The Tomorrow Legion Player's Guide
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 Deadlands, Rippers, 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!
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Rifts claims to be a "post-post-apocalyptic" setting ... but really it's an "everything and the kitchen sink" setting, 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. In time since humanity managed to rebuild, and recover some semblance of their former technological glory ... but only in rare protected cities. The greatest of these are a neo-nazi organization, and much of the rest of the world remains in a sort of new dark ages.
A Setting With *Everything* [ edit ]
Because anything a GM could ever want could come through an inter-dimensional portal, the generic Savage Worlds system is a perfect match. It allows the setting have everything: magic, mecha, cybernetics, psionics, dinosaurs, dragons, etc. While some parts of the Rifts world resemble Fallout or Mad Max, others instead resemble a cyberpunk setting, a fantasy setting, or any number of other genres.
Anything that can't be found on Rifts Earth can be found by falling through a Rift to another dimension. 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.
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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.