Warbird (Alphonso Muller Ret.) is a Fast Explorer who Operates Undercover in a
Superhero world
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Might:     ______ Pool: 14 Edge: 1 Defense: Inability
Speed:     ______ Pool: 11 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 11 Edge: 0 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

Fast
	You can move a short distance and still take another action in the same
	round, or you can move a long distance as your action without needing to
	make any kind of roll.

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

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

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
------

Surging confidence (Pool:Might, Cost:1)
	When you use an action to make your first recovery roll of the day, you
	immediately gain another action. Enabler.

Danger sense (Pool:Speed, Cost:1)
	Your initiative task is eased. You pay the cost each time the ability is
	used. Enabler.

Fleet of foot (Pool:Speed, Cost:1+)
	You can move a short distance as part of another action. You can move a
	long distance as your entire action for a turn. If you apply a level of
	Effort to this ability, you can move a long distance and make an attack
	as your entire action for a turn, but the attack is hindered. Enabler.

Investigate (Trained)
	You are trained in perception, cryptography, deceiving, and breaking
	into computers. Enabler.

Trained in running (Trained)

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Practiced with all weapons (Practiced)
	You become practiced with light, medium, and heavy weapons and suffer no
	penalty when using any kind of weapon. Enabler.

A sprinter, not a long-distance runner (Inability)
	You don't have a lot of stamina. Might defense rolls are hindered.


Attacks
-------

Punch 
	Cost:Free Stat:Might Damage:5 Type:Light
	Skill:Practiced Distance:Immediate
	A right jab.
	+3 Damage from Strength Power Shift.
	Eased by one step for Light weapons.

Medium Weapon 
	Cost:Free Stat:Might Damage:7 Type:Medium
	Skill:Practiced Distance:Immediate
	A medium weapon of your choice. Granted from Starting Equipment.
	+3 Damage from Strength Power Shift.


Cyphers
-------
Limit: 2

Disguise Module (Level: 4)
	For the next ten minutes per cypher level, the user's features become
	almost identical to those of one designated person they have previously
	interacted with, easing by two steps attempts to disguise the user as
	that person. Once designated, the user cannot shift the effect to look
	like another person, though they can remove the module to look like
	themselves again before the end of the duration.
	Fantastic

Water Adapter (Level: 5)
	The user can breathe underwater and operate at any depth (without facing
	the debilitating consequences of changing pressure) for four hours per
	cypher level. This cypher can also be used in the regular atmosphere,
	allowing the user to ignore ill effects from very low or very high
	atmospheric pressure. The cypher does not protect against vacuum.
	Manifest


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

- Appropriate clothing and a 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
----------
Explorer
You are a person of action and physical ability, fearlessly facing the unknown.
You travel to strange, exotic, and dangerous places, and discover new things.
This means you're physical but also probably knowledgeable. Although Explorers
can be academics or well studied, they are first and foremost interested in
action. They face grave dangers and terrible obstacles as a routine part of
life.

Fast
You're fleet of foot. Because you're quick, you can accomplish tasks more
rapidly than others can. You're not just quick on your feet, however-you're
quick with your hands, and you think and react quickly. You even talk quickly.

Operates Undercover
Under the guise of someone else, you seek to find answers the powerful do not
want divulged.

Choose how you became involved in the adventure:
- You jumped in to save one of the other PCs who was in dire need.
- One of the other PCs recruited you for your unique talents.
- You're impulsive, and it seemed like a good idea at the time.
- This mission ties in with a personal goal of your own.


Powers gained from magically augmented (willingly).

Background Connection
---------------------
You published a book about some of your exploits and discoveries, and it has
achieved some acclaim.

Focus Connection
----------------
Pick one other PC whose focus intertwines with yours. This odd connection
affects them in some way. For example, if the character uses a weapon, your
focus ability sometimes improves their attack in some fashion.

Notes
-----

Possible player intrusions based on your character type:
Fortuitous Malfunction
A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark
Just when it seems like the path is lost (or you are), a trail marker, a
landmark, or simply the way the terrain or corridor bends, rises, or falls away
suggests to you the best path forward, at least from this point.

Weak Strain
The poison or disease turns out not to be as debilitating or deadly as it first
seemed, and inflicts only half the damage that it would have otherwise.

Energetic
+2 to your Speed Pool.
Granted from Fast

Possible GM intrusion from your focus:
Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be
agents, too.

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

