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The Tomorrow Legion Player's Guide

Adventure Edition

A Post-Apocalyptic Setting With Kaiju, Mecha ... and Everything Else
Contents

Publisher Description

Savage Worlds is a Fast! Furious! and Fun! rules system for any genre of roleplaying game.



Create your own setting, convert an existing one, or pick up one of our amazing settings like DeadlandsRippers, or 50 Fathoms. The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the Game Master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!

 

A Setting With Giant Monster/Robots ... and Everything Else [ edit ]

There's one other Savage Worlds setting that also contains Kaiju ... and giant robots ... but it doesn't focus on either one.  Thjat is because it also offers every other kind of monster imaginable, along with magic, psionics, various futuristic technologies (not just giant robots but also railguns, plasma guns, vibrating weapons, etc.), and more.  That setting is Rifts.

The core premise of Rifts is that, far into the future, mankind managed to open a series of portals to other dimensions ... but then somehow lost control, allowing alien monsters from all over the "multiverse" to take over Earth.  At first these "rifts" nearly wiped out humanity, but now (after a few hundred years) humanity has managed to take back a few small countries, while still leaving a vast wilderness frontier to be explored by the PCs. 

Rifts is a very old RPG setting, having first been released way back in 1990!  However, when it first came out Rifts could only be played using the Palladium rules system, which is arguably one of the worst (major) RPGs ever released.  However 2017 PEG (Pinnacle Entertainment Group) released a new version of the setting, powered by the much more popular Savage Worlds rules.  Savage Worlds rules are designed to be generic, which makes them perfect for a setting like Rifts that has just about everything in it ... including Kaiju.

Savage Worlds, Adventure Edition - Rules SummaryCollapse

Character Creation [ edit ]

As with most games, Savage Worlds characters have attributes, in this case five of them (essentially the D&D attributes, without Charisma).  Attributes are measured as a die type, so a weak character would have a d4 Strength, while an incredibly strong one would have a d12.

Players can also select a race for their character (or remain human to get an extra edge), and a number of skills.  Just as with attributes, skills have die-type-based ranks.  Raising skills higher than their associated attribute costs double, but otherwise there are no restrictions, so you can make a cowboy/hacker/biologist if you so desire: there are no class limitations.

Finally a player selects Edges, which provide special benefits to the character, similar to feats in Dungeons and Dragons or advantages in GURPS .  To gain edges characters can take on hindrances (similar to GURPS disadvantages).  Every edge costs the same in Savage Worlds (no varying point costs like in GURPS), and there are only two levels of hindrances (Major and Minor; one major or two minor provides an Edge).

There are also a somewhat limited number of hindrances and edges compared to some other generic systems, but this isn't necessarily a bad thing.  While it does mean less customization options, it also means new players can review their options much quicker, speeding up character creation overall.

Core Mechanics [ edit ]

To succeed at an action in Savage Worlds, you roll a die based on the associated skill, and then also roll a separate "wild die" (a d6).  Either dice can "ace" ("explode"), which means that if you roll the maximum number on the die, you get to re-roll it, and add the result of all the rolls together.  You can then choose to keep either your original die or the "wild" one (whichever rolled higher), and if that die's result is 4 or greater (after any penalties), you succeed.

Players also start with "Bennies", and can earn more during play through good role-playing.  These "Bennies" can be used to re-roll any roll, giving characters another chance to succeed at critical actions.

Combat [ edit ]

When it comes to combat, Savage Worlds uses a deck of regular playing cards to determine who goes in what order.  The higher the player's card, the sooner they go in initiative, and if a player gets a joker as their card they can go at any point (and also get a bonus to their rolls that turn).

Between it's wild dice, "aceing" (ie. exploding) dice, bennies, and jokers, and various other factors, there are a lot of ways to succeed even when your skills are low, although of course higher skills are clearly a benefit.  All of this leads to a system that's more "fun" and cinematic, but also a bit less realistic, and also potentially more "swingy" (compared to, for instance, a system like GURPS).

The Perfect Setting to Mix Giant Monsters With Everything Else [ edit ]

If you're looking to focus on just giant monsters ... or even on just giant monsters and giant robots ... the world of Rifts is probably not for you.

The Tomorrow Legion Handbook (ie. Player's Handbook) devotes only about ten pages to giant robots and their weapons.  Similarly, the Savage Foes (ie. the Monster Manual) only has two types of giant monsters (Gigantic Raging Monster and Huge Flying Swarm Things), and only one of its four adventures revolves around them.

Of course, there's no reason why you can't use the same game statistics for completely different giant monsters, and if you wanted you could also use any of the giant monsters from Dawn of the Daikaiju (including the free downloadable ones), Savage Tokusatsu, or any other Savage Worlds supplement .. but why pick Rifts over those games?

The simple answer is that if you want to have a campaign with giant monsters, giant robots, AND anything else you can possibly imagine (wizards, psychics, vampires, and all sorts of other non-giant monsters), only Rifts, and it's unique setting, will let you mix such seemingly incongruous elements together.

Rifts will let your players battle a giant monster one week, a horde of vampires the next, an army of futuristic Nazi soldiers the week after that, and so on.  In other words, if the idea of exploring a post-apocalyptic world, where your (human-sized) adventurers can encounter any sort of monster you can imagine (including giant ones), Savage Rifts will be perfect for your next campaign.