Jettie Stroman from Quintar is a Resilient Quintar Seeker who Works For A Living
in a Scifi world
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Might:     ______ Pool: 10 Edge: 0 Defense: Trained
Speed:     ______ Pool: 13 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 19 Edge: 1 Defense: Trained
Initiative: Practiced

Effort: 1
Armor: 1
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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Difficult rest
	Quintar subtract 2 from all recovery rolls (minimum 1).

Recover
	You can make an extra recovery roll each day. This roll is just one
	action. So you can make two recovery rolls that each take one action,
	one roll that takes ten minutes, a fourth roll that takes one hour, and
	a fifth roll that requires ten hours of rest.

Ward
	You have a shield of energy around you at all times that helps deflect
	attacks. You gain +1 to Armor. Enabler.


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.

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.

Handy (Trained)
	You work for a living and are trained in tasks related to carpentry,
	plumbing, and electrical repair. Your knowledge in these realms also
	gives you an asset to craft entirely new items within your spheres of
	knowledge and the limits of possibility within the setting. Enabler.

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.

Quintar fascination with human behavior eases all interaction rolls (pleasant or
not) with humans (Trained)

Trained in intellect defense tasks (Trained)

Trained in might defense tasks (Trained)

Trained in one type of knowledge task of your choice (Trained)

Light weapons (Practiced)
	Light Weapons

Hardy but not necessarily strong (Inability)
	Any task involving moving, bending, or breaking things is hindered.

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

You have a lot of willpower and mental fortitude, but you're not necessarily
smart (Inability)
	Any task involving knowledge or figuring out problems or puzzles is
	hindered.


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


Cyphers
-------
Limit: 3

Double Damage (Level: 5)
	You can activate this cypher as part of making an attack with a weapon
	or activating an ability that inflicts damage, before making your attack
	roll. If the attack is successful, the attack's damage is doubled.
	Subtle

Part Of The Plan (Level: 5)
	You can activate this cypher in response to an action undertaken by an
	NPC or the events of a GM intrusion—including one you triggered by
	rolling a 1 on a d20. You declare that this has been your plan all
	along, and your next two tasks are eased by two steps.
	Subtle

Strength Enhancer (Level: 1)
	All noncombat tasks involving raw strength-such as breaking down a door,
	lifting a heavy boulder, forcing open elevator doors, competing in a
	weightlifting competition, and so on-are eased by two steps for one
	hour.
	Subtle


Equipment
---------
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
------------
Tier: 1

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


Background
----------
A Seeker is also known as a Adept

Seeker
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.)

Resilient
You can take a lot of punishment, both physically and mentally, and still come
back for more. It takes a lot to put you down. Neither physical nor mental
shocks or damage have a lasting effect. You're tough to faze. Unflappable.
Unstoppable.

Quintar
You are a quintar from the planet Quint. You are basically humanoid but taller,
thinner, and blue skinned. Your hands end in three very long fingers. Quintar
have five genders, but all quintar prefer to be addressed as female when
communicating with more binary species. Human emotions and sexuality fascinate
them, but not because they don't have such concepts-quintar emotions and
sexuality are just very different from those of humans. In general, quintar are
more cerebral than other species, valuing knowledge over all else. Quint is
relatively Earthlike, with slightly less gravity but a slightly denser
atmosphere.

Works For A Living
You take great satisfaction in a job well done, whether it's coding, building
houses, or mining asteroids.

Choose how you became involved in the adventure:
- You saw that the PCs clearly need someone like you to help them out.
- Someone asked you to watch over one of the PCs in particular, and you agreed.
- You are bored and desperately in need of a challenge.
- You lost a bet-unfairly, you think-and had to take someone's place on this
mission.

Background Connection
---------------------
While traveling alone, you saved the life of a powerful person. They remain
indebted to you.

Focus Connection
----------------
Pick one other PC. If it wasn't for you, that character would have failed a past
test of mental achievement.

Notes
-----

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.

Resistant
+2 to your Might Pool, and +2 to your Intellect Pool.
Granted from Resilient

Cerebral
+4 to your Intellect Pool.
Granted from Quintar

Possible GM intrusion from your focus:
Repairs sometimes fail. Wiring can be tricky to decipher and still carry an
electrical charge. Some people are rude to those who work for a living.

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

