Thorne is a Flutter Speaker who Remembers The Past in a Post Apocalyptic world
------------------------------------------------------------------------------

Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 14 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
-----------------

Darksight
	You can see in dim light as though it were bright light and can see in
	darkness as though it were dim light. Enabler.

Erratic flyer
	You can select Hover as if it were on your type's list of tier 1
	abilities. Your ability to move as described in Hover is due to your
	wings. In addition to the base ability described for Hover, if you
	succeed on a difficulty 2 Intellect roll, you can keep your position in
	the air instead of drifting with the wind or allowing momentum to move
	you.
	On a failure, you fly erratically as your action, possibly into the
	ground, a wall, or the midst of enemies you were trying to avoid.
	Enabler.

Fragile
	When you fail a Might defense roll to avoid damage, you take 1 extra
	point of damage.


Skills
------

Hover (Pool:Intellect, Cost:2)
	You float slowly into the air. If you concentrate, you can control your
	movement to remain motionless in the air or float up to a short distance
	as your action; otherwise, you drift with the wind or with any momentum
	you have gained. This effect lasts for up to ten minutes. Action to
	initiate.

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.

Understanding (Pool:Intellect, Cost:1)
	You observe or study a creature or object. Your next interaction with
	that creature or object gains one asset. 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.

Adept at using your body's natural patterns of camouflage (Trained)
	You are trained in hiding.

Knowledge skills (Trained)
	You are trained in two skills in which you are not already trained.
	Choose two areas of knowledge such as history, geography, archeology,
	and so on. You can select this ability multiple times. Each time you
	select it, you must choose two different skills. Enabler.

Ruin lore (Trained)
	You are trained in scavenging, which means you're more likely to find
	useful things, and junk that can potentially be turned into useful
	things in the ruins of what came before. Enabler.

Light weapons (Practiced)
	Light Weapons

Confused by bright light (Inability)
	Perception tasks are hindered in bright light.

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons


Attacks
-------

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
-------
Limit: 2

Information Sensor (Level: 6)
	Over the course of one day, the user can activate the cypher a total
	number of times equal to its level. Each time, they can select a living
	creature within long range and learn the following about it: level,
	origin, species, name, and possibly other facts (such as an individual's
	credit score, home address, phone number, and related information).
	Manifest

Tracer (Level: 3)
	Fires a microscopic tracer that clings to any surface within short
	range. For the next twenty-four hours, the launcher shows the distance
	and direction to the tracer, as long as it is within 1 mile (100 miles
	if the cypher is level 3 or higher, in the same dimension if the cypher
	is level 6 or higher).
	Manifest


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
------------
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.

Flutter
You emerged from the chrysalis with your mind awash in skills instilled while
you matured, as well as knowledge handed down from your ancestors. If the
stories are true, some of your knowledge comes from even further back, ceded by
godlike “humans” who raised flutters into the light of self-knowledge. That was
before humans were lost, leaving the world in ruins. Ruins that are now yours to
refurbish and rebuild or, as many prefer, to ignore while you instead go your
own way. Humans may have created you, but they're gone, and you can decide what
you think you owe them, if anything.

As a flutter, you are kin to the much smaller natural moths that still flit by
night. But you have an internal skeleton and lungs, and are far larger. For all
that, you also have wings, a proboscis, and much thinner limbs than the average
animal still roaming the world.

Remembers The Past
You are a student of the before-times. Maybe that's because you grew up in the
ruins of an old library and read everything as your hobby, you found a friendly
AI archivist who taught you about how things once were, you're long-lived and
were alive before the apocalypse, or you have a deep recollection of the world
before the end for some other reason. This knowledge gives you an appreciation
of the before-times as well as a point of view that many other survivors lack
that benefits you in and around ruins. You can find things others wouldn't know
to look for, plucking fruits of the past that would otherwise go unharvested.

Choose how you became involved in the adventure:
- Some piece of knowledge gleaned from your time in the chrysalis made you seek
out and join the PCs.
- The ruins are where knowledge of humans exists, and you heard the PCs were
headed there.
- You overheard the PCs talking about a grand adventure, and you wanted to be
part of it.
- You zigged when you should have zagged and ran headlong into the PCs. They
patched you up and you stayed with them.

Background Connection
---------------------
You grew up in extreme poverty, among criminals. You still have some connections
with the old neighborhood.

Focus Connection
----------------
Pick one other PC. You once saved their life, and they clearly feel indebted to
you. You wish they didn't; it's just part of 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.

Quick
+2 to your Speed Pool.
Granted from Flutter

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

