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, and it can be built in one of two ways:

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 package of training or development? 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.


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]