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Savage Rifts: The Tomorrow Legion Player's Guide (SWADE Edition) |
$14.99 |
Average Rating:4.7 / 5 |
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This is a book I waited for a long time. I love the Rifts setting but I hate the native system. I have tried to adapt the setting myself for a long time but succeed.
Now Rifts is a Savage Worlds setting and the adaptation is very good, good bye MDC and Mega-Damage, welcome Heavy Weapon and Heavy Armor :).
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Savage Worlds has become one of my favorite Rulesets that I've played. I consider myself a collector of different RPG systems and this is by far the most User Friendly that I've found. Pairing SW with Rift's has been a very pleasant surprise. I've purchased nearly all of the Palladium Rift's books over the years and enjoy the setting immensely. I highly recommend any of the Savage Rift's books.
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PDF does match printed copy from the collectors box set.
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If I hadn't gotten my hands on this pdf per a forum where someone had posted the file, I wouldn't have given it a second glance.
One would've thought trying to mesh a rules-light system such as Savage Worlds and a messy rules system would end in a catastrophe... but somehow the end result is far greater than the sum of it's parts.
I've never played Rifts before, because someone always simply quit during character creation. Now I've had a chance to and I have to say I'm impressed with the Savage Worlds version.
That being said, it is somewhat on the short side with 146 pages.
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My expectations were maybe too high, but this book is overpriced. The content of the book is good but it is only setting history and character creation rules. If you want the officials monsters you will need another book same thing for vehicles and weapons.
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Wow, this is a great book, with this book they have not only replicated the feel of rifts but have given you the ability to add any power, edge, and hinerance to create your own occ.
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I wanted to wait until I had a chance to play the game before I rated it. Now that my gaming group has six sessions under their belt, I figured it was a good time to chime in. I too played Rifts in the 90's and a bit after. I have a wall full of books that I just love. However, I've not really played much in the last 15-20 years simply because I couldn't get past the power creep and I couldn't find a group that wanted to deal with some of the older-style rules. No more! This has become a favorite of my group and they've already forgotten the last campaign we left so we could try out Savage Rifts. This book kicks it all off and in great fashion. I'll do my best to summarize what you get with this book.
Chapter One Characters: The creating of a character is slick and easy. The inevitable support from Hero Labs and similar is likely coming and will turn a half hour process (once you know what you're doing) to about 10 minutes. They have it all from the Classic Core Book and a few different takes to keep it interesting. Iconic Frameworks (think classes) are introduced and help to guide your character creation. Juicers, MOM’s, Cyber-Knights, Ley Line Walkers, etc., still feel like the classes that you hoped you were making. Some classes are more powerful at certain times than others, but not obnoxiously so. My group likes that the Scholar and City Rat can still be viable on the battlefield without becoming a red mist on the first stray shot. The races make sense and easily meld with the classes.
Chapter Two Gear: As has been mentioned in other reviews, they took the MDC concept and used their Heavy Weapons/Armor rules. This has been a boon as instant death isn’t your first worry. Sure, a hard hit and terrible rolls can happen, but not so much. Going from wearing your MDC suit of personal armor to an instant death penetration isn’t as fearful now. The gear is a pretty good mix of old and new equipment and the explanation and use of Techo-Wizard items fits pretty logically. Power Armor is treated exactly as its name implies; heavier, stronger, faster, and more powerful versions of body armor. Robots and Vehicles share their own realm of being separate from the pilot and passengers; just like you’d expect logically. Cybernetics feel like meaningful improvements to the human/D-Bee body and share similar Strain and cost rules as enjoyed in the well-loved Sci-Fi Companion. Rules are introduced to convert most gear to Techno-Wizardry if desired.
Chapter Three Psionics and Magic: This section will look very familiar to those already comfortable with Savage Worlds. A few extra powers and then Mega Power equivalents for most standard powers are found within. This allows for fantastic feats to be accomplished via magic/psionics. Utility powers are limited, similar to what is found in other Savage Worlds products. Most of the powers are combat related and a couple of them don’t translate very well. Summon Ally (Force Multiplication), for example, doesn’t translate as well as could be hoped. You’re in a gonzo, over-the-top battlefield and still summoning the exact same lower power allies you would in any other standard setting. The Zombie Power isn’t even listed and seems to be reserved for the bad guys. That’s too bad as your gaming group will likely be made up of Feral Dog-Boys, morally naïve Dragon Hatchlings, power-driven Mind Melters, psychotic Crazies, drug-dependent Juicers, and thieving City Rats. But heroes don’t summon supernatural allies or raise zombies?
Chapter Four Setting Rules: This chapter does a great job of explaining how to deal with death. Death & Defeat (a chart similar to the Super Powers Companion Defeat Table), Extra Effort (another way to use Bennies), and Technical Difficulties are introduced. These are all loved by our gaming group and keep some of the “feel” of the original Rifts games we played years ago.
Chapter Five Rifts Earth: This chapter takes a few pages to explain the world, the history, and some of the players from around the globe. It takes an extra bit of time explaining North America and Castle Refuge.
Chapter Six The Hero’s Journey: Here we find options and charts to get your players hooked into the main story. It also helps characters start off with things different than each other so that two of the same Iconic Frameworks won’t usually start the same. Twelve new charts using the d20 for randomness help to round out or advantage your characters in hundreds of different ways. It really helps speed along the character creation instead of going through 35+ skills like we used to have to do in the old days with almost everyone taking the Physical Skills only for the clear advantages that they gave.
I’m in love with Rifts once more. Pinnacle has done what I thought was impossible and melded their system to one of the most challenging yet well-loved settings of all time. If you like fantasy and magic, Savage Rifts might be fore you. If you like high-tech and cybernetics, Savage Rifts might be for you. If you like psionics and mutations, Savage Rifts might still be for you. If you like to play in a future where anything is possible and anything can be found yet do so in a balanced, entertaining, and easily played way, you would do well to check out Savage Rifts.
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Rifts has always been asetting I loved. The rules system was always clunky and slow.
When I heard Rifts was made using another system I was very happy to say the least!
I had always heard good things about Savage Worlds. Ihave to say, I'm less than impressed with the system so far. Maybe the system works better than it seems to read. But I've never liked the exploding dice mechanic.
The art is decent. The tomorrow legion is a good setting hook.
It gets three stars until I've had the chance to play the system.
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I was on the fence about getting a book for a setting I had no personal connection with, but I regret nothing. I'm not sure if I'll be running Rifts, but it's contents basically make it one of the must have books for Savage Worlds, just like the Sci Fi Companion and the Fantasy Companion.
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I have to say, I was skeptical. I stopped buying Rifts books at the turn of the century. I stopped playing shortly after that. I don't know what Savage Worlds is, and I haven't really given Rifts a second look in over 15 years. And yet... something about this kickstarter really got me wondering. And so I bit in for the miminum level to get the player book, and I have to say that I am impressed. It seems like this book is an update to every gripe and quibble that I ever had. I am still learning Savage Worlds, but the system seems really impressive and robust, and the people who put this conversion together love Rifts just as much as I once did, which almost rekindles something in my cynical heart. It might be a while before I can free myself up to actually play this, but I am eager and hopeful that I can make it happen, and relive the magic that led me into role playing in the first place. That magic exists in this book. I kind of want it in print now, too...
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The Savage Rifts: The Tomorrow Legion Player's Guide is an outstanding first run product. I am amazed at how well both systems have been blended togeter and have kept the feel of both. Having read the Guide through I can't say enough good things. The excellence of the Players guide makes me all but drool in expectation for the rest of the line to be released!
The art work is flavorful and feeds the imagintion wonderfully. The lay out is clean and easy to follow. The system just screams "make a character and play". The initial character creation steps are staright forward and fun (Personally, creating the character and building a back story has always been half the fun). It lends itself to complex and flavorful character creation which in turn leads to great role-playing.
The combat system...works!!! It has blended the Savage mechanic with the Rifts MDC flavor in such a way as it makes sense and works!!! It's fast, simple and neat and is just cool to see in place with the Rifts tech.
Kudos to the team!
My 2 favorite sytems blended as one...it's like chocolate and peanut butter all over again!!!
J.
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SEems like what ive been waiting for since 1990. CAnt be sure till the other to core books are out.
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This is a review of the early draft of savage world's rifts player guide so be aware there is a lot of errata to be addressed. That being said this book allows one to use savage world to play over the top characters in the over the top world of rifts earth. The player guide has many of the iconic character classes associated with the Rifts universe. Reading the book provides so many cool characters to play no one will be wanting for an uber awesome character to start applying two fisted justice with. Overall I'm extremely happy with this book. If I had to pick one weak points it would be the equipment section. There is a plethora of body armor, vehicles, weapons, power armor, ect but very few illustrations making everything just a stream of numbers with no personality. Outside of that small caveat, this book is going to be the cause of many gonzo adventures for you and your group.
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I was so excited when I heard of the RIFTS setting moving to another system, if for nothing else but verriety. Unfortunately I dont think this was the right system for it. What used to be a massive magical tome for castors with spells that could take you to the stars and beyond, make magic scrolls, drop a meteorite on a demon, feed the hungy or drop into the astral plane, was replaced with a pure combat spell book.
Palladium combat did need speeding up and it does this well, the mdc (heavy armor) md (heavy weapons) works well, the bennies and shorter ranges not so much. Launching heavy missiles hundreds of miles is gone, but sdc damage actually has a place now. Not a fan of juicers extremely shortened play time to as low as 10 games either, 5 years is a far cry from that. The MARS system is good as it cuts down on the 100 plus occs it covers.
Wish the techno Wizards were still full casters, the couple items they make doesn't feel at all the same more of an after thought to making a full class .
To me this take on RIFTS fell short, fast furius and fun is a good tag line but the game seems like its better suited for one shots and short campaigns. When the gm book and the foes book come out my table will be trying it out as a full game. (Little disapointed some of the kick starter stretch goals like the cs field guide wont be in print. )
Minor note that im not a fan of the new art, but thats purely taste, its not skimpy it just not my cup of tea, to clean I suppose.
If you are a fan of RIFTS get the book, maybe you will like it more, its to diffrent for my tastes in flavor, setting, and appearance.
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Savage Rifts: the Tomorrow Legion is the translation you were hoping for, Savage players.
Here we have the classic classes, reimagined for Savage Worlds, in all thier glory. Combat Cyborg, Headhunter, Burster, Ley Line Walker, they are all here. The only missing classes from the Classic Rifts book (Sorry Ultimate Rifts fans, no Fusionists or other Ultimate classes.) is the Summoner. Everyone else is here, translated into the Savage Worlds engine.
MDC is handled with the Heavy Weapons rules in the core Savage Worlds rules. In short, much like in Rifts, if you dont deal MDC then you can not harm that item/armor/creature. Aside from that the damage code is the same, so a missle that deals 6d6 MDC does 6d6 to anything, even MDC structures.
With the Savage Rules intigrated, combat is faster and deadlier, as there is not hundreds of points common in Rifts and Palladium games. With MD weapons being much less common, and harder to get, a lot of things just boince off MDC favored armors and creatures until it something MD comes to bear, then things get real and get real FAST. The default setting also discourages letting heros get killed by a bad roll, so while getting incapacitated is bad its not as bad as it could be.
The setting rules also support going to 11 on the dial, which can be very cool when your trying to play the mage in a group of cyborgs and glitter boys. Trappings have some amazing new options, special shout out to the Mystic only trapping that lets them bypass armor(!!!!) and makes the class go from a neat idea to as powerful an option as the Mind Melter and Cyber Knight,
I am currently using the Kickstarter version of the book, so as corrections are made and typo's defeated the copy will get better but I have found that this is a very worthy conversion that keeps the spriit of the crazynes of Rifts and the faster nature of Savage Worlds without insulting its roots. There will be, no doubt, fans of both types of games but this is an amazing conversion, well worth the price.
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