Wednesday, November 9, 2016

Savage Rifts - Spell Conversions

This will be the location for Spell Conversions: It will be a living post, continuously updated.

Presentation Spells are presented with the Base Spell then the (Rifts Spell Trapping). In some cases, spells are combination spells. and will be listed as Armor/Fear (Armor Bizarre). These combination spells may be cast only if both base spells are known.

Bolt (Electric Arc)
Bolt spell with Electric trapping.

Invisibility (Chameleon)
Instead of being invisible, the recipient blends with the environment.

Invisibility (Concealment)
Rank: Novice
Power Points:3
Range:Touch
Duration: 3 (1/round)
   This use of invisibility only affects a small object. Otherwise it works exactly like invisibility.  Grants a +4 versus detection to the object.

Detect Arcana (Detect Concealment)
Rank: Novice
Power Points:2
Range: Smarts
Duration: 3 (1/round)
   Counter to Invisibility (Concealment). Opposed test to detect an object concealed by (Concealment)

Invisibility/Burrow (Shadow Meld)
Rank: Novice
Power Points:4
Range: Smarts x 2
Duration: 3 (2/round)
    The caster dissolves into a shadow. This use does not allow burrowing into the earth. Grants invisibility while within the shadow. (As Invisibility spell). May move within the shadow as burrow.

Damage Field (House of Glass Trapping)
Rank: Seasoned
Power Points: 4
Range:LBT
Duration: 3 (2/round)
   The damage field does no damage by itself. Any attacks which hit the target will also damage the attacker on a point for point basis with the same type of damage. For example, if the target is hit for 12 points of mega damage, the attacker will be damaged for exactly the same amount. The field has an effective range of a Large Burst Template centered on the recipient.

Fear (Heavy Breathing)
Rank: Novice
Power Points: 3
Range: Smarts x 2
Duration: 3 (2/round)
   Heavy Breathing affects a medium burst template area. 

Illusion (Reflection)
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
   Creates a stationary Illusion which is visiable by all. This illusion is limited as a visual only illusion which may not attack. 

Illusion (Multiple Image}
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
  Creates the illusion of 3 identical images, visible to all. Attacks suffer -1 to -3 penalty to hit on ranged attacks (equal to the number of active images). In melee the attacker counts as 4 attackers, gaining a gang up bonus equal to the number of active images. A missed attack will destroy an image, a blast template will destroy all images. These illusions may not be used to make attacks.

Summon Ally (Phantom Mount)
Rank: Novice
Power Points:3
Range: Smarts
Duration: 3 (1/round)
  Summons a phantom mount, a supernatural construct which will fight or serve as a mount for the character.
As a Horse, but can inflict Mega Damage in combat.

Deflection/Summon Ally (Spinning Blades)
Rank: Novice
Power Points:3+
Range: Smarts x 2
Duration: 3 (1/round)
  Bladed weapon rises into the air to defend the spellcaster. One additional blade may be summoned per 2 power points spent. The blades provide +2 and the caster is -1 to be hit by ranged attacks.
  Buzzsaw attack, the blades may be launched as a Medium Blast Template which inflicts 3d6+1 per blade damage. Once the blades hit, they dissipate.
 The blades may also be launched individually, each blade inflicting 2d6 damage.

Telekinesis (Ricochet Strike)
Rank: Seasoned
Power Points: 5
Range: Smarts x 3
Duration: Instant
 A single thrown melee weapon can make 3 attacks, or 2 attacks and a return ricochet. If any of the attacks miss the weapon does not make the next attack or return. The first target may also be targeted after the second target. This only works on normal one-handed melee weapons up to 10 pounds in weight.

Monday, November 7, 2016

Savage Rifts Tab update

Added links to my Drive Documents for my simple to read  Statblocks and A Compiled list of weapons and conversions, including the BigBore weapons having a knockdown rule.

Thursday, November 3, 2016

Savage Rifts - Battle Magus (Work in Progress)

Battle Magus conversion. (Note that instead of separate OCCs for the Controller and High Magus, those will be presented as Advancement Edges)

Rifts World Book 16 - Federation of Magic



In Dweomer, The Battle Magus form the front line spell-caster troops. Years of training have honed the Battle Magus into a fearsome battle mage.

HERO’S JOURNEY (FIVE ROLLS)
Battle Magi gain three rolls on any of the
following tables: Enchanted Items & Mystic
Gadgets, Education, Experience & Wisdom,
and Magic & Mysticism.
They also get two rolls on any table of
their choice, except for Psionics.

One with the Body
The Battle Magus must purchase a minimum of d6 in the following skills: Fighting, Shooting, Throwing, and Athletics.
+1 die bonus to Vigor

One with the Mind
Gain the Arcane Resistance and Level-Headed edge.

One with Magic
Arcane Background (Magic)
Battle Magi are arcane wielders. They begin with three powers
from the list above, 10 PPE, and a d8 Spellcasting skill.

TRAINED IN COMBAT MAGIC
Battle Magus as practitioners of combat magic have the following powers available to choose from:

armor, banish, barrier, blast, blind, bolt, boost/lower Trait,
burrow, burst, confusion, damagefield, darksight, deflection, 

entangle, environmental protection, farsight, fear, fly, 
growth/shrink, havoc, light/obscure, pummel, quickness, 
slow, smite, speed, stun, summon ally, telekinesis, teleport,
wall walker, and warrior’s gift.

Master of Weapons
The Battle Magus trains with a pair of one-handed weapons (Swords, Pistols, . With these two weapons, the Battle Magus gains Quick Draw and Two-Fisted. One of the weapons, can actually be the one of the bolded spells.

Battle Magus Edges
Automaton Pilot: Requirements: Seasoned, Battle Magus, d8 Agility
Gain +2 to piloting rolls with Automatons.

Controller Requirements: Veteran, Battle Magus, Automaton Pilot
Become Bonded with Earth Thunder and Infiltrator automatons.

Journeyman Controller  Requirements: Heroic, Controller
Become Bonded to Battlelord or Fire Demon automaton (May be taken twice)

Master Controller:  Requirements: Legendary, Journeyman Controller, d10 spellcasting
Become Bonded to Kilairgh or Ice Drake automaton (May be taken twice)

High Magus: Requirements: Heroic, Battle Magus, Controller, d12 spellcasting
Gain access to full list of Spells (See Ley Line Walker spell List)
Become bonded to Colossus automaton.

Lord Magus: Legendary, Battle Magus (May not possess the High Magus edge), d12 smarts, d12 spellcasting, Improved Recharge
The Lord Magus becomes a creature of magic. He gains the following abilities and will advance at each Advance along the Lord Magus path. Should become an NPC in service to Dweomer.
Become Invisible at will. Gains Fast Regeneration and Doubles the range of spells.
Advance 1:+10 PPE, Immunity to Possession, ages 1 year in five.
Advance 2: Magic Heat, Fire, and Cold do half damage, becomes MDC Creature
Advance 3: May cast two spells as a single action, See invisible, +1 to Spellcasting.
Advance 4: Supernatural Strength, Double Duration of spells, Immune to Illusion magic.

BATTLE MAGUS COMPLICATIONS
Battle Magi have trained for so long they have become
distanced from regular humanity. Their power makes them greatly feared and hated
by the Coalition.

Cybernetics: Such technology creates havoc for the flow of energy a Battle Magus relies upon, imposing −1 to the Spellcasting skill for each point of Strain.

Disconnected: Battle Magi constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Warlock has a −2 Charisma penalty in most social situations outside of Dweomer.

Enemies: As with all wielders of magic, Warlocks are “shoot-on-sight” targets for Coalition forces. Those who break the oath fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

Vow: The Battle Magus is a member of the Dweomer Defense Force, he has a duty to the city, though, often Battle Magi are allowed to leave in order to learn and better themselves.

   
BATTLE MAGUS STARTING GEAR
Battler Light Armor, NG-33 Laser Pistol, 
NG-S2 Survival Pack,
1d4 × 1,000 credits.


Automatons
Automatons are magical piloted automatons, the equivalent of robot armor but made by the high Magi of Dweomer.  The term automaton is misused as the massive creations are not actually in control of themselves. The most common of these Automaton is the Earth Thunder.

General Information
Control Range 200 feet (Infiltrator 500 feet)
Mega Damage Structural: As magical creations, all automatons are considered to be Mega Damage structures.
Supernatural Strength
Regeneration: Fast Regeneration activated by the pilot, PP Cost = size of the automaton. (Minimum of 2 Power points)
Preservation Mode: If the pilot is knocked out, the automaton will act to retreat from combat.
PPE Battery: Each automaton has a mystic battery of Power Points which regenerates as the edge.

Earth Thunder Automaton: Size 3, Crew 1,
Strength d12+2, Toughness 26 (12), Pace 14
Notes: M.D.C. Armor
Weapons:
„„Magic Sword (Str+2d8, AP4 Mega Damage, Magical, Reach)

Systems: Eyes magical eyes see invisble, farsight, darksight and Detect arcana
Spells: A Bonded Magus can utilize the Automaton's Battery (20 PPE) to cast the following spells:
pummel,  blast (fire trapping),  bolt (power bolt), barrier (stone), summon ally(spinning blades), invisibility (chameleon),deflection, telekinesis (throwing stones). If the battery is empty, the Magus may use his own PPE to cast the spells.
Regeneration: The automaton has Quick regeneration (1 heal check per 4 rounds) which can be activated by the controller for 2 PP.

Roll on the Robot Armor critical table for damage inflicted on the automaton.

„„
(In work)
Infiltrator Automaton: Size 0, Crew 0,
Strength d10, Toughness 12 (4), Pace 14
Notes: M.D.C. Armor
Weapons: None, though many carry weapons.


Systems: A Bonded Magus may see through the eyes of the Infiltrator. Eyes magical eyes see invisble, farsight, darksight and Detect arcana.
Spells: A Bonded Magus can utilize the Automaton's Battery (25 PPE) to cast the following spells:
bolt (electric arc), invisibility/burrow (Shadow meld), invisibility (chameleon), invisibility (concealment) detect arcana (detect concealment), negate mechanics, damage field (house of glass), deflection, frequency jamming, summon ally (phantom mount),teleport (mystic portal) If the battery is empty, the Magus may use his own PPE to cast the spells.

Regeneration: The automaton has Quick regeneration (1 heal check per 4 rounds) which can be activated by the controller for 2 PP.

Savage Rifts - Warlock

Per request, here is my conversion of the Warlock from the Rifts Conversion Guide 1. I'll be using the Ley Line Walker as the starting point as it captures the feel of the Full Blown Iconic Caster. As usual you will need a copy of the Tomorrow Legion Player's Guide and a Copy of Deluxe Savage Worlds.
(I seem to have strayed a bit further off the Rifts Warlock, let me know if you think I went TOO far, I attribute the boosted power levels as the effect of  Earth being a Ley Line nexus) I gave each of the Warlock types a specific name, I think these would have been names given to them in Tolkeen or the Federation of Magic. SO I turned it UP TO ELEVEN!!

Warlock
 A powerful elemental spell caster that walks with the elements.

HERO’S JOURNEY (FIVE ROLLS)
Warlocks gain three rolls on any of the
following tables: Enchanted Items & Mystic
Gadgets, Education, Experience & Wisdom,
and Magic & Mysticism.
They also get two rolls on any table of
their choice, except for Psionics.

Master of One
   Warlocks spend the majority of their lives in and around their chosen element. Not only
does this lead to vast knowledge of the element, such a life bestows considerable
gifts of unique power upon the Warlock. Warlocks can interact with their element in a way
few other spellcasters ever manage. Not only can they draw far more power from them than other
arcane practitioners, they can freely move along the element, sense and read them
thoroughly, communicate with elementals, and even heal more quickly when in physical contact with the element.  Though a Warlock is a thoroughly capable spell caster almost anywhere she is found, she always tries to orient conflicts on or near their element where her power is at its greatest.

MASTER OF MAGIC
   Warlocks are definitive wielders of magic from another world. Possessing Arcane
Background (Magic), they have the following powers available to choose from:

armor, banish, barrier, blast, blind, bolt, boost/lower Trait,
burrow, burst, conceal arcana, confusion, damage
field, darksight, deflection, disguise, dispel, drain
Power Points, entangle, environmental protection,
farsight, fear, fly, growth/shrink, havoc, healing,
intangibility, invisibility, light/obscure, pummel,
quickness, slow, slumber, smite, speak language,
speed, stun, summon ally, telekinesis, teleport,
wall walker, and warrior’s gift.


As Masters of Magic, Warlocks have the Mega Power option for any spells
of their chosen trapping.

WARLOCK ABILITIES AND BONUSES
Warlocks are masters of a specific element. While they can learn any spells from the list above, they gain major bonuses when using the spells within their Trapping.
Earth Striders Rock or Acid
Sky Walkers Electricity or Sound
Smoke Jumpers  Fire/Heat
Wave Riders Cold/Ice
„„
Arcane Background (Magic):
   Warlocks are powerful arcane wielders. They begin with five powers
from the list above, 15 PPE, and a d8 Spellcasting skill.
„„
Elemental Dousing:
Warlocks can instinctively know the location, movement, and status of their chosen elements. Warlocks gain Danger Sense when in physical contact of their element, and targets are within that element.
Earth Striders can sense the structural integrity of earth and stone.
Sky Walkers can sense the speed and direction of wind, and oncoming storms.
Smoke Jumpers can sense fires as small as a camp fire  up to 40 miles away, and accurate temperature of metals within 100 feet.
Wave Riders can sense bodies of water within 100 miles, and can easily find the safest route across a raging river.

„„Elemental Brotherhood:
Warlocks can sense elementals within 120 feet, and gain a +4 notice bonus to detect invisible elementals. Warlocks can speak with any elemental. Elementals consider warlocks to be 'little brothers or sisters'.

Elemental Rejuvenation:
While in their element, a Warlock gains a natural healing roll once per day.

„„Elemental Striding:
A Warlock can move through their element as long as they are not in environmentally sealed body armor or a vehicle.
Earth Striders  Can move freely through earth and rock, at their normal pace, even metal at half normal pace. Earth Striders can sense the seismic vibrations even through armor, as long as they are in contact with the earth, they gain Danger Sense.
Sky Walkers can fly at twice her Pace, at any altitude.
Smoke Jumpers A Smoke jumper can teleport to any smoke within 1000 feet.
Wave Riders Can swim at twice their pace to a depth of 5,000 feet, and breath underwater. They suffer no damage from falling into a body of water from any height.


Elemental Mastery
The Warlock gains special abilities based upon their chosen element.

Immunity: A Warlock is immune to attacks from their chosen element, and only take half damage from Mega Damage sources.
Earth Striders are as tough as stone, add +2 Toughness.
Sky Walkers  are immune to Lighting, Sonic and wind attacks. And do not need to breathe.
Smoke Jumpers are immune to fire and plasma attacks, and take half damage from lasers.
Wave Riders are immune to water and ice based attacks (Rumors of Vampires immune to holy water may be attributed to a Warlock Vampire.)

Master of Magic:
She has Mega Powers for her spells, and A Warlock begins with the Master of Magic Edge,
gaining Mega Powers for all known spells with, and also starts with the Rapid Recharge Edge. She gains these powers with a complication. Rapid Recharge only functions when in contact with their chosen element

WARLOCK COMPLICATIONS
Warlocks have dealt with the elements and elementals for so long they have become
distanced from regular humanity. Their power makes them greatly feared and hated
by the Coalition.
„„
Cybernetics: Such technology creates havoc for the flow of energy a Warlock relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
„„
Disconnected: Warlocks constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Warlock has a −2 Charisma penalty in most social situations.

„„Enemies: As with all wielders of magic, Warlocks are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

Elemental Fashion: Warlocks have a mental quirk which makes them dress in colors reminiscent of their chosen element. They are uncomfortable if they are out of their clothing for an extended length of time.

Life Sign Dependency: On Rifts Earth, a Warlock must have daily contact with her chosen element. Gain the Dependency Racial trait.

Optional Hindrance (Minor)
Warlock's Code of Honor The warlock will not send summoned elementals into certain doom. An warlock will not attempt to destroy an elemental sent against her, but to banish it.

LEY LINE WALKER STARTING GEAR
Ley Line Walker Light Armor, NG-
33 Laser Pistol, NG-S2 Survival Pack,
1d4 × 1,000 credits.

Wednesday, November 2, 2016

Savage Rifts - Dragon Juicer


Here's a QUICK (Not that quick) conversion of one of the Juicer OCCs from Rifts Worldbook #10 - Juicer Uprising



You will still need your Tomorrow Legion Player's Guide, and reference to the Rifts book. (The standard rules apply except as follows)

This is the Quick Conversion for the Techno Wizard creation the Dragon Juicer. (This is one took a lot of conversion. I think I balanced the benefits to the penalties, and it's the ONLY Juicer that can regain Burn, albeit it's expensive.)

The Dragon Juicer (Techno-Wizard Juicer)
Dragon Juicers or Blood Drinker Juicers, are created using Dragon’s Blood and the Juicer Cocktail. Similar to the Mega Juicer

The Burn
Standard. However, if a dragon Juicer can get his hands on a gallon of ancient Dragon Blood which has been treated by an alchemist, drinking it will restore 1d4 points of burn. Process takes 1d6 months, and costs 3d6x100,000 credits.

Supernatural Endurance: Dragon Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks. Dragon Juicers gain the Hard to Kill Edge and a +2 bonus to soak rolls.

„Supernatural Reflexes: Dragon Juicers begin with +2 Agility die type, with no Trait maximum.

Supernatural Speed: Standard

Supernatural Strength: Dragon Juicers begin with +2 Strength die types, with no Trait
maximum. They also begin with the Brawny Edge and are considered to have Supernatural Strength.

Supernatural Dragon Senses: Dragon Juicers have farsight, darksight and detect arcana with a +2 to all notice checks.

Enhanced Healing Dragon Juicers regenerate exceptionally fast. Once every 4 rounds he can make a Vigor roll to heal damage he has sustained. Unlike Fast Regeneration the Dragon Juicer can not regenerate after death, and gain no bonuses to recover from being Shaken.

Inherently Magical: Dragon Juicers have an innate store of PPE, but may not learn magic. Dragon Juicers have natural pool of 10 PPE.

Enemies: Dragon Juicers are actively hunted down by the Coalition, which has active bounties on them. Most dragons, but not all, view the Dragon Juicer as an abomination to be destroyed.

Standard Complications PLUS:
Dependency (Dragon Blood): Dragon Juicers have a dependency on Dragon Blood. The TW Juicer rig can distribute the blood daily. Every six months however the Dragon Juicer must renew that source of Dragon Blood.

Cybernetic Rejection:  The Dragon Juicer can not take cybernetics at any point. Just as a Dragon, their bodies reject such foreign implants.

Unstable Psyche
The blood of dragons causes some detrimental effects upon the Dragon Juicer’s mind. Roll a d20
1-6     Paranoia and Phobia of Dragons. Phobia (major hindrance)
7-12    Hatred of Dragons and Supernatural beings.
13-18    Delusion. Dragon Juicer thinks he’s a Dragon.
19-20     Dragon Vampire - Blood Drinker, the Dragon Juicer actively seeks to consume the blood of dragons as a Psi-Stalker. Make a Vigor roll, on a raise the Dragon Juicer regains 1 point of burn. Roll on the Crazy Insanity table, as the Blood Drinker is even more mentally unstable than the standard Juicer.

Blood of Dragons: The Dragon Juicer has a weakness to any weapon, or power that causes extra damage to Dragons. The Dragon Juicer is considered a dragon for those purposes.


NEW REGENERATION RULE
Created out of a need for something between slow and fast.
Regeneration Once every 4 rounds a wounded creature can make a Vigor roll to heal damage it has sustained. Quick regeneration does not work after death. Quick regeneration does not provide a bonus to recover from Shaken.

Tuesday, November 1, 2016

Savage Rifts - Delphi Juicer

Here's a QUICK conversion of one of the Juicer OCCs from Rifts Worldbook #10 - Juicer Uprising



You will still need your Tomorrow Legion Player's Guide, and reference to the Rifts book. (The standard rules apply except as follows)

This is the Quick Conversion for the Delphi Juicer. (This is one took more thought, and I'm not sure if I'm entirely satisfied yet.)

 [Edited after re-reading the Mind Melter, edited to drop Delphi Juicer to major psychic.]

The Delphi Juicer
Delphi Juicers are Juicer with Psychic powers. .

The Burn
Delphi Juicers burn out in a different manner than normal juicers. Psychic Overload. When a Delphi Juicers burn reaches 2, they go into Psychic Runaway. Whenever a 1 is rolled on any die, a random psychic power is triggered.    

Super Endurance: Standard

Super Reflexes: Standard

Super Speed: Standard

Super Strength: Delphi Juicers begin with +1 Strength die types, with no Trait
maximum.
       
Enhanced Healing: Standard

Major Psionic: Delphi Juicers are Major Psychics with 20 ISP. They gain the Arcane Background (Psychic),  Clairvoyance and two powers chosen from the Mind Melter list. The Delphi Juicer also gains the Major Edges, (refer to Mind Melter), and a d6 Psionics skill. The Delphi Juicer may not gain the Master Psychic edge due to the Juicer cocktail flowing in his veins.

Standard Complications: PLUS:
Psychic Amplification System Helmet: Delphi Juicers are wired to their PAS Helmets. A Delphi Juicer which has had the Helmet forcibly removed (By a called shot to the head causing a wound), will become mentally Fatigued and lose all access to his Psychic abilities.. (Does not affect normal fatigue), until a new PAS Helmet can be acquired and linked. The PAS Helmet provides +6 Armor to the Head, has built in Low-light, infrared and thermal vision. A new PAS helmet costs 100,000+ credits, and requires linking, by a Knowledge (Cybernetics) roll at -2. The helmet also grants the Additional Power Points edge.

Psychic Flashes: Delphi Juicers sometimes experience overwhelming psychic flashes. (When a bust is rolled) Whenever this occurs, they must make a Spirit Roll or lash out at the nearest target.  (As determined by Gamemaster).

Racial Restrictions: As Delphi Juicers rely upon ISP to trigger their powers, races which are restricted from ISP can not undergo the Delphi Juicer process.

Cybernetics:  Delphi Juicers suffer double negative effects, each point of strain reduces Burn by 1 and causes a -1 to Psionic skill rollls. 

Monday, October 31, 2016

Savage Rifts - Mega Juicer

Here's a QUICK conversion of one of the Juicer OCCs from Rifts Worldbook #10 - Juicer Uprising



You will still need your Tomorrow Legion Player's Guide, and reference to the Rifts book. (The standard rules apply except as follows)

This is the Quick Conversion for the Mega Juicer.


The Mega Juicer
Mega Juicers have been transformed into supernatural beings by triggering their strong stores of Psychic or PPE energies.

The Burn
Mega Juicers burn out in a different manner than normal juicers. Psychic Overload. When a Mega Juicers burn reaches 2, they go into Psychic Overload, The next time the Mega Juicer rolls a bust on any roll, they go into meltdown mode. They begin to literally burn with mega damage fire 2d6 damage in a small burst template around them. When they burnout they will explode for 4d12 Mega Damage in a Medium Burst Template.

Super Endurance: Standard except Mega Juicers are Mega Damage creatures. (This is an exception to the normal, and puts them on the same ground as Dragons - Gamemaster be warned. As an alternate, use the Titan Super Endurance rules)

„Super Reflexes: Standard

Super Speed: Standard

Super Strength: Standard and are considered to have Supernatural Strength.

Enhanced Healing: standard with the Hard to Kill Edge.

Standard Complications except Burn.

Racial Restrictions: As Mega Juicers rely upon ISP or PPE to trigger their powers, races which are restricted from ISP and PPE can not undergo the Mega Juicer process.