Dradaess Dorut is a Tier 6 Exiled Sage who Learns Quickly with a Skills And Knowledge Flavor in a Post Apocalyptic world

6
6
0
25
25
4
16
16
1
21
21
1
1d6+10
Special Abilities
Controlled Fall
When you fall while you are able to use actions and within reach of a vertical surface, you can attempt to slow your fall. Make a Speed roll with a difficulty of 1 for every 20 feet (6 m) you fall. On a success, you take half damage from the fall. If you reduce the difficulty to 0, you take no damage. Enabler. Granted from Sage
Enhanced Intellect
You gain 3 points to your Intellect Pool. Enabler. Granted from Learns Quickly
Find The Way
When you apply Effort to a navigation task because you don't know the way, are lost, are attempting to blaze a new route, need to choose between two or more otherwise similar paths to take, or something very similar, you can apply a free level of Effort. Enabler. Granted from Sage
Hard To Kill
You can choose to reroll any defense task you make but never more than once per round. Enabler. Granted from Sage
Loner
You gain no benefit when you get help with a task from another character who is trained or specialized in that task. Granted from Exiled
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. Granted from Sage
Quick Study
You learn from repetitive actions. You gain a +1 bonus to rolls for similar tasks after the first time (such as operating the same device or making attacks against the same foe). Once you move on to a new task, the familiarity with the old task fades-unless you start doing it again. Enabler. Granted from Learns Quickly
Range Increase
Ranges for you increase by one step. Immediate becomes short, short becomes long, long becomes very long, and very long becomes 1,000 feet (300 m). Enabler. Granted from Sage
Runner
Your standard movement increases from short to long. Enabler. Granted from Sage
Stone Breaker
Your attacks against objects inflict 4 additional points of damage when you use a melee weapon that you wield in two hands. Enabler. Granted from Sage
Pool Cost T S I
Eye For Detail
I 2
Group Friendship
I 4
Inspire Coordinated Actions
I 9
Pay It Forward
I 3
Read The Signs
I 4
Jump Attack
M 5+
Spin Attack
S 5+
Obstacle Running
S 3 T
Assessing Danger
T
Flex Skill
T
Learned A Few Things
T
Physical Skills
T
Pickpocketing
T
Skill With Defense
T
There's Your Problem
T
Trained In All Tasks Involving Foraging, Hunting, And Finding Safe Places To Rest Or Hide
T
Trained In All Tasks Involving Sneaking
T
Wreck
T
Mastery With Attacks
T+ S+
Light Weapons
Medium Weapons
Practiced With All Weapons
Heavy Weapons
X
Living On Your Own For As Long As You Have Makes You Slow To Trust Others And Awkward In Social Situations
X
Dmg Skill Pool Type
Punch
2 P M L
Medium Weapon
4 P M M
Cyphers
Convenient Passage Level: 4
You find or reveal a hidden door, underground tunnel, or similar passage into another room or area. Choose a reasonable, if improbable, destination to connect to your current location. You do not need to have previously visited the destination. At most, the secret passage can take you to a location 1 mile (1.5 km) away. Subtle, Fantastic
Vigilance Level: 3
For one day, you gain an asset to initiative and perception tasks. Subtle
Limit 2
Equipment
You have a memento from your past-an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times. Granted from Exiled.
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.
Armor 1
Money
0
A Sage is also known as a Explorer

Sage
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.

Exiled
You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn't commit and now must pay the price for someone else's wicked deed. Your exile might be the result of a social gaffe-perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one.

Learns Quickly
You deal with bad situations as they arise, learning new lessons each time.

Choose how you became involved in the adventure:
- The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.
- While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.
- One of the other PCs reminds you of someone you used to know.
- You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.


You belong to an exclusive organization of Sages whose existence is not widely known.
Pick one other PC. You're not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.
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.

Self-Reliant
+2 to your Might Pool.
Granted from Exiled

Possible GM intrusion from your focus:
Accidents and mistakes are great teachers.

Pull A Fast One
available from Operates Undercover and Works The Back Alleys
(Task)
When you're running a con, picking a pocket, fooling or tricking a dupe, sneaking something by a guard, and so on, you gain an asset on the task. Enabler. page 173 of Cypher System Rulebook