Arn the Traveler

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Arn The Traveler
Posts: 5
Joined: Thu Apr 28, 2022 10:45 am

Arn the Traveler

Post by Arn The Traveler »

MARS F&G #1: d20: [10] = 10
MARS F&G #2: d20: [1] = 1
HJ #1 Education: d20: [15] = 15
HJ #2 Experience & Wisdom: d20: [12] = 12
HJ #3 Training: d20: [5] = 5
Rich #1 (Enchanted Items): d20: [11] = 11
Rich #2 (Enchanted Items): d20: [12] = 12
Extra gear : 2d4: [2, 2] = 4 x 500
Extra Gear from Framework: 4d6: [3, 3, 3, 1] = 10 x1000
Dice rolls
1d20: [18] = 18
d20: [7] = 7
Arn The Traveler
Posts: 5
Joined: Thu Apr 28, 2022 10:45 am

Re: Arn the Traveler

Post by Arn The Traveler »

Arn The Traveler

Rank: Seasoned
Advances Left: 0
Race: True Atlantean
Iconic Framework: Atlantean Nomad
Attributes:
  • Agility d8
  • Smarts d8
  • Spirit d8
  • Strength d6
  • Vigor d6
Pace: 6; Parry: 6; Toughness: 19 (6); Strain: 0

Skills:
  • Academics d6
  • Athletics d8
  • Common Knowledge d6
  • Electronics d4
  • Fighting d8
  • Healing d4
  • Notice d8
  • Occult d6
  • Persuasion d8
  • Piloting d4
  • Psionics d8
  • Repair d6
  • Research d8
  • Shooting d8
  • Stealth d6
  • Survival d8
  • Thievery d4

Hindrances
  • Heroic (Major): (Racial, no points)
  • Curious (Major): 2 points
  • Wanted (Major): Splugorth (Racial, no points)
Racial Abilities
  • Alchemical Evolution: Instead of the normal rule for determining base Attributes at character creation, True Atlanteans start with a d6 in all Attributes and may choose one to increase to d8. They increase Trait maximums to d12+1, except Strength and Spirit which become d12+2.
  • Dimensional Travelers: Regardless of where in the Megaverse® they hail from, True Atlanteans roll Common Knowledge to operate stone pyramids (Pyramid Communication, Teleport, and Dimensional Gate), recall vampire lore, and for fluency in Dragonese/Elven and Atlantean (an ancient Greek dialect).
  • Ley Line Affinity: True Atlanteans begin with Ley Line Sense and Phasing. They may take Ley Line Rejuvenation as a Novice Background Edge, see The Tomorrow Legion Player’s Guide. Those who take a Framework providing these abilities (like Ley Line Walker) gain a free reroll on related checks
  • Marks of Heritage: Because of their physical alchemical transformation True Atlanteans are remarkably long-lived (500+ years), but they can't reproduce with normal humans. The Coalition isn't fully aware of their existence, but will reject them as D-Bees if their heritage becomes known (tattoos and bio-alchemy mark them as supernatural). True Atlanteans do still count as human for purposes of selecting Iconic Frameworks (like Elemental Fusionists).
  • More Human Than Human: Because of their physical alchemical transformation True Atlanteans are remarkably long-lived (500+ years), but they can't reproduce with normal humans. The Coalition isn't fully aware of their existence, but will reject them as D-Bees if their heritage becomes known (tattoos and bio-alchemy mark them as supernatural). True Atlanteans do still count as human for purposes of selecting Iconic Frameworks (like Elemental Fusionists).
  • Natural Arcane Affinity: True Atlanteans have +5 PPE base and can use TW devices whether they pursue a magic path or not. After factoring in their Marks of Heritage, True Atlanteans begin with +7 PPE (+1 PPE for each Tattoo). This PPE isn't multiplied by other Edges or Abilities (e.g. a True Atlantean Ley Line Walker begins with 27 PPE)
  • Transformation Immunity: True Atlanteans can't be turned into undead, were-animals, or anything else. In addition, the powers of growth/shrink, intangibility, and shape change have no effect on them. They're unaffected by BioWizard Augmentation (except torture). Note that Bio-Wizard microbes, parasites, and symbiotes still have full effect
  • Vampire Awareness: True Atlanteans may Notice any vampires within line of sight. Those who already have the ability to Notice the supernatural gain a free reroll on such checks versus vampires.
  • Versatile: Begin play with either 2 additional skill points or a Novice Edge of choice (meeting its Requirements as usual). These choices are often guided by a clan's society and reflect their cultural values
Negative Racial
  • Atlas Shrugged: Myths say the founder of Atlantis, the titan Atlas, was burdened with the weight of all creation on his shoulders. His offspring continue his legendary tradition and bear the fate of the Megaverse® on their collective back. True Atlanteans are either Heroic or Overconfident for no extra bonus
  • Cybernetics: True Atlanteans halve their max Strain threshold for cyberware. They can't become Juicers or Crazies, take any Framework with 4 or more Strain in cybernetic systems, or roll on the Cybernetics Hero’s Journey table.
  • Hunted Across the Stars (Wanted Major— the Splugorth): True Atlanteans fight the Splugorth across multiple dimensions and have liberated many worlds from their oppression. In return they're hunted by the Minions of Splugorth. This includes being stalked by Sunaj Assassins, pursued by Slavers, and attacked on sight by their henchmen and allies, including many bounty hunters.
  • Sworn to the Clan (Vow Major—Serve the Clan): True Atlanteans are raised to put the clan before self and are regularly called upon to serve the clan in their journeys through the Megaverse®. This often takes the form of performing treacherous tasks, secretly providing information, or regularly donating money and valuables to the clan’s cause.
  • The Endless Crusade (Racial Enemies— Undead & Demonkind): Just as True Atlanteans ruthlessly hunt supernatural evil, they're targeted first by the undead, demons, and servants of evil who war against them. Such beings are violent unless a social skill check is successful. Persuasion checks with evil beings or their servants are at a −2 penalty.
Edges and Iconic Abilities
  • Martial Artist: (From HJ Roll)
  • Experience & Wisdom : (From HJ Roll) He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
  • Research at d8: (From HJ Roll)
  • Ley Line Phasing: (Racial Edge)
  • Ley Line Sense: (Racial Edge
  • Rapid Recharge: (Framework Edge, For Magic Tattoos)
  • Arcane Background Psionics: (Atlantean Racial Edge Pick)
  • Framework: Begin with a die type increase in Athletics, Common Knowledge, Occult, and Survival.
  • Framework: Begin with +2 skill points and one Edge of choice, ignoring Rank requirements
  • Framework: Magical Tattoos - In addition to their two Marks of Heritage (page 37), Atlantean Nomads also start with the Eye of Knowledge and two other tattoos of any kind. They have 10 PPE (5 PPE base from Natural Arcane Affinity and +1 PPE for each tattoo) and the Rapid Recharge Edge. In total, their five magic tattoos confer a bonus of +5 Toughness.
  • Combat Reflexes: (From Advance)
Last edited by Arn The Traveler on Fri May 06, 2022 2:09 pm, edited 1 time in total.
Arn The Traveler
Posts: 5
Joined: Thu Apr 28, 2022 10:45 am

Re: Arn the Traveler

Post by Arn The Traveler »

Powers

Arcane Background: Psionics
ISP: 10 - Recovery: 5/hour
  • Emotionsense (Empathy)
  • Telepathy (Mindlink)
  • Empathic Healing (Healing)
Arn The Traveler
Posts: 5
Joined: Thu Apr 28, 2022 10:45 am

Re: Arn the Traveler

Post by Arn The Traveler »

Gear

Armor
  • Wave Strider Bio Armor: Size 0 , Armor +6, Toughness +3, Strength d12+1, Weight 19:
Weapons
  • NG-33 Laser Pistol: Range 12/24/48, Damage 3d6, ROF 1, AP 2, Shots 20, Min Str d4, Weight 4
  • TW Flaming Sword: Damage Str+d12, AP 6, Min Str d4, Weight 2
  • Survival Knife:

Adventuring Gear
Arn The Traveler
Posts: 5
Joined: Thu Apr 28, 2022 10:45 am

Re: Arn the Traveler

Post by Arn The Traveler »

Advances

Hero’s Journey
  • Fortune & Glory 1 - Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice or Trademark Weapon for a starting melee weapon.
  • Fortune & Glory 10 - Wealthy and Connected: Begins with the Rich and Connections Edges
  • Education 15 - Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Research skill at d8
  • Experience & Wisdom 12 - He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America
Advances
  • Initial Advances: (Bonus from Hindrances): Increase Agility +1
  • Edge(s) granted by Racial Features: Ley Line Sense, Ley Line Phasing, Arcane Background: Psionics
  • Edges(s) from Hero’s Journey Rolls: Rich, Connections, Martial Artist
  • Novice 1 Advance (PbP): Increase Spirit
  • Novice 2 Advance: Edge - Combat Reflexes
  • Novice 3 Advance: Increase Shooting d8, Fighting d8
  • Seasoned 1 Advance: Increase Repair d6, Persuasion d8
  • 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:
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