This is a continuation of my thoughts on the conversion for Rifts® for Savage Worlds. It covers chapters 2 and 3. You can find my earlier post here. These chapters cover gear and powers.
Chapter Two covers the new gear for the setting. It leaves out any reference to the standard gear that is not specific to this setting, so no bows, revolvers, etc. This chapter starts off with a description of the currency used in the setting (credits) and describes what they look like and how you interact with them. It also covers bit about how you can hack them. We also get a sidebar about Techno-Wizard items and it implies that they suffer from the Technical Difficulties setting rule that will be covered later. There is also a brief blurb for regular equipment that all things break and thus suffer Technical Difficulties. After that we start off with a section on armor which includes some text about what all the armors include unless otherwise noted (built-in communications device, light-sensitive visors, etc.). They have also added to some armor something called “Embedded Toughness” that adds to the wearer’s toughness and is not subject to armor-piercing weapons. This embedded toughness is there to reflect the increased technology of the setting. After that we get descriptions of the various body armor that people wear. The lower end armors in this section are rated at +4 Armor, and there is only one that is rated at +3. Of note, only one of the regular armors seems to provide M. D. C. armor. After that we get into the powered armors which again have a section that covers the generic features of all power armors and then we get the specific descriptions afterwards. These armors all provide M. D. C. protection with a minimum of +8 Armor and going up from there. Next up is the robot armor which are treated more like vehicles than body armor, complete with their own critical hits table. If the robot armor suffers a wound, it falls prone rather than going out of control and the pilot must make a pilot roll to stand back up again. One observation to note at this point is that there is not any Coalition State gear in this chapter, all that gear will be in an add-on document that was unlocked during the kickstarter. Also of note, there is not a table of the different armors, power armors, and robot armors so that they are easily comparable. This fact alone makes trying to do any kind of analysis of the armors painful until you start pulling the data out of the book and into some sort of useful form.
After the armor section, we go into the section on weapons starting with a description of the various classes of weapons (Close Combat Weapons, Personal Ranged Weapons, Heavy and Vehicle Weapons and the subtypes under them). We find that all close combat weapons other than the neural mace deal M. D. in this section but in the table that lists these weapons only certain weapons have that fact in the notes. As for the personal ranged weapons, only the lasers and ion weapons do not seem to do M. D. all others (grenades, plasma weapons, and rocket launchers). We then get a section of special weapons some of which do M. D., others have grenades which also do M. D. and one that has multiple options. The next weapon list is for Techno-Wizard (TW) Weapons. These weapons normally do normal damage and need an expenditure of power points to reload. You also have an option with these weapons to spend power points to make them do M. D. for three rounds. Finally we get to the vehicle/heavy weapons section all of which do M. D. Of note to me is that this is the only section in the equipment that gives the information in tables. I wish that the rest of them at least had some of the information in table form so it was easier to find the costs, the armor value, strength requirements, or any of the other basic relevant stats in an easy to see way.
The next section covers vehicles. There is nothing terrible ground breaking here, but this section also has the blurb about the mystery thing that destroys all craft that go much higher than 60,000 feet. Following vehicles we get the section on cybernetics which also has the rules on strain as well as the rules on how to get cybernetics added or removed from your character. The cybernetics list covers a fairly broad range of options, or at least I didn’t notice anything that was glaringly obviously missing. Next up is a section on generic adventuring gear that covers most of the items that anyone would want.
The last section in this chapter is one Techno-Wizard device conversion and it covers rules on taking a standard device and turning it into a techno-wizard item. There are also rules for adding upgrades to these devices (minor and major upgrades).
Chapter Three covers psionics and magic. We start by finding out that powers do not do Mega Damage or M. D. C. unless you have the Master of Magic or Master Psionic edge. We also get the information that each point of strain causes a one point penalty to all casting rolls. Also we get the rule that any penalties from not meeting the strength minimums for armor also apply to your spell casting rolls, and that you can’t use powers while inside power armor or robot armor unless the power says otherwise. There are three new powers clairvoyance, illusion, and telepathy described here and then they cover the enhanced versions of all of the powers. These enhanced powers are more expensive to cast in terms of power points, and require the Master of Magic or Master Psionic edges. An example of one of the enhanced powers is Resurrection which is the enhanced version of Greater Healing. Another example is Onslaught which is the enhancement of Bolt. Onslaught gives you and extra die of damage and up to four bolts or one bolt with an extra three dice of damage both of which do Mega Damage unlike the base Bolt power. We also get a side-bar were we are told that you can activate different powers in a single turn with the normal multi-action penalty since the powers are considered different abilities even though they use the same skill. We just can’t activate the same power twice in the same turn.
The final section in this chapter is on ley lines. Here we get rules that anyone who uses PPE (arcane background magic, miracles, or weird science) can draw PPE from the ley line if they are close enough as an action up to double their normal maximum. These extra power points slowly go away when they get out of range of the ley line. Psionic characters with the Major Psionic edge can spend their power points to enhance skill rolls or increase the range of their powers.