Forge Man (Timothy Gleason) is a Uncanny Speaker who Copies Superpowers in a
Superhero world
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Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 13 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 15 Edge: 1 Defense: Practiced
Initiative: Practiced

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

A sense for the weird
	Sometimes--at the GM's discretion--an event or person that seems related
	to your uncanny nature attracts your attention. You can sense it from
	afar, and if you get within long range of it, you can sense whether it
	is overtly dangerous or not.

Accuracy power shift
	All attack rolls are eased by one step per shift. Level: 1

Distinctive physical quirk
	You have an unusual physical aspect. Depending on the setting, this can
	vary greatly; it might be something external and obvious, such as an odd
	smell or blue hair, or internal and hidden, like having blood type
	'omega.' Whatever it is, your quirk draws a lot of attention when it's
	discovered.

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: 1

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

Power power shift
	Use of a specific power, including damage (3 additional points per
	shift) but not attack rolls, are eased by one step per shift. Level: 1

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


Skills
------

Enthrall (Pool:Intellect, Cost:1)
	While talking, you grab and keep another creature's attention, even if
	the creature can't understand you. For as long as you do nothing but
	speak (you can't even move), the other creature takes no actions other
	than to defend itself, even over multiple rounds. If the creature is
	attacked, the effect ends. Action.

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.

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.

Understanding (Pool:Intellect, Cost:1)
	You observe or study a creature or object. Your next interaction with
	that creature or object gains one asset. Action.

Flex skill (Trained)
	At the beginning of each day, choose one task (other than attacks or
	defense) on which you will concentrate. For the rest of that day, you're
	trained in that task. You can't use this ability with a skill in which
	you're already trained to become specialized. Enabler.

Trained in either perception tasks or stealth tasks (Trained)

Trained in one kind of knowledge related to your quirk, such as olfactory
science, mutations, or hematology (Trained)

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

People find you unnerving (Inability)
	All tasks relating to pleasant social interaction are hindered. (Other
	people who are unusual like you aren't affected by this. ).


Attacks
-------

Fast Punch 
	Cost:Free Stat:Speed Damage:2 Type:Light
	Mod:-1 Skill:Practiced Distance:Immediate
	A lightning left jab.
	Eased by one step from Accuracy Power Shift.
	Eased by one step for Light weapons.

Light Weapon 
	Cost:Free Stat:Speed Damage:2 Type:Light
	Mod:-1 Skill:Practiced Distance:Immediate
	A light weapon of your choice. Granted from Starting Equipment.
	Eased by one step from Accuracy Power Shift.
	Eased by one step for Light weapons.


Cyphers
-------
Limit: 2

Blackout (Level: 3)
	An area within immediate range of the user becomes secure against any
	effect outside the area that sees, hears, or otherwise senses what
	occurs inside. To outside observers, the area is a "blur" to any sense
	applied. Taps, scrying sensors, and other direct surveillance methods
	are also rendered inoperative within the area for a day.
	Manifest

Matter Transference Ray (Level: 9)
	The user can target one nonliving object within long range that is their
	size or smaller of the cypher level or lower. The object is transferred
	directly to a random location at least 100 miles (160 km) away. If the
	GM feels it appropriate to the circumstances, only a portion of an
	object is transferred (a portion whose volume is no more than the
	user's).
	Fantastic


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.

Uncanny
There's something unusual about you, and it makes other people a little
uncomfortable. You know you're exceptional--gifted, even--and being a bit odd
doesn't make you any less of a person. This uncanny element is a part of you, in
your blood, in your DNA. You can't help it, but you won't apologize for it. You
feel comfortable around other people with similar strangeness, people who've
experienced the same prejudice that you have; these shared experiences mean
they're your family, perhaps the only family you've got.

Copies Superpowers
You can copy others' skills, abilities, and superpowers.

Choose how you became involved in the adventure:
- You felt the objective was someone like you, so you got involved.
- Whether the other PCs realize it or not, their mission has to do with your
field of knowledge, so you got involved.
- As an expert in an unusual kind of knowledge, you were specifically recruited
by the other PCs.
- You believe one of the other PCs may be uncanny or is related to someone who
is.


Powers gained from revived after dying and got powers.

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. You were once hired to track down someone who was close to
that character.

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.

Exceptional
+2 to your Might Pool and +2 to your Speed Pool.
Granted from Uncanny

Possible GM intrusion from your focus:
A copied power ends unexpectedly or goes out of control. A copied power doesn't
bring secondary powers with it (like gaining superspeed without protection from
air friction, or not being immune to the heat from your own fire bolts).

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

