Meteorite Man (Prof. Dwight Kuphal) is a Mysterious Warrior who Wears Power Armor in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 15 Edge: 0 Defense: Practiced Speed: ______ Pool: 12 Edge: 1 Defense: Practiced Intellect: ______ Pool: 10 Edge: 1 Defense: Practiced Initiative: Practiced Effort: 1 Armor: 3 Experience Points: 0 Recovery Roll: 1d6+1 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Accuracy power shift All attack rolls are eased by one step per shift. Level: 2 Enhanced might You gain 3 points to your Might Pool. Enabler. Healing power shift One extra recovery roll per shift (each one action, all coming before other normal recovery rolls). Level: 1 Improved edge Choose one of your Edge stats that is 0. It increases to 1. Enabler. 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 Powered armor You have a suit of powered armor. It is effectively medium armor (+2 to Armor); however, you suffer no Speed penalties for wearing it. Also, your suit grants other benefits: it provides breathable air for up to eight hours and a comfortable environment even in bitter heat, cold, vacuum, or underwater to a depth of 4 miles (6 km); and it allows you to see in the dark up to a short distance. Getting into the suit requires an action (and, of course, access to your suit). Enabler. Single attack power shift Attack rolls are eased by one step per shift and an additional 3 points of damage per shift. Level: 1 Skills ------ Quick throw (Pool:Speed, Cost:2) After using a thrown light weapon, you draw another light weapon and make another thrown attack against the same target or a different one. Action. Confounding (Trained) You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate. Physical skills (Trained) You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Trained in all stealth tasks (Trained) Trained in resisting interrogation or tricks to get you to talk (Trained) Heavy weapons (Practiced) Heavy Weapons Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Practiced in armor (Practiced) You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler. People never know where they stand with you (Inability) Any task involving getting people to believe or trust you is hindered. Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Mod:-2 Skill:Practiced Distance:Immediate A right jab. Eased by two steps from Accuracy Power Shift. Eased by one step for Light weapons. 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. Light Weapon Cost:Free Stat:Speed Damage:2 Type:Light Mod:-2 Skill:Practiced Distance:Immediate A light weapon of your choice. Granted from Starting Equipment. Eased by two steps from Accuracy Power Shift. Eased by one step for Light weapons. Cyphers ------- Limit: 2 Detonation (Desiccating) (Level: 5) 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 Shock Attack (Level: 2) For the next day, each time the user strikes a solid creature or object, the attack generates a burst of electricity, inflicting 1 additional point of damage (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher). Fantastic 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. - Armor of your choice. Granted from Practiced In Armor. 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. Mysterious The dark figure lurking silently in the corner? That's you. No one really knows where you came from or what your motives are-you play things close to the vest. Your manner perplexes and confounds others, but that doesn't make you a poor friend or ally. You're just good at keeping things to yourself, moving about unseen, and concealing your presence and identity. Wears Power Armor You have built or acquired a set of powered armor that gives you additional powers. Choose how you became involved in the adventure: - You just showed up one day. - You convinced one of the other PCs that you had invaluable skills. - Some equally mysterious figure told you where to be and when (but not why) to join the group. - Something-a feeling, a dream-told you where to be and when to join the group. Powers gained from alien refugee. Background Connection --------------------- You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. Focus Connection ---------------- Pick one other PC. Their occasional clumsiness and loud behavior irritate 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. Possible GM intrusion from your focus: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor. http://localhost:3000/account/cypher/characters/enwrNj Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta