Here's the build for my updated version of Cantrell
Race: None
IF: Intelligent Construct
Build Options (24 pts to spend)
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
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.)
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)
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)
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.)