Savage Rifts - Phase World Adventures!:John Chrichton

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A character in Savage_Rifts_-Phase_World_Adventures!

Background

  • Name: John-2000, aka John Chrichton
  • Race: Mutant Superhuman (Human Subspecies)
  • Iconic Framerwork: MARS Personal Concept Option - Stranded Superhuman Space Spy

"My name is John Chrichton. Covert ops. Got shot through a wormhole. Lost in some distant part of the universe. Aboard this magical ship of escaped slaves and their liberators. Now all I want to do is find a way home. And protect it by sharing the wonders I have found."


The man known as John Chrichton 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, and even how to superficially restructure an individual and their attire temporarily to alter their physical appearance. 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 that 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. Preliminary talks of some sort. At least that was the gist John got from his translator's interpretation of the Arkhon side of the conversation. Realizing that if the Arkhon 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 Arkhon's part sparked hostilities in earnest between the two parties, a conflict which the mystery aliens ended up winning despite being sucker punched. Their ship began towing the now crippled Arkhon scout craft and went back through the Rift they had emerged with it. Anticipating that the mystery aliens would likely both interrogate the crew and thoroughly search the ship, John decided to scuttle the scout vessel. He calculated that it was the only way to keep the unknown extraterrestrials from learning that the meet failed only due to outside interference and potentially attempting to reopen negotiations with the Arkhons.

It was relatively simple to rig the ship to explode. The crew was so busy preparing to repel boarders that they were too distracted to secure sensitive areas in the interior, such as the main reactor. The trick was to sabotage things in such a manner that the mystery aliens would discover the scout ship's impending destruction via sensors and have enough time to get safely away. John needed them to safely return to their superiors and report the Arkhons' treachery in order to sour relations between the two groups permanently. He managed to induce a malfunction that would eventually cause a catastrophic power overload and then made his way to an escape pod.

Using his powers to render the pod and himself invisible and intangible, John was able to eject from the scout ship without the mystery aliens detecting him. He had a ringside seat when his plan reached its fruition, watching as the mystery ship relinquished its hold on the Arkhon vessel and jump away just seconds before the latter went up in a spectacular explosion. Waiting several hours to make sure the mystery aliens weren't returning, he then activated the his suit's emergency distress beacon. His hope was that the signal would travel through the Rift that had to be somewhere nearby and be picked up by an FDF ship or allied ship. Unfortunately for John, the Splugorth Slaver Ship Wraith answered his call for help instead.

Unfortunate for the slavers as well as John. Because while they were quite experienced with prisoners who were psionic or wielded magical abilities (the latter actually being real quite a shock to John), they weren't even aware that mutant humans with non-psionic superpowers even existed, let alone had any countermeasures for them. Which gave John an edge his captors didn't know about. After getting over the momentary surprise that humans and others who spoke his language were among his fellow captives, he set about learning from them as much as possible about their captors and the part of the universe he was currently in. Wanting to fit in as a typical local human he kept his powers secret and adopted an old fashioned surname since they all seemed to use them. He picked Chrichton because his situation reminded him of the hero of a popular science fiction series that had been rebooted almost a dozen times over the centuries since its creation. During his captivity he used his skills and powers to surreptitiously explore the ship and gather intelligence while he was supposedly securely locked away. His covert activities came in handy two weeks later later when the ship came under attack.

While the attackers pounded the ship from without, John set about causing trouble from within by sabotaging vital systems and freeing the slaves from lockdown and arming them. Thanks to his efforts the ship was taken intact with relatively little casualties from the attackers. Now free, he decided to sign on with the privateers who had seized the Wraith. It wasn't like he had anywhere else to go after all. He was lost in another galaxy full of unknown aliens, unfamiliar civilizations and strange phenomena such as real genuine magic. Plus, despite being stuck on the other side of the universe, he was still a member of the Freedom Defense Force. As long as he was here his duty was to gather useful intelligence and look for technology and potential allies that could help Freedom Station and the other human colonies defeat the Arkhons. So he'd use the opportunity as a member of the Wraith crew to do just that while searching for a Rift that led home.

Stats

Attributes

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

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 (7) (5 unarmored)
  • Parry: 5
  • Strain: 0
  • Max Strain 6
  • Power Points 20

Racial Overview (Mutant Superhuman)

Mutant Superhumans are a genetic offshoot of humanity that possess superhuman powers of a non-psionic nature. In the Rifts setting they are indigenous to Earth and its space colonies. In the Three Galaxies the only place they are found is on the planet Seroon in the isolated system of the Charizolon System in the Corkscrew Galaxy (as seen in Rifts Dimension Book 4: Skraypers). Random examples from other dimensions such as Heroes Unlimited Earth could also be around. Mutant Superhumans are capable of interbreeding with baseline humans, with the results of such unions always mutants. Curiously, the offspring of a Mutant and a psychic human has an equal chance of reflecting either parent's heritage.

Innate Power: Arcane Background (Gifted) - Detect/Conceal Arcana (Limitations: Aspect (Conceal), Range Reduced to Self, Does Not Work Against Arcane Background (Gifted) Powers and Weird Science or Techno-Wizard Devices Deliberately Intended to Detect Arcane Background (Gifted) Powers, No Conscious Control - Automatically Activated by Detect Arcana Attempts of a Magical, Miraculous or Psionic Nature When Not Already Active, Must Always Short.) (Modifiers: Does Not Inhibit Recharging While Active (+2), Failures to Activate Not Critical (+1), Strong (+1), Strong (+1)*)

  • Listed twice deliberately for a cumulative -4 penalty to see through concealment.

The above represents mutant superpowers being very difficult to directly detect with spells or psionic abilities. That's because they operaate on what could be described as a different "wavelength" than such powers, paranormal as opposed to supernatural. Innate abilities specifically attuned and arcane devices that are deliberately calibrated to detect superhuman powers do not have to contend with such difficulties. The occasions when Conceal Arcana fails represents a momentary fluctuation in a mutant's powers that generate a disturbance in the supernatural energies magicians and psychics can perceive, enabling such individuals detect superhuman powers indirectly from the "ripples" they create.

Edges

Concentration

Healer

McGyver

New Powers 3

Power Points

Rapid Recharge

Strong Willed

Thief

Hindrances

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

Secret: True Nature of Mutant Superpowers - Revelation could result in Enemy: Gene-Tech (Major)

Vow: To the Freedom Defense Force (Minor)


Mutant Superpowers

Disguise* - 1pp

Healing - 3pp

Intangibility* - 4pp

Invisibility* - 4pp

Protection* - 1pp (1 free Modifier)

Stun - 2pp

  • Reduced Power Point Cost due to Touch Range


Gear

Utility Belt: Survival rolls do not take a penalty for being attempted without basic tools (3 lb., 2,500 credits).
First aid kit (+1 Healing roll, 1 use).
Canteen (half gallon).
Communicator (5-mile range).
Compass/inertial mapper.
Flint & steel, whetstone, multi-tool.
Flashlight/signal light (two modes,LED, and IR).
Magazine/E-Clip storage slots (4).
Meal Ready to Eat (1 use, can sustain a normal human for one day).
Survival knife (Str+d4).


USA-EVA10 Field Mechanic Spacesuit (Equivalent to T-13 Field Mechanic Light EBA)
Features
•Armor (+6; Toughness: +2; Min Str: d4; Weight: 18; Cost: Personal Concept Option Starting Gear + 3,280)
•Mechanic suite grants +2 to Repair rolls—Heavy Improvised Weapon.
•Infravision
•Magnetic Shoes. Will stick to a metal "floor" or "wall", meaning that the wearer does not have to hang on to something to stabilize themselves. Also useful for letting characters new to zero gravity orient themselves . One size fits all.
•Vacuum Suit Jet Pack. The pack is fixed to the back of the suit, and is operated by a small pad on the right wrist. The jet pack has a maximum speed of about 50 mph (80 km) and enough fuel for thirty minutes of constant movement. Typically the device is not in constant use and will work for about five hours of maneuvering; Obviously this is only good for Zero G.
•Recycling System. The suit recycles all oxygen, meaning it can be worn indefinitely or until the character dies of hunger or thirst.


KLS 100 Laser Pistol (Equivalent to Wilk’s 320) (Range:15/30/60; Damage: 3d6; RoF:1; AP: 2; Shots: 20; Min Str: d4; Weight: 2; Cost: Starting Gear) 2 E-Clips


Vibro-Knife (Damage: Str+d6; AP: 6; Min Str: d4; Weight: 2; Cost: 7000)


Repair Kit, Field (Weight 10; +1 to all Repair rolls; Cost: 4000)


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


Lockpicks (Weight 1; Cost: 200)


Hand Held Computer (Weight 1; Cost: 250)


20 "Bugs" (Micro Transmitters; 12 hours of continuous use each; Weight -; Cost: 600)


Transmitter Detector (Weight: 1; Cost 525)


Rocket Flare Pistol (for use in space): Fires a very bright flare up to half a mile (0.9 km) away, even in a vacuum. The flare is visible to the naked eye for up to 3200 miles (2000 krn) in all directions and bums for 2D6 minutes. If used as a weapon it does 3d6 damage but has a -1 to hitting a specific target. This is a one-use item. Cost: 500


1,125 Credits swiped from the slaver who stole his stuff after he reclaimed his property

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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