John Carter - Alternate Future Venator Version

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Venator John Carter
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John Carter - Alternate Future Venator Version

Post by Venator John Carter »

John Carter

Rank: Veteran 1
Advances Left:
Race: Human
Iconic Framework: Nova Treatment-Enhanced Superhuman Mutant (SPC Powerhouse)
Attributes:
  • Agility d8
  • Smarts d8
  • Spirit d10
  • Strength d6
  • Vigor d6
Pace: 6; Parry: : 6 (8 with Trademark Weapon Readied); Toughness: 16 (8); Strain: 0

Skills:
  • Academics d4
  • Athletics d6
  • Common Knowledge d4
  • Electronics d8
  • Fighting d8 (+2 with Deja; +1 with Custom Rifle)
  • Focus d12+4
  • 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 Rimdall's Hammer)
  • Shooting d8 (+7 with Deja, +4 with Custom Rifle)
  • Stealth d8 (+2 due to Stealth Armor)
  • Survival d4
  • Thievery d8
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 help any former Tomorrow Legion colleagues he encounters.
  • Quirk (Minor): Loves to tell stories of past exploits and adventures.
  • Vow (Major): To the Freedom Defense Force*
*Obligatory Quirk of the Empowered Hinderances for Powerhouse Iconic Framework

Edges and Iconic Abilities
  • Connections: Freedom Defense Force : Contacts provide aid or other favors once per session.
  • Dodge : -2 to be hit by ranged attacks.*
  • 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.
  • Improved Trademark Weapon: The attack and Parry bonus increases to +2.
Powerhouse Iconic Framework
  • Superhuman Enhancements: The character gains 45 Super Power Points, with a Power Limit of 20 points.
  • Exponential Growth:: The character gains 5 power points as they reach Seasoned, Veteran and Heroic Ranks.
  • Quirk of the Empowered:: The character must take 2 additional points in Physical or Super Hindrances and 2 additional points of Hindrances of a social nature (such as Enemy, Outsider, or Vow (such as to an organization) - this does not include personality-based Hindrances such as Arrogant, Bloodthirsty, Loyal, or Quirk). No points are awarded for these hindrances. Additionally, a GM might allow the use of a negative racial abilities instead.
  • Cybernetic Strain:: The character may take Cybernetics, however each point of Strain reduces available power points by 2 points. (Characters with regeneration may not select cybernetics.)
  • Hero's Journey:: The character may make 2 Hero's Journey rolls from any table except Magic & Mysticism or Psionics.
  • Begin with Standard Gear, but they may substitute their armor with an Armored Cloak (see Empires of Humanity) instead.
Super Powers
Super Power Points: 55

Energy Utilizing Physiology - A Nova-Enhanced Superhuman's transformation renders them always in the prime of their life. They no longer need to consume food nor burn oxygen to maintain their metabolism. Their cells sustain themselves with the ambient cosmic energies of the Megaversetm itself. The are also capable of consuming energy directed at them and harnessing it to enhance their mutant powers even more or augment their body in various ways, though a sufficient amount can overwhelm this capability. Pure magical and psionic energy is an exception to this. While spell-conjured flames or psionically-generated lightning are still fire and electricity respectively as far as a Nova-Enhanced Superhuman is concerned, things like bolts of raw destructive magic or telekinetic will are beyond their capability of consuming.
  • Absorption: All Energy Power Types [Achilles Heel: Magic and Mental (-1), Additional Power Types (+4), Transmute (+3) ]. (Cost 8) Free Soak roll vs damage from a Power Type; each Wound Soaked generates an Absorption Token for the scene. Tokens add damage, Toughness, or allow a Power Stunt. (Super Powers Companion, page 48)
  • Ageless (Cost 1) The hero never grows old. (Super Powers Companion, page 49)
  • Doesn’t Breathe [Extreme (+1)] (Cost 2) The super doesn’t breathe at all. She isn’t affected by inhaled toxins, can’t drown, and doesn’t suffocate in a vacuum. (Super Powers Companion, page 58)
  • Doesn’t Eat [Extreme (+1)] (Cost 2) The super never needs food
    or water and is completely immune to the effects of Hunger and Thirst. (Super Powers Companion, page 58)
Enhanced Original Powers - The increased energy available to a Nova-Enhanced Superhuman renders their original mutant powers more potent and effective.
  • Environmental Resistance to Electricity, Fire, Force, Light, Radiation, Sound [5 Additional Power Types (+5), Area Effect - Large Blast Template (+4), Immunity (+2), Limitation: Only When Incorporeal (-2)] (Cost 10) Hero is immune to damage and effects from resisted Power Types. (Super Powers Companion, page 61)
  • Intangible [Affects Others (+2)] (Cost 7) Become incorporeal but still affected by the Energy Power Type. (Super Powers Companion, page 68)
  • Invisibility [Projection - Large Blast Template (+6), True Invisibility (+2)] (Cost 16) Target is invisible (-6 to affect). (Super Powers Companion, page 69)
Increased Power Aptitude - With greater awareness of the energies harnessed within them a Nova-Enhanced Superhuman becomes more adept at using his powers and may even be able to regularly utilize formerly rarely achievable applications of them on a regular basis.
  • Selective Intangibility Attack: Renders a portion of a being or object intangible long enough for it to become detached from what it is a part of unless successfully resisted - Decay [Strong (+2)] (Cost 4) Deal a Wound or destroy a Very Small object within 6”. (Super Powers Companion, page 57)
  • Super Skill 5: Focus (Cost 5) Buys or increases a skill & its maximum one die type per level. (Super Powers Companion, page 86)
Last edited by Venator John Carter on Tue Jul 12, 2022 8:42 pm, edited 9 times in total.
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Re: John Carter - Alternate Future Venator Version

Post by Venator 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 except for added Stealth enhancement)
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 (Lost Jungle: Tomorrow Legion version only).
    • Rarity: -1; 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

Armored Cloak
[image]
  • • Armor: +2 Toughness: +1
    • Weight: 5 lbs (Min Str: d4)
    • Notes: Stacks with other non-MDC armor, increases the Strength Minimum required to wear the base armor by one die type, to a minimum of d6.
    • Rarity: +0; Cost: 6,000
Viggo’s Custom Firearms Legacy Bolt Action Rifle
[image]
  • • Range: 30/60/120
    • Dmg: 2d10+2, AP: 4
    • ROF: 1
    • Shots: 5
    • Weight: 7 lbs. (Min Str: d6)
    • Notes: Provides Trademark Weapon Edge benefits
    • Rarity: +? Cost: 10,000
Silvered Dinosaur Swamp Dinosaur Bone Bayonet (Attached to Rifle)
[image]
  • • Dmg: Str+d6 MD, AP: 2
    • Weight: 1 lbs. (Min Str: d4)
    • Notes: +1 Parry, Reach: 1, Two Hands
    • Rarity: +? Cost: 1,250
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).

30 Silver Bullets (6,000 credits)

300 WI-10 Ramjet Rounds (2d12+2 MD, AP: 8, Hyperkinetic- Ignore Sloped Armor, 3000 credits)

Stun Gun
[image]
  • • Range: 5/10/20
    • Dmg: 2d4, AP: -
    • ROF: 1
    • Shots: 10
    • Weight: 2 lbs. (Min Str: d4)
    • Notes: Victim rolls Vigor at -2(on a raise-4) or is Stunned, unless a Called Shot is made the embedded Toughness from Body Armor is added as a bonus to the Victim's check.
    • Rarity: -2 Cost: 4,000
Language Translator: Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. Use the same process as for the cybernetic Language Translator (see page114 of TLPG) to teach the system new languages (1lb, 9600 credits).

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).

Dosimeter: Detects presence and amount of radiation with a Range of 5/10/20. (1lb, 200 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]

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)

SARAH Super Science Upgrade to Multi-Optics Helmet
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
(Total Cost 110,000)

Signature Item
Targeting Assistance Unit (TAU)

This smartphone-sized device consists of a set of advanced sensors connected to a high performance computer containing sophisticated fire-control software. Usually clipped to a belt or mounted externally on armor to minimize signal interference, the unit utilizes data provided by its own sensors and from external sources such as helmets and scopes wirelessly synched with it to continuously calculate targeting solutions for people and objects in the vicinity. The results can then be utilized by devices wirelessly linked with the unit to greatly increase the accuracy of weapons calibrated to them.

Base Item
Hand Held Computer (1lbs, 250 credits)
Super Science Upgrades
Major: Marksman - 50,000 credits
Major: Sharpshooting - 50,000 credits
Minor: +1 to Shooting - 5,000 credits
Minor: +1 to Shooting - 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:
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• Attachment:

1,350 credits
Last edited by Venator John Carter on Tue Jul 12, 2022 8:37 pm, edited 9 times in total.
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Re: John Carter - Alternate Future Venator Version

Post by Venator John Carter »

Advances
Hero’s Journey
  • Body Armor 9 - 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.
  • 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.
  • Education 8 - The principles of technology are vital to building a future out of the catastrophes of the past. Your hero has the necessary foundation to be a part of that with a d8 in Electronics.
  • Education 17 - Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
  • Underworld & Black Ops 1 - When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair.
  • 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: Rich granted by the Human Adaptable Edge
  • Edges(s) from Hero’s Journey Rolls: Jack-Of-All-Trades, McGyver
  • Bonus 4 Points spent on raising Smarts 1 die, Connections Edge
  • 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: Dodge Edge
  • Seasoned 4 Advance: Trademark Weapon Edge
  • Veteran 1 Advance: Improved Trademark Weapon Edge
Last edited by John Carter on Mon May 23, 2022 12:51 pm, edited 1 time in total.
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Re: John Carter - Alternate Future Venator Version

Post by Venator John Carter »

Background

It’s been a little over a decade and a half since John Carter first crashed on Earth. After around five years and change of adventure, exploration and heroics as a member of the Tomorrow Legion he had finally gotten the chance to return home. The Human space nations had won the war against the Arkhons and to the victors went the spoils, which included the aliens' ships and the gravity manipulation technology they came with. Once the FDF had ships with the capability to make a round trip to Earth they wasted little time in contacting their marooned soldier and arranging for a rendezvous. With his long awaited rescue scheduled, John did what he could to take care of any unfinished Tomorrow Legion business he had before resigning from the organization. With his colleagues and superiors still unaware of his true origin, John told them that his father had died and he had to return home to help take care of his ailing mother.

John received a hero’s welcome upon his return to Freedom Station. He was celebrated and admired not just in his own country but throughout the Solar System, not just for his amazing sojourn on Earth but also for his actions on the mission which got him stranded there. It was almost universally believed that if John had not sabotaged relations between the Arkhons and the aliens from the Graveyard Rift then Arkhon access to allies or a new source of supplies could have prolonged the war or even worse. Thanks to his celebrity status as one of the pivotal figures of the war and the first human to go to the Earth’s surface and return since the apocalypse, John got to enjoy a pretty pleasant and prosperous retirement.

John’s rescue would not be the last time ships from orbit visited Earth. The intelligence he had gathered while on the planet, coupled with their new gravity manipulation technology, caused the Human space nations to take an interest in the planet beyond simply maintaining the blockade on it. There were tempting resources and goods on the world that were now within their reach and, thanks to John, they had a much clearer picture of its major powers. After some consideration and debate, they decided the New Navy would be the best organization to approach. It was thought their culture and values, along with their shared heritage with Freedom Station as “fellow Americans,” would make them the most amendable government to deal with.

Their analysis turned out to be correct. After the initial first contact and preliminary talks over radio, diplomats from Freedom Station met in secret with Captain Nemo Dobson onboard the USS Ticonderoga, while his second in command enjoyed the orbital nation’s hospitality as a guest of the President. The negotiations were productive, resulting in a formal trade agreement and alliance between the two parties. One of the major conditions in this arrangement was that the existence of human space civilizations would be classified top secret by the New Navy, known only to those with the highest security clearance in the organization. To the Navy's rank and file the new group they established relations with would be described as an enclave of survivors from pre-apocalypse America who have just recently awakened from cryogenic suspension.

Of course using this cover story meant that Freedom Station first had to establish an outpost on Earth that could be presented as the survivors’ enclave. Because of its uninhabited and isolated circumstances, Southern California was chosen as the ideal site for such an outpost. Los Angeles Air Force Base would be the “enclave” the survivors emerged from. During the period immediately before the apocalypse it was known that the facility was researching the use of cryogenic suspension for use in deep space voyages, so personnel utilizing such technology to survive the end of the world would be plausible. Using robot labor leased from the CAN Republic alongside psychics and superhuman mutants with abilities ideally suited to aid large scale construction projects, it was not too difficult to restore the ruins of the base and repair the nearby Port of Los Angeles facilities to functionality.

As predicted the relationship between the New Navy and Freedom Staion, and through it the other Human space nations, was quite fruitful for all parties involved. What wasn’t predicted was that rumors of a new technologically advanced organization in California would somehow spread and draw merchants, refugees and others seeking opportunities from the rest of the continent and beyond. The small outpost blossomed into a boomtown as people flocked to buy, sell, seek employment and otherwise benefit from living in the vicinity. Despite the inconveniences it caused Freedom Station personnel trying to maintain their cover while smuggling goods to and from orbit without anyone catching on, in the end such a development was viewed favorably by the government. With goods coming in from all over and those settling in the area agreeing to pay taxes the venture had become more lucrative than the various space governments had ever imagined.

By 123 PA Angel Town, as it was now called, had become a thriving cosmopolitan city-state. This fact is what would lead to John Carter's return to Earth. For both economic and humanitarian reasons Freedom Station could not just abandon the city to eventually be overrun by the demons' inevitable westward expansion. But overt intervention such as orbital bombardment would not only violate the treaty it has with the other space nations to maintain the secret of their existence but also could draw the attention of various dangerous and unsavory powers on the planet upward. And it’s not even certain such an intervention would succeed.

So instead the FDF decided to pull a Hail Mary play and called John Carter out of retirement. Intelligence sources in Angel Town had informed them that there was an effort to assemble a group of remarkable people together to stop the demon horde and maybe even drive them back. Who better to have on that team to covertly funnel it FDF intelligence and assistance than the operative with the most experience traveling North America and dealing with its myriad dangers, the Man Who Fell To Earth?

John had no objections to being reactivated and sent back down to Earth. When he left the planet he thought that, despite the terrible conditions in much of the world, things were headed in the right direction thanks to The Tomorrow Legion. He liked to think his own efforts for the organization contributed to that trend. So hearing the current developments below alarmed and saddened him. Not only did he want to go down and help neutralize the demon threat but he also wanted to find any friends and colleagues from his Legion days who had managed to survive and do what he could for them.

The only thing he was concerned about was that he might not be capable of giving meaningful assistance to the group being assembled. He worried that age and more than a decade of luxurious living had made him too soft and rusty to keep up with whoever he’d be working with. So in order to make sure he'd be a capable asset he volunteered to undergo a procedure developed in the last years of the Arkon War called the Nova Treatment.

The Nova Treatment involved injecting a superhuman mutant subject with a cocktail of drugs and synthetic hormones tailor-made for their specific genetic and biochemical profile, then bombarding them with steadily increasing levels of cosmic rays. The chemical cocktail was to render the mutant’s physiology malleable to adaptation, while the ray bombardment stimulated it to increase the mutant's natural capacity to draw upon and harness cosmic energy to fuel their powers. The actual results were mixed. Two thirds of those who underwent treatment enjoyed the desired changes. The other third suffered an unstable metamorphosis in which the increase in their ability to draw upon cosmic energies outpaced their ability to control them. The potency of their powers increased, making them highly effective assets in the war, but eventually the energies they channeled would overwhelm and consume them in a devastating explosion.

Fortunately for John, his treatment was a resounding success. His body was restored to its prime condition and his powers of intangibility and invisibility had greatly increased. Feats he could only achieve occasionally, such as rendering other people intangible or expanding his invisibility field to encompass an area, were now easily accomplished. Now more powerful than he had ever been before, John gathered his more useful souvenirs from Earth, requisitioned his old gear from those days, and took the next ship down to the planet.
Venator John Carter
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Re: John Carter - Alternate Future Venator Version

Post by Venator John Carter »

Could someone transfer these posts to this account?
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Re: John Carter - Alternate Future Venator Version

Post by Technospawn »

Approved
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Venator John Carter
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Re: John Carter - Alternate Future Venator Version

Post by Venator John Carter »

@Technospawn Did not realize till I read it on Discord that the 10x starting wealth applied to the money you got from the Rich Edge too. Once I found out here's what I decided to buy with the 225,000 credits I had left. Just wanted you to check it out to see if you have any problems with any of my purchases. Once they're approved I'll add them to John's Gear Post above.

EDIT: Misremembered how much money you got from Rich. Corrected to reflect what I decided to buy with the 135,0000 credits I had left.

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)

Multi-Optics Helmet Sensor Array Upgrade: This upgrade to a standard Multi-Optics Helmet 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. (Major Superscience Upgrade: Alertness - 25,000 credits, Minor Superscience Upgrade: +1 Notice - 5,000 credits, Minor Superscience Upgrade: +1 Notice - 5,000 credits, total cost 35,000 credits)

Multi-Optics Helmet Risk Analysis Micro-Comp Upgrade: 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. (Major Superscience Upgrade: Danger Sense - 25,000 credits, Major Superscience Upgrade: Sixth Sense - 25,000 credits, total cost 50,000 credits)

N-F10A Light Force Field: Runs off an E-Clip for 12 hours, and provides +2 Toughness while activated (8lb., Rarity -4, Restricted, 50,000 credits, 50,000 credits to integrate into armor, total cost 100,000 credits)

2 3 extra E-clips (10,000 credits) (15,000 credits)

400 more WI-10 Ramjet Rounds (2d12+2 MD, AP: 8, Hyperkinetic- Ignore Sloped Armor, 4000 credits)

6,000 credits remaining
Venator John Carter
Venator John Carter

Bennies: 2/3 Transmutation Tokens: 0 Wounds: 0/3 Fatigue: 0/3 Conviction: 0

Jack-Of-All-Trades Skill: Occult d4
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Technospawn
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Joined: Thu Mar 12, 2020 9:28 pm

Re: John Carter - Alternate Future Venator Version

Post by Technospawn »

@Venator John Carter To use super science items you need to post them in item creation for other GMs to approve. We normally like to get 2 or 3 yeses.

Also you can not upgrade an upgraded item. So you will have to write it up as 1 item with a total of 2 minor and 2 major.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Venator John Carter
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Joined: Tue Jun 28, 2022 7:13 pm

Re: John Carter - Alternate Future Venator Version

Post by Venator John Carter »

Technospawn wrote: Sun Jul 10, 2022 7:20 am @Venator John Carter To use super science items you need to post them in item creation for other GMs to approve. We normally like to get 2 or 3 yeses.

Also you can not upgrade an upgraded item. So you will have to write it up as 1 item with a total of 2 minor and 2 major.
All right, made a version that conformed to those parameters and submitted SARAH to the Item Creation thread.
Venator John Carter
Venator John Carter

Bennies: 2/3 Transmutation Tokens: 0 Wounds: 0/3 Fatigue: 0/3 Conviction: 0

Jack-Of-All-Trades Skill: Occult d4
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