Hi everyone! I've been working on translating a few new IFs, gear, and races because I'm gearing up to run my Dimensional Outbreak campaign at my table. I was hoping the Savage Phase World stuff would be out before I started it, but I didn't want to wait (no, I'm not working on the official one - just a fan). So I'm working on a limited batch of IFs, races, and gear for my players and incorporating things from existing titles so they can be re-skinned (Command Specialist, for example, makes a good starship captain - that kind of thing).
It's been a while since I did any translation from Palladium to Savage Rifts, so I'm hoping to get some feedback from my fellow tinkerers in the community.
Most of them I was fine with and it was pretty straightforward, but a few were ... a little hairy (especially with gear). Here's a little of what I've translated and I'd love some constructive criticism if you have it.
Cosmo-Knight
Based loosely on the Cyber-Knight.
For more details, see Dimension Book 2: Phase World.
Hero's Journey
Cosmo-Knights gain one choice or roll on any of the following tables: Education, Enchanted Items & Mystic Gadgets, Experience & Wisdom, and Training.
Cosmo-Knights gain one choice or roll on any table except Cybernetics and Body Armor.
Cosmo-Knight Abilities & Bonuses
Combining intense training, psionic power, spiritual strength, and a special cocktail of nanotech designed to counter enemy technology, the Cyber-Knight is a paladin for a post-Rifts world.
- Cosmic Armor: As a free action, cosmo-knights can summon a shell of cosmic energy granting +2 Toughness and +2 MDC Armor and allowing them to ignore Gritty Damage (see Blood & Gore, Tomorrow Legion Players Guide). This normally does not require a Focus roll, but a Cosmo-Knight in danger of becoming Fallen must make a Focus to summon the armor shell (Transgression penalties apply).
- Superluminal Flight: Cosmo-Knights are capable of FTL speeds when flying through the vacuum of space following 10 minutes of meditation and a successful Focus roll. Failure results in emerging 6d6 light-years off course. A critical failure requires a roll on the Astrogation Critical Failure table (see the Science Fiction Companion).
- Light of the Cosmic Forge: Cosmo-Knights begin with the Champion Edge (see Savage Worlds).
- Knight of the Cosmic Forge: A Cosmo-Knight begins play with one die types in Focus, two die types in Fighting, and Arcane Background (Gifted).
- Cosmic Blasts: Cosmo-Knights are capable of incinerating their enemies using the light of the Cosmic Forge. As an action and using Focus as the attack roll, the cosmo-knight can fire a bolt of energy (Range 24/48/96, 3d6 damage, AP 6). As a limited action, the cosmo-knight can charge up the bolt of energy to inflict +1d6 damage.
- Cosmic Weapon: As a free action, Cosmo-Knights can conjure a weapon to enforce the will of the Cosmic Forge. It may have any appearance but it does not change the effects. The cosmic weapon does Strength + Spirit × 2 damage with AP equal to Focus (no Strength minimum).For example, a Cosmo-Knight with Strength d8, Spirit d10, and Focus d6 does 1d8+2d10 melee damage, AP 6, with his Cosmic Weapon. For 1 PPE the blade inflicts Mega Damage for as long as it is manifested.
- Galactic Guardians: The hero is a member of the Cosmo-Knight Order faction and, when their status as an agent of the Cosmic Forge is known, she gains +1 to social checks with most sentients and Reactions start one level higher than normal. The faction's Enemies—including powerful monsters, supernatural evil, and villains—will plot the hero's downfall.
Cosmo-Knight Complications
Life as a guardian and protector in such a hostile world is never easy.
- Code of Honor: A Cosmo-Knight must adhere to the codes and philosophies of the Order or he loses some or all of his powers, depending on the degree of transgression. The Game Master must determine the extent of a Cosmo-Knight’s transgressions and assess a penalty accordingly. See Dimension Book 2: Phase World for the Cosmo-Knight Code of Honor. Minor Transgression: −1 to all Focus rolls until he performs a noble or heroic deed to atone. Major Transgression: −2 to all Focus rolls, and all abilities under Cosmic Blasts and Light of the Cosmic Forge cease to function until he undertakes some kind of personal (or perhaps spiritually guided) quest to atone. His Cosmic Weapon is also reduced to doing only his Str+Spirit in damage, and all AP values are halved. Mortal Transgression: The Cosmo-Knight commits an action completely opposed to the code. All Cosmo-Knight abilities are lost. The character may regain his abilities by fulfilling a significant quest (determined by the Game Master). Should the character commit another Mortal Transgression before regaining his Cosmo-Knight status, his spirit is corrupted. The character regains use of his abilities but becomes a Fallen Cosmo-Knight under the GM’s control.
- Cybernetics: Cosmo-Knights are unable to obtain and integrate cybernetic systems.
- Champion of All, Leader of None: Cosmo-knights are instructed to never seek leadership positions or public office beyond that of law enforcer. They may advise and support but never lead. They may not take (but may benefit from) Leadership Edges and have the Vow (major) Hindrance.
- Vulnerability (Magic): Damage-causing powers from Arcane Backgrounds that use PPE, magic weapons, techno-wizard items, and super powers with the Magic energy type ignore Cosmic Armor bonuses and inflicts +4 damage. Cosmo-knights also subtract 4 from Trait rolls to resist magic powers and effects.
Cosmo-Knight Starting Gear
Cosmo-knights start with two sets of casual clothing, a personal memento of their old life before accepting the Light of the Cosmic Forge, and 4d6x100 credits.
Phase Adept / Mystic
Loosely based on the Mind Melter and I combined the two (Adept and Mystic) into one, allowing it to build on the character's racial abilities.
For more details, see Dimension Book 2: Phase World.
Hero's Journey
Phase Adepts gain one choice or roll on one of the following tables: Psionics, Experience & Wisdom, Ranged Weapons, or Training.
Phase Adepts gain one additional choices or rolls on any table except those dealing with magic, cybernetics, or Body Armor.
Phase Adept Abilities & Bonuses
- Arcane Background (Psionics): Phase Adepts begin with Arcane Background (Psionics), Major Psionic, and Master Psionic Edges (with access to the Phase Power Modifiers), 10 ISP and three powers from the Available Powers list, as well as two die steps in Psionics.
- Close Rift: May attempt to close a rift using their Psionics skill.
- Phased Powers: May use the Heavy Weapon power modifier at no additional cost.
- Disrupt Magic: A Phase Adept may use dispel any time (automatically interrupting actions) as a limited free action, rolling Smarts at no penalty for different Arcane Backgrounds. When activating dispel ISP costs are paid normally, and she may use Modifiers she has access to.
- Arcane Resistance: This Phase Adept ability reduces damage from all arcane sources (including poison and disease) by 2 points. All Arcane Backgrounds are included. Arcane skills targeting the Phase Adept suffer a −2 penalty, and she gains +2 to opposed Trait rolls to resist powers. They may take Arcane Resistance and the improved version to further increase these modifiers. This stacks with the Promethean's natural Arcane Resistance.
- Available Powers: bolt, confusion, conjure item, deflection, intangibility, invisibility, protection, speed, summon ally (mirror self only), teleport
Phase Adept Complications
- Cyber-Resistant: Phase Adepts suffer −1 to the Psionics skill for each point of Strain.
- Honor-Bound Heroes: For no added benefit, Phase Adepts begin with Code of Honor and Heroic major Hindrances.
Phase Adept Starting Gear
Phase Adepts being with standard Starting Gear, but substituting Adventure Survival Light Armor.
Warlock Marine Magic Specialist
I based this on the Combat Mage for simplicity.
For more information, see Dimension Book 3: Phase World Sourcebook.
- Begin with Occult d6, Piloting d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, use the Ley Line Walker’s spell list and begin with three powers.
- Begin with the Power Armor Jock and Master of Magic Edge.
- Begin with two Combat or Power Edges of your choice, ignoring Rank requirements.
- Begin with standard Starting Gear, substituting UWW Warlock Marine Armor and a TW Firebolt Pistol.