Vindicator (Ross Huel) is a Mechanical Speaker who Blazes With Radiance in a
Superhero world
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Might:     ______ Pool: 11 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 10 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 15 Edge: 1 Defense: Practiced
Initiative: Practiced

Effort: 1
Armor: 1
Experience Points: 0

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

Damage Track:
	Hale > Impaired > Debilitated


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

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

Resilience power shift
	Might defense rolls are eased by one step per shift and Armor (+1 per
	shift). Level: 1

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: 1


Skills
------

Illuminating touch (Pool:Intellect, Cost:1)
	You touch an object, and that object sheds light to illuminate
	everything in short range. The light remains until you use an action to
	touch the object again, or until you've illuminated more objects than
	you have tiers, in which case the oldest objects you illuminated go dark
	first. Action.

Inspire aggression (Pool:Intellect, Cost:2)
	Your words twist the mind of a character within short range who is able
	to understand you, unlocking their more primitive instincts. As a
	result, they gain an asset on their Might-based attack rolls for one
	minute. 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.

Terrifying presence (Pool:Intellect, Cost:2+)
	You convince one intelligent target of level 3 or lower that you are its
	worst nightmare. The target must be within short range and be able to
	understand you. For as long as you do nothing but speak (you can't even
	move), the target is paralyzed with fear, runs away, or takes some other
	action appropriate to the circumstances. In addition to the normal
	options for using Effort, you can choose to use Effort to increase the
	maximum level of the target. Thus, to terrorize a level 5 target (two
	levels above the normal limit), you must apply two levels of Effort.
	Action.

Anecdote (Pool:Intellect, Cost:2, Trained)
	You can lift the spirits of a group of creatures and help them bond
	together by entertaining them with an uplifting or pointed anecdote. For
	the next hour, those who pay attention to your story are trained in a
	task you choose that's related to the anecdote, as long as it's not an
	attack or defense task. Action to initiate, one minute to complete.

Enlightened (Trained)
	You are trained in any perception task that involves sight. Enabler. 

Trained in all actions involving identifying or understanding machines (Trained)

Trained in all actions involving using, repairing, or crafting machines (Trained)

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons


Attacks
-------

Punch 
	Cost:Free Stat:Might Damage:2 Type:Light
	Skill:Practiced Distance:Immediate
	A right jab.
	Eased by one step for Light weapons.

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


Cyphers
-------
Limit: 2

Reflex Enhancer (Level: 4)
	All tasks involving manual dexterity-such as pickpocketing, lockpicking,
	juggling, operating on a patient, defusing a bomb, and so on-are eased
	by two steps for one hour.
	Subtle

Retaliation (Level: 5)
	For the next day, anyone striking the user receives a small burst of
	electricity that inflicts 1 point of damage (2 points if the cypher is
	level 4 or higher, 3 points if the cypher is level 6 or higher). No
	action or roll is required by the user.
	Fantastic


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

- You start with a variety of machine tools.  Granted from Mechanical.
- 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.

Mechanical
You have a special talent with machines of all kinds, and you're adept at
understanding and, if need be, repairing them. Perhaps you're a bit of an
inventor, creating new machines from time to time. You get called "techie,"
"tech," "mech," "gear-head," "motor-head," or any of a number of other
nicknames. Mechanics usually wear practical work clothes and carry around a lot
of tools.

Blazes With Radiance
You can create light, sculpt it, bend it away from you, or gather it to use as a
weapon.

Choose how you became involved in the adventure:
- While repairing a nearby machine, you overheard the other PCs talking.
- You need money to buy tools and parts.
- It was clear that the mission couldn't succeed without your skills and
knowledge.
- Another PC asked you to join them.


Powers gained from time traveler from the future.

Background Connection
---------------------
You served as an envoy for a powerful and influential person in the past, and
they still look upon you with favor.

Focus Connection
----------------
Pick one other PC. They commissioned you to do a job for them. You've already
been paid but haven't yet completed the job.

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.

Smart
+2 to your Intellect Pool.
Granted from Mechanical

Possible GM intrusion from your focus:
Allies are accidentally dazzled or blinded. Bright flashes draw guards.

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

