Forge Man (Timothy Gleason) is a Uncanny Speaker who Copies Superpowers in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 10 Edge: 0 Defense: Practiced Speed: ______ Pool: 13 Edge: 0 Defense: Practiced Intellect: ______ Pool: 15 Edge: 1 Defense: Practiced 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 ----------------- A sense for the weird Sometimes--at the GM's discretion--an event or person that seems related to your uncanny nature attracts your attention. You can sense it from afar, and if you get within long range of it, you can sense whether it is overtly dangerous or not. Accuracy power shift All attack rolls are eased by one step per shift. Level: 1 Distinctive physical quirk You have an unusual physical aspect. Depending on the setting, this can vary greatly; it might be something external and obvious, such as an odd smell or blue hair, or internal and hidden, like having blood type 'omega.' Whatever it is, your quirk draws a lot of attention when it's discovered. 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: 1 Intelligence power shift Intellect defense rolls and all knowledge, science, and crafting tasks are eased by one step per shift. Level: 1 Power power shift Use of a specific power, including damage (3 additional points per shift) but not attack rolls, are eased by one step per shift. Level: 1 Resilience power shift Might defense rolls are eased by one step per shift and Armor (+1 per shift). Level: 1 Skills ------ Enthrall (Pool:Intellect, Cost:1) While talking, you grab and keep another creature's attention, even if the creature can't understand you. For as long as you do nothing but speak (you can't even move), the other creature takes no actions other than to defend itself, even over multiple rounds. If the creature is attacked, the effect ends. Action. 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. 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. Understanding (Pool:Intellect, Cost:1) You observe or study a creature or object. Your next interaction with that creature or object gains one asset. Action. Flex skill (Trained) At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized. Enabler. Trained in either perception tasks or stealth tasks (Trained) Trained in one kind of knowledge related to your quirk, such as olfactory science, mutations, or hematology (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons People find you unnerving (Inability) All tasks relating to pleasant social interaction are hindered. (Other people who are unusual like you aren't affected by this. ). Attacks ------- Fast Punch Cost:Free Stat:Speed Damage:2 Type:Light Mod:-1 Skill:Practiced Distance:Immediate A lightning left jab. Eased by one step from Accuracy Power Shift. Eased by one step for Light weapons. Light Weapon Cost:Free Stat:Speed Damage:2 Type:Light Mod:-1 Skill:Practiced Distance:Immediate A light weapon of your choice. Granted from Starting Equipment. Eased by one step from Accuracy Power Shift. Eased by one step for Light weapons. Cyphers ------- Limit: 2 Blackout (Level: 3) An area within immediate range of the user becomes secure against any effect outside the area that sees, hears, or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense applied. Taps, scrying sensors, and other direct surveillance methods are also rendered inoperative within the area for a day. Manifest Matter Transference Ray (Level: 9) The user can target one nonliving object within long range that is their size or smaller of the cypher level or lower. The object is transferred directly to a random location at least 100 miles (160 km) away. If the GM feels it appropriate to the circumstances, only a portion of an object is transferred (a portion whose volume is no more than the user's). Fantastic 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. Uncanny There's something unusual about you, and it makes other people a little uncomfortable. You know you're exceptional--gifted, even--and being a bit odd doesn't make you any less of a person. This uncanny element is a part of you, in your blood, in your DNA. You can't help it, but you won't apologize for it. You feel comfortable around other people with similar strangeness, people who've experienced the same prejudice that you have; these shared experiences mean they're your family, perhaps the only family you've got. Copies Superpowers You can copy others' skills, abilities, and superpowers. Choose how you became involved in the adventure: - You felt the objective was someone like you, so you got involved. - Whether the other PCs realize it or not, their mission has to do with your field of knowledge, so you got involved. - As an expert in an unusual kind of knowledge, you were specifically recruited by the other PCs. - You believe one of the other PCs may be uncanny or is related to someone who is. Powers gained from revived after dying and got powers. 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. You were once hired to track down someone who was close to that character. 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. Exceptional +2 to your Might Pool and +2 to your Speed Pool. Granted from Uncanny Possible GM intrusion from your focus: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your own fire bolts). http://localhost:3000/account/cypher/characters/jxGgae Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta