April Kirlin from Barnards Star is a Rugged Human Telepath who Commands Mental Powers in a Scifi world -------------------------------------------------------------------------------- Might: ______ Pool: 11 Edge: 0 Defense: Practiced Speed: ______ Pool: 10 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 ----------------- Skills ------ Distortion (Pool:Intellect, Cost:2) You modify how a willing creature within short range reflects light for one minute. The target rapidly shifts between its normal appearance and a blot of darkness. The target has an asset on Speed defense rolls until the effect wears off. Action to initiate. 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. Onslaught (Pool:Intellect, Cost:1) You attack a foe using energies that assail either their physical form or their mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots) might be immune to your mindslice. Action. Telepathic (Pool:Intellect, Cost:1+) You can speak telepathically with others who are within short range. Communication is two-way, but the other party must be willing and able to communicate. You don't have to see the target, but you must know that it's within range. You can have more than one active contact at once, but you must establish contact with each target individually. Each contact lasts up to ten minutes. If you apply a level of Effort to increase the duration rather than ease the task, the contact lasts for 24 hours. Action to establish contact. Trained in all tasks involving climbing, jumping, running, and swimming (Trained) Trained in all tasks involving identifying or using natural plants (Trained) Trained in all tasks involving training, riding, or placating natural animals (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons You have no social graces and prefer animals to people (Inability) Any task involving charm, persuasion, etiquette, or deception is hindered. Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Skill:Practiced Distance:Immediate A right jab. Attacks are eased by 1 for Light weapons Cyphers ------- Limit: 3 Makeshift Construction (Level: 4) You quickly craft or repair an object whose level doesn't exceed the cypher's, provided you have access to at least primitive tools and materials to construct it. The process takes no more than 1 hour per crafting level. The object is of serviceable, but questionable quality. When performing tasks with it, the GM intrusion range increase by 1, and continues to increase regular intervals determined by the GM. Subtle Oldest Trick In The Book (Level: 7) You misdirect a creature that understands your words or gestures, and whose level doesn't exceed the cypher level. The next attack made against them is eased by two steps. If no attack is made against the creature, it take no action on their next turn. The effect lasts until the end of your next turn. Subtle Radiation Spike (Level: 6) Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal to the cypher's level. Manifest Equipment --------- Money: 0 - You carry an explorer's pack with rope, two days' rations, a bedroll, and other tools needed for outdoor survival. Granted from Rugged. - 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 ---------- A Telepath is also known as a Adept Telepath 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.) Rugged You're a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you're a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers. Human You are the definition of the average humanoid. As a group, they have average might, speed and intellect. But behind the average human lies a saga of untapped potential, a story poised to leap the bounds of the ordinary and venture into the realm of the extraordinary. Commands Mental Powers You have honed the power of your mind to perform amazing psychic deeds. Choose how you became involved in the adventure: - Against your better judgment, you joined the other PCs because you saw that they were in danger. - One of the other PCs convinced you that joining the group would be in your best interests. - You're afraid of what might happen if the other PCs fail. - There is reward involved, and you need the money. Background Connection --------------------- While traveling alone, you saved the life of a powerful person. They remain indebted to you. Focus Connection ---------------- Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems. 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. Possible GM intrusion from your focus: Something glimpsed in the target's mind is horrifying. A feedback loop allows the target to read the character's mind. Last Updated: November 5th, 2023 02:53 App Version: 0.10.28