Ember is a Felis Explorer who Murders in a Post Apocalyptic world ----------------------------------------------------------------- Might: ______ Pool: 13 Edge: 1 Defense: Practiced Speed: ______ Pool: 9 Edge: 0 Defense: Trained Intellect: ______ Pool: 14 Edge: 0 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 ----------------- Darksight You can see in dim light as though it were bright light and see in darkness as though it were dim light. Enabler. Jumpy Like most felis, you are a bit high-strung. Anytime another creature acts with surprise against you, make a difficulty 2 Intellect defense roll. If you fail, the first action you take on your turn is to flee using your full movement away from whoever surprised you. Light on your paws You ignore the first 4 points of damage you would otherwise suffer from a fall. Surprise attack If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset on the attack. On a successful hit, you inflict 2 additional points of damage. Enabler. Skills ------ Surging confidence (Pool:Might, Cost:1) When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler. Block (Pool:Speed, Cost:3) You automatically block the next melee attack made against you within the next minute. Action to initiate. Agile (Trained) You are trained in tasks involving balancing and movement. Assassin skills (Trained) You are trained in stealth and disguise tasks. Enabler. Innately curious (Trained) You are trained in tasks involving knowledge, figuring out problems, or solving puzzles. Knowledge skills (Trained) You are trained in two skills in which you are not already trained. Choose two areas of knowledge such as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Trained without armor (Trained) You are trained in Speed defense tasks when not wearing armor. Enabler. Claws (Practiced) You are practiced in making unarmed claw attacks (light weapon). Enabler. Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Heavy weapons (Inability) Heavy Weapons You often come across as aloof (Inability) Tasks that involve positive social interaction are hindered. You sometimes get lost in new locations you haven't visited before (Inability) You have an inability in navigation. Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Skill:Practiced Distance:Immediate A right jab. Eased by one step for Light weapons. Claws 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. Cyphers ------- Limit: 2 Intellect Booster (Level: 6) Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher). Subtle Spy (Level: 7) Produces a tiny spying object that resists detection as a level 8 creature. The object moves at great speed, mapping and scanning an unknown area. It moves 500 feet (150 m) per level, scanning an area up to 50 feet (15 m) away from it. It identifies basic layout, creatures, and major energy sources. Its movement is blocked by any physical or energy barrier. At the end of its mapping run, it returns to the user and reports. If it discovers a predefined target during its run (such as "a creature of level 5 or higher," "a locked door," "a major energy source," and so on), it detonates instead, dealing damage equal to the cypher's level (half electrical damage, half shrapnel damage) to all creatures and objects in short range. Manifest Equipment --------- Money: 0 - Three doses of a level 2 blade poison that inflicts 5 points of damage (Murders) Granted from Murders. - Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. Improvements ------------ Tier: 1 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- Explorer You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you're physical but also probably knowledgeable. Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life. Felis You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the elements, but you sometimes wear a harness for your equipment and may adopt boots for rough terrain and hats for fashion or function. Your visage is like that of before-times cats, including piercing, reflective eyes. Like other felis, you are crafty and cautious, unless you feel comfortable with others, in which case you can laze away hours in the sun or a warm spot. But if need be, you are quick to act and are not afraid to use your claws to defend yourself. Murders You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.) Choose how you became involved in the adventure: - Everything was fine until you were attacked by a raiding band of “cat-skinners.” The PCs helped you fight back or flee. - You saw the PCs up to something, and your curiosity got the better of you, so you followed them. - One of the other PCs invited you to join after they saw you scheme, plot, or solve a difficult problem. - You got lost. The PCs found you and invited you to join their group. Background Connection --------------------- You were a star high school athlete. You're still in great shape, but those were the glory days, man. Focus Connection ---------------- Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm. Notes ----- Possible player intrusions based on your character type: Fortuitous Malfunction A trap or a dangerous device malfunctions before it can affect you. Serendipitous Landmark Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point. Weak Strain The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise. Crafty +2 to your Intellect Pool. Granted from Felis Possible GM intrusion from your focus: Most people do not react well to a professional killer. http://localhost:3000/account/cypher/characters/vxGxaJ Last Updated: June 15th, 2024 17:14 App Version: 1.06.12 Beta