#Homebrew Savage Rifts
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homebrew-rifts · 5 months ago
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Coalition IAR-2 Abolisher Robot
Originally released on p. 35 of Rifts Sourcebook 1
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The Abolisher, Infantry Assault Robot (IAR-2), is another giant vehicle that is part of the Coalition States' military forces. Unlike the UAR-1 Enforcer, which is designed specifically to combat ground troops in an urban/city environment, the Abolisher is a frontline infantry unit with long-range capabilities and heavy firepower for obliterating enemy troops. The focus of its armaments is anti-robot and anti-tank, hence the six heavy cannons bristling around what appears to be the head. The rim of cannons has given the 30 foot (9 m) robot the nickname 'Thorn Head."
The heavily armored bot is a massive, humanoid shaped, all terrain assault vehicle designed to withstand heavy bombardment. However, in keeping with the frightening Death's Head motif, the Abolisher is designed to look like a massive skull with arms and legs. The two eyes are infra-red and conventional light searchlights for night assaults. The upper skull body can rotate 360 degrees and is operated by a five-man crew. Two soldiers are gunners operating three cannons each, the pilot and the copilot/communications engineer (either the pilot or copilot can fire the small, forward facing, dual laser turret) and the top hatch gunner, usually a SAMAS.
The big guns are devastating weapons that can blast an enemy from all sides simultaneously. The robot's arms and hands are powerful and lethal in hand to hand confrontations (can rotate 180 degrees at the shoulders). On top of the behemoth is a Gunner's Hatch which allows a SAMAS or soldier to perch himself on the head and fire at the enemy from the top of the robot. An inner hatch locks automatically, preventing the enemy from easy access should the top gunner be killed; the inner hatch can only be opened by one of the pilots.
The only real disadvantage to the 30 foot (9 m) giant is that its incredible weight and large size reduce its speed and maneuvering capabilities. Although great in the field as an outer perimeter defense or as an infantry assault unit (tank with arms and legs), its speed and size make it an easy target (hence the heavy armor). Unless one wishes to destroy a city, the bot is not well suited for city conflicts. Its weapons are too powerful for use in the city, able to demolish an S.D.C. skyscraper in mere moments, and its size and bulk makes maneuvering through narrow streets difficult. Still, it is excellent for city defense, being able to be placed wherever needed, and ideal for infantry combat.
IAR-2 Abolisher: Size 9 (Huge), Crew 5+2, Strength d12+10, Toughness 60 (36), Pace 14+d10 (70 MPH)
Notes: MDC Armor, Shoulder STS-Cluster -4 to hit and 24 Hardness.
Weapons:
6 x C-144 Auto-Cannons (Spaced 360 degrees around the crown of the bot; Range 100/200/400, 5d12+5 Mega Damage, AP 12, RoF 1)
Anti-Personnel Lasers (belly gun)
Black Market Cost: 80 Million credits, Rarity -4
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thegodemperorsmycopilot · 7 months ago
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I am surprised that no one has created or published their own Space Marine Chapter named the Twilight Kings.
There're the Angels of Twilight and the Twilight Lords, as shown below, but no Twilight Kings. Nor Princes.
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So, here's a random addition to the lists of homebrewed Astartes.
Twilight Kings
The Twilight Kings are a Space Marine Chapter of unknown provenance, rumoured to be a Chapter created in secret during the second or third Foundings.
The truth is that this Chapter's original core was made up of Night Lords Great Crusade veterans - loyal to the Imperium, Terra, and the Emperor of Mankind - left behind by their Legion to ensure continued Compliance and forgotten before the Heresy truly began. The rest were survivors from the Shattered Legions, lost Dark Angels, and excess troops from the Ultramarines & Imperial Fists.
Given a far-flung system on the edges of the Imperium as their fiefdom, and a protectorate prone to Xenos-induced rebellions and Old Night heresies, their tactics and culture evolved over the millenia as their geneseed did the same, with a little help from Mechanicus biologists.
The Twilight Lords are now akin to knights of noble orders with the capacity for brutality that is only exercised for the most savage and demanding of foes. The mutations in their geneseed leave them with alabaster skin, fully white eyes, and a propensity for clairvoyance, which has led to the Chapter's Prognosticars, a unique combination of Librarian & Chaplain.
However, the geneseed is challenging for aspirants' bodies to accept, and their Chapter's numbers have been dwindling for some millenia.
Bellisarius Cawl's Primaris reinforcements were a miracle for the Chapter, bringing much needed numbers and a legacy to impart.
However, rumours circulate that the Twilight Kings' Primaris geneseed may actually be of Night Lords' stock, despite Lord Guilliman's decree.
The Twilight Lords are on the very edge of Imperium Sanctus, dealing with the Imperium-splitting Warp rift on their very doorstep as well as a Tyranid splinter fleet they've marked as Chimaerae.
Allegiance: The Imperium of Man
Faction: Adeptus Astartes
Heraldry: The Chapter's symbol is a gold crown, with subtle lightning bolts creating its pinions, on a midnight blue background. Companies are indicated on their right pauldrons by half skulls of ivory stamped with their company number occupying the aft halves and Noxean runes for squad designation & number in the bottom forward halves over a midnight blue background.
Colours: Deep purple with dark blue highlights and bleached bone accents.
Iconography: Veterans of the First Company wear suits of bone & ivory. Assault troops bear crimson helmets. Leadership positions are denoted by crimson vambraces/gauntlets and blood drops on helm and/or pauldrons. Banners are crafted from the flayed hides of their enemies and hung from squad & hero backpack poles. Symbols of death, such as bones & skulls, adorn their armour.
Homeworld: The Twilight Lords have a fortress monastery and facilities upon the moon Nyxes, which is one of three moons that orbit the planet Noches, the system's namesake. However, the Chapter's forces are stationed on defense facilities within the massive asteroid rings that surround the system itself.
System: Noches
Protectorate: The Quartraghast Nebula, Upper Eastern Fringe
Motto: Crepusculum in caligine. = In twilight shroud.
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Colours (hexcode) :
- #59003e Ford Purple
- #0d407f Citadel Macragge Blue
- #ffecc1 Bleached Bone
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akitoscorpio · 2 years ago
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Look, All of you, look at me.
I have not played DnD since 3.5... I'd played a lot of roleplaying games since then like Like Savage worlds, Legend of the five Rings, Exalted, Scion, Cyberpunk, Rifts, A few weirdly indie Japanese RPG's like Tenra Bansho Zero, Double Cross.
I also have several systems I've read and want to try out at some point, like the new Transformers RPG, Outbreak Undead second edition, Strike Legion (seriously it's like 50 cents, just buy it), Remnants, Did yall know there iss both an Aliens and Terminator RPG's now?
Fuckin Battletech has like two seperate RPG's you can get right now even. Wraith and Glory, ANIMA, The Robotic Age.
There is so many Tabletop RPG options out there, if you just take your head out of WOTC's Ass and come up for fresh air you can play, if the current path of DnD is not doing it for you. I only went through such a Desperatly miniscule listing of other games out there that you can try to see if it scratches that itch better than what most people like to do by homebrewing 5E to make it work for what they want it to do.
Explore your options and don't let the Corpo's diddle your wallet when you can find better out there.
I'm begging y'all to just move now. Play something else. Make content for something else. Many games have OGLs, or make your own games. I'm doing that right now and it's the most fun I've had game designing all year. Please. I'm begging.
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dartagnantt · 1 year ago
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PDFs of this and more can be found over on at my Patreon here!
Feats: everyone's favourite optional feature that's rarely ever banned. This is my last revision for this month's theme, and so I've adjusted some feats that don't make much sense. Environmental Awareness
The only 'original' feat on today's list. It takes the parts removed from keen mind that didn't make much sense in an intelligence based feat short of giving whoever takes it OCD. I also features part of the Outlander's (AKA the only background with a feature that regularly comes up) background feature.
Keen Mind
Remembering thing makes plenty of sense for keen mind. And the new Academic feature in the oneD&D wizard is a bit weird to give an entire class. It fits quite well in this feat though.
Mobile
As much as I love mobile, the ability to come in and out of melee with just an attack is rather powerful. Instead I gave it a mobility option from Athletic.
Observant
Passive Investigation makes zero sense. So I removed it and made passive Insight (which sounds much more useful) a thing instead. And since this no longer cares about intelligence, the feat no long boosts it.
Savage Attacker
Savage Attacker is kind of shit for a whole feat. One per round you kind of do what great weapon fighter does. So, I gave it part of Great Weapon Master, since the power attack part is kind of being phased out.
Sentinel
Everyone's favourite feat for paring with polearm master. You'll be glad to know that I put that part of polearm master in here… and then removed the part that pairs nicely with it >:D
Skulker
Skulker is fun for sneaky characters. I gave a benefit for sneaky stabby folks. By tweaking the part I took out of mobile and making it match the ranged attack benefit.
Tavern Brawler
Let's be honest. This feat is kind of shit. 1d4 isn't a good amount of damage to make this a fighting style, and the monk gets no benefit. So I changed that, and also added part of grappler to this, since getting restrained by yourself is kind of shit, let's be honest. Also, grappler lost a benefit from the first printing of the book because having large creatures auto escape your grapple was kind of meh.
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Cursed Items: Re-Enchanted
College of Curse Binding
Accursed Spells
Path of the Cursebearer
I also have three classes over on DriveThrueRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
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hacks-and-heroes · 6 years ago
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Hacks and Heroes #2
So let's talk about a favorite series of mine, Fallout. And what better time? With Fallout 76 on the horizon like a mediocre tsunami, the SEO is perfect.
The question is how would one go about adapting Fallout into a tabletop setting. Well that's easy actually, plus there are a bunch of hacks out there for Fallout already. I'm gonna point out a few key things that make a Fallout setting, and then get into the hacks.
So first there's themes. The most forefront and clear theme of Fallout has always been the cautionary tale of nuclear war. Atomic annihilation and Cold War era fear mongering is shown through its mix of propaganda posters, devastated landscapes and visual aesthetics. The distinct 1950s art style, especially Vault Tec’s Vault Boy, show a campy contrast to the horrors the world shows. Things like the upbeat music and pulp sci-fi weaponry mask a dark undertone. For those who plan on game mastering a Fallout game, I highly recommend playing the first two iterations to really get a sense of this tone.
Political agendas, conflicting ideologies, fate of technology, capitalism, communism, colonialism; all play a part in a great Fallout story. A good mix of these elements will truly help bring together any Fallout story.
So let's get into the hacks:
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Fallout GURPS/Exodus-
I want to start with the two oldest Fallout hacks. Fallout has a history with GURPS, being the system it was first based on. Originally, GURPS was in the title of the first game. However, after a rift between developers, GURPS was dropped. However, several years ago someone revived the idea by adapting Fallout for the GURPS RPG system. While I have never played GURPS, it seems this system is the closest you'll get to a system that feels like the original games would translated to paper.
If you prefer a system with more number crunch, GURPS is a safe bet. It's also a well made book with a lot of detail and lore. It was made around the time of Fallout 3, so it may feel a bit outdated. It does include stuff from Fallout Tactics though. So I appreciate that.
Now onto Exodus. Exodus is a “licensed" Fallout game. Or at least that was the idea. At some point during its creation, the license was pulled. So what would have been Fallout d20, became Exodus. One of the major problems with this particular game is that it is a game based off the d20 Modern system. Sadly for the old SRD games, they have not aged well, especially d20 Modern. I only recommend this adaptation if you really enjoy the old d20 games like 3.5 and Modern. Even then, the poor cover up and woeful bestiary will probably be a turn off.
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Fallout 5th Edition-
To start, this is probably one of the best and most detailed fan conversions I've seen. It has so much content for what is essentially a free sourcebook. The font and graphic design is great. There is multiple racial subtypes, backgrounds, and over 100 pages of Fallout monsters. There is a piecemeal armor system that will be a nice touch for those most familiar with Fallout 4. Seriously, for a class based system, this is probably one of the best portrayals of Fallout. Hell, it has stats to play a goddamn Eyebot. Who wouldn't??
Now it isn't all perfect. The biggest flaw is that many of 5e’s base classes are considered unviable. This would be fine, should the book offer replacements. Instead the book suggests purchase of a supplement that has classes more suited for the game. I totally understand why this is such, after all it is a free fan made conversion. However, an additional class or two would have more incentivized purchase of the other book. The only other gripe is that that 100 page bestiary is a lot of the same creatures with very minute changes. Similar to the games, though in a pen-and-paer RPG it's a bit needless.
(I will have a review of that class supplement for those interested midway thru the next week.)
On a side note, while there are Pathfinder hacks for Fallout, there aren't any detailed enough to really mention. With enough effort, one could customize it to fit a Fallout setting. I may go into it in the future as I tackle other topics.
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Savage Fallout-
Okay so now we get into the most extensive collection of Fallout hacks. There are a handful of these for Savage Worlds, so we’ll just go at them in no particular order.
Savaged Fallout!
When you Google Savage Worlds Fallout, this is the first one that you’ll encounter. On a blogspot aptly named, there are about 13 PDF downloads by Shane Hensley. It is clearly a passion project, having started in 2003, though it has gone dark since 2016.
I’m gonna get the bad out of the way first. This hack is ugly, poorly laid out, and sometimes confusing. The books are almost entirely black and white with a plain font. Only do the location books get anything in the way of images, though the actual maps tend to be weak. The hindrances added to the game are actually quite good, representing traits from the game quite well. The edges on the other hand...are extremely poor. Anyone who has played a lot of 3.5 or Pathfinder will start having flashbacks as they see edges boasting +1 to two skills with no flavor text. Compared to some of the later Savage Fallout stuff, it’s pretty sad. My final complaint is the Weapons Cache book is a supplement that details out things like Alien weapons, Chinese weapons, and a few other unique items from the games. However, the book is not more than a bunch of paragraphs and stat blocks.
Now onto the good stuff; both the Wasteland Survival Guide (Player’s Handbook) and Overseer’s Manual (GM’s Guide) are well made, new mechanics are introduced well, and the items will bring back fond memories of Fallout 2. The location books are a fun homebrew addition. I have not read all of them, however, they are good for brainstorming if nothing else. If you’re looking for a hack for Fallout for Savage Worlds, this is not a bad first place to start.
Wild Wastes
This one won’t come up right away, but I was quite pleased to have discovered it. If I was going to run a Savage Fallout game, I’d probably be referring to this book the most. To start, it is a beautiful two PDF set, barely clocking in at over 20 pages. The backgrounds and fonts fit the Fallout aesthetic and the layout is pleasing to the eye. It uses some licensed Fallout art in it, which helps it for sure.
By contrast to Savaged Fallout, the edges in this book are fantastic. Now okay, mechanically they aren’t much different than Savaged Fallout, but they at least look nice. There are less hindrances, but the ones that remain hold up on their own. Also the race options are fleshed out well, and there are two options for Super Mutants, if you are so inclined. This hack also introduces the Psyker. Basically this is adding psychic powers into Fallout, which may seem out of place to those who don’t know about Fallout Tactics. Truly it’s a fun idea, but whether it stays is up to your GM.
The second PDF that goes along with Wild Wastes is a 9 page add-on for equipment. There isn’t a lot to say about it besides that it is extensive. While it isn’t 5e Fallout extensive, it does have weapons, armor, and items from every game and more. If you are looking for items for your Savage Fallout game, look here.
Fallout: And How to Survive in the Post-Apocalyptic Wasteland When Your GM is a Total Dick.
Quite the mouthful there. So this hack is similar to Wild Wastes in that it uses a lot of licensed Fallout art...also it is only about 16 pages. That said, it is much more dense. The inner workings are black and white, but more well laid-out than Savaged Fallout. The font is a better choice and while tiny is laid out in a way that’s not hard to follow. This hack also stands out because it essentially works stand alone. You’ll need the core Savage Worlds book for more in-depth rules, but the character creations process and most hindrances and edges are included in the book.
One of my only gripes with this particular hack is its approach to weapons. Similar to GURPs, weapons are more or less divided into categories of damage, and then just given flavor for their look. While I can see the plus in this way, it tends to leave your players and GMs in the dark if they aren’t used to doing so. The armor is also truly wimpy (a +4 bonus for power armor??). That also extends to the races which get one trait a piece before being forgotten.
To circle back to something positive, this hack does include “tinkerin’”, a skill for customizing weapons and armor. It’s a simple enough system and more than welcome for those who like having to craft unique weapons.
Gunrocksgaming Savage Fallout
This isn’t a PDF like the previous three hacks. This one is a blog that includes very little but is worth mentioning for a few reasons. It has rules for character creation, which include playing robots, a first for these hacks. There are little in the way of hindrances but the edges are good. The equipment is sparse but well done, as are the setting rules. This hack does have another plus which it is the second of these hacks to have a bestiary. It’s hard to compare how these monsters compare to their in-game counterparts but with two hacks it probably wouldn’t be easy to make one that satisfies you.
Aaaaand that’s all for now!
While there are no doubt other Fallout hacks for other games, these were the best I could come across. I’ll cover it more in a future post, but another excellent post-apocalypse game is Apocalypse World, as well as the system it is built on. It can also be used for Fallout, with some modifications.
I hope you all enjoyed this and found it informative. Feel free to comment, send feedback or ideas for later posts. Next week I’ll be back with a different kind of post. This week was all about hacks that already exists. What if there’s a game you want that doesn’t have a hack though. Well, you’ll have to make it up yourself then! So next week we’ll tackle another Bethesda brand favorite, Dishonored!!
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homebrew-rifts · 5 months ago
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Wolfen
Originally release in Palladium Fantasy TTRPG and converted into Rifts on page 86 of the Rifts Conversion Book 1.
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The most civilized and powerful of the three canine races is the Wolfen. The wolfen were a fierce warrior people divided into 13 warring tribes. Their constant infighting and their insistence on clinging to barbaric warrior ways, held them back for centuries. However, in the last few decades the wolfen tribes have united and have quickly grown into a well organized, disciplined and orderly society. They still hold to the ways of the warrior, but have developed into a sophisticated military machine, extremely reminiscent of the ancient Romans of Earth.
~ Text from Pg 86 of Rifts Conversion Book 1
Wolfen
Code of Honor (Hindrance) [-2]: Wolfen society places great importance on honor, justice and rule of law.
D-Bee [-2]: They are treated with hostility by human supremacists, distrusted by commoners, spurned everywhere, and have no rights except in the most cosmopolitan areas. They should expect frequent trouble and violence, depending on the crowd and situation, and Reactions of others typically starts at Unfriendly, or Hostile for human supremacists. Failed social checks with Hostile parties often result in violence. 
Nonstandard Build [-2]: The species has proportions which make common equipment problematic. Armor and clothing must be custom-tailored at triple normal cost. Glitter Boy armor (and the Framework) and most human power armor is not an option. Wolfen take a -2 on Trait rolls to use equipment designed for humans.
Size +1 [+1]:
Bite [+2]: Strength +d6 damage.
Enhanced Senses [+1]: +1 Bonus to Notice checks that rely on sense of smell and hearing.
Enhanced Strength [+2]: Strength is increased by i die-type and the Wolfen’s maximum strength is d12+1.
Darkvision [+1]: The species can see in the dark, ignoring all illumination penalties.
Born to Warfare [+1]: The Wolfen begins with a d4 in Fighting.
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homebrew-rifts · 3 months ago
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MARS Framework - Turbo-Jockey
The Turbo-jockeys are naturals at piloting. They are hotshot pilots with the "right stuff," possessed of incredible reflexes, reaction time, and spatial perception. They are a small, highly respected elite group found among several race. Some are sports racers, using their skills on land, air or sea vehicles. Others become fighter pilots. Many of these talented mavericks end up among mercenaries and outlaws, because they often have little patience for military discipline. Speed freaks, the turbo-jockeys love speed, the feeling of pushing a vehicle to its limits and beyond, and taking insane risks .
Turbo-jockeys are usually discovered at an early age, probably because of their desire (or obsession) to drive or fly, which usually manifests itself among them at an early stage of life . The lucky ones soon get the training they require to become pilots. They pick up piloting with an uncanny quickness and exceptional ability. Most of them live short, glorious lives, until the day they take one risk too many, or have a stroke of bad luck that ends it all.
~ Phase World Sourcebook Page 41
Add 1 die type to Agility, maximum Agility is d12+1.
They gain the Fleet-Footed, Quick and Ace Edges.
They begin with a d6 in Boating, Driving and Piloting.
They gain a free reroll with any Boating, Driving and Piloting rolls.
Piloting Instincts: The Turbo-Jockey Ignores up to 4 points of penalties for piloting an unfamiliar or alien vehicle. This ability does not work with a Robot Vehicle or Power Armor.
Dogfighter: When Piloting, Driving or Boating in a vehicle, the Turbo-Jockey gains the use, bonuses and effects of all personal Combat Edges and associated maneuvers. This ability does not work with a Robot Vehicle or Power Armor.
Adrenaline Junky: The Turbo Jockey begins with the Death Wish (Minor) and Impulsive (Major) hindrances.
Select one Non-Robot Vehicle (per GM’s review)
Begin with standard Starting Gear and tool kit.
Foundry Framework (automated) + Special Abilities
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homebrew-rifts · 7 months ago
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Gurgoyle G-10 Power Armor for Savage Rifts
Originally released on p. 205 of Rifts World Book 5: Triax and the NGR
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The gurgoyle power armor is a full environmental suit with robot augmentation much like the human suits. It is giant-sized because the wearer is a giant. The armor has wicked, spiked shoulder plates, jet thrusters for power leaps , and a few basic weapons. The complexity of the weapons and the suit's operation have been kept to a minimum. Weapons are deliberately familiar and easy to use. They include vibro-claws for hand to hand combat, a vibro-axe, an optional hand-gun and built-in ion blasters and mini-missiles . The sensor and communication system are similar to those of the human units , but with simpler display screens and more automated systems to make the armor user friendly.
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Size 3 (Normal), +11 MDC Armor, +6 Toughness, Strength d12+6, Pace 18 + d10 (100 MPH). 3,086 lbs, Rarity -6 Restricted, 2 million or more credits
Notes: Jet-Assisted Jumping (Jump +12" horizontal, +6" vertical), 100 MPH overland speed.
Weapons
2x Anti-Personnel Ion Blasters on the lower portion of the chest. Each is a circular style turret that can rotate in all directions 90 degrees.
1x Concealed Back Mini-Missile Launcher holding 4 mini missiles.
2x Giant Vibro-Claws, one in each hand. (Str+2d6 MD, AP 10, +1 Parry when paired, Min Str d8, Weight 10, 22000 credits)
Giant Vibro-Axe as a standard weapon. (Reach 2, Sized for 2+ or larger, requires 2 hands if not size 3 or larger, Str+3d6 MD, AP 14, Min Strength d12+2, Weigh 14, 45000 credits)
While the default Power Armor doesn't come with Energy Rifles or Rail Guns, they are often carried and used.
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homebrew-rifts · 7 months ago
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Noli Bushman
Originally released on pg 137 of Rifts World Book 20: Canada
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The Noli are D-Bees who emerged from the Detroit-Windsor Rift at least two centuries ago. They have adapted to the forests of eastern Canada and the northeastern United States, and some have recently migrated to Ontario and Lower Michigan. They are bipedal humanoids with grass-green skin and dark green or brown tufts of fur that resemble dreadlocks or thick, soft quills on their heads, shoulders and waist. The neck i s long and thin, supporting a rather melon-like head. The mouth is large, with flat teeth ideal for biting and grinding tree bark, tough roots , grass, fruits, nuts and vegetables, which are their main food. The dark green eyes are large and round, with a light green iris. The nose is two, barely visible pinholes and the ears are small holes just above the jaw.
Noli are natural woodsmen w h o love nature, particularly forests , where they live as hunters and gatherers. However, Noli are not opposed to using modem machines and unlike some wilderness people, Noli do not find cities and towns distasteful, although if they live in one, it will be a small town. They simply prefer life in the open and choose to live a simple, quiet life in the wild.
All Noli are psionic. They respect magic and practitioners of magic, but never study magic themselves. Noli communities are typically small towns or tribal communities. Unlike the Coalition States, they accept most other people as equals and allow humans and D-Bees to live in their communities provided they obey tribal customs and help to defend "the people." They make excellent scouts, cowboys, ranchers, animal handlers and explorers.
~ Text from Pg 144 of Rifts World Book 30: D-Bees of North America
Noli Bushman
Alien Physiology (-2): Noli are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing checks. Compatible medical supplies/services and cybernetics cost double the listed price.
Cyber Resistant (-1): Cybernetics are incompatible with Noli physiology. Juicer and Crazy augmentations don’t work for this race.
D-Bee (Major) (-2): The initial Reactions to Noli typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
Restricted Path (-1): A Noli has no capacity for magic. They cannot take any Arcane Background or Framework using PPE.
Fast (+2): Increase Pace by +2 and Running die by a die type.
Natural Psionics (+2): Noli begin with the Arcane Background (Psionics) and start with 3 powers of their choice. If a Noli chooses a framework providing Arcane Background (Psionics) they gain 1 additional power to his starting total (e.g. a Noli Burster starts with four powers, a Mind Melter with six).
Natural Woodsman (+2): Noli begin with the Woodsman Professional Edge which grants them a +2 to Survival and Stealth rolls made in the wild (not towns, ruins or underground).
Polarized Membrane (+1): Noli have a membrane-like second eyelid covers and protects their eyes from bright lights. A Noli have a +4 bonus to resist the effect of effect intended to Blind that use a Light trapping.
Nightvision (+1): Noli ignore Dim and Dark Illumination penalties.
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homebrew-rifts · 5 months ago
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Savage Rifts Crafting Rules v1.0
I have created a Crafting system to work with the Downtime Setting Rule (Variations of which can be found within the Fantasy and Horror companions at the moment). 
My initial system (and the one I like the most) does utilize a single crafting roll, which sets it apart from other Downtime activities, so I also created a non rolled variant for people that prefer.
The system currently right now focuses on traditional crafting of technological devices, however the system could easily incorporate TW, magic and other devices (and likely will as I expand it)
The system currently includes 10 Edges Taking you all the way up to Heroic level.
Savage Rifts Crafting (Single Roll)
Savage Rifts Crafting (No Roll)
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homebrew-rifts · 2 months ago
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So after about a year or so of really giving Savage Worlds (both as its own thing and Savage Rifts) i've decided I do really just not like Savage Worlds. I will keep stuff up here, and I'm honestly happy to do more conversions for people if they want them!
What may end up getting posted here is another Rifts Hack that I am working on myself!
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homebrew-rifts · 8 months ago
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I grew up on Palladium (especially Rifts), I still own like 30 Rifts books and a ton of Rifters despite not touchibg the system for 20 years, and they and the world of Rifts holds a ridiculous amount of sentimental value to me.
So I'm stoked that next week I begin my first Savage Rifts game, which of course means now im making a ton of homebrew Iconic Frameworks and Races.
I'll be sharing those and other Savage Rifts info and updates here ^^
Have any conversion requests? Ask me!
General Play Advice
One Simple Trick To Speed Up Combat
Iconic Frameworks
Turbo-Jockey (Phase World)
Races:
Noli Bushman
Wolfen
Equipment:
G-10 Gurgoyle Power Armor
Coalition IAR-2 Abolisher Robot
House Rules:
House Rules: Group Barrage
House Rules: Downtime Crafting Activity
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