Crystal Clad

GM: Venatus Vinco
The Tomorrow Legion commissions a new group of heroes to track down the ultra powerful magic weapons used in the Tolkeen War before they fall into the wrong hands...although some may already be in those hands.
Post Reply
User avatar
Crystal Clad
Posts: 41
Joined: Sun Oct 31, 2021 11:08 pm

Crystal Clad

Post by Crystal Clad »

Limited HJ 1d20: [4] = 4 : Enchanted Items & Mystic Gadgets: Going covert is much easier with a Shadow Cloak on, see page 87.

Open HJ 1d20: [12] = 12 : Magic & Mysticism: Power Mastery: energy disruption

Player Name: Freemage
Google Handle: Soren
Crystal Clad
Rank: Seasoned 3
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0

Skills:
  • Persuasion d4 (+1 Attractive)
  • Stealth d6
  • Notice d8
  • Common Knowledge d4
  • Athletics d4
  • Techno-Wizardry d12+2
  • Occult d12
  • Repair d12+4
  • Science d6
  • Electronics d6
  • Driving d6
  • Fighting d4
  • Shooting d6
Hindrances
  • Overconfident (Starting Major): Overestimates her abilities
  • Thin-Skinned (Starting Minor): -2 to resist Taunt
  • PTSD (Starting Minor): Roll Spirit at start of session; Failure = -1 Benny
  • Quirk (IF): Hums while working on/with machines
  • Device Dependent (IF): Need gear to use Powers
  • Enemies (IF): Coalition States
Edges & Abilities
  • Arcane Background--Weird Science (IF): 15 PPE, energy disruption, remote viewing, teleport
  • Artificer (IF):
  • Arcane Machinist (IF): Can build Gadgets from Power List; Roll TW, -1/Higher Rank; Gadget has 12 or 17 PPE; 6/session
  • Machine Maestro (IF): +1 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls when interfaced w/machine; +2 if machine is TW.
  • Smarts Die-Bump (Human): d12 Smarts
  • Attractive (Hind): +1 Persuasion/Performance
  • Master of Magic (Hind): Can use Mega-Modifiers
  • Rich (N1): 15,000 Cr; Body Armor of Choice
  • Power Points (N3, S3): Total 25 PPE
  • Ms. Fix-it Edge (S1): +2 Repair, Repairs take 1/2 time on a Raise
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
User avatar
Crystal Clad
Posts: 41
Joined: Sun Oct 31, 2021 11:08 pm

Re: Crystal Clad

Post by Crystal Clad »

Powers
TW Power List
arcane protection, barrier, blast,
blind, bolt, boost/lower Trait,
burrow, burst, confusion, damage
field, darksight, deflection, detect/
conceal arcana, dispel, drain
Power Points, entangle,
environmental protection,
farsight, fly, havoc, healing,51
intangibility, invisibility, light/darkness,
protection, relief, slumber, smite, sound/silence,
speak language, sloth/speed, stun, telekinesis,
teleport, wall walker, and warrior’s gift
PPE: 25/25

Disharmonic Field Generator (energy disruption)
PPE: 2; Range: 6"; Duration: 5
Trappings: Gun-like device with three crystals pointing forward, arranged in a not-quite equilateral triangle;
when using Disruption Field, the three swing out like a flower and the device is held overhead.
Effect: The caster sabotages an electronic device no greater than Size −1. All Trait rolls made
with the electronic or an electricity powered item are made at −4 (Crystal treats any Success with this
Power as a Raise.)
Energy Disruption has no effect on simple tools such as hammers, knives, or most
firearms—only devices containing or connected to electric/electronic components.
It also has no effect on cybernetic systems due to their integration with a living being.
Modifiers:
Fatigue (+2, Only vs. Bots): If used on a Skelebot or similar non-living AI, in addition to affecting
the targeted sub-system (since it can only be used on Size-1 or less), the Bot itself suffers Fatigue
while under the effect; this cannot Incapacitate the Bot.
Hinder/Hurry (+1, Only vs. Bots): The targeted Bot's base Pace is reduced by 2 until the power expires.
Disruption Field (+2): The caster sabotages all electronic devices in the area.
All devices within Range are affected for the power’s Duration, friend or foe, unless
used with the Selective Power Modifier.
Range (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
Selective (+1, only with Disruption Field or Jamming): With intense focus, the caster can choose not
to affect any or all individual targets within a power’s area of effect (picking
all enemies instead of allies in a blast, for example).
Jamming (+1): Instead of affecting a specific target or area, all communications
(radios, transmission lines, etc) and sensory (optics, targeting suites, radars,
etc) equipment within Range cease to function. Signals traveling through the
area are blocked.
Greater (+3): Target electronic device (any Size), robot automaton, power armor,
vehicle, or robot vehicle suffers the effect of a Critical Hit (vehicles, exact result
selected by Crystal) or a Technical Difficulty. With a vehicle Chassis hit its
next maneuver check is made at −2. Can't be combined with other power modifiers.


Infinity Visor (remote viewing)
PPE: 3; Range: Self; Duration: 5
Trappings: Visor on her helmet consisting of a carefully carved quartz; lower the visor and
fiddle with the controls on the side of the helm to cast the Power.
Effect: The caster spies on a distant item, creature, or location. Casting takes one minute, during
which she’s Vulnerable, cannot take other actions, and fails if she is Shaken or Stunned.
If targeting an unwilling person, they oppose with Smarts. With a failure, those in
the target area able to sense the supernatural are aware of the attempted intrusion.
A caster is −2 to scry targets she hasn't seen before in person, and –4 to scry targets at
a location she's never visited (it fails if she doesn’t know the place exists). Scrying a
different region of the world imposes a –2 penalty, or –4 for another dimension. Conceal
arcana
and similar abilities impose penalties to this roll. All modifiers stack.
Success lets the GM reveal to the caster what they see as if standing nearby. With a
raise the caster can see, hear, and smell.
Modifiers:
Group Sight (+1): The caster may share her perception with allies within a Range
of Smarts for the power’s Duration.
Strong (+2): The caster ignores two points of penalties to her arcane skill roll.

Transit Belt (teleport)
PPE: 2; Range: 12";Duration: Instant
Trappings: Wide leather belt with an ornate buckle with a circle of multi-colored gems. When
used, triggers a prismatic shimmer, as she and any others phase out one color at a time in rapid
succession.
Effect: Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant,
or double that with a raise. Teleporting to an unseen location incurs a −2 penalty on the
arcane skill roll. This does not count as Withdrawing from Melee (no free attack).
If casting teleport on a willing subject, the caster decides where they move to, not the
target.
Modifiers:
Range (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2. This modifier
may not be used with Teleport Foe.
Additional Recipients (+1 per): The power may affect more than one target for 1 additional Power Point each.
Teleport Foe (+2): Foes may be targeted by a Touch attack (+2 Fighting). This is an
action, so the casting must be the second part of a Multi-Action if the attack is
successful. The foe resists the casting with an opposed Spirit roll against the arcane
skill total and is sent up to 12″ away with success and 24″ with a raise. Foes may not
be teleported into solid objects.

Powers from Gear

Warble Field (deflection, Self) (Armor)
PPE: 1; Range: Self; Duration: 5
Trappings: Spacial distortion surrounds the armor, making it harder to target.
Effect: Success forces opponents to suffer a -2 on attack rolls; on a Raise,
increase the penalty to -4.

Eyes of Kauket (darksight, Self (Spinacles)
PPE: 1; Range: Self; Duration: 1 Hour
Activation roll is at +2 due to Self Limit
Trappings: Eyes become yellow and slitted like a snake's.
Effect: Success reduces Illumination Penalty by up to 4; Raise up 6, and can ignore pitch-darkness

Eyes of Horus (farsight, Self (Spinacles)
PPE: 1; Range: Self; Duration: 5
Activation roll is at +1 due to Self Limit
Trappings: Eyes become golden and wide-eyed, like a hawk's
Effect: On a Success, she can read lips or fine print up to 1 mile away; on a Raise, she also reduces
Range penalties by 50%.

Eyes of Heka (detect arcana, Self (Spinacles)
PPE: 1; Range: Self: Duration: 5
Activation roll is at +2 due to Self & Aspect Limits
Trappings: Eyes go black
Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons,
objects, or effects in sight for five rounds. This includes invisible foes, enchantments on
people or items, weird science devices, and so on. With a raise, the caster knows the general
type of enchantment as well — harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes
hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
MODIFIER (+0):
EXALTED DETECT ARCANA:
Detect arcana is greatly enhanced, 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:
„ Active powers and arcane abilities.
„ Type of supernatural creature (vampire, werewolf, dragon, etc.).
„ Enchantments present on an item.
„ Amount of PPE or ISP possessed by a target.
„ Other information the GM allows.
When used on a supernatural creature, a raise on the Arcane Skill check reveals
any susceptibilities, Weaknesses, and ways to bypass Invulnerability.

darksight, farsight, and detect arcana.
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
User avatar
Crystal Clad
Posts: 41
Joined: Sun Oct 31, 2021 11:08 pm

Re: Crystal Clad

Post by Crystal Clad »

Gear
T-13 Field Mechanic Light EBA (TW)
+6A/+2T
18 lbs
Notes: Infravision; Mechanic suite grants +2 to Repair rolls
Heavy Improvised Weapon
TW Upgrades:
Minor (x2): +2 to T-W rolls. When used to activate Devices, Gizmos and TW Gear Powers, Crystal needs to take a round to attune the armor to a new device (similar to the requirement for a Targeting Eye).
Major: Minor Upgrade to reduce weight to 1/2 = 9 lbs.
Major: Deflection Power, Self only.
Activation cost: 1 PPE/hr
129,000 Cr


Shadow Cloak (TW): An arcane cloak which allows the wearer to gather shadows
around herself to create fear, hide, and distract.
When activated (three Power Points per hour), the shadow cloak grants the fear
and invisibility powers, which are activated on the user at base effectiveness (no raise
effect)—the invisibility effect only works while traveling in darkness and shadow (1lb,
300,000 credits)

Telekinetic (TK) Revolver
Range: 12/24/48
Damage: 3d6, AP 3, Can spend 2 PPE as a Free Action to do MD for 5 rounds
6 Shots, Reload 2 PPE as an action,
4 lbs
Notes: A Colt Peacemaker; can still fire standard rounds
15,000 Cr


BOOM Pouch (TW Signature Item):
When Crystal got back from South America, she decided she needed something to deal with emergency situations, like Cthulu rising or swarms of faeries. She got into her father's workshop in Stormspire and 'liberated' a prototype TW toolkit that, in addition to being state-of-the-art as a general repair kit, also contains everything one might need to create and set explosive charges of surprising potency (as well as assist in setting up actual purchased explosive ordinance). Despite all this, the entire kit is much lighter than any mundane version on the market. Naturally, her father was less than pleased when he found out, but he's never really been good at the whole discipline thing.
Base Item: Field Repair Kit (adds +1 to Repair)
4000 Cr, 10 lbs
Upgrades (Conversion = 400 cr):
Minor: 1/2 Normal Weight = 5lbs (5K)
Minor: +1 Repair (5K)
Minor: +1 Electronics (5K)
Major: McGyver Edge (25K)
Major: Demolitionist Edge (25K)
Major: Expert Demolitionist Edge (50K)
Total Repair Value: 120K Cr.
Activation cost: 1 PPE/hr of use. McGyver'ed explosives or devices fail once the BOOM Pouch powers down.

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: TK Revolver
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Auracles of Spineas (Patron Item) (Bronze, SWADE)
Image
Very Rare Enchanted Spectacles
Magic Features:
• These magical spectacles provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana.
• Whenever the wearer uses detect arcana, they get the exalted detect arcana mega-modifier for free. They must still pay to activate detect arcana normally.
• Weight: 1 lb.


Funds: Nada
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
User avatar
Crystal Clad
Posts: 41
Joined: Sun Oct 31, 2021 11:08 pm

Re: Crystal Clad

Post by Crystal Clad »

Background
Highlights:
Daughter of Diamond Clad, a top-tier Stormspire TW. Natural talent plus constant exposure led to her being a rising star.
During her time as an apprentice, had two key encounters--she and Jude Maverick had a fling (but really, who with a pulse couldn't say the same?), and encountered Libertas Magicorum as a fellow apprentice. The latter simultaneously infuriated and pleased her, as he was not particularly interested in her money, her connection to her father, nor even (beyond the basic male impulses) her beauty. Instead, he saw her as a rival--and frequently, he would win their competitions.
Years later, during the Geist Affair, she and he met again, and she had to admit the adventuring life had brought his potential to full strength, achieving almost uncanny levels of exotic understanding of the principles of Techno-Wizardry.
Events during this time became dire, however, during the Red Vault incident. She'd been trapped in the Vault, with one arm caught in the magic portal that should have led to freedom, and a fast-dwindling air supply, for... well, long enough a time that it still gave her intense nightmares.
Not long after that, she'd been trapped inside the Magic Academy's Temporal Magic Studies building--as it was attempting to erase itself from existence.

While she's generally fine, now--in both cases, the 13th SET, particularly Libertas and Jude, came to her aid--some nights, the two separate Damsel in Distress incidents combine in her subconscious mind, causing her to have nightmares about being trapped in a time-looped version of the Vault incident, where just as she's rescued, she's tossed back into the moment when her arm first got stuck. These dreams, while hardly a constant thing, leave her very drained when they occur.

Recently, both frustrated at her own inability to just shake off her trauma, and at the fact that Libertas has so vastly outpaced her, she has begun to consider the adventuring life--it would be nice to be her geeky redhead's peer, again, at least.
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
User avatar
Crystal Clad
Posts: 41
Joined: Sun Oct 31, 2021 11:08 pm

Re: Crystal Clad

Post by Crystal Clad »

Build/Changelog

Build:
d6 Agil, d10 Smts, d4 Spir, d4 Strg, d6 Vigr
Hindrance Advances Smts to d12

Starting Skills (15 pts, Core Skills d4, TW/Occult/Repair/Electronics/Science d6):
Persuasion d4 (0)
Stealth d4 (0)
Notice d6 (1)
Common Knowledge d4 (0)
Athletics d4 (0)
Techno-Wizardry d12 (3)
Occult d12 (3)
Repair d12 (3)
Science d6 (0)
Electronics d6 (0)
Driving d6 (2)
Fighting d4 (1)
Shooting d6 (2)


Advances
  • Human: Attractive
  • Initial Advances: (From Hindrances): Smarts d12, Master of Magic
  • Novice 1 Advance: Rich
  • Novice 2 Advance: Spirit d6
  • Novice 3 Advance: Power Points
  • Seasoned 1 Advance: Notice d8/Stealth d6
  • Seasoned 2 Advance: Ms. Fix-it Edge
  • Seasoned 3 Advance: Power Points
  • 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:
Crystal Clad
Character Sheet
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 13 (6); Strain: 0
Skills: Persuasion d4+1; Common Knowledge d4^; Athletics d4
Stealth d6; Notice d8
Techno-Wizardry d12; Occult d12
Repair d12+4*; Science d6; Electronics d6*
Driving d6; Fighting d4; Shooting d6
Research 1d4=2*; Hacking 1d4-2*; Thievery 1d4-2*; Performance 1d4-1
BUILD ROLL: 1d12+4
Hindrances: Overconfident; Thin-Skinned: -2 vs. Taunt; PTSD: 1/Session, Roll Spirit or -1 Benny;
Quirk; Device Dependent: Need gear to use Powers; Enemy: Coalition States
Edges & Abilities: AB: Weird Science; Artificer: Create Arcane Devices; Arcane Machinist: Create Gizmo 6/Session
Master of Magic (Hind): Can use Mega-Modifiers; Ms. Fix-it Edge: Repairs take 1/2 time on a Raise
Machine Maestro: +1 to * skills; +2 if device is TW; Attractive (factored in)
Powers: Energy Disruption; Remote Viewing; Teleport
PPE: 20
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Crystal Clad

Post by Freemage »

TW Build Rolls
Build roll is d12+4, unless doing an Upgrade on her Body Armor, in which case it is d12+2

Body Armor Upgrades
Minor:
+1 Techno-Wizardry Rolls
5K Credits
Build (Repair) 1d12!!+2: [10]+2 = 12
Wild Build 1d6!!+2: [3]+2 = 5
Forgot the -1, still got 11.
Raise: Double-dip the Upgrade, for a total of 10K, and +2 to TW rolls.

Major (-2 to Build Roll):
Deflection Power (See Powers for write-up)
20K Credits
Build (Repair) 1d12!!: [14!!] = 14
Wild Build 1d6!!: [1] = 1
Edited:
Raise gets her another Major, spent on a Minor (5K) for 1/2 Wt.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
Post Reply

Return to “Tomorrow Legion: 1st AAT - Treasures of Tolkeen”