M.A.R.S. Packages

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High Command
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M.A.R.S. Packages

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This thread will contain any New or modified M.A.R.S. Packages.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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M.A.R.S. Packages

Post by High Command »

Nega Psychic M.A.R.S. Package
  • Gain Arcane Background (Super Powers), Rapid Recharge, and the Dispel Power. Use the Nullifier Trappings for the power and gain 20 P.P.E. to use the power with.
  • Gain the 'Dispel' Arcane Skill at d8.
  • Gain The Arcane Resistance Edge.
  • Gain the Tower of Will Edge from the Horror Companion (p. 6).
  • Begin with the Crazy’s starting gear.

Code: Select all

[b]Tower of Will[/b]: A character with this Edge may add +2 to any attempt to resist being mentally controlled by unnatural means, whether by a creature’s Special Ability, magical artifact, or magical spell. The +2 bonus also applies to resisting Tests of Wills.
Suggested Hindrance:
Enemy (Federation of Magic; Minor): The Federation of Magic can’t stand the presence of Nega-Psychics and actively seek their destruction. Ironically, the Coalition tends to give human Nega-Psychics the benefit of the doubt given how instinctive and non-invasive their powers are. They are treated similarly to Psi-Stalkers - which is head and shoulders above how many others are treated in the C.S]
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: M.A.R.S. Packages

Post by High Command »

Splugorthian T-Man MARS Package
  • Gain Arcane Background (Tattoo Magic) and Past the Breaking Point edges, and four additional strain in tattoos to start.
  • Gain the Focus (Vigor) skill at d8
  • Starting Gear: Cyber-Knight Light Armor (modified to allow touch access to most tattoos), TK Revolver, TK Submachine Gun, TW Flaming Sword, NG-S2 Survival Pack, 2d6 × 100 credits.
True Atlantean Tattooed Warrior MARS Package
As a True Atlantean, learning to fight using tattoos is a common practice. While not as heavily tattooed as the undead slayer, you are a capable combatant and early on have mastered the art of using a few of your tattoos without touching them.
  • Requirement: True Atlantean race
  • Gain the Arcane Background (Tattoo Magic) and Extreme Focus edges
  • Gain the Focus (Vigor) skill at d8
  • Gain the Fighting (Agility) skill at d6
  • Begin with the Crazy’s starting gear, but replace the armor with Cyber-Knight Light Armor (modified to allow touch access to most tattoos)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Venatus Vinco
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Gunslinger & Psi-Slinger

Post by Venatus Vinco »

Gunslinger - MARS Package
It's been said that "the only thing meaner, deadlier and lower than a rattlesnake is a gunslinger." And while many are vile, wicked killers, a few use their carefully-honed skill with a gun as lawmen, local champions and wandering heroes.
MARS Package Benefits
  • Son of the Gun: The Gunslinger begins with the Trademark Weapon Edge. Rather than applying to only one weapon, the Gunslinger may choose to apply the Edge to either all pistols or all rifles (Personal weapons including ion, laser, particle beam and ballistic varieties count, but not attached grenade launchers or any weapon that requires a Strength minimum). The Gunslinger must designate a single weapon as normal when taking the Improved Trademark Weapon Edge.
  • Gunslingers begin with the Quick Edge.
  • Sharpshooter: The Gunslinger begins with Shooting d8. He also gains +2 for Shooting rolls, but only to offset Called Shot penalties.
  • Starting Gear: Wilk's-Remi 136 (Wilks 237 Stats in a Walker Colt .44 Revolver), Bandit IP-10 Ion Pistol, Wilk's Remi 157 "Judgement Day" (Wilks-457 Stats in the body of a Winchester 40-82), Bandito Arms Branaghan Body Armor (equal to NG Peacekeeper armor), Bandito Arms Mustang/Pinto Robot Horse (stats elsewhere) or NG-150 Streetrunner Hovercycle, NG-S2 Survival Pack, and 2d6x100 credits.
Psi-Slinger - MARS Package
What do you get when you cross a Gunslinger with a major psionic? A rattlesnake that can spit bolts of pure force and guide bullets around corners.
MARS Package Benefits
  • Master Psionic: A Psi-Slinger begins with Psionics d6, 20 ISP and the Arcane Background: Psionics and Major Psionics Edges (bonus ISP already included). The Psi-Slinger starts with the smite* and telekinesis powers and may choose one more from the following list: armor, barrier, blind, bolt, boost trait*, confusion, darksight, deflection*, disguise, entangle, farsight, fear, illusion, mind read, pummel, quickness, slow, speed*, stun, telepathy, warrior's gift. Powers marked with an asterisk (*) are usable only on the Psi-Slinger but activate as a free action, inflicting no multi-action penalty.
  • The Psi-Slinger may wield ranged weapons with the telekinesis power, using the Psionics skill in place of Shooting.
  • The Psi-Slinger begins with Shooting d8.
  • Starting Gear: TK Revolver, Shard Pistol, Wilk's Remi 157 "Judgement Day" (Wilks-457 Stats in the body of a Winchester 40-82), NG Range Rider Armor (equal to UW-3C Urban Warrior Tactical Armor), Bandito Arms Mustang/Pinto Robot Horse (stats forthcoming) or NG-150 Streetrunner Hovercycle, NG-S2 Survival Pack, and 2d6x100 credits.
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High Command
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Packages: Psi-Warrior

Post by High Command »

Psi-Warrior MARS Package
Said to have trained in techniques passed down from long lost Psyscape, the Psi-Warriors of the Magic Zone hone body and mind into living weapons. Forged by arduous testing of mind and body, Psi-Warriors use self-denial and spiritual centering to bolster both flesh and mental defenses and to summon swords and shields of pure mental force. Many ally with Psi-Stalkers, Cyber-Knights and other foes of the supernatural, opposing injustice while avoiding politics and petty machinations as much as possible. Some few use their powers for personal gain, but even the blackest villain maintains a rigorous level of control.
MARS Package Benefits
  • Major Psionic: The Psi-Warrior has the Arcane Background (Psionics) and Major Psionic Edges, and starts with Psionics d8. The Psi-Warrior starts with the smite and telekinesis powers and may select one more from the following list: armor, barrier, bolt, boost trait, clairvoyance, darksight, deflection, detect/conceal arcana, environmental protection, healing, pummel, quickness, speed, succor, warrior’s gift.
  • Control of Body and Blade: The Psi-Warrior starts with the Psi-Warrior Initiate and Psi-Blade Edges.
  • Starting Gear: Ley Line Walker Medium Armor or Cyber-Knight Light Armor, TK Sub-machine Gun, L-20 Pulse Rifle, NG-S2 Survival Pack, 3d6x100 credits.
Psi-Nullifier MARS Package
Transformed by trauma, these reactive master psychics react to the presence of other arcane abilities in spectacular ways. They sense and shut down the powers of others. With time, they can do so on an instinctive level. See the Psi-Nullifier and Automatic Psi-Nullification Edges to further this concept.
MARS Package Benefits
  • Major Psionic: The Psi-Warrior has the Arcane Background (Psionics) and Major Psionic Edges, and starts with Psionics d8. The Psi-Warrior starts with the detect/conceal arcana and dispel powers and may select one more from the following list: armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift..
  • Arcane Nullifier: Gain Survival d4, Knowledge (Arcane) d4, Psionic Null Field, and Extended Psionic Null Field
  • Starting Gear: Start with the Crazy's Starting Gear.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: M.A.R.S. Packages

Post by High Command »

Scathach Druid
The Scathach Druids are both warriors and blacksmiths able to create and use magic stones, iron, and wood. They are also expert metal and wood-workers whose name is derived from a Celtic heroine known as Scathach nUanaind, known as the tutor and armorer of champions.
  • Scathach Enchanting and Herbalism [Arcane Background (Enchanting)]: Scathach enchanters begin with the abover Arcane Background, the Enchanting arcane skill at d8, and three powers (from the list below), each in a gizmo of their own design as with all Weird Science types. Look to Rifts World Book 3: England pages 41 and 42 for inspiration and trapping ideas. Also look at the weapons and concoctions created by Herb Magic pages 27 to 37 of the same book, as well. Unlike other Weird Scientists, Scathach enchanters have 10 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. Otherwise they act as traditional weird scientists. Their power list includes the following powers:
    • armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, and warrior’s gift.
    Anyone who can use a TW device (page 76) can also use a Scathach Druid’s gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
  • Scathach Druids begin with Survival d4 and Repair d4
  • Master Enchanted Smith [Gadgeteer]: These master enchanted smiths are so skilled they can quickly build an enchanted item to handle nearly any situation. Once per game session, a druid can create an enchanted item (device) from whatever materials are lying around. The item functions just like any other Weird Science device, and uses any power available to Scathach Druids [aka Savage Rifts Weird Scientists], though this is still subject to Rank restrictions. The device has its own pool of PPE equal to half the Druid’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. The druid must have access to some materials and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the enchanted item.
  • Begin with Lightweight Enchanted Chainmail Armor (equivalent to Huntsman Lightweight Personal Armor), Scathach Magic Sword (Equivalent to a Vibro-Blade; Enchanted Magic Item at the exact same cost and stats), SRA-S2 Survival Kit (Scottish Royal Armory version of the NG Classic), Portable enchanting tool kit (including woodworking tools, knife, mortar and pestle, blacksmith apron, hammer and tongs) weighing 20 pounds, 4d6 × 100 credits.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: M.A.R.S. Packages

Post by Ndreare »

Arcane Background (Super Powers - SPC) [Background]
OOC Comments
Requirements: Novice
This Edge replaces the version from Savage Worlds Deluxe. It grants a number of Power Points equal to the Power Level of the Iconic Framework granting the edge (See MARS Package: Super Soldier and the Super Powered Hero Iconic Framework).
No arcane skill is required. Super powers work “at will” and require no roll unless the specific power says otherwise. Cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation.
Characters with this edge can take the hindrances from the Super Powers Companion, and have access to the Mastery, and Dynamic Duo edges. Super Karma will not be used, instead the available points will be determined by the iconic Framework.

Super Soldier MARS Package
Not every super spy and mercenary operating in Rifts uses magic, cybernetics, psionics, or gear like power armor and robot vehicles. Some are empowered. Perhaps they are the result of a super-secret experiment out of Lone Star, or the result of tampering by Gene-Splicers out of Europe, or the mad results of fiends like the Angel of Death in Poland. Maybe they are just recipients of experimental technology that changes them at a cellular level, or simply a born super-powered being. Whatever the case, it has taken the hero a while to master it, but look out world, cause here they come!
  • Unlike the Superhero IF, the player may choose any race when creating a Super Soldier MARS Hero. The GM may have campaign based restrictions.
  • Gain Arcane Background (Super Powers - SPC) from the Super Powers Companion. Gain 12 Power Points. No more than 10 Power Points can be spent on any one power.
  • Mutation: For the price of One Major Hindrance, two Minor Hindrances, or two points of negative racial traits (TLPG p. 50), the character may add another 2 to their total available Power Points. The GM may limit it to only races from the core Savage Worlds Deluxe book or other races with no more than 4 points of Negative Racial Abilities.
  • Starting Gear: Begin with the starting gear of any one Iconic Framework of your choosing.
Growth Potential [Iconic Edge]
Prerequisites: Arcane Background (Super Powers - SPC), Novice, MARS
One per rank (one per 20 xp after Legendary), the hero may select the Growth Potential edge adding 2 Power Points.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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