John Carter - Super Soldier From Space

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John Carter - Super Soldier From Space

Post by John Carter »

Original Sheets Here

F1d20

Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.

F1d20

Wealthy and Connected: Begins with the Rich and Connections Edges

Hd1d20

He's traveled far and wide, and knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Surviving and Networking checks in North America.

H1d20

Your character has extensively trained in an area of expertise and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval.

H1d20

Spies and provocateurs are regularly called upon to do just about anything to accomplish a mission; your hero's made it point to learn a little something about everything. She has the Jack-of-All-Trades Edge.

All right, the Wealthy and Connected Fortune & Glory result and the Well Traveled Heroes Journey Education result doesn't make sense for John's circumstances considering he's a newcomer to Earth. Because of that I'm exercising the Two For One option and trading those two results in to get the Smart and Learned result from the Fortune and & Glory table in return.

EDIT: Just realized that with a Holo-Display Communicator it's possible for John to contact a relay satellite in low Earth orbit, which means Wealthy and Connected makes sense after all. So instead the Professional Edge result will be part of the above trade instead.

Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smart-linked skills.

4d6100

1500

dHFLL2d4500

2500

HdLLFH1d20

You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle).

HdpLLFH1d20
m
This weapon has an Integral Vibro-Knife (see page 97) mounted bayonet-style (Str+d8 Mega Damage, AP 8, Parry +1, Reach 1, Two Hands)-rifles only.

HdpLLdLLLppLL1d20

You may choose any one of the results on this table.

Chose 15: Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
Last edited by John Carter on Mon Sep 26, 2022 6:35 am, edited 2 times in total.
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Re: John Carter - Super Soldier From Space

Post by John Carter »

John Carter

Rank: Seasoned 2
Advances Left:
Race: Human
Iconic Framework: MARS Super Soldier
Attributes:
  • Agility d8
  • Smarts d8
  • Spirit d10
  • Strength d6
  • Vigor d6
Pace: 6; Parry: 6 (7 with Trademark Weapon Readied*); Toughness: 13(6); Strain: 0

Skills:
  • Academics d4
  • Athletics d6
  • Common Knowledge d4
  • Electronics d8*
  • Fighting d8 (+1 with Deja)
  • Focus d10
  • Language: American (Native) d8
  • Language: Arkhon d4
  • Notice d8* (+2, +4 to sight-based checks due to SARAH)
  • Persuasion d4
  • Repair d8* (+3 due to Armor and Field Repair Kit)
  • Shooting d8 (+4 with Deja)
  • Stealth d8 (+2 due to Armor's Stealth Enhancement)
  • Survival d6
  • Thievery d8
*Benefitted from Smart and Learned F&G Result

Hindrances
  • Secret (Major): From A Human Civilization In Orbit.
  • Bad Eyes (Minor):-1 to all Trait rolls dependent on vision. Eyewear negates penalty but have a 50% chance of breaking when the hero suffers trauma.*
  • Distinctive Appearance (Minor): Completely Silver Eyes.*
  • Driven (Minor): To find a way to get back home
  • Vow (Minor): To the Freedom Defense Force
*Obligatory Physical or Super Hinderances for MARS Package

Edges and Iconic Abilities
  • Connections: Freedom Defense Force : Contacts provide aid or other favors once per session.
  • Jack-Of-All-Trades : Gain d4 in a skill (or d6 with a raise) until replaced.
  • McGyver: Quickly create improvised devices from scraps.
  • Rich: Began with 15,000 credits, 1 roll on Body Armor Table and 1 roll on Ranged Combat Weapons Table.
  • Trademark Weapon: +1 to Athletics (Throwing), Fighting or Shooting total with a specific weapon; +1 Parry while weapon is readied.
Powers

Super Powers
Super Power Points: 15
  • Environmental Resistance to Electricity, Fire, Light, Radiation [3 Additional Power Types (+3), Immunity (+2), Limitation: Only When Incorporeal (-2)] (Cost 4) Hero is immune to damage and effects from resisted Power Types. (Super Powers Companion, page 61)
  • Intangible [Requires Activation(-1)] (Cost 4) Become incorporeal but still affected by the Energy Power Type. (Super Powers Companion, page 68)
  • Invisibility [Requires Activation(-1)] (Cost 7) Target is invisible (-4 to affect). (Super Powers Companion, page 69)
Last edited by John Carter on Thu Dec 01, 2022 10:12 am, edited 1 time in total.
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Re: John Carter - Super Soldier From Space

Post by John Carter »

Gear

Some gear have different brand names and are cosmetically different from their Earth equivalents but are otherwise statistically the same unless otherwise noted.

Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
Image
  • • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
USA-EVA10 Field Mechanic Light EVA (Equivalent to T-13 Field Mechanic Light EBA)
Image
  • • Armor: +6 Toughness: +2
    • Weight: 18 lbs (Min Str: d4)
    • Notes: Infravision, mechanic suite grants +2 to Repair rolls-Heavy Improvised Weapon. Covered in fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
    • Rarity: -2; Cost: 75,000
KLS 100 Laser Pistol (Dejah) (Equivalent to Wilk’s 320 Laser Pistol except for +2 AP due to Advanced Technology)
Image
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 5
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks equivalent)
    • Rarity: +1 Cost: 11,000
Two E-clips or magazines

Cowboy's Advanced Vibro-Knife
Image
  • • Str+d6, AP 8
    • Weight: 2 (Min Str d4)
    • Notes: Harmonic Blades, MD, Powered Weapons; As an attached Bayonet to a long arm: Str+d8, AP 10, Parry +1, Reach 1, Two Hands
    • Rarity: +2 Cost: 7,000
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).

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).

Lockpicks (1lbs, 200 credits) [From SWADE page 67]

Hand Held Computer (1lbs, 250 credits): Basically the equivalent of his iPhone. Yeah, it won't work on Earth since his service provider only operates in orbit but it still has apps that work offline, downloaded books, songs and movies, pictures, videos and old texts and emails. Just a little taste of home. [From SWADE page 68]

5 "Bugs" (Micro Transmitter): 12 hours of continuous use each. (-, 30 credits each) [From SWADE page 68]

Signature Item
Sensory Augmentation & Risk Analysis Helmet (SARAH)

This piece of Freedom Defense Force special ops gear is an upgrade to a standard Multi-Optics Helmet that not only provides increased visual acuity compared to a standard helmet but also enhanced hearing capability thanks to an embedded microphone array and audio processor unit that renders faint sounds audible while canceling out excess ambient noise that would otherwise drown other sounds out or render them unintelligible.

The real prime feature of SARAH though is a dedicated micro-computer loaded with sophisticated risk analysis software. The computer gathers data from the helmet’s visual and audio feeds, local radio activity and even the wearer’s reactions to stimuli through sensors which monitor brain activity and other vital signs.

It then analyzes all this data, utilizing advanced pattern recognition, behavioral evaluation and threat assessment algorithms. This enables it to compile an accurate simulation of the wearer’s current circumstances and calculate the probabilities of potential events in the immediate future, allowing it to alert its wearer to imminent danger enough time in advance for them to be ready for it, and to possibly even react beforehand.

Base Item
Multi-Optics Helmet: This helmet - compatible with EBA systems (see Tomorrow Legion Player's Guide, page 88) - includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system. It provides +4 Armor and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5lb, 25,000 credits, 500 credits for integration, total cost 25,500 credits)
Super Science Upgrades
Major: Danger Sense - 25,000 credits
Major: Sixth Sense - 75,000 credits
Minor: +1 to Notice - 5,000 credits
Minor: +1 to Notice - 5,000 credits

Rimdall's Hammer (Patron Item)
Image
A seemingly ordinary looking smith's hammer with an ornate handle inlay.
Unique Enchanted Item
Damage: Str+2d6+2, AP 0, Mega Damage
Magic Features
• Breaker's Delight: +2 damage to break objects and the damage rolled may ace and a raise on the attack roll adds damage, as normal, contrary to the normal rules for breaking objects.
• Hammer Strikes to Destruction: The hammer excels at destroying inanimate objects. By taking no other actions (including movement), the wielder may bypass and ignore the Armor of inanimate objects and vehicles (not people or the armor they wear) when making a Fighting attack against such an object.
• Master Smith's Restoration: Due to its magical ability to create minor tools and fashion parts, the hammer acts as a field repair kit (TLPG p. 89).
• In Search of a Nail: The hammer urges its wielder to look for solutions that it can solve - and thus the character is ever looking to fixing or breaking things as a solution. This counts as a Quirk Hindrance.


NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

51,500 credits
Last edited by John Carter on Thu Dec 01, 2022 11:49 pm, edited 2 times in total.
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Re: John Carter - Super Soldier From Space

Post by John Carter »

Advances

Fortune & Glory
  • Reach Out and Touch Someone 10 - Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
  • Wealthy and Connected 2 - Begins with the Rich and Connections Edges
  • Smart and Learned 6 (Chosen with Two For One option) - Your hero adds one die type to Smarts and two die types to any three Smart-linked skills.
Hero’s Journey
  • Training 6 - Your character has extensively trained in an area of expertise and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval.
  • Body Armor (for being Rich) 1 - You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.
  • Ranged Weapon (for being Rich) 20 - You may choose any one of the results on this table.
  • Ranged Weapon (Chosen) 15 - Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
Advances
  • Initial Advances: (Bonus from Hindrances): Raise Vigor 1 die type, Academics d4, Language: Arkhon d4
  • Edge(s) granted by Racial Features: McGyver granted by the Human Adaptable Edge
  • Edges(s) from Hero’s Journey and Fortune & Glory Rolls: Connections: Freedom Defense Force, Jack-Of-All-Trades, Rich, Trademark Weapon
  • Novice 1 Advance (PbP): Raise Strength 1 die type
  • Novice 2 Advance: Permanently Removed Bad Eyes Minor Hinderance (Corrective Surgery)
  • Novice 3 Advance: Raise Stealth and Thievery 1 die type
  • Seasoned 1 Advance: Raise Spirit 1 die type
  • Seasoned 2 Advance: Raise Focus and Athletics 1 die type
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: John Carter - Super Soldier From Space

Post by John Carter »

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 an engineer and get a lucrative job with the KLS Corporation. 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! 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 an engineer on a ship to help the cause with his technical skills but the higher ups had other ideas. Due his mutant powers being deemed ideal for infiltration, John was soon transferred 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, defeating security systems and ambushing opponents. 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.

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.

Now safe on the ground, John used his Holo-Communicator and knowledge of access codes to have communication satellites in low orbit relay transmissions to his superiors. They were surprised and elated that he was still alive and able to give a report. Sadly there was no way to retrieve him. Even if they opened a safe corridor through the Earth Containment Network to send a ship down it wouldn't be able to take off again. An Arkhon ship with anti-gravity technology could but the few ships they had managed to capture intact were too valuable to risk on a mission to Earth to retrieve one man. Better to keep analyzing them with the hope of reverse-engineering their technology to help win the war, then attempt a rescue.

With no hope of immediate rescue, John was left with the problem of being stranded on Earth in the middle of nowhere. Fortunately for John he had spotted a settlement during the ship's fatal descent. He started walking in the direction he thought the place was till he eventually reached civilization several hours later. Despite his attire not matching local fashions he didn't get as many looks as he expected. It turned out when you lived on a planet with Rifts spitting up strange aliens from all over the universe and beyond a human with silver eyes in unfamiliar armor didn't merit much notice. That and the fact they spoke American so there wasn't any language barrier meant John didn't have that hard a time carving a life out for himself. He set up shop as a freelance repairman, his tech skills proving valuable enough to earn a good living in town.

Of course, his duty as a Freedom Defense Force officer meant he wasn't just going to settle down and live the quiet life until rescue eventually came. His superiors figured that as long as he was stuck on Earth he might as well gather as much information as he could about its current inhabitants. Till now the only intelligence the space nations had about Earth was from orbital surveillance and eavesdropping on stray transmissions from The Coalition and NGR. A man on the ground was considered a unique opportunity. They'd be able to learn about potential threats that could come from the planet. Of course, that meant John would have to travel and explore, which would be more dangerous than just holing up in some city. On the bright side, there was always the chance he'd come across a spacecraft or some other way to reach orbit, so going on this mission could potentially help him as well. In any case, the FDF was willing to give whatever aid they could spare to help him succeed.

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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