Thandor is a Dishonorable Adept who Crafts Illusions in a Fairytale world
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Might:     ______ Pool:  8 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 17 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 13 Edge: 1 Defense: Practiced
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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Ward
	You have a shield of energy around you at all times that helps deflect
	attacks. You gain +1 to Armor. 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.

Minor illusion
	Costs 1 Intellect point
	You create a single image of a creature or object within immediate
	range. The image must fit within a 10-foot (3 m) cube. The image can
	move (for example, you could make the illusion of a person walk or
	attack), but it can't leave the area defined by the cube. The illusion
	includes sound but not smell. It lasts for ten minutes, but if you want
	to change the original illusion significantly-such as making a creature
	appear to be wounded-you must concentrate on it again (though doing so
	doesn't cost additional Intellect points). If you move beyond immediate
	range of the cube, the illusion vanishes. Action to create; action to
	modify.

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.

Just desserts
	When the GM gives another player an experience point to award to someone
	for a GM intrusion, that player cannot give it to you.


Skills
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Deception (Trained)
	You are trained in deception.

Intimidation (Trained)
	You are trained in intimidation.

Stealth (Trained)
	You are trained in stealth.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

Pleasant social interactions (Inability)
	People don't like or trust you. Pleasant social interactions are
	hindered.


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

Cyphers
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Limit: 3

Antivenom (Level 3, Manifest)
	Renders user immune to poisons of the cypher's level or lower for one
	hour per cypher level (and ends any such ongoing effects, if any,
	already in the user's system).

Best Tool (Level 1, Subtle)
	Provides an additional asset for any one task using a tool, even if that
	means exceeding the normal limit of two assets.

Intelligence Enhancement (Level 1, Subtle)
	All of the user's tasks involving intelligent deduction-such as playing
	chess, inferring a connection between clues, solving a mathematical
	problem, finding a bug in computer code, and so on-are eased by two
	steps for one hour. In the subsequent hour, the strain hinders the same
	tasks by two steps.


Equipment
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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.)

Dishonorable
There is no honor among thieves-or betrayers, backstabbers, liars, or cheats.
You are all of these things, and either you don't lose any sleep over it, or you
deny the truth to others or to yourself. Regardless, you are willing to do
whatever it takes to get your own way. Honor, ethics, and principles are merely
words. In your estimation, they have no place in the real world.

Crafts Illusions
You fashion images from light that are so perfect they seem real.

Choose how you became involved in the adventure:
• You are interested in what the PCs are doing, so you lied to them to get into
their group.
• While skulking about, you overheard the PCs' plans and realized that you
wanted in.
• One of the other PCs invited you, having no idea of what you're truly like.
• You bullied your way in with intimidation and bluster.

Background Connection
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You served as an apprentice for an Adept respected and feared by many people.
Now you bear their mark.

Focus Connection
----------------
Pick one other PC. You were once hired to track down someone who was close to
that character.

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.

Sneaky
+4 to your Speed Pool.
Granted from Dishonorable

Possible GM intrusion from your focus:
The illusion isn't believable. The illusion is pierced at just the wrong moment.
