Blade is a Canien Adept who Looks For Trouble in a Post Apocalyptic world
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Might:     ______ Pool: 12 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 11 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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Chewer
	You are something of an oral fidgeter, like most caniens. After each
	ten-hour recovery roll, make a difficulty 2 Intellect defense roll. If
	you fail, you discover you've unconsciously been chewing on a piece of
	your equipment; it's ruined, at least until it is repaired.

Fists of fury
	You inflict 2 additional points of damage with unarmed attacks. Enabler.

Loyal
	If an ally within immediate range descends one or more steps on the
	damage track, you can take an action immediately but in a restricted
	fashion. You can use this action either to move the willing ally up to
	an immediate distance or to attempt a healing task on your ally.


Skills
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Push (Pool:Intellect, Cost:2)
	You telekinetically push a creature or object an immediate distance in
	any direction you wish. You must be able to see the target, which must
	be your size or smaller, must not be affixed to anything, and must be
	within short range. The push is quick, and the force is too crude to be
	manipulated. For example, you can't use this ability to pull a lever or
	close a door. Action.

Resonance field (Pool:Intellect, Cost:1)
	Faint lines in a color you choose form a tracery over your entire body
	and emit faint light. The effect lasts for one minute. Whenever a
	creature within immediate range makes an attack against you, the pattern
	energizes to block the attack. You can make an Intellect defense roll in
	place of the defense roll you would normally make. If you do so and you
	get a minor effect, the creature attacking you takes 1 point of damage.
	If you get a major effect, the creature attacking you takes 4 points of
	damage. Action to initiate.

Shatter (Pool:Intellect, Cost:2+)
	You interrupt the fundamental force holding normal matter together for a
	moment, causing the detonation of an object you choose within long
	range. The object must be a small, mundane item composed of homogeneous
	matter (such as a clay cup, an iron ingot, a stone, and so on). The
	object explodes in an immediate radius, dealing 1 point of damage to all
	creatures and objects in the area. If you apply Effort to increase the
	damage, you deal 2 additional points of damage per level of Effort
	(instead of 3 points); targets in the area take 1 point of damage even
	if you fail the attack roll. 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.

Naturally vigilant (Trained)
	You are trained in perception tasks.

Playful (Trained)
	You are trained in tasks involving playing physical games.

Wound tender (Trained)
	You are trained in healing. Enabler. 

Bite (Practiced)
	You are practiced in making unarmed bite attacks (light weapon).
	Enabler.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

You have a hard time seeing disloyalty in others (Inability)
	Tasks that involve detecting falsehoods are 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.

Unarmed Bite 
	Eased by one step for Light weapons.


Cyphers
-------
Limit: 3

Best Tool (Level: 2)
	Provides an additional asset for any one task using a tool, even if that
	means exceeding the normal limit of two assets.
	Subtle

Detonation (Flash) (Level: 8)
	Projects a small physical explosive up to a long distance away that
	bursts in an immediate radius, blinding all within it for one minute
	(ten minutes if the cypher is level 4 or higher).
	Manifest

Mind Stabilizer (Level: 4)
	The user gains +5 to Armor against Intellect damage.
	Subtle


Equipment
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Money: 0

- 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.)

Canien
You're an evolved, intelligent dog with the ability to speak and use tools. Some
caniens stand upright and have hands, and others are quadrupeds who can use a
combination of their front paws and mouth as adroitly as a handed canien; you
decide which kind of canien you are. Most canien clothing and equipment
accommodates walking on either two feet or four, so that's normally not an
issue. Either way, you've got fur, a tail, and a noble dog visage true to your
particular line of descent. And like most caniens, you're loyal to your pack and
friends. But you may find strangers a little suspicious, in which case you
aren't shy about letting them know. However, you're usually willing to entertain
the idea that a newcomer may be a friend you just don't know yet.

Looks For Trouble
You're a scrapper and love a good fight.

Choose how you became involved in the adventure:
- One of the other PCs needed help, and you obliged without a second's
hesitation.
- The other PCs were going somewhere, and you came along even though they didn't
ask you to.
- Aggression got the better of you, and now you're running from the fallout of
that experience.
- You feel that one of the other PCs is in danger in some way, and you'd like to
help out or keep an eye on them.

Background Connection
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You learned your abilities in the temple of an obscure god. Its priests and
worshippers, although small in number, respect and admire your talents and
potential.

Focus Connection
----------------
Pick one other PC. In the recent past, while practicing, you accidentally hit
them with an attack, wounding them badly. It is up to them to decide whether
they resent or forgive you.

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.

Dogged
+2 to your Might Pool.
Granted from Canien

Possible GM intrusion from your focus:
Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even
the battlefield can work against you with things falling or collapsing.

http://localhost:3000/account/cypher/characters/eBVwne
Last Updated: June 15th, 2024 17:13 App Version: 1.06.12 Beta

