Monarch (The Hon. Marquita Reinger) is a Creative Adept who Travels Through Time in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 9 Edge: 0 Defense: Practiced Speed: ______ Pool: 11 Edge: 0 Defense: Practiced Intellect: ______ Pool: 16 Edge: 1 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 ----------------- Dexterity power shift Movement, acrobatics, initiative, and Speed defense 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: 2 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: 2 Skills ------ Anticipation (Pool:Intellect, Cost:1) You look ahead to see how your actions might unfold. The first task you perform before the end of the next round gains an asset. Action. Distortion (Pool:Intellect, Cost:2) You modify how a willing creature within short range reflects light for one minute. The target rapidly shifts between its normal appearance and a blot of darkness. The target has an asset on Speed defense rolls until the effect wears off. Action to initiate. Far step (Pool:Intellect, Cost:2) You leap through the air and land some distance away. You can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. You land safely. Action. Hedge magic (Pool:Intellect, Cost:1) You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can't use Hedge Magic to harm another creature or object. 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. Naturally inventive (Trained) You are trained in one specific creative skill of your choice: writing, computer coding, composing music, painting, drawing, and so on. Original (Trained) You're always coming up with something new. You're trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you're able to tell. To be creative requires that you always be learning (Trained) You are trained in any task that involves finding out something new, such as when you're digging through a library, data bank, news archive, or similar collection of knowledge. You love solving riddles and the like (Trained) You are trained in puzzle-solving tasks. Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Inventive but not charming (Inability) All tasks related to pleasant social interaction are hindered. Medium weapons (Inability) Medium Weapons Attacks ------- Fast Punch Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Immediate A lightning left jab. Eased by one step for Light weapons. Cyphers ------- Limit: 3 Detonation (Desiccating) (Level: 4) 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 Tracer (Level: 5) Fires a microscopic tracer that clings to any surface within short range. For the next twenty-four hours, the launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if the cypher is level 3 or higher, in the same dimension if the cypher is level 6 or higher). Manifest Visual Displacement Device (Level: 2) Projects holographic images of the user to confuse attackers. The images appear around the user, giving them an asset to Speed defense actions for ten minutes per cypher level. 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.) Creative Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you're creative-you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision. Travels Through Time You can see through time, try to reach through it, and eventually even travel through it. Choose how you became involved in the adventure: - You were doing research for a project and convinced the PCs to bring you along. - You're looking for new markets for the results of your creative output. - You fell in with the wrong crowd, but they grew on you. - A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable. Powers gained from unusual weather. Background Connection --------------------- You belong to a secretive social club that gathers monthly to drink and talk. 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: 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. Inventive +2 to your Intellect Pool. Granted from Creative Possible GM intrusion from your focus: Paradoxes are created. Others remember past events differently. http://localhost:3000/account/cypher/characters/eEDpov Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta