Savage Rifts - Phase World Adventures!:John Carter

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A character in Savage_Rifts_-Phase_World_Adventures!

Background

  • Race: Human (Mutant Superhuman Subspecies)
  • Iconic Framerwork: MARS Personal Concept Option - Stranded Superhuman Space Spy

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[1], 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.

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[2]. 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. He had intended to serve as a doctor so he could use what medical skills he had to help the cause but the higher ups had other ideas. Due his mutant powers being deemed ideal for infiltration, John was soon transferred from the Medical Corps and put on the fast track to become a part of Special Ops. He received training in combat, sabotage, and bunch of other skills pertinent to the position. He soon proved to be adept at sneaking around and defeating security systems as he was at medicine. After a rapid but intense and thorough training regimen he was put in the field.

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. He also got handy at healing his comrades by combining his power over matter with his knowledge of medicine. Of course, that same knowledge came in handy for temporarily incapacitating foes by disrupting their nervous systems, which turned out to be so simple for him that he could utilize this application of his power at range.

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[3] 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 Fallam. The whole thing turned out to be a meet to work out some kind of deal. At least that was the gist John got from his translator's interpretation of the Arkhon side of the conversation. In any case, negotiations between the aliens broke down quite spectacularly and hostilities commenced.

It ended in a draw, with both sides badly hurt.

(To Be Completed)

Stats

Attributes

  • Agility-d8
  • Smarts-d8 (+2 When Resisting Tests)
  • Spirit-d10 (+2 When Resisting Tests)
  • Strength-d6
  • Vigor-d8

Skills

  • Athletics d4 (+1 to climbing in Urban Areas)
  • Common Knowledge d4
  • Electronics d8
  • Fighting d6
  • Focus d10 (+2 When Using Healing)
  • Healing d4+2
  • Intimidation d6
  • Notice d8
  • Persuasion d6
  • Piloting d4
  • Repair d6
  • Research d4
  • Shooting d6
  • Stealth d8 (+1 in Urban Environments)
  • Thievery d8+1

Derived Stats

  • Pace 6
  • Toughness (armored): 11 (8)
  • Parry: 5
  • Strain: 0
  • Max Strain 8

Edges

Arcane Background (Gifted)

Assassin

Concentration

Healer

McGyver

New Powers 2

Power Points

Rapid Recharge

Strong Willed

Thief


Mutant Superpowers

Healing - 3pp

Intangibility* - 4pp

Invisibility* - 4pp

Protection* - 1pp (1 free Modifier)

Stun - 2pp

  • Reduced Power Point Cost due to Touch Range

Hindrances

Driven: To find a way to get back home (Minor)

Enemy: Surviving Arkhon Scout Ship Crew

Quirk: Makes Earth pop culture references no one else gets (Minor)

Vow: To the Freedom Defense Force (Minor)

Gear

NG-S2 Survival Pack (Weight: 20; Cost: Starting Gear) Survival Knife Wooden Cross Wooden Stakes

Urban Warrior Tactical Medium EBA (Armor: +5; Toughness: +2; Min Str: d4; Weight: 11; Cost: Personal Concept Option Starting Gear)

Wilk’s 320 Laser Pistol (Range:15/30/60; Damage: 3d6; RoF:1; AP: 2; Shots: 20; Min Str: d4; Weight: 2; Cost: Starting Gear) 2 E-Clips

Tool Kit (Weight 5; Cost: 200)

Holo-Display Communicator (Weight 2; Cost: 10,000)

SatCom Tight Beam Transmission Booster McGyvered from a Communicator and a NG-33 Laser Pistol (Weight: 4; Cost 10,000)

Lockpicks (Weight 1; Cost: 200)

Hand Held Computer (Weight 1; Cost: 250)

Infrared Distancing Binoculars (Weight: 2; Cost 1,200)

350 Credits worth of Pre-Rifts and New Movies on Hand Held Computer. Of course, that's by Freedom Station standards. Could be worth more down here.

1500 Credits

Hero's Journey

MARS Fortune and Glory: Choice - Smart and Learned

MARS Fortune and Glory: Choice - Spiritual and Determined

Heroes Journey Education Roll: 1d20 4 Talented Medic - Healer's Edge and Healing d4

Heroes Journey Training Reroll: 1d20 1 Combat Training - +3 Skill Points that can be spent on Athletics, Fighting or Shooting in any combination.

Heroes Journey Underworld & Black Ops Roll: 1d20 20 Player's choice. Gifted at Larceny - Thief Edge without concern for requirements and +1 Skill Point to spend on Athletics, Stealth or Thievery

Narrative Hook Roll: 1d20 11 From Out of a Rift

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