Sarion is a Learned Human Mage who Separates Mind From Body in a Fantasy world
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Might:     ______ Pool: 11 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 11 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
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Skills
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Push (Pool:Intellect, Cost:2)
	You telekinetically push a creature or object an immediate distance in
	any direction you wish. You must be able to see the target, which must
	be your size or smaller, must not be affixed to anything, and must be
	within short range. The push is quick, and the force is too crude to be
	manipulated. For example, you can't use this ability to pull a lever or
	close a door. Action.

Resonance field (Pool:Intellect, Cost:1)
	Faint lines in a color you choose form a tracery over your entire body
	and emit faint light. The effect lasts for one minute. Whenever a
	creature within immediate range makes an attack against you, the pattern
	energizes to block the attack. You can make an Intellect defense roll in
	place of the defense roll you would normally make. If you do so and you
	get a minor effect, the creature attacking you takes 1 point of damage.
	If you get a major effect, the creature attacking you takes 4 points of
	damage. 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.

Third eye (Pool:Intellect, Cost:1)
	You visualize a place within short range and cast your mind to that
	place, creating an immobile, invisible sensor for one minute or until
	you choose to end this ability. While using your third eye, you see
	through your sensor instead of your eyes using your normal visual
	abilities. You may perceive the area around your body using your other
	senses as normal. 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 three areas of knowledge of your choice (Trained)

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

You have few social graces (Inability)
	Any task involving charm, persuasion, or etiquette is hindered.


Attacks
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Punch
	Cost:Free Stat:Might Damage:2 Type:Light
	Skill:Practiced Distance:Immediate
	A right jab.
	Attacks are eased by 1 for Light weapons


Cyphers
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Limit: 3

Damage Boost (Level: 6)
	This cypher boosts an ability that inflicts points of damage. The
	ability inflicts additional damage equal to this cypher's level.
	Power Boost

Momentum (Level: 1)
	For a number of hours equal to the cypher level, when you spend Effort
	on a movement task such as running, climbing, or swimming, you apply the
	same amount as free levels of Effort on a task you perform on your next
	turn.
	Subtle

Triumph (Level: 5)
	You can activate this cypher before you roll for a task (no action
	required). The outcome on the die becomes a 19. If the cypher level is 5
	or higher, the outcome on the die becomes a 20.
	Subtle


Equipment
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Money: 0

- You have two additional books on topics of your choice.  Granted from Learned.
- Appropriate clothing, plus two expensive items, two moderately priced items,
and up to four inexpensive items of your choice. Granted from Starting
Equipment.

Improvements
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Tier: 1

[ ] Increase Capabilities
[ ] Move Toward Perfections
[ ] Extra Effort
[ ] Skill Training


Background
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A Mage is also known as a Adept

Mage
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.)

Learned
You have studied, either on your own or with an instructor. You know many things
and are an expert on a few topics, such as history, biology, geography,
mythology, nature, or any other area of study. Learned characters typically
carry a few books around with them and spend their spare time reading.

Human
You are the definition of the average humanoid. As a group, they have average
might, speed and intellect. But behind the average human lies a saga of untapped
potential, a story poised to leap the bounds of the ordinary and venture into
the realm of the extraordinary.

Separates Mind From Body
You can project your mind out of your body to see faraway places and learn
secrets that would otherwise remain hidden.

Choose how you became involved in the adventure:
- One of the other PCs asked you to come along because of your knowledge.
- You need money to fund your studies.
- You believed that the task might lead to important and interesting
discoveries.
- A colleague requested that you take part in the mission as a favor.

Background Connection
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You failed disgracefully at your initial studies with your teacher and now
proceed on your own.

Focus Connection
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Pick one other PC. They always seem to know where you are, or at least in what
direction you are in relation to them."

Notes
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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.

Smart
+2 to your Intellect Pool.
Granted from Learned

Possible GM intrusion from your focus:
Reuniting mind and body can sometimes be disorienting and require a character to
spend a few moments to get their bearings.


Last Updated: September 24th, 2023 01:26 App Version: 0.09.15 Website: https://app.lostcompanypress.com

