THE TOMORROW LEGION ARCHETYPES (SET 2)

Written By: Sean Patrick Fannon, Sean Owen Roberson, John Stevens, and John Roccia Cover/Interior Illustrations: Matheus Calza, Martin de Diego Sádaba, Aaron Riley, Gunship Revolution’s Brian Valeza, Justine Cruz, Timothy Terrenal and Oliver Morit Graphic Design & Layout: Aaron Acevedo, Jason Engle, Thomas Shook Editing: Jodi Black, Carinn Seabolt Art Direction: Aaron Acevedo, Alida Saxon Line Manager: Sean Owen Roberson Executive Producer: Simon Lucas Rifts® Created By: Kevin Siembieda of Palladium Books® Savage Worlds Created By:

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Savage Worlds is © 2021 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2021Palladium 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. BURSTER ARIEL FIREDANCER

CHARACTER BACKGROUND to adjacent foes at the end his turn, and providing +6 Armor. “I am the light that casts back the darkness. I am the fire that cleanses the By spending 3 ISP when activating the Fiery Aura does Mega stain of corruption. I am a Burster, and my soul dances in the flames.” Damage and Armor provides MDC protection for 5 rounds. Ariel Ortiz was fourteen when her village in the Texas Freelands Fiery Aura goes away if she is Incapacitated or unconscious. was attacked by ruthless bandits. The stress of the incident awoke „ Fire Mastery: Has the Innate Ability to create, control, and her massive psionic abilities. She literally blew up at the bandits eliminate minor fire, heat, and smoke effects using elemental laying waste to them and burning down half of her village in manipulation for no ISP. Can activate the Elemental Fury or the process. The bandits eventually subdued her, bound her, and Manipulation modifier, as an action, for no ISP. threw her in the river to “douse her enthusiasm”. „ Firewalker: Immune to fire, heat, and plasma damage and After spending minutes underwater, sinking into the darkness, has Environmental Immunity to Heat and Fire environmental Ariel died and Firedancer was born. Using her powers to save Hazards and +4 on rolls to resist heat-based arcane effects. herself, Firedancer washed up on the shores of the Pecos River Lightning, electrical attacks, laser, ion, and particle beam and began to hunt down evil and corruption wherever she found it. weapons all do −4 damage. The Tomorrow Legion gives her an opportunity to help others, but „ Flame Bolt: Can hurl a flaming bolt of 3d6 Mega Damage her burning desire for vengeance is not easily quenched. (4d6 on a raise) for one ISP, or 4d6 Mega Damage (5d6 on a raise) for two ISP. Additional Power Modifiers may be used as BURSTER ABILITIES AND BONUSES normal. Range is Smarts ×2. This ability is Bursters are pyrokinetics—they telekinetically accelerate considered a Mega Power Modifier molecules to the point of ignition. in regard to the Blaster Edges and „ Major Psionics: Has access to arcane protection, boost their Power Modifiers. For one Trait†, burst, confusion, darksight*, deflection*, detect/conceal ISP the Burster’s Flame Bolt power arcana*, empathy, farsight*, fear, fly*, light/darkness, mind (along with any enhancements link, protection*, relief*, smite*, telekinesis, warrior’s gift* from other Edges or Powers marked asterisk Modifiers) becomes Rate (*) have the reduced of Fire 2. Power Points cost from the Range BURSTER (Self) limitation, COMPLICATIONS while those Being at one with fire has a few m a r k e d drawbacks, though few Bursters d a g g e r (†) ever worry. Dancing with fire is all that really have both the matters to them. Range (Self) and Aspect limitations (see „ Cybernetics: Each point of Strain imposes a Trappings in Savage Worlds). All other −1 penalty to the Psionics skill. aspects of Arcane Background (Psionics) „ Enemies: Coalition and True Federation remain the same. prioritize attacking them and hunt them „ Everything Burns: When a Burster scores with extreme prejudice. a raise on a damage-causing attack „ Quirk—Pyromaniac: Has a thing roll using one of their abilities, the about starting fires just to watch them target catches fire taking 3d6 damage burn with loving fascination. This untilSample doused is morefile aggravating than dangerous „ Fiery Aura: As an action (no roll or (most of the time). ISP required) a Burster can surround himself with a damage field of flame and heat, adding 1d6 damage to any Fighting attacks, causing 3d6 damage A V A G E S NAME: Ariel Firedancer LEGION RANK: E-1 RACE: Human BENNIES: 3 W S A O R L D DV ION FRAMEWORK: CONVICTION: ENTUR E EDIT Burster

Bloodthirsty: “I am a blaze of righteous fury.” d6 d8 d8 Mean: “Out of my way, fool!” –1 Persuasion Phobia (Minor): rivers, lakes, and the sea

ATTRIBUTES AGILITY SMARTS SPIRIT d6 d6 Quirk (Pyromania): “I love to watch fire dance.” STRENGTH VIGOR Enemies: priority target of CS and Federation HINDRANCES/COMPLICATIONS 6 5 10 (4) ACADEMICS (Sma): OCCULT (Sma): d4 +d6

SKILLS ATHLETICS (Agi): d6 PERFORMANCE (Spi): PACE PARRY TOUGHNESS Arcane Background (Psionics) BATTLE (Sma): PERSUASION (Spi): d4 Blaster: Increase damage of certain powers EDGES BOATING (Agi): PILOTING (Agi): d4 Brave: +2 on Fear checks, –2 on the Fear Table COMMON KN. (Sma): d4 REPAIR (Sma): — 20 — Major Psionic: Before rolling spend 2 ISP for a DRIVING (Agi): RESEARCH (Sma): +1 bonus on a Psionics check, or 4 ISP for a +2. PPE ISP STRAIN ELECTRONICS (Sma): RIDING (Agi): Menacing: add +2 to Intimidation rolls FIGHTING (Agi): d6 SCIENCE (Sma): New Powers: detect/conceal arcana*, empathy ITEM GEAR WT GAMBLING (Sma): SHOOTING (Agi): d4 HACKING (Sma): STEALTH (Agi): d6 CREDITS: 1,900 Universal Credits HEALING (Sma): SURVIVAL (Sma): VALUABLES: 2,550 credits worth ADVANCES INTIMIDATION (Spi): d8 TAUNT (Sma): d6 NG-S2 Survival Pack 20 lb N Read the Flame LANGUAGE (Sma): THIEVERY (Agi): 3× Short E-clips .75 lb N Smarts d10 NOTICE (Sma): d8 ______(__): N Psionics d10 and Notice d10 S Improved Flame Bolt ARCANE SKILL: ______Psionics (__):Sma d8 ARCANE SKILL: ______(__): S Spirit d10 S Intimidation d10 and Occult d6 S Improved Fire Mastery WOUNDS TYPE: Plastic-Man Light EBA V Flame Blast

ARMOR ARMOR: +4 NOTES V Smarts d12 TOUGH: +1 Does not stack with V Psionics d12 and Notice d12 –1 MIN STR: d4 Fiery Aura V Power Points (30 ISP total) WEIGHT: 13 H Spirit d12 –2 SHIELD: H Intimidation d12 and Occult d8 SPECIAL: H Expert Blaster H Retort –3 L Vigor d8 WEAPON RANGE DAMAGE ROF AP SHOTS NOTES L Master Blaster INC L Rapid Flame Bolt NG-33 Laser Pistol 12/24/48 3d6 1 2 20 L

WEAPONS Improved Fiery Aura Flame Bolt Smarts×2 3d6 MD 1 0 — 1 ISP, 2 ISP 4d6 –2 +2 ISP ROF 2 ABILITY/CYBERWARE/TABLE RESULTS

HERO’S JOURNEY: Psionics 17 –1 HERO’S JOURNEY: Psionics 8 Psionics: +1 on social skills like Intimidation, gain a free reroll using empathy and fear.

Everything Burns: On Raise targets catch fire FATIGUE NAME/POWER TRAPPING PP RNG DUR EFFECT Fiery Aura: 3d6 damage field with +6 Armor. +3 elemental manipulation — None self 5 Start and control fires, heat, and smoke ISP to make armor MD for 5 rounds. POWERS Fire Mastery: uses elemental manipulation for no detect/conceal arcana* *self only 2 smarts special Detect 5 rounds/Conceal 1 hour. ISP. Activate Mega modifiers as an action. empathy 1 Sma 5 roll vs target’s Spirit, +2 on social skills Firewalker: Immune to Fire, Heat, plasma dam- fear Sample 2 smarts — Targets make a Fear roll, panic age and Hazards.file +4 to resist heat-based arcane fly* *self only 2 self 5 Flies at Pace 12” effects. Lightning, electricity, lasers, ions, and protection* *self only 1 self 5 Grants Armor +4 (auto-raise) particle beams do −4 damage.

NARRATIVE HOOK: The Evil That Men Do FRAMEWORK ABILITIES/CYBERNETICS

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CHARACTER BACKGROUND „ Upgradeable: Starts with the Upgradeable Edge. “You got a problem? I’m the solution.” „ Unarmed Combat: Deals Str+d4 Mega Damage in unarmed Harv is a wise cracking, skull smashing cyborg from Kingsdale. combat and considered armed. He gave up his humanity early in life to become a mining ‘borg and make some credit then using his new found body as a mercenary COMBAT CYBORG COMPLICATIONS to make some real cash. His merc career went south in a hurry „ All Those Moving Parts: Cannot be healed must be repaired when Harv balked at gunning down a convoy of refugees during using Repair skill—which is used like the Healing skill, only a job for the Coalition. This decision led to a nasty altercation with with no Golden Hour. his employers. With no real job prospects available Harv joined the „ Full Conversion: Becoming a Combat Cyborg uses all of a Tomorrow Legion to protect refugees rather than shoot at them. character’s personal Strain ever. „ Gray Matter: Combat Cyborgs only start with two points COMBAT CYBORG ABILITIES (instead of the normal five) for attributes and these may only AND BONUSES be spent on Smarts and Spirit. „ Bionic Augmentation: Begin with Strength d12+2, „ Heavy: Unless noted otherwise, Body Agility d10, and Vigor d12. These Attributes have Armor and Power Armor must be no maximum. reinforced, doubling purchase and repair „ Cybernetic Enhancements: Adrenal System, Armor costs. Operating a vehicle not refitted for Plating (3)*, Audio Package, Bionic Strength them is done at a −2 to all Trait checks, Augmentation*, Core Electronics Package, including firing vehicular weapons. Cyber- Wired Reflexes*, Internal Life Support, „ Inhuman Appearance: Suffers −1 to Nuclear Power Cell, Optics Package, Reinforced Persuasion rolls when dealing with Frame (3)*, Synthetic Organ Replacement*. (*) most beings. already factored into stats and abilities. „ Loss of Dexterity: A ’borg „ Harder than Steel: +6 MDC natural Armor suffers −1 to all Agility rolls and +3 Toughness stacks with any MDC and linked skills not directly Worn Armor providing. related to combat. „ High-performance Legs: Begin with the Fleet- „ Malfunctions: Cyborgs are Footed Edge. subject to Technical Difficulties „ More Machine: +2 to recover from Shaken (see page 117 of the Tomorrow Legion and Stunned, ignore one level of Wound Player’s Guide). modifiers, and possesses the Internal „ Shadow of Themselves: ’Borgs don’t Life Support cybernetic enhancement: choose a race, but may increase internal air supply and other systems an attribute one die type or that make him immune to Disease, take an Edge (meeting all Drowning, as well as Poison and requirements) to reflect their grants +4 to resist Cold, Heat, original race. and Radiation; see Hazards in „ Spiritually Numb: Can’t Savage Worlds. Only requires a take Arcane Background fifth of the nutrition of a fully Gifted, Magic, Miracles, organic person. or Psionics. „ SizeSample 1 (Normal):+1 file Toughness from their Size. A V A G E S NAME: Harv LEGION RANK: E-1 RACE: formerly Human BENNIES: 2 W S A O R L D DV ION FRAMEWORK: CONVICTION: ENTUR E EDIT Combat Cyborg

Bad Luck: “Good ol’ Harv is plum outta’ luck” d10 d6 d6 Stubborn: “There ain’t no way” Loyal: “When you’re this ugly you gotta take care

ATTRIBUTES AGILITY SMARTS SPIRIT of your friends” d12+2 d12

STRENGTH VIGOR 8 6 24 (9) HINDRANCES/COMPLICATIONS ACADEMICS (Sma): OCCULT (Sma): +d8 MDC

SKILLS ATHLETICS (Agi): d8 PERFORMANCE (Spi): PACE PARRY TOUGHNESS Fleet-Footed: Pace +2, increase running die. BATTLE (Sma): PERSUASION (Spi): d4 Frenzy: roll a second Fighting die with a melee EDGES BOATING (Agi): PILOTING (Agi): Rock and Roll!: Ignore Recoil penalty when COMMON KN. (Sma): d4 REPAIR (Sma): d4 — — 1/6 Shooting. May not move. DRIVING (Agi): RESEARCH (Sma): Sweep: Fighting roll at –2 to hit all targets in PPE ISP STRAIN ELECTRONICS (Sma): RIDING (Agi): weapon’s Reach, no more than once per turn. FIGHTING (Agi): d10 SCIENCE (Sma): Upgradeable: factored in ITEM GEAR WT GAMBLING (Sma): SHOOTING (Agi): d10 HACKING (Sma): STEALTH (Agi): d4 CREDITS: 800 Universal Credits HEALING (Sma): SURVIVAL (Sma): d4 VALUABLES: 2500 credits worth ADVANCES INTIMIDATION (Spi): d6 TAUNT (Sma): NG-S2 Survival Pack 20 lb N First Strike LANGUAGE (Sma): THIEVERY (Agi): 6× Short E-clips 1.5 lb N Strength d12+3 NOTICE (Sma): d6 ______(__): 3× Rail Gun ammo drums 30 lb N Electronics d4 Survival d6 ARCANE SKILL: ______(__): S Iron Jaw ARCANE SKILL: ______(__): S Agility d12 S Fighting d12 Shooting d12 S Brave WOUNDS TYPE: Cyborg LE-B1 Light Espionage V Improved Sweep

ARMOR ARMOR: +3 V Vigor d12+1 NOTES –1 TOUGH: +3 –1 to all Agility-linked V Electronics d6 and Common Kn d6 MIN STR: d12+1 non-combat V Improved First Strike WEIGHT: 40 skill rolls. H Steady Hands –2 SHIELD: H Vigor d12+2 SPECIAL: MDC Armor H Athletics d10 and Notice d8 H Free Runner –3 L Weapon Master WEAPON RANGE DAMAGE ROF AP SHOTS NOTES L Master of Arms INC L Nerves of Steel Unarmed Combat Melee Str+d4 MD 0 NA Considered armed L Improved Nerves of Steel WEAPONS WI-C8 “Juicer Chainsaw” Melee Str+3d6+3 MD 6 NA –1 Parry –2 NG-303 Rail Gun 30/60/120 2d10+2 MD 3 6 20 Always Maximum ABILITY/CYBERWARE/TABLE RESULTS NG-56 Light Ion Pistol 10/20/40 1-3d8 1 0 12 Use Shotgun rules HERO’S JOURNEY: Cybernetics 19 –1 Built-In Vibro-Longsword Melee Str+d10 MD 10 NA Cybernetic System HERO’S JOURNEY: Close Combat 4 HERO’S JOURNEY: FORTUNE & GLORY:

FORTUNE & GLORY: FATIGUE CYBERNETIC SYSTEM BONUS 3x Armor Plating: Factored in Adrenal System +2 to recover from Shaken or Stunned, Edges stack. Bionic Strength Augmentation: Factored in Audio Package +2 to hearing-based Notice checks or to resist audio-based attacks. Cyber-Wired Reflexes: Factored in

CYBERNETICS Core Electronics Package +2 to Common Knowledge, Electronics, Hacking, Research, and 3x Reinforced Frame: Factored in Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. Synthetic Organ Replacement: Factored in Internal LifeSample Support Immune to posion and disease, cannot drown. +4 to resist the file Hazards of Cold, Heat, and Radiation. Nuclear Power Cell Powers the borg’s built-in systems and weapons. Conncects to carried weapons Optics Package Illumination Penalties +2 to all sight-based Notice checks Nano-Repair System Heal one Wound per day, +4 to resist Bleeding Out. NARRATIVE HOOK: The Coalition MARS FRAMEWORK ABILITIES FRAMEWORK MARS

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CHARACTER BACKGROUND Range (Self) limitation, while those marked dagger (†) have “The sound of screaming bunnies haunts my dreams!” both the Range (Self) and Aspect limitations (see Trappings The bunny rabbits exploded, the bluebirds scattered to the skies, in Savage Worlds). and the sweet baby deer’s mother got completely blown away. „ Quick: Begin with the Quick Edge. The Magic Kingdom burned to the ground, and Valka can’t stop „ Uncanny Reflexes: −2 to be hit by any attack they are aware crying at night as she remembers all the screaming and the sad of as well as +2 on Evasion rolls. and the blood. „ Losing It: Gains the effects of being Berserk (as per the Edge, The Dark Skull Facers—there were so many of them, and but Strength and Agility are increased two die types instead) they were so evil. She and her friends just couldn’t save the poor as an Innate Ability. Immune to Fear and Intimidation. bunnies! Valka Mad-Eyes was saved from the burning kingdom Cannot use Psionics or other skills requiring concentration by her friends and taken to refuge to recover. Now she has aligned except Intimidation, Taunt, Shooting, and Athletics herself with the heroes of the Tomorrow Legion to smash as many Dark Skull Facers as she can. CRAZY COMPLICATIONS Crazies have that name for a reason. CRAZY ABILITIES AND BONUSES „ Cybernetics: -1 to Psionics per point of Strain. Crazies are super commandos, difficult to lead, but fantastically „ Distinctive Appearance: The protrusions from the skull capable in high risk situations.. mark a Crazy, but most indulge in tattoos, body piercings, „ Bio-Regeneration: Makes and other means of declaring themselves to the world. a natural healing roll once „ Magic: Can’t use magic. every 24 hours. Permanent injuries „ Needs Action: may be recovered once all other D u r i n g Wounds are regenerated; treat each particular injury as an additional Wound. slow periods, „ Enhanced Attributes: +2 die the GM may types to Agility, Strength, and call for a Spirit Vigor; increase Trait maximums an roll. Failure means she equal amount. becomes irritable or impatient „ Enhanced Endurance: Begin with gaining −1 Persuasion, and suffering a −1 to all Trait rolls in the Nerves of Steel Edge, require this distracted state until a high alert status or action kicks in. only half the normal amount of sleep, „ Unstable Psyche: From the start (and for no added benefit), and gain +4 on checks to resist Fatigue the character gains Impulsive and a Hindrance rolled on the from sleep deprivation. Psyche Degradation Table. Gains a Hindrance from the table „ Enhanced Speed: Double their base each time she achieves a new Rank and also rolls once on the Pace and move twice the normal Psionics Hero’s Journey table. distance, horizontally and vertically, „ Getting it Together: A Crazy comes when Jumping. out of Losing It using the standard „ Heightened Senses: Gain +2 Smarts roll for Berserk, but she’s to Notice and Survival (tracking) hampered and overwhelmed by rolls, and ignore two points of Range her psychological Hindrances and penalties. is −1 per Rank to all Trait rolls while Getting It Together. „ MinorSample Psionic: Crazies have access to the following A Crazy may not employfile Losing It while in the Getting It powers (Rank permitting): arcane protection*, boost Trait†, Together state. Time required to Get it Together: confusion, darksight*, detect/conceal arcana*, disguise*, Raise: 1d6 minutes. divination, empathy, environmental protection*, farsight*, Success: 1d6 × 10 minutes. fear, healing, mind link, relief, warrior’s gift*. Powers marked Failure: 1d6 hours.. asterisk (*) have the reduced Power Points cost from the Critical Failure: 24 hours.