A.R.E.S Hero Iconic Framework

Approved house Iconic Frameworks. May be used with admin permission.
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A.R.E.S Hero Iconic Framework

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A.R.E.S Hero “It’s a role-playing setting that features everything and anything, including a fully-weaponized kitchen sink.
If you can imagine it, you can justify putting it in Rifts.”

- Sean Patrick Fannon, Geek’s Guide to the Galaxy, Episode 254
The Megaverse is full of potential Rifts heroes, the A.R.E.S Hero Iconic Framework is a catch-all term for a wide variety of augmented, remarkable, extraordinary, and super champions. On Rifts Earth they represent the multitude of fantastic, highly trained, powerful, or supernatural beings that populate this kitchen sink setting. Whether you are a demigod, a genetic super soldier, a spiritual champion, a supernatural creature, a mutant, or have extraordinary training, you have a wide array of powers and abilities.

This framework takes a similar approach to the M.A.R.S. framework, but rather than being experienced adventurers these heroes are very powerful beings. Creation allows you to choose from a collection of abilities in order to develop a concept not covered by the core Iconic Frameworks found in the Tomorrow Legion Player’s Guide. Players and GMs should feel free to play with the particular trapping of these results to create a unique hero. There are two ways to approach this Iconic Framework:
  • Fated by Chance: You select your race in the normal fashion, and may select your Origin or roll a d8 to pick it. You must also roll 2d12 and take the results generated on the Powers & Greatness table below. This can be a lot of fun and can create interesting compelling characters you did not expect. To spice it up a little further, random creations gain an additional edge at creation (meeting all requirements except rank) to help fine tune their concept.

    Master of Your Destiny: You pick both your Origin and your two P&G options (as well as your race, as usual), and make a pitch to get the concept approved by the site administrator. For example, a Mutant with Shadow and Very Individual and some thief like edges can become the ultimate cat burglar (literally, if using a cat mutant from Lone Star made using the race creation rules). Of course, by gaining the advantage of choice you miss out on that extra edge.
HERO’S JOURNEY (FOUR ROLLS)
  • A.R.E.S. Heroes begin with four rolls on any Hero’s Journey tables except Cybernetics. Cybernetics may be chosen if the character lacks an Arcane background or any powers.

THE ORIGIN STORY
  • Every hero of power has a story, and your hero is no different. How she came about her powers usually follows an archetypical path, but sometimes it is a mystery even to her. The origin story is an important part of the overall concept.

POWER AND GREATNESS
  • Your hero is destined for greatness! He may be the ultimate warrior, mage, or psychic. Perhaps his discipline is unique, but it is no less dangerous!
ICONIC FRAMEWORK ABILITIES AND BONUSES
  • Origin Story: These heroes gain one of the following options as an origin to your story. Are you a Super Soldier, a surly mutant, or simply a god in waiting? Whatever the case, choose your destiny. If you’d prefer, you may choose or roll 1d8 to choose your Origin. Powers and Greatness: Your abilities are powerful. Your training is excellent. Now to define what you can do. Once you’ve selected one of the origins, roll a d12 two times on the following table to determine what makes your character special. After you have rolled and generated your results, you may trade both rolls in order to select a result of your choice on the table. Part of the fun of A.R.E.S. Hero characters are the unique and atypical combinations possible from the Power & Greatness Table. If a result doesn’t make sense for a character, the player and GM should consider a way to work it in. If the GM feels it still doesn’t work, he may allow the player a reroll.
    • 1: Shape-Change
      If you roll this again, you gain True Mimicry
      2: Close Combatant
      If you roll this again, you become a Fighting Style Master
      3: Flying Power House:
      If you roll this again, you are a Sky Master
      4: Superior Arcane Power: Be it through natural talent, external imbuing, or simply hardcore training, you have a knack with a particular Arcane Background. If you already have an AB from your Origin Story or Race, you must take the True Prodigy option; if you rolled this option twice, you must choose to take True Prodigy, since you can't have two arcane backgrounds. If your chosen race cannot use Arcane Backgrounds, reroll. If your chosen race cannot use Arcane Backgrounds using P.P.E., pick one with Psionics.
      5: Shadow
      When rolling for Power & Greatness, if you roll this, you are a Shadow. If you roll this again, you are a Ghost.
      6: Adventuring Hero
      When rolling for Power & Greatness, if you roll this, you are a Adventuring Hero. If you roll this again, you are a Child of Fortune
      7: Super Shooter
      When rolling for Power & Greatness, if you roll this, you are a Super Shooter. If you roll this again, you gain Crack Shot
      8: Strong and Tough
      When rolling for Power & Greatness, if you roll this, you are Strong and Tough. If you roll this again, you are Unstoppable
      9: Vagabond Extraordinaire
      When rolling for Power & Greatness, if you roll this, you are a Vagabond Extraordinaire. If you roll this again, you gain Very Individual
      10: Very Fast and Agile
      When rolling for Power & Greatness, if you roll this, you are Very Fast and Agile. If you roll this again, you are a Speedster
      11: Resistance and Regeneration
      When rolling for Power & Greatness, if you roll this, you have Resistance and Regeneration. If you roll this again, you become Invulnerable
      12: Choose Your Fate Before Your Fate Chooses You: Select any other result on this table you have not already chosen or reroll. When random rolling, only legitimate double rolls get the second result (though you could pick on the first roll and double up on the second).
ICONIC FRAMEWORK COMPLICATIONS
  • Enemies: As with all wielders of magic, enemy psychics, and mutants, A.R.E.S. Heroes are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

    Cybernetics: Such technology creates havoc for the flow of energy an arcane background user relies upon, imposing −1 to the specific arcane skill for each point of Strain. Those without Arcane Backgrounds may ignore this complication.
ICONIC FRAMEWORK STARTING GEAR
  • You begin with your choice of an NG-59 Ion Pistol, the NG Super Laser Pistol, Ice Blast Shotgun, or TW Shard Pistol, depending on GM approval. You also gain your choice of a Chain Longsword or TW Flaming Sword, as well as NG RA15 Cannonball armor, an NG-S2 Survival Pack, and 1d4x1000 credits. Note that all gear may be re-trapped to fit the concept better.
TO SURVIVE AND THRIVE - ICONIC FRAMEWORK
  • One Framework, Many Possibilities: There is a lot going on with this Framework. That is intentional. Use race and origin choices to fill out whatever it is you are looking to do.
    It’s a Trap!: Trappings decide so much of this Iconic Framework. Spend some time with your GM in determining trappings for your powers and abilities.
    Narrow Focus, Greater Capability: Specialize and focus with your abilities. Edges and powers that enhance your abilities are a priority. Aside from a few pieces of gear, it’s quite likely you’ll never need a ton of gear. If you don’t have arcane abilities, consider cybernetics as a means of increasing your capabilities. Just watch out for Technical Difficulties!
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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Origin 1: Divine Origin

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1: Divine Origin: Whether you are a demigod, a godling, or the immortal consort of a god, you have divine power flowing through your veins. Use this origin if you want to be the latest Champion of Asgard, or the next Hellenic Hero.
  • Divine Resilience: Unless killed through violence or other means, divine heroes can live thousands of years. These creatures have Slow Regeneration, and can even regenerate lost limbs over time, making a natural healing roll once per day. Having any cybernetics installed will will eliminate their supernatural healing ability.
  • Inherently Arcane: Mythical heroes have no innate Arcane Backgrounds, but they have a natural pool of 5 P.P.E. and can use any Techno-Wizard devices. Divine origin heroes who take an Arcane Background adds this starting P.P.E. or I.S.P. to any gained from the Edge. Additionally, whenever he takes the Power Points Edge, he gains +10 P.P.E. or I.S.P. instead of +5. This boost to Power Points, when taking an Arcane Background, does not stack with other edges or abilities that offer the same boost to I.S.P. or P.P.E.
  • Duty to the Megaverse: Due to their status in the Megaverse these heroes are bound by ancient duty to protect the weak and fight evil in all its forms. This drive is internal to their being, and they find themselves driven by this insatiable need, or by a need to suppress it. This most often manifests as either the Fanatic, Hard Case, Heroic, In the Thick of it, or Overconfident major hindrances.
  • Divine Rivalry or Mysterious Origins: Either your character is bound and beholden to their pantheon, is a rival or enemy of their pantheon, or simply has no clue about who their parents are. Gain the Enemy (Major) Hindrance for the major enemies of your pantheon, your own pantheon, or of unknown (or alternate) origins.
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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Origin 2: Laboratory Manipulation

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2: Laboratory Manipulation: Whether you were made or modified in the labs of the Coalition Lone Star Complex, on a Gene-Splicer ship, in Splugorth transmutation vats, or are the product of some other bioengineering your character was tampered with on a psychic and/or genetic level. Changes were made, and now you are supposed to be a super soldier. But you’re gone. What you do now is up to you and your own conscious. Hunted and Outsider Hindrances might be appropriate, depending on your background.
  • A. Genetic Modification: Subtle modifications of the genome, combined with rigorous training and indoctrination have created a super soldier capable of great things.
    • Genetic Manipulation: Choose one of the following options:
      • Strength +1 die type and the Brawny edge
      • Agility +1 die type and the Quick edge
      • Vigor + 1 die type and the Nerves of Steel edge
      • Spirit + 1 die type and the Strong Willed edge
      • Smarts + 1 die type and the Scholar edge.
    • Instinctive Fighter: You start with a d4 in Fighting and Shooting, due to either intense training or genetic memory implants
    • Dependency: Unfortunately, some vital piece of your genetic makeup was left out. You can take supplements or eat certain kinds of foods to get past it, but it leaves you very vulnerable if you can’t get to your medicine/food. Maybe you’re diabetic, perhaps your brain cannot produce serotonin, or maybe you have some custom substance (a drug or alien food) you must consume. Whatever the case, if the character doesn’t have the required substance, she suffers Fatigue each day until Incapacitated. A day after that, she perishes. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
    • Lab Rat: Your character was raised in a lab and trained as for a specific purpose, She is constantly misunderstood by people around her. Your hero’s Charisma suffers a –2 modifier among all but those with a similar mindset.
    • Paranoid: You deal with minor paranoia at all times. A product of your intense training and modification combined with your harrowing escape from your makers. This counts as a Quirk.
    • Hunted (Minor: Sponsoring Organization or Rival Organization): Either your creator wants you back or someone else wants your body - not in a good way but to see what secrets it might unlock.
    B. Psychic Transformation: Whether a part of the Coalition's Scream Factory, or the more extreme methods that arose from it, or the extreme training methods used by the NGR, or any of a number of other governments or private facilities, or whether you were simply trained by the greatest psychic forces from Psyscape, forces which are no longer human in outlook. Whatever the case, you are probably no longer working for them (and if you are then you will have significant loyalty related Hindrances to replace some of these hindrances).
    • Psychic Ability: These modifications are only carried out on those with potential, and result in increased potential. You gain one of the following packages:
      • Psychic Sensitive: You gain Arcane Background (Psionics), Major Psionics, Danger Sense, Empathic, 10 ISP, and three powers from the Mind Melter List.
        Empathic
        Prerequisite: Spirit d6
        The character gains a +2 Bonus to Notice checks to determine the attitude, emotions and/or veracity of the target.
        Physical Psychic: You gain Arcane Background (Psionics), the Major Psionic edge, Notice at d6, Psionics at d6, 10 ISP, and three powers from the Mind Melter List.
        Psi-Nullifier: You gain Arcane Background (Psionics), the Major Psionic, Psionic Null Field and Extended Psionic Null Field edges, 20 ISP, and three powers from the Mind Melter List.
        Psychic Commando: You gain Arcane Background (Psionics), 10 ISP, three powers from the Mind Melter List, Martial Artist, the Adept Edge (using Arcane Background (Psionics) to qualify instead of Arcane Background (Faith)), and Stealth at d6.
    • Paranoid: You deal with minor paranoia at all times. A product of your intense training and modification combined with your harrowing escape from your makers. This counts as a Quirk.
    • Hunted (Minor: Sponsoring Organization or Rival Organization): Either your creator wants you back or someone else wants your brain - not in a good way but to see what secrets it might unlock.
      You may choose from any of the following drawbacks for your character. Choose a total of three. You may pick the last two options as many times as necessary.
      • Needs Action: These heroes live in a constant state of heightened psychic awareness that leads them to react to the slightest change in their environment. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the hero gains −2 Charisma as she becomes irritable, impatient, and jumps at everything, ready to defeat it. She also suffers a −1 to all Trait rolls from the distraction of her hypersensitive mind, until some kind of high alert status or action kicks in.
      • Power Breeds Confidence: Your psychic hero begins with your choice of the Heroic, Overconfident, or Arrogant Major Hindrance.
      • Psychological Trauma: The process that creates a psychic capable of these feats, creates instability in the mind. Pick a Trauma for your character using the Psyche Degradation table on page 17 of TLPG.
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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Origin 3: Imbued Powers

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3: Imbued Powers: Whether a shifter, battle cleric, a paladin, or a priest, you have unlocked power granted to you by a powerful being.
  • Power of the Gods/Fates: You gain the Arcane Background (Miracles), and the Faith skill at d6. If you gain an Arcane Background from the rolls below the this edges is replaced by the Master of Magic and the Extra Power Points Edges. Use the Mystic Power List.
  • Servant of the Gods/Fates: You have vowed to serve your benefactor with your life. This is a Major Vow.
  • Ardent Believer: You are enthusiastic in your faith, and wish to share with others the light of your beliefs. This counts as a Quirk.
  • Community Minded: You are extremely loyal to your companions and your chosen community. This counts as the Loyal Hindrance.
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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Origin 4: Supernatural Creature

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4: Supernatural Creature: While the exact nature of your origin is mutable, you are some sort of supernatural creature. Use your hindrances and race selections to further fit customize your abilities and appearance. This might work for Asgardian Elves, Anvil Dwarves, Sidhe, or even Space Minotaurs.
  • Supernatural Abilities: You gain a +1 die type increase to one of your abilities, of choice. These creatures also have Slow Regeneration, making a natural healing roll once per day.
  • Weakness: Your character is more susceptible to attacks that include a particular substance or trapping. Work with your GM to fill this out, but good examples might include silver, cold iron, salt, cold, fire, electricity, or even arcane darkness effects. He suffers +4 damage when hit by such an attack, or is –4 to resist the effects.
  • Not from Around here: You grew up far from the campaign location. Your character suffers –2 to Common Knowledge rolls relating to local geography, history, and current events and people. .
  • Supernatural Aura: An air of your supernatural origin sits on you like an aura. It unnerves normal townsfolk. While the nature of your supernatural appearance is up to you, you still experience subtle discrimination as people are either afraid, nervous, or simply don’t like you. In addition to the roleplaying effects above, your hero’s Charisma suffers a –2 modifier among all but his own people.

    Alternately, you can choose one of these sub-options.
    • Beast Mode: Your powers are linked to a transformation. While in "beast mode", you gain the Frenzy edge (or the Improved Frenzy Edge if your hero already has Frenzy), +1 Strength, +1 Vigor, and a 1d6 Natural Weapon Attack that does Mega Damage (or increases an existing natural weapon by one die and make it Mega-Damage). Due your confidence in the nature of the beast, you gain the Heroic and Overconfident Major Hindrances at all times. Additionally, when in Beast Mode, you suffer from the Bloodthirsty, All Thumbs, and Non-Standard Physiology hindrances. To change forms, roll Vigor and spend an action changing forms. On a success, you change forms. On a failure, it takes a full round to change into animal form. On a Critical Failure, you stay in human form, though you can try again next round. With a raise, you can change as a free action. You can change back to human form as a free action.
      Note: When determining the particulars of this alternate form, it is important for the GM and player to decide what abilities only work in the Beast Mode form, and which ones work all the time. As long as the player and GM agree, it does not really matter for game balance.
    • Revenant: You died. You have unfinished business. You came back. Revenants vary in their motivation--some are benevolent, seeking to ensure that a loved one is safe; others are driven by a desire for revenge. A rare few are even created--drawn into service by a powerful entity, and empowered to fulfill some specific charge. Functionally, you're alive again but have no idea how. Revenants have +1 die-type to Spirit and the Nerves of Steel Edge. They have a driving purpose that serves as the motivation for their Major Vow Hindrance--if they ever secure their purpose, they go to rest and final reward; if their quest is made impossible, they become permanently deranged (and an NPC monster), typically 'adopting' situations that superficially resemble their own in a doomed attempt to gain their goal by proxy. In addition, all Revenants have a Talisman--a personal object or in rare cases, a companion creature. If they lose this item, their will slowly dissipates; each day they lack contact with the Talisman, they suffer a level of Fatigue. After 4 days in a row, they go to final death, their goal unfinished. Each hour in contact with the Talisman restores a level of Fatigue.
    • Fallen Spirit of Light: Just as demons can be redeemed, so too can the spirits of light fall from Grace. You are living proof of this. After your time as a mortal, you were lifted up to serve as a spirit of light - Cheruu (Spirit of Air and Compassion), Seraph (Spirit of Fire and Combat), Ariel (Spirit of Earth and Preservation), and Tharsis (Spirit of Water and Vengeance). You still carry the divine spark within you, but it has been muted by your failure to live up to your divine purpose. You have been exiled to the mortal realm as punishment, or you fled here to escape your divine mandate. You gain the Champion Edge and +1 die-type to Vigor. However, you also suffer a -1 to all Spirit rolls, and in addition, must choose one of the following Vices and its corresponding Hindrance(s)--this is the sin that got you exiled from the divine host in the first place. Be sure to elaborate on what happened and why. There is always a good reason, and it's rarely intentionally selfish.
      • Avarice: Greedy (Major)
      • Envy: Vengeful (Minor) & Greedy (Minor)
      • Gluttony: Obese
      • Lust: Habit (Major): Pleasures of the flesh. In addition to carnal pursuits, you can satisfy this through the use of mind-altering chemicals such as alcohol or harder drugs.
      • Pride: Arrogant
      • Sloth: Cautious, -1 Pace and down one die-type when Running
      • Vanity: Stubborn and Habit (Minor)--continually checking your appearance, annoying those around you
      • Wrath: Vengeful (Major)
    • Others as developed and added later
Iconic Edges
Improved Beast Mode Natural Attack [Iconic]
Requirements: ARES, Supernatural Creature Origin, Beast Mode, Novice
Increase the damage of your Beast Mode natural attack by +2. Also, if you have smite, you can use it as a free action on yourself only.

Greater Beast Mode Natural Attack [Iconic]
Requirements: Improved Beast Mode Natural Attack, Veteran
Increase the damage of your Beast Mode natural attack by one die type.

Beast Mode Resilience [Iconic]
Requirements: ARES, Supernatural Creature Origin, Beast Mode, Novice
While in Beast Mode, your toughness increases by 1.

Improved Beast Mode Resilience [Iconic]
Requirements: Beast Mode Resilience, Seasoned
While in Beast Mode, your toughness increases by an additional 1.

Greater Beast Mode Resilience [Iconic]
Requirements: Improved Beast Mode Resilience, Heroic
While in Beast Mode, your toughness increases by an additional 1 and you skin gains the Mega-Damage feature.
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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Origin 5: Mutant Hero

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5: Mutant Hero: Mutants have a long history in the world of Rifts. Whether the genetically bred mutant dogs of the CS, the Psi-Stalkers, the mutated barbarians of the Dinosaur Swamp and Madhaven, or random muties in the Chi-Town ‘Burbs, mutants are everywhere. Many just have appearance related mutations and are simply Ugly, One Eyed, or some other visible Hindrance. Others have much more substantial mutations. They are usually psychic and also carry visible mutations in addition to any other abilities.
  • Extrasensory Perception: You have the Danger Sense edge, and qualify for the Sixth Sense Edge.
  • Innate Psionics: The character starts with Arcane Background (Psionics), and the Psionics skill at d6. Choose Powers from the Mind Melter List. If you gain psionics through another source, gain Major Psionics (or Master if you already have the Major Psionic Edge), and the Extra Power Edge.
  • Physically Deformed: Choose one Major and one Minor Hindrance, to represent your physical deformity. Anemic, Bad Eyes, Blind, Hard of Hearing, Lame, One Arm, One Eye, One Leg, Outsider, Small, Ugly, or Young.
  • Chip on Your Shoulder: Mutants are persecuted, and you’re tired of it! Gain the Minor Vengeful and Stubborn Hindrances. You also have a tendency to assume everyone is out to get you, which manifests as a Quirk. Alternately, you may trade out any of these Hindrances for more physical deformities.
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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Origin 6: Physical Training

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6: Physical Training: Sometimes it is simply a matter of training. Perhaps you were trained by a vigilante or a society of assassins, or maybe you just wanted to win a Murderthon.
  • Physical Mastery: You gain a +1 die type increase to your Agility, Strength, and Vigor.
  • Adrenaline Junkie: These athletes and vigilantes live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular low periods, the Game Master may call for a Spirit roll. Failure means the Physical Training Hero gains −2 Charisma as she becomes irritable and impatient. She also suffers a −1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
  • Hypercompetitive: Pick two from arrogant, overconfident, and heroic. There’s nothing you can’t do, and won’t if it helps others. And by the stars, you’re going to do it better than anyone else too.
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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Origin 7: Classical Training

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7: Classical Training: You were trained by a mentor in your arcane background. Whether Psychic, Ley Line Walker, Shifter, or Techno-wizard, your training followed a regimen that led to a predictable result. The Coalition uses a variation of this in its education of psychics, and this has been the norm for magic users since the beginning of the art.
  • Arcane Mastery: Some train in the classic methods of the Mind Melter, Burster, Ley Line Walker, Shifter, or Techno-wizard. Others study under mysterious mentors to learn wildly divergent abilities. All of your abilities are the result of training and arcane ability but you are inherently different than those around you.
    1. Psychic Training: You gain the Arcane Background (Psychic), 10 ISP, and the Psionic skill at d6. If you gain an Arcane Background from the rolls below, you instead get Major Psionic and a Weird Edge (such as Beast Bond, Danger Sense, Healer, or Psionic Null Field). Use the Mind Melter Power List.
    2. Magical Training: You gain the Arcane Background (Magic), 10 PPE, and the Spellcasting skill at d6. If you gain an Arcane Background from the rolls below, you instead get Master of Magic and an the Extra Power Edge. Use the Ley Line Walker Power List.
  • Clever Apprentice: Smarts +1 die type.
  • Vow (Serve your Mentor): In exchange for your training, you swore to serve your Mentor for the rest of your days. This counts as a Major Vow. If on the run from your mentor (say you betrayed him), you instead gain the Wanted (Major) Hindrance.
  • Overconfident: You’ve been trained by the best to be the best. And you know it. You gain the Overconfidence Major Hindrance.
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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Origin 8: Mysterious Origin

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8: Mysterious Origin:
Some options include:
  • 1. You find or invent a suit of mystic or power armor. Your powers are its capabilities. The GM may limit what P&G options can be applied to this based on trappings. Like any piece of gear, this can be destroyed, but GMs are encouraged to make a replacement available as soon as is appropriate to the story.

    2. You find a mystic object that transforms you into a mighty hero whenever you say its power words. You can also go back to your original form if you wish. Powers and abilities you’ve chosen are the capabilities the object bestows. Note you don't have to release its powers. But if your weapon is stolen, you will be reduced in power (remove the abilities granted by this IF, you have only the attributes, traits, and edges granted from the initial points, and experience). If your mystic object is stolen or destroyed, your GM is encouraged to make a replacement or reacquisition of your mystic object the subject of an interlude or quest as soon as is appropriate to the story.

    3. Some event has changed your life forever. Perhaps you were a spy who has been burned, a soldier blamed for a crime he didn't commit, or a scientist who has had an extraordinary accident happen to grant him powers. Whatever the case, your old life is GONE. Time to start over.

    4. A true mystery, you don't really talk about what happened. Maybe you don't know. You have a pair of Major Mystery Hindrances. Your GM will let you know when the time comes what is happening. Your life is now on a steady diet of crazy adventures and twists.

    5. Anything else you and your GM can come up with that fits.

    Mysterious Origins Abilities:
  • Choose two Background Edges or Attribute Advances
  • Also choose two major Hindrances (this option only available with GM involvement in the process)
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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Power and Greatness 1: Shape Change

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1: Animal Shape-Change: The character can change into any animal of Size 5 or smaller. The character retains her other abilities while in animal form, unless the form prevents her from using them for some reason. Clothes and other personal possessions are assumed into the creature’s shape, but cannot be used (so worn armor provides no benefit). Carried objects such as weapons are dropped.
The hero retains her own Smarts, Spirit, and linked skills while in the animal’s form. She gains the animal’s Agility, Strength, Vigor, senses, and special abilities. She also gains the animal’s skills, or retains hers if they’re higher. The character can’t use any device their form can’t manipulate (GM’s call). The character can magically speak while in this form.

If you roll this again, you gain True Mimicry: In addition to assuming the form of various beasts, you can now emulate other humanoids, in both form and voice (however, you gain none of their innate abilities--the change is truly skin-deep). Your can shift by 2 size categories (if needed to match your target), but you gain none of the Size modifiers from that shift. You can also assume the form of an inanimate object, with similar size restrictions. Those interacting with you may make a Notice roll at -2 in order to sense something is off about you. You have spent a lot of time observing people to better emulate, and thus get a d8 in Notice.
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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Power and Greatness 2: Close Combatant

Post by High Command »

2: Close Combat Savant: A master of close combat, you have the Block, Dodge, and Level Headed Edges, plus Fighting d8, and Notice d6.

If you roll this again, you become a Fighting Style Master: You gain Knowledge (Battle) d8, and may select one of the following packages:
  • Battle Awareness: Improved Dodge, Extraction, Alertness, and Danger Sense.
  • Unarmed Master: Martial Arts, Improved Martial Arts, Brawler, and Bruiser.
  • Master of [Weapon]: Improved Block, Trademark Weapon & Improved Trademark Weapon, and one free roll on the Close Combat Weapons HJ Table
  • Two Fisted Legend: Ambidextrous, Two-Fisted, Florentine, Quick Draw
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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Power and Greatness 3: Flying Power House

Post by High Command »

3: Flying Power House: The character gains 12" Flight. He also increases his strength and vigor by 1 die step, and neither attribute has a limit hereafter.

If you roll this again, you are a Sky Master: You must increase your Flight speed by 6" and add a Climb rating of 1 (or increase your current Climb by 1). In addition, you gain +1 die-type to Agility (with no maximum on that Attribute), and, while airborne, ranged attacks against you are at a -2 to hit (these penalties do not stack with similar effects, like deflection; use the higher benefit).
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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Power and Greatness 4: Superior Arcane Power

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4: Superior Arcane Power: Be it through natural talent, external imbuing, or simply hardcore training, you have a knack with a particular Arcane Background. If you already have an AB from your Origin Story or Race, you must take the True Prodigy option; if you rolled 4 twice for Power & Greatness, you may also choose to take True Prodigy instead of re-rolling P&G. If your chosen race cannot use Arcane Backgrounds, reroll. If your chosen race cannot use Arcane Backgrounds using P.P.E., pick one with Psionics.
  • Arcanist Extraordinaire: Possessed of extraordinary talents in spellcasting. Your character has Arcane Background (Magic), 15 P.P.E., Spellcasting d8, the Rapid Recharge Edge, the Extra Power Edge (total of 4 Powers), and Knowledge (Arcane) d6. Use the Ley Line Walker Power List.
  • The Chosen One: You have the benefit of being directly selected by your god(s) for your life's purpose. Your character has Arcane Background (Miracles), 15 P.P.E., Faith d8, the Rapid Recharge Edge, the Holy Warrior Edge, and Knowledge (Arcane) d6. Use the Mystic Power List.
  • Super Psychic Kinetic: The A.R.E.S. Hero gains Arcane Background (Psionics), 3 powers from Burster List, 20 I.S.P., a d8 Psionics skill, the Major Psychic Edge, the Rapid Recharge Edge, and choice of one of the following powers: Damage Field, Environmental Manipulation, Environmental Protection, or Telekinesis. At least three powers must have the same basic elemental trapping.
  • Super Psychic Sensitive: The A.R.E.S. Hero gains Arcane Background (Psionics), 3 powers from Mind Melter List, 20 I.S.P., a d8 Psionics skill, the Major Psychic Edge, Danger Sense, and Sixth Sense.
  • Innately Powered: You start with Arcane Background (Superhero), 20 P.P.E., the Rapid Recharge Edge, your initial power-skill at d8, the New Power Edge, and whenever you take the New Power Edge (including the free one from this package), you automatically start with a d4 in that power-skill.
  • Super-Scientist: Your character has Arcane Background (Weird Science), 15 P.P.E., Weird Science skill at d8, the New Power Edge (for a total of 2 powers), the Rapid Recharge Edge, and Knowledge (Arcana) at d6.
  • True Prodigy: Use this option for any character who already has an AB from an earlier source (Origin or Race). Your character gains Master of Magic or Major Psionic (if they already have Major Psionic, they gain Master Psionic), the Improved Rapid Recharge Edge, the New Power Edge, and one of the following Edges, depending on their AB, ignoring other requirements:
    • Miracles: Champion or Adept
    • Magic: Wizard or the Expanded Awareness Ley Line Walker Feature.
    • Weird Science: Gadgeteer or Mr. Fix-It
    • Psionics: Mentalist, Energy Control, or Master Psionic
    • Superpowers: New Power or any Professional Edge that does not require an AB
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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Power and Greatness 5: Shadow Unseen

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5: Shadow: You gain the ability to turn yourself invisible as an action, at-will, for no PPE cost. The character and all his gear become cloaked and difficult to see. Invisible beings leave some tell-tale trace of their presence, whether it’s a shimmer, a smell, footsteps, etc., so foes get a Notice roll at –4 to detect them if given some reason to do so, or if the invisible character closes within 5” (10 yards). If the invisible character does something obvious like attack or stand in the rain, the penalty to attack is halved and no Notice roll is necessary to detect their presence. Attacks made against invisible characters suffer a –4 penalty. You also gain the Thief and Extraction Edges, as well as a d8 in Stealth. A Shadow that gets any cybernetics installed will find they will eliminate their Invisibility ability. There is no Mega version of this power.

You are a Ghost. You can go Intangible at will, for no PPE cost and as an action. The modifier to Notice or attack you is increased to -6 and you gain a d6 in Lockpicking.
Intangibility makes the character unable to affect or be affected by physical and energy attacks or objects. The super can walk through walls or other barriers but cannot affect the physical world while intangible. Turning intangibility on or off requires a Spirit roll and is an action. While intangible, any items the character carries also become intangible and do not function. Other beings carried by the character do not become intangible and are dropped.
If the hero becomes corporeal “inside” someone or something, both she and her victim suffer damage. A hand causes 1 wound to each, an arm causes 2 wounds, both arms causes 3 wounds, and the whole body causes 4 wounds. There is no Mega version of this power.
Vulnerabilities: Heat and Electricity attacks do half damage while intangible. The character experiences a -4 to all actions while in contact with hot substances, or while an electrical current is running through them. Further, Magic and Psionic attacks do full damage.
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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Power and Greatness 6: Adventuring Hero

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6: Adventuring Hero: You specialize in derring-do, getting by on a mixture of pluck and luck. You gain an extra Bennie at the start of each session, +1 Spirit die-type with no trait maximum, and the Strong-Willed and Elan Edges. Also gain one Wild Card Edge of choice and d8 in a skill associated with that Edge. In addition you gain the Curious Major Hindrance.

If you roll this again, you gain Child of Fortune: You are truly blessed. You gain the Luck and Great Luck edges, and opponents making a direct offensive action against you (such as a targeted attack, Trick or a Test of Will--but not an Area of Effect attack or other broader action) fails if they roll a 1 on the Skill die, regardless of their Wild Die result (they only suffer critical failures, including technical difficulties, if both dice roll 1s, as normal). You are also well-traveled; gain a d6 in Survival, and a +2 to Common Knowledge rolls.
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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Power and Greatness 7: Super Shooter

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7: Super Shooter: You gain Trademark Weapon, the Sniper Edge (below), a d8 Shooting skill, and a ranged personal weapon of choice, with a roll on the following table to modify it.
  • 1-2: Exceptional crafting and fine-tuning grants your hero a +1 Shooting with this weapon.
    3-4: This weapon is extra deadly, granting a +1 to all damage rolls made with it.
    5-6: Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
    7-8: This weapon has a Vibro-Knife embedded, bayonet-style (Str+d6, AP 4, Mega Damage).
    9-10: You may choose any one of the previous results.
    Sniper
    Prerequisite: Shooting d8, Agility d8, Notice d6
    You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.
If you roll this again, you gain Crack Shot: You gain the Dead Shot Edge, the Improved Trademark Weapon Edge and another roll on the table (any result other than the bayonet may be repeated). Your ability to assess adverse conditions lets you offset two points of penalties on Shooting rolls with your chosen weapon. Finally, your time on the killing fields of Rifts Earth has left you with an understanding of combat - gain a d8 in Knowledge: Battle.
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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Power and Greatness 8: Strong and Tough

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8: Strong and Tough: The character begins with +1 Strength die type, with no Trait maximum, +1 Vigor die type, with no Trait maximum, and the Hard and Iron Jaw Edges (below).
  • Hard
    Your super toughness makes your character one tough customer. She adds +1 to her Toughness and gets a +2 bonus to the Vigor roll after Incapacitation (Aftermath roll for Extras).
    Iron Jaw
    Your character can shrug off hits like he’s plated with titanium. He may roll his Vigor instead of Spirit when recovering from Shaken.
If you roll this again, you gain Unstoppable: Anything that doesn't kill you is a mere distraction. Gain Tough as Nails, Hard to Kill, Combat Reflexes and Brawny. You also gain a d8 in your choice of Swimming or Climbing.
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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Power and Greatness 9: Vagabond Extraordinaire

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9: Vagabond Extraordinaire: Choose any one MARS Package from the following choices, and one additional edge to support it. Choose from any except Personal Concept Option, Power Armor Pilot or Robot Pilot. City Rat, Cybernetic Techno-warrior, and Merc Soldier are only allowed if the Gamemaster specifically allows it, as are any other gear centric packages similar to these. This is meant to be a vehicle to knowledge or power, not gear. Note, this only grants the specific package, not any other aspect of the MARS Iconic Framework.

If you roll this again, you gain Very Individual: Choose any combination of 4 edges (meeting prerequisites, except for rank). Also gain a d8 in the skill of your choosing.
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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Power and Greatness 10: Very Fast and Agile/Speedster

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10: Very Fast and Agile: The character begins with +2 Agility die types, with no Trait maximum, and +2 Pace and a d10 running die. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12. They also have Uncanny Reflexes, granting them −2 to be hit by all attacks. Finally, they begin with the Quick Edge.

If you roll this again, you gain Speedster: Your speed now lets you make fools out of those wishing you harm. You gain the Fleet-Footed Edge (with the results noted above), Extraction, First Strike, and Counterattack. In addition, you double your jumping distance and may add +1d6" to that with a Strength roll.
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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Power and Greatness 11: Resistance and Regeneration

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11: Resistance and Regeneration: You receive a +4 bonus to resist four negative environmental/damage effects, chosen from the following list. Each may only be chosen once. This also counts as Armor against attacks based on that element. You also gain the the Fast Healer Edge, +2 Toughness, and the Slow Regeneration ability, or upgrade an existing Slow Regeneration Ability to Fast Regeneration. You cannot override a racial weakness or vulnerability with this feature.
Cold/Ice, Darkness, Earth/Stone, Electricity/Lightning/Ion, Fire/Heat, Force, Light (including daylight and lasers), Magnetism, Necromantic, Poisons/Diseases, Radiation, Sound, Specific Metals (Silver, Cold Iron, etc), Water, Wind & Air, and others as appropriate. Note you can trade two resistance choices to include all Magical OR all Psionic OR all Kinetic sources of damage. But even friendly arcane powers of the chosen type must subtract this modifier to affect the resistant hero. This does not combine with similar abilities, such as the Arcane Resistance Edge. Kinetic damage is defined as any damage resulting from a solid object hitting the character, such as rail gun slugs, bullets, melee weapons, fists, or even rocks. If the object is augmented by an arcane effect (Smite, for example, or a fire trapping) it counts as that type of arcane damage type.

If you roll this again, you become Invulnerable: For your chosen elements (including kinetic resistance), you can only be Shaken by these effects. Further, you can only be wounded by mega damage arcane background powers. If you have Magic or Psionic resistance instead, you cannot be killed, only incapacitated, by those damage sources.
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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