Blade is a Canien Adept who Looks For Trouble in a Post Apocalyptic world ------------------------------------------------------------------------- Might: ______ Pool: 12 Edge: 0 Defense: Practiced Speed: ______ Pool: 11 Edge: 0 Defense: Practiced Intellect: ______ Pool: 13 Edge: 1 Defense: Practiced Initiative: Practiced Effort: 1 Armor: 0 Experience Points: 0 Recovery Roll: 1d6+1 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Chewer You are something of an oral fidgeter, like most caniens. After each ten-hour recovery roll, make a difficulty 2 Intellect defense roll. If you fail, you discover you've unconsciously been chewing on a piece of your equipment; it's ruined, at least until it is repaired. Fists of fury You inflict 2 additional points of damage with unarmed attacks. Enabler. Loyal If an ally within immediate range descends one or more steps on the damage track, you can take an action immediately but in a restricted fashion. You can use this action either to move the willing ally up to an immediate distance or to attempt a healing task on your ally. Skills ------ Push (Pool:Intellect, Cost:2) You telekinetically push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this ability to pull a lever or close a door. Action. Resonance field (Pool:Intellect, Cost:1) Faint lines in a color you choose form a tracery over your entire body and emit faint light. The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage. Action to initiate. Shatter (Pool:Intellect, Cost:2+) You interrupt the fundamental force holding normal matter together for a moment, causing the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot, a stone, and so on). The object explodes in an immediate radius, dealing 1 point of damage to all creatures and objects in the area. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. Magic training (Trained) You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can attempt to understand and identify its properties. Enabler. Naturally vigilant (Trained) You are trained in perception tasks. Playful (Trained) You are trained in tasks involving playing physical games. Wound tender (Trained) You are trained in healing. Enabler. Bite (Practiced) You are practiced in making unarmed bite attacks (light weapon). Enabler. Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons You have a hard time seeing disloyalty in others (Inability) Tasks that involve detecting falsehoods are hindered. Attacks ------- Fast Punch Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Immediate A lightning left jab. Eased by one step for Light weapons. Unarmed Bite Eased by one step for Light weapons. Cyphers ------- Limit: 3 Best Tool (Level: 2) Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two assets. Subtle Detonation (Flash) (Level: 8) Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all within it for one minute (ten minutes if the cypher is level 4 or higher). Manifest Mind Stabilizer (Level: 4) The user gains +5 to Armor against Intellect damage. Subtle Equipment --------- Money: 0 - Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice. Granted from Starting Equipment. Improvements ------------ Tier: 1 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- Adept You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities. (“Magic” here is a term used very loosely. It's a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.) Canien You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands, and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you decide which kind of canien you are. Most canien clothing and equipment accommodates walking on either two feet or four, so that's normally not an issue. Either way, you've got fur, a tail, and a noble dog visage true to your particular line of descent. And like most caniens, you're loyal to your pack and friends. But you may find strangers a little suspicious, in which case you aren't shy about letting them know. However, you're usually willing to entertain the idea that a newcomer may be a friend you just don't know yet. Looks For Trouble You're a scrapper and love a good fight. Choose how you became involved in the adventure: - One of the other PCs needed help, and you obliged without a second's hesitation. - The other PCs were going somewhere, and you came along even though they didn't ask you to. - Aggression got the better of you, and now you're running from the fallout of that experience. - You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them. Background Connection --------------------- You learned your abilities in the temple of an obscure god. Its priests and worshippers, although small in number, respect and admire your talents and potential. Focus Connection ---------------- Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you. Notes ----- Possible player intrusions based on your character type: Advantageous Malfunction A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds. Convenient Idea A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you're facing. Inexplicably Unbroken An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact. Dogged +2 to your Might Pool. Granted from Canien Possible GM intrusion from your focus: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing. http://localhost:3000/account/cypher/characters/eBVwne Last Updated: June 15th, 2024 17:13 App Version: 1.06.12 Beta