked skill ''which has been raised above their base Agility'' (before the cat-mode boost) is temporarily increased by one die type. For example, if you have Agility d8 and Fighting d10, when in cat form you would have Agility d12 and Fighting d12.

(This is due to the way skill points work; see [[https://www.pegforum.com/forum/savage-rifts%C2%AE/castle-refuge/31242-the-werecat-and-similar-lycanthropes-skill-maximum | this thread]] for details
.)
October 10, 2019, at 01:13 PM by 68.169.135.180 -
Changed lines 5-6 from:
These changes address some things that feel a bit unfair (whether too good ''or'' too bad) with individual frameworks. Most are very minor, and several are actually not house rules, but official clarifications or rulings.
to:
These changes are all very minor, to add flavor and/or help keep things balanced and fair.
Changed line 32 from:
In addition to your Boom Gun, you start with a single "sidearm" -- a Mod 1 vehicular weapon for when massive overkill is a bad idea. See ''Hand-Carried Weapons'' (p. 106) for full rules, and pp. 106-107 for choices and statistics. You may not sell it back during character creation.
to:
In addition to your Boom Gun, you start with a single "sidearm" -- a Mod 1 vehicular weapon, adapted for handheld use -- for when massive overkill is a bad idea. See ''Hand-Carried Weapons'' (p. 106) for full rules, and pp. 106-107 for choices and statistics. You may not sell it back during character creation.
October 10, 2019, at 01:11 PM by 68.169.135.180 -
Added lines 7-11:
[[#Crazy]]
!! Crazy

When the crazy is Losing It, any Agility-linked skill ''which has been raised above their base Agility'' (before the Losing It boost) is temporarily increased by one die type. For example, if you have Agility d8 and Fighting d10, when Losing It you would have Agility d12 and Fighting d12. (This house rule keeps things fair based on how many skill points you've spent.)

Added lines 64-68:

[[#Werecat]]
!! Werecat

When in cat or half-cat form, any Agility-linked skill ''which has been raised above their base Agility'' (before the cat-mode boost) is temporarily increased by one die type. For example, if you have Agility d8 and Fighting d10, when in cat form you would have Agility d12 and Fighting d12. (This house rule keeps things fair based on how many skill points you've spent.)
October 09, 2019, at 08:28 AM by 208.242.14.200 -
Added line 7:
[[#Dragon]]
Added line 14:
[[#Glitter]]
Added line 60:
[[#Zapper]]
October 08, 2019, at 10:29 PM by 68.169.135.180 -
Changed line 38 from:
This variant has been split into two more flavorful options:
to:
This package has been split into two more flavorful and balanced options:
October 08, 2019, at 10:28 PM by 68.169.135.180 -
Changed line 25 from:
In addition to your Boom Gun, you start with a single Mod 1 vehicular-weapon "sidearm" for when massive overkill is a bad idea. Choose one of the following options; you may not sell it back during character creation. See ''Hand-Carried Weapons'' (p. 106) for full rules, and pp. 106-107 for choices and statistics.
to:
In addition to your Boom Gun, you start with a single "sidearm" -- a Mod 1 vehicular weapon for when massive overkill is a bad idea. See ''Hand-Carried Weapons'' (p. 106) for full rules, and pp. 106-107 for choices and statistics. You may not sell it back during character creation.
October 08, 2019, at 09:45 PM by 68.169.135.180 -
Changed line 36 from:
!!!! Rogue Scholar
to:
!!!! Rogue Scholar/Scientist
October 08, 2019, at 09:45 PM by 68.169.135.180 -
Added line 35:
[[#Rogue]]
Deleted line 36:
[[#Rogue]]
October 08, 2019, at 09:44 PM by 68.169.135.180 -
Added line 36:
[[#Rogue]]
October 08, 2019, at 07:04 PM by 68.169.135.180 -
Changed line 37 from:
This variant has been split into two more flavorful choices:
to:
This variant has been split into two more flavorful options:
October 08, 2019, at 07:03 PM by 68.169.135.180 -
Changed line 35 from:
'''Rogue Scholar'''
to:
!!!! Rogue Scholar
October 08, 2019, at 07:03 PM by 68.169.135.180 -
Changed lines 7-16 from:
!! Burster

'''Flame Blast'''

If you combine the '''Flame Blast''' and '''Rapid Flame Bolt''' Edges, overlapping areas do ''not'' apply damage multiple times! Instead, roll damage for each area and apply the ''highest'' to anyone caught in an overlapping area.

(Also be sure to review the note about Strength-based damage under [[Savage Worlds General Rules]].)

!! Flame-Wind
Dragon Hatchling
to:
!! Dragon Hatchling
Changed lines 11-15 from:
Because dragons come in different varieties, at character creation you may choose from these two options regarding your innate armor. In all cases, innate armor never stacks with worn armor; use whichever value best protects you from a given attack.

* Your human form has 0
armor while your dragon form has +16 M.D.C. armor (as per the book)
* Your human form has +4 M.D.C. armor (concealed, as "tough skin") while your dragon form has +12 M.D.C. armor

to:
Because dragons come in different varieties, at character creation you may choose to reduce your dragon-form armor by 4 levels in order to add +4 M.D.C. in human form (concealed, as "tough skin"). This stacks with other M.D.C. armor, but not with other armor bonuses.
Deleted lines 18-21:
'''Boom Versus Rail'''

The Boom Gun fires a single shell that bursts to cover an area with flechettes. The rail-gun rules on p. 91 do not apply to it. (In other words, there's no extra -2 and Marksman does apply.)

Changed lines 25-35 from:
In addition to your Boom Gun, you start with a "sidearm" for when massive overkill is a bad idea. Choose one of the following options; you may not sell it back during character creation. These are all one-handed weapons when in your Glitter Boy, two-handed weapons otherwise. With the exception of the rail guns (which use the special rules above), these suffer from Snapfire (-2 to hit if you move this turn).

* NG-E4A Heavy Plasma Ejector (min Str d12)
* NG-E15 Pulse Plasma Ejector (min Str d12)
* TX-50 Light Rail Gun (min Str d10)
* (Vehicular) Light Laser Weapon (min Str d12+1*)
* (Vehicular) Medium Laser Weapon (not usable out of armor)
* (Vehicular) Mini Rail Gun (not usable out of armor)

-> * Must be plugged into a vehicle, power armor, or building power source
.
to:
In addition to your Boom Gun, you start with a single Mod 1 vehicular-weapon "sidearm" for when massive overkill is a bad idea. Choose one of the following options; you may not sell it back during character creation. See ''Hand-Carried Weapons'' (p. 106) for full rules, and pp. 106-107 for choices and statistics.
Deleted lines 30-45:
!! Juicer

'''Burning Bright'''

1. At the start of each session, a Juicer rolls her Burn Die against a flat target number of 7. (This is always 7, regardless of how many Burn points she has.) Bennies may not be spent on this roll. Success means that she must spend Burn at least once this session -- to burn bright or power an Iconic Edge -- or the juicer will ''die.'' A raise means she must do so twice! Failure means she is free of such requirements; on a natural 1, the Juicer may choose to burn bright once this session for no cost.

''(The official rules strongly encourage Juicers to never spend Burn, but that's no fun!)''

2. A Juicer cannot burn bright to enhance a Smarts roll or a skill roll linked to Smarts.

''(A Juicer shouldn't be able to show up a Scholar. Adrenaline doesn't make you smarter!)''

3. The following Edges are halved in value, which means they cost only 1 build point instead of 2: '''Burn Brighter, Burn for Glory, Burn Past the Pain,''' and '''Burn Faster'''. This does not affect the value of '''Burn for Tomorrow''' or '''Luck Burner''' ([[Savage Rifts New Edges]]).

''(These Edges are great, but you can only use them a handful of times, and their cost should reflect that.)''

Changed lines 33-36 from:
'''City Rat'''

Also start with your choice of the '''I Know A Guy''' Edge ''or'' the '''Scavenger''' Edge
.
to:
See [[Savage Rifts House Rules]] for an important note about the Fortune & Glory Table.
Changed lines 37-51 from:
Choose ''two'' of the first three bullets (e.g., a scientist might take +5 skill points, two Knowledge skills at d8, and the Scholar Edge).

!! Mind Melter

The following abilities are also part of the Mind Melter's Iconic Framework:

>>padding=20px border="2px solid black"<<
'''Extrasensory Perception:''' The Mind Melter's subconscious awareness extends throughout the area and even into the future
. He starts with the '''Danger Sense''' and '''Sixth Sense''' Edges.

'''Compartmentalized Mind:''' A Mind Melter is adept at managing countless mental powers at once. He ignores up to two points of penalties (to any Trait, not just Psionics) caused by activating and/or maintaining multiple psi abilities.

'''Mental Force:''' Mind Melters have access to a special Trapping, "Mental
." Powers with this trapping have no obvious link to the psi; there are no magic words, glowing energy, etc. If the Mind Melter uses '''Telekinesis''' to hurl a car through a storefront, that is obviously visible, but the Mind Melter could be sipping tea across the street. If someone specifically suspects a Mind Melter at work, they may make a Knowledge (Arcana) or Notice roll at -4 to try to figure out who’s behind the activity (and of course Detect Arcana works just fine). Note that some effects will be obvious even if there’s no visible effect; e.g., an invisible '''Damage Field''' will be obvious as things break and people are harmed around the Mind Melter. Any power requiring a touch still requires it, though for an unwary subject, out of combat, this could be as subtle as brushing past them on the street.

'''Secret Psychic Training:''' The Mind Melter has access to two special powers, '''Mindwipe''' and '''Telekinetic Squeeze''' ([[Savage Rifts New Powers]]). These subtle abilities are one of the reasons Mind Melters are so feared. Other psionics cannot learn either without first taking the '''Mind Melter Training Edge''' ([[Savage Rifts New Edges]]).
>><<
to:
This variant has been split into two more flavorful choices:

''Rogue Scholar''

Dedicated to uncovering the mysteries and truths of the past
and sharing that truth with the masses, Rogue Scholars risk worse than censure at the hands of the Coalition and others who refuse to see things beyond their view.

* Begin with +5 skill points
.
* Begin with Academics d8 and Research d8.
* Begin with the Edges Investigator, Linguist, and Scholar (Academics).
* Standard starting gear
.

''Rogue Scientist''

In a world packed with impossible energy, bizarre biology, and otherworldly tech around every corner, having someone around who actually understands this stuff is almost a necessity.

* Add one die type to Smarts
.
* Begin with two skills at d8, plus two copies of the Scholar Edge, one for each. Choose these from Academics, Electronics, Occult, or Science.
* Begin with three additional skills at d6, chosen from the list above or Hacking, Language, Repair, Research, or Survival.
* Standard starting gear
.

!! Zapper

(placeholder - need
a ruling on nuclear power plants)
August 03, 2018, at 08:42 AM by 67.98.187.69 -
Deleted lines 81-82:

Additional Abilities
August 03, 2018, at 08:28 AM by 67.98.187.69 -
Changed lines 88-94 from:
Testing
to:
'''Extrasensory Perception:''' The Mind Melter's subconscious awareness extends throughout the area and even into the future. He starts with the '''Danger Sense''' and '''Sixth Sense''' Edges.

'''Compartmentalized Mind:''' A Mind Melter is adept at managing countless mental powers at once. He ignores up to two points of penalties (to any Trait, not just Psionics) caused by activating and/or maintaining multiple psi abilities.

'''Mental Force:''' Mind Melters have access to a special Trapping, "Mental." Powers with this trapping have no obvious link to the psi; there are no magic words, glowing energy, etc. If the Mind Melter uses '''Telekinesis''' to hurl a car through a storefront, that is obviously visible, but the Mind Melter could be sipping tea across the street. If someone specifically suspects a Mind Melter at work, they may make a Knowledge (Arcana) or Notice roll at -4 to try to figure out who’s behind the activity (and of course Detect Arcana works just fine). Note that some effects will be obvious even if there’s no visible effect; e.g., an invisible '''Damage Field''' will be obvious as things break and people are harmed around the Mind Melter. Any power requiring a touch still requires it, though for an unwary subject, out of combat, this could be as subtle as brushing past them on the street.

'''Secret Psychic Training:''' The Mind Melter has access to two special powers, '''Mindwipe''' and '''Telekinetic Squeeze''' ([[Savage Rifts New Powers]]). These subtle abilities are one of the reasons Mind Melters are so feared. Other psionics cannot learn either without first taking the '''Mind Melter Training Edge''' ([[Savage Rifts New Edges]]).
Deleted lines 95-104:









August 03, 2018, at 08:26 AM by 45.43.101.69 -
Changed line 87 from:
>>padding=20px border=1px<<
to:
>>padding=20px border="2px solid black"<<
August 03, 2018, at 08:25 AM by 45.43.101.69 -
Changed lines 67-68 from:
3. The following Edges are halved in value, which means they cost only 1 build point instead of 2: '''Burn Brighter, Burn for Glory, Burn Past the Pain,''' and '''Burn Faster'''. This does not affect the value of '''Burn for Tomorrow''' or '''Luck Burner''' (below).
to:
3. The following Edges are halved in value, which means they cost only 1 build point instead of 2: '''Burn Brighter, Burn for Glory, Burn Past the Pain,''' and '''Burn Faster'''. This does not affect the value of '''Burn for Tomorrow''' or '''Luck Burner''' ([[Savage Rifts New Edges]]).
Added lines 70-98:

!! M.A.R.S. Packages

'''City Rat'''

Also start with your choice of the '''I Know A Guy''' Edge ''or'' the '''Scavenger''' Edge.

'''Rogue Scholar'''

Choose ''two'' of the first three bullets (e.g., a scientist might take +5 skill points, two Knowledge skills at d8, and the Scholar Edge).

!! Mind Melter

Additional Abilities

The following abilities are also part of the Mind Melter's Iconic Framework:

>>padding=20px border=1px<<
Testing
>><<








August 03, 2018, at 07:20 AM by 45.43.101.69 -
Added lines 55-69:
!! Juicer

'''Burning Bright'''

1. At the start of each session, a Juicer rolls her Burn Die against a flat target number of 7. (This is always 7, regardless of how many Burn points she has.) Bennies may not be spent on this roll. Success means that she must spend Burn at least once this session -- to burn bright or power an Iconic Edge -- or the juicer will ''die.'' A raise means she must do so twice! Failure means she is free of such requirements; on a natural 1, the Juicer may choose to burn bright once this session for no cost.

''(The official rules strongly encourage Juicers to never spend Burn, but that's no fun!)''

2. A Juicer cannot burn bright to enhance a Smarts roll or a skill roll linked to Smarts.

''(A Juicer shouldn't be able to show up a Scholar. Adrenaline doesn't make you smarter!)''

3. The following Edges are halved in value, which means they cost only 1 build point instead of 2: '''Burn Brighter, Burn for Glory, Burn Past the Pain,''' and '''Burn Faster'''. This does not affect the value of '''Burn for Tomorrow''' or '''Luck Burner''' (below).

''(These Edges are great, but you can only use them a handful of times, and their cost should reflect that.)''
August 03, 2018, at 07:18 AM by 45.43.101.69 -
Added lines 1-59:
Return to [[Savage Rifts]]

----

These changes address some things that feel a bit unfair (whether too good ''or'' too bad) with individual frameworks. Most are very minor, and several are actually not house rules, but official clarifications or rulings.

!! Burster

'''Flame Blast'''

If you combine the '''Flame Blast''' and '''Rapid Flame Bolt''' Edges, overlapping areas do ''not'' apply damage multiple times! Instead, roll damage for each area and apply the ''highest'' to anyone caught in an overlapping area.

(Also be sure to review the note about Strength-based damage under [[Savage Worlds General Rules]].)

!! Flame-Wind Dragon Hatchling

'''Scales Beneath the Skin'''

Because dragons come in different varieties, at character creation you may choose from these two options regarding your innate armor. In all cases, innate armor never stacks with worn armor; use whichever value best protects you from a given attack.

* Your human form has 0 armor while your dragon form has +16 M.D.C. armor (as per the book)
* Your human form has +4 M.D.C. armor (concealed, as "tough skin") while your dragon form has +12 M.D.C. armor

!! Glitter Boys

'''A Jock is a Jock'''

Glitter Boys have access to the same Iconic Edges as M.A.R.S. characters.

'''Boom Versus Rail'''

The Boom Gun fires a single shell that bursts to cover an area with flechettes. The rail-gun rules on p. 91 do not apply to it. (In other words, there's no extra -2 and Marksman does apply.)

'''Harder Than It Looks'''

Anyone other than a Glitter Boy is at -2 to all Agility and skill rolls while piloting the armor, doubled to -4 without the '''Power Armor Jock''' Edge.

'''Sidearms'''

In addition to your Boom Gun, you start with a "sidearm" for when massive overkill is a bad idea. Choose one of the following options; you may not sell it back during character creation. These are all one-handed weapons when in your Glitter Boy, two-handed weapons otherwise. With the exception of the rail guns (which use the special rules above), these suffer from Snapfire (-2 to hit if you move this turn).

* NG-E4A Heavy Plasma Ejector (min Str d12)
* NG-E15 Pulse Plasma Ejector (min Str d12)
* TX-50 Light Rail Gun (min Str d10)
* (Vehicular) Light Laser Weapon (min Str d12+1*)
* (Vehicular) Medium Laser Weapon (not usable out of armor)
* (Vehicular) Mini Rail Gun (not usable out of armor)

-> * Must be plugged into a vehicle, power armor, or building power source.

'''Zoom and Boom'''

Remember that you can take multiple actions on your turn. So if you don't want to be a sitting duck for a turn, you can activate the stabilization system, fire the Boom Gun, and then deactivate the system. That attack roll will be at an extra -4 (before factoring in your armor's ability to ignore two points of penalties).



----

Return to [[Savage Rifts]]