Corwin Eaststrider

GM: PaperDragon
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Corwin
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Corwin Eaststrider

Post by Corwin »

HJ #1 Training: d20: [6] = 6
HJ #2 Experience & Wisdom: d20: [17] = 17

Money Univ Credits 4d6: [5, 5, 2, 2] = 14 x 100
Gear credits 2d4: [2, 3] = 5 x 500
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Re: Corwin Eaststrider

Post by Corwin »

Corwin Eaststrider

Rank: Novice
Advances Left: 0
Race: True Atlantean
Iconic Framework: Glitter Boy
Attributes:
  • Agility d8
  • Smarts d6
  • Spirit d6
  • Strength d6
  • Vigor d6
Pace: 6; Parry: 4; Toughness: 13 (5) or 42 (10) in G-10; Strain: 4

Skills:
  • Athletics d8
  • Battle d6
  • Common Knowledge d6
  • --Language (Dragonese/Elf)
  • --Operate Stone Pyramids
  • Electronics d6
  • Fighting d4
  • Language (American) d6
  • Language (Atlantean/Ancient Greek) d8
  • Notice d6
  • Persuasion d4
  • Piloting d8
  • Repair d4
  • Shooting d8
  • Stealth d8
  • Survival d4
Hindrances
  • Overconfident (Major): (Racial, no points)
  • Code of Honor (Major): 2 points (keeps his word to those he respects)
  • Ruthless (Minor): 1 point
  • Loyal (Minor): 1 point
Edges and Iconic Abilities
  • Quick : (Racial from Versatile) redraw action cards till > 5
  • Woodsman : (HJ Training roll) +2 to Survival and Stealth in the wilds
  • Elan : (HJ Experience & Wisdom roll) when spending Benny to reroll Trait, add +2 to the total
  • Power Armor Jock : (Framework from GB)
  • Marksman : (Bought with points from Hinderances) if don't move and ROF 1, may add +1 to first Throwing or Shooting, Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed
  • Sharpshooting : (Bought with points from Hinderances) with RoF 1 ranged attack, gain +1 to hit or ignore 4 points of penalties, even while moving at pace
  • Dead Shot : (Novice 1 Advance for PbP) double damage when dealt a Joker on first Throwing or Shooting roll
  • Ley Line Phasing : (Racial Edge)
  • Ley Line Sense : (Racial Edge)
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.

Powers

Arcane Background: Tattoo Magic
PPE: 7 - Recovery: 5/hour
  • Sword of Clan Tsitas (Aura Weapon, greater smite) [15 min duration, Bastard sword with 4 arrows forming a cross over it near hilt]
  • Staked Heart (exalted arcane protection) [self only, 1 hour duration, vs undead only]

Gear

Armor
  • Mark II Battlefield : Armor 5, Toughness 1, Weight 18
  • USA G-10 Glitter Boy : Armor 25 MDC, Toughness 10, Weight 1.2 tons, Pace 14 + Run d8 (60 MPH)
Weapons
  • Wilk's 227 Pulse Pistol : Range 15/30/60, Damage 3d6, ROF 3, AP 2, Shots 24, Min Str d6, Weight 3
  • Vibro Knife : Damage Str+d6, AP 6, Min Str d4, Weight 2
Gear
  • Chest Holster : with 2 mags for Wilk's 227
  • Infrared Distancing Binoculars : Weight 2
  • Boom Gun Ammo Drum : carried on hip of GB suit, contains 4 wooden rounds at top

Remaining Univ Cred : 700
Last edited by Corwin on Tue Nov 29, 2022 1:13 pm, edited 8 times in total.
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Re: Corwin Eaststrider

Post by Corwin »

Background

A member of the lost Tsitas clan, Eaststrider began his wanderings at the tender age of 110. He hesitates to show his marks of heritage, but they are: On the right wrist is a heart impaled by a stake and on the left wrist is a flaming bastard sword with four arrows forming a cross over the sword near the hilt.

He met and worked with Lucius Tristan, an elderly Glitter Boy Pilot, while trekking through America. Eaststrider was impressed with Tristan's wisdom, despite actually being younger than himself, and eventually adopted him as a mentor. Upon his death, Tristan passed his armor onto Eaststrider, who felt honor bound to uphold his mentors high ideals.
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Re: Corwin Eaststrider

Post by PaperDragon »

Which game are you posting for?
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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Corwin
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Re: Corwin Eaststrider

Post by Corwin »

To be honest I haven't decided yet. I am just making up a character to get a feel for the posting system, and so I have one ready for an open game.
PaperDragon wrote: Sat Sep 24, 2022 8:01 pm Which game are you posting for?
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Re: Corwin Eaststrider

Post by PaperDragon »

Ok. Right now my Game, Train to Kingsdale is kicking off and the Juicer Game is just starting up. My Game should atill have room, not sure if the Juicer game is closes yet.
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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Corwin
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Re: Corwin Eaststrider

Post by Corwin »

I do think I'd like to hop on your train, I'll mention this on the discord channel as well, as I can't seem to PM on the forum yet.
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Re: Corwin Eaststrider

Post by Corwin »

Advances

Hero’s Journey: 2 rolls
  • Training (6) - Extensively trained in a professional area, gain one Professional Edge
  • Experience & Wisdom (17) - There are moments where everything comes together. Gain the Elan Edge
Advances
  • Initial Advances: (Bonus from Hindrances): Marksman, Sharpshooting
  • Edge(s) granted by Racial Features: (Versatile: Novice Edge of Choice): Quick
  • Edges(s) from Hero’s Journey Rolls: Elan, Woodsman
  • Novice 1 Advance (PbP): Dead Shot
  • 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:
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