Advances
Listed in Character Creation Order to assist in conflicts.
Choose Race
Racial Abilities - Human
Free Novice Edge
•
Legacy Scout (Novice, Academics d6, Survival d6) Through applied research and a nose for mysteries, Castle has a knack for digging up relics of the pre-Rifts past. Legacy Scouts gain +2 to all rolls related to Relic Salvage Operations and complete the operations in half the normal time. (Human Free Edge)
Choose Iconic Framework
- 1. Choose Iconic Framework
Iconic Framework - RCGS Scientist
• Begin with +1 Smarts die type, (d6) adjust maximum acordingly (d12+1).
• Begin with Occult d8, Science d8, and the Scholar Edge for both skills.
• Begin with Notice d6, Research d6, Survival d6, and Monster Slayer Edge.
• Recognize the Arcane: RCSG Scientists have an uncanny knack for identifying and understanding the arcane, psychic, and supernatural phenomena. Their trained eyes detect arcana per the base power (no modifiers, costing no Power Points) with a Notice check. They do not ignore penalties for foes hidden by suernatural abilities like invisisbility.
• Make one less roll on the Hero's Journey tables.
• Cannot take Doubting Thomas or Illiterate Hindrances.
• Begin with the standard Starting Gear.
- 2. Roll on the MARS Fortune & Glory Table (page 45) two times possibly modified by package.
MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
- Roll Result [ 6 ]
- Description: Smart & Learned
Your hero adds one die type to Smarts (d8) and two die types to any three Smarts-linked skills [Academics, Occult, Science]
- Roll Result [19]
- Description: Charmingly Fluent
Begin with the Linguist Edge. Gain +1 Persuassion with native speakers of a language foreign to your hero [Demongogian], and Reactions begin two steps higher.
- 3. MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
• Make one less roll on the Hero's Journey tables.
Hero's Journey
-
- Education Table
- Roll result [ 7 ]
- Description: Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Academics at d6 and increases Common Knowledge one die type.
-
- Education Table
- Roll result [ 18 ]
- Description: Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills. [Academics, Common Knowledge, Notice]
- 4. Build your character as normal, and when finished, give her four Advances.
This means she begins play as a Seasoned Rank character.
Hindrances (Select up to 4 points of Hindrances (Major Hindrances are worth 2, Minor are worth 1). For 2 Hindrance points you can raise an attribute one die type or choose an Edge. For 1 Hindrance point you can gain another skill point or gain additional Starting Funds equal to twice your Iconic Framework’s starting amount.)
- • Hindrance:
- Curious (Major): Curiosity killed the cat and Castle. Lucky for Castle he has been brought back to life each time he has died. [Edge: Luck]
• Hindrance: - Driven (Major): Castle wants to know. He will go to any length to discover the mysteries, history, and past that define or describe things in the present moment. [Edge: Elan]
• Hindrance: - Wanted (Major): The Coalition States found and trained Castle, before he was Castle. Castle was not much into the proganda of the Coalition. The split between Castle and the Coalition turned into a gulf, when extermination and hiding knowledge & information was the Coalitions infield answer to his discoveries. [Ability: Spirit +1DT (d6)]
Attributes (You have 5 points to distribute among them for 1 point each step. Attributes may not be raised beyond d12 unless your hero’s racial bonus or Iconic Framework states otherwise. Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.)
- • Agility: d4 --> d6 (1, CharGen) --> d8 (S2) -->
• Smarts: d4 --> d6 (IF) --> d8 (F&G) --> d12 (2, CharGen) -->
• Spirit: d4 --> d6 (Hinderance) --> d8 (1, CharGen) --> d10 (N1) -->
• Strength: d4 -->
• Vigor: d4 --> d6 (1, CharGen)
Skills (Athletics, Common Knowledge,Notice, Persuasion, and Stealth are core skills and start at d4 for free—see Expanded Skill Applications starting on page 71. More Skill Points is a Setting Rule, you have 15 points to put into skills. Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.)
Skills:
- • Academics (Sm) --> d6 (HJ, Ed 7) --> d10 (F&G 6) --> d12 (HJ, Ed 18)
• Athletics (Ag) - d4 (Core) --> d6 (1, CharGen)
• Battle (Sm)
• Boating (Ag)
• Common Knowledge (Sm) - d4 (Core) --> d6 (HJ, Ed 7) --> d8 (HJ, Ed 18)
• Driving (Ag) --> d6 (2, CharGen)
• Electronics (Sm)
• Faith (Sp)
• Fighting (Ag) --> d6 (2, CharGen)
• Focus (Sp)
• Gambling (Sm)
• Hacking (Sm)
• Healing (Sm)
• Intimidation (Sp)
• Language (Sm)
- Language (Smarts) : American d8 (SWADE 31)
- Language (Smarts): Atlantean --> d6 (Linguist Edge)
- Language (Smarts): Demongogian --> d6 (Linguist Edge)
- Language (Smarts): Dragonese/Elven --> d6 (Linguist Edge)
- Language (Smarts): Gobberlely --> d6 (Linguist Edge)
- Language (Smarts): Spanish --> d6 (Linguist Edge)
- Language (Smarts): Techno-Can --> d6 (Linguist Edge)
• Notice (Sm) - d4 (Core) --> d6 (IF) --> d8 (HJ, Ed 18)
• Occult (Sm) --> d8 (IF) --> d12 (F&G 6) --> +2 (Scholar)
• Persuasion (Sp) - d4 (Core) --> d8 (2, CharGen) +1 (Demongogian)
• Piloting (Ag) --> d6 (2, CharGen)
• Psionics (Sm)
• Repair (Sm) --> d6 (2, CharGen)
• Research (Sm) --> d6 (IF) --> d8 (N2) --> d10 (S3)
• Riding (Ag)
• Science (Sm) --> d8 (IF) --> d12 (F&G 6) --> +2 (Scholar)
• Shooting (Ag) --> d6 (2, CharGen)
• Spellcasting (Sm)
• Stealth (Ag) - d4 (Core)
• Survival (Sm) --> d6 (IF) --> d8 (N2) --> d10 (S3)
• Taunt (Sp)
• Thievery (Ag) --> d6 (2, CharGen)
• Weird Science (Sm)
Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
- • Initial Advances: (Bonus from Hindrances):
- • Curious: Luck Edge
• Driven: Elan Edge
• Wanted: Spirit +1DT (d6)
• Edge(s) granted by Racial Features/Iconic Framework:
- • (Racial Feature) Legacy Scout
• (Iconic Framework) Scholar Edge (Occult)
• (Iconic Framework) Scholar Edge (Science)
• (Iconic Framework) Monster Slayer
• (Iconic Framework) Recognize the Arcane
• (IF, F&G) Linguist Edge
• (Hindrance) Luck Edge
• (Hindrance) Elan Edge
• (Novice 3) Great Luck Edge
• (Seasoned 1) Investigator Edge
•
• Cybernetic Modifications:
• Novice 1 Advance: Spirit +1DT (d10) (IF)
• Novice 2 Advance: Research +1DT (d8)/Survival +1DT (d8) (IF)
• Novice 3 Advance: Great Luck (IF)
• Seasoned 1 Advance: Investigator Edge (IF)
• Seasoned 2 Advance: Agility +1DT (d8) (SR)
• Seasoned 3 Advance: Research +1DT (d10)/Survival +1DT (d10) (Ch 1)
• Seasoned 4 Advance: Charismatic Edge (3OCT2021)
• Veteran 1 Advance:
• Veteran 2 Advance:
• Veteran 3 Advance:
• Veteran 4 Advance:
• Heroic 1 Advance:
• Heroic 2 Advance:
• Heroic 3 Advance:
• Heroic 4 Advance:
• Legendary 1 Advance:
• Legendary 2 Advance:
• Legendary 3 Advance:
• Legendary 4 Advance: