Shatterstar (Adan Mann) is a Beneficent Speaker who Flies Faster Than A Bullet
in a Superhero world
--------------------------------------------------------------------------------

Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 10 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 14 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
-----------------

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

Altruistic
	If you're standing next to a creature that takes damage, you can
	intercede and take 1 point of that damage yourself (reducing the damage
	inflicted on the creature by 1 point). If you have Armor, it does not
	provide a benefit when you use this ability.

Generous
	Allies who have spent the last day with you add +1 to their recovery
	rolls.

Helpful
	Whenever you help another character, that character gains the benefit as
	if you were trained even if you are not trained or specialized in the
	attempted task.

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

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: 1


Skills
------

Demeanor of command (Pool:Intellect, Cost:2)
	You project confidence, knowledge, and charisma to all who see you for
	the next hour. Your demeanor is such that those who see you
	automatically understand that you are someone important, accomplished,
	and with authority. When you speak, strangers who are not already
	attacking give you at least a round to have your say. If speaking to a
	group that can understand you, you can attempt to have them produce
	their leader or ask that they take you to their leader. You gain a free
	level of Effort that can be applied to one persuasion task you attempt
	during this period. Action to initiate.

Enthrall (Pool:Intellect, Cost:1)
	While talking, you grab and keep another creature's attention, even if
	the creature can't understand you. For as long as you do nothing but
	speak (you can't even move), the other creature takes no actions other
	than to defend itself, even over multiple rounds. If the creature is
	attacked, the effect ends. Action.

Hover (Pool:Intellect, Cost:2)
	You float slowly into the air. If you concentrate, you can control your
	movement to remain motionless in the air or float up to a short distance
	as your action; otherwise, you drift with the wind or with any momentum
	you have gained. This effect lasts for up to ten minutes. Action to
	initiate.

Spin identity (Pool:Intellect, Cost:2+)
	You convince all intelligent creatures who can see, hear, and understand
	you that you are someone or something other than who you actually are.
	You don't impersonate a specific individual known to the victim.
	Instead, you convince the victim that you are someone they do not know
	belonging to a certain category of people. "We're from the government."
	"I'm just a simple farmer from the next town over." "Your commander sent
	me." A disguise isn't necessary, but a good disguise will almost
	certainly be an asset to the roll involved. If you attempt to convince
	more than one creature, the Intellect cost increases by 1 point per
	additional victim. Fooled creatures remain so for up to an hour, unless
	your actions or other circumstances reveal your true identity earlier.
	Action.

Trained in all tasks related to pleasant social interaction, putting other
people at ease, and gaining trust (Trained)

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Practiced with medium weapons (Practiced)
	You can use light and medium weapons without penalty. If you wield a
	heavy weapon, attacks with it are hindered. Enabler.

Heavy weapons (Inability)
	Heavy Weapons

While you are alone, all intellect and speed tasks are hindered (Inability)


Attacks
-------

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.

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

Intellect Booster (Level: 4)
	Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is
	level 5 or higher).
	Subtle

Mental Scrambler (Level: 5)
	Two rounds after being activated, the device creates an invisible field
	that fills an area within short range and lasts for one minute. The
	field scrambles the mental processes of all thinking creatures. The
	effect lasts as long as they remain in the field and for 1d6 rounds
	after, although an Intellect defense roll is allowed each round to act
	normally (both in the field and after leaving it). Each mental scrambler
	is keyed to a specific effect. Roll a d100 to determine the effect.
	Rolled a 53. Victims cannot see or hear.
	Fantastic


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

- Appropriate clothing and a light weapon of your choice, plus two expensive
items, 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
----------
Speaker
You're good with words and good with people. You talk your way past challenges
and out of jams, and you get people to do what you want. Speakers are smart and
charismatic. They like people and, more important, they understand them. This
helps speakers get others to do what needs to be done.

Beneficent
Helping others is your calling. It's why you're here. Others delight in your
outgoing and charitable nature, and you delight in their happiness. You're at
your best when you're aiding people, either by explaining how they can best
overcome a challenge or by demonstrating how to do so yourself.

Flies Faster Than A Bullet
You can fly, and you're superstrong, hard to hurt, and fast too. Is there
anything you can't do?

Choose how you became involved in the adventure:
- Even though you didn't know most of the other PCs beforehand, you invited
yourself along on their quest.
- You saw the PCs struggling to overcome a problem and selflessly joined them to
help.
- You're nearly certain the PCs will fail without you.
- The choice was between your tattered life and helping others. You haven't
looked back since.


Powers gained from mutant at birth.

Background Connection
---------------------
Someone out there tries to pose as you, using your identity, often for nefarious
ends. You've never met the culprit, but you'd certainly like to.

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:
Friendly NPC
An NPC you don't know, someone you don't know that well, or someone you know but
who hasn't been particularly friendly in the past chooses to help you, though
doesn't necessarily explain why. Maybe they'll ask you for a favor in return
afterward, depending on how much trouble they go to.

Perfect Suggestion
A follower or other already-friendly NPC suggests a course of action with regard
to an urgent question, problem, or obstacle you're facing.

Unexpected Gift
An NPC hands you a physical gift you were not expecting, one that helps put the
situation at ease if things seem strained, or provides you with a new insight
for understanding the context of the situation if there's something you're
failing to understand or grasp.

Possible GM intrusion from your focus:
A nemesis finds the character. A strange material is found to nullify the
character's abilities.

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

