John 616
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: 1st Exp: 0/2000
Age: 25
Sex: Male
Weight: 150
Height: 6'2"
Stats
I.Q.: 12
M.E.: 14
M.A.: 23 (Trust/Intimidate 75%)
P.S.: 14
P.P.: 21 (+3)
P.E: 12
P.B.: 15
Spd.: 33
HTH Combat
HTH: Basic
No. of Attks: + 6
Damage: Punch 1d4+16; Kick 1d8+16 or 2d4+16
Strike: +3
Parry: +6
Dodge: +6
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
Skills
O.C.C. Skills
Literacy: American (Native Language) [+50%] (40%+5% per level) 90%
Literacy: Arkhon [+30%] (30%+5% per level) 60%
Literacy: Euro [+30%] (30%+5% per level) 60%
Literacy: Russian [+30%] (30%+5% per level) 60%
Language: American (Native Language) 98%
Language Arkhon [+25%] (50%+3% per level) 75%
Language Euro [+25%] (50%+3% per level) 75%
Appraise Goods [+20%] (30%+5% per level) 50%
Basic Math [+25%] (45%+5% per level) 70%
Computer Operation [+20%] (40%+5% per level) 60%
Computer Programming [+15%] (30%+5% per level) 45%
Creative Writing [+15%] (25%+5% per level) 40%
Find Contraband [+15%] (26%+4% per level) 41%
History: Pre-Rifts (General/North America [+22%+5%] (32%/24%+4% per level) 59%/51%
History: Post-Apocalypse (General/Freedom Station)[+20%] (35%30%+5% per level) 55%/50%
Public Speaking [+20%] (30%+5% per level) 50%
Research [+30%] (40%+5% per level) 70%
Pilot: Automobile [+10%] (60%+2% per level) 70%
W.P. Blunt (+1 to strike and parry)
W.P. Energy Rifle
O.C.C. Related Skills
Radio: Basic [+10%] (45%+5% per level) 55%
Electronic Countermeasures [+10%] (30%+5% per level) 40%
Sensory Equipment [+10%] (30%+5% per level) 40%
Basic Electronics [+5%] (30%+5% per level) 35%
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) 55%
Computer Hacking [+10%] (20%+5% per level) 30%
General Repair & Maintenance [+15%] (35%+5% per level) 50%
Mythology [+15%] (30%+5% per level) 45%
Photography [+15%+10%] (35%+5% per level) 60%
Recycling [+15%] (30%+5% per level) 45%
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) 50%
+1 to PB attribute when dressed to impress and +2% to Disguise, Impersonation, Performance, Undercover Ops and Seduction.
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 Ex pulsion: 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) (+ 4 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). Alsoineffective 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
1200 credits
1800 credits worth of Black Market saleable artifacts
Background
John Carter was once just an ordinary citizen of 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 big 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 a
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. Shooting people from behind and setting things to blow up 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 jury-rigging a means to trigger 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.