Giant Metron X (Jina Moore) is a Mighty Adept who Masters Spells in a Superhero
world
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Might:     ______ Pool: 11 Edge: 0 Defense: Trained
Speed:     ______ Pool: 13 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 14 Edge: 1 Defense: Practiced
Initiative: Practiced

Effort: 1
Armor: 1
Experience Points: 0

Recovery Roll: 1d6+2
	Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours

Damage Track:
	Hale > Impaired > Debilitated


Special Abilities
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Healthy
	Add 1 to the points you regain when you make a recovery roll.

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

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

Prodigy power shift
	Give up a lower-tier ability to get a higher-tier ability that matches
	your character concept. For example, if your swashbuckling teleporter is
	a Graceful Explorer who Fights With Panache, you could give up one of
	your tier 1 Explorer abilities (so you'd only have three instead of
	four) or give up your tier 1 focus ability, Fights With Panache, and
	instead select the tier 4 ability Short Teleportation. Level: 1

Savant power shift
	Two specific skills (other than attacks, defenses, or a special
	ability), such as history, perception, or persuasion are eased by one
	step per shift. Level: 1

Strength power shift
	All non-attack tasks involving strength, including jumping and dealing
	damage in melee or thrown attacks are eased by one step per shift and
	inflict an 3 additional points of damage per shift. Level: 1

Ward
	You have a shield of energy around you at all times that helps deflect
	attacks. You gain +1 to Armor. Enabler.


Skills
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Arcane flare (Pool:Intellect, Cost:1)
	You enhance the damage of another attack spell with an extra charge of
	energy so that it deals 1 additional point of damage. Alternatively, you
	attack a target within long range by projecting a flare of raw magic
	that inflicts 4 points of damage. Enabler for enhancement; action for
	long-range attack.

Erase memories (Pool:Intellect, Cost:3)
	You reach into the mind of a creature within immediate range and make an
	Intellect roll. On a success, you erase up to the last five minutes of
	its memory. Action.

Resonance field (Pool:Intellect, Cost:1)
	Faint lines in a color you choose form a tracery over your entire body
	and emit faint light. The effect lasts for one minute. Whenever a
	creature within immediate range makes an attack against you, the pattern
	energizes to block the attack. You can make an Intellect defense roll in
	place of the defense roll you would normally make. If you do so and you
	get a minor effect, the creature attacking you takes 1 point of damage.
	If you get a major effect, the creature attacking you takes 4 points of
	damage. Action to initiate.

Scan (Pool:Intellect, Cost:2)
	You scan an area equal in size to a 10-foot (3 m) cube, including all
	objects or creatures within that area. The area must be within short
	range. Scanning a creature or object always reveals its level. You also
	learn whatever facts the GM feels are pertinent about the matter and
	energy in that area. For example, you might learn that the wooden box
	contains a device of metal and plastic. You might learn that the glass
	cylinder is full of poisonous gas, and that its metal stand has an
	electrical field running through it that connects to a metal mesh in the
	floor. You might learn that the creature standing before you is a mammal
	with a small brain. However, this ability doesn't tell you what the
	information means. Thus, in the first example, you don't know what the
	metal and plastic device does. In the second, you don't know if stepping
	on the floor causes the cylinder to release the gas. In the third, you
	might suspect that the creature is not very intelligent, but scans, like
	looks, can be deceiving. Many materials and energy fields prevent or
	resist scanning. Action.

Trained in all actions involving lifting and throwing things (Trained)

Trained in might defense tasks (Trained)

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons


Attacks
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Fast Punch 
	Cost:Free Stat:Speed Damage:5 Type:Light
	Skill:Practiced Distance:Immediate
	A lightning left jab.
	+3 Damage from Strength Power Shift.
	Eased by one step for Light weapons.


Cyphers
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Limit: 3

Effect Resistance (Level: 3)
	Provides a chance for additional resistance to directly damaging effects
	of all kinds, such as fire, lightning, and the like, for one day. (It
	does not provide resistance to blunt force, slashing, or piercing
	attacks.) If the level of the effect is of the cypher level or lower,
	the user gains an additional defense roll to avoid it. On a successful
	defense roll, treat the attack as if the user had succeeded on their
	regular defense roll. (If the user is an NPC, a PC attacking them with
	this kind of effect must succeed on two attack rolls to harm them.)
	Subtle

Monoblade (Level: 3)
	Produces a 6-inch (15 cm) blade that's the same level as the cypher. The
	blade cuts through any material of a level lower than its own. If used
	as a weapon, it is a light weapon that ignores Armor of a level lower
	than its own. The blade lasts for ten minutes.
	Fantastic

Time Dilation (Offensive) (Level: 1)
	For the next twenty-four hours, when the user makes a melee attack, they
	move at almost instantaneous speed, easing their attacks by two steps
	(three steps if the cypher is level 6 or higher).
	Fantastic


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

- Appropriate clothing, plus two expensive items, two moderately priced items,
and up to four inexpensive items of your choice. Granted from Starting
Equipment.

Improvements
------------
Tier: 1

[ ] Increase Capabilities
[ ] Move Toward Perfections
[ ] Extra Effort
[ ] Skill Training


Background
----------
Adept
You master powers or abilities outside the experience, understanding, and
sometimes belief of others. They might be magic, psychic powers, mutant
abilities, or just a wide variety of intricate devices, depending on the
setting. Adepts are usually thoughtful, intelligent types. They often think
carefully before acting and rely heavily on their supernatural abilities.
(“Magic” here is a term used very loosely. It's a catch-all for the kinds of
wondrous, possibly supernatural things that your character can do that others
cannot. It might actually be an expression of technological devices, channeling
spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Mighty
You have a very impressive physique. Your strength, power, and very importance
are superior. Whether you're truly the mightiest may be up for debate (and you
may have a friendly rivalry about this with other superheroes), but there is no
question that you are exceptional. These things make you confident, but you know
that you have these physical gifts in order to perform heroic deeds, and
unseemly conduct is beneath you.

Masters Spells
By specializing in spellcasting and keeping a spellbook, you can quickly cast
spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Choose how you became involved in the adventure:
- You joined the other PCs because they would fail without your strength.
- You believe this endeavor will earn you a lot of valor.
- Another PC asked--rightly--for your help.
- An authority figure told you to do this to show you the value of humility.


Powers gained from stolen device.

Background Connection
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You studied in a school infamous for its dark, brooding instructors and
graduates.

Focus Connection
----------------
Pick one other PC. If it wasn't for you, that character would have failed a past
test of mental achievement.

Notes
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Possible player intrusions based on your character type:
Advantageous Malfunction
A device being used against you malfunctions. It might harm the user or one of
their allies for a round, or activate a dramatic and distracting side effect for
a few rounds.

Convenient Idea
A flash of insight provides you with a clear answer or suggests a course of
action with regard to an urgent question, problem, or obstacle you're facing.

Inexplicably Unbroken
An inactive, ruined, or presumed-destroyed device temporarily activates and
performs a useful function relevant to the situation. This is enough to buy you
some time for a better solution, alleviate a complication that was interfering
with your abilities, or just get you one more use out of a depleted cypher or
artifact.

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

Possible GM intrusion from your focus:
The spell goes wrong. The summoned creature turns on the caster. A rival
spellcaster is drawn to the magic use.

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

