John Carter (Shadow MARS EDO Specialist Version)

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Background[edit]

  • Race: Shadow (Psi Ghost Variant)
  • Iconic Framerwork: MARS EOD Specialist

History[edit]

Growing up John had always planned to become an engineer and get a lucrative job with the KLS Corporation. Thanks to generous government support of those with valuable powers like Shadows, he was able to attend college with all his expenses paid. He was close to graduating when something occurred that changed everything. Not just for him but for everyone in the colonies. The Arkhons had returned! First encountered a few years before John was born, it seemed that a second wave of the invaders had arrived on the trail of their brethren. The Moon and the various Orbital Nations immediately put aside any conflicts with each other and joined together to oppose the common enemy.

In times of war and crisis such as this, those who had benefited from government support because of their valuable talents were called upon to use such talents for the good of the nation. Like all Shadows, for John that meant being enlisted in the Freedom Defense Force and being put on the fast track to become a part of Special Ops. He received training in combat, sabotage, and bunch of other skills pertinent to the position. He soon proved to be adept at sneaking around, defeating security systems and ambushing opponents. After a rapid but intense and thorough training regimen he was put in the field.

John's activities during the war mostly involved secretly entering enemy ships and bases and gaining access to sensitive areas in order to gather intelligence and commit acts of sabotage. Many times his mission was to neutralize sentries and defense systems to prepare the way for other troops to breach the area. He was quite successful at his assigned tasks. He wasn't as good as other members of his teams in straight up fights but then the entire point of his role was to avoid straight up fights. Stabbing people in the back and causing systems to fail unexpectedly were more his speed.

Then came the mission that would change his life forever. Intelligence reports said that an Arkhon scout ship was going to be sent to The Graveyard to retrieve something of value. What it was exactly was unknown. That was where John came in. His mission was to secretly board the ship and ascertain what was being retrieved, then sabotage the ship's drive and defense systems on the return trip so it can be boarded and its cargo taken intact by FDF forces.

Unfortunately it turned out the scout ship's mission wasn't to retrieve some valuable tech artifact from the debris field but to rendezvous with another ship that emerged from a Rift. A ship of totally different aliens, who definitely weren't Arkhon or their Fallam slaves. The whole thing turned out to be a meet to work out some kind of deal. Preliminary talks of some sort. At least that was the gist John got from listening to the Arkhon side of the conversation. Realizing that if the Arkhons successfully managed to establish an alliance or even a trade relationship with these unknown aliens it could potentially change the course of the war for the worst, John made the decision to sabotage this parley. He went about this by hacking into the scout ship's weapons systems and opening fire on the alien vessel. Needless to say, this apparent treachery on the Arkhons' part sparked hostilities in earnest between the two parties.

It ended in a draw, with both sides badly hurt. The mystery aliens managed to retreat back through the Rift they came from. Meanwhile the Arkhons' life support systems were badly damaged. The crew realized their only infinitesimal chance at survival lay in making an emergency landing on the planet below. Their hopes turned out to be in vain. Despite their best attempts to evade the Killer Satellite Network set up to contain Earth the ship took even more damage, causing all systems to fail. The ship ended up smashing into the ground and causing a spectacular explosion. The only one onboard to survive was John, who thanks to his power to become intangible was able to live through the crash and emerge from the ensuing inferno unscathed.

Now safe on the ground, John used his Holo-Communicator and knowledge of access codes to have communication satellites in low orbit relay transmissions to his superiors. They were surprised and elated that he was still alive and able to give a report. Sadly, there was no way to retrieve him. Even if they opened a safe corridor through the Earth Containment Network to send a ship down it wouldn't be able to take off again. An Arkhon ship with anti-gravity technology could but the few ships they had managed to capture intact were too valuable to risk on a mission to Earth to retrieve one man. Better to keep analyzing them with the hope of reverse-engineering their technology to help win the war, then attempt a rescue.

With no hope of immediate rescue, John was left with the problem of being stranded on Earth in the middle of nowhere. Fortunately for John he had spotted a settlement during the ship's fatal descent. He started walking in the direction he thought the place was till he eventually reached civilization several hours later. Despite his attire not matching local fashions he didn't get as many looks as he expected. It turned out when you lived on a planet with Rifts spitting up strange aliens from all over the universe and beyond a human in unfamiliar armor didn't merit much notice. That and the fact they spoke American so there wasn't any language barrier meant John didn't have that hard a time carving a life out for himself. He set up shop as a freelance repairman, his tech skills proving valuable enough to earn a good living in town.

Of course, his duty as a Freedom Defense Force officer meant he wasn't just going to settle down and live the quiet life until rescue eventually came. His superiors figured that as long as he was stuck on Earth he might as well gather as much information as he could about its current inhabitants. Till now the only intelligence the space nations had about Earth was from orbital surveillance and eavesdropping on stray transmissions from The Coalition and NGR. A man on the ground was considered a unique opportunity. They'd be able to learn about potential threats that could come from the planet. Of course, that meant John would have to travel and explore, which would be more dangerous than just holing up in some city. On the bright side, there was always the chance he'd come across a spacecraft or some other way to reach orbit, so going on this mission could potentially help him as well. In any case, the FDF was willing to give whatever aid they could spare to help him succeed.

Obviously, he'd have to establish some sort of cover. If his true origin somehow got out, he'd become one of the most hunted men on the planet. The Coalition would jump at the chance at capturing someone from space if they ever learned the space colonies existed in the first place. They'd want to thoroughly interrogate the prisoner to wring all they could about the orbital defenses which kept them grounded on Earth. Which was why he needs a plausible reason to be traveling and investigating things, as well as companions who could help keep him free and out of the hands of psychic interrogators who might stumble upon his secret while rooting around in his mind. When heard about the Tomorrow Legion it sounded exactly like the type of organization that could serve his needs. Besides, they were all about opposing the Coalition and any group who kept those nazi assholes from expanding was worth at least checking out. So he found the nearest recruiter and offered his services.

Shadows (Psi Ghost Variant)[edit]

In the orbital communities above Earth a significant fraction of the human population are superhuman mutants of one sort or another. Most are unique individuals with powers and abilities not shared with their parents. But in some cases, mutations are passed down and spawn bloodlines which breed true. The Shadows of Freedom Station are one such bloodline.

In a remarkable example of parallel evolution, Shadows possess the exact same powers as the Psi Ghosts of Earth's Magic Zone. It's highly likely both groups share a common ancestor before the coming of the Rifts who had the latent genetic potential for such powers. But while Psi Ghosts faced anger and resentment from their neighbors, the Shadows enjoyed much more positive recognition.

Due to their abilities being seen by the government as highly useful, they were among the prime beneficiaries of programs enacted to encourage the perpetuation and spread of abilities deemed "potentially beneficial to society." Such treatment cultivated a strong patriotic sentiment in those of the Shadow bloodline.

This investment more than paid off when the Arkhons invaded. A good number of Shadows were already serving in the FDF and those who were inducted due to the emergency quickly and eagerly took to their training. Shadow Special Ops members and squads were responsible for a number of costly defeats to the invaders. The devastating losses they managed to inflict on the Martian Front alone were enough for the Arkhons to label them high priority targets and offer bounties for their death or capture.

Shadow Racial Stats: As Psi-Ghost except change Vow: Psi-Ghost Code to Vow: North American Union, aka Freedom Station. Wanted stays the same but represents different things depending on the locale. In orbit it’s by the Arkhons while for any Shadow who happens to find themselves on Earth it’s the groups hunting Psi-Ghosts, who understandably might mistake them for one if they’re not discreet using their powers.

Stats[edit]

Attributes[edit]

  • Agility-d8
  • Smarts-d8
  • Spirit-d8
  • Strength-d6
  • Vigor-d8

Skills[edit]

  • Academics d6
  • Athletics d4 (+2 for Grapnel to climb, +4 for Grapnel with Raise)
  • Common Knowledge d4
  • Driving d4
  • Electronics d8
  • Fighting d10
  • Hacking d6 (+1 from Grade I Field Computer)
  • Intimidation d4-2 (+2 while Ghosting)
  • Language: American (Native) d8
  • Language: Arkhon d6
  • Language: Euro d6
  • Language: Russian d6
  • Language: Techno-Can d6
  • Notice d8 (+2 visual, +2 to detect booby traps from Demolitionist)
  • Persuasion d4
  • Piloting d4
  • Psionics d8
  • Repair d8 (+2 with Armor’s Mechanic Suite, +2 for Mr. Fix It)
  • Science d8
  • Shooting d8 (+1 from Multi-Optics Helmet)
  • Stealth d8 (+4 while Ghosting, +2 from Stealth Armor, +2 in wilds from Woodsman)
  • Survival d8 (+2 to rolls in the wild due to Woodsman, +1 for Navigation and gathering food via fishing and trapping small game due to Survival Kit)
  • Thievery d4 (+4 against mechanical locks with Lock Pick Release Gun, +1 from Grade 1 Field Computer)

Derived Stats[edit]

  • Pace 6
  • Toughness (armored): 16 (8)
  • Parry: 7
  • Strain: 0
  • Max Strain 6

Edges And Iconic Abilities[edit]

Arcane Background (Psionics)

Connections: Freedom Defense Force : Contacts provide aid or other favors once per session.

Conditioned: Gains +2 bonus to rolls to resist interrogation and ignores 1 point of Fatigue penalties.

Demolitionist:. Use Repair, ignoring 2 penalties. Raise adds +1d to damage (plus usual +1d6), or defuse in half time. +2 Stealth to conceal or +2 Notice to detect traps.

Expert Demolitionist: Ignores up to 4 points of penalties, and may spend a Benny to reroll Critical Failures. Major Psionic: May add +1 (for 2 ISP) or +2 (for 4 ISP) to Psionics rolls.

Mr. Fix It: +2 to Repair rolls, half the time required with a raise.

New Power (From Mind Melter List): Illusion

Rich: Began with 15,000 credits, 2 rolls on Equipment Hero’s Journey Tables. Superseded by Filthy Rich.

Filthy Rich Began with 25,000 credits, 4 rolls on Equipment Heroes Journeyi Tables.

Spicy Home Cooking: May roll Repair to manufacture explosive devices. The EOD Specialist can upgrade the damage of explosive devices with a Science check—a success adds an extra die of damage, and a raise allows a free reroll of the damage.

Take ‘Em Down: When attacking MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.

Woodsman: +2 to Survival and Stealth in the wild.

Shadow Racial Abilities[edit]

  • Ghosting: Gain the effect of intangibility, or reappear as an Innate Ability with no roll or ISP cost and can't use Power modifiers. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks.
  • Presence Sensing Psionics: Shadows begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers—chosen from the standard list—must be detect/conceal arcana*, which has the Range (self) limitation. Detect arcana always activates with the Presence Sense modifier at no additional cost or prerequisite. If a Shadow chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana* (even if not normally allowed by that Framework), and the she gains two additional power to her starting total (e.g., a Shadow Burster get five).

Psionics[edit]

ISP: 20 - Recovery: 5/hour

  • Detect/Conceal Aura (1 ISP, Range: Self, Duration: 5 or Hour) Detects supernatural for Duration 5 or conceals it for one hour.
  • Disguise (1 ISP, Range: Touch, Duration: 10 minutes) Target looks like someone else.
  • Healing (3 ISP, Range: Touch, Duration: Instant) Restores wounds.
  • Illusion (3 ISP, Range: Smarts, Duration: 5) Creates imaginary images

Hindrances[edit]

Driven (Minor): To find a way to get back home.

Mutant (Minor, Racial Hindrance)

Quirk: Pop cultural references, some of which may be obscure or unknown on Rifts Earth.

Secret (Major): From A Human Civilization In Orbit.

Vow (Major, Racial Hindrance): To The North American Union, aka Freedom Station

Wanted: In space, the Arkhons. On Earth, groups hunting Psi Ghosts.

Gear[edit]

Some gear have different brand names and are cosmetically different from their Earth equivalents but are otherwise statistically the same unless otherwise noted.

NG-S2 Survival Pack (Weight: 20; Cost: Starting Gear)

  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
  • Survival Knife
  • Wooden Cross
  • Mallet and wooden stakes
  • 1 set extra clothess

USA-EVA12 Combat Engineer Light EVA (Equivalent to T-13 Field Mechanic Light EBA plus modifications from HJ rolls

  • Armor: +8 Toughness: +2
  • Weight: 18 lbs (Min Str: d4)
  • Notes: Infravision, mechanic suite grants +2 to Repair roll. Advanced communications system with a 20-mile range adds +2 to Survival rolls to navigate by pinpointing location, Electronics rolls to jam transmissions, radio direction find, intercept comms, etc. . Extra high-density plating and other design factors grant +2 Armor (applied above) to your hero’s Body Armor. Covered in fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls .

• Rarity: -2; Cost: 75,000

KLS Multi-Option Pistol (Equivalent to NG Super Laser Pistol)

  • Range: 12/24/48
  • Dmg: 3d6+1, AP: 2
  • ROF: 1
  • Shots: 20
  • Weight: 13 lbs. (Min Str: d6)
  • Notes: Integral grenade launcher (12/24/48, damage by grenade, 6 Shots, Reload 2)
  • Rarity: -1 Cost: 20,000

2 E-Clips

2 Titan Armor Piercing Grenades

2 Titan Fragmentation Grenades

2 Titan High Explosive Grenades

MD Plastique (2lb.)

Vibro-Knife

  • Str+d6, AP 6
  • Weight: 2 (Min Str d4)
  • Notes: Harmonic Blades, MD, Powered Weapons; As an attached Bayonet to a long arm: Str+d8, AP 8, Parry +1, Reach 1, Two Hands
  • Rarity: +2 Cost: 7,000

Tool Kit

Holo-Display Communicator: Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever else the user might wish to input for display. The communication system itself has a 300 mile range (2lbs, 10,000 credits).

Dosimeter: Detects presence and amount of radiation with a Range of 5/10/20. (1lb, 200 credits)

Computer, Field (Grade I): A rugged operational computer capable of withstanding the shock of running around and trying not to die in a Mega-Damage world. Decks like this are graded I or II, and the grade designates the bonus on opposed Hacking or Thievery rolls. The bonus also applies to any Research rolls for recalling history or similar research. (2 lb, 10,000 credits for Grade I)

Grapnel and Launcher: A grapnel and high tensile strength cord (110', 2000lb, Hardness 12) attached to a pressurized launcher and reel. The grapnel can be fired at a target up to 18" distant using Shooting, and with a success has securely hooked its target. By activating the reel as a free action the user is pulled in to the target - gaining +2 to Athletics (climbing), +4 with a raise - or if lighter than himself and unsecured, pulls the target to him. If fired at an unwilling target, they make an an opposed Agility check against the Shooting roll. If they fail they become Entangled by the grapnel, or Bound with a raise (5lb, 2500 credits).

Lock Pick Release Gun: This automatic system handles just about any form of purely mechanical lock, providing a +4 to any Thievery (lockpicking) skill check with such locks (2lb, 1800 credits)

Personal Data Device (Weight 1lbs, 500 credits) Notes: A PDD is an upgraded version of modern mobile phones with a month-long duration on a single charge and planetary range as long as they are connected to worldwide networks. They allow access to those networks and grant a free reroll on Common Knowledge rolls when used to gather information.

4700 Credits

Hero's Journey[edit]

MARS Fortune and Glory Roll: 1d20 6 Smart and Learned

MARS Fortune and Glory Roll: 1d20 10 Wealthy and Connected

Heroes Journey Psionic Roll 1d20 10 Your psionicist gains either the New Powers Edge or one power chosen from the Mind Melter's list (Rank permitting).

Hero’s Journey Training Roll 1d20 10 Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge.

Filthy Rich Heroes Journey Body Armor Roll 1d20 15 This armor has an embedded Multi-Optics Helmet (see page 86) providing enhanced vision, targeting, and combat readout through the integral Heads Up Display, see page 86

Filthy Rich Heroes Journey Body Armor Roll 1d20 6 Extra high-density plating and other design factors grant +2 Armor to your hero’s Body Armor. This result may only be applied once

Filthy Rich Heroes Journey Body Armor Roll 1d20 3 You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor. T-13 Field Mechanic Light EBA

Filthy Rich Heroes Journey Body Armor Roll 1d20 9 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls

Narrative Hook Roll: 1d20 11 From Out of a Rift