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The Tomorrow Legion Player's Guide

Adventure Edition

The Post-Post-Apocalyptic Setting of Rifts, With Savage Worlds Rules

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!


Rifts: A Setting With Everything [ edit ]

Rifts claims to be a "post-post-apocalyptic" setting, but really it's an everything (and the kitchen sink too) setting ... one which happens to be based in a post-apocalyptic Earth.  In Rifts Earth, a future society inadvertently opened a series of "rifts" to other dimensions, which brought with them cataclysmic destruction.  Hundreds of years later, humanity has managed to rebuild, and recover some semblance of their former technological glory ... but only in the few/rare protected cities.

The greatest of these are part of a neo-nazi group called The Coalition, who uses their soldiers and mecha to not just defend their borders, but to also to commit genocide against all non-humans.  There are also a few other scattered cities, some protected by magic, psionics, or other powers, but for the most part the rest of the world remains in a sort of new dark ages, unable to form large civilizations due to the const stream of dangers emerging from rifts.

In other words, Rifts is a setting begging for heroes, and because of its rifts both those heroes and their opponents can come from literally anywhere.

A Setting With *Everything* [ edit ]

Rifts truly has everything: magic, mecha, cybernetics, psionics, dinosaurs, dragons, bug aliens etc.  While some parts of the Rifts world may resemble Fallout or Mad Max, others instead look more like a cyberpunk setting (eg. a Coalition city), a scene from aliens (in the Xiticix-controlled North) , or any number of other genres.

And that's just in North America: with over 20 different world books in the original Rifts game there's a unique Rifts twist on just about any place on the globe, from England to Africa to Japan ... if your characters can survive the dangers on the way there.  Unfortunately Savage Rifts doesn't (yet) have conversions for all those books, but as long as a GM is willing to do a little conversion work, there's a wealth of setting material available.

And if that wasn't enough, anything that can't be found on Rifts Earth can be found by falling through a Rift to another dimension.  There are several different "Dimension Books" for Rifts to provide a GM with pre-made options (although again these will require conversion to use with Savage Worlds), but a GM is in no way limited to them, and can (thanks to the flexible Savage Worlds rules) create dimensions (or obstacles from them) for anything they can possibly imagine.

 This makes Rifts perfect for a campaign that starts post-apocalyptic, and then goes ... well, anywhere its group wants.

Unlike Most Savage Settings, Rifts Has "Classes" [ edit ]

The original Rifts game was class-based, and to translate this Savage Rifts introduces the concept of "frameworks".  Frameworks are essentially classes, and there is a great variety of options.  Players can be augmented humans, pilots in high-powered vehicles or mecha, masters of magic or psionics (or both) ... or they can even be a dragon.

Each framework provides a set of advantages (and often some downsides as well), but once a framework is selected character creation proceeds as normal for Savage Worlds, with the player allocating stat points, Edges, and Hindrances.

At the end the player gets to roll on a series of tables to determine elements of their background.  Most of these tables provide some sort of benefit, such as an extra Edge or a piece of starting equipment.

Edition Issues [ edit ]

Savage Rifts was released for the Explorer Edition of Savage Worlds, but it has since been updated to the system's latest "Adventure Edition".  Unfortunately however Pinnacle never released a free update, so fans who bought the earlier books will need to repurchase them if they want to use Adventure Edition.

To play Savage Rifts all you really need is The Tomorrow Legion Player's Guide, but every GM will almost certainly want to buy the Savage Foes of North America book also, as it's essentially the "Monster Manual" of Savage Rifts.

There's also a "Dungeon Master's Guide" equivalent, the Game Master's Handbook.  This book has far less rules than the other two books, and so in that sense is less essential.  However, it provides a description of the world of Rifts Earth, which GMs will need (unless they're already familiar with it from the original Rifts products).  It also has a number of tables and other resources for creating adventures, so while it's not necessary it's highly recommended.