Monarch (The Hon. Marquita Reinger) is a Creative Adept who Travels Through Time
in a Superhero world
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Might:     ______ Pool:  9 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 11 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 16 Edge: 1 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
-----------------

Dexterity power shift
	Movement, acrobatics, initiative, and Speed defense 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: 2

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: 2


Skills
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Anticipation (Pool:Intellect, Cost:1)
	You look ahead to see how your actions might unfold. The first task you
	perform before the end of the next round gains an asset. Action.

Distortion (Pool:Intellect, Cost:2)
	You modify how a willing creature within short range reflects light for
	one minute. The target rapidly shifts between its normal appearance and
	a blot of darkness. The target has an asset on Speed defense rolls until
	the effect wears off. Action to initiate.

Far step (Pool:Intellect, Cost:2)
	You leap through the air and land some distance away. You can jump up,
	down, or across to anywhere you choose within long range if you have a
	clear and unobstructed path to that location. You land safely. Action.

Hedge magic (Pool:Intellect, Cost:1)
	You can perform small tricks: temporarily change the color or basic
	appearance of a small object, cause small objects to float through the
	air, clean a small area, mend a broken object, prepare (but not create)
	food, and so on. You can't use Hedge Magic to harm another creature or
	object. 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.

Naturally inventive (Trained)
	You are trained in one specific creative skill of your choice: writing,
	computer coding, composing music, painting, drawing, and so on.

Original (Trained)
	You're always coming up with something new. You're trained in any task
	related to creating a narrative (such as a story, play, or scenario).
	This includes deception, if the deception involves a narrative you're
	able to tell.

To be creative requires that you always be learning (Trained)
	You are trained in any task that involves finding out something new,
	such as when you're digging through a library, data bank, news archive,
	or similar collection of knowledge.

You love solving riddles and the like (Trained)
	You are trained in puzzle-solving tasks.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Inventive but not charming (Inability)
	All tasks related to pleasant social interaction are hindered.

Medium weapons (Inability)
	Medium Weapons


Attacks
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Fast Punch 
	Cost:Free Stat:Speed Damage:2 Type:Light
	Skill:Practiced Distance:Immediate
	A lightning left jab.
	Eased by one step for Light weapons.


Cyphers
-------
Limit: 3

Detonation (Desiccating) (Level: 4)
	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

Tracer (Level: 5)
	Fires a microscopic tracer that clings to any surface within short
	range. For the next twenty-four hours, the launcher shows the distance
	and direction to the tracer, as long as it is within 1 mile (100 miles
	if the cypher is level 3 or higher, in the same dimension if the cypher
	is level 6 or higher).
	Manifest

Visual Displacement Device (Level: 2)
	Projects holographic images of the user to confuse attackers. The images
	appear around the user, giving them an asset to Speed defense actions
	for ten minutes per cypher level.
	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.)

Creative
Maybe you have a notebook where you write down ideas so you can develop them
later. Perhaps you email yourself ideas that strike you out of the blue so you
can sort them in an electronic document. Or maybe you just sit down, stare at
your screen and, by indomitable force of will, produce something from nothing.
However your gift works, you're creative-you code, write, compose, sculpt,
design, direct, or otherwise create narratives that enthrall other people with
your vision.

Travels Through Time
You can see through time, try to reach through it, and eventually even travel
through it.

Choose how you became involved in the adventure:
- You were doing research for a project and convinced the PCs to bring you
along.
- You're looking for new markets for the results of your creative output.
- You fell in with the wrong crowd, but they grew on you.
- A creative life is often one beset with financial hurdles. You joined the PCs
because you hoped it would be profitable.


Powers gained from unusual weather.

Background Connection
---------------------
You belong to a secretive social club that gathers monthly to drink and talk.

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:
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.

Inventive
+2 to your Intellect Pool.
Granted from Creative

Possible GM intrusion from your focus:
Paradoxes are created. Others remember past events differently.

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

