Tefara from Quintar is a Resilient Quintar Psychic Knight who Dances With Dark
Matter with a Magic Flavor in a Scifi world
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Might:     ______ Pool: 13 Edge: 0 Defense: Trained
Speed:     ______ Pool: 11 Edge: 1 Defense: Practiced
Intellect: ______ Pool: 18 Edge: 0 Defense: Trained
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
-----------------

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

No need for weapons
	When you make an unarmed attack (such as a punch or kick), it counts as
	a medium weapon instead of a light weapon. Enabler.

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.


Skills
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Entangling force (Pool:Intellect, Cost:1+)
	A target within short range is subject to a snare constructed of
	semi-tangible lines of force for one minute. The force snare is a level
	2 construct. A target caught in the force snare cannot move from its
	position, but it can attack and defend normally. The target can also use
	its action attempting to break free. You can increase the level of the
	force snare by 1 per level of Effort applied. Action to initiate.

Premonition (Pool:Intellect, Cost:2)
	You learn one random fact about a creature or location that is pertinent
	to a topic you designate. Alternatively, you can choose to learn a
	creature's level; however, if you do so, you cannot learn anything else
	about it later with this ability. Action.

Ribbons of dark matter (Pool:Intellect, Cost:2, Inability)
	For the next minute, dark matter condenses within an area within long
	range that is no bigger than an immediate distance in diameter,
	manifesting as swirling ribbons. All tasks attempted by creatures in the
	area are hindered, and leaving the area requires a creature's entire
	action to move. You can dismiss the dark matter early as an action.
	Action to initiate.

Control the field (Pool:Might, Cost:1)
	This melee attack inflicts 1 less point of damage than normal, and
	regardless of whether you hit the target, you maneuver it into a
	position you desire within immediate range. Action.

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)

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

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

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

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

Medium Weapon 
	Cost:Free Stat:Might Damage:4 Type:Medium
	Skill:Practiced Distance:Immediate
	A medium weapon of your choice. Granted from Starting Equipment.


Cyphers
-------
Limit: 2

Detonation (Flash) (Level: 7)
	Projects a small physical explosive up to a long distance away that
	bursts in an immediate radius, blinding all within it for one minute
	(ten minutes if the cypher is level 4 or higher).
	Manifest

Reflex Enhancer (Level: 2)
	All tasks involving manual dexterity-such as pickpocketing, lockpicking,
	juggling, operating on a patient, defusing a bomb, and so on-are eased
	by two steps for one hour.
	Subtle


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

- Appropriate clothing and two weapons of your choice, plus one expensive item,
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 Psychic Knight is also known as a Warrior

Psychic Knight
You're a good ally to have in a fight. You know how to use weapons and defend
yourself. Depending on the genre and setting in question, this might mean
wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier
of grenades in a savage firefight, or a blaster rifle and powered armor when
exploring an alien planet. Warriors are physical, action-oriented people.
They're more likely to overcome a challenge using force than by other means, and
they often take the most straightforward path toward their goals.

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.

Dances With Dark Matter
You can manipulate shadow and "dark" matter.

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
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Your best friend is a teacher or scholar. They are a great source of knowledge.

Focus Connection
----------------
Pick one other PC. Based on a couple of comments you've overheard, you suspect
that they don't hold your area of training or favorite hobby in the highest
regard.

Notes
-----

Possible player intrusions based on your character type:
Perfect Setup
You're fighting at least three foes and each one is standing in exactly the
right spot for you to use a move you trained in long ago, allowing you to attack
all three as a single action. Make a separate attack roll for each foe. You
remain limited by the amount of Effort you can apply on one action.

Old Friend
A comrade in arms from your past shows up unexpectedly and provides aid in
whatever you're doing. They are on a mission of their own and can't stay longer
than it takes to help out, chat for a while after, and perhaps share a quick
meal.

Weapon Break
Your foe's weapon has a weak spot. In the course of the combat, it quickly
becomes damaged and moves two steps down the object damage track.

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:
Dark matter skulks away as if possessed by a mind of its own.

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

