Bolt (Buck Hilpert) is a Strong Explorer who Exists In Two Places At Once in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 16 Edge: 1 Defense: Practiced Speed: ______ Pool: 10 Edge: 0 Defense: Practiced Intellect: ______ Pool: 12 Edge: 0 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 ----------------- Accuracy power shift All attack rolls are eased by one step per shift. Level: 2 Endurance Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For example, if the typical person can hold their breath for thirty seconds, you can hold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours. In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The minimum duration is always one round. Enabler. Flight power shift The character can fly a short distance each round; each additional shift increases this speed (whether the flight comes from a or a character ability) by one range category (long for two shifts, very long for three shifts). Level: 2 Increased range power shift Increases the range of one ability or attack. A touch-range ability (such as Shock) increases to short range, a short-range ability increases to long range, and a long-range ability increases to very long range. Level: 1 Skills ------ Decipher (Pool:Intellect, Cost:1) If you spend one minute examining a piece of writing or code in a language you do not understand, you can make an Intellect roll of difficulty 3 (or higher, based on the complexity of the language or code) to get the gist of the message. Action to initiate. Duplicate (Pool:Might, Cost:2) You cause a duplicate of yourself to appear at any point you can see within short range. The duplicate has no clothing or possessions when it appears. The duplicate is a level 2 NPC with 6 health. The duplicate obeys your commands and does as you direct it. The duplicate remains until you dismiss it using an action or until it is killed. When the duplicate disappears, it leaves behind anything it was wearing or carrying. If the duplicate disappears because it was killed, you take 4 points of damage that ignore Armor, and you lose your next action. Action to initiate. Surging confidence (Pool:Might, Cost:1) When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler. Danger sense (Pool:Speed, Cost:1) Your initiative task is eased. You pay the cost each time the ability is used. Enabler. Trained in all actions involving breaking inanimate objects (Trained) Trained in all jumping actions (Trained) Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Heavy weapons (Inability) Heavy Weapons Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Mod:-2 Skill:Practiced Distance:Immediate A right jab. Eased by two steps from Accuracy Power Shift. Eased by one step for Light weapons. Heavy Weapon Cost:Free Stat:Might Damage:6 Type:Heavy Mod:-2 Skill:Practiced Distance:Immediate A heavy weapon of your choice. Granted from Strong. Eased by two steps from Accuracy Power Shift. Requires two hands. Medium Weapon Cost:Free Stat:Might Damage:4 Type:Medium Mod:-2 Skill:Practiced Distance:Immediate A medium weapon of your choice. Granted from Starting Equipment. Eased by two steps from Accuracy Power Shift. Cyphers ------- Limit: 2 Reality Spike (Level: 7) Once activated, the cypher does not move-ever-even if activated in midair. A Might action will dislodge it, but then it is ruined. Fantastic Trick Embedder (Level: 5) A nonintelligent animal immediately and perfectly learns one trick (two tricks if the cypher is level 4 or higher) it is capable of physically performing (roll over, heel, spin, shake, go to an indicated place within long range, and so on). The trick must be designated when the cypher is activated. Fantastic Equipment --------- Money: 0 - You have an extra medium weapon or heavy weapon. Granted from Strong. - Appropriate clothing and a 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 ---------- Explorer You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you're physical but also probably knowledgeable. Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life. Strong You're extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles. Exists In Two Places At Once You exist in two places at once. 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. Powers gained from alien symbiote. Background Connection --------------------- Your greatest discovery to date was stolen by your arch-rival. 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: Fortuitous Malfunction A trap or a dangerous device malfunctions before it can affect you. Serendipitous Landmark Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point. Weak Strain The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise. Very Powerful +4 to your Might Pool. Granted from Strong Possible GM intrusion from your focus: Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion. http://localhost:3000/account/cypher/characters/JpzPge Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta