Sable is a Learned Adept who Learns Quickly in a Post Apocalyptic world ----------------------------------------------------------------------- Might: ______ Pool: 10 Edge: 0 Defense: Practiced Speed: ______ Pool: 11 Edge: 0 Defense: Practiced Intellect: ______ Pool: 18 Edge: 1 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 ----------------- Enhanced intellect You gain 3 points to your Intellect Pool. Enabler. Ward You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler. Skills ------ 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. Far step (Pool:Intellect, Cost:2) You leap through the air and land some distance away. You can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. You land safely. 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. There's your problem (Trained) You are trained in tasks related to figuring out how to solve problems with multiple solutions (like the best way to pack a truck, calm an enraged customer, give a cat a shot of insulin, or find a route through the city for maximum speed). Enabler. Trained in three areas of knowledge of your choice (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons You have few social graces (Inability) Any task involving charm, persuasion, or etiquette is 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. Cyphers ------- Limit: 3 Detonation (Sonic) (Level: 8) Projects a small physical explosive up to a long distance away that explodes with terrifying sound, deafening all in an immediate radius for ten minutes per cypher level. Manifest Equipment Cache (Level: 2) The user can rummage around and produce from the cypher a desired piece of equipment (not an artifact) whose level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its fundamental nature allows only a single use (such as with a grenade). Manifest Perfection (Level: 6) The user treats their next action as if they had rolled a natural 20. Subtle Equipment --------- Money: 0 - You have two additional books on topics of your choice. Granted from Learned. - 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.) Learned You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading. Learns Quickly You deal with bad situations as they arise, learning new lessons each time. Choose how you became involved in the adventure: - One of the other PCs asked you to come along because of your knowledge. - You need money to fund your studies. - You believed that the task might lead to important and interesting discoveries. - A colleague requested that you take part in the mission as a favor. Background Connection --------------------- Your family owns a large vineyard nearby known to all for its fine wine and fair business dealings. Focus Connection ---------------- Pick one other PC. Sometime in that character's past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them. 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. Smart +2 to your Intellect Pool. Granted from Learned Possible GM intrusion from your focus: Accidents and mistakes are great teachers. http://localhost:3000/account/cypher/characters/jOyXXv Last Updated: June 15th, 2024 17:14 App Version: 1.06.12 Beta