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.
- 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!
- 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.
- 1: Divine Origin
2: Laboratory Manipulation
3: Imbued Powers
4: Supernatural Creature
5: Mutant Hero
6: Physical Training
7: Classical Training
8: Mysterious Origin
- 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).
- 1: Divine Origin
- 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.
- 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.
- 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!