Alenysturathe - Flame Wind Dragon Hatchling

GMs: Pender Lumkiss & Koshnek
They see trouble, they shoot it.
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Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Alenysturathe - Flame Wind Dragon Hatchling

Post by Alenysturathe »

HJ Rolls
Training: [dice]0[/dice] - Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges. (Elan)
Training: [dice]1[/dice] - After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Black Ops: [dice]2[/dice] - She’s done more and traveled more than anyone, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance.

Legendary Table
Legendary Journey: [dice]3[/dice] - Bad Ass Family: You mark the first in a great line of heroes. You represent sheer awesomeness and it carries down your bloodline. You and your descendants gain +2 ability pts to spend at character creation (Players can spend it now going beyond attribute limitations).
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
User avatar
Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Alenysturathe Character Sheet

Post by Alenysturathe »

Player Name: Matthew
Google Handle: KahlessNestor

Character Name: Alenysturathe (Alenys Turathe)
Rank: Novice Experience: 22
Race: Dragon
Iconic Framework: Flame Wing Dragon Hatchling
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d10
Charisma: -2 (+2 with Splendor); Pace: 6/Fly 12; Parry: 6; Toughness: 34 (16 MDC); Human: 14 (6)
Skills:
  • Fighting d8
  • Investigation d4-2
    • +2 Field Computer
  • K. American d4
  • K. Computers d6
    • +2 Field Computer
  • K. Dragonese/Elven d8 (Native)
  • K. Electronics d4
  • Lockpicking d4-2
    • +2 Field Computer
  • Notice d6
  • Persuasion d6-2
    • +2 on Connections rolls
    • +2 with Splendor active
    • +1 die type on Raises from beneficial powers
  • Psionics d6
  • Shooting d8
    • d10 with Tesla Bow, +1 to Aim action
  • Stealth d6
  • Streetwise d6-2
    • +2 on Connections rolls
    • +2 with Splendor active

Hindrances
  • Curious (Major)
  • Phobia (Minor): Water: -2 to all Trait rolls in the presence of water.
  • Greedy (Minor)
  • Outsider (Minor): -2 Charisma

Edges
  • Arcane Background (Psionics): Minor psionic
  • Elan: +2 to all Benny rolls
  • Low Light Vision: Ignore penalties for Dim and Dark conditions.
  • I Know a Guy
  • Common Bond

Attacks
  • Claws/Bite
    • Fighting (-2 on normal size)
    • Str+3d6, AP 4, MD
  • Fire Breath
    • Shooting (-2 on normal size)
    • 4d6 MD, Range 12/24/48
    • Cone 2d10 MD, Agility-2 to avoid
  • Tail Lash
    • Fighting (no size penalties)
    • 2”x4” rectangle to the rear
    • Str+d8 MD
Last edited by Alenysturathe on Fri Oct 04, 2019 4:07 am, edited 8 times in total.
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
User avatar
Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Alenysturathe Powers

Post by Alenysturathe »

Powers 10 ISP 10 PPE
  • Boost/Lower
    • 2 ISP
    • Range: Smarts
    • Duration: 3 (1/r)
    • Trapping: Unlock potential, increasing synaptic activity
    • Trapping (from duster): Illusion Splendor: +2 Charisma; Raise: +1 die type Persuasion, Streetwise, or Intimidation; +1 ISP
    • Boost: +1 die type; Raise +2
    • Lower: Opposed by Spirit. -1 die type; Raise -2
  • Clairvoyance
    • 3+1/extra sense ISP
    • Range: Spirit x 10; Spirit x 100
    • Duration: 3 (1/r)
    • Trapping: Extend mind elsewhere
    • Trapping (from duster): Illusion Splendor: +2 Charisma; Raise: +1 die type Persuasion, Streetwise, or Intimidation; +1 ISP
  • Invisibility
    • 5 ISP + 1
    • Range: Self
    • Duration: 3 (1/r)
    • Trapping: Clouds the minds of her enemies.
    • Trapping (from duster): Illusion Splendor: +2 Charisma; Raise: +1 die type Persuasion; +1 ISP
    • Success requires Notice roll at -4 to detect. Attack roll at -4. Raise -6
    • May affect up to 5 targets for 5 ISP each
  • Dragon Teleportation
    • 3+ PPE (Roll Spirit)
    • Travel 10”/3 PPE spent; Raise 15”/3 PPE
Last edited by Alenysturathe on Fri Oct 04, 2019 4:08 am, edited 3 times in total.
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
User avatar
Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Alenysturathe Gear

Post by Alenysturathe »

Gear

ATL- 7 Anti-Tank Laser Rifle (Tinker Tech)
  • Damage: 4d8+2 AP14 MD laser blast
  • Range:40/80/160
  • Str min d12+2
  • ROF 1
  • Snapfire penalty
  • Action to reload
  • Ammo: 1 eclip
    • 4 eclips

CA-3 Light Dead Boy Armor
  • Features light sensitive coating on the highlights to ensure night maneuvers don't suffer. The skull on the chest has a red X through it.
  • +6 Armor
  • +1 Toughness
  • Full Environmental Protection.
  • Built-in mini-computers for basic functions
  • Communications system with a 10 mile range
  • Public-address loudspeakers
  • Night and thermal vision mode for vision
  • 6 lb
  • Super-tech (5 points)
    • Intangibility (out of phase)
      • K. Electronics as an action to turn on and off
      • If the hero becomes corporeal “inside” someone or something, both she and her victim suffer damage. A hand causes 1 wound to each, an arm causes 2 wounds, both arms causes 3 wounds, and the whole body causes 4 wounds.
      • Vulnerabilities: Plant life, magic, psionics
      • Subject to Technical Difficulties, -2 to Repair

Impact Hammer
  • Damage: Str+2d6, MD; Raise damage d10
  • 11 lb

NG-LG6 Laser Rifle
  • Damage: 3d6+2, AP 2, Semi-Auto
  • Range: 25/50/100
  • Shots: 20
  • Integral Grenade Launcher
    • Damage: By grenade
    • Range: 18/36/72
    • Shots: 8
  • Min Str d6

Field Computer Grade II
  • +2 K. Computers
  • +2 Lockpicking
  • +2 Investigation

Flame Heart Charm
"All your mother's warmth and love in a nifty necklace keepsake." The charm sits entwined in braided gold chains. It emits a faint red glow that grows brighter when the power is being used.
  • Power: Regeneration 1
  • Effect: Increase the wearer's regeneration. (Slow becomes Fast). Recovery rolled once an hour.

Tesla Bow (Patron)
The Tesla Bow is a weapon whose origins and name are lost to the annals of history. The bow fires what are effectively miniature, focused, and directed bolts of lightning. It is theorized that the weapon somehow draws power from the dimensional fabric of reality itself, and so never requires recharging. What mad genius could develop such a radical technology will likely remain a mystery unknown to the megaverse.
  • Damage: 3d6+1, AP 3, ROF 2
  • Range: 40/80/160
  • Payload: Unlimited
  • Tesla Overcharge: The Tesla Bow can overcharge to cause an extra d6 damage, but if any of the Shooting dice are a 1, the bow must recharge for a round before it can fire again.
  • Tesla Effect: If hit, whether damaged or not, the target of the attack rolls Vigor or suffers Fatigue from the electrical shock.
  • Tesla Bio-Electric Enhancing Scope: Through means which are not understood, the Tesla bow actually creates a targeting scope which makes hitting the target easier. It's made purely of electricity and offsets two points of range and/or darkness penalties. It also provides an additional +1 to hit with the the Aim action. Also, a slight electric charge supercharges the control of the user, effectively raising their shooting skill by a die type.
  • Notes: Two-handed weapon.
  • Weight: 8 lbs.

Bandito Arms Branaghan Armored Overcoat (Patron Item)(TW)
  • Trapping: Illusion Splendor: While under a beneficial power's effect, the target (exception: for telepathy, the benefit is applied to the caster) is infused with an almost palpable presence. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to either Persuasion. This adds +1 ISP/PPE to the cost of the Power.
  • Costs 2 PPE/hour to charge
  • +1 Toughness (stacks)
  • Load limit Str x 10
  • Attachment points
    • Attachment
    • Attachment
    • Attachment
    • Attachment
    • Attachment
    • Attachment
    • Attachment
    • Attachment

Credits: 0

Contacts
Last edited by Alenysturathe on Tue May 14, 2019 1:38 am, edited 5 times in total.
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
User avatar
Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Alenysturathe Background

Post by Alenysturathe »

Background

ImageImage

Age: 1 month; appears to be about 16 in human form

What can one say about such a short life? Alenysturathe hatched at the bottom of the Mississippi River outside the ruins of St. Louis, too near the Great Rift, where her egg had been dislodged into the river. Her first encounter was with a CS patrol, who were noticeably disturbed at the presence of the young dragon. She managed to escape, severely injured, and was found by Jude Maverick and his Legion patrol and brought to Castle Refuge, where she has been for the first few months of her life, trying to understand these humans and D-Bees and the world around her.
Last edited by Alenysturathe on Tue Oct 16, 2018 4:06 am, edited 2 times in total.
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
User avatar
Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Re: Alenysturathe - Flame Wind Dragon Hatchling

Post by Alenysturathe »

Advances

Iconic Framework
  • Arcane Background (Psionics): Minor Psionic
  • Armored Hide (dragon only): +16 MDC Armor and +6 Toughness
  • Claws/Bite (dragon only): Str+3d6, AP 4, MD
  • Fear (dragon only): In natural form, others must make a Fear check when first seeing her.
  • Fire Breath (dragon only): 4d6 MD, Range 12/24/48; or Cone 2d10 MD. Targets make Agility roll -2 to avoid the attack.
  • Flight (dragon only): Flying Pace 12 and Climb 0. Usable in any winged form.
  • Impervious to Fire: Fire and heat (including plasma weapons) do not affect her at all.
  • Infravision: Halve penalties for dark lighting against living targets (round down).
  • Inherently Magical: Natural pool of 10 PPE and can use TW devices. Adds this to any Arcane Background points he receives, and whenever he takes the Power Points Edge he gains +10 PPE.
  • Limited Metamorphosis: Able to adopt a single humanoid form for a number of hours up to her Spirit die before needing 6 hours rest. Weapons and other personal effects are assumed into the dragon’s form when transforming to dragon, but not to human.
  • Mighty: Begin with d12+4 Strength and d8 Vigor. Neither attribute has a maximum.
  • Nigh-Immortality: Can live from 6000-12,000 years and require only magical energy to sustain themselves, eating and drinking only for pleasure. Immune to normal poison and disease.
  • Size +6 (dragon only): 15-20’, 7 tons. +6 Toughness.
  • Slow Regeneration: Can even regenerate lost limbs. Natural Healing roll once per day.
  • Tail Lash (dragon only): Rear facing 2” by 4” rectangle. Fighting, ignores size penalties, Str+d8 MD
  • Cybernetics: Can’t have
  • Enemies: Coalition
  • Form Limits: Suffers all penalties associated with the race and body type it transforms into. Cannot wear armor in natural form and can only use vehicular weapons specially adapted for their use at four times normal cost. Most other gear can only be used in humanoid form.
  • Hatched: Dragons don’t choose a race.
  • Large: Normal-sized opponents gain +2 on all attacks against the dragon. Dragons take -2 penalty against normal-sized opponents.
  • Outsider: Outsider Hindrance
  • Territorial: Don’t get along well with other dragons.
  • Untested: Select no starting Hindrances (and get no extra character creation points). Instead, selects one Hindrance at the end of the first session. May select another at the end of the second, and the last at the end of the third. Only when all Hindrances are selected, may the player spend the points on the character.
  • Very Young: Only 3 attribute points and 10 skill points. No extra Benny.

Hero’s Journey
  • Training
    • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges. (Elan)
    • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Underworld & Black Ops
    • She’s done more and traveled more than anyone, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance.
  • Legendary Journey
    • Bad Ass Family: +2 ability points

Advances
  • Initial Advances: (From Hindrances): Spirit d8, Vigor d10
  • Novice 1 Advance: Low Light Vision
  • Novice 2 Advance: Agility d10
  • Novice 3 Advance: K. Electronics d4
  • Seasoned 1 Advance: Dragon Teleportation
  • 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 Alenysturathe on Fri Oct 04, 2019 4:09 am, edited 2 times in total.
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
User avatar
Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Re: Alenysturathe - Flame Wind Dragon Hatchling

Post by Alenysturathe »

Q4 2018 Advance: Agility d10
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
User avatar
Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Re: Alenysturathe - Flame Wind Dragon Hatchling

Post by Alenysturathe »

+1 Interlude advance
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
User avatar
Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Re: Alenysturathe - Flame Wind Dragon Hatchling

Post by Alenysturathe »

Q1 2019 Advance: K. Electronics d4
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
User avatar
Alenysturathe
Posts: 90
Joined: Wed Aug 29, 2018 11:29 am

Re: Alenysturathe - Flame Wind Dragon Hatchling

Post by Alenysturathe »

Advance: Dragon Teleporation
Growth Spurt: Spirit d8, Vigor d10
Hindrance: Greedy
Character Tracker
Alenysturathe Character Sheet
Parry: 6; Toughness: Dragon: 34 (16 MDC); Human: 14 (6)
ISP: 4/10; PPE: 10/10
Psionic Powers: Boost/Lower, Clairvoyance, Invisibility
Rifle: 0/20 shots
Grenades: 0/8
Anti-tank laser: 3 eclips, 1/shot
Metamorphosis: 6/6 hours
Bennies: 2/3
Common Bond
Elan: +2 to benny rolls
Fear
I Know a Guy
Impervious to Fire, Poison, Disease
Low Light Vision: Ignore Dim and Dark penalties
Powers: Boost/Lower, Clairvoyance, Intangibility (Armor, Superpower), Invisibility
Slow Regeneration: Natural healing once per day
  • Regeneration (charm): Natural healing once per hour
Adventure Card:
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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