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Tomorrow Legion Take Two! A tale of Technological Triumph!


Enforcer84

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Sorry, It's late and I'm getting alliterative. ;)

 

This thread is going to be for my Tomorrow Legion, characters, vehicles, etc. It's more contained and specific than the "Character Depository Thread".

 

But it's now bed time so I'll merely whet your appetites. Posting will take place after work tomorrow.

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Omniman

 

Omniman

Val Char Cost Roll Notes

10/55 STR 0 11- / 20- Lift 100.0kg/51.2tons; 2d6/11d6

10/17 DEX 0 11- / 12- OCV: 3/6/DCV: 3/6

10/25 CON 0 11- / 14-

10/15 BODY 0 11- / 12-

20 INT 10 13- PER Roll 13-/16-

13 EGO 6 12- ECV: 4

13/21 PRE 3 12- / 13- PRE Attack: 2 1/2d6/4d6

12 COM 1 11-

 

5/20 PD 3 Total: 5/20 PD (5/15 rPD)

5/20 ED 3 Total: 5/20 ED (5/15 rED)

3 SPD 10 Phases: 4, 8, 12

4 REC 0

20 END 0

20/40 STUN 0 Total Characteristic Cost: 36

 

Movement:

Running: 6"/12"

Flight: 21"/42"

Leaping: 2"/4"

Swimming: 2"/4"

 

 

Cost Powers END

35 Omniblast!: EB 7d6, Variable Advantage (+1/2 Advantages; +1) (70 Active Points); Increased Endurance Cost (x2 END; -1/2), IAF (Goggles; -1/2) 14

Omniman Battlesuit, all slots IAF (Gravity Belt; -1/2)

9 1) Atmospheric Field: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2), IAF (Gravity Belt; -1/2) 2

10 2) Cybernetic Relays: +7 DEX (21 Active Points); No Figured Characteristics (-1/2), IAF (Gravity Belt; -1/2)

13 3) Power Cells: Endurance Reserve (100 END, 10 REC) (20 Active Points); IAF (Gravity Belt; -1/2)

13 4) Graviton Field Enhanced Physiology: +20 STUN (20 Active Points); IAF (Gravity Belt; -1/2)

15 5) Graviton Field Enhanced Physiology: +15 CON (30 Active Points); No Figured Characteristics (-1/2), IAF (Gravity Belt; -1/2)

10 6) Graviton Field Enhanced Physiology: +15 PD (15 Active Points); IAF (Gravity Belt; -1/2)

10 7) Graviton Field Enhanced Physiology: +15 ED (15 Active Points); IAF (Gravity Belt; -1/2)

22 8) Graviton Field Enhanced Physiology: +45 STR (45 Active Points); No Figured Characteristics (-1/2), IAF (Gravity Belt; -1/2) 4

5 9) Graviton Field Enhanced Physiology: +5 BODY (10 Active Points); No Figured Characteristics (-1/2), IAF (Gravity Belt; -1/2)

10 10) Graviton Field: Damage Resistance (15 PD/15 ED) (15 Active Points); IAF (Gravity Belt; -1/2)

3 11) Gravity Adaption: Environmental Movement (Zero-G Training) (4 Active Points); IAF (Gravity Belt; -1/2)

6 Confidence and Attitude: +8 PRE (8 Active Points); OIHID (-1/4)

20 Flight Capabilities: Multipower, 30-point reserve, (30 Active Points); all slots IAF (Gravity Belt; -1/2)

2u 1) Atmospheric Flight: Flight 6", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (24 Active Points); IAF (Gravity Belt; -1/2) 2

2u 2) Combat Flight: Flight 15" (30 Active Points); IAF (Gravity Belt; -1/2) 3

1u 3) Transatmospheric Flight: FTL Travel (10 Active Points); IAF (Gravity Belt; -1/2)

Holographic Sensor Suite Contacts & Micro Comlink Goggles, all slots IAF (-1/2)

4 1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); IAF (-1/2)

10 2) Micro-Visiuals: Microscopic (x1,000) ( x1,000) with Sight Group (15 Active Points); IAF (-1/2)

3 3) Nightsight Goggles: Nightvision (5 Active Points); IAF (-1/2)

13 4) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IAF (-1/2)

4 5) Sight-Augmenting Goggles: +3 PER with Sight Group (6 Active Points); IAF (-1/2)

8 6) Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); IAF (-1/2)

3 7) Thermalsight Goggles: Infrared Perception (Sight Group) (5 Active Points); IAF (-1/2)

Perks

2 Contact: Orion Technologies (Contact has useful Skills or resources, Contact limited by identity) 11-

Skills

5 +1 with Ranged Combat

10 +2 with HTH Combat

3 Acting 12- (13-)

3 Bureaucratics 12- (13-)

5 Cramming

3 Electronics 13-

3 High Society 12- (13-)

3 Interrogation 12- (13-)

3 Inventor 13-

3 KS: The Scientific World 13-

3 KS: The Superhero World 13-

1 Mimicry 8-

3 Oratory 12- (13-)

3 Paramedics 13-

3 Scientist

2 1) SS: Aeronautical Engineering 13- (3 Active Points)

2 2) SS: Aerospace Enginering 13- (3 Active Points)

2 3) SS: Battlesuit Engineering and Design 13- (3 Active Points)

2 4) SS: Force Field Physics 13- (3 Active Points)

4 5) SS: Gravitic Engineering 15- (5 Active Points)

2 6) SS: Kinetics 13- (3 Active Points)

2 7) SS: Physics 13- (3 Active Points)

2 8) SS: Tachyon Physics 13- (3 Active Points)

7 Systems Operation (Air/Space Traffic Control Systems, Environmental Systems, FTL Sensors, Medical Sensors, Radar, Sensor Jamming Equipment) 13-

2 Weaponsmith (Energy Weapons) 13-

 

Total Powers & Skill Cost: 314

Total Cost: 350

 

200+ Disadvantages

15 DNPC: Katarina Benson (Girlfriend) 8- (Normal; Unaware of character's adventuring career/Secret ID)

20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common, Total)

10 Psychological Limitation: Enjoys playing the Hero (Common, Moderate)

15 Psychological Limitation: Will step into obviously lethal situations without a second thought (Common, Strong)

10 Psychological Limitation: Worries about his "Secret" (Common, Moderate)

15 Rivalry: Professional (Superion ; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Secret Identity; Dr Chris Parker (Frequently, Major)

10 Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon)

 

Total Disadvantage Points: 350

 

 

 

Background/History: Upon his graduation from Cal Tech in 1995; Chris Parker went to work for Orion Technologies. Earning his PhD during this time he spent some of his down time working on a cybernetically controlled flight suit. Basing the suit's capabilities on graviton technologies (largely considered theoretical in his college days but proven viable by Empress in 1999), he quickly found that the suit could possibly provide many more capabilities than mere flight and life support. By 2002, he had developed a prototype suit and found his theories confirmed. The suit not only allowed him to fly and protect himself with a localized atmosphere, it somehow allowed for him to exert superhuman levels of physical strength and endurance. It was then that he decided to contact some of his friends from college.

Growing up in the suburbs of Orange County, Chris had been a nerd. When he reached college he looked for fellow gamers to play with and found to his delight, the "Nerds of the Round Table"; a group of tech geeks who also gamed. Even at Cal Tech they were considered the mighty (Mostly because Supherhero RPG's were not as popular as Fantasy; particular Vampire fantasy at that time). Now that he had found away to take part in their "spandex dreams", he wanted to let his friends in on it.

Dr Parker was shocked to discover that the other five that had made up the "Core" of the NOTRT had all, at about the same point in their lives, made the discoveries that would allow them to play superhero for real. Setting aside the improbability of the situation, the six friends pledged to form a team of heroes for the new Millennium. After pooling their financial resources and forming a company for their patents, they began to develop heroic identities for themselves. Taking a cue from his heroes Atlas, Superion, and Kid Courageous (now known as the Guardian), Dr Parker dubbed himself Omniman.

 

Personality/Motivation: As Omniman, Chris Parker gets to play out his fantasies. He has respect, power, and fame. The best part is he can shut it all down and resume his normal life when he wants to. He does sometimes feel uncomfortable with the media thrusting the roll of, "African American Role-Model" on him, as well as a few publicity seeking members of the African American community seeking fame by association to him; most of the time he manages to stay above the fray. Omniman acts as the team spokesman and has become a good public speaker as a result, he affects a deeper voice as Omniman (with the help of a voice modulator built for him by Aria) and this aids him in keeping a secret identity without wearing a mask.

 

Quote: "This looks like a job for Omniman!"

 

Powers/Tactics: A classic Superman Archetype. His Omnibeam can be modulated to differing effects. His costume makes all of his powers possible. He wears highly developed goggles that give him a "heads up" display. This is his communications and sensor suite. He needs to activate it cyberpathically (the Cybercircuits designed by Astralle) His Omnibeam fires from about two inches from his face. The goggles hold the targeting system, the energy actually comes from the circlet he wears on his forehead. The goggles then form an invisible to normal sight "lense" infront of his face. The lense can be seen by those with UV vision, with a -5 PER check when he fires the weapon. He prefers to use his strength. He is working on developing gravity weapons that will allow him to pull off some of the "Brick Tricks" other strongmen can seemingly pull off.

 

Campaign Use: The Tomorrow Legion are serious heroes, but they "play the part" rather than come out and say they get their abilities from gadgets. It's part of the fun for them. At heart most of them are still kids. If you want to lower the powers and abilities of Omniman, simply lower the bonuses he gets from the suit. To improve him, build some "Brick Tricks" he can achieve via the Graviton Suit. Increasing his physical attributes is always a good fix, so is a few more CSLs

 

Appearance: A handsome young African American man. Chris has a lean, athletic build and wears modern, if slightly conservative fashions. He wears glasses in his "civilian" ID. The original Omiman suit was dark blue with a red cape, red goggles, red boots, red trunks and a broad red belt that held the gravity engine. He wears short white gloves. The suit also has an artificial musculature. It is quite advanced and doesn't look phony, but Omniman looks much more muscular than Chris does.

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Astralle

 

Astralle

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

17 DEX 0 12- OCV: 6/DCV: 6

10 CON 0 11-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-/16-

17/24 EGO 14 12- / 14- ECV: 6/8

13/18 PRE 3 12- / 13- PRE Attack: 2 1/2d6/3 1/2d6

16 COM 3 12-

 

3/28 PD 1 Total: 3/28 PD (0/25 rPD)

3/23 ED 1 Total: 3/23 ED (0/20 rED)

5 SPD 10 Phases: 3, 5, 8, 10, 12

4/12 REC 0

20/40 END 0

21/36 STUN 1 Total Characteristic Cost: 43

 

Movement:

Running: 6"/12"

Flight: 0"/12"/0"/24"

Leaping: 2"/4"

Swimming: 2"/4"

 

 

Cost Powers END

37 Mental Abilities: Multipower, 55-point reserve, (55 Active Points); all slots Half Effectiveness whithout Battlesuit (-1/4), Visible (-1/4)

3u 1) Mind Blast: Ego Attack 4d6 (40 Active Points); Half Effectiveness whithout Battlesuit (-1/4), Visible (-1/4) 4

3u 2) Mindscapes: Mental Illusions 8d6 (40 Active Points); Half Effectiveness whithout Battlesuit (-1/4), Visible (-1/4) 4

3u 3) Telepathy: Telepathy 8d6 (40 Active Points); Half Effectiveness whithout Battlesuit (-1/4), Visible (-1/4) 4

3u 4) Mental Scanning: Mind Scan 10d6 (50 Active Points); Half Effectiveness whithout Battlesuit (-1/4), Visible (-1/4) 5

4u 5) Telekinesis: Telekinesis (30 STR), Fine Manipulation (55 Active Points); Half Effectiveness whithout Battlesuit (-1/4), Visible (-1/4) 5

2u 6) Telekinetic Flight: Flight 12" (24 Active Points); Half Effectiveness whithout Battlesuit (-1/4), Visible (-1/4) 2

10 Iron Will: Mental Defense (13/15 points total)

Psy-tech battle suit, all slots IIF (-1/4)

26 1) Telekinetic Shield: Force Field (25 PD/20 ED) (45 Active Points); Increased Endurance Cost (x2 END; -1/2), IIF (-1/4) 8

12 2) +7 DEX (21 Active Points); No Figured Characteristics (-1/2), IIF (-1/4)

11 3) +2 SPD (20 Active Points); Only to Use Mental Powers (-1/2), IIF (-1/4)

11 4) +7 EGO (14 Active Points); IIF (-1/4)

4 5) +5 PRE (5 Active Points); IIF (-1/4)

13 6) +8 REC (16 Active Points); IIF (-1/4)

8 7) +20 END (10 Active Points); IIF (-1/4)

12 8) +15 STUN (15 Active Points); IIF (-1/4)

Holographic Sensor Suite Goggles, all slots OIF (-1/2)

4 1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); OIF (-1/2)

10 2) Micro-Visiuals: Microscopic (x1,000) ( x1,000) with Sight Group (15 Active Points); OIF (-1/2)

3 3) Nightsight Goggles: Nightvision (5 Active Points); OIF (-1/2)

4 4) Sight-Augmenting Goggles: +3 PER with Sight Group (6 Active Points); OIF (-1/2)

8 5) Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2)

3 6) Thermalsight Goggles: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

13 7) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), OIF (-1/2)

Perks

6 Contact: UNTIL Psionics Division Commander (Contact has extremely useful Skills or resources) 12-

Tomorrow Legion Perks

8 1) Computer Link: Tomorrow Legion Database

3 2) Fringe Benefit: Membership: Tomorrow Legion

5 3) Money: Well Off

15 4) Vehicles & Bases: The Chronochaser (Super Jet)

10 5) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon)

5 6) Vehicles & Bases: Tomorrow Tower

Skills

5 +1 with Mental Combat

3 Electronics 13-

3 Inventor 13-

3 Persuasion 12- (13-)

3 Scholar

2 1) KS: Meditation (3 Active Points) 13-

1 2) KS: The Psionics World (2 Active Points) 11-

1 3) KS: The Superhuman World (2 Active Points) 11-

1 4) KS: UNTIL (2 Active Points) 11-

1 5) KS: World Politics (2 Active Points) 11-

3 Scientist

2 1) SS: Crystaline Engineering 13- (3 Active Points)

2 2) SS: Microcircuitry 13- (3 Active Points)

2 3) SS: Neural Interface Technology 13- (3 Active Points)

2 4) SS: Psionic Engineering 13- (3 Active Points)

2 5) SS: Psionics 13- (3 Active Points)

3 Security Systems 13-

3 Seduction 12- (13-)

3 Systems Operation 13-

3 Teamwork 12-

 

Total Powers & Skill Cost: 307

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Psionic (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10 Hunted: Esper 8- (As Pow, Harshly Punish)

20 Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish)

15 Hunted: UNTIL (Psionics Division) 11- (Mo Pow, NCI, Watching)

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common, Total)

10 Psychological Limitation: In love with Durandal (Common, Moderate)

10 Psychological Limitation: Quiet, observant (Common, Moderate)

10 Psychological Limitation: very empathic, tends to ride the emotions of others. (Common, Moderate)

15 Social Limitation: Secret Identity (Frequently, Major)

10 Vulnerability: 2 x STUN Sonic Based Attacks (Uncommon)

 

Total Disadvantage Points: 350

 

 

 

Background/History: Growing up in the middle of America, Lisa was a withdrwan, melancholy girl. Her parents were worried about her but didn't know what to do to help her. She graduated top of her class and got a degree to Cal Tech. She studied a variety of sciences but was drawn to the newly christianed Psionic Engineering. The reason she'd been such a sad girl was the burgeoning psionic powers she had been born with. It was never fun instinctively hearing the thoughts of other children. She felt horrible for invading their minds. She studied yoga and meditation to help curb her powers. Luckily, her powers were relatively minor. One afternoon, she happend upon one of the gamer geek conventions at her dorm. It had been a while, but occasionally she still instinctively "heard" the particularly passionate thoughts of her fellow students. One of the geeks, had a major crush on her and she picked up on it. Surprised that she had an admirer, she stopped and watched them play for a while.

It was the first time she'd simply sat and watched them play and Lisa found it interesting. They didn't even seem to notice her watching. However, she was wrong on the last hunch, after a few minutes one of the boys asked her if she wanted to play. Lisa declined but asked if she could watch for now. They all said it was okay. By the time she had graduated, she was a full fledged member of the Nerds of the Round table. After graduation, Lisa went to work for UNTIL in the Psionics division as a researcher. Her superior, a powerful mentalist in his own right, recognized her abilities. He encouraged her to pursue them. While she never grew to heroic measures, she became quite skilled and could summon a variety of effects. Her ability to use both Telepathic and Telekinetic powers astounded her superior. When budgets tightened, she was let go. Her superior, knowing her temperment suggested she spend her last few days going over the schematics for a psionic powered battle suit. The suit was simply an enhancer for existing psionic abilities. She was intrigued and spent the next year developing a similar suit.

Then she got a call from one of the Nerds. It happened that he had developed a battlesuit of his own. Taking this to be the cue for her next stage in life, Lisa created the Astralle persona and became a superheroine.

 

Personality/Motivation: Lisa wants to make a difference. Growing up and watching from the outside didn't ever diminish her feelings for the rest of the world. She felt she could contribute. She has taken it upon herself to design the team's communication system and provide them all with Psionic Shields. She also has used her Psy-Circuits (independantly created by herself, Force of Westguard, and the Empress) to increase the response of the various battle suits her team mates use.

 

Quote: "I don't think so."

 

Powers/Tactics: Astralle's suit enhances her natural psionic powers. Without the uniform her abilities are half as effective (based on 10 pts not 20). She has a number of tactics, utilizing both Telekinisis, and Telepathy. Sonics tend to disrupt her crystaline based microcircuitry and causes her much more damage via feedback.

 

Campaign Use: Astralle is a bit difficult. Her conception is easy enough, but the Psionic Amplification is difficult to pull off. I'm not sure I like what I am using now. If you want to weaken her, drop the EC to 15 pts base. Or perhaps make the whole thing focused. To increase her effectiveness; give her more slots in the EC or make the base 25 or 30 pts.

 

Appearance: An attractive young woman, tall and well built. She has Black hair and green eyes. The Astralle battlesuit is silver with black trim at the tops of her gloves, boots, and neck. She has a black egyptian styled eye on her chest. She wears a black mask that seemingly lets no light to her eyes. Her hair is shoulder length.

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Re: Tomorrow Legion Take Two! A tale of Technological Triumph!

 

Her characteristics bought through the suit are not /'d...

I will be tweaking the write ups as I get the timeline, gadgets, and other stuff put together. And these are the beginning versions, after I get into it I'll post the "experienced" versions.

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Draguun

 

Draguun

Val Char Cost Roll Notes

20/60 STR 10 13- / 21- Lift 400.0kg/102.4tons; 4d6/12d6 [2/6]

10/17 DEX 0 11- / 12- OCV: 3/6/DCV: 3/6

15/30 CON 10 12- / 15-

12 BODY 4 11-

15 INT 5 12- PER Roll 12-/15-

11 EGO 2 11- ECV: 4

15/25 PRE 5 12- / 14- PRE Attack: 3d6/5d6

12/3 COM 1 11- / 10-

 

8/20 PD 4 Total: 8/20 PD (0/12 rPD)

8/20 ED 5 Total: 8/20 ED (0/12 rED)

2/4 SPD 0 Phases: 6, 12/3, 6, 9, 12

7 REC 0

30 END 0

30/45 STUN 0 Total Characteristic Cost: 52

 

Movement:

Running: 9"/18"

Leaping: 4"/8"

Swimming: 2"/4"

 

 

Cost Powers END

Draguun Costume, all slots OIHID (-1/4)

18 1) Dragon Knight's Armor: Armor (12 PD/12 ED) (36 Active Points); Activation Roll 14- (-1/2), Visible (-1/4), OIHID (-1/4)

28 2) Dragon's Breath: EB 9d6, Area Of Effect (10" Cone; +1) (90 Active Points); Increased Endurance Cost (x3 END; -1), No Range (-1/2), Extra Time (Full Phase, -1/2), OIHID (-1/4) 27

3 3) Heavy Armor: Knockback Resistance -2" (4 Active Points); OIHID (-1/4)

8 4) Life support units: LS (Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (14 Active Points); Costs Endurance (-1/2), OIHID (-1/4) 1

8 5) Secondary Defense Layer: Energy Damage Reduction, 25% (10 Active Points); OIHID (-1/4)

8 6) Secondary Defense Layer: Physical Damage Reduction, 25% (10 Active Points); OIHID (-1/4)

3 7) Extra Limb (1) (5 Active Points); Limited Manipulation (-1/4), OIHID (-1/4)

Draguun's Attributes, all slots Only In Heroic Identity (-1/4)

14 1) Internal Powersupply: Endurance Reserve (60 END, 12 REC) (18 Active Points); Only In Heroic Identity (-1/4)

23 2) Concealed Servomotors: +40 STR (40 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4) 4

16 3) Cyberpathic Relays: +2 SPD (20 Active Points); Only In Heroic Identity (-1/4)

12 4) Cyberpathic Relays: +7 DEX (21 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4)

4 5) Forboding Suit II: -9 COM (5 Active Points); Only In Heroic Identity (-1/4)

4 6) Forboding Suit: +10 PRE (10 Active Points); Offensive Only (-1), Only In Heroic Identity (-1/4)

17 7) Impact Dispersal: +15 CON (30 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4)

12 8) Impact Dispersal: +15 STUN (15 Active Points); Only In Heroic Identity (-1/4)

Holographic Sensor Suite Contacts & Micro Comlink, all slots Costs Endurance (-1/2), Only In Heroic Identity (-1/4)

3 1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); Costs Endurance (-1/2), Only In Heroic Identity (-1/4) 1

3 2) Nightsight : Nightvision (5 Active Points); Costs Endurance (-1/2), Only In Heroic Identity (-1/4) 1

12 3) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Costs Endurance (-1/2), Only In Heroic Identity (-1/4) 4

3 4) Sight-Augmenting Sights: +3 PER with Sight Group (6 Active Points); Costs Endurance (-1/2), Only In Heroic Identity (-1/4) 1

3 5) Thermalsight Sights: Infrared Perception (Sight Group) (5 Active Points); Costs Endurance (-1/2), Only In Heroic Identity (-1/4) 1

Perks

8 Computer Link: Tomorrow Legion Database

3 Fringe Benefit: Membership: Tomorrow Legion

5 Money: Well Off

10 Vehicles & Bases: The Chronochaser (Super Jet)

10 Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon)

5 Vehicles & Bases: Tomorrow Tower

2 Contact: Hollywood Studios (Contact has useful Skills or resources, Contact limited by identity) 11-

Skills

10 +2 with HTH Combat

1 Acting 8-

3 Electronics 12-

1 Forensic Medicine 8-

3 Inventor 12-

3 Jack of All Trades

1 1) PS: Artist/Illustrator (2 Active Points) 11-

1 2) PS: Costume Designer (2 Active Points) 11-

1 3) PS: Special Effects Artist (2 Active Points) 11-

1 Language: French (basic conversation)

3 Mechanics 12-

3 Scholar

1 1) KS: Costuming (2 Active Points) 11-

2 2) KS: Gridiron Football (3 Active Points) 12-

1 3) KS: Martial Arts Films (2 Active Points) 11-

3 4) KS: Sci-Fi Movies, Television, and Literature (4 Active Points) 13-

2 5) KS: The Superhero World (3 Active Points) 12-

3 Scientist

4 1) SS: Chemical Engineering 14- (5 Active Points)

2 2) SS: Chemistry 12- (3 Active Points)

2 3) SS: Physics 12- (3 Active Points)

2 4) SS: Pyrotechnics 12- (3 Active Points)

 

Total Powers & Skill Cost: 298

Total Cost: 350

 

200+ Disadvantages

10 DNPC: Brenda Wells-Holt (Fiancee) 14- (As powerful as the PC)

15 Distinctive Features: Gigantic Monster Looking Man (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Ogre 8- (As Pow, Harshly Punish)

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

15 Psychological Limitation: Code vs Killing (Common, Strong)

15 Psychological Limitation: Loves to learn and do new things (Very Common, Moderate)

20 Psychological Limitation: Protective of Wife (Aria); Will sacrifice Self for her well-being (Common, Total)

10 Psychological Limitation: Trivia Geek (Common, Moderate)

15 Social Limitation: Secret Identity; Jason Wells-Holt (Frequently, Major)

 

Total Disadvantage Points: 350

 

 

 

Background/History: Jason McCormick was one of the most highly recruited high school football players in Oregon history. A giant of a man even at 18, he was not only a physical juggernaut on the O-Line, he was assured a spot on any team with 1700 SAT scores. Jason was disillusioned with big time college football by the time he had reached his sophomore season. He had been required to retake the SATs to prove he hadn't cheated; after scoring a 1780 the second time, his parents sued the NCAA.

Jason took a scholarship to Stanford University, played two seasons and transferred to Cal Tech and studied chemical engineering. He joined the "Nerds of the Round Table" after two weeks and became fast friends with Peter Walker. Peter and Jason were movie fanatics as well as gamer-geeks; where Jason gravitated towards sci fi and horror, Peter was a connoisseur of Martial Arts, and Anime films. Jason met Brenda Olson his senior year. The freshman Mathematics major and aspiring pop singer soon dominated Jason's life. Although Peter felt a bit jealous, he and Brenda warmed to each other eventually (Brenda was also a big Anime fan).

Jason graduated and took his degree to Hollywood, becoming an effects man and putting his artistic talents to costume and creature design. He had a pretty good gig going when he got word from Peter that the "Nerds" had found the holy land. His interest piqued, Jason found himself marveling at his friend’s achievements in their fields and the applications, realizing that he wanted to join their Heroing "Enterprise" he worked with the others to create a powered armor suit that resembled one of the alien designs he had fancied but never used in any of the films. With the other's help, the suit he dubbed Draguun became his vehicle to enter the "Big Leagues".

 

Personality/Motivation: Draguun is really enjoying himself, he loves being part of a team and the chance at "competing" with super beings is the dream of a lifetime. He sees himself as the protector of the whole team. His life now revolves around his fiancee, his team, and his movies in that order. He tends towards a gruff and aloof air as Draguun, his gregarious nature shown only in glimpses until he takes his "work clothes" off.

 

Quote: "Stand back, Human, Draguun can deal with this upstart."

 

Powers/Tactics: A brick with a "Special Attack". He tends to rely on is fists and durability in combat.

 

Campaign Use: As part of a team of gamers living out their fantasies, Draguun is the physical one. He has used his variety of talents to ensure that Draguun looks like the real deal. IDraguun's costume is less streamlined and advanced due to some issues Jason has with the psicircuit that Astralle has developed.

 

Appearance: Jason is tall and thickly muscled. He has kept his weight down and has a trimmer physique then you'd expect for a former lineman. He has blonde hair and blue eyes. Draguun is a suit of armor with a sophiticated "biological simulator". The costume appears to be a bizzare humanoid Dragon with a medival armor. The "skin" is dark green with ash colored armor. (Breastplate, shoulders, thighs, forearms, and shins) His eyes are green and he has a large mouth with several rows of sharp teeth. He also has a powerful tail. His voice is a hollow rumble.He uses an odd vocabulary (overly formal and almost british) with a weird accent.

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Re: Tomorrow Legion Take Two! A tale of Technological Triumph!

 

Shinobi

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

17 DEX 21 12- OCV: 6/DCV: 6

15 CON 10 12-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

6/14 PD 3 Total: 6/14 PD (0/8 rPD)

6/14 ED 3 Total: 6/14 ED (0/8 rED)

4 SPD 13 Phases: 3, 6, 9, 12

6 REC 0

30 END 0

30 STUN 4 Total Characteristic Cost: 80

 

Movement:

Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

 

Cost Powers END

26 Ninja Techniques: Multipower, 45-point reserve, (45 Active Points); Activation Roll 14- (-1/2); all slots IIF (Specially designed weapons system; -1/4)

3u 1) Mantle of the Golden Star: Sight Group Flash 4d6, Personal Immunity (+1/4), Area Of Effect (3" Radius; +1) (45 Active Points); No Range (-1/2), IIF (Specially designed weapons system; -1/4) 4

Notes: Merely a Photon-Optic Burst

3u 2) Mists of the Moon Goddess: Darkness to Sight and Radio Groups 3" radius (35 Active Points); IIF (Specially designed weapons system; -1/4) 3

Notes: Low Level Radio Jammer with a "Hydrate Mist" emitter

3u 3) Shuriken Storm!: RKA 1d6+1, Area Of Effect (2" Any Area; +1), Selective (+1/4) (45 Active Points); 8 Charges (-1/2), IIF (Specially designed weapons system; -1/4) [8]

Notes: Energized disks desinged to look like glowing shuriken. Carries enough discs in costume for 8 barrages

2u 4) Stone Dragon FIST!: (Total: 44 Active Cost, 25 Real Cost) HA +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), IIF (Specially designed weapons system; -1/4) (Real Cost: 14) plus Hearing Group Flash 5d6, Personal Immunity (+1/4) (19 Active Points); Linked (Vibro-Impact Punch; -1/2), IIF (Specially designed weapons system; -1/4) (Real Cost: 11) 4

3u 5) Wave Motion Blast!: EB 9d6 (45 Active Points); Restrainable (Requires Both Hands to Fire ; -1/2), IIF (Specially designed weapons system; -1/4) 4

Notes: Plasma Blast; triggered by forearm crossing motion

Shinobi Battle Suit

16 1) Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)

16 2) Chameleon Unit: Invisibility to Sight Group (20 Active Points); IIF (Specially concealed Armor; -1/4) 2

2 3) Cowl Audio Enhancement: Ultrasonic Perception (Hearing Group) (3 Active Points); IIF (-1/4)

10 4) Micro Friction Filaments: Clinging (20 STR) (12 Active Points); IIF (-1/4)

4 5) Protected Senses: Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)

14 6) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4)

4 7) Psionic Shielding: Mental Defense (8 points total) (5 Active Points); IIF (-1/4)

8 8) Sonic Bafflers: Invisibility to Hearing Group (10 Active Points); IIF (Specially concealed Armor; -1/4) 1

8 9) Thermal Imaging & Tracing: IR Perception (Sight Group), Tracking (10 Active Points); IIF (-1/4)

4 10) Visor: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)

Self Developed Martial Art utilizing Aikido, Karate, and Tae Kwon Do

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Escape +0 +0 30 STR vs. Grabs

3 Hold -1 -1 Grab Two Limbs, 25 STR for holding on

4 Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls

3 Legsweep +2 -1 4d6 Strike, Target Falls

4 Punch/Snap Kick/Front Kick +0 +2 5d6 Strike

5 Roundhouse/Side/Spin Kick -2 +1 7d6 Strike

3 Throw +0 +1 3d6 +v/5, Target Falls

Perks

5 Money: Well Off

Tomorrow Legion Perks

8 1) Computer Link: Tomorrow Legion Database

3 2) Fringe Benefit: Membership: Tomorrow Legion

10 3) Vehicles & Bases: The Chronochaser (Super Jet)

10 4) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon)

5 5) Vehicles & Bases: Tomorrow Tower

Skills

5 +1 with HTH Combat

1 Acrobatics 8-

3 Breakfall 12-

3 Climbing 12-

3 Concealment 13-

3 Forensic Medicine 13-

3 Language: Japanese (fluent conversation; literate: Kanji)

3 Paramedics 13-

3 Scholar

2 1) KS: Akido (3 Active Points) 13-

2 2) KS: Anime & Manga (3 Active Points) 13-

2 3) KS: Karate (3 Active Points) 13-

2 4) KS: Martial Arts Cinema (3 Active Points) 13-

2 5) KS: Tae Kwon Do (3 Active Points) 13-

2 6) KS: The Martial Arts World (3 Active Points) 13-

3 Scientist

5 1) SS: Biochemistry 16- (6 Active Points)

2 2) SS: Biology 13- (3 Active Points)

2 3) SS: Forensic Pathology 13- (3 Active Points)

2 4) SS: Medicine 13- (3 Active Points)

2 5) SS: Microbiology 13- (3 Active Points)

2 6) SS: Toxicology 13- (3 Active Points)

3 7) SS: Virology 14- (4 Active Points)

3 Shadowing 13-

3 Stealth 12-

3 Systems Operation 13-

 

Total Powers & Skill Cost: 270

Total Cost: 350

 

200+ Disadvantages

15 Dependent NPC: Clyde Walker (Brotherr) 8- (Normal; Unaware of character's adventuring career/Secret ID)

10 Distinctive Features: Ecclectic Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Hunted: Actual Ninja (GM Decides who) 8- (As Pow, Harshly Punish)

10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)

10 Hunted: Shadow Dragon 8- (As Pow, Harshly Punish)

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common, Total)

10 Psychological Limitation: Excitable and hyperactive (Common, Moderate)

10 Psychological Limitation: Gunslinger Mentality, loves to "Test himself" against other martial artists. (Common, Moderate)

15 Psychological Limitation: Work a holic (Very Common, Moderate)

5 Rivalry: Professional (Nighthawk (or other vigilante style martial artist), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

15 Social Limitation: Secret Identity (Frequently, Major)

 

Total Disadvantage Points: 350

 

 

 

Background/History: Peter Walker was introduced to anime and martial arts films by his older brother Clyde. He became as obsessed with them as he was with Biology. Peter's Biology obsession stemmed from a desire to cure his grandfather's Cancer. At the ripe old age of 14, Peter attended Cal Tech to get his undergraduate work. A fat and unhappy child; he found solace playing RPG's with the "Nerds of the Round Table". His first year there, he met Jason McCormick, a former football standout turned academic prodigy. At first, Peter avoided the gigantic young man; he had taken enough abuse from jocks at his high school. Jason made an effort to reach out to the youngest member of the "Nerds" and asked Pete to come work out with him, leading to Pete actually taking martial arts classes. They found that their common love of movies and their similar educational backgrounds made them a formidable study tandem. Pete was at first very jealous of Jason's girlfriend, Brenda, but her own love of anime won him over and he served as the best man at their wedding. Pete got his BS from Cal Tech in three years and then went on to UCLA to study medicine. His grandfather's worsening condition led him to work long hours and ignore everything else in his life; Pete desperately and irrationally clung to the hope that he could find a cure in time. When Peter's grandfather died, he was crushed; it was as if all his work had been a waste of time; he had missed out on much of his grandfather's last years. Pete left the medical research team he had been with and drifted for a while. To help him work through his grief, he returned to his study of martial arts and achieved a black belt in several styles. He synthesized his own style based around a mashing of aikido, tae kwon do, and karate. He has yet to name his style or formally present it.

It was during this time he was contacted by VIPER. VIPER theorized Peter's quick departure from his team had something to do with ego; they attempted to recruit him. When the Nest Leader in charge of his recruitment realized that Peter wasn't VIPER material, he attempted to have the young scientist killed. Peter was saved by the interference of a superhero; an alien warrior named Draguun. Later, Peter learned that Draguun was, in fact, Jason in an armored costume! Jason made Peter an offer he couldn't refuse; Peter joined the Tomorrow Legion as the mysterious Shinobi. Using a specially designed battle suit that mimicked some of the anime "ninja techniques" from his youth; Peter was soon kicking VIPER tail as a superhero!

 

Personality/Motivation: Shinobi is older, wiser, and still considered the excitable little brother, of the team. He and Brenda have a huge library of Anime and manga at the Legion Library. In his 'spare' time; Peter still works towards a cure for cancer, using the Tomorrow Legion's vast communications capacity to coordinate international efforts (He maintains his secret ID as the official Medical officer of the Tomorrow Legion).

 

Quote: "...."

 

Powers/Tactics: Peter uses the abilities of his battle suit to back up his ecclectic martial arts training.

 

Campaign Use: Pete's going to be an infiltrator supreme at some point but right now it's in it's natal stage.

 

Appearance: Peter has gone from flab to fab. He wears jeans and a t-shirt (usually with a popular anime character on it) and a lab coat at work . His battle suit appears to be a skin tight black body suit with manga styled "ninja armor" over the chest, thighs, shoulders, shins, and forearms. He wears a "mystical" style mask/helmet looking thing.

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PlasmaidenPlasmaidenVal Char Cost Roll Notes10/20 STR 0 11- / 13- Lift 100.0kg/400.0kg; 2d6/4d613/20 DEX 9 12- / 13- OCV: 4/7/DCV: 4/710/20 CON 0 11- / 13-10 BODY 0 11-18 INT 8 13- PER Roll 13-/16-10 EGO 0 11- ECV: 315 PRE 5 12- PRE Attack: 3d620 COM 5 13-5/15 PD 3 Total: 5/15 PD (0/10 rPD)5/25 ED 3 Total: 5/25 ED (0/20 rED)5 SPD 7 Phases: 3, 5, 8, 10, 124 REC 020 END 020 STUN 0 Total Characteristic Cost: 40Movement: Running: 6"/12" Flight: 0"/15"/0"/30" Leaping: 2"/4" Swimming: 2"/4"Cost Powers END45 Plasma Control: Multipower, 67-point reserve, (67 Active Points); all slots IIF (-1/4), Activation Roll 15- (-1/4)3u 1) Immolation: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points); No Knockback (-1/4), Not Vrs Targets In Or Under Water (-1/4), IIF (-1/4) 65u 2) Melting Beam: Killing Attack - Ranged 3d6-1, Penetrating (+1/2) (60 Active Points); IIF (-1/4) 65u 3) Plasmafire Bolt: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); IIF (-1/4) 24u 4) Sunfire Blast: (Total: 60 Active Cost, 43 Real Cost) Energy Blast 8d6 (40 Active Points); IIF (-1/4) (Real Cost: 32) plus Sight Group Flash 4d6 (20 Active Points); Linked (Energy Blast; -1/2), IIF (-1/4) (Real Cost: 11) 64u 5) Wall Of Fire: (Total: 67 Active Cost, 45 Real Cost) Force Wall (6 ED), Transparent to PD Attacks (+1) (30 Active Points); IIF (-1/4) (Real Cost: 24) plus Killing Attack - Ranged 1d6, Damage Shield (+1/2), Continuous (+1) (37 Active Points); No Knockback (-1/4), Linked (Force Wall; -1/4), IIF (-1/4) (Real Cost: 21) 7 Holographic Sensor Suite Contacts & Micro Comlink, all slots OAF (Goggles/Headset; -1)3 1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); OAF (Goggles/Headset; -1)7 2) Micro-Visiuals: Microscopic (x1,000) ( x1,000) with Sight Group (15 Active Points); OAF (Goggles/Headset; -1)2 3) Nightsight Goggles: Nightvision (5 Active Points); OAF (Goggles/Headset; -1)11 4) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OAF (Goggles/Headset; -1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2)3 5) Sight-Augmenting Goggles: +3 PER with Sight Group (6 Active Points); OAF (Goggles/Headset; -1)6 6) Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); OAF (Goggles/Headset; -1)2 7) Thermalsight Goggles: Infrared Perception (Sight Group) (5 Active Points); OAF (Goggles/Headset; -1) Personal Abilities , all slots IIF (-1/4)8 1) Cold Resistance: Armor (0 PD/10 ED) (15 Active Points); Only Works Against Limited Type Of Attack Ice/Cold Powers (-1/2), IIF (-1/4)12 2) Cyberpathic Control Systems: +7 DEX (21 Active Points); No Figured Characteristics (-1/2), IIF (-1/4)16 3) Cyberpathic Controls: +2 SPD (20 Active Points); IIF (-1/4)24 4) Fiery Flight: Flight 15" (30 Active Points); IIF (-1/4) 33 5) Fiery Warmth: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); IIF (-1/4)17 6) Fire Resistance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2), IIF (-1/4)10 7) Power Supply: Endurance Reserve (60 END, 6 REC) (12 Active Points); IIF (-1/4)17 8) Reinforced Costume: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 14- (-1/2), IIF (-1/4)6 9) a-Strength Augmentation: +10 STR (10 Active Points); No Figured Characteristics (-1/2), IIF (-1/4) 111 10) b-Resiliance Augmentation: +10 CON (20 Active Points); No Figured Characteristics (-1/2), IIF (-1/4)Perks Tomorrow Legion Perks8 1) Computer Link: Tomorrow Legion Database3 2) Fringe Benefit: Membership: Tomorrow Legion5 3) Money: Well Off10 4) Vehicles & Bases: The Chronochaser (Super Jet)10 5) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon)5 6) Vehicles & Bases: Tomorrow TowerSkills3 Computer Programming 13-3 Conversation 12-3 Demolitions 13-3 Electronics 13-3 Inventor 13-3 Mechanics 13-3 Persuasion 12-3 Scholar1 1) KS: Comic Books (2 Active Points) 11-2 2) KS: The Scientific World (3 Active Points) 13-1 3) KS: The Superhuman World (2 Active Points) 11-3 Scientist2 1) SS: Energy Conversion Systems 13- (3 Active Points)2 2) SS: Magnetics 13- (3 Active Points)2 3) SS: Mathematics 13- (3 Active Points)2 4) SS: Nuclear Physics 13- (3 Active Points)2 5) SS: Physics 13- (3 Active Points)2 6) SS: Thermodynamics 13- (3 Active Points)2 7) SS: Weapons System Engineering 13- (3 Active Points)Total Powers & Skill Cost: 310Total Cost: 350200+ Disadvantages5 Dependent NPC: Tim Bruce 8- (Normal; Useful Noncombat Position or Skills)15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)5 Hunted: Howler 8- (Less Pow, Harshly Punish)15 Hunted: The Ultimates 8- (Mo Pow, Harshly Punish)20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)20 Psychological Limitation: Code vs Killing (Common, Total)15 Psychological Limitation: Devoted wife (and soon to be mother) (Common, Strong)10 Psychological Limitation: Enjoys "Playing the game" (Common, Moderate)10 Psychological Limitation: Looking to the future beyod heroing (Uncommon, Strong)15 Social Limitation: Secret Identity (Frequently, Major)10 Vulnerability: 2 x BODY Water Based Attacks (Uncommon)10 Vulnerability: 2 x STUN Water Based Attacks (Uncommon)Total Disadvantage Points: 350Background/History: Some people are late bloomers, Mariah Walker is exhibit 'A'. Growing up she was always the brainy girl. She hung out with the other nerds and started gaming when she was 12. She graduated Highschool as the valedictorian and kissed Virgina goodbye. Attending school on the other side of the country appealed to her. She wanted a fresh start. During college she went through a "goth" phase, piercings, dyed her hair black, a nice celtic tattoo on the small of her back and just below her belly button. She joined the Nerds of the Round Table her junior year, having avoided gaming for two years in an effort to be the "New" Mariah. But once she started playing it all came back. She dated Chris Parker for a year and when they went their separate ways after graduation it was a friendly split.

She went to grad school at Stanford and met Tim Bruce. Tim was a business major and every bit the genius in his chosen field that she was at hers. After getting her Phd in Physics, she and Tim married. Mariah went to work for Orion Technologies, a different division and city than her former boyfriend Chris, but they kept in touch and he served as one of the groomsmen at her wedding. Finally comfortable in her own skin, Mariah shed the last vestiges of her "Goth" days, grew her hair out, lost the lip and tongue piercing that Tim had found rather distasteful, but only after he promised to quit smoking. Mariah was working on a plasma conversion matrix for Orion's Aerospace division when she came across a lens like container that could store and later release the massive energies involved. Realising that her work could be used to create plasma based weaponry, she struggled with the idea of destroying it or patening it. It was during this time that Chris called and told her the news about his gravitic suit. It took three nights for Mariah to devise her prototype plasma guantlet. She and Tim discussed the possibilities of funding a team of superheroes with patents and technological advancements. The discussions grew more serious when she developed the plasma based battle suit. By this time Chris had more of their friends on board. The project was a go and Tim began to develop a business plan.

With the help of Chris, Lisa, Dave, and Jason, Mariah developed the skintight, Plasmaiden suit. The suit uses a sophisticated forcefield to keep her from suffering the effects of her "Powers", while allowing her to appear to have natural plasma based abilties. As Plasmaiden, Mariah has been able to play the superheroine and has enjoyed it tremendously. Personality/Motivation: Mariah took a while to come into her own, originally very insecure and shy, then purposfully outgoing and "edgy", fianlly settling in to a healthy, well balanced person. She has enjoyed her time as Plasmaiden but is considering giving up the spandex for good once the baby is born. The rest of the team doesn't know of this.Quote: "Fried Fiend coming up!"Powers/Tactics: A relatively typical energy projector. Plasmaiden's power is stored in the "plasma lenses" that adorn her costume (five to be exact). She lacks area blasts, but her firewall and plasmafire cage can trap multiple opponents. She prefers to fight from a distance. Water has "unfriendly" effects on her battlesuit and she tends to avoid water using villains if at all possible.Campaign Use: Plasmaiden is a cheerful; go get em type. She can be easily scaled upwards, to scale her down I'd simply remove some of the extra characteristics (cough Strength cough*) and easiest of all drop some of the perks...If you want to beef her abilities up, raise the MP to 105-125 pts, increase her defense to 25.Appearance: A trim, well muscled woman with a golden tan and honey blonde hair. She wears comfortable clothes in a slightly racy style, she has a nice bod and likes to show it off. Her costume is a red body suit with five golden silicone discs one on each shoulder, one on each hip and one in the center of her chest, red contacts, red hair (an unforseen side effect of the forcefield that protects her from her powers. She wears golden gloves and boots, each are folded over and rather short. Her hair is long (to the small of her back). The plasma is golden light with flickering red flames at the edges.

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Re: Tomorrow Legion Take Two! A tale of Technological Triumph!AriaVal Char Cost Roll Notes13 STR 3 12- Lift 151.6kg; 2 1/2d6 [1]18 DEX 24 13- OCV: 6/DCV: 615 CON 10 12-10 BODY 0 11-18 INT 8 13- PER Roll 13-/16-11 EGO 2 11- ECV: 415 PRE 5 12- PRE Attack: 3d614 COM 2 12-5/13 PD 2 Total: 5/13 PD (0/8 rPD)5/13 ED 2 Total: 5/13 ED (0/8 rED)4 SPD 12 Phases: 3, 6, 9, 126 REC 030 END 030 STUN 5 Total Characteristic Cost: 75Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4"Cost Powers END5 Another Pistol: Identical Multipower (5 Active Points)10 Doubleshot!: Autofire (2 shots; +1/4) for up to 61 Active Points of Sonic Multipower (15 Active Points); Requires A Gun Play Skill Roll (-1/2) 130 Sonic Pistol: Multipower, 61-point reserve, (61 Active Points); all slots OAF (-1)3u 1) Feedback: Dispel Sonic Powers 14d6, One At A Time (+1/4) (52 Active Points); OAF (-1) 52u 2) Shrieking Beam: Hearing Group Flash 12d6 (36 Active Points); OAF (-1), Does Not Work In Vacuum (-1/4) 43u 3) Sonic Blast: (Total: 61 Active Cost, 26 Real Cost) Energy Blast 8d6 (40 Active Points); OAF (-1), Not In Vacuum (-1/4) (Real Cost: 18) plus Hearing Group Flash 7d6 (21 Active Points); OAF (-1), Linked (Energy Blast; -1/2), Not In Vacuum (-1/4) (Real Cost: 8) 62u 4) Sonic Discomfiture: Drain CON 1 1/2d6, Ranged (+1/2), Continuous (+1), Area Of Effect (8" Radius; +1 1/4) (56 Active Points); OAF (-1), Does Not Work In A Vacuum (-1/4) 61u 5) Sonic Liquification: Killing Attack - Ranged 3d6 (45 Active Points); Increased Endurance Cost (x3 END; -1), OAF (-1), Does Not Work In Vacuum (-1/4) 123u 6) Vibro-Blast: Energy Blast 12d6 (60 Active Points); OAF (-1) 6 Concealed Commlink/Sensors in cowl, all slots OIF (Goggles/Headset; -1/2)4 1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); OIF (Goggles/Headset; -1/2)3 2) Nightsight Goggles: Nightvision (5 Active Points); OIF (Goggles/Headset; -1/2)13 3) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), OIF (Goggles/Headset; -1/2)4 4) Sight-Augmenting Goggles: +3 PER with Sight Group (6 Active Points); OIF (Goggles/Headset; -1/2)8 5) Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (Goggles/Headset; -1/2)3 6) Thermalsight Goggles: Infrared Perception (Sight Group) (5 Active Points); OIF (Goggles/Headset; -1/2)2 7) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Goggles/Headset; -1/2) Reinforced Costume, all slots OIF (-1/2)10 1) Powersupply: Endurance Reserve (70 END, 8 REC) (15 Active Points); OIF (-1/2)16 2) Reinforced Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)13 3) Silent Self: Invisibility to Hearing Group , No Fringe (20 Active Points); OIF (-1/2) 213 4) Sonic Tolerance: Hearing Group Flash Defense (20 points) (20 Active Points); OIF (-1/2)\tabQuan Ki Do Maneuver OCV DCV Notes4 Cung Thu (blocks) +2 +2 Block, Abort5 Cuoc Phap (kicks) -2 +1 6 1/2d6 Strike3 Khao Go (locks) +0 -1 Grab One Limb; 10 STR for holding on4 Nghanh Phap/Cuong Dao (sword-hand) -2 +0 HKA 1d6 +13 Tao Phong Cuoc (sweeps) +2 -1 3 1/2d6 Strike, Target Falls4 Than Phap (evasion) -- +5 Dodge, Affects All Attacks, Abort4 Thu Phap (hand techniques)/Phuong Duc (elbow strike) +0 +2 4 1/2d6 Strike3 Vat (throws) +0 +1 2 1/2d6 +v/5, Target Falls1 Weapon Element: Blades1 Weapon Element: Clubs1 Weapon Element: Polearms1 Weapon Element: StaffsPerks1 Recording Contract Trust Fund: Money: Well Off3 I still do some studio work: Contact: David Hawkins, Geffen Records (Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact) 11-4 Talk to mu Agent: Contact: Maxwell Lawson, Agent (Contact limited by identity, Very Good relationship with Contact) 12-1 Hey, aren't you...?: Reputation: One hit wonder? (A small to medium sized group) 8-, +1/+1d6Skills3 Acrobatics 13-3 Acting 12-3 Breakfall (Nhao Lan) 13-3 Electronics 13-3 Jack of All Trades2 1) PS: Actress (3 Active Points) 12-2 2) PS: Dancer (3 Active Points) 13-1 3) PS: Model (2 Active Points) 11-1 4) PS: Singer (2 Active Points) 11-2 5) PS: Sound Editor (3 Active Points) 13-2 6) PS: Stunt woman (3 Active Points) 13-4 Language: Spanish (idiomatic)3 Mechanics 13-3 Mimicry 13-3 Paramedics 13-3 Scholar1 1) KS: Film Industry (2 Active Points) 11-1 2) KS: Music Industry (2 Active Points) 11-1 3) KS: Quan Ki Do (2 Active Points) 11-1 4) KS: The Superhuman World (2 Active Points) 11-13 Power: Gun Play: Trickshots 18-3 Scientist1 1) SS: Harmonics 11- (2 Active Points)1 2) SS: Mathematics 11- (2 Active Points)1 3) SS: Physics 11- (2 Active Points)2 4) SS: Sonics 13- (3 Active Points)3 Seduction 12-3 Streetwise 12-3 Systems Operation 13-3 Traveler1 1) AK: Hollywood (2 Active Points) 11-1 2) CK: Los Angeles (2 Active Points) 11-1 3) CuK: Hollywood (2 Active Points) 11-2 WF: Common Melee Weapons1 WF: StaffsTotal Powers & Skill Cost: 275Total Cost: 350200+ Disadvantages10 Dependent NPC: Lacey Holt (Mother) 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)5 Hunted: David Brockman (obsessed "Ex-Boyfriend") 8- (Less Pow, Harshly Punish)10 Hunted: Scream Queen 8- (As Pow, Harshly Punish)15 Hunted: The ARMORY 8- (As Pow, NCI, Harshly Punish)20 Hunted: The Iron Crusade 8- (Mo Pow, NCI, Harshly Punish)20 Psychological Limitation: Code vs Killing (Common, Total)10 Psychological Limitation: Competative (Common, Moderate)10 Psychological Limitation: Independant, doesn't need to be taken care of. (Common, Moderate)15 Psychological Limitation: Thrillseeker (Common, Strong)10 Psychological Limitation: hyperkinetic, always is doing something (Common, Moderate)15 Social Limitation: Secret Identity (Frequently, Major)Total Disadvantage Points: 350Background/History: Brenda Wells-Holt was born to a "Hollywood Mom". She was still in diapers when she got her first commercial. When she showed a talent for singing her mother immediately began auditioning her at various children's shows and the like. When she was a junior in highschool, she got a recording contract and in the time honored tradition set forth by Brittany Spears, Christina Aguilara, Jessica Simpson, and others, she bleached her hair and put out a lame pop album. It was unsuccessful but she found herself on a year and a half tour anyway. Opening for a boy band and having an agent induced teen magazine reported love affair with one of the boys was not a dream com true for Brenda. She did enjoy the dancing and one of the choreographers noticed how athletic she was, and began teaching her more and more moves. He show often included flips and impressive, complex dance moves that became her "gimmick". It was also where she discovered Anime and Manga. She thrilled to the adventures and enjoyed the romance. She even took part in fan dubs. When Brenda was 18 she decided she'd had enough, fired her manager (mom) and negotiated a buyout of her recording contract. Then she took the SATs and went to college.

It was there that she met the love of her life, Jason McCormick. Jason was a former football stud turned science geek. He and his friends were gamers and Brenda spent a few months watching them before she was pulled in and began playing on her own. When they graduated, Brenda and Jason were married. Then they went back to Hollywood and she began a career as a jill of all trades, she did stuntwork, was an extra or bit part in several action films, did voice overs for cartoons and video games. None of it made her a star but she did have a nice career. When the other Nerds of the Round Table formed a supergroup Jason and Brenda leapt at the chance to participate. Brenda became the flamboyant Aria, a swashbuckling gunfighter with sonic based weaponry. Personality/Motivation: Aria is having the time of her life. She really enjoys the time with her friends from school and battling the forces of evil is a thrill she's never been able ot equal. She's quite independant and has no trouble leaping into danger. She's actually quite embarrassed about her "pop diva" past, yet what little fame she has out of her costumed identity comes from that. Quote: "Sing like a canary, or I'll silence you!"Powers/Tactics: Aria is rough and tumble. She has studied martial arts since she was 17 and is a talented gymnast, acrobat, and dancer. She wears a reinforced costume and has her two sonic pistols. The pistols use her costumes power supply, and are powered by connections in the palm of her gloves. They are otherwise innert. Her costume also allows her to move silently and protects her from sound damage to her ears.

Her guns are varable, their attacks are controlled by her cyberpathic relays, she chose not to use a light exoskeleton to increase her agility/speed. She prefers to use her own abilities. She only uses her KA on inanimate objects. Campaign Use: Low-level but versitile adventurer. Appearance: A lovely young woman with black hair, blue eyes and a dancer/models build (in a superhero world they're natural). She wears her hair like a mane, long and curled. Her costume is a replica of an anime swashbuclker's outfit, a loose white shirt with a marroon boustier/vest wtih collar. The "vest" has intricate gold flourishes and black straps. She wears similarly styled gloves and boots and a black hooded cloak. Under the hood she wears specialized headgear for her communications, the hood is attached to this so it does not come off. The cape has gold desings at it's seems. Her pistols are very modern looking almost cylindrical. They are made from a golden material. They fit in specialized holsters on her thighs. Her pants are black.

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Durandal

 

The Last of the Original Seven!

his origin will need to be really reworked...

 

Durandal

Val Char Cost Roll Notes

10/40 STR 0 11- / 17- Lift 100.0kg/6400.0kg; 2d6/8d6

11/18 DEX 3 11- / 13- OCV: 4/6/DCV: 4/6

10/20 CON 0 11- / 13-

11 BODY 2 11-

20 INT 10 13- PER Roll 13-

11 EGO 2 11- ECV: 4

13/23 PRE 3 12- / 14- PRE Attack: 2 1/2d6/4 1/2d6

13 COM 2 12-

 

2/17 PD 0 Total: 2/17 PD (0/15 rPD)

2/17 ED 0 Total: 2/17 ED (0/15 rED)

3/5 SPD 9 Phases: 4, 8, 12/3, 5, 8, 10, 12

4 REC 0

20/70 END 0

21 STUN 0 Total Characteristic Cost: 31

 

Movement:

Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

 

Cost Powers END

41 Armament Arsenal: Multipower, 61-point reserve, (61 Active Points); all slots OIF (-1/2)

4u 1) Concussor Beam: Energy Blast 7d6, Double Knockback (+3/4) (61 Active Points); OIF (-1/2) 6

4u 2) Force Shield Generator: Force Wall (10 PD/10 ED; 5" long and 2" tall) (60 Active Points); OIF (-1/2) 6

3u 3) Magna-Gauntlets: Telekinesis (40 STR) (60 Active Points); OIF (-1/2), Only Works On Ferrous Metals (-1/2), Affects Whole Object (-1/4) 6

3u 4) Shoulder Mounted Particle Cannon: Killing Attack - Ranged 2d6+1, Armor Piercing (+1/2) (52 Active Points); OIF (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) 5

4u 5) Shoulder-Mounted Micro Missile Launcher: Energy Blast 8d6, 16 Charges (+0), Explosion (+1/2) (60 Active Points); OIF (-1/2) [16]

1u 6) Smokescreen: Darkness to Sight Group 3" radius (30 Active Points); OIF (-1/2), No Range (-1/2), 4 Continuing Charges lasting 1 Turn each (removed by winds or rain; -1/2) [4 cc]

Powered Armor Base Systems, all slots OIF (-1/2)

27 1) Anti-Gravity Flight Coils: Flight 20" (40 Active Points); OIF (-1/2) 4

6 2) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2)

7 3) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (-1/2) [1 cc]

7 4) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

37 5) Powered Armor: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (-1/2)

14 6) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4)

Sensor Suite, all slots OIF (-1/2)

3 1) Nightsight: Nightvision (5 Active Points); OIF (-1/2)

6 2) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (-1/2)

10 3) Sight Magnification System: Microscopic (x1,000) ( x1,000) with Sight Group (15 Active Points); OIF (-1/2)

6 4) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-1/2)

3 5) Thermalvision, Standard: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

2 6) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2)

Artificial Exo-Muscular Memory systems, all slots OIF (-1/2)

15 1) a-Enhanced Strength: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3

10 2) b-Telempathic Helmet: +7 DEX (21 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

10 3) c-Enhanced Durability: +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

7 4) e-Impressive Armor: +10 PRE (10 Active Points); OIF (-1/2)

13 5) g-Reaction Enhancement: +2 SPD (20 Active Points); OIF (-1/2)

17 6) i-Bio-Chemical Power Supply: +50 END (25 Active Points); OIF (-1/2)

Perks

9 Contact: Harmon Industries (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

Skills

3 Demolitions 13-

3 Electronics 13-

3 Inventor 13-

3 KS: The Superhuman World 13-

3 KS: The Technological World 13-

3 Mechanics 13-

3 Navigation (Air, Land) 13-

3 Paramedics 13-

3 Scientist

2 1) SS: Battlesuit Engineering and Design 13- (3 Active Points)

2 2) SS: Electrical Engineering 13- (3 Active Points)

2 3) SS: Mechanical Engineering 13- (3 Active Points)

2 4) SS: Physics 13- (3 Active Points)

2 5) SS: Weapons System Engineering 13- (3 Active Points)

3 Security Systems 13-

3 Systems Operation 13-

3 Teamwork 11- (13-)

4 Weaponsmith (Chemical Weapons, Energy Weapons, Missiles & Rockets) 13-

 

Total Powers & Skill Cost: 320

Total Cost: 350

 

200+ Disadvantages

20 Hunted: The ARMORY 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: The Cabal 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common, Total)

10 Psychological Limitation: Curiosity (Common, Moderate)

15 Psychological Limitation: Driven to work for the greater good (Common, Strong)

10 Psychological Limitation: In love with Plasmaiden (Common, Moderate)

10 Psychological Limitation: Tends to follow the lead of others (Common, Moderate)

15 Social Limitation: Secret Identity (Frequently, Major)

10 Unluck: 2d6

 

Total Disadvantage Points: 350

 

 

 

Background/History: David Dannon was young, scared, and away from his parents for the first time. At the age of 14 he had been accepted into Cal Tech. David's room mate was an older boy, a smart, funny, and "cooler" boy. Dave latched on to Chris Parker. Though he'd never been allowed to play RPG's as a kid (his folks just didn't think they were worth David's time), he was asked by Chris to take part and he eagerly did so. Four years later, David had degrees in Electrical, Mechanical, and Chemical Engineering. He also had several friends from the Nerds of the Round Table. David took work with Harmon Industries in Millennium City and enjoyed the companies progressive and community minded focus. A few years later, barely out of his teens, he got a call from Chris Parker.

Chris had developed a suit that would allow him to become the heroes they had pretended to be in college. David was excited for his friend. They talked for days and David acted as a sounding board for all of Chris' ideas. A few months later, Chris informed David that he'd gotten in touch with some of the other NOTRT; they'd had similar experiences and they were getting together to form a real superhero team. David loved the idea; when Chris said that he should come with them he was astounded. He hadn't thought of joining them. He gave his notice at Harmon and moved back to California. The six friends put some effort into forming a company of their own to help fund the superteam, Mariah Walker, soon to be known as Plasmaiden, had married an eager to help, and brilliant young man named Tim and he was puting his considerable business and accounting acumen to the task of funding a superteam from their disparate financial situations.

David, Chris, Mariah, and Lisa went to work creating the Durandal armor. Named for the indestructible sword of the hero Roland. In the two years since, David has really come into his own as a hero.

 

Personality/Motivation: David loves his job. He gets to be the hero he played as a kid in college. He gets to hang out with his best friends all the time, his parents are pleased with the success their corporate holdings are having and feel that his number of patents are fine feathers in the family's cap. David has always been something of a follower, he also started out a much more introverted and self-effacing young man. He never saw himself as special or part of anything bigger than himself. Now that he's come to grips with that he's a happier young man.

 

Quote: "Don't draw a line in the sand if you don't want to be eating dirt."

 

Powers/Tactics: Durandal is one of the few "open" technophiles on the team. His armor is extremely high tech in design, quite powerful, effeicient and versitile. He has gone to great lengths to make it seem less so, he enjoys the "retro" look. He generally stands back using his arsenal of ranged attacks, he will switch to "Melee Mode" and enter the fray if he feels it's necessary.

 

Campaign Use: Technogeek!

 

Appearance: David is a skinny young man with black hair and blue eyes. He is moderately attractive and has in the las two years added muscle on his wiry frame. He wears jeans and t-shirts around the TL compound. The Durandal armor has a sligt medival feel to it, much like Dr. Doom's armor. The joints are reinforced and appear clockwork in style, the suit is somewhat bulky and simply an iron gray color. The helmet has a simple "face" design. Over the armor he wears a blue tunic with an inscription of a sword on the chest, and a broad black belt. The shoulders have rounded flares, and mounted on the back are the missile racks and a particle cannon that flips over his shoulder.

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Re: Tomorrow Legion Take Two! A tale of Technological Triumph!

 

Well don't get too cozy. I rewrote half of them today. Got rid of their 50 pt perks package for the starting team. It'll be there in the advanced write ups. Next I'm going to rewrite their origins to be coherant. Wee!

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A timeline!

 

  • Monday, September 30, 1974: Clyde Brian Walker Born
  • Friday, June 13, 1975: Jason Lucas McCormick Born
  • Saturday, January 03, 1976: Christopher James Parker Born
  • Monday, February 16, 1976: Lisa Bryn Kincaid Born
  • Sunday, April 17, 1977: David Reece Dannon Born
  • Monday, May 30, 1977: Mariah Elaine Walker Born
  • Saturday, March 11, 1978: Peter Olin Walker Born
  • Sunday, August 20, 1978 Brenda Leslie Walker-Holt Born
  • Wednesday, October 10, 1984: Robert Weiss and Ralph Hein begin a gaming group at Cal Tech University that is later dubbed, the Nerds of the Round Table.
  • Tuesday, November 17, 1992: Jason McCormick and Brenda Walker-Holt are married.
  • Saturday, May 15, 1993: Dr. Chris Parker Develops Antigravity Belt.
  • Friday, June 11, 1993: Dr. Lisa Kincaid develops her Psychic Circuit.
  • Saturday, January 01, 1994: Tomorrow Legion debuts, battling agents of the Iron Crusade outside Los Angeles.
  • Wednesday, May 19, 1999: Future Technologies goes public.
  • Wednesday, April 05, 2000: Aria Lillandra McCormick Born

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