Cressida Emma Jean “Ex-Gen”
Power Level: Classic
Background
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
Cybernetic Systems
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.)
Issue 0
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
Drives
Can’t Find My Way Home
A millenia of criminal records
Knowing The Future Doesn’t Mean You Know What You’re Doing
Attributes
History 12
Strength 7
Dexterity 7
Constitution 12
Sense 7
Fortune 7
Wisdom 7
Intelligence 7
Mental 7
Expression 5
Backgrounds
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
Talents
Brawn 5
Climbing 5
Computers 13 (TO)
Concentration 3
Disguise 6 (1 AP)
Engineering 10
(S) Reverse Engineering 1
Forensics 5
Intimidation 1
Jumping 1
Lock Picking 8
Perception 1
Repair 8
Research 3
Stealth 3
Tracking 10
Boons
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
Vulnerabilities
Power Loss: EMP
Vulnerability: Electrical
Powers
Cybernetics 12
Constitution/Support: Constitution
Added Support: Strength, Dexterity, Intelligence MA3
Healing (Boost Healing, Regeneration) MA3
New Senses: Infragreen, Range Finder, Targeting, Thermographics, MA
Secondary Role: Defense MA
Armor MA
Passive Defense MA
Secondary Role: Offense (Full Role) MA2
Devastating MA
Cost: 1 Power + 12 Boons + 14 AP
Stamina 24
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
Defense Notes:
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.
Offense Notes:
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.