Insen is a Tongue-Tied Explorer who Consorts With The Dead in a Fairytale world ------------------------------------------------------------------------------- Might: ______ Pool: 14 Edge: 1 Defense: Practiced Speed: ______ Pool: 14 Edge: 0 Defense: Practiced Intellect: ______ Pool: 10 Edge: 0 Defense: Practiced Initiative: Trained 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 ----------------- No need for weapons When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler. Decipher Costs 1 Intellect point If you spend one minute examining a piece of writing or code in a language you do not understand, you can make an Intellect roll of difficulty 3 (or higher, based on the complexity of the language or code) to get the gist of the message. Action to initiate. Speaker for the dead Costs 2+ Intellect points You can ask a question of a dead being whose corpse you are touching. Because the answer comes through the filter of the being's understanding and personality, it can't answer questions that it wouldn't have understood in life, and it can't provide answers that it wouldn't have known in life. In fact, the being is not compelled to answer at all, so you might need to interact with it in a way that would have convinced it to answer while it was alive. For each additional Intellect point you spend when you activate the ability, you can ask the being an additional question. Action. Danger sense Costs 1 Speed point Your initiative task is eased. You pay the cost each time the ability is used. Enabler. Fleet of foot Costs 1+ Speed point You can move a short distance as part of another action. You can move a long distance as your entire action for a turn. If you apply a level of Effort to this ability, you can move a long distance and make an attack as your entire action for a turn, but the attack is hindered. Enabler. Skills ------ Initiative (unless it's a social situation) (Trained) You are trained in initiative (unless it's a social situation). Perception (Trained) You are trained in perception. Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Heavy weapons (Inability) Heavy Weapons Social interaction (Inability) All tasks relating to social interaction are hindered. Verbal communication or relaying information (Inability) All tasks involving verbal communication or relaying information are hindered. Attacks ------- Medium Weapon A medium might attack doing 4 damage. A medium weapon of your choice. Granted from Starting Equipment. Punch A light might attack doing 2 damage. A right jab. Cyphers ------- Limit: 2 Remote Viewer (Level 2, Manifest) For one hour per cypher level, the user can see everything going on in the vicinity of the cypher, regardless of the distance between them. Spy (Level 3, Manifest) Produces a tiny spying object that resists detection as a level 8 creature. The object moves at great speed, mapping and scanning an unknown area. It moves 500 feet (150 m) per level, scanning an area up to 50 feet (15 m) away from it. It identifies basic layout, creatures, and major energy sources. Its movement is blocked by any physical or energy barrier. At the end of its mapping run, it returns to the user and reports. If it discovers a predefined target during its run (such as "a creature of level 5 or higher," "a locked door," "a major energy source," and so on), it detonates instead, dealing damage equal to the cypher's level (half electrical damage, half shrapnel damage) to all creatures and objects in short range. Equipment --------- Money: 0 - Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. Advancements ------------ Tier: 1 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training [ ] Other Background ---------- Explorer You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you're physical but also probably knowledgeable. Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life. Tongue Tied You've never been much of a talker. When forced to interact with others, you never think of the right thing to say-words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead-a careful observer. It also means that you're better at doing things than talking about them. You're quick to take action. Consorts With The Dead The dead answer your questions, and their reanimated corpses serve you. Choose how you became involved in the adventure: • You just tagged along and no one told you to leave. • You saw something important the other PCs did not and (with some effort) managed to relate it to them. • You intervened to save one of the other PCs when they were in danger. • One of the other PCs recruited you for your talents. Background Connection --------------------- You were a star high school athlete. You're still in great shape, but those were the glory days, man. Focus Connection ---------------- Pick one other PC. That character doesn't seem to approve of your methods. Notes ----- Possible player intrusions based on your character type: Fortuitous Malfunction A trap or a dangerous device malfunctions before it can affect you. Serendipitous Landmark Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point. Weak Strain The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise. Actions, Not Words +2 to your Might Pool, and +2 to your Speed Pool. Granted from Tongue Tied Possible GM intrusion from your focus: The character's necromantic reputation precedes them. A corpse seeks revenge for being reanimated.