Triplicate Machine (Audrey Pouros) is a Incredible Adept who Touches The Sky in
a Superhero world
--------------------------------------------------------------------------------

Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 11 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 17 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

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

Incredible action
	You can choose to automatically succeed on one task without rolling, as
	long as the task's difficulty is no higher than 6. When you do so,
	however, you also trigger a GM intrusion as if you had rolled a 1. The
	intrusion doesn't invalidate the success, but it probably qualifies it
	in some fashion. You can do this one time, although the ability renews
	each time you make a ten-hour recovery roll.

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

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


Skills
------

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.

Erase memories (Pool:Intellect, Cost:3)
	You reach into the mind of a creature within immediate range and make an
	Intellect roll. On a success, you erase up to the last five minutes of
	its memory. 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.

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.

Magic training (Trained)
	You are trained in the basics of magic (including the operation of magic
	artifacts and cyphers) and can attempt to understand and identify its
	properties. Enabler.

Trained in all jumping tasks (Trained)

Trained in breaking things (Trained)

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

Your destructive reputation or some other reluctance to communicate makes people
distrust you (Inability)
	Any task involving social interaction 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

Antivenom (Level: 4)
	Renders user immune to poisons of the cypher's level or lower for one
	hour per cypher level (and ends any such ongoing effects, if any,
	already in the user's system).
	Manifest

Detonation (Singularity) (Level: 10)
	Projects a small physical explosive up to a long distance away that
	explodes and creates a momentary singularity that tears at the fabric of
	the universe. Inflicts 20 points of damage to all within short range,
	drawing them (or their remains) together to immediate range (if
	possible). Player characters in the radius who fail a Might defense roll
	move down one step on the damage track. (The singularity detonation is a
	greatly feared device, sought by those interested in truly horrific
	destruction.)
	Fantastic

Repair Unit (Level: 2)
	The cypher becomes a multiarmed sphere that floats. It repairs one
	designated item (of its own level or lower) that has been damaged but
	not destroyed. The repair unit can also create spare parts, unless the
	GM rules that the parts are too specialized or rare (in which case, the
	unit repairs the device except for the specialized part). Repair time is
	1d100 + 20 minutes.
	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.)

Incredible
You're misunderstood, and you might not even think of yourself as a hero, but
somehow you keep ending up in situations where your abilities are just what's
needed to prevent disaster. Maybe good luck cancels out just enough of being
cursed to count as a win. You've saved innocent lives, defeated some really bad
people, and perhaps even cheated death a couple of times. Half the time you
don't even know how you did it, but you succeeded at the impossible . . . often
with a lot of collateral damage. When you hear police sirens, it's time to
leave, but you know that trouble will find you eventually--and you'll be ready
to smash it.

Touches The Sky
You can summon storms or break them apart.

Choose how you became involved in the adventure:
- One of the other PCs sensed your decent heart and decided to befriend you.
- You literally crashed through a wall and ended up in the middle of the other
PCs.
- One of the other PCs reminds you of someone from your past.
- You were feeling lonely and took a risk talking to someone, and so far it's
paying off


Powers gained from alien exile.

Background Connection
---------------------
While studying to be an Adept, you worked as an assistant for a bank, making
friends with the owner and the clientele.

Focus Connection
----------------
Pick one other PC. You accidentally learned something they were trying to keep a
secret.

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.

Strong
+2 to your Might Pool, and 2 additional points to divide among your stat Pools.
Granted from Incredible

Possible GM intrusion from your focus:
An ally is accidentally struck by a fork of lightning. An unexpected grounding
effect inflicts damage. The weather is seeded by a much smaller effect, and a
storm grows out of control.

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

