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arcadianphoenix:characters:serena_kendrick

Serena

Name(s) Serena Kendrick
Game After The End (Played by Arcadian Phoenix)
Age 16 (born January 1st, 2050); appears to be mid-teens.
Build 5′8″, 120 pounds; lean muscle, gentle curves.
Hair Indigo, long, straight, braided.
Eyes Constantly shifting.
Skin Pale luminescent.

Attributes & Secondary Characteristics

ST 12 [20]; DX 14 [80]; HT 14 [40]; IQ 14 [60]; PE 14 [20]; WL 14 [20]
HP 10 [-4]; FP 14 [0]; SP 14 [0]; RP 13 [-1]; Basic Speed 8.00 [20]; Basic Move 10 [10]
SM+0 (1 hex); Basic Lift 30; Damage Thr 1d-1, Sw 1d+2
Dodge 12; Parry 12; Block N/A

Social Background

Cultural Familiarities: American Wastelander [0].
Languages: English (Native) [0].

Advantages

  • Absolute Direction [5]
  • Ambidexterity [5]
  • Animal Empathy [5]
  • Animal Friend 4 [20]
  • Appearance (Transcendent; Universal, +25%) [25]
  • Charisma 2 [10]
  • Claim to Hospitality (Family) [5]
  • Combat Reflexes [15]
  • Common Sense (Conscious, +50%) [15]
  • Contacts (Family; Effective Skill 18, Supernatural Ability; Appears on a 6 or less, ×1/2; Broadly skilled, ×2; Completely Reliable, ×3; Average Scope, ×1) [12]
  • Craftiness 4 [20]
  • Danger Sense [15]
  • Doesn't Sleep (Trance, -50%) [10]
  • Enhanced Parry (Bare Hands) [5]
  • Extra Attack 1 [25]
  • Flexibility [5]
  • Intuition [15]
  • Magery 0 [5]
  • Outdoorsman1) 4 [40]
  • Plant Empathy [5]
  • Resistant to Disease (+3) [3]
  • Ritual Adept [40]
  • Single-Minded [5]
  • Temperature Tolerance 2 (30° to 100°) [2]
  • Very Fit [15]
  • Very Grounded [15]
  • Very Rapid Healing [15]
  • Voice [10]
  • Wild Talent 1 (Focused, Mental, -20%) [16]

Perks

  • Brave [1]
  • Call of the Wild [1]
  • Improvised Weapons (Axe/Mace) [1]
  • One with Nature [1]
  • Patience of Job [1]
  • Parkour [1]
  • Strongbow [1]

Disadvantages

  • Charitable (Self-Control 12) [-15]
  • Code of Honor (Olympian2)) [-10]
  • Shyness (Severe) [-10]
  • Skinny [-5]

Quirks

  • Attentive [-1]
  • Broad-Minded [-1]
  • Careful [-1]
  • Nosy [-1]
  • Proud [-1]

Powers

Mutations

Inhuman Grace [45]
Catfall {10}
Perfect Balance {15}
Terrain Adaptation (Active, +300%) {20}
Inhuman Metabolism [35]
Regeneration (Regular) {20}
Regrowth (Reduced Regeneration 1, -10%) {9}
Sanitized Metabolism {1}
Unaging {5}
Inhuman Retention [90]
Accelerated Learning 4 {80}
Photographic Memory {10}
Inhuman Senses [230]
Detect Magic and Mana (Precise, +100%) {60}
Discriminatory Hearing {15}
Discriminatory Smell (Emotion Sense, +50%) {22}
Discriminatory Taste {10}
Hyperspectral Vision (Discriminatory, +40%; Extended High-Band, +30%; Extended Low-Band, +30%) {50}
Parabolic Hearing 2 {8}
Precise Hearing {10}
Sensitive Touch {10}
Subsonic Hearing {5}
Telescopic Vision 5 {25}
Ultrasonic Hearing {5}
Vibration Sense (Air) {10}
Freakishness 60 [-60]
Dependency (Mana; Daily)
Reaction rolls at -6
Susceptible to Sensory Overloads -2
Unnatural Features 5 (Almond-shaped eyes, with constantly shifting colored irises; Indigo-coloured hair; Long, pointed, expressive ears; Perfectly smooth, pale skin that almost seems to glow with an inner light; Uncanny gracefulness.)

Skills & Techniques

Skill Dif. Rel. Pts. Lev.
Acrobatics H DX+2 [8] 16 3)
Acting A IQ+2 [2] 16 4)5)
Animal Handling VH IQ+4 [8] 18 6)
Anthropology H IQ [4] 14
Architecture A IQ [2] 14
Area Knowledge (America) E IQ [1] 14
Armoury (Missile Weapons) A IQ+2 [8] 16
Autohypnosis H WL [4] 14
Axe/Mace A DX+2 [8] 16
Breath Control H HT [4] 14
Bow A DX+2 [8] 16
Camouflage E IQ+8 [1] 22 7)4)
Chemistry H IQ-2 [1] 12
Climbing A DX+4 [2] 18 3)8)
Cooking A IQ [2] 14
Diagnosis H IQ-2 [1] 12
Escape H DX+2 [2] 16 8)
Esoteric Medicine H PE [4] 14
Expert Skill (Monsters) H IQ [4] 14
Fast-Draw (Arrow) E DX+2 [2] 16 9)
Fishing E PE+4 [1] 18 7)
Forced Entry E DX+2 [4] 16
Gardening E IQ [1] 14
Grappling VH DX [8] 14
Hiking A HT [2] 14
Housekeeping E IQ [1] 14
Jumping E DX+2 [4] 16
Knife E DX+2 [4] 16
Knot-Tying E DX+2 [4] 16
Lifting A HT [2] 14
Machinist A IQ [2] 14
Merchant A IQ-2 [2] 12 5)
Naturalist H IQ+6 [4] 20 7)10)
Navigation (Land) A IQ+8 [4] 22 7)11)
Observation A PE+4 [2] 18 12)
Occultism A IQ+2 [8] 16
Packing A IQ+4 [2] 18 6)
Professional Skill (Forester) A IQ+2 [8] 16
Prospecting A IQ+6 [2] 20 7)10)
Riding A DX+4 [2] 18 6)
Running A HT [2] 14
Scrounging E PE+2 [4] 16
Search A PE+4 [2] 18 12)
Stealth A DX+6 [8] 20 4)
Striking VH DX [8] 14
Survival VH PE+4 [8] 18 7)
Swimming E HT [1] 14
Teamster A IQ+4 [2] 18 6)
Thaumatology VH IQ [8] 14
Tracking A PE+12 [2] 26 7)12)13)
Traps A IQ [2] 14
Veterinary VH IQ+4 [8] 18 6)
Weather Sense A IQ+4 [2] 18 7)

1) Rather than providing a reaction bonus, this talent provives +4 to HT rolls to avoid harm resulting directly from failure with the affected skills.
2) Never allow needless harm to nature or civilization; always seek to leave the world a better place than you found it; always take the long view; honesty and honorable behaviour should be adhered to whenever possible.
3) Includes +1 for Perfect Balance.
4) Includes +4 for Craftiness.
5) Includes -2 for Shyness (Severe).
6) Includes +4 for Animal Friend.
7) Includes +4 for Outdoorsman.
8) Includes +3 for Flexibility.
9) Includes +1 for Combat Reflexes.
10) Includes +2 for Hyperspectral Vision.
11) Includes +3 for Absolute Direction.
12) Includes +4 for Hyperspectral Vision.
13) Includes +4 for Discriminatory Smell.

Reference

Tracking

Cur. Max. Notes
Hit Points 10 10 No current wounds.
Fatigue Points 12 12 No current fatigue.
Stress Points 14 14 No current stress.
Radiation Points 12 12 No current radiation.
Impulse Points 5 5

Encumbrance

Load Move Dodge Notes
None (0) 0-20 5.00 8
Light (1) 20-40 4.00 7
Medium (2) 40-60 3.00 6
Heavy (3) 60-120 2.00 5
Extra (4) 120-200 1.00 4

Damage Resistance

Boots 1* Feet
Clothing 1* Against cutting only

Reaction Modifiers

Animal Friend +4 Animals
Appearance +5 All
Charisma +2 All
Freakishness -6 Nonmutants
Voice +2 All

Attacks & Defences

Mode Dam. Rng. Sk.
Unarmed (Grappling or Striking-14, Parry-12)
Punch Normal 1d-2 cr C 14
Committed 1d-1 cr
All-Out 1d+0 cr
Kick Normal 1d-1 cr C,1 12
Committed 1d+0 cr
All-Out 1d+1 cr
Grapple N/A C 14

Equipment

Item Location Cost Weight Description & Notes
Arrows, ×12 Quiver $24 1.2 lbs. A dozen well-made arrows, made by Serena.
Backpack, Small Worn $60 3 lbs. Holds forty pounds of gear.
Blanket Pack $20 4 lbs. A warm sleeping blanket.
Clothing Worn Free 8 lbs. A sturdy, easily cleaned set of comfortable clothes. Counts as winter clothing, but can become ordinary or summer clothing by removing layers. Includes boots, gloves, and hooded long coat.
Fishhooks and Line Pack $50 neg. Basic gear for Fishing skill. Needs a pole.
Hammer Pack $15 3 lbs. For Carpentry, Forced Entry, driving spikes, etc. 1d+2 cr; Reac 1; Parry 0U; ST 10.
Hatchet Clothes $15 2 lbs. For Carpentry, Forced Entry, cutting firewood, etc. 1d+1 cut; Reach 1; Parry 0; ST 8.
Multi-Tool Clothes $100 0.5 lb. A folding, "Leatherman"-style belt tool, which counts as improvised gear (-5) for most repairs, and includes a small knife. 1d-1 cut or 1d-2 imp; Reach C,1 or C; Parry -1; ST 5.
Personal Basics Clothes $5 1 lb. Minimum gear for camping; -2 to any Survival roll without it. Includes utensils, flint and steel, towel, etc.
Pole, Collapsible Pack $6 3 lbs. A set of three two-foot sections of pole with threaded ends. Connection or disconnecting requires five seconds per section.
Rations, ×1 Pack $2 0.5 lbs One meal of dried rations.
Shortbow Carried $50 1.5 lbs. A short self bow made by Serena. Damage 1d imp; Range 210/280; RoF 1; Shots 1(2); ST 14†; Bulk -6.
Shoulder Quiver Worn $10 0.5 lb. Holds a dozen arrows.
Shovel, Folding Pack $40 3 lbs. For digging. 1d+3 cut; Reach 1; Parry 0U; ST 11; Holdout -4.
Tent, 2-Man Pack $80 12 lbs. Includes ropes, requires one 6-foot pole.
Waterskin Worn $18 8.25 lbs. Holds 1 gallon of liquid. Currently filled with clean water.
Whetstone Pack $5 1 lb. For sharpening tools and weapons.

Background & Notes

arcadianphoenix/characters/serena_kendrick.txt · Last modified: 2016/07/02 05:50 by arcadianphoenix