Zephara is a Honorable Explorer who Descends From Nobility in a Fairytale world
-------------------------------------------------------------------------------

Might:     ______ Pool: 14 Edge: 1 Defense: Practiced
Speed:     ______ Pool: 13 Edge: 0 Defense: Trained
Intellect: ______ Pool:  9 Edge: 0 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
-----------------

Knowledge skills
	You are trained in two skills in which you are not already trained.
	Choose two areas of knowledge such as history, geography, archeology,
	and so on. You can select this ability multiple times. Each time you
	select it, you must choose two different skills. Enabler.

Privileged nobility
	You are adept at claiming the rewards that a noble background can
	generate. When recognized, you can be seated at any eating establishment
	no matter how full, get a room in an inn even if that means others are
	turned out, be let into any court or other structure where laws are
	decided or nobility rules, be invited to any gala, and get a seat at a
	private function of any sort. In addition, you are trained in
	persuasion. Enabler.

Trained without armor
	You are trained in Speed defense tasks when not wearing armor. Enabler.

Surging confidence
	Costs 1 Might point
	When you use an action to make your first recovery roll of the day, you
	immediately gain another action. Enabler.

Muscles of iron
	Costs 2 Might points
	For the next ten minutes, all Might-based actions other than attack
	rolls that you attempt are eased. If you already have this ability from
	another source, the effect of this ability lasts for one hour instead of
	ten minutes. Enabler.


Skills
------

Discerning people's true motives or seeing through lies (Trained)
	You are trained in discerning people's true motives or seeing through
	lies.

Pleasant social interactions (Trained)
	You are trained in pleasant social interactions.

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Heavy weapons (Inability)
	Heavy Weapons


Attacks
-------

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

Medium Weapon
	A medium might attack doing 4 damage.
	A medium weapon of your choice. Granted from Starting Equipment.

Cyphers
-------
Limit: 2

Antivenom (Level 7, 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).

Uninterruptible Power Source (Level 8, Manifest)
	Provides power to another device for up to a day. The device to be
	powered can be as simple as a light source or as complex as a small
	starcraft, assuming the cypher's level is equal to the item's power
	requirements. A desk lamp is a level 1 power requirement, a car engine
	is a level 5 power requirement, and a starship is a level 10 power
	requirement.


Equipment
---------
Money: 0

- Appropriate clothing and a weapon of your choice, plus two expensive items,
two moderately priced items, and up to four inexpensive items. Granted from
Starting Equipment.

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

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


Background
----------
Explorer
You are a person of action and physical ability, fearlessly facing the unknown.
You travel to strange, exotic, and dangerous places, and discover new things.
This means you're physical but also probably knowledgeable. Although Explorers
can be academics or well studied, they are first and foremost interested in
action. They face grave dangers and terrible obstacles as a routine part of
life.

Honorable
You are trustworthy, fair, and forthright. You try to do what is right, to help
others, and to treat them well. Lying and cheating are no way to get ahead-these
things are for the weak, the lazy, or the despicable. You probably spend a lot
of time thinking about your personal honor, how best to maintain it, and how to
defend it if challenged. In combat, you are straightforward and offer quarter to
any foe.

You were likely instilled with this sense of honor by a parent or a mentor.
Sometimes the distinction between what is and isn't honorable varies with
different schools of thought, but in broad strokes, honorable people can agree
on most aspects of what honor means.

Descends From Nobility
A descendent of wealth and power, you carry a noble title and the abilities
granted by a privileged upbringing.

Choose how you became involved in the adventure:
• The PCs' goals appear to be honorable and commendable.
• You see that what the other PCs are about to do is dangerous, and you'd like
to help protect them.
• One of the other PCs invited you, hearing of your trustworthiness.
• You asked politely if you could join the other PCs in their mission.

Background Connection
---------------------
You worked as a small-time criminal operative until you were caught and served
some time in jail, after which you tried to go straight.

Focus Connection
----------------
Pick one other PC. They appear to have a treasured item that was once yours, but
that you lost in a game of chance years ago.

Notes
-----

Possible player intrusions based on your character type:
Fortuitous Malfunction
A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark
Just when it seems like the path is lost (or you are), a trail marker, a
landmark, or simply the way the terrain or corridor bends, rises, or falls away
suggests to you the best path forward, at least from this point.

Weak Strain
The poison or disease turns out not to be as debilitating or deadly as it first
seemed, and inflicts only half the damage that it would have otherwise.

Stalwart
+2 to your Might Pool.
Granted from Honorable

Possible GM intrusion from your focus:
Debts incurred by a family are owed by the character. A long-lost sibling seeks
to disinherit rivals. An assassin finds the character.
