S.A.T.U.R.N. Option

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Most races have a modest collection of abilities, and can be paired with (almost) any framework or package. And a few races (like dragon hatchlings) are so powerful that they're an Iconic Framework all on their own. However, there is a middle ground — an unusually powerful race which isn't quite at the level of "this needs to be built as its own framework."

This is a S.A.T.U.R.N. (Superior Alien, Tribe, Unique Race, or Nonhuman) Option, a race built with 16 points rather than the usual 2. Once you've chosen such a high-powered race, there are two ways to turn it into a full Savage Rifts character:

Option One: Personal Development

This lets you focus on individual choices and starts you with a more experienced hero. After choosing your race, follow these steps:

  1. Make two rolls on the Fortune & Glory table.
  2. Make three rolls on any Hero's Journey table(s).
  3. After building your hero, take four advances; you begin as a Seasoned character.
  4. Begin with standard Starting Gear.

Option Two: M.A.R.S. Package

Has your hero undergone a specific type of training, either professional or informal? After choosing your race, follow these steps:

  1. Do not make any Fortune & Glory rolls!
  2. Make three rolls on any Hero's Journey table(s).
  3. Add everything listed for any one M.A.R.S. package.
  4. Build your hero normally; you start with zero advances, as a Novice character.

If the M.A.R.S. package includes an Arcane Background that you already have, treat it as the New Powers Edge instead. Traits simply add (unless that would violate a maximum). If anything else overlaps, work with the GM to find a fair substitute.


S.A.T.U.R.N. Races

A S.A.T.U.R.N. race is built with a net 16 points of positive racial abilities, rather than the usual 2 points. Choose from the following, or seek GM approval for a custom build.

Deva

Inspired by Rifts Conversion Book 2: Pantheons of the Megaverse

Devas are an example of "godlings," representations of divine essence given physical form. Extremely rare, they are individuals (not a true race or community) who trust their inner self to make their own path in life. Not all consider themselves superior to "mundane" folks, though it's hard to argue with the ones who do. Physically, they cut an imposing figure with four arms and three faces, a combination that allows them to take multiple actions, remain awake indefinitely (one face can sleep while the others remain awake), and avoid being sneaked up on.

  • Inner Strength and Grace: The Deva is Size +1 (and thus Toughness +1), and starts with Agility and Spirit at d6 (max d12+1). [+5]
  • Four Arms: The Deva is Ambidextrous and ignores two points of Multi-Action Penalties each turn. [+5]
  • Three Faces: The Deva can go indefinitely without sleeping, has 360° awareness, and flawlessly sees through all obscurement (fog, darkness, even invisibility). [+9]
  • Obvious D-Bee: Reactions to the Deva start at Unfriendly (Hostile for xenophobes). They cannot wear human armor or clothing (it must be tailor-made for double cost), or use most power armor. [-3]

Titan

Converted from Rifts Conversion Book 1

At 13-15' tall, these massive giants are actually on the smaller side compared to their brethren like the Cyclops and Jotan. They are champions of justice, wandering the land to fight evil and right wrongs. They used to be allies of the Elves until the latter's xenophobic tendencies drove a wedge between them. While many people respond to a Titan with immediate gunfire, their reputation as heroes usually results in them being treated the same as a less powerful D-Bee.

  • Giant Strength: Titans start with Strength d12 (no maximum) and Vigor d8 (maximum d12+2). [+12] Their punch does Str+d6 damage; treat this as Claws for rules purposes. [+3]
  • Large: Size +4 (and thus Toughness +4). Attacks made against a Titan get +2 to hit. The giants have no penalty to attack Normal or Small targets (they have the Swat ability). Titans can take one additional Wound before becoming Incapacitated. [+3]
  • Long-Limbed: Titans have Pace 12 (with Run +2d6) and Reach 2. [+5]
  • Low-Light Vision: Titans ignore Dim and Dark penalties. [+1]
  • Oversized D-Bee: Reactions start at Unfriendly, or Hostile from xenophobes. Checks to use Healing or cybernetics on them are at -2. They are at -2 to use normal-scale gear and cannot wear normal armor/clothing; custom gear is triple normal price. [-6]
  • Noble: Titans have the Heroic Hindrance. [-2]

Project Achilles Mutants

Converted from Rifts World Book 9: South America 2

In the Golden Age, the Argentinean government secretly partnered with ShaperCorp (a cutting-edge biogenetics company) to create Project Achilles. Achilles scientists not only mixed human and animal DNA, they found new ways to adapt and enhance it, producing new forms of life that were both diverse and powerfully psychic. When the Great Cataclysm struck, scientist Cordelia Valdez released the Achilles mutants from the labs; many perished, but enough survived that they eventually build their own society in the jungles of Argentina, named Cordelia in her honor. Today, Cordelia (as well as another Achilles-founded city, Omagua) is an influential city-state. While "Achilleans" are still very rare outside of South America, a few may be found in every nation, either traveling through or settled down; some have even joined the Tomorrow Legion.

Each of these mutants is its own S.A.T.U.R.N. option.

Capybaroid

This mix of capybara, rat, and human stock is naturally adapted for the water, but what makes them truly impressive is their ability to manipulate temporal and dimensional energy. They can slip between dimensions, warp time, and see visions of the past and present; in worst-case scenarios, they can force these energies to clash into a forceful "psi-wave" (havoc). Their powers give most Capybaroids a very mystical, centered personality; they have come to accept that certain things can be changed but others are simply fated to be. They abhor violence, employing it only as a last resort.

  • Achilles Mutant: Most humans, even those who accept D-Bees, are uncomfortable around mutant animals; initial Reactions start at Uncooperative. In addition, all armor and clothing must be custom-tailored for this race (twice cost) and most power armor is not an option. (-2)
  • Aquatic: They can hold their breath for an hour, move at their full Pace underwater, and are extremely resistant to the cold (+4 to resist, and cold-based attacks do -4 damage). (+3)
  • Infravision: Darkness penalties are halved for the purpose of spotting or attacking warm targets. (+1)
  • Centered: Capybaroids start with Smarts and Spirit at d6 (max d12+1). They have the Charismatic and Strong-Willed Edges, but also the Pacifism (Minor) Hindrance. (+7)
  • Psychic: They have the Arcane Background (Psionics) and New Powers Edges, the Psionics skill at d6, and the detect arcana†, divination, havoc, sloth/speed, and teleport powers. (+6)
  • Teeth: They can bite for Str+d4 damage, even while grappling. (+1)

Condoroid / Falconoid

Project Achilles experimented with a wide variety of bird genes, eventually producing their best results from a mix of condor or falcon, with human and other avians. Both races developed the ability to telekinetically accelerate their movement and surround themselves with a force field. Their main differences are that Condoroids have the invisibility* power and are close fighters, while Falconoids have the bolt power and are distant "mind blasters." Their claws have been adapted for walking (if a bit poorly), and cannot be used as weapons or manipulators.

  • Achilles Mutant: Most humans, even those who accept D-Bees, are uncomfortable around mutant animals; initial Reactions start at Uncooperative. In addition, all armor and clothing must be custom-tailored for this race (twice cost) and most power armor is not an option. (-2)
  • Agile: They start with Agility d6 (max d12+1) and the Acrobat Edge. (+4)
  • Beak: They can bite for Str+d4 damage, even while grappling. (+1)
  • Flight: They can fly at 24" (60 MPH), adding +2d6" if they "run." However, their ground Pace is just 5" with a d4 run die. (+5)
  • Instincts: They have Athletics skill at d6. In addition, Condoroids get +2 to Fighting while Falconoids get +2 to Shooting. (+3)
  • Psychic: They have the Arcane Background (Psionic) Edge, Psionics skill at d6, and the powers protection*, speed*, and either bolt (Falconoid) or invisibility* (Condoroid). Their speed has the unique Jetstream power modifier available. (+5)
    • Jetstream (+2): The power affects Flight speed as well as normal Pace. Cannot be combined with Hurry or ever applied to a version of speed that isn't Range: Self.

Equinoid

While it's fair to call these "centaurs" (or "psi-taurs" for those feeling punny), they aren't the classic fantasy version. The features of their pony-like bodies extend to their upper torso, with a mohawk-like mane of hair and a face which mixes the two species in an unsettling manner. Their psionic powers are rather unique: bolt reflects a "psi-bow" which forms in their hands and fires energy "arrows" at their foes, fly is actually the Equinoid "sky running" through the air, and protection is a classic force field with a unique enhancement. Small wonder that they are known best as deadly, versatile cavalry.

  • Achilles Mutant, Horse-Shaped: Most humans, even those who accept D-Bees, are uncomfortable around mutant animals; initial Reactions start at Uncooperative. In addition, Equinoids are at -2 on Trait rolls to use most equipment designed for humans (like vehicles); custom armor, equipment, and clothing for them is triple cost. Power armor is not an option. (-3)
  • Burly: Equinoids are Size +3 (and thus Toughness +3). They start with Strength d6 (max d12+4). (+5)
  • Gallop: They have Pace 10" and a d10 run die. (+4)
  • Horse Body: They treat their Strength as two dice higher only for determining Encumbrance and for calculating kicking damage. Their hooves do Str+d6 damage with a kick. (+5)
  • Psychic: They have the Arcane Background (Psionic) Edge, Psionics skill at d6, and the powers bolt, fly*, and protection*. In addition, while an Equinoid's protection is active, their unarmed attacks do Mega-Damage. (+5)

Serpentoid

Combining viper, rattlesnake, and human DNA may have been Project Achilles' most technically sophisticated achievement. The result looks somewhat like a large snake grafted to the back of a scaly human — a bulging spine that ends in a long tail. Their heads are cobra-like, with prominent hood flaps. They are among the most powerful Achillean psychics, able to surround themselves with a bulletproof field and worm their way deeply into a subject's mind. Unfortunately, this does give them slightly sociopathic tendencies.

  • Achilles Mutant: Most humans, even those who accept D-Bees, are uncomfortable around mutant animals; initial Reactions start at Uncooperative. In addition, all armor and clothing must be custom-tailored for this race (twice cost) and most power armor is not an option. (-2)
  • Coiled Muscles: They start with Agility and Strength both at d6 (maximum d12+1). They also get +2 to all Athletics rolls; their unique build makes them excellent grapplers, climbers, swimmers, etc. (+6)
  • Cold-Hearted: They have the Mania (Manipulative) Minor Hindrance, which gives -1 to Persuasion among those who realize it. (-1)
  • Infravision: Darkness penalties are halved for the purpose of spotting or attacking warm targets. (+1)
  • Psychic: They have the Arcane Background (Psionics), Mentalist, and New Powers Edges, the Psionics skill at d6, and the empathy, fear, puppet, protection*, and stun powers. (+8)
  • Scaly: They have Armor +2. (+1)
  • Venomous Bite: They can bite for Str+d4 damage, even when grappling. If the victim is Shaken or worse by the bite, they must also roll Vigor; failure inflicts a level of Fatigue, while Critical Failure inflicts two levels. The Serpentoids themselves are immune to poison. (+3)

Other Achillean Mutants

Cordelia and Omagua also contain the following mutants, who are not built with S.A.T.U.R.N. rules:

  • Felinoids are cat-folk who use the Battle Cat (EOH, p. 27) racial template; Felinoids aren't nearly as powerful as the mutants above. Common "sub-classes" of Felinoid include the Flame Panther (a Burster), the Flying Tiger (a Mind Melter with bolt, darkvision, farsight, fly, and protection), the Hunter Cat (a Crazy), the Oracle Cat (a Mystic), and the Sekhmet (a Ley Line Walker).
  • Neo-Humans are powerful psychics who, despite technically being mutants, look like flawless humans. Build these as Human Mind Melters with no physical Hindrances.

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