Continued from Part 1.
Working out how the numbers might be adapted from one system to the other wasn’t too hard, once I found out how the Attribute ranges are described in the original system.
This is what I’ve been working with to help me get a handle on how adapted monsters and NPCs can be statted out.
In original Rifts, unless I’m reading it wrong, attributes seem to generally top off at about 50 or so for the most godlike beings, so as a really general quick-and-dirty rule of thumb, I put a 30 as d12+1, then add another +1 for every additional 3 points in the original attributes. That would put an Attribute of 51 at d12+8, which is where, for example, the Super Strength chart in TLPG ends.
That certainly isn’t perfect. A Flame Wind Dragon Hatchling in original Rifts starts with a P.S. of around 23 on average (3d6+12) and never gets to increase it until they mature to adulthood. Juicers, on the other hand, begin with a minimum P.S. of 22, one point lower than an average dragon, and can potentially go higher with a lucky die roll. The original system even states that Hatchling Dragons are comparable in strength to Juicers, Crazies, and Combat Cyborgs. But in Savage Rifts they’re a good two to three die types higher to start and can quickly get to d12+6 or more. So it’s very much open to interpretation.
Value | Description | Savaged | Spd. to Pace |
Over 30 | Superhuman ability | over d12 | Pace 12 & up, Run Die d10 |
17-30 | Exceptional | d10 or d12 | 10 & up, possible Run Die bonus |
14-16 | Above average | d8 | Pace 8 |
10-13 | Average | d6 | Pace 6 |
7-9 | Unimpressive | d4 | Pace 4, Run Die d4 |
Six and under | Disadvantaged | d4* | Pace 2, Run Die d4-2 |
* Attributes at six or under might be accompanied by a Hindrance or an accompanying characteristic that reflects the disadvantage of the low Attribute, such as “Clueless” or “Quirk.”
Categories: Musings