Sarion is a Learned Human Mage who Separates Mind From Body in a Fantasy world ------------------------------------------------------------------------------ Might: ______ Pool: 11 Edge: 0 Defense: Practiced Speed: ______ Pool: 11 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 ----------------- Skills ------ Push (Pool:Intellect, Cost:2) You telekinetically push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this ability to pull a lever or close a door. Action. Resonance field (Pool:Intellect, Cost:1) Faint lines in a color you choose form a tracery over your entire body and emit faint light. The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage. 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. Third eye (Pool:Intellect, Cost:1) You visualize a place within short range and cast your mind to that place, creating an immobile, invisible sensor for one minute or until you choose to end this ability. While using your third eye, you see through your sensor instead of your eyes using your normal visual abilities. You may perceive the area around your body using your other senses as normal. 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 three areas of knowledge of your choice (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons You have few social graces (Inability) Any task involving charm, persuasion, or etiquette is hindered. Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Skill:Practiced Distance:Immediate A right jab. Attacks are eased by 1 for Light weapons Cyphers ------- Limit: 3 Damage Boost (Level: 6) This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to this cypher's level. Power Boost Momentum (Level: 1) For a number of hours equal to the cypher level, when you spend Effort on a movement task such as running, climbing, or swimming, you apply the same amount as free levels of Effort on a task you perform on your next turn. Subtle Triumph (Level: 5) You can activate this cypher before you roll for a task (no action required). The outcome on the die becomes a 19. If the cypher level is 5 or higher, the outcome on the die becomes a 20. Subtle Equipment --------- Money: 0 - You have two additional books on topics of your choice. Granted from Learned. - 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 ---------- A Mage is also known as a Adept Mage 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.) Learned You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading. Human You are the definition of the average humanoid. As a group, they have average might, speed and intellect. But behind the average human lies a saga of untapped potential, a story poised to leap the bounds of the ordinary and venture into the realm of the extraordinary. Separates Mind From Body You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden. Choose how you became involved in the adventure: - One of the other PCs asked you to come along because of your knowledge. - You need money to fund your studies. - You believed that the task might lead to important and interesting discoveries. - A colleague requested that you take part in the mission as a favor. Background Connection --------------------- You failed disgracefully at your initial studies with your teacher and now proceed on your own. Focus Connection ---------------- Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them." 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. Smart +2 to your Intellect Pool. Granted from Learned Possible GM intrusion from your focus: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings. Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com