Elowyn is a Intuitive Speaker who Keeps A Magic Ally in a Fairytale world
-------------------------------------------------------------------------

Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 11 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
-----------------

Bound magic creature
	You have a level 3 magic ally bound to a physical object (perhaps a
	minor djinn bound to a lamp, a lesser demon bound to a coin, or a spirit
	bound to a mirror). The magic ally doesn't yet have the full power that
	one of its kind could possess when mature. Normally, the ally remains
	quiescent in its bound object. When you use an action to manifest it, it
	appears next to you as a creature that can converse with you. The
	creature has its own personality determined by the GM and is a level
	higher than its base level for one area of knowledge (such as local
	history). The GM determines whether the magic ally has a long-term goal
	of its own. Each time the magic ally becomes physically manifest, it
	remains so for up to one hour. During that period, it accompanies you
	and follows your instructions. The magic ally must remain an immediate
	distance from you; if it moves farther away, it is yanked back into its
	object at the end of your following turn and cannot return until after
	your next ten-hour recovery roll. It doesn't attack creatures, but it
	can use its action to serve as an asset for any one attack you make on
	your turn. Otherwise, it can take actions on its own (though you'll
	likely roll for it). If the creature is reduced to 0 health, it
	dissipates. It reforms in its object in 1d6 + 2 days. If you lose the
	bound object, you retain a sense of the direction in which it lies.
	Action to manifest the magic creature.

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.

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.

Erase memories
	Costs 3 Intellect points
	You reach into the mind of a creature within immediate range and make an
	Intellect roll. On a success, you erase up to the last five minutes of
	its memory. Action.

Know what to do
	You can act immediately, even if it's not your turn. Afterward, on your
	next regular turn, any action you take is hindered. You can do this one
	time, although the ability is renewed each time you make a recovery
	roll.


Skills
------

Perception tasks (Trained)
	You are trained in perception tasks.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons


Attacks
-------

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

Intelligence Enhancement (Level 4, 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.

Strength Enhancer (Level 4, Subtle)
	All noncombat tasks involving raw strength-such as breaking down a door,
	lifting a heavy boulder, forcing open elevator doors, competing in a
	weightlifting competition, and so on-are eased by two steps for one
	hour.


Equipment
---------
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
------------
Tier: 1

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


Background
----------
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.

Intuitive
You are often tickled by a sense of knowing what someone will say, how they will
react, or how events might unfold. Maybe you have a mutant sense, maybe you can
see just a few moments ahead through time, or maybe you're just good at reading
people and extrapolating a situation. Whatever the case, many who look into your
eyes immediately glance away, as if afraid of what you might see in their
expression.

Keeps A Magic Ally
An allied magic creature bound to an object (such as a minor djinn in a lamp, or
a ghost in a pipe) is your friend, protector, and weapon.

Choose how you became involved in the adventure:
• You just knew you had to come along.
• You convinced one of the other PCs that your intuition is invaluable.
• You felt that something terrible would happen if you didn't go.
• You're confident the reason you arrived at this point will soon become clear.

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 accidentally learned something they were trying to keep a
secret.

Notes
-----

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.

Innate
+2 to your Intellect Pool.
Granted from Intuitive

Possible GM intrusion from your focus:
The creature unexpectedly disappears into its bound object. The bound object
cracks. The creature disagrees and doesn't do as asked. The creature says it's
leaving unless a task is performed for it.
