Nadya Cantrell

They're silent but deadly...
GM: Pender Lumkiss
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Cantrell
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Nadya Cantrell

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Character Sheet

Player Name: James
Google Handle: tribeof1
Nadya Cantrell
Rank: Legendary Experience: 88 Advances Left: 0
Bennies: 1/4
Adventure Cards:

Race: Human
Iconic Framework: MARS Mercenary Soldier (Ex-CS Military Specialist)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12+1, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 13/16
Common Knowledge: 1d8 +2 for geography and people of North America
Skills:
  • Driving d4
  • Fighting d12
  • Intimidation d10+3
  • Knowledge (Computers) d4 (d12)
  • Knowledge (Electronics) d4
  • Knowledge (Politics) d6
  • Notice d8 (d12+2)+2
  • Persuasion d10+2
  • Repair d4 (d12)
  • Shooting d12+2 (1d12+6) +2
  • Stealth d8
  • Streetwise d8+2 +2 in North America
  • Survival d4 +2 in North America
Edges
  • Attractive: +2 Charisma
  • Brave: +2 to Fear tests
  • Brawny: +1 Toughness, carry 8 times Strength without penalty
  • Connections (Diamond Clad +4, Sono Klaus): Streetwise roll followed by Persuasion to get a favor
  • Danger Sense: Notice roll at -2 to detect surprise attack or ambush
  • Dodge: Attackers are -1 to hit with ranged attacks, unless Nadya is surprised. +1 to Agility rolls to evade area effects
  • Elan: +2 when using a Bennie
  • Expert (Shooting): Simply the best. Better than all the rest. Shooting increases to 1d12+2
  • Fleet-Footed: +2 Pace and roll 1d10 when running
  • Giant-Killer: +1d6 damage against anything Size 3 and larger
  • Imp. Level Headed: Draw three cards for initiative and take the highest
  • Marksman: Gain the benefits of Aiming when don’t move
  • Professional (Shooting): The best there is at what she does. Shooting increases to 1d12+1
  • Quick: Redraw initiative results of 5 or less
  • Quick Draw: Draw weapon as a free action
  • Rich, Filthy Rich: Total of 25,000 credits and 5 rolls on the Cybernetics Hero’s Journey Table
  • Strong Willed (x2): +3 to Intimidation and Taunt and +3 to Spirit and Smarts rolls when resisting Tests of Will
  • Upgradeable: Can install an additional 6 Strain worth of cyberware
Hindrances:
  • Code of Honor (Major): Cantrell keeps her word, seeks to protect the people of the Coalition States - and all humanity, when it comes down to it - and won’t slaughter innocents or the defenseless.
  • Cautious (Minor): A planner, Cantrell doesn’t make rash decisions.
  • Wanted (Minor): The Coalition isn't happy Cantrell absconded - with prototype tech, no less - but she's far from the only one who went AWOL after Tolkeen.
  • Delusional (Minor): Cantrell believes herself immune to the effects of temporal magic. Maybe she is? Maybe she isn't? Either way, she's gonna find that Valent Blade and put an end to the timey-wimey bullshit once and for all.
Cybernetics:
  • Bionic Strength Augmentation: Nanite reinforcement of muscle fibers and tendons (+1d Strength)
  • Cyber-Wired Reflexes: Cybernetic nervous system enhancements (+1d Agility)
  • Expanded Detection and Security Array: Radar, sonar and motion detectors grant 360 degree awareness of surroundings (+2 to Notice checks and Danger Sense Edge)
  • Nano-Repair System: Nanobots heal damage and repair synthetic systems (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease)
  • Reinforced Frame: Metal and kevlar skeletal lacing (+2 Toughness)
  • Subject Matter Port (x3): With three +4d skill chips (Knowledge: Computer, Notice and Repair)
  • Wired Skill Port: With one +4d skill chip (Shooting)
Magic Tattoos:
  • Sparrow under left ear: Spirit roll to activate speak language up to 3/day. Must be able to touch the tattoo.
    • Splendour trapping: Add +2 Charisma; on a Raise, +1d Persuasion
    Circle of White Fire over heart: Spirit roll to activate light up to 3/day. Must be able to touch the tattoo.
    • Sunlight trapping: Counts as natural sunlight.
Legendary Journey - Mythic Rifter [Gained as a reward at Castle Refuge in the aftermath of the 13th/Black Company crossover and again after saving Whykin.]
  • (9) She who fights monsters: Monsters know of you, and are afraid of their own shadows when they hear you are around. +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
  • (8) Crapsack World: The world is a bad place, pretty much everything is out to get you. Legends tell of your exploits that even buck the universal constant. However, most folks also talk about the nasty run of bad luck that got you killed. You always roll an extra wild die and keep the highest roll. Ever crit fail on 1,1,1? Just make a new character because your luck ran out.
Table of Fate [Gained as a reward in the battle against the World of Despair in Geist's flying mountain.]
  • (3) Fate Cannot Hide: Cantrell is a master of her environment, none can hide from her. She gains an additional +2 to all Notice and Tracking rolls within Urban environments; these bonuses stack with other bonuses. As well, she ignores cover bonuses when Shooting in urban areas.
Last edited by Cantrell on Thu Oct 03, 2019 12:00 pm, edited 49 times in total.
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Re: Nadya Cantrell

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Background

<<Go ahead and kill them all -- but don’t waste ammunition. Drop a building on them or let your dog pack go at them with vibroblades. Save your E-clips for real threats. Central out.>>

The crackle of static seemed to echo in her helmet, buzzing on and on like a malfunctioning receiver. Cantrell realized she was holding her breath, and drew in a long, measured lungful of recycled air.

The environmental systems in her black, death’s head armor kept her from smelling the stink of fear surrounding the group of D-Bees and refugees clustered in the warehouse. They were women and children mostly, clutching at each other and trying not to look at the Coalition forces surrounding them. As she tried to make sense of the orders, her eyes fell on one of the aliens, a young D’narr girl with stubby horns and eyes of shocking blue.

She remembered killing a devil man with the same sapphire eyes on one of her first field missions, after she’d transferred from Chi-Town to Wichita Falls. She’d been assigned to a recovery squad tracking down a couple of Kill Hounds gone rogue from the Lone Star complex. The mutants had taken refuge in a D-Bee settlement on the edge of the Freelands. The D’narr was the man in charge. A shifter of some sort, he’d been spotted summoning fiends to patrol the outskirts of the town. She’d felt good when her laser burned a hole in the back of his head. Score one for the good guys.

She’d had the same feeling fighting Simvan raiders or bandits from the Pecos Empire. Black Market bootleggers, demons -- burn ‘em all in the Emperor’s name, then head back to the barracks for a drink and a good night’s sleep. Felt like she had a purpose then, street scum from the Chi-Town ‘Burbs who’d found her place in the world. Fast and smart and fearless, she’d risen quickly through the ranks, earning her lieutenant’s bars in no time at all. Gone from squad sniper to junior officer to commanding her own unit, Dog Boys and psi-stalkers and a platoon of grunts to hunt down and eliminate the enemies of humanity.

Things were different here in the north. The war against Tolkeen had been … complicated. Atrocity built on atrocity, each new horror justifying an even more unthinkable response from the other side. But she was a soldier -- an officer, responsible for the lives of dozens of other souls, not to mention the families back home in the Coalition whose safety depended on eradicating the D-Bee threat symbolized by … this pink-skinned child with the stubby horns and the piercing eyes.

“What are the orders, sir?”

The rumbling voice of K-2-6, the alpha among her Dog Boys, shook her from her reverie. Taller than her by two feet, with a hulking frame and the head of a German shepherd, he waited patiently for her response. Whatever her orders, he and the others would carry them out without question, without hesitation.

“Leave them,” she said, purposefully ignoring the curious look he gave her in return. “You can chain the doors, but make sure they have air. Central wants to use them as bait.”

<.....>

Back at base camp, Cantrell stowed her death’s head armor in her locker for the last time. She scanned her tent again, but there wasn’t anything there she couldn’t live without. Most of it could be tracked, anyway -- she’d run down more than one absconder using the transponders in his wargear.

Sticking to the shadows, she made her way to the makeshift supply depot at the far end of the camp. The Coalition didn’t take many captives, but the quartermasters made a point of collecting any interesting gear or tech found on enemy casualties. She let herself in -- the guard was gone, sent on an errand she’d issued remotely a few minutes earlier.

Weeks into the offensive, the racks were full, lined with rifles and heavy ordinance manufactured by Northern Gun and Wilk’s. She even spotted a few of the western knock-offs that were so popular down south. Running a discerning eye over the contents, she grabbed an old-style laser rifle, good for sniping, and a high-powered particle beam pistol. She slung a scabbarded vibro-sword over her shoulder.

The lockers in the next room held armor, dozens of suits hanging like silent sentinels from racks on the edges of the room. Most of it inferior to the suit she’d been wearing for years as a Coalition officer … but maybe not all of it. On a table in the back she found the suit she’d read about in the intelligence reports. German-made, with the distinctive helmet Triax liked to use on its personal armor. This one had an upgraded targeting package of some kind, and high-density plating the quartermasters wanted to study in more detail. It had a powered exo-skeleton that would let her run faster and hit harder -- best of all, it fit like a glove, seeming almost to be custom-made for her compact, lean physique. Reveling in her newfound strength, she grabbed a heavy plasma rifle and a survival kit on her way out, stowing them on her back with magnetic hooks.

Never know what you’ll run into out there, she thought, letting the idea sink in as she slipped out the door. What are you getting into, Cantrell?

<.....>

Cantrell waited until she was a few miles outside the camp’s perimeter before pulling out the captured radio. CS technical officers hadn’t yet cracked the encryption, so all she could do was transmit and hope for the best. She thumbed the mic and prayed the programmed frequencies were still active.

“Tolkeen forces, please respond,” she said, counting five seconds as she waited for a response. Hearing none, she tried again.

“Tolkeen, this is Lt. Nadya Cantrell, formerly of the Coalition States special forces. I can provide the location of a group of captive civilians, women and children, awaiting extraction … but I need something in return. Please respond.”

She waits through another five-count, then another. The radio crackles with static.

<<And what might that be, Lieutenant?>> a voice asks.

“A new life.”
Last edited by Cantrell on Wed Jun 28, 2017 10:27 pm, edited 9 times in total.
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Re: Nadya Cantrell

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Gear

Unopened Coalition datastick provided by Crystalclaw


Dual-Linked Medium Railguns on the Zone Ranger:
Range 100/200/400; Damage 3d10+6; ROF 3; AP 14; +1 to Hit

Triax T-11 Enhanced: Exo-skeleton armor with augmented strength and speed. This prototype version has been modified with high-density armor plating and helmet targeting enhancements.
  • +10 Armor, +2 Toughness
  • 1d12+2 Strength, +2 Pace
    • Full Environmental Protection
    • Built-in mini-computers for basic functions; comm system with 10 mile range; loudspeakers; laser distancer; nightvision
    • Targeting grants +2 to all ranged attack rolls
    • 96 hours of continuous use before needing to be recharged (takes 2 hours)
    • 40 lbs (d8 Strength minimum when not powered)
Tech-modified, reinforced clothing +1 Toughness

Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item): The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).[/i]
  • +1 Toughness
  • Multiply Load Limit by 1.4 (or 2.0 if combined with Brawny)
  • No Minimum Strength Requirement (10 lbs.)
Augmented Adrenal Control System (Super-Tech cybernetic implant) Signature Item
Incorporating some of the same technology used in Juicer bio-comps without the nasty long-term effects, this experimental adrenal system allows for brief periods of highly-augmented physical performances, followed by a relatively controlled "crash."
Strain: 2
Neuromuscular Stimulation: Provides a constant +2 to recover from Shaken
Adrenal Boost: As a free action, activate a short-lived, nanite-directed chemical boost to grant the following benefits for 3 rounds:
  • Gain an extra, non-movement action, which may be a repeat action with a weapon
  • All attacks targeting the recipient suffer a -2 penalty to hit
  • Immune to Fear
  • Pace is doubled
  • +1d Vigor
  • Gain the Nerves of Steel and Improved Nerves of Steel Edges
Controlled Crash After 3 rounds, the boost may be maintained with a successful Vigor check each round, with a penalty equal to the number of rounds active; After the boost expires, the recipient gains a level of Fatigue that goes away after 30 minutes of rest/inactivity

Alien EMP launcher (shoulder-mounted, integrated into armor): Range 24/48/96; 3d6*; ROF 1; AP *; Shots 20; Weight 8 lbs + .25 lbs per grenade; Knocks out electronic devices in MBT; Does nonlethal damage vs. constructs, power armor or shielded devices against base Toughness, no armor. Military and combat grade hardware and electronic devices have a toughness of 8 and sometimes higher if so designed to be resistant against EMP. They become disabled after taking a wound; Has 2 spare loads.

Triax T-100 Eagle Jet Pack: Grants Flight Pace 30, Climb 1 for up to three hours at a time before overheating. 35 lbs.

NG-E4 Plasma Ejector: Range 24/48/96; Damage 3d10; ROF 1; AP -; Shots 12; Weight 20; Min Str d10, Mega Damage. Two spare E-clips.

Japanese AT-130 Particle Beam Pistol: Range 10/20/40; Damage 2d8+4; ROF 1; AP 4; Shots 15; Weight 5; Semi-Auto. Two spare E-clips. (Retrapped TX-26 with +1 damage and +2 AP)

Wilk's 457 Pulse Rifle: Range 40/80/160; Damage 3d6+2; ROF 2; AP 3; Shots 36; Weight 6; Semi-Auto, 3RB, vibro-bayonet (Str+d6, AP 4, Mega Damage), integrated scope offsets 2 points of range and/or darkness penalties. Two spare E-clips.
  • Underbarrel grenade launcher: Range 18/36/72; 3d8; ROF 1; AP 8; Shots 8; Weight 5 lbs + .25 lbs per grenade; Mega Damage, SBT; 16 AP grenades.
Crossbow with 20 wooden quarrels: Range 15/30/60; Damage 2d6; ROF 1; AP 2; Weight 10; 1 action to reload.

Vibro-Sword: Damage Str+d10; Weight 9; AP 4, Mega Damage.

Dragonbane Blade (Patron Item): During the great Elf-Dwarf war, a singularly exceptional Elven alchemist created a number of identical enchanted knives used to add some gravity to the Elves' negotiations with the dragons of their time. From time to time across the ages, these knives have surfaced in the hordes of ancient dragons, and among ruins from that era. They are often associated with the appellation "folly" as those who bear them have frequently overestimated the power of the weapons, and underestimated the might of dragons.
Image
Damage: Str+2d6+2, Mega Damage, AP 4
Magic Features
  • Dragon Slayer: Does normal damage to all creatures except dragons and sea serpents, to which it inflicts +1d6 damage and ignores armor.
  • Eternally super-sharp armor piercing blade: Weapon never dulls.
  • No Min Str (1 lb.)
The Red Gauntlet
One of eight peices of a fearsome techno-wizard war machine known as Inferno, the Blazing Iron Juggernaut, it is readily identified by the ornate "I" inscribed into the gauntlet itself. Four rubies adorn the knuckle portion. When Inferno was dismantled, the souls of its crew were forever trapped within its disparate pieces. The gauntlet has since been upgraded with a temporal lodestone embedded on its back.
  • Damage Str+d4; +1 Parry and considered armed
  • Has 10 PPE to activate powers, which recharge at a rate of 1/hour; Powers activated with a Spirit roll
  • Blazing Smite (smite): The gauntlet erupts with a forge's fire, engulging the fist or wielded weapon in fire so hot it melts metal, burns wood, and disintegrates items; In addition to the damage bonus granted by smite, if a damaging attack results in Shaken or a Wound roll a d6, on a 6 any material the attack hits is ruined, reducing the Armor bonus of a target's armor by 2.
  • Fires of Reality (greater smite): The temporal lodestone glows white-hot, and the flames produced scour away temporal manipulations. The gauntlet or affected weapon gains the normal damage bonus from greater smite, but the Trapping is fixed: Successful attacks with the affected weapon ignore any temporal trappings affecting the target, and treat any spells affecting the target as the base version, rather than the temporal version. A phase field spell, for example, would lose its anti-Armor Piercing ability, and a target under the effects of spacial distortion would not be able to redirect failed attacks, gaining only the normal benefits of deflection.
  • Temporal Anchor (dispel and exalted dispel): The temporal lodestone disrupts alternate timelines and interrupts attempts to manipulate the prime reality. The wielder gains a +2 bonus to opposed rolls when using dispel or exalted dispel against temporal spells and items, but suffers a -2 against powers from all other traditions.
White-Star Fire Necklace
Never before has such a necklace been created. Rumors about it actual origins abound, but only 7 of them exist signifying heroes of legend: legionnaire exemplars.
  • A vampire's worst nightmare, on a successful grapple check, the wearer of the necklace deals a wound to any creature vulnerable to light or sunlight.
(7) UV grenades: Range 5/10/20; Damage 2d10 (sunlight trapping); LBT

Bomb Bath Soaps: From the Altaran masseuse at the Witchwell Inn. Remove all Fatigue and Wounds after a 1-hour soak. 4/4 uses.

NG-S2 Survival Pack: Weighs 30 lbs. Contains just about everything needed for basic survival, including:
  • Two-person tent, insulated to −40 degrees Fahrenheit. Water collection extends water supplies by 20%
  • Insulated sleeping bag
  • Flashlight with concealed pocket knife, miniaturized solar panels
  • Biometric compass/inertial mapper (+2 to Survival rolls related to land navigation)
  • Short-range radio, 5 mile range
  • First aid kit (+1 to Healing, 3 uses, 300 credits to refill)
  • Hunter/fisher kit with line, hooks, etc. for fishing and trapping (+1 to Survival checks to gather food)
  • Three saw wires and two ring handles
  • Fire starter with solar-powered ignition cell and flint sparker (with six extra flints)
  • Survival knife
  • Small hatchet
  • Wooden cross
  • Four signal flares
  • Climbing kit with 30 feet of lightweight cord, climbing gloves, four ceramic spikes, and small mallet
  • Bar of soap and sterilized cloth
  • Canteen
  • Two weeks worth of survival rations in sealed pouches
Credits: 22,000

Contacts: Diamond Clad, legendary TW mayor of Gloom (with +4 bonus); Sono Klaus, half-kobold, hammer-wielding Lord of War (Extra); Jackshot Marshall, Gloom sharpshooter and militia commander
Last edited by Cantrell on Sun Dec 31, 2017 3:12 pm, edited 9 times in total.
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Re: Nadya Cantrell

Post by Cantrell »

Advances
Please list all Edges and Advances taken for your character here

M.A.R.S. Mercenary Soldier
  • Three Hero’s Journey rolls
  • Three Fortune & Glory rolls
  • Start as Seasoned with 20 XP (+5 for PbP special rule)
  • Begin with +5 skill points
  • Begin with two Combat Edges of your choice, ignoring Rank requirements (Marksman, Dodge)
  • Two weapons of choice, one suit of armor, NG-S2 Survival Pack, 3d6x1,000 credits (6,000. Combined with Rich/Filthy Rich money, used to purchase vibro-sword and JA-9 rifle)
Hero’s Journey
  • Body Armor (20)
  • (Choose) Extra high-density plating: +3 Armor
  • Body Armor (14)
  • Trade in with below roll for helmet targeting enhancements, +2 to all ranged attacks
  • Magic & Mysticism (11)
  • Trade in with above roll (Rolled when I thought I was doing a different concept)
  • Education (10)
    (10) Traveled far and wide: +2 to Common Knowledge rolls regarding geography, people of North America, and +2 to Streetwise and Survival. [Gained as a reward at Xenith base.]
MARS Fortune & Glory
  • (11) Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
  • (5) Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills. (Computers, Notice, Streetwise)
  • (7) Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
  • (6) Spiritual and Determined (x2): Your hero adds one die type to Spirit and begins with the Strong Willed Edge. [Gained as a reward in the 13th/Black Company crossover.]
Rich/Filthy Rich rolls on Cybernetics table
  • (6) Expanded Detection and Security Array
  • (3) Reinforced Frame
  • (16) Subject Matter Port and 4d skill chip (Computer)
  • (16) Subject Matter Port and 4d skill chip (Repair)
  • (15) Nano-Repair System
Advances
  • Initial Advances: (From Hindrances): Rich, +1d Agility
  • Free Edge (Human): Attractive
  • Novice 1 Advance: +1d Vigor
  • Novice 2 Advance: Fleet-Footed
  • Novice 3 Advance: Filthy Rich
  • Seasoned 1 Advance: +1d Fighting, +1d Shooting
  • Seasoned 2 Advance: +1d Spirit
  • Seasoned 3 Advance: +1d Intimidation, +1d Persuasion
  • Seasoned 4 Advance: Elan
  • Veteran 1 Advance: Level Headed
  • Veteran 2 Advance: Upgradeable
  • Veteran 3 Advance: +1d Fighting, +1d Shooting
  • Veteran 4 Advance: Quick Draw
  • Heroic 1 Advance: +1d Vigor
  • Heroic 2 Advance: +1d Intimidation and +1d Persuasion
  • Heroic 3 Advance: Giant-Killer
  • Heroic 4 Advance: Improved Level-Headed
  • Legendary 1 Advance: Professional (Shooting)
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Cantrell on Sun Dec 31, 2017 3:13 pm, edited 7 times in total.
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Re: Nadya Cantrell

Post by Cantrell »

Took Level Headed as her V1 advance.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Re: Nadya Cantrell

Post by Cantrell »

Gained a Fortune & Glory roll as a reward in the crossover thread. Result: Spiritual and Determined.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Re: Nadya Cantrell

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Q4 2017: 8 XP, 2 Advances: 1st - Upgradeable Edge; (Bought Cyberware, below); 2nd - +1d Shooting, +1d Fighting

Q1 Bennies: +1 from F&G Bold; +1 from Q4 posting rate; +1 from After the Bomb post; +1 from Dream State post

Cyberware purchased (Received 60,000 Cr in backpay):
Cyber-Wired Reflexes (12,000)
Wired Skill Port (5,000) with +4d Shooting chip (40,000)
Total = 57,000 Cr
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Nadya Cantrell

Post by Cantrell »

Q1 2018, picked up +1 die Spirit and Delusional (Minor) during the showdown with t'Fethic.

End of Q1: Took Quick Draw for her advance.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Nadya Cantrell

Post by Cantrell »

Gained Legendary Journey - Mythic Rifter (9) She who fights monsters
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Nadya Cantrell

Post by Cantrell »

Q2 2018: 6 XP, took +1d Vigor for advance; spent 22k on Subject Matter Expert Port w/+4d Notice chip, to be installed when we get downtime.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Nadya Cantrell

Post by Cantrell »

Q3 2018: +1 XP from Interlude at Xenith Base
Gained Education HJ roll: (10) Traveled far and wide. +2 to Common Knowledge rolls regarding geography, people of North America, and +2 to Streetwise and Survival.
+5 XP at Quarter's end: +1d to Intimidation + Persuasion
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Nadya Cantrell

Post by Cantrell »

Q4 2018: +1 XP for interlude RE Camp Kander; took to 70 XP; Took Giant-Killer as advance

Got an F&G roll from Witchwell Inn nanite attack: Spiritual and Determined (boosts bonus from Strong-Willed to +3)

End of Q4: +5 XP, took Imp. Level-Headed as advance
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Nadya Cantrell

Post by Cantrell »

Q1 2019: +1 XP from Interlude in tunnels
End of Quarter: +4 XP
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Nadya Cantrell

Post by Cantrell »

Q2 2019 = Gained Quick Edge from HJ roll viewtopic.php?p=54637#p54637
+4 XP at end of quarter

Q3 2019 = +1 XP 8/28 Interlude. Taking Expert (Shooting) Edge. End of Quarter: +3 XP
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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