Anastacia Lesch from Polaris is a Learned Human Doctor who Conducts Weird
Science with a Skills And Knowledge Flavor in a Scifi world
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Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 11 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 15 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
-----------------

Babel
	After hearing a language spoken for a few minutes, you can speak it and
	make yourself understood. If you continue to use the language to
	interact with native speakers, your skills improve rapidly, to the point
	where you might be mistaken for a native speaker after just a few hours
	of speaking the new language. Enabler.


Skills
------

Fast talk (Pool:Intellect, Cost:1)
	When speaking with an intelligent creature who can understand you and
	isn't hostile, you convince that creature to take one reasonable action
	in the next round. A reasonable action must be agreed upon by the GM; it
	should not put the creature or its allies in obvious danger or be wildly
	out of character. Action.

Lab analysis (Pool:Intellect, Cost:3)
	You analyze the scene of a crime, the site of a mysterious incident, or
	a series of unexplained phenomena, and maybe learn a surprising amount
	of information about the perpetrators, the participants, or the force(s)
	responsible. To do so, you must collect samples from the scene. Samples
	are paint or wood scrapings, dirt, photographs of the area, hair, an
	entire corpse, and so on. With samples in hand, you can discover up to
	three pertinent pieces of information about the scene, possibly clearing
	up a lesser mystery and pointing the way to solving a greater one. The
	GM will decide what you learn and what level of difficulty is needed to
	learn it. (For comparison, discovering that a victim was killed not by a
	fall, as seems immediately obvious, but rather by electrocution, is a
	difficulty 3 task for you.) The task is eased if you take the time to
	transport the samples to a permanent lab (if you have access to one), as
	opposed to conducting the analysis with your field science kit. Action
	to initiate, 2d20 minutes to complete.

Terrifying presence (Pool:Intellect, Cost:2+)
	You convince one intelligent target of level 3 or lower that you are its
	worst nightmare. The target must be within short range and be able to
	understand you. For as long as you do nothing but speak (you can't even
	move), the target is paralyzed with fear, runs away, or takes some other
	action appropriate to the circumstances. In addition to the normal
	options for using Effort, you can choose to use Effort to increase the
	maximum level of the target. Thus, to terrorize a level 5 target (two
	levels above the normal limit), you must apply two levels of Effort.
	Action.

Investigative skills (Trained)
	You are trained in two skills in which you are not already trained.
	Choose two of the following: perception, identifying, lockpicking,
	assessing danger, or tinkering with devices. You can select this ability
	multiple times. Each time you select it, you must choose two different
	skills. Enabler.

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 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
-------

Punch 
	Cost:Free Stat:Might Damage:2 Type:Light
	Skill:Practiced Distance:Immediate
	A right jab.
	Attacks are eased by 1 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.
	Attacks are eased by 1 for Light weapons


Cyphers
-------
Limit: 2

Best Tool (Level: 5)
	Provides an additional asset for any one task using a tool, even if that
	means exceeding the normal limit of two assets.
	Subtle

Information Sensor (Level: 7)
	Over the course of one day, the user can activate the cypher a total
	number of times equal to its level. Each time, they can select a living
	creature within long range and learn the following about it: level,
	origin, species, name, and possibly other facts (such as an individual's
	credit score, home address, phone number, and related information).
	Manifest


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

- You have two additional books on topics of your choice.  Granted from Learned.
- Appropriate clothing and a light 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
----------
A Doctor is also known as a Speaker

Doctor
You're good with words and good with people. You talk your way past challenges
and out of jams, and you get people to do what you want. Speakers are smart and
charismatic. They like people and, more important, they understand them. This
helps speakers get others to do what needs to be done.

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.

Human
You are the definition of the average humanoid. As a group, they have average
might, speed and intellect. But behind the average human lies a saga of untapped
potential, a story poised to leap the bounds of the ordinary and venture into
the realm of the extraordinary.

Conducts Weird Science
Your preternatural insight and ability make you a scientist capable of amazing
feats.

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
---------------------
Your neighbors were murdered, and the mystery remains unsolved.

Focus Connection
----------------
Pick one other PC. You were once hired to track down someone who was close to
that character.

Notes
-----

Possible player intrusions based on your character type:
Friendly NPC
An NPC you don't know, someone you don't know that well, or someone you know but
who hasn't been particularly friendly in the past chooses to help you, though
doesn't necessarily explain why. Maybe they'll ask you for a favor in return
afterward, depending on how much trouble they go to.

Perfect Suggestion
A follower or other already-friendly NPC suggests a course of action with regard
to an urgent question, problem, or obstacle you're facing.

Unexpected Gift
An NPC hands you a physical gift you were not expecting, one that helps put the
situation at ease if things seem strained, or provides you with a new insight
for understanding the context of the situation if there's something you're
failing to understand or grasp.

Smart
+2 to your Intellect Pool.
Granted from Learned

Possible GM intrusion from your focus:
Creations get out of control. Side effects cannot always be predicted. Weird
science terrifies people and can draw the media. When a device created or
modified by weird science is depleted, it detonates.

Last Updated: November 5th, 2023 02:53 App Version: 0.10.28

