Cheyenne Torphy from Mahasim is a Appealing Human Glam who Is Idolized By
Millions in a Scifi world
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Might:     ______ Pool: 12 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 10 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 14 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
-----------------

Entourage
	You gain an entourage of five level 1 twenty-somethings that accompanies
	you wherever you go unless you purposefully disband it for a particular
	outing. You can ask them to deliver things for you, run messages, pick
	up your dry cleaning-pretty much whatever you want, within reason. They
	can also run interference if you're trying to avoid someone, help hide
	you from media attention, help you muscle through a crowd, and so on. On
	the other hand, if a situation becomes physically violent, they retreat
	to safety. Enabler.


Skills
------

Demeanor of command (Pool:Intellect, Cost:2)
	You project confidence, knowledge, and charisma to all who see you for
	the next hour. Your demeanor is such that those who see you
	automatically understand that you are someone important, accomplished,
	and with authority. When you speak, strangers who are not already
	attacking give you at least a round to have your say. If speaking to a
	group that can understand you, you can attempt to have them produce
	their leader or ask that they take you to their leader. You gain a free
	level of Effort that can be applied to one persuasion task you attempt
	during this period. Action to initiate.

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.

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.

Celebrity talent (Trained)
	You are trained in two of the following areas: writing, journalism, a
	particular style of art, a particular sport, chess, science
	communication, acting, news presentation, or some related noncombat
	skill that led to your celebrity. Enabler.

Resistant to charms (Trained)
	You're aware of how others can manipulate and charm people, and you
	notice when those tactics are used on you. Because of this awareness,
	you are trained in resisting any kind of persuasion or seduction if you
	wish it.

Trained in pleasant social interactions (Trained)

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

Practiced with medium weapons (Inability, Practiced)
	You can use light and medium weapons without penalty. If you wield a
	heavy weapon, attacks with it are hindered. Enabler.


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

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

Ultimate Endurance (Level: 3)
	For the next minute, you ignore any effect which would reduce your
	effectiveness, such as poison, exhaustion, or mental control. You also
	ignore any negative penalties due to the Damage Track. If you would die,
	your fate is sealed, but your death is delayed until the cypher's
	effects ends.
	Subtle

Vigilance (Level: 1)
	For one day, you gain an asset to initiative and perception tasks.
	Subtle


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

- 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 Glam is also known as a Speaker

Glam
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.

Appealing
You're attractive to others, but perhaps more important, you are likeable and
charismatic. You've got that "special something" that draws others to you. You
often know just the right thing to say to make someone laugh, put them at ease,
or spur them to action. People like you, want to help you, and want to be your
friend.

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.

Is Idolized By Millions
You're a celebrity and most people adore you.

Choose how you became involved in the adventure:
- You met a total stranger (one of the other PCs) and charmed them so much that
they invited you along.
- The PCs were looking for someone else, but you convinced them that you were
perfect instead.
- Pure happenstance-because you just go along with the flow of things and
everything usually works out.
- Your charismatic ways helped get one of the PCs out of a difficult spot a long
time ago, and they always ask you to join them on new adventures.

Background Connection
---------------------
You have no memory of anything that happened to you before the age of 18.

Focus Connection
----------------
Pick one other PC. That character doesn't seem to approve of your methods.

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.

Charismatic
+2 to your Intellect Pool.
Granted from Appealing

Possible GM intrusion from your focus:
Fans are endangered or hurt on your behalf. Someone in your entourage betrays
you. Your show, tour, contract, or other event is canceled. The media posts
photos of you in an embarrassing situation.

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

