Editing Savage Rifts Mega-Super John Carter

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From page 11 of Savage Rifts: Savaging Your Favorite Rifts® Ideas[https://www.drivethrurpg.com/product/308258/Savage-Rifts-Savaging-Your-Favorite-RiftsR-Ideas?term=Savaging+The+Rifts]
 
From page 11 of Savage Rifts: Savaging Your Favorite Rifts® Ideas[https://www.drivethrurpg.com/product/308258/Savage-Rifts-Savaging-Your-Favorite-RiftsR-Ideas?term=Savaging+The+Rifts]
  
*Comic-Book Combat: This collection of Setting Rules from the Super Powers Companion applies to the super and his abilities, with the exception of Knockback.
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Comic-Book Combat: This collection of Setting Rules from the Super Powers Companion applies to the super and his abilities, with the exception of Knockback.
  
*Four Color Fun: The character gains 45 Super Power Points, with a Power Limit of 15 points. The super may take Edges and Hindrances from the Super Powers Companion, subject to GM approval.
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Four Color Fun: The character gains 45 Super Power Points, with a Power Limit of 15 points. The super may take Edges and Hindrances from the Super Powers Companion, subject to GM approval.
  
*Collateral Damage: The super gains the Reckless Hindrance, but is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
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Collateral Damage: The super gains the Reckless Hindrance, but is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
  
*Enemies: Major factions have heard of the hero's unusual abilities and want to study or dissect her.
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Enemies: Major factions have heard of the hero's unusual abilities and want to study or dissect her.
  
*No Race: Supers do not choose a Race.
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No Race: Supers do not choose a Race.
  
*Reputation: The super's uniqueness makes them an occasional topic of conversation in the world. Anyone may roll Common Knowledge at -2 to know about the super, including their Thematic Problems - This increases +1 for every Rank above Novice.
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Reputation: The super's uniqueness makes them an occasional topic of conversation in the world. Anyone may roll Common Knowledge at -2 to know about the super, including their Thematic Problems - This increases +1 for every Rank above Novice.
  
*Thematic Problems: Every super has a weakness or two! Choose one Major Hindrance or two Minor ones from Dependency, Environmental Weakness, Power Negation, Transformation or Vulnerability, for no extra benefit.
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Thematic Problems: Every super has a weakness or two! Choose one Major Hindrance or two Minor ones from Dependency, Environmental Weakness, Power Negation, Transformation or Vulnerability, for no extra benefit.
  
*With Great Power: Depending on how they see themselves relative to the average person, the super must choose the Arrogant, Heroic or Overconfident Hinderance for no extra benefit.
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With Great Power: Depending on how they see themselves relative to the average person, the super must choose the Arrogant, Heroic or Overconfident Hinderance for no extra benefit.
  
 
==Stats==
 
==Stats==

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