Sir William Mahan

From hope to action.
GM: RFT
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Sir William Mahan
Posts: 101
Joined: Tue Aug 08, 2017 5:36 pm

Sir William Mahan

Post by Sir William Mahan » Wed Aug 09, 2017 11:16 am

Sir William Mahan

Player Name: Scott Marchand Davis
Google Handle: ruggierotheknight@gmail.com
Character Name Sir William Mahan
Rank: Novice Experience: 27 Advances Left: 0
Race: Human
Iconic Framework: Cyber Knight
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d6
Charisma: +2; Pace: 8; Parry: 8; Toughness: 14/8; Strain: 0
Skills:
  • Fighting d12
  • Psionics d8
  • Shooting d8
  • Piloting d4
  • Notice d6
  • Survival d6
  • Stealth d4
  • Intimidation d6
  • Taunt d4

Hindrances
  • Hindrance (Major): Heroic - always helps those in need
  • Hindrance (Minor): Quirk - insists on being addressed as Sir
  • Hindrance (Minor): Poverty - ½ starting funds, can’t hang on to money (vow)

Edges
  • Edge: Combat Sense - ½ gang-up bonuses
  • Edge: Two-Fisted - attack with each weapon with no multi-action penalty
  • Edge: Ambidextrous - no -2 for off-hand
  • Edge: First Strike - free attack 1/turn when opponent engages
  • Edge: Mentalist - +2 on opposed Psionics rolls
  • Edge: Frenzy - one extra melee attack, -2 to all Fighting rolls
  • Edge: Major Psionic - double ISP, spend ISP to enhance powers

Cybernetics
NONE
Last edited by Sir William Mahan on Mon Jul 02, 2018 9:48 am, edited 11 times in total.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Sir William Mahan
Posts: 101
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan

Post by Sir William Mahan » Wed Aug 09, 2017 11:22 am

Background
A newly-minted Human Cyber Knight who dreams of matching the achievements of legends like Sir Thorpe, Grandmaster Cross, or The Shining One. As a newly raised knight, he did not fight on either side of the Tolkeen Wars, but some of his friends in training were D-Bees, so he has no great love of the Coalition. He sees the Tomorrow Legion as a path to glory and honor.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Sir William Mahan
Posts: 101
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan

Post by Sir William Mahan » Wed Aug 09, 2017 11:23 am

Gear
Cyber Knight Medium Armor
  • Armor +6, Toughness +1, Healing power, 3lb (TW)
Wilk’s 320 Laser Pistol
  • Range 18/36/72, 2d6 damage, ROF 1, AP 2, 20 shots, Semi-Auto, 2lb
JA-11 Energy Rifle
  • Range 30/60/120, 3d6 damage, ROF 1, AP 2, 60 shots, 7 lb, 10 rounds used for Mega Damage
  • Ion Mode: Range 12/24/48, 1-3d6+1 damage, ROF 1, 60 shots, 7 lb, +2 Shooting
NG-L5 Laser Rifle
  • Range 25/50/100, 3d6 damage, ROF 1, AP 2, 20 shots, Semi-Auto, 14 lb
NG-S2 Survival Pack
  • 2 weeks survival rations, 30 lb
Silver Cross
  • 1 lb
Wooden Stakes (6)
  • 1 lb each
Iceblast Shotgun
  • Range 12/24/48, 1-3d6, ROF 1-2, Shots 8, Weight 11, TW, Double-Barrelled, Raise on Hit creates ice around target, halves movement, 1 ISP to load, 2 ISP for Mega damage for 3 rounds
Speedster Hovercycle
  • Size 2, Acc/TS 15/80, Toughness 17(8), Crew 1, Max Alt 20 ft., Range 800 miles
  • Light Laser: Range 150/300/600, 2d10 damage, ROF 1, AP 5, Mega Damage
  • Mini Missle Launcher: Range 75/150/300, 2d8+4 damage, AP 6, ROF 4, 32 shots, 7 lb, No Snapfire Penalty

Credits: 160,690

Contacts
Last edited by Sir William Mahan on Fri Jun 22, 2018 10:01 am, edited 2 times in total.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Sir William Mahan
Posts: 101
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan

Post by Sir William Mahan » Wed Aug 09, 2017 11:23 am

Iconic Framework
  • Cyber Armor - summon armor for +2 Toughness as a free action
  • Cyberkinetic Combat - all technology based attacks are -2 to hit
  • First Into Battle - +2 Pace, d10 Running die
  • Champion Edge - +2 attack and toughness when fighting supernatural evil
  • Intense Combat Training - d8 Fighting and 2 Combat Edges
  • Minor Psionic - Psionics d6, 10 ISP, 3 powers
  • Psi-Sword - Strength + Spiritx2 damage, AP6, or AP 2 for two blades; 2 ISP for Mega Damage
  • Revered Protector - +2 Charisma with all who know Cyber Knights
  • Cyber Knight Code of Honor
  • No Cybernetic Implants

Hero’s Journey
  • Psionics
    • 16
    • Replace another trait roll with Spirit
  • Psionics
    • 15
    • Mentalist Edge
  • Training
    • 16
    • One Combat Edge
  • Training
    • 16
    • One Combat Edge
  • Enchanted Items and Mystic Gadgets
    • 6
    • Iceblast Shotgun

Advances
  • Initial Advances: (From Hindrances): Spirit d8, Major Psionic
  • Free Edge (Human): Ambidextrous
  • Cybernetic Modifications: None
  • Novice 1 Advance: Vigor d6
  • Novice 2 Advance: Skill boosts
  • Novice 3 Advance: Psionics d10
  • Seasoned 1 Advance: Master Psionic
  • Seasoned 2 Advance: Strength d8
  • 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 Sir William Mahan on Mon Jul 02, 2018 9:48 am, edited 5 times in total.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Sir William Mahan
Posts: 101
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan

Post by Sir William Mahan » Wed Aug 09, 2017 11:23 am

Powers: 20 ISP
Deflection - 2 ISP, 3rds+1/round - -2 to hit, -4 with raise, free action, self only
Trapping - faint blue glowing shield (no special effects)
Greater Deflection - 4 ISP, 3rds+1/round - -4 to hit, -6 with raise, free action, self only
Trapping - faint blue glowing shield (no special effects)
Speed - 1 ISP, 3rds+1/round - double pace, running is a free action on raise, free action, self only
Trapping - blue aura (no special effects)
Greater Speed - 2 ISP, 3rds+1/round - triple pace, running is a free action on raise, running is always +6, -2 to hit (does not stack), free action, self only
Trapping - blue aura (no special effects)
Quickness - 5 ISP, 3rds+2/round - 2 actions per round, on raise redraw cards less than 8
Trapping -cracking blue St. Elmo's fire - ELECTRICITY - +2 to Pace and add a die to Agility on a raise
Exalted Quickness - 8 ISP, 3rds+2/round - 2 actions per round, on raise redraw cards less than 8, ignore 2 points of multi-action penalties
Trapping -cracking blue St. Elmo's fire - ELECTRICITY - +2 to Pace and add a die to Agility on a raise
Powers from Gear
Healing - 3 ISP, remove one Wound, 2 with raise
Trapping - armor contains small injector vials that automatically refill (no special effects)
Last edited by Sir William Mahan on Thu Apr 19, 2018 10:23 am, edited 2 times in total.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Sir William Mahan
Posts: 101
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan (Ready for Review)

Post by Sir William Mahan » Thu Aug 10, 2017 11:49 am

Hero's Journey Re-Rolls
Psionics
1d20 = 16: 16
Psionics
1d20 = 1: 1
Training
1d20 = 15: 15
Training
1d20 = 13: 13
Enchanted Items and Mystic Gadgets
1d20 = 6: 6
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

User avatar
Sir William Mahan
Posts: 101
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan

Post by Sir William Mahan » Wed Aug 16, 2017 5:18 am

Adventure Card 1d54 = 43: 43

Result
- Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. (USED)
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 6 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 3
  • 3 starting
  • +1 for creative taunting of the Coalition
  • +1 Allow GM to secretly roll my notice.
  • -1 for Extra Effort to Notice the Psi-Stalkers
  • +1 Offer myself as a sacrifice.
  • -1 Reroll intimidate
  • -2 to use Telepathy without backlash
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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