Flint is a Lucky Warrior who Wields Two Weapons At Once in a Post Apocalyptic
world
--------------------------------------------------------------------------------

Might:     ______ Pool: 12 Edge: 1 Defense: Practiced
Speed:     ______ Pool: 11 Edge: 0 Defense: Trained
Intellect: ______ Pool: 11 Edge: 0 Defense: Practiced
Luck:      ______ Pool:  3 Edge: 0
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
-----------------

Advantage
	When you use 1 XP to reroll a d20 for any roll that affects only you,
	add 3 to the reroll.

Dual light wield
	You can use two light weapons at the same time, making two separate
	attacks on your turn as a single action. You remain limited by the
	amount of Effort you can apply on one action, but because you make
	separate attacks, your opponent's Armor applies to both. Anything that
	modifies your attack or damage applies to both attacks, unless it's
	specifically tied to one of the weapons. Enabler.

Luck pool
	You have one additional Pool called Luck that begins with 3 points, and
	it has a maximum value of 3 points. When spending points from any other
	Pool, you can take one, some, or all of the points from your Luck Pool
	first. When you make a recovery roll to recover points to any other
	Pool, your Luck Pool is also refreshed by the same number of points.
	When your Luck Pool is at 0 points, it does not count against your
	damage track. Enabler.

No need for weapons
	When you make an unarmed attack (such as a punch or kick), it counts as
	a medium weapon instead of a light weapon. Enabler.


Skills
------

Control the field (Pool:Might, Cost:1)
	This melee attack inflicts 1 less point of damage than normal, and
	regardless of whether you hit the target, you maneuver it into a
	position you desire within immediate range. Action.

Swipe (Pool:Speed, Cost:1)
	This is a quick, agile melee attack. Your attack inflicts 1 less point
	of damage than normal but dazes your target for one round, during which
	time all tasks it performs are hindered. Action.

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


Attacks
-------

Punch 
	Cost:Free Stat:Might Damage:2 Type:Light
	Skill:Practiced Distance:Immediate
	A right jab.
	Eased by one step for Light weapons.

Medium Weapon 
	Cost:Free Stat:Might Damage:4 Type:Medium
	Skill:Practiced Distance:Immediate
	A medium weapon of your choice. Granted from Starting Equipment.

Medium Weapon 
	Cost:Free Stat:Might Damage:4 Type:Medium
	Skill:Practiced Distance:Immediate
	A medium weapon of your choice. Granted from Starting Equipment.


Cyphers
-------
Limit: 2

Curse Bringer (Level: 7)
	The cypher can be activated when given to an individual who doesn't
	realize its significance. The next time the victim attempts an important
	task when the cypher is in their possession, the task is hindered by
	three steps.
	Manifest

Remembering (Level: 4)
	Allows the user to recall any one experience they've ever had. The
	experience can be no longer than one minute per cypher level, but the
	recall is perfect, so (for example) if they saw someone dial a phone,
	they will remember the number.
	Subtle


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

- 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.

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

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


Background
----------
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.

Lucky
You rely on chance and timely good luck to get you through many situations. When
people say that someone was born under a lucky star, they mean you. When you try
your hand at something new, no matter how unfamiliar the task is, as often as
not you find a measure of success. Even when disaster strikes, it's rarely as
bad as it could be. More often, small things seem to go your way, you win
contests, and you're often in the right place at the right time.

Wields Two Weapons At Once
You bear steel with both hands, ready to take on any foe.

Choose how you became involved in the adventure:
- Knowing that lucky people notice and take active advantage of opportunities,
you became involved in your first adventure by choice.
- You literally bumped into someone else on this adventure through sheer luck.
- You found a briefcase lying alongside the road. It was battered, but inside
you found a lot of strange documents that led you here.
- Your luck saved you when you avoided a speeding vehicle by a fortuitous fall
through an opening in the ground (a manhole, if in a modern setting). Beneath
the ground, you found something you couldn't ignore.

Background Connection
---------------------
You were in the military and have friends who still serve. Your former commander
remembers you well.

Focus Connection
----------------
Pick one other PC. You accidentally caught them in a trap you set, and they had
to get free on their own.

Notes
-----

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.

Possible GM intrusion from your focus:
A blade snaps in two or a weapon flies loose from its bearer's grip.

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

