Vaelor is a Jovial Speaker who Controls Beasts in a Fairytale world
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Might:     ______ Pool:  8 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 10 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 18 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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Babel
	After hearing a language spoken for a few minutes, you can speak it and
	make yourself understood. If you continue to use the language to
	interact with native speakers, your skills improve rapidly, to the point
	where you might be mistaken for a native speaker after just a few hours
	of speaking the new language. Enabler.

Beast companion
	A level 2 creature of your size or smaller accompanies you and follows
	your instructions. You and the GM must work out the details of your
	creature, and you'll probably make rolls for it in combat or when it
	takes actions. The beast companion acts on your turn. As a level 2
	creature, it has a target number of 6 and 6 health and it inflicts 2
	points of damage. Its movement is based on its creature type (avian,
	swimmer, and so on). If your beast companion dies, you can hunt in the
	wild for 1d6 days to find a new one. Enabler. (A creature's level
	determines its target number, health, and damage, unless otherwise
	stated. So a level 2 beast companion has a target number of 6 and a
	health of 6, and it inflicts 2 points of damage. A level 4 beast
	companion has a target number of 12 and a health of 12, and it inflicts
	4 points of damage. And so on.)

Interaction skills
	You are trained in two skills in which you are not already trained.
	Choose two of the following: deceiving, persuading, public speaking,
	seeing through deception, or intimidation. You can select this ability
	multiple times. Each time you select it, you must choose two different
	skills. Enabler.

Inspire aggression
	Costs 2 Intellect points
	Your words twist the mind of a character within short range who is able
	to understand you, unlocking their more primitive instincts. As a
	result, they gain an asset on their Might-based attack rolls for one
	minute. Action to initiate.

Spin identity
	Costs 2+ Intellect points
	You convince all intelligent creatures who can see, hear, and understand
	you that you are someone or something other than who you actually are.
	You don't impersonate a specific individual known to the victim.
	Instead, you convince the victim that you are someone they do not know
	belonging to a certain category of people. "We're from the government."
	"I'm just a simple farmer from the next town over." "Your commander sent
	me." A disguise isn't necessary, but a good disguise will almost
	certainly be an asset to the roll involved. If you attempt to convince
	more than one creature, the Intellect cost increases by 1 point per
	additional victim. Fooled creatures remain so for up to an hour, unless
	your actions or other circumstances reveal your true identity earlier.
	Action.


Skills
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Pleasant social interaction (Trained)
	You're convivial and set most people at ease with your attitude. You are
	trained in all tasks related to pleasant social interaction.

Solving puzzles and riddles (Trained)
	You have an advantage in figuring out the punch lines of jokes you've
	never heard before. You are trained in all tasks related to solving
	puzzles and riddles.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

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.

Cyphers
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Limit: 2

Curative (Level 5, Subtle)
	Restores a number of points equal to the cypher's level to the user's
	Might Pool.

Poison (Mind Disrupting) (Level 6, Manifest)
	The victim suffers Intellect damage equal to the cypher's level and
	cannot take actions for a number of rounds equal to the cypher's level.


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.

Jovial
You're cheerful, friendly, and outgoing. You put others at ease with a big smile
and a joke, possibly one at your own expense, though lightly ribbing your
companions who can take it is also one of your favorite pastimes. Sometimes
people say you never take anything seriously. That's not true, of course, but
you have learned that to dwell on the bad too long quickly robs the world of
joy. You've always got a new joke in your back pocket because you collect them
like some people collect bottles of wine.

Controls Beasts
Your ability to communicate and lead beasts is uncanny.

Choose how you became involved in the adventure:
• You solved a riddle before realizing that answering it would launch you into
the adventure.
• The other PCs thought you'd bring some much-needed levity to the team.
• You decided that all fun and no work was not the best way to get through life,
so you joined up with the PCs.
• It was either go with the PCs or face up to a circumstance that was anything
but jovial.

Background Connection
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Your grandparents raised you on a farm far from bustling urban centers. You like
to think the instruction they gave you prepared you for anything.

Focus Connection
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Pick one other PC. You accidentally caught them in a trap you set, and they had
to get free on their own.

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.

Witty
+2 to your Intellect Pool.
Granted from Jovial

Possible GM intrusion from your focus:
The community is reluctant to welcome dangerous animals. Out-of-control beasts
become a real hazard.
