Editing Savage Rifts - Phase World Adventures!:John Chrichton

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==Background==
 
==Background==
 
*Name: John-2000, aka John Chrichton  
 
*Name: John-2000, aka John Chrichton  
*Race: Mutant Superhuman (Human Subspecies)
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*Race: Mutant Superhuman (Human Genetic Offshoot)
 
*Iconic Framerwork: MARS Personal Concept Option - Stranded Superhuman Space Spy
 
*Iconic Framerwork: MARS Personal Concept Option - Stranded Superhuman Space Spy
  
"My name is John Chrichton. Covert ops. Got shot through a wormhole. Lost in some distant part of the universe. Aboard this magical ship of escaped slaves and their liberators. Now all I want to do is find a way home. And protect it by sharing the wonders I have found."
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The man known as John Chrichton was originally known as John-2000, since he lived in Module 2000. That's how names worked on Freedom Station[https://projects.inklesspen.com/fatal-and-friends/alien-rope-burn/rifts-space/#4], one of the handful of orbital communities that managed to survive the apocalypse. Part of the sizable percentage of the station's population that are mutant superhumans, John's power first manifested in his early teens. It turned out he was born with the ability to manipulate any matter within physical contact at the quantum level, which he discovered quite spectacularly when he phased out of his spacesuit while he was trying to take it off. Intangibility was only the first application of his power that he mastered. He soon learned to alter how matter interacted with photons, as well as how to amplify the strength of molecular bonds to make things more durable. While impressive, at the time John didn't think his powers would change his life much beyond making some things more convenient. Little did he know that they would end up influencing his fate quite significantly.
 
 
 
 
The man known as John Chrichton was originally known as John-2000, since he lived in Module 2000. That's how names worked on Freedom Station[https://projects.inklesspen.com/fatal-and-friends/alien-rope-burn/rifts-space/#4], one of the handful of orbital communities that managed to survive the apocalypse. Part of the sizable percentage of the station's population that are mutant superhumans, John's power first manifested in his early teens. It turned out he was born with the ability to manipulate any matter within physical contact at the quantum level, which he discovered quite spectacularly when he phased out of his spacesuit while he was trying to take it off. Intangibility was only the first application of his power that he mastered. He soon learned to alter how matter interacted with photons, as well as how to amplify the strength of molecular bonds to make things more durable, and even how to superficially restructure an individual and their attire temporarily to alter their physical appearance. While impressive, at the time John didn't think his powers would change his life much beyond making some things more convenient. Little did he know that they would end up influencing his fate quite significantly.
 
  
 
Growing up John had always planned to follow in his father's footsteps and become a doctor. He managed to get as far as Medical School, where he was proving to be a natural, when something occurred that changed everything. Not just for him but for everyone in the colonies. The Arkhons had returned[https://projects.inklesspen.com/fatal-and-friends/alien-rope-burn/rifts-world-book-9-south-america-2/#7]. 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 breathren. The Moon and the various Orbital Nations immediately put aside any conflicts with each other and joined together to oppose the common enemy.
 
Growing up John had always planned to follow in his father's footsteps and become a doctor. He managed to get as far as Medical School, where he was proving to be a natural, when something occurred that changed everything. Not just for him but for everyone in the colonies. The Arkhons had returned[https://projects.inklesspen.com/fatal-and-friends/alien-rope-burn/rifts-world-book-9-south-america-2/#7]. 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 breathren. The Moon and the various Orbital Nations immediately put aside any conflicts with each other and joined together to oppose the common enemy.
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*Common Knowledge d4
 
*Common Knowledge d4
 
*Electronics d8
 
*Electronics d8
*Fighting d8
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*Fighting d6
 
*Focus d10 (+2 When Using Healing)
 
*Focus d10 (+2 When Using Healing)
 
*Healing d4+2
 
*Healing d4+2
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*Repair d6
 
*Repair d6
 
*Research d4
 
*Research d4
*Shooting d8
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*Shooting d6
 
*Stealth d8 (+1 in Urban Environments)
 
*Stealth d8 (+1 in Urban Environments)
 
*Thievery d8+1
 
*Thievery d8+1
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*Power Points 20
 
*Power Points 20
  
===Racial Overview (Mutant Superhuman)===
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===Edges===
Mutant Superhumans are a genetic offshoot of humanity that possess superhuman powers of a non-psionic nature. In the Rifts setting they are indigenous to Earth and its space colonies. In the Three Galaxies the only place they are found is on the planet Seroon in the isolated system of the Charizolon System in the Corkscrew Galaxy (as seen in Rifts Dimension Book 4: Skraypers). Random examples from other dimensions such as Heroes Unlimited Earth could also be around.  Mutant Superhumans are capable of interbreeding with baseline humans, with the results of such unions always mutants.  Curiously, the offspring of a Mutant and a psychic human has an equal chance of reflecting either parent's heritage.
 
 
 
Innate Power: Arcane Background (Gifted) - Detect/Conceal Arcana (Limitations: Aspect (Conceal), Range Reduced to Self, Does Not Work Against Arcane Background (Gifted) Powers and Weird Science or Techno-Wizard Devices Deliberately Intended to Detect Arcane Background (Gifted) Powers, No Conscious Control - Automatically Activated by Detect Arcana Attempts of a Magical, Miraculous or Psionic Nature When Not Already Active, Must Always Short.)
 
(Modifiers: Does Not Inhibit Recharging While Active (+2), Failures to Activate Not Critical (+1), Strong (+1), Strong (+1)*)
 
*Listed twice deliberately for a cumulative -4 penalty to see through concealment.
 
  
The above represents mutant superpowers being very difficult to directly detect with spells or psionic abilities.  That's because they operaate on what could be described as a different "wavelength" than such powers, paranormal as opposed to supernatural.  Innate abilities specifically attuned and arcane devices that are deliberately calibrated to detect superhuman powers do not have to contend with such difficulties.  The occasions when Conceal Arcana fails represents a momentary fluctuation in a mutant's powers that generate a disturbance in the supernatural energies magicians and psychics can perceive, enabling such individuals detect superhuman powers indirectly from the "ripples" they create.
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Arcane Background (Gifted)
  
===Edges===
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Assassin
  
 
Concentration  
 
Concentration  
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McGyver
 
McGyver
 
   
 
   
New Powers 3
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New Powers 2
  
 
Power Points
 
Power Points
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Thief  
 
Thief  
 
===Hindrances===
 
Driven: To find a way to get back home (Minor)
 
 
Secret: True Nature of Mutant Superpowers - Revelation could result in Enemy: Gene-Tech (Major)
 
 
Vow: To the Freedom Defense Force (Minor)
 
  
 
   
 
   
 
===Mutant Superpowers===
 
===Mutant Superpowers===
 
Disguise* - 1pp
 
  
 
Healing - 3pp
 
Healing - 3pp
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*Reduced Power Point Cost due to Touch Range
 
*Reduced Power Point Cost due to Touch Range
  
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===Hindrances===
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Driven: To find a way to get back home (Minor)
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Secret: True Nature of Mutant Superpowers - Revelation could result in Enemy: Gene-Tech (Major)
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Vow: To the Freedom Defense Force (Minor)
  
 
===Gear===
 
===Gear===
  
Utility Belt: Survival rolls do not take a penalty for being attempted without basic tools (3 lb., 2,500 credits).<br>
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NG-S2 Survival Pack (Weight: 20; Cost: Starting Gear)
First aid kit (+1 Healing roll, 1 use). <br>
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Survival Knife
Canteen (half gallon). <br>
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Wooden Cross
Communicator (5-mile range). <br>
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Wooden Stakes<br>
Compass/inertial mapper.<br>
 
Flint & steel, whetstone, multi-tool. <br>
 
Flashlight/signal light (two modes,LED, and IR).<br>
 
Magazine/E-Clip storage slots (4). <br>
 
Meal Ready to Eat (1 use, can sustain a normal human for one day). <br>
 
Survival knife (Str+d4).<br>
 
  
 
<br>
 
<br>
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<br>
 
<br>
  
Vibro-Knife (Damage: Str+d6; AP: 6; Min Str: d4; Weight: 2; Cost: 7000)<br>
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Vibro-Knife (Damage: Str+d6; AP: 6; Min Str: d4; Weight: 2; Cost: 7000)<br.
  
 
<br>  
 
<br>  
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<br>
 
<br>
  
1,125 Credits swiped from the slaver who stole his stuff after he reclaimed his property<br>
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1,125 Credits swiped from the slaver who stole his stuff after he reclaimed his property
 
 
<br>
 
 
 
From Cultists: <br>
 
Pulse Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2; Heavy Pulse)<br>
 
Vibro-Blade (Str+d8 Mega Damage, AP 8)<br>
 
3 Frag Grenades (Range 5/10/20, 5d6 Mega Damage, LBT)<br>
 
4 e-clips
 
  
 
===Hero's Journey===
 
===Hero's Journey===

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