JOHN CARTER OF MARS
(No Dual Identity)
Affiliation: Solo D6, Buddy D8, Team D10
Distinctions: Confederate Cavalryman; Dotar Sojat; Reincarnated
PRINCE OF HELIUM
Leaping D6, Superhuman Reflexes D10, Superhuman Strength D10, Telepathy D6, Teleport D12, Weapon D6
Leaping D6, Superhuman Reflexes D10, Superhuman Strength D10, Telepathy D6, Teleport D12, Weapon D6
SFX: Area Attack: May target multiple opponents. For each additional target, add D6 to your Action Pool and keep an additional effect die.
SFX: Extra Effort. Spend 1 PP to step up LEAPING for one action.
SFX: Versatile. Split SUPERHUMAN REFLEXES or SUPERHUMAN STRENGTH into 2D8 OR 3D6.
Limit: Alien on Mars. Shutdown PRINCE OF HELIUM power set when he is removed from Mars to earn 1 PP. Restore him to the planet to recover it.
Limit: Exhausted. Shutdown any PRINCE OF HELIUM power to earn 1 PP. Activate an opportunity OR participate in a Transition Scene to recover it.
Limit: Interplanetary Travel. TELEPORT may only be used across interplanetary distances. But only during a Transition Scene.
Specialties: Acrobatic Expert D8, Combat Master D10, Cosmic Expert D8
DESIGN NOTES
On Earth, John Carter is a remarkable (but not superhuman) character. It is on Mars with its weaker gravity that he becomes superheroic. Like Conan, he is normally mostly peak-human in ability. He has picked up some Martian abilities from his time assimilating to Martian culture.
'Nuff Said!

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