Adriana Da Silva

GM: Snake Eyes
When all else fails, they’ll have to fight dirty to get the job done!
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Adriana Da Silva

Post by Adriana »

Hero's Journey:
Training Section 15-16 chosen twice for getting Brawler and Bruiser

Starting Credits:
Cash: [dice:1qjsvrie]61919:0[/dice:1qjsvrie]x100=1200
Gear: [dice:1qjsvrie]61919:1[/dice:1qjsvrie]x500=2500
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 20/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, attack x2 each claw one Wild Die to go to either.

Silver Plated Sword STR+d6 ,

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Re: Adriana Da Silva

Post by Adriana »

Adriana Da Silva
Rank: Novice 3
Race: Panther
Iconic Framework:WereCat
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6; Parry: 7; Toughness: 14 (5); Strain: 0
Skills:
Athletics d8 (+2 Climb)
Common Knowledge d4
Notice d6 (+2 If Cat/Man Monster Form)
Persuasion d4
Stealth d6
Spellcasting d8
Psionics d6
Fighting d10 (+2)
Intimidation d4
Survival d6
Shooting d4
Occult d4
Language American d4 (Native Language: Spanguese)

Hindrances
Hindrance (Major): Curious - I’m a cat (From Werepanther)
Hindrance (Major): Enemies CS and Supernatural Evil (From Werecat)
Hindrance (Major): Vow Monster Hunter - Eliminate Vamps/Supernatural Evil (From Werecat)
Hindrance (Major): Heroic - Always help those in need
Hindrance (Major): Impulsive - Act without thinking
Hindrance (Minor): Weakness Silver - +4 damage from silver weapons(From Werecat)
Hindrance (Minor): Weakness (Garlic & Wolf’s Bane) - Spirit Check or be shaken. Attacks against wearer at -2 (From Werecat)
Hindrance (Minor): Weakness Supernatural - Can be hurt by supernatural creature attacks (From Werecat)
Hindrance (Minor): Weakness Magic/Psionics - Can be hurt by them (From Werecat)
Hindrance (Minor): Arcane Duality - Must choose ISP or PPE for power points edge (From Werecat)
Hindrance (Minor): Cyber Resistant - No cyberware (From Werecat)
Hindrance (Minor): Distinctive Appearance - -2 Persuasion in non-human forms, unfriendly or hostile to human supremacists (From Werecat)
Hindrance (Minor): Habit - Fight or Hunt regularly (From Werecat)
Hindrance (Minor): Wild Beast - Uncomfortable in city, -2 to all trait rolls after a day, Spirit Check or run for nature (From Werecat)
Hindrance (Minor): Power Activator - must be able to move hands and speak to cast (From Werecat)
Hindrance (Minor): Racial Enemy - Werewolves -2 Persuasion against them (From Werecat)

Racial Abilities
Ability: Invulnerable - All attacks except those from weaknesses can only Shake (From Werecat)
Edge: Keen Senses - +2 Notice in Cat/Man Monster forms (From Werecat)
Edge: Low Light Vision - Ignore Dim/Dark Illumination penalties (From Werecat)
Edge: Man Monster Form - +2 Die Types in Cat/Man Monster forms for Agility/Strength Max Agility in human form is d12+2, Max Agility d12+4 in man-monster form Their Strength has no maximum. (From Werecat)
Edge: Natural Magic - Start with Arcane Background (Magic), 10ppe, d4 Spellcasting, and 3 powers (From Werecat)
Edge: Natural Psionics - Start with Arcane Background (Psionics), 10isp, d4 Psionics, and 3 powers (From Werecat)
Edge: Red in Tooth and Claw - Claws and Fangs in Man Monster form Str+2d4 Mega Damage with AP = Agility. Claws give +2 Athletics Climb checks. Can bite grappled opponent (From Werecat)
Edge: Regeneration - Natural Healing Roll once daily to recover Wounds or Injuries once all Wounds are healed. (From Werecat)
Edge: Shape Change - No PPE to change form. Can speak and use Psionics in all forms, magic in man monster form. Use Lion entry for Panther Form. Cat form keeps Smarts, Spirit, Hindrances, Edges and linked skills. Agility, Strength, Vigor and linked skills change with cat but cannot cast spells or use humanoid devices. (From Werecat)
Edge: Werepanther Magic - Begin with spellcasting d8 (From Werepanther)

Edges and Iconic Abilities
I'm a human bump: Agility to d10.
Edge: Acrobat - 1 free reroll on Athletics totals from balance, tumbling or grappling (From Werecat)
Edge: Martial Artist - Always armed, +1 to hit, Str+d4 damage, Increase Die Type from claw damage
Edge: Martial Warrior - +2 to hit, additional die type for damage
Edge: Ambidextrous - No Off-Hand, can stack Parry Bonuses from weapons
Edge: Two-Fisted - No Multi-Action penalty from hitting with different hands
Edge: Brawler - +1 Toughness, +1 die type to damage from fists/claws (From HJ)
Edge: Bruiser - +1 Toughness, +1 die type to damage from fists/claws (From HJ)
Edge: Killer Instinct - Free Re-roll when initiating Tests
Edge: Imp. Frenzy - First Two Attacks are Double-Strikes
Last edited by Adriana on Wed Apr 08, 2020 2:12 pm, edited 6 times in total.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 20/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, attack x2 each claw one Wild Die to go to either.

Silver Plated Sword STR+d6 ,

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Re: Adriana Da Silva

Post by Adriana »

Powers (post background as a reply to character sheet)
Arcane Background: Magic
PPE: 10 - Recovery: 5pts per hour of rest

ALTERAÇAO DE TRAÇO [Boost/Lower Trait] (2 PPE) [Novice]
Range: Smarts
Duration: 5 (boost), Instant (lower)
Trapping: Badump - Painful heartbeat for lower, swelling heartbeat for boost
Effect: This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds.
Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
Modifiers: [Additional Recipients](+1) May target one more person per additional point; [Strong](+1) Lower Only - Spirit Roll to shake off is at -2

CURA [Healing] (3 PPE) [Novice]
Range: Touch
Duration: Instant
Trapping: Laying on Hands
Effect: Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
For Extras, the GM must first determine if the ally is still alive. If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
Modifiers: [Greater Healing](+10) Greater healing can restore any Wound, including those more than an hour old; [Crippling Injuries](+20) The power can heal a permanent Crippling Injury. This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.; [Neutralize Poison or Disease](+1) A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.

INVISIBILIDADE [Invisibility] (5 PPE) [Seasoned]
Range: Smarts
Duration: 5
Trapping: Fade into Shadow
Effect: With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at -4, or -6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.
Modifiers: [Additional Recipients](+3) May target one more person per additional points

[Detect/Conceal Arcana] {From Orange Citrine gem} (2 PPE) [Novice]
Range: Smarts
Duration: 5 (detect); one hour (conceal)
Trappings: Waving hands, whispered
words.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so
on. With a raise, the caster knows the general type of enchantment as well — harmful,
obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale
for one hour (see the Size Table page 179).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is
an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per
turn). If the concealment wins, the character cannot see through the ruse with this casting,
but may terminate this instance and try again.
ModifierS
„ ADDITIONAL RECIPIENTS (+1): The power
may affect more than one viewer for detect,
or item for conceal, for 1 additional Power
Point each.
„ AREA EFFECT (+1/+2): Conceal only. The
power affects everything in a sphere the
size of a Medium Blast Template for +1
points, or a Large Blast Template for +2.
„ STRONG (+1): Conceal only. Detection rolls to
see through the concealment are made at −2.

Arcane Background: Psionics
ISP: 10 - Recovery: 5 pts per hour of rest

PROTEÇÃO ARCANA[Arcane Protection] (1 PPE) [Novice}
Range: Smarts
Duration: 5
Trapping: Concentration
Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
Modifiers: [Additional Recipients](+1) May target one more person per additional point

LIGAÇÃO MENTAL [Mind Link] (1 ISP) [Novice]
Range: Smarts
Duration: 30 Minutes
Trapping: Concentration
Effect: Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.
Once activated, the Range between all linked minds is one mile, or five with a raise. If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound). The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
Modifiers: [Additional Recipients](+1) May target one more person per additional point

LEITURA DE MENTES [Mind Reading] (2 ISP) [Novice]
Range: Smarts
Duration: Instant
Trapping: Concentration
Effect: Mind reading is an opposed roll versus the target’s Smarts. Success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
Modifiers: [modifier](cost);

[Relief] {From Blue Topaz gem} (1 ISP) [Novice]
Range: Smarts
Duration: Instant
Trappings: Prayer.
Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.
Modifiers
„ ADDITIONAL RECIPIENTS (+1): The power
may affect more than one target for 1
additional Power Point each.

[Smite] {From Sandstone gem} (2 ISP) [Novice]
Range: Smarts
Duration: 5
Trapping: Color-coded surrounds her as she empowers the weapon, which is covered in runes.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows,
or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the
weapon’s damage is increased by +2, or +4 with a raise
SPECIAL, Hindrance: While this Power is in effect, regardless of who was targeted, Adriana is treated as having the GLOW Modifier cast upon her: An SBT area of light centered on her, subtracting 2 from Stealth rolls and reducing enemy illumination penalties by 1.
„ ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Last edited by Adriana on Wed Aug 12, 2020 4:55 pm, edited 4 times in total.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 20/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, attack x2 each claw one Wild Die to go to either.

Silver Plated Sword STR+d6 ,

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Re: Adriana Da Silva

Post by Adriana »

Background
Adriana was born in the jungles of South America. She had a fairly normal life for a Werepanther. Her mother taught her to hunt, fight and navigate the jungles as well as respect the earth and life in general. Her mother also taught her the joys of magic and studying it. After she came of age at 16, she struck out on her own, panthers being rather solitary creatures.
During her wanderings, she came across a Temple of Tepeyollitl, Jaguar aspect of Tezcatlipoca, the Aztec god of Jaguars. While exploring the temple a Rift opened beside her and sucked her through. She didn't see much of the other side but when she came out she found herself standing in front of Castle Refuge. Taking this to be a sign that she was to start a new journey here, she decided to stay.
Last edited by Adriana on Sat Jan 04, 2020 2:09 pm, edited 3 times in total.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 20/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, attack x2 each claw one Wild Die to go to either.

Silver Plated Sword STR+d6 ,

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Re: Adriana Da Silva

Post by Adriana »

Gear (post gear as a reply to character sheet)
NG-S2 Survival Pack (20 lb)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes

Body Armor:
Urban Warrior Tactical Medium EBA
Armor: +5
Toughness: +2
Min STR: d4
Weight: 11
Rarity: 0
Cost: 35,000
Sidearm:

Silver Plated Short Sword (STR+d6)
Infrared Distancing Binoculars 2lb
Communicator (1500 credit version)

Headstones: Relief, Smite
Heartstone: Det/Conceal Arcana

Credits:
1000 Universal Credits
Last edited by Adriana on Sat Jan 04, 2020 1:54 pm, edited 1 time in total.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 20/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, attack x2 each claw one Wild Die to go to either.

Silver Plated Sword STR+d6 ,

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Re: Adriana Da Silva

Post by Adriana »

Advances (post Advances as a reply to character sheet)
Listed in Character Creation Order to assist in conflicts.

Choose Race Werecat (Panther)
Racial Abilities
Edge: Acrobat - 1 free reroll on Athletics totals from balance, tumbling or grappling (From Werecat)
Ability: Invulnerable - All attacks except those from weaknesses can only Shake (From Werecat)
Edge: Keen Senses - +2 Notice in Cat/Man Monster forms (From Werecat)
Edge: Low Light Vision - Ignore Dim/Dark Illumination penalties (From Werecat)
Edge: Man Monster Form - +2 Die Types in Cat/Man Monster forms for Agility/Strength Max Agility in human form is d12+2, Max Agility d12+4 in man-monster form Their Strength has no maximum. (From Werecat)
Edge: Natural Magic - Start with Arcane Background (Magic), 10ppe, d4 Spellcasting, and 3 powers (From Werecat)
Edge: Natural Psionics - Start with Arcane Background (Psionics), 10isp, d4 Psionics, and 3 powers (From Werecat)
Edge: Red in Tooth and Claw - Claws and Fangs in Man Monster form Str+2d4 Mega Damage with AP = Agility. Claws give +2 Athletics Climb checks. Can bite grappled opponent (From Werecat)
Edge: Regeneration - Natural Healing Roll once daily to recover Wounds or Injuries once all Wounds are healed. (From Werecat)
Edge: Shape Change - No PPE to change form. Can speak and use Psionics in all forms, magic in man monster form. Use Lion entry for Panther Form. Cat form keeps Smarts, Spirit, Hindrances, Edges and linked skills. Agility, Strength, Vigor and linked skills change with cat but cannot cast spells or use humanoid devices. (From Werecat)
Edge: Werepanther Magic - Begin with spellcasting d8 (From Werepanther)
Hindrance (Major): Curious - I’m a cat (From Werepanther)
Hindrance (Major): Enemies CS and Supernatural Evil (From Werecat)
Hindrance (Major): Vow Monster Hunter - Eliminate Vamps/Supernatural Evil (From Werecat)
Hindrance (Minor): Weakness Silver - +4 damage from silver weapons(From Werecat)
Hindrance (Minor): Weakness (Garlic & Wolf’s Bane) - Spirit Check or be shaken. Attacks against wearer at -2 (From Werecat)
Hindrance (Minor): Weakness Supernatural - Can be hurt by supernatural creature attacks (From Werecat)
Hindrance (Minor): Weakness Magic/Psionics - Can be hurt by them (From Werecat)
Hindrance (Minor): Arcane Duality - Must choose ISP or PPE for power points edge (From Werecat)
Hindrance (Minor): Cyber Resistant - No cyberware (From Werecat)
Hindrance (Minor): Distinctive Appearance - -2 Persuasion in non-human forms, unfriendly or hostile to human supremacists (From Werecat)




Hero’s Journey (If playing a MARS character, roll on the MARS Fortune & Glory Table, page 46. Roll on the Hero’s Journey tables as listed for your Iconic Framework. Roll for Narrative Hook to determine how your character ties to the story.)
Hero’s Journey
Table Training (roll): 15-16 Brawler Edge
Table Training (roll): 15-16 Bruiser Edge

Hindrances (Select up to 4 points of Hindrances (Major Hindrances are worth 2, Minor are worth 1). For 2 Hindrance points you can raise an attribute one die type or choose an Edge. For 1 Hindrance point you can gain another skill point or gain additional Starting Funds equal to twice your Iconic Framework’s starting amount.)
Hindrance: Heroic
Hindrance: Impulsive

Attributes (You have 5 points to distribute among them for 1 point each step. Attributes may not be raised beyond d12 unless your hero’s racial bonus or Iconic Framework states otherwise. Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.)
Agility: d10
Smarts: d4
Spirit: d6
Strength: d6
Vigor: d6

Skills (Athletics, Common Knowledge,Notice, Persuasion, and Stealth are core skills and start at d4 for free—see Expanded Skill Applications starting on page 71. More Skill Points is a Setting Rule, you have 15 points to put into skills. Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.)
Skills:
Academics (Sm)
Athletics (Ag) - d8 (Core)
Battle (Sm)
Boating (Ag)
Common Knowledge (Sm) - d4 (Core)
Driving (Ag)
Electronics (Sm)
Faith (Sp)
Fighting (Ag) - d10
Focus (Sp)
Gambling (Sm)
Hacking (Sm)
Healing (Sm)
Intimidation (Sp) - d6
Language (Sm)
Notice (Sm) - d6 (Core)
Occult (Sm) - d4
Persuasion (Sp) - d4 (Core)
Piloting (Ag)
Psionics (Sm)
Repair (Sm)
Research (Sm)
Riding (Ag)
Science (Sm)
Shooting (Ag) - d4
Spellcasting (Sm) - d8
Psionics (Sm) - d6
Stealth (Ag) - d8 (Core)
Survival (Sm) - d6
Swimming (St)
Taunt (Sp)
Thievery (Ag)
Weird Science (Sm)

Derived Statistics
Strain maximum (see page 71) is the lower of Spirit or Vigor die type.
Pace is 6″ but may be changed by racial abilities, Edges, or Hindrances.
Parry is 2 plus half of Fighting.
Toughness is 2 plus half of Vigor, plus any Armor.

Edges (Born a Hero is a Setting Rule; ignore Rank Requirements during character creation. Use any leftover Hindrance points to take Edges if you like. Each Edge costs 2 Hindrance points, Humans begin with an Edge as usual. Born a Hero applies to this edge)
Edge Martial Artist
Edge Martial Warrior

Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.

Initial Advances: (Bonus from Hindrances):
Edge(s) granted by Racial Features:

Novice 1 Advance: Ambidextrous
Novice 2 Advance: Vigor to d6
Novice 3 Advance: Two-Fisted
Seasoned 1 Advance: Smarts d8
Seasoned 2 Advance:Killer Instinct
Seasoned 3 Advance:PP
Seasoned 4 Advance: Frenzy
Veteran 1 Advance: Improved Frenzy
Veteran 2 Advance: Take 'Em Down
Veteran 3 Advance: --- Str ^
Veteran 4 Advance: --- PP
Heroic 1 Advance: --- Improved Take 'Em Down
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:

--- = Planned, not yet earned.
Last edited by Adriana on Sat Apr 02, 2022 7:57 pm, edited 6 times in total.
Adriana Da Silva
Cheatsheet
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d8 (+2 Climb), Common Knowledge d4, Notice d4 (+2 If Cat/Man Monster Form), Persuasion d4, Stealth d6, Spellcasting d8, Psionics d6, Fighting d10 (+2), Intimidation d4, Survival d4, Shooting d4, Occult d4, Language d4 American (Native: Spanguese)

PPE 20/20- (10 from Werecat 5 from gem, 5 from advance)
ISP 20/20 - (10 from Werecat 10 from gem)
Bennie's 3/3

Wounds 0/3

Claws STR+2d12 AP 8, Bite STR+2d4 AP 8, attack x2 each claw one Wild Die to go to either.

Silver Plated Sword STR+d6 ,

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Re: Adriana Da Silva

Post by Snake Eyes »

Minor cleanup, add a skill point for the Attribute switch, rename your powers (or don't) and you're good to go. Looks like you're in the middle of the other changes. Welcome aboard!
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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