Cassiopeia- TW for the 77th

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Cassiopeia
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Cassiopeia- TW for the 77th

Post by Cassiopeia » Wed Apr 24, 2019 5:28 pm

Player Name: Lea
Google Handle: Lea Stewart
Character Name: Cassiopeia Stormforge of Clan Aerihman
Rank: Novice Experience: 5 Advances Left: 0
Race: True Atlantean
Iconic Framework: Techno Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: 0; Pace: 6; Parry: 6 (½ Fighting +2); Toughness: 6

Skills: (Techno wizardry d8, Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, Repair d6 from IF. 5 d to combat skills, 5 dice to knowledge, 3 dice to sneaky skill all from HJ. d6 piloting from setting)
  • Knowledge (Arcana) d10 +2 from Scholar
  • Knowledge (Engineering) d10
  • Knowledge (Science) d8
  • Knowledge (Computer) d8
  • Knowledge (Electronics) d8+2 from Scholar
  • Repair d8
  • Techno-Wizardry d12
  • Piloting d6
  • Stealth d6
  • Shooting d6
  • Fighting d8
  • Lockpicking d6
  • Notice d8
  • Persuasion d6
  • Investigation d6
Hindrances
  • Clueless/Amnesia (Major): Your hero isn’t as aware of his world as most others. She suffers –2 to Common Knowledge rolls.
  • Enemy (Minor): A UWW Lord that Cass was spying on
  • Cautious (Minor): Some folks gather too much intelligence. This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
  • Vow (Major): Loyalty to Clan
  • Heroic (Major): This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Gearhead Geek Quirk (Minor): She paint sigils, runes, and arcane diagrams all over her machines.
Edges
  • Arcane Background (Weird Science): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard’s gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
  • Thief: (HJ)Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
  • Conservation of Magical Energy: (HJ)On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
  • Right behind me: (Setting)You are known in certain circles for being able to get the drop when no one expects it. You also have a knack for popping up in places unexpected. On the first round of combat that your character goes she can choose any spot on the map to start. With a successful stealth roll she also has the drop(first round only).
  • Master of Magic: True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this
    Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
  • Scholar: Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used.
  • Marks of Heritage: Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic tattoos on each wrist. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on the left wrist. The tattoos are placed on an Atlantean child at age five or six. The clan's crest may be part of the sword's hilt. These "Marks of Heritage" are magic tattoos. Because of the special nature and methods used for these tattoos, these cost the True Atlantean no strain. The True Atlantean also gains 5 P.P.E. with which to use these Marks of Heritage. This adds to the character’s total P.P.E. if they also have an iconic framework or arcane background that grants P.P.E. as well.
  • Unique Magical Tattoo Clan Blade: A long sword with the crest of the clan will be worked into the hilt. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D. Activation Cost: 1 P.P.E. for 3 rounds.
  • Unique Magical Tattoo Heart Pierced by a Wooden Stake (no blood): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers. Activation Cost: 2 P.P.E. for 1 hour.
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Last edited by Cassiopeia on Fri Nov 15, 2019 5:35 pm, edited 22 times in total.
Cass__
Cassiopeia Stormforge, True Atlantean Techno Wizard
Pace: 6 Parry:6 Toughness: 6
Wounds: None
PPE: 11/20
Constant Effects:
Combat Edges: Right behind me, Master of Magic, Marks of Heritage
Bennies: 1/3
Adventure Cards:
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Cassiopeia
Posts: 40
Joined: Wed Apr 24, 2019 5:19 pm

Re: Cassiopeia- TW for the 77th

Post by Cassiopeia » Wed Apr 24, 2019 5:29 pm

Background

For as long as she can remember, Cassiopeia Stormforge has been obsessed with gadgets and machines. One of her earliest memories was of her mother scolding her for taking apart a remote control. Later her family gave up taking the household machines away from her. The new rule was that young Cassi had to reassemble anything she took apart, and if she modified it, it still had to be able to complete the original task. By the time she completed her formal Atlantean training, the environmental controls in her family compound could freeze water in the kitchen while creating a sauna in the den without any loss of energy efficiency.

Her mandatory training with the other young members of the Aerihman clan ensured that she developed skills in all things mechanical and arcane, but more mundane subjects as well. Cassiopeia learned her body could do more than channel arcane energy and her mind could do more than design mechanical devices. Training covered physical skills, hunting and war tactics, and weapons training. She was quick to make her TW revolver hit what she aimed at, and with determined practice, she also mastered the long sword that was her clan’s ancestral weapon.

Upon graduation, Cass struck out on her own. Once she had slipped out of the territory held by her clan and past the areas most diligently patrolled by her uncles men, she made a bee-line to the backwater planet where her year-older cousin Antipas was rumored to be. It didn’t take hardly any of her investigation and tracking skills to follow his path of broken laws and hearts across three star systems. When she finally found him arguing politics with a much larger and dumber spacer, she backed him in the ensuing bar brawl. The following morning, they set out together on a sojourn that took them far beyond the three galaxies of their childhood.

After a handful of wild years of exploring and adventuring, Cass left Antipas in the arms of his sickeningly adorable new love and headed for Alfheim in the UWW. She applied to one of the arcane universities and flug herself into learning all she could about Techno Wizardry. She’d just wrapped up an internship on The Smithy working in a dwarven factory that produced Shadow Bolt strike ships for the Warlock Navy when her uncle Kosmo sent her an encrypted message. He ‘requested’ her help in gathering information about factions within the UWW that pertained to the Aerihman clan’s interests. Reluctantly she shifted her studies and used her academic contacts to secure a position in a parliamentary office where she had access to governmental databanks.

Over the next few years, even though she continued to report back on all requested parties, Cass’s personal interest focused on one member of the Star Chamber whose data just didn’t add up. She began to suspect him of serious involvement in some terrorist activities in the Three Galaxies, but she just couldn't put her finger on the proof. In a last ditch effort to glean some scrap of evidence, Cassiopeia polished the scuffs off her PPI bracer, dressed in a wildly expensive Astor Demrock gown, and set out to meet Minister Deryth Stilmyst socially at an embassy ball.

Cassiopeia and Minister Stillmyst danced together for the next 5 years. A complicated dance of emotions and intrigue, secrets and deceptions. When the delicate house of cards they’d built while trying to trap each other collapsed around them, Cassiopeia was on the run. The minister was powerful and, while he wouldn’t risk the the attention that formal accusations would bring to his work, he made sure to pass her description on to his Sunaj contacts.

Alone and trying to keep a low profile, Cass ended up on a transport ship crewed by a group of Warlock Navy veterans. They didn’t ask many questions and they appreciated her ability to keep their ship running. It wasn’t the same sort of work she did with Antipas and his wife’s crew back in her younger years. These guys were simple long haul spacers looking for solid jobs that kept them in fuel and beer credits. With the crew of the Centurion she was able to put some serious space between herself and her past. The last thing she remembers is helping the crew prepare for a delivery and looking forward to a few hours of shore leave.


Contacts
Last edited by Cassiopeia on Mon Apr 29, 2019 10:03 am, edited 1 time in total.
Cass__
Cassiopeia Stormforge, True Atlantean Techno Wizard
Pace: 6 Parry:6 Toughness: 6
Wounds: None
PPE: 11/20
Constant Effects:
Combat Edges: Right behind me, Master of Magic, Marks of Heritage
Bennies: 1/3
Adventure Cards:
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Cassiopeia
Posts: 40
Joined: Wed Apr 24, 2019 5:19 pm

Re: Cassiopeia- TW for the 77th

Post by Cassiopeia » Wed Apr 24, 2019 5:30 pm

Gear
Duelist Articulated Armor(Super Tech)
(New Babylon)
A masterpiece of Amaki technology. Predominately made for duelists it is light weight and accentuates fast rapid movement. This armor is fashioned by customizable nano tech that modifies itself individually to each individual. It is paper thin but twice as hard as steel. From head to toe there are no two suits alike. There is no encumbrance from this armor and it is easily worn underneath regular clothes making it very hard to tell you are wearing it: -4 to notice that you are wearing armor if you are actively concealing it. Environmentally sealed assuming the helm is formed.
  • Bonus: +5 armor, +1 toughness.
  • Weight: 0lbs
  • Cost 750,000
Adventure Survival Armor (TW)- Not WORN
  • +4 Armor
  • Strength Minimum: N/A
  • Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks).
  • Weight: 5 lb
TK Revolver
  • Range: 12/24/48
  • Damage: 2d6+2
  • RoF: 1
  • AP: 4
  • Shots: 6
  • Weight: 4 lbs
  • Cost: 10,000
  • Notes: Revolver, can “fan the hammer” (Rapid Attack).
  • Arcane Interdiction - On a raise to hit, the target makes arcane trait rolls at -1 until the end of the next turn.
NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Took Kit

( 2d4 = 6: 4, 2 ) x 1,000 credits

Credits: 6000
Last edited by Cassiopeia on Sun Jun 02, 2019 5:02 pm, edited 10 times in total.
Cass__
Cassiopeia Stormforge, True Atlantean Techno Wizard
Pace: 6 Parry:6 Toughness: 6
Wounds: None
PPE: 11/20
Constant Effects:
Combat Edges: Right behind me, Master of Magic, Marks of Heritage
Bennies: 1/3
Adventure Cards:
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Cassiopeia
Posts: 40
Joined: Wed Apr 24, 2019 5:19 pm

Re: Cassiopeia- TW for the 77th

Post by Cassiopeia » Wed Apr 24, 2019 5:31 pm

Race
Racial Features:
  • Ageless: Due to ancient and ongoing alchemical changes, True Atlanteans do not age at the normal rate after they become 25 years old. They can live 500 years or more.
  • Alchemically Tough: Toughness +1
  • Marks of Heritage: Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic tattoos on each wrist. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on the left wrist. The tattoos
    are placed on an Atlantean child at age five or six. The clan's crest may be part of the sword's hilt. These "Marks of Heritage" are magic tattoos. Because of the special nature and methods used for these tattoos, these cost the True Atlantean no strain. The True Atlantean also gains 5 P.P.E. with which to use these Marks of Heritage. This adds to the character’s total P.P.E. if they also have an iconic framework or arcane background that grants P.P.E. as well.
  • Marks of Heritage - Unique Magical Tattoos
    Clan Blade: Any sword from the Deluxe Core Book can be made as a tattoo. The crest of the clan will be worked into the hilt. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D. Activation Cost: 1 P.P.E. for 3 rounds.
    Heart Pierced by a Wooden Stake (no blood): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers. Activation Cost: 2 P.P.E. for 1 hour.
  • Operate Dimensional Pyramids: As one of the original builders of pyramids, almost all True Atlanteans can activate these wonders of magical construction. Use Common Knowledge rolls to accomplish this.
  • Sense Ley Lines: This is identical to the ability of the ley line walker to innately sense and get information about ley lines. If the hero chooses the Ley Line Walker Iconic Framework this racial ability instead grants an additional 10 P.P.E.
  • Sense Vampires: Millennia of conflict with vampires have left the race well equipped to notice them. True Atlanteans can roll Notice to detect any vampires within line of sight.
  • Spirited: All members of the race start with d6 Spirit Attribute.
Racial Complications:
  • Burdened by Destiny: True Atlanteans have many advantages. As such reduce their hero’s journey rolls by one - player’s choice as to which one.
  • Cannot Be Transformed: The same alchemical treatments that give the True Atlantean race it’s longevity and many abilities also lock them into their single form. They may not use any power that physically changes the shape of the wielder. The Skellian Clan in Manoa has developed a class of shaping tattoos (which encompass the body in a fake body), but those are largely unavailable to anyone outside that city/clan.
  • Cyber Resistant: Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).
  • Duty to their Clan: Duty to their clan, and to the MegaVerse at large, is stressed to all True Atlanteans at an early age. As a result all True Atlanteans are beholden to their clans and elders. They cannot receive more magical tattoos without access to their clan’s alchemists. This counts as a major vow hindrance.
  • Duty to the Megaverse: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. This manifests as either the Fanatic, Hard Case, Heroic, In the Thick of it, or Overconfident major hindrances.
  • History Writ In Blood: The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.
Iconic Framework Techno-Wizard
  • Bonus
  • Arcane Background (Weird Science): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, TechnoWizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard’s gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes),the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
  • Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with the following skills for free: Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, and Repair d6.
  • Complications
  • Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 108).
  • Device Dependent: As with any Weird Scientist, a Techno-Wizard must have her gizmos for her powers or parts to use Arcane Machinist. She must have gear and tools to make her magic work.
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in Coalition States. Those who do not bow to Lord Dunscon’s authority in the True Federation—including those serving the Tomorrow Legion—are also deemed enemies of the state there.
  • Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.
Last edited by Cassiopeia on Sat Apr 27, 2019 8:06 pm, edited 4 times in total.
Cass__
Cassiopeia Stormforge, True Atlantean Techno Wizard
Pace: 6 Parry:6 Toughness: 6
Wounds: None
PPE: 11/20
Constant Effects:
Combat Edges: Right behind me, Master of Magic, Marks of Heritage
Bennies: 1/3
Adventure Cards:
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Cassiopeia
Posts: 40
Joined: Wed Apr 24, 2019 5:19 pm

Re: Cassiopeia- TW for the 77th

Post by Cassiopeia » Wed Apr 24, 2019 5:35 pm

Powers: AB Weird Science
PPE: 20/20
  • Temporal Screwdriver Gives Quickness with Electric Jazz to self or target
    screwdriver2.jpg
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    b]Power Points[/b]: 4+1=5, Duration: 3 (2/round), Range: Touch, Rank: Seasoned
    Appearance: Blurred motion, hyperactivity.
    This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
    Trappings: Jazz: Beneficial powers “jazz” the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.
  • EXALTED QUICKNESS with Electric Jazz
    Power Points: 8+1=9 Range: Touch Duration: 3 (2/round)
    In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
    Jazz: Beneficial powers “jazz” the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.
  • Wrist-Mounted Personal Power Interface(PPI) creates Teleport
    guantlet.jpg
    guantlet.jpg (15.49 KiB) Viewed 1142 times
    Power Points: 3+ Range: Special Duration: Instant Rank: Seasoned
    Appearance: Change into a bolt of lightning
    Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty. Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
    ► Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.
  • TELEPORT–GREATER TELEPORT
    Power Points: 5+ Range: Special Duration: Instant
    Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond MAGIC OPTIC SYSTEM those five imposes an automatic Fatigue level, as per the core teleport power.
  • Telekinesis Glove
    Power Points: 5 Range: Smarts Duration: 3 (1/round) Rank: Seasoned
    Trappings: A wave of the hand covered in techno wizard runic glove.
    Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
    ► Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
    Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
  • EXALTED TELEKINESIS
    Power Points: 10 Range: Smarts × 2 Duration: 3 (1/round)
    Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2. Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
Last edited by Cassiopeia on Mon Apr 29, 2019 10:24 am, edited 11 times in total.
Cass__
Cassiopeia Stormforge, True Atlantean Techno Wizard
Pace: 6 Parry:6 Toughness: 6
Wounds: None
PPE: 11/20
Constant Effects:
Combat Edges: Right behind me, Master of Magic, Marks of Heritage
Bennies: 1/3
Adventure Cards:
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User avatar
Cassiopeia
Posts: 40
Joined: Wed Apr 24, 2019 5:19 pm

Re: Cassiopeia- TW for the 77th

Post by Cassiopeia » Wed Apr 24, 2019 5:35 pm

Hero’s Journey
  • Table
  • Magic & Mysticism 1d20 = 3: 3
  • Magic & Mysticism 1d20 = 15: 15 Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
  • Training 1d20 = 13: 13
  • Training 1d20 = 3: 3 She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Underworld & Black Ops from setting 1d20 = 12: 12 Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.
  • Dropped 2 for Education 17 She has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
Legendary Table
  • Saboteur, Architect, Commando, Agent 1d12 = 11: 11 Right behind me: You are known in certain circles for being able to get the drop when no one expects it. You also have a knack for popping up in places unexpected. On the first round of combat that your character goes she can choose any spot on the map to start. With a successful stealth roll she also has the drop(first round only).
Advances
  • Initial Advances: Master of Magic, Scholar
  • Novice 1 Advance: Skill points + 1 to Repair and Electronics
  • Novice 2 Advance: Raised TW to d12
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • 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:
Last edited by Cassiopeia on Fri Nov 15, 2019 5:36 pm, edited 1 time in total.
Cass__
Cassiopeia Stormforge, True Atlantean Techno Wizard
Pace: 6 Parry:6 Toughness: 6
Wounds: None
PPE: 11/20
Constant Effects:
Combat Edges: Right behind me, Master of Magic, Marks of Heritage
Bennies: 1/3
Adventure Cards:
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Cassiopeia
Posts: 40
Joined: Wed Apr 24, 2019 5:19 pm

Re: Cassiopeia- TW for the 77th

Post by Cassiopeia » Tue Sep 24, 2019 5:41 pm

Dice Dice Baby
Notice -2 Check: 1d8-2 = 2: 4
Wild : 1d6-2 = 4: 6

Step 1
Agility -2 Check: 1d6-2 = 4: 6
Wild: 1d6-2 = 3: 5

Step 2
Spirit -2 Check: 1d6-2 = 0: 2
Wild: 1d6-2 = -1: 1
Cass struggles to pull away from the grotesque figure emerging from the ruins of his human facade.
Nxla? Ten years ago? Father? She’s so frustrated and confused she doesn’t even know how to respond. Her first impulse is to drop the gun and pull her Atlantean sword from her tattoo. Before she can get farther than imaginine seperating his skeletal head from his body, though, the ring on her left hand blazes. She screams, first in surprise, then pain as the searing continues. Cass yanks at the ring and finger to no avail. The ring will not come off!

As the winds from the box begin to pull on her body, Cass scrambles back again, further from the sliding skeletons and zombies. She grabs onto a railing with her ringed hand, wrapping one foot around the base as well. From her angle she can see a man on the upper balcony readying himself to jump. The pain from the ring sears through her skin and she closes her eyes against the pain and the wind. She can hear people crying out and things sliding by, bodies, furniture, but she can't. She can't make her limbs move. She is too wrapped up in her own pain and confusion to do more than hold on tight to the railing and try not to scream.
Cass__
Cassiopeia Stormforge, True Atlantean Techno Wizard
Pace: 6 Parry:6 Toughness: 6
Wounds: None
PPE: 11/20
Constant Effects:
Combat Edges: Right behind me, Master of Magic, Marks of Heritage
Bennies: 1/3
Adventure Cards:
Edit Signature

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