100% found this document useful (5 votes)
294 views18 pages

SWADE - RIFTS - GM Screen

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (5 votes)
294 views18 pages

SWADE - RIFTS - GM Screen

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Customizable Game Master's Screen
  • Damage System
  • Combat Options
  • Fear, Reactions, and Super Strength
  • Ley Lines
  • Setting Rules and Technical Difficulty

SAVAGE RIFTS

GM SCREEN INSERTS

ARTWORK & TABLES FOR


THE SAVAGE WORLDS
CUSTOMIZABLE GAME
MASTER’S SCREEN, AVAILABLE
AT [Link]!
CUSTOMIZABLE GAME MASTER’S SCREEN
YOUR SCREEN, YOUR CHOICE! PERMISSION
This file was designed to work with the Savage Worlds Customizable Game Master’s Screen, You have our permission to print this entire document for your own personal use. This
available at [Link] or through your local game store. This awesome three–panel, document may NOT be distributed, in print or electronically.
tri–fold, vinyl screen can be used for any of our many settings quickly and easily just by
changing the inserts on the front player’s side or the back Game Master’s side.
Inserts and artwork for specific settings are sold separately, allowing you to choose the
look and feel of your screen.

PRINTING TIPS
We recommend a color laserjet at your local copy center. Home inkjet–style printers tend
to make the paper wet, and you’ll have a hard time getting the paper inside your screen’s
transparent pockets. You’ll also find it much easier to insert your sheets if you have them
printed on glossy cardstock. If you do use an inkjet printer, you can also avoid any wet ink © 2019 Pinnacle Entertainment Group. All Rights Reserved.
issues by laminating the sheets before inserting them. © 2019 Palladium Books Inc. All Rights Reserved.
The screens are created with “full bleeds,” meaning they go all the way to the edge of the Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc.
paper. Most printers can’t do that, so you may want to set it to “Fit” when printing from All character names and likenesses are copyright and trademarks owned by
Adobe Reader. Palladium Books, Inc. and used under license.
Aim: Ignore up to four points of ranged attack Extreme Range: Extreme Range is up to 4× a Multi-Actions: –2 from all actions for each action
penalties, or +2 to attack roll if there are no penalties. weapon’s Long Range. Firing at such a great distance attempted beyond the first (maximum of 3).
Character may not move or take other actions. requires the Aim option. When used in this way, Natural Weapons: Creatures with fangs, claws, horns,
Area of Effect: Targets touching template suffer Aim doesn’t reduce any penalties. The penalty is −8, etc, are considered armed. Bite can be performed while
damage. Treat cover as Armor. Missed attack or −6 with a scope. grappling, claws add +2 to Athletics (climbing), and
rolls may deviate. Fatigue: –1 to all actions (–2 if Exhausted). horns add +4 damage if the creature Runs at least 5″.
• Without Minis: SBT affects 2 targets, MBT Fatigue improves one level every hour unless the Nonlethal Damage: Declare prior to making an
or Cone 3, LBT 4. source says otherwise. Incapacitated victims fall attack roll; Targets are knocked out for 1d6 hours
Bound & Entangled: Entangled characters can’t unconscious for 2d6 hours. instead of potentially killed when Incapacitated.
move and are Distracted until free. Bound characters Finishing Move: Instant kill to helpless foe with Edged weapons suffer −1 to attack rolls.
are also Vulnerable, and cannot take physical actions a lethal weapon. Off Hand Attack: −2 to attack rolls with off hand.
other than trying to break free.
• Breaking Free: Victim makes Athletics (or Str –2) Free Attacks: The character gets to make an attack Prone: Medium Cover from ranged attacks 3″ or
roll as an action (an opposed roll if held by a with no special maneuvers or optional combat Edges greater; −2 Fighting and −2 Parry. Standing cost
foe). Success improves Bound to Entangled, or such as Frenzy or Sweep. 2” of movement.
Entangled to free. A raise frees the victim. Either Ganging Up: +1 Fighting per additional adjacent Push: Attacker and defender make opposed Strength
may roll Str –2 instead. attacker to a maximum of +4. rolls (+2 if attacker moved more than 2″). Defender is
Breaking Things: See Obstacle Hardness Table; knocked back 1″ (2″ with raise). Pushed victims make
Grappling: If the attacker succeeds opposed
Stationary items are Parry 2. No bonus damage or Athletics test (−2 if Pushed with raise) or be knocked
Athletics roll, the victim is Entangled, or Bound
Aces are possible. prone. Both add their shield’s Parry bonus.
with a raise and the grappler is also Vulnerable.
Called Shots: Limb is −2 / Hand –4 and may disarm. Characters can’t grapple creatures more than two Range: Short 0, Medium −2, Long −4, Extreme –8.
Head or vitals is −4 and +4 Damage. Sizes larger than themselves. Ranged Attacks in Melee: Attacker may use power
Cover: Light −2, Medium −4, Heavy −6, Near Total −8. • Crush: Once grappled, the attacker may take an or weapon no larger than a pistol; Target Number is
• Obstacles: Obstacles add to Armor if attack misses action to make an opposed Strength roll, causing defender’s Parry.
by cover penalty. Sample values: heavy glass, his Strength in damage if successful (those
doors (+2), sheet metal, heavy car door (+4), oak with the Bite Special Ability may bite instead). Readying Weapons: May ready up to two easily
door, cinder block wall (+6), brick wall (+8), stone available items per turn as a free action. Additional
Hold: The character “Holds” her Action Card to go items are actions.
wall, tree (+10). later in the current or later round. She loses her Hold
Defend: +4 Parry. Takes entire turn and status if Shaken or Stunned. She may interrupt foe’s Recoil: −2 Shooting if RoF is 2 or higher.
character may not run. actions with an opposed Athletics roll. Reload: Nocking arrow or loading sling stone is a
Disarm: Called shot to limb or weapon. If weapon, Illumination: Dim –2; Dark –4; Pitch Darkness –6. free action once per Action. Loading bolts, clips,
roll as object and target must make a Str roll ≥ magazine, or single bullets is an action.
than the damage or drop it. If a limb, a Shaken or Improvised Weapons: –2 to attacks.
• Light: Range 3/6/12, Damage Str+d4, Min Str d4; Shields: Add to Parry: small +1, medium +2, large +3.
Wounded defender must make a Str roll at –2 (limb) and provide Cover against ranged attacks from the
or (– 4) hand or drop the item. • Medium: Range 2/4/8, Damage Str+d6, Min Str d6;
• Heavy: Range 1/2/4, Damage Str+d8, Min Str d8 front and shielded side; medium −2, large −4. While
Distracted: –2 to all Trait rolls until the end of the worn, shields can be used to bash for Str+d4 damage.
character’s next turn. Innocent Bystanders: Missed Athletics (throwing) /
Shooting rolls with a 1 (1 or 2 for shotgun/automatic Shotguns: +2 to Shooting. Damage is 3d6 at Short
The Drop: +4 to attack and damage if target is fire) on the skill die hits a random adjacent target. Range, 2d6 at Medium, and 1d6 at Long.
defenseless. If Shaken or Wounded, victim must Size/Scale: Tiny –6, Very Small –4, Small –2, Large
make a Vigor roll (at –2 versus attacks to the Mounted Combat: Mount and rider act on same
Action Card; Rider attacks with lower of Fighting +2, Huge +4, Gargantuan +6. Add difference vs larger
head) or be KO’ed. targets; Subtract difference against smaller targets.
or Riding; Shooting incurs –2 Unstable Platform
Evasion: Characters may avoid attacks that penalty; Charging is +4 Damage but requires 6″ of Speed: –1 (60 MPH+), –2 (120 MPH+), –4 (240 MPH+),
specifically say they may be evaded, by making an straight movement. –6 (Mach 1+), –8 (Mach 2+), –10 (near light speed)
Agility roll at –2.
COMBAT OPTIONS, CONTINUED DAMAGE
Stunned: Victims are Distracted until they recover, IF AN ATTACK’S DAMAGE EQUALS OR EXCEEDS A TARGET’S TOUGHNESS, USE THE DIFFERENCE AS A RESULT BELOW.
fall prone, can’t move or take actions, don’t count
toward the Gang Up bonus, and are subject to the Drop. RESULT TARGET (NOT SHAKEN) TARGET (SHAKEN)
Support: Character describes using a skill in some 0–3 Shaken 1 Wound
way that helps an ally and adds +1 to his total with
success and +2 with a raise. Critical Failure subtracts 2. 4–7 1 Wound & Shaken 1 Wound

Suppressive Fire: Attacker places Medium Blast Each +4 thereafter +1 Wound +1 Wound
Template and makes Shooting roll. Each target hit by
the attack total is Distracted, or hit for damage with a INJURY TABLE
raise (up to the weapon’s Rate of Fire). 2D6 WOUND
Surprise: Ambushers start on Hold, victims make Unmentionables: If the injury is permanent, reproduction is out of the question without miracle
Notice roll or get no Action Card on first round. 2
surgery or magic. There is no other effect from this result.
Tests: Describe action and make opposed skill test
3–4 Arm: The victim can no longer use his left or right arm (rolled randomly if not targeted).
versus foe’s linked attribute. If successful, foe is
Distracted or Vulnerable (attacker’s choice), and Guts: Your hero catches one in the core. Roll 1d6:
Shaken with a raise. 1 – 2 Broken: Agility reduced a die type (minimum d4).
5–9
Touch Attack: +2 to Fighting roll. 3 – 4 Battered: Vigor reduced a die type (minimum d4).
5 – 6 Busted: Strength reduced a die type (minimum d4).
Two Weapons: +1 to Fighting if foe has a single
weapon, no shield, or is unarmed. 10–11 Leg: Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg.
Unstable Platform: −2 Shooting from a moving Head: A grievous injury to the head. Roll 1d6:
vehicle, animal, or other unstable surface. 1– 3 Hideous Scar: Your hero now has the Ugly (Major) Hindrance.
Vulnerable: Actions against the character are made 12 4 – 5 Blinded: An eye is damaged. Gain the One Eye Hindrance (or the Blind Hindrance
at +2 until the end of their next turn. (Does not stack if he only had one good eye).
with The Drop.) 6 Brain Damage: Massive trauma to the head. Smarts reduced one die type (min d4).
Wild Attack: +2 Fighting, +2 Damage, but Vulnerable
until the end of the attacker’s next turn.
Withdrawing from Combat: Adjacent foes get one POWER MODIFIERS
„„ ARMOR PIERCING (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
free attack at retreating character as long as they are
not Shaken or Stunned. „„ FATIGUE (+2): May be attached to any power that causes damage or is resisted by the target. If she’s affected by
the power in any way, she also suffers Fatigue. This cannot cause Incapacitation.
OBJECT HARDNESS „„ GLOW/SHROUD (+1): Glow creates soft light in a SBT centered on the target. Subtracts 2 from her Stealth totals
HARDNESS OBJECT and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly
8 Door, Light obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
10 Door, Heavy „„ HEAVY WEAPON (+2): The attack counts as a Heavy Weapon.

8 Lock „„ HINDER/HURRY (+1): Hinder lowers the target’s base Pace by 2 until the power expires. Hurry increases it by 2.
Firearm (pistol or rifle) „„ LINGERING DAMAGE (+2): On the victim’s next turn, he suffers the power’s base damage minus one die type (one
9
additional turn only). If the base damage is already a d4 die type, it loses a die instead.
12 Handcuffs
„„ RANGE (+1/+2): Double the power’s listed Range for 1 point, or triple it for +2 Power Points. May not be used on
10 Knife, Sword, Medieval Shield powers with a Range of Touch or Cone Template.
12 Modern Shield „„ SELECTIVE (+1): The caster can choose which targets in a power’s area of effect are affected.
4 Rope
FEAR, REACTIONS, AND SUPER STRENGTH
REACTION TABLE FEar TABLE
2D6 INITIAL REACTION 1D20* EFFECT
Hostile: The target is openly hostile and does his best to stand in 1–3 Adrenaline Surge: The hero’s “fight” response takes over. He
2 the hero’s way. He won’t help without an overwhelming reward or acts as if he had a Joker this action!
payment of some kind. 4–6 Distracted: The hero is Distracted until the end of his next turn.
Unfriendly: The character isn't interested in helping unless he has 7–9 Vulnerable: The hero is Vulnerable until the end of his next turn.
3
little choice or is offered a substantial reward.
10-12 Shaken: The character is Shaken.
Uncooperative: The target isn’t willing to help unless there’s a
4–5 13 The Mark of Fear: The hero is Stunned and suffers some
significant advantage to himself.
cosmetic physical alteration—a white streak forms in his
Neutral: The character has no particular attitude toward the group. hair, his eyes twitch constantly, or some other minor physical
6–8
He expects fair payment for any sort of favor or information. alteration manifests.
Cooperative: The character is generally sympathetic. He helps if he 14–15 Frightened: The character gains the Hesitant Hindrance
9–10
can for a small fee, favor, or kindness. for the remainder of the encounter. If he already has it, he’s
Friendly: The individual goes out of his way for the hero. He likely Panicked instead.
11 does simple tasks for very little, and is willing to do more dangerous 16–17 Panicked: The character immediately moves his full Pace plus
tasks for fair pay or other favors. running die away from the danger and is Shaken.
Helpful: The target is anxious to help the hero, and will probably do 18–19 Minor Phobia: The character gains a Minor Phobia Hindrance
12
so for little or no pay depending on the nature of the task. somehow associated with the trauma.
20–21 Major Phobia: The character gains a Major Phobia Hindrance.
HEAVY ITEM TABLE 22+ Heart Attack: The hero is so overwhelmed with fear that his
EXAMPLE WEIGHT DAMAGE heart stutters. He must make an immediate Vigor roll at –2. If
successful, he’s Stunned. If he fails, he’s Incapacitated dies in 2d6
Parking Meter 50 Str+d10 rounds. In the latter case, a Healing roll at –4 saves his life, but he
remains Incapacitated. He my be treated normally thereafter.
Large Rock 100 Str+d12
Boulder 200 Str+d12+1 *Add the creature’s Fear penalty as a positive number to this roll.

Lamp Post 400 Str+d12+2 SUPER STRENGTH TABLE


Large Tree* 1,000 Str+d12+3 STRENGTH LOAD LIMIT MAX WEIGHT STRENGTH LOAD LIMIT MAX WEIGHT

Statue 1 ton Str+d12+4 d4 20 80 d12+2 250 1,000


Car 2 tons Str+d12+5 d6 40 160 d12+3 500 1 ton
Truck 4 tons Str+d12+6 d8 60 240 d12+4 1,000 2 tons
Armored Car 8 tons Str+d12+7 d10 80 320 d12+5 2,500 5 tons
APC 16 tons Str+d12+8 d12 100 400 d12+6 2.5 tons 10 tons
*Items this heavy or more automatically does d12+1 125 500 d12+7 5 tons 20 tons
Mega Damage when used as a weapon.
d12+8 12.5 tons 50 tons
LEY LINES
LEY LINE STORM EFFECT LEY LINE CHARACTERISTICS
D8* EFFECT D8 SIZE
1 Tiny: 500 feet wide, 200 feet tall, one mile long.
Ley Lightning: Blue-white bolts of energy fly from the storm, striking everyone who uses
PPE or is carrying a magical item or piece of Techno-Wizard gear. The bolts do 2d6 Mega 2 Small: 2,000 feet wide, 200 feet tall, one mile long.
1
Damage. Anyone struck who has any kind of concealing or illusory magic active loses the 3 Medium: Quarter-mile wide, 500 feet
effect instantly; this includes concealment, disguise, and invisibility. tall, 10 miles long.
4 Large: Half-a-mile wide, 1000 feet
Air Lift: Everyone and everything in the group is lifted off the ground about 10 feet into tall, 50 miles long.
the air, surrounded by intense crackling blue-white energy. The winds of the ley line storm
2 carry everything along the ley line (at about 30 – 40 mph) for 7–10 minutes before dropping
5 Very Large: Three-quarters of a mile wide, 2,000
feet tall, 75 miles long.
the whole group back to the ground. Only mechanically powered flight can escape this
effect. Everything that hits the ground takes 5d6 damage from velocity and impact. 6 Huge: One mile wide, 3000 feet tall, 100 miles long.
7 Gargantuan: One-and-a-half miles wide, one mile
Rolling Thunder: A black, roiling cloud bursts along the ley line at about 60 mph. As it passes, tall, 250 miles long.
3
everyone within it is drenched, knocked prone, and Shaken by tremendous thunderclaps.
8 Colossal: Two miles wide, three miles tall,
Euphoria: A wave of joy and fearlessness grips everyone for 1d6+4 minutes. Some act 500 miles long.
drunk, others as though on very good pain medication, and all minor diseases, poisons,
4 and Fatigue disappear. Anyone injured heals one wound. Combat between even the LEY LINE STORM AFFECT ON MAGIC
bitterest of enemies ceases while the euphoria is in effect; it takes a Smarts check at −2 for
anyone to realize they should get away from enemies before the good feelings go away.
D6 CHARACTERISTICS
1–2 Negation: PPE is spent, but nothing happens as the
Alien Interdimensional Effluvia: Along with actual rain, strange slugs, larvae, unattached storm consumes the effect.
tentacles, oozing slime, or any number of other foul, slimy, disturbing things rain out 3 Surge: The range is doubled, and so is any damage or
of the sky, covering the area (and anyone in it). Living things continue to wriggle and other (numerical) effect. Duration, however, remains
5
writhe, the stench embeds itself into clothing and belongings for weeks, and the entire the same. The magic is somewhat uncontrollable,
experience is horrifying, creepy, and miserable. You might even require Vigor checks from however, so the caster can only use the maximum
the characters for them to avoid losing their lunch. possible effect.
Dimensional Flux: The entire group and all their belongings disappear into a featureless, 4 Diminish: The range is halved, and so is any
wispy, white space, like the heart of a cloud. Lights flash far away, but there’s no storm, and damage or other (numerical) effect. Duration
6 remains unaffected.
no terrain features to navigate by. After what seems like a few minutes, the group reappears
in the exact spot they left, but many hours have passed and the storm is long over. 5 Wild: The caster uses a complete different spell
Massive Ley Lightning Bolt: A huge bolt of energy strikes the area, inflicting 3d6 Mega or power than intended, as selected by the Game
7 Damage. Anyone who uses PPE or carries magic gear suffers an extra d6, and 2d6 PPE is Master. This could even be a power the caster
instantly drained from characters and devices. normally cannot use.

A Rift Opens: If there’s a nexus nearby, it opens there, but it can also open right on the ley 6 Explosive: The caster is automatically Shaken and
8
line. Use the Rifts tables on page 91 to determine the qualities of the Rift. must make a Vigor check to avoid a wound as the
magic erupts in her face. The intended effect does not
(*) If the storm is near a nexus, roll a d10 instead. The A Rift Opens result occurs on an 8–10.
happen, but the PPE is still spent.
SETTING RULES, & TECHNICAL DIFFICULTY
SAVAGE RIFTS SETTING RULES TECHNICAL DIFFICULTY TABLE
Blaze of Glory: Heroes may choose death to accomplish a chosen goal, D6 EFFECT
see The Tomorrow Legion Player’s Guide. 1– 3 Glitch: Subtract 1 when using the device, or reduce any bonus by 1.
Blood & Gore: Mega Damage attacks inflict Gritty Damage (per the Serious Problem: Subtract 2 when using the device, or reduce
Setting Rule) on targets not protected by MDC armor. Characters suffer 4–5
any bonus by 2.
Wound penalties when healing; a healer must subtract his patient’s
Wound levels from his skill roll. Severe Failure: Subtract 4 when using the device, or reduce
6
Death & Defeat: If not declaring Blaze of Glory, when checking Vigor for any bonus by 4.
Incapacitation a Critical Failure or total check of 1 or less result in a roll
on the Death & Defeat Table.
Technical Difficulties: Critical Failures with items get a roll. VEHICLE CRITICAL HIT TABLE
Repair Time: Glitch takes 1d6 × 5 minutes and a Repair roll at −1. A
Serious Problem takes 1d6 hours, Repair at −2, and parts equal to 20% of 2D6 EFFECT
the item’s cost. A Severe Failure takes 1d6 days, Repair at −4, and parts Scratch and Dent: The attack just scratches the paint or passes clean
equal to 40% of item’s cost. 2 through the body without hitting anyone or anything vital. There’s no
Vehicle Fatigue: Each day of travel requires a Boating, Driving, or permanent damage (no Wound).
Piloting skill check at a cumulative –1 penalty for over six hours of Engine: The power plant is hit, reducing the vehicle’s responsiveness.
travel. Recovery requires 1 hour and a Repair roll, for results see The 3
–1 Handling each time this occurs (to a maximum penalty of –4).
Tomorrow Legion Player’s Guide.
Locomotion: The legs or other movement systems are damaged,
4
reducing the MPH/Pace by a quarter (to a minimum of 50%, round up).
Controls: The vehicle becomes very difficult to control while in
STANDARD SETTING RULES 5 motion, requiring a piloting roll (−2) every round to avoid going
Born a Hero: Ignore Rank requirements for Edges (and powers from Out of Control.
them) at character creation. Chassis: The vehicle suffers a Wound in the body with no
6–8
Conviction: Gain Conviction Tokens that can add d6 to Trait or damage special effects.
rolls; awarded for personal triumph or tragedy. Crew: For direct damage, subtract the vehicle’s Armor (apply AP) and
More Skill Points: Get 15 skill points at character creation. 9 deal the rest to a random crew member. Area effect weapons affect
Wound Cap: Never suffer more than 4 Wounds from one hit. everyone. If this is the result of a Collision, occupants are Shaken.
Weapon: A random weapon is destroyed. If there are none, treat
10 –11
as a Chassis hit.
BULLETS PER RATE OF FIRE System: A random Vehicle Quality or system is destroyed, as
RATE OF FIRE BULLETS FIRED 12 determined by the GM. If it doesn’t have any features left, treat this as
1 1 a Chassis hit instead.
2 5
3 10
4 20
5 40

SAVAGE RIFTS 
GM SCREEN INSERTS
ARTWORK & TABLES FOR 
THE SAVAGE WORLDS 
CUSTOMIZABLE GAME 
MASTER’S SCREEN, AVAILABLE 
AT WW
© 2019 Pinnacle Entertainment Group. All Rights Reserved.
© 2019 Palladium Books Inc. All Rights Reserved. 
Rifts® and Megave

You might also like