Wittsen Dolgan for 77th

GMs: Pender Lumkiss & Koshnek
They see trouble, they shoot it.
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Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Wittsen Dolgan for 77th

Post by Wittsen Dolgon » Wed May 29, 2019 11:08 pm

Character Name Wittsen Dolgon
Rank: Novice Experience: 5 Advances Left: 0
Race: D'norr
Iconic Framework: Lay Line Walker
Attributes: Agility d4, Smarts d12, Spirit d8, Strength d4, Vigor d6
Charisma: +1; Pace: 6; Parry: 2 (½ Fighting +2); Toughness: 8 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Investigation (Sm) d6
  • K/Arcana (Sm) d10
  • K/Politics (Sm) d6
  • Notice (Sm) d8
  • Repair (Sm) d6
  • Shooting (Ag) d4
  • Spellcasting (Sm) d12
  • Survival (Sm) d6



Hindrances
  • Hindrance (Major): MONOLOGUER (MAJOR) Some folks can’t help running their mouths, taunting people, lecturing, or making lengthy observations about their surroundings when they should be fighting for their lives. Any time the character’s Action Card is a Club, he must make a Smarts roll at −2 or spend his action rambling on about one thing or another. The talkative character may only take free actions during his monologue.
  • Hindrance (Minor): Delusional: Wittsen believes that the Lay Lines are intelligent and are trying to communicate with him.
  • Hindrance (Minor): Hard of Hearing: -2 to notice roll for hearing things



Edges
  • EdgeH: Power Points +5
  • EdgeH2: Ley Line Observation Sphere: Some Walkers are able to conjure up a glowing bluish-white sphere the size of a soccer ball, which they can send anywhere up or down a ley line. It travels at 30 mph and has a range of one mile, acting as a focus point for the Walker to use any of her senses to observe what’s around the ball as though she were standing there (she cannot cast her powers through it, however). Using the sphere counts as an action, imposing a −2 multi-action penalty on any other actions while active.
  • EdgeBO: Mcguyver: This character can improvise something when the need for a tool arises. He suffers no penalties on trait rolls for lack of equipment. In addition he can rig devices to help escape death traps, weapons to match some bizarre need, or create something that's needed when such a thing isn't actually present.
  • EdgeEW: Power Surge: When dealt a Joker the character recovers 2d6 Power Points. May not exceed usual limits.
  • EdgeMM: Soul Drain: Character must decide on how PPE he is trying to draw from his soul and make a spirit check minus the amount he is trying to draw. On a 1 or below character suffers a wound and falls unconscious for 1d6 hours. On a failure character suffers a wound. On a success character gains the PPE and can cast a spell with them immediately. Can not save. (Free Action)
  • EdgeN1: Wizard: Each raise on reduces PPE cost by 1.
Last edited by Wittsen Dolgon on Fri May 31, 2019 3:50 pm, edited 18 times in total.
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2

Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Wittsen Dolgan for 77th

Post by Wittsen Dolgon » Wed May 29, 2019 11:28 pm

Hero’s Journey
  • Narrative Hook 1d20 = 14: 14 The Coalition. Either through prior service or residence, or by having friends or
    colleagues living in the right place, your hero has or had some dealings with one or more of the Coalition States at an important level. This can be very useful, but it can also lead to some difficult questions needing answers, as well as suspicions on the part of those who discover his ties. Now that he’s with the Tomorrow Legion, he’ll have to work out both relationships.
  • Mythic Rifter 1d12 = 9: 9 He who fights monsters: Monsters know of you, and are afraid of their own shadows when they hear you are around. +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
  • Black Ops 77th 1d20 = 2: 2 When all else fails, your hero knows how to take any available resources and juryrig her way into or out of situations. She has the McGyver Edge, and she gains a
    die type in Repair.
  • Enchanted Items & Mystic Gadgets 1d20 = 6: 6 Great for both damaging and slowing down enemies, an Iceblast Shotgun is an
    arcane favorite.
  • Experience & Wisdom 1d20 = 18: 18 There are moments when everything comes together and an opportunity presents
    itself. Your hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.
  • Magic & Mysticism 1d20 = 16: 16 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).
  • Enchanted Items & Mystic Gadgets 1d20 = 7: 7 When it’s time to negotiate with strange visitors just arrived through a new Rift,
    your character’s Communications Band is a vital asset. This upgraded item also enhances the user’s vocal output, granting him a +2 Charisma whenever he is speaking or otherwise using his voice.
  • Magic & Mysticism 1d20 = 1: 1 There are times to put it all on the line, no matter the cost. Your character is always
    prepared to do just that, thanks to having the Soul Drain Edge.
Last edited by Wittsen Dolgon on Fri May 31, 2019 10:44 am, edited 1 time in total.
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2

Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Wittsen Dolgan for 77th

Post by Wittsen Dolgon » Thu May 30, 2019 3:58 pm

Powers
Arcane Background: Magic
PPE/ISP: 25 - Recovery: 1/30 minutes

Trapped Power Name Crystalline Strike (1 PPE per bolt) [Novice]
  • Range: 12/24/48
  • Duration: instant
  • Trapping: Chanting while pointing a finger at the target. A glowing crystal shoots out from his finger to strike target.
  • Effect: 2d6 damage to the target. Up to 3 Crystals can be casted each must strike a different target.
  • Crystalline ONSLAUGHT Power Points: 2–8 or 4Range: 18/36/72Duration: Instant[/size]
  • The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6bolt for 4 Power Points. In either case, the damage is Mega Damage.

Trapped Power Name [Void Armor] (2 PPE) [Novice]
  • Range: Touch
  • Duration: 3 (1/round
  • Trapping: No visible effect until attacked a rift opens in front of the attack defecting any incoming attacks
  • Effect: +2 Armor. +4 on a raise.
  • GREATER Void ARMOR Power Points: 5[/size]
  • Range: Touch Duration: 3 (1/round)[/size]
  • Success grants +5 M.D.C. Armor, a raise grants +10.


Trapped Power Name [Meteor] (2 - 6 PPE) [Novice]
  • Range: 24/48/96
  • Duration: Instant
  • Trapping: Raises arms to the sky chanting arcane words and a meteor smashes down on target.
  • Effect: Medium burst template for 2d6 damage Mega Damage. For double PPE either damage increases to 3d6 or large burst template. For 6 PPE it does both.
  • BLAST–GREATER BLAST Power Points:+4 Range: 36/72/144 Duration: Instant[/size]
  • By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast in icts Mega Damage like the base power.


Trapped Power Name [Denine the Rift] ( 3 PPE) [Seasoned]
  • Range: Smarts
  • Duration: Instant
  • Trapping: By cutting off access to the rifts any spell effects are drained away.
  • Effect: Negate enemy spells.
  • EXALTED Deninal
  • Power Points: 6[/size]
  • Range: Smarts × 2[/size]
  • Duration: Instant (1d6 minutes)[/size]
  • This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area,shu ing them down for 1d6 minutes. Whenused against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularlypowerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).

Trapped Power Name [Healing] ( 3PPE) [Novice]
  • Range: Touch
  • Duration: Instant
  • Trapping: A faint blue glow springs from caster’s hand and starts to knit wounds back together.
  • Effect: Healing repairs damage within the “Golden Hour.” One wound with a success 2 with a raise for wild cards. Returns Dead Extras to shaken. Can also cure poison and diseases if used within 10 minutes of the event.
  • HEALING–MASS HEALING Power Points: 6[/size]
  • Range: Special Duration: Instant[/size]
[*]The healing power can be cast on all allies within Spirit × 2 of the caster.Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.undefined
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2

Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Wittsen Dolgan for 77th

Post by Wittsen Dolgon » Thu May 30, 2019 4:34 pm

Background
Wittsen was a traveler of the rifts travel through worlds and realities until he came to Earth, and discover the lovely lay Lines of Earth. They sang and hummed to him in such away he has never experienced. He settled in to research these strange lay lines. All was going well until a creature calling himself a Human by the name of Captain Llyboc interrupted his research demand that Wittsen surrender as he was something called a “D-Bee.” Wittsen could not allow his research to be hampered so a short conflict broke out and serval humans lost their lives during the process. After the smoke had cleared Captain was eager to talk, offered Wittsen a job. In need of what Humans call credits to continue his work Wittsen agreed.
Since then Wittsen has developed a name for himself as a mercenary and writing very dubious research papers on the Lay Lines. One day 50 miles outside of a city known as Dweomer a voice came through the Lay Line identifying itself as Captain Cluade asking Wittsen to join something called Tomorrow’s Legion. Wittsen taking the voice as a sign of the Lay Lines will immediately hurried to do as Captain Claude asked.
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2

Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Wittsen Dolgan for 77th

Post by Wittsen Dolgon » Thu May 30, 2019 10:22 pm

Gear
Ley Line Walker Light Armor, NG- 33 Laser Pistol, NG-S2 Survival Pack,1d4 × 1,000 credits.

Item
Ley Line Walker Light Armor
Constructed from natural and magically engineered materials, this armor was originally designed for Ley Line Walkers (though anyone can wear it) so they could conceal it beneath their traditional robes. These suits provide 3 Armor; though they are not fully covering, they come with a breathmask and magical Flter system that provides+4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP). (4 lb,)


Credits: 9,000

Item
NG-33 Laser Pistol
Range: 15/30/60 Damage: 2d4+1 ROF- 1 AP 2 Shots 20

Credits: 6500

Item
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, fivemile 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.
Credits:
Item
Ice Blast Shotgun
Range: 12/24/48 Damage: 1-3d6 ROF 1-2 AP - Shots 8
Notes: Shotgun rules (double-barrel), a hit with a raise creates ice around the target, halving any movement on its next action, requires 1 PPE to load.
Credits: 19,000

Item
Communications Band +2 CHA and Speak Language
Credits: ?



Contacts
Captain Llydoc
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2

Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Wittsen Dolgan for 77th

Post by Wittsen Dolgon » Thu May 30, 2019 10:24 pm

Iconic Framework
  • [Arcane Background (Magic): Ley Line Walkers are powerful arcanewielders. They begin with ve powersfrom the list above, 15 PPE, and a d8 Spellcasting skill.
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit ×3, and they multiply their current maximum PPE by ×3 while at thatdistance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it ows, where it meets other leylines at nexus points, and other aspectsas might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).[/color][/size]
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can y at twice her Pace, at an altitude as high as 1,000 feet
  • Master of Magic: She has Mega Powers for her spells, and A Ley Line Walker begins with the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid RechargeEdge.
  • Drawbacks, etc
  • ]Cybernetics: Such technology createshavoc for the ow of energy a Walker relies upon, imposing −1 to theSpellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than abit di cult to deal with for the average person. The Walker has a −2 Charismapenalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
D’norr Traits
  • „Distinctive D-Bee: Unless they hide their non-human (and devilish) appearance, D’Norr face a certain amount of prejudice from the Coalition. They suffer a −4 Charisma when dealing with such people.
  • „Intelligent and Spiritual: D’Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit. This makes their natural maximums for those Traits d12+1.
  • „Natural Arcane Affinity: The D’Norr have +5 PPE naturally, whether they pursue a magical path or not.
  • „Personable: The D’Norr are highly charming and easy to get along with. They have +1 Charisma.
  • „Restricted Path: The D’Norr have no capacity for psionics and cannot access ISP.
    • „Sensitive: Due to their inherently sensitive and compassionate nature, D’Norr are particularly susceptible to Fear, suffering a −2 when evermaking checks against such situations.
Last edited by Wittsen Dolgon on Fri May 31, 2019 9:55 am, edited 6 times in total.
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2

Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Wittsen Dolgan for 77th

Post by Wittsen Dolgon » Thu May 30, 2019 10:26 pm

Advances
  • Initial Advances: (From Hindrances):Edge: Power Points +5, Edge: Ley Line Observation Sphere
  • Novice 1 Advance: Edge: Wizard
  • Novice 2 Advance:
  • 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 Wittsen Dolgon on Fri May 31, 2019 9:22 am, edited 1 time in total.
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2

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Pender Lumkiss
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Re: Wittsen Dolgan for 77th

Post by Pender Lumkiss » Fri May 31, 2019 6:52 am

Can you please provide a point breakdown of skills and attributes?

Also don’t forget to an advance for the 5xp all pbp characters receive (Site rule).
Field Team Six Bennies
3/6

Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Wittsen Dolgan for 77th

Post by Wittsen Dolgon » Fri May 31, 2019 9:03 am

Attributes:
Agility d4, 0 Points
Smarts d12, Starts at d6 for D'norr 3 points
Spirit d8, Starts at d6 for D'norr 1 point
Strength d4, 0 points
Vigor d6, 1 point

Total: 5 points



Skills:
  • Investigation (Sm) d8, 3 points changing to d6 -1 point
  • K/Arcana (Sm) d10, 4 points
  • K/History (Sm) d6, 2 points Removing history -2 points
  • K/Politics (Sm) d6, d6 for 77th rules
  • Notice (Sm) d8, 3 points
  • Repair (Sm) d6, d4 for Black Ops, 1 point
  • Shooting (Ag) d4, 1 point
  • Spellcasting (Sm) Starts at d8 for LLW, 2 points
  • Survival (Sm) d8, 3 points, decreasing to d6 -1

    3+4+2+3+1+1+2+3= 19

    Oops! Need to remove 4 points

    19-4 = 15
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2

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Pender Lumkiss
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Re: Wittsen Dolgan for 77th

Post by Pender Lumkiss » Fri May 31, 2019 1:46 pm

Looks good. You’ll need to put your parry in. Without fighting probably a 2 I guess. If you could make a signature (user control panel) with your toughness and parry that would be awesome. I always prefer players list activated spell and effects in their signatures so it is easy to see if attacks hit or miss them.
Field Team Six Bennies
3/6

Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Wittsen Dolgan for 77th

Post by Wittsen Dolgon » Wed Jun 05, 2019 9:38 pm

3d6 = 13: 6, 6, 1
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2

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