Tefara from Quintar is a Resilient Quintar Psychic Knight who Dances With Dark Matter with a Magic Flavor in a Scifi world -------------------------------------------------------------------------------- Might: ______ Pool: 13 Edge: 0 Defense: Trained Speed: ______ Pool: 11 Edge: 1 Defense: Practiced Intellect: ______ Pool: 18 Edge: 0 Defense: Trained 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 ----------------- Difficult rest Quintar subtract 2 from all recovery rolls (minimum 1). No need for weapons When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler. 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. Skills ------ Entangling force (Pool:Intellect, Cost:1+) A target within short range is subject to a snare constructed of semi-tangible lines of force for one minute. The force snare is a level 2 construct. A target caught in the force snare cannot move from its position, but it can attack and defend normally. The target can also use its action attempting to break free. You can increase the level of the force snare by 1 per level of Effort applied. Action to initiate. Premonition (Pool:Intellect, Cost:2) You learn one random fact about a creature or location that is pertinent to a topic you designate. Alternatively, you can choose to learn a creature's level; however, if you do so, you cannot learn anything else about it later with this ability. Action. Ribbons of dark matter (Pool:Intellect, Cost:2, Inability) For the next minute, dark matter condenses within an area within long range that is no bigger than an immediate distance in diameter, manifesting as swirling ribbons. All tasks attempted by creatures in the area are hindered, and leaving the area requires a creature's entire action to move. You can dismiss the dark matter early as an action. Action to initiate. Control the field (Pool:Might, Cost:1) This melee attack inflicts 1 less point of damage than normal, and regardless of whether you hit the target, you maneuver it into a position you desire within immediate range. Action. 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) Heavy weapons (Practiced) Heavy Weapons Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Hardy but not necessarily strong (Inability) Any task involving moving, bending, or breaking things is hindered. 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 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 Medium Weapon Cost:Free Stat:Might Damage:4 Type:Medium Skill:Practiced Distance:Immediate A medium weapon of your choice. Granted from Starting Equipment. Cyphers ------- Limit: 2 Detonation (Flash) (Level: 7) Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all within it for one minute (ten minutes if the cypher is level 4 or higher). Manifest Reflex Enhancer (Level: 2) All tasks involving manual dexterity-such as pickpocketing, lockpicking, juggling, operating on a patient, defusing a bomb, and so on-are eased by two steps for one hour. Subtle Equipment --------- Money: 0 - Appropriate clothing and two weapons of your choice, plus one expensive item, 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 Psychic Knight is also known as a Warrior Psychic Knight You're a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet. Warriors are physical, action-oriented people. They're more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals. 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. Dances With Dark Matter You can manipulate shadow and "dark" matter. 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 --------------------- Your best friend is a teacher or scholar. They are a great source of knowledge. Focus Connection ---------------- Pick one other PC. Based on a couple of comments you've overheard, you suspect that they don't hold your area of training or favorite hobby in the highest regard. Notes ----- Possible player intrusions based on your character type: Perfect Setup You're fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Old Friend A comrade in arms from your past shows up unexpectedly and provides aid in whatever you're doing. They are on a mission of their own and can't stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal. Weapon Break Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track. 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: Dark matter skulks away as if possessed by a mind of its own. Last Updated: November 5th, 2023 02:53 App Version: 0.10.28