Quinn

Player: Reed
Expenses: Seeker's Camp Dorm (0z)
Income: Treasure Hunter (10,000z)
Race: Psionic Fiend
Path: N/A
Racial Traits: Flexibility, Proficiency, Cosmic Soul, Night Dweller, Feral Tendency
Cultural Trait: Specialized Training (+1 Perception Meta)
Locational Trait: Quattori (+2 Tech Lore)
Age: 32 (Adult)
Weapon Groups: Quattori Gunslinger, Light Soldier, Mixed Soldier, Quattori Serviceman
Weapon Proficiencies: Boxing, Handgun, Revolver, SMG, Assault Rifle, Carbine, Sniper Rifle, Dagger, Shotgun
Extra Proficiencies: Gunblade
Favored Element: Cosmic
Armor Type: Medium Armor (Chivalry Breastplate)
Meta Bonus: Perception 5, Opportunity 2, Gunsmith 4, Tinker 4, Hollow Magic 1, A̸̵͞g̶̨̢̧͜i̴l̛͝i̵̴̛͏̀t͏́͟y͘͟͝ ̸̛̛͠͏1̵҉
Status
HP: 48 60
SP: 44 52
Damage: 4 Gunblade, 5 Revolver
To Hit: 10 Gunblade, 12 Revolver
Evasion: 10 13
Endurance: 4
Willpower: 1
Search: 8
Sneak: 1
Movement: 22 28
Crafting Points 13
Damage Resistance Modifiers: -1/2 Lightning after -1, -3 Cosmic, -3 Physical
SP Cost Modifiers: None
Equipped Weapon: NM Elysian Gunblade
Equipment
Craftsman's Emblem Piercing Goggles+++ Charm of Evasion
Momentous Rings Chivalry Health Draught Chivalry Stamina Draught
Sidearm Holster Grenadier Pouch
Chivalry Revolver Mist Grenade++
Injuries & Temporary Boons
Name Type Description End Date
Scattered Lives Cognitive Scar Quinn occasionally feels like someone else. She may miss a best friend she doesn't know (Paula), she may feel like she's still ‘below’ (wherever that is). This effect is rare, and happens more often when alone… But it’s disjointing and confusing, to say the least. Quinn likes autumnal colors a bit more, and often misses a Home she doesn't know. Never
W̵̫͗ì̵̫t̵͆ͅn̵̦̋è̴͙š̶͈s̵͕̎ ̶̘͗i̶̼͘ṇ̷̋ ̵̭̾R̶̟͑e̸̫͛d Soul Injury When you close your eyes, there's a faint spec of red. You saw it. Never
Goliath Injection Temp Boon +4 HP & SP. +3 Movement. Immunity to Minor Injuries. There's no way there's no side effects to this. Triad Tourney
Conduit Magitech Tattoo Temp Boon A navy green, inverted pyramid with an eye inside, tattooed on Quinn's left shoulderblade. Begin combat with a Rank of Focused. Triad Tourney
Charm of Reflection Temp Boon “Eat my ass, wizards!” Reflect the first hostile spell used against you during your next encounter. Automatically hits a single target. Triad Tourney
Comissary Meal Temp Boon “Gonna burp…” A heart meal, granting +3 EVA & Movement, +8 Max HP & +4 Max SP. On the first Round of Combat, all Damage taken is reduced by 1/2. Attacks from Crafting Skill Trees add +2 Damage & To Hit. Round 2
Injury Points 0/20
Skills
Tree: Perception Opportunity
Passive: Fixation (5 Clarity) Veteran (2 Opportunity)
Tier 1 Aimed Strike Loose Strike Change Up - Pitch Item Quick Rise
Tier 2 Strafing Pinpoint Blitz Writhe - 100%
Tier 3 Scatter Concentrate Waylay - Push Harder War Torn
Tier 4 True Sight Slay Killshot - - -
Skills
Tree: Gunsmith Tinker
Passive: Powderhead Magi-Technician
Tier 1 Shortcut Materia Tune-Up Shortcut Materia Mech Masher
Tier 2 Fine-Tuned Great Materia Sidearm Ping! Great Materia Grenadier
Tier 3 Superior Steady Aim Crack Shot Superior Keel Haul Short-Wave Interruptor
Tier 4 Excellent Grand Materia The Big One Excellent Grand Materia Overclock
Skills
Tree: Hollow Magic x
Passive: Mindflayer (3 Aura) x
Tier 1 - - - x x x
Tier 2 - - - x x x
Tier 3 Expel - - x x x
Tier 4 Rekindle Phantom Limb - x x x
Adventuring Skills
Tech Lore +14 “Keeps things interestin'.”
Gadgetry +10 “-Real- interestin'.”
Vitality +10 “Reckon I was pretty tough before, but now? Yeesh.”
Speed +8 “Sometimes shit goes south, and so do I.”
Psionics +6 “Look, Pa! No hands!”
Acrobatics +6 “Just a li'l bit of stretchin'. Anyone can do it.”
Relic Lore +5 “You never know what'll blow up on your face.”
Precision +4 +2 “For workin' and shootin'.”
Field Medicine +4 “Oh shit, that's totally gonna scar. -Nice-.”
Strength +3 “Yea, I lift. Totes.”
Survival +1 “Eh, I was less about the shrooms and berries and more about sneakin' MREs when my squad wasn't lookin'.”
Non-Combat Skills
Robotics +6 “The good shit. I'm mostly machine now, so…”
Programming +5 “Think I might be spendin' too much time around Croq…”
Intimidation (Bad Bitch) +4 “I mighta gone a bit soft, but still, bless your fuckin' heart.”
Cascadian Lore +3 “You gotta know your shit around the ruins.”
Passive Signature Skill – Embrace the Metal
“Part of me. Literally!”
Benefit Quinn reduces the numerical penalties of prosthetics attached to her by ½ (round up).
Active Signature Skill – ???
“Comin' in hot!”
Benefit ???
Drawback ???
Boons & Special Powers
Name Type Level Description
CE Technical Training Major - +1 Lightning DR. The Tech Lore requirement to use products made by Charleston Electric is halved.
?̶̨́͜?̢͘?͏͠?̶̶̧̛͝'s Recollection ~ Say Uncle Major - Gain +1 Agility Meta & Cap, despite having no Agility Skills. Quinn gains the Momentum Passive. Dandelions smell lovely. She's a big damn Hero. She misses a brother she doesn't even have.
Stunt Driver Major - +2 Tech Lore, +2 HP, and +1 Physical DR. Lowers the Tech Lore requirements for driving any vehicle by 2.
Tricks of the Trade (Tinkering) Minor - Study & Training times related to Tinkering are reduced by 3 / 6 / 9 / 12 (Simple/Intermediate/Expert/Master) Days.
Tricks of the Trade (Gunsmithing) Minor - Study & Training times related to Gunsmithing are reduced by 3 / 6 / 9 / 12 (Simple/Intermediate/Expert/Master) Days.
Estrada Resilience Minor - +2 HP. Gain 1/4 DR against Grenades and explosions.
Racial Traits & Miscellaneous
Name Type Description
CE Artificial Heart Replacement Heart Cybernetic heart designed to pump blood into Quinn's organs, and electricity into her implants. Allows Quinn’s body to endure any number of implants, and prevents the effects of Cascade Failure and Extreme Cascade Failure. All Lightning damage taken is halved (after DR). For every 5 Lightning damage taken during the current Turn, regain 1 SP.
Cosmic Soul Racial Gain Cosmic as a Favored Element. +3 Cosmic DR. Cannot use Superior Magic or benefit from World-Aligned forces. If Quinn is Soul Linked with, every Unit in the Link gains a Rank of Discordance.
Night Dweller Racial Quinn gains +1 Perception Meta in dark areas, and has perfect vision in the dark.
Feral Tendency Racial Quinn is similar to a Feral Fiend in appearance. She has white scales around her eyes and neck, curved horns, sharp fangs and a long, barbed and scaled tail. Her bones have solidified into a pitch black otherworldly metal. Any Injuries she sustains involving broken bones are one Severity level lower.
Psionic Powers Racial “Me, broken? No. I'm P̨̢̨̝̳̙̥͚̮̮̯̕Ȩ̛̜̻̟͖̠̜̖̤̤̞̰̯̤̣̞͕̣̦͘͡R͙̰͓̯̘͙̺͈̻̬͎̰̱͘͝F̴͉̤̖̞̙͙̜͓̯̞̦͇͕͢ͅE̥͍̫̲̘͕͈̰͍͇̘̳̼͘͘͠͠͝C̵̸̜͍̙͠T҉̢̜̯̟͕̤̭͙̤̦̖͔̱́͞ͅ.”
Contact Memory Touching inanimate objects allows insight into their past. Glimpse visions of an object's past (GM Discretion) by rolling Search + Psionic Powers [6]. Works best on objects with a significant history.
Telekinesis Gain Psionics as an Adventure Skill, which can be used to perform acts of Strength, Vitality, and Precision magically. You may re-allocate any points spent on these Skills into Psionics (-4 Strength, -2 Precision). If you have 5 or more Psionic Powers gain 3 Hollow Magic skills regardless of tier.
Levitation As a Sub Action, gain Hovering. With 5 or more Psionic Powers, you can also gain Flight with +1 All SP Costs.
Empath If any Unit around you is Agitated, Courageous, Drowsy, Enraged, Frightened or Pacified, you may gain a rank of one as a Sub-Action. Range is 4 + Psionic Powers.
Vital Drain Standard Action. Apply Vital Drain vs END on a Sentient Unit (Conscious, unconscious or recently deceased). If successful, gain Elated as a Temporary Boon and Inflict Depressed as an Injury. Elated :: +1 To Hit, EVA, WIL, +2 HP/SP for 10 days. Stacks up to three times. Depressed :: -2 To Hit, EVA, WIL, +1 SP Costs for 5 Days. This could get you in trouble in some places.
Bonding Form emotional bonds with others up to Psionic Powers +1 [7]. In the presence of any of these characters, you gain +2 to an Adventure skill and they gain +1. Can only be active with 1 person at a time.
Bonds
Betty :: Field Medicine / Croquette :: Tech Lore
Implants
CE Prosthetic Eye (R) Series 1 Implant A natural-looking cybernetic eye made to replace Quinn's. +1 Search. Immune to all sources of Blind, save those caused by prosthetic malfunction. Eye color can be changed freely.
CE Prosthetic Eye (L) Series 1 Implant A natural-looking cybernetic eye made to replace Quinn's. +1 Search. Immune to all sources of Blind, save those caused by prosthetic malfunction. Eye color can be changed freely.
VLC ‘Industrial’ Arm (L) Series 3 Implant An Arm Replacement that offers +5 Strength, +2 Unarmed Damage, and +2 Two Handed Melee Damage.
MMN ‘Bulwark’ Arm (L) Series 3 Implant A black and grey arm implant that expands outward via telescopic plates. Follow-up Attack To Hit penalty with Firearms is reduced by 2. Your Arm and Torso are passively in Half Cover. -5 -2 Precision & Swimming.
VLC Scout Leg (R) Series 3 Implant A Leg Replacement that offers +5 Speed, +5 Movement, and +2 Evasion.
VLC Scout Leg (L) Series 3 Implant A Leg Replacement that offers +5 Speed, +5 Movement, and +2 Evasion.
NM Elysian Gunblade
Material Elysian Alloy
Craftsman Norah Monroe
Base Stats Gunblade. 4 Slashing/Ballistic Damage, 6 Ammo. The weapon ignores 3 DR Physical/Ballistic DR. When making Ranged/Loaded attacks, gain +1 DAM vs Mechanical Units. Gains +1 To Hit when affected by any Temporary Boons.
Maker's Mark Grand Materia - Elysian Shellcasings: The first attack made every Turn has a chance to apply R1 Discordance, and Loaded Attacks deal Cosmic Damage. The weapon ignores 3 DR Physical/Ballistic DR.
Perks Melee attacks may be Loaded, gaining +3 DAM and the Cosmic element by expending 1 Ammo and 2 SP. Special Ammo can confer its effects to Loaded Attacks, but 1 Charge lasts only until reloaded again.
Enchantment Discharge Engraving: The Weapon can be thrown as a Standard Action for 3 SP, dealing NWA Spirit Damage (vs WIL) in a 5 x 5 Area of Effect on impact. It can be recalled afterward - or if separated from its wielder otherwise - as a Sub Action for 2 SP.
Enchantment Thorn Bind Hostage: For every weapon attack that successfully applies a Negative Condition, it applies Exploited (vs END) afterward with ½ To Hit.
Improvement Laser Sight: Adds +1 To Hit. Only functions with Ranged Attacks in the case of a Gunblade.
Improvement Matchstriker: As a Standard Action, the Weapon can be dragged across metal or stone to create a spark. This applies a Fire Brand with +1 Damage & To Hit.
Temp Boon Fine-Tuned: +1 Damage & +2 To Hit to Ranged Attacks. There's a Finnigan Firearms logo on this!
Sidearm: Chivalry Revolver
Material Steel
Craftsman Prontera Chivalry
Base Stats Revolver. 4 Ballistic Damage, +2 To Hit, 6 Ammo. Very fancy!
Maker's Mark
Perks Revolvers can be gripped with both hands as a Sub Action to add +2 To Hit. They remove Rapid Stance’s To Hit penalty. Ex: Reloading is a Sub Action.
Enchantment Thorn Bind Hostage: For every weapon attack that successfully applies a Negative Condition, it applies Exploited (vs END) afterward with ½ To Hit.
Improvement Laser Sight: Adds +1 To Hit.
Temp Boon Fine-Tuned: +1 Damage & +2 To Hit to Ranged Attacks. There's a Finnigan Firearms logo on this!
Armor: Chivalry Breastplate
Material Bronze
Craftsman Prontera Chivalry
Base Stats Medium Armor. 1 EVA & 1+1 END, 1+1 Physical DR, +3 HP & SP. Requires 3 Physical Meta. A polished, knightly breastplate. Quinn's keeping her arms and legs exposed for some reason…
Maker’s Mark Chivalry Colors: +3 HP & SP. Bronze and yellow!
Enchantment Urgency: The Armor applies Catalyzed when its wearer takes more than 10 Damage in a single strike, once per Turn.
Improvement Oridecon Weave: +1 END and +1 Physical DR.
Equipment
Craftsman's Emblem Gear. Skills from Crafting Skill Trees add +3 To Hit and +1 Damage.
Piercing Goggles+++ Gear. Immunity to Blind or other effects that would reduce your Line of Sight range. +3 HIT.
Charm of Evasion Magical Gear. +3 EVA. On every even Turn, this bonus increases by +1.
Momentous Rings Gear. Generate 4 Combat Resources at the start of an encounter. These can be split between any number of Skill Trees.
Haste Potion Potion. Gain a Rank of Hasted.
Chivalry Health Draught Potion. Heals 30 HP. If consumed at full HP, you gain 2 Ranks of Regenerating instead.
Mist Grenade++ Mechanical Grenade. Heals 13 (Spirit) in a 7 x 7 Area of Effect and applies Half Cover for 2 Turns. Units standing in Half Cover when it ends will gain 2 Ranks of Regenerating.
Notes
Currency 46,100 Zeny
Lighthalzen Mall Punches 1/8
Fame Hero (Charleston Electric), Machine Woman (Treasure Hunters)
Infamy N/A
Aurora Stimulus 62/190 Days Remaining
Study, Training and Projects
Name/Type Source Description Research Time
Novice Technician (Training) The Tower of Craftsmen Ochre will show you the basics of advanced machinery. Done! (Waiting for results)
Apprentice Technician (Training) The Tower of Craftsmen Ochre will give you some tips on repairing such machinery. Done! (Waiting for results)
Expert Technician (Training) The Tower of Craftsmen Ochre will guide you through a unique upgrading process. Done! (Waiting for results)
Artisan Technician (Training) The Tower of Craftsmen Ochre will delve into the realm of magitech implants. Done! (Waiting for results)
Key Items
Reading Glasses Quinn doesn’t need these anymore, but she’ll die before she breaks the habit of looking stylish.
Ringer Charm Collection
Kitty R. Charm A cute cat's face! Gear (Magical). Grants +1 Search in dim or dark areas.
Doggy R. Charm A winking dog's face! Gear (Magical). Grants +1 Search in well-lit areas.
Vogue R. Charm A pair of pursed lips! Gear (Magical). Grants +1 Bonus To Hit vs male Units.
Burly R. Charm A flexing bicep! Gear (Magical). Grants +1 Bonus To Hit vs female Units.
Zeny R. Charm A glittering zeny coin! Gear (Magical). Grants -1 CP to one Craft per month.
Artsy R. Charm A tiny paint brush! Gear (Magical). Grants +2 to a Non-Combat Art Skill.
Chef's R. Charm A little chef hat! Gear (Magical). Grants +2 to a Non-Combat Cooking Skill.
Groovin' R. Charm A dancing person! Gear (Magical). Grants +2 to a Non-Combat Dancing Skill.
Music R. Charm A tiny violin! Gear (Magical). Grants +2 to a Non-Combat Musical Skill.
Sprout R. Charm A cute little plant sprout! Gear (Magical). Grants +2 to a Non-Combat Gardening Skill.
Student R. Charm A little pencil and paper! Gear (Magical). Grants +2 to a Non-Combat Research Skill.
Del Sol R. Charm A rare charm! Gear (Magical). Grants +2 Numerical Bonus to equipped Potions & Poisons.
Sokolov R. Charm A rare charm! Gear (Magical). Grants +1 To Hit to Firearms & Martial Arts.
Von Meyer R. Charm A rare charm! Gear (Magical). Grants +1 Damage to One-Handed Magical Catalysts.
Beer Keg R. Charm A triangular charm, actually shaped like 3 beer kegs stacked on one another. Gear (Magical). Grants +2 to the positive, and +1 to the negative numeric effects of alcoholic consumables.
MultiTrack Cassette Player
'Johan Lichtenberg' Discography Johan was among the Republic's greatest composers of classical music in his time. A star lost too early. Grants a -2 Day Reduction to all Studies.
'F#CK' Discography Punk music that's abrasive to the ears, and yet somehow enjoyed by a rather large audience… Adds +1 to your character's Crafting Points.
Storage
Health Soda Restores 20 HP. Passionfruit flavor!
Crimson Cooler Removes all Conditions, inflicts 1 Rank of Coughing. It's a good burn.
Seal of the Destroyer An Indestructible, round medallion engraved with the image of three rifles pointed bottom right to top left, bursting out of the sea and nearly puncturing the clouds with their bayonets. Magic Gear. Grants +2 All DR, +1 To Hit. Any Cascadian magi-tech devices that recognize the Guild Seal or Royal Seal should react similarly to this, too.
Lightning MR Battery Gear. Provides unlimited True Lightning ammo for CE Brand Rifles when loaded, and enables the usage of certain Modes.
Deep Black Ring Magical Gear. Can be slipped on and off as a Sub Action. It grants +1 Rank of Focused and Hastened so long as it remains on a finger. Each Turn after the first that it remains on, it applies a Rank of Frightened. When Rank 3 Frightened is reached, the wearer must remove it as soon as possible and can't re-equip it for the rest of the encounter. Removal purges Frightened, but leaves a lingering unease regardless. A silver ring with a black gem in it. It looks flat and curved at the same time, denying all reason.
CE Prosthetic Leg (R) Series 1 Implant Sturdy artificial leg, plated in a carbon-colored polymer. +1 Movement. +1 Acrobatics, +1 Speed.
CE Prosthetic Leg (L) Series 1 Implant Sturdy artificial leg, plated in a carbon-colored polymer. +1 Movement. +1 Acrobatics, +1 Speed.
Custom Model Machine Rifle
Material CE-Brand Chrome Plating
Craftsman Charleston Electric
Base Stats Assault Rifle. 4 Ballistic Damage, 10 Ammo. Requires 6 Tech Lore to wield.
Perks Modified AR. Adds 1 follow-up NWA after every shot. Loses 1 to Hit with every shot, with this penalty resetting between actions. Dead Zone is 6 squares. Ex: Nullify the To Hit penalty beyond 20 squares.
Mode IM Bayonet: With an MR Battery loaded, the firearm produces an immaterial blade along the barrel, and can be used as a Melee/Reach weapon, dealing 6 True Magic damage in the element of the MR Battery. The weapon cannot fire at range while this mode is active. +1 to SP costs while active.
Mode N/A
Improvement Smart Sights: As a Standard Action, the wielder can make a flat Search roll versus a target. Success grants the wielder knowledge of all magical buffs affecting their target, but not specific numbers.
Improvement N/A
Retro Arc-Welder
Material Unknown
Craftsman Unknown
Base Stats Arc-Welder. 6 Lightning Damage, 10 Ammo.
Perks Deal True Damage to Mechanical Units and Heavy Armor. Apply Damaged vs 1/2 END to Mechanical Units and Heavy Armor. To Hit is reduced to 0 past 10 Squares.
Mode Laser Pulse: Can be used at any range with a Dead Zone of 6, and adds Follow-Up NWA with -5 To Hit. No longer applies Damaged.
Mode Laser Cutter: Can be used at any range with a Dead Zone of 10, and reduces Damage by 1/2. Gains the wielder's combined Crafting Metas as To Hit (+8) when making Called Attacks.
Enchantment N/A
Improvement N/A
Improvement N/A
CE Prosthetic Arm (L) Series 1 Implant - Sturdy artificial arm, plated in a carbon-colored polymer. +1 Martial Arts DAM. +1 Strength, +1 Dexterity. Capable of projecting a smart ringer interface, with built-in fitness app.
CE Prosthetic Arm (R) Series 1 Implant Sturdy artificial arm, plated in a carbon-colored polymer. +1 Martial Arts DAM. +1 Strength, +1 Precision. Capable of projecting a smart ringer interface, with built-in fitness app.
Riot Handgun
Material Steel
Craftsman SAS Outfitters
Base Stats Handgun. 4 Ballistic Damage, 8 Ammo.
Maker’s Mark Non Lethal: Weapon deals ½ damage, but deals it to both HP & SP. Flat Attacks Rolls of 20 apply Unconscious for One Turn, to most creatures/people.
Perks Handguns require a Sub Action (rather than Standard) to Reload. Remove Relentless Stance’s To Hit penalty.
Enchantment -
Improvement -
Swift Model-1 Gunblade
Material Steel
Craftsman Karl
Base Stats Gunblade. 4 Slashing/Ballistic Damage, 6 Ammo.
Perks Melee attacks may be Loaded, gaining +3 DAM and the Force element by expending 1 Ammo and 2 SP. Special Ammo can confer its effects to Loaded Attacks, but 1 Charge lasts only until reloaded again.
Enchantment -
Enchantment -
Improvement -
Improvement -
Armor: CE Specialist Suit
Material CE-Brand Chrome Plating
Craftsman Charleston Electric
Base Stats Medium Armor. 1 EVA & END, 1+1 Physical DR. Requires 3 Physical Meta.
Maker’s Mark Chrome Plating: +1 Physical DR.
Mode Magnetized Cores: When moving towards targets made of metal, or situated in front of a metal surface, increase movement range by 5, and damage from Movement based attacks by 2. Increases Stamina costs by 1 while active.
Mode N/A
Improvement -
Skill Point Expenditure
Sure, why not?
Stat Math
HP 38 [Base] +2 [Opportunity] +1 [Agility] +2 [Stunt Driver] +3 [Armor] +2 [Estrada] = 48
SP 38 [Base] +2 [Opportunity] +1 [Hollow Magic] +3 [Armor] = 44
HIT (Gunblade) 5 [Highest Meta] +3 [Goggles] +2 [Weapon] = 10
HIT (Revolver) 5 [Highest Meta] +3 [Goggles] +4 [Weapon] = 12
EVA 5 [Perception] +1 [Medium Armor] +1 [Agility] +4 [Legs] +3 [Charm] = 10 (+4 over cap)
END 2 [Armor] +2 [Opportunity] = 4
WIL 1 [Hollow Magic] = 1
world_setting/sheets/quinn.txt · Last modified: 2021/07/17 18:11 by reed