April Kirlin from Barnards Star is a Rugged Human Telepath who Commands Mental
Powers in a Scifi world
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Might:     ______ Pool: 11 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 10 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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Skills
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Distortion (Pool:Intellect, Cost:2)
	You modify how a willing creature within short range reflects light for
	one minute. The target rapidly shifts between its normal appearance and
	a blot of darkness. The target has an asset on Speed defense rolls until
	the effect wears off. Action to initiate.

Erase memories (Pool:Intellect, Cost:3)
	You reach into the mind of a creature within immediate range and make an
	Intellect roll. On a success, you erase up to the last five minutes of
	its memory. Action.

Far step (Pool:Intellect, Cost:2)
	You leap through the air and land some distance away. You can jump up,
	down, or across to anywhere you choose within long range if you have a
	clear and unobstructed path to that location. You land safely. Action.

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.

Telepathic (Pool:Intellect, Cost:1+)
	You can speak telepathically with others who are within short range.
	Communication is two-way, but the other party must be willing and able
	to communicate. You don't have to see the target, but you must know that
	it's within range. You can have more than one active contact at once,
	but you must establish contact with each target individually. Each
	contact lasts up to ten minutes. If you apply a level of Effort to
	increase the duration rather than ease the task, the contact lasts for
	24 hours. Action to establish contact.

Trained in all tasks involving climbing, jumping, running, and swimming (Trained)

Trained in all tasks involving identifying or using natural plants (Trained)

Trained in all tasks involving training, riding, or placating natural animals (Trained)

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

You have no social graces and prefer animals to people (Inability)
	Any task involving charm, persuasion, etiquette, or deception 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
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Limit: 3

Makeshift Construction (Level: 4)
	You quickly craft or repair an object whose level doesn't exceed the
	cypher's, provided you have access to at least primitive tools and
	materials to construct it. The process takes no more than 1 hour per
	crafting level. The object is of serviceable, but questionable quality.
	When performing tasks with it, the GM intrusion range increase by 1, and
	continues to increase regular intervals determined by the GM.
	Subtle

Oldest Trick In The Book (Level: 7)
	You misdirect a creature that understands your words or gestures, and
	whose level doesn't exceed the cypher level. The next attack made
	against them is eased by two steps. If no attack is made against the
	creature, it take no action on their next turn. The effect lasts until
	the end of your next turn.
	Subtle

Radiation Spike (Level: 6)
	Delivers a powerful burst of radiation that disrupts the tissue of any
	creature touched, inflicting damage equal to the cypher's level.
	Manifest


Equipment
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Money: 0

- You carry an explorer's pack with rope, two days' rations, a bedroll, and
other tools needed for outdoor survival.  Granted from Rugged.
- 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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A Telepath is also known as a Adept

Telepath
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.)

Rugged
You're a nature lover accustomed to living rough, pitting your wits against the
elements. Most likely, you're a skilled hunter, gatherer, or naturalist. Years
of living in the wild have left their mark with a worn countenance, wild hair,
or scars. Your clothing is probably much less refined than the garments worn by
city dwellers.

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.

Commands Mental Powers
You have honed the power of your mind to perform amazing psychic deeds.

Choose how you became involved in the adventure:
- Against your better judgment, you joined the other PCs because you saw that
they were in danger.
- One of the other PCs convinced you that joining the group would be in your
best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.

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

Focus Connection
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Pick one other PC. You fear that character is jealous of your abilities and
worry that it might lead to problems.

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.

Possible GM intrusion from your focus:
Something glimpsed in the target's mind is horrifying. A feedback loop allows
the target to read the character's mind.

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

