Kidemónas

This team is part of the Special Units arm of the Tomorrow Legion.
GM: Corrigon
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Kidemonas
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Kidemónas

Post by Kidemonas »

Kidemonas.jpg
Description & Notes

Description
In his natural form Kidemónas is a metallic blue dragon, while physically shorter in length than most dragons he is very brawny in build (see image).
In his humanoid form Kidemónas is a tall (6'4") Mediterranean man looking to be in his early 20's with smooth black hair, dark brown eyes, rigid nose, and strong features.
His humanoid form as formed in imitation of Nicholas his first friend.


Notes
Kidemónas’ hatched in a sunken bank where his egg was left in an abandoned vault. The psychic impressions imparted from his mother when she imprinted the skills needed for survival included feelings of extreme duress and being hunted. Kidemónas does not know what happened to her, but when he searched out to explore there was no-one and nothing living in the area. Without anyone to interact with Kidemónas soon departed trying to learn more of this world he was in.
Unfortunately, Kidemónas’ first encounter with living people was with a Coalition mechanized patrol. After approaching the humans to learn from them, Kidemónas instead learned he was not invincible Kidemónas was forced to flee. Encounter after encounter Kidemónas discovered that beings attacked him or fled from him in almost every situation until he met an Atlantean mystic named Nicholas. Nicholas was not only friendly towards him, he invited them to travel together.
Kidemónas spent two weeks traveling with Nicholas, who helped him and taught him many things he would need to know, abut the Tomorrow Legion, and how to care for others. Unfortunately, good things do not always last. While Nicholas and Kidemónas where traveling to Castle refuge they stopped on the way to help a town dealing with an evil shifter, in the attempt to stop the shifter from his efforts to destroy the town, both Nicholas and the shifter fell through a rift.
Kidemónas was crushed the only human consistently kind to him had disappeared and despite his efforts he did not yet have the arcane skill required to open his own rift to join his friend. Deciding he would continue helping people in need and travel to Castle Refuge to see if he could join the Tomorrow Legion Kidemónas moved on.

Kidemónas is driven by a strange combination of a dragons brutal method of dealing with problems, compassion to help people, and a childlike curiosity. Because of his youth he sometimes has trouble controlling his impatience and temper which can get him in trouble. He still wonders if he will ever meet Nicholas again or if he will ever find out what caused his mother so much fear when she hid his egg. After all an adult dragon should be invincible even if he is not.

Hero’s Journey Rolls
Narrative Hook: [dice]0[/dice]
Experience & Wisdom: [dice]1[/dice]
Experience & Wisdom: [dice]2[/dice]

Code: Select all

[OOC=Notice X]
Kidemónas Notice Roll: [Dice]1d6[/Dice]
Notice Wild Die: [Dice]1d6[/Dice]
[/OOC]
Last edited by Kidemonas on Sun Aug 06, 2017 4:06 pm, edited 11 times in total.
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Re: Character Idea Kidemónas

Post by Kidemonas »

Player Name: Rob Towell
Google Handle: Ndreare

Kidemónas
Rank: Veteran, Experience: 54 Advances Left: 1
Race: Great Horned Dragon
Iconic Framework: Great (Flame-Wing) Dragon Hatchling
Age: 38 days Length: 30’ long, 9’ tall at shoulders Weight: 13,000 lbs
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+7, Vigor d12
Charisma: +0; Pace: 6/12 flying; Parry: 5*; Toughness: 38 (16) / 12 (4) in human form (wears light non-environmental armor)
I.S.P.: 10 PPE 20

Skills:
  • Fighting d6
  • Knowledge (Arcane) d6
  • Magic d6
  • Notice d6
  • Psionics d6
  • Tracking d4
  • Shooting d6
  • Stealth d4
Hindrances
  • Cybernetic Intolerance (Iconic): Natural regeneration will reject any cybernetics.
  • Enemies (Iconic): Illegal and reviled by the Coalition.
  • Form Limits (Iconic): Complex, common sense related limitations. See Player’s Guide page 46.
  • Large (Iconic): Size level 6 creature, normal sized opponents receive +2 to attack rolls against us.
  • Outside (Iconic): Hatchlings understand little and are socially awkward.
  • Territorial (Iconic): dragons tend to treat others of their own kind poorly.
  • Untested (Iconic): Complex, see text on page 47.
  • Very Young (Iconic): Begins with 3 Attribute Points and 10 Skill points.
  • Heroic (Major): Feels he is a true hero, of course the best hero, and will always help those in need.
  • Greedy (Minor): All dragons should have a hoard and Kidemónas sees no reason for that not to include him.
  • Center of Attention (Minor): You would do anything to be the most beautiful, most admired, center of everyone’s attention. It greatly bothers you to be overlooked. You would never do anything to risk compromising your charm and beauty, such as crossing muddy swamps or dressing like a beggar. As a Minor Hindrance, your selfish behavior does not threaten those around you; you may be selfish and stubborn, but can still be coerced to performing a task.
Draconic Edges Lost when in human form
  • Armored Hide (Iconic): In natural form has +16 M.D.C. and +6 Toughness.
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.
  • Flight (Iconic): Winged forms can fly at a Pace of 12” with a Climb of 0.
  • Size +6* (Iconic): is naturally 15’ long and weighs 3 tons. +6 Toughness
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage).
Edges & Advances (Source)
  • Arcane Background Psionics (Iconic): Begins with Psionics d6, 3 powers and 10 ISP. Powers: Confusion, Puppet, & Intangibility
  • Fire Breath (Iconic): Flame Wind Hatchlings can fire a bolt of flame at Range 12/24/48 and Damage 4d6 (Mega Damage), using their Shooting skill. Alternately, they can do 2d10, Mega Damage in a Cone Template starting from their mouths. Every target within the cone makes an Agility roll −2 to avoid the attack. Those who fail suffer 2d10 damage.
  • Impervious to Fire (Iconic): Fire and heat (including plasma weapons) do not affect a Flame Wind Dragon at all.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Inherently Magical (Iconic): Begins with +10 PPE, and gains double from edge selections.
  • Limited Metamorphosis (Iconic): Can turn into a single humanoid form and maintain that form for Spirit in hours before needing 6 hours rest. Loses many of his natural abilities in his humanoid form.
  • Mighty (Iconic): Begins with d12+4 Strength and d8 Vigor
  • Nigh-Immortality (Iconic): 6k-12k life span and requires only magical energy to sustain themselves, eating and drinking simply for pleasure. They are immune to normal poisons and diseases.
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Danger Sense (Hero’s Journey): Notice at –2 to detect surprise attacks/danger. If successful, the character begins the first round on hold.
  • Strong Will (Hero’s Journey): +2 Intimidation and Taunt, +2 to resist tests if will.
  • Arcane Background (Magic) (05-Experience): 20 PPE total Powers; Boost/Lower Trait, Healing, and Succor
  • Size Increase*: As they grow, dragons gain in size. At Seasoned, the Hatchling may take this Advance to increase his Size to +7. Each time he takes this Advance, he gains a die type in Strength.
  • New Power: Detect/Conceal Arcana
  • Brawny: Size increased by +1 (8 total), Toughness increased by +1, Lift increased by 60%
    (Load Limit 8 tons unencumbered, 32 tons maximum encumbered)
  • Fast Regeneration: A dragon’s regenerative abilities can improve over time, allowing him to make a natural healing roll every round. He also gains +2 to recover from being Shaken.
  • Flaming Scales: Flame Wind Hatchlings can immolate themselves, their very scales alight with terrible fire. The fire acts like a damage field, but it does 3d6, Mega Damage. Hatchlings can maintain such a field for a number of rounds equal to their Spirit, after which at least 10 minutes of rest are required before they can activate the effect again.
  • Metamorphosis: At Veteran Rank, a dragon may change his shape and size at will, appearing as any living creature from the size of a house cat to anything his natural size and weight. He can maintain any such form indefinitely,even while sleeping. The dragon gains no special properties of what he mimics, only the size and appearance, but he retains all of his own abilities except those only usable in dragon form (marked with an *). Only gear carried in humanoid form (see Limited Metamorphosis below) is assumed into any new shape. Any other objects are dropped when transforming to a new body.
Last edited by Kidemonas on Wed Jul 12, 2017 3:07 pm, edited 16 times in total.
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Re: Kidemónas

Post by Kidemonas »

GEAR

Credits: 27,320

Lightweight Personal Armor - Perhaps of NG manufacture +4 Armor, +1 Toughness, +4 to Vigor rolls versus gases and airborne toxins.
Generic Survival Pack (NG-S2)
  • One 2-person tent, insulated against -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 navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range, five mile radio.
  • One 1st 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 tinsile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife
  • One hatchet
  • 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 sterillized cloth.
  • One canteen
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Giant Treasure Box
Made by Freya this is a truck bed sized box for carrying cool treasure and starting his hoard. Contents to date include...
  • Plasma Ejector: NG-E15 Pulse Ejector, Accidentally swallowed when he ate a powerful brodkil.
    Vibrosword : Giant one taken form dead brodkil.
    UAR1 Head: Torn from the first robot he defeated.
    UAR1 Large laser: Taken with help from Freya from the same UAR1. She may be able to get it working for him.

Bracers of the Arcane:
Mechanics
Major: Magically shrinks to fit the wielder (Gimmick, cost 1 PPE per hour to maintain)
Major: Deflection Spell
Minor: +1 Single trait roll - Spellcasting
Minor: +1 Single trait roll - Knowledge Arcane
10 PPE cannot be fueled by the user's PPE pool
Updated to the format shown on this page
Bracers of the Arcane
  • Type of Item: These bracers look to be made of steal and are covered in Celtic patterns hiding the arcane symbols of power within, encircling both wrist of the wearer, covering about half of the forearms​.
  • Enchantments (Two Major, Two Minor): Deflection, Always Fits the User, +1 to Spellcasting, +1 to Knowledge (Arcane)
  • P.P.E.: 10 PPE for Deflection (costs 2 per 3 rounds (1/round), and Adapting to wielder (cost 1 per change). Cannot be powered by the caster.
  • Trait: Spell Casting +1
  • Trappings: When worn the user will feel the bracers helping control and guide the spells cast through them enhancing their reliability and power.
Wrist bands.jpg
Wrist bands.jpg (11.72 KiB) Viewed 7654 times
Kidemónas traveled with a True Atlantean dimension traveling mystic (small m) for about a month before joining the Legion. I would say this is an enchanted item Nicholas has gifted him to help him on his adventures.
When Nicholas created this item, he included in it a reserve of his own magical knowledge and the ability to store power needed for defensive spells. Knowing that while Kidemónas is powerful, he is still young and many things in the Megaverse are still dangerous to such a young creature. Kidemónas has not fully mattered all the arcane knowledge stored in the bands, but does draw on it when needed.
Last edited by Kidemonas on Sun Jul 16, 2017 8:52 am, edited 5 times in total.
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Re: Kidemónas

Post by Kidemonas »

Hero’s Journey & Advancement
Hero’s Journey
Narrative Hook (4): Hidden Away. Your character may have already been on the road to Castle Refuge, or headed somewhere else. Regardless of destination, his travels drew him near a place off the beaten path, undiscovered and untouched for a very long time. Whatever he discovered in that place, it ultimately led him to seek out the Tomorrow Legion.
Experience & Wisdom (3): Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed
Experience & Wisdom (7): She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.


Advances
  • Hindrances Purchase: Vigor d10 + Vigor d12
  1. Novice 1 Advance: Arcane Background Magic
  2. Novice 2 Advance: Strength d12+5
  3. Novice 3 Advance: Notice raised to d6, shooting raised to d6
  4. Seasoned 1 Advance: Dragons - Size Increase +1 Toughness, +1d strength = d12+6
  5. Seasoned 2 Advance: Strength d12+7
  6. Seasoned 3 Advance: New Power: Detect/Conceal Arcana
  7. Seasoned 4 Advance: Brawny
  8. Veteran 1 Advance: Fast Regeneration
  9. Veteran 2 Advance: Flaming Scales
  10. Veteran 3 Advance: Metamorphosis
  11. Veteran 4 Advance:
  12. Heroic 1 Advance:
  13. Heroic 2 Advance:
  14. Heroic 3 Advance:
  15. Heroic 4 Advance:
  16. Legendary 1 Advance:
  17. Legendary 2 Advance:
  18. Legendary 3 Advance:
  19. Legendary 4 Advance:
Last edited by Kidemonas on Wed Jul 12, 2017 3:07 pm, edited 1 time in total.
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Re: Kidemónas

Post by Kidemonas »

Powers


Psionics:
  • Doubt: By mentally projecting rapid conflicting commands Kidemónas is able to plant doubt and uncertainty in the minds of his targets. (Confusion: ISP 1/target up to 5 targets, Range: Smarts x2, On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.)
  • Force of Will: Kidemónas' will can be overpowering at times. With mental effort this effect can be so powerful that those around him simply comply with his desires. (Puppet: ISP 3, Range: Smarts, Duration: 3 (1/round), Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. Extreme actions allow a second breakout roll)
  • Mist Walk: Kidemónas can focus his mind and will sliding partially into the Astral Realm. While not able to truly Astral travel he is able to briefly move through physical barriers. (Intangibility: ISP 5, Range: Touch, Duration: 3 (2/round), The character becomes incorporeal and can only be affected by magic/psionic abilities.)
Spells:
  • Arcane Infusion and Disruption : (Boost/Lower Trait) Kidemónas can infuse his targets with focused Arcane power making them a better version of themselves for a brief period of time or use Arcane power to disrupt them making them a noticeably lesser version of themselves. (Boost/Lower Trait: PPE: 2, Range Smarts, Duration: 3 (1/round), The target gains +/-1 to a Trait or +/-2 with a raise.)
  • Undue: Kidemónas can reverse time in a localized area undue the effects of the resent past causing fresh wounds or other minor effects to disappear. (Healing: PPE 3, Range: Touch, removes 1 wound (2 with a raise) within an hour of being inflicted, or remove poisons/disease within 10 minutes of contraction.)
  • Arcane Sustenance: Kidemónas can infuse his targets with focused Arcane invigorating and refreshing them. (Succor: PPE 1, Range: Touch, removes 1 fatigue (2 with a raise), removes shaken, and wakes the incapacitated.)
  • Dragon Sight: By concentrating kidemonas can see arcane energy and the auras of those around him. (Detect Arcana: PPE 2, Range LoS, Duration: 3/1)
  • Aura Manipulation: Kidemonas can alter the auras of things concealing their arcane nature from those not mean to know. (Conceal Arcana: PPE 2, Duration: 1 hours/1)
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Re: Kidemónas

Post by Ndreare »

  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
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
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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