Kydra
Altara Warrior Woman
Portrait of Kydra
Portrayed by Brianna Hildebrand
Name: Kydra
Aliases:
Rank: Slave
Race: Altara
Birthplace: Atlantis
Affiliation: Splugorth
Occupation: Blind Warrior Woman
Rifts

Background

Once a comrade-in-arms to Aurell, now Kydra hunts down her former sister and her allies to show that nobody can defy the Splugorth.

Sessions

(A Future Strange and Terrible 02) SabotageSummary: The heroes enact their escape plan, and then some.

(A Future Strange and Terrible 01) AbductedSummary: A plan for escape is hatched.

Relationships

Aurell

Aurell

Traitor

Kydra considers Aurell a traitor, and will stop at nothing to bring her to face Splugorth justice.

Slave RD-178-0144

Slave RD-178-0144

Lost Property

Alessandro fought alongside Aurell to butcher Kydra's sisters. But he is merely an escaped slave. Capturing him alive is not such a priority.

wildcard_rifts.png

Kydra

Attributes

Agility: Dice_Fill-ins_d10.jpg
Smarts: Dice_Fill-ins_d8.jpg
Spirit: Dice_Fill-ins_d8.jpg
Strength: Dice_Fill-ins_d12.jpg +1
Vigor: Dice_Fill-ins_d10.jpg

Languages

  • Atlantean

Secondary Statistics

Charisma
Add to Persuasion and Streetwise rolls
+2
Pace
Run: +d6; -2 on other actions this round
10
Parry
2 + half Fighting die type
7
Toughness
2 + half Vigor die type
14 (7)
Awareness
2 + half Notice die type
7

Permanent Injuries

Skills

Driving (Agility): Dice_Fill-ins_d0.jpg
Fighting (Agility): Dice_Fill-ins_d10.jpg
Healing (Smarts): Dice_Fill-ins_d6.jpg
Intimidation (Spirit): Dice_Fill-ins_d0.jpg
Investigation (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Arcana) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Battle) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Computers) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Cybernetics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Electronics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Engineering) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (History) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Medicine) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Politics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Science) (Smarts): Dice_Fill-ins_d0.jpg
Notice (Smarts): Dice_Fill-ins_d8.jpg +2
Perform (Spirit): Dice_Fill-ins_d0.jpg
Persuasion (Spirit): Dice_Fill-ins_d0.jpg
Piloting (Agility): Dice_Fill-ins_d0.jpg
Repair (Smarts): Dice_Fill-ins_d0.jpg
Riding (Agility): Dice_Fill-ins_d0.jpg
Shooting (Agility): Dice_Fill-ins_d10.jpg
Stealth (Agility): Dice_Fill-ins_d8.jpg
Streetwise (Smarts): Dice_Fill-ins_d0.jpg
Survival (Smarts): Dice_Fill-ins_d6.jpg
Taunt (Smarts): Dice_Fill-ins_d0.jpg
Thievery (Agility): Dice_Fill-ins_d0.jpg
Throwing (Agility): Dice_Fill-ins_d0.jpg
Tracking (Smarts): Dice_Fill-ins_d6.jpg

Racial Benefits and Drawbacks

  • Attractive: The forced evolution process administered to the Warrior Women includes genetically engineering them for beauty. Altara have the Attractive Edge.
  • Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The average person hates and fears Altara; they suffer a −4 Charisma penalty with most folks who discover who and what they are.
  • Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending 1,200 feet (200”) which compensates for the penalties. They cannot read, see colors, or otherwise detect purely visual information.
  • Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1.
  • Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls.
  • Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
  • Superior Senses: Altara Warrior Women begin with the Alertness Edge, as all of their other senses are exceptional.
  • Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.

Hindrances

Hindrance Type Description
Death Wish Minor The character wants to die after {$detail1} The character won’t throw their life away for no reason, but when there’s a chance to complete the goal, they'll do anything—and take any risk—to achieve it.
Overconfident Major The character never wants to retreat from a challenge. It's not a suicidal tendency, but this character certainly takes on more than common sense dictates.

Edges

Edge Type Description
Acrobat Professional Adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as there is no encumbrance penalty.
Alertness Background This character is very observant and perceptive, and adds +2 to Notice rolls to hear, see, or otherwise sense the world around.
Ambidextrous Background This character ignores the –2 penalty for using the off-hand.
Athlete Professional Add +2 to Strength rolls to climb, leap, or swim. In addition, Pace is increased by +1 when running.
Attractive Background Beautiful people have an easier time getting their way in life. This Edge grants +2 to Charisma.
Combat Reflexes Combat The character recovers quickly from shock and trauma. Add +2 to Spirit rolls to recover from being Shaken.
Combat Sense Combat Opponents halve any Gang Up bonuses (round down).
Improved Combat Sense Combat Opponents gain no Gang Up bonus against this warrior.
Danger Sense Weird Anytime the character is about to be the victim of a surprise attack, ambush, or other nasty surprise, roll Notice at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the character is on Hold for the first round of a combat. Should the hero fail this roll, use the normal Surprise rules, if applicable.
First Strike Combat Once per turn the character (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent. This interrupts the opponent’s action and does not cost the character's action this round.
Fleet-Footed Background The character's Pace is increased by +2 and a d10 is rolled instead of a d6 when running.
Frenzy Combat Frenzied fighters make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks.
Improved Frenzy Combat As Frenzy but the character may ignore the –2 Frenzy penalty.
Quick Backgrounds

Quick characters have lightning-fast reflexes and a cool head. Whenever dealt a 5 or lower in combat, the player may discard and draw again until getting a card higher than 5.

Characters with both Level Headed and Quick draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.

Two-Fisted Combat A Two-Fisted character has learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, roll each attack separately but ignore the multi-action penalty.

Weapons

Weapon Range Damage RoF AP Shots Weight Notes
Forearm plasma blasters 18/36/72 2d10+2 1 - - - lb. Mega Damage
Vibro-knives (x2) - Str+d6 - 4 - - lb. Mega Damage

Armor

Many body armor suits and all power armor have Full Environmental Protection, which includes fully sealed systems; self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems.

Armor Type Armor Bonus Toughness Min Str Weight
Light Combat Armor +3 - - N/A lb.
Notes: Bio-wizardry

Gear

  • Magic Amulet (Armor +4)
  • Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Stunned, MBT)
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