Savage Rifts® Design Diary PDF
Savage Rifts® Design Diary PDF
Savage Rifts® Design Diary PDF
Rifts. It isn't final and some details may change before the book is finally sent to print.
MEGA MATTERS
the country. Folks wanted to know how MegaDamage and M.D.C. armor would feel under the
Savage Worlds version of Rifts, and universally,
they've been everything from generally pleased
to practically giddy.
It did, however, take us a longer journey than
you might expect to get there.
Probably the single most asked question is
some variation of "How are you handling the
concept of Mega-Damage and M.D.C. (MegaDamage Capacity) armor from Rifts?" This
question entered the wrangling phase for us
on the very day that I got Kevin Siembieda's
blessing to pursue making this project a reality.
Immediately after getting Kevins approval, I
called Pinnacle Core Rules Brand Manager, Clint
Black, and we gushed and fan-boyed and just
relished in the giddy feeling.
Right there and then, we discussed how Heavy
Armor and Heavy Weapons, as per Savage Worlds
rules, was the way to go. For those new to Savage
Worlds, having Heavy Armor means a
normal pistol or knife has no chance
of doing any damage to whatever is
protected, no matter how many
"Aces" you roll for damage. It
takes Heavy Damage to hurt
such a thing. In other words,
a .45 pistol can't hurt a Tiger
Tank, but a rocket launcher
can. Boom, we had a nice,
clean, easy solution.
And yet...
Years later, as the
project finally got
seriously underway, we
decided to question all
assumptions. We
A RIFTS VAMPIRE
IS NOT A SAVAGE
WORLDS VAMPIRE
Some concern exists that we might rely
heavily on previously published versions of
things to represent monsters, demons, and other
antagonists in Savage Rifts. We recognize that
the internal truths and consistency of a setting
demand attention to the details that make
entities in that setting specific to the world
they reside within.
Let's look at a vampire as an example,
specifically the wild vampire. As with every other
monster and antagonist we put into the Savage
Foes of North America book, we first reread and
researched all the details of the Rifts vampires.
Translating something in a way that is exciting for
new players, yet very recognizable to established
fans, drove every design decision. With Rifts
vampires, there are some important distinctions
that make them the kinds of threats they are
to those who face them. This includes making
them invulnerable to most weapons and attacks;
granting them the ability to change into a wolf
or bat; and giving them effective immortality,
able to regenerate from nearly all damage in
the way that a particularly famous image from
Palladium's original Vampire Kingdoms depicted.
In truth, much of the abilities and powers of
a Rifts vampire are similar to that of a master
vampire in core Savage Worlds rules. It's the
various vulnerabilities of a Rifts vampire
that required specific attention. For example,
vampires in this setting take damage and can be
destroyed by water (not something a standard
Savage Worlds vampire has to worry about), and
that's in there. So are the vulnerabilities to silver,
magic, sunlight, etc
The stat block for a Rifts wild vampire
(we'll get into the other ones when we journey
further west in later products) is a rather long
and involved one. This was necessary in order
to preserve what makes a Rifts vampire special
to the setting, as well as establishing the kinds of
conflicts that traditionally exist between Rifts
heroes and vampires. Honestly, I can't imagine
a battle with vampires that doesn't involve water
guns and a light with a cross-shaped shadow
emanating from it. Well, those and the automatic
wooden stake-throwers...
JUICERS BURNING
BRIGHT
As I said, fidelity to what makes Rifts the
setting it is was and will always be a key concern of
ours. At the same time, we do have the advantage
of looking back over a quarter century of history
with this setting and considering new ideas that
might make a certain concept pop in a new, vital
way. This is how we came to change the nature
of Juicers, and it may be one of the coolest things
we've done with this vision of Rifts.
The story begins with Ross Watsonmy Evil
Beagle partner, co-writer on a number of Savage
Rifts products, and the author of The Garnet
Town Gambitdeciding we should really find
a way to do something with the "death arc" of
the Juicer, and challenging me to hammer at
that idea. We went round-and-round on it, never
quite getting what we wanted, but agreeing that
we wanted something that reflected the short
life/exchange for power as a profound part of
the Juicer story.
Cut to a trip to Arizona, where we gathered
in Shane's garage with Michael Conn, Jimmy
Macias, and John Wick for a play test and design
jam session for a couple of days. We brought up
the thoughts we had about Juicers over dinner
at one of the many awesome restaurants Shane
knows, and John essentially demanded that we
must make a game mechanic aspect that reflects
the Juicer arcand he suggested some of the
core ideas that would eventually become what's
in the game. The epic story of the Juicer's short
life span just didn't feel right without specific and
dire game mechanics to back it up.
Pens on bar napkins scribbled furiously as the
conversation delved further into the matter, and
ultimately we ended up with a game mechanic
that John swore he'd steal and make an entire
game upon if we didn't use it. We were, however,
entirely determined to use it. The trick would be
to see if Kevin would also be comfortable with
a new approach to the Juicer's short life span as
something that could actually be played with.
Imagine my delight when I discovered that he
really, really loved the idea!
Essentially, it works like this. Every Juicer has
a Burn Rating; starting Juicers have 8, and there's