Jax is a Strong Willed Speaker who Leads in a Post Apocalyptic world -------------------------------------------------------------------- Might: ______ Pool: 10 Edge: 0 Defense: Practiced Speed: ______ Pool: 12 Edge: 0 Defense: Practiced Intellect: ______ Pool: 12 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 ----------------- Good advice Anyone can help an ally, easing whatever task they're attempting. However, you have the benefit of clarity and wisdom. When you help another character, they gain an additional asset. Enabler. Skills ------ Demeanor of command (Pool:Intellect, Cost:2) You project confidence, knowledge, and charisma to all who see you for the next hour. Your demeanor is such that those who see you automatically understand that you are someone important, accomplished, and with authority. When you speak, strangers who are not already attacking give you at least a round to have your say. If speaking to a group that can understand you, you can attempt to have them produce their leader or ask that they take you to their leader. You gain a free level of Effort that can be applied to one persuasion task you attempt during this period. Action to initiate. Enthrall (Pool:Intellect, Cost:1) While talking, you grab and keep another creature's attention, even if the creature can't understand you. For as long as you do nothing but speak (you can't even move), the other creature takes no actions other than to defend itself, even over multiple rounds. If the creature is attacked, the effect ends. Action. Erase memories (Pool:Intellect, Cost:3) You reach into the mind of a creature within immediate range and make an Intellect roll. On a success, you erase up to the last five minutes of its memory. Action. Interaction skills (Trained) You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidation. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Natural charisma (Trained) You are trained in all social interactions, whether they involve charm, learning a person's secrets, or intimidating others. Enabler. Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons 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. 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 Detonation (Level: 5) Projects a small physical explosive up to a long distance away that explodes in an immediate radius, inflicting damage equal to the cypher's level. Roll a d100 to determine the type of damage. (All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of attack or defense rolls.) Rolled a 13. Corrosive. Manifest Eagleseye (Level: 6) Grants the ability to see ten times as far as normal for one hour per cypher level. (For a more realistic game, the eagleseye cypher could instead give the user two assets on tasks involving seeing to long distances.) Subtle Equipment --------- Money: 0 - Appropriate clothing and a light 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 ---------- Speaker You're good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want. Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done. Strong Willed Leads Your natural leadership capability allows you to command others, including a loyal band of followers. Background Connection --------------------- You've worked yourself into the position of spokesperson for an organization or company of some importance. Focus Connection ---------------- Pick one other PC. They commissioned you to do a job for them. You've already been paid but haven't yet completed the job. Notes ----- Possible player intrusions based on your character type: Friendly NPC An NPC you don't know, someone you don't know that well, or someone you know but who hasn't been particularly friendly in the past chooses to help you, though doesn't necessarily explain why. Maybe they'll ask you for a favor in return afterward, depending on how much trouble they go to. Perfect Suggestion A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you're facing. Unexpected Gift An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there's something you're failing to understand or grasp. Possible GM intrusion from your focus: Followers fail, betray, lie, become corrupted, get kidnapped, or die. http://localhost:3000/account/cypher/characters/ebadPv Last Updated: June 15th, 2024 17:14 App Version: 1.06.12 Beta