Editing Savage Rifts Mega-Super John Carter

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*Iconic Framerwork: Mega-Super
 
*Iconic Framerwork: Mega-Super
  
John Carter was once just an ordinary citizen of 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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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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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 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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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. In the short time he's been a member he's managed to make quite something of a name for himself, being responsible for several successful missions that dealt considerable setbacks to the likes of dark cultists, master vampires, and of course the Coalition.
 
 
 
 
Despite his best attempts to maintain a low profile as a member of the Legion, in the short time he's been part of the organization he's managed to gain a modest reputation that threatens only to grow due to his contributions in several successful missions. People outside the Legion might not know his name or face, but his distinctive looking armor has definitely been described in tales that have spread beyond it. As has the moniker The Ghost, which somehow has become associated with the man who wears it due to a smart-ass remark made to a bunch of prisoners as John was helping rescue them from a Coalition detention center. Fortunately, no one has come close to deducing his true origin but there are some wild rumors out there that The Ghost is a survivor from Pre-Rifts time that's here today due to time travel or being revived from cryo-sleep. And then there are the whackos who think he's an actual ghost.
 
 
 
 
 
So far, his superhuman abilities that have been witnessed have been attributed to his suit (except by the whackos), such as talk it has advanced stealth capabilities, but the fact that people on Earth are aware of some the things he's capable of at all bothers John. After all, whether people think it's his tech or himself doesn't really matter that much if certain parties are tempted to come after him to reproduce what he can do. All he can do is not bring it up and hope anyone he encounters either hasn't heard the rumors yet or don't recognize him from them.
 
  
 
==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.
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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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*Fighting d8
 
*Fighting d8
 
*Focus d10
 
*Focus d10
*Hacking d4
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*Hacking d6
 
*Language: American (Native) d8
 
*Language: American (Native) d8
 
*Language: Arkhon d4
 
*Language: Arkhon d4
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===Mutant Superpowers===
 
===Mutant Superpowers===
  
*Ageless (Cost 1) The hero never grows old. (Super Powers Companion, page 49)
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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)
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 +
 
 +
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)
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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)
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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)
  
* Environmental Resistance to Electricity, Fire (Heat), Light (Lasers), Radiation [3 Additional Power Type (+3), Immunity (+2)] (Cost 6) Hero is immune to damage and effects from resisted Power Types.
 
  
*Intangible (Cost 5) Become incorporeal but still affected by the Energy Power Type. (Super Powers Companion, page 68)
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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)
  
*Regeneration [Switchable (+1)] (Cost 6) The hero regenerates a Wound on a successful Focus roll (two on a raise) every hour/[Regrowth (+2)] The hero regenerates a Wound on a successful Focus roll (two on a raise) every 24 hours and treats all permanent injuries as temporary. (Super Powers Companion, page 81)
 
  
*Invisibility [True Invisibility (+2)] (Cost 10) Target is invisible (-6 to affect). (Super Powers Companion, page 69)
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Immune to Disease (Cost 1) The character is immune disease. (Super Powers Companion, page 67)
  
*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)
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Intangible (Cost 5) Become incorporeal but still affected by the Energy Power Type. (Super Powers Companion, page 68)
  
*Super Skill (Focus) 2 (Cost 2) Buys or increases a skill & its maximum one die type per level. (Super Powers Companion, page 86)
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 +
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===
  
''Obligatory Mega-Hero Iconic Framework Hinderances in italics''
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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)*
  
*''Dependency - Appropriate Source of Energy (Major)'': The super must consume or have contact with some sort of relatively common substance for an hour out of every 24. If he doesn't he takes level of Fatigue. An hour spent recovering with the appropriate substance restores all Fatigue caused. For John, an Appropriate Source of Energy would include things like sunlight, heat intense enough to potentially induce heatstroke in normal humans, radioactive environments and other examples of Power Types he has Environmental Resistance for. (Super Powers Companion, page 6)
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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)*
  
*Driven (Minor): To find a way to get back home
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Heroic (Major): The character always helps those in need.*
  
*''Heroic (Major)'': The character always helps those in need.
+
Secret (Major): From A Human Civilization In Orbit.
  
*Secret (Major): From A Human Civilization In Orbit.
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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)*
  
*''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)
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Vow (Minor): To the Freedom Defense Force
  
*Vow (Minor): To the Freedom Defense Force
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*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)
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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)
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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)
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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
+
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).
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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).
+
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)
+
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).
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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]
+
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]
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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]
+
5 "Bugs" (Micro Transmitter): 12 hours of continuous use each. (-, 30 credits each) [From SWADE page 68]
  
*1000 credits
+
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.
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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 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.
+
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]]

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