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- Name: Camora (ka-MƱ-rə)
- Points spent toward Tier 6: 16
- Pool 6
- Edge 6
- Effort 6
- Skill 6
- Tier 6 Abfab (Fabulous) Glaive who Never Says Die
- edge
- Might 20 6
- Speed 16 3 (+2 from fabulous)
- Intellect 17 0
- Effort 7
- Cyphers 4
- Practiced in Armor reduce penalty 2
- Practiced in Weapons
- Trained in Light Bladed
- Specialized in Light Bashing
- Specialized in Medium Bladed
- Recovery:
- Recovery period 1 action, also gain +1 Might and Speed edge for 10 minutes, for 1 Might point also immediately gain 1 action (Enabler, trivial with Edge)
- Recovery period 10 minute is 1 action
- Recovery period 1 hour
- Recovery period 10 hours
- overskills
- Trained in any task related to creating art (special bennies)
- Trained in any task related to pleasant social interaction
- skills:
- Climbing (T)
- Jumping (T)
- Swimming (T)
- Perception (S)
- Photography (T, S for creating art or pleasant social interaction)
- Trained in Run Through Walls
- Defense:
- Trained in all Speed defense tasks
- Trained in all Might defense tasks
- Inner Defense: Trained in any task to resist the ability of another to discern true feelings, beliefs, or plans. Likewise trained in resisting torture, telepathic intrusion, and mind control. Enabler.
- Equipment:
- Fabulous clothing (1 set)
- Casual clothing
- One weapon and a shield
- Medium armor
- An explorer’s pack
- Two cyphers (chosen for you by the GM),
- One oddity (chosen for you by the GM)
- 5 shins (coins).
- Moves:
- Fleet Of Foot: Succeed at a diff 2 Speed-based running task, can move a short distance *and* take an action in the same round. Enabler.
- Surging Confidence: (1 Might point) see Recovery, above
- Capable Warrior: +1 additional damage. Enabler.
- Jump Attack (5 Might points): Diff 4 Might action to jump high as part of a melee attack. Success is +3 damage and knockdown; failure is normal attack. Action.
- Run Through Walls (6 Might points): When you use an action to move, and move to an obstacle, you can make a Might roll. Diff set by GM. If successful, smash through and leave hole large enough for others to move through. Enabler.
- Tier power:
- Rapid Recovery (recovery above)
- Push On Through (2 Might points): ignore the effects of terrain while moving for one hour. Enabler.
- Ignore the Pain: ignore the Impaired condition and treat Debilitated as Impaired. Enabler.
- Hidden Reserves: special bonus to one-minute recovery, above
- Increasing Determination: if you fail at a noncombat physical task and then retry (such as pushing open a door, climbing a cliff, etc.), the difficulty is reduced by one step. No special benefits if failed again. Enabler.
- Outlast the Foe: If you've been in combat for five full rounds, difficulty of all tasks is decreased by 1 step for the duration, and all your attacks deal +1 damage. Enabler.
- Throw Off Affliction (5 Might points): If affected by an unwanted condition (disease, broken limb, etc. but not damage), can ignore it for an hour. If it lasts less than an hour, it's negated. Action.
- Not Dead Yet. When normally dead, fall unconscious for one round, then awaken. Regain 1d6+6 points to stat pools and treated as debilitated (which is impaired) until you rest 10 hours. Must rest 10 hours to reuse this ability; otherwise, next time you just die. Enabler.
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