Meteorite Man (Prof. Dwight Kuphal) is a Mysterious Warrior who Wears Power
Armor in a Superhero world
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Might:     ______ Pool: 15 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 12 Edge: 1 Defense: Practiced
Intellect: ______ Pool: 10 Edge: 1 Defense: Practiced
Initiative: Practiced

Effort: 1
Armor: 3
Experience Points: 0

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

Damage Track:
	Hale > Impaired > Debilitated


Special Abilities
-----------------

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

Enhanced might
	You gain 3 points to your Might Pool. Enabler. 

Healing power shift
	One extra recovery roll per shift (each one action, all coming before
	other normal recovery rolls). Level: 1

Improved edge
	Choose one of your Edge stats that is 0. It increases to 1. Enabler. 

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

Powered armor
	You have a suit of powered armor. It is effectively medium armor (+2 to
	Armor); however, you suffer no Speed penalties for wearing it. Also,
	your suit grants other benefits: it provides breathable air for up to
	eight hours and a comfortable environment even in bitter heat, cold,
	vacuum, or underwater to a depth of 4 miles (6 km); and it allows you to
	see in the dark up to a short distance. Getting into the suit requires
	an action (and, of course, access to your suit). Enabler.

Single attack power shift
	Attack rolls are eased by one step per shift and an additional 3 points
	of damage per shift. Level: 1


Skills
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Quick throw (Pool:Speed, Cost:2)
	After using a thrown light weapon, you draw another light weapon and
	make another thrown attack against the same target or a different one.
	Action.

Confounding (Trained)
	You pull talents and abilities seemingly out of nowhere. You can attempt
	one task in which you have no training as if you were trained, attempt a
	task that you are trained in as if specialized, or gain a free level of
	Effort with a task that you are specialized in. This ability refreshes
	every time you make a recovery roll, but the uses never accumulate.

Physical skills (Trained)
	You are trained in two skills in which you are not already trained.
	Choose two of the following: balancing, climbing, jumping, running, or
	swimming. You can select this ability multiple times. Each time you
	select it, you must choose two different skills. Enabler.

Trained in all stealth tasks (Trained)

Trained in resisting interrogation or tricks to get you to talk (Trained)

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Practiced in armor (Practiced)
	You can wear armor for long periods of time without tiring and can
	compensate for slowed reactions from wearing armor. You reduce the Speed
	cost for wearing armor by 1. You start the game with a type of armor of
	your choice. Enabler.

People never know where they stand with you (Inability)
	Any task involving getting people to believe or trust you is hindered.


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

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.

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


Cyphers
-------
Limit: 2

Detonation (Desiccating) (Level: 5)
	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

Shock Attack (Level: 2)
	For the next day, each time the user strikes a solid creature or object,
	the attack generates a burst of electricity, inflicting 1 additional
	point of damage (2 points if the cypher is level 4 or higher, 3 points
	if the cypher is level 6 or higher).
	Fantastic


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.
- Armor of your choice.  Granted from Practiced In Armor.

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.

Mysterious
The dark figure lurking silently in the corner? That's you. No one really knows
where you came from or what your motives are-you play things close to the vest.
Your manner perplexes and confounds others, but that doesn't make you a poor
friend or ally. You're just good at keeping things to yourself, moving about
unseen, and concealing your presence and identity.

Wears Power Armor
You have built or acquired a set of powered armor that gives you additional
powers.

Choose how you became involved in the adventure:
- You just showed up one day.
- You convinced one of the other PCs that you had invaluable skills.
- Some equally mysterious figure told you where to be and when (but not why) to
join the group.
- Something-a feeling, a dream-told you where to be and when to join the group.


Powers gained from alien refugee.

Background Connection
---------------------
You saved the lives of a family when their house burned down. They're indebted
to you, and their neighbors regard you as a hero.

Focus Connection
----------------
Pick one other PC. Their occasional clumsiness and loud behavior irritate 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.

Possible GM intrusion from your focus:
The armor won't come off. The armor acts under its own power. The armor suffers
a momentary power loss. NPCs are scared by the power armor.

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

