Freya Kay

This team is part of the Special Units arm of the Tomorrow Legion.
GM: Corrigon
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Freya Kay
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Freya Kay

Post by Freya Kay » Thu Jul 06, 2017 9:09 am

Player Name: Corsario
Google Handle: soldavid@gmail.com
Character Name Freya Kay
Rank: Novice Experience: 16 Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; PPE: 20
+2 Charisma whenever he is speaking or otherwise using his voice with TW Communications Band

Skills: (Keep in mind Machine Maestro Bonus)
  • Driving (Agility) d6
  • Gambling (Smarts) d4 (Untrained)
  • Healing (Smarts) d4 (Untrained)
  • Investigation (Smarts) d6
  • Knowledge (Common) d10
  • Knowledge (Arcana) (Smarts) d10
  • Knowledge (Engineering) (Smarts) d10
  • Knowledge (Science) (Smarts) d6
  • Knowledge (Any Other) (Smarts) d4 (Untrained)
  • Lockpicking (Agility) d4
  • Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
  • Persuasion (Spirit) d4 (+1 and another +2 if using her voice with TW Communications Band)
  • Piloting (Agility) d4
  • Repair (Smarts) d10+2 (Half repair time Mr. Fix it Edge)
  • Shooting (Agility) d4 (+1 with her TK Revolver)
  • Stealth (Agility) d4
  • Streetwise (Smarts) d4 (+1 and another +2 if using her voice with TW Communications Band)
  • Survival (Smarts) d4 (Untrained)
  • Techno-Wizardry (Smarts) d10
  • Taunt (Smarts) d4 (Untrained)
  • Tracking (Smarts) d4 (Untrained)
Hindrances
  • Hindrance (Major): Pacifist
    Won’t fight living characters under any circumstances. They may defend themselves, but won’t do anything to permanently harm sentient, living creatures. Note that undeniably evil creatures, undead, demons, and the like are fair game. A Major Pacifist might also fight with nonlethal methods, such as with his fists. Such characters only do so when obviously threatened, however.
  • Hindrance (Minor): Loyal
    Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • Hindrance (Minor): Big Mouth
    Loose lips sink ships, the saying goes. Your hero’s mouth could drown an armada. Your character can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times.
  • Hindrance (Minor - Techno-Wizard): Quirk
    She absolutely WANTS to investigate and repair any machine she finds.
Edges
  • Arcane Background (Weird Science) - Techno-Wizardry:
    Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard’s gizmo but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
  • Arcane Machinist:
    Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at -2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro:
    A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
  • Required Knowledge:
    A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with the following skills for free: Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, and Repair d6.
  • Master of Magic:
    Requirements: Seasoned, Arcane Background (Weird Science), Smarts d8+, Arcane Skill d8+, Knowledge (Arcana) d6+
    True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
  • MacGyver:
    Requirements: Novice, Smarts d6+, Repair d6+, Notice d8+
    This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations. In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible.
  • Mr. Fix it:
    Requirements: Novice, Arcane Background (Weird Science), Smarts d10+, Repair d8+, Tecno-Wizardry d8+, at least two other scientific Knowledge skills at d6+.
    The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repair it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
  • Jack-of-All-Trades Edge:
    Requirements: Novice, Smarts d10+
    Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There is little he can’t figure out given a little time and a dash of luck. Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4–2.
  • Rich:
    Requirements: Novice
    Unless the hero is planning to remain in one location for a serious length of time, annual salary really isn’t part of the equation for his wealth. He’s managed to accumulate a bit of money, but more importantly, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice.
    Zone Ranger ATV (TW)
Cybernetics
None
Last edited by Freya Kay on Fri Jan 05, 2018 1:05 am, edited 21 times in total.

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Freya Kay
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Background

Post by Freya Kay » Thu Jul 06, 2017 9:18 am

Born in a small farming community in the True Federation of Magic Freya could have been just another farmer's wife, if not for the extraordinary ability she has always shown in repairing and building all kinds of machines.
From her earliest years she, at first sight, signaled which part of a house mill or loom was broken and need fixing, which component was the one causing noise or making it underperform in its purpose.
Well, her fate was not to remain in her community but to move to one of the big techno-wizard communities of the Federation, where her talents were valued and nurtured, as one fo the many techno-wizards which helped make the federation the industrial giant it is.
There she learned about Techno-Wizardry and the sciences that support it, about driving and piloting the vehicles she helped design and build, how to study and find the details that allow finding a problem in the least time possible.
But then she realized the objective of the Federation work was changing. From industrial and farming equipment to war vehicles. From peaceful tools to help simple people build to engines of destruction.
So she joined other similar minded Techno-Wizards, peace-loving ones, to try and avoid the Federation turning to evil ways. She learned the basics of persuasion, stealth, lockpicking and even shooting.
And all of those new abilities came to use when her group was discovered and the police came from them. She avoids them, went to her factory, and proceed to steal credits, equipment and a brand new vehicle for her to escape the Federation.
Her family and companions, left behind, worries her, and she would be able to pay for them to be brought out to safety, but unless she has a secure way of doing it, she has no choice but to leave them there.
Last edited by Freya Kay on Tue Jul 11, 2017 12:51 pm, edited 2 times in total.

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Freya Kay
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Gear

Post by Freya Kay » Thu Jul 06, 2017 9:21 am

  • Adventure Survival Armor (TW)
Designed by the Techno-Wizard geniuses of Stormspire, this suit has many different stylistic variations, but the same basic effects. It has an Armor value of 4, as well as enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks). It’s not particularly concealable, designed more for a combination of practical application and a bit of style and show. (5 lb, 10,500 credits)
Small TK Revolver she has never used against anything other than old tin cans.
+1 to Shooting Range 12/24/48 Damage 2d6+2 ROF 1 AP 4 Shots 6 Weight 4 Cost 72,000 can Rapid Attack (fire up to six shot at a –4 penalty to each) Reload 2 PP Expend 2 PP as a free action to cause Mega Damage for three rounds.
  • NG-S2 Survival Pack
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to -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 land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five mile range.
  • One first 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 tensile 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 small 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 sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • Tool Kit
No description.
  • SEP Field Generator (TW)
Invisibility - Rank: Seasoned; Power Points: 5; Range: Self; Duration: 3 (1/round)
Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

True Invisibility - Power Points: 10; Range: Self; Duration: 3 (1/round)
Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at -8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a - 4 penalty t o see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is the final arbiter of this power’s ultimate limits.

  • Portable Force Field Projector (TW)
Barrier - Rank: Seasoned; Power Points: 1/section; Range: Smarts; Duration: 3 (1 per section, per round); Trapping: Force.
Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent. It has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. It is very thin. The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first.
Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. They are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may not climb the barrier.

Stalwart Walls - Power Points: 2/section; Range: Smarts × 2; Duration: 3 (1 per section, per round)
In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section.
  • PROFP - Prime Oscillation Field Producer (TW)
Intangibility - Rank: Heroic; Power Points: 5; Range: Touch; Duration: 3 (2/round); Trappings: Ghost form of sorts.
With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items. The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.
A popular Techno-Wizard alternative to the Mountaineer ATV, the Zone Ranger has huge, knobby tires whose additional enchantments allow the vehicle to navigate (at one-quarter speed) across water. When buttoned up, the vehicle provides full environmental protection to all passengers. The magical engine requires 3 Power Points per hour of operation, and it can store up to 30 Power Points at a time. To refill the tank, a character with an Arcane Background make an arcane skill roll; the result is the maximum number of Power Points they can put into the engine for that action. Parking the vehicle on a ley line allows it to recharge 1 PPE per 15 minutes. (1.5 million credits)
Zone Ranger ATV: Size 6, Acc/TS 10/50, Toughness 32 (18), Crew 1+6, Remaining Mods 4
Notes: All-Terrain, Environmental Systems, Handling 1, LL, M.D.C. Armor, Sensor Suite
One of the oddest, yet most iconic, Techno-Wizard creations is the Wingboard, also called the TK-Glider in some circles. With no engine, the device is designed to channel ley line energy to allow the rider to skim a line at an elevation of 100 to 1,000 feet off the ground. Causing the board to initially lift requires 1 Power Point. (26,000 credits)
Wingboard: Size 0, Acc/TS 10/80, Toughness 10 (1), Crew 1
Notes: Exposed Crew, Handling 3, LL, VTOL
A cunning pair of goggles that speaks of a fashion that never goes out of style, this mystical sensory enhancement system provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use. (1 lb, 30,000 credits)
Darksight: Whereas light creates a source of illumination usable by others, darksight affects only a single person and can be much more clandestine. On a success, this spell halves any darkness penalty for the subject (round down). For example, a character in Dim (–1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the spell negates all darkness penalties up to the maximum of –6.
Exalted Darksight - Power Points: 2; Range: Touch; Duration: 1 hour (1/hour)
Exalted darksight makes it virtually impossible to impair the target’s vision in any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power.
Detect Arcana: Allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
Exalted Detect Arcana - Power Points: 4; Range: Sight; Duration: 3 (1/round)
This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
  • What kind of magic is at work.
  • Currently active powers.
  • General type of supernatural creature (vampire, werewolf, dragon, etc).
  • Any enchantments present on an item.
  • How much PPE or ISP a target possesses.
  • Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located. This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.
Farsight: Endows the recipient to see over great distances. With a success, ranged penalties are halved for the subject (–1 at Medium and –2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).

Greater Farsight - Power Points: 6; Range: Touch; Duration: 3 (1/round)
Greater farsight removes all penalties for Range, and like the normal version doubles range increments on a raise.
With radio transistors, embedded copper wiring, and various other metal and plastic elements, this gold headband grants the speak language power and +1 to Persuasion and Streetwise rolls. This upgraded item also grants a +2 Charisma whenever he is speaking or otherwise using his voice. It costs 1 Power Point per hour of use. (.5 lb, 34,000 credits)
Speak Language: Allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
Mass Understanding - Power Points: 2; Range: Special; Duration: 10 minutes (1/10 minutes)
The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, affecting only those the caster wishes.

Credits: 38,320 credits.
Last edited by Freya Kay on Fri Jan 05, 2018 1:07 am, edited 29 times in total.

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Freya Kay
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Advances

Post by Freya Kay » Thu Jul 06, 2017 9:25 am

Iconic Framework
  • Tecno-Wizard Edge: Arcane Background (Tecno-Wizardry)
  • Tecno-Wizard Edge: Arcane Machinist
  • Tecno-Wizard Edge: Machine Maestro
  • Tecno-Wizard Edge: Required Knowledge
  • Complication: Cybernetics
    Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 108).
  • Complication: Device Dependent
    As with any Weird Scientist, a Techno-Wizard must have her gizmos for her powers or parts to use Arcane Machinist. She must have gear and tools to make her magic work.
  • Complication: Enemies
    Like all practitioners of arcane arts, Techno-Wizards are outlaws in Coalition States. Those who do not bow to Lord Dunscon’s authority in the True Federation — including those serving the Tomorrow Legion — are also deemed enemies of the state there.
  • Complication: Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.
Hero’s Journey
Hero’s Journey Rolls
3 on Education, Enchanted Items & Mystic Gadgets or Magic & Mysticism.
Education Table Roll: 19
You may choose any one of the previous results.
Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
Education Table Roll: 2
Your hero’s voracious appetite for knowledge led to her picking up a little something about pretty much everything. She has the Jack-of-All-Trades Edge.
Enchanted Items & Mystic Gadgets Table Roll: 18
Wingboard (TW): Whether your character’s a Techno-Wizard or just wants to travel like one, the Wingboard is a great choice for him.
2 on any table except psionics.
Enchanted Items & Mystic Gadgets Table Roll: 13
A cunning pair of goggles that speaks of a fashion that never goes out of style, your character’s Magic Optic System is a favorite accessory.
Enchanted Items & Mystic Gadgets Table Roll: 8
When it’s time to negotiate with strange visitors just arrived through a new Rift, your character’s Communications Band is a vital asset. This upgraded item also enhances the user’s vocal output, granting him a +2 Charisma whenever he is speaking or otherwise using his voice.

Narrative Hook: 5
Alistair Dunscon’s “True Federation.” In the wake of the fall of Tolkeen, Alistair Dunscon’s psychotic madness is only exceeded by his obsession with forcing all of those who practice magic to fall under his rule in the Magic Zone. To this end, he’s dispatched terrible forces to strike against Coalition troops and raid the ruins of Tolkeen for ancient artifacts, magic weaponry, and anything else that can be salvaged. He’s also engaged in a dual campaign of social negotiations (coupled with intense political pressure) and outright terror campaigns against recalcitrant smaller factions. Your hero may have suffered at the hands of Dunscon’s agents or forces in one of these operations, or he might have served with Federation forces until he determined he was working for a diabolically evil madman.

Advances
  • Initial Advances: (From Hindrances): MacGyver and Mr. Fix it Edges
  • Free Edge (Human): Master of Magic Edge
  • Cybernetic Modifications: None
  • Novice 1 Advance: Rich Edge
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Smarts d12
  • Novice 4 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 Freya Kay on Fri Jan 05, 2018 1:06 am, edited 11 times in total.

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Freya Kay
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Description

Post by Freya Kay » Thu Jul 06, 2017 9:28 am

A nice girl, which seems to be always covered in grease, with an optimistic outlook on life which nothing seems to be able to bring down.
She was born in the Federation of Magic, and quickly proved a capable mechanic and techno-wizard, without the formal education you would expect. She always says it is "intuitive" for her how to fix, create, convert and modify machinery or weapons.
She is very feminine, a trait that seems to be ignored by everyone because of her line of work, to her chagrin.
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Rolls

Post by Freya Kay » Thu Jul 06, 2017 9:30 am

Credits: 2d4 = 6: 4, 2 x 1,000 = 6,000 + 5,000 Rich Edge = 11,000

Hero’s Journey Rolls
3 on Education, Enchanted Items & Mystic Gadgets or Magic & Mysticism.
Education Table Roll: 1d20 = 19: 19
You may choose any one of the previous results.
Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
Education Table Roll: 1d20 = 2: 2
Your hero’s voracious appetite for knowledge led to her picking up a little something about pretty much everything. She has the Jack-of-All-Trades Edge.
Enchanted Items & Mystic Gadgets Table Roll: 1d20 = 18: 18
Wingboard (TW): Whether your character’s a Techno-Wizard or just wants to travel like one, the Wingboard is a great choice for him.
2 on any table except psionics.
Enchanted Items & Mystic Gadgets Table Roll: 1d20 = 13: 13

A cunning pair of goggles that speaks of a fashion that never goes out of style, your character’s Magic Optic System is a favorite accessory.
Enchanted Items & Mystic Gadgets Table Roll: 1d20 = 8: 8
When it’s time to negotiate with strange visitors just arrived through a new Rift, your character’s Communications Band is a vital asset. This upgraded item also enhances the user’s vocal output, granting him a +2 Charisma whenever he is speaking or otherwise using his voice.

Narrative Hook: 1d20 = 5: 5
Alistair Dunscon’s “True Federation.” In the wake of the fall of Tolkeen, Alistair Dunscon’s psychotic madness is only exceeded by his obsession with forcing all of those who practice magic to fall under his rule in the Magic Zone. To this end, he’s dispatched terrible forces to strike against Coalition troops and raid the ruins of Tolkeen for ancient artifacts, magic weaponry, and anything else that can be salvaged. He’s also engaged in a dual campaign of social negotiations (coupled with intense political pressure) and outright terror campaigns against recalcitrant smaller factions. Your hero may have suffered at the hands of Dunscon’s agents or forces in one of these operations, or he might have served with Federation forces until he determined he was working for a diabolically evil madman.
Last edited by Freya Kay on Sun Jul 09, 2017 1:34 pm, edited 6 times in total.

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Freya Kay
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Creation choices

Post by Freya Kay » Thu Jul 06, 2017 10:13 am

Attributes (5 points to increase)
Agility d6 (+1 creation)
Smarts d10 (+3 creation)
Spirit d6 (+1 creation)
Strength d4
Vigor d4

Derived Statistics
Charisma 0
Pace: 6 + d6 running
Parry: 2
Toughness: 8 (4) : 2 + 2 (Half Vigor) + 4
PPE: 15

Skills (15 points - normal) (5 to Healing, Investigation, and Knowledge - Hero’s Journey Roll)
Driving (Agility) d6 (+2d creation)
Gambling (Smarts) d4 (Untrained Jack-of-All-Trades Edge)
Healing (Smarts) d4 (Untrained Jack-of-All-Trades Edge)
Investigation (Smarts) d6 (+2d creation)
Knowledge (Common) (Smarts die) d10
Knowledge (Arcana) (Smarts) d10 (Techno-Wizard start at d6 +2d creation)
Knowledge (Engineering) (Smarts) d10 (Techno-Wizard start at d6 +d2 creation)
Knowledge (Science) (Smarts) d6 (Techno-Wizard start at d6)
Knowledge (Any Other) (Smarts) d4 (Untrained Jack-of-All-Trades Edge)
Lockpicking (Agility) d4 (+1d creation)
Notice (Smarts) d8 (+3d creation)
Persuasion (Spirit) d4 (+1d creation)
Piloting (Agility) d4 (+1d creation)
Repair (Smarts) d10+2 (Techno-Wizard start at d6 +2d creation - Mr Fix it)
Shooting (Agility) d4 (+1d creation)
Stealth (Agility) d4 (+1d creation)
Streetwise (Smarts) d4 (+1d creation)
Survival (Smarts) d4 (Untrained Jack-of-All-Trades Edge)
Techno-Wizardry (Smarts) d10 (Techno-Wizard start at d8 +1d creation)
Taunt (Smarts) d4 (Untrained Jack-of-All-Trades Edge)
Tracking (Smarts) d4 (Untrained Jack-of-All-Trades Edge)
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4

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Freya Kay
Posts: 125
Joined: Thu Jul 06, 2017 9:08 am

Re: Freya Kay - for the 3rd SET

Post by Freya Kay » Sun Jul 09, 2017 2:45 pm

Powers: They can choose any Trappings for their powers except Necromantic.
  • Armor
  • Barrier
  • Blast
  • Blind
  • Bolt
  • Boost/Lower Trait
  • Burrow
  • Burst
  • Clairvoyance
  • Confusion
  • Damage Field
  • Darksight
  • Deflection
  • Detect/Conceal Arcana
  • Dispel
  • Drain Power Points
  • Entangle
  • Environmental Protection
  • Farsight
  • Fly
  • Havoc
  • Healing
  • Intangibility
  • Invisibility
  • Light/Obscure
  • Pummel
  • Quickness
  • Slumber
  • Smite
  • Speak Language
  • Speed
  • Stun
  • Succor
  • Telekinesis
  • Teleport
  • Wall Walker
  • Warrior’s Gift
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4

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