Hawk is a Roach Adept who Prepped For The End in a Post Apocalyptic world
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Might:     ______ Pool:  7 Edge: 0 Defense: Inability
Speed:     ______ Pool: 13 Edge: 1 Defense: Inability
Intellect: ______ Pool: 14 Edge: 1 Defense: Inability
Initiative: Practiced

Effort: 1
Armor: 2
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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Cling
	You can move an immediate distance each round on walls or clinging to
	the ceiling.

Glide
	You can extend small wings from your carapace that grant an asset in
	jumping tasks and allow you to fall up to a short distance without
	taking damage.

Prepared caches
	You have a prepped secret hideout with shelter and basic supplies
	capable of seeing you through a year or more, or up to six people
	through about three months. In addition, you have knowledge of three
	different secret supply caches you put together and hid before
	everything fell apart, chosen from the following. The caches are located
	no closer than about 5 miles (8 km) from each other.
	 - Food cache (enough food for six people for twelve weeks)
	 - Water cache (enough clean water for six people for twelve weeks)
	 - Ammunition cache (400 shells or bullets for four different weapons)
	 - Firearm cache (six firearms; a mix of light, medium, and heavy
	weapons, each usually found with about ten bullets or shells).
	Enabler. 

Scuttler
	Your Speed Edge increases by 1.

Sense by scent
	You can sense your environment even in total darkness.


Skills
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Onslaught (Pool:Intellect, Cost:1)
	You attack a foe using energies that assail either their physical form
	or their mind. In either case, you must be able to see your target. If
	the attack is physical, you emit a short-range ray of force that
	inflicts 4 points of damage. If the attack is mental, you focus your
	mental energy to blast the thought processes of another creature within
	short range. This mindslice inflicts 2 points of Intellect damage
	(ignores Armor). Some creatures without minds (such as robots) might be
	immune to your mindslice. 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.

Trained for toughing it (Trained)
	Choose one noncombat skill that would be helpful for surviving after the
	apocalypse, such as hunting, tracking, carpentry, or stealth. You are
	trained in that skill. Enabler.

Trained in disguise tasks (Trained)

Light weapons (Practiced)
	Light Weapons

Practiced in light armor (Practiced)
	You can wear light armor for long periods of time without tiring and can
	compensate for slowed reactions from wearing light armor. You reduce the
	Speed cost for wearing light armor by 1. You start the game with a type
	of light armor available in the area, such as a leather jacket. Enabler.

Heavy weapons (Inability)
	Heavy Weapons

Insect prejudice (Inability)
	While among non-roaches, all positive interaction tasks are hindered.

Medium weapons (Inability)
	Medium Weapons

Susceptible to disease and poison (Inability)
	Defense rolls against disease or poison are hindered.

You mimic a human, but you are not as fierce (Inability)
	Tasks involving combat- including attack and defense rolls-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.


Cyphers
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Limit: 3

Death Bringer (Level: 1)
	For the next minute, when the user strikes an NPC or creature of the
	cypher level or lower, they can choose to make a second attack roll. If
	the second attack roll is a success, the target is killed. If the target
	is a PC, the character instead moves down one step on the damage track.
	Manifest

Density (Level: 2)
	For the next day, each time the user strikes a solid creature or object
	with a weapon, the weapon suddenly increases dramatically in weight,
	causing the blow to inflict 2 additional points of damage.
	Manifest

Detonation (Spawn) (Level: 6)
	Projects a small physical explosive up to a long distance away that
	bursts in an immediate radius, blinding all within it for one minute and
	inflicting damage equal to the cypher's level. The burst spawns 1d6
	additional detonations; in the next round, each additional detonation
	flies to a random spot within short range and explodes in an immediate
	radius. Roll a d100 to determine the type of damage dealt by all
	detonations:
	Rolled a 48. Heat drain (cold).
	Manifest


Equipment
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Money: 0

- Light armor of your choice.  Granted from Practiced In Light Armor.
- 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.)

Roach
You are born of a species of evolved insects once called "cockroach," but that
is far in the past. Radiation and forced evolution have radically increased your
size, shape, and ability to think. Your exoskeleton mimics the shape of a human
being, though not perfectly. When you move about human society, shadows and
cloaks are your ally if you wish to pass unnoticed. When those of your kind are
discovered, it usually goes poorly for someone. You, however, have a wandering
spirit and seek to explore the fallen world and find a new way forward.

Prepped For The End
You prepared for ultimate disaster, unlike most of the sheeple. Which means you
stashed away food, water, and other survival gear when things were still okay.
You trained yourself for harsh conditions, for basic machine and electronic
repair, and maybe even in a musical instrument to pass the time in the bunker
when no other entertainments could be had. You'd excel in a small group of other
survivors, but you're ready to go it alone if that's what it takes. Above all,
you're prepared to make it through whatever the future holds, no matter how
daunting the odds. Because you prepped wisely.

Choose how you became involved in the adventure:
- The PCs didn't realize what you were when they asked for your help.
- You've managed to hide your roach ancestry so well that everyone thinks you
are like them.
- You are the last of your kind.
- You have a secret agenda, and the PCs were gullible enough to let you come
along.

Background Connection
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You owe money to a number of people and don't have the funds to pay your debts.

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.

Carapace
+1 to Armor.
Granted from Roach

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

