Faelara is a Beneficent Adept who Sees Beyond in a Fairytale world
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Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 12 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 12 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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See the unseen
	You can automatically perceive creatures and objects that are normally
	invisible, out of phase, or only partially in this universe. When
	looking for things more conventionally hidden, the task is eased.
	Enabler.

Magic training
	You are trained in the basics of magic (including the operation of magic
	artifacts and cyphers) and can attempt to understand and identify its
	properties. 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.

Resonance field
	Costs 1 Intellect point
	Faint lines in a color you choose form a tracery over your entire body
	and emit faint light. The effect lasts for one minute. Whenever a
	creature within immediate range makes an attack against you, the pattern
	energizes to block the attack. You can make an Intellect defense roll in
	place of the defense roll you would normally make. If you do so and you
	get a minor effect, the creature attacking you takes 1 point of damage.
	If you get a major effect, the creature attacking you takes 4 points of
	damage. Action to initiate.

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.

Altruistic
	If you're standing next to a creature that takes damage, you can
	intercede and take 1 point of that damage yourself (reducing the damage
	inflicted on the creature by 1 point). If you have Armor, it does not
	provide a benefit when you use this ability.

Generous
	Allies who have spent the last day with you add +1 to their recovery
	rolls.

Helpful
	Whenever you help another character, that character gains the benefit as
	if you were trained even if you are not trained or specialized in the
	attempted task.


Skills
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Pleasant social interaction, putting other people at ease, and gaining trust (Trained)
	You're trained in all tasks related to pleasant social interaction,
	putting other people at ease, and gaining trust.

Light weapons (Practiced)
	Light Weapons

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

While you are alone, all intellect and speed tasks (Inability)
	While you are alone, all Intellect and Speed tasks 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

Blackout (Level 3, Manifest)
	An area within immediate range of the user becomes secure against any
	effect outside the area that sees, hears, or otherwise senses what
	occurs inside. To outside observers, the area is a "blur" to any sense
	applied. Taps, scrying sensors, and other direct surveillance methods
	are also rendered inoperative within the area for a day.

Density (Level 5, Manifest)
	For the next day, each time the user strikes a solid creature or object
	with a weapon, the weapon suddenly increases dramatically in weight,
	causing the blow to inflict 2 additional points of damage.

Detonation (Massive) (Level 8, Manifest)
	Projects a small physical explosive up to a long distance away that
	explodes in a short-range radius, inflicting damage equal to the
	cypher's level. Roll a d100 to determine the type of damage.
	Rolled a 32. Electrical discharge.


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

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


Background
----------
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.)

Beneficent
Helping others is your calling. It's why you're here. Others delight in your
outgoing and charitable nature, and you delight in their happiness. You're at
your best when you're aiding people, either by explaining how they can best
overcome a challenge or by demonstrating how to do so yourself.

Sees Beyond
You have a psychic sense that allows you to see what others cannot.

Choose how you became involved in the adventure:
• Even though you didn't know most of the other PCs beforehand, you invited
yourself along on their quest.
• You saw the PCs struggling to overcome a problem and selflessly joined them to
help.
• You're nearly certain the PCs will fail without you.
• The choice was between your tattered life and helping others. You haven't
looked back since.

Background Connection
---------------------
You trained for a time with a group of influential Adepts, and they still look
upon you with fondness.

Focus Connection
----------------
Pick one other PC. That character comes from the same place you do, and you knew
each other as children.

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.

Possible GM intrusion from your focus:
Some secrets are too terrible to know.
