The Tomorrow Legion
Marrakech Zimbabwe Golgotha
Alien Meditative Consular
True Name: Mar’rakesch Zim’ba’bwe Golgo13tha’sTerror
Alias: Taco, Gobi, Alabaster ( to his friends)
O.C.C.: Meditative Consular of the Jen’Jidai Monastic Order ( Monastic Order of Nascent Knights – M.O.N.K. )
R.C.C.: Alien – Darclon ( p.39 AURevised – Humanoid )
Weight: 145 lbs
Age: 18 ( average life span 240 years )
Currently Employed: On Spiritual Pilgrimage – mission to find components to assemble and successfully construct a psychic laser sword – and to find his place in the world while doing so
M.E.: 23 ( + 2D4 (6) Psychic Hero )
M.A.: 7 ( + 1D4 (2) Psychic Hero )
P.S.: 28 ( + 2 Gymnastics, + 2 Boxing, + 1 Athletics, + 2 Body Building )
P.P.: 16 ( + 1 Gymnastics )
P.E.: 19 ( + 2 Gymnastics, + 1 Running )
Spd.: 28 ( + 4d4 (10) Running, + 1d6 (5) Athletics) ( mph or ft / action @ 5 actions or 18 yds / action @ 5 actions)
H.P.: 26 ( P.E. + 1d6 / lvl + (5) @ lvl 2, + (2) @ lvl 3)
S.D.C.: 259 ( + 3d6 (11) Boxing, + 2d6 (8) Gymnastics, + 1d6 (4) Running, + 2d4 (6) Athletics, + 10 Body Building)
Nat. A.R.: 14
I.S.P.: 250 ( M.E. × 10 + 10 / lvl )
Know-it-alls and Savants form the bulk of the scholarly inclined personality. Information is power and those who know the most can be among the richest and most diverse characters in any game. There is a tipping point though when a character goes beyond simply seeking new knowledge and actively obsesses over the acquisition of such. The devotion to even the most obscure facets of knowledge sets the Scholar apart from the character who just happens to be knowledgeable. There is a certain amount of perspicacity that goes along with this archetype as well as a specialization that most folks consider strange. When you ask a Scholar about a subject he or she knows well figure you are going to be listening to the response for a while.
Teacher: Mentor to all who seek knowledge, the Teacher persona delights in passing on what he or she knows to all who seek enlightenment or training. Master Swordsman or Venerable Sage the Teacher embodies the best that his occupation can aspire to. The main task of the Teacher personality, however, is not the demonstration of their prowess but the passing on of their secrets to those they deem worthy. The Jedi Masters Obi-Wan Kenobi and Yoda are key examples of the Teacher archetype.
- VS Perception – ( + 1) ( + 1 @ lvl 3, 9, and 15)
- VS Magic need 12 + spell strength – ( + 2)
- VS Magic (Ritual) need 16 -
- VS Psionics need 10 / 12 / 15 – ( + 3)
- VS Insanity – ( + 4)
- VS Poison (Lethal) need 14 – ( + 2)
- VS Poison (Non-Lethal) need 16 – ( + 2)
- VS Coma / Death need VARIES – ( + 8)
- VS Horror Factor need VARIES – ( + 5)
- VS Disease need 14 – ( + 2)
- VS Curses need 15 -
- VS Harmful Drugs – none??
- VS Possession need ??? -
- VS Acid need ??? – Dodge Only!
- A.P.M. – 6 ( + 1 Ambidextrous, + 1 Boxing)
- Initiative – ( + 4) ( + 2 natural, + 2 H2H:MA)
- Strike – ( + 3) (+ 2 H2H:MA, + X from W.P.)
- Parry – ( + 9) ( + 1 natural, + 2 Boxing, + 1 Ambidextrous, + 1 Athletics, + 3 H2H:MA)
- Dodge - ( + 7) ( + 2 Boxing, + 1 Athletics, + 3 H2H:MA )
- Auto-Dodge -
- Disarm – ( + 2) ( + 2 H2H:MA)
- Entangle -
- Pull – + 3 ( + 3 H2H:MA)
- Roll – + 5 ( + 1 Boxing, + 3 H2H:MA, + 1 Athletics)
- Critical – Natural 20
- HtH Damage Bonus – ( + 13)
*Kick Attacks (H2H:MA)
- Jump Kick
All Darclons possess immense psionic powers. They are considered natural psionics despite their alien origins and are able to select ( 5 ) additional lesser psionic powers and ( 1 ) additional super psionic power at level 1. At additional levels they get TWICE the usual number of powers ( + 4 new lesser psionics per level, + 2 new super psionics every other level). I.S.P. is a massive M.E. × 10 + 10 points per level of experience.
+ 5 vs HF, + 2 vs disease, half damage vs. normal fire, + 2 initiative, ambidextrous ( + 1 apm), + 1 parry, + 10 % climb, + 5 % escape artist, pick locks, mechanical repair, and electrical repair
“Socrates” Vibro Katana – 5d6 damage (AUR p.175)
“Plato” Vibro Katana – 5d6 damage (AUR p.175)
“Confucius” Energy Stun Club – stun damage 1d4, victim must save vs non-lethal poison, failed roll victim is stunned, loses init, -5 strike, parry, and dodge, and -10% skills for 1d6 rounds
“Kant” Energy Stun Club – stun damage 1d4, victim must save vs non-lethal poison, failed roll victim is stunned, loses init, -5 strike, parry, and dodge, and -10% skills for 1d6 rounds
Antigravity Jewelry (AUR p.200) – sames stats as disks, AR 5, SDC 40, 90-160mph, altitude / hover unlimited, fly in outer space, can break bonds of gravity around planet, + 3 dodge, range unlimited,
Small Personal Force Field Generator (PU2 p.84) – 140 S.D.C., A.R.: 14, Regenerates 10 S.D.C. per hour
Short / long range energy weapon
Jet pack / hover vehicle
Microtranslator (AUR p.192)
Equivalent to “Has Studied Earth.” The alien can speak, read, and write five different earth languages fluently (98% skill proficiency) and may have a language translator as well.
Marrakesh is a Military Specialist as noted on HU2 p. 95 in the Alien Education section
Math: Basic ( + 25%) (45% + 5% / lvl) = 99%
Pilot: Hover Craft ( + 5%) (50% + 5%) (taken @ lvl 1, current lvl 1) = 55%
Language: Darclon (98%)
Literacy: Darclon (98%)
Language: English (98%)
Language: Spanish (98%)
Language: Chinese (98%)
Language: Latin (98%)
Radio: Basic (+10%)
Paramedic ( + 5%) (40% + 5% / lvl) = 75%
Prowl (25% + 5% / lvl) ( + 10%) ( + 5% from Gymnastics) = 40%
Electronics: Basic ( + 10%) ( + 10% Ambidextrous) (30% + 5% / lvl) = 50%
Mechanical Engineer ( + 10%) (25% + 5% / lvl) ( + 10% Ambidextrous)
Weapons Engineer ( + 10%) (45% + 5% / lvl) ( + 10% Ambidextrous)
+ 1 APM
+ 2 Parry and Dodge
+ 2 P.S.
+ 3D6 S.D.C.
+ 1 roll with punch, fall, impact
Sense of Balance – 50% + 5% / lvl = 50%
Work Parallel Bars & Rings – 60% + 3% / lvl = 60%
Climb Rope – 70% + 2% / lvl = 70%
Back Flip – 70% + 5% / lvl = 70%
25% base climb ability or adds 7% to skill
30 % base prowl ability or adds 5% to skill
+ 2 roll with punch, fall, impact
+ 2 P.S.
+ 1 P.P.
+ 2 P.E.
+ 2d6 S.D.C.
+ 1 P.E.
+ 4D4 Spd.
+ 1D6 S.D.C.
Climbing (40% + 5% / lvl) ( + 10% Ambidextrous) =
+ 1 parry
+ 1 dodge
+ 1 roll with punch, fall, impact
+ 1 P.S.
+ 1d6 Spd.
+ 2d4 S.D.C.
+ 2 P.S.
+ 10 S.D.C.
Military Etiquette (35% + 5% / lvl) ( + 10%)
Wilderness Survival (30% + 5% / lvl) ( + 10%)
Detect Concealment (25% + 5% / lvl) ( + 10%)
Trap / Mine Detection (20% + 5% / lvl) ( + 10%)
Hand to Hand: Martial Arts
W.P. Sword: + 1 strike and + 1 parry at lvl 1, 3, 7, 11 and 14 = ( + 2)
W.P. Blunt: + 1 strike and + 1 parry at lvl 1, 4, 8, and 13 = ( + 1)
W.P. Targeting: + 1 strike at lvl 1, 3, 5, 7, 10, and 13 = ( + 2)
There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
(There is no chaos, there is harmony.
There is no death, there is the Force.
Meditation is a skill automatically known to all psychics – restores ( 6 ) I.S.P. per hour and is the equivalent of ( 2 ) hours of sleep / rest for the physical body.
I.S.P. can also be regained at the rate of ( 2 ) I.S.P. per hour of sleep.
Saving throws versus psionics ( 15 ), ( 12 ), or ( 10 )
Ley Line Proximity – within ( 2 ) miles RANGE and DURATION increase by 50%
Ley Line Proximity – within ( 1 ) mile RANGE, DURATION, and DAMAGE increase by 100%
At 1st lvl ( 10 + 5 ) powers selected from any of the ( 3 ) lesser categories + ( 3 + 1 ) powers from the SUPER category
Bio-Regeneration (6): self, no save, the ability to heal oneself of disease, poison, or physical damage, requires 1 full minute of concentration, does not restore missing limbs, regen 2d6 H.P. or 3d6 S.D.C. per round, when cuts and scrapes are healed through bio-regen no scars, can regenerate as often as once every other minute
Healing Touch (6): Touch, instant, 2 minute trance, 2d4 H.P. or 2d6 S.D.C, only usable on living creatures, never on the psychic himself
Psychic Diagnosis (4): Touch or within 3ft, no save, 2d4 melee trance, psychic can sense physical pain, external and internal injury, disease, possession
Psychic Purification (8): Touch, instant, no save, 6d6 min meditation, use his abilities to slow a person’s metabolism, destroy chemicals, drugs, toxins, poison. The effects of the drugs / impurities are immediately halted at the beginning of the meditation and completely destroyed / negated by the end, damage sustained prior to the psychic intervention still exists, ineffective against magic potions, spells, and faerie food.
Psychic Surgery (14): Touch, duration varies – 2d6 mins of preparatory meditation + duration of surgery (half the time of conventional modern medicine as is the recovery time of patient), used to repair broken bones and internal injuries, removal of foreign objects (arrowheads, bullets, etc.), or when patient has lapsed into a coma, recovery from coma is same as treatment from hospital and 66% when psychic surgery is used, no scarring from psychic surgery, minimal pain (no pain if deaden pain is used), no tools needed, psychic diagnosis MUST be used before a psychic surgery is possible.
Suppress Fear (8) learned @ lvl 2: Self or others by touch, no save, 1 min / lvl, automatically resist all fear and horror factor
Deaden Senses (4) learned @ lvl 2: 160ft / line of sight, -1 to save, 2d6 minutes, this is another form of bio-manipulation – only less severe. Victims seldom realize they have fallen under the influence of this psionic attack, the psychic is able to induce a physical influence on a person to make him less alert. This is typically used on guards, sentries, and searchers to escape their notice. Small sounds, odors, movements go unnoticed ( + 10% to skills camouflage, prowl, palming, pick pockets, cardsharp, forgery, disguise). -10% Spd, -1 initiative, -5% skill performance
Float (8) learned @ lvl 2: Self, 2 hours, no save, mild telekinetic field enables character to float on water or (1) foot per level in air, can sit, lay, or sleep comfortably, can be blown away in strong wind, can be used to break a fall by slowing descent until character is gently hovering above the ground, roll 1d20 to roll with fall or impact, using the psionic float a failed roll means half damage, successful roll means no damage, costs (2) actions.
Impervious to Fire (4) learned @ lvl 2: Self, 3 min / lvl, 2d4 melees trance for preparation, another mind over matter discipline enabling the psychic to endure intense heat, fire, hot coals, boiling water without suffering pain, damage, or scarring. Magical fires deal HALF damage.
Teleport Object (10) learned @ lvl 3: No save, touch, immediate, this is the ability to cause physical matter to disappear and reappear at a different location. Such teleportation is limited by the level of the psychic. Teleport 1 pound per level a distance of 50 feet per level. ONE-WAY teleportation. Teleporting small objects to any place in one’s clothes (pocket, purse, sack, saddlebags, backpack, etc.) is automatically successful. Teleporting it into someone else’s clothes (pocket, purse, sack, saddlebags, backpack, etc.) is 80% successful -20% if in a thick crowd. Teleporting the object to any open location the psychic can see clearly is 88% successful. Teleporting the object to a well known place is 88% successful. Teleporting the object to an unfamiliar place (has only been there a few times, never paid much attention, etc.) is 60% successful. Teleporting the object to a completely unknown place is 40% successful. A failed success roll means the psychic has no idea where the object is and it could be anywhere inside the radius of the character’s range.
Astral Projection (8) learned @ lvl 3: Self, 5 min / lvl, HU2 p.305,
Empathy (4) learned @ lvl 3: 100ft area, 2 min / lvl, standard save, roll to save once each melee round the psychic is using empathy. Mind Block will prevent any empathic transmissions.
Mind Block (4): Self, 10 min / lvl, ability to close or block oneself from all psychic and mental emanations, cannot sense anything, cannot use psychic abilities, nor be influenced by others, adds + 1 vs all psychic attacks, immune to telepathy, empathy, empathic transmission, hypnotic suggestion
Summon Inner Strength (4): Self, 10 min / lvl, + 10 S.D.C., + 2 vs poisons / toxins, 5% vs coma / death, no fatigue
Telekinesis (Small 3 (3lbs or less), Medium 8 (3-20lbs), Large 8 + 1 / 10lbs (over 20lbs)): 60ft, 2 min / lvl, medium objects reduce distance to 30ft, large objects reduce distance to 15ft, + 3 strike w / telekinesis, + 4 parry w / telekinesis, regular combat bonuses do not apply, damage for thrown / hurled objects HU2 p.303
Telekinetic Punch (6): Touch or 1ft / lvl, no save, instant, enables the psychic to deliver a powerful punch or kick with telekinetic force, punch inflicts 4d6 + P.S. bonus, kick inflicts 5d6 + P.S. bonus, I.S.P. is spent regardless whether or not the attack hits the target, roll to strike as normal, the power is used in conjunction with a regular physical attack so it CAN be parried or dodged, EVERY time the power is used the psychic must make a save of 14 or higher or he will suffer 1d8 points of damage from wrenched or pulled muscles or dislocated joint from the extra strain on his body.
Telekinetic Leap (8): Self, no save, 1 action, increase leaping range by 3 high or 5ft long / lvl, can be used in conjunction with a leap kick attack 6d6 + 6 + P.S. but the character takes 2d6 damage himself from the hard impact, an acrobatics, gymnastics, or roll with impact may be needed to land safely.
Telekinetic Push (4): Touch or 1ft / lvl, no save, instant, equivalent force to P.S. 16 + 1 / lvl, roughly equivalent to body block, 1d4 S.D.C. / H.P. damage, will knock most ordinary humans back (2) yards / meters, 60% chance of knocking person off his feet (loses init and 1 action), characters weighing more than 200lbs or with Robotic or Supernatural P.S. are only shoved a foot or two and there is a 12% chance of being knocked off their feet, inanimate objects weighing 50lbs or less are pushed or slid twice as far roughtly (4) yards / meters.
: Touch, no save, duration varies (usually 2d6 mins), this uncanny ability allows the psychic to receive impressions and images from an object regarding its use, history, and last owner. This is done by holding the object and concentrating on a specific line of thought OR by opening up to a general impression (the latter is always more vague and random). Just as a psychic must open himself to sense evil or magic he must open himself to the object. CANNOT OBJECT READ SAME OBJECT MORE THAN ONCE.
Impressions 56% + 2% / lvl, general alignment of last owner (good, selfish, evil), general emotional state of mind (happy, sad, angry, hate filled, confused), object’s general purpose, last owner living or dead, whether or not the object has been used with / by magic or supernatural forces, whether or not the object is enchanted or contains a supernatural entity (as well as its alignment and emotions), if the item is possessed the object read makes the psychic vulnerable to psychic attack (no bonus to save).
Images 48% + 2% / lvl, psychic can see images of isolated events from the past, snippets of events, glances of the previous owner and others near him. Traumatic and emotion filled events are the easiest to see. Impressions will accompany the images adding to the story as it unfolds. Information includes approximate age, height, weight, build, race, sex, sometimes occupation, hair color and length, special facial or body features such as scar or tattoos or beard. Very often the exact facial features are blurred or out of focus. The object’s use / purpose, and some special event usually very traumatic, important, or happy. Often the event image will be fragmented as if it was a piece of movie film edited by a crazy man. The event will always be one in which the object was involved in some way.
Present (+ 4 I.S.P.) 38% + 2% / lvl, sometimes the psychic can focus in to see and feel the last owner at that very moment. Current state of mind / emotion, appearance, dress, general location, general features. Present CANNOT be seen unless the psychic was successful on at least (1) of the previous Impressions or Images.
See the Invisible (4) learned @ lvl 3: 120ft distance, 1 min / lvl, no save
See Aura (6) learned @ lvl 3: 60ft, must be visible, 2 melees, no save but a mind block will mask the presence of psychic ability, estimate general level of experience, presence of magic, presence of psychic abilities, high or low base P.P.E., healthy or sick, presence of a possessing entity, presence of unusual aberration which indicates illness, nonhuman, mutant, supernatural being in disguise, etc. but does not specify which. Note: cannot tell one’s alignment from see aura.
Sense Evil (2): Self, 140ft radius, 2 min / lvl, no save, all supernatural creatures radiate their alignment whether good or evil, a psychic sensitive will automatically feel supernatural evil without spending a single I.S.P., however, to get a clearer picture of the evil forces a character must open himself and use the sense evil ability. Indicates general number of supernatural evil (1, 2-6, 7-14, 15 or more), general location (room, object, person, etc.), distance (15ft or less, 16-50ft, 51-140ft), character can track the source of supernatural evil like a bloodhound, by sensing how close it is to him, the stronger the sensation the closer the creature.
Sixth Sense (2): Self, 90ft, lasts until the danger passes, precognitive flash of imminent danger to the psychic or someone around him, + 6 init, + 2 parry, + 3 dodge, cannot be surprised
Telepathy (4): Self, 2 min / lvl, read surface thoughts up to 60ft away or two-way telepathic communication up to 140ft away, saving throw conditional,
Hypnotic Suggestion (6) – 12ft, std save, power is limited to relaxing / calming someone down, putting a person / animal in light sleep, helping a person to relax and focus on a particular thought (good for helping someone to remember things), and implanting subtle ideas. Can also be used to make the victim imagine sounds and images.
Bio-Manipulation (10) learned @ lvl 3: 160ft, 4d4 mins (half duration against creatures of magic and supernatural), standard save, duration can be extended 4d4 mins per 6 additional I.S.P.
Blind: Victim is -9 to strike, parry, and dodge
Deafness: Victim is -9 parry and dodge attacks from behind, -3 to strike, parry, and dodge, automatically lose initiative while deaf
Mute: Victcim is -2 to strike, parry, and dodge for 1st melee round
Pain: Victims are -6 to strike, parry, and dodge and -1 H.P. for every minute affected.
Paralysis: Victims are completely incapacitated for the duration.
Stun: Victims are -1 APM, -50% Spd, -4 all combat bonuses
Tissue Manipulation: hot, cold, itchy, etc. -1 to strike, parry, dodge, and initiative
Empathic Transmission (6) – 60ft, 2d6 mins, standard save, this incredible ability enables the psychic to instill a powerful emotion into another living creature, person, animal, or supernatural being.
Despair or Sorrow: great emotional upheaval, sorrow, sense of loss, 50% chance of victim surrendering or leaving without a battle, furthermore victims are -2 parry and dodge
Confusion: disorients the victim so badly he has no sense of direction, time or what is going on. Victims are -3 to strike, parry, and dodge, and lose initiative completely.
Fear: Invokes unreasoning terror. Victims are -3 to strike, parry, and dodge, 66% to turn and run
Hate or Anger: Will prompt those affected to act rashly, charge, attack, argue violently, etc. Victims are 60% likely to attack, kill, harm, or betray those they dislike. + 1 to strike, – 1 to parry and dodge.
Love or Peacefulness: Will induce a deep feeling of peace and serenity dispelling anger, hatred, sorrow. Hostile opponents are 60% likely to reconsider their actions, deciding not to attack, show mercy, leave without being overtly cruel or destructive, halt a rampage. It does not make victims docile sheep but it curbs hostility.
Trust: Will make the victim believe everything the psychic tells him but only while under the empathic influence. Life-threatening suggestions that go against deep-seated fears or ideals provide an additional saving throw with a bonus + 3 to save.
Super Telekinesis (10 I.S.P. per 100 lbs) learned @ lvl 3: 100ft / lvl, 2 min / lvl, + 3 strike w / telekinesis, + 4 parry w / telekinesis, regular combat bonuses do not apply, damage: 1d4x10 S.D.C. per 100 lbs, can manipulate 1 object / lvl as long as the combined weight does not exceed the weight capacity.
Telekinetic Force Field (30) – 10 mins / lvl, range: self or 40ft / lvl, 10ft area / lvl, as small as a 3ft area, 30 S.D.C. / lvl, instant, if the creation of the force field was to parry an attack the psionic must roll a successful parry, force fields remain until S.D.C. is depleted, time elapses, or the creator dispels it, may make as many force fields as I.S.P. allows., force field cannot be moved though people may move around inside of it (airtight force bubble).