Maverick Brain (Maxwell Runte IV) is a Weird Warrior who Ignores Physical
Distance in a Superhero world
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Might:     ______ Pool: 12 Edge: 1 Defense: Practiced
Speed:     ______ Pool: 13 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 11 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
-----------------

A sense for the weird
	Sometimes-at the GM's discretion-weird things relating to the
	supernatural or its effects on the world seem to call out to you. You
	can sense them from afar, and if you get within long range of such a
	thing, you can sense whether it is overtly dangerous or not.

Accuracy power shift
	All attack rolls are eased by one step per shift. Level: 2

Combat prowess
	You add +1 damage to one type of weapon attack of your choice: melee
	weapon attacks or ranged weapon attacks. Enabler.

Dexterity power shift
	Movement, acrobatics, initiative, and Speed defense are eased by one
	step per shift. Level: 1

Distinctive physical quirk
	You have a unique physical aspect that is, well, bizarre. Depending on
	the setting, this can vary greatly. You might have purple hair or metal
	spikes on your head. Perhaps your hands don't connect to your arms,
	although they move as if they do. Maybe a third eye stares out from the
	side of your head, or superfluous tendrils grow from your back. Whatever
	it is, your quirk might be a mutation, a supernatural trait (a blessing
	or curse), a feature with no explanation, or just a really wild tattoo
	that draws a lot of attention.

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


Skills
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Dimensional squeeze (Pool:Intellect, Cost:2+)
	You cram yourself into a transitional dimension, allowing you to
	instantaneously appear anywhere you choose within short range if you
	have a clear and unobstructed path to that location. You can pass
	through an intervening barrier if it has an open space that you could
	easily fit your head through-about 1 square foot (30 cm by 30 cm
	square). In addition to the normal options for using Effort, you can
	choose to use Effort to pass through a smaller opening in a barrier;
	each level of Effort used in this way reduces the minimum opening size
	by one-fourth. You land safely when you use this ability. Action.

Overwatch (Pool:Intellect, Cost:1)
	You use a ranged weapon to target a limited area (such as a doorway, a
	hallway, or the eastern side of the clearing) and make an attack against
	the next viable target to enter that area. This works like a wait
	action, but you also negate any benefit the target would have from
	cover, position, surprise, range, illumination, or visibility. Further,
	you inflict 1 additional point of damage with the attack. You can remain
	on overwatch as long as you wish, within reason. Action.

Bash (Pool:Might, Cost:1)
	This is a pummeling melee attack. Your attack inflicts 1 less point of
	damage than normal, but dazes your target for one round, during which
	time all tasks it performs are hindered. Action.

Swipe (Pool:Speed, Cost:1)
	This is a quick, agile melee attack. Your attack inflicts 1 less point
	of damage than normal but dazes your target for one round, during which
	time all tasks it performs are hindered. Action.

Trained in supernatural knowledge (Trained)

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

People find you unnerving (Inability)
	All tasks relating to pleasant social interaction are hindered.


Attacks
-------

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

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.

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


Cyphers
-------
Limit: 2

Phase Disruptor (Level: 6)
	Puts a portion of a physical structure (like a wall or floor) out of
	phase for one hour. It affects an area equal to one 5-foot (1.5 m) cube
	per cypher level. While the area is out of phase, creatures and objects
	can pass through it as if it were not there, although one cannot see
	through it, and it blocks light.
	Fantastic

Sleep Inducer (Level: 2)
	Touch puts the victim to sleep for ten minutes per cypher level or until
	awoken by a violent action or an extremely loud noise.
	Manifest


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

- Appropriate clothing and two weapons of your choice, plus one expensive item,
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
----------
Warrior
You're a good ally to have in a fight. You know how to use weapons and defend
yourself. Depending on the genre and setting in question, this might mean
wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier
of grenades in a savage firefight, or a blaster rifle and powered armor when
exploring an alien planet. Warriors are physical, action-oriented people.
They're more likely to overcome a challenge using force than by other means, and
they often take the most straightforward path toward their goals.

Weird
You aren't like anyone else, and that's fine with you. People don't seem to
understand you-they even seem put off by you-but who cares? You understand the
world better than they do because you're weird, and so is the world you live in.
The concept of "the weird" is well known to you. Strange devices, ancient
locales, bizarre creatures, storms that can transform you, living energy fields,
conspiracies, aliens, and things most people can't even name populate the world,
and you thrive on them. You have a special attachment to it all, and the more
you discover about the weirdness in the world, the more you might discover about
yourself.

Weird characters might be mutants or people born with strange qualities, but
sometimes they started out "normal" and adopted the weird by choice.

Ignores Physical Distance
You can teleport from one place to another by briefly passing through a parallel
dimension.

Choose how you became involved in the adventure:
- It seemed weird, so why not?
- Whether the other PCs realize it or not, their mission has to do with
something weird that you know about, so you got involved.
- As an expert in the weird, you were specifically recruited by the other PCs.
- You felt drawn to join the other PCs, but you don't know why.


Powers gained from unexplained event at birth.

Background Connection
---------------------
You served as a bodyguard to a powerful criminal who now owes you their life.

Focus Connection
----------------
Pick one other PC. From your perspective, they seem nervous around a specific
idea, person, or situation. You would like to teach them how to be more
comfortable with their fears (if they will let you).

Notes
-----

Possible player intrusions based on your character type:
Perfect Setup
You're fighting at least three foes and each one is standing in exactly the
right spot for you to use a move you trained in long ago, allowing you to attack
all three as a single action. Make a separate attack roll for each foe. You
remain limited by the amount of Effort you can apply on one action.

Old Friend
A comrade in arms from your past shows up unexpectedly and provides aid in
whatever you're doing. They are on a mission of their own and can't stay longer
than it takes to help out, chat for a while after, and perhaps share a quick
meal.

Weapon Break
Your foe's weapon has a weak spot. In the course of the combat, it quickly
becomes damaged and moves two steps down the object damage track.

Inner Light
+2 to your Intellect Pool.
Granted from Weird

Possible GM intrusion from your focus:
A teleport goes awry, landing the character in a dangerous place. Inertia (such
as from falling) continues through the teleport, injuring the character.

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

