Magnificent Zoom (Rusty Konopelski) is a Resilient Adept who Employs Magnetism in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 11 Edge: 0 Defense: Trained Speed: ______ Pool: 11 Edge: 0 Defense: Practiced Intellect: ______ Pool: 16 Edge: 1 Defense: Trained 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 ----------------- 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 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: 2 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. 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 ------ Move metal (Pool:Intellect, Cost:1) You can exert force on metal objects within short range for one round. Once activated, your power has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit, capable, adult human), and you can use it to move metal objects, push against metal objects, and so on. For example, in your round, you could lift and pull a light metal object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or until its Might Pool is depleted, whichever comes first. Action. Push (Pool:Intellect, Cost:2) You telekinetically push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this ability to pull a lever or close a door. Action. 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. Shatter (Pool:Intellect, Cost:2+) You interrupt the fundamental force holding normal matter together for a moment, causing the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot, a stone, and so on). The object explodes in an immediate radius, dealing 1 point of damage to all creatures and objects in the area. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. Trained in intellect defense tasks (Trained) Trained in might defense tasks (Trained) Light weapons (Practiced) Light Weapons Hardy but not necessarily strong (Inability) Any task involving moving, bending, or breaking things is hindered. Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons 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 ------- 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 Gas Bomb (Level: 8) Thrown a short distance, this bursts in a poisonous cloud within an immediate area. The cloud lingers for 1d6 rounds unless conditions dictate otherwise. Roll a d100 to determine the effect. Rolled a 91. Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher's level or until awoken by a violent action or an extremely loud noise. Manifest Mind Restricting Wall (Level: 5) Creates an immobile plane of permeable energy up to 20 feet by 20 feet (6 m by 6 m) for one hour. The plane conforms to the space available. Intelligent creatures passing through the plane fall unconscious for up to one hour, or until slapped awake or damaged. Fantastic Trick Embedder (Level: 6) 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 - 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.) 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. Employs Magnetism You command metal and the power of magnetism. 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. Powers gained from magically augmented (unwillingly). Background Connection --------------------- While traveling alone, you saved the life of a powerful person. They remain indebted to you. Focus Connection ---------------- Pick one other PC. If they are within immediate range when you're in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight). 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. Resistant +2 to your Might Pool, and +2 to your Intellect Pool. Granted from Resilient Possible GM intrusion from your focus: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time. http://localhost:3000/account/cypher/characters/eGBNNv Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta