Shatterstar (Adan Mann) is a Beneficent Speaker who Flies Faster Than A Bullet in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 10 Edge: 0 Defense: Practiced Speed: ______ Pool: 10 Edge: 0 Defense: Practiced Intellect: ______ Pool: 14 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 ----------------- Accuracy power shift All attack rolls are eased by one step per shift. Level: 2 Altruistic If you're standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability. Generous Allies who have spent the last day with you add +1 to their recovery rolls. Helpful Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task. 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 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: 1 Skills ------ Demeanor of command (Pool:Intellect, Cost:2) You project confidence, knowledge, and charisma to all who see you for the next hour. Your demeanor is such that those who see you automatically understand that you are someone important, accomplished, and with authority. When you speak, strangers who are not already attacking give you at least a round to have your say. If speaking to a group that can understand you, you can attempt to have them produce their leader or ask that they take you to their leader. You gain a free level of Effort that can be applied to one persuasion task you attempt during this period. Action to initiate. Enthrall (Pool:Intellect, Cost:1) While talking, you grab and keep another creature's attention, even if the creature can't understand you. For as long as you do nothing but speak (you can't even move), the other creature takes no actions other than to defend itself, even over multiple rounds. If the creature is attacked, the effect ends. Action. Hover (Pool:Intellect, Cost:2) You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate. Spin identity (Pool:Intellect, Cost:2+) You convince all intelligent creatures who can see, hear, and understand you that you are someone or something other than who you actually are. You don't impersonate a specific individual known to the victim. Instead, you convince the victim that you are someone they do not know belonging to a certain category of people. "We're from the government." "I'm just a simple farmer from the next town over." "Your commander sent me." A disguise isn't necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to convince more than one creature, the Intellect cost increases by 1 point per additional victim. Fooled creatures remain so for up to an hour, unless your actions or other circumstances reveal your true identity earlier. Action. Trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust (Trained) Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Practiced with medium weapons (Practiced) You can use light and medium weapons without penalty. If you wield a heavy weapon, attacks with it are hindered. Enabler. Heavy weapons (Inability) Heavy Weapons While you are alone, all intellect and speed tasks are hindered (Inability) 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. 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 Intellect Booster (Level: 4) Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher). Subtle Mental Scrambler (Level: 5) Two rounds after being activated, the device creates an invisible field that fills an area within short range and lasts for one minute. The field scrambles the mental processes of all thinking creatures. The effect lasts as long as they remain in the field and for 1d6 rounds after, although an Intellect defense roll is allowed each round to act normally (both in the field and after leaving it). Each mental scrambler is keyed to a specific effect. Roll a d100 to determine the effect. Rolled a 53. Victims cannot see or hear. Fantastic Equipment --------- Money: 0 - Appropriate clothing and a light weapon of your choice, plus two expensive items, 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 ---------- Speaker You're good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want. Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done. Beneficent Helping others is your calling. It's why you're here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You're at your best when you're aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself. Flies Faster Than A Bullet You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do? Choose how you became involved in the adventure: - Even though you didn't know most of the other PCs beforehand, you invited yourself along on their quest. - You saw the PCs struggling to overcome a problem and selflessly joined them to help. - You're nearly certain the PCs will fail without you. - The choice was between your tattered life and helping others. You haven't looked back since. Powers gained from mutant at birth. Background Connection --------------------- Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. 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: Friendly NPC An NPC you don't know, someone you don't know that well, or someone you know but who hasn't been particularly friendly in the past chooses to help you, though doesn't necessarily explain why. Maybe they'll ask you for a favor in return afterward, depending on how much trouble they go to. Perfect Suggestion A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you're facing. Unexpected Gift An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there's something you're failing to understand or grasp. Possible GM intrusion from your focus: A nemesis finds the character. A strange material is found to nullify the character's abilities. http://localhost:3000/account/cypher/characters/ezmEDv Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta