Ash is a Exiled Warrior who Walks The Wasteland in a Post Apocalyptic world --------------------------------------------------------------------------- Might: ______ Pool: 14 Edge: 0 Defense: Practiced Speed: ______ Pool: 12 Edge: 1 Defense: Trained Intellect: ______ Pool: 10 Edge: 0 Defense: Practiced Initiative: Practiced Effort: 1 Armor: 1 Experience Points: 0 Recovery Roll: 1d6+1 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Loner You gain no benefit when you get help with a task from another character who is trained or specialized in that task. Surviving the wasteland Given about half a day of walking and scavenging, you find enough edible food and potable water in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged from before-times supplies, living flora and fauna, and uncontaminated water sources. Enabler. Skills ------ Overwatch (Pool:Intellect, Cost:1) You use a ranged weapon to target a limited area (such as a doorway, a hallway, or the eastern side of the clearing) and make an attack against the next viable target to enter that area. This works like a wait action, but you also negate any benefit the target would have from cover, position, surprise, range, illumination, or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as you wish, within reason. Action. Physical skills (Trained) You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Tolerance (Trained) This hard life has built up your resistance over time, so you are trained in resisting the effects of natural poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler. Trained in all tasks involving foraging, hunting, and finding safe places to rest or hide (Trained) Trained in all tasks involving sneaking (Trained) Trained without armor (Trained) You are trained in Speed defense tasks when not wearing armor. Enabler. Heavy weapons (Practiced) Heavy Weapons Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Practiced in armor (Practiced) You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler. Weapon at hand (Practiced) You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must spend at least ten minutes practicing with it first. Enabler. Living on your own for as long as you have makes you slow to trust others and awkward in social situations (Inability) Any task involving social interaction is hindered. Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Skill:Practiced Distance:Immediate A right jab. Eased by one step for Light weapons. Light Weapon Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Immediate A light weapon of your choice. Granted from Starting Equipment. Eased by one step for Light weapons. Heavy Weapon Cost:Free Stat:Might Damage:6 Type:Heavy Skill:Practiced Distance:Immediate A heavy weapon of your choice. Granted from Starting Equipment. Requires two hands. Cyphers ------- Limit: 2 Armor Reinforcer (Level: 2) The user's Armor gains an enhancement for twenty-four hours. Roll a d6 to determine the result. Rolled a 6. +2 to Armor, +5 against damage from acid. Manifest Reflex Enhancer (Level: 1) All tasks involving manual dexterity-such as pickpocketing, lockpicking, juggling, operating on a patient, defusing a bomb, and so on-are eased by two steps for one hour. Subtle Equipment --------- Money: 0 - You have a memento from your past-an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times. Granted from Exiled. - Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. - Armor of your choice. Granted from Practiced In Armor. Improvements ------------ Tier: 1 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- Warrior You're a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet. Warriors are physical, action-oriented people. They're more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals. Exiled You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn't commit and now must pay the price for someone else's wicked deed. Your exile might be the result of a social gaffe-perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one. Walks The Wasteland Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or whatever it is that hunts the ruins—get you. If you were around before the end, you could have been a soldier, mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that you decided to hope when everything looked darkest. Since then, you have eaten your share of spoiled food and irradiated water, and survived. Whether that's because you've adapted, you're luckier, or you were just tougher than the rest is anyone's guess. But you're still walking the wastes even though so many others are gone. You probably don't spend a lot of time on your appearance, given that you wear the cobbled-together clothing and bits and pieces of armor you're able to scavenge from the ruins. Appearance doesn't matter; actions do. Choose how you became involved in the adventure: - The other PCs earned your trust by helping you when you needed it. You accompany them to repay them. - While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem. - One of the other PCs reminds you of someone you used to know. - You have grown weary of your isolation. Joining the other PCs gives you a chance to belong. Background Connection --------------------- Your uncle runs a theater in town. You know all the actors and watch all the shows for free. Focus Connection ---------------- Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points. Notes ----- Possible player intrusions based on your character type: Perfect Setup You're fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Old Friend A comrade in arms from your past shows up unexpectedly and provides aid in whatever you're doing. They are on a mission of their own and can't stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal. Weapon Break Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track. Self-Reliant +2 to your Might Pool. Granted from Exiled http://localhost:3000/account/cypher/characters/vwMBkj Last Updated: June 15th, 2024 17:14 App Version: 1.06.12 Beta