Sunteți pe pagina 1din 9

The Tomorrow Legion

Archetypes (Set 1)

Written By
Sean Patrick Fannon

Art Director
Aaron Acevedo, Alida Saxon

Graphic Design & Layout


Aaron Acevedo, Jason Engle, Thomas Shook

Editing
Carinn Seabolt

Cover/Interior Illustrations
James Denton, Martin de Diego Sádaba, Aaron Riley

Rifts® created by Kevin Siembieda of Palladium Books®

WWW.PEGINC.COM

Savage Worlds is © 2016 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2016
Palladium 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.
CYBER-KNIGHT
LADY SARENNA ALDERBRANT

“Sarenna the Unwavering,” as she became Special Abilities:


known during the Siege of Tolkeen, fought „„Cyber-Armor: Cyber-Knights have
desperately to aid Lord Coake’s efforts +2 Toughness from their embedded
to hold the Cyber-Knights together. She techno-magic nanotech.
understood the burning desire to defend the „„Cyberkinetic Combat: Cyber-Knights
magic kingdom against the Coalition, yet she are always −2 to be hit by technology-
also held firm to the belief that the leaders based attacks, such as laser rifles and
of that doomed land fell too far to darkness vibro-blades.
to save. As friends and loved ones took up „„First Into Battle: A Cyber-Knight has +2
arms to either fight alongside the demons or Pace and a d10 Run die. If she has Fleet-
to attack them, she followed Coake’s efforts Footed, this stacks, giving her another
to save as many innocents as possible. When +2 Pace and a d12 Run Die.
the war was truly over, she was among „„Hero’s Journey: Sarenna’s Hero’s
those who helped the Cyber-Knight founder Journey rolls granted her (among other
bring survivors to Castle Refuge, where she things already
found a new purpose in the Tomorrow figured in)
Legion. Sarenna has little care for +1 on all
subtlety and deceit. Knowledge (Electronics)
and Knowledge (Engineering)
Attributes: Agility d8, Smarts d6, rolls. She also gains +2 on any roll to
Spirit d8, Strength d6, Vigor d6 deal with electronic security.
Skills: Fighting d8, Healing d6, „„Inner Light: Sarenna can use boost
Knowledge (Computers) d8, Trait, deflection, smite, or speed on
Knowledge (Electronics) d4, herself as a
Knowledge (Engineering) free action,
d4, Notice d6, Persuasion d6, but she
Psionics d8, Repair d6, Shooting d8 cannot use
Cha: +2; Pace: 8; Parry: 6; Toughness: these abilities
15 (6) on anyone else.
Hindrances: Big Mouth, Code „„Psi-Sword: Sarenna can summon
of Honor, Enemy (Major — a single blade that does Str+2×
Coalition), Enemy (Minor — Spirit damage — in this case
Federation Necromancer ), 2d8+1d6 — AP 6, or two blades
Heroic doing the same damage, but
Edges: Ambidextrous, Arcane only AP 2. This is a free action.
Background (Psionics), Champion, For 2 ISP, she can do Mega
Common Bond, Sweep, Two-Fisted Damage for as long as the
Powers: boost Trait, deflection, smite, speed. sword is maintained.
ISP: 10. „„Revered Protector:
Gear: Medium Cyber-Knight Armor, Cyber-Knights gain
enhanced (+6 Armor, +2 Toughness, healing), +2 Charisma due to
NG-L5 Laser Rifle (Range 25/50/100, their status on Rifts
Damage 3d6+2, RoF 1, AP 2), Wilk’s 320 Earth among most
Laser Pistol (Range 18/36/72, Damage 2d6, civilized people.
RoF 1, AP 4), 2 extra clips each firearm, NG-
S2 Survival Pack, silver cross, 6 wooden
stakes, 800 credits.
GLITTER BOY
NOBLE

The Glitter Boy stood there, its gun pointed Special Abilities:
right at Noble and his pack. The rest of „„Big and Shiny: Glitter Boys are
the Coalition troops had abandoned them, immediately recognizable and often
demanding the Dog Boys hold off the enemy a priority target for heavy weaponry.
and cover their escape. Even Ulik, the Psi- They suffer −8 to Stealth rolls due to
Stalker who’d been their pack leader for their glittering armored coating. At 10
almost two years, ran away and left the Dog feet tall and Size 3, Glitter Boys are big
Boys to just die. Noble stood there, waiting targets and man-sized opponents gain
for the deafening roar of the gun that would +2 to hit them.
shred them all to bloody chunks. Instead, the „„Digging In: Activating/deactivating the
Cyber-Knight who’d also fought with those stabilization system is an action. Firing
people stepped around the shimmering the Boom Gun without these measures
battle suit and addressed the pack. He knocks the Glitter Boy 2d6" back and
explained that the Glitter Boy pilot (Garner prone, leaving the pilot Shaken. Once
was his name) couldn’t bring himself to fire,
and wanted to give the mutant animals a
chance at another life. That was almost a year
ago, and after extensive training, Noble is
ready to repay the mercy and kindness of the
Tomorrow Legion in a Glitter Boy of his own.

Attributes: Agility d10, Smarts d6, Spirit d6,


Strength d8, Vigor d8
Skills: Fighting d10, Knowledge (Battle) d6,
Notice d8, Repair d6, Shooting d10, Stealth
d4, Survival d4, Tracking d6
Cha: −2; Pace: 10; Parry: 7; Toughness: 30
(24)
Hindrances: Enemy (Major — Ulik), Hard
of Hearing, Heroic, Outsider, Wanted
(Minor—Coalition)
Edges: Breed Advantage (Strong Breed),
Danger Sense, Marksman, Power Armor
Jock
Gear: Glitter Boy Armor (+18 M.D.C. Armor),
Boom Gun (Range 250/500/1000, Damage
4d12+6, RoF 1, AP 25, Mega Damage, MBT),
NG-LG6 Laser Rifle (Range 25/50/100, RoF 1,
Damage 3d6+2, AP 2), NG-LG6 Integrated
Grenade Launcher (Range 18/36/72, High
Explosive Grenades Damage 3d8, RoF 1,
Mega Damage, MBT), Wilk’s 227 Pulse
Laser Pistol (Range 18/36/72, Damage
2d6+1, RoF 2, AP 2), 2 extra clips/belts each
firearm, “Dog Pack” Light Riot Armor (+5
Armor), NG-S2 Survival Pack, Tool Kit,
1300 credits.
Cybernetics: Cyber-Wired Reflexes.
dug in, the Glitter Boy cannot move and Smell bonus) to detect the presence
can only fire to the front and sides (180 and location of any psychic or magic
degrees). Digging in makes the Glitter energies, beings, or items. They can
Boy an easier target, attackers gain a also use the Tracking skill (also with the
+2 to attack rolls against the suit while Keen Sense of Smell bonus) to follow a
dug in. specific magical or psionic entity. This
„„Glitter Boy Armor: Size 3, +18 M.D.C. sense works to detect anything psychic,
Armor, Pace 10 (Run d10), Swim 6; half magic, or supernatural, including
damage from lasers, life support (self- invisible and astral beings. Psychic
contained breathing; immune to heat, Sense doesn’t work inside sealed armor
cold, radiation, environmental toxins, or vehicles. Cybernetic implants also
and disease), full electronics suite (+2 cause problems; every point of Strain
Notice, night vision and thermal vision). imposes a −1 penalty when the Dog
„„Glitter Boy Strength: When in the suit, Boy uses his Psychic Sense (the Cyber-
Noble has a Strength of d12+4. Psychic Alignment Edge can negate this
„„ Hand-to-Hand: The Glitter Boy’s penalty).
powerful fists and feet do Str+d6, „„Sonic Boom: Anyone within a
Mega Damage. Large Burst Template who is not in
„„Hero’s Journey: A number of bonuses, environmentally sealed armor (or
already figured in, come from Noble’s having similar protections) must make
Hero’s Journey rolls. a Vigor check at −2; failure means
„„Heroic Legacy: A Glitter Boy pilot gets they are Shaken, and a modified 1 on
+2 Charisma. If a Glitter Boy is stolen, the Vigor die means they are stunned.
word passes quickly and the thief is Stunned beings are Incapacitated and
targeted by Glitter Boy pilots across must make a Vigor check each round to
North America. revive up to Shaken status (with a raise,
„„Keen Sense of Smell: Dog Boys have they aren’t Shaken). Anyone in the area
a great sense of smell, similar to their effect without serious ear protection is
canine counterparts. They gain a +2 deaf for 1d6 minutes, suffering −2 to
bonus on all Notice checks where smell Notice checks.
could come into play, as well as +2 on „„Stand By to Fire: A Glitter Boy cannot
all Tracking rolls. move and fire its Boom Gun on the
„„Laser Resistance: Glitter Boys take only same round. This is why some carry
half-damage from lasers. other firearms as alternatives for when
„„Life Support: In addition to self- they need to move and shoot.
contained breathing, the suit makes „„Targeting Computer: The system
Noble immune to extreme temperatures, offsets up to −2 Shooting penalties.
radiation, poisons, and diseases. He is „„Weakness (Ley Line Hypersensitivity):
able to survive in the suit continuously Dog Boys lose their Psychic Sense when
for four weeks. on or close (within 2" or 4 yards) of a
„„Natural Weapons: Dog Boys can bite ley line. Ley Line storms cause them a
for Str+d6 damage. level of Fatigue from severe headaches
„„Psychic Sense: Dog Boys have and distress as if for a psychic (which
the inherent ability to detect arcana, does not stack if they have the Arcane
interpreting it as a scent. They use the Background), but their Fatigue requires
Notice skill (with their Keen Sense of an hour to recover after the storm ends.
JUICER
LONGWALKER SURESHOT

The days are growing shorter for Longwalker, Special Abilities:


and he knows it. It’s so easy to grasp power „„Burn (8): Longwalker is in Last Call
and run with it when there seems no other already; he can spend a Burn to add
way, and so easy to feel the fool when a d12 to any Trait roll or damage roll,
looking back. Vengeance ate at Longwalker’s but this is also the die he rolls at the
heart in the wake of losing family and beginning of each session to see if he
friends, and that vengeance drove him to might die.
earn enough money to become what he is „„Drug-induced Euphoria/Tranquility:
now — a living war machine, designed for Longwalker does not gain the benefits
combat and action, designed to die. After he of the Quick Edge or the Uncanny
killed the monsters responsible for his loss, Reflexes ability on the first round of
he was a bundle of shot nerves and spent combat. He is also at −1 to all Smarts
rage, looking for a good way to die. An open and Smarts-linked traits when not
Rift, a horde of demons attacking a village… in combat.
good as any way to go. Only after the battle „„Hero’s Journey: A number of bonuses,
was over and a captain in the Tomorrow already figured in, come from
Legion offered him a ride back to Castle Longwalker’s Hero’s Journey rolls.
Refuge did he consider he might still have „„Internal Repair System: Juicers have
a purpose left. Slow Regeneration. As well, three times
a day, they can roll a Vigor check at +2
Attributes: Agility d10, Smarts d6, Spirit d6, to give themselves a Healing check.
Strength d10, Vigor d10 „„Super Endurance: Juicers only need 4
Skills: Climbing d4, Fighting d10, Gambling hours of sleep and gain +2 on all checks
d4, Intimidation d6, Lockpicking d4, Notice against Fatigue.
d6, Shooting d10, Stealth d6, Streetwise d4 „„Uncanny Reflexes: −2 to be hit by
Cha: 0; Pace: 16; Parry: 9; Toughness: 15 (6) all attacks.
Hindrances: Death
Wish, Last Call, Loyal,
Overconfident
Edges: Acrobat, Brawny,
Burn Brighter, Fleet Footed,
Frenzy, Marksman, Quick, Thief
Gear: Juicer Plate (+6 Armor, +1
Toughness), JA-9 Laser Rifle (Range
40/80/160, Damage 3d6+1, RoF 1, AP 3),
NG-E4 Plasma Ejector (Range 24/48/96,
Damage 3d10, RoF 1, Mega Damage),
Wilk’s 320 Laser Pistol (Range 18/36/72,
Damage 2d6, AP 2), Chain Long Sword
(Str+2d8, AP 2, Mega Damage), 2 extra
clips each firearm, NG-S2 Survival Pack,
1000 credits.
LEY LINE WALKER
BRANDYN CRYOS

For a time, Brandyn called the Federation of Mega Powers: greater armor, onslaught,
Magic his home, and he saw the unification greater boost/lower Trait, greater burst, exalted
of magic wielders and D-Bees against the quickness, greater teleport
Coalition as a noble, important goal. The Gear: Ley Line Walker Medium Armor
fall of Tolkeen strengthened his resolve, and (+5 Armor, +4 Vigor checks vs toxins
he soon made his way to Dunscon’s City of and disease), NG-33 Laser Pistol (Range
Brass to get more directly involved in the 15/30/60, Damage 2d4+1, RoF 1, AP
greater effort. There, however, he saw such 2), NG-S2 Survival Pack, 1000 credits.
depravity and darkness, all in the name of Special Abilities:
power and control, which shook to the core „„Disconnected: Constantly dealing with
his confidence in the effort. He observed as the alien and arcane, Ley Line Walkers
a group of Cyber-Knights—recently arrived tend to be awkward with normal people
from the Tolkeen war — were belittled, and situations. They suffer −2 Charisma.
taunted, and ultimately drawn into a fight „„Expanded Awareness: Walkers can use
against demons and Murder Wraiths. detect arcana at will, with no PPE cost
Though one of the knights was a woman and as a free action.
he’d had a less-than-friendly encounter with „„Hero’s Journey: Brandyn’s Hero’s
years ago (Lady Kyla Foster), he could not Journey rolls granted him (among other
stand by and allow the murder of her things already figured in) +2 with all
and her companions in the streets. direct damage spells (such as bolt and
Helping them effect their escape, burst) and Techno-Wizard weapons. He
he was offered another option, also reduces the cost of any spell cast
and now the Tomorrow by 1 PPE if he gets a raise
Legion has his service. or better on the
casting roll
Attributes: Agility d6, Smarts d10, (minimum
Spirit d8, Strength d4, Vigor d6 cost 0).
Skills: Fighting d6, Investigation „„Ley Line
d6, Knowledge (Arcana) d6, Walker Abilities: Walkers
Knowledge (History) d6, Notice have the following — Ley
d8, Shooting d6, Spellcasting Line Magic Mastery, Ley
d10, Stealth d4 Line Rejuvenation, Ley Line
Cha: −4; Pace: 6; Parry: Sense, Ley Line Walking,
5; Toughness: 10 and Ley Line Transmission
(5) (see The Tomorrow Legion
Hindrances: Curious, Player’s Guide, Ley
Enemy (Major — Line Walkers).
Coalition and
Federation), Stubborn,
Ugly
Edges: Arcane Background
(Magic), Luck, Master of
Magic, Power Points, Rapid
Recharge
Powers: armor, bolt, boost/
lower Trait, burst, quickness, teleport.
PPE: 20
MIND MELTER
ORSON JAKANDE

The battle went poorly, despite everyone’s Special Abilities:


best efforts. The sorcerer, Beltran, betrayed „„Expanded Awareness: Mind Melters
them all (to this day, Orson does not know can use detect arcana at will as a
why, but he intends to find out), and the free action.
Coalition was waiting just outside the „„Generally Feared: Most folks are
village even as the ley line storm subsided. terrified of Mind Melters. They suffer
Orson fought with everything he had, as −2 Charisma.
the smoking hulk of the UAR-1 Enforcer „„Hero’s Journey: Orson’s Hero’s Journey
attested, but his inner strength waned, and rolls granted him (among other things
there were more Skelebots swarming in. He already figured in) the ability to spend
gritted his teeth, reloaded his pistol, and a Benny to substitute his Spirit die for
prepared for the inevitable —when a boom any one Trait roll. He also automatically
gun went off and shattered the ranks of the gains the raise effect whenever he
enemy! Suddenly there was a Cyber-Knight successfully activates armor.
and a Juicer slicing their way through the CS „„Mental Resistance: +4 all opposed
forces, and then Orson saw the remaining checks to resist psionic effects, +4 armor
Deadboys running for their lives. versus psionic damage.
Perhaps these new allies offered a
chance to fight alongside those he
could trust, for once? Perhaps he
might even find a place where they did
not fear him so?

Attributes: Agility d6, Smarts d8, Spirit d10,


Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6,
Knowledge (Arcana) d4, Notice d8,
Psionics d10, Shooting d4, Stealth d6
Cha: −2; Pace: 6; Parry: 6; Toughness: 11 (5)
Hindrances: Enemy (Major — Coalition),
Enemy (Minor — Federation Sorcerer
Beltran), Heroic, Quirk (Regularly analyzes
thinking of everyone around)
Edges: Arcane Background (Psionics), Major
Psionic, Master Psionic, Power Points,
Power Surge, Psi-Blade
Powers: armor, mind reading, puppet, smite,
telekinesis, telepathy. ISP: 30
Mega Powers: greater armor, mind walk, mind
control, greater smite, exalted telekinesis,
exalted telepathy
Gear: Huntsman Armor (+5 Armor, +1
Toughness), NG-33 Laser Pistol (Range
15/30/60, Damage 2d4+1, RoF 1, AP 2), 2
clips of ammo, NG-S2 Survival Pack, 1100
credits.
OPERATOR
MAYEENA

So many people needed rescuing in the Special Abilities:


wake of Tolkeen’s fall to the Coalition, and „„Distinctive D-Bee: Unless they hide
it was an absolute nightmare getting out their non-human appearance, a Quick-
of the battle zone. The Coalition States' Flex faces prejudice from the Coalition.
determination to wipe out the entire They suffer −4 Charisma with such folks.
population, instead of letting them flee, „„Elusive: Quick-Flex are difficult to pin
made things even more horrific. Originally, down in close-quarters, giving them a
Mayeena wanted nothing to do with the natural +1 to their Parry rating.
mess, but she’d done more than a few favors „„Fast: Quick-Flex have +2 to Pace and
for Lord Coake in the past, and he’d always increase their Running die by one
been a stand-up guy who got her out of more die type (usually a Pace of 8 and d8
than one scrape. When he asked, she didn’t Running die).
hesitate, and her gifts with machinery and „„Hero’s Journey: A number of bonuses,
her exceptional driving saved a lot of lives. already figured in, come from
Even so, she saw a lot of death, and when Mayeena’s Hero’s Journey rolls.
it became clear that this Tomorrow Legion „„M.A.R.S.: Operators are one
was going to kick the shins of the Coalition of the Mercenary,
a few times, she signed right up. As a Quick- Adventurer,
Flex, she’s got plenty of reason to have a Scholars,
mad-on against the CS, and what she saw and Rogues
in Tolkeen only strengthens that resolve. options, which
means Mayeena
Attributes: Agility d12, begins as a Seasoned
Smarts d8, Spirit d6, character with a number
Strength d6, Vigor d6 of special bonuses.
Skills: Boating d4, Driving „„M o u n t a i n e e r
d12, Fighting d8, Knowledge ATV: As an Operator,
(Computers) d6, Knowledge Mayeena begins with
(Electronics) d6, Lockpicking d6, Notice this vehicle, which
d8, Persuasion d6, Piloting d8, Repair d8, has the nuclear
Shooting d10, Stealth d4, Streetwise d6 engine option. It’s
Cha: +2; Pace: 8; Parry: 7; Toughness: 15 (6) also armed with a
Hindrances: Curious, Loyal, Overconfident, turret-mount Light
Stubborn Rail Gun; a forward
Edges: Ace, Ambidextrous, Charismatic, mount Mini-Missile
Combat Ace, I Know a Guy, McGyver, Launcher; and a forward-
Steady Hands, Two-Fisted, Upgrade (×2) mount Light Laser.
Gear: Triax T-13 Field Mechanic Armor (+9 „„Short Attention Span:
Armor, +1 Toughness, Full Environmental), Quick-Flex have a difficult
Wilk’s 227 Pulse Laser Pistol (Range time sitting still and focusing
18/36/72, Damage 2d6+1, RoF 2, AP 2), NG- on intellectual pursuits. They
S2 Survival Pack, tool kit, 2 clips of ammo, suffer a −1 to all Smarts rolls.
1200 credits.
Cybernetics: Core Electronics Package
(+4 Repair and Common Knowledge,
computer, radio); Optics Package (+2 sight-
based Notice checks); Targeting Eye (+2
Shooting rolls).

S-ar putea să vă placă și