Giant Metron X (Jina Moore) is a Mighty Adept who Masters Spells in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 11 Edge: 0 Defense: Trained Speed: ______ Pool: 13 Edge: 0 Defense: Practiced Intellect: ______ Pool: 14 Edge: 1 Defense: Practiced Initiative: Practiced Effort: 1 Armor: 1 Experience Points: 0 Recovery Roll: 1d6+2 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Healthy Add 1 to the points you regain when you make a recovery roll. 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 Intelligence power shift Intellect defense rolls and all knowledge, science, and crafting tasks are eased by one step per shift. Level: 1 Prodigy power shift Give up a lower-tier ability to get a higher-tier ability that matches your character concept. For example, if your swashbuckling teleporter is a Graceful Explorer who Fights With Panache, you could give up one of your tier 1 Explorer abilities (so you'd only have three instead of four) or give up your tier 1 focus ability, Fights With Panache, and instead select the tier 4 ability Short Teleportation. Level: 1 Savant power shift Two specific skills (other than attacks, defenses, or a special ability), such as history, perception, or persuasion are eased by one step per shift. Level: 1 Strength power shift All non-attack tasks involving strength, including jumping and dealing damage in melee or thrown attacks are eased by one step per shift and inflict an 3 additional points of damage per shift. Level: 1 Ward You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler. Skills ------ Arcane flare (Pool:Intellect, Cost:1) You enhance the damage of another attack spell with an extra charge of energy so that it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack. Erase memories (Pool:Intellect, Cost:3) You reach into the mind of a creature within immediate range and make an Intellect roll. On a success, you erase up to the last five minutes of its memory. Action. Resonance field (Pool:Intellect, Cost:1) Faint lines in a color you choose form a tracery over your entire body and emit faint light. The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage. Action to initiate. Scan (Pool:Intellect, Cost:2) You scan an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level. You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and plastic. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn't tell you what the information means. Thus, in the first example, you don't know what the metal and plastic device does. In the second, you don't know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action. Trained in all actions involving lifting and throwing things (Trained) Trained in might defense tasks (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons Attacks ------- Fast Punch Cost:Free Stat:Speed Damage:5 Type:Light Skill:Practiced Distance:Immediate A lightning left jab. +3 Damage from Strength Power Shift. Eased by one step for Light weapons. Cyphers ------- Limit: 3 Effect Resistance (Level: 3) Provides a chance for additional resistance to directly damaging effects of all kinds, such as fire, lightning, and the like, for one day. (It does not provide resistance to blunt force, slashing, or piercing attacks.) If the level of the effect is of the cypher level or lower, the user gains an additional defense roll to avoid it. On a successful defense roll, treat the attack as if the user had succeeded on their regular defense roll. (If the user is an NPC, a PC attacking them with this kind of effect must succeed on two attack rolls to harm them.) Subtle Monoblade (Level: 3) Produces a 6-inch (15 cm) blade that's the same level as the cypher. The blade cuts through any material of a level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower than its own. The blade lasts for ten minutes. Fantastic Time Dilation (Offensive) (Level: 1) For the next twenty-four hours, when the user makes a melee attack, they move at almost instantaneous speed, easing their attacks by two steps (three steps if the cypher is level 6 or higher). Fantastic 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 ---------- Adept 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.) Mighty You have a very impressive physique. Your strength, power, and very importance are superior. Whether you're truly the mightiest may be up for debate (and you may have a friendly rivalry about this with other superheroes), but there is no question that you are exceptional. These things make you confident, but you know that you have these physical gifts in order to perform heroic deeds, and unseemly conduct is beneath you. Masters Spells By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning. Choose how you became involved in the adventure: - You joined the other PCs because they would fail without your strength. - You believe this endeavor will earn you a lot of valor. - Another PC asked--rightly--for your help. - An authority figure told you to do this to show you the value of humility. Powers gained from stolen device. Background Connection --------------------- You studied in a school infamous for its dark, brooding instructors and graduates. 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. Very Powerful +4 to your Might Pool. Granted from Mighty Possible GM intrusion from your focus: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use. http://localhost:3000/account/cypher/characters/vOyBXj Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta