Dash the Hunter (Shaunna Flatley PhD) is a Hardy Speaker who Controls Gravity in
a Superhero world
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Might:     ______ Pool: 13 Edge: 0 Defense: Trained
Speed:     ______ Pool: 13 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 12 Edge: 1 Defense: Practiced
Initiative: Inability

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
-----------------

Almost unstoppable
	While you are impaired on the damage track, you function as if you were
	hale. While you are debilitated, you function as if you were impaired.
	In other words, you don't suffer the effects of being impaired until you
	become debilitated, and you never suffer the effects of being
	debilitated. You still die if all your stat Pools are 0.

Babel
	After hearing a language spoken for a few minutes, you can speak it and
	make yourself understood. If you continue to use the language to
	interact with native speakers, your skills improve rapidly, to the point
	where you might be mistaken for a native speaker after just a few hours
	of speaking the new language. Enabler.

Fast healer
	You halve the time it takes to make a recovery roll (minimum one
	action).

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: 3

Intelligence power shift
	Intellect defense rolls and all knowledge, science, and crafting tasks
	are eased by one step per shift. Level: 1

Ponderous
	When you apply Effort when making a Speed roll, you must spend 1 extra
	point from your Speed Pool.

Resilience power shift
	Might defense rolls are eased by one step per shift and Armor (+1 per
	shift). Level: 1


Skills
------

Hover (Pool:Intellect, Cost:2)
	You float slowly into the air. If you concentrate, you can control your
	movement to remain motionless in the air or float up to a short distance
	as your action; otherwise, you drift with the wind or with any momentum
	you have gained. This effect lasts for up to ten minutes. Action to
	initiate.

Inspire aggression (Pool:Intellect, Cost:2)
	Your words twist the mind of a character within short range who is able
	to understand you, unlocking their more primitive instincts. As a
	result, they gain an asset on their Might-based attack rolls for one
	minute. Action to initiate.

Weighty (Pool:Intellect, Cost:1)
	You briefly increase the weight of a target within short range enough to
	stop them in their tracks, preventing the target from moving and
	hindering any attempted tasks on their next turn. Action.

Anecdote (Pool:Intellect, Cost:2, Trained)
	You can lift the spirits of a group of creatures and help them bond
	together by entertaining them with an uplifting or pointed anecdote. For
	the next hour, those who pay attention to your story are trained in a
	task you choose that's related to the anecdote, as long as it's not an
	attack or defense task. Action to initiate, one minute to complete.

Trained in might defense actions (Trained)

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

Your big, strong body is slow to react (Inability)
	Any task involving initiative is hindered.


Attacks
-------

Fast Punch 
	Cost:Free Stat:Speed Damage:2 Type:Light
	Skill:Practiced Distance:Immediate
	A lightning left jab.
	Eased by one step 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.
	Eased by one step for Light weapons.


Cyphers
-------
Limit: 2

Detonation (Desiccating) (Level: 3)
	Projects a small physical explosive up to a long distance away that
	bursts in an immediate radius, draining moisture from everything within
	it. Living creatures take damage equal to the cypher's level. Water in
	the area is vaporized.
	Fantastic

Intellect Booster (Level: 4)
	Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is
	level 5 or higher).
	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
----------
Speaker
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.

Hardy
Your body was built to take abuse. Whether you're pounding down stiff drinks
while holding up a bar in your favorite watering hole or trading blows with a
thug in a back alley, you keep going, shrugging off hurts and injuries that
might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh
nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars
crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any
number of other disfigurements you wear with pride.

Controls Gravity
You can sway the attraction of gravity itself.

Choose how you became involved in the adventure:
- The PCs recruited you after learning about your reputation as a survivor.
- You joined the PCs because you want or need the money.
- The PCs offered you a challenge equal to your physical power.
- You believe the only way the PCs will succeed is if you are along to protect
them.


Powers gained from stole powers from someone else.

Background Connection
---------------------
You're part owner of a local bar, where you're something of a whiz in creating
specialty cocktails.

Focus Connection
----------------
Pick one other PC. Something about them complements your abilities. When they
stand next to you, the first focus ability you use in any 24-hour period costs 2
fewer points.

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.

Mighty
+4 to your Might Pool.
Granted from Hardy

Possible GM intrusion from your focus:
Onlookers react with unreasoning fear. A weird interaction sends an ally or
object careening into the sky.

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

