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MyGURPS - Savage Rifts: What Should I Play?

Savage Rifts: What Should I Play?

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If you can't decide which framework to play in Savage Rifts, give this flowchart a try. The footnotes are the same as those on the page Savage Rifts: Framework and Race List, but to summarize: * is M.A.R.S.; † is race-restricted; and ‡ is homebrew.

Start Here

What matters most about your character? What makes you awesome? Bear in mind that there will be a lot of overlap between these divisions (e.g., some spellcasters are combat monsters while others are skilled support), so if you want "a mix of A and B" just go with whatever is your highest priority for now.

Broad Categories

  • I want to kick butt in combat. Go to Combat.
  • I want to wield powerful arcane forces. Go to Casters.
  • I want to be skilled and support the party. Go to Skilled.

Specific Needs

  • I want to specialize in fighting a specific type of foe. Go to Slayers.
  • I want to have minion(s), like a mount or summoned beings. Go to Minions.
  • I want to be an outcast, hated and misunderstood. Go to Outcasts.

Note: Because super powers are so flexible, you can theoretically build the Mega-Super† or Super Soldier*† to fit any of the niches above.

(Use your browser's Back button to return to the last option, or the ^top^ link in each box to return here.)


Combat

What's the main thing that makes you such a badass?

  • I'm a highly trained soldier or mercenary. Go to Soldiers.
  • I have a suit of power armor, robot vehicle (mecha), etc. Go to Battlesuits.
  • I've been augmented with cyberware, tattoos, powers, or something weirder. Go to Augmented.
  • I wield magic, psi, or my faith as a weapon. Go to Combat Arcanists.
  • I focus on using Techno-Wizard gear. Go to TW Gear.
  • I'm not even human; I'm a literal combat monster. Go to Monsters.

^top^

Casters

There are two ways to approach this — by role (e.g., combat, noncombat, enchanting) or by source of power (e.g., magic vs. psi). If you aren't sure, consider trying both paths, then see where your choices overlap.

^top^

Skilled

You focus on skills that help the party in a wide variety of roles. Chances are, you want to touch on multiple categories here, so be prepared to click back and forth a lot. For now, what's your focus?

^top^

Slayers

What sort of enemy do you specialize in taking down?

  • I fight technological forces. Consider playing a...
    • Cyber-Knight
    • EOD Specialist*
    • "Zapper" Eruptor
  • I wipe out supernatural evil, in general. Consider playing a...
    • Amazon Huntress†
    • Anti-Monster†
    • Apok‡
    • Cyber-Knight
    • Manoan Monster Hunter*†
    • Momano Headhunter
    • Mystic
    • RCSG Scientist* (usually via assistance rather than direct combat)
    • Sea Inquisitor*
    • Spirit Warrior*
  • I specialize in a certain type of foe. Don't think these frameworks are useless otherwise! Tactics adapt easily. Consider playing a...
    • Bounty Hunter* (targets to be taken alive)
    • Dinosaur Hunter* (large beasts)
    • Lemurian Serpent Hunter*† (sea monsters)
    • Nega-Psychic (mages, psis, and other arcanists)
    • Undead Slayer† (mainly vampires, despite the name)
    • Vampire Hunter* (guess)

^top^

Minions

Do you want a permanent animal/human companion, or the ability to summon/raise arcane beings? Either way, Leadership Edges may be a wise investment.

  • Mundane Companion: Consider playing a...
    • Biomancer Gene-Mage (small animal, plus ability to enhance animals)
    • Blood Rider* (intelligent psychic dinosaur)
    • Cowboy* (horse)
    • Lemurian Bird Warrior*† (bird)
    • Psi-Druid* (small animal)
    • Any other framework plus the Beast Master, Beast Rider (B&B, p. 31), Followers, and/or Sidekick Edges. If M.A.R.S., all but Beast Rider are available via the Fortune & Glory table.
  • Summoned Beings: Consider playing a...
    • Elemental Fusionist† (summoned elementals)
    • Necromancer (raised skeletons and mummies)
    • Shifter (a permanent familiar and/or summoned demons)

For the Elementalist and Shifter, these require special Edges (TLFM, pp. 11-12). Other Casters can take these as well, but with restrictions. To summon animals, see the Conjurer Edge (A&M, p. 31).

^top^

Outcasts

It can be fun to play the misunderstood, mistrusted outsider. Bring on the angst! So, why do people fear you?

  • I'm literally a monster. Whether you were born one or became one later on, go to Monsters.
  • I work with dark forces, but to do good. Consider playing a...
    • Necromancer
    • Shifter
  • My kind are just misunderstood. Consider playing a...
    • Anti-Monster†
    • Knight of the White Rose
    • Mega-Super†
    • Mind Melter
    • Momano Headhunter

^top^

Casters by Role

What do you want your focus to be? Bear in mind that there's always plenty of overlap between these categories, but let's try to narrow it down.

  • Effectiveness in combat. Go to Combat Arcanists.
  • Support and noncombat options. Go to Noncombat Arcanists.
  • Creating arcane items (temporary or permanent). Go to Enchanters.
  • No real focus, just versatility. Go to Versatile Arcanists.
  • I want to be a nonhuman with inherent arcane power. Consider playing a...
    • Dragon Hatchling†
    • Heroic Vampire
    • Werecat†
    • A D-Bee or mutant with inherent Arcane Background, in any of the frameworks here

^top^

Casters by Source

Magic, psi, miracles, and gifted (a.k.a. "other") have very different feels in Rifts, as described below. Which do you want to manipulate? Note that some frameworks have access to multiple sources and thus appear in multiple lists.

  • Magic: Go to Magic.
    • Extremely versatile options for powers and Trappings. Rituals cost credits (lots) but increase the power of spells via assistants and places of power (like ley lines). Must have hands and mouth free to cast.
  • Psionics: Go to Psionics.
    • Limited powers and Trappings (usually "translucent force"), but can be used with hands and/or mouth bound. Meditations are weaker than rituals but cost nothing. Potential access to lots of power points.
  • Miracles: Go to Miracles.
    • Nearly identical to magic, except with holy Trappings (e.g., silver, sunlight, holy power). Access to Edges like Champion and Holy Warrior will make you good at smiting evil.
  • Tattoo Magic: Go to Tattoos.
    • Ink that grants specific combat-focused abilities. Makes you tougher, but covering the tats with armor makes them useless. Only available to certain races (see A&DS, p. 75).
  • Gifted: Go to Gifted.
    • Not really its own "source" — more a catch-all for "something unique that isn't magic/psi/miracles."
    • The only source that (usually) can't use Techno-Wizardly gear, but does grant access to amazing power modifiers.

^top^

Soldiers

Even a "normal" fighter can have some cyberware as a treat. Do you?

  • Sure, I like cyberware. Consider playing a...
    • Headhunter Techno-Warrior*
    • Megaversal Trooper*
    • Momano Headhunter
    • One of the options below, but use your Hero's Journey rolls or Edges like Rich and Upgrade to add cyberware

If not, what's your preferred fighting style?

  • A melee brawl. Consider playing a...
    • Barbarian*
    • Martial Artist*‡
    • Tattooed Warrior† with the Maxi-Warrior Edge
    • Tribal Warrior*
  • A pitched gunfight. Consider playing a...
    • Commando*
    • Fallam Battlemaster*†
    • Gunslinger*
    • Merc Soldier*
  • Carefully stalking my prey for hours. Consider playing a...
    • Bounty Hunter*
    • Dinosaur Hunter*
    • Vampire Hunter*

Honorable mention to the Black Marketeer (Enforcer)*‡, who only fights when Intimidation fails.

^top^

Battlesuits

Consider playing a...

  • Controller*‡ (magical automaton)
  • Glitter Boy (best power armor)
  • Power Armor Ace* (power armor)
  • Robot Vehicle Ace* (mecha)

If you just wanted a regular vehicle, see Transport. Special mention of the Gizmoteer, who starts with none of these but can enhance power armor and robot vehicles.

^top^

Augmented

Are your upgrades cybernetic, magical tattoos, or something weirder?

  • Cyberware: Consider playing a...
    • City Rat* (this is not a very combat-focused class, but can make a decent assassin)
    • Combat Cyborg†
    • Cyber-Humanoid†‡
    • Headhunter Techno-Warrior*
    • Megaversal Trooper*
    • Momano Headhunter
  • Magic Tattoos: Go to Tattoos
  • Weirder: Consider playing a...
    • Anti-Monster†
    • Bio-Borg†
    • Crazy
    • Intelligent Construct† (your mind was uploaded into one)
    • Juicer (normal or Dragon)
    • Mega-Super†
    • Rune Warrior†
    • Super-Soldier*†

^top^

TW Gear

Techno-Wizard gear is an important part of Rifts. Anyone with an Arcane Background can use it, but these frameworks are focused on using TW gear as their primary source of damage-dealing. Consider playing a...

  • Amazon Huntress†
  • Crazy
  • Dragon Juicer
  • Gizmoteer
  • Lemurian Bird Warrior*†
  • Lemurian Serpent Hunter*†
  • Momano Headhunter
  • Psi-Operator*
  • Techno-Wizard

^top^

Monsters

Rawr! Were you once a normal human (or D-Bee) and something changed you? Or were you born this way?

  • I Was Changed: Consider playing a...
    • Anti-Monster†
    • Bio-Borg†
    • Combat Cyborg†
    • Cyber-Humanoid†‡ (an unobvious monster)
    • Heroic Vampire†
  • Born This Way: Consider playing a...
    • Aberrant Mechanoid†
    • Dragon Hatchling†
    • Intelligent Construct†
    • Werecat†
    • Any of the other frameworks, but as a D-Bee whose abilities mesh up well (e.g., an Orc Commando)

Special mention of the Totem Warrior*, who is not a monster but can transform into a supernatural totem animal.

^top^

Combat Arcanists

These characters can also have noncombat versatility, but their focus is firmly on dealing damage, buffing their own melee attacks, and/or controlling the battlefield.

Which type of arcane energy do you wish to wield?

  • Magic: Consider playing a...
    • Amazon Huntress†
    • Battle Magus*
    • Combat Mage*
    • Rune Warrior†
  • Psionics: Consider playing a...
    • Aberrant Mechanoid†
    • Amazon Huntress†
    • Blood Rider*
    • Crazy
    • Cyber-Knight
    • Duelist*
    • Eruptor
    • Juicer with the Delphi Juicer Edge
    • Mystic Warrior*
    • Psi-Slinger*
    • Psi-Warrior*
    • Sea Inquisitor*
  • Miracles: Consider playing a...
    • Apok‡
    • Spirit Warrior*
    • Totem Warrior*
  • Tattoo Magic: Go to Tattoos
  • Gifted: Consider playing a...
    • Anti-Monster†
    • Elemental Fusionist†
    • Martial Artist*‡
  • I want two types of arcane energy: Consider playing a Knight of the White Rose.

^top^

Noncombat Arcanists

These casters have powers that focus on support, healing, defense, and so on.

Which type of arcane energy do you wish to wield?

  • Magic: Consider playing a...
    • Barbarian Eco-Wizard* (also an Enchanter)
    • Biomancer Gene-Mage (also a variant Enchanter)
    • Black Marketeer (Rift Runner)*‡
    • Ocean Wizard*
    • Paradox Shaman*†
    • Stone Master
  • Psionics: Consider playing a...
    • Black Marketeer (Psychic Broker)*‡
    • Gizmoteer (also an Enchanter)
    • Nega-Psychic
    • Psi-Druid*
    • Psi-Operator*
  • Miracles: Consider playing a...
    • Priest*
    • Sea Druid*
  • I want two types of arcane energy: Consider playing a Mystic.

^top^

Versatile Arcanists

These frameworks are ideal if you don't want to focus on just one thing. Most have a wide range of available powers and it's up to you what to do with them.

Which type of arcane energy do you wish to wield?

  • Magic: Consider playing a...
    • Ley Line Walker
    • Line Maker
    • Lord Magus*
    • Ocean Wizard*
    • Necromancer
    • Shifter
    • Stone Master (via gems)
  • Psionics: Consider playing a...
    • Aberrant Mechanoid†
    • Mind Melter
    • Phase Adept*‡
  • Miracles: Consider playing a...
    • Sea Druid*
    • Shaman*
  • Gifted: Consider playing a Demigod.
  • I want two types of arcane energy: Consider playing a Mystic.

^top^

Enchanters

What type of magic or psionic gear do you want to create?

  • Temporary Gadgets: Consider playing a...
    • Psi-Operator*
    • Techno-Wizard
  • Permanent TW Devices: Consider playing a...
    • Gizmoteer
    • Techno-Wizard
  • Permanent Enchanted/Magic Items: Consider playing a...
    • Barbarian Eco-Wizard*
    • Biomancer Gene-Mage (creates unique permanent items)
    • High Magus* (the best "pure" non-TW enchanter)
    • Techno-Wizard (though they don't get this until Seasoned!)
    • Any other magical Caster and take the Minor Item Creation and possibly Major Item Creation Edges at character creation

^top^

Magic

What do you want to do with your magic? Heavy focus on combat? General support and versatility? Enchanting?

  • Combat: Consider playing a...
    • Amazon Huntress†
    • Battle Magus*
    • Combat Mage*
    • Rune Warrior†
  • Support and Versatility: Consider playing a...
    • Biomancer Gene-Mage
    • Black Marketeer (Rift Runner)*‡
    • Ley Line Walker
    • Line Maker
    • Lord Magus*
    • Necromancer
    • Ocean Wizard*
    • Paradox Shaman*†
    • Shifter
    • Stone Master
  • Enchanting: Consider playing a...
    • Barbarian Eco-Wizard*
    • Biomancer Gene-Mage (a variant enchanter)
    • High Magus*
    • Techno-Wizard (not technically a "spellcaster" but close)
  • Instinct: Some powerful racial frameworks have minor magical abilities (along with minor psionics). Consider playing a...
    • Dragon Hatchling†
    • Werecat†

^top^

Psionics

Psi is a common part of Rifts frameworks. Are psionics your sole focus (your main "shtick"), or are they something you use to enhance your other abilities?

^top^

Miracles

Some faith-based frameworks also include a little psi, as noted below. Now, are you more of a supportive healer or a holy warrior?

  • Holy Warrior: Consider playing a...
    • Apok‡
    • Knight of the White Rose (also has psi)
    • Spirit Warrior*
    • Totem Warrior*
  • Supportive Healer: Consider playing a...
    • Priest*
    • Mystic (also has psi)
    • Sea Druid*
    • Shaman*

^top^

Tattoos

Magical tattoos grant the bearer combat-focused magical abilities, like conjuring weapons, summoning animals or monsters, and casting specific powers. They make you physically tougher, but wearing armor over the inked body part prevents you from using that tat.

Consider playing a...

  • Atlantean Nomad*†
  • Manoan Monster Hunter*†
  • Rune Warrior† (not actually tattoos, but a very similar concept)
  • Tattooed Warrior†
  • Undead Slayer†

The Atlantean Nomad and Undead Slayer are available only to the True Atlantean race. The other choices must be Human, Ogre, True Atlantean, or (with some drawbacks!) Elf.

^top^

Gifted

Gifted characters are the "other" option. That is, "you have powers for some reason that isn't magic, miracles, or psi." As such, these character options have very little in common compared to other arcane types.

  • To be in a golem body with unique inherent powers, consider playing an Anti-Monster†.
  • To have bizarre Bio-Wizardry abilities, consider playing a Bio-Borg†.
  • To have innate godly power, consider playing a Demigod.
  • To be a mutant who wields powerful elemental forces, consider playing an Elemental Fusionist†.
  • To draw upon Chi to enhance your melee attacks, consider playing a Martial Artist‡.
  • To be a mutant with your own unique abilities, choose Mutie as your race (with any framework). This is a slang term for mutated humans built using the rules in Blood & Banes (pp. 107 and 118).
  • Finally, super powers are basically just Gifted abilities that don't cost Power Points, so consider a Mega-Super† or Super Soldier*†. (House Rule: We allow these frameworks to take Arcane Background (Gifted) as well.)

^top^

Dedicated Psis

In which situation does your psi shine?

  • Melee Combat: Consider playing a...
    • Blood Rider*
    • Cyber-Knight
    • Eruptor (specifically Burster, Freezer‡, or Zapper)
    • Mystic Warrior*
    • Psi-Warrior*
    • Sea Inquisitor*
  • Ranged Combat: Consider playing a...
    • Eruptor
    • Psi-Slinger
  • Out of Combat: Consider playing a...
    • Black Marketeer (Psychic Broker)*‡
    • Mind Melter
    • Phase Adept*‡
    • Psi-Druid*
    • Psi-Operator*
  • When Facing Other Arcanists: Consider playing a Nega-Psychic.

Be sure to consider your race. Many D-Bees have innate psionics; choosing to play one will make your psi even more potent, though at the cost of pigeon-holing you somewhat.

^top^

Psionically Enhanced

What does your psi enhance?

  • My holy powers. Consider playing a...
    • Knight of the White Rose
    • Mystic
  • My melee prowess. Consider playing a...
    • Amazon Huntress†
    • Crazy
    • Cyber-Knight
    • Duelist*
    • Juicer with the Delphi Juicer Edge
    • Lemurian Serpent Hunter*†
    • Mystic Warrior*
    • Psi-Warrior*
    • Sea Inquisitor*
  • My natural inhuman abilities. Consider playing a...
    • Aberrant Mechanoid†
    • Dragon Hatchling† (also has some magic)
    • Heroic Vampire
    • Werecat† (also has some magic)
    • Any other framework, but choosing one of the (many) D-Bees with innate psionics as your race
  • My ability to use electronic gear. Consider playing a...
  • Gizmoteer
  • Psi-Operator*

^top^

Tactics

Consider playing a...

  • Aberrant Mechanoid (Runner)† (starts with Leadership Edges and enhanced Battle)
  • Fallam Battlemaster (can start with up to two Leadership Edges)
  • Megaversal Trooper* (can add a Leadership Edge on the fly)
  • Merc Soldier* (can start with up to four Leadership Edges)
  • Intel Operative* (starts with the Field Intel Edge)
  • Titan Dispatcher*† (starts with the Field Intel Edge)
  • Any other framework (though the Combat options make the most sense), choosing the Field Intel Edge and/or some Leadership Edges

Note that Leadership Edges do not apply to other PCs unless you take Natural Leader.

^top^

Healers

Did you want to be good at mundane healing or arcane healing?

  • Mundane: Consider playing a...
    • Biomancer Gene-Mage
    • Body-Fixer*
    • Cyber-Doc*
  • Arcane: Consider playing a...
    • Barbarian Eco-Wizard*
    • Mystic (also has unique healing options)
    • Priest*
    • Psi-Druid*
    • Any other Caster with access to the healing and/or relief powers

^top^

Outdoors

These options aren't just great in the wilderness, they're also the best trackers. Do you want arcane power (magic, psi, etc.) as well?

  • Yes: Consider playing a...
    • Aberrant Mechanoid (Exterminator or Seeker Pod)†
    • Atlantean Nomad*† (minor arcane tattoos)
    • Barbarian Eco-Wizard*
    • Biomancer Gene-Mage
    • Blood Rider*
    • Elemental Fusionist†
    • "Freezer‡" Eruptor
    • Psi-Druid*
    • Shaman*
  • No: Consider playing a...
    • Barbarian*
    • Bounty Hunter*
    • Cowboy*
    • Dinosaur Hunter*
    • Wilderness Scout* (probably the best at "pure" outdoors stuff)

^top^

Tech

These frameworks are good at using, adapting, and/or repairing tech. If you want to be technological (i.e., cybered up), see Augmented.

Consider playing a...

  • Black Marketeer (Caser or Refurbisher)*‡ (see packages)
  • "Bomber‡" Eruptor (explosives)
  • City Rat* (electronics, hacking)
  • Cyber-Doc* (cybernetics, electronics, repair)
  • EOD Specialist* (explosives, electronics, repair)
  • Gizmoteer (gadgeteering, electronics, repair)
  • Operator* (repair, gadgeteering, electronics)
  • Psi-Operator* (electronics, repair)
  • Techno-Wizard (gadgeteering, electronics, repair)

^top^

Scholars

What kind of scholar?

  • I'm an expert on certain things, but it isn't my main focus. Consider playing a...
    • Aberrant Mechanoid (Brain)† (hacking, science)
    • Body-Fixer* (medicine, science, electronics)
    • Cyber-Doc* (electronics/cyberware, medicine, science)
    • Demigod (history and spirituality)
    • Gizmoteer (science)
    • Manoan Monster Hunter*† (occult, monster slaying)
    • Momano Headhunter (academics, occult)
    • Paradox Shaman*† (history, academics, occult)
    • Phase Adept*‡ (academics, occult)
    • Priest* (academics, occult)
    • Techno-Wizard (electronics, occult, science)
  • I'm good at researching answers, but it isn't my main focus. Consider playing a...
    • Bounty Hunter*
    • Intel Operative*
  • I know a lot and can research whatever I don't. This is my main focus! Consider playing a...
    • RCSG Scientist*
    • Rogue Scholar*
  • I'm no expert, but I know a little bit about everything. Consider playing a Vagabond* (especially if you can start with Gifted).

^top^

Sneaky

Are you sneaky because you're good at stealth? Or are you a master of trickery and theft?

  • Stealth: Consider playing a...
    • Black Marketeer (Fixer, Psychic Broker, or Rift Runner)*‡
    • "Forest Runner" Dragon Hatchling†
    • Heroic Vampire (via shapeshifting)
    • Intel Operative*
    • Werecat† (via cat form)
    • Wilderness Scout*
    • Any Caster with the invisibility power (common except for most psis)
  • Trickery and Theft: Consider playing a...
    • Aberrant Mechanoid (Seeker Pod)†
    • Black Marketeer (Caser, Con Artist, or Rift Runner)*‡
    • City Rat*
    • Cyber-Humanoid†‡ (via cyber-disguise)
    • Intel Operative*
    • Manoan Monster Hunter*† (the specific ability to disguise themselves as a monster)
    • Professional Gambler*‡
    • Titan Dispatcher*†
    • Any Caster with the disguise power (available to most)
    • Anyone with a free choice of cybernetics can acquire a cyber-disguise

^top^

Social

Are you more interested in being charismatic, likable, and a good talker? Or in being streetwise and comfortable with shady folks? Either way, you probably want to be human (or at least appear to be), as D-Bees suffer social penalties.

  • Charismatic: Consider playing a...
    • Anti-Monster (a weird example, as they take Reaction penalties but have a Persuasion bonus that grows with time)
    • Black Marketeer (any but especially Con Artist)*‡
    • Cyber-Humanoid†‡ (can make themselves more attractive)
    • Cyber-Knight
    • Demigod (due to Attractive)
    • Elemental Fusionist†
    • Glitter Boy
    • Intel Operative*
    • Priest*
    • Professional Gambler*‡
  • Streetwise: Consider playing a...
    • Black Marketeer (any but especially Fixer or Merchant)*‡
    • Bounty Hunter*
    • City Rat*
    • Intel Operative*
    • Professional Gambler*‡
    • Titan Dispatcher*†
    • Vampire Hunter*

^top^

Transport

These frameworks all feature Driving and/or Piloting skills. Is it crucial that you start with a vehicle?

  • Yes: Consider playing a...
    • Black Marketeer (Merchant)*‡ (can start with Filthy Rich)
    • Controller*‡ (an automaton isn't really a vehicle, but it's close)
    • Operator*
    • Robot Vehicle Ace* (more "mecha" than "vehicle," but some are great for transport)
    • Any other M.A.R.S. (*) framework, then try to roll "A Way to Get Around" on the Fortune & Glory Table.
    • Any other framework, then take the Rich and Filthy Rich Edges and trade the extra rolls in for a vehicle.
  • No: Consider playing a...
    • Black Marketeer (Rift Runner)*‡ (can start with Ace)
    • Commando*
    • Glitter Boy
    • Juicer with the Phaeton Treatment Edge
    • Megaversal Trooper*
    • Power Armor Ace*
    • Any other framework where cybernetics is an option, then acquire the Vehicle Interface Package.

^top^

Jacks-of-All-Trades

Just can't decide? Want it all? Not a problem! You won't be a master of any one thing, but you can be decent at several things, ranging from noncombat skills to violent murder to arcane ability.

Consider playing a...

  • Atlantean Nomad*†
  • Personal Concept Option*
  • Titan Dispatcher*†
  • Vagabond*

^top^


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