Cheyenne Torphy from Mahasim is a Appealing Human Glam who Is Idolized By Millions in a Scifi world -------------------------------------------------------------------------------- Might: ______ Pool: 12 Edge: 0 Defense: Practiced Speed: ______ Pool: 10 Edge: 0 Defense: Practiced Intellect: ______ Pool: 14 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 ----------------- Entourage You gain an entourage of five level 1 twenty-somethings that accompanies you wherever you go unless you purposefully disband it for a particular outing. You can ask them to deliver things for you, run messages, pick up your dry cleaning-pretty much whatever you want, within reason. They can also run interference if you're trying to avoid someone, help hide you from media attention, help you muscle through a crowd, and so on. On the other hand, if a situation becomes physically violent, they retreat to safety. 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. Fast talk (Pool:Intellect, Cost:1) When speaking with an intelligent creature who can understand you and isn't hostile, you convince that creature to take one reasonable action in the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action. Terrifying presence (Pool:Intellect, Cost:2+) You convince one intelligent target of level 3 or lower that you are its worst nightmare. The target must be within short range and be able to understand you. For as long as you do nothing but speak (you can't even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the circumstances. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to terrorize a level 5 target (two levels above the normal limit), you must apply two levels of Effort. Action. Celebrity talent (Trained) You are trained in two of the following areas: writing, journalism, a particular style of art, a particular sport, chess, science communication, acting, news presentation, or some related noncombat skill that led to your celebrity. Enabler. Resistant to charms (Trained) You're aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it. Trained in pleasant social interactions (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons Practiced with medium weapons (Inability, Practiced) You can use light and medium weapons without penalty. If you wield a heavy weapon, attacks with it are hindered. Enabler. 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 Light Weapon Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Immediate A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons Cyphers ------- Limit: 2 Ultimate Endurance (Level: 3) For the next minute, you ignore any effect which would reduce your effectiveness, such as poison, exhaustion, or mental control. You also ignore any negative penalties due to the Damage Track. If you would die, your fate is sealed, but your death is delayed until the cypher's effects ends. Subtle Vigilance (Level: 1) For one day, you gain an asset to initiative and perception tasks. 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 ---------- A Glam is also known as a Speaker Glam 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. Appealing You're attractive to others, but perhaps more important, you are likeable and charismatic. You've got that "special something" that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend. 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. Is Idolized By Millions You're a celebrity and most people adore you. Choose how you became involved in the adventure: - You met a total stranger (one of the other PCs) and charmed them so much that they invited you along. - The PCs were looking for someone else, but you convinced them that you were perfect instead. - Pure happenstance-because you just go along with the flow of things and everything usually works out. - Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures. Background Connection --------------------- You have no memory of anything that happened to you before the age of 18. Focus Connection ---------------- Pick one other PC. That character doesn't seem to approve of your methods. 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. Charismatic +2 to your Intellect Pool. Granted from Appealing Possible GM intrusion from your focus: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation. Last Updated: November 5th, 2023 02:53 App Version: 0.10.28