Jax is a Strong Willed Speaker who Leads in a Post Apocalyptic world
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Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 12 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 12 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
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Good advice
	Anyone can help an ally, easing whatever task they're attempting.
	However, you have the benefit of clarity and wisdom. When you help
	another character, they gain an additional asset. Enabler.


Skills
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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.

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.

Interaction skills (Trained)
	You are trained in two skills in which you are not already trained.
	Choose two of the following: deceiving, persuading, public speaking,
	seeing through deception, or intimidation. You can select this ability
	multiple times. Each time you select it, you must choose two different
	skills. Enabler.

Natural charisma (Trained)
	You are trained in all social interactions, whether they involve charm,
	learning a person's secrets, or intimidating others. Enabler.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons


Attacks
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Fast Punch 
	Cost:Free Stat:Speed Damage:2 Type:Light
	Skill:Practiced Distance:Immediate
	A lightning left 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
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Limit: 2

Detonation (Level: 5)
	Projects a small physical explosive up to a long distance away that
	explodes in an immediate radius, inflicting damage equal to the cypher's
	level. Roll a d100 to determine the type of damage. (All damaging
	detonations inflict a minimum of 2 points of damage to those in the
	radius, regardless of attack or defense rolls.)
	Rolled a 13. Corrosive.
	Manifest

Eagleseye (Level: 6)
	Grants the ability to see ten times as far as normal for one hour per
	cypher level. (For a more realistic game, the eagleseye cypher could
	instead give the user two assets on tasks involving seeing to long
	distances.)
	Subtle


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
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Tier: 1

[ ] Increase Capabilities
[ ] Move Toward Perfections
[ ] Extra Effort
[ ] Skill Training


Background
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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.

Strong Willed


Leads
Your natural leadership capability allows you to command others, including a
loyal band of followers.

Background Connection
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You've worked yourself into the position of spokesperson for an organization or
company of some importance.

Focus Connection
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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
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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:
Followers fail, betray, lie, become corrupted, get kidnapped, or die.

http://localhost:3000/account/cypher/characters/ebadPv
Last Updated: June 15th, 2024 17:14 App Version: 1.06.12 Beta

