Cressida Emma Jean “Ex-Gen”
Power Level: Classic
From the year 3084
Woman has returned to the past to correct the future
Had originally intended to travel back to 2910
Her future is a corporate fascist state with one man controlling most major corporations
Future dictator rose to power by leveraging assets within his security company.
Hopes to aid the past to set off a chain of events that will correct the problems of her time
Artificial legs (Concealed leg compartment with laser pistol)
Enhanced Senses : Range Finder, Targeting, Thermographics
High tensile bone lacing & Muscle grafts
Repair nanites (Note: In the modern era, 2010, all research into autonomous nanotechnology is banned after the Grey Matter incident. – Historical Helper D)
Secondary Positronic Brain with a complete historical record from the future and internet connection (The longer she is in the past the greater number of inaccuracies will appear in her memory banks.)
Upon coming to the wrong time, Cressida was left stunned at the crimes happening so casually around her and the blatant suffering. What particularly surprised her was witnessing a crime being committed towards an innocent. A young school girl was lured into a stranger’s car under the false pretenses of the child’;s parent approving the adult. Cressida recognized his increased heart rate which indicated dishonesty, then cross referenced his face by accessing the 2016 sex offenders registry and directed a teacher to the young girl.
Afterwards Cressida tailed the sex offender and discovered just how much he was getting away with and how desperately this time period needed a hero.
Origin & Catalyst
Back From The Future (Venerable)
A Brighter Future Tomorrow, Today
Can’t Find My Way Home
A millenia of criminal records
Knowing The Future Doesn’t Mean You Know What You’re Doing
Back From The Future 12
A Brighter Future Tomorrow, Today 8
Can’t Find My Way Home 5
A millenia of criminal records 1
Knowing The Future Doesn’t Mean You Know What You’re Doing 1
Background: Luxe Upbringing 3
Computers 13 (TO)
Disguise 6 (1 AP)
(S) Reverse Engineering 1
Lock Picking 8
Extra Stamina MA
Universal Translator (Languages: All) MA4
No Identity MA
No Need For: Eating,Sleeping MA
Tracking Supports: Offense MA
Tools: Actual Tools, Bug, Hidden Weapon, Smart Device MA
Cost: 17 AP
Power Loss: EMP
Added Support: Strength, Dexterity, Intelligence MA3
Healing (Boost Healing, Regeneration) MA3
New Senses: Infragreen, Range Finder, Targeting, Thermographics, MA
Secondary Role: Defense MA
Passive Defense MA
Secondary Role: Offense (Full Role) MA2
Cost: 1 Power + 12 Boons + 14 AP
Willpower Current: 7 Max: 12
Starting AP 30
Attributes + Talents 1 + Boons 17 + Powers 14 – Drawbacks 2
Initiative: 20 (Intelligence 7 + Perception 1 + Cybernetics 12) Dice 4
Surprised Defense: 13 (Fortune 7 + Cybernetics 6) Dice 3 Armor 4
Normal Defense: 18 (Constitution 12 + Cybernetics 6) Dice 3 Armor 4
Mental Defense: 7 (Mental 7) Dice 2 Armor
Medical Nanites: Regenerate 4 Stamina per Turn
Power Loss (EMP): Painful Power Loss reduces all the Character’s Powers to at least a quarter their normal Value. Any per Session Boons require the character to Spend 2 Additional Willpower. The character also loses half their Maximum Stamina.
Vulnerability (Electricity): Automatically lose an additional 3 Wounds when taking damage from Electricity.
Climbing: Once per Session take an Active Defense using Climbing (5) as a Supporting Characteristic if there is a wall or other vertical surface within Close Range.
Note: Thematic Variation: Tear off some wall: Super Strong or other appropriate Characters may not be leaping onto a wall but instead tearing free a one time shield from the nearby surface.
Computers: Gain 4 Free levels of Armor when dealing with Robots and AIs.
Perception: Once per Session use Perception (1) as a Supporting Characteristic for Normal Defense.
Repair: Once per Session Repair may be used to heal Gear for 1 Wound.
Tracking: Once per Session use Normal Defense instead of Surprised Defense in any Combat where the Character has already seen their Opponent.
Favored Attack: Normal Attack 29 (Constitution 12 + Cybernetics 12 + Secondary: Tracking 5) Dice 4 Range Close Damage 10 Notes Hidden Weapon: Blaster allows Ex-Gen to use her attack at Medium range.
Secondary Attack: Bypass Armor 34 (Constitution 12 + Cybernetics 12 + Secondary: Tracking 5 + Forensics 5) Dice 4 Range Close Damage -/12 Notes On a Successful Attack Roll Reduce the Target’s Armor by Half on Follow up Attacks until the Target makes an Active Defense. Usable Once per Session.
Disguise: If Disguised when Attacking an unaware Target use Surprised Defense and add 1 Wound. This cannot be used once the Target is aware the Character is a Threat.
Engineering: Add 4 Wounds when Attacking an inanimate object.
Forensics: Once per Session use Forensics (5) as a Supporting Characteristic for Bypass Armor and a follow up Attack.
Lock Picking: Attempt an Intelligence (7) + Lock Picking (8) + Cybernetics (12) +4d6 Roll against an Opponent’s Defense + 10. On a Successful roll the Character disables 1 piece of Gear the target is using. The Target must spend 1 Turn, or 1 Action and 1 Willpower to fix disabled Gear.
Stealth: Attempt to hide from Opponents in Combat. Rolls Dexterity (7) + Stealth (3) + Cybernetics (12) + 4d6 against the Target’s Sense + Perception + Tracking On a Successful roll the Target loses track of the Character. Hidden Attacks use the Target’s Surprised Defense. To hide from everyone in a Combat Roll as normal versus the highest Sense + Perception + Tracking. This may be done multiple times. However, using a power with a visual component increases the Target by 10 unless the Opponent is first distracted by something else.