Bolt (Buck Hilpert) is a Strong Explorer who Exists In Two Places At Once in a
Superhero world
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Might:     ______ Pool: 16 Edge: 1 Defense: Practiced
Speed:     ______ Pool: 10 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 12 Edge: 0 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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Accuracy power shift
	All attack rolls are eased by one step per shift. Level: 2

Endurance
	Any duration dealing with physical actions is either doubled or halved,
	whichever is better for you. For example, if the typical person can hold
	their breath for thirty seconds, you can hold it for one minute. If the
	typical person can march for four hours without stopping, you can do so
	for eight hours. In terms of harmful effects, if a poison paralyzes its
	victims for one minute, you are paralyzed for thirty seconds. The
	minimum duration is always one round. Enabler.

Flight power shift
	The character can fly a short distance each round; each additional shift
	increases this speed (whether the flight comes from a or a character
	ability) by one range category (long for two shifts, very long for three
	shifts). Level: 2

Increased range power shift
	Increases the range of one ability or attack. A touch-range ability
	(such as Shock) increases to short range, a short-range ability
	increases to long range, and a long-range ability increases to very long
	range. Level: 1


Skills
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Decipher (Pool:Intellect, Cost:1)
	If you spend one minute examining a piece of writing or code in a
	language you do not understand, you can make an Intellect roll of
	difficulty 3 (or higher, based on the complexity of the language or
	code) to get the gist of the message. Action to initiate.

Duplicate (Pool:Might, Cost:2)
	You cause a duplicate of yourself to appear at any point you can see
	within short range. The duplicate has no clothing or possessions when it
	appears. The duplicate is a level 2 NPC with 6 health. The duplicate
	obeys your commands and does as you direct it. The duplicate remains
	until you dismiss it using an action or until it is killed. When the
	duplicate disappears, it leaves behind anything it was wearing or
	carrying. If the duplicate disappears because it was killed, you take 4
	points of damage that ignore Armor, and you lose your next action.
	Action to initiate.

Surging confidence (Pool:Might, Cost:1)
	When you use an action to make your first recovery roll of the day, you
	immediately gain another action. Enabler.

Danger sense (Pool:Speed, Cost:1)
	Your initiative task is eased. You pay the cost each time the ability is
	used. Enabler.

Trained in all actions involving breaking inanimate objects (Trained)

Trained in all jumping actions (Trained)

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Heavy weapons (Inability)
	Heavy Weapons


Attacks
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Punch 
	Cost:Free Stat:Might Damage:2 Type:Light
	Mod:-2 Skill:Practiced Distance:Immediate
	A right jab.
	Eased by two steps from Accuracy Power Shift.
	Eased by one step for Light weapons.

Heavy Weapon 
	Cost:Free Stat:Might Damage:6 Type:Heavy
	Mod:-2 Skill:Practiced Distance:Immediate
	A heavy weapon of your choice. Granted from Strong.
	Eased by two steps from Accuracy Power Shift.
	Requires two hands.

Medium Weapon 
	Cost:Free Stat:Might Damage:4 Type:Medium
	Mod:-2 Skill:Practiced Distance:Immediate
	A medium weapon of your choice. Granted from Starting Equipment.
	Eased by two steps from Accuracy Power Shift.


Cyphers
-------
Limit: 2

Reality Spike (Level: 7)
	Once activated, the cypher does not move-ever-even if activated in
	midair. A Might action will dislodge it, but then it is ruined.
	Fantastic

Trick Embedder (Level: 5)
	A nonintelligent animal immediately and perfectly learns one trick (two
	tricks if the cypher is level 4 or higher) it is capable of physically
	performing (roll over, heel, spin, shake, go to an indicated place
	within long range, and so on). The trick must be designated when the
	cypher is activated.
	Fantastic


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

- You have an extra medium weapon or heavy weapon.  Granted from Strong.
- Appropriate clothing and a 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
----------
Explorer
You are a person of action and physical ability, fearlessly facing the unknown.
You travel to strange, exotic, and dangerous places, and discover new things.
This means you're physical but also probably knowledgeable. Although Explorers
can be academics or well studied, they are first and foremost interested in
action. They face grave dangers and terrible obstacles as a routine part of
life.

Strong
You're extremely strong and physically powerful, and you use these qualities
well, whether through violence or feats of prowess. You likely have a brawny
build and impressive muscles.

Exists In Two Places At Once
You exist in two places at once.

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.


Powers gained from alien symbiote.

Background Connection
---------------------
Your greatest discovery to date was stolen by your arch-rival.

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:
Fortuitous Malfunction
A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark
Just when it seems like the path is lost (or you are), a trail marker, a
landmark, or simply the way the terrain or corridor bends, rises, or falls away
suggests to you the best path forward, at least from this point.

Weak Strain
The poison or disease turns out not to be as debilitating or deadly as it first
seemed, and inflicts only half the damage that it would have otherwise.

Very Powerful
+4 to your Might Pool.
Granted from Strong

Possible GM intrusion from your focus:
Perceiving the world from two different places disorients the character, causing
momentary vertigo, nausea, or confusion.

http://localhost:3000/account/cypher/characters/JpzPge
Last Updated: June 16th, 2024 14:40 App Version: 1.06.12 Beta

