Dash the Hunter (Shaunna Flatley PhD) is a Hardy Speaker who Controls Gravity in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 13 Edge: 0 Defense: Trained Speed: ______ Pool: 13 Edge: 0 Defense: Practiced Intellect: ______ Pool: 12 Edge: 1 Defense: Practiced Initiative: Inability 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 ----------------- Almost unstoppable While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0. Babel After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be mistaken for a native speaker after just a few hours of speaking the new language. Enabler. Fast healer You halve the time it takes to make a recovery roll (minimum one action). 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: 3 Intelligence power shift Intellect defense rolls and all knowledge, science, and crafting tasks are eased by one step per shift. Level: 1 Ponderous When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool. Resilience power shift Might defense rolls are eased by one step per shift and Armor (+1 per shift). Level: 1 Skills ------ Hover (Pool:Intellect, Cost:2) You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate. Inspire aggression (Pool:Intellect, Cost:2) Your words twist the mind of a character within short range who is able to understand you, unlocking their more primitive instincts. As a result, they gain an asset on their Might-based attack rolls for one minute. Action to initiate. Weighty (Pool:Intellect, Cost:1) You briefly increase the weight of a target within short range enough to stop them in their tracks, preventing the target from moving and hindering any attempted tasks on their next turn. Action. Anecdote (Pool:Intellect, Cost:2, Trained) You can lift the spirits of a group of creatures and help them bond together by entertaining them with an uplifting or pointed anecdote. For the next hour, those who pay attention to your story are trained in a task you choose that's related to the anecdote, as long as it's not an attack or defense task. Action to initiate, one minute to complete. Trained in might defense actions (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons Your big, strong body is slow to react (Inability) Any task involving initiative is hindered. Attacks ------- Fast Punch Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Immediate A lightning left jab. Eased by one step 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. Eased by one step for Light weapons. Cyphers ------- Limit: 2 Detonation (Desiccating) (Level: 3) Projects a small physical explosive up to a long distance away that bursts in an immediate radius, draining moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the area is vaporized. Fantastic Intellect Booster (Level: 4) Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher). 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 ---------- Speaker 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. Hardy Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue. As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride. Controls Gravity You can sway the attraction of gravity itself. Choose how you became involved in the adventure: - The PCs recruited you after learning about your reputation as a survivor. - You joined the PCs because you want or need the money. - The PCs offered you a challenge equal to your physical power. - You believe the only way the PCs will succeed is if you are along to protect them. Powers gained from stole powers from someone else. Background Connection --------------------- You're part owner of a local bar, where you're something of a whiz in creating specialty cocktails. Focus Connection ---------------- Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points. 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. Mighty +4 to your Might Pool. Granted from Hardy Possible GM intrusion from your focus: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky. http://localhost:3000/account/cypher/characters/JBVpnJ Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta