Doctor William Davis, Scion of Apollo

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Danny Lee
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Joined: Tue Jun 28, 2022 7:13 pm

Doctor William Davis, Scion of Apollo

Post by Danny Lee »

WIP

HJ Education roll 1d20: [6] = 6
Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Academics at d6 and increases Common Knowledge one die type.

William Davis

Rank: Novice 1
Advances Left:
Race: Demigod (No Mechanical Benefit)
Iconic Framework: Mega-Super
Attributes:
  • Agility d8
  • Smarts d8
  • Spirit d6
  • Strength d6
  • Vigor d6
Pace: 6; Parry: 10; Toughness: 19 (9); Strain: 0

Skills:
  • Academics d6*
  • Athletics d4
  • Battle*
  • Common Knowledge d6*
  • Electronics d4*
  • Fighting d8
  • Focus d6+2
  • Gambling*
  • Healing d8*
  • Intimidation
  • Language: American (Native) d8
  • Notice d4*
  • Occult*
  • Performance d4
  • Persuasion d4*
  • Repair d4*
  • Research*
  • Science d6*
  • Shooting d6
  • Spellcasting d6*
  • Stealth d4
  • Survival*
  • Taunt*
  • Thievery
*Benefits from Genius Power (Free Reroll and no -2 penalty for unskilled use)

Hindrances
  • Environmental Weakness - Cold (Minor): Character takes +4 damage when hit by an attack of this type, and subtracts 4 from resistance rolls of this power type. (Super Powers Companion, page 8)*
  • Environmental Weakness - Darkness (Minor): Character takes +4 damage when hit by an attack of this type, and subtracts 4 from resistance rolls of this power type. (Super Powers Companion, page 8)*
  • Heroic (Major): The character always helps those in need.*
  • Secret (Major): "I'm the Demigod Love Child of Apollo"
  • Quirk (Minor): Always trying to learn about the history and culture of a new place he travels to like some types of tourists do.
  • Reckless (Major): Anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. (Super Powers Companion, page 8)*
  • Vow (Minor): To His Father Apollo]
*Obligatory Mega-Hero Iconic Framework Hinderance

Edges and Iconic Abilities
  • Arcane Background (Magic): Enables one to cast spells. (Super Edge)
  • Connections (Apollo) : Contacts provide aid or other favors once per session.
  • Dodge : -2 to be hit by ranged attacks.
  • Danger Sense Notice at +2 to sense ambushes or similar events. (Super Edge)
  • Filthy Rich: Began with 25,000 credits, gets 4 rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. (Free With Juicer Uprising Game)
Mega-Super Iconic Framework
  • Comic-Book Combat: This collection of Setting Rules from the Super Powers Companion applies to the super and his abilities, with the exception of Knockback.
  • Four Color Fun: The character gains 45 Super Power Points, with a Power Limit of 15 points. The super may take Edges and Hindrances from the Super Powers Companion, subject to GM approval.
  • Collateral Damage: The super gains the Reckless Hindrance, but is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
  • Enemies: Major factions have heard of the hero's unusual abilities and want to study or dissect her.
  • No Race: Supers do not choose a Race.
  • Reputation: The super's uniqueness makes them an occasional topic of conversation in the world. Anyone may roll Common Knowledge at -2 to know about the super, including their Thematic Problems - This increases +1 for every Rank above Novice.
  • Thematic Problems: Every super has a weakness or two! Choose one Major Hindrance or two Minor ones from Dependency, Environmental Weakness, Power Negation, Transformation or Vulnerability, for no extra benefit.
  • With Great Power: Depending on how they see themselves relative to the average person, the super must choose the Arrogant, Heroic or Overconfident Hinderance for no extra benefit.
Super Powers
Super Power Points: 45

Heritage of Divinity - Abilities common to most with divine parentage.
  • Ageless (Cost 1) The hero never grows old. (Super Powers Companion, page 49)
  • Chameleon (Cost 3) Assume the appearance of another creature within 2 Size levels. (Super Powers Companion, page 55)
  • Immune to Disease (Cost 1) The character is immune disease. (Super Powers Companion, page 67)
  • Regeneration (Cost 5) The hero regenerates a Wound on a successful Focus roll (two on a raise) every hour. (Super Powers Companion, page 81)
  • Skill Bonus (Focus) (Cost 4) Add +2 to a single skill. (Super Powers Companion, page 83)
  • Super Edge 1 (Cost 2) A non-Legendary Edge is granted for each level taken (Arcane Background - Magic). (Super Powers Companion, page 85)
  • Toughness 2 (Cost 2) Increases Toughness by +1 for each level. (Super Powers Companion, page 88)
Gifts of Apollo - Abilities inherited from the Olympian Apollo
  • Absorption: Fire (heat), Light (lasers), Magic (spiritual, supernatural), Radiation [Additional Power Types (+2), Transmute (+3) ]. (Cost 7) Free Soak roll vs damage from a Power Type; each Wound Soaked generates an Absorption Token for the scene. Tokens add damage, Toughness, or allow a Power Stunt. (Super Powers Companion, page 48)
  • Dodge 2 (Cost 2) Ranged attacks at the hero subtract one per level. (Super Powers Companion, page 57)
  • Genius [Fast Learner (+1)] (Cost 3) The character gets a free reroll on Smarts and Smarts-based skills. The hero ignores the -2 penalty when making unskilled, Smarts-based rolls. (Super Powers Companion, page 64)
  • Healing [Requires Touch (-2)] (Cost 1) Focus roll as an action to heal one Wound, two with a raise. (Super Powers Companion, page 65)
  • Melee Attack 2 (Cost 4) Increases the damage of the hero's melee attacks 1d6 per level. (Super Powers Companion, Page 73)
  • Parry 4 (Cost 4) The character's Parry increases by +1 per level of the power. (Super Powers Companion, page 78)
  • Super Attribute (Smarts) 1 (Cost 2) Each level increases an Attribute and its maximum by one die type. (Super Powers Companion, page 85)
  • Super Edge 1 (Cost 2) A non-Legendary Edge is granted for each level taken (Arcane Background - Danger Sense). (Super Powers Companion, page 85)
  • Super Skill (Healing) 2 (Cost 2) Buys or increases a skill & its maximum one die type per level. (Super Powers Companion, page 86)
Spells

Arcane Background: Magic
PPE: 10 - Recovery: 5/hour
  • Detect/Conceal Aura (2 PPE, Range: Smarts, Duration: S) Detects supernatural for Duration 5 or conceals it for one hour.
  • Invisibility (3 PPE, Range: Personal, Duration: 5) Target is invisible (-4/-6 to effect).
  • Teleport (2 PPE, Range: Smarts, Duration: Instant) Character teleports up to 12" (24 yards) in distance, double with a Raise.
Last edited by Danny Lee on Mon Jun 12, 2023 2:12 pm, edited 21 times in total.
Danny Lee
Danny Lee

Bennies: 3/3 Wounds: 0/3 Fatigue: 0/3 Conviction: 2
User avatar
Danny Lee
Posts: 26
Joined: Tue Jun 28, 2022 7:13 pm

Re: William Davis, Scion of Apollo

Post by Danny Lee »

Standard Starting Credits: 900 ( Universal Credits roll 4d4x100: [2, 3, 1, 3] = 9 )
Standard Starting Value of Miscellaneous Goods: 1000 ( Common Goods Value roll 2d4x500: [1, 1] = 2 )
Credits from Filthy Rich Edge: 25,000
Credits from sale of Huntsman Medium Personal Armor for 1/2 price: 12,000
Total Budget: 38,900 credits

Filthy Rich Hero's Journey Roll: Enchanted Items & Mystic Gadgets roll 1d20: [14] = 14 - The TK Revolver is a favorite among Techno-Wizards and those who don't like keeping up with ammunition, see page 104 of the Tomorrow Legion Player's Guide.

Filthy Rich Hero's Journey Roll: Enchanted Items & Mystic Gadgets roll 1d20: [3] = 3 - Things get ugly out in the world, and the Ley Line Walker Medium Armor (see page 90 of the Tomorrow Legion Player's Guide) is a good insurance policy for dealing with a lot of those things.

Filthy Rich Hero's Journey Roll: Ranged Weapons roll 1d20: [15] = 15 - Advanced technology makes this weapon extra effective against armor, giving it +2 AP.

Filthy Rich Hero's Journey Roll: Body Armor roll 1d20: [6] = 6 - Extra high-density plating and other design factors grant +2 Armor to your hero's Body Armor. This result may only be applied once.

Gear

Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
Image
  • • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Ley Line Walker Medium Armor (TW)
  • • Armor: +7 Toughness: +2
    • Weight: 8 lbs (Min Str: d4)
    • Notes: +4 vs disease and poison.
    • Rarity: -3; Cost: 12,000
Wilk’s 320 Laser Pistol
Image
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon
Two E-clips or magazines for each weapon
Credits:
4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables

Multi-Optics Scope: An advanced scope with thermal, infrared and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons (1lb, 3000 credits).

Telekinetic (TK) Revolver
Image
  • • Range: 12/24/48
    • Dmg: 3d6, AP: 5
    • ROF: 1
    • Shots: 6
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: A Colt Peacemaker; can still fire standard rounds.
    • Rarity: -1 Cost: 15,000
Vibro-Knife
Image
  • • Str+d6, AP 6
    • Weight: 2 (Min Str d4)
    • Notes: Harmonic Blades, MD, Powered Weapons; As an attached Bayonet to a long arm: Str+d8, AP 8, Parry +1, Reach 1, Two Hands
    • Rarity: +2 Cost: 7,000
Armored Cloak (Poncho)
[image]
  • • Armor: +2 Toughness: +1
    • Weight: 5 lbs (Min Str: d4)
    • Notes: Stacks with other non-MDC armor, increases the Strength Minimum required to wear the base armor by one die type, to a minimum of d6.
    • Rarity: +0; Cost: 6,000
Gas Mask: A face mask with goggles and filters designed to protect the wearer from airborne threats. Provides a +4 bonus versus airborne Poison, Disease, and Radiation by filtering out and absorbing dangerous particles. A filter lasts 8 hours before needing to be changed. (1 lb, 250 credits, 25 credits per filter)

10 Spare Filters (250 credits)

Bio-Analysis Kit: Specifically designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine and a miniature “lab” that can be used to quickly concoct antidotes and treatments. It requires a Healing skill of at least d4 to use. Anyone with Science gains a +1 using this system, or a +2 if they also have Electronics. (5 lb, 7,200 credits)

Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 3,500 for one that can sustain minor Mega Damage).

Dosimeter: Detects presence and amount of radiation with a Range of 5/10/20. (1lb, 200 credits)

Repair Kit, Field: Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits and other items. It requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls. Frequent use necessitates replenishing the supplies, per the GM (10lbs, 4000 credits).

Trauma Kit: A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls. Frequent use requires replenishing the supplies, as dictated by the GM (3 lb, 2,600 credits).

Wealth: 4900 credits
Danny Lee
Danny Lee

Bennies: 3/3 Wounds: 0/3 Fatigue: 0/3 Conviction: 2
User avatar
Danny Lee
Posts: 26
Joined: Tue Jun 28, 2022 7:13 pm

Re: William Davis, Scion of Apollo

Post by Danny Lee »

Advances

Hero’s Journey
  • Education 6 - Academics at d6 and Common Knowledge increased one die type
Advances
  • Initial Advances: (Bonus from Hindrances): Raise Agility 1d, Dodge
  • Edge(s) granted by Super Powers: Arcane Background (Magic), Danger Sense
  • Edges(s) from Hero’s Journey Rolls:
  • Novice 1 Advance (PbP): Connections: Apollo
  • 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:
Last edited by Danny Lee on Thu Feb 09, 2023 7:02 am, edited 1 time in total.
Danny Lee
Danny Lee

Bennies: 3/3 Wounds: 0/3 Fatigue: 0/3 Conviction: 2
User avatar
Danny Lee
Posts: 26
Joined: Tue Jun 28, 2022 7:13 pm

Re: William Davis, Scion of Apollo

Post by Danny Lee »

Background

William grew up in the city of Lazlo, the only son of acclaimed musician Alicia Davis. His father was a fan with whom she had a brief but intense relationship with before he had to move on from the city due to familial obligations. Growing up in what might be one of the greatest concentrations of educational institutions, libraries and museums on Earth, William took full advantage of the opportunities available. A bright kid, he was adept at picking up knowledge on a wide variety of subjects but found he had a particular flair for medicine. After graduating medical school and becoming a doctor William was undecided on what he wanted to do with his life. He didn't think he'd be satisfied just going to work at a hospital just yet. He had a vague feeling that he was meant for greater things, grander experiences than your standard medical practice. It was then that his father entered his life.

Turns out William's father was actually Apollo, Greek god of the sun, music, healing and prophecy among other things. Discovering this, William realized that it explained so many things about him. Like how he had never gotten sick a day in his life. Or how he was able to anticipate accidents and other bad situations just in time to avoid falling victim to them. And of course his affinity for medicine. Getting acquainted with his father, William found there was a lot to like and admire about him. After being absent for most of his life, Apollo finally took the role of William's dad as he tutored the young demigod in the intricacies of his abilities and the facts of divine life.

Now aware of what he's truly capable of, William decided he could actually do what he had only idly thought about growing up reading about the past glories of Pre-Rifts Earth, namely travel the world and learn about the histories and cultures of places firsthand, like the famed scholar Erin Tarn. His divine abilities would be a big help in coping with the potential dangers on the road that deterred him from such travels as a mere mortal, and he could use his skills as a doctor to help support himself financially during his journeys. And so after using the considerable wealth his dad had given him as belated birthday gifts to buy the gear William anticipated needing, the demigod set off from Lazlo.

Despite having powers and abilities beyond those of ordinary men, William wasn't actively looking to become a hero and have adventures during his travels. He just wanted to visit interesting places and learn about them and their people. But as a doctor, he had a compassionate streak that led to him chronically getting involved with other people's troubles despite his wishes. Being smart, Daniel at least took care to make sure such endeavors and his status as a demigod were not traced back to him. He always wore different guises for more overt activities and tried to be as subtle as possible when circumstances forced him to use his divine abilities in his true form. Thanks to these precautions, while stories and rumors of a powerful hero who wielded the power of the sun itself were circulating around many parts of North America, no one could attach a reliable and consistent description to the individual in those tales. Man, woman, human, D-Bee, accounts varied considerably as to what the hero looked and sounded like.

William's dad Apollo was another source of unsought adventure for him. Since the time they had first met each other the father and son had developed a pretty good familial rapport. William talked with him often, and though the busy schedule of a god meant that Apollo didn't often have the time to reply, the deity heard every word William sent into the ether and even did him the occasional favor when he had the chance. But it was also that hectic schedule which embroiled William in the family business. With his attention focused on so many important matters simultaneously, Apollo could not handle every issue he thought important personally. Sure he had allies and servitors to help bear the load but sometimes circumstances arose where the best person available to handle something was a trusted son. Thus William occasionally found himself performing errands for his dad. Sometimes they were simple and easy. Other times, not so much.

William thought his latest task probably would end up falling in the latter category. As a god of healing, Apollo is keenly interested in all medical sciences and techniques throughout the Mega-verse, keeping abreast of the latest developments of a myriad number of worlds. So of course when the Coalition States revealed a new and virtually miraculous procedure for extending the lives of juicers spectacularly dubbed the Prometheus Treatment the god was bound to hear about it. Naming it after a distant relative only insured it caught his attention sooner.

Skeptical but intrigued, Apollo asked William to investigate the matter. If the Prometheus Treatment turned out to be some sort of ruse or fraud, then William was to expose that fact and insure the people responsible were somehow punished if possible. If on the other hand it actually was legitimate, then the demigod was tasked with stealing its secrets and sharing them with other nations and organizations. Apollo loathed the Coalition States and did not want them having a monopoly on the treatment if he could help it. Additionally, the god believed that something that could help so many needs to be as widely available as possible. And thus, William found himself on his way to Newton, offering his services as a Body Fixer to juicers heading in that direction in exchange for a ride to the city.
Danny Lee
Danny Lee

Bennies: 3/3 Wounds: 0/3 Fatigue: 0/3 Conviction: 2
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