Triplicate Machine (Audrey Pouros) is a Incredible Adept who Touches The Sky in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 10 Edge: 0 Defense: Practiced Speed: ______ Pool: 11 Edge: 0 Defense: Practiced Intellect: ______ Pool: 17 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 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 Incredible action You can choose to automatically succeed on one task without rolling, as long as the task's difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn't invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll. 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 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 Skills ------ 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. Erase memories (Pool:Intellect, Cost:3) You reach into the mind of a creature within immediate range and make an Intellect roll. On a success, you erase up to the last five minutes of its memory. 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. 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. Magic training (Trained) You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can attempt to understand and identify its properties. Enabler. Trained in all jumping tasks (Trained) Trained in breaking things (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons Your destructive reputation or some other reluctance to communicate makes people distrust you (Inability) Any task involving social interaction 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 Antivenom (Level: 4) Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's system). Manifest Detonation (Singularity) (Level: 10) Projects a small physical explosive up to a long distance away that explodes and creates a momentary singularity that tears at the fabric of the universe. Inflicts 20 points of damage to all within short range, drawing them (or their remains) together to immediate range (if possible). Player characters in the radius who fail a Might defense roll move down one step on the damage track. (The singularity detonation is a greatly feared device, sought by those interested in truly horrific destruction.) Fantastic Repair Unit (Level: 2) The cypher becomes a multiarmed sphere that floats. It repairs one designated item (of its own level or lower) that has been damaged but not destroyed. The repair unit can also create spare parts, unless the GM rules that the parts are too specialized or rare (in which case, the unit repairs the device except for the specialized part). Repair time is 1d100 + 20 minutes. 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.) Incredible You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed to count as a win. You've saved innocent lives, defeated some really bad people, and perhaps even cheated death a couple of times. Half the time you don't even know how you did it, but you succeeded at the impossible . . . often with a lot of collateral damage. When you hear police sirens, it's time to leave, but you know that trouble will find you eventually--and you'll be ready to smash it. Touches The Sky You can summon storms or break them apart. Choose how you became involved in the adventure: - One of the other PCs sensed your decent heart and decided to befriend you. - You literally crashed through a wall and ended up in the middle of the other PCs. - One of the other PCs reminds you of someone from your past. - You were feeling lonely and took a risk talking to someone, and so far it's paying off Powers gained from alien exile. Background Connection --------------------- While studying to be an Adept, you worked as an assistant for a bank, making friends with the owner and the clientele. Focus Connection ---------------- Pick one other PC. You accidentally learned something they were trying to keep a secret. 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. Strong +2 to your Might Pool, and 2 additional points to divide among your stat Pools. Granted from Incredible Possible GM intrusion from your focus: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage. The weather is seeded by a much smaller effect, and a storm grows out of control. http://localhost:3000/account/cypher/characters/jwMokv Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta