Vindicator (Ross Huel) is a Mechanical Speaker who Blazes With Radiance in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 11 Edge: 0 Defense: Practiced Speed: ______ Pool: 10 Edge: 0 Defense: Practiced Intellect: ______ Pool: 15 Edge: 1 Defense: Practiced Initiative: Practiced Effort: 1 Armor: 1 Experience Points: 0 Recovery Roll: 1d6+1 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Healing power shift One extra recovery roll per shift (each one action, all coming before other normal recovery rolls). 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 Resilience power shift Might defense rolls are eased by one step per shift and Armor (+1 per shift). Level: 1 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: 1 Skills ------ Illuminating touch (Pool:Intellect, Cost:1) You touch an object, and that object sheds light to illuminate everything in short range. The light remains until you use an action to touch the object again, or until you've illuminated more objects than you have tiers, in which case the oldest objects you illuminated go dark first. Action. Inspire aggression (Pool:Intellect, Cost:2) Your words twist the mind of a character within short range who is able to understand you, unlocking their more primitive instincts. As a result, they gain an asset on their Might-based attack rolls for one minute. 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. Terrifying presence (Pool:Intellect, Cost:2+) You convince one intelligent target of level 3 or lower that you are its worst nightmare. The target must be within short range and be able to understand you. For as long as you do nothing but speak (you can't even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the circumstances. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to terrorize a level 5 target (two levels above the normal limit), you must apply two levels of Effort. Action. Anecdote (Pool:Intellect, Cost:2, Trained) You can lift the spirits of a group of creatures and help them bond together by entertaining them with an uplifting or pointed anecdote. For the next hour, those who pay attention to your story are trained in a task you choose that's related to the anecdote, as long as it's not an attack or defense task. Action to initiate, one minute to complete. Enlightened (Trained) You are trained in any perception task that involves sight. Enabler. Trained in all actions involving identifying or understanding machines (Trained) Trained in all actions involving using, repairing, or crafting machines (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Skill:Practiced Distance:Immediate A right jab. Eased by one step for Light weapons. Light Weapon Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Immediate A light weapon of your choice. Granted from Starting Equipment. Eased by one step for Light weapons. Cyphers ------- Limit: 2 Reflex Enhancer (Level: 4) All tasks involving manual dexterity-such as pickpocketing, lockpicking, juggling, operating on a patient, defusing a bomb, and so on-are eased by two steps for one hour. Subtle Retaliation (Level: 5) For the next day, anyone striking the user receives a small burst of electricity that inflicts 1 point of damage (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher). No action or roll is required by the user. Fantastic Equipment --------- Money: 0 - You start with a variety of machine tools. Granted from Mechanical. - 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. Mechanical You have a special talent with machines of all kinds, and you're adept at understanding and, if need be, repairing them. Perhaps you're a bit of an inventor, creating new machines from time to time. You get called "techie," "tech," "mech," "gear-head," "motor-head," or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools. Blazes With Radiance You can create light, sculpt it, bend it away from you, or gather it to use as a weapon. Choose how you became involved in the adventure: - While repairing a nearby machine, you overheard the other PCs talking. - You need money to buy tools and parts. - It was clear that the mission couldn't succeed without your skills and knowledge. - Another PC asked you to join them. Powers gained from time traveler from the future. Background Connection --------------------- You served as an envoy for a powerful and influential person in the past, and they still look upon you with favor. Focus Connection ---------------- Pick one other PC. They commissioned you to do a job for them. You've already been paid but haven't yet completed the job. 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. Smart +2 to your Intellect Pool. Granted from Mechanical Possible GM intrusion from your focus: Allies are accidentally dazzled or blinded. Bright flashes draw guards. http://localhost:3000/account/cypher/characters/emmkMe Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta