Vaelith is a Inquisitive Explorer who Speaks For The Land in a Fairytale world
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Might:     ______ Pool: 12 Edge: 1 Defense: Practiced
Speed:     ______ Pool: 13 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 13 Edge: 0 Defense: Practiced
Initiative: Inability

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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Endurance
	Any duration dealing with physical actions is either doubled or halved,
	whichever is better for you. For example, if the typical person can hold
	their breath for thirty seconds, you can hold it for one minute. If the
	typical person can march for four hours without stopping, you can do so
	for eight hours. In terms of harmful effects, if a poison paralyzes its
	victims for one minute, you are paralyzed for thirty seconds. The
	minimum duration is always one round. Enabler.

Wilderness lore
	You are trained in wilderness navigation and in identifying plants and
	creatures. Enabler.

Practiced in armor
	You can wear armor for long periods of time without tiring and can
	compensate for slowed reactions from wearing armor. You reduce the Speed
	cost for wearing armor by 1. You start the game with a type of armor of
	your choice. Enabler.

Seeds of fury
	Costs 1 Intellect point
	You throw a handful of seeds in the air that ignite and speed toward a
	target within long range, scratching the air with twisting smoke trails.
	The attack deals 3 points of damage and catches the target on fire,
	which inflicts 1 additional point of damage per round for up to a minute
	or until the target uses an action to douse the flames. Action.

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.

Fleet of foot
	Costs 1+ Speed point
	You can move a short distance as part of another action. You can move a
	long distance as your entire action for a turn. If you apply a level of
	Effort to this ability, you can move a long distance and make an attack
	as your entire action for a turn, but the attack is hindered. Enabler.


Skills
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Geography or history (Trained)
	You have made a study of the world. You are trained in any task
	involving geography or history.

Learning something new, whether you're talking to a local to get information or
digging through old books to find lore (Trained)
	You are eager to learn. You are trained in any task that involves
	learning something new, whether you're talking to a local to get
	information or digging through old books to find lore.

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Hear or notice dangers around you (Inability)
	You tend to fixate on the details, making you somewhat oblivious to
	what's going on around you. Any task to hear or notice dangers around
	you is hindered.

Heavy weapons (Inability)
	Heavy Weapons

Initiative actions (to determine who goes first in combat) (Inability)
	When you see something interesting, you hesitate as you take in all the
	details. Initiative actions (to determine who goes first in combat) are
	hindered.


Attacks
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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
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Limit: 2

Darksight (Level 4, Subtle)
	Grants the ability to see in the dark for five hours per cypher level.
	(For a more realistic game, this cypher could instead make the user
	specialized in low-light spotting.)

Equipment Cache (Level 4, Manifest)
	The user can rummage around and produce from the cypher a desired piece
	of equipment (not an artifact) whose level does not exceed the cypher's
	level. The piece of equipment persists for up to one day, unless its
	fundamental nature allows only a single use (such as with a grenade).


Equipment
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Money: 0

- You have three books on whatever subjects you choose.  Granted from
Inquisitive.
- 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.
- Armor of your choice.  Granted from Practiced In Armor.

Advancements
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Tier: 1

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


Background
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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.

Inquisitive
The world is vast and mysterious, with wonders and secrets to keep you amazed
for several lifetimes. You feel the tugging on your heart, the call to explore
the wreckage of past civilizations, to discover new peoples, new places, and
whatever bizarre wonders you might find along the way. However, as strongly as
you feel the pull to roam the world, you know there is danger aplenty, and you
take precautions to ensure that you are prepared for any eventuality. Research,
preparation, and readiness will help you live long enough to see everything you
want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any
time. When not hitting the road and looking around, you spend your time with
your nose in a book, learning everything you can about the place you're going so
you know what to expect when you get there.

Speaks For The Land
Your spiritual connection to nature and the environment grants you mystical
abilities.

Choose how you became involved in the adventure:
• One of the PCs approached you to learn information related to the mission,
having heard you were an expert.
• You have always wanted to see the place where the other PCs are going.
• You were interested in what the other PCs were up to and decided to go along
with them.
• One of the PCs fascinates you, perhaps due to a special or weird ability they
have.

Background Connection
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You own a small bar or restaurant.

Focus Connection
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Pick one other PC. You are always trying to impress that character with your
skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need
their respect, or perhaps you're romantically interested in them.

Notes
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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.

Smart
+4 to your Intellect Pool.
Granted from Inquisitive

Possible GM intrusion from your focus:
An injured natural (but dangerous) creature is discovered. Someone's poaching
wildlife for their skins, leaving the carcasses to rot. A tree falls in the
forest, one of the last elder trees.
