Draven is a Calm Speaker who Awakens Dreams in a Fairytale world
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Might:     ______ Pool:  9 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 12 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 15 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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Oneirochemy
	You are trained in tasks related to sleep and mixing natural elixirs to
	help creatures fall asleep. Enabler.

Dreamcraft
	Costs 1 Intellect point
	You pull an image from a dream into the waking world and place it
	somewhere within long range. The dream lasts for up to one minute, and
	it can be tiny or fill an area an immediate distance in diameter. Though
	it appears solid, the dream is intangible. The dream (a scene, a
	creature, or an object) is static unless you use your action each round
	to animate it. As part of that animation, you could move the dream up to
	a short distance each round, as long as it remains within long range. If
	you animate the dream, it can make sound but does not produce odor.
	Direct physical interaction or sustained interaction with the dream
	shatters it into dispersing mist. For example, attacking the dream
	shatters it, as does the strain of keeping up appearances when an NPC
	moves through a dream scene or engages a dream creature in conversation
	for more than a couple of rounds. Action to initiate; action to animate.

Understanding
	Costs 1 Intellect point
	You observe or study a creature or object. Your next interaction with
	that creature or object gains one asset. 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.

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.

Trivia
	You can come up with a random fact pertinent to the current situation
	when you wish it. This is always a matter of fact, not conjecture or
	supposition, and must be something you could have logically read or seen
	in the past. You can do this one time, although the ability is renewed
	each time you make a recovery roll.


Skills
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Four nonphysical skills of your choice (Trained)
	You are trained in four nonphysical skills of your choice.

Light weapons (Practiced)
	Light Weapons

Climbing, running, jumping, and swimming tasks (Inability)
	You're not the outdoorsy type. All climbing, running, jumping, and
	swimming tasks are hindered.

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

Physical attacks (Inability)
	You're just not a fighter. All physical attacks are hindered.


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
-------
Limit: 2

Detonation (Level 4, Manifest)
	Projects a small physical explosive up to a long distance away that
	explodes in an immediate radius, inflicting damage equal to the cypher's
	level. Roll a d100 to determine the type of damage. (All damaging
	detonations inflict a minimum of 2 points of damage to those in the
	radius, regardless of attack or defense rolls.)
	Rolled a 65. Fire.

Detonation (Pressure) (Level 4, Manifest)
	Projects a small physical explosive up to a long distance away that
	explodes in an immediate radius, inflicting impact damage equal to the
	cypher's level. Also moves unattended objects out of the area if they
	weigh less than 20 pounds (9 kg) per cypher 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.

Calm
You've spent most of your life in sedentary pursuits-books, movies, hobbies, and
so on-rather than active ones. You're well versed in all manner of academia or
other intellectual pursuits, but nothing physical. You're not weak or feeble,
necessarily (although this is a good descriptor for characters who are elderly),
but you have no experience in more physical activities.

(Calm is a great descriptor for characters who never intended to have adventures
but were thrust into them, a trope that occurs often in modern games and
particularly in horror games.)

Awakens Dreams
You can pull images from dreams and bring them to life in the waking world.

Choose how you became involved in the adventure:
• You read about the current situation somewhere and decided to check it out for
yourself.
• You were in the right (wrong?) place at the right (wrong?) time.
• While avoiding an entirely different situation, you walked into your current
situation.
• One of the other PCs dragged you into it.

Background Connection
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You used to act in a traveling theater, and they remember you fondly (as do
people in the places you visited).

Focus Connection
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Pick one other PC. That character has an extra item of regular equipment you
gave them, either something you made or an item you just wanted to give them.
(They choose the item.)

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.

Bookish
+2 to your Intellect Pool.
Granted from Calm

Possible GM intrusion from your focus:
An unexpected sleepwalking episode puts the character into a dangerous
situation. A nightmare breaks free of a dream.
