Maverick Brain (Maxwell Runte IV) is a Weird Warrior who Ignores Physical Distance in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 12 Edge: 1 Defense: Practiced Speed: ______ Pool: 13 Edge: 0 Defense: Practiced Intellect: ______ Pool: 11 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 ----------------- A sense for the weird Sometimes-at the GM's discretion-weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not. Accuracy power shift All attack rolls are eased by one step per shift. Level: 2 Combat prowess You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon attacks. Enabler. Dexterity power shift Movement, acrobatics, initiative, and Speed defense are eased by one step per shift. Level: 1 Distinctive physical quirk You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don't connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention. 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 Skills ------ Dimensional squeeze (Pool:Intellect, Cost:2+) You cram yourself into a transitional dimension, allowing you to instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that location. You can pass through an intervening barrier if it has an open space that you could easily fit your head through-about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum opening size by one-fourth. You land safely when you use this ability. Action. Overwatch (Pool:Intellect, Cost:1) You use a ranged weapon to target a limited area (such as a doorway, a hallway, or the eastern side of the clearing) and make an attack against the next viable target to enter that area. This works like a wait action, but you also negate any benefit the target would have from cover, position, surprise, range, illumination, or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as you wish, within reason. Action. Bash (Pool:Might, Cost:1) This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time all tasks it performs are hindered. Action. Swipe (Pool:Speed, Cost:1) This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but dazes your target for one round, during which time all tasks it performs are hindered. Action. Trained in supernatural knowledge (Trained) Heavy weapons (Practiced) Heavy Weapons Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons People find you unnerving (Inability) All tasks relating to pleasant social interaction are hindered. Attacks ------- Fast Punch Cost:Free Stat:Speed Damage:2 Type:Light Mod:-2 Skill:Practiced Distance:Immediate A lightning left jab. Eased by two steps from Accuracy Power Shift. Eased by one step for Light weapons. 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. Heavy Weapon Cost:Free Stat:Might Damage:6 Type:Heavy Mod:-2 Skill:Practiced Distance:Immediate A heavy weapon of your choice. Granted from Starting Equipment. Eased by two steps from Accuracy Power Shift. Requires two hands. Cyphers ------- Limit: 2 Phase Disruptor (Level: 6) Puts a portion of a physical structure (like a wall or floor) out of phase for one hour. It affects an area equal to one 5-foot (1.5 m) cube per cypher level. While the area is out of phase, creatures and objects can pass through it as if it were not there, although one cannot see through it, and it blocks light. Fantastic Sleep Inducer (Level: 2) Touch puts the victim to sleep for ten minutes per cypher level or until awoken by a violent action or an extremely loud noise. Manifest Equipment --------- Money: 0 - Appropriate clothing and two weapons of your choice, plus one expensive item, 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 ---------- Warrior You're a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet. Warriors are physical, action-oriented people. They're more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals. Weird You aren't like anyone else, and that's fine with you. People don't seem to understand you-they even seem put off by you-but who cares? You understand the world better than they do because you're weird, and so is the world you live in. The concept of "the weird" is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can't even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself. Weird characters might be mutants or people born with strange qualities, but sometimes they started out "normal" and adopted the weird by choice. Ignores Physical Distance You can teleport from one place to another by briefly passing through a parallel dimension. Choose how you became involved in the adventure: - It seemed weird, so why not? - Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved. - As an expert in the weird, you were specifically recruited by the other PCs. - You felt drawn to join the other PCs, but you don't know why. Powers gained from unexplained event at birth. Background Connection --------------------- You served as a bodyguard to a powerful criminal who now owes you their life. Focus Connection ---------------- Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you). Notes ----- Possible player intrusions based on your character type: Perfect Setup You're fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Old Friend A comrade in arms from your past shows up unexpectedly and provides aid in whatever you're doing. They are on a mission of their own and can't stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal. Weapon Break Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track. Inner Light +2 to your Intellect Pool. Granted from Weird Possible GM intrusion from your focus: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling) continues through the teleport, injuring the character. http://localhost:3000/account/cypher/characters/jRyRpe Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta