Langdon Steed - Intel Commando Mage

This team is part of the Special Units arm of the Tomorrow Legion.
GM: Corrigon
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Langdon Steed
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Langdon Steed - Intel Commando Mage

Post by Langdon Steed » Sun Jul 23, 2017 3:57 am

Character Sheet

Player Name: Robert
Google Handle: Conan Cimmerian

Character Name: Langdon Steed
Rank: Veteran Experience: 35 Advances Left:
Race: D'Norr
Iconic Framework: MARS Custom Concept - Intelligence Commando Mage
LEGEND: (stats in powered TW Armor) (stats with powered TW Communications Band) (with Lang's Belt)
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8 (d10), Vigor d8
Charisma: 4 (6 if using his voice); Pace: 6; Parry: 6; Toughness: 6 13(7); Strain: 0

Skills:
  • Ignore -2 penalty for untrained Smarts skills (Edge: Jack of All Trades)
  • Untrained Smarts skills - d4
    • Healing
      • +1 to Healing rolls (3/3 uses in first aid kit in NG-S2 pack)
    • Knowledge (X)
    • Repair
    • Survival
      • +2 to Survival rolls related to land navigation (compass/inertial mapper in NG-S2 pack)
      • +1 to Survival rolls related food gathering (hunter/fisher kit in NG-S2 pack)
    • Taunt
    • Tracking
  • Climbing (Strength) d4 --------------------------------------------------------- (1pt)
  • Driving (Agility) d4 ------------------------------------------------------------- (1pt)
  • Fighting (Agility) d8 -------------------------------------------------------------(2pts + Novice raise)
  • Gambling (Smarts) d8 ---------------------------------------------------------- (2pts + Seasoned raise)
    • Cheating: +2 but caught if he rolls a 1 on the skill dye
  • Investigation (Smarts) d6 ------------------------------------------------------ (1pt + Seasoned raise)
  • Knowledge (Arcana) (Smarts) d6 -------------------------------------------------------starts at d6 free (F&G)
  • Knowledge (Politics) (Smarts) d4 ------------------------------------------------ (1pt)
  • Lockpicking (Agility) d6 --------------------------------------------------------- (2pts)
  • Notice (Smarts) d6 -------------------------------------------------------------------- starts at d6 free (F&G)
  • Persuasion (Spirit) d6 +4 (+5 or +7 if using his voice) ---------------------- (2 pts)
  • Piloting (Agility) d4 -------------------------------------------------------------- (1pt)
  • Shooting (Agility) d8 ------------------------------------------------------------ (2pts + Novice raise)
  • Spellcasting (Smarts) d10 (+2)--------------------------------------------------------(2pts) -- starts at d6 free (F&G)
  • Stealth (Agility) d8 (+2 in woods/urban) ----------------------------------- (2pts + Seasoned raise)
  • Streetwise (Smarts) d6 +4 (+5 or +7 if using his voice) ------------------ (1 pts + Seasoned raise)
Hindrances
  • Hindrance (Major): Curious (It killed the cat)
  • Hindrance (Minor): Vow (Ultimate allegiance belongs to Dweomer)
  • Hindrance (Minor): Greedy (You're not trying to welch on our bet are you?)
  • Hindrance (Racial): Sensitive (-2 to Fear checks)
  • Hindrance (Racial): No psionics or ISP
  • Hindrance (Racial): Distinctive D-Bee (-4 Charisma when dealing with Coalition)
Edges
  • Edge (Lang's Belt): Exceptional Rapid Recharge (+1 PP every 5 min)
  • Edge (F&G): Charismatic (+2 Charisma)
  • Edge (F&G): I Know A Guy (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
  • Edge (F&G): Nerves of Steel Edge (Ignore 1 point of wound penalties)
  • Edge (IF): Arcane Background: Magic (10 PP, deflection, disguise, detect/conceal arcana)
  • Edge (IF): Jack of All Trades (ignore -2 penalty for untrained Smarts skills)
  • Edge (Hindrance): Rich (5k credits, 2 rolls on cyber/ranged/close/armor HJ tables)
  • Edge (Hindrance): Filthy Rich (20k credits, 3 rolls on cyber/ranged/close/armor HJ tables)
  • Edge (Novice 1 Advance): Power Points (+5 PP)
  • Edge (Seasoned 1 Advance): Master of Magic (MEGA spells)
  • Edge (Seasoned 3 Advance): Power Points (+5 PP)
D'Norr racial Characteristics:
  • Distinctive D-Bee: -4 Charisma when dealing with Coalition
  • Intelligent and Spiritual: Starts with d6 in Smarts and Spirit, d12+1 max for both
  • Natural Arcane Affinity: +5 PP
  • Personable: +2 Charisma
  • Restricted Path: Cannot use Psionics or ISP
  • Sensitive: -2 to Fear checks

Magic Spells (MEGA version): 25 PP
  • BLUR = Deflection (Greater Deflection)
    • Power Points: 2 (4)
    • Range: touch
    • Duration: 3 (1/round)
    • Effect: attackers are -2/-4 (-4/-6) to attack rolls directed at this person, acts as Armor against AoE weapons
    • Trapping: A shifting, blurry effect distorts the caster and his true location, +1 PP upon activation diffuses the blur effect into colors that match his surroundings that grants +1 dye type to Stealth, +2 on a raise
  • DECEIVE = Disguise (Mass Disguise)
    • Power Points: 3-5 (+4)
    • Range: touch (choice of any number of people within a LBT centered on caster)
    • Duration: 10 minutes (1/10minutes)
    • Effect: can assume the appearance of another person, base cost is 3 +1 for every size differential (2 max)
    • Trapping: A specialized illusion that changes the outer appearance of those affected, including armor and equipment, to look like someone else; also works on inanimate objects of roughly human size or smaller but must retain the same general shape and size.
  • TRUESIGHT/HIDE = Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
    • Power Points: 2 (4)
    • Range: sight
    • Duration: detect 3 (1/round) or conceal 1 hour (1/hour)
    • Effect: allows a character to detect or conceal supernatural persons, objects, or effects within sight (expanded analytical effects/weaknesses of magic and supernatural creatures)
    • Trapping: Pantomimes the act of drawing a veil away from his eyes when casting detect and the act of 'throwing' a veil over something when casting conceal; By twinning a conceal spell with disguise, opponents are -2 to see through any disguise he casts, -4 on a raise
  • Available only when wearing powered TW Combat Mage Armor
  • SHADOWSIGHT = Darksight (Exalted Darksight)
    • Power Points: 1 (2)
    • Range: touch
    • Duration: 1 hour (1/hour)
    • Effect: halves any darkness penalties (round down) (immune to all lighting penalties, blind and obscure, and can see invisible)/negates all darkness penalties up to -6
    • Trapping: Helmet visor turns black and magic-based targeting system adds a +1 bonus to hit, +2 with a raise.
  • Available only when wearing powered TW Combat Mage Armor
  • EAGLE EYES = Farsight (Greater Farsight)
    • Power Points: 3 (6)
    • Range: touch
    • Duration: 3 (1/round)
    • Effect: can see over great distances, ranged penalties are halved (remove all penalties for range)/weapon range increments doubled
    • Trapping: Targets invisibly marked by a magical telescopic helmet 'HUD' that can also be used to zoom in to see things up to 1 mile away.
  • Available only when wearing powered TW Communication Band
  • TONGUES = Speak Languages (Mass Understanding)
    • Power Points: 1 (2)
    • Range: touch (Spirit x 2)
    • Duration: 10 minutes (1/10 minutes)
    • Effect: can speak, read, and write a language (anyone in range that the caster wishes can understand each other)/can speak in a specific dialect
    • Trapping: Golden band turns to silver when activated.
  • Available only when wearing Lang's Belt
  • DIG-DUG = Burrow (Greater Burrow)
    • Power Points: 3 (6)
    • Range: Smarts x 2 (Smarts x 20)
    • Duration: 3 (2/round)
    • Effect: dissolve into the earth and move elsewhere; can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise.
    • Trapping: Raises his hands above his head and appears to 'dissolve' into dust that drops into the soil and reforms elsewhere from the ground up - only works when standing on raw earth; For +1 PP any creature in his travel path must make a Strength roll or lose their balance and suffer a -2 penalty on their next action as a mound of earth pops up wherever he burrows.

Contacts
  • Jasper (Garnet) – Skills – Moderate, Availability – Fair, Information - Great, Loyalty – Poor


Hero’s Journey
  • Table: Enchanted Items & Gadgets
  • Roll result: 2
  • Description: (traded in for Choice (16) TW Combat Mage Armor)
  • Table: Enchanted Items & Gadgets
  • Roll result: 8
  • Description: Communications Band (+2 Charisma when using voice/speaking while worn)
  • Table: Enchanted Items & Gadgets
  • Roll result: 14
  • Description: (traded in for Choice (16) TW Combat Mage Armor)
MARS Fortune & Glory (4 rolls)
  • Roll result: 1
  • Description: Mighty Weapon (Choose any personal weapon : TW Flaming Sword)
  • Roll result: 5
  • Description: Smart & Learned (+1 dye type to Smarts and 3 Smarts skills at d6)
  • Roll result: 8
  • Description: Vigorous and Tough (+1 dye type to Vigor and the Nerves of Steel Edge)
  • Roll result: 10
  • Description: Charming and Well traveled (Both the Charismatic and I Know A Guy Edges)
Rich and Filthy Rich Edges (5 rolls on cyber/ranged/close/armor HJ tables)
  • Table: Armor
  • Roll result: 10
  • Description: +1 Toughness - traded for Choice: Urban stealth +2
  • Table: Armor
  • Roll result: 7
  • Description: +2 Stealth rolls in woodland
  • Table: Ranged Combat
  • Roll result: 12
  • Description: JA-11 Energy Rifle
  • Table: Close Combat
  • Roll result: 13
  • Description: Add silver trapping to close combat weapon
  • Table: Armor
  • Roll result: 13
  • Description: -1 dye type to min Strength req., +1 Armor - traded for Choice: Urban stealth +2
Last edited by Langdon Steed on Thu Apr 05, 2018 4:47 am, edited 125 times in total.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Langdon Steed
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Posts: 110
Joined: Sun Jul 23, 2017 3:01 am

Re: Langdon Steed (M.A.R.S. Personal Concept)

Post by Langdon Steed » Sun Jul 23, 2017 3:57 am

Background

The small convoy of Coalition vehicles snakes it's way northward, winding through a short valley filled with tall hills. Usually even a convoy of this small size would demand an air escort of some kind, but an uncharacteristically lax maintenance supervisor had forgotten to reassemble the thrusters on the squad of Sky Cycles scheduled to fly air recce that day. It was ultimately decided by the commander of the patrol that the loss of the Cycles would not be a sufficient enough reason to cancel the routine mission, since the firepower possessed by the Cycles was minimal when compared to that of the convoy itself. Since the dominant territorial feature of the surrounding terrain could best be described as 'flat' the lack of air recon, while regrettable, would only have been of use in three particular areas within the patrol's range, anyway.

The convoy was winding its way through one of those three areas right now.

It starts slowly. In lieu of air recon the patrol commander, one Lt. Anders Tellison, is personally directing his 2 Spider Scout walkers to scuttle from hilltop to hilltop, to make sure the surrounding flatlands are free of nasty surprises. The patrol is now halfway through the valley and the walkers are nearing the tops of another set of hills on either side of the convoy when all hell breaks loose. The sharp crack of repeated lightning blasts is the first thing that alerts the rest of the patrol they are under attack, as the 2 Spider Scouts crumple under the concentrated magery of 10 shielded Line Walkers as they top their respective hills and expose their bellies. Simultaneously with the attack on the Scouts, the rearguard vehicle in the convoy is upended by a massive earthen creature that erupts from underneath it as if it was buried under the soil of the dirt road. This vehicle was a CTX-52 Skysweeper and was also the only dedicated anti-air platform the convoy had. As if on cue, a motley array of at least a dozen different styles of magical and power armor troops and at least two dragons shoot up in the air from behind a set of hills in the short distance behind the mages that had just finished destroying the Walkers. The rest is academic.

Langdon Steed intently watches the carnage unfold with the aid of the Farsight enchantment built into his armor. He is safely tucked away, nearly a mile away from the death and destruction being rained down on the hapless convoy, snug and secure in a small copse of trees that crown one of the hills in this particular valley of death. He winces as one of the dragons goes down, crippled by a double-barreled barrage from the remaining Coalition Linebacker heavy tank, which is subsequently annihilated by the remaining dragon. The Mark V APC is then opened like a can opener as the attackers brutally fill the interior with dragon breath, spellfire and more mundane weaponry.

Mission Accomplished.

The victors quickly and professionally set about collecting any useful salvage from the wreckage. They do this, Langdon knows, not because they need it but because to not do so would look suspicious to the Coalition recovery team that will eventually be sent to make contact with the lost patrol. It's much better for them to have the Coalition think this is the work of a mostly tech-based band of marauders or bandits rather than the truth.

As Langdon continues to watch the operation, he notices one of the dragons is not marking salvage for recovery or helping with the wounded. He is standing apart, moving his head back and forth, as if searching the nearby hilltops for something or someone.

That's my cue.

Using the mirrored back of his biometric compass, Langdon 'flashes' the eyes of the dragon looking out into the hills. The large Horned Dragon turns his head sharply after the second flash and looks directly at Langdon's position. With a series of timed flashes, Langdon gives the coded signal that identifies him as a Dweomer Defense Intelligence Commando. As he finishes signalling, the dragon nods once in his direction and then gestures to one of the nearby flying power armor troopers. After obviously receiving orders of some sort from the dragon, the trooper jogs over to one of the recently arrived transports and disappears inside. He reappears a short time later carrying a small wooden box in his armored mitts. With a short running leap, he rockets in Langdon's general direction before landing on a nearby hilltop. He carefully places the box on the ground and steps away from it before lighting up his rockets and returning to his unit.

The victors now start to filter into the waiting transports which leap into the air and rocket due north once everyone has been recovered. The looted wreckage of the patrol is the only thing they leave behind.

Langdon waits thirty minutes after the transports are out of sight before he moves out of his position and makes his way to the box on the nearby hill. He quickly secures it in his pack and turns due east. He knows the Dweomer Defense Patrol had jammed the Coalition's communications before launching their attack, but he also knew it was best to put as much distance between himself and the scene of the crime as he can. There is no telling when the Coalition base will finally realize something has happened and when they do they will scour the surrounding area for answers. Langdon planned on being safely back in town and at his usual nightly seat at the poker table in the back room of The Laughing Stock Hotel & Casino long before they knew what happened.

After most of a day's journey, Langdon (now disguised as a human) enters the front door of his hotel and goes straight to his suite on the top floor. As he closes and locks the door behind him, he activates the Darksight power also built into his suit. He cancels his human disguise and thoroughly searches all three rooms of his suite, looking for any hidden scrying devices or electronic bugs that may have shown up while he was gone. Satisfied there are none to be found, he goes to the bedroom and closes and locks that door behind him as well. Maintaining his Darksight, he carefully opens the wooden box and sets it on a nearby credenza. Inside is a slip of paper that is mystically bonded to his own unique personal aura and would swiftly burn to ash if anyone but he were to try to read it. He carefully unfolds the paper and spreads it out on the desk.

Code: Select all

Attention: L-U-C-I-F-E-R
ID: 10831974
Orders: Upon mission success proceed to vicinity of Castle Refuge
Mission: Passive Intel - assess capabilities and motives of target
Duration: extended/indefinite
[/center]

Hmmph. Sounds boring. Hopefully they at least have a casino or three. Just as he is about to magically disperse the box his eye catches a glint of metal from within it. Curious, he reaches in and pulls out what appears to be a silver sword hilt with a ruby set in the crosspiece. Langdon raises an eyebrow at the unexpected reward, then notices a smaller piece of paper wrapped around the TW sword hilt.

Code: Select all

(P.S. FATHER says hi)
[/center]

Langdon grins ruefully at the last line. So, Dad. Pulling some strings again, eh? Then, with a wave of his hand and a whispered word, the sheets of paper and the box evaporate into magical nothingness. He stands there with his chin in his hand, examining his new toy and contemplating his options.

It's clear I can't leave here too soon, that may arouse suspicions.

He lays back on the comfortable king-sized bed and starts to halfheartedly unbuckle his armor as he sinks into the soft mattress and closes his eyes.

Yes, better to continue to lay low here, play some poker and maintain my cover for a while. The Coalition will soon realize, if they haven't already, that their uncharacteristically lax maintenance supervisor is in fact an uncharacteristically dead maintenance supervisor. And that will stir up a whole other hornet's nest over at the base. Best to not draw attention to myself by leaving too early.

Besides, I'm on a winning streak.
Last edited by Langdon Steed on Mon Jul 31, 2017 1:07 am, edited 20 times in total.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

User avatar
Langdon Steed
Gold Patron
Gold Patron
Posts: 110
Joined: Sun Jul 23, 2017 3:01 am

Re: Langdon Steed (M.A.R.S. Personal Concept)

Post by Langdon Steed » Sun Jul 23, 2017 3:59 am

Advances
  • Edge (F&G): Charismatic (+2 Charisma)
  • Edge (F&G): I Know A Guy (Once per session can invoke Connection Edge with any person or group, only used up when contact is successfully made)
  • Edge (F&G): Nerves of Steel (Ignore 1 point of wound penalties)
  • Edge (IF): Arcane Background: Magic (10 PP, deflection, disguise, detect/conceal arcana)
  • Edge (IF): Jack of All Trades (ignore -2 penalty for untrained Smarts skills)
  • Edge (Hindrance): Rich (5k credits, 2 rolls on cyber/ranged/close/armor HJ tables)
  • Edge (Hindrance): Filthy Rich (20k credits, 3 rolls on cyber/ranged/close/armor HJ tables)
  • Novice 1 Advance: Edge: Power Points (+5 PP)
  • Novice 2 Advance: Strength->d8
  • Novice 3 Advance: Shooting->d8/Fighting->d8
  • Seasoned 1 Advance: Edge: Master of Magic (MEGA spells)
  • Seasoned 2 Advance: Gambling->d8/Investigation->d6
  • Seasoned 3 Advance: Edge: Power Points (+5 PP)
  • Seasoned 4 Advance: Stealth->d8/Streetwise->d6
  • Veteran 1 Advance: Spirit->d8
  • 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:

Spell List (MARS AB - Magic)
  • ARMOR–GREATER ARMOR
  • BANISH–BANISH THE HORDE
  • BARRIER–STALWART WALLS
  • BLAST–GREATER BLAST
  • BLIND–GREATER BLIND
  • BOLT–ONSLAUGHT
  • BOOST/LOWER TRAIT–GREATER BOOST/LOWER TRAIT
  • BURROW–GREATER BURROW
  • BURST–GREATER BURST
  • DAMAGE FIELD–EXALTED DAMAGE FIELD
  • DARKSIGHT–EXALTED DARKSIGHT
  • DEFLECTION–GREATER DEFLECTION
  • DETECT/CONCEAL ARCANA–EXALTED DETECT/CONCEAL ARCANA
  • DISGUISE–MASS DISGUISE
  • DISPEL–EXALTED DISPEL
  • ELEMENTAL MANIPULATION–ONE WITH THE ELEMENTS
  • ENTANGLE–GREATER ENTANGLE
  • ENVIRONMENTAL PROTECTION–LIFE SUPPORT
  • FARSIGHT–GREATER FARSIGHT
  • FLY–SWIFT FLIGHT
  • GROWTH/SHRINK–TINY YET MIGHTY
  • HAVOC–GREATER HAVOC
  • HEALING–MASS HEALING
  • ILLUSION–DEADLY ILLUSION
  • INTANGIBILITY–ASTRAL FORM
  • INVISIBILITY–TRUE INVISIBILITY
  • LIGHT/OBSCURE–ETERNAL LIGHT/GREATER OBSCURE
  • PUMMEL–GREATER PUMMEL
  • QUICKNESS–EXALTED QUICKNESS
  • SHAPE CHANGE–GREATER SHAPE CHANGE
  • SLOW–EXALTED SLOW
  • SLUMBER–GREATER SLUMBER
  • SMITE–GREATER SMITE
  • SPEAK LANGUAGE–MASS UNDERSTANDING
  • SPEED–GREATER SPEED
  • STUN–GREATER STUN
  • SUMMON ALLY–FORCE MULTIPLICATION
  • TELEPORT–GREATER TELEPORT
  • WALL WALKER–GREATER WALL WALKER
  • WARRIOR’S GIFT–GREATER WARRIOR’S GIFT

Code: Select all

-[color=#00FF00]ACE: [/color]Invalid dice code!

[color=#00FFFF]Re-Roll -1 benny: [/color]

[OOC=K-common   Notice   ]
Common Knowledge: Invalid dice code!
WILD dye: Invalid dice code!

Notice: Invalid dice code!
WILD dye: Invalid dice code![/OOC]

[OOC=stealth   ]Stealth: Invalid dice code! 
WILD dye: Invalid dice code! [/OOC]


Climbing: Invalid dice code!

Driving: Invalid dice code!

Fighting: Invalid dice code!

Gambling: Invalid dice code!

Investigation: Invalid dice code!

Knowledge (Arcana): Invalid dice code!

Knowledge (Politics): Invalid dice code!

Lockpicking: Invalid dice code!

Persuasion +4CHA: Invalid dice code!

Piloting: Invalid dice code!

Shooting: Invalid dice code!

Spellcasting: Invalid dice code!

Streetwise +4CHA: Invalid dice code!

...................................................................
UNTRAINED Smarts skills (Jack Of All Trades Edge)
...................................................................

Healing: Invalid dice code!

Repair: Invalid dice code!

Survival: Invalid dice code!

Taunt: Invalid dice code!

Tracking: Invalid dice code!

Last edited by Langdon Steed on Mon Apr 02, 2018 5:37 pm, edited 31 times in total.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Langdon Steed
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Re: Langdon Steed (M.A.R.S. Personal Concept)

Post by Langdon Steed » Sun Jul 23, 2017 4:03 am

Gear

Image
TW Combat Mage Armor -(Custom Stealth model)
  • Weight: 9 lbs
  • +1 dye type to Strength
  • +7 Armor
  • Full Environmental Protection
  • Helmet grants darksight and farsight powers
  • HJ mods (Filthy Rich): +2 to Stealth rolls in Woodland or Urban terrain (can switch between the two as an action)
  • When not on a Ley line: requires 1 PP/hour or weight quadruples, Armor drops to +3, and no other powers work
Image
TW Communications Band (upgraded HJ version)
  • Weight: .5 lbs
  • Grants the speak language power
  • HJ version: +2 Charisma when using his voice
  • +1 to Persuasion and Streetwise rolls
  • Requires 1 PP/hour to use
Image
Lang's Lucky Belt (Patron Item)
  • To activate: 4 PP per hour (ends up as +8 PP per hour after subtracting the 4 needed every hour to power it)
    Stats: regain +1 PP every 5 minutes, Burrowing power, +2 to Spellcasting rolls
  • Major: Edge: Rapid Recharge
  • Major: Edge: Improved Rapid Recharge
  • Major: Edge: Exceptional Rapid Recharge
  • Major: Power: Burrow
    • Trapping: Raises his hands above his head and appears to 'dissolve' into dust that drops into the soil and reforms elsewhere from the ground up - only works when standing on raw earth; For +1 PP any creature in his travel path must make a Strength roll or lose their balance and suffer a -2 penalty on their next action as a mound of earth pops up wherever he burrows.
  • Minor: +1 to Spellcasting
  • Minor: +1 to Spellcasting
Image
TW Flaming Sword - (Custom Anti-Vamp model)
  • Weight: 1 lbs.
  • Damage: Str + d10 Mega Damage
  • HJ mods: (Filthy Rich) Silver trapping (solid silver hilt, flecks of silver in the flames when activated)
  • AP: 4
  • Notes:
    • targets may catch fire
    • ignore minimum Strength
    • activates as a Free Action
C-12 Heavy Assault Laser Rifle
  • Weight: 7 lbs.
  • Range: 30/60/120
  • Damage: 3d6+1
  • ROF: 3
  • Payload: 60
  • AP: 2
  • Notes: Semi-Auto, 3RB. Integrated scope with night vision and laser targeting (offset 2 points of range and/or darkness penalties)
JA-11 Energy Rifle (Ion blaster mode)
  • Weight: 7 lbs.
  • Range: 30/60/120 (12/24/48)
  • Damage: 3d6 (1-3d6+1)
  • ROF: 1
  • Payload: 60 (Ion and Mega Damage mode use 10 per shot)
  • AP: 2 (-)
  • Notes: can fire in Normal, Ion, or Mega Damage mode, 1 extra e-clip
    • Snapfire penalty
    • Integrated scope with night vision and laser targeting: offset two points of Range and/or Darkness penalties
Wilk’s 227 Pulse Laser Pistol
  • Weight: 3 lbs.
  • Range: 18/36/72
  • Damage: 2d6 + 1
  • ROF: 2
  • Payload: 24
  • AP: 2
  • Notes:
    • Semi-Auto, 1 extra e-clip
    • 3 round burst
ED-5 “Plastic-Man” Light Security Armor (backup)
  • Weight: 13 lbs.
  • +4 Armor
  • Full Environmental Protection
  • no min Strength
NG-S2 Survival Pack,
  • Weight: 30 lbs
  • 2 cartons of cigarillos.
  • 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 fre 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: 54,900
Last edited by Langdon Steed on Mon Feb 19, 2018 2:41 am, edited 36 times in total.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Langdon Steed
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Re: Langdon Steed (M.A.R.S. Personal Concept)

Post by Langdon Steed » Sun Jul 23, 2017 4:12 am

Rolls


MARS F&G (4): 4d12 = 24: 5, 8, 1, 10


HJ (3):
NOTE: Traded the Med. Line Walker Armor and TK revolver for Choice: (16) TW Combat Mage Armor
  • 1. Enchanted Items and Mystic Gadgets: 1d20 = 2: 2
  • Description: Ley Line Walker Medium Armor - traded in for Choice
  • 2. Enchanted Items and Mystic Gadgets: 1d20 = 8: 8
  • Description: TW Communications Band (upgraded: +2 Charisma when using voice/speaking while worn)
  • 3. Enchanted Items and Mystic Gadgets: 1d20 = 14: 14
  • Description: TK Revolver - traded in for Choice
Rich/Filthy Rich Edge (5 rolls on cyber/range/close/armor only):
NOTE: Traded +1 toughness and +1 armor for Choice: +2 stealth in urban areas
  • 1. Armor: 1d20 = 10: 10
  • Description: +1 Toughness - traded for Choice
  • 2. Armor: 1d20 = 7: 7
  • Description: +2 Stealth rolls in woodland
  • 3. Ranged Weapon: 1d20 = 12: 12
  • Description: JA-11 Energy Rifle
  • 4. Close Combat Weapon: 1d20 = 13: 13
  • Description: Add silver trapping to close combat weapon
  • 5. Armor: 1d20 = 13: 13
  • Description: -1 dye type to min Strength req., +1 Armor - traded for Choice
Starting credits (Techno Wizard): 2d4*1000 = 3000: 1, 2
  • +25,000 credits (Edges: Rich/Filthy Rich)
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Corrigon
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Re: Langdon Steed (MARS-PC- CommandoMage) Ready For Inspecti

Post by Corrigon » Sun Jul 30, 2017 2:50 am

Two things immediately come to mind when examining the character

Firstly, all characters gain 5 xp on this site, so you have 25 xp to spend, not 20xp.

Secondly, you have taken two major hindrances and one minor. For any benefits, you can only take one major and two minor. Any extra major or minors do not provide any extra benefit.
GM bennies 6/8

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Langdon Steed
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Re: Langdon Steed (MARS-PC- CommandoMage) Ready For Inspecti

Post by Langdon Steed » Sun Jul 30, 2017 5:05 am

Corrigon wrote:Two things immediately come to mind when examining the character

Firstly, all characters gain 5 xp on this site, so you have 25 xp to spend, not 20xp.
I have now used the extra 5 pts. (cool!)

Corrigon wrote:Secondly, you have taken two major hindrances and one minor. For any benefits, you can only take one major and two minor. Any extra major or minors do not provide any extra benefit.
Ok, I dumped Curious (major) and picked up Greedy (minor). That gives me 1 Major and 2 Minor instead of vice-versa and should work well with Filthy Rich/Gambler for rp purposes. I originally only took 2 Edges for the hindrances so that remains unchanged.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Langdon Steed
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Re: Langdon Steed (MARS-PC- CommandoMage) Ready For Inspecti

Post by Langdon Steed » Tue Aug 01, 2017 5:03 am

Ok. With help from Corrigon I now know that the Republicans in fact are not ok with d-bees like I had thought, so I re-worked the background (basically switched out Republicans for Dweomer) a bit and the hindrances as well (downgraded the Vow to a minor from major).
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Venatus Vinco
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Re: Langdon Steed (MARS-PC- CommandoMage) Ready For Inspecti

Post by Venatus Vinco » Thu Aug 03, 2017 2:41 am

Hello,

This looks good and, uh, colourful too.

As Corrigon mentioned you have one more advance to spend.

Secondly, when taking AB Magic as MARS you need to define a spell list (the list of potential powers you can choose from). You can can "same as ley line walker or mystic" but the GM's Guide encourages players and GMs to come up with a list that fits the "brand" of magic you envision for the character. The GM guide also discourages just saying "all powers are available".

Thanks.

VV
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Langdon Steed
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Re: Langdon Steed (MARS-PC- CommandoMage) Ready For Inspecti

Post by Langdon Steed » Thu Aug 03, 2017 3:33 am

Ok... I screwed up - I thought Corrigon meant I had 5 extra skill points but it was a regular Advance. (sorry, brand new to Savage rules)
Skills updated and Advance taken.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Langdon Steed
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Re: Langdon Steed (MARS-PC- CommandoMage) Ready For Inspecti

Post by Langdon Steed » Thu Aug 03, 2017 4:13 am

Spell list done and listed on the Advances page. I chose 39 spells, which is about the same number as a Mystic/LineWalker. I left out all powers that are usually more associated with psionics (telepathy, tk, mind reading, etc) due to D'Norr's not being able to use psionics and a few others for good measure.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.

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Venatus Vinco
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Re: Langdon Steed (MARS-PC- CommandoMage) Ready For Inspecti

Post by Venatus Vinco » Thu Aug 03, 2017 4:24 am

Great,

Your GM can delete extraneous posts in this thread and move your completed character sheet to your group.

Welcome!

VV
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