Dradaess Dorut is a Exiled Sage who Learns Quickly with a Skills And Knowledge Flavor in a Post Apocalyptic world -------------------------------------------------------------------------------- Might: ______ Pool: 25 Edge: 4 Defense: Practiced Speed: ______ Pool: 16 Edge: 1 Defense: Practiced Intellect: ______ Pool: 21 Edge: 1 Defense: Practiced Initiative: Practiced Effort: 6 Armor: 1 Experience Points: 0 Recovery Roll: 1d6+10 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated 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. Enhanced intellect You gain 3 points to your Intellect Pool. Enabler. 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. Hard to kill You can choose to reroll any defense task you make but never more than once per round. Enabler. Loner You gain no benefit when you get help with a task from another character who is trained or specialized in that task. 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. 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. 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. Runner Your standard movement increases from short to long. Enabler. 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. Skills ------ Eye for detail (Pool:Intellect, Cost:2) When you spend five minutes or so thoroughly exploring an area no larger than a short distance in diameter, you can ask the GM one question about the area. The GM must answer you truthfully. You cannot use this more than one time per area per 24 hours. Action to initiate, five minutes to complete. Group friendship (Pool:Intellect, Cost:4) You convince a sentient creature to regard you (and up to ten creatures that you designate within immediate distance of you) positively, as they would a potential friend. Action. Inspire coordinated actions (Pool:Intellect, Cost:9) If your allies can see and easily understand you, you can instruct each of them to take one specific action (the same action for all of them). If any of them choose to take that exact action, they can do so as an additional action immediately. This doesn't interfere with them taking their normal actions on their turns. Action. Pay it forward (Pool:Intellect, Cost:3) You can pass on what you've learned. When you give another character a suggestion involving their next action that is not an attack, their action is eased for one minute. Action. Read the signs (Pool:Intellect, Cost:4) You examine an area and learn precise, useful details about the past (if any exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action. Jump attack (Pool:Might, Cost:5+) You attempt a difficulty 4 Might roll to jump high into the air as part of your melee attack action. If you succeed at the jump and your attack hits, you inflict 3 additional points of damage and knock the foe prone. If you fail at the jump, you still make your normal attack roll, but you don't inflict the extra damage or knock down the opponent if you hit. In addition to the normal options for using Effort, you can choose to use Effort to enhance your jump; each level of Effort used in this way adds +2 feet to the height and +1 damage to the attack. Action. Spin attack (Pool:Speed, Cost:5+) You stand still and make attacks against up to five foes, all as part of the same action in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to all of these attacks. In addition to the normal options for using Effort, you can choose to use Effort to increase the number of foes you can attack with this ability (one additional foe per level of Effort used in this way). Action. Obstacle running (Pool:Speed, Cost:3, Trained) For the next minute, you can ignore obstacles that slow your movement, allowing you to travel at normal speed through areas with rubble, fences, tables, and similar objects that you would have to climb over or move around. This movement might include sliding on a railing, briefly running along a wall, or even stepping on a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome, such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained in that task. Enabler. Assessing danger (Trained) Flex skill (Trained) At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized. Enabler. Learned a few things (Trained) You are trained in two areas of knowledge of your choice, or specialized in one area of knowledge of your choice. Enabler. Physical skills (Trained) You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Pickpocketing (Trained) Skill with defense (Trained) Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Enabler. There's your problem (Trained) You are trained in tasks related to figuring out how to solve problems with multiple solutions (like the best way to pack a truck, calm an enraged customer, give a cat a shot of insulin, or find a route through the city for maximum speed). Enabler. Trained in all tasks involving foraging, hunting, and finding safe places to rest or hide (Trained) Trained in all tasks involving sneaking (Trained) Wreck (Trained) Using two hands, you wield a weapon or a tool with a powerful swing. (If fighting unarmed, this attack is made with both fists or both feet together.) When using this as an attack, you take a -1 penalty to the attack roll, and you inflict 3 additional points of damage. When attempting to damage an object or barrier, you are trained in the task. Action. Mastery with attacks (Trained, Specialized) Choose one type of attack in which you are trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are specialized in attacks using that type of weapon. Enabler. (If you aren't trained in an attack, select Skill With Attacks to become trained in that attack.) Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Practiced with all weapons (Practiced) You become practiced with light, medium, and heavy weapons and suffer no penalty when using any kind of weapon. Enabler. Heavy weapons (Inability) Heavy Weapons Living on your own for as long as you have makes you slow to trust others and awkward in social situations (Inability) Any task involving social interaction is hindered. 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 Medium Weapon Cost:Free Stat:Might Damage:4 Type:Medium Skill:Practiced Distance:Immediate A medium weapon of your choice. Granted from Starting Equipment. Cyphers ------- Limit: 2 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 Equipment --------- Money: 0 - 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. Improvements ------------ Tier: 6 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- 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. Background Connection --------------------- You belong to an exclusive organization of Sages whose existence is not widely known. Focus Connection ---------------- 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. Notes ----- 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. https://app.lostcompanypress.com/account/cypher/characters/eYLbkv Last Updated: March 12th, 2024 18:00 App Version: 1.02.12