Sable is a Learned Adept who Learns Quickly in a Post Apocalyptic world
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Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 11 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 18 Edge: 1 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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Enhanced intellect
	You gain 3 points to your Intellect Pool. Enabler. 

Ward
	You have a shield of energy around you at all times that helps deflect
	attacks. You gain +1 to Armor. Enabler.


Skills
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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.

Far step (Pool:Intellect, Cost:2)
	You leap through the air and land some distance away. You can jump up,
	down, or across to anywhere you choose within long range if you have a
	clear and unobstructed path to that location. You land safely. Action.

Magic training (Trained)
	You are trained in the basics of magic (including the operation of magic
	artifacts and cyphers) and can attempt to understand and identify its
	properties. Enabler.

There's your problem (Trained)
	You are trained in tasks related to figuring out how to solve problems
	with multiple solutions (like the best way to pack a truck, calm an
	enraged customer, give a cat a shot of insulin, or find a route through
	the city for maximum speed). Enabler.

Trained in three areas of knowledge of your choice (Trained)

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

You have few social graces (Inability)
	Any task involving charm, persuasion, or etiquette is hindered.


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.


Cyphers
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Limit: 3

Detonation (Sonic) (Level: 8)
	Projects a small physical explosive up to a long distance away that
	explodes with terrifying sound, deafening all in an immediate radius for
	ten minutes per cypher level.
	Manifest

Equipment Cache (Level: 2)
	The user can rummage around and produce from the cypher a desired piece
	of equipment (not an artifact) whose level does not exceed the cypher's
	level. The piece of equipment persists for up to one day, unless its
	fundamental nature allows only a single use (such as with a grenade).
	Manifest

Perfection (Level: 6)
	The user treats their next action as if they had rolled a natural 20.
	Subtle


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

- You have two additional books on topics of your choice.  Granted from Learned.
- Appropriate clothing, plus two expensive items, two moderately priced items,
and up to four inexpensive items of your choice. 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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Adept
You master powers or abilities outside the experience, understanding, and
sometimes belief of others. They might be magic, psychic powers, mutant
abilities, or just a wide variety of intricate devices, depending on the
setting. Adepts are usually thoughtful, intelligent types. They often think
carefully before acting and rely heavily on their supernatural abilities.
(“Magic” here is a term used very loosely. It's a catch-all for the kinds of
wondrous, possibly supernatural things that your character can do that others
cannot. It might actually be an expression of technological devices, channeling
spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Learned
You have studied, either on your own or with an instructor. You know many things
and are an expert on a few topics, such as history, biology, geography,
mythology, nature, or any other area of study. Learned characters typically
carry a few books around with them and spend their spare time reading.

Learns Quickly
You deal with bad situations as they arise, learning new lessons each time.

Choose how you became involved in the adventure:
- One of the other PCs asked you to come along because of your knowledge.
- You need money to fund your studies.
- You believed that the task might lead to important and interesting
discoveries.
- A colleague requested that you take part in the mission as a favor.

Background Connection
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Your family owns a large vineyard nearby known to all for its fine wine and fair
business dealings.

Focus Connection
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Pick one other PC. Sometime in that character's past, they had a devastating
experience while attempting something that you do as a matter of course thanks
to your focus. Whether they choose to tell you about it is up to them.

Notes
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Possible player intrusions based on your character type:
Advantageous Malfunction
A device being used against you malfunctions. It might harm the user or one of
their allies for a round, or activate a dramatic and distracting side effect for
a few rounds.

Convenient Idea
A flash of insight provides you with a clear answer or suggests a course of
action with regard to an urgent question, problem, or obstacle you're facing.

Inexplicably Unbroken
An inactive, ruined, or presumed-destroyed device temporarily activates and
performs a useful function relevant to the situation. This is enough to buy you
some time for a better solution, alleviate a complication that was interfering
with your abilities, or just get you one more use out of a depleted cypher or
artifact.

Smart
+2 to your Intellect Pool.
Granted from Learned

Possible GM intrusion from your focus:
Accidents and mistakes are great teachers.

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

