Serelith is a Risk-Taking Adept who Entertains in a Fairytale world
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Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 14 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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Levity
	Through wit, charm, humor, and grace, you are trained in all social
	interactions other than those involving coercion or intimidation. During
	rests, you put friends and comrades at ease so much that they gain +1 to
	their recovery rolls. Enabler.

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.

Onslaught
	Costs 1 Intellect point
	You attack a foe using energies that assail either their physical form
	or their mind. In either case, you must be able to see your target. If
	the attack is physical, you emit a short-range ray of force that
	inflicts 4 points of damage. If the attack is mental, you focus your
	mental energy to blast the thought processes of another creature within
	short range. This mindslice inflicts 2 points of Intellect damage
	(ignores Armor). Some creatures without minds (such as robots) might be
	immune to your mindslice. 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.

Pressing your luck
	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.


Skills
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Adept at leveraging risk, and you are trained in tasks that involve some element
of chance, such as playing games or choosing between two or three apparently
equal options (Trained)
	You're adept at leveraging risk, and you are trained in tasks that
	involve some element of chance, such as playing games or choosing
	between two or three apparently equal options.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

Sneaking and staying quiet (Inability)
	You may be nimble, but you're not sneaky. Tasks related to sneaking and
	staying quiet are hindered.


Attacks
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Punch
	A light might attack doing 2 damage.
	A right jab.

Cyphers
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Limit: 3

Infiltrator (Level 1, Manifest)
	Tiny capsule launches and moves at great speed, mapping and scanning an
	unknown area. It moves 500 feet (150 m) per level, scanning an area up
	to 50 feet (15 m) per level away from it. It identifies basic layout,
	creatures, and major energy sources and either transmits this
	information back to the user (perhaps by telepathy or an electronic
	signal) or returns to the user to show what it saw. Its movement is
	blocked by any physical or energy barrier.

Nullification Ray (Level 9, Manifest)
	The user can immediately end one ongoing effect within long range that
	is produced by an artifact, cypher, or special ability.

Skill Boost (Level 2, Subtle)
	Dramatically but temporarily alters the user's mind and body so they can
	ease one specific kind of physical action by three steps. Once
	activated, this boost can be used a number of times equal to the
	cypher's level, but only within a twenty-four-hour period. The boost
	takes effect each time the action is performed. For example, a level 3
	cypher boosts the first three times that action is attempted. Roll a
	d100 to determine the action.
	Rolled a 22. Ranged attack.


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
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Tier: 1

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


Background
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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.)

Risk Taking
It's part of your nature to question what others think can't or shouldn't be
done. You're not insane, of course-you wouldn't attempt to leap across a
mile-wide chasm just because you were dared. There's impossible and then there's
the just barely possible. You like to push the latter further than others,
because it gives you a rush of satisfaction and pleasure when you succeed. The
more you succeed, the more you find yourself looking for that next risky
challenge to try yourself against.

Entertains
You perform, mostly for the benefit of others.

Choose how you became involved in the adventure:
• It seemed like there were equal odds that the other PCs wouldn't succeed,
which sounded good to you.
• You think the tasks ahead will present you with unique and fulfilling
challenges.
• One of your biggest risks failed to go your way, and you need money to help
pay that debt.
• You bragged that you never saw a risk you didn't like, which is how you
reached your current point.

Background Connection
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You hail from a distant place where you were well known and regarded, but people
here treat you with suspicion.

Focus Connection
----------------
Pick one other PC. You are always trying to impress that character with your
skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need
their respect, or perhaps you're romantically interested in 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.

Nimble
+4 to your Speed Pool.
Granted from Risk Taking

Possible GM intrusion from your focus:
The audience is annoyed or offended. Musical instruments break. Paints dry in
their pots. The words to a poem or song are forgotten.
