Retrapped Iconic Frameworks

Approved house Iconic Frameworks. May be used with admin permission.
Post Reply
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Retrapped Iconic Frameworks

Post by High Command »

Herein will be the House Ruled version of Retrapped Iconic Frameworks. As all House Rules, they are subject to further revision with feedback from the GM and player.

Apok
Zapper
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.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Zapper

Post by High Command »

ZAPPER

Some just want to watch the world fry. Some can’t help but start the fireworks. Zappers are highly passionate people, given to extreme emotions and expressions, and this dramatically affects the way their powerful psionic energies manifest.

First and foremost, Zappers are electrokinetics—they can continuously absorb, store and discharge electricity. Their capabilities extend far beyond that foundation, however, in that they can also affect existing electricity around them, slowing it down or even stopping it entirely. Electricity is theirs to create, command, and cancel as they see fit.

As Major Psionics, Zappers also have access to other psionic abilities, making them formidable in more than open combat. Still, there’s no denying their primarily combative role in most groups, and when town leaders determine a Zapper is among a group, there’s at least one conversation to be had about property damage.

LIVE UP A STORM

The most dangerous and rare of the physical psychics are those whose powers manifest in the form of kinetic energy. Just as the Burster controls fire, the Zapper commands kinetic energy at a frightening magnitude. All Zappers enjoy total mastery over electricity and all forms of Telekinesis! According to witnesses, the power of the Zapper is even more sensational to behold than the pyrokinetic displays of the Burster. Just by concentrating, the Zapper character can surround himself with rippling electricity, shoot mega-damage lightning bolts, and drain energy from electronic devices.

Very few of these Zapper psychics exist, with no more than a few thousand throughout North America, probably less. For some reason, they seem most common in the regions once known as the Canadian Empire and the northeastern portions of the American Empire.

The Coalition Military and Psi-Battalion includes a surprisingly large number of Zappers among them; so does Free Quebec. There are currently 92 on active duty at Chi-Town, 40 others scattered throughout the CS and another two dozen undergoing training. In fact, while many people have never encountered a Zapper outside of the Coalition, CS forces are trained to recognize them and how to deal with them.

Those Zappers that are not a part of the Coalition Military and Psi-Battalion forces often feel the need to hide their powers for several reasons. The first and most important reason is to avoid being hunted and killed by the Coalition. Secondly, however, ordinary folk often see Zappers as frightening figures, both for their destructive potential as well as for superstitions and primal fears surrounding lightning and electricity.

HERO’S JOURNEY (4 ROLLS)
  • Zappers gain three rolls on the Experience & Wisdom Table or the Psionics Table.
  • Zappers gain one additional roll on any table except Cybernetics or anything to do with magic.
DANCING WITH LIGHTNING

Zappers have a personal, emotional, almost poetic relationship with electricity and storms that extends beyond the physical facts of their powers. Scholars speculate this relationship—which sometimes manifests as anthropomorphizing and speaking to clouds and machines—is a mechanism of focus, helping the psionic control an otherwise highly volatile process.

Intertwining mind and spirit with the lightning creates a feedback loop that further enhances the Zapper’s abilities. In addition to flinging powerful bolts of electricity and manipulating electromagnetic processes over an area, Zappers are able to read and understand everything there is to know about a particular storm or electrical current. A Zapper can also study a machine powered by electricity, sifting through the ebb and flow of current and observing the purpose and patterns, and even trace the current back to its source.

Unsurprisingly, Zappers are utterly impervious to electricity in any form. Laser, fire, and plasma have limited effects on them as well.

A SHOCKING SPIRIT

Though electrokinesis is the mainstay of a Zapper, she also has access to a strong array of other psionic powers. Most of them relate to manipulation of psionic energy in a physical way, and this almost always has some kind of electricity or storm-related Trapping. Some, however, are more traditional psionics in nature and use, granting the Zapper utility and value in situations beyond the battlefield.

A Zapper’s list of available powers is fairly limited compared to most psionics, and they typically stick to the Electricity Trappings found in Savage Worlds but aren’t required to use them. Zappers choose from the following list: armor, barrier, blind, boost/lower Trait, burst, darksight, deflection, detect/conceal arcana, farsight, fly, light/obscure, smite, stun, telekinesis, telepathy.

ICONIC FRAMEWORK ABILITIES AND BONUSES
  • Arcane Background (Psionics): A Zapper begins with three powers from the list above (one of which is usually telekinesis), 20 ISP, and a d8 Psionics skill.
  • Broadcast: The hero can tap into radio and television broadcasts within one mile. Connecting to an encrypted transmission requires a Psionics roll at –2.
  • Electrical Aura: At will, as an action (no roll required), a Zapper can surround himself with a field of electromagnetism, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Zapper (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Electrical Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Electrical Aura goes away whenever the Zapper is Incapacitated or is otherwise unconscious.
  • Electrical Mastery: Over a Large Burst Template centered anywhere within 12”, the Zapper can create, control, and eliminate electricity and magnetic fields. He can create minor electrical and magnetic effects (or ground electricity) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
  • EMP: Using a controlled burst of electro-magnetic energy a Zapper can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise. Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.
  • Lightning Bolt: The Zapper can hurl forth a lightning bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Zapper may add +2 AP by spending 1 ISP per Lightning Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using a lightning bolt does not result in Brainburn (per Savage Worlds).
  • Major Psionics : Zappers begin with the Major Psionics Edge. When they take the Power Points Edge, they gain 10 ISP (instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 (added before the roll). They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
  • Stormwalker: The Zapper is completely impervious to all sources of electricity and magnetism; he could take a direct lightning strike and come out unscathed - this includes ion and stun weapons. Most other energy attacks do only half damage, including lasers, fire, and plasma attacks.
ICONIC FRAMEWORK COMPLICATIONS
  • Cybernetics: Simply not a good option for a Zapper, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill.
  • Enemies: The Coalition considers Zappers a dire threat to their forces (being almost entirely a technological-based military), as well as (much like Dog Boys) to be proprietary to them, and thus they are to be destroyed on sight.
  • Static Charge: Zappers always have a slight static charge. People who touch them might get a slight shock. Small metal objects and paperclips cling to them.
ICONIC FRAMEWORK STARTING GEAR
  • NG-33 Laser Pistol.
  • NG-S2 Survival Pack.
  • 4d6 × 100 credits.
TO SURVIVE AND THRIVE - ICONIC FRAMEWORK
  • Advice: Your hero is an electrical super-being; less variety of abilities, more raw power. Embrace that and run (or fly) with it.
  • Advice: Don’t forget the Iconic Edges that greatly enhance his power.
  • Advice: At the same time, don’t ignore his potential in other areas, including rescue and investigations (the latter if you take the Read the Current Edge).

ZAPPER ICONIC EDGES (re-trapped Burster Edges)

IMPROVED ELECTRICAL AURA
Requirements: Seasoned, Zapper
The Zapper’s Electrical Aura damage increases to 3d8, and he may choose to affect a Medium Burst Template centered on himself (everyone in the area takes damage at the end of the Zapper’s turn).

IMPROVED ELECTRICAL MASTERY
Requirements: Seasoned, Zapper
Many Zappers grow in their absolute control over electricity and magnetism, improving their natural Electrical Mastery in a number of ways. A Zapper with this Edge increases the Range of his Electrical Mastery to 24". Alternatively, he can center the effect on himself and affect a radius equal to 2 × his Spirit. All other effects remain the same.

IMPROVED LIGHTNING BOLT
Requirements: Novice, Zapper, Spirit d10+
For some Zappers, more destructive power is the summation of their true self. This Edge improves the Zapper’s Lightning Bolt damage to 6d6.

GREATER LIGHTNING BOLT
Requirements: Veteran, Improved Lightning Bolt
The next evolution of the Zapper’s raw attack force, this Edge brings the damage up to 6d8. It also enhances the Range categories to 15/30/60.

LIGHTNING BLAST
Requirements: Seasoned, Zapper
For a single ISP, the Zapper’s Lightning Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Zapper can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect). Unless otherwise stated, enhancements from other Edges apply to this use of this Edge as well.

RAPID LIGHTNING BOLT
Requirements: Veteran, Zapper
The Zapper can use his Lightning Bolt power (along with any enhancements from other Edges) with a Rate of Fire of 3.

READ THE CURRENT
Requirements: Novice, Zapper, Notice d6
Zappers with this Edge can make a Notice check to read and understand storms, or a machine that is currently powered by electricity. With a success, she can tell when the storm started and direction of where it came from and is headed; alternatively, she can tell if a machine is currently powered and active and if so which direction the electricity powering it is coming from (if another power source other than electricity, the attempt fails). With a raise, she can sense what kind of being, if any, started the storm, as well as other interesting details the GM might be wish to share, such as the storm’s purpose, if any; alternatively, she can sense what the purpose of the machine being powered by electricity is, if it is connected to any other machines nearby and possibly more definitively where the power source for the machine is.
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.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Apok

Post by High Command »

Wormwood Apok
Besieged by the daemonic forces of the Unholy, the living planet Wormwood is forever on the brink of destruction. Opposing the infestation are the forces of the Cathedral, Champions of Light who stand against the horde in a herculean effort to keep the rot from the planet’s core.

Some of those heroes fall, giving in to greed, hate and other vices. Forsaking the light, these blackguards become champions of evil … but some few repent, stepping out of the darkness as avatars of vengeance known as the Apok.

Infamous for the symbiotic demon masks gifted to them when they are reborn, these holy warriors take the fight to the enemy, drawing on the knowledge gained when they walked among the minions of the Unholy as comrades. Ruthless avengers, many are regarded as rogue agents, dangerous heretics and traitors still. But while they waste no mercy on the wicked, they fight on the side of righteousness and will sacrifice anything to defend the innocent and good from the depredations of evil.

Located in another dimension, the planet Wormwood is connected to Rifts Earth by multiple portals, some permanent or nearly so. Both the forces of Darkness and of Light venture to Rifts Earth in search of supplies, allies and weapons of war. Apok sometimes make the journey, either by accident or in pursuit of their quarry. And while separation from Wormwood strips them of some of their power, it does nothing to diminish their dedication to combating evil in all its forms.

HERO’S JOURNEY (FIVE ROLLS)
Apok’s gain three rolls on any of the following tables: Close Combat Weapons, Experience & Wisdom, Training and Underworld & Black Ops. They then gain two rolls on any table except Cybernetics and Psionics.

MARKED BY DARKNESS, REDEEMED BY THE LIGHT
When a traitor repents and becomes an Apok, he marks his redemption by praying and stepping into one of Wormwood’s life vat cauldrons, where he is scoured and reforged by the living planet. He emerges a new man, stronger and faster than before. Having stared into the blackness of his own soul, he fears neither death nor the damned.

His conviction is embodied in the demon mask, a gift from the living planet that grants superhuman speed, resilience and power to the repentant warrior. Capable of summoning hellfire and striking terror into the hearts of the damned, the mask is a part of the Apok that cannot be removed or destroyed as long as he walks the path of redemption.

APOK FRAMEWORK ABILITIES AND BONUSES
  • Reborn Champion: Scoured and reforged by the living planet,the redeemed Apok is stronger, faster and more resilient than before. Agility, Strength and Vigor increase by +1 die type, as do the associated Trait maximums. The Apok also gains +2 Pace and a d10 running die. If he takes the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12.
  • Hell Holds No Fear: The Apok has walked among the demon legions of the Unholy and stared into the blackest pits of his own soul. He is immune to Fear and gains a +4 on tests to resist any sort of mind control or possession.
  • Sense the Unholy: The Apok detects and senses demons and other supernatural forces. He gets a Notice roll to detect hidden dangers posed by supernatural beings and creatures of magic, including demons, dragons, vampires and alien intelligences. On a raise the Apok starts the first round of an ambush or surprise attack on Hold. (This is a superior version of Danger Sense and doesn’t stack with it.)
  • Avenging Apostle, Cast Adrift: An Apok’s rebirth as a champion of Wormwood grants limited priestly powers, but the prayers used to commune with the living planet and its symbiotes are of little use on Rifts Earth. An Apok begins with 10 PPE, the Arcane Background (Miracles) Edge and a d8 in the Faith skill, but no starting powers. He may learn new powers by taking the New Power Edge, (selecting from the Mystic power list) and may use PPE to power TW devices and similar magic items - most notably his Demon Mask.
  • Mark of the Betrayer - The Demon Mask: The symbiotic mask formed when an Apok repents is both a brand and a source of power, proclaiming his past crimes and current status as a Champion of Light. The appearance of the mask varies, reflecting the Apok’s personality and prior transgressions, but each grants the following abilities when worn:
    • Soulbound Symbiote: As long as the Apok and the Unholy still live, the mask cannot be destroyed. When donned by the Apok, it bonds to his face by magic and cannot be forcibly removed.
    • Vitality of Virtue: The mask grants the Apok incredible resiliency. He gains +2 Toughness and makes a natural healing roll once per day.
    • Scourge of the Unholy: Fueled by faith and a thirst for vengeance, the demon mask can strengthen the Apok in battle, summon hellfire, and strike terror into the forces of the Unholy. The mask has 10 PPE (which regenerate at the same rate as the Apok) and grants access to the following powers: armor, blast (fire and hallowed trappings only), fear, quickness and smite, as well as the Mega Power version of each. In addition to the normal trappings available, the Apok's offensive powers gain the Hallowed Trapping: Damage caused by such powers counts as both holy and silver for purposes of Weaknesses and supernatural beings and creatures of magic are -2 on any rolls to resist.

APOK COMPLICATIONS
  • Penitent Soul: Reborn as a force of righteousness, an Apok’s very soul depends on defending the innocent and those in need. Having turned his back on his vile past, he has committed himself to the eradication of the evil, even redemption comes at the cost of his own life. The Apok has the Heroic (Major) and Death Wish (Minor) Hindrances. If he fails to act accordingly, the Game Master should impose increasing penalties:
    • Minor transgression: -1 to all Faith rolls until he performs a heroic or pious deed to atone.
    • Major transgression: -2 to all Faith rolls and the powers of the demon mask cost double the PPE to activate until the Apok undertakes a personal quest to atone.
    • Mortal transgression: The Apok commits an act of outright evil, losing Apok abilities. Only a major act of atonement and return to Wormwood have a chance of restoring them.
  • Outsider: Marked by his past crimes and consumed by vengeance, the Apok’s fanaticism tends to set folks on edge - and that’s before he puts on the demon mask. He suffers a -2 to Charisma, which increases to -4 while wearing the mask.
  • Never a Master: Although capable of channeling great power through the demon mask, an Apok is an indifferent spellcaster otherwise, too focused on martial pursuits to learn advanced techniques. He may never select the Master of Magic Edge.
  • Cybernetics: Cybernetics are never an option for an Apok, as the demon mask causes any implants to be rejected.

APOK STARTING GEAR
C&S Gladiator Medium Combat Armor, NG-57 Heavy Ion Blaster, Wilk's 447 Laser Rifle, Vibro-Sword, NG-S2 Survival Pack, a silver cross, 6 x wooden stakes, 2d6x100 credits.

TO SURVIVE AND THRIVE - APOK
  • Advice: An Apok was (re)born to mix it up with the Forces of Darkness in close combat. Edges like Fleet-Footed can get you there even faster, while powers like armor and smite will keep you alive while preventing the minions of the Unholy from doing the same.
  • Advice: The demon mask and other abilities grant a number of resistances and a versatile suite of combat options. Consider Edges like Fast Healer, Holy Warrior and Strong-Willed that complement your existing strengths.
  • Advice: Surrounded by demons? Fear is your friend, and their worst nightmare.


And … a few Iconic Edges:

Demon’s Bane
Requirements: Veteran, Apok, Champion
The Apok’s zeal is anathema to the minions of the Unholy and other fiendish foes. While the Apok’s smite power is active, he adds his Spirit die to damage against supernatural beings and creatures of magic.

Battle Caster
Requirements: Novice, Apok, Fighting d8+
As a free action, an Apok can spend 1 Power Point to gain AP 2 with all of his unarmed or melee weapon attacks until his next action.
In addition, upon taking this Edge and at each new Rank, they may choose one of the powers contained in the demon mask to be activated as a free action. With the exception of fear and blast, the chosen powers may only be activated on the Apok (or in the case of smite, weapons he holds).

Master of the Mask
Requirements: Heroic, Apok, Battle Caster, Faith d10+
The Apok masters the powers of the demon mask. Whenever he successfully casts a power affected by the Battle Caster Edge, he automatically gains the raise effect.
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.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Retrapped Iconic Frameworks

Post by High Command »

Sea Inquisitor (Cyber-Knight)

Arcane Dispersal (Cyberkenetic combat): Any attack that is purely magical or psionic in nature suffers a -2 to hit a sea inquisitor. This ability stacks with deflection.

The IF edge line would change to the following:
Arcane Awareness (Cyberkinetic Awareness): As an action the sea inquisitor can stretch his senses out to understand all magic and psionics he is engaged with. The -2 attacks against him with magic and psionics expands to -2 to all trait rolls against him. This is includes notice and opposed rolls.

Improved Arcane Awareness (improved Cyberkinetic Awareness): All rolls against the sea-inquisitor where magic and psionics are involved suffer a -4 penalty.

Arcane Denial ( Cyberkinetic Denial): The Sea inquisitor can dispel magical and psionic effects. As an action he can target a power, item or creature with in his spirit range and make a psionics roll to dispel for 3 rounds, or a full minute with a raise.
  • Simple magical effects like little enchantments, or novice/seasoned spells are rolled with no penalty.
  • To affect more complex magical and psionic effects, such as veteran/heroic spells, magical items like your basic magical swords and rope are rolled at a -2.
  • While dispelling the most complex magical and psionic effects such as powerful magical items, legendary powers, magical suits of power armor or vehicles are dispelled at a -4. To affect a creature or person made of magic or psionics ( generally supernatural in origin) requires an opposed roll at -4 against the targets smarts. The target loses its magical or psionic functions and abilities for the duration, this will often times incapacitate them.
Note: The blending of technology and magic to create TW items puts them beyond what the Sea Inquisitor can shut down.
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.
Post Reply

Return to “Custom Iconic Frameworks”