Vex is a Risk-Taking Speaker who Scavenges in a Post Apocalyptic world
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Might:     ______ Pool: 10 Edge: 0 Defense: Trained
Speed:     ______ Pool: 15 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 13 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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Pressing your luck
	You can choose to automatically succeed on one task without rolling, as
	long as the task's difficulty is no higher than 6. When you do so,
	however, you also trigger a GM intrusion as if you had rolled a 1. The
	intrusion doesn't invalidate the success, but it probably qualifies it
	in some fashion. You can do this one time, although the ability renews
	each time you make a ten-hour recovery roll.


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.

Spin identity (Pool:Intellect, Cost:2+)
	You convince all intelligent creatures who can see, hear, and understand
	you that you are someone or something other than who you actually are.
	You don't impersonate a specific individual known to the victim.
	Instead, you convince the victim that you are someone they do not know
	belonging to a certain category of people. "We're from the government."
	"I'm just a simple farmer from the next town over." "Your commander sent
	me." A disguise isn't necessary, but a good disguise will almost
	certainly be an asset to the roll involved. If you attempt to convince
	more than one creature, the Intellect cost increases by 1 point per
	additional victim. Fooled creatures remain so for up to an hour, unless
	your actions or other circumstances reveal your true identity earlier.
	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 leveraging risk, and you are trained in tasks that involve some element
of chance, such as playing games or choosing between two or three apparently
equal options (Trained)

Post-apocalyptic survivor (Trained)
	You are trained in stealth and Might defense tasks. 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

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

You may be nimble, but you're not sneaky (Inability)
	Tasks related to sneaking and staying quiet are hindered.


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

Enduring Shield (Level: 8)
	For the next day, the user has an asset to Speed defense rolls.
	Subtle

Stim (Level: 3)
	Eases the user's next action taken by three steps.
	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
------------
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.

Risk Taking
It's part of your nature to question what others think can't or shouldn't be
done. You're not insane, of course-you wouldn't attempt to leap across a
mile-wide chasm just because you were dared. There's impossible and then there's
the just barely possible. You like to push the latter further than others,
because it gives you a rush of satisfaction and pleasure when you succeed. The
more you succeed, the more you find yourself looking for that next risky
challenge to try yourself against.

Scavenges
When not running and hiding, you sift the ruins of civilization for useful
remnants to ensure your survival.

Choose how you became involved in the adventure:
- It seemed like there were equal odds that the other PCs wouldn't succeed,
which sounded good to you.
- You think the tasks ahead will present you with unique and fulfilling
challenges.
- One of your biggest risks failed to go your way, and you need money to help
pay that debt.
- You bragged that you never saw a risk you didn't like, which is how you
reached your current point.

Background Connection
---------------------
Your childhood sweetheart ended up with your best friend (now your ex-best
friend).

Focus Connection
----------------
Pick one other PC. If they are within immediate range when you're in a fight,
sometimes they provide an asset, and sometimes they accidentally hinder your
attack rolls (50% chance either way, determined per fight).

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.

Nimble
+4 to your Speed Pool.
Granted from Risk Taking

Possible GM intrusion from your focus:
An item made with recycled junk breaks. Someone shows up claiming that the
useful item or piece of junk scavenged belongs to them. A recycled cypher
explodes.

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

