John 616

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Name: John 616
Race: Superhuman Mutant
O.O.C.: Rogue Scholar
Alignment: Unprincipled
Hit Points: 18 S.D.C.: 162 M.D.C.: -
PPE: 12
Experience Level: 2nd CT Exp: 2001/4000
Age: 25
Sex: Male
Weight: 145
Height: 5'8"

Stats

I.Q.: 11
M.E.: 14
M.A.: 23 (Trust/Intimidate 75%)
P.S.: 14
P.P.: 21 (+3)
P.E: 12
P.B.: 15
Spd.: 33
PER: 13

HTH Combat
HTH: Basic
No. of Attks: + 6
Damage: Punch 1d4; Kick 1d8or 2d4
Strike: +3
Parry: +8
Dodge: +8
Automatic Dodge: +6
Roll: +4
Leap:
Knock Out: Auto Knockout on Nat 20
Stun:
Critical:
Death:
+1 to Initiative
+4 to Pull Punch
Horror Factor: (Optional) 14 when semitransparent or walking through walls, Can create a Horror Factor of 9 by making noises and moving items while invisible - "spooking" others.

Saving Throws
+1 Save vs Horror Factor

Reputation: +5

Skills

O.C.C. Skills

Literacy: American (Native Language) [+50%] (40%+5% per level) 95%
Literacy: Arkhon [+30%] (30%+5% per level) 65%
Literacy: Euro [+30%] (30%+5% per level) 65%
Literacy: Russian [+30%] (30%+5% per level) 65%
Language: American (Native Language) 98%
Language Arkhon [+25%] (50%+3% per level) 78%
Language Euro [+25%] (50%+3% per level) 78%
Appraise Goods [+20%] (30%+5% per level) 55%
Basic Math [+25%] (45%+5% per level) 75%
Computer Operation [+20%] (40%+5% per level) 65%
Computer Programming [+15%] (30%+5% per level) 50%
Creative Writing [+15%] (25%+5% per level) 45%
Find Contraband [+15%] (26%+4% per level) 45%
History: Pre-Rifts (General/North America [+22%+5%] (32%/24%+4% per level) 63%/55%
History: Post-Apocalypse (General/Freedom Station)[+20%] (35%/30%+5% per level) 60%/55%
Public Speaking [+20%] (30%+5% per level) 55%
Research [+30%] (40%+5% per level) 75%
Pilot: Automobile [+10%] (60%+2% per level) 72%
W.P. Blunt (+1 to strike and parry)
W.P. Energy Rifle (+1 to strike)

O.C.C. Related Skills

Radio: Basic [+10%] (45%+5% per level) 60%
Electronic Countermeasures [+10%] (30%+5% per level) 45%
Sensory Equipment [+10%] (30%+5% per level) 45%
Basic Electronics [+5%] (30%+5% per level) 40%
Boxing: Automatically knocks out opponents on a Natural Twenty. Victim remains unconscious for 1d6 melees. Bonuses: +1 additional attack per melee round, +2 to parry and dodge, +1 to roll with impact/punch, +2 to PS and +3d6 to SDC.
Prowl [+20%+10%] (25%+5% per level) 60%
Computer Hacking [+10%] (20%+5% per level) 35%
General Repair & Maintenance [+15%] (35%+5% per level) 55%
Mythology [+15%] (30%+5% per level) 50%
Photography [+15%+10%] (35%+5% per level) 65%
Recycling [+15%] (30%+5% per level) 50%

Secondary Skills

Athletics (General): Bonuses: +1 to parry and dodge, +1 to roll with impact, +1 to P.S., +1D6 to Spd and + 1D8 to S.D.C.
Hand to Hand: Basic
Wardrobe & Grooming (50%+4% per level) 54%
Bonuses: 1 to PB attribute when dressed to impress and +2% to Disguise, Impersonation, Performance, Undercover Ops and Seduction.
W.P. Rifles (+1 to strike)

Free Skills

Horsemanship: Exotic Animals (30%/20%+5% per level)35%/25% Bonuses:

- +1 to dodge or parry while on mount.
- Inflicts an additional +1D4 S.D.C. damage while on mount from kicks and melee weapons.
- Charge attack (running mount) with a pole or spear:+1D6 damage (S.D.C. or M.D.C. depending on weapon).  The attacker must roll under the second percentile number to avoid being dismounted upon impact.  Charge attacks count as two melee actions/attacks.
- Mount attack is possible (no bonus)

Robots and Power Armor (56%+3%% per level) 59%
Weapon Systems (40%+5% per level) 50%
Bonus: +1 to strike when using weapons incorporated into military vehicles, power armor and robot vehicles.

Special O.C.C. Abilities

1. Storyteller & Teacher. Rogue Scholars are natural born storytellers and educators with a flair for making dry subjects like history, science and math sound exciting and fun. A passion that enables them to teach others over a period of time (equal to a Secondary Skill after 1D6+8 weeks of lessons; with at least 12 hours a week devoted to the teaching and another 10 hours of study by the student). Also see O.C.C. Bonuses.

2. Find Books and Historical Artifacts. +20% to Find Contraband related to books, art, film and pre-Rifts artifacts in general. This bonus is added to the character's normal Find Contraband skill whenever such items are sought. Gets these items at a discount -40% off list price as a professional courtesy from most other Rogue Scholars and Scientists and others who value knowledge and history. A 50% discount from the Black Market if he trades at least 24 hours of his time to work for them doing bookkeeping, translating texr/books, transcribing passages, authenticating inventory acquired from adventurers and other sources, teaching, and other work applicable to the brainy character. Every 24 hours he puts in, he can get up to 30,000 credits worth of books, supplies (paper, notebook, writing or drawing implements, computer, recorder, camera, etc.) or relics and artifacts from the past for half (that's 15,000 credits, his cost).

3. Recognize Authenticity. An exclusive skill that enables the Rogue Scholar to tell if an item is a true pre-Rifts artifact, an original edition, a recent facsimile copy (which may be just as good from an information point of view), new or used, defective or incomplete or censored, a forgery, professionally restored, low or high quality, and a fair price. Base Skill: 58% +3% per level of experience.

4. Professional Restoration. An exclusive skill that enables the Rogue Scholar to patch, repair and touch up books, binding, all paper products, and works of art (excluding 3D items), to improve their appearance and quality and value by 8% per level of experience, provided he makes his skill roll. A failed skill roll means no improvement, wait a week and try again. A second failure means it is beyond his ability to restore. Base Skill: 58% +3% per level of experience. Bonuses to Related Skills: + 10% to Art, Calligraphy, Forgery, and Photography.

5. O.C.C. Bonuses: + 1 to I.Q. and +2 to M.A. attributes, +5 on Perception Rolls, and +2D6 to S.D.C.

Super Powers

Intangibility (Major)

1. Can affect self and 20lbs of additional material.
2. Punches, kicks, sticks and stones, bullets, lasers, explosive force and most conventional attacks pass right through harmlessly.
3. Can walk through any substance, stone, steel, earth, machines, force fields, etc.. without affecting it or him
4. Can sink into the earth/ground up to nose and walk on dense molecules. Likewise can walk on dense molecules of smoke or fog (and thus into the air), as well as walk on water. These all require concentration and use up three melee actions per round to maintain.
5. Must materialize to attack. No partial materialization. Small machines on being do not function while intangible.
6. Can become tangible or intangible at nearly the speed of thought (counts as one melee action) but it can only be performed a maximum of four times per melee round.
7. Add 1d6 to M.A.
8. Add 1d4x10 to SDC
9. Add 20% to Prowl ability.
10. Horror Factor (optional): 14 when semi-transparent or walking through walls; may be considered to be a ghost.
11. Electricity, which stimulates and agitates molecules does half damage. And intense heat and fire does 30% in normal damage.
12. Psionic and gas attacks have full effect.
13. Can not be harmed by falls and explosions.
14. Can not glide or float into the air.
15. Can not touch or feel, or pick up or carry anything, but can speak, hear and smell as normal.

Invisibility (Major)

1. Character and anything he's wearing or carrying up to 100lbs can be turned invisible at will. Turning invisible or visible counts as one melee action/attack.
2. Undetectable by normal vision or night vision; detectable by infrared optics, thermo-imaging systems, heats sensors and motion detectors.
3. Tremendous pain, death or loss of consciousness will automatically turn one visible.
4. Opponents who cannot see their invisible antagonist are -6 to strike, parry or dodge him. Opponents with Extraordinary Sense of Smell or Hearing are only -3 to strike, parry and dodge an invisible assailant. Opponents with heat or infrared sensors or vision suffer no penalties and see the character to counter and strike back.
5. Can automatically see the invisible.
6. Add 1d4x10 SDC
7. Can create a Horror Factor of 9 by making noises and moving items while invisible - "spooking" others.

Energy Expulsion: Light (Minor)

1. The ability to draw on light energy/radiation and emit a highly concentrated bolt of light, not unlike a laser beam. The light bolt can only be fired in pulses from the fingers, hands or eyes. With experience (3rd level or higher), the character can regulate the amount of M.D. inflicted by the light bolt in increments of 1D6.
2. The character can also radiate light like a human light bulb. Equal to about 100 watts, plus 25 watts per level of experience. Even at first level he can radiate enough to light up a 20x20 foot room.
3. Range: 600 feet
4. Mega-Damage: 2D6 + 1D6 M.D. per each level of experience, or blinding flash; the victim, (as many as five if grouped closely together)are momentarily blinded (-8 on all combat rolls) for one melee round. The blinding flash is only effective at close range: 10 feet.
5. Special: Same as Energy Expulsion: Energy.
6. Duration: Instant
7. Attacks Per Melee: Each energy blast counts as one melee attack or action; dual, simultaneous divided blasts also count as one melee attack.
8. Bonuses: +3 to strike for aimed shot. +1 if shooting wild. Furthermore, the character is resistant to radiation (half damage).

Energy Resistance (Minor)

1. No physical damage is sustained by the first 30 points of energy attacks in a melee round. Energy attacks beyond the first 30 points do only half damage.
2. The energy resistance field extends just beyond the body to include clothing, M.D.C. body armor, and carried equipment. It does not extend to protect power armor, robots or vehicles, nor another characters standing nearby or touching.
3. The character's resistance to energy includes fire, electricity, lasers, and most other forms of pure energy. Furthermore, the character is completely invulnerable to stun-type energy weapons.
4. Energy resistance is not effective against radiation damage, kinetic energy (punches, kicks, melee weapons, etc.), projectiles, explosive force, magic or most forms of psionics (pyrokinesis and electrokinesis fall into the Energy Resistance category above).

Extraordinary Physical Prowess (Minor)

1. Add 2d4 to P.P.A
2. Add 3d4 to Speed
3. Add One Extra Attack per Melee Round
4. +3 to Automatic Dodge, can dodge an attack without using up a melee action
5. +10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc.

Equipment

KLS-30 Particle Beam Rifle (equivalent of NE-50 Particle Beam Rifle,RMercs, 123) (+5 strike, 1d4 x 10 MD, 1200 feet, 8 out of 8 in E-clip, 16 out of 16 in Long E-clip)
Neural Mace
Damage : Non-lethal; the victim who is stunned is -8 to strike, parry and dodge plus reduce the character' s speed and number of attacks per melee round by half. The accumulative effect on the nervous system of the body being repeatedly struck and stunned may knock the victim unconscious, even if he has previously saved. After being struck more than four times, the unprotected character may be stunned into unconsciousness for 2d4 melee rounds. When he recovers, he will suffer the stun penalties for 1d4 minutes. Roll to save, a failed roll means there is a 1-42% chance of being rendered unconscious.
Note that in this case, even if the individual remains conscious, the charge will impair his movement as per the penalties previously described. Physical damage from the mace is 2d6 S.D.C. plus P.S. attribute bonus when used as a club; 1d6 plus strength bonuses when used as a jabbing weapon. The mace is an M.D.C. structure and can be used to parry M.D. attacks from Vibro-Blades, 'Borgs, 'bots and power armor.
Duration of Stun Effects: 2d4 melee rounds. The duration of the impairment is increased 2d4 melee rounds for every hit by the mace for which the character does not save.
Save vs Neural Mace: 16 or higher; the same as saving against non-lethal poison. The character must save each time he or she is struck. A successful save means the character loses initiative and one melee attack/action that round but is otherwise okay.
Note: The mace is ineffective against environmental, M.D.C. body and power armor, but is effective against Dog Pack armor and half suits, or body armor without a helmet (not fully environmental without the helmet attached). Also ineffective against supernatural opponents and creatures of magic.
Payload : 100 charges; rechargable.
Survival Knife (+3 strike, +3 parry, 1d6 SDC)
USA-EVA 12 Combat EVA (Equivalent of T-42 Commando Scout Armor, WB5, 38)

- Main Body - 70
- Arms - 40 each
- Legs - 50 each
- Head - 50
- Prowl Penalty: No Penalty
- Weight: 12 lbs
- Special Features
* Optical Enhancements: Passive Nightvision (2000 feet), telescopic (5x magnification, 6000 feet) and light filters.
* miniature multi-purpose computer
* Laser distancer indicating distance of a target or item. Maximum effective range: 1000 feet.
* Laser Targeting: Adds a +1 strike bonus. Maximum effective range: 1000 feet.

Mountaineer ATV

- Vehicle Type: Three wheeled armored ATV transport vehicle.
- Crew: One pilot and can accommodate four passengers comfortably, plus cargo area (10x8x8 feet).
- Maximum Speed : 120 mph.
- Engine: Nuclear.
- Maximum Range: 600 miles, has an extra large tank or batteries.
- Size: 25 feetlong, 18 feet tall, 6 tons.
- M.D.C. by Location: Main Body: 210, Super Tires (4): 25 each, Reinforced
- Pilot's Compartment: 50.
- Weapons: None are standard.

set of traveling clothes
set of dress clothes
portable compact disc recorder/player (CD that plays three and one inch audio discs) and headphones
video disc player (also plays three and one inch audio and video discs)
digital camera (100 still photos and up to 30 minutes of video per video disc, triple the number of still photos if no video used)
portable language translator
two pocket notebooks
sketch pad or blank paper
a dozen pencils and markers
old-fashion dip pen and ink
magnifying glass
normal binoculars
hat
survival knife
sketch pad or blank paper
bedroll
knapsack
backpack
carrying case for artifacts
extra pack or sack for books
a long-range radio
some personal items

- CAN Smartphone and earbuds (Unfortunately Earth is out of his plan’s coverage area.  Following Rifts rule of thumb to magnify the capabilities of current computers x 100 for Rift’s future, it’s got 25,600 GB of storage.  Probably worth quite a bunch on the surface but John would never part with it.  It’s his one link to home, with pictures and videos of his family, as well as books, movies, shows and games meant to occupy his downtime while on the California.)
- Credit/Debit Card for his bank account.  Unfortunately no one on the surface takes IOUs.
- Lucky $1 IOU Coin that he flipped to make a crucial choice during his first boarding action
- FDF Medals
- Shot glass from that final “going away” party

10,700 credits
1800 credits worth of Black Market saleable artifacts

Name :Potomac Rifle
Type:bead
Wgt :9lbd
Pwr Lvl:
Focus:
Rof: Stn
Pbatt:96
Clip: 25 in magazine
ATK+:+2
DMG:1d20 & spcl
CPS:1
RNG:1000
Price $25k
(Notes): normally fires ball bearings, but can fire scroll beads as well



Crush rnds DM 8d12
Sonic blast pg 119 Bom
Hallucination pg 121 Bom
Sickness pg 124 Bom

Background

John Carter was once just an ordinary citizen of the North American Union, aka Freedom Station, 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 powers first manifested in his early teens. It turned out he was born with the ability to render his body and possessions he was in physical contact with intangible, which he discovered when he phased out of his spacesuit while he was trying to take it off. A short time later he learned he also had the ability to turn invisible when he suddenly disappeared from view after being embarrassed in front of a girl he liked. 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 become a journalist and get a job with one of the major news services. He was close to graduating college when something occurred that changed everything. Not just for him but for everyone in the colonies. The Arkhons had returned![1] 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.

Wanting to do his part in fighting the aliens, John volunteered for the Freedom Station Defense Force. After an accelerated track in basic training, he was assigned to be a communications specialist on NAU California. A Wraith Class scout ship with advanced stealth capabilities, the California’s mission was to locate and monitor enemy forces and then aid in attacks when other human ships intercept and engage them.

As a communications specialist, John’s duties were sending and receiving encrypted transmissions, decoding enemy signals, utilizing sensors to track enemy ship positions, and engaging in electronic warfare during ship to ship engagements. But John didn’t spend all his time behind a console. Due to his mutant powers, he was the point man for any boarding actions. His ability to enter ships without using an airlock or breaching the hull, and to remain unseen by enemy crew, made him the obvious choice to go in first to harass and sabotage Arkhon forces before the rest of boarding party performed a forced entry.

Then came the mission that would change his life forever. John decrypted a series of Arkhon transmissions that revealed that the enemy was going to perform a coordinated attack against the Earth Containment Satellite Network involving both their forces in space and the ones that had managed to land on Earth more than three decades ago. The plan was to overwhelm the Network by attacking from both sides and destroy enough satellites to create a safe window that would enable forces to travel between thesurface and orbit. Needless to say, if they succeeded in their objective it could change the course of the war in the Arkhon’s favor.

As the closest ship to Arkhon vessels that were going to participate, the California’s orders were clear. Shadow the fleet and interfere with the operation until reinforcements could arrive. It was basically a suicide mission but one the crew were willing to accept. The California covertly followed the Arkhon flotilla and as they neared the Containment Network announced their presence by “painting” Arkhon ships, causing the killer satellites to target them earlier than the Arkhons anticipated they would be.

From then it became a tense and deadly game of cat and mouse as the California would attack Arkhon ships and then use the distraction created by killer satellite attacks to sneak away to another position, relaying sensor data to satellites that they had control access for to make their offensives more effective. For a while, thanks to both skill and luck, they had a long streak of wins. But it couldn’t last for ever. Eventually the Arkhons managed to get a targeting lock on the California long enough to take out their drive, leaving them to drift aimlessly in space.

The good news was the California’s efforts were enough. They managed to delay and disrupt the Arkhons’ operation enough that the orbital fleet would arrive in time to shut it down entirely. The bad news was no one would get there in time to save the California. The ship had already been jostled out of a stable orbit and was drifting downward into the Earth’s atmosphere. Crashing down to the surface was inevitable. The only thng the crew could do is prepare to go down with the ship.

For John, this did not equal doom. Thanks to his powers he would able to survive the ship’s reentry and impact without being harmed. So after one last transmission to give everyone a chance to say goodbye to their loved ones, the captain ordered John to pack anything that could be useful and weighed too much for him to render intangible in containers that had the best chance of surviving the crash. Once John had done that, the entire crew had one final going away party before the end.

After John walked out the California’s flaming wreckage with whatever gear and possessions he managed to preserve, his first order of business was to destroy any technology the crash hadn’t which he couldn’t take with him. He could not let any evidence that an advanced human civilization exists in orbit survive. Once that was done, the next step was to get as far away as possible. If anyone came to investigate the crash he didn’t want to be there when they arrived.

If this had happened early during the war, John would have been in trouble due to the Earth’s gravity. While Freedom Station simulated a 1G environment via rotation, onboard ships the amount of G’s that the crew experienced varied depending on acceleration. But thanks to the capture of several Arkhon ships mostly intact, orbital scientists were able to slowly unlock the secrets of their gravity technology. It would be who knew how many years before they cracked the capability of gravitic propulsion. But they had managed to at least figure out how to artificially generate actual gravity, enabling ships’ crews to live in a 1G environment continuously to better cope with the conditions of Arkhon ships during boarding actions.

Thanks to the new artificial gravity technology, John was fully capable physically on the surface and was able to get quite far away from the California before stumbling upon someone else’s tragedy. From what he could tell from the man’s corpse, he must have been attacked by some sort of predator that got the drop on him about a week ago. Ironically, he’d been killed a few feet away from the safety of his vehicle, key fob in hand as if he was about to unlock it.

After making sure there was nothing nearby that would do the same to him, John gave the man a decent burial before taking his ATV. After a little trial and error, John managed to figure out how to drive the thing. Who would have thought watching Pre-Flash media and playing racing video games would pay off this way? Now that he had transportation, John decides the next thing he should do is find some sort of civilization. After all, he could be down here for quite a while.

DOZEN QUESTIONS FOR YOU ANSWERED

1.What is your status with your parents? Do youuu miss youurr mom & daaad? Do you haaave one of each? Are they abovve GROund? (+5 attribute points to whomever guess where thats from)

Parents are alive and well. Got a mom and a dad and they’re both together. Of course I miss them. And they’re definitely above ground. WAAAAAY above ground. Was that a reference to the original Night of the Living Dead?

2.How many brothers and sisters do you have? Do you get along? Are you a 3rd child?

No, I’m the first child. Got a brother and a sister, both younger than me.

3.Tight family or dispersed? Communicative or leave each other alone?

We didn’t see each other every day but we stayed in touch regularly. Talked on comms, followed each other on social media, get together in person every so often. Of course, all of that became a lot more difficult for me after the war started and I joined the FDF. Hard to call or post on social media when your ship needs to maintain radio silence on a regular basis.

And now my current circumstances make it really tough.

4.How was your childhood? Was it tough? Did some of your siblings die? Were you a happy kid?

Had a great childhood. As you could tell from my module number, my background was fairly prosperous. Not tough at all. Siblings die? Where do you think I’m from, Outcast Station? Yes, I’d say I was a happy kid.

5.What are your favorite foods? What is your favorite candy? Is it nerds? What is your favorite entree, hamburger and fries? Do you like chocolate ice cream? What about rhubarb?,

Hamburgers and fries are awesome. Real burgers, that is. Impossible Burgers are all right but you can’t beat real vat-cloned beef. Yeah, it costs twice as much than the plant-based version but it’s more than worth the price. As for favorite candy, chocolate of course. Pricey too because cultivating cocoa cells in a lab is expensive but good. It’s a great ice cream flavor too.


6.What was your romantic life like? Did you have a girlfriend when you were little? Maybe you got a wife now and you're paying bills adventuring,

Had a girlfriend in high school. Dated a bunch while in college. Nothing that ever got too serious. Joining the military put a crimp in my love life. Anti-fraternization rules and all that means I can only see someone while docked somewhere. Relationships while in the military during the middle of a war are hard.

7.Do you have any enemies? Anybody or groups that you hate? What would you do if you found yourself in power over them?,

Yeah, the Arkhons, duh! Those bastards are currently the enemy of all of transhumanity. They’re bad enough they got all of orbital nations to put their differences aside and work together against them. Getting everyone to bury the hatchet and unite against a common foe is the one good thing they did.

If I had power over all of them? I’d force them to disarm and surrender all of their technology to us. Wouldn’t kill them all, I’m not a monster. But I’d definitely make sure they’re never in a position to be a threat to us again. Oh, and I’d make them free their Fallam slaves. Poor bastards. I met a few who were secretly rebels while on missions. They definitely got a raw deal.

8.What hobbies do you have? Big into repairing Electronics? Maybe you are a bowler? Maybe collecting comic books gets your goat.

Definitely comic books, especially Pre-Flash books. I’ve actually got a few printed books passed down through the family. I love all Pre-Flash media. I’m also big into video games, both Pre and Post-Flash. And I’ve done a little writing. Some fanfiction, some original. I want to be a journalist but I can see myself writing books on the side. Oooh, or maybe if I learn how to draw, I could have my own comic.

9.Pets ? Do you like animals? Is the tiger your favorite animal?

Has a cat growing up, cloned from cells from one of the few pets that were originally on the station Pre-Flash. It was nice. Maybe I’ll get another if I ever, no I when I ever get back to Freedom.

10.What about drugs and booze? Are you hitting on the joint being passed around at the party? Maybe it's a little more serious and you're spending the rent money to get some meth. It's a problem even if it's not yours. Like maybe your business partner passes out on the floor of your shop from heroin?

I never drink alone. Only at parties and events. Same goes for the bud. Never taken anything harder. Not going to begrudge others doing so but it’s not my bag.

11.Are you afraid of heights? What are you afraid of? How about snakes are you afraid of snakes? Would you go to Mexico with all the "GOT DAMNED VAMPIRES"? Have you met a vampire? Or just a really scary cyborg?

Heights? Nah, I grew up in orbit. Can’t get higher than that. Plus, thanks to one of my mutant powers I can fall from any height and be unharmed. Heights don’t worry me at all. Snakes? I’ve only seen a snake once. Someone’s pet. It was all right but I’d rather have a cat. Vampires! You mean vampires are a real thing down here? Yeah, I’ll definitely do my best to steer clear of them. Cyborgs, on the other hand, don’t worry me. Fought alongside some cool ones during the war.

12. What are your goals, what are you hoping for?

I want to get off this rock. Considering my current circumstances, that’a a long term goal. Eventually Freedom Station, or more likely the Loonies, will figure out the Arkhon’s contra-gravity drive but they definitely won’t risk opening a safe window in the Earth Containment Satellite Network to get me until the war is over. Barring that, I’m on my own as far as finding a way home.

Until I can return my goal is to learn as much as I can about Earth and the civilizations currently on it as I can. What little information the orbital communities have about the surface comes from intercepted signals and observations from orbit. I’ve got an unprecedented opportunity to gather useful intelligence for space based transhumanity.

On a more personal note, I have a chance to be a tourist to places I’ve only seen in videos and VR simulations. I’m going to make the most of it. And maybe snag a few comics and other Pre-Flash souvenirs to bring back with me.