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MyGURPS - Savage Rifts Errata And Clarification

Savage Rifts Errata And Clarification

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Main Books

As of Fall 2024, second printing of books 1-3, first printing of books 4+

Characters

  • Anyone with Strength d12+1 or higher deals Mega Damage via Strength-based attacks. (New ruling.)
  • Crazy: The first sentence under Getting It Together should say, "A Crazy must roll Smarts at -2 once the current fight ends to see how hampered and overwhelmed she is by her psychological Hindrances."
  • Gizmoteer: The Gadgeteering ability works like the Edge except as specified, so the available powers are Rank-limited. Any time they use Weird Science, it follows the Weird Science rules, not the Psionics rules; think of their Psionics skill as being "also Weird Science skill" here.
  • Herbalist Druid:
    • When crafting concoctions, they choose Modifiers and Aspect-style decisions; e.g., you craft a Potion of Boost Strength, not a universal Potion of Boost/Lower Trait. For warrior's gift, the Edge must be of the Druid's Rank or lower.
    • A concoction of elemental manipulation is given to a person, not applied to the element. The subject gains control over the spirits of that element and commands them to manipulate it.
    • Perennial items which can cast spells do so for no PP cost.
    • The last note for Solomon's Seal should read, "Minor Elementals who are not Wild Cards must check Spirit to attack the bearer" (it isn't limited to the summoned elemental, it's protection against all weak elementals).
    • A bit off-topic, but here is a printable concoctions table.
  • Intelligent Construct: Their weapons and features are repaired using the same rules as repairing the Construct itself, including Obscure Construction penalties. Transferred Intelligence allows for any Arcane Background, even Gifted with GM permission.
  • Psi-Operator: Uses the Techno-Wizard power list (not the Psionics list) when using the Gadgeteer Edge.
  • Psi-Warrior: Has boost Trait*, not boost/lower Trait*.
  • Totem Warrior: Their unique Supernatural Form Power Modifier also improves the Strength of the animal by three die types and adds the Swat ability to all attacks, negating any Scale penalty when attacking. (This is a rules update which will appear in an upcoming book.)
  • The ability bonuses from the Commando, Gunslinger, and RCSG Scientist packages do not adjust trait maximums.
  • Regarding NPCs, Techno-Wizards are more common than all other types of magicians combined (per Sean Roberson).

Edges

  • Adept: This is a Power Edge, not a Professional Edge! Also, it should say, "...the adept may choose one power to become activatable as an Innate Ability with the Range (Self) limitation." It adds a new way to activate the power, without limiting the base power in any way.
  • Conjurer: This requires a successful Spellcasting roll to use. When conjuring an item, a raise significantly improves its quality (GM call). For animals, use the Shape Change (power) table to gauge what Size animal can be conjured.
    • Alternatively, if the player is willing to put in the time, they can instead build the animals per Free Summoning (SWADE World Builder's Guide, p. 95).
  • Cyber-Slinger: Can wear normal body armor at double price (due to the Extra Set of Arms). If taken at character creation, the hero may swap starting cyborg armor for the usual starting gear armor.
  • Diabolist: The Heroic and Legendary lines got switched.
  • Equestrian: This is a Professional Edge.
  • Gadgeteer: Regardless of who has this and why, gadgets use the Techno-Wizard power list.
  • Minor/Major Item Creation: These let you create enchanted items (a.k.a. magic items). These are different from TW devices, notably in that anyone can use them (no Arcane Background required) and that you don't have to be a Techno-Wizard to make them, as long as you have the edge. A few extra clarifications:
    • The time required includes the crafter creating the item itself: forging the sword, scrimshawing the skull, etc.
    • The item cannot be mechanical (not even "low-tech" like a crossbow); the sidebar on A&M p. 48 is aimed at the GM, not PC enchanters.
  • One With Magic (Heroic): The mage must know the power already. Maintenance is not free. For a leveled power (e.g., Summon Ally), only the first level is free; pay the difference to use higher levels.
  • Strong-Willed: The bonus applies to Corruption Tests.

Powers

  • Maintaining an active power prevents PP recovery, but it's up to the GM whether that applies in edge cases. In general, powers sustained via psionic Meditation require active focus (preventing PP recovery), while powers sustained via magical Ritual or Techno-Wizard/Weird-Science devices do not.

Gear (Mundane)

  • NG-11F Red Hawk's wing Mini-Missiles have Shots 12.
  • NG-XF103 Firefighter should have Pace 14 + d10 (80 MPH).
  • Viggo's Custom Firearms are considered "modern firearms" (like those from the core SWADE book) and use the same type of ammo.
  • The Man-Portable Flood Light has a Cone template, not SBT.
  • Power armor is treated like a person on a tabletop mat (using Pace) but a vehicle when moving full speed off a map (using MPH).
  • All stun weapons are resisted at +4 by someone in EBA (not cumulative with adding the Toughness bonus from armor) and useless against someone in MDC/power armor or a vehicle.

Gear (TW)

  • Arzno TWA-1250RB Raging Bull's protection power always stacks with its own defenses, so it grants MDC if cast without a raise.
  • The Shadow Cloak's powers are "always on" while it's active and being paid to stay on. For invisibility, this means it's active whenever you step into the shadows. For fear, it works similarly to the Fear special ability, applying the first time someone sees you if they're within range. (At the GM's call, they may become susceptible to your fear again in a future encounter.)
  • Remember that TW items must be technological gear, not simple necklaces or rings. They are subject to Technological Difficulties.

Armor Stacking

  • You may stack the Armor and Toughness bonus from natural armor (which includes cybernetic Armor Plating) and one suit of worn armor. In addition, if you are in a vehicle (including a robot vehicle), apply its Armor bonus as well.
  • Body armor and power armor are both "worn armor," so they don't stack. In fact, you usually can't wear anything more than light clothing in power armor.
  • Armor noted as being specifically designed to stack with other armor is an exception to the "one suit" limit; follow the rules given.
  • The Armor bonus from standard and M.D.C. armor do not stack with each other! If you have a mix of both, calculate both values and use whichever gives you the best results for each attack. (Toughness bonuses don't care about their source; they always stack.)

Monsters and NPCs

  • In SFoNA the Dragon's "Armored Hide" special ability gives the Hatchling +14 Armor and +4 Toughness, and the Young Adult +22 Armor and +6 Toughness. The overall Toughness is correct.
  • Faerie Folk have 10 PPE, not unlimited PPE. Change the Inherent Magic special ability to, "In the PPE rich biome of Rifts Earth, Faerie Folk do not expend PPE to cast spells." (The Splugorth know how to draw far more than 10 PPE from each fae, but that requires secret TW techniques.)

Savage Mechanoids

  • The AbM Brain and AbM Runner bestiary stats redundantly display the Enhanced Skills bonuses in the Skill List. Do not add this bonus twice; e.g., the AbM Brain has a net Hacking of d10+2, not d10+4.
  • In Building the AbM Brain, change Pace to "Pace (+1): Pace +2 and a d8 Run die." To compensate, add one additional Edge of choice from the AbM Brain bestiary stats.
  • In Building the AbM Exterminator, the Weapon Systems are underpriced. Use the stats here except the player must choose to either (a) give the Exterminator dual-linked particle beams and forgo 1 point of other Features or (b) give the Exterminator quad-linked particle beams and forgo 3 points of other Features. If the Exterminator is an NPC Sidekick, this is an easy choice: pick (a) and forgo the unnecessary Sidekick Edge (as discussed below).
  • Change the second sentence of Exterminator and Seeker Pod Heroes to "Whichever of the two is the NPC Sidekick does not need the Sidekick Edge, so replace it with a different +1 Feature like the Common Bond Edge. If two players decide to play an Exterminator/Seeker Pod duo, do this for both Mechanoids."
  • AbM characters may not take the Synthetic Immortality Edge.

A Simple Guide to Mega-Damage


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