Nadya Cantrell, the Legend

The quest to destroy the Demon Prince of War
GM: Ndreare
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Cantrell
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Nadya Cantrell, the Legend

Post by Cantrell »

Here's the build for my updated version of Cantrell

Race: None

IF: Intelligent Construct
  • Construct
  • Inorganic
  • Outsider (M)
  • Core Directive: Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms
  • Wanted (M)
  • Malfunctions
[
Build Options (24 pts to spend)
  • Transferred Intelligence
  • Arcane System (-4 pts)
  • Medium Frame, Legs
  • Advanced Senses (2)
  • Lifelike Android, Standard Vocals
  • Feature-Locked (-4)
  • Natural Armor +8 (2)
  • Automated Repair Unit (2)
  • Bio-Reactor (1)
  • Pace x1 (1)
  • Sensor Range Upgrade (1)
  • Attribute Bonuses (+3d Agility, +2d Spirit, +1d Strength, +3d Vigor) (9)
  • Edges (Adept, Arcane Background: Magic, Champion, Danger Sense, Master of Magic, New Powers, Power Points) (7)
  • Skills (Occult d8, Spellcasting d8) (3)
  • Skill Bonuses (Intimidate +2, Persuasion +2, Shooting +2, Spellcasting +2) (4)
Total = 24 pts

Hero's Journey (0 from IF, +2 campaign)
HJ 1: Education 17: +3 skill points for Smarts-based skills
HJ 2: Training 1: +3 skill points for combat skills

Hindrances: Heroic (M); Coalition Exile (m); Loyal (m)
Hindrance Advances: +1d Smarts, +1d Spirit

Attributes: Start all at d6, plus bonuses from above: Agility d12; Smarts d8; Spirit d12; Strength d8; Vigor d12

Advances:
N1: Brave
N2: Elan
N3: +1d Shooting, +1d Fighting
S4: Marksman
S5: Sharpshooting
S6: Steady Hands
S7: Level-Headed
V8: Improved Level-Headed
V9: Trick-Shooting
V10: Dodge
V11: Giant-Killer
H12: +1d Shooting, +1d Fighting
H13: Take 'Em Down
H14: Improved Take 'Em Down
H15: +1d Persuasion, +1d Intimidate
L16: Professional (Shooting)

Skills (15+3+3)
Athletics d8 (2)
Battle d6 (2)
Common Knowledge d6 (1)
Electronics d4 (1)
Fighting d12 (3+2 advances)
Intimidation d8 (2+1 advance)
Notice d8 (2)
Occult d8 (from IF)
Persuasion d8 (1+1 advance)
Piloting d4 (1)
Repair d4 (1)
Shooting d12 (3+2 advances)
Spellcasting d8 (IF)
Stealth d6 (1)
Survival d4 (1)

Spells: Boost Trait (aspect, self-only), Detect/Conceal Arcana, Dispel, Speed (aspect, self-only), Smite (self-only)

Gear: $0 (IF) +$200k (campaign) + Amulet of Arcane Protection
  • NG-S2 Survival Pack (-$3k)
  • NG-E12 Heavy Plasma Ejector (-$80k)
  • "AT-130 Particle Beam Pistol" (NG-P7 Particle Beam Rifle w/2 purchased HJ rolls: +2 AP; -1/3 weight and -1d Min Str; used one-handed with Trick-Shooting) (-$66k)
  • JA-12 "One Man Army" Laser Rifle (-$50k)
Patron: Branaghan Special Armored Overcoat; Dragonbane Blade

Sig Item: Supertech T-11 body armor (3 HJ improvements: +2 Armor, +1 Toughness, integrated MOH)

Sig Item: Prototype T-25 Super-Exo Armor (Super-Tech NG-EX10 Gladius. Minors: +2 Armor x2; Majors: +1d Shooting, Iron Jaw edge.)
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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Cantrell
Posts: 425
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Re: Nadya Cantrell, the Legend

Post by Cantrell »

Character Sheet

Player Name: James
Google Handle: tribeof1
Nadya Cantrell
Rank: Legendary Experience: L19 Advances Left: 0
Bennies: 3/3 +2 bonus

Race: Formerly Human
Iconic Framework: Champion of Temporal Stability (Intelligent Construct)
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

Skills:
  • Athletics d8
  • Battle d6
  • Common Knowledge d6
  • Electronics d4
  • Fighting d12
  • Intimidation d8+2
  • Notice d8+4
  • Occult d8
  • Persuasion d8+2
  • Piloting d4
  • Repair d4
  • Shooting d12+4 (d12+5 in armor)
  • Spellcasting d8+2
  • Stealth d6
  • Survival d4
Edges
  • Adept: boost trait, speed and smite cast as Innate Abilities with Range (self) limitation
  • Arcane Background (Magic): Use powers with Spellcasting; requires Gestures, Speech and Materials when specified
  • Brave: +2 to Fear checks and -2 to rolls on the Fear Table
  • Champion: +2 damage vs. supernaturally evil creatures
  • Danger Sense: Notice roll at +2 to sense surprise attack or ambush
  • Dodge: -2 to be hit by ranged attacks
  • Elan: +2 when using a Bennie to reroll a Trait roll
  • Giant-Killer: +1d6 damage against anything Size 3 and larger
  • Iron Jaw: +2 to Soak and Vigor rolls vs. Knockout
  • Level-Headed/Imp. Level Headed: Draw three cards for initiative and take the highest
  • Marksman/Sharpshooting/Trick-Shooting: When making ranged attacks at ROF 1, all attacks gain +1 to hit or ignore 4 pts of penalties; Wield rifles one-handed at +1d Min Str; Halve MAP when only making Sharpshooting attacks; Ignore running penalties when Shooting;
  • Master of Magic: Use Mega power modifiers
  • New Powers: Two additional powers known
  • Power Points (x2): +10 PPE
  • Professional/Expert/Master (Shooting): The best there is at what she does. Shooting increases to 1d12+2 and uses 1d10 for the Wild die.
  • Steady Hands: Ignore Unstable Platform penalty
  • Take 'Em Down/Imp. Take 'Em Down: Against MDC targets, +4 AP and reroll damage once without spending a Benny
Hindrances:
  • Coalition Exile (Minor): On CS wanted lists; -1 Persuasion/+1 Intimidation and Taunt with D-bees and magic users who know of her past
  • Heroic (Major): Cantrell's code of honor and commitment to humanity has broadened since she left Coalition service
  • Loyal (Minor): Leave no one behind
  • Vow (Major): Cantrell's core directive is to Oppose Timey-Wimey Bullshit in All Its Forms
  • Wanted (Major): No longer human after merging with the temporal lodestone, Cantrell is classified as "kill on sight" by any number of factions
Other Construct Abilities:
  • Construct: +2 to recover from Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no Healing or "Golden Hour"
  • Inorganic: No cyberware
  • Malfunctions: Suffers Technical Difficulties
  • Transferred Intelligence/Medium Frame/Legs/Lifelike/Standard Vocals: Previous consciousness in a new humanoid body visually indistinguishable from the old one
  • Arcane System/Bio-Reactor: Must eat normally or consume 5 PPE/day from ley lines or other sources; Wounds repaired using lower of Occult or Spellcasting
  • Advanced Senses/Sensor Range Upgrade:+4 Notice; ignore 4 pts of Range penalties; ignore Illumination penalties; thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.
  • Feature-Locked: Cannot improve Agility, Strength and Vigor
  • Armor: +8 natural Armor
  • Automated Repair Unit: Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out
Powers
Master of Magic
PPE: 15/20

Phantom Skill Ports: boost trait with the Aspect and Range (self) limitations. Power Points: 0* Range: Touch Duration: 5; Effect: Increase Trait by +1d, +2d on a raise.
Modifiers:
  • Hurry (+1): +2 Pace
  • Greater Boost (+2): Gains a free reroll with affected Trait once per round, or once per action with a Raise.
Timey-Wimey Bullshit Detector/Don't Let the Dogboys Smell Me: detect/conceal arcana with the Range (self) limitation. Power Points: 1 Range: Self Duration: 5 (detect) or one hour (conceal); Effect: Sense magic (including invisible foes; counteracts 4 pts of magical penalties, all penalties on a Raise) or prevent from being noticed.
Modifiers:
  • Exalted Detect Arcana (+2): Learn active powers; type of supernatural creature; enchantments present; amount of PPE/ISP; on a Raise, learn supernatural susceptibilities and Weaknesses.
  • Exalted Conceal Arcana (+2): -2 (or -4 with a Raise) to be seen or found with powers and arcane abilities.
  • Presence Sense (+1): Sense living beings; doesn't need line of sight.
  • Strong(+1): Conceal only. Detection rolls are at -2.
Get Out of Here With That Timey-Wimey Bullshit: dispel. Power Points: 1 Range: Smarts Duration: Instant; Effect: Negate an enemy power already in effect or as it is being cast with opposed Arcane Skill roll (-2 if different traditions). With a raise, target caster is also Distracted.
Modifiers:
  • Exalted Dispel (+2/+4/+6): Affect a Small, Medium or Large Blast Template. Make one roll and compare to the Arcane Skill rolls of all active powers in the area.
  • Power (+1): disrupt enchanted devices for 1 round, 2 with a Raise. Difficulty is -2 to -4.
Speed of Thought: speed with the Aspect and Range (self) limitations. Power Points: 0* Range: Touch Duration: 5; Effect: Doubles basic Pace and Running die. With a Raise, also ignore the -2 running penalty.
Modifiers:
  • Hurry (+1): +2 Pace
  • Quickness (+2): Reduce total Multi-Action penalty by 2.
  • Greater Speed (+2): Always gain max result from Run die. With a Raise, gain Nimble.
Fires of Reality: smite with the Range (self) limitation. Power Points: 1 Range: Self Duration: 5; Effect: Affects one weapon (or magazine), adding +2 damage, +4 with a Raise.
Modifiers:
  • Additional Weapons (+1): Affect an extra weapon or load of ammunition for +1 each.
  • Greater Smite (+2): Damage is increased by +4 (+6 with a Raise) and deals Mega Damage. Cost for Additional Weapons becomes +2.
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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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Nadya Cantrell, the Legend

Post by Cantrell »

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.”
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, the Legend

Post by Cantrell »

Gear

Signature Item: Prototype T-20X "SteinHaut" Exo-Armor (Super-Tech NG-EX10 Gladius armor): +10 MDC Armor, +4 Toughness, grants d12+1 Strength and +2 Pace, d12 Str Min when not powered; EBA; Must charge 2 hours every 96 hours; Iron Jaw Edge and +1d Shooting; 10-mile radio, voice-projection.

AT-130 Particle Beam Pistol (retrapped NG-P7 Particle Beam Rifle): Range 18/36/72; Damage 4d8 MD; ROF 1; AP 10; Shots 8; Min Str d6; Weight 12; +2d4 damage on a raise; atomic annihilation; snapfire; 2 spare e-clips.
(HJ mods: +2 AP; -1/3 weight and -1d Min Str; used one-handed with Trick-Shooting)

NG-E12 Heavy Plasma Ejector: Range 24/48/96; Damage 3d12+6 MD; ROF 1; AP -; Shots 12; Min Str d10; Weight 30; On raise, targets catch fire, take 3d6 MD/round and Distracted until doused; snapfire; 2 spare e-clips.

Wilk's 547 "Double-Dealer" Laser Assault Rifle (retrapped JA-12 "One-Man Army" Rifle): Range 30/60/120; Damage 4d6; ROF 1; AP 3; Shots 30(+30); Weight 13; heavy pulse (uses 3 shots; +1 to hit, +3 damage; gains MD and snapfire), integrated multi-optics scope adds +2 Notice and adds +1 Shooting. Two spare E-clips.
  • Integrated Grenade Launcher: Range 24/48/96; Damage 3d8; ROF 1; AP 16; Shots 4; reload 2; SBT; loaded with AP grenades, 8 spare.
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 MD, AP 8
Magic Features
  • Dragon Slayer: Gains the Champion edge against dragons and AP is doubled.
  • Radiates Enmity: The bearer of this blade, due to its powerful and palpable enchantments, suffer a –2 penalty to Persuasion rolls when dealing with dragons and dragons may become hostile with little provocation.
  • Claw-Seeking Blade: +1 to Parry and +1 to Fighting.
  • No Min Str (1 lb.)
Amulet of Arcane Protection: Hostile powers are -4 to affect the wearer and reduce damage by 4.

NG-S2 Survival Pack: Weighs 20 lbs. Contains just about everything needed for basic survival, including:
  • 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 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, and an insulated sleeping bag
Credits: 1,000
[/ooc]
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, the Legend

Post by Cantrell »

Hero’s Journey
  • Education (17): +3 Skill Points to use for Smarts-based skills
  • Training (1): +3 Skill Points to use for Athletics, Fighting or Shooting
Advances
  • Initial Advances: (From Hindrances): +1d Smarts, +1d Spirit
  • Novice 1 Advance: Brave
  • Novice 2 Advance: Elan
  • Novice 3 Advance: +1d Fighting, +1d Shooting
  • Seasoned 4 Advance: Marksman
  • Seasoned 5 Advance: Sharpshooting
  • Seasoned 6 Advance: Steady Hands
  • Seasoned 7 Advance: Level-Headed
  • Veteran 8 Advance: Improved Level-Headed
  • Veteran 9 Advance: Trick-Shooting
  • Veteran 10 Advance: Dodge
  • Veteran 11 Advance: Giant-Killer
  • Heroic 12 Advance: +1d Fighting, +1d Shooting
  • Heroic 13 Advance: Take 'Em Down
  • Heroic 14 Advance: Improved Take 'Em Down
  • Heroic 15 Advance: +1d Intimidation, +1d Persuasion
  • Legendary 16 Advance: Professional (Shooting)
  • Legendary 17 Advance: Expert (Shooting)
  • Legendary 18 Advance: Master (Shooting)
  • Legendary 19 Advance: Power Points
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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Ndreare
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Re: Nadya Cantrell, the Legend

Post by Ndreare »

Do not forget you gained an advance to 17 (Legendary 2).
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Tribe of One
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Re: Nadya Cantrell, the Legend

Post by Tribe of One »

Cool. Taking Expert (Shooting).
GM Bennies: 7/7
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Tribe of One
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Re: Nadya Cantrell, the Legend

Post by Tribe of One »

Taking the Master (Shooting) edge for L18 advance.
GM Bennies: 7/7
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Tribe of One
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Re: Nadya Cantrell, the Legend

Post by Tribe of One »

Taking Power Points for my L19 advance.
GM Bennies: 7/7
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