Lyraen is a Empathic Speaker who Abides In Stone in a Fairytale world
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Might:     ______ Pool: 14 Edge: 1 Defense: Practiced
Speed:     ______ Pool: 12 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 17 Edge: 1 Defense: Inability
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
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Golem body
	You gain +1 to Armor, +1 to your Might Edge, and 5 additional points to
	your Might Pool. You do not need to eat, drink, or breathe (though you
	do need rest and sleep). You move more stiffly than a creature of flesh,
	which means you can never be trained or specialized in Speed defense
	rolls. Furthermore, you are practiced in using your stone fists as a
	medium weapon. Enabler.

Golem healing
	Your stone form from the Golem Body ability is more difficult to repair
	than flesh, which means you are unable to use the first, single-action
	recovery roll of the day that other PCs have access to. Thus, your first
	recovery roll on any given day requires ten minutes of rest, the second
	requires an hour of rest, and the third requires ten hours. Enabler.

Enthrall
	Costs 1 Intellect point
	While talking, you grab and keep another creature's attention, even if
	the creature can't understand you. For as long as you do nothing but
	speak (you can't even move), the other creature takes no actions other
	than to defend itself, even over multiple rounds. If the creature is
	attacked, the effect ends. Action.

Encouragement
	Costs 1 Intellect point
	While you maintain this ability through ongoing inspiring oration, your
	allies within short range ease one of the following task types (your
	choice): defense tasks, attack tasks, or tasks related to any skill that
	you are trained or specialized in. Action.

Demeanor of command
	Costs 2 Intellect points
	You project confidence, knowledge, and charisma to all who see you for
	the next hour. Your demeanor is such that those who see you
	automatically understand that you are someone important, accomplished,
	and with authority. When you speak, strangers who are not already
	attacking give you at least a round to have your say. If speaking to a
	group that can understand you, you can attempt to have them produce
	their leader or ask that they take you to their leader. You gain a free
	level of Effort that can be applied to one persuasion task you attempt
	during this period. Action to initiate.

Anecdote
	Costs 2 Intellect points
	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.


Skills
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Sensing other emotions, discerning dispositions, and getting a hunch about
people around you (Trained)
	You're trained in tasks involving sensing other emotions, discerning
	dispositions, and getting a hunch about people around you.

Social interaction, pleasant or otherwise (Trained)
	You're trained in all tasks involving social interaction, pleasant or
	otherwise.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Intellect defense rolls (Inability)
	Being so receptive to others' thoughts and moods makes you vulnerable to
	anything that attacks your mind. Intellect defense rolls are hindered.

Medium weapons (Inability)
	Medium Weapons


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

Light Weapon
	A light speed attack doing 2 damage.
	A light weapon of your choice. Granted from Starting Equipment.

Stone Fists
	A medium might attack doing 4 damage.
	A medium weapon of your choice. Granted from Golem Body.

Cyphers
-------
Limit: 2

Effort Enhancer (Combat) (Level 6, Subtle)
	For the next hour, the user can apply one free level of Effort to any
	task (including a combat task) without spending points from a Pool. The
	free level of Effort provided by this cypher does not count toward the
	maximum amount of Effort a character can normally apply to one task.
	Once this free level of Effort is used, the effect of the cypher ends.

Hunter/Seeker (Level 1, Manifest)
	With long-range movement, this intelligent missile tracks and attacks a
	specified target (target must be within sight when selected). If it
	misses, it continues to attack one additional time per cypher level
	until it hits. For example, a level 4 hunter/seeker will attack a
	maximum of five times. Roll a d100 to determine the type of attack.
	Rolled a 43. Inflicts 8 points of damage.


Equipment
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Money: 0

- 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.

Advancements
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Tier: 1

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


Background
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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.

Empathic
Other people are open books to you. You may have a knack for reading a person's
tells, those subtle movements that convey an individual's mood and disposition.
Or you may receive information in a more direct way, feeling a person's emotions
as if they were tangible things, sensations that lightly brush against your
mind. Your gift for empathy helps you navigate social situations and control
them to avoid misunderstandings and prevent useless conflicts from erupting.

The constant bombardment of emotions from those around you likely takes a toll.
You might move with the prevailing mood, swinging from giddy happiness to bitter
sorrow with little warning. Or you might close yourself off and remain
inscrutable to others out of a sense of self-preservation or an unconscious fear
that everyone else might learn how you truly feel.

Abides In Stone
Your flesh is made of hard mineral, making you a hulking, difficult-to-harm
humanoid.

Choose how you became involved in the adventure:
• You sensed the commitment to the task the other PCs have and felt moved to
help them.
• You established a close bond with another PC and can't bear to be parted from
them.
• You sensed something strange in one of the PCs and decided to join the group
to see if you can sense it again and uncover the truth.
• You joined the PCs to escape an unpleasant relationship or negative
environment.

Background Connection
---------------------
When you were a teenager, one of your siblings went missing and is presumed
dead. The shock rent your family, and it's something you've never gotten over.

Focus Connection
----------------
Pick one other PC. You recently had a possession go missing, and you're becoming
convinced that they took it. Whether or not they did is up to them.

Notes
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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.

Open Mind
+4 to your Intellect Pool.
Granted from Empathic

Possible GM intrusion from your focus:
Creatures of stone sometimes forget their own strength or weight. A walking
statue can terrify common folk.
