Ash is a Exiled Warrior who Walks The Wasteland in a Post Apocalyptic world
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Might:     ______ Pool: 14 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 12 Edge: 1 Defense: Trained
Intellect: ______ Pool: 10 Edge: 0 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
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Loner
	You gain no benefit when you get help with a task from another character
	who is trained or specialized in that task.

Surviving the wasteland
	Given about half a day of walking and scavenging, you find enough edible
	food and potable water in the ruins or surrounding wasteland for you and
	up to one other person for one day. The resources might be scavenged
	from before-times supplies, living flora and fauna, and uncontaminated
	water sources. Enabler.


Skills
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Overwatch (Pool:Intellect, Cost:1)
	You use a ranged weapon to target a limited area (such as a doorway, a
	hallway, or the eastern side of the clearing) and make an attack against
	the next viable target to enter that area. This works like a wait
	action, but you also negate any benefit the target would have from
	cover, position, surprise, range, illumination, or visibility. Further,
	you inflict 1 additional point of damage with the attack. You can remain
	on overwatch as long as you wish, within reason. Action.

Physical skills (Trained)
	You are trained in two skills in which you are not already trained.
	Choose two of the following: balancing, climbing, jumping, running, or
	swimming. You can select this ability multiple times. Each time you
	select it, you must choose two different skills. Enabler.

Tolerance (Trained)
	This hard life has built up your resistance over time, so you are
	trained in resisting the effects of natural poisons (such as those from
	plants or living creatures) and radiation. You're also immune to natural
	diseases. Enabler.

Trained in all tasks involving foraging, hunting, and finding safe places to
rest or hide (Trained)

Trained in all tasks involving sneaking (Trained)

Trained without armor (Trained)
	You are trained in Speed defense tasks when not wearing armor. Enabler. 

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Practiced in armor (Practiced)
	You can wear armor for long periods of time without tiring and can
	compensate for slowed reactions from wearing armor. You reduce the Speed
	cost for wearing armor by 1. You start the game with a type of armor of
	your choice. Enabler.

Weapon at hand (Practiced)
	You're practiced with all weapons. To gain this benefit with a weapon
	you've never used before, you must spend at least ten minutes practicing
	with it first. Enabler.

Living on your own for as long as you have makes you slow to trust others and
awkward in social situations (Inability)
	Any task involving social interaction is hindered.


Attacks
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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.

Heavy Weapon 
	Cost:Free Stat:Might Damage:6 Type:Heavy
	Skill:Practiced Distance:Immediate
	A heavy weapon of your choice. Granted from Starting Equipment.
	Requires two hands.


Cyphers
-------
Limit: 2

Armor Reinforcer (Level: 2)
	The user's Armor gains an enhancement for twenty-four hours. Roll a d6
	to determine the result.
	Rolled a 6. +2 to Armor, +5 against damage from acid.
	Manifest

Reflex Enhancer (Level: 1)
	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


Equipment
---------
Money: 0

- You have a memento from your past-an old picture, a locket with a few strands
of hair inside, or a lighter given to you by someone important. You keep the
object close at hand and pull it out to help you remember better times. 
Granted from Exiled.
- Appropriate clothing and two weapons of your choice, plus one expensive
item, two moderately priced items, and up to four inexpensive items. Granted
from Starting Equipment.
- Armor of your choice.  Granted from Practiced In Armor.

Improvements
------------
Tier: 1

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


Background
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Warrior
You're a good ally to have in a fight. You know how to use weapons and defend
yourself. Depending on the genre and setting in question, this might mean
wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier
of grenades in a savage firefight, or a blaster rifle and powered armor when
exploring an alien planet. Warriors are physical, action-oriented people.
They're more likely to overcome a challenge using force than by other means, and
they often take the most straightforward path toward their goals.

Exiled
You have walked a long and lonely road, leaving your home and your life behind.
You might have committed a heinous crime, something so awful that your people
forced you out, and if you dare return, you face death. You might have been
accused of a crime you didn't commit and now must pay the price for someone
else's wicked deed. Your exile might be the result of a social gaffe-perhaps you
shamed your family or a friend, or you embarrassed yourself in front of your
peers, an authority, or someone you respect. Whatever the reason, you have left
your old life behind and now strive to make a new one.

Walks The Wasteland
Most people want to hide from the devastation or just curl up and die rather
than face a hostile world. Not you. You're determined to see what's out there,
to survive, and, more than that, to thrive. It's that or let the radioactive
rats—or whatever it is that hunts the ruins—get you. If you were around before
the end, you could have been a soldier, mercenary, or at least someone who had
basic survival training. What sets you apart from all the others like you is
that you decided to hope when everything looked darkest. Since then, you have
eaten your share of spoiled food and irradiated water, and survived. Whether
that's because you've adapted, you're luckier, or you were just tougher than the
rest is anyone's guess. But you're still walking the wastes even though so many
others are gone. You probably don't spend a lot of time on your appearance,
given that you wear the cobbled-together clothing and bits and pieces of armor
you're able to scavenge from the ruins. Appearance doesn't matter; actions do.

Choose how you became involved in the adventure:
- The other PCs earned your trust by helping you when you needed it. You
accompany them to repay them.
- While exploring on your own, you discovered something strange. When you
traveled to a settlement, the PCs were the only ones who believed you, and they
have accompanied you to help you deal with the problem.
- One of the other PCs reminds you of someone you used to know.
- You have grown weary of your isolation. Joining the other PCs gives you a
chance to belong.

Background Connection
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Your uncle runs a theater in town. You know all the actors and watch all the
shows for free.

Focus Connection
----------------
Pick one other PC. Something about them complements your abilities. When they
stand next to you, the first focus ability you use in any 24-hour period costs 2
fewer points.

Notes
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Possible player intrusions based on your character type:
Perfect Setup
You're fighting at least three foes and each one is standing in exactly the
right spot for you to use a move you trained in long ago, allowing you to attack
all three as a single action. Make a separate attack roll for each foe. You
remain limited by the amount of Effort you can apply on one action.

Old Friend
A comrade in arms from your past shows up unexpectedly and provides aid in
whatever you're doing. They are on a mission of their own and can't stay longer
than it takes to help out, chat for a while after, and perhaps share a quick
meal.

Weapon Break
Your foe's weapon has a weak spot. In the course of the combat, it quickly
becomes damaged and moves two steps down the object damage track.

Self-Reliant
+2 to your Might Pool.
Granted from Exiled

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

