Magnificent Zoom (Rusty Konopelski) is a Resilient Adept who Employs Magnetism
in a Superhero world
--------------------------------------------------------------------------------

Might:     ______ Pool: 11 Edge: 0 Defense: Trained
Speed:     ______ Pool: 11 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 16 Edge: 1 Defense: Trained
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
-----------------

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

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: 2

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.

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
------

Move metal (Pool:Intellect, Cost:1)
	You can exert force on metal objects within short range for one round.
	Once activated, your power has an effective Might Pool of 10, a Might
	Edge of 1, and an Effort of 2 (approximately equal to the strength of a
	fit, capable, adult human), and you can use it to move metal objects,
	push against metal objects, and so on. For example, in your round, you
	could lift and pull a light metal object anywhere within range to
	yourself or move a heavy object (like a piece of furniture) about 10
	feet (3 m). This power lacks the fine control to wield a weapon or move
	objects with much speed, so in most situations, it's not a means of
	attack. You can't use this ability on your own body. The power lasts for
	one hour or until its Might Pool is depleted, whichever comes first.
	Action.

Push (Pool:Intellect, Cost:2)
	You telekinetically push a creature or object an immediate distance in
	any direction you wish. You must be able to see the target, which must
	be your size or smaller, must not be affixed to anything, and must be
	within short range. The push is quick, and the force is too crude to be
	manipulated. For example, you can't use this ability to pull a lever or
	close a door. Action.

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.

Shatter (Pool:Intellect, Cost:2+)
	You interrupt the fundamental force holding normal matter together for a
	moment, causing the detonation of an object you choose within long
	range. The object must be a small, mundane item composed of homogeneous
	matter (such as a clay cup, an iron ingot, a stone, and so on). The
	object explodes in an immediate radius, dealing 1 point of damage to all
	creatures and objects in the area. If you apply Effort to increase the
	damage, you deal 2 additional points of damage per level of Effort
	(instead of 3 points); targets in the area take 1 point of damage even
	if you fail the attack roll. Action.

Trained in intellect defense tasks (Trained)

Trained in might defense tasks (Trained)

Light weapons (Practiced)
	Light Weapons

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

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

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
-------

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
-------
Limit: 3

Gas Bomb (Level: 8)
	Thrown a short distance, this bursts in a poisonous cloud within an
	immediate area. The cloud lingers for 1d6 rounds unless conditions
	dictate otherwise. Roll a d100 to determine the effect.
	Rolled a 91. Sleep gas: living creatures that breathe fall asleep for a
	number of rounds equal to the cypher's level or until awoken by a
	violent action or an extremely loud noise.
	Manifest

Mind Restricting Wall (Level: 5)
	Creates an immobile plane of permeable energy up to 20 feet by 20 feet
	(6 m by 6 m) for one hour. The plane conforms to the space available.
	Intelligent creatures passing through the plane fall unconscious for up
	to one hour, or until slapped awake or damaged.
	Fantastic

Trick Embedder (Level: 6)
	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

- 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.)

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.

Employs Magnetism
You command metal and the power of magnetism.

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.


Powers gained from magically augmented (unwillingly).

Background Connection
---------------------
While traveling alone, you saved the life of a powerful person. They remain
indebted to you.

Focus Connection
----------------
Pick one other PC. If they are within immediate range when you're in a fight,
sometimes they provide an asset, and sometimes they accidentally hinder your
attack rolls (50% chance either way, determined per fight).

Notes
-----

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.

Resistant
+2 to your Might Pool, and +2 to your Intellect Pool.
Granted from Resilient

Possible GM intrusion from your focus:
The metal twists, bends, or produces shrapnel. A lapse in concentration might
cause something to slip or drop at just the wrong time.

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

