Skip to content

Instantly share code, notes, and snippets.

@LastStardaughter
Last active March 4, 2024 23:48
Show Gist options
  • Select an option

  • Save LastStardaughter/16600050ad25440071be0db5e1ad896f to your computer and use it in GitHub Desktop.

Select an option

Save LastStardaughter/16600050ad25440071be0db5e1ad896f to your computer and use it in GitHub Desktop.

Iconic Frameworks of North America
Options in bold are especially iconic of RIFTS--everyone should have an idea of what they are, even if you don't play them.
*: This is a package for the MARS (Mercenary, Adventurer, Rogue, Scholar) framework, trading raw depth in a core gimmick for greatly increased versatility.
†: This Iconic Framework chooses your species for you, or removes all mechanical benefits of it.
p - Tomorrow Legion Player's Guide
AM - Arcana & Mysticism
EH - Empires of Humanity
BB - Blood & Banes
FM - Tomorrow Legion Field Manual
AD - Atlantis and the Demon Seas
DF - Tales of the Dark Frontier Player's Guide

Men-At-Arms (Combat Monsters)

  • Commando* EH16: An elite soldier trained by a military force to become an expert on infiltration, elimination, and exfiltration.

  • Cyber-Knight p25: Think "Jedi." An honorable, fast, beloved melee fighter with psionic powers that focus on self-buffing and fighting technological foes. See also the Psi-Warrior and Spirit Warrior, below, for a similar MARS package.

  • Glitter Boy p32: A Power Armor Ace (below) who starts with the best power armor and the most devastating ranged weapon in the game. Beloved by the populace and supported by a brotherhood.

  • Merc Soldier* p42: An experienced warrior with a great choice of combat skills, Edges, and armor. Less specialized and more flexible than the Commando, above, with amazing starting gear.

  • Power Armor Ace* p42: Warrior in a battlesuit. Not quite as powerful as the Glitter Boy (above), but more experienced and often with a more versatile loadout.

  • Robot Vehicle Ace* p43: Two words: MECHA PILOT.

Men-At-Arms (Fighters With Focus)

  • Gunslinger* EH18: An incredibly talented shootist, who can "draw on" a foe to interrupt them mid-action. The Psi-Slinger, below, lacks the reflexes but adds psionic power.

  • Totem Warrior* DF4: A strong, tough Native American warrior with miraculous power focused on their animal totem. They can freely shapeshift into a more powerful, supernatural version of their totem animal, which is terrifying on its own but especially potent against supernatural evil.

  • Tribal Warrior* DF5: A straightforward Native American fighter, focused on improved attributes and skills, but also with a spiritual tie to a specific totem animal.

See also the Spirit Warrior (Magic) and Psi-Warrior and Mystic Warrior (Psionics), below

Men-At-Arms (Hunters)

  • Bounty Hunter* FM3: A hunter, fighter, and outdoorsman who specializes in disarming targets and bringing them in alive.

  • Dinosaur Hunter* BB25: A tracker and shooter who specializes in taking down huge creatures, not just dinosaurs. Think "big game hunter".

  • Momano Headhunter EH19: Monster slayers who rely on psionics along with implanted cybernetics (blades, spikes, energy projector) that have been enchanted as TW devices.

  • Sea Inquisitor* AD27: Don't let the name fool you; this isn't a water-based framework! They're potent psis with special abilities to hunt and fight supernaturally evil monsters, which grow in power as the Inquisitor gains experience.

  • Undead Slayer† AD22: A True Atlantean, raised from birth to fight vampires, etc. and imbued with many magical tattoos. Unlike the Tattooed Warrior (below), this is an honor, not a punishment. Cannot wear armor, but is tough enough to not need to.

  • Vampire Hunter* BB25: A fighter and occultist who specializes in bloodsuckers but deals well with most supernatural foes.

Augmented

  • Combat Cyborg† p19: A huge, total-conversion 'borg, more machine than man. Incredibly strong, fast, and durable, but unmistakably inhuman. See the Headhunter Techno-Warrior below if you want a less all-in option.

  • Crazy p22: A psychically enhanced super-soldier - incredibly fast, pretty strong and tough, and completely insane. Can go berserk ("losing it") at will, becoming even stronger and faster.

  • Headhunter Techno-Warrior* p42: A mercenary who relies heavily on cybernetics, and has the freest hand in choosing systems, but is still mostly meat. If you'd rather flip that ratio, see the Combat Cyborg.

  • Juicer p35: A commando who traded lifespan for biochemically boosted power. Strong, fast, tough, with incredible regenerative ability. Can burn their own life-force for more oomph.

    • Juicer "sub-classes" are represented via Iconic Edges (EH30-31): Delphi Juicers can use psionics; Hyperion Juicers are even faster; Mega-Juicers are insanely tough; Phaeton Juicers are vehicular masters; and Titan Juicers have the strength of giants.
    • Dragon Juicer AM7: Instead of chemicals, they're empowered by dragon blood and require regular resupply (from adults, not hatchlings). This makes them tougher and able to use TW devices, though also shorter-lived.

Adventurers & Scholars

  • Atlantean Nomad*† AD25: The True Atlantean equivalent of the Vagabond (below), with a variety of skills, Edges, and magical tattoos. The latter means they must usually avoid EBA armor, keeping their arms bare for tattoo activation.

  • Barbarian* BB24: A primitive, outdoorsy survivor — tough, strong, and experienced. Though illiterate and unworldly, they are incredibly alert and potentially quite intelligent.

  • Body-Fixer/Cyber-Doc* p41: A brilliant medical professional with training in both biology and technology, specializes in healing/biology or cybernetics but still good at the other one.

  • City Rat* p41: A street-smart urban scavenger who starts with a modest range of cybernetics.

  • Cowboy* EH16: A horseback rider with a steed that they share an almost supernaturally close bond with.

  • EOD Specialist* EH17: A master of Explosives Ordnance Disposal but also the opposite, improvising and using charges to take down obstacles.

  • Intel Operative* EH18: An intelligence officer, espionage agent, "super-spy", or similar specialist. Widely skilled in awareness, social engineering, and technical ability.

  • Operator* p42: A technical genius, able to repair, improvise, and use almost any gear. This includes vehicles; the Operator is a skilled driver and pilot who starts with a vehicle of choice. See also Psi-Operator.

  • RCSG Scientist* EH16: An expert on the supernatural, who excels at identifying threats and figuring out how to stop them. Note that Strain doesn't affect "Recognize the Arcane." Named for the Coalition's "Rifts Control Study Group", but works fine for a non-CS character, as well.

  • Rogue Scholar/Rogue Scientist* p43: Trained investigator and historian who excels at uncovering the truth and enlightening the ignorant masses.

  • Vagabond* p43: A simple wandering hero, lucky enough to survive impossible situations. The ultimate jack-of-all-trades, able to do a little bit of everything.

  • Wilderness Scout* p43: A ranger/outdoorsman, quick on their feet and in-tune with nature.

Practitioners of Magic

  • Barbarian Eco-Wizard* BB24: A classic druid who uses magic to empower weapons and fetishes. More of an outdoor hunter than the High Magus and more magical than the Shaman; see below. See also the Psi-Druid, below, for a non-magical variant.

  • Combat Mage* AM18: A warrior wizard, trained equally in spellcasting and the battlefield. Straightforward and dangerous with access to all Ley Line Walker spells.

  • Elemental Fusionist AM10: A rugged, outdoorsy, charismatic human born with an instinctive link to the elements. Great offensive and defensive abilities with unique trappings. Their power list takes a while to expand, but is eventually very broad. Compare the Spirit Warrior.

  • Ley Line Walker: RIFTS's "wizard". A master magician with many useful and potent spells with a ton of raw power. Can work incredibly powerful rituals when on a ley line.

  • Necromancer BB10: A hero who respects the dead, conversing with them easily and asking permission before using their corpses. They can gradually create potent armies of skeletons, zombies, and mummies.

  • Paradox Shaman*† DF2: A Native American scholar, gifted with historical and ancient knowledge, who is also a versatile Master of Magic with several spells. Kind of like the Ley Line Walker but MARS.

  • Priest*: A pious hero who uses miracles for defense, support, and banishing demons. Educated and likable, they provide much-needed reassurance to the common folk. (Land of a Thousand Islands p35)

  • Shaman* AM21: A versatile miracle-worker from an animist belief system. Starts with several powerful fetishes, outdoor prowess, and a variety of ways to call upon the spirits both in combat and outside of it. Native American-specific version on DF3.

  • Shifter BB13: A wizard who focuses on dimensional travel and summoning beings to control, with unique abilities to warp space and control rifts. They have a reputation as demon worshipers, which is an option if you want.

  • Spirit Warrior* AM22: Paladin, tribal holy warrior, etc. Divine magic gives you enhanced combat prowess, especially against evil foes.

    • Alternate version on DF4 picks an element to excel at from Earth, Air, Fire, Animal, or Plant.
  • Stone Master AD14: A mage trained by the true Atlanteans to tap into the power of stone and leylines. A limited spell list but the ability to manipulate stone by the ton. More important, they can cast specific powers using mundane gems, effectively letting them buy extra spells with credits.

  • Techno-Wizard p50: Eccentric practitioner of Techno-Wizardry, by which magic and technology are combined! The best, hands down, at souping up the party's gear. Starts with several TW devices, can create new temporary ones (several each session), and gets a bonus on rolls to use them. Can also create permanent TW devices and upgrades, and eventually enchanted artifacts.

    • See also the Gizmoteer (Land of a Thousand Islands p24) for a psionic version.

Magic/Psychic Hybrids

  • Knight of the White Rose BB7: A Mystic Knight (bad guy) turned good, with access to miracles and psionics, plus a powerful ability to deflect and project energy. Sworn to protect lives and fight evil.

  • Mystic p47: A spiritual adventurer with both faith-based magic and inherent psionics. Has access to unique "holy" trappings for their miracles and special Divination rules.

Psychics

  • Burster p16: A psi with powerful destructive abilities focused on manipulating, weaponizing, and immunity to fire, with enough non-combat utility to keep them versatile. The only "caster" that can eventually match heavy weaponry for damage.

    • Zapper AM15: Less raw power, but electricity can devastate electronics and technology.
  • Mind Melter p45: The setting's "master psi," who starts with a wide range of abilities, from displays of power to subtle trickery, capable of utterly dominating minds.

  • Mystic Warrior* DF2: A versatile Native American psychic with both combat and non-combat abilities, the ability to invoke a single Master Psionic power, and a powerful throwable Psi-Tomahawk.

  • Nega-Psychic AM12: A psionic whose real power is "weaponized disbelief," able to shrug off and shut down pretty much any arcane power.

  • Psi-Druid* AM20: A psychic attuned to flora and fauna, whose connection to nature is often more personal than religious. For more traditional druids, see the magical Barbarian Eco-Wizard or religious Shaman, above.

  • Psi-Operator* p42: A technopath who can interface with electronics and create psionic gadgets. See also the Operator, above. You might consider this a sort of MARS counterpart to the Techno-Wizard that can't magically upgrade gear.

  • Psi-Slinger* AM20: A shootist who uses psionic energy to deflect energy and super-charge their bullets, along with other tricks. See also the Gunslinger, above.

  • Psi-Warrior* AM21: A skilled martial artist who wields a psi-sword and psi-shield. They can simultaneously improve the potency of their bare hands and psi-sword, until the latter is nearly as strong as the Cyber-Knight's, above.

Specific/Other

  • Dragon Hatchling† p44, FM4-7: An extremely young (but powerful!) dragon who imprinted on the party. Can assume human form for a limited time, which is good because everyone considers them a target. Four types:

    • Flame Wind is immune to fire/plasma and has the most destructive breath weapon
    • Forest Runner is fast on the ground and sneaky, with lots of psi options
    • Great Horned has potent melee and armor, plus high magical potential
    • Royal Frilled is fearsome and versatile, starting with spells and psi
    • Snow Lizard can't fly but has the unique ability to become a snowstorm
  • Heroic Vampire† BB17: A renegade who threw off their conditioning to fight evil. Nearly impossible to kill, with amazing psi and shapeshifting, but several problematic vulnerabilities and drawbacks.

  • Intelligent Construct† EH7: More of an open-ended construction system than a normal framework, use this to build a unique synthetic being, magical or technological. Lots of flexibility (you could make a sentient vehicle, Immortal Golem, TW hoversphere, and more) but a tad complicated to make. All constructs are subject to GM approval.

  • Former Slaves: Your body, your potential, were shaped by someone else, stolen from you. Now you've escaped...

    • Free 'Borg†: Ex-slave who received full cybernetic conversion against their will. Edge that modifies the Combat Cyborg. (Land of a Thousand Islands p51)
    • Maxi-Killer AD41: Bio-borg version of the Juicer available to more species; enslaved as gladiators in Atlantis.
    • Megaversal Trooper*: A cybernetically enhanced soldier whose battle experience makes them unfazeable and uniquely prepared for any type of fight. (Land of a Thousand Islands p34 -- see also Destroyer Borg on p51)
    • Tattooed Warrior† AD19: A former Splugorth slave, tattooed and forced to fight in the arenas. Now escaped, they can use their magic tattoos to summon weapons, animals, or monsters, or to activate powers. Innately tough, but can't wear armor.
      • See A41-42 for Edges to modify this framework. Maxi-Warriors are respected gladiators trained from birth, not slaves; Tattooed Archers have unique ranged tattoos; and Tattooed Monster Warriors are overburdened with summoning tattoos.
  • Dweomer mages AM17-19: If you especially want to be from a secluded magic haven (info on AM94)

    • Battle Magus*: Similar to the Combat Mage, above, with a smaller spell list but potentially faster casting.
    • High Magus*: A caster with a focus on enchanting; the only framework which automatically starts with Major Item Creation. See also the Barbarian Eco-Wizard and Shaman, above.
    • Lord Magus*: A pure arcanist, with several spells and potent magical abilities; similar to a MARS equivalent of the Ley Line Walker, above.
  • Personal Concept Option* p42: Included here for completeness as it's in the core book.

Playable Species of North America
Altara: Escaped Splugorth minions. Blind but with natural radar sense to compensate. Good physical prowess, though not the smartest. (TLPG, p. 58)

Cactus Person: Weird spiky plant-people who communicate telepathically and ignore many hazards. (A&M, p. 24)

Centaur: Strong, fast, nomadic people who prize their freedom. Some are "Cyber-Horseman" from the hidden city of Ixion. (B&B, p. 28)

D'Norr: "Devilmen" in appearance. Natural spellcasters with good mental and social capabilities. (TLPG, p. 59)

Dog Boy: Versatile mutant canines, uplifted by the CS. Can smell and track the supernatural. (TLPG, p. 60)

Dwarf: Tough and good with tech, though a bit slow and grumpy. Can't stand elves. (A&M, p. 26)

Elf: Agile, beautiful, perceptive, and arrogant as all hell. Can't stand dwarves. (A&M, p. 26)

Fennodi: Natural psionics possessing a calm demeanor, good mental stability, and exceptional vision. (TLPG, p. 62)

Grackle Tooth: Huge, strong, and tough, with a heroic attitude and useful prehensile tail. (TLPG, p. 63)

Human: The most versatile race. Each starts with an Edge of their choice, which can be up to Legendary.

Lyn-Srial: Strong, four-armed, winged humanoids with regeneration who fight for what's right. (TLPG, p. 64)

  • See A&M p. 36 if you want your Lyn-Srial to be a Cloudweaver or Sky Knight.

Mutant Animal: A variety of uncommon humanoids, engineered by the same Lone Star scientists who created Dog Boys. (EOH, p. 24)

  • Mutant Bats are perceptive fliers.
  • Mutant Felines are huge predators (Kill Cats) or similar to Dog Boys (Battle Cats)
  • Mutant Rats are agile scouts.

Mutant Human: The wastelands produce many mutated humans. This isn't a fixed race, but a set of guidelines for creating a mutated human. (B&B, pp. 116)

Ogres: Time-displaced Neanderthals, strong and tough, but especially disliked by most folks. (A&DS, p. 34)

Ojahee: A strong, tough warrior race common among the Megaversal Legion. (LoaTI, p. 46)

Orc: Tough, strong, tribal warriors, hated by most everyone due to their lust for battle and conquest. (A&M, p. 25)

Psi-Ghost: Mutant humans with modest psi who can become intangible and translucent at will. (A&M, p. 28)

Psi-Stalker: Fast mutants who can detect the supernatural and must feed off it daily. (TLPG, p. 65)

Psi-X Alien: Technically mutants, but believed to be aliens, these little gray folks are brilliant but unstable psis. (EOH, p. 28)

Quick Flex: Fast, anime-like characters who excel at melee fighting and most other feats of dexterity. (TLPG, p. 67)

Sasquatch: Big, strong, primitive humanoids who are masters of living outdoors. (B&B, p. 29)

Sea Titan: A Human exposed to strange radiation that made them superhuman. Aquatic-adapted and perfect in most ways, these overconfident heroes face unique supernatural drawbacks. (A&DS, p. 36)

Simvan: Bloodthirsty "monster riders" who use psionics to control massive riding beasts. (TLPG, p. 68)

  • For a true "Simvan Monster Rider", take the Beast Rider edge (B&B, p. 31).

Trimadore: Large and oddly shapped, with an affinity for machines and fixing things. (TLPG, p. 69)

True Atlantean: Altered Humans (including for the purpose of choosing a Framework) with two magical tattoos, natural arcane abilities, but many enemies and issues. (A&DS, p. 38)

Vernulian: Massive psychic serpents with four tentacles who see our world as a place to be used. (TLFM, p. 10)

Vronwor (or "Rahu-Men"): Four-armed giants, strong, somewhat psychic, with a reputation for eating sentient beings. (A&M, p. 29)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment