Kieth Wehner is a Skeptical Entertainer who Throws With Deadly Accuracy in a Fairytale world -------------------------------------------------------------------------------- Might: ______ Pool: 18 Edge: 0 Defense: Practiced Speed: ______ Pool: 16 Edge: 3 Defense: Practiced Intellect: ______ Pool: 18 Edge: 2 Defense: Practiced Initiative: Practiced Effort: 5 Armor: 0 Experience Points: 0 Recovery Roll: 1d6+7 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Adroit cypher use You can bear four cyphers at a time. Enabler. Everything is a weapon You can take any small object-a coin, a pen, a bottle, a stone, and so on-and throw it with such force and precision that it inflicts damage as a light weapon. Enabler. Precision You deal 2 additional points of damage with attacks using weapons that you throw. Enabler. Quick wits When performing a task that would normally require spending points from your Intellect Pool, you can spend points from your Speed Pool instead. Enabler. Skills ------ Accelerate (Pool:Intellect, Cost:4+) Your words imbue the spirit of a character within immediate range who is able to understand you, accelerating them so they gain an asset on initiative tasks and Speed defense rolls for ten minutes. In addition to the normal options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round. Action per target to initiate. Demeanor of command (Pool:Intellect, Cost:2) You project confidence, knowledge, and charisma to all who see you for the next hour. Your demeanor is such that those who see you automatically understand that you are someone important, accomplished, and with authority. When you speak, strangers who are not already attacking give you at least a round to have your say. If speaking to a group that can understand you, you can attempt to have them produce their leader or ask that they take you to their leader. You gain a free level of Effort that can be applied to one persuasion task you attempt during this period. Action to initiate. Perfect stranger (Pool:Intellect, Cost:3) You alter your posture and way of speaking and make a small but real alteration to an outfit (such as putting on or taking off a hat, reversing a cloak, and so on). For the next hour (or as long as you keep up the alteration), even creatures that know you well don't recognize you. All tasks related to hiding your true identity during this period gain one free level of Effort. Action to initiate. Regeneration (Pool:Intellect, Cost:6) You restore points to a target's Might or Speed Pool in one of two ways: either the chosen Pool regains up to 6 points, or it is restored to a total value of 12. You make this decision when you initiate this ability. Points are regenerated at a rate of 1 point each round. You must remain within immediate range of the target the whole time, either touching them or conversing with them. In no case can this raise a Pool higher than its maximum. Action. Speedy recovery (Pool:Intellect, Cost:3) Your words enhance the normal regenerative ability of a character within short range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time required to do so (minimum one action). Action. Spur effort (Pool:Intellect, Cost:5) You select an ally within immediate range. If that character applies Effort to a task on their next turn, they can apply a free level of Effort on that task. Enabler. Suggestion (Pool:Intellect, Cost:5+) You suggest an action to a creature within immediate range. If the action is something that the target might normally do anyway, it follows your suggestion. If the suggestion is something that is outside of the target's nature or express duty (such as asking a guard to let an intruder pass), the suggestion fails. The creature must be level 2 or lower. The effect of your suggestion lasts for up to a minute. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target you can affect by 1. Thus, to affect a level 5 target (three levels above the normal limit), you must apply three levels of Effort.When the effects of the ability end, the creature remembers following the suggestion but can be persuaded to believe that it chose to do so willingly. Action to initiate. Understanding (Pool:Intellect, Cost:1) You observe or study a creature or object. Your next interaction with that creature or object gains one asset. Action. Anecdote (Pool:Intellect, Cost:2, Trained) 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. Disincentivize (Pool:Intellect, Cost:1, Inability) You hinder all actions attempted by any number of targets within short range who can understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler. Foul aura (Pool:Intellect, Cost:5+, Inability) Your words, gestures, and touch invest an object no larger than yourself with an aura of doom, fear, and doubt for one day. Creatures that can hear and understand you feel an urge to move at least a short distance away from the object. If a creature does not move away, all tasks, attacks, and defenses it attempts while within the aura are hindered. The duration of the aura is extended by one day per level of Effort applied. The aura is temporarily blocked while the object is covered or contained. Action to initiate. Quick throw (Pool:Speed, Cost:2) After using a thrown light weapon, you draw another light weapon and make another thrown attack against the same target or a different one. Action. Whirlwind of throws (Pool:Speed, Cost:5, Inability) With a large handful of small objects-tiny knives, shuriken, stones, jagged bits of metal, coins, or whatever is on hand-you attack every creature in an immediate area within short range. You must make attack rolls against each target. Each attack is hindered. You inflict 3 points of damage on targets you hit. Action. Specialized throwing (Specialized) You are specialized in attacks with all weapons that you throw. Enabler. Careful aim (Trained) You are trained in attacks with all weapons that you throw. Enabler. Interaction skills (Trained) You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidation. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Lead by inquiry (Trained) You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who care to join in. After spending 24 hours with you, your allies are treated as if trained in tasks related to perception. This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to the allies' company within 24 hours. If you leave the allies' company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. Enabler. Lockpicking (Trained) Trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie (Trained) For example, you're better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill). Trained in identifying (Trained) Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Skill:Practiced Distance:Immediate A right jab. Attacks are eased by 1 for Light weapons Light Weapon Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Immediate A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons Cyphers ------- Limit: 4 Agate Eye (Level: 5) When ground up and added to food or drink, or applied to the skin, renders the user immune to poisons of the cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's system). In the form of a striped stone that looks like a dragon's eye. Fairy Tale Snickersnee (Level: 6) When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size. In the form of a small jewel, talisman, or bead. Fairy Tale 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. Improvements ------------ Tier: 5 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- A Entertainer is also known as a Speaker Entertainer 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. Skeptical You possess a questioning attitude regarding claims that are often taken for granted by others. You're not necessarily a "doubting Thomas" (a skeptic who refuses to believe anything without direct personal experience), but you've often benefited from questioning the statements, opinions, and received knowledge presented to you by others. Throws With Deadly Accuracy Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect impact. Choose how you became involved in the adventure: - You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof. - You were following one of the other PCs because you were suspicious of him, which brought you into the action. - Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along. - You need money to fund your research. Background Connection --------------------- You are in a close romantic relationship with someone in local politics. Focus Connection ---------------- Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you 'cheated' in their eyes (but from your perspective, all's fair in a fight). They may be ready for a rematch, though that's up to them. 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. Insightful +2 to your Intellect Pool. Granted from Skeptical Possible GM intrusion from your focus: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break. https://app.lostcompanypress.com/account/cypher/characters/eEDpov Last Updated: March 26th, 2024 22:00 App Version: 1.02.12