Arion is a Naive Adept who Masters Spells in a Fairytale world
--------------------------------------------------------------

Might:     ______ Pool:  8 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 13 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 13 Edge: 1 Defense: Trained
Initiative: Practiced

Effort: 1
Armor: 1
Experience Points: 0

Recovery Roll: 1d6+2
	Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours

Damage Track:
	Hale > Impaired > Debilitated


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

Ward
	You have a shield of energy around you at all times that helps deflect
	attacks. You gain +1 to Armor. Enabler.

Arcane flare
	Costs 1 Intellect point
	You enhance the damage of another attack spell with an extra charge of
	energy so that it deals 1 additional point of damage. Alternatively, you
	attack a target within long range by projecting a flare of raw magic
	that inflicts 4 points of damage. Enabler for enhancement; action for
	long-range attack.

Hedge magic
	Costs 1 Intellect point
	You can perform small tricks: temporarily change the color or basic
	appearance of a small object, cause small objects to float through the
	air, clean a small area, mend a broken object, prepare (but not create)
	food, and so on. You can't use Hedge Magic to harm another creature or
	object. Action.

Far step
	Costs 2 Intellect points
	You leap through the air and land some distance away. You can jump up,
	down, or across to anywhere you choose within long range if you have a
	clear and unobstructed path to that location. You land safely. Action.

Push
	Costs 2 Intellect points
	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.

Fresh
	You add +1 to your recovery rolls.


Skills
------

Incorruptible (Trained)
	You are trained in Intellect defense tasks and all tasks that involve
	resisting temptation.

Perception tasks (Trained)
	You're wide-eyed. You are trained in perception tasks.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

Seeing through deceptions or determining someone's secret motive (Inability)
	Any task that involves seeing through deceptions or determining
	someone's secret motive is hindered.


Attacks
-------

Fast Punch
	A light speed attack doing 2 damage.
	A lightning left jab.

Cyphers
-------
Limit: 3

Armor Reinforcer (Level 6, Manifest)
	The user's Armor gains an enhancement for twenty-four hours. Roll a d6
	to determine the result.
	Rolled a 4. +2 to Armor, +5 against damage from fire.

Detonation (Sonic) (Level 4, Manifest)
	Projects a small physical explosive up to a long distance away that
	explodes with terrifying sound, deafening all in an immediate radius for
	ten minutes per cypher level.

Remembering (Level 2, Subtle)
	Allows the user to recall any one experience they've ever had. The
	experience can be no longer than one minute per cypher level, but the
	recall is perfect, so (for example) if they saw someone dial a phone,
	they will remember the number.


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.

Advancements
------------
Tier: 1

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


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.)

Naive
You've lived a sheltered life. Your childhood was safe and secure, so you didn't
get a chance to learn much about the world-and even less chance to experience
it. Whether you were training for something, had your nose in a book, or just
were sequestered in a secluded place, you haven't done much, met many people, or
seen many interesting things so far. That's probably going to change soon, but
as you go forward into a larger world, you do so without some of the
understanding that others possess about how it all works.

Masters Spells
By specializing in spellcasting and keeping a spellbook, you can quickly cast
spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Choose how you became involved in the adventure:
• Someone told you that you should get involved.
• You needed money, and this seemed like a good way to earn some.
• You believed that you could learn a lot by joining the other PCs.
• Sounded like fun.

Background Connection
---------------------
Your family owns a large vineyard nearby known to all for its fine wine and fair
business dealings.

Focus Connection
----------------
Pick one other PC. That character has an extra item of regular equipment you
gave them, either something you made or an item you just wanted to give them.
(They choose the item.)

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.

Possible GM intrusion from your focus:
The spell goes wrong. The summoned creature turns on the caster. A rival
spellcaster is drawn to the magic use.
