Charlotte Posted December 11, 2017 Share Posted December 11, 2017 The Premise: The war is over, and the wrong side won. Tolkeen, a bastion of magical theory and learning, where mystic practicioners, other-dimensional refugees, misfits and malcontents could live in peace, was forced into warfare with the human supremacist Coalition States, who had recently begun expanding after years of consolodating their gains and delving into Golden Age technological stores to upgrade their weapons and robots. The people of Tolkeen knew what occupation would mean for an empire founded on the notion of the eradication of anything that didn't fit the Coalition's narrow definition of sentient life, so they used every means available to protect themselves, including long-forbidden magics involving blood sacrifice and pacts with ancient demons. They told themselves it would be worth it when the Coalition was driven back, that the metaphorical (and sometimes literal) genies could be put back in the bottle. It wasn't enough. The Coalition was battered, but ultimately triumphant. Tolkeen was razed. The monsters it summoned now roam free; the people clinging to it for stability are scattered and being hunted by the Coalition. The cyber-knights have been shattered, with a significant number having joined the Tolkeen war effort and having lost their way; no one has seen or heard about their founder, or his closest associates, in many months. Even more troubling, Lord Dunscon - self-proclaimed ruler of the Federation of Magic - has begun a campaign of consolidation of his own, seeking to unite the cities of the Federation of Magic under his own tyrannical rule, pointing out that if the only alternative is destruction by the expansionist Coalition States, his rule will at least allow free cities such as Dweomer and Stormspire to exist - even if it is the rule of a man whose chief criticism of Tolkeen was that it was too soft. Some people joke that the second apocalypse is upon us. But it's a joke no one laughs at. Those outside the borders of the Federation and the Coalition wonder if they'll be next, and what, if anything, can be done about it. Those within said borders who don't toe the party line are wondering where they can go. Everything in North America is in flux, and no one knows what will come out the other side. The Setting: A sizable settlement called Prince's Landing, chiefly an argicultural and mining town. The primary crop is barley, and the local stout is noteworthy; the primary mining export is a vein of zinc which is often used in the maintenance of advanced technology. Limited robotics are used to mine, and the local hedge mage has helped ensure that harvests are reliable. It's a relatively small town, and like most small towns in the world of Rifts, can't affort to be overtly picky about who stays there - many don't have the power to resist powerful forces such as pilots with their own power armor suits, or mages with a reasonable grasp of spellcraft, and as long as people are willing to work or have credits to spend, people tend to live and let live. There is reasonably close proximity to a ley line, but it's a weak ley line and it hasn't caused any trouble in living memory. However, Prince's Landing is sandwiched in between the two Coalition states of Missouri and El Dorado, and to the east is the Federation of Magic. Furthermore, their two major trading partners - the city-states of Kingsdale and Whykin - are on opposite sides of "the Coalition issue," with Kingsdale a more tolerant city and with Whykin more fully embracing the Coalition ambassadors that come calling. The current mayor of Prince's Landing favors Kingsdale, but without any support from any other major powers, the Coalition could decide to wipe them both off the map with ease - and many people in Prince's Landing are in favor of taking Whykin's side, with hate crime incidents on the rise. The d-bees and freethinking scholars and radicals in the region are all waiting to hear a metaphorical pin fly out of a possibly literal grenade. Your Characters: I'm looking for four to six players who can post relatively often and work well enough together. This is a cooperative game, though you need not know each other at game start; you could have met in the war (as mercenaries employed by either side, or even on opposite sides.) The Tomorrow Legion is going to factor in at some point, though all anyone's heard at this point are rumors, if that. You've wound up in town and are trying to figure out what to do next - or a way to do what you want to do next, if only you could catch a break. To create a character in the Savage Worlds version of Rifts, you'll probably need the Savage Worlds rules and the Tomorrow Legion Player's Guide. Character creation starts on page 11 on the Player's Guide. You can select a template from the following choices: Combat Cyborg: Heavy combat man-machine, greatly enhanced by cybernetics. Crazy: Psionically enhanced supersoldier, mentally unstable but able to take great advantage of it. Cyber-Knight: Part holy warrior, part psionic martial artist with an energy sword, and all kinds of trouble for enemies using tech weapons. Glitter Boy: Owner of the ultimate powered armor and personal ranged weapon, though with drawbacks in terms of mobility and side effects. Juicer: Born to die, a live-fast, fight-hard super soldier with the ability to burn her life force for truly heroic moments. M.A.R.S.: The mercenaries, adventurers, rogues, and scholars of Rifts who have less raw power but more experience and variety. Burster: Raw, awesome firepower. A super powerful pyrokinetic for a world gone mad. Mind Melter: A true master of psionic power, employing unparalleled telepathic and telekinetic abilities. Ley Line Walker: Master of magic, they can interface with ley lines effortlessly for nearly unlimited power. Mystic: Combines faith-driven magic with psionic power, intertwining two Arcane Backgrounds with a spirituality others do not comprehend. Techno-Wizard: The ultimate gadgeteer, combining arcane science with an innate talent for tools and machines. Flame Wind Dragon Hatchling: A newborn dragon seeking its place in the world. Yes, a dragon. In addition, the various races - humans, mutants, d-bees and aliens - are available. Custom races are potentially available upon request, and even if you're human, no one says you have to be a human born on this Earth - or from this time, since rifts that bend time are not unheard of. There are two house rules I've added, one at character generation and one at character advancement. The latter is that that buying a new skill no longer consumes one entire advance; instead, it's treated like buying a single skill point in an existing skill, so you can buy a new skill and raise another. This is to encourage people to branch out into new skills should they realize they forgot to acquire a useful one or that there's a critical skill no one in the group's covered. The at-character generation rule is this: at the start of the game, your character is down and out and not at their best, the circumstances of which I'll work out with individual players (though I'll take suggestions.) This is a temporary drawback and should be gone by the end of the first adventure. Examples include being a rookie cyber-knight who's unable to yet summon their psi-sword; a glitter boy whose bracing system for the boom gun is miscalibrated, rendering it unable to fire; a magic or psychic who encounters something bad every time they use their powers, a dragon that for some reason can't remember how one of their instintive abilities works, and so forth. I'll work with you to find one you want to roleplay through - the idea being that life has temporarily set you on the back foot, and the first adventure features you in part getting your footing back. If you have questions or comments, let me know! Link to comment Share on other sites More sharing options...
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