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
- 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
- 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.
- 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)
- 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
- Sunlight trapping: Counts as natural sunlight.
- (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.
- (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.