Editing Savage Rifts Mega-Super John Carter
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*Iconic Framerwork: Mega-Super | *Iconic Framerwork: Mega-Super | ||
− | John Carter was | + | The man known as John Carter 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 capable of metabolizing ambient energy and utilizing it to sustain and augment his body. Not only that but he could also use that energy to manipulate any matter within physical contact at the quantum level, which he discovered quite spectacularly when he phased out of his clothing at an inopportune moment. Intangibility was only the first application of his power that he mastered. He soon learned to alter how matter interacted with photons, enabling him alter his appearance or even render himself completely invisible. 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. |
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− | 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 | + | 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 minute 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 smashing into a Kansas cornfield and causing a spectacular explosion. Of course, thanks to John's power he was able to survive the crash and emerged from the ensuing fireball none the worse for wear. |
− | + | Of course, that left him 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 the Free City of Wichita 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 vanilla looking human in strange 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 chose the alias John Carter and set up shop as a freelance repairman. His tech skills proved valuable enough that he was able to earn a good living in town. | |
− | + | Of course, he wasn't aiming to settle down on this primitive mudball. He had a home among the stars and a war to get back to. He used the money he earned fixing things to buy what he needed to cobble together a transmission booster in order to contact 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. | |
− | + | But just because they couldn't come down to rescue him didn't mean his superiors at the FDF couldn't help him at all. Thanks to satellite reconnaissance provided by them John was able to locate the hideout of a gang of notorious bandits who had been plaguing travelers between Wichita and Topeka. John went over there and thanks to his skills, powers and the tactical maps provided by his friends in high places he was able to get the drop on them, killing two and capturing the remaining four, one of which was their leader. | |
− | + | The bounties he collected amounted to enough to buy a replacement set of armor. Armor he'd need for his new mission. The FDF 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. | |
− | + | Of course 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 needed 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. | |
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==Mega-Super Iconic Framework== | ==Mega-Super Iconic Framework== | ||
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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. | |
− | + | 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. | |
− | + | 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. | |
− | + | 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. | |
− | + | 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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*Fighting d8 | *Fighting d8 | ||
*Focus d10 | *Focus d10 | ||
− | *Hacking | + | *Hacking d6 |
*Language: American (Native) d8 | *Language: American (Native) d8 | ||
*Language: Arkhon d4 | *Language: Arkhon d4 | ||
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===Derived Stats=== | ===Derived Stats=== | ||
*Pace 6 | *Pace 6 | ||
− | *Toughness (armored): | + | *Toughness (armored): |
− | *Parry: | + | *Parry: |
*Strain: 0 | *Strain: 0 | ||
*Max Strain 8 | *Max Strain 8 | ||
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===Edges=== | ===Edges=== | ||
− | + | Connections - Freedom Defense Force: Contacts provide aid or other favors once per session. | |
− | + | ||
+ | Rich: Began with 15,000 credits, 1 roll on Body Armor Table and 1 roll on Ranged Weapons Table. | ||
===Mutant Superpowers=== | ===Mutant Superpowers=== | ||
− | + | Absorption: All Energy Power Types [Achilles Heel: Cold and Darkness (-1), Additional Power Types (+4), Transference (+2), Transmute (+3)]. (Cost 10) Free Soak roll vs damage from a Power Type; each Wound Soaked generates an Absorption Token for the scene. Tokens add damage, Toughness, or allow a Power Stunt. (Super Powers Companion, page 48) | |
− | + | Ageless (Cost 1) The hero never grows old. (Super Powers Companion, page 49) | |
− | + | Chameleon (Cost 3) Assume the appearance of another creature within 2 Size levels. (Super Powers Companion, page 55) | |
− | + | Doesn’t Breathe [Extreme (+1)] (Cost 2) The super doesn’t breathe at all. She isn’t affected by inhaled toxins, can’t drown, and doesn’t suffocate in a vacuum. (Super Powers Companion, page 58) | |
− | + | Doesn’t Eat [Extreme (+1)] (Cost 2) The super never needs food or water and is completely immune to the effects of Hunger and Thirst. (Super Powers Companion, page 58) | |
− | + | Immune to Disease (Cost 1) The character is immune disease. (Super Powers Companion, page 67) | |
− | + | Intangible (Cost 5) Become incorporeal but still affected by the Energy Power Type. (Super Powers Companion, page 68) | |
− | + | Invisibility [True Invisibility (+2)] (Cost 10) Target is invisible (-6 to affect). (Super Powers Companion, page 69) | |
− | + | Super Attribute (Strength) 2 (Cost 4) Each level increases an Attribute and its maximum by one die type. (Super Powers Companion, page 85) | |
− | + | Super Attribute (Vigor) 2 (Cost 4) Each level increases an Attribute and its maximum by one die type. (Super Powers Companion, page 85) | |
− | + | Super Skill (Focus) 3 (Cost 3) Buys or increases a skill & its maximum one die type per level. (Super Powers Companion, page 86) | |
===Hindrances=== | ===Hindrances=== | ||
− | + | Driven (Minor): To find a way to get back home | |
+ | |||
+ | Environmental Weakness - Cold (Minor): Character takes +4 damage when hit by an attack of this type, and subtracts 4 from resistance rolls of this power type. (Super Powers Companion, page 8)* | ||
− | + | Environmental Weakness - Darkness (Minor): Character takes +4 damage when hit by an attack of this type, and subtracts 4 from resistance rolls of this power type. (Super Powers Companion, page 8)* | |
− | + | Heroic (Major): The character always helps those in need.* | |
− | + | Secret (Major): From A Human Civilization In Orbit. | |
− | + | Reckless (Major): Anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. (Super Powers Companion, page 8)* | |
− | + | Vow (Minor): To the Freedom Defense Force | |
− | * | + | *Obligatory Mega-Hero Iconic Framework Hinderance |
===Gear=== | ===Gear=== | ||
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Budget: 1300 Credits[https://orokos.com/roll/968630] + 2500 Starting Worth of Gear or Valubles[https://orokos.com/roll/968631] + 15,000 from Rich = 18,800 | Budget: 1300 Credits[https://orokos.com/roll/968630] + 2500 Starting Worth of Gear or Valubles[https://orokos.com/roll/968631] + 15,000 from Rich = 18,800 | ||
− | + | NG-S2 Survival Pack (Weight: 20; Cost: Starting Gear) | |
+ | Survival Knife | ||
+ | Wooden Cross | ||
+ | Wooden Stakes | ||
− | + | KLS Infantry Medium Armor (Equivalent to Huntsman Medium Personal Body Armor except for +1d Strength Augmentation) (Armor: +5; Toughness: +2; Min Str: d6; Weight: 16; Cost: Starting Gear) | |
− | + | Hammer 250 Laser Pistol (Equivalent to Wilk’s 320 Laser Pistol except for Superior Balance) (Range:15/30/60; Damage: 3d6; RoF:1; AP: 2; Shots: 20; Min Str: d4; Weight: 2; Cost: Starting Gear) | |
− | + | 2 E-Clips | |
− | + | 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). | |
− | + | Repair Kit, Field: Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits and other items. It requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls. Frequent use necessitates replenishing the supplies, per the GM (10lbs, 4000 credits). | |
− | + | Dosimeter: Detects presence and amount of radiation with a Range of 5/10/20. (1lb, 200 credits) | |
− | + | Multi-Optics Scope: An advanced scope with thermal, infrared and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons (1lb, 3000 credits). | |
− | + | Lockpicks (1lbs, 200 credits) [From SWADE page 67] | |
− | + | Hand Held Computer (1lbs, 250 credits): Basically the equivalent of his iPhone. It still has apps that work offline, downloaded books, songs and movies, pictures, videos and old texts and emails. Plus if he syncs it with his Holo-Display Communicator he can get updates with the help of the FDF and an LEO comm sat. [From SWADE page 68] | |
− | + | 5 "Bugs" (Micro Transmitter): 12 hours of continuous use each. (-, 30 credits each) [From SWADE page 68] | |
− | + | 1000 credits | |
===Hero's Journey=== | ===Hero's Journey=== | ||
− | + | Heroes Journey Education Roll: 1d20 18[https://orokos.com/roll/968561] Attended Good School - Three additional skill points for Smart-based skills. | |
− | + | Heroes Journey Body Armor Roll: 1d20 8[https://orokos.com/roll/968622] Micro exoskeleton enhancements in the upper torso and arms give your hero a Strength die increase. | |
− | + | Heroes Journey Ranged Weapon Roll: 1d20 7[https://orokos.com/roll/968628] The superior balance of this weapon allows you to ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Cover, Illumination, Range, and Relative Speed. | |
[[File:Genderswappedkitty.jpg]] | [[File:Genderswappedkitty.jpg]] |