Jettie Stroman from Quintar is a Resilient Quintar Seeker who Works For A Living in a Scifi world -------------------------------------------------------------------------------- Might: ______ Pool: 10 Edge: 0 Defense: Trained Speed: ______ Pool: 13 Edge: 0 Defense: Practiced Intellect: ______ Pool: 19 Edge: 1 Defense: Trained 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 ----------------- Difficult rest Quintar subtract 2 from all recovery rolls (minimum 1). Recover You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest. Ward You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler. Skills ------ Push (Pool:Intellect, Cost:2) You telekinetically push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this ability to pull a lever or close a door. Action. Shatter (Pool:Intellect, Cost:2+) You interrupt the fundamental force holding normal matter together for a moment, causing the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot, a stone, and so on). The object explodes in an immediate radius, dealing 1 point of damage to all creatures and objects in the area. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. Handy (Trained) You work for a living and are trained in tasks related to carpentry, plumbing, and electrical repair. Your knowledge in these realms also gives you an asset to craft entirely new items within your spheres of knowledge and the limits of possibility within the setting. Enabler. 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. Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans (Trained) Trained in intellect defense tasks (Trained) Trained in might defense tasks (Trained) Trained in one type of knowledge task of your choice (Trained) Light weapons (Practiced) Light Weapons Hardy but not necessarily strong (Inability) Any task involving moving, bending, or breaking things is hindered. Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons You have a lot of willpower and mental fortitude, but you're not necessarily smart (Inability) Any task involving knowledge or figuring out problems or puzzles 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 Double Damage (Level: 5) You can activate this cypher as part of making an attack with a weapon or activating an ability that inflicts damage, before making your attack roll. If the attack is successful, the attack's damage is doubled. Subtle Part Of The Plan (Level: 5) You can activate this cypher in response to an action undertaken by an NPC or the events of a GM intrusion—including one you triggered by rolling a 1 on a d20. You declare that this has been your plan all along, and your next two tasks are eased by two steps. Subtle Strength Enhancer (Level: 1) All noncombat tasks involving raw strength-such as breaking down a door, lifting a heavy boulder, forcing open elevator doors, competing in a weightlifting competition, and so on-are eased by two steps for one hour. Subtle Equipment --------- Money: 0 - 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 Seeker is also known as a Adept Seeker 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.) Resilient You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You're tough to faze. Unflappable. Unstoppable. Quintar You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don't have such concepts-quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else. Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere. Works For A Living You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids. Choose how you became involved in the adventure: - You saw that the PCs clearly need someone like you to help them out. - Someone asked you to watch over one of the PCs in particular, and you agreed. - You are bored and desperately in need of a challenge. - You lost a bet-unfairly, you think-and had to take someone's place on this mission. Background Connection --------------------- While traveling alone, you saved the life of a powerful person. They remain indebted to you. Focus Connection ---------------- Pick one other PC. If it wasn't for you, that character would have failed a past test of mental achievement. 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. Resistant +2 to your Might Pool, and +2 to your Intellect Pool. Granted from Resilient Cerebral +4 to your Intellect Pool. Granted from Quintar Possible GM intrusion from your focus: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living. Last Updated: November 5th, 2023 02:53 App Version: 0.10.28