Agent Energy (Leo Larkin) is a Mighty Strong Hero who Travels Through Time in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 19 Edge: 3 Defense: Trained Speed: ______ Pool: 16 Edge: 3 Defense: Trained Intellect: ______ Pool: 19 Edge: 1 Defense: Practiced Initiative: Practiced Effort: 6 Armor: 1 Experience Points: 0 Recovery Roll: 1d6+9 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. Capable warrior Your attacks deal 1 additional point of damage. Enabler. Combat prowess You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon attacks. Enabler. Energy resistance Choose a discrete type of energy that you have experience with (such as heat, sonic, electricity, and so on). You gain +5 to Armor against damage from that type of energy. You must be familiar with the type of energy; for example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler. Expert cypher use You can bear three cyphers at a time. Enabler. Healthy Add 1 to the points you regain when you make a recovery roll. Improved edge Choose one of your Edge stats that is 0. It increases to 1. Enabler. Improved success When you roll a 17 or higher on an attack roll that deals damage, you deal 1 additional point of damage. For instance, if you roll a natural 18, which normally deals 2 extra points of damage, you instead deal 3 extra points. If you roll a natural 20 and choose to deal damage instead of achieve a special major effect, you deal 5 extra points of damage. 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. Skills ------ Anticipation (Pool:Intellect, Cost:1) You look ahead to see how your actions might unfold. The first task you perform before the end of the next round gains an asset. Action. Call through time (Pool:Intellect, Cost:6+) You call a creature or person of up to level 3 from the recent past, and it appears next to you. You can choose a creature that you've previously encountered (even if it is now dead), or (no more than once per day) you can allow the GM to determine the creature randomly. If you call a random creature, it has a 10 percent chance of being a creature of up to level 5. The creature has no memory of anything before being called by you, though it can speak and has the general knowledge a creature of its type should possess. The time-shifted creature does your bidding for as long as you concentrate on it, but you must use your action each turn to direct it; otherwise it returns to the past. In addition to the normal options for using Effort, you can choose to use Effort to call a more powerful creature; each level of Effort used in this way increases the creature's level by 1. For example, applying one level of Effort calls a specific creature of up to level 4 or a random creature with a 10 percent chance of being up to level 6. Action. See history (Pool:Intellect, Cost:4) You touch an object, read the subtle echoes of its existence through time, ask the GM a question about the object's past, and get a general answer. The answers are often in the form of brief images or sensations rather than specific answers in a language you know. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7. After you use this ability, you have an asset on identifying the object. Action. ("Obscure" is a relative term-a sage might not know how a vampire acquired a specific artifact, but someone using See History on that artifact would have an easy time sensing that event.) Temporal dislocation (Pool:Intellect, Cost:7) You disappear and travel up to one hour into the future or the past. While dislocated in time, you perceive events as they transpire from your position using your normal senses, but you can't interact with or change anything. If you project yourself into the past, you remain there for one hour, at which point you've caught up to the present (to anyone with you in the present, you only seem to flicker out of existence for a moment). If you project yourself into the future, you remain there until the present catches up to you (to anyone with you in the present, you vanish for one hour and reappear in the place you left). Action. Time loop (Pool:Intellect, Cost:4) You call yourself from a few moments in the future to help you in the present. On the round you use this ability, your future self appears anywhere you choose within immediate range and takes an action. On the second round, you and your future self both take actions, and your future self's action is eased. On the third round, you and your future self both disappear. On the fourth round, you catch up to your future self, reappear wherever your future self initially appeared in the first round, and can take your actions normally. Your future self shares your stats, so any damage that either of you takes applies to the same stat Pools. If your future self is killed, you and your future self disappear in the third round (as normal) and you reappear, dead, in the fourth round. Neither you nor your future self can use Time Loop again until you reappear as your future self in the fourth round. Action.(In effect, Time Loop lets "you" take an action on the round you use it, two actions on the second round, and zero actions on the third round, and then you're back to normal after that.) Time doppelganger (Pool:Intellect, Cost:6+, Inability) A perfect copy of you appears within an immediate distance. This doppelganger is probably a version of you from another timeline or the past. The doppelganger is a level 5 NPC with 15 health. It has your mind and memories, and you control it as if it were you in another body. In effect, while this ability is active, you have two bodies. If the doppelganger uses any of your abilities that cost points, those points come from your Pools (including spending Effort). Controlling two bodies at once is difficult and distracting; while this ability is active, all tasks performed by you or the doppelganger are hindered. The doppelganger has no equipment other than simple clothing. It remains for up to one minute, but disappears if killed or if you use an action to dismiss it. If the doppelganger is killed, you take 5 points of damage that ignore Armor, and you lose your next action. If you are killed while the doppelganger is present, you live on as the doppelganger (it becomes your character instead of being an NPC that disappears). In addition to the normal options for using Effort, you can choose to use Effort to increase the duration of this ability; each level of Effort used in this way adds one minute to the doppelganger's existence. If you also have this ability from another source, you may use either ability, the doppelganger is 1 level higher, and it has 3 additional health. Action. Crushing blow (Pool:Might, Cost:2) When you use a bashing or bladed weapon in both hands and apply Effort on the attack, you get a free level of Effort on the damage. (If fighting unarmed, this attack is made with both fists or both feet together.) Action. Fury (Pool:Might, Cost:3) For the next minute, all melee attacks you make inflict 2 additional points of damage. Action to initiate. Bash (Pool:Might, Cost:1, Inability) This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time all tasks it performs are hindered. Action. Reload (Pool:Speed, Cost:1) When using a weapon that normally requires an action to reload, such as a heavy crossbow, you can reload and fire (or fire and reload) in the same action. Enabler. Snipe (Pool:Speed, Cost:2) If you spend one action aiming, in the next round you can make a precise ranged attack. You have an asset on this attack. If your attack is successful, it inflicts 4 additional points of damage. 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. Weapon and body (Pool:Speed, Cost:5) After making a melee weapon or ranged weapon attack, you follow up with a punch or kick as an additional attack, all as part of the same action in one round. The two attacks can be directed at different foes. Make a separate attack roll for each attack. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to both attacks, unless it is tied specifically to your weapon. Action. Slice (Pool:Speed, Cost:2, Trained) This is a quick attack with a bladed or pointed weapon that is hard to defend against. You are trained in this task. If the attack is successful, it deals 1 less point of damage than normal. Action. Skill with attacks (Trained) Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. You can select this ability multiple times. Each time you select it, you must choose a different type of attack. Enabler. Trained in all actions involving lifting and throwing things (Trained) Trained in might defense tasks (Trained) Trained without armor (Trained) You are trained in Speed defense tasks when not wearing armor. Enabler. 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.) Heavy weapons (Practiced) Light weapons (Practiced) Medium weapons (Practiced) Attacks ------- 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 Medium Weapon Cost:Free Stat:Might Damage:4 Type:Medium Skill:Practiced Distance:Immediate A medium weapon of your choice. Granted from Starting Equipment. Punch Cost:Free Stat:Might Damage:2 Type:Light Skill:Practiced Distance:Immediate A right jab. Attacks are eased by 1 for Light weapons Cyphers ------- Limit: 5 Attractor (Level: 10) One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives. Manifest Sonic Hole (Level: 8) Draws all sound within long range into the device for one round per cypher level. Within the affected area, no sound can be heard. (Sonic holes are much-loved by thieves everywhere but can also be used for less nefarious purposes, such as hunting prey and sneaking past enemies.) Fantastic Equipment --------- Money: 0 - Appropriate clothing and two weapons of your choice, plus one expensive item, 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 ---------- Mighty You have a very impressive physique. Your strength, power, and very importance are superior. Whether you're truly the mightiest may be up for debate (and you may have a friendly rivalry about this with other superheroes), but there is no question that you are exceptional. These things make you confident, but you know that you have these physical gifts in order to perform heroic deeds, and unseemly conduct is beneath you. Choose how you became involved in the adventure: - You joined the other PCs because they would fail without your strength. - You believe this endeavor will earn you a lot of valor. - Another PC asked--rightly--for your help. - An authority figure told you to do this to show you the value of humility. Travels Through Time You can see through time, try to reach through it, and eventually even travel through it. Powers gained from supernatural creature (demon, angel, werewolf, vampire, etc.). Background Connection --------------------- You and a friend both smoke the same kind of rare, expensive tobacco. The two of you get together weekly to chat and smoke. Focus Connection ---------------- Pick one other PC. You are pretty sure you are related in some fashion. Notes ----- Possible player intrusions based on your character type: Perfect Setup You're fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Old Friend A comrade in arms from your past shows up unexpectedly and provides aid in whatever you're doing. They are on a mission of their own and can't stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal. Weapon Break Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track. Very Powerful +4 to your Might Pool. Granted from Mighty Possible GM intrusion from your focus: Paradoxes are created. Others remember past events differently. https://app.lostcompanypress.com/account/cypher/characters/NvKdye Last Updated: October 1st, 2023 13:49 App Version: 1.02.12