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SWADE Rifts Archetypes Set2

Ariel Firedancer is a Burster, a pyrokinetic who can accelerate molecules to ignite fires. She can surround herself with a fiery aura for damage and armor. Her powers awoke after her village was attacked, and she now hunts evil. As a Burster, she is immune to fire and can hurl flaming bolts. However, her cybernetics impair her psionics, and she has a pyromaniac quirk and enemies targeting her kind.

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George Arel Jr
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100% found this document useful (5 votes)
447 views14 pages

SWADE Rifts Archetypes Set2

Ariel Firedancer is a Burster, a pyrokinetic who can accelerate molecules to ignite fires. She can surround herself with a fiery aura for damage and armor. Her powers awoke after her village was attacked, and she now hunts evil. As a Burster, she is immune to fire and can hurl flaming bolts. However, her cybernetics impair her psionics, and she has a pyromaniac quirk and enemies targeting her kind.

Uploaded by

George Arel Jr
Copyright
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  • Burster - Ariel Firedancer
  • Combat Cyborg - Harv
  • Crazy - Valka Mad-Eyes
  • Mystic - Tomiko Yuko
  • Operator - Mayeena Mikani
  • Wilderness Scout - Duke Fitzkillian

®

ARCHETYPES SET 2
THE TOMORROW LEGION
ARCHETYPES (SET 2)

Written By: Sean Patrick Fannon, Sean Owen Roberson, John Stevens, and John Roccia
Cover/Interior Illustrations: Matheus Calza, Martin de Diego Sádaba, Aaron Riley,
Gunship Revolution’s Brian Valeza, Justine Cruz, Timothy Terrenal and Oliver Morit
Graphic Design & Layout: Aaron Acevedo, Jason Engle, Thomas Shook
Editing: Jodi Black, Carinn Seabolt
Art Direction: Aaron Acevedo, Alida Saxon
Line Manager: Sean Owen Roberson
Executive Producer: Simon Lucas
Rifts® Created By: Kevin Siembieda of Palladium Books®
Savage Worlds Created By: Shane Lacy Hensley
Playtest and Advice: the illustrious playtesters of the official Pinnacle feedback forums

[Link]

AGE
SAV

WO S
AD
VEN
R L D N
T IO T U R E EDI

Savage Worlds is © 2021 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2021Palladium Books Inc. All
rights reserved, worldwide. Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc. All character
names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license.
BURSTER
ARIEL FIREDANCER

CHARACTER BACKGROUND to adjacent foes at the end his turn, and providing +6 Armor.
“I am the light that casts back the darkness. I am the fire that cleanses the By spending 3 ISP when activating the Fiery Aura does Mega
stain of corruption. I am a Burster, and my soul dances in the flames.” Damage and Armor provides MDC protection for 5 rounds.
Ariel Ortiz was fourteen when her village in the Texas Freelands Fiery Aura goes away if she is Incapacitated or unconscious.
was attacked by ruthless bandits. The stress of the incident awoke „ Fire Mastery: Has the Innate Ability to create, control, and
her massive psionic abilities. She literally blew up at the bandits eliminate minor fire, heat, and smoke effects using elemental
laying waste to them and burning down half of her village in manipulation for no ISP. Can activate the Elemental Fury or
the process. The bandits eventually subdued her, bound her, and Exalted Manipulation modifier, as an action, for no ISP.
threw her in the river to “douse her enthusiasm”. „ Firewalker: Immune to fire, heat, and plasma damage and
After spending minutes underwater, sinking into the darkness, has Environmental Immunity to Heat and Fire environmental
Ariel died and Firedancer was born. Using her powers to save Hazards and +4 on rolls to resist heat-based arcane effects.
herself, Firedancer washed up on the shores of the Pecos River Lightning, electrical attacks, laser, ion, and particle beam
and began to hunt down evil and corruption wherever she found it. weapons all do −4 damage.
The Tomorrow Legion gives her an opportunity to help others, but „ Flame Bolt: Can hurl a flaming bolt of 3d6 Mega Damage
her burning desire for vengeance is not easily quenched. (4d6 on a raise) for one ISP, or 4d6 Mega Damage (5d6 on a
raise) for two ISP. Additional Power Modifiers may be used as
BURSTER ABILITIES AND BONUSES normal. Range is Smarts ×2. This ability is
Bursters are pyrokinetics—they telekinetically accelerate considered a Mega Power Modifier
molecules to the point of ignition. in regard to the Blaster Edges and
„ Major Psionics: Has access to arcane protection, boost their Power Modifiers. For one
Trait†, burst, confusion, darksight*, deflection*, detect/conceal ISP the Burster’s Flame Bolt power
arcana*, empathy, farsight*, fear, fly*, light/darkness, mind (along with any enhancements
link, protection*, relief*, smite*, telekinesis, warrior’s gift* from other Edges or
Powers marked asterisk Modifiers) becomes Rate
(*) have the reduced of Fire 2.
Power Points cost
from the Range BURSTER
(Self) limitation, COMPLICATIONS
while those Being at one with fire has a few
m a r k e d drawbacks, though few Bursters
dagger (†) ever worry. Dancing with fire is all that really
have bot h t he matters to them.
Range (Self) and Aspect limitations (see „ Cybernetics: Each point of Strain imposes a
Trappings in Savage Worlds). All other −1 penalty to the Psionics skill.
aspects of Arcane Background (Psionics) „ Enemies: Coalition and True Federation
remain the same. prioritize attacking them and hunt them
„ Everything Burns: When a Burster scores with extreme prejudice.
a raise on a damage-causing attack „ Quirk— Pyromaniac: Has a thing
roll using one of their abilities, the about starting fires just to watch them
target catches fire taking 3d6 damage burn with loving fascination. This
until doused is more aggravating than dangerous
„ Fiery Aura: As an action (no roll or (most of the time).
ISP required) a Burster can surround
himself with a damage field of flame
and heat, adding 1d6 damage to any
Fighting attacks, causing 3d6 damage
AGE
SAV NAME: Ariel Firedancer LEGION RANK: E-1

WO
RACE: Human BENNIES: 3
AD
V
R L D NS
E N T U R E E D I T IO
FRAMEWORK: Burster CONVICTION:

HINDRANCES/COMPLICATIONS
Bloodthirsty: “I am a blaze of righteous fury.”
ATTRIBUTES

d6 d8 d8 Mean: “Out of my way, fool!” –1 Persuasion


Phobia (Minor): rivers, lakes, and the sea
AGILITY SMARTS SPIRIT

d6 d6
Quirk (Pyromania): “I love to watch fire dance.”
STRENGTH VIGOR
6
5
Enemies: priority target of CS and Federation
10 (4)
+d6
SKILLS

ACADEMICS (Sma): OCCULT (Sma): d4

EDGES
ATHLETICS (Agi): d6 PERFORMANCE (Spi): PACE PARRY TOUGHNESS Arcane Background (Psionics)
BATTLE (Sma): PERSUASION (Spi): d4 Blaster: Increase damage of certain powers

— 20 —
BOATING (Agi): PILOTING (Agi): d4 Brave: +2 on Fear checks, –2 on the Fear Table
COMMON KN. (Sma): d4 REPAIR (Sma): Major Psionic: Before rolling spend 2 ISP for a
DRIVING (Agi): RESEARCH (Sma): +1 bonus on a Psionics check, or 4 ISP for a +2.
PPE ISP STRAIN
ELECTRONICS (Sma): RIDING (Agi): Menacing: add +2 to Intimidation rolls
FIGHTING (Agi): d6 SCIENCE (Sma): GEAR New Powers: detect/conceal arcana*, empathy
ITEM WT
GAMBLING (Sma): SHOOTING (Agi): d4

ADVANCES
HACKING (Sma): STEALTH (Agi): d6 CREDITS: 1,900 Universal Credits
HEALING (Sma): SURVIVAL (Sma): VALUABLES: 2,550 credits worth
INTIMIDATION (Spi): d8 TAUNT (Sma): d6 NG-S2 Survival Pack 20 lb N Read the Flame
LANGUAGE (Sma): THIEVERY (Agi): 3× Short E-clips .75 lb N Smarts d10
NOTICE (Sma): d8 __________ (__): N Psionics d10 and Notice d10
ARCANE SKILL: _____________________ (__): S Improved Flame Bolt
Psionics Sma d8
ARCANE SKILL: _____________________ (__): S Spirit d10

WOUNDS
S Intimidation d10 and Occult d6
S Improved Fire Mastery
ARMOR

TYPE: Plastic-Man Light EBA V Flame Blast


ARMOR: +4 NOTES V Smarts d12
TOUGH: +1 Does not stack with V Psionics d12 and Notice d12 –1
MIN STR: d4 Fiery Aura V Power Points (30 ISP total)
WEIGHT: 13 H Spirit d12 –2
SHIELD: H Intimidation d12 and Occult d8
SPECIAL: H Expert Blaster
H Retort –3
L Vigor d8
L Master Blaster INC
WEAPONS

WEAPON RANGE DAMAGE ROF AP SHOTS NOTES


L Rapid Flame Bolt
NG-33 Laser Pistol 12/24/48 3d6 1 2 20
L Improved Fiery Aura
Flame Bolt Smarts×2 3d6 MD 1 0 — 1 ISP, 2 ISP 4d6 –2
+2 ISP ROF 2
ABILITY/CYBERWARE/TABLE RESULTS

HERO’S JOURNEY: Psionics 17 –1


HERO’S JOURNEY: Psionics 8
Psionics: +1 on social skills like Intimidation, FATIGUE
gain a free reroll using empathy and fear.
Everything Burns: On Raise targets catch fire
NAME/POWER TRAPPING PP RNG DUR EFFECT
POWERS

Fiery Aura: 3d6 damage field with +6 Armor. +3


elemental manipulation — None self 5 Start and control fires, heat, and smoke ISP to make armor MD for 5 rounds.
FRAMEWORK ABILITIES/CYBERNETICS

Fire Mastery: uses elemental manipulation for no


detect/conceal arcana* *self only 2 smarts special Detect 5 rounds/Conceal 1 hour. ISP. Activate Mega modifiers as an action.
empathy 1 Sma 5 roll vs target’s Spirit, +2 on social skills Firewalker: Immune to Fire, Heat, plasma dam-
fear 2 smarts — Targets make a Fear roll, panic age and Hazards. +4 to resist heat-based arcane
fly* *self only 2 self 5 Flies at Pace 12” effects. Lightning, electricity, lasers, ions, and
protection* *self only 1 self 5 Grants Armor +4 (auto-raise) particle beams do −4 damage.

NARRATIVE HOOK: The Evil That Men Do

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ALL CHARACTER NAMES AND LIKENESSES ARE COPYRIGHT AND TRADEMARKS OWNED BY PALLADIUM BOOKS, INC. AND USED UNDER LICENSE.
COMBAT CYBORG
HARV

CHARACTER BACKGROUND „ Upgradeable: Starts with the Upgradeable Edge.


“You got a problem? I’m the solution.” „ Unarmed Combat: Deals Str+d4 Mega Damage in unarmed
Harv is a wise cracking, skull smashing cyborg from Kingsdale. combat and considered armed.
He gave up his humanity early in life to become a mining ‘borg and
make some credit then using his new found body as a mercenary COMBAT CYBORG COMPLICATIONS
to make some real cash. His merc career went south in a hurry „ All Those Moving Parts: Cannot be healed must be repaired
when Harv balked at gunning down a convoy of refugees during using Repair skill—which is used like the Healing skill, only
a job for the Coalition. This decision led to a nasty altercation with with no Golden Hour.
his employers. With no real job prospects available Harv joined the „ Full Conversion: Becoming a Combat Cyborg uses all of a
Tomorrow Legion to protect refugees rather than shoot at them. character’s personal Strain ever.
„ Gray Matter: Combat Cyborgs only start with two points
COMBAT CYBORG ABILITIES (instead of the normal five) for attributes and these may only
AND BONUSES be spent on Smarts and Spirit.
„ Bionic Augmentation: Begin with Strength d12+2, „ Heavy: Unless noted otherwise, Body
Agility d10, and Vigor d12. These Attributes have Armor and Power Armor must be
no maximum. reinforced, doubling purchase and repair
„ Cybernetic Enhancements: Adrenal System, Armor costs. Operating a vehicle not refitted for
Plating (3)*, Audio Package, Bionic Strength them is done at a −2 to all Trait checks,
Augmentation*, Core Electronics Package, including firing vehicular weapons.
Cyber- Wired Reflexes*, Internal Life Support, „ Inhuman Appearance: Suffers −1 to
Nuclear Power Cell, Optics Package, Reinforced Persuasion rolls when dealing with
Frame (3)*, Synthetic Organ Replacement*. (*) most beings.
already factored into stats and abilities. „ Loss of Dexterity: A ’borg
„ Harder than Steel: +6 MDC natural Armor suffers −1 to all Agility rolls
and +3 Toughness stacks with any MDC and linked skills not directly
Worn Armor providing. related to combat.
„ High-performance Legs: Begin with the Fleet- „ Malfunctions: Cyborgs are
Footed Edge. subject to Technical Difficulties
„ More Machine: +2 to recover from Shaken (see page 117 of the Tomorrow Legion
and Stunned, ignore one level of Wound Player’s Guide).
modifiers, and possesses the Internal „ Shadow of Themselves: ’Borgs don’t
Life Support cybernetic enhancement: choose a race, but may increase
internal air supply and other systems an attribute one die type or
that make him immune to Disease, take an Edge (meeting all
Drowning, as well as Poison and requirements) to reflect their
grants +4 to resist Cold, Heat, original race.
and Radiation; see Hazards in „ Spiritually Numb: Can’t
Savage Worlds. Only requires a take Arcane Background
fifth of the nutrition of a fully Gifted, Magic, Miracles,
organic person. or Psionics.
„ Si z e 1 ( No r m a l ) : +1
Toughness from their Size.
AGE
SAV NAME: Harv LEGION RANK: E-1

WO
RACE: formerly Human BENNIES: 2
AD
V
R L D NS
E N T U R E E D I T IO
FRAMEWORK: Combat Cyborg CONVICTION:

HINDRANCES/COMPLICATIONS
Bad Luck: “Good ol’ Harv is plum outta’ luck”
ATTRIBUTES

d10 d6 d6 Stubborn: “There ain’t no way”


Loyal: “When you’re this ugly you gotta take care
AGILITY SMARTS SPIRIT of your friends”

d12+2 d12
STRENGTH VIGOR
8 24 (9)
+d8 6 MDC
SKILLS

ACADEMICS (Sma): OCCULT (Sma):

EDGES
ATHLETICS (Agi): d8 PERFORMANCE (Spi): PACE PARRY TOUGHNESS Fleet-Footed: Pace +2, increase running die.
BATTLE (Sma): PERSUASION (Spi): d4 Frenzy: roll a second Fighting die with a melee

— — 1/6
BOATING (Agi): PILOTING (Agi): Rock and Roll!: Ignore Recoil penalty when
COMMON KN. (Sma): d4 REPAIR (Sma): d4 Shooting. May not move.
DRIVING (Agi): RESEARCH (Sma): Sweep: Fighting roll at –2 to hit all targets in
PPE ISP STRAIN
ELECTRONICS (Sma): RIDING (Agi): weapon’s Reach, no more than once per turn.
FIGHTING (Agi): d10 SCIENCE (Sma): GEAR Upgradeable: factored in
ITEM WT
GAMBLING (Sma): SHOOTING (Agi): d10

ADVANCES
HACKING (Sma): STEALTH (Agi): d4 CREDITS: 800 Universal Credits
HEALING (Sma): SURVIVAL (Sma): d4 VALUABLES: 2500 credits worth
INTIMIDATION (Spi): d6 TAUNT (Sma): NG-S2 Survival Pack 20 lb N First Strike
LANGUAGE (Sma): THIEVERY (Agi): 6× Short E-clips 1.5 lb N Strength d12+3
NOTICE (Sma): d6 __________ (__): 3× Rail Gun ammo drums 30 lb N Electronics d4 Survival d6
ARCANE SKILL: _____________________ (__): S Iron Jaw
ARCANE SKILL: _____________________ (__): S Agility d12

WOUNDS
S Fighting d12 Shooting d12
S Brave
ARMOR

TYPE: Cyborg LE-B1 Light Espionage V Improved Sweep


ARMOR: +3 NOTES V Vigor d12+1
TOUGH: +3 –1 to all Agility-linked V Electronics d6 and Common Kn d6 –1
MIN STR: d12+1 non-combat V Improved First Strike
WEIGHT: 40 skill rolls. H Steady Hands –2
SHIELD: H Vigor d12+2
SPECIAL: MDC Armor H Athletics d10 and Notice d8
H Free Runner –3
L Weapon Master
WEAPON RANGE DAMAGE ROF AP SHOTS NOTES L Master of Arms INC
WEAPONS

L Nerves of Steel
Unarmed Combat Melee Str+d4 MD 0 NA Considered armed
L Improved Nerves of Steel
WI-C8 “Juicer Chainsaw” Melee Str+3d6+3 MD 6 NA –1 Parry –2
NG-303 Rail Gun 30/60/120 2d10+2 MD 3 6 20 Always Maximum
ABILITY/CYBERWARE/TABLE RESULTS
NG-56 Light Ion Pistol 10/20/40 1-3d8 1 0 12 Use Shotgun rules
HERO’S JOURNEY: Cybernetics 19 –1
Built-In Vibro-Longsword Melee Str+d10 MD 10 NA Cybernetic System HERO’S JOURNEY: Close Combat 4
HERO’S JOURNEY: FATIGUE
FORTUNE & GLORY:
FORTUNE & GLORY:
CYBERNETIC SYSTEM BONUS
3x Armor Plating: Factored in
CYBERNETICS

Adrenal System +2 to recover from Shaken or Stunned, Edges stack. Bionic Strength Augmentation: Factored in
Audio Package +2 to hearing-based Notice checks or to resist audio-based attacks. Cyber-Wired Reflexes: Factored in
Core Electronics Package +2 to Common Knowledge, Electronics, Hacking, Research, and 3x Reinforced Frame: Factored in
MARS FRAMEWORK ABILITIES

Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. Synthetic Organ Replacement: Factored in
Internal Life Support Immune to posion and disease, cannot drown. +4 to resist the
Hazards of Cold, Heat, and Radiation.
Nuclear Power Cell Powers the borg’s built-in systems and weapons. Conncects to
carried weapons
Optics Package Illumination Penalties +2 to all sight-based Notice checks
Nano-Repair System Heal one Wound per day, +4 to resist Bleeding Out. NARRATIVE HOOK: The Coalition

THIS DOCUMENT MAY BE PRINTED FOR PERSONAL USE. RIFTS® AND MEGAVERSE® ARE REGISTERED TRADEMARKS OF PALLADIUM BOOKS, INC.
ALL CHARACTER NAMES AND LIKENESSES ARE COPYRIGHT AND TRADEMARKS OWNED BY PALLADIUM BOOKS, INC. AND USED UNDER LICENSE.
CRAZY
VALK A MAD-EYES

CHARACTER BACKGROUND Range (Self) limitation, while those marked dagger (†) have
“The sound of screaming bunnies haunts my dreams!” both the Range (Self) and Aspect limitations (see Trappings
The bunny rabbits exploded, the bluebirds scattered to the skies, in Savage Worlds).
and the sweet baby deer’s mother got completely blown away. „ Quick: Begin with the Quick Edge.
The Magic Kingdom burned to the ground, and Valka can’t stop „ Uncanny Reflexes: −2 to be hit by any attack they are aware
crying at night as she remembers all the screaming and the sad of as well as +2 on Evasion rolls.
and the blood. „ Losing It: Gains the effects of being Berserk (as per the Edge,
The Dark Skull Facers—there were so many of them, and but Strength and Agility are increased two die types instead)
they were so evil. She and her friends just couldn’t save the poor as an Innate Ability. Immune to Fear and Intimidation.
bunnies! Valka Mad-Eyes was saved from the burning kingdom Cannot use Psionics or other skills requiring concentration
by her friends and taken to refuge to recover. Now she has aligned except Intimidation, Taunt, Shooting, and Athletics
herself with the heroes of the Tomorrow Legion to smash as many
Dark Skull Facers as she can. CRAZY COMPLICATIONS
Crazies have that name for a reason.
CRAZY ABILITIES AND BONUSES „ Cybernetics: -1 to Psionics per point of Strain.
Crazies are super commandos, difficult to lead, but fantastically „ Distinctive Appearance: The protrusions from the skull
capable in high risk situations.. mark a Crazy, but most indulge in tattoos, body piercings,
„ Bio-Regeneration: Makes and other means of declaring themselves to the world.
a natural healing roll once „ Magic: Can’t use magic.
every 24 hours. Permanent injuries „ Needs Act ion:
may be recovered once all other D u r i n g
Wounds are regenerated; treat each particular
injury as an additional Wound. slow periods,
„ Enhanced Attributes: +2 die the GM may
types to Agility, Strength, and call for a Spirit
Vigor; increase Trait maximums an roll. Failure means she
equal amount. becomes irritable or impatient
„ Enhanced Endurance: Begin with gaining −1 Persuasion, and suffering a −1 to all Trait rolls in
the Nerves of Steel Edge, require this distracted state until a high alert status or action kicks in.
only half the normal amount of sleep, „ Unstable Psyche: From the start (and for no added benefit),
and gain +4 on checks to resist Fatigue the character gains Impulsive and a Hindrance rolled on the
from sleep deprivation. Psyche Degradation Table. Gains a Hindrance from the table
„ Enhanced Speed: Double their base each time she achieves a new Rank and also rolls once on the
Pace and move twice the normal Psionics Hero’s Journey table.
distance, horizontally and vertically, „ Getting it Together: A Crazy comes
when Jumping. out of Losing It using the standard
„ Heightened Senses: Gain +2 Smarts roll for Berserk, but she’s
to Notice and Survival (tracking) hampered and overwhelmed by
rolls, and ignore two points of Range her psychological Hindrances and
penalties. is −1 per Rank to all Trait rolls while Getting It Together.
„ Minor Psionic: Crazies have access to the following A Crazy may not employ Losing It while in the Getting It
powers (Rank permitting): arcane protection*, boost Trait†, Together state. Time required to Get it Together:
confusion, darksight*, detect/conceal arcana*, disguise*, Raise: 1d6 minutes.
divination, empathy, environmental protection*, farsight*, Success: 1d6 × 10 minutes.
fear, healing, mind link, relief, warrior’s gift*. Powers marked Failure: 1d6 hours..
asterisk (*) have the reduced Power Points cost from the Critical Failure: 24 hours.
AGE
SAV NAME: Valka Mad-Eyes LEGION RANK: E-1

WO
RACE: Human BENNIES: 3
AD
V
R L D NS
E N T U R E E D I T IO
FRAMEWORK: Crazy CONVICTION:

HINDRANCES/COMPLICATIONS
Clueless: “What? Sorry...where are we again?”
ATTRIBUTES

d10 d8 d8 –1to Common Knowledge and Notice checks


Big Mouth: “You can’t beat us, we already know
AGILITY SMARTS SPIRIT the counter ritual...oops, forget I said that...”

d10 d10
Loyal: “I may be crazy, but I know my friends!”

Impulsive: “Yippee ki yay!”


STRENGTH VIGOR
12
7
Delusional (Major): “they control our society...”
14 (5)
+d6
SKILLS

ACADEMICS (Sma): OCCULT (Sma):

EDGES
ATHLETICS (Agi): d10 PERFORMANCE (Spi): PACE PARRY TOUGHNESS Arcane Background (Psionics)
BATTLE (Sma): PERSUASION (Spi): d4 Gun Nut: +2 Shooting and damage with pistols

— 15 —
BOATING (Agi): PILOTING (Agi): against adjacent foes
COMMON KN. (Sma): d4 REPAIR (Sma): Nerves of Steel: Ignore 1 Wound penalty
DRIVING (Agi): RESEARCH (Sma): Power Points: factored in
PPE ISP STRAIN
ELECTRONICS (Sma): d4 RIDING (Agi): Quick: Redraw an Action Card 5 or lower
FIGHTING (Agi): d10 SCIENCE (Sma): GEAR
ITEM WT
GAMBLING (Sma): SHOOTING (Agi): d10

ADVANCES
HACKING (Sma): STEALTH (Agi): d8 CREDITS: 900 Universal Credits
HEALING (Sma): SURVIVAL (Sma): d6 VALUABLES: 2500 credits worth
INTIMIDATION (Spi): TAUNT (Sma): NG-S2 Survival Pack 20 lb N Acrobat
LANGUAGE (Sma): THIEVERY (Agi): 3× Short E-clips .75 lb N Agility d12
NOTICE (Sma): d6 __________ (__): N Fighting d12 and Shooting d12
ARCANE SKILL: _____________________
Psionics (__): d8 SMA
S Split the Seconds
ARCANE SKILL: _____________________ (__): S Combat Acrobat

WOUNDS
S Spirit d10
S Athletics d12 and Stealth d10
ARMOR

TYPE: Huntsman Medium Armor V Off The Handle


ARMOR: +5 NOTES V Vigor d12
TOUGH: +2 V Major Psionic (20 ISP total) –1
MIN STR: d6 V Notice d8 and Stealth d12
WEIGHT: 16 H Sublime Chaos –2
SHIELD: H Vigor d12+1
SPECIAL: H Free Runner
H Gymnastics Mastery –3
L Vigor d12+2
L Fast Healer INC
WEAPONS

WEAPON RANGE DAMAGE ROF AP SHOTS NOTES


L Tough As Nails
Vibro-Longsword melee Str+d10 10 Mega Damage
L Tougher Than Nails
Wilk’s 237 Backup Pistol 10/20/40 3d6+3 1 4 12 –2
TW Fireburst Rifle 24/48/96 4d6 3 2 20 SBT, It Burns
ABILITY/CYBERWARE/TABLE RESULTS

HERO’S JOURNEY: Training 3 –1


HERO’S JOURNEY: Psionics 4
Bio-Regeneration: Natural healing once a day FATIGUE
Enhanced Attributes: Factored in
Enhanced Endurance: 1/2 Sleep, +4 vs Fatigue
NAME/POWER TRAPPING PP RNG DUR EFFECT
POWERS

Enhanced Speed: ×2 jump distance, x2 Pace


confusion 1 smarts turn Target Distracted and Vulnerable Heightened Senses: +2 Notice and Survival
FRAMEWORK ABILITIES/CYBERNETICS

healing 1 smarts instant Restores Wounds less than an hour old (tracking). Ignore 2 points of Range penalties.
mind link 1 smarts 30 min Mind link within 1 mile (5 with raise) Uncanny Reflexes: –2 to be hit, +2 Evasion
Losing It: See reverse.

NARRATIVE HOOK: Nearly Done For

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ALL CHARACTER NAMES AND LIKENESSES ARE COPYRIGHT AND TRADEMARKS OWNED BY PALLADIUM BOOKS, INC. AND USED UNDER LICENSE.
MYSTIC
TOMIKO YUKO

CHARACTER BACKGROUND Vigor check until she gets 8 hours rest. It is possible for a
“Ever since I was young, I could sense that the world was full of life, Mystic to Incapacitate herself with this ability. Fatigue levels
wonder…and danger. This expanded awareness made me long to serve a gained from Spiritual Channel can only be recovered with
cause larger than myself.” rest (relief cannot restore).
Trained in Lazlo, where her spiritual talents were nurtured and
encouraged, the young mystic felt the call to see more of the world. MYSTIC COMPLICATIONS
Her naturally inquisitive nature drives her to ferret out the hidden Mystics must maintain strong ethics and behavior in a dangerous,
mysteries of the world, and her quiet demeanor belies a powerful violent world.
inner strength that stands strong in the face of evil and injustice. „ Arcane Duality: Can take Power Points Edge twice per Rank
She has a knack for investigations, noticing important clues, and to gain PPE with one and ISP with the other.
tending to the wounded or sick. „ Cybernetics: −1 to both Faith and Psionics skills per point
While she does not like to resort to violence, Tomiko is a staunch of Strain.
ally who can often see trouble before it even starts. Having „ Enemies: Mystics are often equally reviled in the Coalition
discovered the Tomorrow Legion through acquaintances in Lazlo and the True Federation of Magic.
she has joined their cause in order to help, heal, and learn. „ Higher Standard: Must take a Hindrance representing his
spiritual path and cosmological belief system. Violating this
MYSTIC ABILITIES Hindrance in a minor way, gives −2 to Faith
AND BONUSES rolls for one week. A Major abrogation
Combining spiritual awareness and of his Hindrance robs all miracle
commitment to a higher purpose, a powers for one week.
Mystic’s gifts are generally welcome
wherever they go. MYSTIC POWER MODIFIERS
„ Cosm ic Con f luence: Ca n „ CELESTIAL SILVER (+1): Change
exchange her ISP and PPE trapping of offensive powers to counts
as needed as a free action. as both holy and silver.
Power Points shifted like „ GIFT OF LIFE (+1): Restores Wounds up to
this must be used when 24 hours old Gain level of Fatigue. Requires
they are exchanged. one hour rest (relief cannot restore) May be
„ Mystic Senses: Start combined with Mass Healing.
with Alertness (applies „ SOUL BLAST (+1 to +3): Each
to Spiritual Awareness) Power Point grants +5 AP (max
and Danger Sense Edges. 15). Does not affect vehicles,
„ Spiritual Awareness: constructs, or targets inside
Gain detect/conceal arcana as an vehicles (including robot
Innate Ability with the Range (Self) vehicles). Cannot be
and Aspect limitations. Sense combined with
supernatural, evil, ethereal, and Armor Piercing
energy beings, and any beings Modifier. Stacks
using invisibility within line of with abilities like the
sight with Notice. Blaster Edges.
„ Spiritual Channel: Can use the
divination power for no ISP or PPE.
Make a Vigor roll or gain a level
of Fatigue. Each subsequent
use of the power imposes a
cumulative −1 penalty on the
AGE
SAV NAME: Tomiko Yuko LEGION RANK: E-1

WO
RACE: Human BENNIES: 3
AD
V
R L D NS
E N T U R E E D I T IO
FRAMEWORK: Mystic CONVICTION:

HINDRANCES/COMPLICATIONS
Curious: “I want to see the world—and beyond”
ATTRIBUTES

d6 d8 d10 Hesitant: “Let’s not jump to conclusions”


Pacifist (Minor): “Violence is a poor remedy”
AGILITY SMARTS SPIRIT

d4 d6
Vow: (Major — Shinto, honor nature gods)
Enemies: Hated by CS and Federation of Magic
Power Activators: magic users must be free to
STRENGTH VIGOR
6
4
speak and gesture to cast spells
10 (4)
+d6
SKILLS

ACADEMICS (Sma): OCCULT (Sma): d8

EDGES
ATHLETICS (Agi): d4 PERFORMANCE (Spi): PACE PARRY TOUGHNESS Alertness: +2 Notice rolls
BATTLE (Sma): PERSUASION (Spi): d8 Arcane Background (Miracles & Psionics)

15 20 —
BOATING (Agi): PILOTING (Agi): Calculating: Ignore 2 points of penalties
COMMON KN. (Sma): d4 REPAIR (Sma): Danger Sense: Notice roll –2 to avoid Surprise
DRIVING (Agi): RESEARCH (Sma): d8 Healer: +2 to all Healing rolls
PPE ISP STRAIN
ELECTRONICS (Sma): RIDING (Agi): Investigator: +2 Research and to Notice clues
FIGHTING (Agi): d4 SCIENCE (Sma): GEAR Major Psionic: 2/4 ISP to add +1/2 to Psionics
ITEM WT
GAMBLING (Sma): SHOOTING (Agi): Master of Magic: Use Mega Power Modifiers

ADVANCES
HACKING (Sma): STEALTH (Agi): d4 CREDITS: 1800 Universal Credits Power Points (Miracles): factored into PPE.
HEALING (Sma): d4 SURVIVAL (Sma): VALUABLES: 3000 credits worth
INTIMIDATION (Spi): TAUNT (Sma): NG-S2 Survival Pack 20 lb N Reliable
LANGUAGE (Sma): THIEVERY (Agi): 3× Short E-clips .75 lb N Smarts d10
NOTICE (Sma): d8 __________ (__): N Psionics d10 and Research d10
ARCANE SKILL: _____________________ (__): S Spirit d12
Faith Spi d10
ARCANE SKILL: _____________________
Psionics (__): d8 S Faith d12 and Persuasion d10

WOUNDS
Sma
S Work the Room
S Persuasion d12 and Occult d10
ARMOR

TYPE: Adventurer Survival Armor (TW) V Vigor d8


ARMOR: +4 NOTES V Work the Crowd
TOUGH: +1 V Notice d10 and Common Kn d6 –1
MIN STR: d4 V New Powers (Miracles): banish, dispel
WEIGHT: 5 H Smarts d12 –2
SHIELD: H Psionics d12 and Research d12
SPECIAL: TW (1 PPE/ISP) H Power Points (Miracles—20 PPE total)
+2 to resist all Hazards H Holy Warrior –3
L Vigor d10
L New Powers (M): resurrection, intangibility INC
WEAPONS

WEAPON RANGE DAMAGE ROF AP SHOTS NOTES


L Occult d12 and Notice d12
Wilk’s 320 Laser Pistol 15/30/60 3d6 1 2 20 +1 Shooting
L Sidekick
–2
ABILITY/CYBERWARE/TABLE RESULTS

HERO’S JOURNEY: Training 15 –1


HERO’S JOURNEY: Experience & Wisdom 16
Cosmic Confluence: Free action to exchange FATIGUE
ISP and PPE. Must be used when exchanged.
Mystic Awareness: detect arcana as an
NAME/POWER TRAPPING PP RNG DUR EFFECT
POWERS

Innate Ability, may Notice the supernatural


detect/conceal arcana 2 ppe smarts special Detect 5 rounds/Conceal 1 hour. and the invisible .
FRAMEWORK ABILITIES/CYBERNETICS

Spiritual Channel: Can use the divination power


healing soft glow 1 ppe smarts instant Restores Wounds less than an hour old. for no ISP or PPE (see reverse) allowing her to
relief cool breeze 1 ppe smarts instant Removes Fatigue, Shaken; Stun on raise. contact otherworldly beings to gain information.
stun blinding light 2 ppe smarts instant Target is Stunned Preparing the spell takes one uninterrupted
minute, and must be done at a site relevant to
empathy 1 isp smarts 5 rnds Aids social rolls versus a target. the spirit being contacted. She checks Faith roll.
illusion 3 isp smarts 5 rnds Creates imaginary images. With a success she asks the spirit any questions
speak language 1 isp smarts 10 min Caster speaks, understands languages she might have, with a raise it is more helpful.
NARRATIVE HOOK: Hidden Away

THIS DOCUMENT MAY BE PRINTED FOR PERSONAL USE. RIFTS® AND MEGAVERSE® ARE REGISTERED TRADEMARKS OF PALLADIUM BOOKS, INC.
ALL CHARACTER NAMES AND LIKENESSES ARE COPYRIGHT AND TRADEMARKS OWNED BY PALLADIUM BOOKS, INC. AND USED UNDER LICENSE.
OPERATOR
MAYEENA MIK ANI

CHARACTER BACKGROUND This takes one entire turn, and she can’t move or take any
“A lot of good things are broken, and a lot of bad things work just fine. other actions while constructing the device. Failure means the
I aim to try to swap that around some.” device isn’t ready. A Critical Failure means she doesn’t have
Mayeena spent nearly every day of the Tolkeen War on the front the right materials and can’t create the device this encounter.
lines, and she knows exactly why they lost. The sorcerers never Success creates a minor explosive (2d4 explosive in a Small
appreciated just how powerful technology could be, especially in Blast Template), a one shot projectile weapon like a “zip gun”
the hands of monsters like the Coalition. Tolkeen had more mages (Range 5/10/20, Damage 2d6), rickety raft, electrical source,
than mechanics, and nothing ever worked right. When the last etc. A raise creates a larger explosive (2d6 in a Medium Blast
bombs were dropping around Mayeena as she sped away with an Template or 2d4 in a Large), a better ranged weapon (five
ATV full of refugees, she made a vow. The next time she helped shots, 2d8 damage, Range 10/20/40), a more stable raft, a more
bring the fight to the bullies of the world—and there would be a powerful battery, etc. The quality or power of the creation is
next time—she would do it with a more diverse group of allies. completely up to the GM, but creativity should be rewarded,
Mayeena’s skills are in high demand and she’s collected quite a particularly in the most dire and dramatic situations.
nest egg with them, but she’s not driven by money. She’s motivated „ Mr. Fix-It: Mayeena adds +2 to Repair rolls. With a raise, she
by three things: an insatiable intellectual appetite, a complete halves the time required to fix something. This means if a
inability to let bullies get away with their actions, and a burning particular Repair job says a raise repairs it in half the time, she
desire to fix the broken pieces of the world. After the Tolkeen War can finish the job in one quarter the time with a raise.
was over, she could only find once place that encouraged all three— „ Rich: Mayeena starts with extra credits and the Hero’s Journey
The Tomorrow Legion. results of Ranged Weapon 3 (NG Super Laser Pistol) and 4
(a cache of grenades).
OPERATOR EDGES „ Scavenger: Once per encounter the hero may find,
OF NOTE “suddenly remember,” or dig up some much needed
The me c h a n ic a l a nd piece of equipment, a handful of ammunition, or
electrical geniuses who some other useful device. The GM decides what
keep civilization running on constitutes an encounter, and has the final
technology no longer widely understood, word on what can and can’t be found.
Operators are a welcome sight in every „ Scrounger: Some people are just very
community. skilled at knowing how to find what they
„ Ace: The hero ignores two points of need in an urban setting. They know
penalties to any Boating, Driving, or Piloting whereto look, who to talk to, and
roll. She may spend Bennies to Soak damage for how to get what their group needs.
any vehicle under her control or command, using A Scrounger can roll to Network,
the appropriate Boating, Driving, or Piloting once per session, in any city or large town (−2 in
skill instead of Vigor. Each success and raise smaller urban areas) to accomplish one of the
negates a Wound. following: gain 2d4 fully charged E-clips or
„ Luck: Mayeena draws one extra Benny at the ammo magazines, acquire a complete reload
beginning of each game session, allowing for one exotic or vehicular weapon, procure
her to succeed at tasks more often than food for 2d6 people for a week, fully restock
most, and survive incredible dangers. one Trauma Kit or find 1d4+1 first aid
„ McGuyver: The hero can improvise a kits (as in the NGS2 Survival Pack),
device from common resources when or find some rare but needed item
the need arises. Given a few simple (entertainment chips for computers,
items, she can make a Repair roll to a spare part for a suit of armor or
craft improvised weapons, explosives, vehicle, snacks or treats, etc.).
or tools, that last until used or the
end of the encounter (GM’s call).
AGE
SAV NAME: Mayeena Mikani LEGION RANK: E-1
WO
RACE: Human BENNIES: 4
AD
V
R L D NS
E N T U R E E D I T IO
FRAMEWORK: Operator CONVICTION:

HINDRANCES/COMPLICATIONS
Big Mouth: “Pick on someone your own size!”
ATTRIBUTES

d10 d10 d6 Curious: “Let’s find out how it works!”


Hard of Hearing (Minor): Growing up around
AGILITY SMARTS SPIRIT all the bombs and machines took its toll.

d6 d6
Subtract –4 from all Notice rolls made to hear.

See reverse for important information.


STRENGTH VIGOR
6
+d6 4 13 (6)
SKILLS

ACADEMICS (Sma): d6 OCCULT (Sma):

EDGES
ATHLETICS (Agi): d8 PERFORMANCE (Spi): PACE PARRY TOUGHNESS Ace: Can soak for vehicle using skill; ignores 2
BATTLE (Sma): PERSUASION (Spi): d4 points of penalties to Boating/Driving/Piloting.

— —
BOATING (Agi): d4 PILOTING (Agi): d6 Luck: Start each session with an extra Benny.
COMMON KN. (Sma): d8 REPAIR (Sma): d10 3/8 McGuyver: Repair roll to improvise a device.
DRIVING (Agi): d10 RESEARCH (Sma): Mr. Fix-It: +2 Repair; halve the time on a raise.
PPE ISP STRAIN
ELECTRONICS (Sma): d8 RIDING (Agi): Rich: Extra money and gear, see reverse.
FIGHTING (Agi): d4 SCIENCE (Sma): d6 GEAR Scavenger: Once per encounter, find or have a
ITEM WT
GAMBLING (Sma): SHOOTING (Agi): d8 minor useful item (flashlight, holy item, etc.)

ADVANCES
HACKING (Sma): d6 STEALTH (Agi): d4 CREDITS: 15,000 Universal Credits Scrounger: Locate useful supplies, ammo, etc.
HEALING (Sma): SURVIVAL (Sma): VALUABLES: 2500 credits worth
INTIMIDATION (Spi): TAUNT (Sma): NG-S2 Survival Pack 20 lbs N Vigor d6
LANGUAGE (Sma): THIEVERY (Agi): Field Repair Kit (+1 Repair Rolls) 10 lbs N Mr. Fix-It
NOTICE (Sma): d6 __________ (__): 2× Short E-clips 1 lb N Scavenger
ARCANE SKILL: _____________________ (__): S Spirit d6
ARCANE SKILL: _____________________ (__): S Shooting d10 and Electronics d10

WOUNDS
S Upgrade (Ranged Data System)
S Combat Ace
ARMOR

TYPE: T-13 Field Mechanic Light EBA V Smarts d12


ARMOR: +6 NOTES V Repair d12 and Electronics d12
TOUGH: +2 V Upgrade (Walking Tool Kit Package) –1
MIN STR: d4 V Level-Headed
WEIGHT: 18 H Agility d12 –2
SHIELD: H Driving d12 and Shooting d12
SPECIAL: +2 Repair H Upgrade (Targeting Eye)
provides Infravision H Improved Level-Headed –3
L Spirit d8
WEAPON RANGE DAMAGE ROF AP SHOTS NOTES L Hacking d8 and Science d8 INC
WEAPONS

L Upgrade (Vehicle Interface Package)


Wilk’s Laser Torch Melee 4d4+4 — 16 — Parry -1
L Dead Shot
NG Super Laser Pistol 12/24/48 3d6+1 1 2 20 –2
Integral Grenade Launcher 12/24/48 By Grenade 1 — 6 Reload 2
ABILITY/CYBERWARE/TABLE RESULTS
GRENADES
Armor Piercing 5/10/20 3d8 — 16 (4) SBT HERO’S JOURNEY: Experience & Wisdom 5 –1
Fragmentation 5/10/20 5d6 — — (5) LBT (+1d4/Session) HERO’S JOURNEY: Body Armor 3
High Explosive 5/10/20 3d10 — 4 (4) MBT HERO’S JOURNEY: Cybernetics 10 (Optics) FATIGUE
Plasma 5/10/20 3d12 — — (3) SBT FORTUNE & GLORY: Smart & Learned
FORTUNE & GLORY: Shiny & Chrome
CYBERNETIC SYSTEM BONUS
CYBERNETICS

Core Electronics Package: A computer with universal jack; grants +2 to Common Knowledge, Gearhead: Operators get a free reroll on Repair
Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock. and Electronics skill checks.
Optics Package: Ignore Illumination Penalties, grants +2 to all sight based Notice checks and versus
MARS FRAMEWORK ABILITIES

blinding flashes and effects. A Personal Vehicle:


Secret Compartment: Holds 3 grenades or a pistol; -4 on Notice checks to find it if unfamiliar. Mountaineer ATV
Size 6 (Large), +1 Handling, 120 MPH
Toughness 34 (16), ATV, ECC, STS, Nuclear

NARRATIVE HOOK: Siege of Tolkeen

THIS DOCUMENT MAY BE PRINTED FOR PERSONAL USE. RIFTS® AND MEGAVERSE® ARE REGISTERED TRADEMARKS OF PALLADIUM BOOKS, INC.
ALL CHARACTER NAMES AND LIKENESSES ARE COPYRIGHT AND TRADEMARKS OWNED BY PALLADIUM BOOKS, INC. AND USED UNDER LICENSE.
WILDERNESS SCOUT
DUKE FITZKILLIAN

CHARACTER BACKGROUND abuse or an awakened conscience drove the being to reject the
“I was bred to serve the Coalition, but now I’m trying to find my own way Coalition. .
in the world.” „ Bite: Strength+d6 damage and may bite grappled prey, see
The Glitter Boy stood there, its gun pointed right at Duke and Natural Weapons in Savage Worlds.
his pack. The rest of the Coalition troops had abandoned them, „ Breed Advantage: Tracking Breed.
demanding the Dog Boys hold off the enemy and cover their escape. „ Keen Sense of Smell: +2 to smell-based Notice checks and +2
Even Ulik, the Psi-Stalker who’d been their pack leader for almost on all Survival (tracking) rolls.
two years, ran away and left the Dog Boys to just die. Duke stood „ Keen Sense of Hearing: +2 to sound-based Notice checks.
there, waiting for the deafening roar of the gun that would shred „ Low Light Vision: Ignore Dim and Dark Illumination
them all to bloody chunks. penalties.
Instead, the Cyber-Knight who’d also fought with those people „ Mutant: Initial Reactions typically start at Uncooperative.
stepped around the shimmering battle suit and addressed the „ Near-Human Physiology: Those unfamiliar with Psi-
pack. She explained that the Glitter Boy pilot (Jean-Paul was his Hound physiology suffer a −1 penalty to Healing and
name) couldn’t bring himself to fire, and wanted to give the mutant cybernetics checks.
animals a chance at another life. That was almost a year ago. Since „ Oddly Built: Armor and clothing must be custom-made
then Duke has dedicated his life to repaying the mercy and at double normal cost. Glitter Boy armor (and the Iconic
kindness of the Tomorrow Legion by lending his military Framework) and most human power armor is not an option.
training as an expert tracker and monster hunter. „ Psychic Sense: Dog Boys have the inherent ability to
detect arcana, interpreting it as a scent. This sense is always
WILDERNESS SCOUT active. Use Notice skill (+2 from Keen Sense of Smell) to
EDGES OF NOTE detect the presence and location of anything psychic,
A post-apocalyptic ranger/scout who is an expert magic, or supernatural. Can also use Survival (also
in traveling and living in the places between +2 from Keen Sense of Smell) to track a specific
the civilizations of Rifts® Earth. entity or item fitting the above criteria. Psychic
„ Woodsman: North America is a Sense doesn’t work inside sealed armor or
vast wilderness fraught with rugged vehicles. Every point of cybernetic Strain
terrain and violent supernatural creatures. imposes a −1 penalty to Psychic Sense.
Woodsmen are at home in the these hostile „ Restricted Paths: Cannot take any Arcane
environments and add +2 to Survival rolls, and Background using PPE, nor any Iconic
Stealth rolls made in the wild. Framework that includes it.
„ Fleet Footed: Traversing miles of untamed wilds „ Wanted Hindrance (Minor): There is a
helps Wilderness Scouts cover more ground standing Coalition bounty for bringing in
than the average person. His Pace is increased “feral” Dog Boys.
by +2 and his running die increases one step „ Weakness (Ley Line Hypersensitivity):
Loses Psychic Sense on or close (within 2” or 4
DOG BOY ABILITIES AND BONUSES yards) to a ley line. Ley line storms cause a level
Most Dog Boys—officially known as Psi-Hounds— of Fatigue from severe headaches and distress as
serve the Coalition States in the military or security for a psychic (which does not stack if they have
forces. They don’t enjoy the same rights as humans, the Arcane Background).
yet are generally treated well by those who
command them.
Dog Boys encountered outside Coalition
service are considered “feral” by the CS,
to be put down on sight. They represent
the isolated instances where constant
AGE
SAV NAME: Duke Fitzkillian LEGION RANK: E-1
WO
RACE: Dog Boy BENNIES: 4
AD
V
R L D NS
E N T U R E E D I T IO
FRAMEWORK: Wilderness Scout CONVICTION:

HINDRANCES/COMPLICATIONS
Illiterate: “if it was important, they just told us”
ATTRIBUTES

d10 d10 d6 Shamed (Minor): “I’m not proud of that I was


part of the Coalition, even if I was born to it”
AGILITY SMARTS SPIRIT Tongue-Tied: “I bark or growl when I’m excited,

d6 d8
which makes it hard to talk” –1 on speech-based
checks of Intimidation, Persuasion, and Taunt

STRENGTH VIGOR
8
6
See reverse for important information.
13 (5)
+d8
SKILLS

ACADEMICS (Sma): OCCULT (Sma): d6

EDGES
ATHLETICS (Agi): d8 PERFORMANCE (Spi): PACE PARRY TOUGHNESS Brave: +2 to resist Fear
BATTLE (Sma): PERSUASION (Spi): d4 Danger Sense: +2 to sense ambushes

— — —
BOATING (Agi): PILOTING (Agi): Fleet-Footed: +2 Pace, +1 die type to running
COMMON KN. (Sma): d8 REPAIR (Sma): Marksman: +1 Shooting, ignore 2 penalty points
DRIVING (Agi): RESEARCH (Sma): Soldier: +1 die type to Strength for Min Str
PPE ISP STRAIN
ELECTRONICS (Sma): d8 RIDING (Agi): and Encumbrance. Gain a free reroll on Vigor
FIGHTING (Agi): d8 SCIENCE (Sma): GEAR checks to resist environmental Hazards.
ITEM WT
GAMBLING (Sma): SHOOTING (Agi): d8 Trademark Weapon (JA-11): +1 Shooting with

ADVANCES
HACKING (Sma): STEALTH (Agi): d8 CREDITS: 1400 Universal Credits specific weapon; +1 Parry if weapon readied.
HEALING (Sma): d8 SURVIVAL (Sma): d10 VALUABLES: 2500 credits worth Woodsman: +2 Survival or Stealth in the wilds
INTIMIDATION (Spi): TAUNT (Sma): NG-S2 Survival Pack 20 lb N Smarts d10
LANGUAGE (Sma): THIEVERY (Agi): 20× Silver Bullets for JA-11 Rifle 1 lb N Notice d10 and Survival d10
NOTICE (Sma): d10 __________ (__): 6× Short E-clips 1.5 lb N Marksman
ARCANE SKILL: _____________________ (__): 3× Long E-clips 1.5 lb S Agility d10
ARCANE SKILL: _____________________ (__): S Shooting d10 and Stealth d10

WOUNDS
S Breed Advantage—Agility d12
S Shooting d12 and Stealth d12
ARMOR

TYPE: Huntsman Medium Armor V Smarts d12


ARMOR: +5 NOTES V Notice d12 and Survival d12
TOUGH: +2 V Giant Killer –1
MIN STR: d6 V Improved Trademark Weapon (JA-11)
WEIGHT: 16 H Spirit d8 –2
SHIELD: H Athletics d10 and Fighting d10
SPECIAL: Camo: enemies H Assassin
are –2 to Notice wearer H Steady Hands –3
L Strength d8
WEAPON RANGE DAMAGE ROF AP SHOTS NOTES L Professional (Shooting) INC
WEAPONS

L Expert (Shooting)
Bite melee Str+d6 – – – Natural Weapon
L Master (Shooting)
Vibro-Shortsword melee Str+d8 MD – 8 – –2
NG-33 Laser Pistol 12/24/48 3d6 1 2 20
ABILITY/CYBERWARE/TABLE RESULTS

JA-11 Assassin Rifle: 3 modes, Multi-Optics Scope (Aim for +2 vs Notice or Range, ignore Illumination, +1 to hit) HERO’S JOURNEY: Body Armor 7 –1
JA-11 Laser Beam 30/60/120 4d6 1 3 30 Heavy Beam HERO’S JOURNEY: Experience & Wisdom 8
JA-11 Ion Beam 20/40/80 1–3d10 3 — 30 Heavy Pulse HERO’S JOURNEY: Experience & Wisdom 16 FATIGUE
JA-11 Bolt Action 24/48/96 2d8 1 2 1 silver bullets FORTUNE & GLORY: Reach Out & Touch Someone
FORTUNE & GLORY: Fortune Favors the Bold
CYBERNETIC SYSTEM BONUS
Breed Advantage: +2 Survival (tracking)
CYBERNETICS

Keen Sense of Smell: +2 to smell-based Notice


checks and Survival (tracking) rolls.
Keen Sense of Hearing: +2 to sound-based
MARS FRAMEWORK ABILITIES

Notice checks.
Low Light Vision: Ignore Dim and Dark Illumi-
nation penalties.
Psychic Sense: detect arcana using Notice skill.

NARRATIVE HOOK: The Coalition

THIS DOCUMENT MAY BE PRINTED FOR PERSONAL USE. RIFTS® AND MEGAVERSE® ARE REGISTERED TRADEMARKS OF PALLADIUM BOOKS, INC.
ALL CHARACTER NAMES AND LIKENESSES ARE COPYRIGHT AND TRADEMARKS OWNED BY PALLADIUM BOOKS, INC. AND USED UNDER LICENSE.

®
ARCHETYPES SET 2
THE TOMORROW LEGION 
THE TOMORROW LEGION 
ARCHETYPES (SET 2)
ARCHETYPES (SET 2)
Savage Worlds is © 2021 and TM Pinnacle Enter
CHARACTER BACKGROUND
“I am the light that casts back the darkness. I am the fire that cleanses the 
stain of corruption. I am
–1
–2
–3
INC
–2
–1
WOUNDS
FATIGUE
HINDRANCES/COMPLICATIONS
EDGES
ADVANCES
PARRY
PPE
STRAIN
ISP
PACE
TOUGHNESS
GEAR
ITEM	
WT
CHARACTER BACKGROUND
“You got a problem? I’m the solution.”
Harv is a wise cracking, skull smashing cyborg from Kingsdale. 
H
–1
–2
–3
INC
–2
–1
WOUNDS
FATIGUE
d10
d6
d6
d12
8 
+d8
6
24 (9)
MDC
1/6
—
—
d12+2
d8
d4
d10
d6
d6
E-1
2
d4
d4
d10
d4
d4
Bad L
CHARACTER BACKGROUND
“The sound of screaming bunnies haunts my dreams!”
The bunny rabbits exploded, the bluebirds scattered t
–1
–2
–3
INC
–2
–1
WOUNDS
FATIGUE
d10
d8
d8
d10
12
+d6 
7
14 (5)
—
15
—
d10
d10
d4
d4
d10
d6
Clueless: “What? Sorry...where a
CHARACTER BACKGROUND
“Ever since I was young, I could sense that the world was full of life, 
wonder…and danger. This expande
–1
–2
–3
INC
–2
–1
WOUNDS
FATIGUE
d6
d8
d10
d6
6 
+d6
4
10 (4)
—
20
15
d4
d4
d4
d4
d4
d8
Curious: “I want to see the world—an

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