Both of these Iconic Frameworks require the use of the Super Powers Companion for the Savage Worlds Adventure Edition. These Iconic Frameworks utilize the "New Terms" (Chapter Three of the Super Powers Companion) of Limited Actions (Actions that require the entire round to accomplish) and Limited Free Actions (which are Free Actions that can only be done once per turn, regardless of any other considerations). These Frameworks require access to the Power Stunt setting rule, as well as the New Edges and New Hindrances from SPC.
Everything about the characters created by these frameworks requires scrutiny from the Game Master especially around the use of Super Edge, and approval and entering play is not where this ends. Players and Game Masters are encouraged to keep a running dialogue about the balance and impact of the character and make sure all are working towards the success of the game, as well as the character's own growth and goals. Both are technically usable by any race, but the Game Master may limit options in their games and should review any race selection with an eye towards the balance of their game. Both options have the possibility of being unbalancing, but also quite fun and interesting. Players, let your imagination run wild! Create these Powerhouses and Super Soldiers!

Super Soldier M.A.R.S. Package
In addition to the basic features of all M.A.R.S. characters (including two Fortune and Glory Rolls and three Hero's Journey rolls, except as limited below), as well as the normal four advances.
- A Journey of Their Own: The character may not select from or roll on the Magic & Mysticism or Psionics Heroes Journey Tables.
- The character gains 15 Super Power Points with a Power Limit of 10 points.
- The character must take 2 additional points in Physical or Super Hindrances (no points are awarded for these hindrances).
- The character may take Cybernetics, however each point of Strain reduces available power points by 2 points.
- Begin with Standard Gear, but they may substitute their armor with an Armored Cloak (see Empires of Humanity) instead.

Powerhouse Iconic Framework
The Megaverse is full of potential Rifts heroes, the Powerhouse Iconic Framework is a catch-all term for a wide variety of augmented, remarkable, supernatural, experimental, 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 godling, demigod, a genetically bred and specially trained super soldier, a spiritual champion, a supernatural creature, a mutant, or have extraordinary training, you have a wide array of powers and abilities.
- Superhuman Enhancements: The character gains 45 Super Power Points, with a Power Limit of 20 points.
- Exponential Grown: The character gains 5 power points as they reach Seasoned, Veteran and Heroic Ranks.
- Quirk of the Empowered: The character must take 2 additional points in Physical or Super Hindrances and 2 additional points of Hindrances of a social nature (such as Enemy, Outsider, or Vow (such as to an organization) - this does not include personality-based Hindrances such as Arrogant, Bloodthirsty, Loyal, or Quirk). No points are awarded for these hindrances. Additionally, a GM might allow the use of a negative racial abilities instead.
- Cybernetic Strain: The character may take Cybernetics, however each point of Strain reduces available power points by 2 points. (Characters with regeneration may not select cybernetics.)
- Hero's Journey: The character may make 2 Hero's Journey rolls from any table except Magic & Mysticism or Psionics.
- Begin with Standard Gear, but they may substitute their armor with an Armored Cloak (see Empires of Humanity) instead.
To Survive and Thrive
Origin and Trappings: Characters may choose one of the following origins, or create another with their GM. You may not choose an option that is based on an Arcane Background restricted by your race, unless your GM says otherwise. These are not the only options, merely suggestions that you and your GM can consider as the character is developed.
- Psionic Mutant: Your psionics have mutated your body in ways that go beyond the normal psionic mutations common to the populace. You may use psionic trappings, including those normally limited to Mind Melters. You do not start with Arcane Background (Psionics) unless your race (and GM) allows it. This may have been a natural or artificial process.
Genetic Mutation: Your powers come from a genetic mutation, much like users of Arcane Background (Gifted). Your trappings must stick to things that can be naturally emitted by living creatures, or be natural forces (besides magic and psionics) that could reasonably be adapted to (radiation, fire, ice, or hardened spines on a carapace, for example). This may have been a natural or artificial process. Work this out with your GM. The Genesplicers, the Coalition, and the Transgalactic Empire are all good options for this.
Bestowed Powers: Granted by a pact with a supernatural creature, or perhaps an enchanted weapon or item, your powers are magical in nature and often must include the same limitations as Arcane Background (Magic or Miracles) users, including power activators.
Experiment: Much like the genetic mutation origin, changes to your genome, introduced by a super scientist in a lab somewhere. This might have included limited genetic modifications, limited cybernetics/bionics, MOM implants, or even a limited juicer like process. Whatever the case, trappings (and hindrances) should reflect their technological origin, like Arcane Background (Weird Science) users would. Naruni Enterprises, Mindwerks (in Poland), and the Coalition are good suggestions for Origins like this. The Splugorth use Bio-Wizadry to do similar things, but it would pull from the hindrances of the Bio-Borg Iconic Framework.
Supernatural Creatures: Some creatures are just bathed in magical energies. Godlings, Demi-Gods, Demons, or any other kind of creature of supernatural origin. Such creatures are automatically the enemies of the Coalition and possibly the Federation of Magic if they refuse to align with them - making these Hindrances common among such beings. Weaknesses are also common. - Whatever else your imagination can come up with!
Internalized Power: Gear seems like an easy way to expand the impact of a super powerful character like this, but realistically most gear simply can't keep up with these characters, but that is not true of all such characters. Gear choices should support utility needs (stun and smoke grenades, for example) to deal with situations your powers may not be helpful for.