Ember is a Felis Explorer who Murders in a Post Apocalyptic world
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Might:     ______ Pool: 13 Edge: 1 Defense: Practiced
Speed:     ______ Pool:  9 Edge: 0 Defense: Trained
Intellect: ______ Pool: 14 Edge: 0 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
-----------------

Darksight
	You can see in dim light as though it were bright light and see in
	darkness as though it were dim light. Enabler.

Jumpy
	Like most felis, you are a bit high-strung. Anytime another creature
	acts with surprise against you, make a difficulty 2 Intellect defense
	roll. If you fail, the first action you take on your turn is to flee
	using your full movement away from whoever surprised you.

Light on your paws
	You ignore the first 4 points of damage you would otherwise suffer from
	a fall.

Surprise attack
	If attacking from a hidden vantage, with surprise, or before your
	opponent has acted, you get an asset on the attack. On a successful hit,
	you inflict 2 additional points of damage. Enabler.


Skills
------

Surging confidence (Pool:Might, Cost:1)
	When you use an action to make your first recovery roll of the day, you
	immediately gain another action. Enabler.

Block (Pool:Speed, Cost:3)
	You automatically block the next melee attack made against you within
	the next minute. Action to initiate.

Agile (Trained)
	You are trained in tasks involving balancing and movement.

Assassin skills (Trained)
	You are trained in stealth and disguise tasks. Enabler. 

Innately curious (Trained)
	You are trained in tasks involving knowledge, figuring out problems, or
	solving puzzles.

Knowledge skills (Trained)
	You are trained in two skills in which you are not already trained.
	Choose two areas of knowledge such as history, geography, archeology,
	and so on. You can select this ability multiple times. Each time you
	select it, you must choose two different skills. Enabler.

Trained without armor (Trained)
	You are trained in Speed defense tasks when not wearing armor. Enabler. 

Claws (Practiced)
	You are practiced in making unarmed claw attacks (light weapon).
	Enabler.

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Heavy weapons (Inability)
	Heavy Weapons

You often come across as aloof (Inability)
	Tasks that involve positive social interaction are hindered.

You sometimes get lost in new locations you haven't visited before (Inability)
	You have an inability in navigation.


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

Claws 
	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

Intellect Booster (Level: 6)
	Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is
	level 5 or higher).
	Subtle

Spy (Level: 7)
	Produces a tiny spying object that resists detection as a level 8
	creature. The object moves at great speed, mapping and scanning an
	unknown area. It moves 500 feet (150 m) per level, scanning an area up
	to 50 feet (15 m) away from it. It identifies basic layout, creatures,
	and major energy sources. Its movement is blocked by any physical or
	energy barrier. At the end of its mapping run, it returns to the user
	and reports. If it discovers a predefined target during its run (such as
	"a creature of level 5 or higher," "a locked door," "a major energy
	source," and so on), it detonates instead, dealing damage equal to the
	cypher's level (half electrical damage, half shrapnel damage) to all
	creatures and objects in short range.
	Manifest


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

- Three doses of a level 2 blade poison that inflicts 5 points of damage
(Murders)  Granted from Murders.
- Appropriate clothing and a 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
----------
Explorer
You are a person of action and physical ability, fearlessly facing the unknown.
You travel to strange, exotic, and dangerous places, and discover new things.
This means you're physical but also probably knowledgeable. Although Explorers
can be academics or well studied, they are first and foremost interested in
action. They face grave dangers and terrible obstacles as a routine part of
life.

Felis
You're an evolved, intelligent cat with the ability to speak and use tools.
Felis are equally comfortable running on all fours or standing around in a
clowder of other felis gossiping over catswort tea. Your fur is your protection
from the elements, but you sometimes wear a harness for your equipment and may
adopt boots for rough terrain and hats for fashion or function. Your visage is
like that of before-times cats, including piercing, reflective eyes. Like other
felis, you are crafty and cautious, unless you feel comfortable with others, in
which case you can laze away hours in the sun or a warm spot. But if need be,
you are quick to act and are not afraid to use your claws to defend yourself.

Murders
You're an assassin, whether by trade, by inclination, or because it was that or
be killed yourself. (Someone who Murders might have additional equipment,
including three doses of a level 2 blade poison that inflicts 5 points of
damage.)

Choose how you became involved in the adventure:
- Everything was fine until you were attacked by a raiding band of
“cat-skinners.” The PCs helped you fight back or flee.
- You saw the PCs up to something, and your curiosity got the better of you, so
you followed them.
- One of the other PCs invited you to join after they saw you scheme, plot, or
solve a difficult problem.
- You got lost. The PCs found you and invited you to join their group.

Background Connection
---------------------
You were a star high school athlete. You're still in great shape, but those were
the glory days, man.

Focus Connection
----------------
Pick one other PC. For reasons unknown to you, that character is completely
immune to your focus abilities, whether you use them for help or for harm.

Notes
-----

Possible player intrusions based on your character type:
Fortuitous Malfunction
A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark
Just when it seems like the path is lost (or you are), a trail marker, a
landmark, or simply the way the terrain or corridor bends, rises, or falls away
suggests to you the best path forward, at least from this point.

Weak Strain
The poison or disease turns out not to be as debilitating or deadly as it first
seemed, and inflicts only half the damage that it would have otherwise.

Crafty
+2 to your Intellect Pool.
Granted from Felis

Possible GM intrusion from your focus:
Most people do not react well to a professional killer.

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

