Rising Star SPC IF Alternative / Test Drive

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Rising Star SPC IF Alternative / Test Drive

Post by Koshnek »

Rising Star Savage Super Hero Iconic Framework

Original IF

Play Testers: Final Framework
@Venatus Vinco are you okay with this going up for a Vote?


Savage Rifts Superhero
Super Powered Heroes of Rifts Earth and Beyond!

Power. Super Power. Whether exposure to cosmic rays that grant amazing abilities or access to ultra powerful alien technology these heroes have extraordinary abilities that make them larger than life. In the inter-dimensional melting pot of Rifts Earth beings with extraordinary power arrive daily through random Rifts while others are born in our midst imbued with powers through mutation, scientific manipulation, or genetic experimentation. Regardless of the source of their powers these heroes can’t avoid center stage for long. After all, with great power comes...well you know the rest.

HERO’S JOURNEY (FIVE ROLLS)
Savage Rifts Superheroes gain three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables, except those dealing with Cybernetics, Magic and Psionics.

HEROES WITHOUT EQUAL
One of only two ways of bringing the pure fury and power of Superheroes into your Savage Rifts game, the Savage Rifts Superhero is a powerhouse on par with any character in the Tomorrow Legion.

WITH POWER, LIMITS
Due to the incredible power, Savage Rifts Superheroes limitations based on them by karma, happenstance, and the circumstances of their empowerment. These characters will choose from the options in Complications to define precisely what it is about them that complicates their lives.

SUPERHERO ABILITIES AND BONUSES
  • Awesome Power: Gain the Arcane Background (Super Powers - SPC). The character starts with 30 Power Points and a Power Limit of 15. Superheroes also have access to the The Best There Is, Mastery, and Dynamic Duo edges from the Super Hero Companion. The edge 'The Best There Is' raises the power point limit to 23, as defined by the edge.
  • Extreme Power: The Knockback, Synergy, Power Stunt, and Power Trick setting rules from the Super Hero Companion apply to this character. Superhero characters can synergize with non-super characters with GM permission - depending on the circumstances.
  • Rising Stars: Super Heroes may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or new ones (there is no New Power Edge).

SUPERHERO COMPLICATIONS
  • Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major or 2 Minor Hindrances not already listed above. Alternately, the GM may allow a character to choose negative racial abilities of 1 or 2 points instead - useful when emulating a specific race.
    You may also utilize those listed below:
    • Allergy (Major/Minor) Your character suffers an aversion to a common condition or substance, such as water, fire, cold, sunlight, etc. Exposure to that substance (generally within six feet of it) inflicts a –2 penalty to all your character’s Trait rolls as a Minor Hindrance. As a Major Hindrance, your hero suffers a –4 penalty to all Trait rolls and his Pace is halved. This continues while exposed and for 2d6 rounds after the substance is removed or shielded somehow.
    • Dependency (Major): The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
    • Weakness (Major/Minor): Your character is more susceptible to a specific Power Trapping (see below), such as ice and cold, fire and heat, radiation, magic, darkness, light, air, sound, and so on. He suffers +4 damage when hit by an attack of that type, or –4 to resist other types of effects. As a Major Hindrance, the hero or villain is incredibly vulnerable to the Power Type and should avoid it at all costs. He still resists at –4 but damage is doubled.
      Energy: Cold, Darkness, Electricity, Fire/Heat, Kinetic, Light, Magnetism, Mental, Radiation, Sound, Wind.
      Matter: Air, Biological (Animal/Human tissue), Earth/Stone, Force or Solid Light, Metal, Plant, Water.
  • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
  • Enemies Everywhere!: The Coalition States and Dunscon's Federation of Magic see these beings as dangerous aberrations at best and off-world scum at worst. Regardless, no matter how human looking or how magical their abilities, these beings with great and mysterious powers are dangerous and to be destroyed or studied - in a lab. This counts as the Wanted (Minor) hindrance with each organization.
  • Restricted Paths: Supers cannot take any other Arcane Background, nor can they select Super Sorcery or Mentalist powers. As mentioned in the edge's description, cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation to a degree.
  • Super Karma: Super powered characters are larger than life, with faults and responsibilities as great as their miraculous powers. For this reason, supers may take one additional Major Hindrance from the list bellow during character creation. This can be used normally, or to grant them 10 extra Power Points. These bonus points do not increase the character’s Power Limit.
ICONIC FRAMEWORK STARTING GEAR
  • Begin with the starting gear from any Iconic Framework.


New Powers
Inner Reservoir (1/level)
You have a pool of mystical or psionic energy that you can use to power techno-wizard or Arcane items. Each level of this power gives you 5 PPE or ISP (choose one) that can only be used to activate and power TW/Arcane devices. These PPE or ISP regenerate at the rate of 1 per hour.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

Koshnek wrote: Thu Sep 27, 2018 3:36 pm Rising Star Savage Super Hero Iconic Framework

Original IF

Play Testers:
  • TBD
Power. Super Power. Whether exposure to cosmic rays that grant amazing abilities or access to ultra powerful alien technology these heroes have extraordinary abilities that make them larger than life. In the interdimensional melting pot of Rifts Earth beings with extraordinary power arrive daily through random Rifts while others are born in our midst imbued with powers through mutation or genetic experimentation. Regardless of the source of their powers these heroes can’t avoid centre stage for long. Afterall, with great power comes...well you know the rest.

Hero's Journey (5 Rolls): Three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables, except those dealing with Magic and Psionics. This represents 5 power points used, heroes not native to Rifts Earth can spend these points on powers but have no starting gear and begin with the Clueless hindrance (-2 on all Common Knowledge checks dealing with Rifts Earth).

Super Abilities
  • Innate Power: Gain the Arcane Background (Super Powers) edge from the Super Powers Companion. The character is a Rising Star Heavy Hitter, starting with 25 Power Points and a Power Limit of 15.
    • Rising Stars may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or new ones (there is no New Power Edge).
  • Extreme Persons & Powers: The Knockback, Synergy, Power Stunt, and Power Trick setting rules apply to this character. Super Karma does not apply to native characters but can be used by heroes not native to Rifts Earth, granting 10 additional power points.
  • Iconic Abilities: Super heroes can take the hindrances from the Super Powers Companion, and have access to the The Best There Is, Mastery, and Dynamic Duo edges.
Complications
  • Restricted Paths: Supers cannot take any other Arcane Background.
  • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
  • Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two. Take care before rolling on the cybernetics table.
  • Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
  • Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major and 2 Minor Hindrances not already listed above (or others subject to GM approval).
Starting Gear: Choose one gear package from any other Iconic Framework (including M.A.R.S. packages). Specific choice is subject to GM approval. “New to Earth” characters start with no gear.

Suggested Weaknesses, Hindrances, and Quirks
Allergy (Major/Minor)
Your character suffers an aversion to a common condition or substance, such as water, fire, cold, sunlight, etc. Exposure to that substance (generally within six feet of it) inflicts a –2 penalty to all your character’s Trait rolls as a Minor Hindrance. As a Major Hindrance, your hero suffers a –4 penalty to all Trait rolls and his Pace is halved. This continues while exposed and for 2d6 rounds after the substance is removed or shielded somehow.

Bad Reputation (Minor): The character is generally despised or distrusted by most folks, usually because they are known for brutality, thievery, or other reprehensible behavior towards civilization. They suffer –2 Charisma when dealing with the average person in most towns and cities.

Racial Enemy (Minor): This species and another relatively common to the setting have an age-old or intense hatred for each other. They suffer –4 Charisma when dealing with each other, and may become hostile with little provocation. This may only be taken once per race.

Dependency (Major): The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.

Distinctive D-Bee (Minor): The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. If the race can hide its inhuman features (GM’s call), this is worth –1. If not, this is worth –2.

Non-Standard Physiology (Major): The species has a physical build which makes it difficult to wear armor or operate vehicles. Armor must be custom-designed and fitted, at least doubling purchase and repair costs. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. Glitter Boy armor (and the Iconic Framework) is not an option for this race.

Weakness (Major/Minor)
Your character is more susceptible to a specific Power Trapping (see below), such as ice and cold, fire and heat, radiation, magic, darkness, light, air, sound, and so on. He suffers +4 damage when hit by an attack of that type, or –4 to resist other types of effects. As a Major Hindrance, the hero or villain is incredibly vulnerable to the Power Type and should avoid it at all costs. He still resists at –4 but damage is doubled.
Energy: Cold, Darkness, Electricity, Fire/Heat, Kinetic, Light, Magnetism, Mental, Radiation, Sound, Wind.
Matter: Air, Biological (Animal/Human tissue), Earth/Stone, Force or Solid Light, Metal, Plant, Water.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Koshnek »

Potentially adding the Inner Reservoir power to the Powers list. (Tribe's Suggestion)

Inner Reservoir (3/level)
You have a pool of mystical or psionic energy that you can use to power techno-wizard items. Each level of this power gives you 5 PPE or ISP (choose one) that can only be used to activate and power TW devices. These PPE or ISP regenerate at the rate of 1 per hour.

I added Rob's proposed edits for the Power limit of 15 (23 for best there is)
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

As a note the game masters are working on the same thing

viewtopic.php?t=3057
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Rising Star SPC IF Alternative / Test Drive

Post by High Command »

please continue - what we are doing is the MARS version - it is significantly lower powered than this.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by High Command »

A couple of notes:

First on Equipment - take out the note allowing gear from MARS Packages - those are a specific part of those packages and you can't have them unless you take them. There's plenty of gear in other IFs for them.

Second, on the AB and Cybernetics - I've run this by VV and it makes cybernetics work against AB SP-SPC the same as it does for ANY AB

Arcane Background (Super Powers - SPC) [Background]
Requirements: Novice
This Edge replaces the version from Savage Worlds Deluxe. It grants a number of Power Points equal to the Power Level of the Iconic Framework granting the edge (See MARS Package: Super Soldier and the Savage Rifts Superhero Iconic Framework).
No arcane skill is required. Super powers work “at will” and require no roll unless the specific power says otherwise. Cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation.

Baking it into the AB makes it universal to MARS and the Super Hero. Also it doesn't make them lose power. If you don't want them rolling on cybernetics, say so.

Also, I am working on putting your hard work into an IF template. For the record, I love what you've done overall. Do you object to moving this to Community Projects though?
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Koshnek »

Sure, move away. The hard work was mostly Soren's though - Rising Star was his idea :D.

Made the suggested changes.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by High Command »

First off - I made some stylistic changes as I moved this over - renamed abilities, combined some, separated some out, and then alphabetized everything. I also gave those without anything a survival backpack and a set of clothes. Some of the sections below could use some more descriptive text. But here it is in IF format.

Savage Rifts Superhero
Super Powered Heroes of Rifts Earth and Beyond!

Power. Super Power. Whether exposure to cosmic rays that grant amazing abilities or access to ultra powerful alien technology these heroes have extraordinary abilities that make them larger than life. In the interdimensional melting pot of Rifts Earth beings with extraordinary power arrive daily through random Rifts while others are born in our midst imbued with powers through mutation, scientific manipulation, or genetic experimentation. Regardless of the source of their powers these heroes can’t avoid centre stage for long. Afterall, with great power comes...well you know the rest.

HERO’S JOURNEY (FIVE ROLLS)
Savage Rifts Superheroes gain three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables, except those dealing with Cybernetics, Magic and Psionics. This represents 5 power points used, heroes not native to Rifts Earth can spend these points on powers but have almost no starting gear and begin with the Clueless hindrance (-2 on all Common Knowledge checks dealing with Rifts Earth).

HEROES WITHOUT EQUAL
One of only two ways of bringing the pure fury and power of Superheroes into your Savage Rifts game, the Savage Rifts Superhero is a powerhouse on par with any character in the Tomorrow Legion.

WITH POWER, LIMITS
Due to the incredible power, Savage Rifts Superheroes limitations based on them by karma, happenstance, and the circumstances of their empowerment. These characters will choose from the options in Complications to define precisely what it is about them that complicates their lives.

SUPERHERO ABILITIES AND BONUSES
  • Awesome Power: Gain the Arcane Background (Super Powers - SPC). The character starts with 25 Power Points and a Power Limit of 15. Superheroes also have access to the The Best There Is, Mastery, and Dynamic Duo edges from the Super Hero Companion. The edge 'The Best There Is' raises the power point limit to 23, as defined by the edge.
  • Extreme Power: The Knockback, Synergy, Power Stunt, and Power Trick setting rules from the Super Hero Companion apply to this character. Superhero characters can synergize with non-super characters with GM permission - depending on the circumstances.
  • Rising Stars: Super Heroes may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or new ones (there is no New Power Edge).

SUPERHERO COMPLICATIONS
  • Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major or 2 Minor Hindrances not already listed above. Alternately, the GM may allow a character to choose negative racial abilities of 1 or 2 points instead - useful when emulating a specific race.
    You may also utilize those listed below:
    • Allergy (Major/Minor) Your character suffers an aversion to a common condition or substance, such as water, fire, cold, sunlight, etc. Exposure to that substance (generally within six feet of it) inflicts a –2 penalty to all your character’s Trait rolls as a Minor Hindrance. As a Major Hindrance, your hero suffers a –4 penalty to all Trait rolls and his Pace is halved. This continues while exposed and for 2d6 rounds after the substance is removed or shielded somehow.
    • Dependency (Major): The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
    • Weakness (Major/Minor): Your character is more susceptible to a specific Power Trapping (see below), such as ice and cold, fire and heat, radiation, magic, darkness, light, air, sound, and so on. He suffers +4 damage when hit by an attack of that type, or –4 to resist other types of effects. As a Major Hindrance, the hero or villain is incredibly vulnerable to the Power Type and should avoid it at all costs. He still resists at –4 but damage is doubled.
      Energy: Cold, Darkness, Electricity, Fire/Heat, Kinetic, Light, Magnetism, Mental, Radiation, Sound, Wind.
      Matter: Air, Biological (Animal/Human tissue), Earth/Stone, Force or Solid Light, Metal, Plant, Water.
  • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
  • Enemies Everywhere!: The Coalition States and Dunscon's Federation of Magic see these beings as dangerous aberrations at best and off-world scum at worst. Regardless, no matter how human looking or how magical their abilities, these beings with great and mysterious powers are dangerous and to be destroyed or studied - in a lab. This counts as the Wanted (Minor) hindrance with each organization.
  • Restricted Paths: Supers cannot take any other Arcane Background, nor can they select Super Sorcery or Mentalist powers. As mentioned in the edge's description, cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation to a degree.
  • Super Karma: Super powered characters are larger than life, with faults and responsibilities as great as their miraculous powers. For this reason, supers not native to Rift Earth may take one additional Major Hindrance during character creation. This can be used normally, or to grant them 10 extra Power Points. These bonus points do not increase the character’s Power Limit. Super Karma does not apply to characters native to Rifts Earth.
ICONIC FRAMEWORK STARTING GEAR
  • Begin with the starting gear from any Iconic Framework, assuming you get starting gear at all.
    If not all you start with is a NG-S2 Survival Backpack and a set of clothes. This could be your superhero costume or uniform if you desire.
New Power
Inner Reservoir (3/level)
You have a pool of mystical or psionic energy that you can use to power techno-wizard items. Each level of this power gives you 5 PPE or ISP (choose one) that can only be used to activate and power TW devices. These PPE or ISP regenerate at the rate of 1 per hour.
Copy this to repost it with edits

Code: Select all

[size=200]Savage Rifts Superhero[/size]
[i]Super Powered Heroes of Rifts Earth and Beyond![/i]

Power. Super Power. Whether exposure to cosmic rays that grant amazing abilities or access to ultra powerful alien technology these heroes have extraordinary abilities that make them larger than life. In the interdimensional melting pot of Rifts Earth beings with extraordinary power arrive daily through random Rifts while others are born in our midst imbued with powers through mutation, scientific manipulation, or genetic experimentation. Regardless of the source of their powers these heroes can’t avoid centre stage for long. Afterall, with great power comes...well you know the rest.

[b]HERO’S JOURNEY (FIVE ROLLS)[/b]
Savage Rifts Superheroes gain three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables, except those dealing with Cybernetics, Magic and Psionics. This represents 5 power points used, heroes not native to Rifts Earth can spend these points on powers but have no starting gear and begin with the Clueless hindrance (-2 on all Common Knowledge checks dealing with Rifts Earth).

[b]HEROES WITHOUT EQUAL[/b]
One of only two ways of bringing the pure fury and power of Superheroes into your Savage Rifts game, the Savage Rifts Superhero is a powerhouse on par with any character in the Tomorrow Legion. 

[b]WITH POWER, LIMITS[/b] 
Due to the incredible power, Savage Rifts Superheroes limitations based on them by karma, happenstance, and the circumstances of their empowerment. These characters will choose from the options in Complications to define precisely what it is about them that complicates their lives. 

[b]SUPERHERO ABILITIES AND BONUSES[/b]
[list][*][b]Awesome Power:[/b] Gain the Arcane Background (Super Powers - SPC). The character starts with 25 Power Points and a Power Limit of 15. Superheroes also have access to the The Best There Is, Mastery, and Dynamic Duo edges from the Super Hero Companion. The edge 'The Best There Is' raises the power point limit to 23, as defined by the edge. 
[*][b]Extreme Power:[/b] The Knockback, Synergy, Power Stunt, and Power Trick setting rules from the Super Hero Companion apply to this character. Superhero characters can synergize with non-super characters with GM permission - depending on the circumstances.
[*][b]Rising Stars[/b]: Super Heroes may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or new ones (there is no New Power Edge).[/list] 
[b]SUPERHERO COMPLICATIONS[/b]
[list][*][b]Achilles Heel:[/b] Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major or 2 Minor Hindrances not already listed above. Alternately, the GM may allow a character to choose negative racial abilities of 1 or 2 points instead - useful when emulating a specific race.
You may also utilize those listed below: 
[list][*][b]Allergy (Major/Minor)[/b] Your character suffers an aversion to a common condition or substance, such as water, fire, cold, sunlight, etc. Exposure to that substance (generally within six feet of it) inflicts a –2 penalty to all your character’s Trait rolls as a Minor Hindrance. As a Major Hindrance, your hero suffers a –4 penalty to all Trait rolls and his Pace is halved. This continues while exposed and for 2d6 rounds after the substance is removed or shielded somehow.
[*][b]Dependency (Major)[/b]: The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
[*][b]Weakness (Major/Minor)[/b]: Your character is more susceptible to a specific Power Trapping (see below), such as ice and cold, fire and heat, radiation, magic, darkness, light, air, sound, and so on. He suffers +4 damage when hit by an attack of that type, or –4 to resist other types of effects. As a Major Hindrance, the hero or villain is incredibly vulnerable to the Power Type and should avoid it at all costs. He still resists at –4 but damage is doubled.
Energy: Cold, Darkness, Electricity, Fire/Heat, Kinetic, Light, Magnetism, Mental, Radiation, Sound, Wind.
Matter: Air, Biological (Animal/Human tissue), Earth/Stone, Force or Solid Light, Metal, Plant, Water.
[/list][*][b]Dimensional Restrictions:[/b] Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
[*][b]Enemies Everywhere!:[/b] The Coalition States and Dunscon's Federation of Magic see these beings as dangerous aberrations at best and off-world scum at worst. Regardless, no matter how human looking or how magical their abilities, these beings with great and mysterious powers are dangerous and to be destroyed or studied - in a lab. This counts as the Wanted (Minor) hindrance with each organization. 
[*][b]Restricted Paths:[/b] Supers cannot take any other Arcane Background, nor can they select Super Sorcery or Mentalist powers. As mentioned in the edge's description, cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation to a degree.
[*][b]Super Karma:[/b] Super powered characters are larger than life, with faults and responsibilities as great as their miraculous powers. For this reason, supers not native to Rift Earth may take one additional Major Hindrance during character creation. This can be used normally, or to grant them 10 extra Power Points. These bonus points do not increase the character’s Power Limit. Super Karma does not apply to characters native to Rifts Earth.
[/list]
[b]ICONIC FRAMEWORK STARTING GEAR[/b] 
[list]Begin with the starting gear from any Iconic Framework, assuming you get starting gear at all. 
If not all you start with is a NG-S2 Survival Backpack and a set of clothes. This could be your superhero costume or uniform if you desire. 
[/list]

[b][u]New Power[/u][/b]
[b]Inner Reservoir[/b] (3/level)
You have a pool of mystical or psionic energy that you can use to power techno-wizard items. Each level of this power gives you 5 PPE or ISP (choose one) that can only be used to activate and power TW devices. These PPE or ISP regenerate at the rate of 1 per hour.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

I would like to see it knocked down to one major or 2 minor instead of 1 major and 2 minor. I would also like feedback from other game masters
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Tribe of One »

Just give them 30 PP to start - 25 seems a little chintzy, and deviates from SPC2 for no reason. Lose the native/non-native distinction and give everyone the HJ rolls and access to Super Karma. Then I think the extra Hindrances (or 4 points of Negative racial abilities) is justified.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

Tribe of One wrote: Fri Sep 28, 2018 5:20 pm Just give them 30 PP to start - 25 seems a little chintzy, and deviates from SPC2 for no reason. Lose the native/non-native distinction and give everyone the HJ rolls and access to Super Karma. Then I think the extra Hindrances (or 4 points of Negative racial abilities) is justified.
This would feel way more balanced for all the negatives.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Venatus Vinco »

Tribe's suggestion works for me.

I was actually go to say the hell with the extra hindrances.

VV
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

Venatus Vinco wrote: Fri Sep 28, 2018 5:44 pm Tribe's suggestion works for me.

I was actually go to say the hell with the extra hindrances.

VV
We should replace the old version with this version.

See if @Freemage and @Moira O'Dugan like it as it would change active characters and let them grow. Or let them choose to stay the same.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Koshnek »

How about 30 karma 15/23 (BTI) PL and either 5 hj and a starting gear package or access to super karma with no gear package, no hindrances? You’re already cutting 15 pp off the top, that should be sufficient, no?

I liked the previous distinction of native/non-native.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Tribe of One »

I just don't think the "No gear, no HJ rolls" serves a purpose other than being punitive. HJ is a part of Savage Rifts, and there's little reason in not giving the most basic gear. If a player wants to be Fresh Off the Boat, let them make that decision without tying it to a decision about power level.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

I just like the proposal Tribe of 1 came up with.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Koshnek »

Works for me then. If no other changes are added/suggested that's what Ill go with on the character I'm working up.

Edit: Reviewing the original and current versions, I'm not sure the reservoir of PPE is necessary. That is not a racial option (unless you're a dragon) if I'm not mistaken. No mundane characters can take TW items, and there are still Enchanted and Super Tech items available to them.

Supers as present on this forum for Rifts seem to be designed explicitly to not be psionically or magically active. Unless we're saying "Super Powers" is an AB, so it should get to use TW items!

In that case... *squints intensely at Weird Science*
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Venatus Vinco »

Regarding PPE. I think it helps with making certain concepts.

I am pretty sure there is a racial ability that gives +5 power points (PPE or ISP).

So if a player wanted a "mystic warrior" type of hero it makes sense to burn an edge to be able to use TW.

Other builds don't need to take it and can live with Enchanted and Super Tech.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

Final Framework
@Venatus Vinco are you okay with this going up for a Vote?


Savage Rifts Superhero
Super Powered Heroes of Rifts Earth and Beyond!

Power. Super Power. Whether exposure to cosmic rays that grant amazing abilities or access to ultra powerful alien technology these heroes have extraordinary abilities that make them larger than life. In the inter-dimensional melting pot of Rifts Earth beings with extraordinary power arrive daily through random Rifts while others are born in our midst imbued with powers through mutation, scientific manipulation, or genetic experimentation. Regardless of the source of their powers these heroes can’t avoid center stage for long. After all, with great power comes...well you know the rest.

HERO’S JOURNEY (FIVE ROLLS)
Savage Rifts Superheroes gain three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables, except those dealing with Cybernetics, Magic and Psionics.

HEROES WITHOUT EQUAL
One of only two ways of bringing the pure fury and power of Superheroes into your Savage Rifts game, the Savage Rifts Superhero is a powerhouse on par with any character in the Tomorrow Legion.

WITH POWER, LIMITS
Due to the incredible power, Savage Rifts Superheroes limitations based on them by karma, happenstance, and the circumstances of their empowerment. These characters will choose from the options in Complications to define precisely what it is about them that complicates their lives.

SUPERHERO ABILITIES AND BONUSES
  • Awesome Power: Gain the Arcane Background (Super Powers - SPC). The character starts with 30 Power Points and a Power Limit of 15. Superheroes also have access to the The Best There Is, Mastery, and Dynamic Duo edges from the Super Hero Companion. The edge 'The Best There Is' raises the power point limit to 23, as defined by the edge.
  • Extreme Power: The Knockback, Synergy, Power Stunt, and Power Trick setting rules from the Super Hero Companion apply to this character. Superhero characters can synergize with non-super characters with GM permission - depending on the circumstances.
  • Rising Stars: Super Heroes may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or new ones (there is no New Power Edge).

SUPERHERO COMPLICATIONS
  • Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major or 2 Minor Hindrances not already listed above. Alternately, the GM may allow a character to choose negative racial abilities of 1 or 2 points instead - useful when emulating a specific race.
    You may also utilize those listed below:
    • Allergy (Major/Minor) Your character suffers an aversion to a common condition or substance, such as water, fire, cold, sunlight, etc. Exposure to that substance (generally within six feet of it) inflicts a –2 penalty to all your character’s Trait rolls as a Minor Hindrance. As a Major Hindrance, your hero suffers a –4 penalty to all Trait rolls and his Pace is halved. This continues while exposed and for 2d6 rounds after the substance is removed or shielded somehow.
    • Dependency (Major): The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
    • Weakness (Major/Minor): Your character is more susceptible to a specific Power Trapping (see below), such as ice and cold, fire and heat, radiation, magic, darkness, light, air, sound, and so on. He suffers +4 damage when hit by an attack of that type, or –4 to resist other types of effects. As a Major Hindrance, the hero or villain is incredibly vulnerable to the Power Type and should avoid it at all costs. He still resists at –4 but damage is doubled.
      Energy: Cold, Darkness, Electricity, Fire/Heat, Kinetic, Light, Magnetism, Mental, Radiation, Sound, Wind.
      Matter: Air, Biological (Animal/Human tissue), Earth/Stone, Force or Solid Light, Metal, Plant, Water.
  • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
  • Enemies Everywhere!: The Coalition States and Dunscon's Federation of Magic see these beings as dangerous aberrations at best and off-world scum at worst. Regardless, no matter how human looking or how magical their abilities, these beings with great and mysterious powers are dangerous and to be destroyed or studied - in a lab. This counts as the Wanted (Minor) hindrance with each organization.
  • Restricted Paths: Supers cannot take any other Arcane Background. As mentioned in the edge's description, cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation to a degree.
  • Super Karma: Super powered characters are larger than life, with faults and responsibilities as great as their miraculous powers. For this reason, supers may take one additional Major Hindrance from the list bellow during character creation. This can be used normally, or to grant them 10 extra Power Points. These bonus points do not increase the character’s Power Limit.
ICONIC FRAMEWORK STARTING GEAR
  • Begin with the starting gear from any Iconic Framework.


New Powers
Inner Reservoir (1/level)
You have a pool of mystical or psionic energy that you can use to power techno-wizard or Arcane items. Each level of this power gives you 5 PPE or ISP (choose one) that can only be used to activate and power TW/Arcane devices. These PPE or ISP regenerate at the rate of 1 per hour.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Koshnek »

With the removal of non-native, remove “assuming you get starting gear at all.
If not all you start with is a NG-S2 Survival Backpack and a set of clothes. This could be your superhero costume or uniform if you desire.” From the gear selection.

ICONIC FRAMEWORK STARTING GEAR
  • Begin with the starting gear from any Iconic Framework.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Freemage »

One last question, then--is there a reason for the 30/15 rule? The normal SPC Rising Stars puts the cap on Powers at the starting PPts level--so for Heavy Hitters, it would be 30 Starting, with a cap of 30 on any one Power.

An alternative to keep from front-loaded, one-trick ponies, would be 30/15 to start, but keep the ultimate cap on Powers at 30 points, per RS SPC.

That said, if we go with the baseline SPC rules, then we should ditch Best There Is and Out Of Your League--the tweaking of the math gets to be more obnoxious than anything else.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

That was mostly me. I knew I would be GMing and was worried about a 30 power point switchable swissarmy man with 10 duplicates. Lets just axe it and go with RAW

But I guess I can just keep my universal happy meter going and if someone tries something to obnoxious just say, "Sorry I do not think that will fit in this game."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Venatus Vinco »

I think I have seen enough on this and the setting rules.

Can someone make a coherent house rules proposal for the IF and one for the MARS package?

I may even just approve it by fiat.

VV
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

Venatus Vinco wrote: Sat Oct 13, 2018 3:28 am I think I have seen enough on this and the setting rules.

Can someone make a coherent house rules proposal for the IF and one for the MARS package?

I may even just approve it by fiat.

VV
Okay,
I am on it.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Pender Lumkiss »

Denied for any game Pender GMs. Power Negation needs to be added tot he list of hindrances otherwise players will think it is not allowed.
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

Pender Lumkiss wrote: Tue Nov 06, 2018 1:50 pm Denied for any game Pender GMs. Power Negation needs to be added tot he list of hindrances otherwise players will think it is not allowed.
I am okay with power negation as well
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Koshnek »

Eh, I thought I was done. But, I wanted to list my concern from Hangouts here before I dropped it.

My preferred option, which has been shot down rather hard in hangouts, would be along the lines of adding the following to Achilles's Heel:
Your character is a Superhero. Superheroes typically have some weakness which can be taken advantage of by their enemies which helps to offset their great power. When picking hindrances and negative racial abilities, keep that in mind. The character should be built with moderate to severe weaknesses ripe for exploitation. Work together with your GM to find an agreeable set of hindrances and negative abilities. The GM has final say in what is allowed.

Alternatively, I suggest keeping the -6 points total in hindrances or negative racial abilities, but lowering the amount of points required in intrinsically mechanical hindrances from -6 to -4. The remaining -2 can be from any Major Hindrance.

After applying the currently voted on changes to the IF to my character, I have found that requiring -6 points of purely mechanical racial/hindrance points is stifling some character concepts. (Note: I have satisfactorily adjusted my character to fit the most current iteration of this IF, and personal bias is not the root of this issue.) This IF is designed to encompass the character's superhero nature, their powers (and inherent limitations) and their race. Not every concept is purely mechanical.

What if your superhero training requires you to uphold a Vow, or what if your character is more of a vengeful antihero? What if your superhero is a Rakashan and inherently Bloodthirsty? What if you are a Lyn-Srial and racially predisposed to heroism or an Android with pacifist rules built into their programming? This last one is admittedly petty, but why is the Superhero IF banned from taking the Heroic Hindrance?

The only alternative as it is currently written is to use your character's personal hindrances to fill in any holes left by being unable to appropriately design your character's race, training, and power set's limitations. Then, if you have any remaining, you can fill in some individual hindrances unique to that character. Those Hindrances are designed to make a compelling character, not a finish off the character's racial "selection."

I get not wanting to have a pile of purely roleplay hindrances (which is left up to GM discretion during racial creation anyhow and seems to work just fine there). However, is it completely necessary to mandate that all six points of hindrances and negative abilities be purely mechanical?
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Re: Rising Star SPC IF Alternative / Test Drive

Post by Ndreare »

Archiving because we have a final version in house Rules under custom IF.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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